Remove unused ActionResult
There is only one focused scene at a time as part of the design limitation. Thus, it is no longer neededlevel_select
parent
e52855dfbd
commit
b158bee1e8
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@ -238,9 +238,9 @@ inline void render_scene(Scene_t* scene)
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EndDrawing();
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}
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inline ActionResult do_action(Scene_t* scene, ActionType_t action, bool pressed)
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inline void do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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return scene->action_function(scene, action, pressed);
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scene->action_function(scene, action, pressed);
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}
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void process_active_scene_inputs(GameEngine_t* engine)
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@ -43,13 +43,8 @@ typedef struct GameEngine {
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#define SCENE_RENDER_BIT (1 << 1) // Whether to render
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#define SCENE_COMPLETE_ACTIVE (SCENE_ACTIVE_BIT | SCENE_RENDER_BIT)
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typedef enum ActionResult {
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ACTION_PROPAGATE = 0,
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ACTION_CONSUMED,
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} ActionResult;
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typedef void(*system_func_t)(Scene_t*);
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typedef ActionResult(*action_func_t)(Scene_t*, ActionType_t, bool);
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typedef void(*action_func_t)(Scene_t*, ActionType_t, bool);
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sc_array_def(system_func_t, systems);
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typedef struct RenderLayer {
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@ -102,7 +97,7 @@ void update_sfx_list(GameEngine_t* engine);
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// Inline functions, for convenience
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extern void update_scene(Scene_t* scene, float delta_time);
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extern void render_scene(Scene_t* scene);
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extern ActionResult do_action(Scene_t* scene, ActionType_t action, bool pressed);
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extern void do_action(Scene_t* scene, ActionType_t action, bool pressed);
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void init_scene(Scene_t* scene, action_func_t action_func);
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bool add_scene_layer(Scene_t* scene, int width, int height, Rectangle render_area);
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@ -65,7 +65,7 @@ static void print_number_sys(Scene_t* scene)
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}
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}
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static ActionResult level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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CPlayerState_t* p_playerstate;
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sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
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@ -96,7 +96,6 @@ static ActionResult level_do_action(Scene_t* scene, ActionType_t action, bool pr
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default:
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break;
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}
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return ACTION_PROPAGATE;
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}
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int main(void)
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@ -797,7 +797,7 @@ static void restart_editor_level(Scene_t* scene)
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}
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}
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static ActionResult level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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Entity_t* p_player;
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@ -1002,7 +1002,6 @@ static ActionResult level_do_action(Scene_t* scene, ActionType_t action, bool pr
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break;
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}
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}
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return ACTION_PROPAGATE;
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}
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void init_sandbox_scene(LevelScene_t* scene)
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@ -45,7 +45,7 @@ static void level_scene_render_func(Scene_t* scene)
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EndTextureMode();
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}
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static ActionResult level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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CPlayerState_t* p_playerstate;
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sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
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@ -96,7 +96,6 @@ static ActionResult level_do_action(Scene_t* scene, ActionType_t action, bool pr
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break;
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}
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}
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return ACTION_PROPAGATE;
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}
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static void render_regular_game_scene(Scene_t* scene)
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@ -34,7 +34,7 @@ static void exec_component_function(Scene_t* scene, int sel)
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}
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}
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static ActionResult menu_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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static void menu_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
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unsigned int new_selection = data->selected_comp;
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@ -83,7 +83,6 @@ static ActionResult menu_do_action(Scene_t* scene, ActionType_t action, bool pre
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exec_component_function(scene, data->selected_comp);
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}
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}
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return ACTION_PROPAGATE;
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}
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static void gui_loop(Scene_t* scene)
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@ -343,7 +343,7 @@ static void toggle_block_system(Scene_t* scene)
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}
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}
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static ActionResult level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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CPlayerState_t* p_playerstate;
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sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
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@ -377,7 +377,6 @@ static ActionResult level_do_action(Scene_t* scene, ActionType_t action, bool pr
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default:
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break;
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}
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return ACTION_PROPAGATE;
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}
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static void player_simple_movement_system(Scene_t* scene)
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