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Using doxygen
This commit is contained in:
parent
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commit
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11 changed files with 392 additions and 70 deletions
2
.gitignore
vendored
2
.gitignore
vendored
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@ -15,3 +15,5 @@ __pycache__/
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.vscode
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tilesetnpp.json
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docs/
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305
Doxyfile
Normal file
305
Doxyfile
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@ -0,0 +1,305 @@
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DOXYFILE_ENCODING = UTF-8
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"The $name widget" \
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"The $name file" \
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is \
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provides \
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specifies \
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contains \
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the
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CASE_SENSE_NAMES = SYSTEM
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HIDE_SCOPE_NAMES = YES
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HIDE_COMPOUND_REFERENCE= NO
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WARN_AS_ERROR = NO
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WARN_FORMAT = "$file:$line: $text"
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WARN_LINE_FORMAT = "at line $line of file $file"
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WARN_LOGFILE =
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INPUT = src
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INPUT_ENCODING = UTF-8
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INPUT_FILE_ENCODING =
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FILE_PATTERNS = *.h \
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*.md
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CLANG_ADD_INC_PATHS = YES
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CLANG_OPTIONS =
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CLANG_DATABASE_PATH =
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ALPHABETICAL_INDEX = YES
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GENERATE_HTML = YES
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HTML_OUTPUT = html
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HTML_CODE_FOLDING = YES
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HTML_INDEX_NUM_ENTRIES = 100
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DOCSET_FEEDNAME = "Doxygen generated docs"
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DOCSET_BUNDLE_ID = org.doxygen.Project
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DOCSET_PUBLISHER_ID = org.doxygen.Publisher
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DOCSET_PUBLISHER_NAME = Publisher
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GENERATE_HTMLHELP = NO
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CHM_FILE =
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HHC_LOCATION =
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2
STYLE.md
2
STYLE.md
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@ -6,7 +6,7 @@ Variables names in sneak_case.
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Name your procedures as following: `filename_whatitdoes`.
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The procedures are documented using sphinx.
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The procedures are documented using doxygen in the Java style.
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We're using `clang-formatter` to keep the code readable. Please run it before
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committing your code as following: `clang-format -i *` in the `src` folder.
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@ -427,3 +427,9 @@ def convert_dialog(input: str, output: str, params: dict, target):
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sys.stderr.write(f"ERROR: Failed convert dialogs.\n"
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+ f" Error message: {e}\n")
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sys.exit(1)
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def convert_world(input: str, output: str, params: dict, target):
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# (Mibi88) WIP
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world_struct = fxconv.Structure()
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name = os.path.splitext(os.path.basename(input))[0]
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fxconv.elf(world_struct, output, f"_{name}", **target)
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108
src/dialogs.h
108
src/dialogs.h
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@ -8,32 +8,37 @@
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#include <gint/display.h>
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#include <string.h>
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/* dialogs_text_opt()
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/**
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*
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* Show some text in a box with word wrap for dialogs.
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*
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* game: The game struct of the current game.
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* face: A bopti_image_t of the face of the person who's saying this
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* text. This bopti_image_t should have a width of F_WIDTH and
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* a height of F_HEIGHT.
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* text: The text to display.
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* call_before_end: A function called when the end of the text was displayed and
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* the user pressed EXE (or wait_continue was true). His
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* parameter game is the game struct passed to showtext_opt,
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* and i is the current position in text.
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* start_anim: A boolean, that, if he's true, makes that a little animation
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* is shown at the start of showtext_opt.
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* end_anim: A boolean, that, if he's true, makes that a little animation
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* is shown at the end of showtext_opt.
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* for_each_screen: A function called before a page of the dialog gets drawn.
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* His parameter game is the game struct passed to
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* showtext_opt, and i is the current position in text.
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* line_duration: How many ms showtext_opt will wait after a line has been
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* drawn.
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* update_screen: When he's true showtext_opt will update the screen after
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* drawing a line etc.
