timeline: rework API to better handle common use cases

This commit is contained in:
Sebastian Krzyszkowiak 2018-06-30 00:50:55 +02:00
parent b9774052eb
commit 40bda569b9
3 changed files with 59 additions and 37 deletions

View file

@ -23,6 +23,11 @@
#define LIBSUPERDERPY_MAIN_H
struct Game;
struct GamestateResources;
#ifndef LIBSUPERDERPY_DATA_TYPE
#define LIBSUPERDERPY_DATA_TYPE void
#endif
#include <allegro5/allegro.h>
#include <allegro5/allegro_acodec.h>
@ -49,10 +54,6 @@ struct Game;
#include "utils.h"
#include <sys/param.h>
#ifndef LIBSUPERDERPY_DATA_TYPE
#define LIBSUPERDERPY_DATA_TYPE void
#endif
struct Gamestate;
struct Viewport {
@ -176,7 +177,6 @@ struct Game* libsuperderpy_init(int argc, char** argv, const char* name, struct
int libsuperderpy_run(struct Game* game);
void libsuperderpy_destroy(struct Game* game);
struct GamestateResources;
extern int Gamestate_ProgressCount;
void Gamestate_ProcessEvent(struct Game* game, struct GamestateResources* data, ALLEGRO_EVENT* ev);
void Gamestate_Logic(struct Game* game, struct GamestateResources* data, double delta);

