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VVVVVV/desktop_version/src/Network.c

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#include "Network.h"
#define NUM_BACKENDS 2
#define DECLARE_BACKEND(name) \
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extern int32_t name##_init(); \
extern void name##_shutdown(); \
extern void name##_update(); \
extern void name##_unlockAchievement(); \
extern int32_t name##_getAchievementProgress(const char *name); \
extern void name##_setAchievementProgress(const char *name, int32_t stat);
DECLARE_BACKEND(STEAM)
DECLARE_BACKEND(GOG)
#undef DECLARE_BACKEND
typedef struct NetworkBackend
{
int32_t IsInit;
int32_t (*Init)();
void (*Shutdown)();
void (*Update)();
void (*UnlockAchievement)();
int32_t (*GetAchievementProgress)(const char*);
void (*SetAchievementProgress)(const char*, int32_t);
} NetworkBackend;
static NetworkBackend backends[NUM_BACKENDS];
int NETWORK_init()
{
int32_t i, any = 0;
#define ASSIGN_BACKEND(name, index) \
backends[index].Init = name##_init; \
backends[index].Shutdown = name##_shutdown; \
backends[index].Update = name##_update; \
backends[index].UnlockAchievement = name##_unlockAchievement; \
backends[index].GetAchievementProgress = name##_getAchievementProgress; \
backends[index].SetAchievementProgress = name##_setAchievementProgress;
ASSIGN_BACKEND(STEAM, 0)
ASSIGN_BACKEND(GOG, 1)
#undef ASSIGN_BACKEND
for (i = 0; i < NUM_BACKENDS; i += 1)
{
backends[i].IsInit = backends[i].Init();
any |= backends[i].IsInit;
}
return any;
}
void NETWORK_shutdown()
{
int32_t i;
for (i = 0; i < NUM_BACKENDS; i += 1)
if (backends[i].IsInit)
{
backends[i].Shutdown();
}
}
void NETWORK_update()
{
int32_t i;
for (i = 0; i < NUM_BACKENDS; i += 1)
if (backends[i].IsInit)
{
backends[i].Update();
}
}
void NETWORK_unlockAchievement(const char *name)
{
int32_t i;
for (i = 0; i < NUM_BACKENDS; i += 1)
if (backends[i].IsInit)
{
backends[i].UnlockAchievement(name);
}
}
int32_t NETWORK_getAchievementProgress(const char *name)
{
/* The highest stat gets priority, will eventually pass to the others */
int32_t i, stat, max = 0;
for (i = 0; i < NUM_BACKENDS; i += 1)
if (backends[i].IsInit)
{
stat = backends[i].GetAchievementProgress(name);
if (stat > max)
{
max = stat;
}
}
return max;
}
void NETWORK_setAchievementProgress(const char *name, int32_t stat)
{
int32_t i;
for (i = 0; i < NUM_BACKENDS; i += 1)
if (backends[i].IsInit)
{
backends[i].SetAchievementProgress(name, stat);
}
}