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+/*
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ */
+
+#ifndef UQM_BATTLECONTROLS_H_
+#define UQM_BATTLECONTROLS_H_
+
+typedef struct BattleInputHandlers BattleInputHandlers;
+typedef struct InputContext InputContext;
+typedef struct ComputerInputContext ComputerInputContext;
+typedef struct HumanInputContext HumanInputContext;
+#ifdef NETPLAY
+typedef struct NetworkInputContext NetworkInputContext;
+#endif /* NETPLAY */
+
+#include "controls.h"
+#include "supermelee/pickmele.h"
+#include "races.h"
+#include "libs/compiler.h"
+
+#if defined(__cplusplus)
+extern "C" {
+#endif
+
+typedef BATTLE_INPUT_STATE (*BattleFrameInputFunction) (
+ InputContext *context, STARSHIP *StarShipPtr);
+typedef BOOLEAN (*SelectShipFunction) (InputContext *context,
+ GETMELEE_STATE *gms);
+typedef bool (*BattleEndReadyFunction) (InputContext *context);
+typedef void (*DeleteInputContextFunction) (InputContext *context);
+
+
+struct BattleInputHandlers {
+ BattleFrameInputFunction frameInput;
+ SelectShipFunction selectShip;
+ BattleEndReadyFunction battleEndReady;
+ DeleteInputContextFunction deleteContext;
+};
+
+#define INPUT_CONTEXT_COMMON \
+ BattleInputHandlers *handlers; \
+ COUNT playerNr;
+
+// Base "class" for all ...InputContext structures
+struct InputContext {
+ INPUT_CONTEXT_COMMON
+};
+
+struct ComputerInputContext {
+ INPUT_CONTEXT_COMMON
+ // TODO: Put RNG Context used for the AI here.
+};
+
+struct HumanInputContext {
+ INPUT_CONTEXT_COMMON
+};
+
+#ifdef NETPLAY
+struct NetworkInputContext {
+ INPUT_CONTEXT_COMMON
+ // TODO: put NetworkConnection for this player here.
+};
+#endif /* NETPLAY */
+
+ComputerInputContext *ComputerInputContext_new (COUNT playerNr);
+HumanInputContext *HumanInputContext_new (COUNT playerNr);
+#ifdef NETPLAY
+NetworkInputContext *NetworkInputContext_new (COUNT playerNr);
+#endif /* NETPLAY */
+
+extern InputContext *PlayerInput[];
+
+
+BATTLE_INPUT_STATE frameInputHuman (HumanInputContext *context,
+ STARSHIP *StarShipPtr);
+void InputContext_init(InputContext *context, BattleInputHandlers *handlers,
+ COUNT playerNr);
+void InputContext_delete (InputContext *context);
+ // Do not call directly, only from the FreeInputContextFunction.
+ // Call InputContext->handlers->freeContext() to release an
+ // InputContext.
+
+#if defined(__cplusplus)
+}
+#endif
+
+#endif /* UQM_BATTLECONTROLS_H_ */