81 lines
2.3 KiB
C++
81 lines
2.3 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 uintptr_t TexposHandle;
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namespace DFHack {
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/**
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* The Textures module - loads and provides access to DFHack textures
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* \ingroup grp_modules
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* \ingroup grp_textures
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*/
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namespace Textures {
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const uint32_t TILE_WIDTH_PX = 8;
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const uint32_t TILE_HEIGHT_PX = 12;
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/**
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* Load texture and get handle.
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* Keep it to obtain valid texpos.
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*/
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DFHACK_EXPORT TexposHandle loadTexture(SDL_Surface* surface);
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/**
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* Load tileset from image file.
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* Return vector of handles to obtain valid texposes.
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*/
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DFHACK_EXPORT std::vector<TexposHandle> loadTileset(const std::string& file,
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int tile_px_w = TILE_WIDTH_PX,
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int tile_px_h = TILE_HEIGHT_PX);
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/**
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* Get texpos by handle.
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* Always use this function, if you need to get valid texpos for your texture.
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* Texpos can change on game textures reset, but handle will be the same.
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*/
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DFHACK_EXPORT long getTexposByHandle(TexposHandle handle);
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/**
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* Delete all info about texture by TexposHandle
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*/
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DFHACK_EXPORT void deleteHandle(TexposHandle handle);
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/**
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* Create new texture with RGBA32 format and pixels as data in row major order.
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* Register this texture and return TexposHandle.
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*/
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DFHACK_EXPORT TexposHandle createTile(std::vector<uint32_t>& pixels, int tile_px_w = TILE_WIDTH_PX,
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int tile_px_h = TILE_HEIGHT_PX);
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/**
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* Create new textures as tileset with RGBA32 format and pixels as data in row major order.
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* Register this textures and return vector of TexposHandle.
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*/
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DFHACK_EXPORT std::vector<TexposHandle> createTileset(std::vector<uint32_t>& pixels,
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int texture_px_w, int texture_px_h,
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int tile_px_w = TILE_WIDTH_PX,
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int tile_px_h = TILE_HEIGHT_PX);
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/**
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* Call this on DFHack init just once to setup interposed handlers and
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* init static assets.
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*/
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void init(DFHack::color_ostream& out);
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/**
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* Call this when DFHack is being unloaded.
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*
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*/
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void cleanup();
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} // namespace Textures
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} // namespace DFHack
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