/********************************************************************************************** * * raylib - transmission mission * * Screens Functions Declarations (Init, Update, Draw, Unload) * * Copyright (c) 2014-2018 Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #ifndef SCREENS_H #define SCREENS_H #define MAX_CODING_WORDS 12 #define MAX_MISSION_WORDS 8 //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef enum GameScreen { LOGO = 0, TITLE, MISSION, GAMEPLAY, ENDING } GameScreen; // Words to be coded or coding words typedef struct Word { int id; Rectangle rec; Rectangle iniRec; bool hover; bool picked; char text[32]; // text } Word; // Mission information typedef struct Mission { int id; char brief[512]; // Mission briefing char key[32]; // Mission keyword char msg[256]; // Message to be coded int wordsCount; // Number of words to coded int sols[10]; // Solution code, depends on wordsCount } Mission; //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- GameScreen currentScreen; Music music; Sound fxButton; //Mission *missions; // UI BUTTON Rectangle recButton; float fadeButton; Color colorButton; Texture2D texButton; Vector2 textPositionButton; int fontSizeButton; Color textColorButton; int currentMission; int totalMissions; SpriteFont fontMission; Word messageWords[MAX_MISSION_WORDS]; #ifdef __cplusplus extern "C" { // Prevents name mangling of functions #endif //---------------------------------------------------------------------------------- // Transmission Functions Declaration //---------------------------------------------------------------------------------- bool IsButtonPressed(); void DrawButton(const char *text); Mission *LoadMissions(const char *fileName); //---------------------------------------------------------------------------------- // Logo Screen Functions Declaration //---------------------------------------------------------------------------------- void InitLogoScreen(void); void UpdateLogoScreen(void); void DrawLogoScreen(void); void UnloadLogoScreen(void); int FinishLogoScreen(void); //---------------------------------------------------------------------------------- // Title Screen Functions Declaration //---------------------------------------------------------------------------------- void InitTitleScreen(void); void UpdateTitleScreen(void); void DrawTitleScreen(void); void UnloadTitleScreen(void); int FinishTitleScreen(void); //---------------------------------------------------------------------------------- // Mission Screen Functions Declaration //---------------------------------------------------------------------------------- void InitMissionScreen(void); void UpdateMissionScreen(void); void DrawMissionScreen(void); void UnloadMissionScreen(void); int FinishMissionScreen(void); //---------------------------------------------------------------------------------- // Gameplay Screen Functions Declaration //---------------------------------------------------------------------------------- void InitGameplayScreen(void); void UpdateGameplayScreen(void); void DrawGameplayScreen(void); void UnloadGameplayScreen(void); int FinishGameplayScreen(void); //---------------------------------------------------------------------------------- // Ending Screen Functions Declaration //---------------------------------------------------------------------------------- void InitEndingScreen(void); void UpdateEndingScreen(void); void DrawEndingScreen(void); void UnloadEndingScreen(void); int FinishEndingScreen(void); #ifdef __cplusplus } #endif #endif // SCREENS_H