comparison libmlk-rpg/rpg/tileset.h @ 298:196264679079

misc: remove usage of bool
author David Demelier <markand@malikania.fr>
date Wed, 10 Mar 2021 18:49:08 +0100
parents 08ab73b32832
children d01e83210ca2
comparison
equal deleted inserted replaced
297:6151152d009c 298:196264679079
17 */ 17 */
18 18
19 #ifndef MOLKO_RPG_TILESET_H 19 #ifndef MOLKO_RPG_TILESET_H
20 #define MOLKO_RPG_TILESET_H 20 #define MOLKO_RPG_TILESET_H
21 21
22 #include <stdbool.h>
23 #include <stddef.h> 22 #include <stddef.h>
24 23
25 #include <core/core.h> 24 #include <core/core.h>
26 25
27 struct sprite; 26 struct sprite;
28 27
29 /**
30 * \brief Describe a tile property in a tileset.
31 *
32 * It can contains an animation and a collision mask.
33 */
34 struct tileset_tiledef { 28 struct tileset_tiledef {
35 unsigned short id; /*!< (+) Tile index. */ 29 unsigned short id;
36 short x; /*!< (+) Collision region starts in y. */ 30 short x;
37 short y; /*!< (+) Collision region starts in y. */ 31 short y;
38 unsigned short w; /*!< (+) Collision width. */ 32 unsigned short w;
39 unsigned short h; /*!< (+) Collision height. */ 33 unsigned short h;
40 }; 34 };
41 35
42 /**
43 * \brief Per tile animation.
44 *
45 * This structure is used to animate tiles by id. Create one for every tile
46 * that must be animated.
47 */
48 struct tileset_animation { 36 struct tileset_animation {
49 unsigned short id; /*!< (*) Tile index. */ 37 unsigned short id;
50 struct animation *animation; /*!< (+&?) Animation. */ 38 struct animation *animation;
51 }; 39 };
52 40
53 /**
54 * \brief Tileset definition.
55 */
56 struct tileset { 41 struct tileset {
57 struct tileset_tiledef *tiledefs; /*!< (+&?) Per tile properties (must be sorted by id). */ 42 struct tileset_tiledef *tiledefs;
58 size_t tiledefsz; /*!< (+) Number of tile properties. */ 43 size_t tiledefsz;
59 struct tileset_animation *anims; /*!< (+&?) Per tile animations (must be sorted by id). */ 44 struct tileset_animation *anims;
60 size_t animsz; /*!< (+) Number of tile animations. */ 45 size_t animsz;
61 struct sprite *sprite; /*!< (+&) Sprite to generate the terrain. */ 46 struct sprite *sprite;
62 }; 47 };
63 48
64 CORE_BEGIN_DECLS 49 CORE_BEGIN_DECLS
65 50
66 /** 51 int
67 * Tells if the tileset is correctly initialized. 52 tileset_ok(const struct tileset *);
68 *
69 * \param ts the tileset to check (maybe NULL)
70 * \return True if correctly initialized.
71 */
72 bool
73 tileset_ok(const struct tileset *ts);
74 53
75 /**
76 * Prepare the tileset before use.
77 *
78 * You must call this function once before using it in the rendering of the map
79 * because it will prepare animations.
80 *
81 * \pre ts != NULL
82 * \param ts the tileset to prepare
83 */
84 void 54 void
85 tileset_start(struct tileset *ts); 55 tileset_start(struct tileset *);
86 56
87 /**
88 * Update tileset.
89 *
90 * This function will update tileset animations. It is not necessary to call it
91 * if the tileset does not contain any animation.
92 *
93 * \pre ts != NULL
94 * \param ts the tileset to update
95 * \param ticks the elapsed milliseconds since last frame
96 */
97 void 57 void
98 tileset_update(struct tileset *ts, unsigned int ticks); 58 tileset_update(struct tileset *, unsigned int);
99 59
100 /**
101 * Draw a tileset cell at the given position.
102 *
103 * If the tileset at the given row, column is animated its animation will be
104 * rendered otherwise it uses the sprite row column.
105 *
106 * The argument r and c must not be out of bounds.
107 *
108 * \pre ts != NULL
109 * \param ts the tileset to use
110 * \param r the row number
111 * \param c the column number
112 * \param x the x coordinate
113 * \param y the y coordinate
114 */
115 void 60 void
116 tileset_draw(const struct tileset *ts, unsigned int r, unsigned int c, int x, int y); 61 tileset_draw(const struct tileset *, unsigned int, unsigned int, int, int);
117 62
118 CORE_END_DECLS 63 CORE_END_DECLS
119 64
120 #endif /* !MOLKO_RPG_TILESET_H */ 65 #endif /* !MOLKO_RPG_TILESET_H */