Fixed a bug in akgl_heap_next_string, made screen width and height load from properties, not on the game object
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@@ -1,7 +1,7 @@
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#ifndef _SDL_GAMECONTROLLERDB_H_
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#define _SDL_GAMECONTROLLERDB_H_
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Tue May 12 09:37:37 PM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Wed May 13 04:53:27 AM EDT 2026
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228
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@@ -31,8 +31,6 @@ typedef struct {
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char version[32];
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char name[256];
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char uri[256];
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int16_t screenwidth;
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int16_t screenheight;
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akgl_GameState state;
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int16_t fps;
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SDL_Time gameStartTime;
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@@ -56,6 +54,7 @@ extern akgl_Game game;
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#define AKGL_BITMASK_CLEAR(x) x = 0;
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init();
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init_screen();
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void akgl_game_updateFPS();
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath);
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@@ -1,7 +1,8 @@
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#ifndef _REGISTRY_H_
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#define _REGISTRY_H_
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#include "error.h"
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#include <akgl/error.h>
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#include <akgl/staticstring.h>
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extern SDL_PropertiesID AKGL_REGISTRY_ACTOR;
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extern SDL_PropertiesID AKGL_REGISTRY_SPRITE;
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@@ -22,6 +23,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_character();
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akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_properties();
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akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_load_properties(char *fname);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_actor_state_strings();
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akerr_ErrorContext AKERR_NOIGNORE *akgl_set_property(char *name, char *value);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_get_property(char *name, akgl_String **dest, char *def);
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#endif //_REGISTRY_H_
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