Timeline Manager: run next action in main queue immediatelly after the last one ended

This commit is contained in:
Sebastian Krzyszkowiak 2016-09-06 01:48:30 +02:00
parent 9c414991dd
commit 655cce6abe

View file

@ -36,37 +36,46 @@ SYMBOL_EXPORT struct Timeline* TM_Init(struct Game* g, char* name) {
SYMBOL_EXPORT void TM_Process(struct Timeline* timeline) {
/* process first element from queue
if returns true, delete it */
if (timeline->queue) {
if (*timeline->queue->function) {
if (!timeline->queue->active) {
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->active = true;
if ((*timeline->queue->function)(timeline->game, timeline->queue, TM_ACTIONSTATE_RUNNING)) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: destroy action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
timeline->queue->active=false;
struct TM_Action *tmp = timeline->queue;
timeline->queue = timeline->queue->next;
(*tmp->function)(timeline->game, tmp, TM_ACTIONSTATE_DESTROY);
TM_DestroyArgs(tmp->arguments);
free(tmp->name);
free(tmp);
}
} else {
/* delay handling */
if (timeline->queue->active) {
struct TM_Action *tmp = timeline->queue;
timeline->queue = timeline->queue->next;
free(tmp->name);
free(tmp);
if returns true, delete it
and repeat for the next one */
bool next = true;
while (next) {
if (timeline->queue) {
if (*timeline->queue->function) {
if (!timeline->queue->active) {
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->active = true;
if ((*timeline->queue->function)(timeline->game, timeline->queue, TM_ACTIONSTATE_RUNNING)) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: destroy action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
timeline->queue->active=false;
struct TM_Action *tmp = timeline->queue;
timeline->queue = timeline->queue->next;
(*tmp->function)(timeline->game, tmp, TM_ACTIONSTATE_DESTROY);
TM_DestroyArgs(tmp->arguments);
free(tmp->name);
free(tmp);
} else {
next = false;
}
} else {
if (!al_get_timer_started(timeline->queue->timer)) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: delay started %d ms (%d - %s)", timeline->name, timeline->queue->delay, timeline->queue->id, timeline->queue->name);
al_start_timer(timeline->queue->timer);
/* delay handling */
if (timeline->queue->active) {
struct TM_Action *tmp = timeline->queue;
timeline->queue = timeline->queue->next;
free(tmp->name);
free(tmp);
} else {
if (!al_get_timer_started(timeline->queue->timer)) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: delay started %d ms (%d - %s)", timeline->name, timeline->queue->delay, timeline->queue->id, timeline->queue->name);
al_start_timer(timeline->queue->timer);
}
next = false;
}
}
} else {
next = false;
}
}
/* process all elements from background marked as active */