dsekai
World engine for retrocomputers.
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Engine-Specific Struct

Structs containing information only used by certain engines. More...

Collaboration diagram for Engine-Specific Struct:

Data Structures

struct  TITLE_STATE
 State for ::ENGINE_TYPE_NONE. A simple title screen engine. More...
 
struct  TOPDOWN_STATE
 State for ::ENGINE_TYPE_TOPDOWN. Displays a top-down 2-dimensional view of the world. More...
 
struct  POV_STATE
 State for ::ENGINE_TYPE_POV. Displays a first-person 3D view of the world using raycasting. More...
 
struct  EDITOR_STATE
 

Macros

#define EDITOR_FLAG_ACTIVE   0x01
 In-world editor for tilemaps.
 
#define EDITOR_FLAG_FORCE_FRAME   0x02
 EDITOR_STATE::flags indicating next frame should not be blocked out.
 

Typedefs

typedef void(* title_option_cb) (struct DSEKAI_STATE *state)
 

Detailed Description

Structs containing information only used by certain engines.

These are kept in a separate handle from the main DSEKAI_STATE, attached to DSEKAI_STATE::engine_state_handle. This handle is cleared and reallocated for the new engine when the engine changes.

Macro Definition Documentation

◆ EDITOR_FLAG_ACTIVE

#define EDITOR_FLAG_ACTIVE   0x01
related

In-world editor for tilemaps.

\addtoground dsekai_engines_editor Tilemap Editor

EDITOR_STATE::flags indicating editor is currently active.

◆ EDITOR_FLAG_FORCE_FRAME

#define EDITOR_FLAG_FORCE_FRAME   0x02
related

EDITOR_STATE::flags indicating next frame should not be blocked out.

This is a quality of life improvement so that it's easier to see while cycling through tiles.