helapordo 1.4.19
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game_rl.c File Reference
#include "game_rl.h"
Include dependency graph for game_rl.c:

Functions

void handleTutorial (S4C_Color *palette)
 Shows tutorial info.
void setEnemySprite (Enemy *e)
 Takes a Enemy pointer and prepares its sprite field by copying it line by line from enemies_sprites, defined in sprites.h header.
void setEquipSprite (Equip *e)
 Takes a Equip pointer and prepares its sprite field by copying it line by line from equips_sprites, defined in sprites.h header.
void setConsumableSprite (Consumable *c)
 Takes a Consumable pointer and prepares its sprite field by copying it line by line from consumables_sprites, defined in sprites.h header.
void setArtifactSprite (Artifact *a)
 Takes a Artifact pointer and prepares its sprite field by copying it line by line from artifacts_sprites, defined in sprites.h header.
void setBossSprite (Boss *b)
 Takes a Boss pointer and prepares its sprite field by copying it line by line from bosses_sprites, defined in sprites.h header.
void setFighterSprite (Fighter *f)
 Takes a Fighter pointer and prepares its sprite field by copying it line by line.
void setEquipslotSprite (Equipslot *s)
 Takes a Equipslot pointer and prepares its sprite field by copying it line by line from equipzones_sprites, defined in sprites.h header.
void ToggleFullScreenWindow (int w_W, int w_H)
void setChestSprite (Chest *c)
 Takes a Chest pointer and prepares its sprite field by copying it line by line.
void hlpd_draw_notifications (RingaBuf *rb_notifications, Rectangle notifications_rect)
 Takes a RingaBuf to take the Notification from, and a Rectangle to draw them to.
void update_GameScreen (Gui_State *gui_state, Floor **current_floor, Path **game_path, Fighter **player, Room **current_room, Gamestate **gamestate, RingaBuf *rb_notifications, int *current_x, int *current_y, int logo_sleep, bool *pause_animation, Koliseo_Temp **floor_kls, KLS_Conf temporary_kls_conf, int *current_anim_frame, loadInfo *load_info, int *saveslot_index, char current_save_path[1500], char seed[PATH_SEED_BUFSIZE+1], bool is_seeded, int *roomsDone, int *enemyTotal)
void draw_GameScreen_Texture (RenderTexture2D target_txtr, Gui_State gui_state, int fps_target, int current_anim_frame, Floor *current_floor, Path *game_path, Fighter *player, Room *current_room, Gamestate *gamestate, RingaBuf *rb_notifications, int current_x, int current_y, loadInfo *load_info, int saveslot_index, char current_save_path[1500], char seed[PATH_SEED_BUFSIZE+1])
void fight_Special (specialMove move, Rectangle *w, Fighter *f, Enemy *e, Boss *b, Path *p, int roomIndex, int enemyIndex, int isBoss)
 Takes a specialMove, a Fighter, a Enemy, a Boss and a Path pointers (and integers for current room and enemy indexes) and uses the requested special move.

