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akgl-test/src/akgltest.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>
#define AKGLTEST_STATE_WAITFORINPUT 1 << 8
#define AKGLTEST_STATE_LOADING 1 << 9
#define AKGLTEST_STATE_RUNNING 1 << 10
#define AKGLTEST_STATE_MAPMENU 1 << 11
#define AKGLTEST_STATE_QUIT 1 << 12
#define AKGLTEST_CONTROLMAP_MENU 0
#define AKGLTEST_CONTROLMAP_INGAMEACTOR 1
int menuselection = 0;
int maxmenu = 2;
int numchars = 2;
char *characterpaths[] = {
"assets/characters/littleguy.json",
"assets/characters/menupointer.json"
};
int numsounds = 2;
char *soundfiles[] = {
"assets/vgmenuhighlight.wav",
"assets/vgmenuselect.wav"
};
int numsprites = 9;
char *spritepaths[] = {
"assets/sprites/menupointer.json",
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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];
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_menu(void *appstate, SDL_Event *event)
{
akgl_Actor *menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, menupointer, AKERR_NULLPOINTER, "missing actor");
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_MAPMENU);
GAME_ControlMaps[AKGLTEST_CONTROLMAP_INGAMEACTOR].target = NULL;
GAME_ControlMaps[AKGLTEST_CONTROLMAP_MENU].target = menupointer;
menupointer->visible = true;
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_running(void *appstate, SDL_Event *event)
{
akgl_Actor *menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
akgl_Actor *actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "actor", NULL);
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, menupointer, AKERR_NULLPOINTER, "missing actor");
FAIL_ZERO_RETURN(e, actorptr, AKERR_NULLPOINTER, "missing actor");
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_MAPMENU);
GAME_ControlMaps[AKGLTEST_CONTROLMAP_INGAMEACTOR].target = actorptr;
GAME_ControlMaps[AKGLTEST_CONTROLMAP_MENU].target = NULL;
menupointer->visible = false;
actorptr->visible = true;
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_MAPMENU);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_RUNNING);
if ( menuselection == 0 ) {
strcpy((char *)&dirnamebuf, "assets/imagemap.tmj");
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
} else if ( menuselection == 1 ) {
strcpy((char *)&dirnamebuf, "assets/tilemap.tmj");
PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
} else if ( menuselection == 2 ) {
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, SDL_Time curtime)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, obj, AKERR_NULLPOINTER, "NULL actor");
if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
if ( menuselection < maxmenu ) {
menuselection += 1;
} else {
menuselection = 0;
}
} else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
if ( menuselection == 0 ) {
menuselection = maxmenu;
} else {
menuselection -= 1;
}
}
obj->y = 85 + (menuselection * 100);
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_MOVING_DOWN));
SUCCEED_RETURN(e);
}
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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(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM]) ) {
FAIL_ZERO_RETURN(
errctx,
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MIX_StopTrack(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM], 0),
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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(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM], bgmprops),
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AKGL_ERR_SDL,
"%s",
SDL_GetError());
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *savegame(akgl_Actor *obj, SDL_Event *event)
{
return akgl_game_save("assets/savegame.bin");
}
akerr_ErrorContext AKERR_NOIGNORE *quit_game(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
SDL_Log("Quitting game");
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_load_assets()
{
PREPARE_ERROR(errctx);
for ( int i = 0; i < numsprites ; i++) {
strcpy((char *)&dirnamebuf, spritepaths[i]);
SDL_Log("Loading sprite %s (%d of %d)....", (char *)&dirnamebuf, i, numsprites);
PASS(errctx, akgl_sprite_load_json((char *)&dirnamebuf));
}
for ( int i = 0; i < numchars ; i++ ) {
strcpy((char *)&dirnamebuf, characterpaths[i]);
SDL_Log("Loading character %s (%d of %d)....", (char *)&dirnamebuf, i, numchars);
PASS(errctx, akgl_character_load_json((char *)&dirnamebuf));
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_actor_visible(char *actorname, bool visible)
{
PREPARE_ERROR(e);
akgl_Actor *actorptr = NULL;
actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
FAIL_ZERO_RETURN(e, actorptr, AKERR_NULLPOINTER, "%s missing in registry", actorname);
actorptr->visible = visible;
SUCCEED_RETURN(e);
}
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
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akgl_Actor *actorptr = NULL;
*appstate = (void *)&game.state;
PREPARE_ERROR(errctx);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_LOADING);
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");
//CATCH(errctx, akgl_game_load("assets/savegame.bin"));
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CATCH(errctx, akgl_game_init());
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CATCH(errctx, akgl_registry_load_properties("assets/properties.json"));
CATCH(errctx, akgl_game_init_screen());
CATCH(errctx, akgl_controller_list_keyboards());
CATCH(errctx, akgltest_load_assets());
CATCH(errctx, akgl_heap_next_actor(&actorptr));
CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorptr, "menupointer"));
actorptr->basechar = SDL_GetPointerProperty(
AKGL_REGISTRY_CHARACTER,
"menupointer",
NULL);
FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKERR_REGISTRY, "menupointer character missing");
