Files
sinbad/include/engine.h
T

241 lines
6.5 KiB
C

#ifndef ENGINE_H
#define ENGINE_H
#include <raylib.h>
#include <raymath.h>
#include <raygui.h>
#include <rini.h>
#include <stdio.h>
#include <stdbool.h>
#include <stdlib.h>
#include <math.h>
typedef struct
{
Texture2D texture;
Rectangle sourceRec;
Rectangle destRec;
Vector2 frameSize;
Vector2 origin;
float rotation;
Color color;
} Sprite;
typedef struct {
int state;
int currentFrame;
int maxFrame;
int framesCounter;
int framesSpeed;
float animTimer;
} Animation;
typedef struct {
void** elements;
unsigned int count;
unsigned int capacity;
} Array;
typedef struct {
const char* path;
float frameWidth;
float frameHeight;
float rotation;
} TextureAsset;
typedef struct {
const char* path;
} ShaderAsset;
typedef struct {
const char* path;
} SoundtrackAsset;
typedef struct {
const char* path;
} SoundAsset;
typedef struct {
const TextureAsset *textureAssets;
const ShaderAsset *shaderAssets;
const SoundtrackAsset *soundtrackAssets;
const SoundAsset *soundAssets;
} Assets;
typedef struct {
char *path;
rini_config rini;
} Config;
typedef enum {
NOT_CLICKED,
HOVER,
CLICKED
} ButtonState;
typedef struct
{
Sprite sprite;
Vector2 notClicked;
Vector2 hover;
Vector2 clicked;
bool isHovered;
bool isClicked;
} ImageButton;
typedef struct
{
Sprite sprite;
} ImageElement;
typedef struct
{
Rectangle rec;
char *text;
} Button;
typedef struct {
Vector2 screenPosition;
Vector2 worldPosition;
float zoomSpeed;
float minZoom;
float maxZoom;
float scaleFactor;
float wheelMove;
bool leftButton;
bool rightButton;
Texture2D cursorTexture;
} Mouse;
typedef struct {
Sprite sprite;
Vector2 position;
} Object;
typedef struct {
Object *data;
const Object *prototype;
size_t count;
} ObjectArray;
typedef struct
{
Vector2 position;
Vector2 direction;
Vector2 velocity;
float speed;
} Physics;
typedef struct {
Shader shader;
int resolutionLoc;
int strengthLoc;
float strength;
} PostProcessing;
typedef struct {
Music music;
bool playing;
bool paused;
} Soundtrack;
typedef struct {
Vector2 *data;
size_t count;
} Vector2Array;
typedef struct {
int width;
int height;
const char* title;
} Window;
void UpdateAnimation(Animation *animation, float deltaTime);
Array* CreateArray(unsigned int initCapacity);
int AddElementToArray(Array* array, void* element);
int RemoveElementFromArray(Array* array, unsigned int index);
void* GetRandomElementFromArray(Array* array);
void UpdateArray(Array* array, void (*updateFunc)(void*));
void RenderArray(Array* array, void (*renderFunc)(void*));
void FreeArray(Array** array);
Camera2D* GetCamera(void);
Rectangle GetCameraRectangle(void);
void CreateCamera(Vector2 playerPosition, float initZoom);
void UpdateCameraTarget(Vector2 *position, const float smoothness);
void UpdateCameraZoom(const float *scaleFactor, const float *minZoom, const float *maxZoom);
void UpdateCamera2D(Vector2* position, Mouse* mouse);
void InitConfig(Config *config, const char* path);
int GetConfigInt(Config *config, const char *key);
int GetConfigIntOrDefault(Config *config, const char *key, int default_value);
const char* GetConfigString(Config *config, const char *key);
const char* GetConfigStringOrDefault(Config *config, const char *key, const char *default_value);
const char* GetConfigDescription(Config *config, const char *key);
int SetConfigInt(Config *config, const char *key, int value, const char *desc);
int SetConfigString(Config *config, const char *key, const char *text, const char *desc);
int SetConfigDescription(Config *config, const char *key, const char *desc);
int AddCommentLine(Config *config, const char *comment);
void SaveConfig(Config *config);
void CleanUpConfig(Config *config);
void InitFont(Font *font, const char* path);
void CleanupFont(Font *font);
ImageButton CreateImageButton(ButtonState state, Texture2D *texture, const TextureAsset *asset, Vector2 *source, Vector2 *clicked, Vector2 *hover, Rectangle *destRec);
ImageElement CreateImageElement(Texture2D *texture, const TextureAsset *asset, Vector2 *source, Rectangle *destRec);
int isImageButtonClicked(ImageButton *b, Sound soundHover, Sound soundClick);
void renderImageButton(ImageButton *b);
void renderImageElement(ImageElement *e);
Button initButton(char *text, Vector2 dimensions, Vector2 position);
int isButtonClicked(Button *b);
void renderButton(Button *b);
Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom, Texture2D *texture);
void UpdateMouseScreen(Mouse *mouse);
void UpdateMouse(Mouse *mouse);
Vector2 GetDirectionVector(void);
ObjectArray CreateObjectArray(const Object *prototype, const size_t count);
Object* GetRandomObject(ObjectArray *objects);
void AddObjectToArray(ObjectArray *objects, const Object *prototype, Vector2 position);
void SetPositionForObjectArray(ObjectArray *objects, const Vector2Array *positions);
void SetRandomPositionForObjectArray(ObjectArray *objects, const Rectangle bounds);
void SwapAndPopObjectsArrayOnRecCollision(ObjectArray *objects, const Rectangle rec);
void SwapAndPopObjectsArrayOnPointCollision(ObjectArray *objects, const Vector2 point);
void RenderObjectArray(const ObjectArray *objects);
Vector2 GetDirectionBetweenTwoVectors(Vector2 vec1, Vector2 vec2);
void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector);
void UpdatePhysicsVelocity(Vector2 *velocity, Vector2 *direction, float *speed);
void UpdatePhysicsPosition(Vector2 *position, Vector2 *velocity);
void UpdatePhysicsSpeed(float *speed, float *newSpeed);
void UpdatePhysics(Physics *physics, Vector2 direction);
PostProcessing CreatePostFX(const char* shaderPath);
void UpdatePostFX(PostProcessing *postFX);
void RenderPostFX(PostProcessing *postFX, RenderTexture2D *target);
void UnloadPostFX(PostProcessing *postFX);
Soundtrack LoadSoundtrack(const char* musicPath);
void UpdateSoundtrack(Soundtrack *soundtrack, bool playing);
void UpdateSpriteSourceRec(Sprite *sprite, const Vector2 *vector);
void UpdateSpriteDestRec(Sprite *sprite, const Vector2 *vector);
void UpdateSpriteRotation(Sprite *sprite, float rotation);
void RenderSprite(const Sprite *sprite);
void PrintSprite(const Sprite *sprite);
bool IsVectorZero(Vector2 v);
Vector2 GetRandomVector(const Rectangle bounds);
Vector2 RotationToVector2(float rotation);
float Vector2ToRotation(Vector2 vec);
Vector2 GetPositionInsideRectangle(Rectangle rec);
Vector2 GetPositionOutsideRectangle(Rectangle rec, int min, int max);
#endif //ENGINE_H