unit uFLRunQueue;
interface
uses uFLTypes;
procedure queueExecution(var config: TGameConfig);
procedure passFlibEvent(p: pointer); cdecl;
implementation
uses uFLGameConfig, hwengine, uFLData, uFLUICallback;
var runQueue: PGameConfig = nil;
procedure nextRun;
begin
if runQueue <> nil then
begin
if runQueue^.gameType = gtPreview then
sendUI(mtRenderingPreview, nil, 0);
RunEngine(runQueue^.argumentsNumber, @runQueue^.argv);
sendConfig(runQueue)
end
end;
procedure cleanupConfig;
var t: PGameConfig;
begin
t:= runQueue;
runQueue:= t^.nextConfig;
dispose(t)
end;
procedure queueExecution(var config: TGameConfig);
var pConfig, t, tt: PGameConfig;
i: Longword;
begin
new(pConfig);
pConfig^:= config;
with pConfig^ do
begin
nextConfig:= nil;
for i:= 0 to Pred(MAXARGS) do
begin
if arguments[i][0] = #255 then
arguments[i][255]:= #0
else
arguments[i][byte(arguments[i][0]) + 1]:= #0;
argv[i]:= @arguments[i][1]
end;
end;
if runQueue = nil then
begin
runQueue:= pConfig;
nextRun
end else
begin
t:= runQueue;
while t^.nextConfig <> nil do
begin
if (pConfig^.gameType = gtPreview) and (t^.nextConfig^.gameType = gtPreview) then
begin
tt:= t^.nextConfig;
pConfig^.nextConfig:= tt^.nextConfig;
t^.nextConfig:= pConfig;
dispose(tt);
exit // boo
end;
t:= t^.nextConfig;
end;
t^.nextConfig:= pConfig
end;
end;
procedure passFlibEvent(p: pointer); cdecl;
begin
case TFLIBEvent(p^) of
flibGameFinished: begin
cleanupConfig;
nextRun
end;
end;
end;
end.