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83 lines
3.3 KiB
C
83 lines
3.3 KiB
C
/*! \file timeline.h
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* \brief Timeline Manager framework.
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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 2 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, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef TIMELINE_H
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#define TIMELINE_H
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#include "main.h"
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/*! \brief State of the TM_Action. */
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enum TM_ActionState {
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TM_ACTIONSTATE_INIT,
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TM_ACTIONSTATE_RUNNING,
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TM_ACTIONSTATE_DRAW,
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TM_ACTIONSTATE_DESTROY,
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TM_ACTIONSTATE_PAUSE,
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TM_ACTIONSTATE_RESUME
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};
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/*! \brief Arguments for TM_Action. */
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struct TM_Arguments {
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void *value; /*!< Value of argument. */
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struct TM_Arguments *next; /*!< Pointer to next argument. */
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};
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/*! \brief Timeline action. */
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struct TM_Action {
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bool (*function)(struct Game*, struct TM_Action*, enum TM_ActionState); /*!< Function callback of the action. */
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struct TM_Arguments *arguments; /*!< Arguments of the action. */
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ALLEGRO_TIMER *timer; /*!< Delay timer. */
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bool active; /*!< If false, then this action is waiting for it's delay to finish. */
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int delay; /*!< Number of miliseconds to delay before action is started. */
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struct TM_Action *next; /*!< Pointer to next action in queue. */
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unsigned int id; /*!< ID of the action. */
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char* name; /*!< "User friendly" name of the action. */
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};
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/*! \brief Init timeline. */
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void TM_Init(struct Game* game);
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/*! \brief Process current timeline actions. */
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void TM_Process();
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/*! \brief Ask current timeline actions to draw. */
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void TM_Draw();
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/*! \brief Pauses timeline. */
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void TM_Pause();
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/*! \brief Resumes timeline. */
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void TM_Resume();
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/*! \brief Handle timer events. */
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void TM_HandleEvent(ALLEGRO_EVENT *ev);
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/*! \brief Add new action to main queue. */
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struct TM_Action* TM_AddAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, char* name);
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/*! \brief Add new action to background queue. */
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struct TM_Action* TM_AddBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, float delay, char* name);
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/*! \brief Add new action to main queue, which adds specified action into background queue. */
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struct TM_Action* TM_AddQueuedBackgroundAction(bool (*func)(struct Game*, struct TM_Action*, enum TM_ActionState), struct TM_Arguments* args, float delay, char* name);
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/*! \brief Add delay to main queue. */
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void TM_AddDelay(float delay);
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/*! \brief Destroy timeline. */
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void TM_Destroy();
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/*! \brief Add data to TM_Arguments queue. */
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struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, void* arg);
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/*! \brief Destroy TM_Arguments queue. */
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void TM_DestroyArgs(struct TM_Arguments* args);
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/*! \brief Check if timeline is initialised. */
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bool TM_Initialized();
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#endif
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