#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__ */