raze-gles/source/duke3d/src/anim.h
Christoph Oelckers 2cbe211e7c - transitioned project to CMake and deleted most of the old build system.
The EDuke32 and RedNukem frontends are working, Blood isn't yet.

Notes:

many of the CMake variables and its output still refer to zdoom. Before changing that I wanted to make sure to be able to commit something that works.
support code for Windows XP has been entirely removed. On Windows this will only target Vista and up.
the crc32.h header had to be renamed to deconflict from zlib.
several Windows API calls were changed to call the A-versions directly. Weirdly enough there were places that defined their parameters as T types but in a non-working way.
removed some remaining editor files and support for the native software rendering only Windows backend.
in a few simple cases, replaced 'char' with 'uint8_t'. The code as-is depends on chars being unsigned which is non-portable. This needs to be carefully reviewed.
2019-09-22 23:15:46 +02:00

56 lines
1.4 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#ifndef anim_h_
#define anim_h_
#include "compat.h"
#include "hash.h"
BEGIN_DUKE_NS
typedef struct {
uint16_t frame;
int16_t sound;
} animsound_t;
typedef struct
{
double frameaspect1, frameaspect2;
uint8_t* animbuf;
animsound_t *sounds;
uint16_t numsounds;
uint8_t framedelay;
uint8_t frameflags;
uint8_t animlock;
} dukeanim_t;
extern dukeanim_t * g_animPtr;
extern hashtable_t h_dukeanim;
extern dukeanim_t * Anim_Find(const char *s);
extern dukeanim_t * Anim_Create(const char *fn);
int32_t Anim_Play(const char *fn);
void Anim_Init(void);
END_DUKE_NS
#endif