Manage the loading flag

This commit is contained in:
2026-05-13 05:55:20 -04:00
parent f3b7fcdef1
commit 6a518b562f

View File

@@ -76,6 +76,9 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
akgl_Actor *actorptr = NULL;
*appstate = (void *)&game.state;
PREPARE_ERROR(errctx);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_LOADING);
ATTEMPT {
FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
@@ -117,7 +120,6 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
CATCH(errctx, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18));
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
} CLEANUP {
} PROCESS(errctx) {
@@ -126,6 +128,9 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
return SDL_APP_FAILURE;
} FINISH_NORETURN(errctx);
AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_LOADING);
AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
return SDL_APP_CONTINUE;
}