/* Copyright (c) 2015 Alex Diener This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Alex Diener alex@ludobloom.com */ #ifndef __BouncingBallScreen_H__ #define __BouncingBallScreen_H__ #ifdef __cplusplus extern "C" { #endif typedef struct BouncingBallScreen BouncingBallScreen; #define BouncingBallScreen_superclass Screen #include "collision/CollisionCircle.h" #include "collision/CollisionResolver.h" #include "collision/IntersectionManager.h" #include "font/BitmapFont.h" #include "renderer/Renderable.h" #include "renderer/Renderer.h" #include "renderer/RenderPipelineConfiguration.h" #include "screenmanager/Screen.h" #include "shadercollection/ShaderConfiguration2DTexture.h" #include "utilities/FixedIntervalRunLoop.h" struct bouncingBall { BouncingBallScreen * owner; Vector2x velocity; double lastCollisionTime; CollisionCircle * lastCollisionCircle; CollisionCircle circle; }; #define BOUNCING_BALL_COUNT 80 #define BouncingBallScreen_ivars \ Screen_ivars \ \ Renderer * renderer; \ RenderLayer * renderLayer; \ RenderPipelineConfiguration renderPipelineConfiguration; \ ShaderConfiguration2DTexture * shaderConfigurationLine; \ ShaderConfiguration2DTexture * shaderConfigurationText; \ Renderable * lineRenderable; \ Renderable * textRenderable; \ IntersectionManager * intersectionManager; \ CollisionResolver * resolver; \ FixedIntervalRunLoop * runLoop; \ unsigned int timerID; \ double lastDrawTime; \ bool backgrounded; \ bool paused; \ bool drawLabels; \ unsigned int frameCount; \ unsigned int lastCollisionCount; \ float speedMultiplier; \ float runFraction; \ struct bouncingBall balls[BOUNCING_BALL_COUNT]; \ struct bouncingBall lastBalls[BOUNCING_BALL_COUNT]; #define BouncingBallScreen_vtable(self_type) \ Screen_vtable(self_type) stemobject_declare(BouncingBallScreen) BouncingBallScreen * BouncingBallScreen_create(Renderer * renderer); bool BouncingBallScreen_init(BouncingBallScreen * self, Renderer * renderer); void BouncingBallScreen_dispose(BouncingBallScreen * self); void BouncingBallScreen_activate(BouncingBallScreen * self, Screen * lastScreen, const char * transitionName); void BouncingBallScreen_deactivate(BouncingBallScreen * self, Screen * nextScreen, const char * transitionName); #ifdef __cplusplus } #endif #endif