libsuperderpy/src/timeline.c
Sebastian Krzyszkowiak df1790d242
doxygen tweaks
2018-12-16 15:15:38 +01:00

366 lines
12 KiB
C

/*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*/
#include "internal.h"
static void DestroyArgs(struct TM_Arguments* args) {
struct TM_Arguments* pom;
while (args) {
pom = args->next;
free(args);
args = pom;
}
}
SYMBOL_EXPORT struct Timeline* TM_Init(struct Game* game, struct GamestateResources* data, char* name) {
PrintConsole(game, "Timeline Manager[%s]: init", name);
struct Timeline* timeline = malloc(sizeof(struct Timeline));
timeline->game = game;
timeline->lastid = 0;
timeline->queue = NULL;
timeline->background = NULL;
timeline->name = strdup(name);
timeline->data = data;
AddTimeline(game, timeline);
return timeline;
}
SYMBOL_EXPORT void TM_Process(struct Timeline* timeline, double delta) {
// NOTICE: if you create background actions from running action,
// newly created ones have no way to know how much time has been
// "eaten" by the one that created it, which may result in incorrect
// result when calling TM_Process with huge delta. This behaviour
// may change in the future.
// TODO: make sure new action STARTS in the same tick as the old one
// DESTROYS, but make it RUNNING only in the next tick (or when there's
// some remaining delta).
/* process first element from queue.
if returns true, delete it and repeat for the next one */
double origDelta = delta;
while (delta > 0.0) {
if (timeline->queue) {
timeline->queue->delta = delta;
if (timeline->queue->active && timeline->queue->delay > 0.0) {
timeline->queue->delay -= delta;
if (timeline->queue->delay <= 0.0) {
timeline->queue->started = true;
if (timeline->queue->function) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: run action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
timeline->queue->state = TM_ACTIONSTATE_START;
(*timeline->queue->function)(timeline->game, timeline->data, timeline->queue);
} else {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: delay reached (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
}
timeline->queue->delay = 0.0;
}
}
if (timeline->queue->function) {
if (!timeline->queue->started) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: run action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
timeline->queue->state = TM_ACTIONSTATE_START;
(*timeline->queue->function)(timeline->game, timeline->data, timeline->queue);
timeline->queue->started = true;
}
timeline->queue->state = TM_ACTIONSTATE_RUNNING;
if ((*timeline->queue->function)(timeline->game, timeline->data, timeline->queue)) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: destroy action (%d - %s)", timeline->name, timeline->queue->id, timeline->queue->name);
delta -= timeline->queue->delta;
struct TM_Action* tmp = timeline->queue;
timeline->queue = timeline->queue->next;
tmp->state = TM_ACTIONSTATE_DESTROY;
(*tmp->function)(timeline->game, timeline->data, tmp);
DestroyArgs(tmp->arguments);
free(tmp->name);
free(tmp);
} else {
delta = 0.0;
}
} else {
/* delay handling */
if (timeline->queue->started) {
struct TM_Action* tmp = timeline->queue;
timeline->queue = timeline->queue->next;
free(tmp->name);
free(tmp);
} else {
if (!timeline->queue->active) {
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);
timeline->queue->active = true;
}
delta = 0.0;
}
}
} else {
delta = 0.0;
}
}
delta = origDelta;
/* process all elements from background queue */
struct TM_Action *tmp, *tmp2, *pom = timeline->background;
tmp = NULL;
while (pom != NULL) {
bool destroy = false;
pom->delta = delta;
if (pom->started) {
if (pom->function) {
pom->state = TM_ACTIONSTATE_RUNNING;
if ((pom->function)(timeline->game, timeline->data, pom)) {
PrintConsole(timeline->game, "Timeline Manager[%s]: background: destroy action (%d - %s)", timeline->name, pom->id, pom->name);
pom->state = TM_ACTIONSTATE_DESTROY;
(pom->function)(timeline->game, timeline->data, pom);
if (tmp) {
tmp->next = pom->next;
} else {
timeline->background = pom->next;
}
destroy = true;
}
} else {
/* delay handling */
if (tmp) {
tmp->next = pom->next;
} else {
timeline->background = pom->next;
}
destroy = true;
}
} else {
pom->delay -= delta;
if (pom->delay <= 0.0) {
PrintConsole(timeline->game, "Timeline Manager[%s]: background: delay reached, run action (%d - %s)", timeline->name, pom->id, pom->name);
pom->delay = 0.0;
if (pom->function) {
pom->state = TM_ACTIONSTATE_START;
pom->function(timeline->game, timeline->data, pom);
}
pom->started = true;
}
}
if (!destroy) {
tmp = pom;
pom = pom->next;
} else {
DestroyArgs(pom->arguments);
free(pom->name);
free(pom);
tmp2 = tmp;
if (!tmp) {
if (timeline->background) {
pom = timeline->background->next;
} else {
pom = NULL;
}
} else {
pom = tmp->next;
}
tmp = tmp2;
}
}
}
static struct TM_Action* CreateAction(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, char* name) {
struct TM_Action* action = malloc(sizeof(struct TM_Action));
action->next = NULL;
action->function = func;
action->arguments = args;
action->name = strdup(name);
action->active = false;
action->started = false;
action->delay = 0.0;
action->id = ++timeline->lastid;
action->timeline = timeline;
