Mercurial > molko
comparison librpg/rpg/tileset.h @ 229:e71039d820a7
doc: improve documentation
author | David Demelier <markand@malikania.fr> |
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date | Thu, 19 Nov 2020 16:46:26 +0100 |
parents | 71f989ae8de9 |
children |
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228:2734223d3daf | 229:e71039d820a7 |
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35 short y; /*!< (+) Collision region starts in y. */ | 35 short y; /*!< (+) Collision region starts in y. */ |
36 unsigned short w; /*!< (+) Collision width. */ | 36 unsigned short w; /*!< (+) Collision width. */ |
37 unsigned short h; /*!< (+) Collision height. */ | 37 unsigned short h; /*!< (+) Collision height. */ |
38 }; | 38 }; |
39 | 39 |
40 /** | |
41 * \brief Per tile animation. | |
42 * | |
43 * This structure is used to animate tiles by id. Create one for every tile | |
44 * that must be animated. | |
45 */ | |
40 struct tileset_animation { | 46 struct tileset_animation { |
41 unsigned short id; /* (*) Tile index. */ | 47 unsigned short id; /*!< (*) Tile index. */ |
42 struct animation *animation; /* (+&?) Animation. */ | 48 struct animation *animation; /*!< (+&?) Animation. */ |
43 }; | 49 }; |
44 | 50 |
45 /** | 51 /** |
46 * \brief Tileset definition. | 52 * \brief Tileset definition. |
47 */ | 53 */ |
51 struct tileset_animation *anims; /*!< (+&?) Per tile animations (must be sorted by id). */ | 57 struct tileset_animation *anims; /*!< (+&?) Per tile animations (must be sorted by id). */ |
52 size_t animsz; /*!< (+) Number of tile animations. */ | 58 size_t animsz; /*!< (+) Number of tile animations. */ |
53 struct sprite *sprite; /*!< (+&) Sprite to generate the terrain. */ | 59 struct sprite *sprite; /*!< (+&) Sprite to generate the terrain. */ |
54 }; | 60 }; |
55 | 61 |
62 /** | |
63 * Tells if the tileset is correctly initialized. | |
64 * | |
65 * \param ts the tileset to check (maybe NULL) | |
66 * \return True if correctly initialized. | |
67 */ | |
56 bool | 68 bool |
57 tileset_ok(const struct tileset *ts); | 69 tileset_ok(const struct tileset *ts); |
58 | 70 |
71 /** | |
72 * Prepare the tileset before use. | |
73 * | |
74 * You must call this function once before using it in the rendering of the map | |
75 * because it will prepare animations. | |
76 * | |
77 * \pre ts != NULL | |
78 * \param ts the tileset to prepare | |
79 */ | |
59 void | 80 void |
60 tileset_start(struct tileset *ts); | 81 tileset_start(struct tileset *ts); |
61 | 82 |
83 /** | |
84 * Update tileset. | |
85 * | |
86 * This function will update tileset animations. It is not necessary to call it | |
87 * if the tileset does not contain any animation. | |
88 * | |
89 * \pre ts != NULL | |
90 * \param ts the tileset to update | |
91 * \param ticks the elapsed milliseconds since last frame | |
92 */ | |
62 void | 93 void |
63 tileset_update(struct tileset *ts, unsigned int ticks); | 94 tileset_update(struct tileset *ts, unsigned int ticks); |
64 | 95 |
96 /** | |
97 * Draw a tileset cell at the given position. | |
98 * | |
99 * If the tileset at the given row, column is animated its animation will be | |
100 * rendered otherwise it uses the sprite row column. | |
101 * | |
102 * The argument r and c must not be out of bounds. | |
103 * | |
104 * \pre ts != NULL | |
105 * \param ts the tileset to use | |
106 * \param r the row number | |
107 * \param c the column number | |
108 * \param x the x coordinate | |
109 * \param y the y coordinate | |
110 */ | |
65 void | 111 void |
66 tileset_draw(const struct tileset *ts, unsigned int r, unsigned int c, int x, int y); | 112 tileset_draw(const struct tileset *ts, unsigned int r, unsigned int c, int x, int y); |
67 | 113 |
68 #endif /* !MOLKO_RPG_TILESET_H */ | 114 #endif /* !MOLKO_RPG_TILESET_H */ |