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