Mercurial > molko
view libcore/core/game.h @ 169:eb0a7ab71023
misc: extreme cleanup, closes #2506
While here, remove unneeded stuff.
author | David Demelier <markand@malikania.fr> |
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date | Tue, 20 Oct 2020 17:39:13 +0200 |
parents | eb3148c1e54d |
children | 133926e08d6e |
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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 "inhibit.h" struct state; union event; /** * \brief Main game object. */ struct game { /* Inhibition */ enum inhibit inhibit; /*!< (+) What to disable. */ /* Game states. */ struct state *state; /*!< (-) Current state */ struct state *state_next; /*!< (-) Next state */ }; /** * 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. * * \warning Passing true to quick will immediately call end/finish state * functions which can destroy your state while still running it. * \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); /** * 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 */