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libakgl/include/akgl/game.h

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#ifndef _AKGL_GAME_H_
#define _AKGL_GAME_H_
#include <stdint.h>
#include "types.h"
#include <SDL3_mixer/SDL_mixer.h>
#include "tilemap.h"
#define AKGL_VERSION "0.1.0"
#define AKGL_GAME_AUDIO_TRACK_BGM 1
#define AKGL_GAME_AUDIO_MAX_TRACKS 64
#define AKGL_TIME_ONESEC_NS 1000000000
#define AKGL_TIME_ONESEC_MS 1000000
/* ==================== GAME STATE VARIABLES =================== */
typedef struct {
float32_t w;
float32_t h;
SDL_Texture *texture;
} akgl_Frame;
typedef struct {
int32_t flags;
} akgl_GameState;
typedef struct {
char libversion[32];
char version[32];
char name[256];
char uri[256];
akgl_GameState state;
int16_t fps;
SDL_Time gameStartTime;
SDL_Time lastIterTime;
SDL_Time lastFPSTime;
int16_t framesSinceUpdate;
void (*lowfpsfunc)(void);
} akgl_Game;
extern SDL_Window *window;
extern SDL_Renderer *renderer;
extern akgl_Tilemap gamemap;
extern MIX_Audio *bgm;
extern MIX_Mixer *akgl_mixer;
extern MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
extern SDL_FRect camera;
extern akgl_Game game;
#define AKGL_BITMASK_HAS(x, y) (x & y) == y
#define AKGL_BITMASK_ADD(x, y) x |= y
#define AKGL_BITMASK_DEL(x, y) x &= ~(y)
#define AKGL_BITMASK_CLEAR(x) x = 0;
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init();
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init_screen();
void akgl_game_updateFPS();
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath);
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath);
void akgl_game_lowfps(void);
#endif //_AKGL_GAME_H_