/* SPDX-License-Identifier: MIT */ /* * konrmdraw.h * * Copyright (c) 2026 KonAki * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #ifndef KONRMDRAW_H #define KONRMDRAW_H #include "konsofren.h" #include "konrmmap.h" #include "konrmtile.h" #ifdef __cplusplus extern "C" { #endif /*** definition ***/ /* draws the tiles of an RPG Maker map the way RPG Maker lays them out: the ground layers, the shadows, the upper layers, and the tiles marked with a star as a second pass for after the characters are drawn. you load the tileset's pictures yourself, in the order of its names (see konrmtile.h), and keep them for as long as you draw. a picture that is NULL leaves its tiles out */ typedef struct kon_rmSheets { const kon_image *image[KON_RM_SHEETS]; } kon_rmSheets_t; /* cameraX and cameraY are the map pixel at the top left of fb. tiles are drawn at the size they have in the pictures, which is 48 pixels for most games, so the camera counts in those too. a map that loops (its scroll type) is drawn around its edges. pass 0 draws everything that goes under the characters, pass 1 what goes over them. frame changes the water and waterfalls, count it up once every half second (30 frames of the game) */ void kon_rmDrawTiles(kon_framebuffer_t *fb, const kon_rmMap_t *map, const kon_rmTileset_t *tileset, const kon_rmSheets_t *sheets, int frame, int cameraX, int cameraY, int pass); /* the size of a tile in the pictures, 48 for the usual ones, or 0 when none of the pictures is there */ int kon_rmTileSize(const kon_rmSheets_t *sheets); #ifdef __cplusplus } #endif #endif