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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>
#include <box2d/box2d.h>
#include "assets.h"
#include "iterator.h"
#include "tilemap.h"
#include "heap.h"
#include "game.h"
#include "gamepad.h"
//#include "physics.h"
#include "draw.h"
#include "sprite.h"
#include "actor.h"
#include "error.h"
#include "registry.h"
int numsprites = 8;
char *spritepaths[] = {
"../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"
};
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
actor *actorptr = NULL;
PREPARE_ERROR(errctx);
SDL_AudioSpec spec;
ATTEMPT {
CATCH(errctx, heap_init());
CATCH(errctx, registry_init_actor());
CATCH(errctx, registry_init_sprite());
CATCH(errctx, registry_init_spritesheet());
CATCH(errctx, registry_init_character());
CATCH(errctx, registry_init_actor_state_strings());
FAIL_ZERO_BREAK(errctx, appstate, ERR_NULLPOINTER, "NULL appstate pointer");
} CLEANUP {
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR(errctx);
return SDL_APP_FAILURE;
} FINISH_NORETURN(errctx);
*appstate = (void *)&gamestate;
SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD | SDL_INIT_AUDIO )) {
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("net/aklabs/sdl3-gametest", 640, 480, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/*
ATTEMPT {
spritesheet *sheet;
sprite *spr;
character *basechar;
CATCH(errctx, heap_next_spritesheet(&sheet));
CATCH(errctx, spritesheet_initialize(sheet, 48, 48, "../assets/Actor1.png"));
CATCH(errctx, heap_next_sprite(&spr));
CATCH(errctx, sprite_initialize(spr, "tester", sheet));
spr->frameids[0] = 13;
spr->speed = 100;
spr->loop = false;
spr->loopReverse = false;
spr->width = 48;
spr->height = 48;
CATCH(errctx, heap_next_character(&basechar));
CATCH(errctx, character_initialize(basechar, "tester"));
CATCH(errctx, character_sprite_add(basechar, spr, (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT)));
CATCH(errctx, heap_next_actor(&actorptr));
CATCH(errctx, actor_initialize((actor *)actorptr, "player"));
actorptr->basechar = basechar;
actorptr->visible = true;
actorptr->x = 120;
actorptr->y = 120;
actorptr->layer = 0;
actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT);
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
*/
//GAME_init_physics();
spec.freq = MIX_DEFAULT_FREQUENCY;
spec.format = MIX_DEFAULT_FORMAT;
spec.channels = MIX_DEFAULT_CHANNELS;
if (!Mix_OpenAudio(0, &spec)) {
SDL_Log("Couldn't initialize the audio subsystem: %s", SDL_GetError());
return SDL_APP_FAILURE;
} else {
Mix_QuerySpec(&spec.freq, &spec.format, &spec.channels);
SDL_Log("Opened audio at %d Hz %d bit%s %s audio buffer\n", spec.freq,
(spec.format&0xFF),
(SDL_AUDIO_ISFLOAT(spec.format) ? " (float)" : ""),
(spec.channels > 2) ? "surround" : (spec.channels > 1) ? "stereo" : "mono");
}
ATTEMPT {
for ( int i = 0; i < numsprites ; i++) {
CATCH(errctx, sprite_load_json(spritepaths[i]));
}
CATCH(errctx, character_load_json("../assets/characters/littleguy.json"));
CATCH(errctx, heap_next_actor(&actorptr));
CATCH(errctx, actor_initialize((actor *)actorptr, "player"));
actorptr->basechar = SDL_GetPointerProperty(
REGISTRY_CHARACTER,
"little guy",
NULL);
FAIL_ZERO_BREAK(errctx, actorptr->basechar, ERR_REGISTRY, "Can't load character 'little guy' from the registry");
actorptr->movement_controls_face = false;
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, ERR_NULLPOINTER) {
SDL_Log("Attempting to load asset: %s (%s)", errctx->message, SDL_GetError());
return SDL_APP_FAILURE;
} FINISH_NORETURN(errctx);
actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT);
actorptr->x = 320;
actorptr->y = 240;
actorptr->visible = true;
ATTEMPT {
//load_start_bgm("../assets/nutcracker.mid");
CATCH(errctx, load_start_bgm("../assets/memories.mp3"));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, ERR_NULLPOINTER) {
} HANDLE_GROUP(errctx, ERR_SDL) {
LOG_ERROR(errctx);
return SDL_APP_FAILURE;
} FINISH_NORETURN(errctx);
ATTEMPT {
CATCH(errctx, tilemap_load("../assets/tilemap.tmj", (tilemap *)&gamemap));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
SDL_Log("Error while loading tilemap: %s", SDL_GetError());
return SDL_APP_FAILURE;
} FINISH_NORETURN(errctx);
camera.x = 0;
camera.y = 0;
camera.w = 640;
camera.h = 480;
return SDL_APP_CONTINUE;
}
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(errctx, appstate, ERR_NULLPOINTER, "NULL appstate pointer");
FAIL_ZERO_BREAK(errctx, event, ERR_NULLPOINTER, "NULL event pointer");
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
} else if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) {
CATCH(errctx, gamepad_handle_button_down(appstate, event));
} else if ( event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) {
CATCH(errctx, gamepad_handle_button_up(appstate, event));
} else if (event->type == SDL_EVENT_GAMEPAD_ADDED) {
CATCH(errctx, gamepad_handle_added(appstate, event));
} else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) {
CATCH(errctx, gamepad_handle_removed(appstate, event));
}
} 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;
iterator opflags;
PREPARE_ERROR(errctx);
BITMASK_CLEAR(opflags.flags);
BITMASK_ADD(opflags.flags, ITERATOR_OP_UPDATE);
BITMASK_ADD(opflags.flags, ITERATOR_OP_RENDER);
BITMASK_ADD(opflags.flags, ITERATOR_OP_LAYERMASK);
for ( i = 0; i < TILEMAP_MAX_LAYERS; i++ ) {
opflags.layerid = i;
ATTEMPT {
CATCH(errctx, tilemap_draw(renderer, (tilemap *)&gamemap, &camera, i));
SDL_EnumerateProperties(REGISTRY_ACTOR, &registry_iterate_actor, (void *)&opflags);
} CLEANUP {
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR(errctx);
return SDL_APP_FAILURE;
} FINISH_NORETURN(errctx);
}
SDL_RenderPresent(renderer);
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();
}