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void | ClearCursor () |
| Clear cursor state. More...
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static void | scrollrt_draw_cursor_back_buffer () |
| Remove the cursor from the back buffer. More...
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static void | scrollrt_draw_cursor_item () |
| Draw the cursor on the back buffer. More...
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void | DrawMissilePrivate (MissileStruct *m, int sx, int sy, BOOL pre) |
| Render a missile sprite. More...
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void | DrawMissile (int x, int y, int sx, int sy, BOOL pre) |
| Render a missile sprites for a given tile. More...
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static void | DrawMonster (int x, int y, int mx, int my, int m) |
| Render a monster sprite. More...
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static void | DrawPlayer (int pnum, int x, int y, int px, int py, BYTE *pCelBuff, int nCel, int nWidth) |
| Render a player sprite. More...
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void | DrawDeadPlayer (int x, int y, int sx, int sy) |
| Render a player sprite. More...
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static void | DrawObject (int x, int y, int ox, int oy, BOOL pre) |
| Render an object sprite. More...
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static void | scrollrt_draw_dungeon (int sx, int sy, int dx, int dy) |
| Render object sprites. More...
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static void | drawCell (int x, int y, int sx, int sy) |
| Render a cell. More...
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static void | drawFloor (int x, int y, int sx, int sy) |
| Render a floor tiles. More...
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static void | DrawItem (int x, int y, int sx, int sy, BOOL pre) |
| Draw item for a given tile. More...
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static void | DrawMonsterHelper (int x, int y, int oy, int sx, int sy) |
| Check if and how a mosnter should be rendered. More...
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static void | DrawPlayerHelper (int x, int y, int oy, int sx, int sy) |
| Check if and how a player should be rendered. More...
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static void | scrollrt_drawFloor (int x, int y, int sx, int sy, int blocks, int chunks) |
| Render a row of floor tiles. More...
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static void | scrollrt_draw (int x, int y, int sx, int sy, int blocks, int chunks) |
| Render a row of tile. More...
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static void | DrawGame (int x, int y) |
| Configure render and process screen rows. More...
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void | DrawControllerModifierHints () |
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void | DrawView (int StartX, int StartY) |
| Start rendering of screen, town variation. More...
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void | ClearScreenBuffer () |
| Render the whole screen black. More...
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void | EnableFrameCount () |
| Initialize the FPS meter. More...
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static void | DrawFPS () |
| Display the current average FPS over 1 sec. More...
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static void | DoBlitScreen (DWORD dwX, DWORD dwY, DWORD dwWdt, DWORD dwHgt) |
| Update part of the screen from the back buffer. More...
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static void | DrawMain (int dwHgt, BOOL draw_desc, BOOL draw_hp, BOOL draw_mana, BOOL draw_sbar, BOOL draw_btn) |
| Check render pipline and blit indivudal screen parts. More...
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void | scrollrt_draw_game_screen (BOOL draw_cursor) |
| Redraw screen. More...
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void | DrawAndBlit () |
| Render the game. More...
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DEVILUTION_BEGIN_NAMESPACE int | light_table_index |
| Specifies the current light entry. More...
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DWORD | sgdwCursWdtOld |
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DWORD | sgdwCursX |
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DWORD | sgdwCursY |
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BYTE * | gpBufStart |
| Upper bound of back buffer. More...
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BYTE * | gpBufEnd |
| Lower bound of back buffer. More...
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DWORD | sgdwCursHgt |
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DWORD | level_cel_block |
| Specifies the current MIN block of the level CEL file, as used during rendering of the level tiles. More...
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DWORD | sgdwCursXOld |
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DWORD | sgdwCursYOld |
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char | arch_draw_type |
| Specifies the type of arches to render. More...
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int | cel_transparency_active |
| Specifies whether transparency is active for the current CEL file being decoded. More...
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int | cel_foliage_active = false |
| Specifies whether foliage (tile has extra content that overlaps previous tile) being rendered. More...
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int | level_piece_id |
| Specifies the current dungeon piece ID of the level, as used during rendering of the level tiles. More...
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DWORD | sgdwCursWdt |
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void(* | DrawPlrProc )(int, int, int, int, int, BYTE *, int, int, int, int) |
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BYTE | sgSaveBack [8192] |
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DWORD | sgdwCursHgtOld |
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bool | dRendered [MAXDUNX][MAXDUNY] |
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char * | szMonModeAssert [18] |
| used in 1.00 debug More...
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char * | szPlrModeAssert [12] |
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