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