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akgl-test/src/sdl3-gametest.c

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#define SDL_MAIN_USE_CALLBACKS
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_properties.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_mixer/SDL_mixer.h>
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#include <akgl/assets.h>
#include <akgl/error.h>
#include <akgl/iterator.h>
#include <akgl/tilemap.h>
#include <akgl/heap.h>
#include <akgl/game.h>
#include <akgl/controller.h>
#include <akgl/draw.h>
#include <akgl/sprite.h>
#include <akgl/actor.h>
#include <akgl/registry.h>
#include <akgl/text.h>
int numsprites = 8;
char *spritepaths[] = {
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"assets/sprites/little_guy_walking_left.json",
"assets/sprites/little_guy_walking_right.json",
"assets/sprites/little_guy_walking_up.json",
"assets/sprites/little_guy_walking_down.json",
"assets/sprites/little_guy_facing_left.json",
"assets/sprites/little_guy_facing_right.json",
"assets/sprites/little_guy_facing_up.json",
"assets/sprites/little_guy_facing_down.json"
};
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char dirnamebuf[1024];
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akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *event)
{
SDL_PropertiesID bgmprops = 0;
PREPARE_ERROR(errctx);
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if ( MIX_TrackPlaying(game.tracks[AKGL_GAME_AUDIO_TRACK_BGM]) ) {
FAIL_ZERO_RETURN(
errctx,
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MIX_StopTrack(game.tracks[AKGL_GAME_AUDIO_TRACK_BGM], 0),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} else {
SDL_SetNumberProperty(bgmprops, MIX_PROP_PLAY_LOOPS_NUMBER, -1);
FAIL_ZERO_RETURN(
errctx,
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MIX_PlayTrack(game.tracks[AKGL_GAME_AUDIO_TRACK_BGM], bgmprops),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
}
SUCCEED_RETURN(errctx);
}
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akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
SDL_Log("User breakpoint hit");
SUCCEED_RETURN(errctx);
}
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
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akgl_Control control;
akgl_Actor *actorptr = NULL;
*appstate = (void *)&game.state;
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
strcpy((char *)&game.name, "sdl3-gametest");
strcpy((char *)&game.version, "0.0.1");
strcpy((char *)&game.uri, "net.aklabs.games.sdl3-gametest");
game.screenwidth = 640;
game.screenheight = 480;
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CATCH(errctx, akgl_game_init());
for ( int i = 0; i < numsprites ; i++) {
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strcpy((char *)&dirnamebuf, spritepaths[i]);
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CATCH(errctx, akgl_sprite_load_json((char *)&dirnamebuf));
}
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strcpy((char *)&dirnamebuf, "assets/characters/littleguy.json");
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CATCH(errctx, akgl_character_load_json((char *)&dirnamebuf));
CATCH(errctx, akgl_heap_next_actor(&actorptr));
CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorptr, "player"));
actorptr->basechar = SDL_GetPointerProperty(
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AKGL_REGISTRY_CHARACTER,
"little guy",
NULL);
FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKERR_REGISTRY, "Can't load character 'little guy' from the registry");
actorptr->movement_controls_face = false;
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actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
actorptr->x = 320;
actorptr->y = 240;
actorptr->visible = true;
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strcpy((char *)&dirnamebuf, "assets/memories.mp3");
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CATCH(errctx, akgl_load_start_bgm((char *)&dirnamebuf));
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strcpy((char *)&dirnamebuf, "assets/tilemap.tmj");
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CATCH(errctx, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
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CATCH(errctx, akgl_controller_default(0, "player", 0, 0));
// set custom control maps */
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memset((void *)&control, 0x00, sizeof(akgl_Control));
// Breakpoint
control.key = SDLK_ESCAPE;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &user_breakpoint;
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CATCH(errctx, akgl_controller_pushmap(0, &control));
// Toggle the music
control.key = SDLK_M;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &music_toggle;
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CATCH(errctx, akgl_controller_pushmap(0, &control));
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CATCH(errctx, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18));
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} CLEANUP {
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR(errctx);
return SDL_APP_FAILURE;
} FINISH_NORETURN(errctx);
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
FAIL_ZERO_BREAK(errctx, event, AKERR_NULLPOINTER, "NULL event pointer");
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CATCH(errctx, akgl_controller_handle_event(appstate, event));
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
return SDL_APP_CONTINUE; /* carry on with the program! */
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
//SDL_FRect dest;
//b2Vec2 position;
int i = 0;
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akgl_Iterator opflags;
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char fpsText[32];
PREPARE_ERROR(errctx);
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akgl_game_updateFPS();
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AKGL_BITMASK_CLEAR(opflags.flags);
AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_UPDATE);
AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_RENDER);
AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_LAYERMASK);
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for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
opflags.layerid = i;
ATTEMPT {
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CATCH(errctx, akgl_tilemap_draw(renderer, (akgl_Tilemap *)&gamemap, &camera, i));
SDL_EnumerateProperties(AKGL_REGISTRY_ACTOR, &akgl_registry_iterate_actor, (void *)&opflags);
} CLEANUP {
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR(errctx);
return SDL_APP_FAILURE;
} FINISH_NORETURN(errctx);
}
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ATTEMPT {
memset((char *)&fpsText, 0x00, 32);
snprintf((char *)&fpsText, 31, "FPS : %d", game.fps);
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CATCH(errctx, akgl_text_rendertextat(
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SDL_GetPointerProperty(
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AKGL_REGISTRY_FONT,
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"C64Pro",
NULL),
(char *)&fpsText,
(SDL_Color){255, 255, 255, 255},
0,
450,
10)
);
} CLEANUP {
SDL_RenderPresent(renderer);
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR(errctx);
return SDL_APP_FAILURE;
} FINISH_NORETURN(errctx);
return SDL_APP_CONTINUE;
}
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
/* SDL will clean up the window/renderer for us. */
// SDL_DestroyTexture(ball.texture);
//b2DestroyWorld(physicsWorldId);
SDL_Log("Freeing music resources");
if ( bgm != NULL ) {
//Mix_FreeMusic(bgm);
}
SDL_Log("Quitting mixer");
// Mix_Quit();
}