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Declare InitSpriteScreen(maxView=$FF, maxLayer=$FF, maxSprite=$FFFF, maxFX=$FFFFF, maxTransition=$FFFF)
Declare InitEase()
Declare.i UseView(*View.GS_VIEW=0)
Declare.i UseLayer(*Layer.GS_LAYER=0)
Declare.b IsView(View)
Declare.b IsLayer(Layer)
Declare.b IsSprite(Sprite)
Declare.b IsFX(FX)
Declare.b IsTransition(Transition)
Declare.i ViewID(View)
Declare.i LayerID(Layer)
Declare.i SpriteID(Sprite)
Declare.i FxID(FX)
Declare.i TransitionID(Transition)
Declare AutoMidHandle(enabled=#True)
Declare AutoApplyFX(enabled=#True)
Declare.i CountViews()
Declare.i CountLayers()
Declare.i CountSprites()
Declare.i CountFX()
Declare.i CountViewLayers(View)
Declare.i CountLayerFX(Layer)
Declare.i CountLayerSprites(Layer)
Declare.i CountSpriteFX(Sprite)
Declare.i CountSpriteChildren(Sprite)
Declare ClearViews()
Declare ClearViewLayers(View)
Declare ClearLayerFXs(Layer)
Declare ClearLayerSprites(Layer)
Declare ClearSpriteFXs(Sprite)
Declare ClearSpriteChildren(Sprite)
Declare OpenSpriteScreen(Width, Height, Title$, Fullscreen=#True, FlipMode=#PB_Screen_WaitSynchronization)
Declare CloseSpriteScreen()
Declare.i SpriteScreenWidth()
Declare.i SpriteScreenHeight()
Declare.i CreateView(View, x, y, Width, Height, Color=$000000, RenderMode=#View_Render_Textured)
Declare FreeView(View)
Declare SetViewRendering(View, RenderMode)
Declare SetViewBackColor(View, Color)
Declare.i ViewRendering(View)
Declare.i ViewBackColor(View)
Declare.i ViewX(View)
Declare.i ViewY(View)
Declare.i ViewWidth(View)
Declare.i ViewHeight(View)
Declare.i CreateLayer(Layer, TextureFile$, BlendMode=#Layer_Blend_Alpha, FilterMode=#Layer_Filter_Bilinear)
Declare FreeLayer(Layer)
Declare SetLayerOrder(Layer, Order)
Declare SetLayerFrameCount(Layer, FrameCount)
Declare SetLayerFrame(Layer, Frame, x, y, Width, Height)
Declare SetLayerFrameGrid(Layer, Columns, Rows)
Declare SetLayerBlend(Layer, BlendMode)
Declare SetLayerFilter(Layer, FilterMode)
Declare SetLayerTransparency(Layer, Transparency)
Declare SetLayerHandle(Layer, HandleX.f, HandleY.f)
Declare ScaleLayer(Layer, ScaleX.f, ScaleY.f)
Declare PositionLayer(Layer, x.f, y.f)
Declare MoveLayer(Layer, x.f, y.f)
Declare RotateLayer(Layer, angle.f)
Declare TurnLayer(Layer, angle.f)
Declare HideLayer(Layer, Hide.b)
Declare.i ApplyLayerFX(Layer, FX=#PB_Ignore)
Declare.i LayerOrder(Layer)
Declare.i LayerFrameCount(Layer)
Declare.i LayerBlend(Layer)
Declare.i LayerFilter(Layer)
Declare.i LayerTransparency(Layer)
Declare.f LayerTextureWidth(Layer)
Declare.f LayerTextureHeight(Layer)
Declare.f LayerScaleX(Layer)
Declare.f LayerScaleY(Layer)
Declare.f LayerHandleX(Layer)
Declare.f LayerHandleY(Layer)
Declare.f LayerAngle(Layer)
Declare.f LayerX(Layer)
Declare.f LayerY(Layer)
