minishell/stdme/include/me/blx/blx.h
2024-05-20 00:35:39 +02:00

147 lines
4.3 KiB
C

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* blx.h :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: maiboyer <maiboyer@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2023/12/13 17:05:45 by maiboyer #+# #+# */
/* Updated: 2023/12/31 18:48:40 by maiboyer ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef BLX_H
# define BLX_H
# include "me/blx/blx_key.h"
# include "me/blx/colors.h"
# include "me/vec2/vec2.h"
# include "me/blx/sprite.h"
# include "me/blx/inputs.h"
# include "me/types.h"
typedef struct s_blx t_blx;
typedef struct s_blx_app
{
t_str title;
t_u32 size_x;
t_u32 size_y;
t_u32 pixel_size;
void *data;
} t_blx_app;
typedef bool (*t_run_function)(t_blx *ctx);
typedef void (*t_free_function)(t_blx_app app);
typedef enum e_draw_mode
{
REPLACE,
MASK,
ALPHA,
} t_draw_mode;
typedef struct s_blx_data
{
t_sprite screen;
bool exit;
t_draw_mode draw_mode;
t_sprite font;
} t_blx_data;
typedef struct s_blx
{
void *mlx;
void *win;
t_blx_input inputs;
t_run_function func;
t_free_function mem_free;
t_blx_app app;
t_blx_data _data;
} t_blx;
/// @brief The main loop function
/// @param ctx the BLX context
/// @note this is the function that will be called every frame
/// @note this is an internal function, you should not call it yourself
int blx_loop_func(t_blx *ctx);
/// @brief Initialize the BLX context
/// @param func the main loop function
/// @param free_fn the free function
/// @param data the application data
/// @return
t_blx blx_initialize(t_run_function func,
t_free_function free_fn, t_blx_app data);
/// @brief Draw a sprite onto the screen
/// @param app The blx context
/// @param pos The position to draw the sprite at
/// @param spr The sprite to draw
void draw_sprite(t_blx *app, t_vi2d pos,
t_sprite *spr);
/// @brief is the key pressed
/// @param ctx the BLX context
/// @param input the key to check
/// @return true if the key is pressed, false otherwise
bool is_key_pressed(t_blx *ctx, t_keysym input);
/// @brief is the key held
/// @param ctx the BLX context
/// @param input the key to check
/// @return true if the key is held, false otherwise
bool is_key_held(t_blx *ctx, t_keysym input);
/// @brief is the key released
/// @param ctx the BLX context
/// @param input the key to check
/// @return true if the key is released, false otherwise
bool is_key_released(t_blx *ctx, t_keysym input);
/// @brief Start the game
/// @param app the BLX context
void blx_run(t_blx app);
/// @brief Free the game
/// @param app the BLX context
void blx_free(t_blx app);
/// @brief Draw a pixel onto the screen
/// @param app the BLX context
/// @param pos the position to draw the pixel at
/// @param col the color of the pixel
void blx_draw(t_blx *app, t_vi2d pos, t_color col);
/// @brief Clear the screen with a color
/// @param app the BLX context
/// @param col the color to clear the screen with
void blx_clear(t_blx *app, t_color col);
/// @brief Draw a sprite onto another sprite
/// @param dest the sprite to be drawn onto
/// @param pos the position to draw the sprite at
/// @param source the sprite to draw
void sprite_draw_onto(t_sprite *dest, t_vi2d pos,
t_sprite *source);
/// @brief Draw a string onto the screen
/// @param app the BLX context
/// @param pos the position to draw the string at
/// @param s the string to draw
/// @param col the color of the string
void blx_draw_string(t_blx *app, t_vi2d pos,
t_const_str s, t_color col);
static inline t_draw_mode get_draw_mode(t_blx *app)
{
return (app->_data.draw_mode);
}
static inline void set_draw_mode(t_blx *app, t_draw_mode mode)
{
app->_data.draw_mode = mode;
}
#endif