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/* SPDX-License-Identifier: MIT */
/*
* konprogram.h
*
* Copyright (c) 2026 KonAki
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef KONPROGRAM_H
#define KONPROGRAM_H
#include <stdint.h>
#include "konwinlib.h"
#include "konsofren.h"
#include "konpack.h"
#include "konassets.h"
#include "konfont.h"
#include "kondebug.h"
/*** definition ***/
typedef struct kon_program kon_program_t;
/* every field can be left at 0. the callbacks are all optional too */
typedef struct kon_programConfig {
const char *title; /* "konengine" */
int gameWidth, gameHeight; /* the size you draw at, 320 x 180 */
int windowWidth, windowHeight; /* 3 times the game size */
const char *assetDir; /* folder with loose files, "assets". only used with KON_DEVELOPER */
const char *packPath; /* pack file to read assets from, none if NULL */
void *user; /* given back to every callback */
/* return 0 to quit before the loop starts */
int (*init)(kon_program_t *program, void *user);
/* gets every event the console didn't take, resizes are already handled. return 1 if you used it */
int (*event)(kon_program_t *program, const kon_event_t *event, void *user);
void (*update)(kon_program_t *program, double dt, void *user);
/* draw into the game framebuffer, it is scaled to the window afterwards */
void (*draw)(kon_program_t *program, kon_framebuffer_t *game, void *user);
/* draw at window resolution on top of the scaled game, for text and UI that has to stay sharp */
void (*drawScreen)(kon_program_t *program, kon_framebuffer_t *screen, void *user);
void (*shutdown)(kon_program_t *program, void *user);
} kon_programConfig_t;
/* what is not built is NULL, so assets is NULL without the assets module and debug is NULL without the debug module.
font is the font.ttf from your assets if there is one, otherwise the built in one, and it is NULL without the font module */
struct kon_program {
kon_window_t *window;
kon_display_t *display;
kon_pack_t *pack;
kon_assets_t *assets;
kon_font_t *font;
kon_debug_t *debug;
double time; /* seconds since the loop started */
};
/*** declarations ***/
/* does everything from opening the window to cleaning up and returns when the program is closed.
returns 0, or 1 if something failed to start. a program that wants its own loop doesn't need this */
int kon_programRun(const kon_programConfig_t *config);
void kon_programQuit(kon_program_t *program);
#endif
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