Manage the loading flag
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@@ -76,6 +76,9 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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akgl_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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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_LOADING);
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ATTEMPT {
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ATTEMPT {
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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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@@ -117,7 +120,6 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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CATCH(errctx, akgl_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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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
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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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@@ -126,6 +128,9 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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return SDL_APP_FAILURE;
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} FINISH_NORETURN(errctx);
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} FINISH_NORETURN(errctx);
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_LOADING);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
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return SDL_APP_CONTINUE;
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return SDL_APP_CONTINUE;
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}
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}
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