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#ifndef DATA_UI_H
#define DATA_UI_H
#include <SDL.h>

#include "data_ress.h"

#define MAX_RENDERLIST_SIZE 256

typedef struct {
	sprite_t *sprite;
	int currframe;
	int animate; /* Is currently animating ? */
	int x,y;
	int absolute; /* 0 if level-based coords, 1 if camera-based */
	int onhovercursorid;
	void (*onmousebuttonevent_proc)(Uint8 button, Uint8 state, void *userptr);
} renderItem_t;

typedef struct {
	/* Render list of all in-game sprites (for batch processing)
		Items are in paint order
		created by buildRenderList() */
	int renderListSize;
	renderItem_t renderList[MAX_RENDERLIST_SIZE];

	/* Current camera position */
	int cameraX;

	/* streamTerrain : viewable portion of terrain, in texture format
				updated by renderTerraiToTexture() */
	sprite_t terrainSprite;

	int remainingTime;
	int numLemmOut;
} gameUI_t;


#endif /*DATA_UI_H*/