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Meant to be used to draw into auxiliary bitmaps. Separating it from Gamestate_Draw allows for better render target scheduling.
143 lines
6.8 KiB
C
143 lines
6.8 KiB
C
/*! \file gamestate.h
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* \brief Gamestate management.
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*/
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/*
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* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
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*
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* This program is free software; you can redistribute it and/or modify
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* 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.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* 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
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#define LIBSUPERDERPY_GAMESTATE_H
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#include "libsuperderpy.h"
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struct GamestateAPI {
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void (*draw)(struct Game* game, void* data);
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void (*logic)(struct Game* game, void* data, double delta);
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void (*tick)(struct Game* game, void* data);
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void (*predraw)(struct Game* game, void* data);
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void* (*load)(struct Game* game, void (*progress)(struct Game* game));
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void (*post_load)(struct Game* game, void* data);
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void (*start)(struct Game* game, void* data);
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void (*pause)(struct Game* game, void* data);
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void (*resume)(struct Game* game, void* data);
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void (*stop)(struct Game* game, void* data);
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void (*unload)(struct Game* game, void* data);
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void (*process_event)(struct Game* game, void* data, ALLEGRO_EVENT* ev);
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void (*reload)(struct Game* game, void* data);
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int* progress_count;
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};
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struct Gamestate;
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void LoadGamestate(struct Game* game, const char* name);
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void UnloadGamestate(struct Game* game, const char* name);
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void RegisterGamestate(struct Game* game, const char* name, struct GamestateAPI* api);
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void StartGamestate(struct Game* game, const char* name);
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void StopGamestate(struct Game* game, const char* name);
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void PauseGamestate(struct Game* game, const char* name);
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void ResumeGamestate(struct Game* game, const char* name);
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void PauseAllGamestates(struct Game* game);
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void ResumeAllGamestates(struct Game* game);
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void UnloadAllGamestates(struct Game* game);
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void SwitchGamestate(struct Game* game, const char* current, const char* n);
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void SwitchCurrentGamestate(struct Game* game, const char* n);
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void ChangeGamestate(struct Game* game, const char* current, const char* n);
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void ChangeCurrentGamestate(struct Game* game, const char* n);
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void StopCurrentGamestate(struct Game* game);
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void PauseCurrentGamestate(struct Game* game);
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void UnloadCurrentGamestate(struct Game* game);
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struct Gamestate* GetCurrentGamestate(struct Game* game);
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struct Gamestate* GetGamestate(struct Game* game, const char* name);
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ALLEGRO_BITMAP* GetGamestateFramebuffer(struct Game* game, struct Gamestate* gamestate);
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struct Gamestate* GetNextGamestate(struct Game* game, struct Gamestate* gamestate);
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bool IsGamestateVisible(struct Game* game, struct Gamestate* gamestate);
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// Gamestate API
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#if defined(LIBSUPERDERPY_STATIC_GAMESTATES) && defined(LIBSUPERDERPY_GAMESTATE)
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#define GAMESTATE_CONCAT_STR(x, y) x##y
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#define GAMESTATE_CONCAT(x, y) GAMESTATE_CONCAT_STR(x, y)
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#define Gamestate_ProgressCount GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_ProgressCount)
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#define Gamestate_Draw GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_Draw)
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#define Gamestate_Logic GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_Logic)
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#define Gamestate_Tick GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_Tick)
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#define Gamestate_PreDraw GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_PreDraw)
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#define Gamestate_Load GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_Load)
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#define Gamestate_PostLoad GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_PostLoad)
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#define Gamestate_Start GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_Start)
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#define Gamestate_Pause GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_Pause)
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#define Gamestate_Resume GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_Resume)
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#define Gamestate_Stop GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_Stop)
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#define Gamestate_Unload GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_Unload)
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#define Gamestate_ProcessEvent GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, Gamestate_ProcessEvent)
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#define Gamestate_Reload GAMESTATE_CONCAT(LIBSUPERDERPY_GAMESTATE, _Gamestate_Reload)
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#endif
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extern int Gamestate_ProgressCount;
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__attribute__((used)) void Gamestate_Draw(struct Game* game, struct GamestateResources* data);
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__attribute__((used)) void Gamestate_Logic(struct Game* game, struct GamestateResources* data, double delta);
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__attribute__((used)) void Gamestate_Tick(struct Game* game, struct GamestateResources* data);
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__attribute__((used)) void Gamestate_PreDraw(struct Game* game, struct GamestateResources* data);
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__attribute__((used)) void* Gamestate_Load(struct Game* game, void (*progress)(struct Game*));
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__attribute__((used)) void Gamestate_PostLoad(struct Game* game, struct GamestateResources* data);
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__attribute__((used)) void Gamestate_Start(struct Game* game, struct GamestateResources* data);
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__attribute__((used)) void Gamestate_Pause(struct Game* game, struct GamestateResources* data);
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__attribute__((used)) void Gamestate_Resume(struct Game* game, struct GamestateResources* data);
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__attribute__((used)) void Gamestate_Stop(struct Game* game, struct GamestateResources* data);
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__attribute__((used)) void Gamestate_Unload(struct Game* game, struct GamestateResources* data);
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__attribute__((used)) void Gamestate_ProcessEvent(struct Game* game, struct GamestateResources* data, ALLEGRO_EVENT* ev);
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__attribute__((used)) void Gamestate_Reload(struct Game* game, struct GamestateResources* data);
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#if defined(LIBSUPERDERPY_STATIC_GAMESTATES) && defined(LIBSUPERDERPY_GAMESTATE)
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#define GAMESTATE_INIT_NAME_STR(x) __libsuperderpy_init_##x##_gamestate
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#define GAMESTATE_INIT_NAME(x) GAMESTATE_INIT_NAME_STR(x)
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#define GAMESTATE_STR(b) #b
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#define GAMESTATE_STRINGIFY(a) GAMESTATE_STR(a)
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void __libsuperderpy_register_gamestate(const char*, struct GamestateAPI*, struct Game*);
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void GAMESTATE_INIT_NAME(LIBSUPERDERPY_GAMESTATE)(void) {
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struct GamestateAPI api = {
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.draw = (void*)Gamestate_Draw,
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.logic = (void*)Gamestate_Logic,
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.tick = (void*)Gamestate_Tick,
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.predraw = (void*)Gamestate_PreDraw,
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.load = (void*)Gamestate_Load,
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.post_load = (void*)Gamestate_PostLoad,
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.start = (void*)Gamestate_Start,
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.pause = (void*)Gamestate_Pause,
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.resume = (void*)Gamestate_Resume,
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.stop = (void*)Gamestate_Stop,
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.unload = (void*)Gamestate_Unload,
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.process_event = (void*)Gamestate_ProcessEvent,
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.reload = (void*)Gamestate_Reload,
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.progress_count = &Gamestate_ProgressCount,
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};
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__libsuperderpy_register_gamestate(GAMESTATE_STRINGIFY(LIBSUPERDERPY_GAMESTATE), &api, NULL);
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}
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#undef GAMESTATE_INIT_NAME_STR
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#undef GAMESTATE_INIT_NAME
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#undef GAMESTATE_STR
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#undef GAMESTATE_STRINGIFY
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#endif
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#endif /* LIBSUPERDERPY_GAMESTATE_H */
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