libsuperderpy/src/main.h

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/*! \file main.h
* \brief Headers of main file of SuperDerpy engine.
*
* Contains basic functions shared by all views.
*/
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/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
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#ifndef MAIN_H
#define MAIN_H
#include <allegro5/allegro.h>
#include <allegro5/allegro_audio.h>
#include <allegro5/allegro_acodec.h>
#include <allegro5/allegro_image.h>
#include <allegro5/allegro_font.h>
#include <allegro5/allegro_ttf.h>
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#include "allegro_utils.h"
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/*! \brief Declares variables used by displaying progress bar on loading screen.
* Takes number of loading steps as parameter.
*/
#define PROGRESS_INIT(a) float load_p = 0, load_a = a;
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/*! \brief Increments progress of loading. */
#define PROGRESS if (progress) (*progress)(game, load_p+=1/load_a);
struct Game;
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/*! \brief Enum of all available gamestates. */
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enum gamestate_enum {
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GAMESTATE_PAUSE,
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GAMESTATE_LOADING,
GAMESTATE_MENU,
GAMESTATE_ABOUT,
GAMESTATE_INTRO,
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GAMESTATE_MAP,
GAMESTATE_LEVEL,
GAMESTATE_DISCLAIMER
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};
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/*! \brief Enum of menu states in Menu and Pause game states. */
enum menustate_enum {
MENUSTATE_MAIN,
MENUSTATE_OPTIONS,
MENUSTATE_CONTROLS,
MENUSTATE_VIDEO,
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MENUSTATE_PAUSE,
MENUSTATE_AUDIO
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};
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/*! \brief Resources used by Menu state. */
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struct Menu {
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ALLEGRO_BITMAP *image; /*!< Bitmap with lower portion of menu landscape. */
ALLEGRO_BITMAP *cloud; /*!< Bitmap with bigger cloud. */
ALLEGRO_BITMAP *cloud2; /*!< Bitmap with small cloud. */
ALLEGRO_BITMAP *pie; /*!< Unscaled bitmap with pie. */
ALLEGRO_BITMAP *pie_bitmap; /*!< Scaled and "rendered" bitmap with pies. */
ALLEGRO_BITMAP *pinkcloud_bitmap; /*!< Scaled bitmap with pinkcloud and home. */
ALLEGRO_BITMAP *pinkcloud; /*!< Unscaled bitmap with pinkcloud and home. */
ALLEGRO_BITMAP *rain; /*!< Unscaled bitmap with rain drop. */
ALLEGRO_BITMAP *rain_bitmap; /*!< Scaled and "rendered" bitmap with rain drops. */
ALLEGRO_BITMAP *mountain; /*!< Flashing mountain in background bitmap. */
ALLEGRO_BITMAP *logo; /*!< Logo displayed in the background. */
ALLEGRO_BITMAP *logoblur; /*!< Prerendered blurred logo. */
ALLEGRO_BITMAP *glass; /*!< Texture used for glass effect in the logo. */
ALLEGRO_BITMAP *blurbg; /*!< Temporary bitmap used for blur effect in glass logo. */
ALLEGRO_BITMAP *blurbg2; /*!< Temporary bitmap used for blur effect in glass logo. */
float cloud_position; /*!< Position of bigger cloud. */
float cloud2_position; /*!< Position of small cloud. */
int mountain_position; /*!< Position of flashing mountain. */
ALLEGRO_SAMPLE *sample; /*!< Background music sample. */
ALLEGRO_SAMPLE *rain_sample; /*!< Rain sound sample. */
ALLEGRO_SAMPLE *click_sample; /*!< Click sound sample. */
ALLEGRO_SAMPLE_INSTANCE *music; /*!< Sample instance with background music. */
ALLEGRO_SAMPLE_INSTANCE *rain_sound; /*!< Sample instance with rain sound. */
ALLEGRO_SAMPLE_INSTANCE *click; /*!< Sample instance with click sound. */
ALLEGRO_FONT *font_title; /*!< Font of "Super Derpy" text. */
ALLEGRO_FONT *font_subtitle; /*!< Font of "Muffin Attack" text. */
ALLEGRO_FONT *font; /*!< Font of standard menu item. */
ALLEGRO_FONT *font_selected; /*!< Font of selected menu item. */
int selected; /*!< Number of selected menu item. */
enum menustate_enum menustate; /*!< Current menu page. */
bool loaded; /*!< True if Menu state has been already loaded. */
struct {
bool fullscreen;
int fps;
int width;
int height;
} options; /*!< Options which can be changed in menu. */
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};
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/*! \brief Resources used by Loading state. */
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struct Loading {
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ALLEGRO_BITMAP *loading_bitmap; /*!< Rendered loading bitmap. */
