#ifndef GRAPHICSRESOURCES_H #define GRAPHICSRESOURCES_H #include enum TextureLoadType { TEX_COLOR, TEX_WHITE, TEX_GRAYSCALE }; class GraphicsResources { public: void init(void); void destroy(void); void init_translations(void); SDL_Surface* im_sprites_surf; SDL_Surface* im_flipsprites_surf; SDL_Texture* im_tiles; SDL_Texture* im_tiles_white; SDL_Texture* im_tiles_tint; SDL_Texture* im_tiles2; SDL_Texture* im_tiles2_tint; SDL_Texture* im_tiles3; SDL_Texture* im_entcolours; SDL_Texture* im_entcolours_tint; SDL_Texture* im_sprites; SDL_Texture* im_flipsprites; SDL_Texture* im_teleporter; SDL_Texture* im_image0; SDL_Texture* im_image1; SDL_Texture* im_image2; SDL_Texture* im_image3; SDL_Texture* im_image4; SDL_Texture* im_image5; SDL_Texture* im_image6; SDL_Texture* im_image7; SDL_Texture* im_image8; SDL_Texture* im_image9; SDL_Texture* im_image10; SDL_Texture* im_image11; SDL_Texture* im_image12; SDL_Texture* im_sprites_translated; SDL_Texture* im_flipsprites_translated; /* Touch */ SDL_Texture* im_button_left; SDL_Texture* im_button_right; SDL_Texture* im_button_map; }; SDL_Surface* LoadImageSurface(const char* filename); SDL_Texture* LoadImage(const char *filename, TextureLoadType loadtype); bool SaveImage(const SDL_Surface* surface, const char* filename); bool SaveScreenshot(void); #endif /* GRAPHICSRESOURCES_H */