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bomberclone/src/gfx.h

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2.8 KiB

#ifndef _GFX_H_
#define _GFX_H_
#define SCALE_MAXRES 10000
#define GFX_IMGSIZE 64
#define GFX_PLAYERIMGSIZE_Y 128
#include "basic.h"
struct __gfxani {
SDL_Surface *image;
int frames; // how many single frames (image -> heigh / (1.5 * gamestyle.height))
} typedef _gfxani;
struct __gfxplayer {
_gfxani ani;
_point offset;
_point size; // height of the image.. needed for faster access.
_point smal_size; // smal size of the image
SDL_Surface *smal_image; // smal size of the animation
} typedef _gfxplayer;
struct __gfxfont {
SDL_Surface *image;
_point size;
} typedef _gfxfont;
struct __gfx {
SDL_Surface *screen;
_point res; // resolution
_point block; // block size
short int bpp; // bits per pixel
unsigned char fullscreen;
_point offset; // where the game field starts
_gfxfont font;
_gfxfont font1;
_gfxplayer players[MAX_PLAYERS];
short int postab[256]; // table of points where we need to go to.
_gfxani field[FT_max]; // the field animations
_gfxani powerup[3]; // powerup field animation
_gfxani fire; // fire (explostion)
_gfxani bomb; // bomb animation
_gfxani ill; // sick animation above the player
_gfxani menuselect; // The Menu Select GFX (the bomb ?)
int random_tileset; // random selecting of a tileset
char tileset[LEN_TILESETNAME]; // name of the tileset
SDL_Surface *logo;
} typedef _gfx;
extern _gfx gfx;
// everything what is in gfx.c
extern void gfx_loaddata ();
extern void gfx_UpdateRects ();
extern void gfx_AddUpdateRect (int x, int y, int w, int h);
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_game_init (); // Load Game Data
extern void gfx_game_shutdown (); // Free Image Data
extern void gfx_shutdown (); //
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 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 ();
extern void gfx_load_tileset (char *tileset);
extern void gfx_free_tileset ();
extern SDL_Surface *makegray_image (SDL_Surface *org);
extern SDL_Surface *gfx_copyscreen (SDL_Rect *wnd);
// declared functions in font.c
extern void draw_text (int x, int y, char *text, int white);
#endif