Got the suite rebuilding, most tests pass, actor and sprite are failing

This commit is contained in:
2026-05-03 23:57:55 -04:00
parent f475dfb6ee
commit 6763b5629f
36 changed files with 734 additions and 664 deletions

View File

@@ -11,11 +11,11 @@
#include <sdl3game/staticstring.h>
#include <sdl3game/iterator.h>
ErrorContext *actor_initialize(actor *obj, char *name)
akerr_ErrorContext *actor_initialize(actor *obj, char *name)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "actor_initialize received null actor pointer");
FAIL_ZERO_RETURN(errctx, name, ERR_NULLPOINTER, "actor_initialize received null name string pointer");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "actor_initialize received null actor pointer");
FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "actor_initialize received null name string pointer");
memset(obj, 0x00, sizeof(actor));
strncpy((char *)obj->name, name, ACTOR_MAX_NAME_LENGTH);
@@ -32,7 +32,7 @@ ErrorContext *actor_initialize(actor *obj, char *name)
FAIL_ZERO_RETURN(
errctx,
SDL_SetPointerProperty(REGISTRY_ACTOR, name, (void *)obj),
ERR_KEY,
AKERR_KEY,
"Unable to add actor to registry"
);
obj->refcount += 1;
@@ -40,22 +40,22 @@ ErrorContext *actor_initialize(actor *obj, char *name)
SUCCEED_RETURN(errctx);
}
ErrorContext *actor_set_character(actor *obj, char *basecharname)
akerr_ErrorContext *actor_set_character(actor *obj, char *basecharname)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "Null actor reference");
FAIL_ZERO_RETURN(errctx, basecharname, ERR_NULLPOINTER, "Null character reference");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
FAIL_ZERO_RETURN(errctx, basecharname, AKERR_NULLPOINTER, "Null character reference");
obj->basechar = SDL_GetPointerProperty(REGISTRY_CHARACTER, basecharname, NULL);
FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Character not found in the registry");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Character not found in the registry");
SUCCEED_RETURN(errctx);
}
ErrorContext *actor_automatic_face(actor *obj)
akerr_ErrorContext *actor_automatic_face(actor *obj)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "Null actor reference");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
ATTEMPT {
if ( obj->movement_controls_face == true ) {
// TODO : This doesn't really work properly
@@ -76,10 +76,10 @@ ErrorContext *actor_automatic_face(actor *obj)
SUCCEED_RETURN(errctx);
}
ErrorContext *actor_logic_changeframe(actor *obj, sprite *curSprite, SDL_Time curtimems)
akerr_ErrorContext *actor_logic_changeframe(actor *obj, sprite *curSprite, SDL_Time curtimems)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "Null actor reference");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
ATTEMPT {
// are we currently looping in reverse?
if ( curSprite->loop == true && obj->curSpriteReversing == true ) {
@@ -111,10 +111,10 @@ ErrorContext *actor_logic_changeframe(actor *obj, sprite *curSprite, SDL_Time cu
SUCCEED_RETURN(errctx);
}
ErrorContext *actor_logic_movement(actor *obj, SDL_Time curtimems)
akerr_ErrorContext *actor_logic_movement(actor *obj, SDL_Time curtimems)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "Null actor reference");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
if ( obj->parent != NULL ) {
// Children don't move independently of their parents, they just have an offset
SUCCEED_RETURN(errctx);
@@ -135,15 +135,15 @@ ErrorContext *actor_logic_movement(actor *obj, SDL_Time curtimems)
SUCCEED_RETURN(errctx);
}
ErrorContext *actor_update(actor *obj)
akerr_ErrorContext *actor_update(actor *obj)
{
PREPARE_ERROR(errctx);
SDL_Time curtime = 0;
SDL_Time curtimems = 0;
sprite *curSprite = NULL;
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor reference");
FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Actor has NULL base character reference");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor reference");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
ATTEMPT {
SDL_GetCurrentTime(&curtime);
@@ -167,27 +167,27 @@ ErrorContext *actor_update(actor *obj)
}
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, ERR_KEY) {
} HANDLE(errctx, AKERR_KEY) {
SUCCEED_RETURN(errctx);
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
static ErrorContext *actor_visible(actor *obj, SDL_FRect *camera, bool *visible)
static akerr_ErrorContext *actor_visible(actor *obj, SDL_FRect *camera, bool *visible)
{
PREPARE_ERROR(errctx);
sprite *curSprite = NULL;
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, renderer, ERR_NULLPOINTER, "NULL renderer");
FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Actor has NULL base character reference");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, renderer, AKERR_NULLPOINTER, "NULL renderer");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
ATTEMPT {
CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, ERR_KEY) {
} HANDLE(errctx, AKERR_KEY) {
// TODO: Actor has no sprite matching the current state. Should we treat this as an error and throw?
