Mercurial > molko
comparison 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 |
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242:4c24604efcab | 243:71b3b7036de7 |
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1 /* | |
2 * state.h -- abstract state | |
3 * | |
4 * Copyright (c) 2020 David Demelier <markand@malikania.fr> | |
5 * | |
6 * Permission to use, copy, modify, and/or distribute this software for any | |
7 * purpose with or without fee is hereby granted, provided that the above | |
8 * copyright notice and this permission notice appear in all copies. | |
9 * | |
10 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES | |
11 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF | |
12 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR | |
13 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES | |
14 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN | |
15 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF | |
16 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. | |
17 */ | |
18 | |
19 #ifndef MOLKO_CORE_STATE_H | |
20 #define MOLKO_CORE_STATE_H | |
21 | |
22 /** | |
23 * \file state.h | |
24 * \brief Abstract state. | |
25 * \ingroup states | |
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. | |
33 */ | |
34 | |
35 union event; | |
36 | |
37 /** | |
38 * \brief Abstract state. | |
39 */ | |
40 struct state { | |
41 /** | |
42 * (+&?) Optional user data. | |
43 */ | |
44 void *data; | |
45 | |
46 /** | |
47 * (+?) This function is called when the state is about to begin. | |
48 * | |
49 * \param state this state | |
50 */ | |
51 void (*start)(struct state *state); | |
52 | |
53 /** | |
54 * (+) This function is called for each event that happened. | |
55 * | |
56 * \param state this state | |
57 * \param ev the event | |
58 */ | |
59 void (*handle)(struct state *state, const union event *ev); | |
60 | |
61 /** | |
62 * (+) Update the state. | |
63 * | |
64 * This function is called to update the game, with the number of | |
65 * milliseconds since the last frame. | |
66 * | |
67 * \param state this state | |
68 * \param ev the event | |
69 */ | |
70 void (*update)(struct state *state, unsigned int ticks); | |
71 | |
72 /** | |
73 * (+) This function is supposed to draw the game. | |
74 * | |
75 * \param state this state | |
76 */ | |
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); | |
96 }; | |
97 | |
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 | |
155 #endif /* !MOLKO_CORE_STATE_H */ |