#define SDL_MAIN_USE_CALLBACKS #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #define AKGLTEST_STATE_WAITFORINPUT 1 << 8 #define AKGLTEST_STATE_LOADING 1 << 9 #define AKGLTEST_STATE_RUNNING 1 << 10 #define AKGLTEST_STATE_MAPMENU 1 << 11 #define AKGLTEST_STATE_QUIT 1 << 12 #define AKGLTEST_CONTROLMAP_MENU 0 #define AKGLTEST_CONTROLMAP_INGAMEACTOR 1 int menuselection = 0; int maxmenu = 2; int numchars = 2; char *characterpaths[] = { "assets/characters/littleguy.json", "assets/characters/menupointer.json" }; int numsounds = 2; char *soundfiles[] = { "assets/vgmenuhighlight.wav", "assets/vgmenuselect.wav" }; int numsprites = 9; char *spritepaths[] = { "assets/sprites/menupointer.json", "assets/sprites/little_guy_walking_left.json", "assets/sprites/little_guy_walking_right.json", "assets/sprites/little_guy_walking_up.json", "assets/sprites/little_guy_walking_down.json", "assets/sprites/little_guy_facing_left.json", "assets/sprites/little_guy_facing_right.json", "assets/sprites/little_guy_facing_up.json", "assets/sprites/little_guy_facing_down.json" }; char dirnamebuf[1024]; akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_menu(akgl_Actor *appstate, SDL_Event *event) { akgl_Actor *menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL); PREPARE_ERROR(e); FAIL_ZERO_RETURN(e, menupointer, AKERR_NULLPOINTER, "missing actor"); AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT); AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_MAPMENU); GAME_ControlMaps[AKGLTEST_CONTROLMAP_INGAMEACTOR].target = NULL; GAME_ControlMaps[AKGLTEST_CONTROLMAP_MENU].target = menupointer; menupointer->visible = true; SUCCEED_RETURN(e); } akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_running(akgl_Actor *appstate, SDL_Event *event) { akgl_Actor *menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL); akgl_Actor *actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL); PREPARE_ERROR(e); FAIL_ZERO_RETURN(e, menupointer, AKERR_NULLPOINTER, "missing actor"); FAIL_ZERO_RETURN(e, actorptr, AKERR_NULLPOINTER, "missing actor"); AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT); AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_MAPMENU); GAME_ControlMaps[AKGLTEST_CONTROLMAP_INGAMEACTOR].target = actorptr; GAME_ControlMaps[AKGLTEST_CONTROLMAP_MENU].target = NULL; menupointer->visible = false; actorptr->visible = true; AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_MAPMENU); if ( menuselection == 0 ) { strcpy((char *)&dirnamebuf, "assets/imagemap.tmj"); PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap)); } else if ( menuselection == 1 ) { strcpy((char *)&dirnamebuf, "assets/tilemap.tmj"); PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap)); } else if ( menuselection == 2 ) { AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING); AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT); } AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_RUNNING); SUCCEED_RETURN(e); } akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, SDL_Time curtime) { PREPARE_ERROR(e); FAIL_ZERO_RETURN(e, obj, AKERR_NULLPOINTER, "NULL actor"); if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) { if ( menuselection < maxmenu ) { menuselection += 1; } else { menuselection = 0; } } else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_UP) ) { if ( menuselection == 0 ) { menuselection = maxmenu; } else { menuselection -= 1; } } obj->y = 85 + (menuselection * 100); AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_MOVING_DOWN)); SUCCEED_RETURN(e); } akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *event) { SDL_PropertiesID bgmprops = 0; PREPARE_ERROR(errctx); if ( MIX_TrackPlaying(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM]) ) { FAIL_ZERO_RETURN( errctx, MIX_StopTrack(akgl_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(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM], bgmprops), AKGL_ERR_SDL, "%s", SDL_GetError()); } SUCCEED_RETURN(errctx); } akerr_ErrorContext AKERR_NOIGNORE *savegame(akgl_Actor *obj, SDL_Event *event) { return akgl_game_save("assets/savegame.bin"); } akerr_ErrorContext AKERR_NOIGNORE *quit_game(akgl_Actor *obj, SDL_Event *event) { PREPARE_ERROR(errctx); AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT); SDL_Log("Quitting game"); SUCCEED_RETURN(errctx); } akerr_ErrorContext