More akstdlib conversion
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@@ -1,7 +1,7 @@
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#ifndef _SDL_GAMECONTROLLERDB_H_
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#ifndef _SDL_GAMECONTROLLERDB_H_
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#define _SDL_GAMECONTROLLERDB_H_
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#define _SDL_GAMECONTROLLERDB_H_
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sat May 9 11:58:41 PM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sun May 10 10:04:33 PM EDT 2026
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2227
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2227
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32
src/game.c
32
src/game.c
@@ -135,9 +135,9 @@ void akgl_game_save_actorname_iterator(void *userdata, SDL_PropertiesID props, c
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PREPARE_ERROR(errctx);
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PREPARE_ERROR(errctx);
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ATTEMPT {
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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fwrite((char *)name, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp);
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CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp));
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actor = SDL_GetPointerProperty(props, name, NULL);
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actor = SDL_GetPointerProperty(props, name, NULL);
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fwrite(&actor, 1, sizeof(akgl_Actor *), fp);
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CATCH(errctx, aksl_fwrite(&actor, 1, sizeof(akgl_Actor *), fp));
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} CLEANUP {
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} CLEANUP {
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} PROCESS(errctx) {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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} FINISH_NORETURN(errctx);
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@@ -151,8 +151,8 @@ void akgl_game_save_spritename_iterator(void *userdata, SDL_PropertiesID props,
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ATTEMPT {
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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sprite = SDL_GetPointerProperty(props, name, NULL);
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sprite = SDL_GetPointerProperty(props, name, NULL);
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fwrite((char *)name, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp);
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CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
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fwrite(&sprite, 1, sizeof(akgl_Sprite *), fp);
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CATCH(errctx, aksl_fwrite(&sprite, 1, sizeof(akgl_Sprite *), fp));
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} CLEANUP {
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} CLEANUP {
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} PROCESS(errctx) {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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} FINISH_NORETURN(errctx);
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@@ -166,8 +166,8 @@ void akgl_game_save_spritesheetname_iterator(void *userdata, SDL_PropertiesID pr
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ATTEMPT {
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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spritesheet = SDL_GetPointerProperty(props, name, NULL);
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spritesheet = SDL_GetPointerProperty(props, name, NULL);
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fwrite((char *)name, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp);
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CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
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fwrite(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp);
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CATCH(errctx, aksl_fwrite(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp));
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} CLEANUP {
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} CLEANUP {
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} PROCESS(errctx) {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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} FINISH_NORETURN(errctx);
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@@ -181,8 +181,8 @@ void akgl_game_save_charactername_iterator(void *userdata, SDL_PropertiesID prop
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ATTEMPT {
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
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character = SDL_GetPointerProperty(props, name, NULL);
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character = SDL_GetPointerProperty(props, name, NULL);
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fwrite((char *)name, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp);
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CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp));
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fwrite(&character, 1, sizeof(akgl_Character *), fp);
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CATCH(errctx, aksl_fwrite(&character, 1, sizeof(akgl_Character *), fp));
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} CLEANUP {
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} CLEANUP {
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} PROCESS(errctx) {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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} FINISH_NORETURN(errctx);
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@@ -200,29 +200,29 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save_actors(FILE *fp)
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AKGL_REGISTRY_ACTOR,
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AKGL_REGISTRY_ACTOR,
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&akgl_game_save_actorname_iterator,
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&akgl_game_save_actorname_iterator,
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(void *)fp);
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(void *)fp);
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fwrite((void *)&nullval, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp);
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CATCH(errctx, aksl_fwrite((void *)&nullval, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp));
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fwrite((void *)&nullval, 1, sizeof(akgl_Actor *), fp);
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CATCH(errctx, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_Actor *), fp));
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// write the sprite name pointer table
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// write the sprite name pointer table
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SDL_EnumerateProperties(
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SDL_EnumerateProperties(
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AKGL_REGISTRY_SPRITE,
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AKGL_REGISTRY_SPRITE,
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&akgl_game_save_spritename_iterator,
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&akgl_game_save_spritename_iterator,
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(void *)fp);
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(void *)fp);
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fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp);
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CATCH(errctx, aksl_fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
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fwrite((void *)&nullval, 1, sizeof(akgl_Sprite *), fp);
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CATCH(errctx, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_Sprite *), fp));
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// write the spritesheet name pointer table
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// write the spritesheet name pointer table
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SDL_EnumerateProperties(
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SDL_EnumerateProperties(
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AKGL_REGISTRY_SPRITESHEET,
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AKGL_REGISTRY_SPRITESHEET,
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&akgl_game_save_spritesheetname_iterator,
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&akgl_game_save_spritesheetname_iterator,
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(void *)fp);
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(void *)fp);
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fwrite((void *)&nullval, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp);
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CATCH(errctx, aksl_fwrite((void *)&nullval, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
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fwrite((void *)&nullval, 1, sizeof(akgl_SpriteSheet *), fp);
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CATCH(errctx, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_SpriteSheet *), fp));
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// write the character name pointer table
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// write the character name pointer table
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SDL_EnumerateProperties(
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SDL_EnumerateProperties(
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AKGL_REGISTRY_CHARACTER,
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AKGL_REGISTRY_CHARACTER,
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&akgl_game_save_charactername_iterator,
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&akgl_game_save_charactername_iterator,
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(void *)fp);
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(void *)fp);
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fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp);
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CATCH(errctx, aksl_fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp));
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fwrite((void *)&nullval, 1, sizeof(akgl_Character *), fp);
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CATCH(errctx, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_Character *), fp));
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} CLEANUP {
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} CLEANUP {
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} PROCESS(errctx) {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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} FINISH(errctx, true);
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