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e29382b5dc
Engine should be now clean from gamestate dependences. The next thing will be implementing dynamic gamestate loading.
53 lines
1.7 KiB
C
53 lines
1.7 KiB
C
/*! \file allegro_utils.c
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* \brief Helper functions for Allegro.
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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 2 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, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "utils.h"
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void LoadGamestate(struct Game *game, const char* name) {
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PrintConsole(game, "load finished %s", name);
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}
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void UnloadGamestate(struct Game *game, const char* name) {
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PrintConsole(game, "unload finished %s", name);
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}
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void StartGamestate(struct Game *game, const char* name) {
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PrintConsole(game, "start finished %s", name);
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}
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void StopGamestate(struct Game *game, const char* name) {
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PrintConsole(game, "stop finished %s", name);
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}
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void PauseGamestate(struct Game *game, const char* name) {
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PrintConsole(game, "pause finished %s", name);
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}
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void ResumeGamestate(struct Game *game, const char* name) {
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PrintConsole(game, "resume finished %s", name);
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}
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void SwitchGamestate(struct Game *game, const char* current, const char* n) {
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StopGamestate(game, current);
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UnloadGamestate(game, current);
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LoadGamestate(game, n);
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StartGamestate(game, n);
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}
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