*visible = false;
SUCCEED_RETURN(errctx);
@@ -204,7 +204,7 @@ static ErrorContext *actor_visible(actor *obj, SDL_FRect *camera, bool *visible)
SUCCEED_RETURN(errctx);
}
ErrorContext *actor_render(actor *obj, SDL_Renderer *renderer)
akerr_ErrorContext *actor_render(actor *obj, SDL_Renderer *renderer)
{
PREPARE_ERROR(errctx);
sprite *curSprite = NULL;
@@ -212,17 +212,17 @@ ErrorContext *actor_render(actor *obj, SDL_Renderer *renderer)
SDL_FRect src;
SDL_FRect dest;
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, renderer, ERR_NULLPOINTER, "NULL renderer");
FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Actor has NULL base character reference");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, renderer, AKERR_NULLPOINTER, "NULL renderer");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
ATTEMPT {
CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite));
CATCH(errctx, actor_visible(obj, &camera, &visible));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, ERR_KEY) {
} HANDLE_GROUP(errctx, ERR_OUTOFBOUNDS) {
} HANDLE(errctx, AKERR_KEY) {
} HANDLE_GROUP(errctx, AKERR_OUTOFBOUNDS) {
// If an actor doesn't have a sprite for a state, just log it and move on
LOG_ERROR(errctx);
} FINISH(errctx, true);
@@ -261,14 +261,14 @@ ErrorContext *actor_render(actor *obj, SDL_Renderer *renderer)
SUCCEED_RETURN(errctx);
}
ErrorContext *actor_add_child(actor *obj, actor *child)
akerr_ErrorContext *actor_add_child(actor *obj, actor *child)
{
int i = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL parent pointer");
FAIL_ZERO_RETURN(errctx, child, ERR_NULLPOINTER, "NULL child pointer");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL parent pointer");
FAIL_ZERO_RETURN(errctx, child, AKERR_NULLPOINTER, "NULL child pointer");
FAIL_NONZERO_RETURN(errctx, child->parent, ERR_RELATIONSHIP, "Child object already has a parent");
FAIL_NONZERO_RETURN(errctx, child->parent, AKERR_RELATIONSHIP, "Child object already has a parent");
for ( i = 0; i < ACTOR_MAX_CHILDREN ; i++ ) {
if ( obj->children[i] == NULL ) {
obj->children[i] = child;
@@ -277,7 +277,7 @@ ErrorContext *actor_add_child(actor *obj, actor *child)
SUCCEED_RETURN(errctx);
}
}
FAIL_RETURN(errctx, ERR_OUTOFBOUNDS, "Parent object has no remaining child slots left");
FAIL_RETURN(errctx, AKERR_OUTOFBOUNDS, "Parent object has no remaining child slots left");
}
// SDL iterator so we can't return error information here, void only
@@ -288,10 +288,10 @@ void registry_iterate_actor(void *userdata, SDL_PropertiesID registry, const cha
iterator *opflags = (iterator *)userdata;
ATTEMPT {
FAIL_ZERO_BREAK(errctx, name, ERR_NULLPOINTER, "registry_iterate_actor received NULL property name");
FAIL_ZERO_BREAK(errctx, opflags, ERR_NULLPOINTER, "received NULL iterator flags");
FAIL_ZERO_BREAK(errctx, name, AKERR_NULLPOINTER, "registry_iterate_actor received NULL property name");
FAIL_ZERO_BREAK(errctx, opflags, AKERR_NULLPOINTER, "received NULL iterator flags");
actor *obj = (actor *)SDL_GetPointerProperty(registry, name, NULL);
FAIL_ZERO_BREAK(errctx, obj, ERR_KEY, "registry_iterate_actor received property name that was not in the registry");
FAIL_ZERO_BREAK(errctx, obj, AKERR_KEY, "registry_iterate_actor received property name that was not in the registry");
if ( BITMASK_HAS(opflags->flags, ITERATOR_OP_LAYERMASK) ) {
if ( obj->layer != opflags->layerid ) {
break;
@@ -308,11 +308,11 @@ void registry_iterate_actor(void *userdata, SDL_PropertiesID registry, const cha
} FINISH_NORETURN(errctx);
}
