#ifndef TEXTURE_H #define TEXTURE_H #include "timer.h" #define TEX_SPEC 0 #define TEX_NORM 1 #define TEX_HEIGHT 2 #define TEX_DIFF 3 struct Rect { float x; float y; float w; float h; }; struct TexAnimation { int frame; int playing; int pausetime; struct timer *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 { int type; unsigned int id; int width; int height; short flipy; unsigned char *data; // Pixel data of the texture, loaded in at runtime struct TextureOptions opts; struct TexAnim anim; }; struct Texture *texture_pullfromfile(const char *path); // Create texture from image struct Texture *texture_loadfromfile(const char *path); // Create texture & load to gpu void tex_gpu_load(struct Texture *tex); // Send texture data to gpu void tex_gpu_reload(struct Texture *tex); // gpu_free then gpu_load void tex_gpu_free(struct Texture *tex); // Remove texture data from gpu void tex_free(struct Texture *tex); // Delete struct void tex_flush(struct Texture *tex); // Remove pixel data from struct void tex_pull(struct Texture *tex); // Pull pixel data from image void tex_bind(struct Texture *tex); // Bind to gl context char * tex_get_path(struct Texture *tex); // Get image path for texture void anim_play(struct TexAnimation *anim); void anim_setframe(struct TexAnimation *anim, int frame); 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); void tex_incr_anim(struct TexAnimation *tex_anim); void tex_anim_calc_uv(struct TexAnimation *anim); void tex_anim_set(struct TexAnimation *anim); #endif