Variables

callback_void_t callback_func_ptrs [SPECIALSMAX]
callback_void_t callback_artifact_ptrs [ARTIFACTSMAX]
callback_void_t callback_counter_ptrs [COUNTERSMAX]
Gui_Button txtfield_buttons [GUI_TXTFIELD_GROUP_BUTTONS_MAX+1]
Gui_Button_Group txtfield_buttons_group
Gui_Button gamepick_buttons [GUI_GAMEPICK_GROUP_BUTTONS_MAX+1]
Gui_Button_Group gamepick_buttons_group
Gui_Button classpick_buttons [GUI_CLASSPICK_GROUP_BUTTONS_MAX+1]
Gui_Button_Group classpick_buttons_group
Gui_Button saveslotpick_buttons [GUI_SAVESLOTPICK_GROUP_BUTTONS_MAX+1]
Gui_Button_Group saveslotpick_buttons_group
Gui_Button fight_buttons [GUI_FIGHT_GROUP_BUTTONS_MAX+1]
Gui_Button_Group fight_buttons_group
Gui_Button special_buttons [GUI_SPECIAL_GROUP_BUTTONS_MAX+1]
Gui_Button_Group special_buttons_group
Gui_Button equips_buttons [GUI_EQUIPS_GROUP_BUTTONS_MAX+1]
Gui_Button_Group equips_buttons_group
Gui_Button shop_equip_buttons [EQUIP_SHOP_MAX] = {0}
Gui_Button shop_consumable_buttons [CONSUMABLE_SHOP_MAX] = {0}
Gui_Button shop_other_buttons [GUI_SHOP_OTHERS_GROUP_BUTTONS_MAX+1]
Gui_Button_Group shop_equip_buttons_group
Gui_Button_Group shop_consumable_buttons_group
Gui_Button_Group shop_other_buttons_group
Gui_Button_Groupshop_buttons_groups [GUI_SHOP_LAYOUT_GROUPS_MAX+1]
Gui_Button_Layout shop_buttons_layout
Gui_Button treasure_buttons [GUI_TREASURE_GROUP_BUTTONS_MAX+1]
Gui_Button_Group treasure_buttons_group
Gui_Button floor_buttons [GUI_FLOOR_GROUP_BUTTONS_MAX+1]
Gui_Button_Group floor_buttons_group
Gui_Button debug_buttons [GUI_DEBUG_GROUP_BUTTONS_MAX+1]
Gui_Button_Group debug_buttons_group
Gui_Button debug_fighter_specialslots_buttons [SPECIALSMAX+1] = {0}
Gui_Button debug_fighter_skillslots_buttons [FIGHTER_SKILL_SLOTS+1] = {0}
Gui_Button debug_fighter_counters_buttons [COUNTERSMAX+1] = {0}
Gui_Button debug_fighter_perks_buttons [PERKSMAX+1] = {0}
Gui_Button debug_fighter_equipslots_buttons [EQUIPZONES+1] = {0}
Gui_Button debug_fighter_equipsbag_buttons [EQUIPSBAGSIZE+1] = {0}
Gui_Button debug_fighter_consumablesbag_buttons [CONSUMABLESMAX+1] = {0}
Gui_Button debug_fighter_artifactsbag_buttons [ARTIFACTSMAX+1] = {0}
Gui_Button_Group debug_fighter_specialslots_group
Gui_Button_Group debug_fighter_skillslots_group
Gui_Button_Group debug_fighter_counters_group
Gui_Button_Group debug_fighter_perks_group
Gui_Button_Group debug_fighter_equipslots_group
Gui_Button_Group debug_fighter_equipsbag_group
Gui_Button_Group debug_fighter_consumablesbag_group
Gui_Button_Group debug_fighter_artifactsbag_group
Gui_Button_Groupdebug_fighter_groups [GUI_DEBUG_FIGHTER_LAYOUT_GROUPS_MAX+1]
Gui_Button_Layout debug_fighter_buttons_layout

Function Documentation

◆ draw_GameScreen_Texture()

void draw_GameScreen_Texture ( RenderTexture2D target_txtr,
Gui_State gui_state,
int fps_target,
int current_anim_frame,
Floor * current_floor,
Path * game_path,
Fighter * player,
Room * current_room,
Gamestate * gamestate,
RingaBuf * rb_notifications,
int current_x,
int current_y,
loadInfo * load_info,
int saveslot_index,
char current_save_path[1500],
char seed[PATH_SEED_BUFSIZE+1] )

◆ fight_Special()

void fight_Special ( specialMove move,
Rectangle * w,
Fighter * f,
Enemy * e,
Boss * b,
Path * p,
int roomIndex,
int enemyIndex,
int isBoss )

Takes a specialMove, a Fighter, a Enemy, a Boss and a Path pointers (and integers for current room and enemy indexes) and uses the requested special move.

Prints the result to the passed WINDOW. The isBoss integer determines if the receiver is the Enemy or the Boss.

