dfhack/library/include/modules/Textures.h

65 lines
1.5 KiB
C

#pragma once
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#include <string>
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#include <vector>
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#include "ColorText.h"
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#include "Export.h"
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struct SDL_Surface;
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typedef SDL_Surface* TexposHandle;
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namespace DFHack {
/**
* The Textures module - loads and provides access to DFHack textures
* \ingroup grp_modules
* \ingroup grp_textures
*/
namespace Textures {
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const uint32_t TILE_WIDTH_PX = 8;
const uint32_t TILE_HEIGHT_PX = 12;
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/**
* Load texture and get handle.
* Keep it to obtain valid texpos.
*/
DFHACK_EXPORT TexposHandle loadTexture(SDL_Surface* surface);
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/**
* Load tileset from image file.
* Return vector of handles to obtain valid texposes.
*/
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DFHACK_EXPORT std::vector<TexposHandle> loadTileset(const std::string& file,
int tile_px_w = TILE_WIDTH_PX,
int tile_px_h = TILE_HEIGHT_PX);
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/**
* Get texpos by handle.
* Always use this function, if you need to get valid texpos for your texure.
* Texpos can change on game textures reset, but handle will be the same.
*/
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DFHACK_EXPORT long getTexposByHandle(TexposHandle handle);
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/**
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* Get texpos for static asset with index in tileset.
*/
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DFHACK_EXPORT long getAsset(const std::string asset, size_t index = 0);
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/**
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* Call this on DFHack init just once to setup interposed handlers and
* init static assets.
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*/
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void init(DFHack::color_ostream& out);
/**
* Call this when DFHack is being unloaded.
*
*/
void cleanup();
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} // namespace Textures
} // namespace DFHack