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VVVVVV/desktop_version/src/DeferCallbacks.c

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