See also
Fighter
SpecialSlot
SPECIALSMAX
Parameters
moveThe specialMove to execute.
wThe WINDOW pointer to print results to.
fThe Fighter pointer with a equipsBag.
eThe Enemy pointer for current enemy.
bThe Boss pointer.
pThe Path pointer of the current game.
roomIndexThe index of current room.
enemyIndexThe index of current enemy.
isBossIs equal to 1 when receiver is a Boss.

◆ handleTutorial()

void handleTutorial ( S4C_Color * palette)

Shows tutorial info.

See also
gameloop_rl()

◆ hlpd_draw_notifications()

void hlpd_draw_notifications ( RingaBuf * rb_notifications,
Rectangle notifications_rect )

Takes a RingaBuf to take the Notification from, and a Rectangle to draw them to.

Parameters
rb_notificationsThe RingaBuf holding the Notification
notifications_rectThe Rectangle used to draw the notifications
See also
Notification
enqueue_notification()

◆ setArtifactSprite()

void setArtifactSprite ( Artifact * a)

Takes a Artifact pointer and prepares its sprite field by copying it line by line from artifacts_sprites, defined in sprites.h header.

See also
Artifact
gameloop()
artifacts_sprites
Parameters
aThe Artifact pointer whose sprite field will be initialised.

◆ setBossSprite()

void setBossSprite ( Boss * b)

Takes a Boss pointer and prepares its sprite field by copying it line by line from bosses_sprites, defined in sprites.h header.

See also
Boss
initBossStats
bosses_sprites
Parameters
bThe Boss pointer whose sprite field will be initialised.

◆ setChestSprite()

void setChestSprite ( Chest * c)

Takes a Chest pointer and prepares its sprite field by copying it line by line.

See also
Chest
initChest
Parameters
cThe Chest pointer whose sprite field will be initialised.

◆ setConsumableSprite()

void setConsumableSprite ( Consumable * c)

Takes a Consumable pointer and prepares its sprite field by copying it line by line from consumables_sprites, defined in sprites.h header.

See also
Consumable
initPlayerStats
consumables_sprites
Parameters
cThe Consumable pointer whose sprite field will be initialised.

◆ setEnemySprite()

void setEnemySprite ( Enemy * e)

Takes a Enemy pointer and prepares its sprite field by copying it line by line from enemies_sprites, defined in sprites.h header.

See also
Enemy
initEnemyStats
enemies_sprites
Parameters
eThe Enemy pointer whose sprite field will be initialised.

◆ setEquipslotSprite()

void setEquipslotSprite ( Equipslot * s)

Takes a Equipslot pointer and prepares its sprite field by copying it line by line from equipzones_sprites, defined in sprites.h header.

See also
Equipslot
initEquipSlots()
equipzones_sprites
Parameters
sThe Equipslot pointer whose sprite field will be initialised.

◆ setEquipSprite()

void setEquipSprite ( Equip * e)

Takes a Equip pointer and prepares its sprite field by copying it line by line from equips_sprites, defined in sprites.h header.

See also
Equip
dropEquip
equips_sprites
Parameters
eThe Equip pointer whose sprite field will be initialised.

◆ setFighterSprite()

void setFighterSprite ( Fighter * f)

Takes a Fighter pointer and prepares its sprite field by copying it line by line.

See also
Fighter
initPlayerStats
Parameters
fThe Fighter pointer whose sprite field will be initialised.

◆ ToggleFullScreenWindow()

void ToggleFullScreenWindow ( int w_W,
int w_H )

◆ update_GameScreen()

void update_GameScreen ( Gui_State * gui_state,
Floor ** current_floor,
Path ** game_path,
Fighter ** player,
Room ** current_room,
Gamestate ** gamestate,
RingaBuf * rb_notifications,
int * current_x,
int * current_y,
int logo_sleep,
bool * pause_animation,
Koliseo_Temp ** floor_kls,
KLS_Conf temporary_kls_conf,
int * current_anim_frame,
loadInfo * load_info,
int * saveslot_index,
char current_save_path[1500],
char seed[PATH_SEED_BUFSIZE+1],
bool is_seeded,
int * roomsDone,
int * enemyTotal )

