breakhack/src/texture.h

98 lines
2.2 KiB
C

/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef TEXTURE_H_
#define TEXTURE_H_
#include <SDL.h>
#include <SDL_ttf.h>
#include "dimension.h"
#include "position.h"
#include "camera.h"
typedef struct Texture {
SDL_Texture *texture;
TTF_Font *font;
TTF_Font *outlineFont;
Dimension dim;
const char *path;
unsigned long lastAccess;
SDL_TextureAccess textureAccessType;
bool locked;
} Texture;
Texture*
texture_create(void);
void
texture_create_blank(Texture *t,
SDL_TextureAccess,
SDL_Renderer*);
void
texture_lock(Texture*, SDL_Rect*, void **pixels, int *pitch);
void
texture_unlock(Texture*);
void
texture_load_from_file(Texture*, const char *path, SDL_Renderer*);
void
texture_load_font(Texture*, const char *path, unsigned int size, int outline);
void
texture_load_from_text(Texture*,
const char *text,
SDL_Color,
SDL_Color,
SDL_Renderer*);
void
texture_load_from_text_shaded(Texture*,
const char *text,
SDL_Color,
SDL_Color,
SDL_Renderer*);
void
texture_load_from_text_blended(Texture*,
const char *text,
SDL_Color,
SDL_Renderer*);
void
texture_set_blend_mode(Texture*, SDL_BlendMode);
void
texture_set_alpha(Texture*, Uint8);
void
texture_render(Texture*, SDL_Rect*, Camera*);
void
texture_render_clip(Texture*, SDL_Rect*, SDL_Rect*, Camera*);
void
texture_render_clip_ex(Texture*, SDL_Rect*, SDL_Rect*, double angle, SDL_Point*, SDL_RendererFlip, Camera*);
void
texture_destroy(Texture *texture);
#endif // TEXTURE_H_