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* start_i: At which position I start displaying the text.
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* wait_continue: If I should wait that EXE is pressed after drawing a page.
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* @param game The game struct of the current game.
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* @param face A bopti_image_t of the face of the person who's saying
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* this text. This bopti_image_t should have a width of
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* F_WIDTH and a height of F_HEIGHT.
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* @param text The text to display.
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* @param call_before_end A function called when the end of the text was
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* displayed and the user pressed SHIFT (or wait_continue
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* was true). His parameter game is the game struct
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* passed to showtext_opt, and i is the current position
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* in text.
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* @param start_anim A boolean, that, if he's true, makes that a little
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* animation is shown at the start of showtext_opt.
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* @param end_anim A boolean, that, if he's true, makes that a little
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* animation is shown at the end of showtext_opt.
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* @param for_each_screen A function called before a page of the dialog gets
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* drawn.
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* His parameter game is the game struct passed to
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* showtext_opt, and i is the current position in text.
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* @param line_duration How many ms showtext_opt will wait after a line has
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* been drawn.
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* @param update_screen When he's true showtext_opt will update the screen
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* after drawing a line etc.
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* @param start_i At which position I start displaying the text.
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* @param wait_continue If I should wait that EXE is pressed after drawing a
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* page.
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*
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* @return TODO
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*/
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int dialogs_text_opt(Game *game, bopti_image_t *face, char *text,
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@ -43,51 +48,54 @@ int dialogs_text_opt(Game *game, bopti_image_t *face, char *text,
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int line_duration, bool update_screen,
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unsigned int start_i, bool wait_continue);
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/* dialogs_text()
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/**
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*
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* Calls dialogs_text_opt with default parameters.
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*
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* game: The game struct of the current game.
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* face: A bopti_image_t of the face of the person who's saying this
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* text. This bopti_image_t should have a width of F_WIDTH and a
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* height of F_HEIGHT.
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* text: The text to display.
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||||
* dialog_start: A boolean, that, if he's true, makes that a little animation is
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* shown at the start of showtext_opt.
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||||
* dialog_end: A boolean, that, if he's true, makes that a little animation is
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||||
* shown at the end of showtext_opt.
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||||
* @param game The game struct of the current game.
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||||
* @param face A bopti_image_t of the face of the person who's saying
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||||
* this text. This bopti_image_t should have a width of
|
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* F_WIDTH and a height of F_HEIGHT.
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||||
* @param text The text to display.
|
||||
* @param dialog_start A boolean, that, if he's true, makes that a little
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||||
* animation is shown at the start of showtext_opt.
|
||||
* @param dialog_end A boolean, that, if he's true, makes that a little
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||||
* animation is shown at the end of showtext_opt.
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||||
*/
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||||
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void dialogs_text(Game *game, bopti_image_t *face, char *text,
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bool dialog_start, bool dialog_end);
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/* dialogs_ask()
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||||
/**
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||||
*
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||||
* Like dialogs_text, but lets the user choose between multiple possible
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||||
* choices after displaying the text.
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||||
*
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||||
* game: The game struct of the current game.
|
||||
* face: A bopti_image_t of the face of the person who's saying this
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||||
* text. This bopti_image_t should have a width of F_WIDTH and a
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* height of F_HEIGHT.
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||||
* text: The text to display.
|
||||
* start: A boolean, that, if he's true, makes that a little animation
|
||||
* is shown at the start of showtext_opt.
|
||||
* end: A boolean, that, if he's true, makes that a little animation
|
||||
* is shown at the end of showtext_opt.
|
||||
* choices: A pointer to null-terminated strings that are one after the
|
||||
* other in memory. They should be one null-terminated string
|
||||
* for each possible choice.
|
||||
* choice_amount: The amount of possible choices in the choices zero-terminated
|
||||
* strings.
|
||||
* default_choice: The choice choosen by default when the dialog just opened.
