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Sophie

distrib > Mageia > 5 > x86_64 > media > core-release > by-pkgid > bb8113fe14406042944874285ff4eac1 > files > 171

lib64allegro-devel-4.4.2-6.mga5.x86_64.rpm

#ifndef      __DEMO_DEFINES_H__
#define      __DEMO_DEFINES_H__

#include "demodata.h"

/* Error codes. */
#define      DEMO_OK                 0
#define      DEMO_ERROR_ALLEGRO      1
#define      DEMO_ERROR_GFX          2
#define      DEMO_ERROR_MEMORY       3
#define      DEMO_ERROR_VIDEOMEMORY  4
#define      DEMO_ERROR_TRIPLEBUFFER 5
#define      DEMO_ERROR_DATA         6
#define      DEMO_ERROR_GAMEDATA     7

/* Screen update driver IDs */
#define      DEMO_UPDATE_DIRECT   0
#define      DEMO_DOUBLE_BUFFER   1
#define      DEMO_PAGE_FLIPPING   2
#define      DEMO_TRIPLE_BUFFER   3
#define      DEMO_OGL_FLIPPING    4

/* Input controller IDs */
#define      DEMO_CONTROLLER_KEYBOARD   0
#define      DEMO_CONTROLLER_GAMEPAD    1

/* Virtual controller button IDs */
#define      DEMO_BUTTON_LEFT      0
#define      DEMO_BUTTON_RIGHT     1
#define      DEMO_BUTTON_JUMP      2

/* Game state/screen IDs. Each game state must have a unique ID.
   DEMO_STATE_EXIT is a special state that doesn't relate to any
   actual gamestate but represents the final state of the game
   framework state machine. */
#define      DEMO_STATE_MAIN_MENU     0
#define      DEMO_STATE_NEW_GAME      1
#define      DEMO_STATE_OPTIONS       2
#define      DEMO_STATE_GFX           3
#define      DEMO_STATE_SOUND         4
#define      DEMO_STATE_CONTROLS      5
#define      DEMO_STATE_MISC          6
#define      DEMO_STATE_ABOUT         7
#define      DEMO_STATE_HELP          8
#define      DEMO_STATE_INTRO         9
#define      DEMO_STATE_CONTINUE_GAME 10
#define      DEMO_STATE_SUCCESS       11
#define      DEMO_STATE_EXIT          -1

/* Size of the buffers containing absolute paths to various game files. */
#define      DEMO_PATH_LENGTH      1024

/* Size of the static array that holds the game states. */
#define      DEMO_MAX_GAMESTATES    64

/* Skater can use both AllegroGL and plain Allegro fonts. AllegroGL fonts
   require somewhat more code but are much faster that Allegro fonts. */
/* By defualt, use AllegroGL fonts if building in AllegroGL mode. */
#ifdef DEMO_USE_ALLEGRO_GL
   #define DEMO_USE_ALLEGRO_GL_FONT
#endif

#endif            /* __DEMO_DEFINES_H__ */