Mercurial > molko
view libcore/core/game.c @ 136:30b68089ae70
core: rework actions and a bit of drawables, closes #2492
In the effort of having as less as possible memory allocation in libcore, the
usage of actions and drawable no longer copy the original source parameter to
let user pass a heap allocated variable or a static storage one.
Update predefined drawable and actions to match these new needs.
author | David Demelier <markand@malikania.fr> |
---|---|
date | Tue, 13 Oct 2020 09:38:44 +0200 |
parents | 09978921e281 |
children | b386d25832c8 |
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/* * game.c -- main game object * * Copyright (c) 2020 David Demelier <markand@malikania.fr> * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ #include <assert.h> #include <stddef.h> #include <string.h> #include "game.h" #include "state.h" #include "painter.h" struct game game; #if 0 static struct action * find_empty_action(void) { static struct action null; for (struct action *a = game.actions; a != &game.actions[GAME_ACTIONS_MAX]; ++a) if (memcmp(a, &null, sizeof (struct action)) == 0) return a; return NULL; } static void clear_actions(void) { for (struct action *a = game.actions; a != &game.actions[GAME_ACTIONS_MAX]; ++a) { /* These actions are removed on state change. */ if (a->flags & ACTION_AUTO_LEAVE) { if (a->finish) a->finish(a); memset(a, 0, sizeof (struct action)); } } } static void handle_actions(const union event *event) { for (struct action *a = game.actions; a != &game.actions[GAME_ACTIONS_MAX]; ++a) if (a->handle) a->handle(a, event); } static void update_actions(unsigned int ticks) { for (size_t i = 0; i < GAME_ACTIONS_MAX; ++i) { struct action *a = &game.actions[i]; if (!a->update) continue; if (a->update(a, ticks)) { if (a->end) a->end(a); if (a->finish) a->finish(a); memset(&game.actions[i], 0, sizeof (struct action)); } } } static void draw_actions(void) { for (size_t i = 0; i < GAME_ACTIONS_MAX; ++i) if (game.actions[i].draw) game.actions[i].draw(&game.actions[i]); } #endif void game_switch(struct state *state, bool quick) { assert(state); if (quick) { game.state_next = NULL; game.state = state; game.state->enter(); } else game.state_next = state; } void game_handle(const union event *event) { assert(event); if (game.state && !(game.inhibit & INHIBIT_STATE_INPUT)) game.state->handle(event); #if 0 handle_actions(event); #endif } void game_update(unsigned int ticks) { if (!(game.inhibit & INHIBIT_STATE_UPDATE)) { /* Change state if any. */ if (game.state_next) { /* Inform the current state we're gonna leave it. */ if (game.state) game.state->leave(); game.state = game.state_next; game.state->enter(); game.state_next = NULL; #if 0 /* Remove any actions that must be deleted. */ clear_actions(); #endif } if (game.state) game.state->update(ticks); } #if 0 update_actions(ticks); #endif } void game_draw(void) { if (game.state && !(game.inhibit & INHIBIT_STATE_DRAW)) game.state->draw(); #if 0 draw_actions(); #endif painter_present(); } #if 0 void game_add_action(const struct action *action) { assert(action); struct action *pos; if ((pos = find_empty_action())) memcpy(pos, action, sizeof (struct action)); } #endif void game_quit(void) { if (game.state && game.state->leave) game.state->leave(); game.state = NULL; }