1 /*
2     C-Dogs SDL
3     A port of the legendary (and fun) action/arcade cdogs.
4 
5     Copyright (c) 2014, 2017-2018 Cong Xu
6     All rights reserved.
7 
8     Redistribution and use in source and binary forms, with or without
9     modification, are permitted provided that the following conditions are met:
10 
11     Redistributions of source code must retain the above copyright notice, this
12     list of conditions and the following disclaimer.
13     Redistributions in binary form must reproduce the above copyright notice,
14     this list of conditions and the following disclaimer in the documentation
15     and/or other materials provided with the distribution.
16 
17     THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
18     AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
19     IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
20     ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
21     LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
22     CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
23     SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
24     INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
25     CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
26     ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
27     POSSIBILITY OF SUCH DAMAGE.
28 */
29 #pragma once
30 
31 #include <stdbool.h>
32 
33 #include <cdogs/c_array.h>
34 
35 
36 // Result from calling update callback,
37 // what the game loop should do after update
38 typedef enum
39 {
40 	UPDATE_RESULT_OK,
41 	UPDATE_RESULT_DRAW
42 } GameLoopResult;
43 
44 typedef struct
45 {
46 	CArray Loops; // of GameLoopData *
47 } LoopRunner;
48 
49 // Generic game loop manager, with callbacks for update/draw
50 typedef struct sGameLoopData
51 {
52 	void *Data;
53 	void (*OnTerminate)(struct sGameLoopData *);
54 	void (*OnEnter)(struct sGameLoopData *);
55 	void (*OnExit)(struct sGameLoopData *);
56 	void (*InputFunc)(struct sGameLoopData *);
57 	GameLoopResult (*UpdateFunc)(struct sGameLoopData *, LoopRunner *);
58 	void (*DrawFunc)(struct sGameLoopData *);
59 	int FPS;
60 	bool SuperhotMode;
61 	bool InputEverySecondFrame;
62 	bool SkipNextFrame;
63 	int Frames;		// total frames looped
64 	bool HasDrawnFirst;
65 	bool IsUsed;
66 } GameLoopData;
67 
68 GameLoopData *GameLoopDataNew(
69 	void *data,
70 	void (*onTerminate)(GameLoopData *),
71 	void (*onEnter)(GameLoopData *), void (*onExit)(GameLoopData *),
72 	void (*inputFunc)(GameLoopData *),
73 	GameLoopResult (*updateFunc)(GameLoopData *, LoopRunner *),
74 	void (*drawFunc)(GameLoopData *));
75 
76 LoopRunner LoopRunnerNew(GameLoopData *newData);
77 void LoopRunnerTerminate(LoopRunner *l);
78 void LoopRunnerRun(LoopRunner *l);
79 
80 void LoopRunnerChange(LoopRunner *l, GameLoopData *newData);
81 void LoopRunnerPush(LoopRunner *l, GameLoopData *newData);
82 void LoopRunnerPop(LoopRunner *l);
83