/**************************************************************************/ /* */ /* Copyright (c) Microsoft Corporation. All rights reserved. */ /* */ /* This software is licensed under the Microsoft Software License */ /* Terms for Microsoft Azure RTOS. Full text of the license can be */ /* found in the LICENSE file at https://aka.ms/AzureRTOS_EULA */ /* and in the root directory of this software. */ /* */ /**************************************************************************/ /**************************************************************************/ /**************************************************************************/ /** */ /** GUIX Component */ /** */ /** Sprite Management (Sprite) */ /** */ /**************************************************************************/ /**************************************************************************/ /**************************************************************************/ /* */ /* COMPONENT DEFINITION RELEASE */ /* */ /* gx_sprite.h PORTABLE C */ /* 6.1 */ /* AUTHOR */ /* */ /* Kenneth Maxwell, Microsoft Corporation */ /* */ /* DESCRIPTION */ /* */ /* This file defines the GUIX sprite component, including all data */ /* types and external references. It is assumed that gx_api.h and */ /* gx_port.h have already been included. */ /* */ /* RELEASE HISTORY */ /* */ /* DATE NAME DESCRIPTION */ /* */ /* 05-19-2020 Kenneth Maxwell Initial Version 6.0 */ /* 09-30-2020 Kenneth Maxwell Modified comment(s), */ /* resulting in version 6.1 */ /* */ /**************************************************************************/ #ifndef GX_SPRITE_H #define GX_SPRITE_H #define GX_SPRITE_IDLE 0x0001 #define GX_SPRITE_RUNNING 0x0002 #define GX_SPRITE_TIMER 0x1000 /* Define animation management function prototypes. */ UINT _gx_sprite_create(GX_SPRITE *sprite, GX_CONST GX_CHAR *name, GX_WIDGET *parent, GX_SPRITE_FRAME *frame_list, USHORT frame_count, ULONG style, USHORT sprite_id, GX_CONST GX_RECTANGLE *size); UINT _gx_sprite_start(GX_SPRITE *sprite, USHORT start_frame); UINT _gx_sprite_stop(GX_SPRITE *sprite); VOID _gx_sprite_update(GX_SPRITE *sprite); VOID _gx_sprite_complete(GX_SPRITE *sprite); UINT _gx_sprite_current_frame_set(GX_SPRITE *sprite, USHORT frame); VOID _gx_sprite_draw(GX_SPRITE *sprite); UINT _gx_sprite_event_process(GX_SPRITE *sprite, GX_EVENT *event_ptr); UINT _gx_sprite_frame_list_set(GX_SPRITE *sprite, GX_SPRITE_FRAME *frame_list, USHORT frame_count); /* error checking versions of the animation API functions */ UINT _gxe_sprite_create(GX_SPRITE *sprite, GX_CONST GX_CHAR *name, GX_WIDGET *parent, GX_SPRITE_FRAME *frame_list, USHORT frame_count, ULONG style, USHORT sprite_id, GX_CONST GX_RECTANGLE *size, UINT sprite_control_block_size); UINT _gxe_sprite_current_frame_set(GX_SPRITE *sprite, USHORT frame); UINT _gxe_sprite_frame_list_set(GX_SPRITE *sprite, GX_SPRITE_FRAME *frame_list, USHORT frame_count); UINT _gxe_sprite_start(GX_SPRITE *sprite, USHORT frame); UINT _gxe_sprite_stop(GX_SPRITE *sprite); #endif