104 lines
2.6 KiB
C

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