1df8402900
* initial commit * wip * WIP * WIP * clang format * Choose Seed navigation mostly done * seed input navigation done * seed input done * cleanup and clang format * Implement base 10 to 36 conversions * Enable seeded runs * clang format * show default deck sprite, name and description * Rename Deck enum to DeckType * Implement arbitrary 9-patch expand system * Make 9-patch example smaller in the docs * Improve NinePatchRect docs * fix Deck back side sprite palette * clang format * Add last deck description * clang format * Fix 'Z' in seed input keyboard * Fix rebase issue * fix deck sprite not updating * Documents static funcs in run_setup.c * more documentation * clang format * Move Play button to the left in its row * Tests WIP * removing tests for random.h * use the new StateMachine struct * First wave of fixes * Fix the 9-patch again * Changed the base 36 logic so it's in big endian * properly set end of base 36 string to '\0' * typos * fix cursor position after rolling a seed + fix random seed generation * Make keyboard more intuitive to use * static const var * Address more comment from @ricfehr3 * clang format * clang format * clang format * clang format * clang format * clang format * clang format * fix deck palette * create the `DEF_SEED_KEYBOARD_BUTTON_OBJECT` macro * Replace `expand_3x3` by a call to `expand_9-patch` * clang format * clang format * clang format * fix rebase iussue in state_machine.h --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
120 lines
3.5 KiB
C
120 lines
3.5 KiB
C
/**
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* @file state_machine.h
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*
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* @brief State Machine
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*
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* This file is the interface into a generic state machine system.
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*
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* State machines are defined as an array of function callbacks where each state
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* is an index in the array with three functions per state: `on_init()`,
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* `on_update()`, and `on_exit()`.
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*
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* **`on_init()`** Ran once when transitioning into the new state
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* **`on_update()`** Ran once every frame
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* **`on_exit()`** Ran once when exiting a state, for cleanup.
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*
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* The state machine `on_update()` function is "registered" to a linked-list of
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* other state machine update functions. This list will call the state machines
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* active `on_update()` function. This allows much of the complexity of state
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* transitions to remain central to `state_machine.c`. Also, multiple state
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* machines can be registered to this list. This allows using substates within
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* states, or have one off state machines like animation controllers.
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*
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* When a state machine is finished, it can "remove" itself from the main update
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* callback list. This can be done within the update method of its own state
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* machine. This can be used to start a self destructing state machine.
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*/
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#ifndef STATE_MACHINE_H
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#define STATE_MACHINE_H
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/**
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* @brief State machine callback function pointer type
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*/
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typedef void (*StateCallback)(void);
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/**
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* @brief State machine callbacks
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*/
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typedef struct
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{
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StateCallback on_init;
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StateCallback on_update;
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StateCallback on_exit;
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} StateInfo;
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/**
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* @brief State machine instance
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*/
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typedef struct
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{
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/**
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* @brief Pointer to the active update function in `state_infos`
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*/
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StateCallback active_update;
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/**
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* @brief Array of @ref StateCallbacks , one entry per state
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*/
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StateInfo* state_infos;
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/**
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* @brief Number of elements in the `state_infos` array
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*/
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unsigned int num_infos;
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/**
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* @brief The current state of the state machine, the offset into state_infos
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*/
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int state;
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/**
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* @brief Flag to determine if statemachine is already running it's active_update function
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*/
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bool registered;
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} StateMachine;
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/**
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* @brief Register a statemachine to run it's update function once per frame
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*
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* @param state_machine pointer to @ref StateMachine to register, cannot be NULL
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*/
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void state_machine_register(StateMachine* state_machine);
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/**
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* @brief Remove a statemachine's update function
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*
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* @param state_machine pointer to @ref StateMachine to remove, cannot be NULL
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*/
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void state_machine_remove(StateMachine* state_machine);
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/**
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* @brief Update registered state machines' update functions
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*/
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void state_machine_update(void);
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/**
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* @brief Calls the current state's on_exit, the new state's on_init, and sets the active update fn
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*
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* @param state_machine pointer to @ref StateMachine, cannot be NULL
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* @param new_state offset into `state_infos` array to transition to
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*/
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void state_machine_change_state(StateMachine* state_machine, int new_state);
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/**
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* @brief no operation
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*/
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void noop(void);
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// clang-format off
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#define STATE_INFO_UPDATE_FN_ONLY(fn) {.on_init = noop, .on_update = fn, .on_exit = noop}
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#define STATE_INFO_INIT_UPDATE_FN(init_fn, update_fn) {.on_init = init_fn, .on_update = update_fn, .on_exit = noop}
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#define STATE_MACHINE_DEFINE(infos, num) \
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{ \
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.state_infos = &infos[0], \
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.num_infos = num, \
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.registered = false, \
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};
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// clang-format on
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#endif // STATE_MACHINE_H
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