1 #ifndef __BM_INTERNAL_H__
2 #define __BM_INTERNAL_H__
20 #ifndef BMPMAN_INTERNAL
21 #error The file header "bmpman/bm_internal.h" is protected. Make sure you know what you are doing!
80 ubyte used_last_frame;
81 ubyte used_this_frame;
99 #endif // __BM_INTERNAL_H__
void bm_lock_tga(int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags)
int dir_type
which directory this was loaded from (to skip other locations with same name)
size_t mem_taken
How much memory does this bitmap use? - UnknownPlayer.
bitmap_entry bm_bitmaps[MAX_BITMAPS]
BM_TYPE type
PCX, USER, ANI, etc.
ubyte used_flags
What flags it was accessed thru.
uint signature
a unique signature identifying the data
void bm_lock_jpg(int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags)
int handle
Handle = id*MAX_BITMAPS + bitmapnum.
int preload_count
how many times this gets used in game, for unlocking
void bm_lock_png(int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags)
uint palette_checksum
checksum used to be sure bitmap is in current palette
char filename[MAX_FILENAME_LEN]
filename for this bitmap
void bm_lock_pcx(int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags)
signed char ref_count
Number of locks on bitmap. Can't unload unless ref_count is 0.
int last_used
When this bitmap was last used.
void bm_lock_ani(int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags)
void bm_lock_user(int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags)
ubyte preloaded
If set, then this was loaded from the lst file.
int num_mipmaps
number of mipmap levels, we need to read all of them
bm_extra_info info
Data for animations and user bitmaps.
void bm_lock_dds(int handle, int bitmapnum, bitmap_entry *be, bitmap *bmp, ubyte bpp, ubyte flags)
#define MAX_BITMAPS
How many bitmaps the game can handle.
BM_TYPE comp_type
What sort of compressed type, BM_TYPE_NONE if not compressed.