Stardew Engine
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GameFramework.h File Reference
#include "InputContext.h"
#include "DrawContext.h"
Include dependency graph for GameFramework.h:
This graph shows which files directly or indirectly include this file:

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 GameFrameworkLayerGF_GetLayerBelow (struct GameFrameworkLayer *pLayer)
 Returns NULL if no layer below.
 

Macro Definition Documentation

◆ GF_ANYMASKMASK

#define GF_ANYMASKMASK   (MasksInput | MasksUpdate | MasksDraw)

Typedef Documentation

◆ DrawFn

typedef void(* DrawFn) (struct GameFrameworkLayer *pLayer, DrawContext *context)

◆ InputFn

typedef void(* InputFn) (struct GameFrameworkLayer *pLayer, InputContext *context)

◆ OnPopFn

typedef void(* OnPopFn) (struct GameFrameworkLayer *pLayer, DrawContext *drawContext, InputContext *inputContext)

◆ OnPushFn

typedef void(* OnPushFn) (struct GameFrameworkLayer *pLayer, DrawContext *drawContext, InputContext *inputContext)

◆ OnWindowDimsChangedFn

typedef void(* OnWindowDimsChangedFn) (struct GameFrameworkLayer *pLayer, int newW, int newH)

◆ UpdateFn

typedef void(* UpdateFn) (struct GameFrameworkLayer *pLayer, float deltaT)

Enumeration Type Documentation

◆ GameFrameworkLayerFlags

Enumerator
EnableUpdateFn 
EnableDrawFn 
EnableInputFn 
EnableOnPush 
EnableOnPop 
MasksDraw 
MasksUpdate 
MasksInput 

◆ GameFrameworkLayerType

Enumerator
GFT_Unknown 
GFT_UI 
GFT_Game2D 

Function Documentation

◆ GF_DestroyGameFramework()

void GF_DestroyGameFramework ( )

◆ GF_DrawGameFramework()

void GF_DrawGameFramework ( DrawContext context)

◆ GF_EndFrame()

void GF_EndFrame ( DrawContext drawContext,
InputContext inputContext 
)

◆ GF_GetLayerBelow()

struct GameFrameworkLayer * GF_GetLayerBelow ( struct GameFrameworkLayer pLayer)

Returns NULL if no layer below.

◆ GF_InitGameFramework()

void GF_InitGameFramework ( )

◆ GF_InputGameFramework()

void GF_InputGameFramework ( InputContext context)

◆ GF_OnWindowDimsChanged()

void GF_OnWindowDimsChanged ( int  newW,
int  newH 
)

◆ GF_PopGameFrameworkLayer()

void GF_PopGameFrameworkLayer ( )

◆ GF_PushGameFrameworkLayer()

void GF_PushGameFrameworkLayer ( const struct GameFrameworkLayer layer)

◆ GF_UpdateGameFramework()

void GF_UpdateGameFramework ( float  deltaT)