mirror of
https://gitlab.com/dosowisko.net/libsuperderpy.git
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369 lines
12 KiB
C
369 lines
12 KiB
C
/*! \file timeline.c
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* \brief Timeline Manager framework code.
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*/
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/*
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* Copyright (c) Sebastian Krzyszkowiak <dos@dosowisko.net>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "internal.h"
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static void DestroyArgs(struct TM_Arguments* args) {
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struct TM_Arguments* pom;
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while (args) {
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pom = args->next;
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free(args);
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args = pom;
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}
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}
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SYMBOL_EXPORT struct Timeline* TM_Init(struct Game* game, struct GamestateResources* data, char* name) {
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PrintConsole(game, "Timeline Manager[%s]: init", name);
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struct Timeline* timeline = malloc(sizeof(struct Timeline));
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timeline->game = game;
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timeline->lastid = 0;
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timeline->queue = NULL;
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timeline->background = NULL;
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timeline->name = strdup(name);
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timeline->data = data;
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AddTimeline(game, timeline);
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return timeline;
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}
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SYMBOL_EXPORT void TM_Process(struct Timeline* timeline, double delta) {
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// NOTICE: if you create background actions from running action,
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// newly created ones have no way to know how much time has been
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// "eaten" by the one that created it, which may result in incorrect
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// result when calling TM_Process with huge delta. This behaviour
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// may change in the future.
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// TODO: make sure new action STARTS in the same tick as the old one
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// DESTROYS, but make it RUNNING only in the next tick (or when there's
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// some remaining delta).
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/* process first element from queue.
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if returns true, delete it and repeat for the next one */
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double origDelta = delta;
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while (delta > 0.0) {
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if (timeline->queue) {
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timeline->queue->delta = delta;
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if (timeline->queue->active && timeline->queue->delay > 0.0) {
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timeline->queue->delay -= delta;
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if (timeline->queue->delay <= 0.0) {
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timeline->queue->started = true;
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if (timeline->queue->function) {
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PrintConsole(timeline->game, "Timeline Manager[%s]: queue: run action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
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timeline->queue->state = TM_ACTIONSTATE_START;
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(*timeline->queue->function)(timeline->game, timeline->data, timeline->queue);
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} else {
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PrintConsole(timeline->game, "Timeline Manager[%s]: queue: delay reached (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
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}
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timeline->queue->delay = 0.0;
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}
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}
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if (timeline->queue->function) {
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if (!timeline->queue->started) {
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PrintConsole(timeline->game, "Timeline Manager[%s]: queue: run action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
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timeline->queue->state = TM_ACTIONSTATE_START;
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(*timeline->queue->function)(timeline->game, timeline->data, timeline->queue);
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timeline->queue->started = true;
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}
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timeline->queue->state = TM_ACTIONSTATE_RUNNING;
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if ((*timeline->queue->function)(timeline->game, timeline->data, timeline->queue)) {
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PrintConsole(timeline->game, "Timeline Manager[%s]: queue: destroy action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
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delta -= timeline->queue->delta;
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struct TM_Action* tmp = timeline->queue;
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timeline->queue = timeline->queue->next;
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tmp->state = TM_ACTIONSTATE_DESTROY;
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(*tmp->function)(timeline->game, timeline->data, tmp);
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DestroyArgs(tmp->arguments);
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free(tmp->name);
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free(tmp);
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} else {
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delta = 0.0;
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}
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} else {
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/* delay handling */
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if (timeline->queue->started) {
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struct TM_Action* tmp = timeline->queue;
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timeline->queue = timeline->queue->next;
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free(tmp->name);
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free(tmp);
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} else {
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if (!timeline->queue->active) {
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PrintConsole(timeline->game, "Timeline Manager[%s]: queue: delay started %d ms (%d - %s)", timeline->name, (int)(timeline->queue->delay * 1000), timeline->queue->id, timeline->queue->name);
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timeline->queue->active = true;
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}
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delta = 0.0;
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}
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}
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} else {
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delta = 0.0;
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}
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}
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delta = origDelta;
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/* process all elements from background queue */
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struct TM_Action *tmp, *tmp2, *pom = timeline->background;
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tmp = NULL;
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while (pom != NULL) {
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bool destroy = false;
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pom->delta = delta;
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if (pom->started) {
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if (pom->function) {
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pom->state = TM_ACTIONSTATE_RUNNING;