Variable Documentation

◆ callback_artifact_ptrs

callback_void_t callback_artifact_ptrs[ARTIFACTSMAX]

◆ callback_counter_ptrs

callback_void_t callback_counter_ptrs[COUNTERSMAX]

◆ callback_func_ptrs

callback_void_t callback_func_ptrs[SPECIALSMAX]

◆ classpick_buttons

◆ classpick_buttons_group

Gui_Button_Group classpick_buttons_group
Initial value:
= {
.buttons = &(classpick_buttons[0]),
}
#define ARRAY_SIZE(a)
Definition game_core.h:1029
Gui_Button classpick_buttons[GUI_CLASSPICK_GROUP_BUTTONS_MAX+1]
Definition game_rl.c:74

◆ debug_buttons

Initial value:
= {
.on = false,
.state = BUTTON_NORMAL,
.label = "Debug",
.label_len = ARRAY_SIZE("Debug")-1,
},
.on = false,
.state = BUTTON_NORMAL,
.label = "Cycle",
.label_len = ARRAY_SIZE("Cycle")-1,
},
}
@ BUTTON_NORMAL
Definition game_rl.h:32
@ BUTTON_CYCLE_DEBUG_LAYOUT
Definition game_rl.h:178
@ BUTTON_DEBUG
Definition game_rl.h:177
#define GUI_DEBUG_GROUP_BOX_COLOR
Definition game_rl.h:182
#define GUI_DEBUG_GROUP_TEXT_COLOR
Definition game_rl.h:183

◆ debug_buttons_group

Gui_Button_Group debug_buttons_group
Initial value:
= {
.buttons = &(debug_buttons[0]),
}
Gui_Button debug_buttons[GUI_DEBUG_GROUP_BUTTONS_MAX+1]
Definition game_rl.c:373

◆ debug_fighter_artifactsbag_buttons

Gui_Button debug_fighter_artifactsbag_buttons[ARTIFACTSMAX+1] = {0}

◆ debug_fighter_artifactsbag_group

Gui_Button_Group debug_fighter_artifactsbag_group
Initial value:
= {
}
Gui_Button debug_fighter_artifactsbag_buttons[ARTIFACTSMAX+1]
Definition game_rl.c:403

◆ debug_fighter_buttons_layout

Gui_Button_Layout debug_fighter_buttons_layout
Initial value:
= {
.groups = &(debug_fighter_groups[0]),
}
Gui_Button_Group * debug_fighter_groups[GUI_DEBUG_FIGHTER_LAYOUT_GROUPS_MAX+1]
Definition game_rl.c:436

◆ debug_fighter_consumablesbag_buttons

Gui_Button debug_fighter_consumablesbag_buttons[CONSUMABLESMAX+1] = {0}

◆ debug_fighter_consumablesbag_group

Gui_Button_Group debug_fighter_consumablesbag_group
Initial value:
= {
}
Gui_Button debug_fighter_consumablesbag_buttons[CONSUMABLESMAX+1]
Definition game_rl.c:402

◆ debug_fighter_counters_buttons

Gui_Button debug_fighter_counters_buttons[COUNTERSMAX+1] = {0}

◆ debug_fighter_counters_group

Gui_Button_Group debug_fighter_counters_group
Initial value:
= {
}
Gui_Button debug_fighter_counters_buttons[COUNTERSMAX+1]
Definition game_rl.c:398

◆ debug_fighter_equipsbag_buttons

Gui_Button debug_fighter_equipsbag_buttons[EQUIPSBAGSIZE+1] = {0}

◆ debug_fighter_equipsbag_group

Gui_Button_Group debug_fighter_equipsbag_group
Initial value:
= {
}
Gui_Button debug_fighter_equipsbag_buttons[EQUIPSBAGSIZE+1]
Definition game_rl.c:401

