Finish the language: every remaining verb group, and the defects that blocked them
Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
585
src/sprite_akgl.c
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585
src/sprite_akgl.c
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@@ -0,0 +1,585 @@
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/**
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* @file sprite_akgl.c
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* @brief Wires the sprite backend record to libakgl's actors.
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*
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* Each of BASIC's eight sprites becomes a full libakgl object graph -- a
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* spritesheet holding one texture, a sprite cutting one frame from it, a
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* character mapping state 0 to that sprite, and an actor instantiating the
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* character -- so a host game sees BASIC's sprites in libakgl's actor registry
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* alongside its own and can do anything to them it can do to an actor.
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*
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* **None of that comes from JSON.** akgl_sprite_load_json() is a thin wrapper
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* over the same four initializers plus writes to public struct fields, and every
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* field it fills from a document -- frame list, animation speed, loop flags,
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* state-to-sprite map -- is something a Commodore sprite does not have. The one
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* exception is the image, and that is exactly where this file *does* call
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* libakgl: `SPRSAV "ship.png", 1` resolves through akgl_path_relative() and
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* loads through akgl_spritesheet_initialize(), the same two calls
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* akgl_sprite_load_json_spritesheet() makes.
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*
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* Every actor gets a renderfunc of its own rather than akgl_actor_render(). Two
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* reasons, both defects filed upstream: the default computes its destination
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* height from the sprite's *width*, which draws a 24x21 Commodore sprite as a
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* 24x24 square; and an actor carries one scalar `scale`, which cannot express
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* SPRITE's separate x- and y-expand bits. Installing a function pointer is
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* libakgl's own extension point for exactly this, so nothing is forked.
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*/
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#include <errno.h>
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#include <string.h>
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#include <SDL3_image/SDL_image.h>
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#include <akerror.h>
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#include <akgl/error.h>
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#include <akgl/game.h>
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#include <akgl/heap.h>
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#include <akgl/registry.h>
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#include <akgl/staticstring.h>
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#include <akgl/util.h>
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#include <akbasic/akgl.h>
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#include <akbasic/error.h>
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/** @brief The colour conversion, same as src/graphics_akgl.c's. */
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static SDL_Color to_sdl(akbasic_Color color)
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{
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SDL_Color out;
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out.r = color.r;
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out.g = color.g;
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out.b = color.b;
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out.a = color.a;
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return out;
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}
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/** @brief Recover the backend's own state, or say that it has none. */
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static akerr_ErrorContext *state_of(akbasic_SpriteBackend *self, akbasic_AkglSprites **dest)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, (self != NULL && dest != NULL), AKERR_NULLPOINTER,
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"NULL argument in akgl sprite backend");
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*dest = (akbasic_AkglSprites *)self->self;
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FAIL_ZERO_RETURN(errctx, (*dest != NULL), AKERR_NULLPOINTER,
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"akgl sprite backend has no state");
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SUCCEED_RETURN(errctx);
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}
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/** @brief Recover the state and turn a BASIC sprite number into a slot index. */
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static akerr_ErrorContext *slot_of(akbasic_SpriteBackend *self, int n, akbasic_AkglSprites **state, int *index)
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{
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PREPARE_ERROR(errctx);
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PASS(errctx, state_of(self, state));
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FAIL_ZERO_RETURN(errctx, (n >= 1 && n <= AKBASIC_MAX_SPRITES), AKBASIC_ERR_BOUNDS,
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"Sprite %d is outside 1..%d", n, AKBASIC_MAX_SPRITES);
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*index = n - 1;
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Draw one BASIC sprite, in place of akgl_actor_render().
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*
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* Differs from the default in exactly two ways, both noted at the top of this
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* file: the destination height comes from the sprite's height rather than its
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* width, and the two expansion bits scale the axes independently.
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*
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* Like the default, it skips rather than reports: an actor with no image, one
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* that is hidden, one whose slot has been reused. A frame is not the place to
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* fail.
