Added aliases with sizes for the integer and floating-point numbers

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abdelrahman committed 2022-11-27 15:04:34 +00:00
1 parent 45f6021f82
commit 5e6211c2a9
14 files changed
+146 -136

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+20 -23
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@@ -7,8 +7,8 @@
#include "SDL_pixels.h"
#include "Window.h"
#include "reusable_ids.h"
#include <aliases.h>
#include <stdbool.h>
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
@@ -24,12 +24,12 @@ extern "C" {
*/
bool init_engine(const char *game_name, WindowSize window_size,
SDL_Color window_background_color, bool full_screen,
uint8_t audio_tracks);
u8 audio_tracks);
bool game_running();
void close_engine();
int64_t get_time();
i64 get_time();
// END GENERAL ENGINE API
// ASSET MANAGEMENT API
@@ -75,40 +75,37 @@ void clip_render_rects_to_drawing_area(RenderRect *src, RenderRect *dest);
RenderRect get_texture_asset_rect(AssetID id);
void render_texture_asset(AssetID id, RenderRect *src, RenderRect *dest);
TextSize get_text_size_from_font_asset(AssetID id, const char *text);
void render_text_with_font_asset(AssetID id, const char *text, float x, float y,
void render_text_with_font_asset(AssetID id, const char *text, f32 x, f32 y,
SDL_Color color);
void set_font_asset_size(AssetID id, uint32_t size);
void set_font_asset_size(AssetID id, u32 size);
// END RENDERING API
// AUDIO API
int8_t play_audio_asset(AssetID id, int16_t loops, bool fade_in,
uint32_t fade_length_in_ms);
void pause_audio_asset_on_track(AssetID id, uint8_t track);
void resume_audio_asset_on_track(AssetID id, uint8_t track);
void stop_audio_asset_on_track(AssetID id, uint8_t track);
void fade_out_audio_asset_on_track(AssetID id, uint8_t track,
uint32_t fade_length_in_ms);
i8 play_audio_asset(AssetID id, i16 loops, bool fade_in, u32 fade_length_in_ms);
void pause_audio_asset_on_track(AssetID id, u8 track);
void resume_audio_asset_on_track(AssetID id, u8 track);
void stop_audio_asset_on_track(AssetID id, u8 track);
void fade_out_audio_asset_on_track(AssetID id, u8 track, u32 fade_length_in_ms);
void pause_all_instances_of_audio_asset(AssetID id);
void resume_all_instances_of_audio_asset(AssetID id);
void stop_all_instances_of_audio_asset(AssetID id);
void fade_out_all_instances_of_audio_asset(AssetID id,
uint32_t fade_length_in_ms);
int8_t get_audio_asset_volume(AssetID id);
void set_audio_asset_volume(AssetID id, int8_t volume);
void play_music_asset(AssetID id, int16_t loops, bool fade_in,
uint32_t fade_length_in_ms);
void fade_out_all_instances_of_audio_asset(AssetID id, u32 fade_length_in_ms);
i8 get_audio_asset_volume(AssetID id);
void set_audio_asset_volume(AssetID id, i8 volume);
void play_music_asset(AssetID id, i16 loops, bool fade_in,
u32 fade_length_in_ms);
void pause_music_asset(AssetID id);
void resume_music_asset(AssetID id);
void stop_music_asset(AssetID id);
void fade_out_music_asset(AssetID id, uint32_t fade_length_in_ms);
int8_t get_music_asset_volume(AssetID id);
void set_music_asset_volume(AssetID id, int8_t volume);
void fade_out_music_asset(AssetID id, u32 fade_length_in_ms);
i8 get_music_asset_volume(AssetID id);
void set_music_asset_volume(AssetID id, i8 volume);
bool is_music_asset_playing(AssetID id);
void pause_playing_music();
void resume_playing_music();
void stop_playing_music();
void fade_out_playing_music(uint32_t fade_length_in_ms);
void set_playing_music_volume(int8_t volume);
void fade_out_playing_music(u32 fade_length_in_ms);
void set_playing_music_volume(i8 volume);
bool is_music_playing();
// END AUDIO API