actorptr->movementlogicfunc = &akgltest_menupointer_logic_movement;
actorptr->movement_controls_face = false;
actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_DOWN);
actorptr->x = 50;
actorptr->y = 100;
actorptr->visible = false;
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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 = false;
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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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CATCH(errctx, music_toggle(NULL, NULL));
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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);
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_LOADING);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
return SDL_APP_CONTINUE;
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_bind_universal(char *actorname, int mapid, int kbid, int jsid)
{
akgl_Control control;
PREPARE_ERROR(e);
PASS(e, akgl_controller_default(mapid, actorname, kbid, jsid));
// set custom control maps */
memset((void *)&control, 0x00, sizeof(akgl_Control));
// Quit
control.key = SDLK_ESCAPE;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &quit_game;
PASS(e, akgl_controller_pushmap(mapid, &control));
// Toggle the music
control.key = SDLK_M;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &music_toggle;
PASS(e, akgl_controller_pushmap(mapid, &control));
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_get_defaults(void *appstate, SDL_Event *event)
{
akgl_Control control;
int kbid = 0;
int jsid = 0;
PREPARE_ERROR(e);
if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN || event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) {
jsid = event->gbutton.which;
} else if (event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
kbid = event->key.which;
}
PASS(e, akgltest_controller_bind_universal("player", AKGLTEST_CONTROLMAP_MENU, kbid, jsid));
PASS(e, akgltest_controller_bind_universal("menupointer", AKGLTEST_CONTROLMAP_INGAMEACTOR, kbid, jsid));
// Save the game
control.key = SDLK_S;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &savegame;
PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_INGAMEACTOR, &control));
// Menu selection
control.key = SDLK_RETURN;
control.event_on = SDL_EVENT_KEY_DOWN;
control.handler_on = &akgltest_set_gamemode_running;
PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_MENU, &control));
SUCCEED_RETURN(e);
}
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");
if ( event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN ||
event->type == SDL_EVENT_GAMEPAD_BUTTON_UP ||
event->type == SDL_EVENT_KEY_DOWN ||
event->type == SDL_EVENT_KEY_UP ) {
if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) {
// get the player's default keyboard or gamepad id from the event
CATCH(errctx, akgltest_controller_get_defaults(appstate, event));
CATCH(errctx, akgltest_set_gamemode_menu(appstate, event));
} else {
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! */
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void)
{
akgl_Actor *menupointer = NULL;
PREPARE_ERROR(e);
ATTEMPT {
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"TILE MAP DEMO",
(SDL_Color){255, 255, 255, 255},
0,
150,
100)
);
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"IMAGE MAP DEMO",
(SDL_Color){255, 255, 255, 255},
0,
150,
200)
);
PASS(e, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"LOAD SAVED GAME",
(SDL_Color){255, 255, 255, 255},
0,
150,
300)
);
menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
FAIL_ZERO_BREAK(e, menupointer, AKERR_NULLPOINTER, "actor missing from registry");
menupointer->visible = true;
CATCH(e, menupointer->updatefunc(menupointer));
CATCH(e, menupointer->movementlogicfunc(menupointer, 0));
CATCH(e, menupointer->renderfunc(menupointer, renderer));
} CLEANUP {
SDL_RenderPresent(renderer);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_waitforinput(void)
{
PREPARE_ERROR(errctx);
akgl_game_updateFPS();
ATTEMPT {
PASS(errctx, akgl_text_rendertextat(
SDL_GetPointerProperty(
AKGL_REGISTRY_FONT,
"C64Pro",
NULL),
"PRESS ANY KEY OR JOYSTICK BUTTON",
(SDL_Color){255, 255, 255, 255},
0,
40,
120)
);
} CLEANUP {
SDL_RenderPresent(renderer);
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void)
{
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);
AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_TILEMAPSCALE);
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for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
opflags.layerid = i;
PASS(errctx, akgl_tilemap_draw(renderer, (akgl_Tilemap *)&gamemap, &camera, i));
SDL_EnumerateProperties(AKGL_REGISTRY_ACTOR, &akgl_registry_iterate_actor, (void *)&opflags);
}
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ATTEMPT {
memset((char *)&fpsText, 0x00, 32);
snprintf((char *)&fpsText, 31, "FPS : %d", game.fps);
PASS(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) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
SDL_AppResult SDL_AppIterate(void *appstate)
{
//SDL_FRect dest;
//b2Vec2 position;
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PREPARE_ERROR(e);
ATTEMPT {
if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_QUIT) ) {
return SDL_APP_FAILURE;
} else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_RUNNING) ) {
CATCH(e, akgltest_iterate_running());
} else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) {
CATCH(e, akgltest_iterate_waitforinput());
} else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_MAPMENU) ) {
CATCH(e, akgltest_iterate_mapmenu());
}
} CLEANUP {
} PROCESS(e) {
} HANDLE_DEFAULT(e) {
LOG_ERROR(e);
return SDL_APP_FAILURE;
} FINISH_NORETURN(e);
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();
}