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_left_on(actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *SDL3GActor_cmhf_left_on(actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) moves actor left", event->type, event->gbutton.which, event->key.key);
BITMASK_DEL(obj->state, (ACTOR_STATE_FACE_ALL | ACTOR_STATE_MOVING_ALL));
BITMASK_ADD(obj->state, (ACTOR_STATE_MOVING_LEFT | ACTOR_STATE_FACE_LEFT));
@@ -320,22 +320,22 @@ ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_left_on(actor *obj, SDL_Event *even
SUCCEED_RETURN(errctx);
}
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_left_off(actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *SDL3GActor_cmhf_left_off(actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor left", event->type, event->gbutton.which, event->key.key);
BITMASK_DEL(obj->state, ACTOR_STATE_MOVING_LEFT);
//SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx);
}
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_right_on(actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *SDL3GActor_cmhf_right_on(actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) moves actor right", event->type, event->gbutton.which, event->key.key);
BITMASK_DEL(obj->state, (ACTOR_STATE_FACE_ALL | ACTOR_STATE_MOVING_ALL));
BITMASK_ADD(obj->state, (ACTOR_STATE_MOVING_RIGHT | ACTOR_STATE_FACE_RIGHT));
@@ -343,22 +343,22 @@ ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_right_on(actor *obj, SDL_Event *eve
SUCCEED_RETURN(errctx);
}
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_right_off(actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *SDL3GActor_cmhf_right_off(actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor right", event->type, event->gbutton.which, event->key.key);
BITMASK_DEL(obj->state, ACTOR_STATE_MOVING_RIGHT);
//SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx);
}
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_up_on(actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *SDL3GActor_cmhf_up_on(actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) moves actor up", event->type, event->gbutton.which, event->key.key);
BITMASK_DEL(obj->state, (ACTOR_STATE_FACE_ALL | ACTOR_STATE_MOVING_ALL));
BITMASK_ADD(obj->state, (ACTOR_STATE_FACE_UP | ACTOR_STATE_MOVING_UP));
@@ -366,22 +366,22 @@ ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_up_on(actor *obj, SDL_Event *event)
SUCCEED_RETURN(errctx);
}
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_up_off(actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *SDL3GActor_cmhf_up_off(actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor up", event->type, event->gbutton.which, event->key.key);
BITMASK_DEL(obj->state, ACTOR_STATE_MOVING_UP);
//SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx);
}
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_down_on(actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *SDL3GActor_cmhf_down_on(actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) moves actor down", event->type, event->gbutton.which, event->key.key);
BITMASK_DEL(obj->state, (ACTOR_STATE_FACE_ALL | ACTOR_STATE_MOVING_ALL));
BITMASK_ADD(obj->state, (ACTOR_STATE_MOVING_DOWN | ACTOR_STATE_FACE_DOWN));
@@ -389,11 +389,11 @@ ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_down_on(actor *obj, SDL_Event *even
SUCCEED_RETURN(errctx);
}
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_down_off(actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *SDL3GActor_cmhf_down_off(actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor down", event->type, event->gbutton.which, event->key.key);
BITMASK_DEL(obj->state, ACTOR_STATE_MOVING_DOWN);
//SDL_Log("new target actor state: %b", obj->state);