/*! \file timeline.h * \brief Timeline Manager framework. */ /* * Copyright (c) Sebastian Krzyszkowiak * * 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. */ #ifndef TIMELINE_H #define TIMELINE_H #include "main.h" /*! \brief State of the TM_Action. */ enum TM_ActionState { TM_ACTIONSTATE_INIT, TM_ACTIONSTATE_RUNNING, TM_ACTIONSTATE_DESTROY }; /*! \brief Arguments for TM_Action. */ struct TM_Arguments { void *value; /*!< Value of argument. */ struct TM_Arguments *next; /*!< Pointer to next argument. */ }; /*! \brief Timeline action. */ struct TM_Action { bool (*function)(struct Game*, struct TM_Action*, enum TM_ActionState); /*!< Function callback of the action. */ struct TM_Arguments *arguments; /*!< Arguments of the action. */ ALLEGRO_TIMER *timer; /*!< Delay timer. */ bool active; /*!< If false, then this action is waiting for it's delay to finish. */ int delay; /*!< Number of miliseconds to delay before action is started. */ struct TM_Action *next; /*!< Pointer to next action in queue. */ unsigned int id; /*!< ID of the action. */ char* name; /*!< "User friendly" name of the action. */ }; /*! \brief Init timeline. */ void TM_Init(struct Game* game); /*! \brief Process current timeline actions. */ void TM_Process(); /*! \brief Handle timer events. */ 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); /*! \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); /*! \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); /*! \brief Add delay to main queue. */ void TM_AddDelay(float delay); /*! \brief Pause timers. */ void TM_Pause(bool pause); /*! \brief Destroy timeline. */ void TM_Destroy(); /*! \brief Add data to TM_Arguments queue. */ struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, void* arg); /*! \brief Destroy TM_Arguments queue. */ void TM_DestroyArgs(struct TM_Arguments* args); /*! \brief Check if timeline is initialised. */ bool TM_Initialized(); #endif