Tilemaps can have two objects placed on it, 'p_foreground' and 'p_vanishing' whose placement form a virtual perspective plane, which causes sprites to scale as they move up and down the screen between them, creating the illusion of depth on the screen
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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 Wed May 13 08:00:23 AM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Wed May 13 09:55:53 AM EDT 2026
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228
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@@ -59,28 +59,29 @@ extern char *AKGL_ACTOR_STATE_STRING_NAMES[AKGL_ACTOR_MAX_STATES+1];
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#define AKGL_MAX_HEAP_ACTOR 64
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typedef struct akgl_Actor {
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uint8_t refcount;
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char name[AKGL_ACTOR_MAX_NAME_LENGTH];
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akgl_Character *basechar;
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uint8_t curSpriteFrameId;
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SDL_Time curSpriteFrameTimer;
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bool curSpriteReversing;
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uint32_t layer;
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int32_t state;
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bool movement_controls_face;
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void *actorData;
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bool visible;
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SDL_Time logictimer;
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float32_t x;
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float32_t y;
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struct akgl_Actor *children[AKGL_ACTOR_MAX_CHILDREN];
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struct akgl_Actor *parent;
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akerr_ErrorContext AKERR_NOIGNORE *(*updatefunc)(struct akgl_Actor *obj);
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akerr_ErrorContext AKERR_NOIGNORE *(*renderfunc)(struct akgl_Actor *obj, SDL_Renderer *renderer);
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akerr_ErrorContext AKERR_NOIGNORE *(*facefunc)(struct akgl_Actor *obj);
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akerr_ErrorContext AKERR_NOIGNORE *(*movementlogicfunc)(struct akgl_Actor *obj, SDL_Time curtimems);
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akerr_ErrorContext AKERR_NOIGNORE *(*changeframefunc)(struct akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems);
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akerr_ErrorContext AKERR_NOIGNORE *(*addchild)(struct akgl_Actor *obj, struct akgl_Actor *child);
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uint8_t refcount;
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char name[AKGL_ACTOR_MAX_NAME_LENGTH];
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akgl_Character *basechar;
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uint8_t curSpriteFrameId;
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SDL_Time curSpriteFrameTimer;
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bool curSpriteReversing;
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uint32_t layer;
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int32_t state;
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bool movement_controls_face;
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void *actorData;
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bool visible;
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SDL_Time logictimer;
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float32_t x;
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float32_t y;
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float32_t scale;
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struct akgl_Actor *children[AKGL_ACTOR_MAX_CHILDREN];
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struct akgl_Actor *parent;
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akerr_ErrorContext AKERR_NOIGNORE *(*updatefunc)(struct akgl_Actor *obj);
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akerr_ErrorContext AKERR_NOIGNORE *(*renderfunc)(struct akgl_Actor *obj, SDL_Renderer *renderer);
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akerr_ErrorContext AKERR_NOIGNORE *(*facefunc)(struct akgl_Actor *obj);
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akerr_ErrorContext AKERR_NOIGNORE *(*movementlogicfunc)(struct akgl_Actor *obj, SDL_Time curtimems);
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akerr_ErrorContext AKERR_NOIGNORE *(*changeframefunc)(struct akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems);
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akerr_ErrorContext AKERR_NOIGNORE *(*addchild)(struct akgl_Actor *obj, struct akgl_Actor *child);
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} akgl_Actor;
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akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_initialize(akgl_Actor *obj, char *name);
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@@ -10,7 +10,7 @@ typedef struct {
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#define AKGL_ITERATOR_OP_RENDER 1 << 1 // 2
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#define AKGL_ITERATOR_OP_RELEASE 1 << 2 // 4
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#define AKGL_ITERATOR_OP_LAYERMASK 1 << 3 // 8
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#define AKGL_ITERATOR_OP_UNDEFINED_4 1 << 4 // 16
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#define AKGL_ITERATOR_OP_TILEMAPSCALE 1 << 4 // 16
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#define AKGL_ITERATOR_OP_UNDEFINED_5 1 << 5 // 32
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#define AKGL_ITERATOR_OP_UNDEFINED_6 1 << 6 // 64
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#define AKGL_ITERATOR_OP_UNDEFINED_7 1 << 7 // 128
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@@ -87,6 +87,12 @@ typedef struct {
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int numlayers;
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int orientation; // 0 = orthogonal, 1 = isometric
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int numtilesets;
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int p_foreground_y;
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int p_vanishing_y;
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int p_foreground_h;
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int p_vanishing_h;
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float p_scale;
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float p_rate;
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akgl_Tileset tilesets[AKGL_TILEMAP_MAX_TILESETS];
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akgl_TilemapLayer layers[AKGL_TILEMAP_MAX_LAYERS];
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} akgl_Tilemap;
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@@ -109,6 +115,6 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_layer_tile(akgl_Tilemap *de
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_layers(akgl_Tilemap *dest, json_t *root);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_tilesets_each(json_t *tileset, akgl_Tilemap *dest, int tsidx);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_tilesets(akgl_Tilemap *dest, json_t *root);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_scale_actor(akgl_Tilemap *map, akgl_Actor *actor);
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#endif //_TILEMAP_H_
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