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path: root/crawl-ref/source/tilebuf.h
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* Give cloud overlays an alpha gradientPete Hurst2013-05-251-0/+3
| | | | | This creates the effect that the top half of the engulfed character is emerging slightly out of the cloud.
* Implement cloud alpha overlay tiles layerPete Hurst2013-05-251-0/+2
| | | | | | | | | | | This works very well for the most part with two small problems: - Webtiles will not support this yet (in probability, this will stop any clouds showing in webtiles) - Floor items interact strangely and will draw over the top of clouds instead of behind them
* added autoexplore to touch tabsChris West2013-01-051-1/+2
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* Scale the skill menu tiles.Raphael Langella2012-10-081-1/+2
| | | | | Scale up with the tile_cell_pixels option, and scale down when the resolution is too low (instead of disabling tiles).
* Use std namespace.Raphael Langella2012-08-261-1/+1
| | | | | | | | | | | | | I had to rename distance() (in coord.h) to distance2() because it conflicts with the STL function to compare 2 iterators. Not a bad change given how it returns the square of the distance anyway. I also had to rename the message global variable (in message.cc) to buffer. I tried to fix and improve the coding style has much as I could, but I probably missed a few given how huge and tedious it is. I also didn't touch crawl-gdb.py, and the stuff in prebuilt, rltiles/tool and util/levcomp.*, because I have no clue about those.
* Doxygenization and junk purging that was missed by my script.Adam Borowski2011-04-021-5/+0
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* Split up tiles.h.Enne Walker2010-05-301-1/+0
| | | | | | Most of it has gone into tilepick.h, but also into enum.h and initfile.cc. Unlike tiles.h which was included everywhere, tilepick.h is now only a dependency of about half the files.
* Use tileidx_t for tile indices. Also, cleanup.Enne Walker2010-05-301-4/+5
| | | | | | | | This new type defines to unsigned int, but it cleans up a lot of the int/unsigned int/short confusion all over the codebase for tile indices. This commit also cleans up tiles code to use coord_def more and to change function signatures to pass const refs and non-const pointers.
* Clean up GL code function parameters.Enne Walker2010-05-141-1/+2
| | | | | | | Remove any non-const-reference parameters. Change const pointer parameters to const reference parameters. Change all draw(NULL, NULL) calls to just draw(). Also, refactor to remove pretranslate and prescale parameters from draw calls.
* Remove "better water transparency" option.Enne Walker2010-05-141-21/+2
| | | | | | The amount of code complexity to draw ~6 extra transparent pixels isn't really worth it. Also, the fact that it can't be turned on by default due to bad OpenGL drivers means that few people are likely using it.
* Renaming struct GLWRect to be class GLWPrim.Enne Walker2010-05-141-1/+1
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* Rename vert buffer 'push' to 'add' for clarity.Enne Walker2010-05-141-1/+1
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* Code cleanup for triangles branch.Enne Walker2010-05-141-2/+3
| | | | Applying standards, simplifying code, removing redundant comments.
* Remove unused 'flush' option on buffer drawing.Enne Walker2010-05-141-2/+2
| | | | | It's not really used anywhere at this point, and it's better to call clear explicitly when the draw buffer needs to be refilled.
* Tilebuf now uses GLVertBuffer exclusively.Ixtli2010-05-141-75/+29
| | | | Signed-off-by: Enne Walker <enne.walker@gmail.com>
* Struct changes. Added a winding query.Ixtli2010-05-141-16/+0
| | | | | | | | Added a GLWRect for passing rectangles generically. Moved VColour into glwrapper.h; it will survive the purging. Can now ask GLStateManager what winding it's using. Signed-off-by: Enne Walker <enne.walker@gmail.com>
* Moved comment related to GLState to glwrapper.hIxtli2010-04-241-7/+2
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* Created FontWrapper, and made FT flag in makefile.Ixtli2010-04-241-3/+3
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* Removed conditional inclusion of glwrapper.hIxtli2010-04-241-3/+0
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* Added GLPrimitive to glwrapper, condenced all vert-drawing methods to ↵Ixtli2010-04-241-1/+1
| | | | | | drawGLPrimitives and then updated tilebuf, font, reg, and sdl to use it propperly. As well, tilebuf's VertBuffer::draw() method needed to be changed to allow passing to pre-render transformations (used in submerged tile rendering.)