Declare.b LayerHidden(Layer)
Declare.i CreateSprite(Sprite, x, y, Width=#PB_Ignore, Height=#PB_Ignore)
Declare FreeSprite(Sprite)
Declare SetSpriteOrder(Sprite, Order)
Declare SetSpriteColor(Sprite, Color)
Declare SetSpriteFrame(Sprite, Frame)
Declare SetSpriteTransparency(Sprite, Transparency)
Declare SetSpriteGradient(Sprite, Vertical, Color1, Color2, Transparency1=255, Transparency2=255)
Declare SetSpriteHandle(Sprite, HandleX.f, HandleY.f)
Declare DeformSprite(Sprite, dx1.f, dy1.f, dx2.f, dy2.f, dx3.f, dy3.f, dx4.f, dy4.f)
Declare ScaleSprite(Sprite, ScaleX.f, ScaleY.f)
Declare PositionSprite(Sprite, x.f, y.f)
Declare MoveSprite(Sprite, x.f, y.f)
Declare RotateSprite(Sprite, angle.f)
Declare TurnSprite(Sprite, angle.f)
Declare HideSprite(Sprite, Hide.b)
Declare FlipSprite(Sprite, FlipX.b, FlipY.b)
Declare RandomSpritePosition(Sprite, x1.f, x2.f, y1.f=#PB_Ignore, y2.f=#PB_Ignore)
Declare RandomSpriteAngle(Sprite, angle1.f=0, angle2.f=360)
Declare RandomSpriteScale(Sprite, ScaleX1.f, ScaleX2.f, ScaleY1.f=#PB_Ignore, ScaleY2.f=#PB_Ignore)
Declare RandomSpriteTransparency(Sprite, Transparency1, Transparency2)
Declare RandomSpriteFrame(Sprite, Frame1=#PB_Ignore, Frame2=#PB_Ignore)
Declare.i ApplySpriteFX(Sprite, FX=#PB_Ignore)
Declare.i MakeSpriteTarget(Sprite)
Declare.i AttachSpriteChild(Sprite, ChildSprite, OffsetX=0, OffsetY=0, Duration=#PB_Ignore, Delay=#PB_Ignore)
Declare.i DetachSpriteChild(Sprite, ChildSprite, NoTimeCheck.b=#True)
Declare.i SpriteChild(Sprite, ChildIndex)
Declare.i SpriteOrder(Sprite)
Declare.i SpriteColor(Sprite)
Declare.i SpriteFrame(Sprite)
Declare.i SpriteTransparency(Sprite)
Declare.f SpriteScaleX(Sprite)
Declare.f SpriteScaleY(Sprite)
Declare.f SpriteHandleX(Sprite)
Declare.f SpriteHandleY(Sprite)
Declare.f SpriteAngle(Sprite)
Declare.f SpriteX(Sprite)
Declare.f SpriteY(Sprite)
Declare.i SpriteWidth(Sprite)
Declare.i SpriteHeight(Sprite)
Declare.b SpriteFlipX(Sprite)
Declare.b SpriteFlipY(Sprite)
Declare.b SpriteHidden(Sprite)
Declare.i CreateTransitionsFX(FX, Transition, Duration=#PB_Ignore, Delay=#PB_Ignore, LoopCount=#PB_Ignore)
Declare.i CreateMouseControlFX(FX, OffsetX=0, OffsetY=0, Duration=#PB_Ignore, Delay=#PB_Ignore)
Declare.i CreateMoveFX(FX, SpeedX.f, SpeedY.f, AngleRelative.b=#False, Duration=#PB_Ignore, Delay=#PB_Ignore)
Declare.i CreateRotateFX(FX, SpeedAngle.f=360, Duration=#PB_Ignore, Delay=#PB_Ignore, LoopCount=#PB_Ignore)
Declare.i CreateTargetFX(FX, Duration=#PB_Ignore, Delay=#PB_Ignore)
Declare.i CreateSnapTargetFX(FX, TargetSprite, OffsetX=0, OffsetY=0, AngleRelative.b=#False, Duration=#PB_Ignore, Delay=#PB_Ignore)
Declare.i CreateFaceTargetFX(FX, TargetSprite, OffsetX=0, OffsetY=0, Damping.f=1, Duration=#PB_Ignore, Delay=#PB_Ignore)
