More akstdlib conversion

This commit is contained in:
2026-05-11 20:58:36 -04:00
parent d928a8af0f
commit 0f01126bad
2 changed files with 17 additions and 17 deletions

View File

@@ -1,7 +1,7 @@
#ifndef _SDL_GAMECONTROLLERDB_H_ #ifndef _SDL_GAMECONTROLLERDB_H_
#define _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 #define AKGL_SDL_GAMECONTROLLER_DB_LEN 2227

View File

@@ -135,9 +135,9 @@ void akgl_game_save_actorname_iterator(void *userdata, SDL_PropertiesID props, c
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
ATTEMPT { ATTEMPT {
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer"); 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); actor = SDL_GetPointerProperty(props, name, NULL);
fwrite(&actor, 1, sizeof(akgl_Actor *), fp); CATCH(errctx, aksl_fwrite(&actor, 1, sizeof(akgl_Actor *), fp));
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH_NORETURN(errctx); } FINISH_NORETURN(errctx);
@@ -151,8 +151,8 @@ void akgl_game_save_spritename_iterator(void *userdata, SDL_PropertiesID props,
ATTEMPT { ATTEMPT {
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer"); FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
sprite = SDL_GetPointerProperty(props, name, NULL); sprite = SDL_GetPointerProperty(props, name, NULL);
fwrite((char *)name, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp); CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
fwrite(&sprite, 1, sizeof(akgl_Sprite *), fp); CATCH(errctx, aksl_fwrite(&sprite, 1, sizeof(akgl_Sprite *), fp));
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH_NORETURN(errctx); } FINISH_NORETURN(errctx);
@@ -166,8 +166,8 @@ void akgl_game_save_spritesheetname_iterator(void *userdata, SDL_PropertiesID pr
ATTEMPT { ATTEMPT {
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer"); FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
spritesheet = SDL_GetPointerProperty(props, name, NULL); spritesheet = SDL_GetPointerProperty(props, name, NULL);
fwrite((char *)name, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp); CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
fwrite(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp); CATCH(errctx, aksl_fwrite(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp));
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH_NORETURN(errctx); } FINISH_NORETURN(errctx);
@@ -181,8 +181,8 @@ void akgl_game_save_charactername_iterator(void *userdata, SDL_PropertiesID prop
ATTEMPT { ATTEMPT {
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer"); FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
character = SDL_GetPointerProperty(props, name, NULL); character = SDL_GetPointerProperty(props, name, NULL);
fwrite((char *)name, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp); CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp));
fwrite(&character, 1, sizeof(akgl_Character *), fp); CATCH(errctx, aksl_fwrite(&character, 1, sizeof(akgl_Character *), fp));
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH_NORETURN(errctx); } FINISH_NORETURN(errctx);
@@ -200,29 +200,29 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save_actors(FILE *fp)
AKGL_REGISTRY_ACTOR, AKGL_REGISTRY_ACTOR,
&akgl_game_save_actorname_iterator, &akgl_game_save_actorname_iterator,
(void *)fp); (void *)fp);
fwrite((void *)&nullval, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp); CATCH(errctx, aksl_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, sizeof(akgl_Actor *), fp));
// write the sprite name pointer table // write the sprite name pointer table
SDL_EnumerateProperties( SDL_EnumerateProperties(
AKGL_REGISTRY_SPRITE, AKGL_REGISTRY_SPRITE,
&akgl_game_save_spritename_iterator, &akgl_game_save_spritename_iterator,
(void *)fp); (void *)fp);
fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp); CATCH(errctx, aksl_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, sizeof(akgl_Sprite *), fp));
// write the spritesheet name pointer table // write the spritesheet name pointer table
SDL_EnumerateProperties( SDL_EnumerateProperties(
AKGL_REGISTRY_SPRITESHEET, AKGL_REGISTRY_SPRITESHEET,
&akgl_game_save_spritesheetname_iterator, &akgl_game_save_spritesheetname_iterator,
(void *)fp); (void *)fp);
fwrite((void *)&nullval, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp); CATCH(errctx, aksl_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, sizeof(akgl_SpriteSheet *), fp));
// write the character name pointer table // write the character name pointer table
SDL_EnumerateProperties( SDL_EnumerateProperties(
AKGL_REGISTRY_CHARACTER, AKGL_REGISTRY_CHARACTER,
&akgl_game_save_charactername_iterator, &akgl_game_save_charactername_iterator,
(void *)fp); (void *)fp);
fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp); CATCH(errctx, aksl_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, sizeof(akgl_Character *), fp));
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);