This commit is contained in:
Sally Coolatta 2020-08-09 16:05:06 -04:00
parent 9612fd4854
commit f6ad84f572

View file

@ -31,21 +31,12 @@ extern consvar_t cv_ticrate, cv_constextsize,\
cv_globalgamma, cv_globalsaturation, \
cv_rhue, cv_yhue, cv_ghue, cv_chue, cv_bhue, cv_mhue,\
cv_rgamma, cv_ygamma, cv_ggamma, cv_cgamma, cv_bgamma, cv_mgamma, \
<<<<<<< HEAD
cv_rsaturation, cv_ysaturation, cv_gsaturation, cv_csaturation, cv_bsaturation, cv_msaturation;
=======
cv_rsaturation, cv_ysaturation, cv_gsaturation, cv_csaturation, cv_bsaturation, cv_msaturation,\
cv_allcaps;
>>>>>>> srb2/next
// Allocates buffer screens, call before R_Init.
void V_Init(void);
// Color look-up table
<<<<<<< HEAD
=======
>>>>>>> srb2/next
#define COLORBITS 6
#define SHIFTCOLORBITS (8-COLORBITS)
#define CLUTSIZE (1<<COLORBITS)
@ -65,11 +56,7 @@ const char *GetPalette(void);
extern RGBA_t *pLocalPalette;
extern RGBA_t *pMasterPalette;
<<<<<<< HEAD
extern UINT8 hudtrans;
=======
void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue);
>>>>>>> srb2/next
// Retrieve the ARGB value from a palette color index
#define V_GetColor(color) (pLocalPalette[color&0xFF])
@ -104,7 +91,6 @@ void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue);
#define V_GRAYMAP 0x00006000
#define V_ORANGEMAP 0x00007000
#define V_SKYMAP 0x00008000
<<<<<<< HEAD
#define V_LAVENDERMAP 0x00009000
#define V_GOLDMAP 0x0000A000
#define V_AQUAMAP 0x0000B000
@ -112,15 +98,6 @@ void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue);
#define V_PINKMAP 0x0000D000
#define V_BROWNMAP 0x0000E000
#define V_TANMAP 0x0000F000
=======
#define V_PURPLEMAP 0x00009000
#define V_AQUAMAP 0x0000A000
#define V_PERIDOTMAP 0x0000B000
#define V_AZUREMAP 0x0000C000
#define V_BROWNMAP 0x0000D000
#define V_ROSYMAP 0x0000E000
#define V_INVERTMAP 0x0000F000
>>>>>>> srb2/next
// use bits 17-20 for alpha transparency
#define V_ALPHASHIFT 16
@ -137,14 +114,6 @@ void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue);
#define V_90TRANS 0x00090000
#define V_HUDTRANSHALF 0x000D0000
#define V_HUDTRANS 0x000E0000 // draw the hud translucent
<<<<<<< HEAD
#define V_AUTOFADEOUT 0x000F0000 // used by CECHOs, automatic fade out when almost over
#define V_RETURN8 0x00100000 // 8 pixel return instead of 12
#define V_OFFSET 0x00200000 // account for offsets in patches
#define V_ALLOWLOWERCASE 0x00400000 // (strings only) allow fonts that have lowercase letters to use them
#define V_FLIP 0x00400000 // (patches only) Horizontal flip
=======
#define V_HUDTRANSDOUBLE 0x000F0000
// Macros follow
#define V_USERHUDTRANSHALF ((10-(cv_translucenthud.value/2))<<V_ALPHASHIFT)
@ -157,7 +126,6 @@ void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue);
#define V_ALLOWLOWERCASE 0x00800000 // (strings only) allow fonts that have lowercase letters to use them
#define V_FLIP 0x00800000 // (patches only) Horizontal flip
#define V_CENTERNAMETAG 0x00800000 // (nametag only) center nametag lines
>>>>>>> srb2/next
#define V_SNAPTOTOP 0x00800000 // for centering
#define V_SNAPTOBOTTOM 0x01000000 // for centering
@ -167,14 +135,9 @@ void V_CubeApply(UINT8 *red, UINT8 *green, UINT8 *blue);
#define V_WRAPX 0x08000000 // Don't clamp texture on X (for HW mode)
#define V_WRAPY 0x10000000 // Don't clamp texture on Y (for HW mode)
<<<<<<< HEAD
#define V_NOSCALESTART 0x20000000 // don't scale x, y, start coords
#define V_SPLITSCREEN 0x40000000
#define V_HORZSCREEN 0x80000000
=======
#define V_NOSCALESTART 0x40000000 // don't scale x, y, start coords
#define V_PERPLAYER 0x80000000 // automatically adjust coordinates/scaling for splitscreen mode
>>>>>>> srb2/next
// defines for old functions
#define V_DrawPatch(x,y,s,p) V_DrawFixedPatch((x)<<FRACBITS, (y)<<FRACBITS, FRACUNIT, s|V_NOSCALESTART|V_NOSCALEPATCH, p, NULL)
@ -208,25 +171,21 @@ void V_DrawDiag(INT32 x, INT32 y, INT32 wh, INT32 c);
// fill a box with a flat as a pattern
void V_DrawFlatFill(INT32 x, INT32 y, INT32 w, INT32 h, lumpnum_t flatnum);
<<<<<<< HEAD
// draw wobbly VHS pause stuff
void V_DrawVhsEffect(boolean rewind);
=======
// fade down the screen buffer before drawing the menu over
void V_DrawFadeScreen(UINT16 color, UINT8 strength);
// available to lua over my dead body, which will probably happen in this heat
void V_DrawFadeFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 c, UINT16 color, UINT8 strength);
>>>>>>> srb2/next
// fade down the screen buffer before drawing the menu over
void V_DrawFadeScreen(UINT16 color, UINT8 strength);
void V_DrawCustomFadeScreen(const char *lump, UINT8 strength);
void V_DrawFadeConsBack(INT32 plines);
<<<<<<< HEAD
void V_EncoreInvertScreen(void);
=======
void V_DrawPromptBack(INT32 boxheight, INT32 color);
>>>>>>> srb2/next
// draw a single character
void V_DrawCharacter(INT32 x, INT32 y, INT32 c, boolean lowercaseallowed);