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Develop branch integration (#1091)
* [core] REDESIGNED: Implement global context * [rlgl] REDESIGNED: Implement global context * Reviewed globals for Android * Review Android globals usage * Update Android globals * Bump raylib version to 3.0 !!! * [raudio] REDESIGNED: Implement global context * [raudio] Reorder functions * [core] Tweaks on descriptions * Issues with SUPPORT_MOUSE_GESTURES * [camera] Use global context * REDESIGN: Move shapes drawing texture/rec to RLGL context * Review some issues on standalone mode * Update to use global context * [GAME] Upload RE-PAIR game from GGJ2020 -WIP- * Update game: RE-PAIR * [utils] TRACELOG macros proposal * Update config.h
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134
games/repair/screens/screens.h
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134
games/repair/screens/screens.h
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/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Screens Functions Declarations (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014-2020 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef SCREENS_H
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#define SCREENS_H
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#define BASE_HEAD_WIDTH 400
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#define BASE_HAIR_WIDTH 500
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#define BASE_NOSE_WIDTH 80
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#define BASE_MOUTH_WIDTH 170
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#define BASE_EYES_WIDTH 240
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum GameScreen { LOGO = 0, TITLE, OPTIONS, GAMEPLAY, ENDING } GameScreen;
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typedef struct {
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int head;
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int colHead;
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int eyes; // Config
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int nose; // Config
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int mouth; // Config
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int hair; // Config
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int colHair; // Config
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int glasses; // Config
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//int piercing;
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//int freckles;
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} Character;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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extern const unsigned int headColors[6];
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extern const unsigned int hairColors[10];
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extern GameScreen currentScreen;
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extern Font font;
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extern Music music;
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extern Sound fxCoin;
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extern Texture2D background;
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extern Texture2D texNPatch;
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extern NPatchInfo npInfo;
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extern Texture2D texHead, texHair, texNose, texMouth, texEyes, texComp;
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extern Texture2D texMakeup;
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extern Character player;
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extern Character playerBase;
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extern Character dating;
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extern Character datingBase;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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// Gui Button
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bool GuiButton(Rectangle rec, const char *text, int forcedState);
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Character GenerateCharacter(void);
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void CustomizeCharacter(Character *character);
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void DrawCharacter(Character character, Vector2 position);
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//----------------------------------------------------------------------------------
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// Logo Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitLogoScreen(void);
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void UpdateLogoScreen(void);
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void DrawLogoScreen(void);
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void UnloadLogoScreen(void);
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int FinishLogoScreen(void);
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//----------------------------------------------------------------------------------
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// Title Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitTitleScreen(void);
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void UpdateTitleScreen(void);
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void DrawTitleScreen(void);
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void UnloadTitleScreen(void);
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int FinishTitleScreen(void);
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//----------------------------------------------------------------------------------
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// Options Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitOptionsScreen(void);
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void UpdateOptionsScreen(void);
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void DrawOptionsScreen(void);
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void UnloadOptionsScreen(void);
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int FinishOptionsScreen(void);
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//----------------------------------------------------------------------------------
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// Gameplay Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitGameplayScreen(void);
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void UpdateGameplayScreen(void);
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void DrawGameplayScreen(void);
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void UnloadGameplayScreen(void);
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int FinishGameplayScreen(void);
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//----------------------------------------------------------------------------------
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// Ending Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void InitEndingScreen(void);
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void UpdateEndingScreen(void);
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void DrawEndingScreen(void);
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void UnloadEndingScreen(void);
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int FinishEndingScreen(void);
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#ifdef __cplusplus
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}
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#endif
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#endif // SCREENS_H
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