#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 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" }; char dirnamebuf[1024]; 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 *user_breakpoint(akgl_Actor *obj, SDL_Event *event) { PREPARE_ERROR(errctx); SDL_Log("User breakpoint hit"); SUCCEED_RETURN(errctx); } 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()); for ( int i = 0; i < numsprites ; i++) { strcpy((char *)&dirnamebuf, spritepaths[i]); CATCH(errctx, akgl_sprite_load_json((char *)&dirnamebuf)); } strcpy((char *)&dirnamebuf, "assets/characters/littleguy.json"); CATCH(errctx, akgl_character_load_json((char *)&dirnamebuf)); 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 = true; strcpy((char *)&dirnamebuf, "assets/memories.mp3"); CATCH(errctx, akgl_load_start_bgm((char *)&dirnamebuf)); CATCH(errctx, music_toggle(NULL, NULL)); strcpy((char *)&dirnamebuf, "assets/imagemap.tmj"); CATCH(errctx, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap)); 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_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, akgl_controller_default(0, "player", kbid, jsid)); // set custom control maps */ memset((void *)&control, 0x00, sizeof(akgl_Control)); // Breakpoint control.key = SDLK_ESCAPE; control.event_on = SDL_EVENT_KEY_DOWN; control.handler_on = &user_breakpoint; PASS(e, akgl_controller_pushmap(0, &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(0, &control)); // Save the game control.key = SDLK_S; control.event_on = SDL_EVENT_KEY_DOWN; control.handler_on = &savegame; PASS(e, akgl_controller_pushmap(0, &control)); } 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)); AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT); AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_RUNNING); } 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_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); 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_RUNNING) ) { CATCH(e, akgltest_iterate_running()); } else if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) { CATCH(e, akgltest_iterate_waitforinput()); } } 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(); }