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*/
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static akerr_ErrorContext *spr_render_actor(akgl_Actor *obj)
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{
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PREPARE_ERROR(errctx);
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akbasic_AkglSprites *state = NULL;
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akgl_Sprite *sprite = NULL;
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SDL_FRect src;
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SDL_FRect dest;
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int i = 0;
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int found = -1;
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FAIL_ZERO_RETURN(errctx, (obj != NULL), AKERR_NULLPOINTER, "NULL actor in sprite render");
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if ( !obj->visible || obj->basechar == NULL ) {
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SUCCEED_RETURN(errctx);
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}
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state = (akbasic_AkglSprites *)obj->actorData;
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FAIL_ZERO_RETURN(errctx, (state != NULL), AKERR_NULLPOINTER,
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"Sprite actor \"%s\" carries no backend state", obj->name);
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for ( i = 0; i < AKBASIC_MAX_SPRITES; i++ ) {
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if ( state->actors[i] == obj ) {
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found = i;
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break;
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}
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}
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if ( found < 0 ) {
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SUCCEED_RETURN(errctx);
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}
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sprite = state->sprites[found];
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if ( sprite == NULL || sprite->sheet == NULL || sprite->sheet->texture == NULL ) {
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SUCCEED_RETURN(errctx);
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}
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PASS(errctx, akgl_sprite_sheet_coords_for_frame(sprite, &src, 0));
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dest.x = obj->x - (camera != NULL ? camera->x : 0.0f);
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dest.y = obj->y - (camera != NULL ? camera->y : 0.0f);
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dest.w = (float32_t)sprite->width * (state->xexpand[found] ? 2.0f : 1.0f);
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dest.h = (float32_t)sprite->height * (state->yexpand[found] ? 2.0f : 1.0f);
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PASS(errctx, state->renderer->draw_texture(state->renderer, sprite->sheet->texture,
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&src, &dest, 0, NULL, SDL_FLIP_NONE));
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SUCCEED_RETURN(errctx);
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}
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/** @brief Tear down slot @p i, releasing its texture with it. */
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static akerr_ErrorContext *release_slot(akbasic_AkglSprites *state, int i)
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{
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PREPARE_ERROR(errctx);
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/*
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* Actor first, then character, sprite and sheet. Each borrows the one below
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* it without taking a reference, so releasing in the other order leaves a
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* live object pointing at a zeroed pool slot.
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*/
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if ( state->actors[i] != NULL ) {
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PASS(errctx, akgl_heap_release_actor(state->actors[i]));
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state->actors[i] = NULL;
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}
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if ( state->characters[i] != NULL ) {
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PASS(errctx, akgl_heap_release_character(state->characters[i]));
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state->characters[i] = NULL;
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}
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if ( state->sprites[i] != NULL ) {
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PASS(errctx, akgl_heap_release_sprite(state->sprites[i]));
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state->sprites[i] = NULL;
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}
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if ( state->sheets[i] != NULL ) {
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/* This is what destroys the texture: see akgl_heap_release_spritesheet. */
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PASS(errctx, akgl_heap_release_spritesheet(state->sheets[i]));
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state->sheets[i] = NULL;
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}
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Build slot @p i's object graph around a sheet that is already loaded.
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*
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* The names are fixed 128-byte buffers, not string literals, because
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* akgl_sprite_initialize() and akgl_actor_initialize() memcpy a whole
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* AKGL_*_MAX_NAME_LENGTH from whatever they are handed.
