📄 chipset.h
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/* chipset.h, types and prototypes for the map tileset management. Copyright (C) 2007 EasyRPG Project <http://easyrpg.sourceforge.net/>. 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 CHIPSET_H
#define CHIPSET_H
// *****************************************************************************
// =============================================================================
#include <stdlib.h>
#include <stdio.h>
#include <string>
#include <SDL/SDL.h>
#include "tools.h"
using namespace std;
// =============================================================================
// *****************************************************************************
// === Chipset structure ===================================================
struct stChipset
{
// --- Fields declaration ----------------------------------------------
// The chipset structure holds the graphic tileset of a chipset, as well
// as their properties and the methods for correctly displaying them.
SDL_Surface * BaseSurface; // Chipset's base surface!
SDL_Surface * ChipsetSurface; // Chipset's precalculated surface
SDL_Surface * UnsupportedTile; // Used to denote that tile is unsupported ;o
// --- Methods declaration ---------------------------------------------
bool GenerateFromSurface(SDL_Surface * Surface);
bool GenerateFromFile(string Filename, Color KeyColor);
void Release();
void RenderTile(SDL_Surface * Destiny, int x, int y, unsigned short Tile, int Frame);
void RenderWaterTile(SDL_Surface * Destiny, int x, int y, int Frame, int Border, int Water, int Combination);
void RenderDepthTile(SDL_Surface * Destiny, int x, int y, int Frame, int Depth, int DepthCombination);
void RenderTerrainTile(SDL_Surface * Destiny, int x, int y, int Terrain, int Combination);
};
#endif
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