* Integrated glwrapper into tilebuf.h/cc and tilereg.ccIxtli2010-04-241-3/+3
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* Removed GLState and GLStateManager classes from tilebuf.cc/h and moved them ↵Ixtli2010-04-241-23/+4
| | | | to the new glwrapper files. Removed SDL_opengl from these files and instead have them call static members of the GLStateManager class.
* [470] Fix opaque white shallow water in tiles.Enne Walker2010-02-071-1/+3
| | | | | | | | Alpha testing is apparently not a dependable feature of OpenGL. Instead, provide an alternate method of drawing submerged tiles that does not depend on it. The older (better looking, in my opinion) behavior can be enabled via an option. It's off by default, so that folks don't file bug reports about shallow water.
* Tile transparency in water without overlays.Enne Walker2010-01-171-0/+89
| | | | | | | | | | | | | | | | | In order for jpeg's waves to work on deep water as well as shallow, we need to not use partially transparent overlays to simulate an actor or an item being submerged. Now, non-flying objects on water will be drawn transparently to blend with the water below. This should mostly look the same, except it will now work on top of waves and will not require a mask for each water type. As a nice side-effect, ghosts are now transparent again and the water on top of submerged objects now animates properly. See the comments in tilebuf.cc for details. The mask tile itself can be adjusted to change the water level, but the parameters to SubmergedTileBuffer will need to be changed to compensate depending on what the new art looks like.
* Drop obsolete CVS last-committed headers ($Author$).Adam Borowski2009-10-061-2/+0
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* * Fix centaur/naga tiles not being displayed correctly in the characterj-p-e-g2009-07-031-1/+3
| | | | | | | | | | | | | | | | | selection menu. * Add dolls_data to player_save_info struct, to make it easier to read in per-character doll information once we get around to that. Including the tiledef files in externs.h is probably overkill, though, so we might want to move player_save_info into another header file. * Fix Xom's repel stair effect moving shops. * Fix decks granting permanent summons at low power (and only at low power). * Make default settings of the brand options consistent between init.txt and initfile.cc. * Update FAQ. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@10086 c06c8d41-db1a-0410-9941-cceddc491573
* [2498067] Fixing tiles menu graphics.ennewalker2009-01-101-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8399 c06c8d41-db1a-0410-9941-cceddc491573
* Clean up tiles code to use the VertBuffer classes.ennewalker2009-01-081-20/+12
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8321 c06c8d41-db1a-0410-9941-cceddc491573
* Setting all .h/.cc files in source to have a consistent keyword propset.ennewalker2009-01-041-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8218 c06c8d41-db1a-0410-9941-cceddc491573
* Tile menus now support multiple tiles per entry (see MenuEntry::get_tiles).ennewalker2009-01-031-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@8153 c06c8d41-db1a-0410-9941-cceddc491573
* Fixing Linux compile warnings and errors. (Although, not the one Johanna is ↵ennewalker2008-12-021-0/+1
| | | | | | seeing.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7715 c06c8d41-db1a-0410-9941-cceddc491573
* Add whitespace fixes.dolorous2008-10-231-1/+1
| | | | git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7294 c06c8d41-db1a-0410-9941-cceddc491573
* Support for inline graphics and mouse input on menus.ennewalker2008-10-161-0/+141
Menus in the console version should be unchanged. Let me know if this is not the case. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@7258 c06c8d41-db1a-0410-9941-cceddc491573