Mercurial > molko
view libmlk-core/mlk/core/action-script.h @ 634:3930234ab1f5
examples: add basic gamepad
author | David Demelier <markand@malikania.fr> |
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date | Tue, 29 Aug 2023 13:34:10 +0200 |
parents | 75944708c55c |
children |
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/* * action-script.h -- convenient sequence of actions module * * Copyright (c) 2020-2023 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. */ #ifndef MLK_CORE_ACTION_SCRIPT_H #define MLK_CORE_ACTION_SCRIPT_H /** * \file mlk/core/action-script.h * \brief Convenient sequence of actions module. * * Module to create sequence of actions (see mlk/core/action.h) * * Those routines wrap individual actions into a sequence of actions into an action * itself. * * This is convenient for scenarios where you need to specify several sequential * actions that neet to waid the previous before continuing. * * In a nutshell, to write a scenario you should: * * 1. Declare a ::mlk_action array with your own size limits. * 2. Declare a ::mlk_action_script and populate ::mlk_action_script::actions * and ::mlk_action_script::actionsz accordingly to the array. * 3. Invoke ::mlk_action_script_init. * 4. Add as many as actions you with with ::mlk_action_script_append. * 5. Call ::mlk_action_script_start if you need (optional). * 6. Invoke ::mlk_action_script_handle, ::mlk_action_script_update and * ::mlk_action_script_draw in your game loop until it completes. */ #include <stddef.h> struct mlk_action; union mlk_event; /** * \struct mlk_action_script * \brief Actions script sequence * * This structure holds references to actions to be executed sequentially. */ struct mlk_action_script { /** * (read-write, borrowed) * * Array of non-owning actions to run in order. */ struct mlk_action **actions; /** * (read-write) * * Number of actions in array ::mlk_action_script::actions * * \warning changing this value must be kept in sync with the array * dimension. */ size_t actionsz; /** * (read-only) * * Number of actions inside of the array. */ size_t length; /** * (read-only) * * Index of current action. */ size_t current; }; #if defined(__cplusplus) extern "C" { #endif /** * Initialize the action sequence structure. * * This function will effectively reset the length, current and set all actions * to NULL. * * \pre script != NULL * \param script the action script structure */ void mlk_action_script_init(struct mlk_action_script *script); /** * Try to append a new action into the script. * * The action is inserted as-is and ownership is left to the caller. * * \pre script != NULL * \param script the action script structure * \param action the action to append * \return 0 on success or -1 on error */ int mlk_action_script_append(struct mlk_action_script *script, struct mlk_action *action); /** * Tells if the sequence is complete. * * \pre script != NULL * \param script the action script structure * \return non-zero if completed */ int mlk_action_script_completed(const struct mlk_action_script *script); /** * Invoke ::mlk_action_start on the current action. * * This function should be called only once because when the action completes * the next one will be automatically started. * * \pre script != NULL * \param script the action script structure */ void mlk_action_script_start(struct mlk_action_script *script); /** * Invoke ::mlk_action_handle on the current action. * * \pre script != NULL * \param script the action script structure * \param event the event */ void mlk_action_script_handle(struct mlk_action_script *script, const union mlk_event *event); /** * Invoke ::mlk_action_update on the current action. * * \pre script != NULL * \param script the action script structure * \param ticks frame ticks */ int mlk_action_script_update(struct mlk_action_script *script, unsigned int ticks); /** * Invoke ::mlk_action_draw on the current action. * * \pre script != NULL * \param script the action script structure */ void mlk_action_script_draw(struct mlk_action_script *script); /** * Invoke ::mlk_action_finish on all actions. * * After this call, the script array of actions is kept and can be reused if * ::mlk_action_script_init is called again. * * \note If the sequence wasn't completed, the remaining actions are finalized * using ::mlk_action_finish but not terminated through ::mlk_action_end. * \pre script != NULL * \param script the action script structure */ void mlk_action_script_finish(struct mlk_action_script *script); #if defined(__cplusplus) } #endif #endif /* !MLK_CORE_ACTION_SCRIPT_H */