Add properties registry. Start bounding defines with conditionals so users can change library allocation size.

This commit is contained in:
2026-05-08 10:16:33 -04:00
parent a0b2dda4cf
commit 5dda86d887
6 changed files with 83 additions and 59 deletions

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@@ -1,9 +1,9 @@
#ifndef _SDL_GAMECONTROLLERDB_H_
#define _SDL_GAMECONTROLLERDB_H_
// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Thu May 7 10:19:07 PM EDT 2026
// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Fri May 8 10:15:43 AM EDT 2026
#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2225
#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2227
const char *SDL_GAMECONTROLLER_DB[] = {
"03000000300f00000a01000000000000,3 In 1 Conversion Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows",
@@ -1538,6 +1538,8 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"05000000853200000503000000010000,Nacon MGX Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"0300000085320000170d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux",
"0300000085320000190d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux",
"0300000085320000180d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux",
"0300000085320000160d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux",
"030000000d0f00000900000010010000,Natec Genesis P44,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux",
"030000004f1f00000800000011010000,NeoGeo PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux",
"0300000092120000474e000000010000,NeoGeo X Arcade Stick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b3,y:b2,platform:Linux",

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@@ -7,11 +7,21 @@
#include "staticstring.h"
#include <akerror.h>
#ifndef AKGL_MAX_HEAP_ACTOR
#define AKGL_MAX_HEAP_ACTOR 64
#endif
#ifndef AKGL_MAX_HEAP_SPRITE
#define AKGL_MAX_HEAP_SPRITE (AKGL_MAX_HEAP_ACTOR * 16)
#endif
#ifndef AKGL_MAX_HEAP_SPRITESHEET
#define AKGL_MAX_HEAP_SPRITESHEET AKGL_MAX_HEAP_SPRITE
#endif
#ifndef AKGL_MAX_HEAP_CHARACTER
#define AKGL_MAX_HEAP_CHARACTER 256
#endif
#ifndef AKGL_MAX_HEAP_STRING
#define AKGL_MAX_HEAP_STRING 256
#endif
extern akgl_Actor HEAP_ACTOR[AKGL_MAX_HEAP_ACTOR];
extern akgl_Sprite HEAP_SPRITE[AKGL_MAX_HEAP_SPRITE];

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@@ -10,6 +10,7 @@ extern SDL_PropertiesID AKGL_REGISTRY_CHARACTER;
extern SDL_PropertiesID AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS;
extern SDL_PropertiesID AKGL_REGISTRY_FONT;
extern SDL_PropertiesID AKGL_REGISTRY_MUSIC;
extern SDL_PropertiesID AKGL_REGISTRY_PROPERTIES;
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init();
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_music();
@@ -18,6 +19,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_actor();
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_sprite();
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_spritesheet();
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_character();
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_properties();
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_actor_state_strings();

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@@ -21,72 +21,72 @@
#define AKGL_TILEMAP_LAYER_TYPE_OBJECTS 2
typedef struct {
float x;
float y;
int gid;
int id;
int height;
int width;
int rotation;
int type;
bool visible;
akgl_Actor *actorptr;
char name[AKGL_TILEMAP_MAX_OBJECT_NAME_SIZE];
float x;
float y;
int gid;
int id;
int height;
int width;
int rotation;
int type;
bool visible;
akgl_Actor *actorptr;
char name[AKGL_TILEMAP_MAX_OBJECT_NAME_SIZE];
} akgl_TilemapObject;
typedef struct {
short type;
float opacity;
bool visible;
int height;
int width;
int x;
int y;
int id;
int data[AKGL_TILEMAP_MAX_WIDTH * AKGL_TILEMAP_MAX_HEIGHT];
akgl_TilemapObject objects[AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER];
short type;
float opacity;
bool visible;
int height;
int width;
int x;
int y;
int id;
int data[AKGL_TILEMAP_MAX_WIDTH * AKGL_TILEMAP_MAX_HEIGHT];
akgl_TilemapObject objects[AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER];
} akgl_TilemapLayer;
typedef struct {
int columns;
int firstgid;
char imagefilename[AKGL_TILEMAP_MAX_TILESET_FILENAME_SIZE];
int imageheight;
int imagewidth;
char name[AKGL_TILEMAP_MAX_TILESET_NAME_SIZE];
SDL_Texture *texture;
// Use this as a lookup table instead of storing tiles
// in individual textures to blit them from a single
// texture at runtime
// FIXME: This is probably not very efficient. For a map
// with a single tileset it makes sense. For a map with
// multiple tilesets you may have set A start at firstgid 1
// and have 1728 tiles. Set B may start at firstgid 1729 and
// have 1728 more tiles. This means Set B has 1728 empty
// tile_offsets[] entries before firstgid 1729 because of the
// way akgl_tilemap_load_tilesets() works. This is really inefficient
// and should be improved in the future, and will eventually
// lead to premature exhaustion of AKGL_TILEMAP_MAX_TILES_PER_IMAGE
// because set D or E may only have 64 tiles but they may be
// at the upper end of the array bound already because of this.
int tile_offsets[AKGL_TILEMAP_MAX_TILES_PER_IMAGE][2];
int tilecount;
int tileheight;
int tilewidth;
int spacing;
int margin;
int columns;
int firstgid;
char imagefilename[AKGL_TILEMAP_MAX_TILESET_FILENAME_SIZE];
int imageheight;
int imagewidth;
char name[AKGL_TILEMAP_MAX_TILESET_NAME_SIZE];
SDL_Texture *texture;
// Use this as a lookup table instead of storing tiles
// in individual textures to blit them from a single
// texture at runtime
// FIXME: This is probably not very efficient. For a map
// with a single tileset it makes sense. For a map with
// multiple tilesets you may have set A start at firstgid 1
// and have 1728 tiles. Set B may start at firstgid 1729 and
// have 1728 more tiles. This means Set B has 1728 empty
// tile_offsets[] entries before firstgid 1729 because of the
// way akgl_tilemap_load_tilesets() works. This is really inefficient
// and should be improved in the future, and will eventually
// lead to premature exhaustion of AKGL_TILEMAP_MAX_TILES_PER_IMAGE
// because set D or E may only have 64 tiles but they may be
// at the upper end of the array bound already because of this.
int tile_offsets[AKGL_TILEMAP_MAX_TILES_PER_IMAGE][2];
int tilecount;
int tileheight;
int tilewidth;
int spacing;
int margin;
} akgl_Tileset;
typedef struct {
int tilewidth;
int tileheight;
int width;
int height;
int numlayers;
int orientation; // 0 = orthogonal, 1 = isometric
int numtilesets;
akgl_Tileset tilesets[AKGL_TILEMAP_MAX_TILESETS];
akgl_TilemapLayer layers[AKGL_TILEMAP_MAX_LAYERS];
int tilewidth;
int tileheight;
int width;
int height;
int numlayers;
int orientation; // 0 = orthogonal, 1 = isometric
int numtilesets;
akgl_Tileset tilesets[AKGL_TILEMAP_MAX_TILESETS];
akgl_TilemapLayer layers[AKGL_TILEMAP_MAX_LAYERS];
} akgl_Tilemap;
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load(char *fname, akgl_Tilemap *dest);