#ifndef ASSETS_H #define ASSETS_H /* globals */ int g_width; int g_height; int g_gfx; // 0 = not loaded, 1 = loaded int g_data; // 0 = not loaded, 1 = loaded int g_set; int g_id; float g_scale_x; float g_scale_y; /* tile dataaaa*/ struct Data *tiles_data; /* sets */ #define PLAYER 0 #define NPC 1 #define EQUIP 2 #define ITEM 3 #define DOOR 4 #define FLOOR 5 #define WALL 6 /* UI assets */ #define ID_KEY 1 #define ID_VALUE 2 #define ID_DELETE 3 #define ID_INV_ADD 4 #define ID_ITEM_NAME 5 #define ID_ITEM_NAME_VAL 6 #define ID_ITEM_MIN 7 #define ID_ITEM_MIN_VAL 8 #define ID_ITEM_MAX 9 #define ID_ITEM_MAX_VAL 10 #define ID_ITEM_CHANCE 11 #define ID_ITEM_CHANCE_VAL 12 #define ID_ITEM_DEL 13 #define GID_PAIR 1 #define GID_INVENTORY 2 struct Element *first_element; struct Element *last_element; struct Element *focus_element; struct ElementList *menu_elements; struct ElementList *editor_elements; struct Element *button_quit; struct Element *text_console; struct Element *text_graphics; struct Element *input_graphics; struct Element *button_graphics; struct Element *text_data; struct Element *input_data; struct Element *button_data; struct Element *button_data_save; struct Element *text_set; struct Element *input_set; struct Element *button_set; struct Element *text_id; struct Element *input_id; struct Element *button_id; struct Element *text_name; struct Element *text_value; struct Element *image_tile; struct Element *button_add_pair; struct Element *button_add_inventory; struct Element *button_commit; #endif