diff --git a/include/akgl/SDL_GameControllerDB.h b/include/akgl/SDL_GameControllerDB.h index f3546d5..56678b4 100644 --- a/include/akgl/SDL_GameControllerDB.h +++ b/include/akgl/SDL_GameControllerDB.h @@ -1,7 +1,7 @@ #ifndef _SDL_GAMECONTROLLERDB_H_ #define _SDL_GAMECONTROLLERDB_H_ -// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sat May 9 11:58:41 PM EDT 2026 +// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sun May 10 10:04:33 PM EDT 2026 #define AKGL_SDL_GAMECONTROLLER_DB_LEN 2227 diff --git a/src/game.c b/src/game.c index 63de532..dfeb99c 100644 --- a/src/game.c +++ b/src/game.c @@ -135,9 +135,9 @@ void akgl_game_save_actorname_iterator(void *userdata, SDL_PropertiesID props, c PREPARE_ERROR(errctx); ATTEMPT { FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer"); - fwrite((char *)name, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp); + CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp)); actor = SDL_GetPointerProperty(props, name, NULL); - fwrite(&actor, 1, sizeof(akgl_Actor *), fp); + CATCH(errctx, aksl_fwrite(&actor, 1, sizeof(akgl_Actor *), fp)); } CLEANUP { } PROCESS(errctx) { } FINISH_NORETURN(errctx); @@ -151,8 +151,8 @@ void akgl_game_save_spritename_iterator(void *userdata, SDL_PropertiesID props, ATTEMPT { FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer"); sprite = SDL_GetPointerProperty(props, name, NULL); - fwrite((char *)name, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp); - fwrite(&sprite, 1, sizeof(akgl_Sprite *), fp); + CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp)); + CATCH(errctx, aksl_fwrite(&sprite, 1, sizeof(akgl_Sprite *), fp)); } CLEANUP { } PROCESS(errctx) { } FINISH_NORETURN(errctx); @@ -166,8 +166,8 @@ void akgl_game_save_spritesheetname_iterator(void *userdata, SDL_PropertiesID pr ATTEMPT { FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer"); spritesheet = SDL_GetPointerProperty(props, name, NULL); - fwrite((char *)name, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp); - fwrite(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp); + CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp)); + CATCH(errctx, aksl_fwrite(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp)); } CLEANUP { } PROCESS(errctx) { } FINISH_NORETURN(errctx); @@ -181,8 +181,8 @@ void akgl_game_save_charactername_iterator(void *userdata, SDL_PropertiesID prop ATTEMPT { FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer"); character = SDL_GetPointerProperty(props, name, NULL); - fwrite((char *)name, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp); - fwrite(&character, 1, sizeof(akgl_Character *), fp); + CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp)); + CATCH(errctx, aksl_fwrite(&character, 1, sizeof(akgl_Character *), fp)); } CLEANUP { } PROCESS(errctx) { } FINISH_NORETURN(errctx); @@ -200,29 +200,29 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save_actors(FILE *fp) AKGL_REGISTRY_ACTOR, &akgl_game_save_actorname_iterator, (void *)fp); - fwrite((void *)&nullval, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp); - fwrite((void *)&nullval, 1, sizeof(akgl_Actor *), fp); + CATCH(errctx, aksl_fwrite((void *)&nullval, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp)); + CATCH(errctx, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_Actor *), fp)); // write the sprite name pointer table SDL_EnumerateProperties( AKGL_REGISTRY_SPRITE, &akgl_game_save_spritename_iterator, (void *)fp); - fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp); - fwrite((void *)&nullval, 1, sizeof(akgl_Sprite *), fp); + CATCH(errctx, aksl_fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp)); + CATCH(errctx, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_Sprite *), fp)); // write the spritesheet name pointer table SDL_EnumerateProperties( AKGL_REGISTRY_SPRITESHEET, &akgl_game_save_spritesheetname_iterator, (void *)fp); - fwrite((void *)&nullval, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp); - fwrite((void *)&nullval, 1, sizeof(akgl_SpriteSheet *), fp); + CATCH(errctx, aksl_fwrite((void *)&nullval, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp)); + CATCH(errctx, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_SpriteSheet *), fp)); // write the character name pointer table SDL_EnumerateProperties( AKGL_REGISTRY_CHARACTER, &akgl_game_save_charactername_iterator, (void *)fp); - fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp); - fwrite((void *)&nullval, 1, sizeof(akgl_Character *), fp); + CATCH(errctx, aksl_fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp)); + CATCH(errctx, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_Character *), fp)); } CLEANUP { } PROCESS(errctx) { } FINISH(errctx, true);