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data_structures.h
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data_structures.h
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#ifndef DATA_STRUCTURES
#define DATA_STRUCTURES
#include <stdlib.h>
int random(int _min, int _max) {
return _min + (rand() % (int)(_max - _min + 1));
}
int clamp(int v, int _min, int _max) {
if (v > _max)
return _max;
else if (v < _min)
return _min;
else
return v;
}
enum SB_TYPE {
SB_TYPE_SAND = 1,
SB_TYPE_WATER = 2,
SB_TYPE_METAL = 3,
SB_TYPE_WALL = 4,
SB_TYPE_FIRE = 5
};
enum SB_DIRECTION {
SB_DIR_UP = 0x001a,
SB_DIR_DOWN = 0x002b,
SB_DIR_LEFT = 0x003c,
SB_DIR_RIGHT = 0x004d,
SB_DIR_UP_RIGHT = (SB_DIR_UP | SB_DIR_RIGHT),
SB_DIR_UP_LEFT = (SB_DIR_UP | SB_DIR_LEFT),
SB_DIR_DOWN_RIGHT = (SB_DIR_DOWN | SB_DIR_RIGHT),
SB_DIR_DOWN_LEFT = (SB_DIR_DOWN | SB_DIR_LEFT)
};
struct SB_COLOR {
int r, g, b, a;
SB_COLOR brightness(float p=0.5f) {
SB_COLOR col;
col.r = clamp(int(float(r) * p), 0, 255);
col.g = clamp(int(float(g) * p), 0, 255);
col.b = clamp(int(float(b) * p), 0, 255);
col.a = a;
return col;
}
};
struct SB_POINT {
int x, y;
};
struct SB_UI {
SB_POINT mouse_pos;
bool lmb, rmb;
int hotitem;
int activeitem;
void* renderer;
void* font;
int x, y;
};
#endif // DATA_STRUCTURES