Got the suite rebuilding, most tests pass, actor and sprite are failing
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@@ -7,7 +7,7 @@
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SDL3GControlMap GAME_ControlMaps[MAX_CONTROL_MAPS];
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ErrorContext *controller_handle_event(void *appstate, SDL_Event *event)
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akerr_ErrorContext *controller_handle_event(void *appstate, SDL_Event *event)
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{
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int i = 0;
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int j = 0;
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@@ -55,16 +55,16 @@ _controller_handle_event_success:
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SUCCEED_RETURN(errctx);
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}
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ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event)
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akerr_ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event)
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{
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actor *player = NULL;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL appstate");
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL event");
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FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
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FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL event");
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player = SDL_GetPointerProperty(REGISTRY_ACTOR, "player", NULL);
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "Player actor does not exist");
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FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "Player actor does not exist");
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if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
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event->key.key == SDLK_DOWN ) {
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@@ -106,16 +106,16 @@ ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event)
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SUCCEED_RETURN(errctx);
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}
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ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event)
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akerr_ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event)
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{
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actor *player = NULL;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL appstate");
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL event");
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FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
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FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL event");
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player = SDL_GetPointerProperty(REGISTRY_ACTOR, "player", NULL);
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "Player actor does not exist");
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FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "Player actor does not exist");
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if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
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event->key.key == SDLK_DOWN ) {
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@@ -145,15 +145,15 @@ ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event)
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SUCCEED_RETURN(errctx);
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}
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ErrorContext *gamepad_handle_added(void *appstate, SDL_Event *event)
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akerr_ErrorContext *gamepad_handle_added(void *appstate, SDL_Event *event)
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{
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SDL_JoystickID which;
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SDL_Gamepad *gamepad = NULL;
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char *mapping = NULL;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL appstate");
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL event");
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FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
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FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL event");
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which = event->gbutton.which;
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gamepad = SDL_GetGamepadFromID(which);
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@@ -175,14 +175,14 @@ ErrorContext *gamepad_handle_added(void *appstate, SDL_Event *event)
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SUCCEED_RETURN(errctx);
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}
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ErrorContext *gamepad_handle_removed(void *appstate, SDL_Event *event)
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akerr_ErrorContext *gamepad_handle_removed(void *appstate, SDL_Event *event)
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{
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SDL_JoystickID which;
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SDL_Gamepad *gamepad = NULL;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL appstate");
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FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL event");
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FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
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FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL event");
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which = event->gbutton.which;
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gamepad = SDL_GetGamepadFromID(which);
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@@ -194,7 +194,7 @@ ErrorContext *gamepad_handle_removed(void *appstate, SDL_Event *event)
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SUCCEED_RETURN(errctx);
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}
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ErrorContext ERROR_NOIGNORE *SDL3G_controller_default(int controlmapid, char *actorname, int kbid, int jsid)
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akerr_ErrorContext AKERR_NOIGNORE *SDL3G_controller_default(int controlmapid, char *actorname, int kbid, int jsid)
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{
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SDL3GControlMap *controlmap;
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PREPARE_ERROR(errctx);
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@@ -205,7 +205,7 @@ ErrorContext ERROR_NOIGNORE *SDL3G_controller_default(int controlmapid, char *ac
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controlmap->jsid = jsid;
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controlmap->target = SDL_GetPointerProperty(REGISTRY_ACTOR, actorname, NULL);
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FAIL_ZERO_BREAK(errctx, controlmap->target, ERR_REGISTRY, "Actor %s not found in registry", actorname);
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FAIL_ZERO_BREAK(errctx, controlmap->target, AKERR_REGISTRY, "Actor %s not found in registry", actorname);
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// ---- KEYBOARD CONTROLS ----
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