view libcore/core/game.c @ 147:b386d25832c8

doc: use new nomenclature, closes #2497
author David Demelier <markand@malikania.fr>
date Thu, 15 Oct 2020 09:21:04 +0200
parents 30b68089ae70
children 629f55f3961e
line wrap: on
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/*
 * game.c -- 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.
 */

#include <assert.h>
#include <stddef.h>
#include <string.h>

#include "game.h"
#include "state.h"
#include "painter.h"

struct game game;

void
game_switch(struct state *state, bool quick)
{
	assert(state);

	if (quick) {
		game.state_next = NULL;
		game.state = state;
		game.state->enter();
	} else
		game.state_next = state;
}

void
game_handle(const union event *event)
{
	assert(event);

	if (game.state && !(game.inhibit & INHIBIT_STATE_INPUT))
		game.state->handle(event);
}

void
game_update(unsigned int ticks)
{
	if (!(game.inhibit & INHIBIT_STATE_UPDATE)) {
		/* Change state if any. */
		if (game.state_next) {
			/* Inform the current state we're gonna leave it. */
			if (game.state)
				game.state->leave();

			game.state = game.state_next;
			game.state->enter();
			game.state_next = NULL;
		}

		if (game.state)
			game.state->update(ticks);
	}
}

void
game_draw(void)
{
	if (game.state && !(game.inhibit & INHIBIT_STATE_DRAW))
		game.state->draw();

	painter_present();
}

void
game_quit(void)
{
	if (game.state && game.state->leave)
		game.state->leave();

	game.state = NULL;
}