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*/
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static akerr_ErrorContext *build_slot(akbasic_AkglSprites *state, int i, int width, int height)
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{
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PREPARE_ERROR(errctx);
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char spritename[AKGL_SPRITE_MAX_NAME_LENGTH];
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char charname[AKGL_SPRITE_MAX_NAME_LENGTH];
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char actorname[AKGL_ACTOR_MAX_NAME_LENGTH];
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float32_t oldx = 0.0f;
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float32_t oldy = 0.0f;
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bool oldvisible = false;
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if ( state->actors[i] != NULL ) {
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oldx = state->actors[i]->x;
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oldy = state->actors[i]->y;
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oldvisible = state->actors[i]->visible;
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}
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memset(spritename, 0, sizeof(spritename));
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memset(charname, 0, sizeof(charname));
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memset(actorname, 0, sizeof(actorname));
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SDL_snprintf(spritename, sizeof(spritename), "akbasic:sprite:%d", i + 1);
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SDL_snprintf(charname, sizeof(charname), "akbasic:character:%d", i + 1);
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SDL_snprintf(actorname, sizeof(actorname), "akbasic:actor:%d", i + 1);
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PASS(errctx, akgl_heap_next_sprite(&state->sprites[i]));
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PASS(errctx, akgl_sprite_initialize(state->sprites[i], spritename, state->sheets[i]));
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state->sprites[i]->frames = 1;
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state->sprites[i]->frameids[0] = 0;
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state->sprites[i]->width = (uint32_t)width;
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state->sprites[i]->height = (uint32_t)height;
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PASS(errctx, akgl_heap_next_character(&state->characters[i]));
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PASS(errctx, akgl_character_initialize(state->characters[i], charname));
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PASS(errctx, akgl_character_sprite_add(state->characters[i], state->sprites[i], 0));
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PASS(errctx, akgl_heap_next_actor(&state->actors[i]));
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PASS(errctx, akgl_actor_initialize(state->actors[i], actorname));
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PASS(errctx, akgl_actor_set_character(state->actors[i], charname));
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state->actors[i]->state = 0;
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state->actors[i]->actorData = state;
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state->actors[i]->renderfunc = spr_render_actor;
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/*
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* Position and visibility survive a redefinition. SPRSAV changes what a
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* sprite looks like, not where it is or whether it is on -- a program that
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* animates by swapping patterns in a loop would otherwise have to re-issue
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* SPRITE and MOVSPR after every frame.
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*/
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state->actors[i]->x = oldx;
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state->actors[i]->y = oldy;
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state->actors[i]->visible = oldvisible;
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SUCCEED_RETURN(errctx);
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}
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/** @brief Take ownership of @p surface as slot @p i's image, replacing whatever was there. */
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static akerr_ErrorContext *install_surface(akbasic_AkglSprites *state, int i, SDL_Surface *surface)
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{
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PREPARE_ERROR(errctx);
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SDL_Texture *texture = NULL;
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char sheetname[AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH];
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int width = 0;
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int height = 0;
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FAIL_ZERO_RETURN(errctx, (surface != NULL), AKERR_NULLPOINTER, "NULL surface for a sprite");
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width = surface->w;
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height = surface->h;
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texture = SDL_CreateTextureFromSurface(state->renderer->sdl_renderer, surface);
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FAIL_ZERO_RETURN(errctx, (texture != NULL), AKGL_ERR_SDL,
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"Could not upload a sprite pattern: %s", SDL_GetError());
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/*
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* Nearest-neighbour. A sprite is a 24x21 bitmap and an expanded one is drawn
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* at twice the size; smoothing it would turn a pixel into a smudge, which is
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* not what anybody typing SPRSAV into a BASIC has in mind.
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*/
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SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
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PASS(errctx, release_slot(state, i));
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/*
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* The sheet is assembled rather than initialized: akgl_spritesheet_initialize
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* loads an image from a path, and this pattern came from bytes or from a
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* saved region. Everything about it still matches what that function
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* produces, so akgl_heap_release_spritesheet() tears it down the same way --
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* which is what makes the texture's ownership one rule rather than two.
