taisei/src/aniplayer.c
Andrei Alexeyev b6978178b1
memory: use custom memory allocation wrappers
Introduces wrappers around memory allocation functions in `memory.h`
that should be used instead of the standard C ones.

These never return NULL and, with the exception of `mem_realloc()`,
zero-initialize the allocated memory like `calloc()` does.

All allocations made with the memory.h API must be deallocated with
`mem_free()`. Although standard `free()` will work on some platforms,
it's not portable (currently it won't work on Windows). Likewise,
`mem_free()` must not be used to free foreign allocations.

The standard C allocation functions are now diagnosed as deprecated.
They are, however, available with the `libc_` prefix in case interfacing
with foreign APIs is required. So far they are only used to implement
`memory.h`.

Perhaps the most important change is the introduction of the `ALLOC()`,
`ALLOC_ARRAY()`, and `ALLOC_FLEX()` macros. They take a type as a
parameter, and allocate enough memory with the correct alignment for
that type. That includes overaligned types as well. In most
circumstances you should prefer to use these macros. See the `memory.h`
header for some usage examples.
2023-01-18 13:23:22 +01:00

89 lines
2.4 KiB
C

/*
* This software is licensed under the terms of the MIT License.
* See COPYING for further information.
* ---
* Copyright (c) 2011-2019, Lukas Weber <laochailan@web.de>.
* Copyright (c) 2012-2019, Andrei Alexeyev <akari@taisei-project.org>.
*/
#include "taisei.h"
#include "aniplayer.h"
#include "list.h"
#include "global.h"
#include "stageobjects.h"
void aniplayer_create(AniPlayer *plr, Animation *ani, const char *startsequence) {
memset(plr,0,sizeof(AniPlayer));
plr->ani = ani;
aniplayer_queue(plr,startsequence,0);
}
Sprite *aniplayer_get_frame(AniPlayer *plr) {
assert(plr->queue.first != NULL);
return animation_get_frame(plr->ani, plr->queue.first->sequence, plr->queue.first->clock);
}
void aniplayer_free(AniPlayer *plr) {
plr->queuesize = 0;
alist_free_all(&plr->queue);
}
// Deletes the queue. If hard is set, even the last element is removed leaving the player in an invalid state.
static void aniplayer_reset(AniPlayer *plr, bool hard) {
if(plr->queuesize == 0)
return;
if(hard) {
alist_free_all(&plr->queue);
plr->queuesize = 0;
return;
}
list_free_all(&plr->queue.first->next);
plr->queue.last = plr->queue.first;
plr->queuesize = 1;
}
AniQueueEntry *aniplayer_queue(AniPlayer *plr, const char *seqname, int loops) {
auto s = ALLOC(AniQueueEntry);
alist_append(&plr->queue, s);
plr->queuesize++;
if(loops < 0)
log_fatal("Negative number of loops passed: %d",loops);
s->sequence = get_ani_sequence(plr->ani,seqname);
s->duration = loops*s->sequence->length;
return s;
}
AniQueueEntry *aniplayer_queue_frames(AniPlayer *plr, const char *seqname, int frames) {
AniQueueEntry *s = aniplayer_queue(plr, seqname, 0);
s->duration = frames;
return s;
}
AniQueueEntry *aniplayer_soft_switch(AniPlayer *plr, const char *seqname, int loops) {
aniplayer_reset(plr,false);
return aniplayer_queue(plr,seqname,loops);
}
AniQueueEntry *aniplayer_hard_switch(AniPlayer *plr, const char *seqname, int loops) {
aniplayer_reset(plr,true);
return aniplayer_queue(plr,seqname,loops);
}
void aniplayer_update(AniPlayer *plr) {
assert(plr->queue.first != NULL); // The queue should never be empty.
AniQueueEntry *s = plr->queue.first;
s->clock++;
// The last condition assures that animations only switch at their end points
if(s->clock >= s->duration && plr->queuesize > 1 && s->clock%s->sequence->length == 0) {
mem_free(alist_pop(&plr->queue));
plr->queuesize--;
}
}