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dsekai
World engine for retrocomputers.
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Struct representing a bitmap. Should be overridden by platform. More...
#include <graphics.h>

Data Fields | |
| RESOURCE_ID | id |
| Identifier for asset this bitmap represents/should load. | |
| uint16_t | flags |
| uint16_t | ref_count |
| Flags indicating. | |
| MEMORY_PTR | ptr1 |
| Platform-specific graphics structure; should be overridden. | |
| MEMORY_PTR | ptr2 |
| Platform-specific graphics structure; should be overridden. | |
| uint32_t | res1 |
| Platform-specific uint32_t, should be overridden. | |
| uint32_t | res2 |
| Platform-specific uint32_t, should be overridden. | |
| uint8_t | res3 |
| Platform-specific byte, should be overridden. | |
| uint8_t | res4 |
| Platform-specific byte, should be overridden. | |
Struct representing a bitmap. Should be overridden by platform.
This struct should be equivalent in size to whatever the bitmap struct for the current platform looks like, so that the abstraction matches.