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*/
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PASS(errctx, akgl_heap_next_spritesheet(&state->sheets[i]));
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memset(state->sheets[i], 0, sizeof(*state->sheets[i]));
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memset(sheetname, 0, sizeof(sheetname));
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SDL_snprintf(sheetname, sizeof(sheetname), "akbasic:sheet:%d", i + 1);
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SDL_strlcpy(state->sheets[i]->name, sheetname, sizeof(state->sheets[i]->name));
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state->sheets[i]->texture = texture;
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state->sheets[i]->refcount = 1;
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SDL_SetPointerProperty(AKGL_REGISTRY_SPRITESHEET, state->sheets[i]->name, state->sheets[i]);
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PASS(errctx, build_slot(state, i, width, height));
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SUCCEED_RETURN(errctx);
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||||
}
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||||
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/** @brief Write one unpacked pattern into @p surface, a set bit in @p fg and a clear one in @p bg. */
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static akerr_ErrorContext *paint_pattern(SDL_Surface *surface, const uint8_t *pixels, akbasic_Color fg, akbasic_Color bg)
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||||
{
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||||
PREPARE_ERROR(errctx);
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||||
int x = 0;
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||||
int y = 0;
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||||
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||||
for ( y = 0; y < AKBASIC_SPRITE_HEIGHT; y++ ) {
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for ( x = 0; x < AKBASIC_SPRITE_WIDTH; x++ ) {
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||||
akbasic_Color c = (pixels[(y * AKBASIC_SPRITE_WIDTH) + x] != 0 ? fg : bg);
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||||
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||||
FAIL_ZERO_RETURN(errctx,
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SDL_WriteSurfacePixel(surface, x, y, c.r, c.g, c.b, c.a),
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AKGL_ERR_SDL,
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"Could not write sprite pixel %d,%d: %s", x, y, SDL_GetError());
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||||
}
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||||
}
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SUCCEED_RETURN(errctx);
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||||
}
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||||
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||||
static akerr_ErrorContext *spr_define(akbasic_SpriteBackend *self, int n, const uint8_t *pattern, int bytes, akbasic_Color fg, akbasic_Color bg)
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||||
{
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||||
PREPARE_ERROR(errctx);
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||||
akbasic_AkglSprites *state = NULL;
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||||
SDL_Surface *surface = NULL;
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||||
uint8_t pixels[AKBASIC_SPRITE_WIDTH * AKBASIC_SPRITE_HEIGHT];
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||||
int index = 0;
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||||
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||||
PASS(errctx, slot_of(self, n, &state, &index));
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||||
PASS(errctx, akbasic_sprite_unpack(pattern, bytes, pixels));
|
||||
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||||
surface = SDL_CreateSurface(AKBASIC_SPRITE_WIDTH, AKBASIC_SPRITE_HEIGHT,
|
||||
SDL_PIXELFORMAT_RGBA32);
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||||
FAIL_ZERO_RETURN(errctx, (surface != NULL), AKGL_ERR_SDL,
|
||||
"Could not create a sprite surface: %s", SDL_GetError());
|
||||
ATTEMPT {
|
||||
/*
|
||||
* The pixel loop is its own function so that it can be reached with a
|
||||
* single CATCH. Written inline it would need a FAIL inside two nested
|
||||
* loops inside this ATTEMPT, and the _BREAK forms expand to a C break
|
||||
* that escapes only the inner loop.
|
||||
*/
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||||
CATCH(errctx, paint_pattern(surface, pixels, fg, bg));
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||||
CATCH(errctx, install_surface(state, index, surface));
|
||||
} CLEANUP {
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||||
SDL_DestroySurface(surface);
|
||||
} PROCESS(errctx) {
|
||||
} FINISH(errctx, true);
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
static akerr_ErrorContext *spr_define_shape(akbasic_SpriteBackend *self, int n, int handle)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
akbasic_AkglSprites *state = NULL;
|
||||
int index = 0;
|
||||
|
||||
PASS(errctx, slot_of(self, n, &state, &index));
|
||||
FAIL_ZERO_RETURN(errctx, (state->graphics != NULL), AKBASIC_ERR_DEVICE,
|
||||
"SPRSAV from a saved shape needs a graphics backend, and this host supplied none");
|
||||
FAIL_ZERO_RETURN(errctx, (handle >= 0 && handle < state->graphics->shapecount),
|
||||
AKBASIC_ERR_VALUE,
|
||||
"Shape handle %d names no saved region", handle);
|
||||
FAIL_ZERO_RETURN(errctx, (state->graphics->shapes[handle] != NULL), AKBASIC_ERR_VALUE,
|
||||
"Shape handle %d has been released", handle);
|
||||
PASS(errctx, install_surface(state, index, state->graphics->shapes[handle]));
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
static akerr_ErrorContext *spr_define_file(akbasic_SpriteBackend *self, int n, const char *path, const char *root)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
akbasic_AkglSprites *state = NULL;
|
||||
akgl_String *resolved = NULL;
|
||||
int index = 0;
|
||||
bool missing = false;
|
||||
|
||||
PASS(errctx, slot_of(self, n, &state, &index));
|
||||
FAIL_ZERO_RETURN(errctx, (path != NULL && path[0] != '\0'), AKBASIC_ERR_VALUE,
|
||||
"SPRSAV was given an empty file name");
|
||||
|
||||
PASS(errctx, akgl_heap_next_string(&resolved));
|
||||
ATTEMPT {
|
||||
CATCH(errctx, akgl_string_initialize(resolved, NULL));
|
||||
/*
|
||||
* The same resolution a sprite document gets for the spritesheet it
|
||||
* names: the working directory first, then the directory the file doing
|
||||
* the naming lives in -- here, the directory the BASIC program was
|
||||
* loaded from. A program stored beside its art therefore works whether
|
||||
* it was launched from its own directory or from anywhere else.