◆ debug_fighter_equipslots_buttons

Gui_Button debug_fighter_equipslots_buttons[EQUIPZONES+1] = {0}

◆ debug_fighter_equipslots_group

Gui_Button_Group debug_fighter_equipslots_group
Initial value:
= {
}
Gui_Button debug_fighter_equipslots_buttons[EQUIPZONES+1]
Definition game_rl.c:400

◆ debug_fighter_groups

Initial value:
= {
}
Gui_Button_Group debug_fighter_consumablesbag_group
Definition game_rl.c:428
Gui_Button_Group debug_fighter_artifactsbag_group
Definition game_rl.c:432
Gui_Button_Group debug_fighter_perks_group
Definition game_rl.c:416
Gui_Button_Group debug_fighter_specialslots_group
Definition game_rl.c:404
Gui_Button_Group debug_fighter_equipsbag_group
Definition game_rl.c:424
Gui_Button_Group debug_fighter_skillslots_group
Definition game_rl.c:408
Gui_Button_Group debug_fighter_counters_group
Definition game_rl.c:412
Gui_Button_Group debug_fighter_equipslots_group
Definition game_rl.c:420

◆ debug_fighter_perks_buttons

Gui_Button debug_fighter_perks_buttons[PERKSMAX+1] = {0}

◆ debug_fighter_perks_group

Gui_Button_Group debug_fighter_perks_group
Initial value:
= {
.buttons = &(debug_fighter_perks_buttons[0]),
}
Gui_Button debug_fighter_perks_buttons[PERKSMAX+1]
Definition game_rl.c:399

◆ debug_fighter_skillslots_buttons

Gui_Button debug_fighter_skillslots_buttons[FIGHTER_SKILL_SLOTS+1] = {0}

◆ debug_fighter_skillslots_group

Gui_Button_Group debug_fighter_skillslots_group
Initial value:
= {
}
Gui_Button debug_fighter_skillslots_buttons[FIGHTER_SKILL_SLOTS+1]
Definition game_rl.c:397

◆ debug_fighter_specialslots_buttons

Gui_Button debug_fighter_specialslots_buttons[SPECIALSMAX+1] = {0}

◆ debug_fighter_specialslots_group

Gui_Button_Group debug_fighter_specialslots_group
Initial value:
= {
}
Gui_Button debug_fighter_specialslots_buttons[SPECIALSMAX+1]
Definition game_rl.c:396

◆ equips_buttons

Initial value:
= {
.r = {.x = 60, .y = 125, .width = 100, .height = 50},
.on = false,
.state = BUTTON_NORMAL,
.label = "Open Bag",
.label_len = ARRAY_SIZE("Open Bag")-1,
},
.r = {.x = 60, .y = 195, .width = 100, .height = 50},
.on = false,
.state = BUTTON_NORMAL,
.label = "Loadout",
.label_len = ARRAY_SIZE("Loadout")-1,
},
}
@ BUTTON_CHECK_LOADOUT
Definition game_rl.h:148
@ BUTTON_OPEN_BAG
Definition game_rl.h:147
#define GUI_EQUIPS_GROUP_TEXT_COLOR
Definition game_rl.h:153
#define GUI_EQUIPS_GROUP_BOX_COLOR
Definition game_rl.h:152

◆ equips_buttons_group

Gui_Button_Group equips_buttons_group
Initial value:
= {
.buttons = &(equips_buttons[0]),
}
Gui_Button equips_buttons[GUI_EQUIPS_GROUP_BUTTONS_MAX+1]
Definition game_rl.c:245

◆ fight_buttons

◆ fight_buttons_group

Gui_Button_Group fight_buttons_group
Initial value:
= {
.buttons = &(fight_buttons[0]),
}
Gui_Button fight_buttons[GUI_FIGHT_GROUP_BUTTONS_MAX+1]
Definition game_rl.c:151
#define GUI_FIGHT_GROUP_BUTTONS_MAX
Definition game_rl.h:131

◆ floor_buttons

◆ floor_buttons_group

Gui_Button_Group floor_buttons_group
Initial value:
= {
.buttons = &(floor_buttons[0]),
}
Gui_Button floor_buttons[GUI_FLOOR_GROUP_BUTTONS_MAX+1]
Definition game_rl.c:333

