Files
sbox-public/engine/Definitions/tools/CToolRenderContext.def
s&box team 71f266059a Open source release
This commit imports the C# engine code and game files, excluding C++ source code.

[Source-Commit: ceb3d758046e50faa6258bc3b658a30c97743268]
2025-11-24 09:05:18 +00:00

52 lines
1.8 KiB
Modula-2

#include "toolrenderutils/toolrendercontext.h"
native class CToolRenderContext
{
bool IsScreenSpace();
bool IsOrthographic();
bool IsWireframe();
bool IsActiveView();
bool Is3D();
// CToolCamera *GetCamera()
// void PushTransform( const matrix3x4_t &mat );
// void PopTransform();
// void AddSceneObject( class IToolSceneObjectContainer *pObject );
void SetCurrentMaterial( IMaterial material );
void SetDrawColor( Color clr );
//
// 2D drawing functions
//
void Draw2DRectangleFilled( Vector2 ul, Vector2 lr, Color clr );
void Draw2DRectangleOutline( Vector2 ul, Vector2 lr, Color clr );
void Draw2DCircle( Vector2 vCenter, float fRadius, int nSegments, Color color );
void Draw2DCross( Vector2 ul, Vector2 lr, Color color );
void Draw2DRectangleTextured( Vector2 ul, Vector2 lr, ITexture hTexture, bool bAlpha, bool bSrgb );
//
// Handles
//
// void SetHandleStyle( int size, RenderHandleType_t type );
// void SetHandleColor( VertexColor_t clr );
// void SetHandleColor( unsigned char r, unsigned char g, unsigned char b );
// void DrawHandle( const Vector &vCenter, const Vector &vBoxHalfDims, float flMinSize, bool bNoZ = true, bool bBorder = true, bool bTranslucent = false );
// void DrawHandle( float flRadius, RenderHandleType_t type, VertexColor_t clr, const Vector &vCenter, bool bNoZ = true, bool bBorder = true, bool bTranslucent = false );
void DrawLine( Vector vStart, Vector vEnd, Color startColor, Color endColor );
void DrawBox( Vector3 Mins, Vector3 Maxs, Color clr );
void DrawScreenText( string text, Vector2 pos, Color drawColor );
void DrawWorldSpaceText( string text, Vector3 pos, Vector2 pixelOffset2D, Color drawColor, float flMinZoomLevelToRender );
// Vector2 WorldSpaceToScreenSpace( Vector3 vWorld );
// bool WorldSpaceToScreenSpace( Vector3 vWorld, Vector2 vOut );
}