Files
punchie-engine/include/GameEngine.h
T

70 lines
2.5 KiB
C

#ifndef GAME_H
#define GAME_H
#include "AssetManager.h"
#include "ObjectStore.h"
#include "SDL_pixels.h"
#include "Window.h"
#include "reusable_ids.h"
#include <stdbool.h>
#include <stdint.h>
#ifdef __cplusplus
extern "C" {
#endif // !__cplusplus
bool init_engine(const char *game_name, WindowSize window_size,
SDL_Color window_background_color, bool full_screen,
uint8_t audio_tracks);
bool game_running();
WindowSize get_window_defined_size();
WindowSize get_window_drawable_size();
ObjectID add_object(void *object, EventHandlerPtr eh, UpdateFuncPtr uf,
RenderFuncPtr rf);
void remove_object(ObjectID *id);
AssetID load_asset(const char *path, AssetType type);
void render_texture_asset(AssetID id, float x, float y, float w, float h);
void render_text_with_font_asset(AssetID id, const char *text, float x,
float y);
void set_font_asset_size(AssetID id, uint32_t size);
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);
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 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);
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);
bool is_music_playing();
void close_asset(AssetID *id);
void handle_events();
void update();
void render();
void close_engine();
#ifdef __cplusplus
}
#endif // !__cplusplus
#endif // !GAME_H