ALLEGRO_BITMAP *image; /*!< Loading background. */
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};
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/*! \brief Main struct of the game. */
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struct Game {
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ALLEGRO_DISPLAY *display; /*!< Main Allegro display. */
ALLEGRO_FONT *font; /*!< Main font used in game. */
ALLEGRO_FONT *font_console; /*!< Font used in game console. */
enum gamestate_enum gamestate; /*!< Current game state. */
enum gamestate_enum loadstate; /*!< Game state to be loaded. */
ALLEGRO_EVENT_QUEUE *event_queue; /*!< Main event queue. */
ALLEGRO_TIMER *timer; /*!< Main LPS timer. */
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ALLEGRO_BITMAP *console; /*!< Bitmap with game console. */
int viewportWidth; /*!< Actual available width of viewport. */
int viewportHeight; /*!< Actual available height of viewport. */
bool showconsole; /*!< If true, game console is rendered on screen. */
int fx; /*!< Effects volume. */
int music; /*!< Music volume. */
int voice; /*!< Voice volume. */
bool fullscreen; /*!< Fullscreen toggle. */
bool debug; /*!< Toggles debug mode. */
int fps; /*!< FPS limit */
int width; /*!< Width of window as being set in configuration. */
int height; /*!< Height of window as being set in configuration. */
bool shuttingdown; /*!< If true then shut down of the game is pending. */
bool restart; /*!< If true then restart of the game is pending. */
struct Menu menu; /*!< Resources used by Menu state. */
struct Loading loading; /*!< Resources used by Menu state. */
struct {
ALLEGRO_VOICE *v; /*!< Main voice used by the game. */
ALLEGRO_MIXER *mixer; /*!< Main mixer of the game. */
ALLEGRO_MIXER *music; /*!< Music mixer. */
ALLEGRO_MIXER *voice; /*!< Voice mixer. */
ALLEGRO_MIXER *fx; /*!< Effects mixer. */
} audio; /*!< Audio resources. */
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struct {
double old_time, fps;
int frames_done;
} fps_count;
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};
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/*! \brief Preloads gamestate set in game->loadstate. */
void PreloadGameState(struct Game *game, void (*progress)(struct Game*, float));
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/*! \brief Unloads gamestate set in game->gamestate. */
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void UnloadGameState(struct Game *game);
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/*! \brief Loads gamestate set in game->loadstate. */
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void LoadGameState(struct Game *game);
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/*! \brief Pauses gamestate set in game->loadstate. */
void PauseGameState(struct Game *game);
/*! \brief Resumes gamestate set in game->loadstate. */
void ResumeGameState(struct Game *game);
/*! \brief Finds path for data file. */
char* GetDataFilePath(char* filename);
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/*! \brief Print some message on game console.
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*
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* Draws message on console bitmap, so it'll be displayed when calling DrawConsole.
* If game->debug is true, then it also prints given message on stdout.
* It needs to be called in printf style.
*/
void PrintConsole(struct Game *game, char* format, ...);
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/*! \brief Draws console bitmap on screen. */
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void DrawConsole(struct Game *game);
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/*! \brief Loads bitmap into memory and scales it with software linear filtering. */
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ALLEGRO_BITMAP* LoadScaledBitmap(char* filename, int width, int height);
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/*! \brief Draws frame from current gamestate. */
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void DrawGameState(struct Game *game);
/*! \brief Processes logic of current gamestate. */
void LogicGameState(struct Game *game);
/*! \brief Displays fade in or fade out animation on current gamestate. */
void FadeGameState(struct Game *game, bool in);
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/*! \brief Load shared resources. */
int Shared_Load(struct Game *game);
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/*! \brief Unload shared resources. */
void Shared_Unload(struct Game *game);
/*! \brief Setups letterbox viewport if necessary. */
void SetupViewport(struct Game *game);
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#endif