timesynk/tile_editor/assets.h

78 lines
1.5 KiB
C

#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