#ifndef TEXTURE_H #define TEXTURE_H #include struct Rect { float x; float y; float w; float h; }; struct TexAnimation { int frame; int playing; int pausetime; SDL_TimerID timer; struct Rect uv; struct Texture *tex; }; struct TexAnim { int frames; int dimensions[2]; int ms; int loop; }; struct TextureOptions { int sprite; unsigned int gamma:1; int animation; }; struct Texture { char *type; unsigned int id; char *path; int width; int height; short flipy; unsigned char *data; struct TextureOptions opts; struct TexAnim anim; }; struct Texture *tex_pullfromfile(const char *path); struct Texture *texture_loadfromfile(const char *path); void tex_gpu_load(struct Texture *tex); void tex_gpu_reload(struct Texture *tex); void tex_gpu_free(struct Texture *tex); void tex_free(struct Texture *tex); void tex_flush(struct Texture *tex); void tex_pull(struct Texture *tex); void tex_bind(struct Texture *tex); unsigned int powof2(unsigned int num); int ispow2(int num); void anim_play(struct TexAnimation *anim); void anim_stop(struct TexAnimation *anim); void anim_pause(struct TexAnimation *anim); void anim_fwd(struct TexAnimation *anim); void anim_bkwd(struct TexAnimation *anim); void anim_incr(struct TexAnimation *anim); void anim_decr(struct TexAnimation *anim); Uint32 tex_incr_anim(Uint32 interval, struct TexAnimation *tex_anim); void tex_anim_calc_uv(struct TexAnimation *anim); void tex_anim_set(struct TexAnimation *anim); #endif