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148 lines
6.2 KiB
C
148 lines
6.2 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 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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#ifndef LIBSUPERDERPY_TIMELINE_H
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#define LIBSUPERDERPY_TIMELINE_H
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#include "libsuperderpy.h"
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struct TM_Action;
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typedef bool TM_ActionCallback(struct Game*, struct GamestateResources*, struct TM_Action*);
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#define TM_NUMARGS(...) (sizeof((void*[]){__VA_ARGS__}) / sizeof(void*))
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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_START,
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TM_ACTIONSTATE_RUNNING,
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TM_ACTIONSTATE_STOP,
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TM_ACTIONSTATE_DESTROY
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};
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/*! \brief Timeline structure. */
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struct Timeline {
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struct TM_Action* queue; /*!< Main timeline queue. */
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struct TM_Action* background; /*!< Background queue. */
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char* name; /*!< Name of the timeline. */
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unsigned int lastid; /*!< Last ID given to timeline action. */
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struct Game* game; /*!< Reference to the game object. */
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struct GamestateResources* data; /*!< User data pointer for use in actions. */
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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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TM_ActionCallback* function; /*!< Function callback of the action. */
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struct TM_Arguments* arguments; /*!< Arguments of the action. */
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bool active; /*!< Whether this action is being processed by the queue right now. */
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bool started; /*!< If false, then the action is waiting for its delay to finish. */
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double delay; /*!< Number of miliseconds to delay before action is started. */
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double delta; /*!< Number of miliseconds since the last TM_Process invocation. */
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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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struct Timeline* timeline; /*!< A pointer to the timeline where this action is used. */
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enum TM_ActionState state; /*!< Current state of the action. */
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struct TM_Action* next; /*!< Pointer to next action in queue. */
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};
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/*! \brief Init timeline. */
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struct Timeline* TM_Init(struct Game* game, struct GamestateResources* data, const char* name);
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/*! \brief Process current timeline actions. */
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void TM_Process(struct Timeline*, double delta);
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/*! \brief Add new action to main queue, with specified name. */
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struct TM_Action* TM_AddNamedAction(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, char* name);
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/*! \brief Add new action to main queue, with specified name, placed after specified action. */
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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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/*! \brief Add new action to background queue, with specified name. */
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struct TM_Action* TM_AddNamedBackgroundAction(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, double delay, char* name);
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/*! \brief Add new action to main queue, which adds specified action into background queue, with specified name. */
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struct TM_Action* TM_AddQueuedNamedBackgroundAction(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, double delay, char* name);
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/*! \brief Add new action to main queue. */
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#define TM_AddAction(timeline, func, args) TM_AddNamedAction(timeline, func, args, #func)
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/*! \brief Add new action to main queue placed after specified action.. */
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#define TM_AddActionAfter(timeline, func, args, after) TM_AddNamedAction(timeline, func, args, after, #func)
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/*! \brief Add new action to background queue. */
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#define TM_AddBackgroundAction(timeline, func, args, delay) TM_AddNamedBackgroundAction(timeline, func, args, delay, #func)
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/*! \brief Add new action to main queue, which adds specified action into background queue. */
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#define TM_AddQueuedBackgroundAction(timeline, func, args, delay) TM_AddQueuedNamedBackgroundAction(timeline, func, args, delay, #func)
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/*! \brief Add delay to main queue. */
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void TM_AddDelay(struct Timeline*, double delay);
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/*! \brief Remove all actions from main queue. */
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void TM_CleanQueue(struct Timeline*);
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/*! \brief Remove all actions from background queue. */
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void TM_CleanBackgroundQueue(struct Timeline*);
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/*! \brief Destroy given timeline. */
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void TM_Destroy(struct Timeline*);
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/*! \brief Add data to TM_Arguments queue (or create if NULL). */
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struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, int num, ...);
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/*! \brief Get nth argument from TM_Arguments queue (counted from 0). */
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void* TM_GetArg(struct TM_Arguments* args, int num);
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/*! \brief Skip delay of the first action in the queue */
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void TM_SkipDelay(struct Timeline*);
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/*! \brief Checks if the main queue is empty */
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bool TM_IsEmpty(struct Timeline* timeline);
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/*! \brief Checks if the background queue is empty */
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bool TM_IsBackgroundEmpty(struct Timeline* timeline);
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/*! \brief Allocates memory and sets given value. */
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#define TM_WrapArg(type, result, val) \
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type* result = malloc(sizeof(type)); \
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*(result) = val
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/*! \brief Indicates that the action handles only TM_ACTIONSTATE_RUNNING state. */
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#define TM_RunningOnly \
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if (action->state != TM_ACTIONSTATE_RUNNING) return false
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/*! \brief Shorthand for creating list of arguments for action. */
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#define TM_Args(...) TM_AddToArgs(NULL, TM_NUMARGS(__VA_ARGS__), __VA_ARGS__)
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/*! \brief Shorthand for accessing the nth argument of current action. */
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#define TM_Arg(n) TM_GetArg(action->arguments, n)
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/*! \brief Macro for easy timeline action definition. */
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#define TM_ACTION(name) bool name(struct Game* game, struct GamestateResources* data, struct TM_Action* action)
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#define TM_END true
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#define TM_REPEAT false
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#endif /* LIBSUPERDERPY_TIMELINE_H */
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