#pragma once #include <3ds.h> #include #include #include #include #include "Globals.h" #include "MapGen.h" sf2d_texture *playerLightBake; sf2d_texture *lanternLightBake; sf2d_texture *glowwormLightBake; sf2d_texture *glowwormBigLightBake; int offsetX, offsetY; int playerScale; void render(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits); void renderb(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits, u32 color); void renderr(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits, float rotate); void renderc(s32 xp, s32 yp, u32 xTile, u32 yTile, int sizeX, int sizeY, u8 bits); void renderbc(s32 xp, s32 yp, u32 xTile, u32 yTile, int sizeX, int sizeY, u8 bits, u32 color); void render16(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits); void render16c(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits, float scaleX, float scaleY); void render16b(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits, u32 color); void render16s(s32 xp, s32 yp, u32 tile, u8 bits, u32 color); void render32(s32 xp, s32 yp, u32 xTile, u32 yTile, u8 bits); void renderTitle(int x, int y); void renderFrame(int x1, int y1, int x2, int y2, u32 bgColor); void renderTile(int i, int d, u8 level, int x, int y); void renderConnectedTile4(int x, int y, u32 xTile, u32 yTile); void renderConnectedTile8(int x, int y, u32 xTile, u32 yTile); void renderBackground(s8 level, int xScroll, int yScroll); void renderWeather(u8 level, int xScroll, int yScroll); void renderDayNight(PlayerData *pd); void renderButtonIcon(u32 icon, int x, int y, float scale); void bakeLights(); void freeLightBakes(); void renderLightsToStencil(PlayerData *pd, bool force, bool invert, bool rplayer); void resetStencilStuff(); void bakeLight(sf2d_texture* texture, int x, int y, int r); void renderLight(int x, int y, sf2d_texture* texture); void renderGui(PlayerData *pd); void renderZoomedMap(PlayerData *pd); void renderPlayer(PlayerData *pd); void drawText(char * msg, u32 x, u32 y); void drawSizedText(char * msg, u32 x, u32 y, float size); void drawTextColor(char * msg, u32 x, u32 y, u32 color); void drawTextColorSpecial(char * msg, u32 x, u32 y, u32 color, u32 color2); void drawSizedTextColor(char * msg, int x, int y, float size, u32 color); void renderFurniture(int itemID, int x, int y); void renderEntity(Entity* e, int x, int y); void renderEntities(u8 level, int x, int y, EntityManager* em); void renderRecipes(RecipeManager * r, int xo, int yo, int x1, int y1, int selected); void renderItemList(Inventory * inv, int xo, int yo, int x1, int y1, int selected); void renderArmorList(Inventory * inv, int xo, int yo, int x1, int y1, int selected); void renderItemWithText(Item* item, int x, int y); void renderItemStuffWithText(int itemID, int itemCL, bool onlyOne, int x, int y); void renderItemWithTextCentered(Item* item, int width, int y); void renderItemIcon(int itemID, int countLevel, int x, int y); void renderItemIcon2(int itemID, int countLevel, int x, int y, int z);