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* split game states * split all GameState headers * match fig names * deduplicate headers from bad merge * split z64actor.h into z64actor_profile.h, z_actor_dlftbls.h * fix compile error * .bss
53 lines
1.9 KiB
C
53 lines
1.9 KiB
C
#ifndef Z64GAME_H
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#define Z64GAME_H
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// This file is named "game" after game.c for now, this may change later with the system name
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#include "ultra64/ultratypes.h"
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#include "libu64/pad.h"
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#include "gamealloc.h"
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#include "romfile.h"
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#include "tha.h"
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struct GraphicsContext;
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struct GameState;
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typedef void (*GameStateFunc)(struct GameState* gameState);
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typedef struct GameState {
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/* 0x00 */ struct GraphicsContext* gfxCtx;
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/* 0x04 */ GameStateFunc main;
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/* 0x08 */ GameStateFunc destroy; // "cleanup"
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/* 0x0C */ GameStateFunc init;
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/* 0x10 */ u32 size;
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/* 0x14 */ Input input[MAXCONTROLLERS];
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/* 0x74 */ TwoHeadArena tha;
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/* 0x84 */ GameAlloc alloc;
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/* 0x98 */ u32 running;
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/* 0x9C */ u32 frames;
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/* 0xA0 */ u32 inPreNMIState;
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} GameState; // size = 0xA4
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#define SET_NEXT_GAMESTATE(curState, newInit, newStruct) \
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if (1) { \
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GameState* state = curState; \
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\
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(state)->init = newInit; \
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(state)->size = sizeof(newStruct); \
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} (void)0
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void GameState_ReqPadData(GameState* gameState);
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void GameState_Update(GameState* gameState);
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void GameState_InitArena(GameState* gameState, size_t size);
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void GameState_Realloc(GameState* gameState, size_t size);
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void GameState_Init(GameState* gameState, GameStateFunc init, struct GraphicsContext* gfxCtx);
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void GameState_Destroy(GameState* gameState);
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GameStateFunc GameState_GetInit(GameState* gameState);
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u32 GameState_IsRunning(GameState* gameState);
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#if DEBUG_FEATURES
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void* GameState_Alloc(GameState* gameState, size_t size, const char* file, int line);
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#define GAME_STATE_ALLOC(gameState, size, file, line) GameState_Alloc(gameState, size, file, line)
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#else
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#define GAME_STATE_ALLOC(gameState, size, file, line) THA_AllocTailAlign16(&(gameState)->tha, size)
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#endif
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#endif
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