515 lines
16 KiB
C
515 lines
16 KiB
C
#define SDL_MAIN_USE_CALLBACKS
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_properties.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_mixer/SDL_mixer.h>
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#include <akgl/assets.h>
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#include <akgl/error.h>
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#include <akgl/iterator.h>
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#include <akgl/tilemap.h>
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#include <akgl/heap.h>
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#include <akgl/game.h>
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#include <akgl/controller.h>
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#include <akgl/draw.h>
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#include <akgl/sprite.h>
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#include <akgl/actor.h>
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#include <akgl/registry.h>
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#include <akgl/text.h>
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#define AKGLTEST_STATE_WAITFORINPUT 1 << 8
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#define AKGLTEST_STATE_LOADING 1 << 9
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#define AKGLTEST_STATE_RUNNING 1 << 10
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#define AKGLTEST_STATE_MAPMENU 1 << 11
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#define AKGLTEST_STATE_QUIT 1 << 12
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#define AKGLTEST_CONTROLMAP_MENU 0
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#define AKGLTEST_CONTROLMAP_INGAMEACTOR 1
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int menuselection = 0;
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int maxmenu = 2;
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int numchars = 2;
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char *characterpaths[] = {
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"assets/characters/littleguy.json",
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"assets/characters/menupointer.json"
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};
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int numsounds = 2;
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char *soundfiles[] = {
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"assets/vgmenuhighlight.wav",
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"assets/vgmenuselect.wav"
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};
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int numsprites = 9;
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char *spritepaths[] = {
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"assets/sprites/menupointer.json",
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"assets/sprites/little_guy_walking_left.json",
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"assets/sprites/little_guy_walking_right.json",
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"assets/sprites/little_guy_walking_up.json",
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"assets/sprites/little_guy_walking_down.json",
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"assets/sprites/little_guy_facing_left.json",
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"assets/sprites/little_guy_facing_right.json",
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"assets/sprites/little_guy_facing_up.json",
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"assets/sprites/little_guy_facing_down.json"
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};
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char dirnamebuf[1024];
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_menu(akgl_Actor *appstate, SDL_Event *event)
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{
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akgl_Actor *menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
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akgl_Actor *player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
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PREPARE_ERROR(e);
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PASS(e, akgl_tilemap_release(&gamemap));
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FAIL_ZERO_RETURN(e, player, AKERR_NULLPOINTER, "missing actor");
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FAIL_ZERO_RETURN(e, menupointer, AKERR_NULLPOINTER, "missing actor");
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
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// Reset all the actors back to empty (except the player and menupointer)
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for ( int i = 0 ; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
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if ( &HEAP_ACTOR[i] != player && &HEAP_ACTOR[i] != menupointer ) {
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SDL_ClearProperty(AKGL_REGISTRY_ACTOR, (char *)&HEAP_ACTOR[i].name);
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memset(&HEAP_ACTOR[i], 0x00, sizeof(akgl_Actor));
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} else {
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SDL_Log("Preserving menupointer and actor (%p)", &HEAP_ACTOR[i]);
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}
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}
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GAME_ControlMaps[AKGLTEST_CONTROLMAP_INGAMEACTOR].target = NULL;
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GAME_ControlMaps[AKGLTEST_CONTROLMAP_MENU].target = menupointer;
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menupointer->visible = true;
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_MAPMENU);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_gamemode_running(akgl_Actor *appstate, SDL_Event *event)
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{
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akgl_Actor *menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
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akgl_Actor *actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, menupointer, AKERR_NULLPOINTER, "missing actor");
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FAIL_ZERO_RETURN(e, actorptr, AKERR_NULLPOINTER, "missing actor");
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_MAPMENU);
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GAME_ControlMaps[AKGLTEST_CONTROLMAP_INGAMEACTOR].target = actorptr;
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GAME_ControlMaps[AKGLTEST_CONTROLMAP_MENU].target = NULL;
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menupointer->visible = false;
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actorptr->visible = true;
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_MAPMENU);
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if ( menuselection == 0 ) {
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strcpy((char *)&dirnamebuf, "assets/imagemap.tmj");
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PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
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} else if ( menuselection == 1 ) {
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strcpy((char *)&dirnamebuf, "assets/tilemap.tmj");
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PASS(e, akgl_tilemap_load((char *)&dirnamebuf, (akgl_Tilemap *)&gamemap));
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} else if ( menuselection == 2 ) {
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_RUNNING);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
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}
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_RUNNING);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_menupointer_logic_movement(akgl_Actor *obj, SDL_Time curtime)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, obj, AKERR_NULLPOINTER, "NULL actor");
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if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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if ( menuselection < maxmenu ) {
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menuselection += 1;
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} else {
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menuselection = 0;
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}
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} else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
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if ( menuselection == 0 ) {
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menuselection = maxmenu;
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} else {
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menuselection -= 1;
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}
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}
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obj->y = 85 + (menuselection * 100);
