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vcmi/client/UIFramework/GL2D.h

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#pragma once
namespace GL2D
{
void checkErrors(const std::string & place);
void initVideo(ui32 w, ui32 h, bool fullscreen);
void attachToCurrentThread();
bool setScreenRes(ui32 w, ui32 h, bool fullscreen);
inline ui32 getScreenWidth() { extern ui32 screenWidth; return screenWidth; };
inline ui32 getScreenHeight() { extern ui32 screenHeight; return screenHeight; };
void assignTexture(ui32 slot, ui32 type, ui32 handle);
void useNoShader();
void useColorizeShader(const float cm[3][3]);
void usePaletteBitmapShader(si32 x, si32 y);
void usePaletteBitmapShader(si32 x, si32 y, const float cm[3][3]);
}