|
||||
*/
|
||||
CATCH(errctx, akgl_path_relative((char *)(root != NULL ? root : "."),
|
||||
(char *)path, resolved));
|
||||
CATCH(errctx, release_slot(state, index));
|
||||
CATCH(errctx, akgl_heap_next_spritesheet(&state->sheets[index]));
|
||||
/*
|
||||
* And the same load. The two frame-size arguments are dead upstream --
|
||||
* akgl_spritesheet_initialize does not write them -- and a Commodore
|
||||
* sprite has no frame grid anyway, so the image is one whole frame.
|
||||
*/
|
||||
CATCH(errctx, akgl_spritesheet_initialize(state->sheets[index], 0, 0,
|
||||
(char *)&resolved->data));
|
||||
FAIL_ZERO_BREAK(errctx, (state->sheets[index]->texture != NULL), AKGL_ERR_SDL,
|
||||
"Loaded %s but it produced no texture", path);
|
||||
SDL_SetTextureScaleMode(state->sheets[index]->texture, SDL_SCALEMODE_NEAREST);
|
||||
/*
|
||||
* The image's own size, not 24x21. A Commodore sprite is 24x21 because
|
||||
* that is what the hardware could address; there is no reason to throw
|
||||
* away art that is not sprite-shaped on a machine with no such limit.
|
||||
*/
|
||||
CATCH(errctx, build_slot(state, index,
|
||||
state->sheets[index]->texture->w,
|
||||
state->sheets[index]->texture->h));
|
||||
} CLEANUP {
|
||||
IGNORE(akgl_heap_release_string(resolved));
|
||||
} PROCESS(errctx) {
|
||||
} HANDLE(errctx, ENOENT) {
|
||||
/*
|
||||
* Recorded rather than raised here. Returning from inside a HANDLE block
|
||||
* leaves FINISH's bookkeeping undone, so the flag is set and the new
|
||||
* error is raised below where an ordinary return is safe.
|
||||
*/
|
||||
missing = true;
|
||||
} FINISH(errctx, true);
|
||||
FAIL_NONZERO_RETURN(errctx, missing, AKBASIC_ERR_VALUE, "No such sprite image: %s", path);
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
static akerr_ErrorContext *spr_show(akbasic_SpriteBackend *self, int n, bool visible)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
akbasic_AkglSprites *state = NULL;
|
||||
int index = 0;
|
||||
|
||||
PASS(errctx, slot_of(self, n, &state, &index));
|
||||
if ( state->actors[index] != NULL ) {
|
||||
state->actors[index]->visible = visible;
|
||||
}
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
static akerr_ErrorContext *spr_move(akbasic_SpriteBackend *self, int n, double x, double y)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
akbasic_AkglSprites *state = NULL;
|
||||
int index = 0;
|
||||
|
||||
PASS(errctx, slot_of(self, n, &state, &index));
|
||||
if ( state->actors[index] != NULL ) {
|
||||
state->actors[index]->x = (float32_t)x;
|
||||
state->actors[index]->y = (float32_t)y;
|
||||
}
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
static akerr_ErrorContext *spr_configure(akbasic_SpriteBackend *self, int n, akbasic_Color color, bool xexpand, bool yexpand, bool behind)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
akbasic_AkglSprites *state = NULL;
|
||||
SDL_Color sdl = to_sdl(color);
|
||||
int index = 0;
|
||||
|
||||
PASS(errctx, slot_of(self, n, &state, &index));
|
||||
state->xexpand[index] = xexpand;
|
||||
state->yexpand[index] = yexpand;
|
||||
/*
|
||||
* Colour is a texture modulation rather than a repaint: a sprite defined
|
||||
* from a pattern was drawn in the colour SPRSAV was given, and SPRITE's
|
||||
* colour argument tints it. For a sprite loaded from an image that means a
|
||||
* white image takes the colour and a coloured one is shaded by it, which is
|
||||
* what texture modulation does everywhere else.
