#include #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 extern int menuselection; extern int maxmenu; extern int kbid; extern int jsid; extern int numchars; extern char *characterpaths[2]; extern int numsounds; extern char *soundfiles[2]; extern int numsprites; extern char *spritepaths[9]; extern char dirnamebuf[1024]; akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_bind_universal(char *actorname, int mapid, int kbid, int jsid); akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_get_defaults(void *appstate, SDL_Event *event); akerr_ErrorContext AKERR_NOIGNORE *akgltest_init_menupointer(void); akerr_ErrorContext AKERR_NOIGNORE *akgltest_init_player(void); akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void); akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void); akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_waitforinput(void); akerr_ErrorContext AKERR_NOIGNORE *akgltest_load_assets(); akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, SDL_Time curtime); akerr_ErrorContext AKERR_NOIGNORE *akgltest_release_actor(char *actorname); akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_actor_visible(char *actorname, bool visible); akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_menu(akgl_Actor *appstate, SDL_Event *event); akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_running(akgl_Actor *appstate, SDL_Event *event); akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *event); akerr_ErrorContext AKERR_NOIGNORE *quit_game(akgl_Actor *obj, SDL_Event *event); akerr_ErrorContext AKERR_NOIGNORE *savegame(akgl_Actor *obj, SDL_Event *event); akerr_ErrorContext AKERR_NOIGNORE *user_breakpoint(akgl_Actor *obj, SDL_Event *event);