Texture animations in editor
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@@ -1,28 +1,83 @@
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#include "timer.h"
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#include <GLFW/glfw3.h>
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#include <stdlib.h>
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#include "vec.h"
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static double time;
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struct vec timers;
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void timer_init() {
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time = glfwGetTime();
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timers = vec_init(sizeof(struct timer), 10);
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}
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struct timer *timer_make(int interval, void *(*callback)(void *param), void *param) {
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struct timer *new = malloc(sizeof(*new));
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new->fire_time = time + interval;
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void check_timer(struct timer *t)
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{
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if (!t->on)
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return;
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return new;
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if (time >= t->fire_time) {
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t->cb(t->data);
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if (t->repeat) {
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t->fire_time = time + t->interval;
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return;
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}
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t->on = 0;
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return;
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}
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}
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void timer_update(double s) {
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time = s;
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vec_walk(&timers, check_timer);
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}
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struct timer *timer_make(double interval, void (*callback)(void *param), void *param) {
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struct timer *new = calloc(sizeof(*new),1);
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new->remain_time = interval;
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new->interval = interval;
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new->cb = callback;
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new->data = param;
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new->repeat = 1;
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timer_start(new);
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struct timer *nn = vec_add(&timers, new);
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free(new);
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nn->timerid = timers.len-1;
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return nn;
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}
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void timer_pause(struct timer *t) {
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t->on = 0;
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t->remain_time = t->fire_time - time;
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}
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void timer_stop(struct timer *t) {
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t->on = 0;
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t->remain_time = t->interval;
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}
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void timer_start(struct timer *t) {
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t->on = 1;
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t->fire_time = time + t->remain_time;
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}
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void timer_remove(struct timer *t) {
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free(t);
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}
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vec_delete(&timers, t->timerid);
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}
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void timer_settime(struct timer *t, double interval) {
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double elapsed = time - (t->fire_time - t->interval);
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t->interval = interval;
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t->remain_time = time + t->interval - elapsed;
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}
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