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libakgl/include/akgl/character.h

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/**
* @file character.h
* @brief Declares the public character API.
*/
#ifndef _AKGL_CHARACTER_H_
#define _AKGL_CHARACTER_H_
#include <SDL3/SDL_properties.h>
#include "types.h"
#include "sprite.h"
#define AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH 128
#define AKGL_MAX_HEAP_CHARACTER 256
/** @brief Defines reusable movement parameters and actor-state sprite bindings. */
typedef struct akgl_Character {
uint8_t refcount;
char name[AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH];
SDL_PropertiesID state_sprites;
uint64_t speedtime;
float32_t ax;
float32_t ay;
float32_t az;
float32_t sx;
float32_t sy;
float32_t sz;
akerr_ErrorContext AKERR_NOIGNORE *(*sprite_add)(struct akgl_Character *, akgl_Sprite *, int);
akerr_ErrorContext AKERR_NOIGNORE *(*sprite_get)(struct akgl_Character *, int, akgl_Sprite **);
} akgl_Character;
/**
* @brief Character initialize.
* @param basechar Character whose state-to-sprite map is accessed.
* @param name Registry key or human-readable object name.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_character_initialize(akgl_Character *basechar, char *name);
/**
* @brief Character sprite add.
* @param basechar Character whose state-to-sprite map is accessed.
* @param ref Sprite reference to associate with the character.
* @param state Actor-state bit mask used as a sprite-map key.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_character_sprite_add(akgl_Character *basechar, akgl_Sprite *ref, int state);
/**
* @brief Character sprite get.
* @param basechar Character whose state-to-sprite map is accessed.
* @param state Actor-state bit mask used as a sprite-map key.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_character_sprite_get(akgl_Character *basechar, int state, akgl_Sprite **dest);
// This is an SDL iterator so we can't return our error state from it.
/**
* @brief Character state sprites iterate.
* @param userdata Caller data supplied to the SDL property iterator.
* @param props SDL property collection being iterated.
* @param name Registry key or human-readable object name.
*/
void akgl_character_state_sprites_iterate(void *userdata, SDL_PropertiesID props, const char *name);
/**
* @brief Character load json.
* @param filename Path to the source asset or JSON document.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_character_load_json(char *filename);
#endif // _AKGL_CHARACTER_H_