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📄 refexport_t.java

📁 Jake2是一个Java 3D游戏引擎.
💻 JAVA
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/* * refexport_t.java * Copyright (C) 2003 * * $Id: refexport_t.java,v 1.3 2004/12/14 00:11:10 hzi Exp $ */  /*Copyright (C) 1997-2001 Id Software, Inc.This program is free software; you can redistribute it and/ormodify it under the terms of the GNU General Public Licenseas published by the Free Software Foundation; either version 2of the License, or (at your option) any later version.This program is distributed in the hope that it will be useful,but WITHOUT ANY WARRANTY; without even the implied warranty ofMERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.See the GNU General Public License for more details.You should have received a copy of the GNU General Public Licensealong with this program; if not, write to the Free SoftwareFoundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.*/package jake2.client;import jake2.qcommon.xcommand_t;import jake2.render.image_t;import jake2.render.model_t;import jake2.sys.KBD;import java.awt.Dimension;import java.awt.DisplayMode;/** * refexport_t *  * @author cwei */public interface refexport_t {	// ============================================================================	// public interface for Renderer implementations	//	// ref.h, refexport_t	// ============================================================================	//	// these are the functions exported by the refresh module	//	// called when the library is loaded	boolean Init(int vid_xpos, int vid_ypos);	// called before the library is unloaded	void Shutdown();	// All data that will be used in a level should be	// registered before rendering any frames to prevent disk hits,	// but they can still be registered at a later time	// if necessary.	//	// EndRegistration will free any remaining data that wasn't registered.	// Any model_s or skin_s pointers from before the BeginRegistration	// are no longer valid after EndRegistration.	//	// Skins and images need to be differentiated, because skins	// are flood filled to eliminate mip map edge errors, and pics have	// an implicit "pics/" prepended to the name. (a pic name that starts with a	// slash will not use the "pics/" prefix or the ".pcx" postfix)	void BeginRegistration(String map);	model_t RegisterModel(String name);	image_t RegisterSkin(String name);	image_t RegisterPic(String name);	void SetSky(String name, float rotate, /* vec3_t */	float[] axis);	void EndRegistration();	void RenderFrame(refdef_t fd);	void DrawGetPicSize(Dimension dim /* int *w, *h */, String name);	// will return 0 0 if not found	void DrawPic(int x, int y, String name);	void DrawStretchPic(int x, int y, int w, int h, String name);	void DrawChar(int x, int y, int num); // num is 8 bit ASCII 	void DrawTileClear(int x, int y, int w, int h, String name);	void DrawFill(int x, int y, int w, int h, int c);	void DrawFadeScreen();	// Draw images for cinematic rendering (which can have a different palette). Note that calls	void DrawStretchRaw(int x,	int y, int w, int h, int cols, int rows, byte[] data);	/*	** video mode and refresh state management entry points	*/	/* 256 r,g,b values;	null = game palette, size = 768 bytes */	void CinematicSetPalette(final byte[] palette);	void BeginFrame(float camera_separation);	void EndFrame();	void AppActivate(boolean activate);		/**	 * 	 *	 */	void updateScreen(xcommand_t callback);		int apiVersion();		DisplayMode[] getModeList();		KBD getKeyboardHandler();}

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