Refactor/state machine (#470)

* initial additions

* Move current_blind to game vars

* tmp

* tmp

* tmp

* tmp

* tmp

* tmp

* tmp

* Compile but is broken

* temp fix for token location

* tmp

* Working, lets clean up

* remove todo

* Remove odd reroll blind variable

* fix skipping blind screen

* fix reroll

* remove magic for blind token locations

* clang format

* Cleanup button highlight in blind menu

* some cleanup

* Add layout file for global UI rects

* remove dead code

* Clang format

* clang format it up

* Move reset top left funct to gfx utils

* make note of soon-to-be removed vars

* Cleanup gamevars declaration

* Cleanup layout file

* Apply suggestions from code review

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* Add include for stdbool.h in common_ui.h

* Cleanup rect declaration

* Start moving state machine stuff to new file

* quick tmp

* oops, add new files

* working call list

* fixed pointer stuff

* working as per norm

* working replacement

* move defines to static const

* fix compile issue

* Add some missing "void"s

* Working new substates

* add statemachine to blind select

* Fix game restart statemachine leak

* clang-format

* Clang format

* Rework shop exit logic

* Use new state machine in shop

* Remove substates entirely

* Remove debug stuff

* Clang format

* document state machine better

* update list tests

* clang-format

* Update for PR

* Claaaaang format

* another clang-format

* Remove extra state in round_end

* cleanup docs for removals in lists

* clang-format... again

* update doxygen format

* Clang format

* Update list docs

* Update lists tests

* Fix bad conflict resolution

---------

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
This commit is contained in:
Rickey
2026-05-22 18:06:13 -07:00
committed by GitHub
co-authored by Copilot Autofix powered by AI
parent 2329c4c681
commit 92cb9f9883
11 changed files with 428 additions and 165 deletions
+3 -6
View File
@@ -40,9 +40,6 @@ typedef struct CardObject CardObject;
typedef struct Card Card;
typedef struct JokerObject JokerObject;
typedef void (*GameStateCallback)(void);
typedef void (*SubStateActionFn)(void);
// Enum value names in ../include/def_state_info_table.h
enum GameState
{
@@ -67,7 +64,7 @@ enum PlayState
};
// Game functions
void game_init();
void game_init(void);
/**
* @brief Called when exiting the Game Over screen (both win or lose) to reset game variables
@@ -77,9 +74,9 @@ void game_init();
* and shouldn't be called from other states, otherwise some data such as shop jokers
* may not be properly reset.
*/
void game_reset();
void game_reset(void);
void game_update();
void game_update(void);
void game_change_state(enum GameState new_game_state);
CardObject** get_played_array(void);
+30 -5
View File
@@ -23,6 +23,13 @@
*/
#define MAX_LIST_NODES 128
/**
* @brief Default list declaration for empty lists
*/
// clang-format off
#define LIST_DEFAULT { .head = NULL, .tail = NULL, .len = 0 }
// clang-format on
typedef struct ListNode ListNode;
/**
@@ -106,15 +113,16 @@ typedef struct
} ListItr;
/**
* Create a list.
* Initialize a list.
*
* While this function does not allocate memory for the list itself, the list does allocate memory
* for each element. So every created list must be freed with @ref list_clear to ensure the list's
* nodes are deleted properly.
* Set the values of a list to default.
*
* If using this function to reset a list, the list must be freed with @ref list_clear to ensure the
* list's nodes are deleted properly.
*
* @return A @ref List with head and tail reset.
*/
List list_create(void);
List list_init(void);
/**
* Clear a list.
@@ -122,6 +130,8 @@ List list_create(void);
* Go through the list and free each node and set the `head` and `tail` to `NULL`.
* Note, it doesn't "free" the data at the node.
*
* @note To reset an existing list to default values, first call `list_clear` then @ref list_init
*
* @param list pointer to a @ref List to clear
*/
void list_clear(List* list);
@@ -222,6 +232,18 @@ void* list_get_at_idx(List* list, unsigned int idx);
*/
bool list_remove_at_idx(List* list, unsigned int idx);
/**
* Remove a List's node with the matching pointer
*
* @param list pointer to a @ref List
* @param data pointer to data in node in list
*
* @return `true` if successfully removed, `false` otherwise
*
* @note When working with @ref ListItr, use @ref list_itr_remove_current_node()
*/
bool list_remove_data(List* list, void* data);
/**
* Get the number of elements in a @ref List
*
@@ -265,6 +287,9 @@ void* list_itr_next(ListItr* itr);
* most recently returned valu from @ref list_itr_next()
*
* @param itr pointer to the @ref ListItr
*
* @note When working with @ref ListItr, use this and not @ref list_remove_at() as it will
* "break" the iterator.
*/
void list_itr_remove_current_node(ListItr* itr);
+107
View File
@@ -0,0 +1,107 @@
/**
* @file state_machine.h
*
* @brief State Machine
*
* This file is the interface into a generic state machine system.
*
* State machines are defined as an array of function callbacks where each state
* is an index in the array with three functions per state: `on_init()`,
* `on_update()`, and `on_exit()`.
*
* **`on_init()`** Ran once when transitioning into the new state
* **`on_update()`** Ran once every frame
* **`on_exit()`** Ran once when exiting a state, for cleanup.
*
* The state machine `on_update()` function is "registered" to a linked-list of
* other state machine update functions. This list will call the state machines
* active `on_update()` function. This allows much of the complexity of state
* transitions to remain central to `state_machine.c`. Also, multiple state
* machines can be registered to this list. This allows using substates within
* states, or have one off state machines like animation controllers.
*
* When a state machine is finished, it can "remove" itself from the main update
* callback list. This can be done within the update method of its own state
* machine. This can be used to start a self destructing state machine.
*/
#ifndef STATE_MACHINE_H
#define STATE_MACHINE_H
/**
* @brief State machine callback function pointer type
*/
typedef void (*StateCallback)(void);
/**
* @brief State machine callbacks
*/
typedef struct
{
StateCallback on_init;
StateCallback on_update;
StateCallback on_exit;
} StateInfo;
/**
* @brief State machine instance
*/
typedef struct
{
/**
* @brief Pointer to the active update function in `state_infos`
*/
StateCallback active_update;
/**
* @brief Array of @ref StateCallbacks , one entry per state
*/
StateInfo* state_infos;
/**
* @brief Number of elements in the `state_infos` array
*/
unsigned int num_infos;
/**
* @brief The current state of the state machine, the offset into state_infos
*/
int state;
} StateMachine;
/**
* @brief Register a statemachine to run it's update function once per frame
*
* @param state_machine pointer to @ref StateMachine to register, cannot be NULL
*/
void state_machine_register(StateMachine* state_machine);
/**
* @brief Remove a statemachine's update function
*
* @param state_machine pointer to @ref StateMachine to remove, cannot be NULL
*/
void state_machine_remove(StateMachine* state_machine);
/**
* @brief Update registered state machines' update functions
*/
void state_machine_update(void);
/**
* @brief Calls the current state's on_exit, the new state's on_init, and sets the active update fn
*
* @param state_machine pointer to @ref StateMachine, cannot be NULL
* @param new_state offset into `state_infos` array to transition to
*/
void state_machine_change_state(StateMachine* state_machine, int new_state);
/**
* @brief no operation
*/
void noop(void);
// clang-format off
#define STATE_INFO_UPDATE_FN_ONLY(fn) {.on_init = noop, .on_update = fn, .on_exit = noop}
// clang-format on
#endif // STATE_MACHINE_H