Unify game library calls on akgl_
This commit is contained in:
@@ -6,61 +6,61 @@
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"sprite_mappings": [
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"sprite_mappings": [
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{
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{
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"state": [
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"state": [
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"ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_ALIVE",
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"ACTOR_STATE_FACE_LEFT",
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"AKGL_ACTOR_STATE_FACE_LEFT",
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"ACTOR_STATE_MOVING_LEFT"
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"AKGL_ACTOR_STATE_MOVING_LEFT"
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],
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],
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"sprite": "little guy walking left"
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"sprite": "little guy walking left"
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},
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},
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{
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{
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"state": [
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"state": [
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"ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_ALIVE",
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"ACTOR_STATE_FACE_RIGHT",
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"AKGL_ACTOR_STATE_FACE_RIGHT",
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"ACTOR_STATE_MOVING_RIGHT"
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"AKGL_ACTOR_STATE_MOVING_RIGHT"
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],
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],
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"sprite": "little guy walking right"
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"sprite": "little guy walking right"
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},
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},
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{
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{
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"state": [
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"state": [
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"ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_ALIVE",
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"ACTOR_STATE_FACE_UP",
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"AKGL_ACTOR_STATE_FACE_UP",
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"ACTOR_STATE_MOVING_UP"
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"AKGL_ACTOR_STATE_MOVING_UP"
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],
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],
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"sprite": "little guy walking up"
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"sprite": "little guy walking up"
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},
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},
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{
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{
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"state": [
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"state": [
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"ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_ALIVE",
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"ACTOR_STATE_FACE_DOWN",
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"AKGL_ACTOR_STATE_FACE_DOWN",
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"ACTOR_STATE_MOVING_DOWN"
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"AKGL_ACTOR_STATE_MOVING_DOWN"
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],
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],
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"sprite": "little guy walking down"
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"sprite": "little guy walking down"
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},
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},
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{
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{
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"state": [
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"state": [
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"ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_ALIVE",
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"ACTOR_STATE_FACE_UP"
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"AKGL_ACTOR_STATE_FACE_UP"
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],
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],
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"sprite": "little guy facing up"
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"sprite": "little guy facing up"
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},
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},
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{
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{
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"state": [
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"state": [
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"ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_ALIVE",
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"ACTOR_STATE_FACE_RIGHT"
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"AKGL_ACTOR_STATE_FACE_RIGHT"
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],
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],
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"sprite": "little guy facing right"
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"sprite": "little guy facing right"
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},
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},
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{
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{
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"state": [
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"state": [
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"ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_ALIVE",
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"ACTOR_STATE_FACE_LEFT"
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"AKGL_ACTOR_STATE_FACE_LEFT"
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],
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],
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"sprite": "little guy facing left"
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"sprite": "little guy facing left"
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},
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},
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{
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{
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"state": [
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"state": [
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"ACTOR_STATE_ALIVE",
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"AKGL_ACTOR_STATE_ALIVE",
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"ACTOR_STATE_FACE_DOWN"
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"AKGL_ACTOR_STATE_FACE_DOWN"
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],
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],
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"sprite": "little guy facing down"
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"sprite": "little guy facing down"
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}
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}
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@@ -32,30 +32,30 @@ char *spritepaths[] = {
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char dirnamebuf[1024];
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char dirnamebuf[1024];
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akerr_ErrorContext AKERR_NOIGNORE *music_toggle(actor *obj, SDL_Event *event)
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akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *event)
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{
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{
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SDL_PropertiesID bgmprops = 0;
