libsuperderpy/src/gamestate.h

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/*! \file gamestate.h
* \brief Gamestate management.
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*/
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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
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* the Free Software Foundation; either version 3 of the License, or
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* (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
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef LIBSUPERDERPY_GAMESTATE_H
#define LIBSUPERDERPY_GAMESTATE_H
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#include "libsuperderpy.h"
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struct GamestateAPI {
void (*draw)(struct Game* game, void* data);
void (*logic)(struct Game* game, void* data, double delta);
void (*tick)(struct Game* game, void* data);
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void* (*load)(struct Game* game, void (*progress)(struct Game* game));
void (*post_load)(struct Game* game, void* data);
void (*start)(struct Game* game, void* data);
void (*pause)(struct Game* game, void* data);
void (*resume)(struct Game* game, void* data);
void (*stop)(struct Game* game, void* data);
void (*unload)(struct Game* game, void* data);
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void (*process_event)(struct Game* game, void* data, ALLEGRO_EVENT* ev);
void (*reload)(struct Game* game, void* data);
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int* progress_count;
};
struct Gamestate {
char* name;
void* handle;
bool loaded, pending_load, pending_unload;
bool started, pending_start, pending_stop;
bool frozen;
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bool show_loading;
bool paused;
bool fromlib;
bool open;
struct Gamestate* next;
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struct GamestateAPI* api;
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ALLEGRO_BITMAP* fb;
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int progress_count;
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void* data;
};
void LoadGamestate(struct Game* game, const char* name);
void UnloadGamestate(struct Game* game, const char* name);
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void RegisterGamestate(struct Game* game, const char* name, struct GamestateAPI* api);
void StartGamestate(struct Game* game, const char* name);
void StopGamestate(struct Game* game, const char* name);
void PauseGamestate(struct Game* game, const char* name);
void ResumeGamestate(struct Game* game, const char* name);
void PauseAllGamestates(struct Game* game);
void ResumeAllGamestates(struct Game* game);
void UnloadAllGamestates(struct Game* game);
void SwitchGamestate(struct Game* game, const char* current, const char* n);
void SwitchCurrentGamestate(struct Game* game, const char* n);
void ChangeGamestate(struct Game* game, const char* current, const char* n);
void ChangeCurrentGamestate(struct Game* game, const char* n);
void StopCurrentGamestate(struct Game* game);
void PauseCurrentGamestate(struct Game* game);
void UnloadCurrentGamestate(struct Game* game);
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// Gamestate API
extern int Gamestate_ProgressCount;
void Gamestate_Draw(struct Game* game, struct GamestateResources* data);
void Gamestate_Logic(struct Game* game, struct GamestateResources* data, double delta);
void Gamestate_Tick(struct Game* game, struct GamestateResources* data);
void* Gamestate_Load(struct Game* game, void (*progress)(struct Game*));
void Gamestate_PostLoad(struct Game* game, struct GamestateResources* data);
void Gamestate_Start(struct Game* game, struct GamestateResources* data);
void Gamestate_Pause(struct Game* game, struct GamestateResources* data);
void Gamestate_Resume(struct Game* game, struct GamestateResources* data);
void Gamestate_Stop(struct Game* game, struct GamestateResources* data);
void Gamestate_Unload(struct Game* game, struct GamestateResources* data);
void Gamestate_ProcessEvent(struct Game* game, struct GamestateResources* data, ALLEGRO_EVENT* ev);
void Gamestate_Reload(struct Game* game, struct GamestateResources* data);
#endif