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if ((pom->function)(timeline->game, timeline->data, pom)) {
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PrintConsole(timeline->game, "Timeline Manager[%s]: background: destroy action (%d - %s)", timeline->name, pom->id, pom->name);
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pom->state = TM_ACTIONSTATE_DESTROY;
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(pom->function)(timeline->game, timeline->data, pom);
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if (tmp) {
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tmp->next = pom->next;
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} else {
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timeline->background = pom->next;
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}
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destroy = true;
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}
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} else {
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/* delay handling */
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if (tmp) {
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tmp->next = pom->next;
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} else {
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timeline->background = pom->next;
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}
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destroy = true;
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}
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} else {
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pom->delay -= delta;
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if (pom->delay <= 0.0) {
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PrintConsole(timeline->game, "Timeline Manager[%s]: background: delay reached, run action (%d - %s)", timeline->name, pom->id, pom->name);
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pom->delay = 0.0;
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if (pom->function) {
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pom->state = TM_ACTIONSTATE_START;
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pom->function(timeline->game, timeline->data, pom);
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}
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pom->started = true;
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}
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}
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if (!destroy) {
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tmp = pom;
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pom = pom->next;
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} else {
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DestroyArgs(pom->arguments);
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free(pom->name);
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free(pom);
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tmp2 = tmp;
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if (!tmp) {
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if (timeline->background) {
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pom = timeline->background->next;
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} else {
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pom = NULL;
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}
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} else {
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pom = tmp->next;
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}
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tmp = tmp2;
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}
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}
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}
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static struct TM_Action* CreateAction(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, char* name) {
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struct TM_Action* action = malloc(sizeof(struct TM_Action));
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action->next = NULL;
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action->function = func;
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action->arguments = args;
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action->name = strdup(name);
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action->active = false;
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action->started = false;
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action->delay = 0.0;
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action->id = ++timeline->lastid;
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action->timeline = timeline;
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if (action->function) {
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PrintConsole(timeline->game, "Timeline Manager[%s]: queue: init action (%d - %s)", timeline->name, action->id, action->name);
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action->state = TM_ACTIONSTATE_INIT;
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action->function(timeline->game, timeline->data, action);
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}
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return action;
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}
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SYMBOL_EXPORT struct TM_Action* TM_AddNamedAction(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, char* name) {
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struct TM_Action* action = CreateAction(timeline, func, args, name);
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if (timeline->queue) {
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struct TM_Action* pom = timeline->queue;
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while (pom->next != NULL) {
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pom = pom->next;
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}
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pom->next = action;
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} else {
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timeline->queue = action;
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}
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return action;
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}
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SYMBOL_EXPORT struct TM_Action* TM_AddNamedActionAfter(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, struct TM_Action* after, char* name) {
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struct TM_Action* action = CreateAction(timeline, func, args, name);
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action->next = after->next;
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after->next = action;
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return action;
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}
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SYMBOL_EXPORT struct TM_Action* TM_AddNamedBackgroundAction(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, int delay, char* name) {
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struct TM_Action* action = malloc(sizeof(struct TM_Action));
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if (timeline->background) {
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struct TM_Action* pom = timeline->background;
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while (pom->next != NULL) {
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pom = pom->next;
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}
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pom->next = action;
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} else {
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timeline->background = action;
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}
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action->next = NULL;
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action->function = func;
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action->arguments = args;
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action->name = strdup(name);
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action->delay = delay / 1000.0;
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action->id = ++timeline->lastid;
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action->active = true;
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action->started = false;
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action->timeline = timeline;
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PrintConsole(timeline->game, "Timeline Manager[%s]: background: init action with delay %d ms (%d - %s)", timeline->name, delay, action->id, action->name);
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action->state = TM_ACTIONSTATE_INIT;
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(*action->function)(timeline->game, timeline->data, action);
