Unify the library on an akgl_ namespace
This commit is contained in:
20
src/assets.c
20
src/assets.c
@@ -7,19 +7,19 @@
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#include <sdl3game/heap.h>
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#include <sdl3game/error.h>
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akerr_ErrorContext *load_start_bgm(char *fname)
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akerr_ErrorContext *akgl_load_start_bgm(char *fname)
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{
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PREPARE_ERROR(errctx);
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//string *tmpstr = NULL;
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//akgl_String *tmpstr = NULL;
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MIX_Track *bgmtrack = NULL;
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SDL_PropertiesID bgmprops = 0;
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, fname, AKERR_NULLPOINTER, "load_start_bgm received NULL filename");
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//CATCH(errctx, heap_next_string(&tmpstr));
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//CATCH(errctx, string_initialize(tmpstr, NULL));
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FAIL_ZERO_BREAK(errctx, fname, AKERR_NULLPOINTER, "akgl_load_start_bgm received NULL filename");
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//CATCH(errctx, akgl_heap_next_string(&tmpstr));
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//CATCH(errctx, akgl_string_initialize(tmpstr, NULL));
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//SDL_snprintf((char *)&tmpstr->data, MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), fname);
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//SDL_snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), fname);
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SDL_Log("Loading music asset from %s", fname);
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bgm = MIX_LoadAudio(game.mixer, fname, true);
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FAIL_ZERO_BREAK(errctx, bgm, AKERR_NULLPOINTER, "Failed to load music asset %s : %s", fname, SDL_GetError());
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@@ -27,22 +27,22 @@ akerr_ErrorContext *load_start_bgm(char *fname)
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bgmtrack = MIX_CreateTrack(game.mixer);
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FAIL_ZERO_BREAK(errctx, bgmtrack, AKERR_NULLPOINTER, "Failed to create audio track for background music: %s", SDL_GetError());
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game.tracks[GAME_AUDIO_TRACK_BGM] = bgmtrack;
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game.tracks[AKGL_GAME_AUDIO_TRACK_BGM] = bgmtrack;
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FAIL_ZERO_BREAK(
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errctx,
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MIX_SetTrackAudio(bgmtrack, bgm),
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AKERR_SDL,
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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SDL_SetNumberProperty(bgmprops, MIX_PROP_PLAY_LOOPS_NUMBER, -1);
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if (!MIX_PlayTrack(bgmtrack, bgmprops)) {
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FAIL_BREAK(errctx, AKERR_SDL, "Failed to play music asset %s", fname);
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FAIL_BREAK(errctx, AKGL_ERR_SDL, "Failed to play music asset %s", fname);
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}
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} CLEANUP {
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//IGNORE(heap_release_string(tmpstr));
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//IGNORE(akgl_heap_release_string(tmpstr));
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if ( errctx != NULL ) {
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if ( errctx->status != 0 && bgm != NULL) {
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MIX_DestroyAudio(bgm);
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