This commit is contained in:
2026-05-26 13:05:51 -04:00
parent 52d7bca677
commit 115f3bad62
4 changed files with 56 additions and 28 deletions

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@@ -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 Tue May 26 11:21:36 AM EDT 2026
// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Tue May 26 01:00:21 PM EDT 2026
#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228

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@@ -71,9 +71,22 @@ typedef struct akgl_Actor {
void *actorData;
bool visible;
SDL_Time movetimer;
// Velocity. Combined effect of all forces acting on the actor resulting
// in energy along an axis.
float32_t vx;
float32_t vy;
float32_t vz;
// Gravity. Forces acting on the actor on a given axis due to the forces
// of gravity and drag.
float32_t gx;
float32_t gy;
float32_t gz;
// Thrust. Energy originating only from the actor's own acceleration on a
// given axis, before the effects of gravity and drag.
float32_t tx;
float32_t ty;
float32_t tz;
// Position.
float32_t x;
float32_t y;
float32_t z;
@@ -83,7 +96,7 @@ typedef struct akgl_Actor {
akerr_ErrorContext AKERR_NOIGNORE *(*updatefunc)(struct akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *(*renderfunc)(struct akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *(*facefunc)(struct akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *(*movementlogicfunc)(struct akgl_Actor *obj, SDL_Time curtimems);
akerr_ErrorContext AKERR_NOIGNORE *(*movementlogicfunc)(struct akgl_Actor *obj, float32_t dt);
akerr_ErrorContext AKERR_NOIGNORE *(*changeframefunc)(struct akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems);
akerr_ErrorContext AKERR_NOIGNORE *(*addchild)(struct akgl_Actor *obj, struct akgl_Actor *child);
} akgl_Actor;
@@ -92,7 +105,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_initialize(akgl_Actor *obj, char *
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_set_character(akgl_Actor *obj, char *basecharname);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_render(akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_update(akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_logic_movement(akgl_Actor *obj, SDL_Time curtimems);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_logic_movement(akgl_Actor *obj, float32_t dt);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_automatic_face(akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child);

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@@ -114,7 +114,7 @@ akerr_ErrorContext *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *c
}
// raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics object to process us
akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *obj, SDL_Time curtime)
akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *obj, float32_t dt)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
@@ -277,6 +277,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_off(akgl_Actor *obj, SDL
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor left", event->type, event->gbutton.which, event->key.key);
obj->tx = 0;
obj->vx = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT);
//SDL_Log("new target actor state: %b", obj->state);
@@ -301,6 +302,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_off(akgl_Actor *obj, SD
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor right", event->type, event->gbutton.which, event->key.key);
obj->tx = 0;
obj->vx = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
//SDL_Log("new target actor state: %b", obj->state);
@@ -325,6 +327,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_off(akgl_Actor *obj, SDL_E
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor up", event->type, event->gbutton.which, event->key.key);
obj->ty = 0;
obj->vy = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_UP);
//SDL_Log("new target actor state: %b", obj->state);
@@ -349,6 +352,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_off(akgl_Actor *obj, SDL
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor down", event->type, event->gbutton.which, event->key.key);
obj->ty = 0;
obj->vy = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN);
//SDL_Log("new target actor state: %b", obj->state);

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@@ -45,21 +45,20 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
// Do nothing
// Calculate the drop of all relevant actors which is a function of their mass and the
// world's gravity
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
//Gravity is applied in units per second. So we apply
// (unit / milliseconds per second) * (milliseconds since last update)
actor->vx += self->gravity_x * dt;
actor->vy += self->gravity_y * dt;
actor->vz += self->gravity_z * dt;
// Assume the X origin is - (screen left)
actor->gx -= (self->gravity_x * dt);
// Assume Y origin is + (down screen)
actor->gy += (self->gravity_y * dt);
// Assume Z origin is - (behind the camera)
actor->gz -= (self->gravity_z * dt);
// Counteract velocity with atmospheric drag
actor->gx += actor->vx * self->drag_x * dt;
actor->gy -= actor->vy * self->drag_y * dt;
actor->gz += actor->vz * self->drag_z * dt;
// Apply atmospheric drag
actor->vx -= actor->vx * self->drag_x * dt;
actor->vy -= actor->vy * self->drag_y * dt;
actor->vz -= actor->vz * self->drag_z * dt;
// Need a euler function
SUCCEED_RETURN(e);
}
@@ -77,16 +76,16 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBacke
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
actor->x += -actor->vx;
actor->x += (-actor->vx * dt) + (actor->gx * dt);
}
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
actor->x += actor->vx;
actor->x += (actor->vx * dt) + (actor->gx * dt);
}
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
actor->y += -actor->vy;
actor->y += (-actor->vy * dt) + (actor->gy * dt);
}
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
actor->y += actor->vy;
actor->y += (actor->vy * dt) + (actor->gy * dt);
}
SUCCEED_RETURN(e);
@@ -133,7 +132,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
.layerid = 0
};
SDL_Time curtime = SDL_GetTicksNS();
float32_t dt = (curtime - self->gravity_time) / AKGL_TIME_ONESEC_NS;
float32_t dt = (float32_t)(curtime - self->gravity_time) / (float32_t)AKGL_TIME_ONESEC_NS;
akgl_Actor *actor = NULL;
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
@@ -162,20 +161,32 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
}
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ||
AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
actor->vx += actor->basechar->ax * dt;
actor->tx += actor->basechar->ax * dt;
}
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ||
AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
actor->vy += actor->basechar->ay * dt;
actor->ty += actor->basechar->ay * dt;
}
if ( actor->vx > actor->basechar->sx ) {
// velocity equals thrust unless thrust exceeds max speed
if ( actor->tx > actor->basechar->sx ) {
actor->vx = actor->basechar->sx;
} else {
actor->vx = actor->tx;
}
if ( actor->vy > actor->basechar->sy ) {
if ( actor->ty > actor->basechar->sy ) {
actor->vy = actor->basechar->sy;
} else {
actor->vy = actor->ty;
}
//PASS(e, self->gravity(self, actor, dt));
PASS(e, self->move(self, actor, dt));
ATTEMPT {
CATCH(e, actor->movementlogicfunc(actor, dt));
PASS(e, self->gravity(self, actor, dt));
PASS(e, self->move(self, actor, dt));
} CLEANUP {
} PROCESS(e) {
} HANDLE(e, AKGL_ERR_LOGICINTERRUPT) {
// noop
} FINISH(e, true);
}
self->gravity_time = curtime;
SUCCEED_RETURN(e);