Conversation code cleaned up a lot.
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80
src/display/animation/queue.c
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80
src/display/animation/queue.c
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "queue.h"
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void queueInit(queue_t *queue) {
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queue->timeline = 0;
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queue->count = 0;
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queue->current = ANIMATION_QUEUE_START;
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}
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queueaction_t * queueNext(queue_t *queue) {
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queueaction_t *action;
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// Is there a currently running action? If so, end it.
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if(queue->current != ANIMATION_QUEUE_START) {
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action = queue->items + queue->current;
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if(action->onEnd != NULL) action->onEnd(queue, action, queue->current);
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}
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// Prepare to go to next action if there is a next action.
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queue->current++;
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queue->actionStarted = queue->timeline;
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if(queue->current >= queue->count) return NULL;
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// Go to next action, start it.
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action = queue->items + queue->current;
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if(action->onStart != NULL) action->onStart(queue, action, queue->current);
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return action;
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}
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queueaction_t * queueAdd(queue_t *queue) {
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queueaction_t *action;
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action = queue->items + queue->count;
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action->index = queue->count;
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action->data = NULL;
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action->onStart = NULL;
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action->onUpdate = NULL;
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action->onEnd = NULL;
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queue->count++;
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return action;
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}
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void queueUpdate(queue_t *queue, engine_t *engine) {
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queueaction_t *action;
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queue->timeline += engine->time.delta;
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if(queue->current >= queue->count) return;
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action = queue->items + queue->current;
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if(action->onUpdate != NULL) {
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action->onUpdate(queue, action, queue->current);
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}
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}
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void queueDispose(queue_t *queue) {
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queueaction_t *action;
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if(queue->current >= queue->count) return;
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action = queue->items + queue->current;
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if(action->onEnd != NULL) action->onEnd(queue, action, queue->current);
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}
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void _queueDelayUpdate(queue_t *queue, queueaction_t *action, uint8_t i) {
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float n = queue->timeline - queue->actionStarted;
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if(n < queue->delays[i]) return;
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queueNext(queue);
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}
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queueaction_t * queueDelay(queue_t *queue, float delay) {
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queueaction_t *action = queueAdd(queue);
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queue->delays[action->index] = delay;
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action->onUpdate = &_queueDelayUpdate;
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return action;
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}
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