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SpaceCadetPinball/SpaceCadetPinball/pb.h
toxie 57af3af800
Increase precision of mode_countdown_ handling (#52)
* fix harmless warnings and properly try/catch allocations via new

otherwise the error handling will never be triggered

* increase precision of mode_countdown_ handling

potentially there could be modes running a bit too long, depending on passed in ms (which were implicitly truncated before when passing in)

also fix some harmless warnings

* document warnings that i cannot handle on my own

* revert changes to have a new cleaner PR after review/cherry picks

* increase precision of mode_countdown_ handling

potentially there could be modes running a bit too long, depending on passed in ms (which were implicitly truncated before when passing in)

also fix some harmless warnings and add comments where original code is 'correct' but weird
2021-10-23 07:33:04 +03:00

74 lines
1.8 KiB
C++

#pragma once
#include "high_score.h"
struct GameInput;
class TPinballTable;
class DatFile;
class TBall;
class UsingSdlHint
{
public:
explicit UsingSdlHint(const char* name, const char* value)
: HintName(name)
{
auto originalValue = SDL_GetHint(name);
if (originalValue)
strncpy(OriginalValue, originalValue, sizeof OriginalValue - 1);
SDL_SetHint(name, value);
}
~UsingSdlHint()
{
if (OriginalValue[0])
SDL_SetHint(HintName, OriginalValue);
}
private:
char OriginalValue[40]{};
const char* HintName;
};
class pb
{
public:
static int time_ticks;
static float ball_speed_limit, time_now, time_next, time_ticks_remainder;
static int game_mode;
static bool cheat_mode;
static DatFile* record_table;
static TPinballTable* MainTable;
static high_score_struct highscore_table[5];
static bool FullTiltMode;
static int init();
static int uninit();
static void reset_table();
static void firsttime_setup();
static void mode_change(int mode);
static void toggle_demo();
static void replay_level(int demoMode);
static void ballset(float dx, float dy);
static void frame(float dtMilliSec);
static void timed_frame(float timeNow, float timeDelta, bool drawBalls);
static void window_size(int* width, int* height);
static void pause_continue();
static void loose_focus();
static void InputUp(GameInput input);
static void InputDown(GameInput input);
static int mode_countdown(float time);
static void launch_ball();
static void end_game();
static void high_scores();
static void tilt_no_more();
static bool chk_highscore();
static float collide(float timeNow, float timeDelta, TBall* ball);
static void PushCheat(const std::string& cheat);
private:
static int demo_mode;
static float mode_countdown_;
static bool AnyBindingMatchesInput(GameInput (&options)[3], GameInput key);
};