Mercurial > molko
view libmlk-core/core/script.h @ 243:71b3b7036de7
misc: lot of cleanups,
- prefix libraries with libmlk,
- move assets from source directories closes #2520,
- prefix header guards closes #2519
author | David Demelier <markand@malikania.fr> |
---|---|
date | Sat, 28 Nov 2020 22:37:30 +0100 |
parents | libcore/core/script.h@b386d25832c8 |
children | c4da052c0def |
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/* * script.h -- convenient sequence of actions * * 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. */ #ifndef MOLKO_CORE_SCRIPT_H #define MOLKO_CORE_SCRIPT_H /** * \file script.h * \brief Convenient sequence of actions. * \ingroup actions * * 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 wait before continuing. * * In a nutshell, to write a scenario you should: * * 1. Create a script with see \ref script_init, * 2. Create one or more actions and append with \ref script_append, * * \warning You must always call \ref script_init before using this object. */ #include <stdbool.h> #include <stddef.h> struct action; union event; /** * \brief Maximum number of actions in a script. */ #define SCRIPT_ACTION_MAX (128) /** * \brief Sequence of actions and state holder. * * Setup the array actions within the structure for each action you want to run * in order. You can use the convenient \ref script_append instead. If you do * manually don't forget to adjust actionsz field accordingly. */ struct script { struct action *actions[SCRIPT_ACTION_MAX]; /*!< (+&?) Array of actions. */ size_t actionsz; /*!< (-) Number of actions in array. */ size_t cur; /*!< (-) Current action index.*/ }; /** * Initialize a script. * * This is not necessary if you zero'ed the structure. * * \pre s != NULL * \param s the script */ void script_init(struct script *s); /** * Append a new action to the script. * * The action must be kept alive until the script is no longer used. * * \pre s != NULL * \pre a != NULL * \param s the script * \param a the action to reference * \return false if unable to append */ bool script_append(struct script *s, struct action *a); /** * Handle the event into the current action. * * \pre s != NULL * \pre ev != NULL * \param s the script * \param ev the event */ void script_handle(struct script *s, const union event *ev); /** * Update the current action. * * \pre s != NULL * \param s the script * \param ticks the number of milliseconds since last frame * \return true if the script completed */ bool script_update(struct script *s, unsigned int ticks); /** * Draw the current action. * * \pre s != NULL * \param s the script */ void script_draw(struct script *s); /** * Tells if the script is terminated. * * \pre s != NULL * \param s the script * \return true if all action were completed */ bool script_completed(const struct script *s); /** * Destroy all the actions into the script. * * \pre s != NULL * \param s the script */ void script_finish(struct script *s); /** * Create an action from the script itself for use into the game. * * The script must be kept alive until the action is no longer needed. * * \pre s != NULL * \pre dst != NULL * \param s the script * \param dst the action to build with the script */ void script_action(struct script *s, struct action *dst); #endif /* !MOLKO_CORE_SCRIPT_H */