libsuperderpy/src/timeline.h
2012-11-13 16:49:18 +01:00

84 lines
3.3 KiB
C

/*! \file timeline.h
* \brief Timeline Manager framework.
*/
/*
* 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.
*/
#ifndef TIMELINE_H
#define TIMELINE_H
#include "main.h"
/*! \brief State of the TM_Action. */
enum TM_ActionState {
TM_ACTIONSTATE_INIT,
TM_ACTIONSTATE_START,
TM_ACTIONSTATE_RUNNING,
TM_ACTIONSTATE_DRAW,
TM_ACTIONSTATE_DESTROY,
TM_ACTIONSTATE_PAUSE,
TM_ACTIONSTATE_RESUME
};
/*! \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(void);
/*! \brief Ask current timeline actions to draw. */
void TM_Draw(void);
/*! \brief Pauses timeline. */
void TM_Pause(void);
/*! \brief Resumes timeline. */
void TM_Resume(void);
/*! \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, int 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, int delay, char* name);
/*! \brief Add delay to main queue. */
void TM_AddDelay(int delay);
/*! \brief Destroy timeline. */
void TM_Destroy(void);
/*! \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(void);
#endif