AKERR_NOIGNORE *akgltest_load_assets() { PREPARE_ERROR(errctx); for ( int i = 0; i < numsprites ; i++) { strcpy((char *)&dirnamebuf, spritepaths[i]); SDL_Log("Loading sprite %s (%d of %d)....", (char *)&dirnamebuf, i, numsprites); PASS(errctx, akgl_sprite_load_json((char *)&dirnamebuf)); } for ( int i = 0; i < numchars ; i++ ) { strcpy((char *)&dirnamebuf, characterpaths[i]); SDL_Log("Loading character %s (%d of %d)....", (char *)&dirnamebuf, i, numchars); PASS(errctx, akgl_character_load_json((char *)&dirnamebuf)); } SUCCEED_RETURN(errctx); } akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_actor_visible(char *actorname, bool visible) { PREPARE_ERROR(e); akgl_Actor *actorptr = NULL; actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL); FAIL_ZERO_RETURN(e, actorptr, AKERR_NULLPOINTER, "%s missing in registry", actorname); actorptr->visible = visible; SUCCEED_RETURN(e); } 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"); strcpy((char *)&game.name, "sdl3-gametest"); strcpy((char *)&game.version, "0.0.1"); strcpy((char *)&game.uri, "net.aklabs.games.sdl3-gametest"); //CATCH(errctx, akgl_game_load("assets/savegame.bin")); CATCH(errctx, akgl_game_init()); CATCH(errctx, akgl_registry_load_properties("assets/properties.json")); CATCH(errctx, akgl_game_init_screen()); CATCH(errctx, akgl_controller_list_keyboards()); CATCH(errctx, akgltest_load_assets()); CATCH(errctx, akgl_heap_next_actor(&actorptr)); CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorptr, "menupointer")); actorptr->basechar = SDL_GetPointerProperty( AKGL_REGISTRY_CHARACTER, "menupointer", NULL); FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKERR_REGISTRY, "menupointer character missing"); actorptr->movementlogicfunc = &akgltest_menupointer_logic_movement; actorptr->movement_controls_face = false; actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_DOWN); actorptr->x = 50; actorptr->y = 100; actorptr->visible = false; CATCH(errctx, akgl_heap_next_actor(&actorptr)); CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorptr, "player")); actorptr->basechar = SDL_GetPointerProperty( 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 = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT); actorptr->x = 320; actorptr->y = 240; actorptr->visible = false; strcpy((char *)&dirnamebuf, "assets/memories.mp3"); CATCH(errctx, akgl_load_start_bgm((char *)&dirnamebuf)); CATCH(errctx, music_toggle(NULL, NULL)); CATCH(errctx, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18)); } CLEANUP { } PROCESS(errctx) { } HANDLE_DEFAULT(errctx) { LOG_ERROR(errctx); 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; } akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_bind_universal(char *actorname, int mapid, int kbid, int jsid) { akgl_Control control; PREPARE_ERROR(e); PASS(e, akgl_controller_default(mapid, actorname, kbid, jsid)); // set custom control maps */ memset((void *)&control, 0x00, sizeof(akgl_Control)); // Quit control.key = SDLK_ESCAPE; control.event_on = SDL_EVENT_KEY_DOWN; control.handler_on = &quit_game; PASS(e, akgl_controller_pushmap(mapid, &control)); // Toggle the music control.key = SDLK_M; control.event_on = SDL_EVENT_KEY_DOWN; control.handler_on = &music_toggle; PASS(e, akgl_controller_pushmap(mapid, &control)); } akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_get_defaults(void *appstate, SDL_Event *event) { akgl_Control control; int kbid = 0; int jsid = 0; PREPARE_ERROR(e); if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN || event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) { jsid = event->gbutton.which; } else if (event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) { kbid = event->key.which; } PASS(e, akgltest_controller_bind_universal("player", AKGLTEST_CONTROLMAP_MENU, kbid, jsid)); PASS(e, akgltest_controller_bind_universal("menupointer", AKGLTEST_CONTROLMAP_INGAMEACTOR, kbid, jsid)); // Save the game control.key = SDLK_S; control.event_on = SDL_EVENT_KEY_DOWN; control.handler_on = &savegame; PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_INGAMEACTOR, &control)); // Menu selection control.key = SDLK_RETURN; control.event_on = SDL_EVENT_KEY_DOWN; control.handler_on = &akgltest_set_gamemode_running; PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_MENU, &control)); SUCCEED_RETURN(e); } SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) { PREPARE_ERROR(errctx); ATTEMPT { FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer"); FAIL_ZERO_BREAK(errctx, event, AKERR_NULLPOINTER, "NULL event pointer"); if ( event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN || event->type == SDL_EVENT_GAMEPAD_BUTTON_UP || event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP ) { if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) { // get the player's default keyboard or gamepad id from the event CATCH(errctx, akgltest_controller_get_defaults(appstate, event)); CATCH(errctx, akgltest_set_gamemode_menu(appstate, event)); } else { 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. */ } } CLEANUP { } PROCESS(errctx) { } FINISH_NORETURN(errctx); return SDL_APP_CONTINUE; /* carry on with the program! */ } akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void) { akgl_Actor *menupointer = NULL; PREPARE_ERROR(e); ATTEMPT { SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_RenderClear(renderer); PASS(e, akgl_text_rendertextat( SDL_GetPointerProperty( AKGL_REGISTRY_FONT, "C64Pro", NULL), "IMAGE MAP DEMO", (SDL_Color){255, 255, 255, 255}, 0, 150, 100) ); PASS(e, akgl_text_rendertextat( SDL_GetPointerProperty( AKGL_REGISTRY_FONT, "C64Pro", NULL), "TILE MAP DEMO", (SDL_Color){255, 255, 255, 255}, 0, 150, 200) ); PASS(e, akgl_text_rendertextat( SDL_GetPointerProperty( AKGL_REGISTRY_FONT, "C64Pro", NULL), "QUIT GAME", (SDL_Color){255, 255, 255, 255}, 0, 150, 300) ); menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL); FAIL_ZERO_BREAK(e, menupointer, AKERR_NULLPOINTER, "actor missing from registry"); menupointer->visible = true; CATCH(e, menupointer->updatefunc(menupointer)); CATCH(e, menupointer->movementlogicfunc(menupointer, 0)); CATCH(e, menupointer->renderfunc(menupointer, renderer)); } CLEANUP { SDL_RenderPresent(renderer); } PROCESS(e) { } FINISH(e, true); SUCCEED_RETURN(e); } akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_waitforinput(void) { PREPARE_ERROR(errctx); akgl_game_updateFPS(); ATTEMPT { PASS(errctx, akgl_text_rendertextat( SDL_GetPointerProperty( AKGL_REGISTRY_FONT, "C64Pro", NULL), "PRESS ANY KEY OR JOYSTICK BUTTON", (SDL_Color){255, 255, 255, 255}, 0, 40, 120) ); } CLEANUP { SDL_RenderPresent(renderer); } PROCESS(errctx) { } HANDLE_DEFAULT(errctx) { } FINISH(errctx, true); SUCCEED_RETURN(errctx); } akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void) { int i = 0; akgl_Iterator opflags; char fpsText[32]; PREPARE_ERROR(errctx); akgl_game_updateFPS(); 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); AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_TILEMAPSCALE); for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) { opflags.layerid = i; PASS(errctx, akgl_tilemap_draw(renderer, (akgl_Tilemap *)&gamemap, &camera, i)); SDL_EnumerateProperties(AKGL_REGISTRY_ACTOR, &akgl_registry_iterate_actor, (void *)&opflags); } ATTEMPT { memset((char *)&fpsText, 0x00, 32); snprintf((char *)&fpsText, 31, "FPS : %d", game.fps); PASS(errctx, akgl_text_rendertextat( SDL_GetPointerProperty( AKGL_REGISTRY_FONT, "C64Pro", NULL), (char *)&fpsText, (SDL_Color){255, 255, 255, 255}, 0, 450, 10) ); } CLEANUP { SDL_RenderPresent(renderer); } PROCESS(errctx) { } HANDLE_DEFAULT(errctx) { } FINISH(errctx, true); SUCCEED_RETURN(errctx); } SDL_AppResult SDL_AppIterate(void *appstate) { //SDL_FRect dest; //b2Vec2 position; PREPARE_ERROR(e); ATTEMPT { if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_QUIT) ) { return SDL_APP_FAILURE; } else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_RUNNING) ) { CATCH(e, akgltest_iterate_running()); } else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) { CATCH(e, akgltest_iterate_waitforinput()); } else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_MAPMENU) ) { CATCH(e, akgltest_iterate_mapmenu()); } } CLEANUP { } PROCESS(e) { } HANDLE_DEFAULT(e) { LOG_ERROR(e); return SDL_APP_FAILURE; } FINISH_NORETURN(e); return SDL_APP_CONTINUE; } void SDL_AppQuit(void *appstate, SDL_AppResult result) { /* SDL will clean up the window/renderer for us. */ // SDL_DestroyTexture(ball.texture); //b2DestroyWorld(physicsWorldId); SDL_Log("Freeing music resources"); if ( bgm != NULL ) { //Mix_FreeMusic(bgm); } SDL_Log("Quitting mixer"); // Mix_Quit(); }