/* * Copyright 2022 Frederico de Oliveira Linhares * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef CANDY_GEAR_CORE_H #define CANDY_GEAR_CORE_H 1 #include #include #include #include #include #include #include #include #include #include #include "loader.h" #ifdef __cplusplus extern "C" { #endif /** * The Core class stores all global states that the engine needs to work. * Global variables are not evil if you use them carefully. */ typedef struct { const char *config_file; /// Text displayed in the game window. char *game_name; /** * @{ * This is the amount of pixel the games use to render a buffer. The image in * this buffer is then rendered to the screen. */ int game_width, game_height; /// @} /** * @{ * This is the ammount of pixel that the games uses when rendering to the * screen. */ int screen_width, screen_height; /// @} Uint32 fps; Uint32 max_frame_duration_ms; SDL_Window *window; SDL_Renderer *renderer; /// All rendering goes here before they are moved to the screen. SDL_Texture *pre_screen_buffer; SDL_Rect screen_rect; SDL_bool quit_game; } cg_sCore; extern cg_sCore cg_core; /// \memberof cg_sCore @{ void cg_Core_init(LoaderStack *loader); SDL_bool cg_Core_load(LoaderStack *loader); void cg_Core_unload(LoaderStack *loader); /// @} #ifdef __cplusplus }; #endif #endif /* CANDY_GEAR_CORE_H */