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SDL_PropertiesID bgmprops = 0;
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PREPARE_ERROR(errctx);
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PREPARE_ERROR(errctx);
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if ( MIX_TrackPlaying(game.tracks[GAME_AUDIO_TRACK_BGM]) ) {
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if ( MIX_TrackPlaying(game.tracks[AKGL_GAME_AUDIO_TRACK_BGM]) ) {
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FAIL_ZERO_RETURN(
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FAIL_ZERO_RETURN(
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errctx,
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errctx,
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MIX_StopTrack(game.tracks[GAME_AUDIO_TRACK_BGM], 0),
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MIX_StopTrack(game.tracks[AKGL_GAME_AUDIO_TRACK_BGM], 0),
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AKERR_SDL,
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AKGL_ERR_SDL,
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"%s",
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"%s",
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SDL_GetError());
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SDL_GetError());
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} else {
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} else {
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SDL_SetNumberProperty(bgmprops, MIX_PROP_PLAY_LOOPS_NUMBER, -1);
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SDL_SetNumberProperty(bgmprops, MIX_PROP_PLAY_LOOPS_NUMBER, -1);
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FAIL_ZERO_RETURN(
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FAIL_ZERO_RETURN(
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errctx,
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errctx,
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MIX_PlayTrack(game.tracks[GAME_AUDIO_TRACK_BGM], bgmprops),
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MIX_PlayTrack(game.tracks[AKGL_GAME_AUDIO_TRACK_BGM], bgmprops),
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AKERR_SDL,
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AKGL_ERR_SDL,
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"%s",
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"%s",
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SDL_GetError());
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SDL_GetError());
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}
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}
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SUCCEED_RETURN(errctx);
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SUCCEED_RETURN(errctx);
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}
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}
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akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(actor *obj, SDL_Event *event)
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akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(akgl_Actor *obj, SDL_Event *event)
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{
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{
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PREPARE_ERROR(errctx);
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PREPARE_ERROR(errctx);
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SDL_Log("User breakpoint hit");
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SDL_Log("User breakpoint hit");
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@@ -64,8 +64,8 @@ akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(actor *obj, SDL_Event *event)
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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{
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SDL3GControl control;
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akgl_Control control;
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actor *actorptr = NULL;
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akgl_Actor *actorptr = NULL;
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*appstate = (void *)&game.state;
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*appstate = (void *)&game.state;
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PREPARE_ERROR(errctx);
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PREPARE_ERROR(errctx);
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ATTEMPT {
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ATTEMPT {
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@@ -77,51 +77,51 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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game.screenwidth = 640;
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game.screenwidth = 640;
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game.screenheight = 480;
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game.screenheight = 480;
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CATCH(errctx, GAME_init());
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CATCH(errctx, akgl_game_init());
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for ( int i = 0; i < numsprites ; i++) {
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for ( int i = 0; i < numsprites ; i++) {
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strcpy((char *)&dirnamebuf, spritepaths[i]);
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strcpy((char *)&dirnamebuf, spritepaths[i]);
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CATCH(errctx, sprite_load_json((char *)&dirnamebuf));
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CATCH(errctx, akgl_sprite_load_json((char *)&dirnamebuf));
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}
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}
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strcpy((char *)&dirnamebuf, "assets/characters/littleguy.json");
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strcpy((char *)&dirnamebuf, "assets/characters/littleguy.json");
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CATCH(errctx, character_load_json((char *)&dirnamebuf));
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CATCH(errctx, akgl_character_load_json((char *)&dirnamebuf));
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CATCH(errctx, heap_next_actor(&actorptr));
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CATCH(errctx, akgl_heap_next_actor(&actorptr));
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CATCH(errctx, actor_initialize((actor *)actorptr, "player"));
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CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorptr, "player"));
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actorptr->basechar = SDL_GetPointerProperty(
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actorptr->basechar = SDL_GetPointerProperty(
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REGISTRY_CHARACTER,
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AKGL_REGISTRY_CHARACTER,
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"little guy",
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"little guy",
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NULL);
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NULL);
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FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKERR_REGISTRY, "Can't load character 'little guy' from the registry");
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FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKERR_REGISTRY, "Can't load character 'little guy' from the registry");
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actorptr->movement_controls_face = false;
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actorptr->movement_controls_face = false;
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actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT);
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actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
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actorptr->x = 320;
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actorptr->x = 320;
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actorptr->y = 240;
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actorptr->y = 240;
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actorptr->visible = true;
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actorptr->visible = true;
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strcpy((char *)&dirnamebuf, "assets/memories.mp3");
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strcpy((char *)&dirnamebuf, "assets/memories.mp3");
