Mercurial > molko
view libcore/core/state.h @ 193:78774cc2cc6b
doc: minimal typo
author | David Demelier <markand@malikania.fr> |
---|---|
date | Sat, 07 Nov 2020 19:26:51 +0100 |
parents | 87f8ef73a160 |
children |
line wrap: on
line source
/* * 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_STATE_H #define MOLKO_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_STATE_H */