|
||||
*/
|
||||
if ( state->sheets[index] != NULL && state->sheets[index]->texture != NULL ) {
|
||||
SDL_SetTextureColorMod(state->sheets[index]->texture, sdl.r, sdl.g, sdl.b);
|
||||
}
|
||||
/*
|
||||
* Priority is not honoured. A C128 draws a low-priority sprite behind the
|
||||
* bitmap screen; here the text layer and the drawing surface are the same
|
||||
* render target and sprites are composited on top of it every frame, so
|
||||
* there is nothing to go behind. Recorded in TODO.md section 5.
|
||||
*/
|
||||
(void)behind;
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
static akerr_ErrorContext *spr_shared_colors(akbasic_SpriteBackend *self, akbasic_Color c1, akbasic_Color c2)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
akbasic_AkglSprites *state = NULL;
|
||||
|
||||
PASS(errctx, state_of(self, &state));
|
||||
/*
|
||||
* Nothing to do yet, and saying so is better than pretending. Multicolour
|
||||
* mode packs two bitmap bits per pixel and selects between the sprite's own
|
||||
* colour and these two shared registers; SPRSAV here takes one bit per pixel,
|
||||
* so there is no second bit to select with. The state is kept by the
|
||||
* interpreter, RSPCOLOR reads it back, and the day a multicolour pattern
|
||||
* format exists this is where it lands.
|
||||
*/
|
||||
(void)c1;
|
||||
(void)c2;
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
static akerr_ErrorContext *spr_collisions(akbasic_SpriteBackend *self, uint16_t *mask)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
akbasic_AkglSprites *state = NULL;
|
||||
int i = 0;
|
||||
int j = 0;
|
||||
|
||||
PASS(errctx, state_of(self, &state));
|
||||
FAIL_ZERO_RETURN(errctx, (mask != NULL), AKERR_NULLPOINTER, "NULL mask in collisions");
|
||||
*mask = 0;
|
||||
|
||||
/*
|
||||
* Axis-aligned bounding boxes, compared here rather than through
|
||||
* akgl_collide_rectangles(): that function has a documented
|
||||
* corner-containment defect -- it misses a plus-shaped overlap where neither
|
||||
* rectangle contains a corner of the other -- and nothing in libakgl calls
|
||||
* it. Four comparisons are both correct and smaller.
|
||||
*
|
||||
* Box against box, not pixel against pixel. A C128 collides on set pixels,
|
||||
* so two sprites whose boxes touch but whose art does not are reported as
|
||||
* colliding here and would not be there. Recorded in TODO.md section 5.
