Transition to rendering backend layer
This commit is contained in:
2
deps/libakgl
vendored
2
deps/libakgl
vendored
Submodule deps/libakgl updated: 8f613397d6...6314ad7f26
@@ -215,7 +215,7 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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//CATCH(errctx, akgl_game_load("assets/savegame.bin"));
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//CATCH(errctx, akgl_game_load("assets/savegame.bin"));
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CATCH(errctx, akgl_game_init());
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CATCH(errctx, akgl_game_init());
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CATCH(errctx, akgl_registry_load_properties("assets/properties.json"));
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CATCH(errctx, akgl_registry_load_properties("assets/properties.json"));
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CATCH(errctx, akgl_game_init_screen());
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CATCH(errctx, akgl_render_init2d(&renderer));
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CATCH(errctx, akgl_controller_list_keyboards());
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CATCH(errctx, akgl_controller_list_keyboards());
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CATCH(errctx, akgltest_load_assets());
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CATCH(errctx, akgltest_load_assets());
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@@ -377,8 +377,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void)
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akgl_Actor *menupointer = NULL;
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akgl_Actor *menupointer = NULL;
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PREPARE_ERROR(e);
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PREPARE_ERROR(e);
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ATTEMPT {
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ATTEMPT {
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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CATCH(e, renderer.frame_start(&renderer))
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer.sdl_renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer.sdl_renderer);
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PASS(e, akgl_text_rendertextat(
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PASS(e, akgl_text_rendertextat(
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SDL_GetPointerProperty(
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SDL_GetPointerProperty(
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AKGL_REGISTRY_FONT,
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AKGL_REGISTRY_FONT,
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@@ -417,9 +418,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void)
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menupointer->visible = true;
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menupointer->visible = true;
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CATCH(e, menupointer->updatefunc(menupointer));
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CATCH(e, menupointer->updatefunc(menupointer));
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CATCH(e, menupointer->movementlogicfunc(menupointer, 0));
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CATCH(e, menupointer->movementlogicfunc(menupointer, 0));
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CATCH(e, menupointer->renderfunc(menupointer, renderer));
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CATCH(e, menupointer->renderfunc(menupointer));
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CATCH(e, renderer.frame_end(&renderer))
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} CLEANUP {
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} CLEANUP {
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SDL_RenderPresent(renderer);
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} PROCESS(e) {
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} PROCESS(e) {
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} FINISH(e, true);
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} FINISH(e, true);
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@@ -433,23 +434,18 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_waitforinput(void)
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akgl_game_updateFPS();
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akgl_game_updateFPS();
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ATTEMPT {
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PASS(errctx, akgl_text_rendertextat(
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PASS(errctx, akgl_text_rendertextat(
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SDL_GetPointerProperty(
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SDL_GetPointerProperty(
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AKGL_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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"PRESS ANY KEY OR JOYSTICK BUTTON",
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"PRESS ANY KEY OR JOYSTICK BUTTON",
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(SDL_Color){255, 255, 255, 255},
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(SDL_Color){255, 255, 255, 255},
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0,
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0,
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40,
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40,
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120)
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120)
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);
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);
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PASS(errctx, renderer.frame_end(&renderer));
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} CLEANUP {
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SDL_RenderPresent(renderer);
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} PROCESS(errctx) {
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} HANDLE_DEFAULT(errctx) {
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} FINISH(errctx, true);
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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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@@ -471,7 +467,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void)
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for ( i = 0; i < AKGL_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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PASS(errctx, akgl_tilemap_draw(renderer, (akgl_Tilemap *)&gamemap, &camera, i));
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PASS(errctx, akgl_tilemap_draw((akgl_Tilemap *)&gamemap, &camera, i));
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SDL_EnumerateProperties(AKGL_REGISTRY_ACTOR, &akgl_registry_iterate_actor, (void *)&opflags);
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SDL_EnumerateProperties(AKGL_REGISTRY_ACTOR, &akgl_registry_iterate_actor, (void *)&opflags);
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}
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}
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ATTEMPT {
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ATTEMPT {
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@@ -489,7 +485,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void)
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10)
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10)
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);
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);
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} CLEANUP {
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} CLEANUP {
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer.sdl_renderer);
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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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} FINISH(errctx, true);
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} FINISH(errctx, true);
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