libsuperderpy/src/timeline.c

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/*! \file timeline.c
* \brief Timeline Manager framework code.
*/
/*
* 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
* the Free Software Foundation; either version 2 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
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <allegro5/allegro.h>
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#include <stdio.h>
#include "timeline.h"
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unsigned int lastid;
struct Game* game = NULL;
struct TM_Action *queue, *background;
bool paused;
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void TM_Init(struct Game* g) {
game = g;
lastid = 0;
queue = NULL;
background = NULL;
paused = false;
}
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void TM_Process() {
if (!game) return;
if (paused) return;
// process first element from queue
// if returns true, then delete it
if (queue) {
if (*queue->function) {
if ((*queue->function)(game, queue)) {
struct TM_Action *tmp = queue;
queue = queue->next;
free(tmp);
}
} else {
// TODO: handle delay
}
}
// process all elements from background marked as active
struct TM_Action *tmp, *tmp2, *pom = background;
tmp = NULL;
while (pom!=NULL) {
if (pom->active) {
if (*pom->function) {
if ((*pom->function)(game, pom)) {
if (tmp) {
tmp->next = pom->next;
} else {
background = pom->next;
}
}
} else {
// TODO: handle delay
}
}
if ((!tmp) || (tmp->next==pom)) {
tmp = pom;
pom = pom->next;
} else {
free(pom);
tmp2 = tmp;
if (!tmp) pom=background->next;
else pom=tmp->next;
tmp = tmp2;
}
}
}
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void TM_HandleEvent(ALLEGRO_EVENT *ev) {
if (!game) return;
if (paused) return;
// TODO: mark action as active
}
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void TM_AddAction(bool (*func)(struct Game*, struct TM_Action*), struct TM_Arguments* args) {
struct TM_Action *action = malloc(sizeof(struct TM_Action));
if (queue) {
struct TM_Action *pom = queue;
while (pom->next!=NULL) {
pom=pom->next;
}
pom->next = action;
} else {
queue = action;
}
action->next = NULL;
action->function = func;
action->arguments = args;
action->timer = NULL;
action->active = false;
action->delay = 0;
}
void TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Action*), struct TM_Arguments* args, int delay) {
struct TM_Action *action = malloc(sizeof(struct TM_Action));
if (background) {
struct TM_Action *pom = background;
while (pom->next!=NULL) {
pom=pom->next;
}
pom->next = action;
} else {
background = action;
}
action->next = NULL;
action->function = func;
action->arguments = args;
action->timer = NULL;
action->active = true;
action->delay = 0;
}
void TM_AddDelay(int delay) {
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TM_AddAction(NULL, NULL);
}
void TM_Pause(bool pause) {
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paused = pause;
// TODO: pause timers
}
void TM_Destroy() {
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// TODO: delete everything from queues
// maybe delete all args too?
game = NULL;
}
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struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, void* arg) {
return NULL;
}
void TM_DestroyArgs(struct TM_Arguments* args) {
}