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AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_MOVING_DOWN));
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *music_toggle(akgl_Actor *obj, SDL_Event *event)
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{
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SDL_PropertiesID bgmprops = 0;
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PREPARE_ERROR(errctx);
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if ( MIX_TrackPlaying(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM]) ) {
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FAIL_ZERO_RETURN(
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errctx,
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MIX_StopTrack(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM], 0),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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} else {
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SDL_SetNumberProperty(bgmprops, MIX_PROP_PLAY_LOOPS_NUMBER, -1);
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FAIL_ZERO_RETURN(
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errctx,
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MIX_PlayTrack(akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM], bgmprops),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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}
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *savegame(akgl_Actor *obj, SDL_Event *event)
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{
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return akgl_game_save("assets/savegame.bin");
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}
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akerr_ErrorContext AKERR_NOIGNORE *quit_game(akgl_Actor *obj, SDL_Event *event)
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{
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PREPARE_ERROR(errctx);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_QUIT);
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SDL_Log("Quitting game");
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_load_assets()
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{
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PREPARE_ERROR(errctx);
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for ( int i = 0; i < numsprites ; i++) {
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strcpy((char *)&dirnamebuf, spritepaths[i]);
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SDL_Log("Loading sprite %s (%d of %d)....", (char *)&dirnamebuf, i, numsprites);
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PASS(errctx, akgl_sprite_load_json((char *)&dirnamebuf));
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}
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for ( int i = 0; i < numchars ; i++ ) {
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strcpy((char *)&dirnamebuf, characterpaths[i]);
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SDL_Log("Loading character %s (%d of %d)....", (char *)&dirnamebuf, i, numchars);
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PASS(errctx, akgl_character_load_json((char *)&dirnamebuf));
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}
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_set_actor_visible(char *actorname, bool visible)
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{
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PREPARE_ERROR(e);
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akgl_Actor *actorptr = NULL;
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actorptr = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
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FAIL_ZERO_RETURN(e, actorptr, AKERR_NULLPOINTER, "%s missing in registry", actorname);
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actorptr->visible = visible;
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SUCCEED_RETURN(e);
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}
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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akgl_Actor *actorptr = NULL;
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*appstate = (void *)&game.state;
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PREPARE_ERROR(errctx);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_LOADING);
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
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strcpy((char *)&game.name, "sdl3-gametest");
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strcpy((char *)&game.version, "0.0.1");
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strcpy((char *)&game.uri, "net.aklabs.games.sdl3-gametest");
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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_registry_load_properties("assets/properties.json"));
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CATCH(errctx, akgl_game_init_screen());
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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, akgl_heap_next_actor(&actorptr));
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CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorptr, "menupointer"));
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actorptr->basechar = SDL_GetPointerProperty(
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AKGL_REGISTRY_CHARACTER,
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"menupointer",
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NULL);
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FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKERR_REGISTRY, "menupointer character missing");
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actorptr->movementlogicfunc = &akgltest_menupointer_logic_movement;
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actorptr->movement_controls_face = false;
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actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_DOWN);
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actorptr->x = 50;
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actorptr->y = 100;
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actorptr->visible = false;
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CATCH(errctx, akgl_heap_next_actor(&actorptr));
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CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorptr, "player"));
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actorptr->basechar = SDL_GetPointerProperty(
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AKGL_REGISTRY_CHARACTER,
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"little guy",
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NULL);
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FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKERR_REGISTRY, "Can't load character 'little guy' from the registry");
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actorptr->movement_controls_face = false;
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actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
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actorptr->x = 320;
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actorptr->y = 240;
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actorptr->visible = false;
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strcpy((char *)&dirnamebuf, "assets/memories.mp3");
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CATCH(errctx, akgl_load_start_bgm((char *)&dirnamebuf));
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CATCH(errctx, music_toggle(NULL, NULL));
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CATCH(errctx, akgl_text_loadfont("C64Pro", "assets/C64_Pro-STYLE.ttf", 18));
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} CLEANUP {
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} PROCESS(errctx) {
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} HANDLE_DEFAULT(errctx) {
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LOG_ERROR(errctx);
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return SDL_APP_FAILURE;
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} FINISH_NORETURN(errctx);
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AKGL_BITMASK_DEL(game.state.flags, AKGLTEST_STATE_LOADING);
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AKGL_BITMASK_ADD(game.state.flags, AKGLTEST_STATE_WAITFORINPUT);
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return SDL_APP_CONTINUE;
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_bind_universal(char *actorname, int mapid, int kbid, int jsid)
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{
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akgl_Control control;
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PREPARE_ERROR(e);
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PASS(e, akgl_controller_default(mapid, actorname, kbid, jsid));
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// set custom control maps */
