WIP
This commit is contained in:
@@ -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 26 10:27:58 AM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Tue May 26 11:21:36 AM EDT 2026
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228
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@@ -8,9 +8,9 @@
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typedef struct akgl_PhysicsBackend {
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akerr_ErrorContext AKERR_NOIGNORE *(*simulate)(struct akgl_PhysicsBackend *self, akgl_Iterator *opflags);
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akerr_ErrorContext AKERR_NOIGNORE *(*gravity)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime);
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akerr_ErrorContext AKERR_NOIGNORE *(*gravity)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *(*collide)(struct akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
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akerr_ErrorContext AKERR_NOIGNORE *(*move)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime);
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akerr_ErrorContext AKERR_NOIGNORE *(*move)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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double drag_x;
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double drag_y;
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@@ -23,15 +23,15 @@ typedef struct akgl_PhysicsBackend {
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} akgl_PhysicsBackend;
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *self);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_sidescroller(akgl_PhysicsBackend *self);
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@@ -119,12 +119,6 @@ akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *obj, SDL_Time curtime)
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj->basechar");
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if ( obj->vx > obj->basechar->sx ) {
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obj->vx = obj->basechar->sx;
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}
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if ( obj->vy > obj->basechar->sy ) {
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obj->vy = obj->basechar->sy;
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}
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// Effectively a NOOP, this is handled by the physics engine now
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// These functions are still present in case the library user wants per-actor behavior
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SUCCEED_RETURN(errctx);
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@@ -6,7 +6,7 @@
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#include <akgl/heap.h>
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#include <akgl/registry.h>
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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@@ -20,7 +20,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_collide(akgl_PhysicsBackend
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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@@ -41,7 +41,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *s
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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@@ -51,14 +51,14 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *
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//Gravity is applied in units per second. So we apply
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// (unit / milliseconds per second) * (milliseconds since last update)
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actor->vx += ((self->gravity_x / AKGL_TIME_ONESEC_NS) * (curtime - self->gravity_time));
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actor->vy += ((self->gravity_y / AKGL_TIME_ONESEC_NS) * (curtime - self->gravity_time));
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actor->vz += ((self->gravity_z / AKGL_TIME_ONESEC_NS) * (curtime - self->gravity_time));
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actor->vx += self->gravity_x * dt;
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actor->vy += self->gravity_y * dt;
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actor->vz += self->gravity_z * dt;
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// Apply atmospheric drag
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actor->vx -= actor->vx * self->drag_x * (curtime - self->gravity_time);
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actor->vy -= actor->vy * self->drag_x * (curtime - self->gravity_time);
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actor->vz -= actor->vz * self->drag_x * (curtime - self->gravity_time);
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actor->vx -= actor->vx * self->drag_x * dt;
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actor->vy -= actor->vy * self->drag_y * dt;
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actor->vz -= actor->vz * self->drag_z * dt;
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// Need a euler function
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SUCCEED_RETURN(e);
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}
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@@ -71,28 +71,11 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
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if ( actor->parent != NULL ) {
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// Children don't move independently of their parents, they just have an offset
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SUCCEED_RETURN(e);
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} else if ( actor->basechar == NULL ) {
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SUCCEED_RETURN(e);
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} else {
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if ( (curtime - actor->movetimer) >= actor->basechar->speedtime ) {
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actor->movetimer = curtime;
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ATTEMPT {
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CATCH(e, actor->movementlogicfunc(actor,curtime));
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} CLEANUP {
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} PROCESS(e) {
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} HANDLE(e, AKGL_ERR_LOGICINTERRUPT) {
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// The actor told us NOT to process them, they handled their own update
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SUCCEED_RETURN(e);
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} FINISH(e, true);
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
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actor->x += -actor->vx;
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}
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@@ -105,8 +88,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBacke
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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actor->y += actor->vy;
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}
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}
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}
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SUCCEED_RETURN(e);
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}
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@@ -151,6 +133,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
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.layerid = 0
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};
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SDL_Time curtime = SDL_GetTicksNS();
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float32_t dt = (curtime - self->gravity_time) / AKGL_TIME_ONESEC_NS;
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akgl_Actor *actor = NULL;
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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@@ -160,11 +143,18 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
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opflags = &defflags;
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}
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for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
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actor = &HEAP_ACTOR[i];
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if ( actor->refcount == 0 ) {
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continue;
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}
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if ( actor->parent != NULL ) {
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// Children don't move independently of their parents, they just have an offset
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continue;
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} else if ( actor->basechar == NULL ) {
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continue;
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}
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if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_LAYERMASK) ) {
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if ( actor->layer != opflags->layerid ) {
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continue;
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@@ -172,15 +162,21 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
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}
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ||
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AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
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actor->vx += actor->basechar->ax;
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actor->vx += actor->basechar->ax * dt;
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}
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ||
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AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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actor->vy += actor->basechar->ay;
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actor->vy += actor->basechar->ay * dt;
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}
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if ( actor->vx > actor->basechar->sx ) {
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actor->vx = actor->basechar->sx;
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}
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if ( actor->vy > actor->basechar->sy ) {
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actor->vy = actor->basechar->sy;
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}
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//PASS(e, self->gravity(self, actor, dt));
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PASS(e, self->move(self, actor, dt));
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}
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PASS(e, self->gravity(self, actor, curtime));
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PASS(e, self->move(self, actor, curtime));
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self->gravity_time = curtime;
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}
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SUCCEED_RETURN(e);
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}
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