Start abstracting the rendering backend away to make it easier to switch to GPU rendering later

This commit is contained in:
2026-05-24 21:59:29 -04:00
parent 8f613397d6
commit 6314ad7f26
13 changed files with 159 additions and 82 deletions

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@@ -1,7 +1,7 @@
#ifndef _SDL_GAMECONTROLLERDB_H_
#define _SDL_GAMECONTROLLERDB_H_
// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sun May 24 07:53:58 PM EDT 2026
// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sun May 24 09:58:23 PM EDT 2026
#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228

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@@ -77,7 +77,7 @@ typedef struct akgl_Actor {
struct akgl_Actor *children[AKGL_ACTOR_MAX_CHILDREN];
struct akgl_Actor *parent;
akerr_ErrorContext AKERR_NOIGNORE *(*updatefunc)(struct akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *(*renderfunc)(struct akgl_Actor *obj, SDL_Renderer *renderer);
akerr_ErrorContext AKERR_NOIGNORE *(*renderfunc)(struct akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *(*facefunc)(struct akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *(*movementlogicfunc)(struct akgl_Actor *obj, SDL_Time curtimems);
akerr_ErrorContext AKERR_NOIGNORE *(*changeframefunc)(struct akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems);
@@ -86,7 +86,7 @@ typedef struct akgl_Actor {
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_initialize(akgl_Actor *obj, char *name);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_set_character(akgl_Actor *obj, char *basecharname);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_render(akgl_Actor *obj, SDL_Renderer *renderer);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_render(akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_update(akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_logic_movement(akgl_Actor *obj, SDL_Time curtimems);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems);

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@@ -5,6 +5,7 @@
#include "types.h"
#include <SDL3_mixer/SDL_mixer.h>
#include "tilemap.h"
#include "renderer.h"
#define AKGL_VERSION "0.1.0"
@@ -41,13 +42,13 @@ typedef struct {
} akgl_Game;
extern SDL_Window *window;
extern SDL_Renderer *renderer;
extern akgl_Tilemap gamemap;
extern MIX_Audio *bgm;
extern MIX_Mixer *akgl_mixer;
extern MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
extern SDL_FRect camera;
extern akgl_Game game;
extern akgl_RenderBackend renderer;
#define AKGL_BITMASK_HAS(x, y) (x & y) == y
#define AKGL_BITMASK_ADD(x, y) x |= y

25
include/akgl/renderer.h Normal file
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@@ -0,0 +1,25 @@
#ifndef _RENDERER_H_
#define _RENDERER_H_
#include <SDL3/SDL.h>
#include <akerror.h>
typedef struct akgl_RenderBackend {
SDL_Renderer *sdl_renderer;
akerr_ErrorContext AKERR_NOIGNORE *(*shutdown)(struct akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *(*frame_start)(struct akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *(*frame_end)(struct akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *(*draw_texture)(struct akgl_RenderBackend *self, SDL_Texture *texture, SDL_FRect *src, SDL_FRect *dest, double angle, SDL_FPoint *center, SDL_FlipMode flip);
akerr_ErrorContext AKERR_NOIGNORE *(*draw_mesh)(struct akgl_RenderBackend *self);
} akgl_RenderBackend;
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_shutdown(akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_frame_start(akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_frame_end(akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_texture(akgl_RenderBackend *self, SDL_Texture *texture, SDL_FRect *src, SDL_FRect *dest, double angle, SDL_FPoint *center, SDL_FlipMode flip);
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_mesh(akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self);
#endif // _RENDERER_H_

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@@ -101,8 +101,8 @@ typedef struct {
} akgl_Tilemap;
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load(char *fname, akgl_Tilemap *dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_draw(SDL_Renderer *renderer, akgl_Tilemap *dest, SDL_FRect *viewport, int layeridx);
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_draw_tileset(SDL_Renderer *renderer, akgl_Tilemap *dest, int tilesetidx);
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_draw(akgl_Tilemap *dest, SDL_FRect *viewport, int layeridx);
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_draw_tileset(akgl_Tilemap *dest, int tilesetidx);
/*
* These functions are part of the internal API and should not be called by the user.