#ifndef ERUTA_STATE_H #define ERUTA_STATE_H /** The data struct contains all global state and other data of the application. */ typedef struct State_ State; #include "eruta.h" #include "tilemap.h" #include "mode.h" #include "rh.h" #include "sprite.h" #include "spritelist.h" #define STATE_COLORS 16 #define STATE_BLACK 0 #define STATE_WHITE 1 /** Amount of samples that can be played at the same time. */ #define STATE_SAMPLES 16 State * state_get(void); State * state_set (State * state ); Tilemap * state_nowmap (State * state ); Tilemap * state_loadmap (State * state ); State * state_alloc(void); void state_free (State * self ); State * state_errmsg_ (State * state , char * mesg ); char * state_errmsg (State * state ); State * state_eventsource (State * state , ALLEGRO_EVENT_SOURCE * src); ALLEGRO_COLOR state_color (State * state , int color ); ALLEGRO_COLOR state_color_f(State * state , int color , float r , float g , float b , float a ); Ruby * state_ruby (State * state ); BBConsole * state_console (State * state ); int state_initjoystick (State * self ); State * state_init (State * self , BOOL fullscreen ); BOOL state_done (State * state ); BOOL state_busy (State * self ); int state_poll (State * state , ALLEGRO_EVENT * event ); ALLEGRO_EVENT * state_pollnew (State * state ); ALLEGRO_FONT * state_font (State * state ); void state_frames_update (State * state ); int state_frames (State * state ); double state_fps (State * state ); double state_frametime (State * state ); Camera * state_camera (State * state ); Sprite * state_sprite(State * state, int index); Sprite * state_new_sprite(State * state); int state_new_sprite_id(State * state); int state_sprite_load_builtin (State * state, int sprite_index, int layer_index, char * vpath, int layout); int state_sprite_tintlayer (State * state, int sprite_index, int layer_index, int, int g, int b, int a); Area * state_area(State * state); SpriteList * state_sprites(State * state); Thing * state_thing(State * state, int index); Thing * state_newthing(State * state, int kind, int x, int y, int z, int w, int h); int state_newthingindex(State * state, int kind, int x, int y, int z, int w, int h); int state_thing_tint_layer (State * state, int thing_index, int layer_index, int r, int g, int b, int a); int state_camera_track_(State * state, int thing_index); int state_lockin_maplayer(State * state, int layer); int state_loadtilemap_vpath(State * self, char * vpath); void state_draw(State * self); void state_flip_display(State * self); void state_update(State * self); int state_thing_sprite_(State * state, int thing_index, int sprite_index); int state_thing_pose_(State * state, int thing_index, int pose); int state_thing_direction_(State * state, int thing_index, int direction); int state_actorindex_(State * self, int thing_index); Thing * state_actor(State * self); int state_active_map_id(State * state); int state_active_map_id_(State * state, int index); int state_image_mask_to_alpha(State * state, int store_index, int r, int g, int b); int state_image_average_to_alpha(State * state, int store_index, int r, int g, int b); int global_state_show_fps(); int global_state_show_fps_(int show); int global_state_show_graph(); int global_state_show_graph_(int show); int global_state_show_area(); int global_state_show_area_(int show); int global_state_show_physics(); int global_state_show_physics_(int show); int state_get_unused_thing_id(); int state_get_unused_sprite_id(); int state_delete_sprite(int index); int state_delete_thing(int index); #endif