Surface

seduce_background_object_allocate

SeduceBackgroundObject *seduce_background_object_allocate();

seduce_primitive_background_object_free

void seduce_primitive_background_object_free(SeduceBackgroundObject *object);

seduce_background_shadow_add

void seduce_background_shadow_add(SeduceBackgroundObject *object, float *list, uint count, boolean closed, float size);

seduce_background_shadow_square_add

void seduce_background_shadow_square_add(SeduceBackgroundObject *object, float pos_x, float pos_y, float size_x, float size_y, float size);

seduce_background_shape_add

void seduce_background_shape_add(SeduceBackgroundObject *object, void *id, uint part, float *list, uint count, float surface_r, float surface_g, float surface_b, float surface_a);

seduce_background_quad_add

void seduce_background_quad_add(SeduceBackgroundObject *object, void *id, uint part,

seduce_background_square_add

void seduce_background_square_add(SeduceBackgroundObject *object, void *id, uint part,

seduce_background_tri_add

void seduce_background_tri_add(SeduceBackgroundObject *object, void *id, uint part,

seduce_background_tri_fade_add

void seduce_background_tri_fade_add(SeduceBackgroundObject *object, void *id, uint part,

seduce_primitive_surface_draw

void seduce_primitive_surface_draw(BInputState *input, SeduceBackgroundObject *object, float time);

seduce_surface_circle_spawn

void seduce_surface_circle_spawn(BInputState *input, float x, float y, float size, void *id, uint part, float red, float green, float blue);

seduce_primitive_background_flare_draw

void seduce_primitive_background_flare_draw(float x, float y, float z, float time, float size);

seduce_background_image_add

void seduce_background_image_add(SeduceBackgroundObject *object, void *id, uint part, uint texture_id,