78 lines
3.0 KiB
C
78 lines
3.0 KiB
C
/**********************************************************************************************
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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 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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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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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum GameScreen { LOGO_RL = 0, TITLE, GAMEPLAY } GameScreen;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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GameScreen currentScreen;
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SpriteFont font;
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Color *lightsMap;
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int lightsMapWidth, lightsMapHeight;
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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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//----------------------------------------------------------------------------------
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// raylib Logo Screen Functions Declaration
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//----------------------------------------------------------------------------------
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void rlInitLogoScreen(void);
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void rlUpdateLogoScreen(void);
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void rlDrawLogoScreen(void);
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void rlUnloadLogoScreen(void);
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int rlFinishLogoScreen(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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// 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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#ifdef __cplusplus
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}
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#endif
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#endif // SCREENS_H
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