index 6dd62a21839e82a8e581f1fbd742e8900bdb9cb7..8015bb4ca6740a2fb1704722aa461d19e7f53b0d 100644 (file)
interface
procedure r_Game_Draw;
- procedure DrawLoadingStat;
- procedure DrawMenuBackground (tex: AnsiString);
+ procedure r_Game_DrawLoadingStat;
+ procedure r_Game_DrawMenuBackground (tex: AnsiString);
implementation
g_textures, e_input, e_sound,
g_language, g_console, g_menu, g_triggers, g_player, g_options, g_monsters, g_map, g_panel, g_window,
g_items, g_weapons, g_gfx, g_phys, g_net, g_gui, g_netmaster,
- g_game, r_console
+ g_game, r_console, r_gfx, r_items, r_map, r_panel
;
var
end;
end;
-procedure DrawLoadingStat();
+procedure r_Game_DrawLoadingStat;
procedure drawRect (x, y, w, h: Integer);
begin
if (w < 1) or (h < 1) then exit;
end;
end;
-procedure DrawMenuBackground(tex: AnsiString);
+procedure r_Game_DrawMenuBackground (tex: AnsiString);
var
w, h: Word;
ID: DWord;
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no need to modify color buffer
- if (lrad > 4) then g_Map_DrawPanelShadowVolumes(lx, ly, lrad);
+ if (lrad > 4) then r_Map_DrawPanelShadowVolumes(lx, ly, lrad);
// render light texture
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO); // draw light, and clear stencil buffer
begin
pan := TPanel(gDrawPanelList.front());
if ((pan.tag and tagmask) = 0) then break;
- if doDraw then pan.Draw(doAmbient, ambColor);
+ if doDraw then r_Panel_Draw(pan, doAmbient, ambColor);
gDrawPanelList.popFront();
end;
end
else
begin
- if doDraw then g_Map_DrawPanels(panType, hasAmbient, ambColor);
+ if doDraw then r_Map_DrawPanels(panType, hasAmbient, ambColor);
end;
if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
end;
if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('collect');
if gdbg_map_use_accel_render then
begin
- g_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
+ r_Map_CollectDrawPanels(sX, sY, sWidth, sHeight);
end;
if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
if (profileFrameDraw <> nil) then profileFrameDraw.sectionBegin('skyback');
- g_Map_DrawBack(backXOfs, backYOfs);
+ r_Map_DrawBack(backXOfs, backYOfs);
if (profileFrameDraw <> nil) then profileFrameDraw.sectionEnd();
if setTransMatrix then
drawPanelType('*back', PANEL_BACK, g_rlayer_back);
drawPanelType('*step', PANEL_STEP, g_rlayer_step);
- drawOther('items', @g_Items_Draw);
+ drawOther('items', @r_Items_Draw);
drawOther('weapons', @g_Weapon_Draw);
drawOther('shells', @g_Player_DrawShells);
drawOther('drawall', @g_Player_DrawAll);
drawOther('corpses', @g_Player_DrawCorpses);
drawPanelType('*wall', PANEL_WALL, g_rlayer_wall);
drawOther('monsters', @g_Monsters_Draw);
- drawOther('itemdrop', @g_Items_DrawDrop);
+ drawOther('itemdrop', @r_Items_DrawDrop);
drawPanelType('*door', PANEL_CLOSEDOOR, g_rlayer_door);
- drawOther('gfx', @g_GFX_Draw);
- drawOther('flags', @g_Map_DrawFlags);
+ drawOther('gfx', @r_GFX_Draw);
+ drawOther('flags', @r_Map_DrawFlags);
drawPanelType('*acid1', PANEL_ACID1, g_rlayer_acid1);
drawPanelType('*acid2', PANEL_ACID2, g_rlayer_acid2);
drawPanelType('*water', PANEL_WATER, g_rlayer_water);
if (p = nil) or (p.FDummy) then
begin
glPushMatrix();
- g_Map_DrawBack(0, 0);
+ r_Map_DrawBack(0, 0);
glPopMatrix();
Exit;
end;
begin
if (gState = STATE_MENU) then
begin
- if (g_ActiveWindow = nil) or (g_ActiveWindow.BackTexture = '') then DrawMenuBackground('MENU_BACKGROUND');
+ if (g_ActiveWindow = nil) or (g_ActiveWindow.BackTexture = '') then r_Game_DrawMenuBackground('MENU_BACKGROUND');
// F3 at menu will show game loading dialog
if e_KeyPressed(IK_F3) then g_Menu_Show_LoadMenu(true);
if (g_ActiveWindow <> nil) then
else
back := 'INTER';
- DrawMenuBackground(back);
+ r_Game_DrawMenuBackground(back);
DrawCustomStat();
begin
back := 'INTER';
- DrawMenuBackground(back);
+ r_Game_DrawMenuBackground(back);
DrawSingleStat();
if gState = STATE_ENDPIC then
begin
ID := DWORD(-1);
- if g_Texture_Get('TEXTURE_endpic', ID) then DrawMenuBackground('TEXTURE_endpic')
- else DrawMenuBackground(_lc[I_TEXTURE_ENDPIC]);
+ if g_Texture_Get('TEXTURE_endpic', ID) then r_Game_DrawMenuBackground('TEXTURE_endpic')
+ else r_Game_DrawMenuBackground(_lc[I_TEXTURE_ENDPIC]);
if g_ActiveWindow <> nil then
begin
// e_DrawSize(ID, 0, 0, 0, False, False, gScreenWidth, gScreenHeight);
// //e_DrawFillQuad(0, 0, gScreenWidth-1, gScreenHeight-1, 48, 48, 48, 180);
// end;
- DrawMenuBackground('MENU_BACKGROUND');
+ r_Game_DrawMenuBackground('MENU_BACKGROUND');
e_DarkenQuadWH(0, 0, gScreenWidth, gScreenHeight, 150);
g_Serverlist_Draw(slCurrent, slTable);
end;