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memset((void *)&control, 0x00, sizeof(akgl_Control));
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// Quit
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control.key = SDLK_ESCAPE;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.handler_on = &akgltest_set_gamemode_menu;
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PASS(e, akgl_controller_pushmap(mapid, &control));
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// Toggle the music
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control.key = SDLK_M;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.handler_on = &music_toggle;
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PASS(e, akgl_controller_pushmap(mapid, &control));
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_controller_get_defaults(void *appstate, SDL_Event *event)
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{
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akgl_Control control;
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int kbid = 0;
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int jsid = 0;
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PREPARE_ERROR(e);
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if (event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN || event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) {
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jsid = event->gbutton.which;
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} else if (event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
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kbid = event->key.which;
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}
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PASS(e, akgltest_controller_bind_universal("player", AKGLTEST_CONTROLMAP_MENU, kbid, jsid));
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PASS(e, akgltest_controller_bind_universal("menupointer", AKGLTEST_CONTROLMAP_INGAMEACTOR, kbid, jsid));
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// Save the game
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control.key = SDLK_S;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.handler_on = &savegame;
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PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_INGAMEACTOR, &control));
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// Menu selection
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control.key = SDLK_RETURN;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.handler_on = &akgltest_set_gamemode_running;
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PASS(e, akgl_controller_pushmap(AKGLTEST_CONTROLMAP_MENU, &control));
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SUCCEED_RETURN(e);
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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PREPARE_ERROR(errctx);
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate pointer");
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FAIL_ZERO_BREAK(errctx, event, AKERR_NULLPOINTER, "NULL event pointer");
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if ( event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN ||
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event->type == SDL_EVENT_GAMEPAD_BUTTON_UP ||
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event->type == SDL_EVENT_KEY_DOWN ||
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event->type == SDL_EVENT_KEY_UP ) {
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if ( AKGL_BITMASK_HAS(game.state.flags, AKGLTEST_STATE_WAITFORINPUT) ) {
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// get the player's default keyboard or gamepad id from the event
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CATCH(errctx, akgltest_controller_get_defaults(appstate, event));
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CATCH(errctx, akgltest_set_gamemode_menu(appstate, event));
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} else {
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CATCH(errctx, akgl_controller_handle_event(appstate, event));
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}
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}
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_mapmenu(void)
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{
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akgl_Actor *menupointer = NULL;
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PREPARE_ERROR(e);
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ATTEMPT {
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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PASS(e, akgl_text_rendertextat(
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SDL_GetPointerProperty(
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AKGL_REGISTRY_FONT,
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"C64Pro",
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NULL),
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"IMAGE MAP DEMO",
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(SDL_Color){255, 255, 255, 255},
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0,
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150,
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100)
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);
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PASS(e, akgl_text_rendertextat(
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SDL_GetPointerProperty(
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AKGL_REGISTRY_FONT,
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"C64Pro",
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NULL),
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"TILE MAP DEMO",
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(SDL_Color){255, 255, 255, 255},
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0,
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150,
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200)
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);
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PASS(e, akgl_text_rendertextat(
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SDL_GetPointerProperty(
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AKGL_REGISTRY_FONT,
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"C64Pro",
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NULL),
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"QUIT GAME",
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(SDL_Color){255, 255, 255, 255},
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0,
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150,
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300)
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);
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menupointer = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "menupointer", NULL);
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FAIL_ZERO_BREAK(e, menupointer, AKERR_NULLPOINTER, "actor missing from registry");
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menupointer->visible = true;
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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->renderfunc(menupointer, renderer));
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} CLEANUP {
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SDL_RenderPresent(renderer);
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} PROCESS(e) {
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} FINISH(e, true);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_waitforinput(void)
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{
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PREPARE_ERROR(errctx);
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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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SDL_GetPointerProperty(
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AKGL_REGISTRY_FONT,
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"C64Pro",
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NULL),
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"PRESS ANY KEY OR JOYSTICK BUTTON",
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(SDL_Color){255, 255, 255, 255},
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0,
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40,
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120)
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);
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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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}
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akerr_ErrorContext AKERR_NOIGNORE *akgltest_iterate_running(void)
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{
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int i = 0;
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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();
|
|
}
|