mirror of
https://gitlab.com/dosowisko.net/libsuperderpy.git
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376 lines
10 KiB
C
376 lines
10 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 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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#include <allegro5/allegro.h>
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#include "main.h"
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#include "timeline.h"
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unsigned int lastid;
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struct Game* game = NULL;
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struct TM_Action *queue, *background;
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bool paused;
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void TM_Init(struct Game* g) {
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PrintConsole(g, "Timeline Manager: init");
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game = g;
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lastid = 0;
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queue = NULL;
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background = NULL;
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paused = false;
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}
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void TM_Process() {
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if (!game) return;
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if (paused) return;
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/*
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process first element from queue
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if returns true, then delete it
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*/
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if (queue) {
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if (*queue->function) {
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queue->active = true;
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if ((*queue->function)(game, queue, TM_ACTIONSTATE_RUNNING)) {
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PrintConsole(game, "Timeline Manager: queue: destroy action (%d - %s)", queue->id, queue->name);
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queue->active=false;
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struct TM_Action *tmp = queue;
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queue = queue->next;
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(*tmp->function)(game, tmp, TM_ACTIONSTATE_DESTROY);
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free(tmp->name);
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free(tmp);
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if (queue) PrintConsole(game, "Timeline Manager: queue: run action (%d - %s)", queue->id, queue->name);
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}
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} else {
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/* delay handling */
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if (queue->active) {
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struct TM_Action *tmp = queue;
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queue = queue->next;
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free(tmp->name);
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free(tmp);
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if (queue) PrintConsole(game, "Timeline Manager: queue: run action (%d - %s)", queue->id, queue->name);
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} else {
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al_start_timer(queue->timer);
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}
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}
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}
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/* process all elements from background marked as active */
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struct TM_Action *tmp, *tmp2, *pom = background;
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tmp = NULL;
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while (pom!=NULL) {
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if (pom->active) {
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if (*pom->function) {
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if ((*pom->function)(game, pom, TM_ACTIONSTATE_RUNNING)) {
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pom->active=false;
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PrintConsole(game, "Timeline Manager: background: destroy action (%d - %s)", pom->id, pom->name);
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(*pom->function)(game, pom, TM_ACTIONSTATE_DESTROY);
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if (tmp) {
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tmp->next = pom->next;
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} else {
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background = pom->next;
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}
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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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background = pom->next;
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}
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}
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}
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if ((!tmp) || (tmp->next==pom)) {
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tmp = pom;
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pom = pom->next;
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} else {
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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) pom=background->next;
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else pom=tmp->next;
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tmp = tmp2;
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}
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}
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}
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void PauseTimers(bool pause) {
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if (queue) {
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if (queue->timer) {
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if (pause) {
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al_stop_timer(queue->timer);
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} else if (!queue->active) al_start_timer(queue->timer);
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}
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}
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struct TM_Action* tmp = background;
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while (tmp) {
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if (tmp->timer) {
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if (pause) {
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al_stop_timer(tmp->timer);
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} else if (!tmp->active) al_start_timer(tmp->timer);
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}
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tmp = tmp->next;
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}
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}
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void Propagate(enum TM_ActionState action) {
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if (!game) return;
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if (queue) {
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if ((*queue->function) && (queue->active)) {
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(*queue->function)(game, queue, action);
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}
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}
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/* process all elements from background marked as active */
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struct TM_Action *pom = background;
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while (pom!=NULL) {
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if (pom->active) {
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if (*pom->function) {
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(*pom->function)(game, pom, action);
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}
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}
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pom = pom->next;
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}
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}
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void TM_Draw() {
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Propagate(TM_ACTIONSTATE_DRAW);
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}
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void TM_Pause() {
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PrintConsole(game, "Timeline Manager: Pause.");
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paused = true;
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PauseTimers(true);
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Propagate(TM_ACTIONSTATE_PAUSE);
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}
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void TM_Resume() {
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PrintConsole(game, "Timeline Manager: Resume.");
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paused = false;
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Propagate(TM_ACTIONSTATE_RESUME);
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PauseTimers(false);
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}
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void TM_HandleEvent(ALLEGRO_EVENT *ev) {
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if (ev->type != ALLEGRO_EVENT_TIMER) return;
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if (!game) return;
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if (paused) return;
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if (queue) {
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if (ev->timer.source == queue->timer) {
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queue->active=true;
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al_destroy_timer(queue->timer);
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queue->timer = NULL;
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if (queue->function) {
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PrintConsole(game, "Timeline Manager: queue: init action (%d - %s)", queue->id, queue->name);
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(*queue->function)(game, queue, TM_ACTIONSTATE_INIT);
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} else {
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PrintConsole(game, "Timeline Manager: queue: delay reached (%d - %s)", queue->id, queue->name);
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}
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return;
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}
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}
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struct TM_Action *pom = background;
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while (pom) {
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if (ev->timer.source == pom->timer) {
