moar documentation

This commit is contained in:
Sebastian Krzyszkowiak 2012-05-19 18:28:19 +02:00
parent 5a6687e28b
commit c6e3707ab4
6 changed files with 27 additions and 5 deletions

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@ -1,3 +1,6 @@
/*! \file allegro_utils.c
* \brief Helper functions for Allegro.
*/
/* /*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net> * Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
* *

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@ -1,3 +1,6 @@
/*! \file allegro_utils.h
* \brief Headers of helper functions for Allegro.
*/
/* /*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net> * Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
* *

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@ -74,6 +74,7 @@ struct Obstacle {
struct Obstacle *next; /*!< Next obstacle on the list. */ struct Obstacle *next; /*!< Next obstacle on the list. */
}; };
/*! \brief Structure representing one spritesheet animation of Derpy. */
struct Spritesheet { struct Spritesheet {
char* name; /*!< Readable name of the spritesheet. */ char* name; /*!< Readable name of the spritesheet. */
ALLEGRO_BITMAP* bitmap; /*!< Spritesheet bitmap. */ ALLEGRO_BITMAP* bitmap; /*!< Spritesheet bitmap. */

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@ -1,5 +1,5 @@
/*! \file level.c /*! \file moonwalk.c
* \brief Playable Level code. * \brief Moonwalk Level placeholder code.
*/ */
/* /*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net> * Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>

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@ -1,5 +1,5 @@
/*! \file level.h /*! \file moonwalk.h
* \brief Playable Level headers. * \brief Moonwalk Level placeholder headers.
*/ */
/* /*
* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net> * Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
@ -26,4 +26,4 @@ void Moonwalk_Unload(struct Game *game);
void Moonwalk_Load(struct Game *game); void Moonwalk_Load(struct Game *game);
int Moonwalk_Keydown(struct Game *game, ALLEGRO_EVENT *ev); int Moonwalk_Keydown(struct Game *game, ALLEGRO_EVENT *ev);
void Moonwalk_UnloadBitmaps(struct Game *game); void Moonwalk_UnloadBitmaps(struct Game *game);
void Moonwalk_PreloadBitmaps(struct Game *game); void Moonwalk_PreloadBitmaps(struct Game *game);

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@ -21,17 +21,20 @@
#include "main.h" #include "main.h"
/*! \brief State of the TM_Action. */
enum TM_ActionState { enum TM_ActionState {
TM_ACTIONSTATE_INIT, TM_ACTIONSTATE_INIT,
TM_ACTIONSTATE_RUNNING, TM_ACTIONSTATE_RUNNING,
TM_ACTIONSTATE_DESTROY TM_ACTIONSTATE_DESTROY
}; };
/*! \brief Arguments for TM_Action. */
struct TM_Arguments { struct TM_Arguments {
void *value; void *value;
struct TM_Arguments *next; struct TM_Arguments *next;
}; };
/*! \brief Timeline action. */
struct TM_Action { struct TM_Action {
bool (*function)(struct Game*, struct TM_Action*, enum TM_ActionState); bool (*function)(struct Game*, struct TM_Action*, enum TM_ActionState);
struct TM_Arguments *arguments; struct TM_Arguments *arguments;
@ -43,15 +46,27 @@ struct TM_Action {
char* name; char* name;
}; };
/*! \brief Init timeline. */
void TM_Init(struct Game* game); void TM_Init(struct Game* game);
/*! \brief Process current timeline actions. */
void TM_Process(); void TM_Process();
/*! \brief Handle timer events. */
void TM_HandleEvent(ALLEGRO_EVENT *ev); void TM_HandleEvent(ALLEGRO_EVENT *ev);
/*! \brief Add new action to main queue. */
struct TM_Action* TM_AddAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, char* name); struct TM_Action* TM_AddAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, char* name);
/*! \brief Add new action to background queue. */
struct TM_Action* TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, float delay, char* name); struct TM_Action* TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, float delay, char* name);
/*! \brief Add new action to main queue, which adds specified action into background queue. */
struct TM_Action* TM_AddQueuedBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, float delay, char* name); struct TM_Action* TM_AddQueuedBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, float delay, char* name);
/*! \brief Add delay to main queue. */
void TM_AddDelay(float delay); void TM_AddDelay(float delay);
/*! \brief Pause timers. */
void TM_Pause(bool pause); void TM_Pause(bool pause);
/*! \brief Destroy timeline. */
void TM_Destroy(); void TM_Destroy();
/*! \brief Add data to TM_Arguments queue. */
struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, void* arg); struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, void* arg);
/*! \brief Destroy TM_Arguments queue. */
void TM_DestroyArgs(struct TM_Arguments* args); void TM_DestroyArgs(struct TM_Arguments* args);
/*! \brief Check if timeline is initialised. */
bool TM_Initialized(); bool TM_Initialized();