#define SDL_MAIN_USE_CALLBACKS #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include int numsprites = 8; char *spritepaths[] = { "../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" }; SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) { actor *actorptr = NULL; *appstate = (void *)&game.state; PREPARE_ERROR(errctx); ATTEMPT { FAIL_ZERO_BREAK(errctx, appstate, ERR_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"); game.screenwidth = 640; game.screenheight = 480; CATCH(errctx, GAME_init()); for ( int i = 0; i < numsprites ; i++) { CATCH(errctx, sprite_load_json(spritepaths[i])); } CATCH(errctx, character_load_json("../assets/characters/littleguy.json")); CATCH(errctx, heap_next_actor(&actorptr)); CATCH(errctx, actor_initialize((actor *)actorptr, "player")); actorptr->basechar = SDL_GetPointerProperty( REGISTRY_CHARACTER, "little guy", NULL); FAIL_ZERO_BREAK(errctx, actorptr->basechar, ERR_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->x = 320; actorptr->y = 240; actorptr->visible = true; CATCH(errctx, load_start_bgm("../assets/memories.mp3")); CATCH(errctx, tilemap_load("../assets/tilemap.tmj", (tilemap *)&gamemap)); } CLEANUP { } PROCESS(errctx) { } HANDLE_DEFAULT(errctx) { LOG_ERROR(errctx); return SDL_APP_FAILURE; } FINISH_NORETURN(errctx); //SDL_AudioSpec spec; /* TODO: What was this for? ATTEMPT { spritesheet *sheet; sprite *spr; character *basechar; CATCH(errctx, heap_next_spritesheet(&sheet)); CATCH(errctx, spritesheet_initialize(sheet, 48, 48, "../assets/Actor1.png")); CATCH(errctx, heap_next_sprite(&spr)); CATCH(errctx, sprite_initialize(spr, "tester", sheet)); spr->frameids[0] = 13; spr->speed = 100; spr->loop = false; spr->loopReverse = false; spr->width = 48; spr->height = 48; CATCH(errctx, heap_next_character(&basechar)); CATCH(errctx, character_initialize(basechar, "tester")); CATCH(errctx, character_sprite_add(basechar, spr, (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT))); CATCH(errctx, heap_next_actor(&actorptr)); CATCH(errctx, actor_initialize((actor *)actorptr, "player")); actorptr->basechar = basechar; actorptr->visible = true; actorptr->x = 120; actorptr->y = 120; actorptr->layer = 0; actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT); } CLEANUP { } PROCESS(errctx) { } FINISH_NORETURN(errctx); */ //GAME_init_physics(); /* TODO : Convert this to latest SDL3_Mixer spec and uncomment it spec.freq = MIX_DEFAULT_FREQUENCY; spec.format = MIX_DEFAULT_FORMAT; spec.channels = MIX_DEFAULT_CHANNELS; if (!Mix_OpenAudio(0, &spec)) { SDL_Log("Couldn't initialize the audio subsystem: %s", SDL_GetError()); return SDL_APP_FAILURE; } else { Mix_QuerySpec(&spec.freq, &spec.format, &spec.channels); SDL_Log("Opened audio at %d Hz %d bit%s %s audio buffer\n", spec.freq, (spec.format&0xFF), (SDL_AUDIO_ISFLOAT(spec.format) ? " (float)" : ""), (spec.channels > 2) ? "surround" : (spec.channels > 1) ? "stereo" : "mono"); } */ camera.x = 0; camera.y = 0; camera.w = 640; camera.h = 480; return SDL_APP_CONTINUE; } SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) { PREPARE_ERROR(errctx); ATTEMPT { FAIL_ZERO_BREAK(errctx, appstate, ERR_NULLPOINTER, "NULL appstate pointer"); FAIL_ZERO_BREAK(errctx, event, ERR_NULLPOINTER, "NULL event pointer"); if (event->type == SDL_EVENT_QUIT) { return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ } else if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN) { CATCH(errctx, gamepad_handle_button_down(appstate, event)); } else if ( event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) { CATCH(errctx, gamepad_handle_button_up(appstate, event)); } else if (event->type == SDL_EVENT_GAMEPAD_ADDED) { CATCH(errctx, gamepad_handle_added(appstate, event)); } else if (event->type == SDL_EVENT_GAMEPAD_REMOVED) { CATCH(errctx, gamepad_handle_removed(appstate, event)); } } CLEANUP { } PROCESS(errctx) { } FINISH_NORETURN(errctx); return SDL_APP_CONTINUE; /* carry on with the program! */ } SDL_AppResult SDL_AppIterate(void *appstate) { //SDL_FRect dest; //b2Vec2 position; int i = 0; iterator opflags; PREPARE_ERROR(errctx); 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); for ( i = 0; i < TILEMAP_MAX_LAYERS; i++ ) { opflags.layerid = i; ATTEMPT { CATCH(errctx, tilemap_draw(renderer, (tilemap *)&gamemap, &camera, i)); SDL_EnumerateProperties(REGISTRY_ACTOR, ®istry_iterate_actor, (void *)&opflags); } CLEANUP { } PROCESS(errctx) { } HANDLE_DEFAULT(errctx) { LOG_ERROR(errctx); return SDL_APP_FAILURE; } FINISH_NORETURN(errctx); } SDL_RenderPresent(renderer); 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(); }