32 lines
1.4 KiB
Plaintext
32 lines
1.4 KiB
Plaintext
A software accelerated (CPU-only) game engine for older computers. It uses a layer of abstraction, so different implementations can be ported to it. It primarily uses SDL2. This can also be used to more easily port the engine to different consoles.
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>>> FUNCTIONS
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>> WINDOW
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> void engine_window_init(int width,int height,char * title)
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> void engine_window_present()
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>> SURFACE
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> void engine_surface_color_set(char r,char g,char b,char a)
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> void engine_surface_draw_pixel(int x,int y)
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>> TIME
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> long long engine_time_get()
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> void engine_time_sleep(long long ms)
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>> LOGIC
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> struct ENGINE_EVENT engine_event_get()
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>> TEXTURES
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struct ENGINE_TEXTURE engine_createTexture(int width,int height)
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> void engine_texture_color_set(char r,char g,char b,char a)
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> void engine_texture_draw_pixel(struct ENGINE_TEXTURE * texture,int x,int y)
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> void engine_texture_destroy(struct ENGINE_TEXTURE * texture)
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> void engine_texture_render_2d(struct ENGINE_TEXTURE * texture,int sx,int sy)
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> void engine_texture_from_file(struct ENGINE_TEXTURE * texture,char * fpath)
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>>> EVENTS
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ENGINE_EVENT contains a char denoting the type (ENGINE_EVENT_TYPE_*), and a void * containing the content of the event data, which should be cast to one of the ENGINE_EVENT_* structs:
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> ENGINE_EVENT_TYPE_UNKNOWN: ENGINE_EVENT_UNKNOWN{}
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> ENGINE_EVENT_TYPE_NONE: ENGINE_EVENT_NONE{}
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> ENGINE_EVENT_TYPE_EXIT: ENGINE_EVENT_EXIT{}
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