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
* 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.
*/
#ifndef GAMESTATE_H
#define GAMESTATE_H
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#include "allegro5/allegro.h"
struct Game;
struct Gamestate {
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char* name;
void* handle;
bool loaded, pending_load;
bool started, pending_start;
bool showLoading;
bool paused;
bool fade; // TODO: or maybe should it be in API?
unsigned char fade_counter;
char** after; // TODO: and this one too?
struct Gamestate* next;
void* data;
struct {
void (*Gamestate_Draw)(struct Game *game, void* data);
void (*Gamestate_Logic)(struct Game *game, void* data);
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void* (*Gamestate_Load)(struct Game *game, void (*progress)(struct Game *game));
void (*Gamestate_Start)(struct Game *game, void* data);
void (*Gamestate_Pause)(struct Game *game, void* data);
void (*Gamestate_Resume)(struct Game *game, void* data);
void (*Gamestate_Stop)(struct Game *game, void* data);
void (*Gamestate_Unload)(struct Game *game, void* data);
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void (*Gamestate_ProcessEvent)(struct Game *game, void* data, ALLEGRO_EVENT *ev);
void (*Gamestate_Reload)(struct Game *game, void* data);
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int *Gamestate_ProgressCount;
} api;
};
void LoadGamestate(struct Game *game, const char* name);
void UnloadGamestate(struct Game *game, const char* name);
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 SwitchGamestate(struct Game *game, const char* current, const char* n);
#endif