mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-12-22 17:49:43 +01:00
85 lines
1.9 KiB
C
85 lines
1.9 KiB
C
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#include "DeferCallbacks.h"
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#include <SDL.h>
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/* Callbacks to be deferred to the end of each sequence of gamestate functions
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* in main. Useful for fixing frame-flicker glitches when doing a state
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* transition in a function that gets executed before the render function.
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*
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* We store a linked list of callbacks, to allow for the possibility of having
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* more than one callback active at a time (otherwise we could easily just
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* have a single pointer here and the header would only be 1 line and an
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* include guard) and to do it without having to allocate memory at runtime.
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*/
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static struct DEFER_Callback* head = NULL;
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/* Add a callback. Don't call this directly; use the DEFER_CALLBACK macro. */
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void DEFER_add_callback(struct DEFER_Callback* callback)
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{
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struct DEFER_Callback* node;
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/* Are we adding the first node? */
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if (head == NULL)
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{
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head = callback;
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return;
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}
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/* Time to walk the linked list */
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node = head;
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if (node == callback)
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{
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goto fail;
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}
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while (node->next != NULL)
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{
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node = node->next;
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if (node == callback)
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{
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goto fail;
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}
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}
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/* We're at the end */
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node->next = callback;
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/* Success! */
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return;
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fail:
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/* Having multiple instances of a callback isn't well-defined
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* and is a bit complicated to reason about */
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SDL_assert(0 && "Duplicate callback added!");
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}
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/* Call each callback in the list, along with deleting the entire list. */
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void DEFER_execute_callbacks(void)
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{
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struct DEFER_Callback* node = head;
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struct DEFER_Callback* next;
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head = NULL;
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if (node == NULL)
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{
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return;
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}
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next = node->next;
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node->func();
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node->next = NULL;
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while (next != NULL)
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{
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node = next;
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next = node->next;
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node->func();
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node->next = NULL;
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}
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}
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