View file

@ -31,7 +31,7 @@ static void DestroyArgs(struct TM_Arguments* args) {
}
}
SYMBOL_EXPORT struct Timeline* TM_Init(struct Game* game, char* name) {
SYMBOL_EXPORT struct Timeline* TM_Init(struct Game* game, struct GamestateResources* data, char* name) {
PrintConsole(game, "Timeline Manager[%s]: init", name);
struct Timeline* timeline = malloc(sizeof(struct Timeline));
timeline->game = game;
@ -39,6 +39,7 @@ SYMBOL_EXPORT struct Timeline* TM_Init(struct Game* game, char* name) {
timeline->queue = NULL;
timeline->background = NULL;
timeline->name = strdup(name);
timeline->data = data;
AddTimeline(game, timeline);
return timeline;
}
@ -64,7 +65,8 @@ SYMBOL_EXPORT void TM_Process(struct Timeline* timeline, double delta) {
timeline->queue->started = true;
if (timeline->queue->function) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: run action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
(*timeline->queue->function)(timeline->game, timeline->queue, TM_ACTIONSTATE_START);
timeline->queue->state = TM_ACTIONSTATE_START;
(*timeline->queue->function)(timeline->game, timeline->data, timeline->queue);
} else {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: delay reached (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
}
@ -75,14 +77,17 @@ SYMBOL_EXPORT void TM_Process(struct Timeline* timeline, double delta) {
if (timeline->queue->function) {
if (!timeline->queue->started) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: run action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
(*timeline->queue->function)(timeline->game, timeline->queue, TM_ACTIONSTATE_START);
timeline->queue->state = TM_ACTIONSTATE_START;
(*timeline->queue->function)(timeline->game, timeline->data, timeline->queue);
timeline->queue->started = true;
}
if ((*timeline->queue->function)(timeline->game, timeline->queue, TM_ACTIONSTATE_RUNNING)) {
timeline->queue->state = TM_ACTIONSTATE_RUNNING;
if ((*timeline->queue->function)(timeline->game, timeline->data, timeline->queue)) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: destroy action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
struct TM_Action* tmp = timeline->queue;
timeline->queue = timeline->queue->next;
(*tmp->function)(timeline->game, tmp, TM_ACTIONSTATE_DESTROY);
tmp->state = TM_ACTIONSTATE_DESTROY;
(*tmp->function)(timeline->game, timeline->data, tmp);
DestroyArgs(tmp->arguments);
free(tmp->name);
free(tmp);
@ -117,9 +122,11 @@ SYMBOL_EXPORT void TM_Process(struct Timeline* timeline, double delta) {
pom->delta = delta / 1000.0;
if (pom->started) {
if (pom->function) {
if ((pom->function)(timeline->game, pom, TM_ACTIONSTATE_RUNNING)) {
pom->state = TM_ACTIONSTATE_RUNNING;
if ((pom->function)(timeline->game, timeline->data, pom)) {
PrintConsole(timeline->game, "Timeline Manager[%s]: background: destroy action (%d - %s)", timeline->name, pom->id, pom->name);
(pom->function)(timeline->game, pom, TM_ACTIONSTATE_DESTROY);
pom->state = TM_ACTIONSTATE_DESTROY;
(pom->function)(timeline->game, timeline->data, pom);
if (tmp) {
tmp->next = pom->next;
} else {
@ -142,7 +149,8 @@ SYMBOL_EXPORT void TM_Process(struct Timeline* timeline, double delta) {
PrintConsole(timeline->game, "Timeline Manager[%s]: background: delay reached, run action (%d - %s)", timeline->name, pom->id, pom->name);
pom->delay = 0.0;
if (pom->function) {
pom->function(timeline->game, pom, TM_ACTIONSTATE_START);
pom->state = TM_ACTIONSTATE_START;
pom->function(timeline->game, timeline->data, pom);
}
pom->started = true;
}
@ -189,9 +197,11 @@ SYMBOL_EXPORT struct TM_Action* TM_AddAction(struct Timeline* timeline, TM_Actio
action->started = false;
action->delay = 0.0;
action->id = ++timeline->lastid;
action->timeline = timeline;
if (action->function) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: init action (%d - %s)", timeline->name, action->id, action->name);
action->function(timeline->game, action, TM_ACTIONSTATE_INIT);
action->state = TM_ACTIONSTATE_INIT;
action->function(timeline->game, timeline->data, action);
}
return action;
}
@ -215,23 +225,24 @@ SYMBOL_EXPORT struct TM_Action* TM_AddBackgroundAction(struct Timeline* timeline
action->id = ++timeline->lastid;
action->active = true;
action->started = false;
action->timeline = timeline;
PrintConsole(timeline->game, "Timeline Manager[%s]: background: init action with delay %d ms (%d - %s)", timeline->name, delay, action->id, action->name);
(*action->function)(timeline->game, action, TM_ACTIONSTATE_INIT);
action->state = TM_ACTIONSTATE_INIT;
(*action->function)(timeline->game, timeline->data, action);
return action;
}
/*! \brief Predefined action used by TM_AddQueuedBackgroundAction */
static TM_Action(RunInBackground) {
int* delay = (int*)TM_GetArg(action->arguments, 1);
char* name = (char*)TM_GetArg(action->arguments, 2);
struct Timeline* timeline = (struct Timeline*)TM_GetArg(action->arguments, 3);
struct TM_Arguments* arguments = (struct TM_Arguments*)TM_GetArg(action->arguments, 4);
bool* used = (bool*)TM_GetArg(action->arguments, 5);
if (state == TM_ACTIONSTATE_START) {
TM_AddBackgroundAction(timeline, TM_GetArg(action->arguments, 0), arguments, *delay, name);
int* delay = TM_Arg(1);
char* name = TM_Arg(2);
struct TM_Arguments* arguments = TM_Arg(3);
bool* used = TM_Arg(4);
if (action->state == TM_ACTIONSTATE_START) {
TM_AddBackgroundAction(action->timeline, TM_Arg(0), arguments, *delay, name);
*used = true;
}
if (state == TM_ACTIONSTATE_DESTROY) {
if (action->state == TM_ACTIONSTATE_DESTROY) {
free(name);
free(delay);
if (!(*used)) {
@ -245,7 +256,7 @@ static TM_Action(RunInBackground) {
SYMBOL_EXPORT struct TM_Action* TM_AddQueuedBackgroundAction(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, int delay, char* name) {
TM_WrapArg(int, del, delay);
TM_WrapArg(bool, used, false);
struct TM_Arguments* arguments = TM_AddToArgs(NULL, 6, (void*)func, del, strdup(name), (void*)timeline, args, used);
struct TM_Arguments* arguments = TM_Args(func, del, strdup(name), args, used);
return TM_AddAction(timeline, RunInBackground, arguments, "TM_BackgroundAction");
}
@ -260,7 +271,8 @@ SYMBOL_EXPORT void TM_CleanQueue(struct Timeline* timeline) {
struct TM_Action *tmp, *pom = timeline->queue;
while (pom != NULL) {
if (*pom->function) {
(*pom->function)(timeline->game, pom, TM_ACTIONSTATE_DESTROY);
pom->state = TM_ACTIONSTATE_DESTROY;
(*pom->function)(timeline->game, timeline->data, pom);
}
DestroyArgs(pom->arguments);
tmp = pom->next;
@ -276,7 +288,8 @@ SYMBOL_EXPORT void TM_CleanBackgroundQueue(struct Timeline* timeline) {
struct TM_Action *tmp, *pom = timeline->background;
while (pom != NULL) {
if (*pom->function) {
(*pom->function)(timeline->game, pom, TM_ACTIONSTATE_DESTROY);
pom->state = TM_ACTIONSTATE_DESTROY;
(*pom->function)(timeline->game, timeline->data, pom);
}
DestroyArgs(pom->arguments);
tmp = pom->next;

