Unify game library calls on akgl_

This commit is contained in:
2026-05-06 23:19:48 -04:00
parent a118434393
commit 4321263465
2 changed files with 55 additions and 55 deletions

View File

@@ -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"
}

View File

@@ -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, &registry_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,