diff 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>
date Sat, 28 Nov 2020 22:37:30 +0100
parents libcore/core/state.h@87f8ef73a160
children c4da052c0def
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line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/libmlk-core/core/state.h	Sat Nov 28 22:37:30 2020 +0100
@@ -0,0 +1,155 @@
+/*
+ * state.h -- abstract state
+ *
+ * Copyright (c) 2020 David Demelier <markand@malikania.fr>
+ *
+ * Permission to use, copy, modify, and/or distribute this software for any
+ * purpose with or without fee is hereby granted, provided that the above
+ * copyright notice and this permission notice appear in all copies.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
+ * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
+ * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
+ * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
+ * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
+ * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
+ * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
+ */
+
+#ifndef MOLKO_CORE_STATE_H
+#define MOLKO_CORE_STATE_H
+
+/**
+ * \file state.h
+ * \brief Abstract state.
+ * \ingroup states
+ *
+ * The state module is a facility that allows changing game context with ease
+ * using a single \ref game_switch routine.
+ *
+ * The user creates any state required, set appropriate functions if needed and
+ * place them in the game using \ref game_switch. Then function \ref game_handle
+ * \ref game_update and finally \ref game_draw.
+ */
+
+union event;
+
+/**
+ * \brief Abstract state.
+ */
+struct state {
+	/**
+	 * (+&?) Optional user data.
+	 */
+	void *data;
+
+	/**
+	 * (+?) This function is called when the state is about to begin.
+	 *
+	 * \param state this state
+	 */
+	void (*start)(struct state *state);
+
+	/**
+	 * (+) This function is called for each event that happened.
+	 *
+	 * \param state this state
+	 * \param ev the event
+	 */
+	void (*handle)(struct state *state, const union event *ev);
+
+	/**
+	 * (+) Update the state.
+	 *
+	 * This function is called to update the game, with the number of
+	 * milliseconds since the last frame.
+	 *
+	 * \param state this state
+	 * \param ev the event
+	 */
+	void (*update)(struct state *state, unsigned int ticks);
+
+	/**
+	 * (+) This function is supposed to draw the game.
+	 *
+	 * \param state this state
+	 */
+	void (*draw)(struct state *state);
+
+	/**
+	 * (+?) This function is called when the state is about to be switched
+	 * away from.
+	 *
+	 * This function is not called in case `quick` is set to true when
+	 * calling \ref game_switch function.
+	 *
+	 * \param state this state
+	 */
+	void (*end)(struct state *state);
+
+	/**
+	 * (+?) This function is called to close resources if necessary.
+	 *
+	 * \param state the state
+	 */
+	void (*finish)(struct state *state);
+};
+
+/**
+ * Shortcut for state->start (if not NULL)
+ *
+ * \pre state != NULL
+ * \param state the state
+ */
+void
+state_start(struct state *state);
+
+/**
+ * Shortcut for state->handle (if not NULL)
+ *
+ * \pre state != NULL
+ * \pre ev != NULL
+ * \param state the state
+ * \param ev the event
+ */
+void
+state_handle(struct state *state, const union event *ev);
+
+/**
+ * Shortcut for state->update (if not NULL)
+ *
+ * \pre state != NULL
+ * \param state the state
+ * \param ticks elapsed milliseconds since last frame
+ */
+void
+state_update(struct state *state, unsigned int ticks);
+
+/**
+ * Shortcut for state->draw (if not NULL)
+ *
+ * \pre state != NULL
+ * \param state the state
+ */
+void
+state_draw(struct state *state);
+
+/**
+ * Shortcut for state->end (if not NULL)
+ *
+ * \pre state != NULL
+ * \param state the state
+ */
+void
+state_end(struct state *state);
+
+/**
+ * Shortcut for state->finish (if not NULL)
+ *
+ * \pre state != NULL
+ * \param state the state
+ */
+void
+state_finish(struct state *state);
+
+#endif /* !MOLKO_CORE_STATE_H */