view libcore/core/game.h @ 146:7d7ea7a9cf50

core: add theme_shallow function
author David Demelier <markand@malikania.fr>
date Wed, 14 Oct 2020 18:20:58 +0200
parents 789b23e01f52
children b386d25832c8
line wrap: on
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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.
 */

#include <stdbool.h>

#include "action.h"
#include "inhibit.h"

/**
 * \brief Max number of actions allowed at the same time.
 */
#define GAME_ACTIONS_MAX 128

struct state;

union event;

/**
 * \brief Main game object.
 */
struct game {
	/* Inhibition */
	enum inhibit inhibit;           /*!< (RW) What to disable. */

	/* Game states. */
	struct state *state;            /*!< (RO) Current state  */
	struct state *state_next;       /*!< (RO) Next state */

	/** Array of actions. */
	struct action actions[GAME_ACTIONS_MAX];
};

/**
 * Global game object.
 */
extern struct game game;

/**
 * Request to change state.
 *
 * This function will only update state after the next \ref  game_update call
 * unless quick is set to true.
 *
 * \pre state != NULL
 * \param state the new state
 * \param quick quickly change the state
 */
void
game_switch(struct state *state, bool quick);

/**
 * 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);

/**
 * Add an action to the game.
 *
 * If there are no room for the action, action is discarded. Make sure to not
 * exceed the limit GAME_ACTIONS_MAX.
 *
 * \pre action != NULL
 * \param action the action to copy
 * \note The core API **never** add actions by itself.
 */
void
game_add_action(const struct action *action);

/**
 * Stop the game.
 *
 * This will effectively stop the current state but the main loop may continue
 * until it has completed.
 */
void
game_quit(void);

#endif /* !MOLKO_GAME_H */