◆ gamepick_buttons

Initial value:
= {
.r = {.x = 100, .y = 100, .width = 150, .height = 80},
.on = false,
.state = BUTTON_NORMAL,
.label = "New Game",
.label_len = ARRAY_SIZE("New Game")-1,
},
.r = {.x = 300, .y = 100, .width = 150, .height = 80},
.on = false,
.state = BUTTON_NORMAL,
.label = "Load Game",
.label_len = ARRAY_SIZE("Load Game")-1,
}
}
#define GUI_GAMEPICK_GROUP_BOX_COLOR
Definition game_rl.h:82
@ BUTTON_NEW_GAME
Definition game_rl.h:77
@ BUTTON_LOAD_GAME
Definition game_rl.h:78
#define GUI_GAMEPICK_GROUP_TEXT_COLOR
Definition game_rl.h:83

◆ gamepick_buttons_group

Gui_Button_Group gamepick_buttons_group
Initial value:
= {
.buttons = &(gamepick_buttons[0]),
}
Gui_Button gamepick_buttons[GUI_GAMEPICK_GROUP_BUTTONS_MAX+1]
Definition game_rl.c:49

◆ saveslotpick_buttons

Initial value:
= {
.r = {.x = 100, .y = 100, .width = 100, .height = 80},
.on = false,
.state = BUTTON_NORMAL,
.label = "Slot 1",
.label_len = ARRAY_SIZE("Slot 1")-1,
},
.r = {.x = 210, .y = 100, .width = 100, .height = 80},
.on = false,
.state = BUTTON_NORMAL,
.label = "Slot 2",
.label_len = ARRAY_SIZE("Slot 2")-1,
},
.r = {.x = 320, .y = 100, .width = 100, .height = 80},
.on = false,
.state = BUTTON_NORMAL,
.label = "Slot 3",
.label_len = ARRAY_SIZE("Slot 3")-1,
}
}
#define GUI_SAVESLOTPICK_GROUP_TEXT_COLOR
Definition game_rl.h:104
#define GUI_SAVESLOTPICK_GROUP_BOX_COLOR
Definition game_rl.h:103
@ BUTTON_SAVESLOT_3
Definition game_rl.h:99
@ BUTTON_SAVESLOT_2
Definition game_rl.h:98
@ BUTTON_SAVESLOT_1
Definition game_rl.h:97

◆ saveslotpick_buttons_group

Gui_Button_Group saveslotpick_buttons_group
Initial value:
= {
.buttons = &(saveslotpick_buttons[0]),
}
Gui_Button saveslotpick_buttons[GUI_SAVESLOTPICK_GROUP_BUTTONS_MAX+1]
Definition game_rl.c:117

◆ shop_buttons_groups

Initial value:
= {
}
Gui_Button_Group shop_equip_buttons_group
Definition game_rl.c:286
Gui_Button_Group shop_consumable_buttons_group
Definition game_rl.c:290
Gui_Button_Group shop_other_buttons_group
Definition game_rl.c:294

◆ shop_buttons_layout

Gui_Button_Layout shop_buttons_layout
Initial value:
= {
}
Gui_Button_Group * shop_buttons_groups[GUI_SHOP_LAYOUT_GROUPS_MAX+1]
Definition game_rl.c:298
#define GUI_SHOP_LAYOUT_GROUPS_MAX
Definition game_rl.h:112

◆ shop_consumable_buttons

Gui_Button shop_consumable_buttons[CONSUMABLE_SHOP_MAX] = {0}

◆ shop_consumable_buttons_group

Gui_Button_Group shop_consumable_buttons_group
Initial value:
= {
.buttons = &(shop_consumable_buttons[0]),
}
#define CONSUMABLE_SHOP_MAX
Maximum number of total consumables sold in a shop.
Definition game_core.h:1491
Gui_Button shop_consumable_buttons[CONSUMABLE_SHOP_MAX]
Definition game_rl.c:271

