Unify the library on an akgl_ namespace
This commit is contained in:
52
src/game.c
52
src/game.c
@@ -17,18 +17,18 @@
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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GAME_frame ball;
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GAME_frame paddle1;
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GAME_frame paddle2;
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GAME_frame table;
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tilemap gamemap;
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akgl_Frame ball;
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akgl_Frame paddle1;
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akgl_Frame paddle2;
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akgl_Frame table;
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akgl_Tilemap gamemap;
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MIX_Audio *bgm = NULL;
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MIX_Mixer *GAME_mixer = NULL;
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MIX_Track *GAME_tracks[64];
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SDL_FRect camera;
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Game game;
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akgl_Game game;
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akerr_ErrorContext AKERR_NOIGNORE *GAME_init()
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
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{
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int i = 0;
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PREPARE_ERROR(errctx);
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@@ -39,64 +39,64 @@ akerr_ErrorContext AKERR_NOIGNORE *GAME_init()
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FAIL_ZERO_BREAK(errctx, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
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FAIL_ZERO_BREAK(errctx, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
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FAIL_ZERO_BREAK(errctx, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
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CATCH(errctx, heap_init());
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CATCH(errctx, registry_init_actor());
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CATCH(errctx, registry_init_sprite());
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CATCH(errctx, registry_init_spritesheet());
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CATCH(errctx, registry_init_character());
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CATCH(errctx, registry_init_font());
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CATCH(errctx, registry_init_music());
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CATCH(errctx, registry_init_actor_state_strings());
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CATCH(errctx, akgl_heap_init());
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CATCH(errctx, akgl_registry_init_actor());
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CATCH(errctx, akgl_registry_init_sprite());
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CATCH(errctx, akgl_registry_init_spritesheet());
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CATCH(errctx, akgl_registry_init_character());
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CATCH(errctx, akgl_registry_init_font());
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CATCH(errctx, akgl_registry_init_music());
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CATCH(errctx, akgl_registry_init_actor_state_strings());
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true)
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SDL_SetAppMetadata(game.name, game.version, game.uri);
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for ( i = 0 ; i < MAX_CONTROL_MAPS; i++ ) {
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memset(&GAME_ControlMaps[i], 0x00, sizeof(SDL3GControlMap));
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for ( i = 0 ; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
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memset(&GAME_ControlMaps[i], 0x00, sizeof(akgl_ControlMap));
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}
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FAIL_ZERO_RETURN(
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errctx,
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD | SDL_INIT_AUDIO),
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AKERR_SDL,
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AKGL_ERR_SDL,
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"Couldn't initialize SDL: %s",
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SDL_GetError());
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// Load the Game Controller DB
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for ( i = 0; i < SDL_GAMECONTROLLER_DB_LEN ; i++ ) {
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for ( i = 0; i < AKGL_SDL_GAMECONTROLLER_DB_LEN ; i++ ) {
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if ( SDL_AddGamepadMapping(SDL_GAMECONTROLLER_DB[i]) == -1 ) {
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FAIL_ZERO_RETURN(errctx, 0, AKERR_SDL, "%s", SDL_GetError());
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FAIL_ZERO_RETURN(errctx, 0, AKGL_ERR_SDL, "%s", SDL_GetError());
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}
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}
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FAIL_ZERO_RETURN(
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errctx,
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SDL_CreateWindowAndRenderer(game.uri, game.screenwidth, game.screenheight, 0, &window, &renderer),
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AKERR_SDL,
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AKGL_ERR_SDL,
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"Couldn't create window/renderer: %s",
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SDL_GetError());
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FAIL_ZERO_RETURN(
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errctx,
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MIX_Init(),
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AKERR_SDL,
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AKGL_ERR_SDL,
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"Couldn't initialize audio: %s",
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SDL_GetError());
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game.mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, 0);
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FAIL_ZERO_RETURN(
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errctx,
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game.mixer,
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AKERR_SDL,
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AKGL_ERR_SDL,
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"Unable to create mixer device: %s",
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SDL_GetError());
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FAIL_ZERO_RETURN(
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errctx,
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TTF_Init(),
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AKERR_SDL,
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AKGL_ERR_SDL,
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"Couldn't initialize front engine: %s",
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SDL_GetError());
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@@ -106,11 +106,11 @@ akerr_ErrorContext AKERR_NOIGNORE *GAME_init()
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camera.h = game.screenheight;
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}
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void GAME_updateFPS()
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void akgl_game_updateFPS()
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{
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SDL_Time curTime;
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curTime = SDL_GetTicksNS();
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if ( (curTime - game.lastFPSTime) > TIME_ONESEC_NS ) {
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if ( (curTime - game.lastFPSTime) > AKGL_TIME_ONESEC_NS ) {
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game.fps = game.framesSinceUpdate;
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game.framesSinceUpdate = 0;
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game.lastFPSTime = curTime;
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