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CATCH(errctx, load_start_bgm((char *)&dirnamebuf));
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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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strcpy((char *)&dirnamebuf, "assets/tilemap.tmj");
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CATCH(errctx, tilemap_load((char *)&dirnamebuf, (tilemap *)&gamemap));
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CATCH(errctx, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
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CATCH(errctx, SDL3G_controller_default(0, "player", 0, 0));
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CATCH(errctx, akgl_controller_default(0, "player", 0, 0));
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// set custom control maps */
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// set custom control maps */
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memset((void *)&control, 0x00, sizeof(SDL3GControl));
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memset((void *)&control, 0x00, sizeof(akgl_Control));
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// Breakpoint
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// Breakpoint
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control.key = SDLK_ESCAPE;
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control.key = SDLK_ESCAPE;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.handler_on = &user_breakpoint;
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control.handler_on = &user_breakpoint;
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CATCH(errctx, SDL3G_controller_pushmap(0, &control));
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CATCH(errctx, akgl_controller_pushmap(0, &control));
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// Toggle the music
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// Toggle the music
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control.key = SDLK_M;
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control.key = SDLK_M;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.handler_on = &music_toggle;
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control.handler_on = &music_toggle;
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CATCH(errctx, SDL3G_controller_pushmap(0, &control));
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CATCH(errctx, akgl_controller_pushmap(0, &control));
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CATCH(errctx, text_loadFont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18));
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CATCH(errctx, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18));
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} CLEANUP {
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} CLEANUP {
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} PROCESS(errctx) {
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} PROCESS(errctx) {
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@@ -141,7 +141,7 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
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FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
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FAIL_ZERO_BREAK(errctx, event, AKERR_NULLPOINTER, "NULL event pointer");
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FAIL_ZERO_BREAK(errctx, event, AKERR_NULLPOINTER, "NULL event pointer");
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CATCH(errctx, controller_handle_event(appstate, event));
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CATCH(errctx, akgl_controller_handle_event(appstate, event));
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if (event->type == SDL_EVENT_QUIT) {
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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}
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@@ -156,23 +156,23 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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//SDL_FRect dest;
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//SDL_FRect dest;
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//b2Vec2 position;
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//b2Vec2 position;
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int i = 0;
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int i = 0;
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iterator opflags;
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akgl_Iterator opflags;
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char fpsText[32];
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char fpsText[32];
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PREPARE_ERROR(errctx);
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PREPARE_ERROR(errctx);
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GAME_updateFPS();
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akgl_game_updateFPS();
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BITMASK_CLEAR(opflags.flags);
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AKGL_BITMASK_CLEAR(opflags.flags);
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BITMASK_ADD(opflags.flags, ITERATOR_OP_UPDATE);
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AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_UPDATE);
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BITMASK_ADD(opflags.flags, ITERATOR_OP_RENDER);
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AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_RENDER);
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BITMASK_ADD(opflags.flags, ITERATOR_OP_LAYERMASK);
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AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_LAYERMASK);
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for ( i = 0; i < TILEMAP_MAX_LAYERS; i++ ) {
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for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
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opflags.layerid = i;
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opflags.layerid = i;
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ATTEMPT {
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ATTEMPT {
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CATCH(errctx, tilemap_draw(renderer, (tilemap *)&gamemap, &camera, i));
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CATCH(errctx, akgl_tilemap_draw(renderer, (akgl_Tilemap *)&gamemap, &camera, i));
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SDL_EnumerateProperties(REGISTRY_ACTOR, ®istry_iterate_actor, (void *)&opflags);
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SDL_EnumerateProperties(AKGL_REGISTRY_ACTOR, &akgl_registry_iterate_actor, (void *)&opflags);
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} CLEANUP {
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} CLEANUP {
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} PROCESS(errctx) {
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} PROCESS(errctx) {
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} HANDLE_DEFAULT(errctx) {
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} HANDLE_DEFAULT(errctx) {
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@@ -183,9 +183,9 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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ATTEMPT {
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ATTEMPT {
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memset((char *)&fpsText, 0x00, 32);
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memset((char *)&fpsText, 0x00, 32);
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snprintf((char *)&fpsText, 31, "FPS : %d", game.fps);
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snprintf((char *)&fpsText, 31, "FPS : %d", game.fps);
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CATCH(errctx, text_renderTextAt(
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CATCH(errctx, akgl_text_rendertextat(
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SDL_GetPointerProperty(
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SDL_GetPointerProperty(
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REGISTRY_FONT,
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AKGL_REGISTRY_FONT,
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"C64Pro",
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"C64Pro",
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NULL),
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NULL),
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(char *)&fpsText,
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(char *)&fpsText,
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