skunkworks-c/include/gsa.h

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2022-12-31 12:14:57 +01:00
/************************************************************************/
/* ________ ___________ __ */
/* / _____/_____ _____ ____ / _____/ | ____ __ ____ | | __ */
/* / \ ___\__ \ / \_/ __ \ \_____ \| |/ / | \/ \| |/ / */
/* \ \_\ \/ __ \| Y Y \ ___/ / \ <| | / | \ < */
/* \______ (____ /__|_| /\___ >_______ /__|_ \____/|___| /__|_ \ */
/* \/ \/ \/ \/ \/ \/ \/ \/ */
/* _____ .___ */
/* / _ \ __| _/__ _______ ____ ____ ____ */
/* / /_\ \ / __ |\ \/ /\__ \ / \_/ ___\/ __ \ */
/* / | \/ /_/ | \ / / __ \| | \ \__\ ___/ */
/* \____|__ /\____ | \_/ (____ /___| /\___ >___ > */
/* \/ \/ \/ \/ \/ \/ */
/************************************************************************/
#ifndef GUARD_73FF49EF137A66E6AAD3A8A1BCF2F2DE
#define GUARD_73FF49EF137A66E6AAD3A8A1BCF2F2DE
#include "image8.h"
#ifndef GSA_NOMAIN
#include "embed_gfx.h"
#endif
#include "skunkworks.h"
#include "vec2i.h"
#include "window.h"
struct gsa_sprite {
u16 tile;
i32 x, y;
};
#define MAX_SPRITES 256
extern struct gsa_sprite sprites[MAX_SPRITES];
extern struct sw_image8 *_gfx;
int gsa_main(int argc, char *argv[]);
/* to be implemented in game */
void init();
void tick();
#ifndef GSA_NOMAIN
int main(int argc, char *argv[]) {
_gfx = sw_image8_load_png_data(___gfx_png, ___gfx_png_len);
gsa_main(argc, argv);
return 0;
}
#endif
void _gsa_tick();
#endif /* GUARD_73FF49EF137A66E6AAD3A8A1BCF2F2DE */