Adding more TS
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@ -12,7 +12,7 @@ bool gameInit(game_t *game) {
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engineInit(&game->engine);
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// Send off to the game instance
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return gameInstanceInit(game);
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return GAME_INIT(game);
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}
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bool gameUpdate(game_t *game, float platformDelta) {
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@ -20,7 +20,7 @@ bool gameUpdate(game_t *game, float platformDelta) {
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engineUpdateStart(&game->engine, platformDelta);
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// Hand off to the game to update
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gameInstanceUpdate(game);
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GAME_UPDATE(game);
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// Hand back to the engine.
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return engineUpdateEnd(&game->engine);
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@ -28,7 +28,7 @@ bool gameUpdate(game_t *game, float platformDelta) {
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void gameDispose(game_t *game) {
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// Cleanup the game
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gameInstanceDispose(game);
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GAME_DISPOSE(game);
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engineDispose(&game->engine);
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}
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@ -12,12 +12,21 @@
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#if SETTING_GAME == SETTING_GAME_POKER
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#include "poker/game.h"
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typedef pokergame_t game_t;
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#define GAME_INIT poekrGameInit
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#define GAME_UPDATE pokerGameUpdate
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#define GAME_DISPOSE pokerGameDispose
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#elif SETTING_GAME == SETTING_GAME_DAWN
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#include "dawn/game.h"
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typedef dawngame_t game_t;
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#elif SETTING_GAME == SETTING_GAME_SANDBOX
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#include "sandbox/game.h"
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#include "sandbox/sandboxscene.h"
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typedef sandboxscene_t game_t;
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#define GAME_INIT sandboxSceneInit
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#define GAME_UPDATE sandboxSceneUpdate
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#define GAME_DISPOSE sandboxSceneDispose
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#endif
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/**
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@ -7,7 +7,7 @@
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#include "game.h"
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bool gameInstanceInit(pokergame_t *game) {
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bool pokerGameInit(pokergame_t *game) {
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// Load the Assets.
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pokerGameAssetsInit(&game->assets);
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@ -30,7 +30,7 @@ bool gameInstanceInit(pokergame_t *game) {
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return true;
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}
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void gameInstanceUpdate(pokergame_t *game) {
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void pokerGameUpdate(pokergame_t *game) {
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// Update the VN Engine.
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vnSceneUpdate(&game->scene, &game->engine);
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@ -58,7 +58,7 @@ void gameInstanceUpdate(pokergame_t *game) {
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pokerUiRender(&game->ui, &game->engine, &game->assets, &game->poker);
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}
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void gameInstanceDispose(pokergame_t *game) {
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void pokerGameDispose(pokergame_t *game) {
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//Cleanup the UI
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pokerUiDispose(&game->ui);
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@ -24,16 +24,16 @@
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* @param game Game to initialize.
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* @returns True if successful, otherwise false.
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*/
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bool gameInstanceInit(pokergame_t *game);
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bool pokerGameInit(pokergame_t *game);
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/**
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* Updates the poker game instance.
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* @param game Poker game to update for.
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*/
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void gameInstanceUpdate(pokergame_t *game);
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void pokerGameUpdate(pokergame_t *game);
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/**
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* Disposes a previously initialized poker game instance.
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* @param game Game to dispose.
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*/
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void gameInstanceDispose(pokergame_t *game);
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void pokerGameDispose(pokergame_t *game);
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@ -14,6 +14,14 @@ bool sandboxSceneInit(sandboxscene_t *game) {
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"shaders/textured.vert", "shaders/textured.frag"
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);
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// Init Scripter
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scripter_t scripter;
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scripterInit(&scripter, &game->engine);
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scripter.user = game;
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scriptsApiIo(&scripter);
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assetScripterAppend(&scripter, "scripts/main.js");
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return true;
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}
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@ -19,13 +19,15 @@
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#include "../../file/xml.h"
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#include "../../file/asset.h"
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#include "../../script/scripter.h"
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#include "../../ui/grid.h"
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#include "../../ui/menu.h"
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#include "../../ui/textmenu.h"
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#include "../../ui/image.h"
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#include "../../ui/framedtextmenu.h"
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#include "../../script/scripter.h"
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#include "../../script/api/io.h"
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typedef struct {
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engine_t engine;
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camera_t camera;
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