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bomberclone/include/gfx.h

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/* $Id: gfx.h,v 1.9 2005/04/06 21:17:48 stpohle Exp $ */
#ifndef _GFX_H_
#define _GFX_H_
#define SCALE_MAXRES 10000
#define MAX_BLITRECTS 32000
#define GFX_IMGSIZE 64
#define GFX_IMGBIGSIZE 96
#define GFX_PLAYERIMGSIZE_Y 128
#define GFX_SMALLPLAYERIMGSIZE_X 12
#define GFX_MENUPLAYERIMGSIZE_X 32
#define GFX_MENUFIELDIMGSIZE 24
#include "basic.h"
struct __gfxblit {
SDL_Rect srcr;
SDL_Surface *srci;
SDL_Rect destr;
SDL_Surface *desti;
int y;
} typedef _gfxblit;
struct __gfxani {
SDL_Surface *image;
int frames; // how many single frames (image -> heigh / (1.5 * gamestyle.height))
int w; // size of a single frame
int h;
} typedef _gfxani;
struct __gfxplayer {
_gfxani ani;
_point offset;
SDL_Surface *small_image; // small size of the player (single frame)
SDL_Surface *menu_image; // menu image of the player (single frame)
} typedef _gfxplayer;
struct __gfx {
SDL_Surface *screen;
_point res; // resolution
_point block; // block size
short int bpp; // bits per pixel
int fullscreen;
_point offset; // where the game field starts
_gfxplayer *players;
int player_gfx_count;
short int postab[256]; // table of points where we need to go to.
_gfxani field[FT_max]; // the field animations
SDL_Surface *menu_field[FT_max];
_gfxani powerup[3]; // powerup field animation
_gfxani fire; // fire (explostion)
_gfxani bomb; // bomb animation
_gfxani ill; // sick animation above the player
_gfxani dead; // load the dead player animation
SDL_Surface *ghost; // gfx of the ghost player.
SDL_Surface *ghost_small; // small ghost player
_gfxani respawn; // respawn image
_gfxani menuselect; // The Menu Select GFX (the bomb ?)
SDL_Surface *logo;
} typedef _gfx;
extern _gfx gfx;
// gfx.c
extern void gfx_loaddata ();
extern void redraw_logo (int x, int y, int w, int h);
extern void draw_logo ();
extern void gfx_init (); // Load Base Image Data
extern void gfx_shutdown ();
extern void draw_shadefield (SDL_Surface *s, SDL_Rect *rec, int c);
extern int gfx_locksurface (SDL_Surface *surface);
extern void gfx_unlocksurface (SDL_Surface *surface);
extern void redraw_logo_shaded (int x, int y, int w, int h, int c);
extern void gfx_load_players (int sx, int sy);
extern void gfx_free_players ();
// gfxpixelimage.c
extern void getRGBpixel (SDL_Surface *surface, int x, int y, int *R, int *G, int *B);
extern Uint32 getpixel(SDL_Surface *surface, int x, int y);
extern void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel);
extern void scale (short int *dpattern, short int x, short int y);
extern SDL_Surface *scale_image (SDL_Surface * orginal, int newx, int newy);
extern void shade_pixel(SDL_Surface *s, int x, int y, int c);
extern SDL_Surface *makegray_image (SDL_Surface *org);
extern SDL_Surface *gfx_copyfrom(SDL_Surface *img, SDL_Rect *wnd);
#define gfx_copyscreen(__wnd) gfx_copyfrom(gfx.screen, __wnd)
extern void gfx_restorescreen (SDL_Surface *img, SDL_Rect *wnd);
// gfxengine.c
extern void gfxengine_init ();
extern void gfx_blitdraw ();
extern void gfx_blit (SDL_Surface *srci, SDL_Rect *srcr, SDL_Surface *desti, SDL_Rect *destr, int y);
extern void gfx_blitsort ();
extern inline void gfx_blitsortclear ();
extern inline void gfx_blitupdaterectclear ();
extern void gfx_blitupdaterectdraw ();
extern void gfx_blitupdaterectadd (SDL_Rect *rect);
#endif