◆ shop_equip_buttons

Gui_Button shop_equip_buttons[EQUIP_SHOP_MAX] = {0}

◆ shop_equip_buttons_group

Gui_Button_Group shop_equip_buttons_group
Initial value:
= {
.buttons = &(shop_equip_buttons[0]),
}
#define EQUIP_SHOP_MAX
Maximum number of equips sold in a shop.
Definition game_core.h:1486
Gui_Button shop_equip_buttons[EQUIP_SHOP_MAX]
Definition game_rl.c:270

◆ shop_other_buttons

Initial value:
= {
.label = "Leave",
.label_len = ARRAY_SIZE("Leave")-1,
},
.label = "Sell all",
.label_len = ARRAY_SIZE("Sell all")-1,
}
}
@ BUTTON_SELL_ALL
Definition game_rl.h:116
@ BUTTON_LEAVE_SHOP
Definition game_rl.h:115
#define GUI_SHOP_OTHERS_GROUP_TEXT_COLOR
Definition game_rl.h:121
#define GUI_SHOP_OTHERS_GROUP_BOX_COLOR
Definition game_rl.h:120

◆ shop_other_buttons_group

Gui_Button_Group shop_other_buttons_group
Initial value:
= {
.buttons = &(shop_other_buttons[0]),
.len = 2,
}
Gui_Button shop_other_buttons[GUI_SHOP_OTHERS_GROUP_BUTTONS_MAX+1]
Definition game_rl.c:272

◆ special_buttons

◆ special_buttons_group

Gui_Button_Group special_buttons_group
Initial value:
= {
.buttons = &(special_buttons[0]),
}
Gui_Button special_buttons[GUI_SPECIAL_GROUP_BUTTONS_MAX+1]
Definition game_rl.c:203

◆ treasure_buttons

Initial value:
= {
.r = {.x = 60, .y = 250, .width = 100, .height = 50},
.on = false,
.state = BUTTON_NORMAL,
.label = "Take",
.label_len = ARRAY_SIZE("Take")-1,
},
.r = {.x = 170, .y = 250, .width = 100, .height = 50},
.on = false,
.state = BUTTON_NORMAL,
.label = "Leave",
.label_len = ARRAY_SIZE("Leave")-1,
}
}
#define GUI_TREASURE_GROUP_BOX_COLOR
Definition game_rl.h:161
#define GUI_TREASURE_GROUP_TEXT_COLOR
Definition game_rl.h:162
@ BUTTON_LEAVE_TREASURE
Definition game_rl.h:157
@ BUTTON_TAKE_TREASURE
Definition game_rl.h:156

◆ treasure_buttons_group

Gui_Button_Group treasure_buttons_group
Initial value:
= {
.buttons = &(treasure_buttons[0]),
}
Gui_Button treasure_buttons[GUI_TREASURE_GROUP_BUTTONS_MAX+1]
Definition game_rl.c:308

◆ txtfield_buttons

Initial value:
= {
.r = {.x = 100, .y = 100, .width = 200, .height = 100},
.on = false,
.state = BUTTON_NORMAL,
.label = "",
.label_len = 0,
},
.r = {.x = 100, .y = 100, .width = 200, .height = 100},
.on = false,
.state = BUTTON_NORMAL,
.label = "",
.label_len = 0,
}
}
#define GUI_TXTFIELD_GROUP_TEXT_COLOR
Definition game_rl.h:74
@ BUTTON_CLASS_TXTFIELD
Definition game_rl.h:68
@ BUTTON_NAME_TXTFIELD
Definition game_rl.h:69
#define GUI_TXTFIELD_GROUP_BOX_COLOR
Definition game_rl.h:73

◆ txtfield_buttons_group

Gui_Button_Group txtfield_buttons_group
Initial value:
= {
.buttons = &(txtfield_buttons[0]),
}
Gui_Button txtfield_buttons[GUI_TXTFIELD_GROUP_BUTTONS_MAX+1]
Definition game_rl.c:24