libsuperderpy/src/timeline.h

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/*! \file timeline.h
* \brief Timeline Manager framework.
*/
/*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
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#ifndef LIBSUPERDERPY_TIMELINE_H
#define LIBSUPERDERPY_TIMELINE_H
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#include "libsuperderpy.h"
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#define TM_WrapArg(type, result, val) type* result = malloc(sizeof(type)); *result = val;
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/*! \brief State of the TM_Action. */
enum TM_ActionState {
TM_ACTIONSTATE_INIT,
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TM_ACTIONSTATE_START,
TM_ACTIONSTATE_RUNNING,
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TM_ACTIONSTATE_DRAW,
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TM_ACTIONSTATE_DESTROY,
TM_ACTIONSTATE_PAUSE,
TM_ACTIONSTATE_RESUME
};
/*! \brief Timeline structure. */
struct Timeline {
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struct TM_Action *queue; /*!< Main timeline queue. */
struct TM_Action *background; /*!< Background queue. */
char* name; /*!< Name of the timeline. */
unsigned int lastid; /*!< Last ID given to timeline action. */
struct Game* game; /*!< Reference to the game object. */
};
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/*! \brief Arguments for TM_Action. */
struct TM_Arguments {
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void *value; /*!< Value of argument. */
struct TM_Arguments *next; /*!< Pointer to next argument. */
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};
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/*! \brief Timeline action. */
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struct TM_Action {
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bool (*function)(struct Game*, struct TM_Action*, enum TM_ActionState); /*!< Function callback of the action. */
struct TM_Arguments *arguments; /*!< Arguments of the action. */
ALLEGRO_TIMER *timer; /*!< Delay timer. */
bool active; /*!< If false, then this action is waiting for it's delay to finish. */
int delay; /*!< Number of miliseconds to delay before action is started. */
struct TM_Action *next; /*!< Pointer to next action in queue. */
unsigned int id; /*!< ID of the action. */
char* name; /*!< "User friendly" name of the action. */
};
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/*! \brief Init timeline. */
struct Timeline* TM_Init(struct Game* game, char* name);
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/*! \brief Process current timeline actions. */
void TM_Process(struct Timeline*);
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/*! \brief Ask current timeline actions to draw. */
void TM_Draw(struct Timeline*);
/*! \brief Pauses the timeline. */
void TM_Pause(struct Timeline*);
/*! \brief Resumes the timeline. */
void TM_Resume(struct Timeline*);
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/*! \brief Handle timer events. */
void TM_HandleEvent(struct Timeline*, ALLEGRO_EVENT *ev);
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/*! \brief Add new action to main queue. */
struct TM_Action* TM_AddAction(struct Timeline*, bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, char* name);
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/*! \brief Add new action to background queue. */
struct TM_Action* TM_AddBackgroundAction(struct Timeline*, bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, int delay, char* name);
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/*! \brief Add new action to main queue, which adds specified action into background queue. */
struct TM_Action* TM_AddQueuedBackgroundAction(struct Timeline*, bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, int delay, char* name);
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/*! \brief Add delay to main queue. */
void TM_AddDelay(struct Timeline*, int delay);
/*! \brief Remove all actions from main queue. */
void TM_CleanQueue(struct Timeline*);
/*! \brief Remove all actions from background queue. */
void TM_CleanBackgroundQueue(struct Timeline*);
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/*! \brief Destroy timeline. */
void TM_Destroy(struct Timeline*);
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/*! \brief Add data to TM_Arguments queue. */
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struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, int num, ...);
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/*! \brief Get nth argument from TM_Arguments queue (counted from 0). */
void* TM_GetArg(struct TM_Arguments *args, int num);
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/*! \brief Destroy TM_Arguments queue. */
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void TM_DestroyArgs(struct TM_Arguments* args);
/*! \brief Skip delay if it's currently the first action in the queue */
void TM_SkipDelay(struct Timeline*);
/*! \brief Checks if the main queue is empty */
bool TM_IsEmpty(struct Timeline* timeline);
/*! \brief Checks if the background queue is empty */
bool TM_IsBackgroundEmpty(struct Timeline* timeline);
#endif