From 4321263465b1b81e52d9cc506fffd43660c1293b Mon Sep 17 00:00:00 2001 From: Andrew Kesterson Date: Wed, 6 May 2026 23:19:48 -0400 Subject: [PATCH] Unify game library calls on akgl_ --- assets/characters/littleguy.json | 40 +++++++++--------- src/sdl3-gametest.c | 70 ++++++++++++++++---------------- 2 files changed, 55 insertions(+), 55 deletions(-) diff --git a/assets/characters/littleguy.json b/assets/characters/littleguy.json index ea5c960..dca9ae8 100644 --- a/assets/characters/littleguy.json +++ b/assets/characters/littleguy.json @@ -6,61 +6,61 @@ "sprite_mappings": [ { "state": [ - "ACTOR_STATE_ALIVE", - "ACTOR_STATE_FACE_LEFT", - "ACTOR_STATE_MOVING_LEFT" + "AKGL_ACTOR_STATE_ALIVE", + "AKGL_ACTOR_STATE_FACE_LEFT", + "AKGL_ACTOR_STATE_MOVING_LEFT" ], "sprite": "little guy walking left" }, { "state": [ - "ACTOR_STATE_ALIVE", - "ACTOR_STATE_FACE_RIGHT", - "ACTOR_STATE_MOVING_RIGHT" + "AKGL_ACTOR_STATE_ALIVE", + "AKGL_ACTOR_STATE_FACE_RIGHT", + "AKGL_ACTOR_STATE_MOVING_RIGHT" ], "sprite": "little guy walking right" }, { "state": [ - "ACTOR_STATE_ALIVE", - "ACTOR_STATE_FACE_UP", - "ACTOR_STATE_MOVING_UP" + "AKGL_ACTOR_STATE_ALIVE", + "AKGL_ACTOR_STATE_FACE_UP", + "AKGL_ACTOR_STATE_MOVING_UP" ], "sprite": "little guy walking up" }, { "state": [ - "ACTOR_STATE_ALIVE", - "ACTOR_STATE_FACE_DOWN", - "ACTOR_STATE_MOVING_DOWN" + "AKGL_ACTOR_STATE_ALIVE", + "AKGL_ACTOR_STATE_FACE_DOWN", + "AKGL_ACTOR_STATE_MOVING_DOWN" ], "sprite": "little guy walking down" }, { "state": [ - "ACTOR_STATE_ALIVE", - "ACTOR_STATE_FACE_UP" + "AKGL_ACTOR_STATE_ALIVE", + "AKGL_ACTOR_STATE_FACE_UP" ], "sprite": "little guy facing up" }, { "state": [ - "ACTOR_STATE_ALIVE", - "ACTOR_STATE_FACE_RIGHT" + "AKGL_ACTOR_STATE_ALIVE", + "AKGL_ACTOR_STATE_FACE_RIGHT" ], "sprite": "little guy facing right" }, { "state": [ - "ACTOR_STATE_ALIVE", - "ACTOR_STATE_FACE_LEFT" + "AKGL_ACTOR_STATE_ALIVE", + "AKGL_ACTOR_STATE_FACE_LEFT" ], "sprite": "little guy facing left" }, { "state": [ - "ACTOR_STATE_ALIVE", - "ACTOR_STATE_FACE_DOWN" + "AKGL_ACTOR_STATE_ALIVE", + "AKGL_ACTOR_STATE_FACE_DOWN" ], "sprite": "little guy facing down" } diff --git a/src/sdl3-gametest.c b/src/sdl3-gametest.c index c1ce6fa..67ed033 100644 --- a/src/sdl3-gametest.c +++ b/src/sdl3-gametest.c @@ -32,30 +32,30 @@ char *spritepaths[] = { char dirnamebuf[1024]; -akerr_ErrorContext AKERR_NOIGNORE *music_toggle(actor *obj, SDL_Event *event) +akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *event) { SDL_PropertiesID bgmprops = 0; PREPARE_ERROR(errctx); - if ( MIX_TrackPlaying(game.tracks[GAME_AUDIO_TRACK_BGM]) ) { + if ( MIX_TrackPlaying(game.tracks[AKGL_GAME_AUDIO_TRACK_BGM]) ) { FAIL_ZERO_RETURN( errctx, - MIX_StopTrack(game.tracks[GAME_AUDIO_TRACK_BGM], 0), - AKERR_SDL, + 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, - MIX_PlayTrack(game.tracks[GAME_AUDIO_TRACK_BGM], bgmprops), - AKERR_SDL, + MIX_PlayTrack(game.tracks[AKGL_GAME_AUDIO_TRACK_BGM], bgmprops), + AKGL_ERR_SDL, "%s", SDL_GetError()); } SUCCEED_RETURN(errctx); } -akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(actor *obj, SDL_Event *event) +akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(akgl_Actor *obj, SDL_Event *event) { PREPARE_ERROR(errctx); SDL_Log("User breakpoint hit"); @@ -64,8 +64,8 @@ akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(actor *obj, SDL_Event *event) SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) { - SDL3GControl control; - actor *actorptr = NULL; + akgl_Control control; + akgl_Actor *actorptr = NULL; *appstate = (void *)&game.state; PREPARE_ERROR(errctx); ATTEMPT { @@ -77,51 +77,51 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) game.screenwidth = 640; game.screenheight = 480; - CATCH(errctx, GAME_init()); + CATCH(errctx, akgl_game_init()); for ( int i = 0; i < numsprites ; i++) { strcpy((char *)&dirnamebuf, spritepaths[i]); - CATCH(errctx, sprite_load_json((char *)&dirnamebuf)); + CATCH(errctx, akgl_sprite_load_json((char *)&dirnamebuf)); } strcpy((char *)&dirnamebuf, "assets/characters/littleguy.json"); - CATCH(errctx, character_load_json((char *)&dirnamebuf)); - CATCH(errctx, heap_next_actor(&actorptr)); - CATCH(errctx, actor_initialize((actor *)actorptr, "player")); + 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( - REGISTRY_CHARACTER, + 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; - actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT); + actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT); actorptr->x = 320; actorptr->y = 240; actorptr->visible = true; strcpy((char *)&dirnamebuf, "assets/memories.mp3"); - CATCH(errctx, load_start_bgm((char *)&dirnamebuf)); + CATCH(errctx, akgl_load_start_bgm((char *)&dirnamebuf)); strcpy((char *)&dirnamebuf, "assets/tilemap.tmj"); - CATCH(errctx, tilemap_load((char *)&dirnamebuf, (tilemap *)&gamemap)); + CATCH(errctx, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap)); - CATCH(errctx, SDL3G_controller_default(0, "player", 0, 0)); + CATCH(errctx, akgl_controller_default(0, "player", 0, 0)); // set custom control maps */ - memset((void *)&control, 0x00, sizeof(SDL3GControl)); + memset((void *)&control, 0x00, sizeof(akgl_Control)); // Breakpoint control.key = SDLK_ESCAPE; control.event_on = SDL_EVENT_KEY_DOWN; control.handler_on = &user_breakpoint; - CATCH(errctx, SDL3G_controller_pushmap(0, &control)); + 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; - CATCH(errctx, SDL3G_controller_pushmap(0, &control)); + CATCH(errctx, akgl_controller_pushmap(0, &control)); - CATCH(errctx, text_loadFont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18)); + CATCH(errctx, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18)); } CLEANUP { } PROCESS(errctx) { @@ -141,7 +141,7 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer"); FAIL_ZERO_BREAK(errctx, event, AKERR_NULLPOINTER, "NULL event pointer"); - CATCH(errctx, controller_handle_event(appstate, event)); + 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. */ } @@ -156,23 +156,23 @@ SDL_AppResult SDL_AppIterate(void *appstate) //SDL_FRect dest; //b2Vec2 position; int i = 0; - iterator opflags; + akgl_Iterator opflags; char fpsText[32]; PREPARE_ERROR(errctx); - GAME_updateFPS(); + akgl_game_updateFPS(); - 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); + 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); - for ( i = 0; i < TILEMAP_MAX_LAYERS; i++ ) { + for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) { opflags.layerid = i; ATTEMPT { - CATCH(errctx, tilemap_draw(renderer, (tilemap *)&gamemap, &camera, i)); - SDL_EnumerateProperties(REGISTRY_ACTOR, ®istry_iterate_actor, (void *)&opflags); + 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) { @@ -183,9 +183,9 @@ SDL_AppResult SDL_AppIterate(void *appstate) ATTEMPT { memset((char *)&fpsText, 0x00, 32); snprintf((char *)&fpsText, 31, "FPS : %d", game.fps); - CATCH(errctx, text_renderTextAt( + CATCH(errctx, akgl_text_rendertextat( SDL_GetPointerProperty( - REGISTRY_FONT, + AKGL_REGISTRY_FONT, "C64Pro", NULL), (char *)&fpsText,