Add types.h, standardize integer types on stdint

This commit is contained in:
2026-05-08 22:01:56 -04:00
parent 5dda86d887
commit e0a59e2447
14 changed files with 129 additions and 48 deletions

View File

@@ -15,24 +15,24 @@
#define AKGL_MAX_HEAP_SPRITESHEET AKGL_MAX_HEAP_SPRITE
typedef struct {
int refcount;
SDL_Texture *texture;
char name[AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH];
int sprite_w;
int sprite_h;
uint8_t refcount;
SDL_Texture *texture;
char name[AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH];
uint16_t sprite_w;
uint16_t sprite_h;
} akgl_SpriteSheet;
typedef struct {
int refcount;
akgl_SpriteSheet *sheet;
int frameids[AKGL_SPRITE_MAX_FRAMES]; // which IDs on the spritesheet belong to our frames
int frames; // how many frames are in this animation
int width;
int height;
long int speed; // how many milliseconds a given sprite frame should be visible before cycling
bool loop; // when this sprite is done playing, it should immediately start again
bool loopReverse; // when this sprite is done playing, it should go in reverse order through its frames
char name[AKGL_SPRITE_MAX_NAME_LENGTH];
uint8_t refcount;
akgl_SpriteSheet *sheet;
uint8_t frameids[AKGL_SPRITE_MAX_FRAMES]; // which IDs on the spritesheet belong to our frames
uint32_t frames; // how many frames are in this animation
uint32_t width;
uint32_t height;
uint32_t speed; // how many milliseconds a given sprite frame should be visible before cycling
bool loop; // when this sprite is done playing, it should immediately start again
bool loopReverse; // when this sprite is done playing, it should go in reverse order through its frames
char name[AKGL_SPRITE_MAX_NAME_LENGTH];
} akgl_Sprite;
// initializes a new sprite to use the given sheet and otherwise sets to zero