|
||||
* @param game The game struct of the current game.
|
||||
* @param face A bopti_image_t of the face of the person who's saying
|
||||
* this text. This bopti_image_t should have a width of
|
||||
* F_WIDTH and a height of F_HEIGHT.
|
||||
* @param text The text to display.
|
||||
* @param start A boolean, that, if he's true, makes that a little
|
||||
* animation is shown at the start of showtext_opt.
|
||||
* @param end A boolean, that, if he's true, makes that a little
|
||||
* animation is shown at the end of showtext_opt.
|
||||
* @param choices A pointer to null-terminated strings that are one after
|
||||
* the other in memory. They should be one null-terminated
|
||||
* string for each possible choice.
|
||||
* @param choice_amount The amount of possible choices in the choices
|
||||
* zero-terminated strings.
|
||||
* @param default_choice The choice choosen by default when the dialog just
|
||||
* opened.
|
||||
*/
|
||||
|
||||
int dialogs_ask(Game *game, bopti_image_t *face, char *text, bool start,
|
||||
bool end, char *choices, int choices_amount,
|
||||
int default_choice);
|
||||
|
||||
/* TODO: Doc. */
|
||||
/**
|
||||
* TODO: Doc.
|
||||
*/
|
||||
void dialogs_initiate_sequence(Game *game, bopti_image_t *face,
|
||||
uint32_t dialogNumber);
|
||||
|
||||
|
|
|
@ -32,13 +32,13 @@ typedef enum {
|
|||
OP_AMOUNT
|
||||
} Operation;
|
||||
|
||||
/* events_init_handler()
|
||||
/**
|
||||
*
|
||||
* Initialize an event handler.
|
||||
* handler: The Event handler to initialize.
|
||||
*/
|
||||
void events_init_handler(EventHandler *handler);
|
||||
/* events_bind_variable()
|
||||
/**
|
||||
*
|
||||
* Bind a variable. Binding a variable allows it to be modified by messages
|
||||
* passed to the event handler using tags written as following:
|
||||
|
@ -55,7 +55,7 @@ void events_init_handler(EventHandler *handler);
|
|||
* refer to this variable in a tag.
|
||||
*/
|
||||
int events_bind_variable(EventHandler *handler, int *var, char *name);
|
||||
/* events_parse_string()
|
||||
/**
|
||||
* handler: The event handler.
|
||||
* message: The message to parse.
|
||||
*/
|
||||
|
|
12
src/game.h
12
src/game.h
|
@ -228,20 +228,20 @@ typedef struct {
|
|||
int mana; /* Only for testing events TODO: Remove this! */
|
||||
} Game;
|
||||
|
||||
/* TODO: Doc! */
|
||||
/** TODO: Doc! */
|
||||
void game_init(Game *game);
|
||||
|
||||
/* (Mibi88) TODO: Describe what this function is doing. */
|
||||
/** (Mibi88) TODO: Describe what this function is doing. */
|
||||
void game_logic(Game *game);
|
||||
|
||||
/* game_draw()
|
||||
/**
|
||||
*
|
||||
* Draws everything on screen.
|
||||
* game: The game struct.
|
||||
*/
|
||||
void game_draw(Game *game);
|
||||
|
||||
/* game_render_indicator()
|
||||
/**
|
||||
*
|
||||
* This render a small sign on the upper left corner of the screen
|
||||
* if the player can do an action
|
||||
|
@ -249,14 +249,14 @@ void game_draw(Game *game);
|
|||
*/
|
||||
void game_render_indicator(Game *game);
|
||||
|
||||
/* game_get_inputs()
|
||||
/**
|
||||
*
|
||||
* Handle key presses.
|
||||
* game: The game struct.
