Unify the library on an akgl_ namespace
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@@ -40,15 +40,15 @@ int main(void)
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SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) {
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FAIL_BREAK(errctx, AKERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError());
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FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError());
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}
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if (!SDL_CreateWindowAndRenderer("net/aklabs/libsdl3game/test_sprite", 640, 480, 0, &window, &renderer)) {
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FAIL_BREAK(errctx, AKERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
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FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
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}
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CATCH(errctx, heap_init());
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CATCH(errctx, registry_init());
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CATCH(errctx, akgl_heap_init());
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CATCH(errctx, akgl_registry_init());
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strcpy((char *)&game.name, "charviewer");
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strcpy((char *)&game.version, "0.0.1");
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@@ -56,21 +56,21 @@ int main(void)
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game.screenwidth = 640;
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game.screenheight = 480;
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CATCH(errctx, GAME_init());
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CATCH(errctx, akgl_GAME_init());
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for ( int i = 0; i < numsprites ; i++) {
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CATCH(errctx, sprite_load_json(spritepaths[i]));
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CATCH(errctx, akgl_sprite_load_json(spritepaths[i]));
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}
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CATCH(errctx, character_load_json("assets/characters/littleguy.json"));
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CATCH(errctx, heap_next_actor(&actorptr));
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CATCH(errctx, actor_initialize((actor *)actorptr, "player"));
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CATCH(errctx, akgl_character_load_json("assets/characters/littleguy.json"));
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CATCH(errctx, akgl_heap_next_actor(&actorptr));
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CATCH(errctx, akgl_actor_initialize((actor *)actorptr, "player"));
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actorptr->basechar = SDL_GetPointerProperty(
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REGISTRY_CHARACTER,
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AKGL_REGISTRY_CHARACTER,
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"little guy",
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NULL);
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FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKERR_REGISTRY, "Can't load character 'little guy' from the registry");
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actorptr->movement_controls_face = false;
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actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT);
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actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
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actorptr->x = 320;
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actorptr->y = 240;
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actorptr->visible = true;
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@@ -78,40 +78,40 @@ int main(void)
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// set up the control map
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controlmap = &GAME_ControlMaps[0];
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controlmap->kbid = 0;
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controlmap->target = SDL_GetPointerProperty(REGISTRY_ACTOR, "player", NULL);
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controlmap->target = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
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// Move down
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controlmap->controls[0].key = SDLK_DOWN;
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//controlmap->controls[0].target_state_gate = ACTOR_STATE_MOVING_DOWN;
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controlmap->controls[0].target_add_state_on = ACTOR_STATE_MOVING_DOWN | ACTOR_STATE_FACE_DOWN;
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controlmap->controls[0].target_del_state_on = ACTOR_STATE_MOVING_UP | ACTOR_STATE_FACE_ALL;
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controlmap->controls[0].target_del_state_off = ACTOR_STATE_MOVING_DOWN;
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//controlmap->controls[0].target_state_gate = AKGL_ACTOR_STATE_MOVING_DOWN;
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controlmap->controls[0].target_add_state_on = AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_DOWN;
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controlmap->controls[0].target_del_state_on = AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_FACE_ALL;
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controlmap->controls[0].target_del_state_off = AKGL_ACTOR_STATE_MOVING_DOWN;
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controlmap->controls[0].event_on = SDL_EVENT_KEY_DOWN;
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controlmap->controls[0].event_off = SDL_EVENT_KEY_UP;
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// Move up
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controlmap->controls[1].key = SDLK_UP;
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//controlmap->controls[1].target_state_gate = ACTOR_STATE_MOVING_UP;
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controlmap->controls[1].target_add_state_on = ACTOR_STATE_MOVING_UP | ACTOR_STATE_FACE_UP;
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controlmap->controls[1].target_del_state_on = ACTOR_STATE_MOVING_DOWN | ACTOR_STATE_FACE_ALL;
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controlmap->controls[1].target_del_state_off = ACTOR_STATE_MOVING_UP;
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//controlmap->controls[1].target_state_gate = AKGL_ACTOR_STATE_MOVING_UP;
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controlmap->controls[1].target_add_state_on = AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_FACE_UP;
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controlmap->controls[1].target_del_state_on = AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_ALL;
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controlmap->controls[1].target_del_state_off = AKGL_ACTOR_STATE_MOVING_UP;
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controlmap->controls[1].event_on = SDL_EVENT_KEY_DOWN;
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controlmap->controls[1].event_off = SDL_EVENT_KEY_UP;
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// Move left
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controlmap->controls[2].key = SDLK_LEFT;
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//controlmap->controls[2].target_state_gate = ACTOR_STATE_MOVING_LEFT;
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controlmap->controls[2].target_add_state_on = ACTOR_STATE_MOVING_LEFT | ACTOR_STATE_FACE_LEFT;
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controlmap->controls[2].target_del_state_on = ACTOR_STATE_MOVING_RIGHT | ACTOR_STATE_FACE_ALL;
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controlmap->controls[2].target_del_state_off = ACTOR_STATE_MOVING_LEFT;
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//controlmap->controls[2].target_state_gate = AKGL_ACTOR_STATE_MOVING_LEFT;
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controlmap->controls[2].target_add_state_on = AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_LEFT;
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controlmap->controls[2].target_del_state_on = AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_FACE_ALL;
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controlmap->controls[2].target_del_state_off = AKGL_ACTOR_STATE_MOVING_LEFT;
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controlmap->controls[2].event_on = SDL_EVENT_KEY_DOWN;
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controlmap->controls[2].event_off = SDL_EVENT_KEY_UP;
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// Move right
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controlmap->controls[3].key = SDLK_RIGHT;
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//controlmap->controls[3].target_state_gate = ACTOR_STATE_MOVING_RIGHT;
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controlmap->controls[3].target_add_state_on = ACTOR_STATE_MOVING_RIGHT | ACTOR_STATE_FACE_RIGHT;
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controlmap->controls[3].target_del_state_on = ACTOR_STATE_MOVING_LEFT | ACTOR_STATE_FACE_ALL;
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controlmap->controls[3].target_del_state_off = ACTOR_STATE_MOVING_RIGHT;
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//controlmap->controls[3].target_state_gate = AKGL_ACTOR_STATE_MOVING_RIGHT;
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controlmap->controls[3].target_add_state_on = AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_FACE_RIGHT;
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controlmap->controls[3].target_del_state_on = AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_ALL;
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controlmap->controls[3].target_del_state_off = AKGL_ACTOR_STATE_MOVING_RIGHT;
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controlmap->controls[3].event_on = SDL_EVENT_KEY_DOWN;
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controlmap->controls[3].event_off = SDL_EVENT_KEY_UP;
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} CLEANUP {
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