/*! \file gamestate.h * \brief Gamestate management. */ /* * Copyright (c) Sebastian Krzyszkowiak * * 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 3 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, see . */ #ifndef LIBSUPERDERPY_GAMESTATE_H #define LIBSUPERDERPY_GAMESTATE_H #include "libsuperderpy.h" #include struct Gamestate_API { void (*Gamestate_Draw)(struct Game* game, void* data); void (*Gamestate_Logic)(struct Game* game, void* data, double delta); void* (*Gamestate_Load)(struct Game* game, void (*progress)(struct Game* game)); void (*Gamestate_PostLoad)(struct Game* game, void* data); 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); void (*Gamestate_ProcessEvent)(struct Game* game, void* data, ALLEGRO_EVENT* ev); void (*Gamestate_Reload)(struct Game* game, void* data); int* Gamestate_ProgressCount; }; struct Gamestate { char* name; void* handle; bool loaded, pending_load, pending_unload; bool started, pending_start, pending_stop; bool frozen; bool showLoading; bool paused; struct Gamestate* next; struct Gamestate_API* api; ALLEGRO_BITMAP* fb; int progressCount; void* data; }; void LoadGamestate(struct Game* game, const char* name); void UnloadGamestate(struct Game* game, const char* name); void RegisterGamestate(struct Game* game, const char* name, struct Gamestate_API* 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); #endif