|
||||
*/
|
||||
void game_get_inputs(Game *game);
|
||||
|
||||
/* TODO: Doc! */
|
||||
/** TODO: Doc! */
|
||||
void game_update_animations(Game *game, unsigned char ms);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -15,14 +15,14 @@
|
|||
/* to avoid circular references between map.h, game.h and player.h */
|
||||
/* only methods propotypes are now in dedicated header files */
|
||||
|
||||
/* map_render()
|
||||
/**
|
||||
*
|
||||
* Draws the map map on the entire screen to be viewed by the player player.
|
||||
* game: The game struct.
|
||||
*/
|
||||
void map_render(Game *game);
|
||||
|
||||
/* map_render_by_layer()
|
||||
/**
|
||||
*
|
||||
* Draws the map layer on the entire screen to be viewed by the player player.
|
||||
* game: The game struct.
|
||||
|
@ -30,7 +30,7 @@ void map_render(Game *game);
|
|||
*/
|
||||
void map_render_by_layer(Game *game, int layer);
|
||||
|
||||
/* map_get_tile()
|
||||
/**
|
||||
*
|
||||
* Get the tile at (x, y) of the map map. If the tile is located outside of the
|
||||
* screen, MAP_OUTSIDE is returned.
|
||||
|
@ -41,7 +41,7 @@ void map_render_by_layer(Game *game, int layer);
|
|||
*/
|
||||
short int map_get_tile(Game *game, int x, int y, int l);
|
||||
|
||||
/* map_get_walkable()
|
||||
/**
|
||||
*
|
||||
* Returns what is in the walkable layer at (x, y).
|
||||
* game: The game struct.
|
||||
|
@ -50,6 +50,7 @@ short int map_get_tile(Game *game, int x, int y, int l);
|
|||
*/
|
||||
short int map_get_walkable(Game *game, int x, int y);
|
||||
|
||||
/// TODO: Doc
|
||||
Map *map_get_for_tile(Game *game, int x, int y);
|
||||
|
||||
#endif
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
#define MEMORY_H
|
||||
|
||||
#include <stdbool.h>
|
||||
/* memory_is_in()
|
||||
/**
|
||||
*
|
||||
* returns true if item is in array.
|
||||
* array: The array to search in.
|
||||
|
|
10
src/player.h
10
src/player.h
|
@ -18,7 +18,7 @@ typedef struct {
|
|||
/* to avoid circular references between map.h, game.h and player.h */
|
||||
/* only methods propotypes are now in dedicated header files */
|
||||
|
||||
/* player_draw()
|
||||
/**
|
||||
*
|
||||
* Draws the player. This function should be called after drawing the
|
||||
* map!
|
||||
|
@ -26,7 +26,7 @@ typedef struct {
|
|||
*/
|
||||
void player_draw(Game *game);
|
||||
|
||||
/* player_move()
|
||||
/**
|
||||
*
|
||||
* Move the player in a direction.
|
||||
* game: The game struct.
|
||||
|
@ -38,7 +38,7 @@ void player_move(Game *game, Direction direction);
|
|||
* is pressed)*/
|
||||
void player_action(Game *game);
|
||||
|
||||
/* player_collision()
|
||||
/**
|
||||
*
|
||||
* Check if the player is in collision with the map or a NPC. Checkpos is used
|
||||
* to check the axis where the player is not moving.
|
||||
|
@ -49,7 +49,7 @@ void player_action(Game *game);
|
|||
bool player_collision(Game *game, Direction direction,
|
||||
Checkpos nomov_axis_check);
|
||||
|
||||
/* player_fix_position()
|
||||
/**
|
||||
*
|
||||
* Fix the position of the player so that he's not a bit inside of a hard block
|
||||
* after a collision.
|
||||
|
@ -59,7 +59,7 @@ bool player_collision(Game *game, Direction direction,
|
|||
*/
|
||||
void player_fix_position(Game *game, bool fix_x, bool fix_y);
|
||||
|
||||
/* player_damage()
|
||||
/**
|
||||
*
|
||||
* Apply damage to player
|
||||
* game: The game struct.
|
||||
|
|
Loading…
Reference in a new issue