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