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/* c-basic-offset: 2; tab-width: 2; indent-tabs-mode: nil
* vi: set shiftwidth=2 tabstop=2 expandtab:
* :indentSize=2:tabSize=2:noTabs=true:
*/
#include "GameObject.h"
/**
* This file, as the rest of the project is under MIT license.
* see http://opensource.org/licenses/MIT
*
* Author Gustav Hartvigsson <gustav.hartvigsson _at_ gmail.com> 2014
*/
void game_object_free (GameObject * self) {
GameObjectFreeFunc free_func = self->klass->free_func;
free_func (self);
}
GameObjectClass * game_object_get_class (GameObject * self) {
return self->klass;
}
void game_object_set_class (GameObject * self, GameObjectClass * klass) {
self->klass = klass;
}
void game_object_draw (GameObject * self, SDL_Renderer * renderer) {
GameObjectDrawFunc draw_func = self->klass->draw_func;
draw_func (self, renderer);
}
void game_object_set_movment_delta (GameObject * self, int delta_x,
int delta_y, uint32_t delta_time) {
GameObjectSetMovementDeltaFunc set_movement_delta_func
= self->klass->set_movement_delta_func;
set_movement_delta_func (self, delta_x, delta_y, delta_time);
}
bool game_object_get_is_alive (GameObject * self) {
GameObjectGetIsAliveFunc is_alive = self->klass->get_is_alive_func;
bool ret = is_alive (self);
return ret;
}
void game_object_set_callback (GameObject * self, char * name,
GameObjectCallbackFunc callback_func,
void * data) {
GameObjectSetCallbackFunc set_callback_func = self->klass->set_callback_func;
set_callback_func (self, name, callback_func, data);
}
void game_object_do_callback (GameObject * self, char * name) {
GameObjectCallbackHandlerFunc do_callback_func
= self->klass->callback_handler_func;
do_callback_func (self, name);
}
bool game_object_get_is_collide (GameObject * self, GameObject * other) {
GameObjectGetIsCollideFunc s_is_collide = self->klass->get_is_collide_func;
bool ret = s_is_collide (self, other);
return ret;
}
/******************************************************************************/
void game_object_set_free_func (GameObject * self,
GameObjectFreeFunc free_func) {
self->klass->free_func = free_func;
}
void game_object_set_draw_func (GameObject * self,
GameObjectDrawFunc draw_func) {
self->klass->draw_func = draw_func;
}
void game_object_set_callback_handler_func (GameObject * self,
GameObjectCallbackHandlerFunc callback_handler_func) {
self->klass->callback_handler_func = callback_handler_func;
}
void game_object_set_set_callback_func (GameObject * self,
GameObjectSetCallbackFunc set_callback_func) {
self->klass->set_callback_func = set_callback_func;
}
void game_object_set_move_func (GameObject * self,
GameObjectMoveFunc move_func) {
self->klass->move_func = move_func;
}
void game_object_set_set_move_delta_func (GameObject * self,
GameObjectSetMovementDeltaFunc set_movement_delta_func) {
self->klass->set_movement_delta_func = set_movement_delta_func;
}
void game_object_set_get_bounding_box_func (GameObject * self,
GameObjectGetBoundingBoxFunc get_bounding_box_func) {
self->klass->get_bounding_box_func = get_bounding_box_func;
}
void game_object_set_get_is_alive_func (GameObject * self,
GameObjectGetIsAliveFunc get_is_alive_func) {
self->klass->get_is_alive_func = get_is_alive_func;
}
void game_object_set_is_collide_func (GameObject * self,
GameObjectGetIsCollideFunc get_is_collide_func) {
self->klass->get_is_collide_func = get_is_collide_func;
}
/** MOOOOO! **/
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