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return action;
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}
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/*! \brief Predefined action used by TM_AddQueuedBackgroundAction */
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static TM_ACTION(TM_RunInBackground) {
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int* delay = TM_Arg(1);
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char* name = TM_Arg(2);
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struct TM_Arguments* arguments = TM_Arg(3);
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bool* used = TM_Arg(4);
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if (action->state == TM_ACTIONSTATE_START) {
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TM_AddNamedBackgroundAction(action->timeline, TM_Arg(0), arguments, *delay, name);
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*used = true;
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}
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if (action->state == TM_ACTIONSTATE_DESTROY) {
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free(name);
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free(delay);
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if (!(*used)) {
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DestroyArgs(arguments);
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}
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free(used);
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}
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return true;
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}
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SYMBOL_EXPORT struct TM_Action* TM_AddQueuedNamedBackgroundAction(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, int delay, char* name) {
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TM_WrapArg(int, del, delay);
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TM_WrapArg(bool, used, false);
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struct TM_Arguments* arguments = TM_Args(func, del, strdup(name), args, used);
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return TM_AddAction(timeline, TM_RunInBackground, arguments);
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}
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SYMBOL_EXPORT void TM_AddDelay(struct Timeline* timeline, int delay) {
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struct TM_Action* tmp = TM_AddNamedAction(timeline, NULL, NULL, "TM_Delay");
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PrintConsole(timeline->game, "Timeline Manager[%s]: queue: adding delay %d ms (%d)", timeline->name, delay, tmp->id);
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tmp->delay = delay / 1000.0;
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}
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SYMBOL_EXPORT void TM_CleanQueue(struct Timeline* timeline) {
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PrintConsole(timeline->game, "Timeline Manager[%s]: cleaning queue", timeline->name);
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struct TM_Action *tmp, *pom = timeline->queue;
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while (pom != NULL) {
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if (*pom->function) {
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pom->state = TM_ACTIONSTATE_DESTROY;
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(*pom->function)(timeline->game, timeline->data, pom);
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}
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DestroyArgs(pom->arguments);
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tmp = pom->next;
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free(pom->name);
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free(pom);
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pom = tmp;
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timeline->queue = pom;
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}
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}
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SYMBOL_EXPORT void TM_CleanBackgroundQueue(struct Timeline* timeline) {
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PrintConsole(timeline->game, "Timeline Manager[%s]: cleaning background queue", timeline->name);
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struct TM_Action *tmp, *pom = timeline->background;
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while (pom != NULL) {
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if (*pom->function) {
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pom->state = TM_ACTIONSTATE_DESTROY;
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(*pom->function)(timeline->game, timeline->data, pom);
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}
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DestroyArgs(pom->arguments);
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tmp = pom->next;
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free(pom->name);
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free(pom);
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pom = tmp;
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timeline->background = pom;
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}
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}
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SYMBOL_EXPORT void TM_SkipDelay(struct Timeline* timeline) {
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if (timeline->queue && timeline->queue->delay) {
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timeline->queue->delay = 0.0;
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}
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}
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SYMBOL_EXPORT bool TM_IsEmpty(struct Timeline* timeline) {
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return !timeline->queue;
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}
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SYMBOL_EXPORT bool TM_IsBackgroundEmpty(struct Timeline* timeline) {
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return !timeline->background;
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}
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SYMBOL_EXPORT void TM_Destroy(struct Timeline* timeline) {
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RemoveTimeline(timeline->game, timeline);
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TM_CleanQueue(timeline);
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TM_CleanBackgroundQueue(timeline);
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PrintConsole(timeline->game, "Timeline Manager[%s]: destroy", timeline->name);
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free(timeline->name);
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free(timeline);
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}
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SYMBOL_EXPORT struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, int num, ...) {
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va_list ap;
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int i;
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va_start(ap, num);
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struct TM_Arguments* tmp = args;
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for (i = 0; i < num; i++) {
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if (!tmp) {
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tmp = malloc(sizeof(struct TM_Arguments));
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tmp->value = va_arg(ap, void*);
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tmp->next = NULL;
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args = tmp;
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} else {
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while (tmp->next) {
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tmp = tmp->next;
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}
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tmp->next = malloc(sizeof(struct TM_Arguments));
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tmp->next->value = va_arg(ap, void*);
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tmp->next->next = NULL;
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}
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}
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va_end(ap);
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return args;
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}
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SYMBOL_EXPORT void* TM_GetArg(struct TM_Arguments* args, int num) {
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for (int i = 0; i < num; i++) {
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args = args->next;
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}
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return args->value;
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}
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