View file

@ -23,12 +23,9 @@
#include "libsuperderpy.h"
#define TM_WrapArg(type, result, val) \
type* result = malloc(sizeof(type)); \
*result = val;
#define TM_RunningOnly \
if (state != TM_ACTIONSTATE_RUNNING) return false;
struct TM_Action;
typedef bool TM_ActionCallback(struct Game*, struct GamestateResources*, struct TM_Action*);
#define TM_NUMARGS(...) (sizeof((void* []){__VA_ARGS__}) / sizeof(void*))
/*! \brief State of the TM_Action. */
enum TM_ActionState {
@ -38,10 +35,6 @@ enum TM_ActionState {
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. */
@ -49,6 +42,7 @@ struct Timeline {
char* name; /*!< Name of the timeline. */
unsigned int lastid; /*!< Last ID given to timeline action. */
struct Game* game; /*!< Reference to the game object. */
struct GamestateResources* data; /*!< User data pointer for use in actions. */
};
/*! \brief Arguments for TM_Action. */
@ -67,11 +61,13 @@ struct TM_Action {
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 Timeline* timeline; /*!< A pointer to the timeline where this action is used. */
enum TM_ActionState state; /*!< Current state of the action. */
struct TM_Action* next; /*!< Pointer to next action in queue. */
};
/*! \brief Init timeline. */
struct Timeline* TM_Init(struct Game* game, char* name);
struct Timeline* TM_Init(struct Game* game, struct GamestateResources* data, char* name);
/*! \brief Process current timeline actions. */
void TM_Process(struct Timeline*, double delta);
/*! \brief Add new action to main queue. */
@ -98,5 +94,18 @@ void TM_SkipDelay(struct Timeline*);
bool TM_IsEmpty(struct Timeline* timeline);
/*! \brief Checks if the background queue is empty */
bool TM_IsBackgroundEmpty(struct Timeline* timeline);
/*! \brief Allocates memory and sets given value. */
#define TM_WrapArg(type, result, val) \
type* result = malloc(sizeof(type)); \
*result = val;
/*! \brief Indicates that the action handles only TM_ACTIONSTATE_RUNNING state. */
#define TM_RunningOnly \
if (action->state != TM_ACTIONSTATE_RUNNING) return false;
/*! \brief Shorthand for creating list of arguments for action. */
#define TM_Args(...) TM_AddToArgs(NULL, TM_NUMARGS(__VA_ARGS__), __VA_ARGS__)
/*! \brief Shorthand for accessing the nth argument of current action. */
#define TM_Arg(n) TM_GetArg(action->arguments, n)
/*! \brief Macro for easy timeline action definition. */
#define TM_Action(name) bool name(struct Game* game, struct GamestateResources* data, struct TM_Action* action)
#endif