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PrintConsole(game, "Timeline Manager: background: delay reached, init and run action (%d - %s)", pom->id, pom->name);
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pom->active=true;
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al_destroy_timer(pom->timer);
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pom->timer = NULL;
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(*pom->function)(game, pom, TM_ACTIONSTATE_INIT);
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return;
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}
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pom=pom->next;
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}
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}
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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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struct TM_Action *action = malloc(sizeof(struct TM_Action));
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if (queue) {
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struct TM_Action *pom = 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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queue = 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 = malloc((strlen(name)+1)*sizeof(char));
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strcpy(action->name, name);
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action->timer = NULL;
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action->active = false;
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action->delay = 0;
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action->id = ++lastid;
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if (action->function) {
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PrintConsole(game, "Timeline Manager: queue: init action (%d - %s)", action->id, action->name);
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(*action->function)(game, action, TM_ACTIONSTATE_INIT);
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}
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return action;
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}
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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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struct TM_Action *action = malloc(sizeof(struct TM_Action));
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if (background) {
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struct TM_Action *pom = 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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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 = malloc((strlen(name)+1)*sizeof(char));
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strcpy(action->name, name);
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action->delay = delay;
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action->id = ++lastid;
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if (delay) {
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action->active = false;
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action->timer = al_create_timer(delay/1000.0);
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al_register_event_source(game->event_queue, al_get_timer_event_source(action->timer));
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al_start_timer(action->timer);
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} else {
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action->timer = NULL;
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action->active = true;
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PrintConsole(game, "Timeline Manager: background: init and run action (%d - %s)", action->id, action->name);
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(*action->function)(game, action, TM_ACTIONSTATE_INIT);
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}
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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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bool runinbackground(struct Game* game, struct TM_Action* action, enum TM_ActionState state) {
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if (state != TM_ACTIONSTATE_RUNNING) return false;
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float* delay = (float*) action->arguments->next->value;
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char* name = (char*) action->arguments->next->next->value;
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TM_AddBackgroundAction(action->arguments->value, action->arguments->next->next->next, *delay, name);
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free(name);
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return true;
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}
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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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struct TM_Arguments* arguments = TM_AddToArgs(NULL, (void*) func);
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arguments = TM_AddToArgs(arguments, malloc(sizeof(float)));
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arguments = TM_AddToArgs(arguments, NULL);
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*(float*)(arguments->next->value) = delay;
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arguments->next->next->value = malloc((strlen(name)+1)*sizeof(char));
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strcpy(arguments->next->next->value, name);
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arguments->next->next->next = args;
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return TM_AddAction(*runinbackground, arguments, "TM_BackgroundAction");
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}
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void TM_AddDelay(float delay) {
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/*int *tmp;
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tmp = malloc(sizeof(int));
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*tmp = delay;
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TM_AddAction(NULL, TM_AddToArgs(NULL, tmp));*/
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struct TM_Action* tmp = TM_AddAction(NULL, NULL, "TM_Delay");
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PrintConsole(game, "Timeline Manager: queue: adding delay %f ms (%d)", delay, tmp->id);
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tmp->delay = delay;
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tmp->timer = al_create_timer(delay/1000.0);
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al_register_event_source(game->event_queue, al_get_timer_event_source(tmp->timer));
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}
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void TM_Destroy() {
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if (!game) return;
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PrintConsole(game, "Timeline Manager: destroy");
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struct TM_Action *tmp, *tmp2, *pom = queue;
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tmp = NULL;
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while (pom!=NULL) {
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if (pom->active) {
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if (*pom->function) (*pom->function)(game, pom, TM_ACTIONSTATE_DESTROY);
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else {
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if (pom->timer) al_destroy_timer(pom->timer);
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}
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} else {
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TM_DestroyArgs(pom->arguments);
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pom->arguments = NULL;
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}
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if ((!tmp) || (tmp->next==pom)) {
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tmp = pom;
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pom = pom->next;
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} else {
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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) pom=background->next;
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else pom=tmp->next;
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tmp = tmp2;
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}
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}
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tmp = NULL;
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pom=background;
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while (pom!=NULL) {
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if (pom->active) {
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if (*pom->function) (*pom->function)(game, pom, TM_ACTIONSTATE_DESTROY);
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else {
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if (pom->timer) al_destroy_timer(pom->timer);
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}
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} else {
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TM_DestroyArgs(pom->arguments);
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pom->arguments = NULL;
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}
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if ((!tmp) || (tmp->next==pom)) {
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tmp = pom;
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pom = pom->next;
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} else {
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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) pom=background->next;
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else pom=tmp->next;
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tmp = tmp2;
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}
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}
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game = NULL;
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}
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struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, void* arg) {
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struct TM_Arguments* tmp = args;
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if (!args) {
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tmp = malloc(sizeof(struct TM_Arguments));
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tmp->value = arg;
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tmp->next = NULL;
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return tmp;
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}
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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 = arg;
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tmp->next->next = NULL;
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return args;
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}
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void TM_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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bool TM_Initialized() {
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if (game) return true;
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return false;
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}
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