Mercurial > molko
view src/game.h @ 53:2e3a1945728e
make: build in debug for now
author | David Demelier <markand@malikania.fr> |
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date | Sat, 18 Jan 2020 08:44:53 +0100 |
parents | e10fd1b6323f |
children | 9f6267843815 |
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/* * game.h -- main game object * * 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_GAME_H #define MOLKO_GAME_H /** * \file game.h * \brief Main game object. */ struct state; union event; /** * \brief Main game object. */ struct game { /* Game states */ struct state *state; /*!< (RO) Current state */ struct state *state_next; /*!< (RO) Next state */ }; /** * Global game object. */ extern struct game game; /** * Request to change state. * * This function will only update state after the next \a game_update call. * * \pre state != NULL * \param state the new state */ void game_switch(struct state *state); /** * Handle input event. * * \param event the event */ void game_handle(const union event *event); /** * Update the game state. * * \param ticks the number of milliseconds between last frame */ void game_update(unsigned int ticks); /** * Draw the game using the current state. */ void game_draw(void); #endif /* !MOLKO_GAME_H */