Unify the library on an akgl_ namespace
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@@ -6,92 +6,92 @@
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#include <sdl3game/iterator.h>
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#include <sdl3game/actor.h>
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SDL_PropertiesID REGISTRY_ACTOR;
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SDL_PropertiesID REGISTRY_ACTOR_STATE_STRINGS;
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SDL_PropertiesID REGISTRY_SPRITE;
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SDL_PropertiesID REGISTRY_SPRITESHEET;
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SDL_PropertiesID REGISTRY_CHARACTER;
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SDL_PropertiesID REGISTRY_MUSIC;
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SDL_PropertiesID REGISTRY_FONT;
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SDL_PropertiesID AKGL_REGISTRY_ACTOR;
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SDL_PropertiesID AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS;
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SDL_PropertiesID AKGL_REGISTRY_SPRITE;
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SDL_PropertiesID AKGL_AKGL_REGISTRY_SPRITESHEET;
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SDL_PropertiesID AKGL_REGISTRY_CHARACTER;
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SDL_PropertiesID AKGL_REGISTRY_MUSIC;
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SDL_PropertiesID AKGL_REGISTRY_FONT;
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akerr_ErrorContext *registry_init()
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akerr_ErrorContext *akgl_registry_init()
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{
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PREPARE_ERROR(errctx);
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ATTEMPT {
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CATCH(errctx, registry_init_spritesheet());
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CATCH(errctx, registry_init_sprite());
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CATCH(errctx, registry_init_character());
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CATCH(errctx, registry_init_actor());
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CATCH(errctx, registry_init_actor_state_strings());
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CATCH(errctx, registry_init_font());
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CATCH(errctx, registry_init_music());
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CATCH(errctx, akgl_registry_init_spritesheet());
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CATCH(errctx, akgl_registry_init_sprite());
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CATCH(errctx, akgl_registry_init_character());
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CATCH(errctx, akgl_registry_init_actor());
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CATCH(errctx, akgl_registry_init_actor_state_strings());
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CATCH(errctx, akgl_registry_init_font());
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CATCH(errctx, akgl_registry_init_music());
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *registry_init_actor()
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akerr_ErrorContext *akgl_registry_init_actor()
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{
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PREPARE_ERROR(errctx);
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REGISTRY_ACTOR = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, REGISTRY_ACTOR, AKERR_NULLPOINTER, "Error initializing actor registry");
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AKGL_REGISTRY_ACTOR = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_ACTOR, AKERR_NULLPOINTER, "Error initializing actor registry");
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *registry_init_font()
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akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_font()
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{
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PREPARE_ERROR(errctx);
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REGISTRY_FONT = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, REGISTRY_FONT, AKERR_NULLPOINTER, "Error initializing font registry");
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AKGL_REGISTRY_FONT = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_FONT, AKERR_NULLPOINTER, "Error initializing font registry");
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *registry_init_music()
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akerr_ErrorContext *akgl_registry_init_music()
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{
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PREPARE_ERROR(errctx);
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REGISTRY_MUSIC = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, REGISTRY_MUSIC, AKERR_NULLPOINTER, "Error initializing music registry");
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AKGL_REGISTRY_MUSIC = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_MUSIC, AKERR_NULLPOINTER, "Error initializing music registry");
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *registry_init_actor_state_strings()
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akerr_ErrorContext *akgl_registry_init_actor_state_strings()
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{
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int i = 0;
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int flag = 0;
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PREPARE_ERROR(errctx);
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REGISTRY_ACTOR_STATE_STRINGS = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, REGISTRY_ACTOR_STATE_STRINGS, AKERR_NULLPOINTER, "Error initializing actor state strings registry");
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for ( i = 0 ; i < ACTOR_MAX_STATES; i++ ) {
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AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS, AKERR_NULLPOINTER, "Error initializing actor state strings registry");
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for ( i = 0 ; i < AKGL_ACTOR_MAX_STATES; i++ ) {
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flag = (1 << i);
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SDL_SetNumberProperty(
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REGISTRY_ACTOR_STATE_STRINGS,
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ACTOR_STATE_STRING_NAMES[i],
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AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS,
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AKGL_ACTOR_STATE_STRING_NAMES[i],
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flag);
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}
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *registry_init_sprite()
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akerr_ErrorContext *akgl_registry_init_sprite()
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{
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PREPARE_ERROR(errctx);
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REGISTRY_SPRITE = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, REGISTRY_SPRITE, AKERR_NULLPOINTER, "Error initializing sprite registry");
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AKGL_REGISTRY_SPRITE = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_SPRITE, AKERR_NULLPOINTER, "Error initializing sprite registry");
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *registry_init_spritesheet()
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akerr_ErrorContext *akgl_registry_init_spritesheet()
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{
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PREPARE_ERROR(errctx);
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REGISTRY_SPRITESHEET = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, REGISTRY_SPRITESHEET, AKERR_NULLPOINTER, "Error initializing spritesheet registry");
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AKGL_AKGL_REGISTRY_SPRITESHEET = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_AKGL_REGISTRY_SPRITESHEET, AKERR_NULLPOINTER, "Error initializing spritesheet registry");
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *registry_init_character()
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akerr_ErrorContext *akgl_registry_init_character()
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{
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PREPARE_ERROR(errctx);
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REGISTRY_CHARACTER = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, REGISTRY_CHARACTER, AKERR_NULLPOINTER, "Error initializing character registry");
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AKGL_REGISTRY_CHARACTER = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_CHARACTER, AKERR_NULLPOINTER, "Error initializing character registry");
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SUCCEED_RETURN(errctx);
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}
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