raze-gles/polymer/eduke32/source/jmact/animlib.h
helixhorned fe69ee5476 Add rudimentary sanity checks when playing ANM files.
- Don't attempt to play an ANM file if it is empty (warn) or too short (error).
- If failing to read IVF file header or initializing VPX codec, don't play ANM.
- Return early from gltexapplyprops() if not in GL modes.

git-svn-id: https://svn.eduke32.com/eduke32@3628 1a8010ca-5511-0410-912e-c29ae57300e0
2013-03-31 18:57:59 +00:00

92 lines
2.7 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
*/
//-------------------------------------------------------------------------
/////////////////////////////////////////////////////////////////////////////
//
// ANIMLIB.H
//
/////////////////////////////////////////////////////////////////////////////
#ifndef _animlib_public_
#define _animlib_public_
#ifdef EXTERNC
{
#endif
//****************************************************************************
//
// ANIM_LoadAnim ()
//
// Setup internal anim data structure
//
//****************************************************************************
int32_t ANIM_LoadAnim(const uint8_t *buffer, int32_t length);
//****************************************************************************
//
// ANIM_FreeAnim ()
//
// Free up internal anim data structure
//
//****************************************************************************
void ANIM_FreeAnim(void);
//****************************************************************************
//
// ANIM_NumFrames ()
//
// returns the number of frames in the current anim
//
//****************************************************************************
int32_t ANIM_NumFrames(void);
//****************************************************************************
//
// ANIM_DrawFrame ()
//
// Draw the frame to a returned buffer
//
//****************************************************************************
uint8_t * ANIM_DrawFrame(int32_t framenumber);
//****************************************************************************
//
// ANIM_GetPalette ()
//
// return the palette of the anim
//****************************************************************************
uint8_t * ANIM_GetPalette(void);
#ifdef EXTERNC
};
#endif
#endif