libsuperderpy/src/libsuperderpy.h
2018-04-08 01:33:13 +02:00

183 lines
5.9 KiB
C

/*! \file libsuperderpy.h
* \brief Headers of main file of libsuperderpy engine.
*
* Include this to use the engine functions.
*/
/*
* 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 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 <http://www.gnu.org/licenses/>.
*/
#ifndef LIBSUPERDERPY_MAIN_H
#define LIBSUPERDERPY_MAIN_H
struct Game;
#include <allegro5/allegro.h>
#include <allegro5/allegro_acodec.h>
#include <allegro5/allegro_audio.h>
#include <allegro5/allegro_font.h>
#include <allegro5/allegro_image.h>
#include <allegro5/allegro_opengl.h>
#include <allegro5/allegro_primitives.h>
#include <allegro5/allegro_ttf.h>
#include <allegro5/allegro_video.h>
#ifdef ALLEGRO_ANDROID
#include <allegro5/allegro_android.h>
#endif
#ifdef __EMSCRIPTEN__
#include "emscripten-audio-stream.h"
#include <emscripten.h>
#endif
#include "character.h"
#include "config.h"
#include "gamestate.h"
#include "timeline.h"
#include "utils.h"
#include <sys/param.h>
#ifndef LIBSUPERDERPY_DATA_TYPE
#define LIBSUPERDERPY_DATA_TYPE void
#endif
struct Gamestate;
struct Viewport {
int width; /*!< Width of the drawing canvas. */
int height; /*!< Height of the drawing canvas. */
float aspect; /*!< When set instead of width/height pair, makes the viewport side fluid; when non-zero, locks its aspect ratio. */
bool integer_scaling; /*!< Ensure that the viewport is zoomed only with integer factors. */
bool pixel_perfect; /*!< Ensure that the resulting image is really viewport-sized and (potentially) rescaled afterwards, as opposed to default transformation-based scaling. */
};
/*! \brief Main struct of the game. */
struct Game {
ALLEGRO_DISPLAY* display; /*!< Main Allegro display. */
ALLEGRO_TRANSFORM projection; /*!< Projection of the game canvas into the actual game window. */
struct Viewport viewport, viewport_config;
struct {
int fx; /*!< Effects volume. */
int music; /*!< Music volume. */
int voice; /*!< Voice volume. */
bool fullscreen; /*!< Fullscreen toggle. */
bool debug; /*!< Toggles debug mode. */
int width; /*!< Width of window as being set in configuration. */
int height; /*!< Height of window as being set in configuration. */
} config;
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. */
struct {
struct Gamestate* gamestates; /*!< List of known gamestates. */
bool gamestate_scheduled; /*!< Whether there's some gamestate lifecycle management work to do. */
ALLEGRO_FONT* font_console; /*!< Font used in game console. */
ALLEGRO_FONT* font_bsod; /*!< Font used in Blue Screens of Derp. */
char console[5][1024];
unsigned int console_pos;
ALLEGRO_EVENT_QUEUE* event_queue; /*!< Main event queue. */
ALLEGRO_TIMER* timer; /*!< Main LPS (logic) timer. */
bool showconsole; /*!< If true, game console is rendered on screen. */
bool showtimeline;
ALLEGRO_BITMAP* fb; /*!< Default framebuffer. */
struct {
double old_time, fps, time;
int frames_done;
} fps_count; /*!< Used for counting the effective FPS. */
ALLEGRO_CONFIG* config; /*!< Configuration file interface. */
int argc;
char** argv;
struct {
struct Gamestate* gamestate;
struct Gamestate* current;
int progress;
int loaded, toLoad;
bool inProgress;
} loading;
struct Gamestate* current_gamestate;
struct libsuperderpy_list *garbage, *timelines;
bool draw;
double timestamp;
struct {
int x, y;
int w, h;
} clip_rect;
#ifdef ALLEGRO_MACOSX
char cwd[MAXPATHLEN];
#endif
} _priv; /*!< Private resources. Do not use in gamestates! */
bool shutting_down; /*!< If true then shut down of the game is pending. */
bool restart; /*!< If true then restart of the game is pending. */
bool touch;
bool show_loading_on_launch;
const char* name;
ALLEGRO_EVENT_SOURCE event_source;
float loading_progress;
struct {
bool (*event)(struct Game* game, ALLEGRO_EVENT* ev);
void (*destroy)(struct Game* game);
void (*compositor)(struct Game* game, struct Gamestate* gamestates);
void (*prelogic)(struct Game* game, double delta);
void (*postlogic)(struct Game* game, double delta);
void (*predraw)(struct Game* game);
void (*postdraw)(struct Game* game);
} handlers;
LIBSUPERDERPY_DATA_TYPE* data;
};
struct Game* libsuperderpy_init(int argc, char** argv, const char* name, struct Viewport viewport);
int libsuperderpy_run(struct Game* game);
void libsuperderpy_destroy(struct Game* game);
struct GamestateResources;
extern int Gamestate_ProgressCount;
void Gamestate_ProcessEvent(struct Game* game, struct GamestateResources* data, ALLEGRO_EVENT* ev);
void Gamestate_Logic(struct Game* game, struct GamestateResources* data, double delta);
void Gamestate_Draw(struct Game* game, struct GamestateResources* data);
void* Gamestate_Load(struct Game* game, void (*progress)(struct Game*));
void Gamestate_Unload(struct Game* game, struct GamestateResources* data);
void Gamestate_Start(struct Game* game, struct GamestateResources* data);
void Gamestate_Stop(struct Game* game, struct GamestateResources* data);
void Gamestate_Reload(struct Game* game, struct GamestateResources* data);
void Gamestate_Pause(struct Game* game, struct GamestateResources* data);
void Gamestate_Resume(struct Game* game, struct GamestateResources* data);
#endif