Mercurial > molko
annotate libmlk-core/core/state.h @ 243:71b3b7036de7
misc: lot of cleanups,
- prefix libraries with libmlk,
- move assets from source directories closes #2520,
- prefix header guards closes #2519
author | David Demelier <markand@malikania.fr> |
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date | Sat, 28 Nov 2020 22:37:30 +0100 |
parents | libcore/core/state.h@87f8ef73a160 |
children | c4da052c0def |
rev | line source |
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1 /* |
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2 * state.h -- abstract state |
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3 * |
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4 * Copyright (c) 2020 David Demelier <markand@malikania.fr> |
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5 * |
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6 * Permission to use, copy, modify, and/or distribute this software for any |
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7 * purpose with or without fee is hereby granted, provided that the above |
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8 * copyright notice and this permission notice appear in all copies. |
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9 * |
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10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES |
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11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF |
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12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR |
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13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES |
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14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN |
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15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF |
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16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. |
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17 */ |
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18 |
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19 #ifndef MOLKO_CORE_STATE_H |
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20 #define MOLKO_CORE_STATE_H |
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21 |
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22 /** |
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23 * \file state.h |
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24 * \brief Abstract state. |
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25 * \ingroup states |
162 | 26 * |
27 * The state module is a facility that allows changing game context with ease | |
28 * using a single \ref game_switch routine. | |
29 * | |
30 * The user creates any state required, set appropriate functions if needed and | |
31 * place them in the game using \ref game_switch. Then function \ref game_handle | |
32 * \ref game_update and finally \ref game_draw. | |
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33 */ |
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34 |
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35 union event; |
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36 |
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37 /** |
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38 * \brief Abstract state. |
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39 */ |
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40 struct state { |
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41 /** |
162 | 42 * (+&?) Optional user data. |
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43 */ |
162 | 44 void *data; |
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45 |
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46 /** |
162 | 47 * (+?) This function is called when the state is about to begin. |
48 * | |
49 * \param state this state | |
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50 */ |
162 | 51 void (*start)(struct state *state); |
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52 |
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53 /** |
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54 * (+) This function is called for each event that happened. |
162 | 55 * |
56 * \param state this state | |
57 * \param ev the event | |
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58 */ |
164 | 59 void (*handle)(struct state *state, const union event *ev); |
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60 |
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61 /** |
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62 * (+) Update the state. |
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63 * |
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64 * This function is called to update the game, with the number of |
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65 * milliseconds since the last frame. |
162 | 66 * |
67 * \param state this state | |
68 * \param ev the event | |
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69 */ |
162 | 70 void (*update)(struct state *state, unsigned int ticks); |
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71 |
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72 /** |
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73 * (+) This function is supposed to draw the game. |
162 | 74 * |
75 * \param state this state | |
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76 */ |
162 | 77 void (*draw)(struct state *state); |
78 | |
79 /** | |
80 * (+?) This function is called when the state is about to be switched | |
81 * away from. | |
82 * | |
83 * This function is not called in case `quick` is set to true when | |
84 * calling \ref game_switch function. | |
85 * | |
86 * \param state this state | |
87 */ | |
88 void (*end)(struct state *state); | |
89 | |
90 /** | |
91 * (+?) This function is called to close resources if necessary. | |
92 * | |
93 * \param state the state | |
94 */ | |
95 void (*finish)(struct state *state); | |
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96 }; |
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97 |
162 | 98 /** |
99 * Shortcut for state->start (if not NULL) | |
100 * | |
101 * \pre state != NULL | |
102 * \param state the state | |
103 */ | |
104 void | |
105 state_start(struct state *state); | |
106 | |
107 /** | |
108 * Shortcut for state->handle (if not NULL) | |
109 * | |
110 * \pre state != NULL | |
111 * \pre ev != NULL | |
112 * \param state the state | |
113 * \param ev the event | |
114 */ | |
115 void | |
116 state_handle(struct state *state, const union event *ev); | |
117 | |
118 /** | |
119 * Shortcut for state->update (if not NULL) | |
120 * | |
121 * \pre state != NULL | |
122 * \param state the state | |
123 * \param ticks elapsed milliseconds since last frame | |
124 */ | |
125 void | |
126 state_update(struct state *state, unsigned int ticks); | |
127 | |
128 /** | |
129 * Shortcut for state->draw (if not NULL) | |
130 * | |
131 * \pre state != NULL | |
132 * \param state the state | |
133 */ | |
134 void | |
135 state_draw(struct state *state); | |
136 | |
137 /** | |
138 * Shortcut for state->end (if not NULL) | |
139 * | |
140 * \pre state != NULL | |
141 * \param state the state | |
142 */ | |
143 void | |
144 state_end(struct state *state); | |
145 | |
146 /** | |
147 * Shortcut for state->finish (if not NULL) | |
148 * | |
149 * \pre state != NULL | |
150 * \param state the state | |
151 */ | |
152 void | |
153 state_finish(struct state *state); | |
154 | |
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155 #endif /* !MOLKO_CORE_STATE_H */ |