Declare.i CreateFollowTargetFX(FX, TargetSprite, OffsetX=0, OffsetY=0, Damping.f=1, Duration=#PB_Ignore, Delay=#PB_Ignore)
Declare.i CreateFX(FX, type, paramSize, *executeFX.GS_FX_EXECUTE, Duration=#PB_Ignore, Delay=#PB_Ignore, *SpriteOrLayer.GS_EFFECTS=0)
Declare.i CopyFX(FX, NewFX, *SpriteOrLayer.GS_EFFECTS=0)
Declare FreeFX(FX)
Declare SetFXDelay(FX, delay)
Declare SetFXDuration(FX, Duration)
Declare SetFXStartTime(FX, Start)
Declare SetFXStopTime(FX, Stop)
Declare.i ApplyObjectFX(*SpriteOrLayer.GS_EFFECTS=0)
Declare.i FindFirstFX(*SpriteOrLayer.GS_EFFECTS, TypeMask=#FX_Mask_All)
Declare.i FindAnyFX(*SpriteOrLayer.GS_EFFECTS, TypeMask=#FX_Mask_All)
Declare.i NextMatchedFX()
Declare.i MatchedFX()
Declare.b LinkFX(*targetFX.GS_FX, *childFX.GS_FX)
Declare.b UnlinkFX(*FX.GS_FX)
Declare.b PauseFX(FX)
Declare.b ResumeFX(FX)
Declare.i FXDelay(FX)
Declare.i FXDuration(FX)
Declare.i FXLifespan(FX)
Declare.i FXStartTime(FX)
Declare.i FXStopTime(FX)
Declare.i FXStatus(FX)
Declare ExecuteMoveTransitionsFX(*FX.GS_FX, *Sprite.GS_SPRITE)
Declare ExecuteScaleTransitionsFX(*FX.GS_FX, *Sprite.GS_SPRITE)
Declare ExecuteAngleTransitionsFX(*FX.GS_FX, *Sprite.GS_SPRITE)
Declare ExecuteTransparencyTransitionsFX(*FX.GS_FX, *Sprite.GS_SPRITE)
Declare ExecuteColorTransitionsFX(*FX.GS_FX, *Sprite.GS_SPRITE)
Declare ExecuteMouseControlFX(*FX.GS_FX, *Sprite.GS_SPRITE)
Declare ExecuteMoveFX(*FX.GS_FX, *Sprite.GS_SPRITE)
Declare ExecuteRotateFX(*FX.GS_FX, *Sprite.GS_SPRITE)
Declare ExecuteTargetFX(*FX.GS_FX, *Sprite.GS_SPRITE)
Declare ExecuteSnapTargetFX(*FX.GS_FX, *Sprite.GS_SPRITE)
Declare ExecuteFaceTargetFX(*FX.GS_FX, *Sprite.GS_SPRITE)
Declare ExecuteFollowTargetFX(*FX.GS_FX, *Sprite.GS_SPRITE)
Declare.i CreateMoveTransitions(Transition, AngleRelative.b=#False, PositionRelative.b=#False, StartInterval=0, StartEaseX=#EASE_Linear, StartEaseY=#EASE_Linear)
Declare.i CreateScaleTransitions(Transition, StartInterval=0, StartEaseX=#EASE_Linear, StartEaseY=#EASE_Linear)
Declare.i CreateAngleTransitions(Transition, AngleRelative.b=#False, StartInterval=0, StartEase=#EASE_Linear)
Declare.i CreateTransparencyTransitions(Transition, StartInterval=0)
Declare.i CreateColorTransitions(Transition, StartInterval=0)
Declare.i CreateTransitions(Transition, Type)
Declare.i CopyTransitions(Transition, NewTransition)
Declare FreeTransition(Transition)
Declare AddMoveTransition(Transition, x.f, y.f, Interval=#PB_Ignore, EaseX=#PB_Ignore, EaseY=#PB_Ignore)
Declare AddScaleTransition(Transition, ScaleX.f, ScaleY.f, Interval=#PB_Ignore, EaseX=#PB_Ignore, EaseY=#PB_Ignore)
Declare AddAngleTransition(Transition, Angle.f, Interval=#PB_Ignore, Ease=#PB_Ignore)
Declare AddTransparencyTransition(Transition, Transparency.a, Interval=#PB_Ignore)
Declare AddColorTransition(Transition, Color, Interval=#PB_Ignore)
Declare RenderViews()