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Stardew Engine
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Go to the source code of this file.
Data Structures | |
| struct | GameFrameworkLayer |
Macros | |
| #define | GF_ANYMASKMASK (MasksInput | MasksUpdate | MasksDraw) |
Typedefs | |
| typedef void(* | UpdateFn) (struct GameFrameworkLayer *pLayer, float deltaT) |
| typedef void(* | DrawFn) (struct GameFrameworkLayer *pLayer, DrawContext *context) |
| typedef void(* | InputFn) (struct GameFrameworkLayer *pLayer, InputContext *context) |
| typedef void(* | OnPushFn) (struct GameFrameworkLayer *pLayer, DrawContext *drawContext, InputContext *inputContext) |
| typedef void(* | OnPopFn) (struct GameFrameworkLayer *pLayer, DrawContext *drawContext, InputContext *inputContext) |
| typedef void(* | OnWindowDimsChangedFn) (struct GameFrameworkLayer *pLayer, int newW, int newH) |
Enumerations | |
| enum | GameFrameworkLayerFlags { EnableUpdateFn = 1 , EnableDrawFn = 2 , EnableInputFn = 8 , EnableOnPush = 16 , EnableOnPop = 32 , MasksDraw = 64 , MasksUpdate = 128 , MasksInput = 256 } |
| enum | GameFrameworkLayerType { GFT_Unknown , GFT_UI , GFT_Game2D } |
Functions | |
| void | GF_InitGameFramework () |
| void | GF_DestroyGameFramework () |
| void | GF_PushGameFrameworkLayer (const struct GameFrameworkLayer *layer) |
| void | GF_PopGameFrameworkLayer () |
| void | GF_EndFrame (DrawContext *drawContext, InputContext *inputContext) |
| void | GF_UpdateGameFramework (float deltaT) |
| void | GF_InputGameFramework (InputContext *context) |
| void | GF_DrawGameFramework (DrawContext *context) |
| void | GF_OnWindowDimsChanged (int newW, int newH) |
| struct GameFrameworkLayer * | GF_GetLayerBelow (struct GameFrameworkLayer *pLayer) |
| Returns NULL if no layer below. | |
| #define GF_ANYMASKMASK (MasksInput | MasksUpdate | MasksDraw) |
| typedef void(* DrawFn) (struct GameFrameworkLayer *pLayer, DrawContext *context) |
| typedef void(* InputFn) (struct GameFrameworkLayer *pLayer, InputContext *context) |
| typedef void(* OnPopFn) (struct GameFrameworkLayer *pLayer, DrawContext *drawContext, InputContext *inputContext) |
| typedef void(* OnPushFn) (struct GameFrameworkLayer *pLayer, DrawContext *drawContext, InputContext *inputContext) |
| typedef void(* OnWindowDimsChangedFn) (struct GameFrameworkLayer *pLayer, int newW, int newH) |
| typedef void(* UpdateFn) (struct GameFrameworkLayer *pLayer, float deltaT) |
| void GF_DestroyGameFramework | ( | ) |
| void GF_DrawGameFramework | ( | DrawContext * | context | ) |
| void GF_EndFrame | ( | DrawContext * | drawContext, |
| InputContext * | inputContext | ||
| ) |
| struct GameFrameworkLayer * GF_GetLayerBelow | ( | struct GameFrameworkLayer * | pLayer | ) |
Returns NULL if no layer below.
| void GF_InitGameFramework | ( | ) |
| void GF_InputGameFramework | ( | InputContext * | context | ) |
| void GF_OnWindowDimsChanged | ( | int | newW, |
| int | newH | ||
| ) |
| void GF_PopGameFrameworkLayer | ( | ) |
| void GF_PushGameFrameworkLayer | ( | const struct GameFrameworkLayer * | layer | ) |
| void GF_UpdateGameFramework | ( | float | deltaT | ) |