//----------------------------------------------------------------------------------- // // Torque Network Library - ZAP example multiplayer vector graphics space game // Copyright (C) 2004 GarageGames.com, Inc. // For more information see http://www.opentnl.org // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // For use in products that are not compatible with the terms of the GNU // General Public License, alternative licensing options are available // from GarageGames.com. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA // //------------------------------------------------------------------------------------ #ifndef _GAMEOBJECTRENDER_H_ #define _GAMEOBJECTRENDER_H_ #include "point.h" #include "tnl.h" using namespace TNL; namespace Zap { extern void glVertex(Point p); extern void glColor(Color c, float alpha = 1); extern void drawCircle(Point pos, F32 radius); extern void fillCircle(Point pos, F32 radius); extern void renderCenteredString(Point pos, U32 size, const char *string); extern void renderShip(Color c, F32 alpha, F32 thrusts[], F32 health, F32 radius, bool cloakActive, bool shieldActive); extern void renderTeleporter(Point pos, U32 type, bool in, S32 time, F32 radiusFraction, F32 radius, F32 alpha); extern void renderTurret(Color c, Point anchor, Point normal, bool enabled, F32 health, F32 barrelAngle, F32 aimOffset); extern void renderFlag(Point pos, Color c); extern void renderLoadoutZone(Color c, Vector &bounds, Rect extent); extern void renderProjectile(Point pos, U32 type, U32 time); extern void renderMine(Point pos, bool armed, bool visible); extern void renderGrenade(Point pos); extern void renderRepairItem(Point pos); extern void renderForceFieldProjector(Point pos, Point normal, Color teamColor, bool enabled); extern void renderForceField(Point start, Point end, Color c, bool fieldUp); extern void renderGoalZone(Vector &bounds, Color c, bool isFlashing); }; #endif