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/*
* 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 <mruby.h>
#include <mruby/class.h>
#include <mruby/compile.h>
#include <mruby/data.h>
#include <mruby/dump.h>
#include <mruby/variable.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_mixer.h>
#include <SDL2/SDL_ttf.h>
#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 */
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