|
||||
*/
|
||||
for ( i = 0; i < AKBASIC_MAX_SPRITES; i++ ) {
|
||||
for ( j = i + 1; j < AKBASIC_MAX_SPRITES; j++ ) {
|
||||
float32_t ax = 0.0f, ay = 0.0f, aw = 0.0f, ah = 0.0f;
|
||||
float32_t bx = 0.0f, by = 0.0f, bw = 0.0f, bh = 0.0f;
|
||||
|
||||
if ( state->actors[i] == NULL || state->actors[j] == NULL ) {
|
||||
continue;
|
||||
}
|
||||
if ( !state->actors[i]->visible || !state->actors[j]->visible ) {
|
||||
continue;
|
||||
}
|
||||
if ( state->sprites[i] == NULL || state->sprites[j] == NULL ) {
|
||||
continue;
|
||||
}
|
||||
ax = state->actors[i]->x;
|
||||
ay = state->actors[i]->y;
|
||||
aw = (float32_t)state->sprites[i]->width * (state->xexpand[i] ? 2.0f : 1.0f);
|
||||
ah = (float32_t)state->sprites[i]->height * (state->yexpand[i] ? 2.0f : 1.0f);
|
||||
bx = state->actors[j]->x;
|
||||
by = state->actors[j]->y;
|
||||
bw = (float32_t)state->sprites[j]->width * (state->xexpand[j] ? 2.0f : 1.0f);
|
||||
bh = (float32_t)state->sprites[j]->height * (state->yexpand[j] ? 2.0f : 1.0f);
|
||||
|
||||
if ( ax < bx + bw && bx < ax + aw && ay < by + bh && by < ay + ah ) {
|
||||
*mask |= (uint16_t)(1u << i);
|
||||
*mask |= (uint16_t)(1u << j);
|
||||
}
|
||||
}
|
||||
}
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
akerr_ErrorContext *akbasic_sprite_init_akgl(akbasic_SpriteBackend *obj, akbasic_AkglSprites *state, akgl_RenderBackend *renderer, akbasic_AkglGraphics *graphics)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
|
||||
FAIL_ZERO_RETURN(errctx, (obj != NULL && state != NULL && renderer != NULL),
|
||||
AKERR_NULLPOINTER, "NULL argument in sprite_init_akgl");
|
||||
/* Before anything else in libakgl, so every AKGL_ERR_* has a name to print. */
|
||||
PASS(errctx, akgl_error_init());
|
||||
|
||||
memset(state, 0, sizeof(*state));
|
||||
state->renderer = renderer;
|
||||
state->graphics = graphics;
|
||||
|
||||
memset(obj, 0, sizeof(*obj));
|
||||
obj->self = state;
|
||||
obj->define = spr_define;
|
||||
obj->define_shape = spr_define_shape;
|
||||
obj->define_file = spr_define_file;
|
||||
obj->show = spr_show;
|
||||
obj->move = spr_move;
|
||||
obj->configure = spr_configure;
|
||||
obj->shared_colors = spr_shared_colors;
|
||||
obj->collisions = spr_collisions;
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
akerr_ErrorContext *akbasic_sprite_akgl_render(akbasic_SpriteBackend *obj)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
akbasic_AkglSprites *state = NULL;
|
||||
int i = 0;
|
||||
|
||||
PASS(errctx, state_of(obj, &state));
|
||||
for ( i = 0; i < AKBASIC_MAX_SPRITES; i++ ) {
|
||||
if ( state->actors[i] == NULL ) {
|
||||
continue;
|
||||
}
|
||||
/*
|
||||
* PASS rather than CATCH: this is a loop, and CATCH expands to a break.
|
||||
* Through the actor's own renderfunc rather than calling spr_render_actor
|
||||
* directly, so a host that has replaced it gets what it asked for.
|
||||
*/
|
||||
PASS(errctx, state->actors[i]->renderfunc(state->actors[i]));
|
||||
}
|
||||
SUCCEED_RETURN(errctx);
|
||||
}
|
||||
|
||||
void akbasic_sprite_akgl_shutdown(akbasic_SpriteBackend *obj)
|
||||
{
|
||||
akbasic_AkglSprites *state = NULL;
|
||||
int i = 0;
|
||||
|
||||
if ( obj == NULL || obj->self == NULL ) {
|
||||
return;
|
||||
}
|
||||
state = (akbasic_AkglSprites *)obj->self;
|
||||
for ( i = 0; i < AKBASIC_MAX_SPRITES; i++ ) {
|
||||
IGNORE(release_slot(state, i));
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user