if (action->function) {
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: init action (%d - %s)", timeline->name, action->id, action->name);
action->state = TM_ACTIONSTATE_INIT;
action->function(timeline->game, timeline->data, action);
}
return action;
}
SYMBOL_EXPORT struct TM_Action* TM_AddNamedAction(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, char* name) {
struct TM_Action* action = CreateAction(timeline, func, args, name);
if (timeline->queue) {
struct TM_Action* pom = timeline->queue;
while (pom->next != NULL) {
pom = pom->next;
}
pom->next = action;
} else {
timeline->queue = action;
}
return action;
}
SYMBOL_EXPORT struct TM_Action* TM_AddNamedActionAfter(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, struct TM_Action* after, char* name) {
struct TM_Action* action = CreateAction(timeline, func, args, name);
action->next = after->next;
after->next = action;
return action;
}
SYMBOL_EXPORT struct TM_Action* TM_AddNamedBackgroundAction(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, int delay, char* name) {
struct TM_Action* action = malloc(sizeof(struct TM_Action));
if (timeline->background) {
struct TM_Action* pom = timeline->background;
while (pom->next != NULL) {
pom = pom->next;
}
pom->next = action;
} else {
timeline->background = action;
}
action->next = NULL;
action->function = func;
action->arguments = args;
action->name = strdup(name);
action->delay = delay / 1000.0;
action->id = ++timeline->lastid;
action->active = true;
action->started = false;
action->timeline = timeline;
PrintConsole(timeline->game, "Timeline Manager[%s]: background: init action with delay %d ms (%d - %s)", timeline->name, delay, action->id, action->name);
action->state = TM_ACTIONSTATE_INIT;
(*action->function)(timeline->game, timeline->data, action);
return action;
}
/*! \brief Predefined action used by TM_AddQueuedBackgroundAction */
static TM_ACTION(TM_RunInBackground) {
int* delay = TM_Arg(1);
char* name = TM_Arg(2);
struct TM_Arguments* arguments = TM_Arg(3);
bool* used = TM_Arg(4);
if (action->state == TM_ACTIONSTATE_START) {
TM_AddNamedBackgroundAction(action->timeline, TM_Arg(0), arguments, *delay, name);
*used = true;
}
if (action->state == TM_ACTIONSTATE_DESTROY) {
free(name);
free(delay);
if (!(*used)) {
DestroyArgs(arguments);
}
free(used);
}
return true;
}
SYMBOL_EXPORT struct TM_Action* TM_AddQueuedNamedBackgroundAction(struct Timeline* timeline, TM_ActionCallback* func, struct TM_Arguments* args, int delay, char* name) {
TM_WrapArg(int, del, delay);
TM_WrapArg(bool, used, false);
struct TM_Arguments* arguments = TM_Args(func, del, strdup(name), args, used);
return TM_AddAction(timeline, TM_RunInBackground, arguments);
}
SYMBOL_EXPORT void TM_AddDelay(struct Timeline* timeline, int delay) {
struct TM_Action* tmp = TM_AddNamedAction(timeline, NULL, NULL, "TM_Delay");
PrintConsole(timeline->game, "Timeline Manager[%s]: queue: adding delay %d ms (%d)", timeline->name, delay, tmp->id);
tmp->delay = delay / 1000.0;
}
SYMBOL_EXPORT void TM_CleanQueue(struct Timeline* timeline) {
PrintConsole(timeline->game, "Timeline Manager[%s]: cleaning queue", timeline->name);
struct TM_Action *tmp, *pom = timeline->queue;
while (pom != NULL) {
if (*pom->function) {
pom->state = TM_ACTIONSTATE_DESTROY;
(*pom->function)(timeline->game, timeline->data, pom);
}
DestroyArgs(pom->arguments);
tmp = pom->next;
free(pom->name);
free(pom);
pom = tmp;
timeline->queue = pom;
}
}
SYMBOL_EXPORT void TM_CleanBackgroundQueue(struct Timeline* timeline) {
PrintConsole(timeline->game, "Timeline Manager[%s]: cleaning background queue", timeline->name);
struct TM_Action *tmp, *pom = timeline->background;
while (pom != NULL) {
if (*pom->function) {
pom->state = TM_ACTIONSTATE_DESTROY;
(*pom->function)(timeline->game, timeline->data, pom);
}
DestroyArgs(pom->arguments);
tmp = pom->next;
free(pom->name);
free(pom);
pom = tmp;
timeline->background = pom;
}
}
SYMBOL_EXPORT void TM_SkipDelay(struct Timeline* timeline) {
if (timeline->queue && timeline->queue->delay) {
timeline->queue->delay = 0.0;
}
}
SYMBOL_EXPORT bool TM_IsEmpty(struct Timeline* timeline) {
return !timeline->queue;
}
SYMBOL_EXPORT bool TM_IsBackgroundEmpty(struct Timeline* timeline) {
return !timeline->background;
}
SYMBOL_EXPORT void TM_Destroy(struct Timeline* timeline) {
RemoveTimeline(timeline->game, timeline);
TM_CleanQueue(timeline);
TM_CleanBackgroundQueue(timeline);
PrintConsole(timeline->game, "Timeline Manager[%s]: destroy", timeline->name);
free(timeline->name);
free(timeline);
}
SYMBOL_EXPORT struct TM_Arguments* TM_AddToArgs(struct TM_Arguments* args, int num, ...) {
va_list ap;
int i;
va_start(ap, num);
struct TM_Arguments* tmp = args;
for (i = 0; i < num; i++) {
if (!tmp) {
tmp = malloc(sizeof(struct TM_Arguments));
tmp->value = va_arg(ap, void*);
tmp->next = NULL;
args = tmp;
} else {
while (tmp->next) {
tmp = tmp->next;
}
tmp->next = malloc(sizeof(struct TM_Arguments));
tmp->next->value = va_arg(ap, void*);
tmp->next->next = NULL;
}
}
va_end(ap);
return args;
}
SYMBOL_EXPORT void* TM_GetArg(struct TM_Arguments* args, int num) {
for (int i = 0; i < num; i++) {
args = args->next;
}
return args->value;
}