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,
TM_ACTIONSTATE_DESTROY
};
struct TM_Action;
typedef bool TM_ActionCallback(struct Game*, struct TM_Action*, enum TM_ActionState);
#define TM_Action(x) bool x(struct Game* game, struct TM_Action* action, enum TM_ActionState state)
/*! \brief Timeline structure. */
struct Timeline {
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 {
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 {
TM_ActionCallback* function; /*!< Function callback of the action. */
struct TM_Arguments* arguments; /*!< Arguments of the action. */
bool active; /*!< Whether this action is being processed by the queue right now. */
bool started; /*!< If false, then the action is waiting for its delay to finish. */
double delay; /*!< Number of miliseconds to delay before action is started. */
double delta; /*!< Number of miliseconds since the last TM_Process invocation. */
unsigned int id; /*!< ID of the action. */
char* name; /*!< "User friendly" name of the action. */
struct TM_Action* next; /*!< Pointer to next action in queue. */
};
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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*, double delta);
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/*! \brief Add new action to main queue. */
struct TM_Action* TM_AddAction(struct Timeline*, TM_ActionCallback* func, struct TM_Arguments* args, char* name);
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/*! \brief Add new action to background queue. */
struct TM_Action* TM_AddBackgroundAction(struct Timeline*, TM_ActionCallback* func, 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*, TM_ActionCallback* func, 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*);
/*! \brief Destroy given timeline. */
void TM_Destroy(struct Timeline*);
/*! \brief Add data to TM_Arguments queue (or create if NULL). */
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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);
/*! \brief Skip delay of 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