Namespace every exported symbol, and bump to 0.5.0

Closes internal-consistency items 1 through 6, 12 and 13. Every include guard
is _AKGL_<FILE>_H_, every in-project header include is angled, and every
exported function, type and global carries the akgl_ prefix. This is an ABI
break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename
table.

The renames were driven by renaming each declaration and letting the compiler
find the uses, not by pattern substitution: renderer, physics and camera are
also parameter and struct-member names, and a sed would have rewritten
map->physics and every akgl_RenderBackend *renderer parameter without a word.

Item 4 turned out not to be cosmetic. The library exported a global called
renderer and tests/character.c defined an SDL_Renderer *renderer of its own;
the executable's definition preempted the library's, akgl_sprite_load_json
read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load
in that suite failed. The suite reported success anyway, because libakerror's
unhandled-error handler ends in exit(errctx->status), exit keeps only the low
byte, and AKGL_ERR_SDL is exactly 256. So character had been green while
running one of its four tests, and every suite in the tree was unable to fail
on the most common status in a library built on SDL.

Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which
collapses any status a byte cannot carry onto 1, and every suite installs it.
character binds a real backend with akgl_render_2d_bind. Its fourth test then
runs for the first time and fails on a defect it has asserted all along, so
akgl_heap_release_character now walks state_sprites with
AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot
-- TODO.md Defects item 21 and half of Carried over item 1.

AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so
akgl_game_state_lock waited roughly sixteen minutes rather than one second. It
is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and
tests/game.c holds the mutex from a second thread to assert the wait -- the
contended path had no coverage at all.

Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both
install() and a generated translation unit per header, so a header that ships
is a header that is checked. Writing that found registry.h, which used
SDL_PropertiesID in eight declarations and included no SDL header.

23/23 suites pass, memcheck is clean, reindent --check is clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-31 23:32:21 -04:00
parent 93e8e4afa4
commit 9924d74dcc
60 changed files with 1199 additions and 860 deletions

View File

@@ -234,7 +234,7 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
ATTEMPT {
CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
CATCH(errctx, actor_visible(obj, camera, &visible));
CATCH(errctx, actor_visible(obj, akgl_camera, &visible));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_KEY) {
@@ -256,7 +256,7 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
ATTEMPT {
CATCH(errctx,
akgl_sprite_sheet_coords_for_frame(
akgl_spritesheet_coords_for_frame(
curSprite,
&src,
obj->curSpriteFrameId)
@@ -266,16 +266,16 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
} FINISH(errctx, true);
if ( obj->parent != NULL ) {
dest.x = (obj->parent->x + obj->x - camera->x);
dest.y = (obj->parent->y + obj->y - camera->y);
dest.x = (obj->parent->x + obj->x - akgl_camera->x);
dest.y = (obj->parent->y + obj->y - akgl_camera->y);
} else {
dest.x = (obj->x - camera->x);
dest.y = (obj->y - camera->y);
dest.x = (obj->x - akgl_camera->x);
dest.y = (obj->y - akgl_camera->y);
}
dest.w = curSprite->width * obj->scale;
dest.h = curSprite->width * obj->scale;
PASS(errctx, renderer->draw_texture(renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
PASS(errctx, akgl_renderer->draw_texture(akgl_renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
SUCCEED_RETURN(errctx);
}
@@ -316,7 +316,7 @@ void akgl_registry_iterate_actor(void *userdata, SDL_PropertiesID registry, cons
CATCH(errctx, obj->updatefunc(obj));
}
if (AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE)) {
CATCH(errctx, akgl_tilemap_scale_actor(gamemap, obj));
CATCH(errctx, akgl_tilemap_scale_actor(akgl_gamemap, obj));
} else {
obj->scale = 1.0;
}
@@ -328,7 +328,7 @@ void akgl_registry_iterate_actor(void *userdata, SDL_PropertiesID registry, cons
} FINISH_NORETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "actor");
@@ -342,7 +342,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_off(akgl_Actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_cmhf_left_off(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
@@ -357,7 +357,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_off(akgl_Actor *obj, SDL
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_on(akgl_Actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_cmhf_right_on(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
@@ -371,7 +371,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_on(akgl_Actor *obj, SDL
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_off(akgl_Actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_cmhf_right_off(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
@@ -386,7 +386,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_off(akgl_Actor *obj, SD
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_on(akgl_Actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_cmhf_up_on(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
@@ -400,7 +400,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_on(akgl_Actor *obj, SDL_Ev
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_off(akgl_Actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_cmhf_up_off(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
@@ -415,7 +415,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_off(akgl_Actor *obj, SDL_E
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_on(akgl_Actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_cmhf_down_on(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
@@ -429,7 +429,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_on(akgl_Actor *obj, SDL_
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_off(akgl_Actor *obj, SDL_Event *event)
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_cmhf_down_off(akgl_Actor *obj, SDL_Event *event)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");

View File

@@ -26,8 +26,8 @@ akerr_ErrorContext *akgl_load_start_bgm(char *fname)
//SDL_snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), fname);
SDL_Log("Loading music asset from %s", fname);
bgm = MIX_LoadAudio(akgl_mixer, fname, true);
FAIL_ZERO_BREAK(errctx, bgm, AKERR_NULLPOINTER, "Failed to load music asset %s : %s", fname, SDL_GetError());
akgl_bgm = MIX_LoadAudio(akgl_mixer, fname, true);
FAIL_ZERO_BREAK(errctx, akgl_bgm, AKERR_NULLPOINTER, "Failed to load music asset %s : %s", fname, SDL_GetError());
bgmtrack = MIX_CreateTrack(akgl_mixer);
FAIL_ZERO_BREAK(errctx, bgmtrack, AKERR_NULLPOINTER, "Failed to create audio track for background music: %s", SDL_GetError());
@@ -36,7 +36,7 @@ akerr_ErrorContext *akgl_load_start_bgm(char *fname)
FAIL_ZERO_BREAK(
errctx,
MIX_SetTrackAudio(bgmtrack, bgm),
MIX_SetTrackAudio(bgmtrack, akgl_bgm),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
@@ -49,8 +49,8 @@ akerr_ErrorContext *akgl_load_start_bgm(char *fname)
} CLEANUP {
//IGNORE(akgl_heap_release_string(tmpstr));
if ( errctx != NULL ) {
if ( errctx->status != 0 && bgm != NULL) {
MIX_DestroyAudio(bgm);
if ( errctx->status != 0 && akgl_bgm != NULL) {
MIX_DestroyAudio(akgl_bgm);
}
}
} PROCESS(errctx) {

View File

@@ -24,7 +24,7 @@ akerr_ErrorContext *akgl_character_initialize(akgl_Character *obj, char *name)
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL akgl_Character reference");
FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "NULL name string pointer");
memset(obj, 0x00, sizeof(akgl_Character));
strncpy(obj->name, name, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH);
strncpy(obj->name, name, AKGL_CHARACTER_MAX_NAME_LENGTH);
obj->state_sprites = SDL_CreateProperties();
FAIL_ZERO_RETURN(errctx, obj->state_sprites, AKERR_NULLPOINTER, "Unable to initialize SDL_PropertiesID for character state map");
@@ -238,7 +238,7 @@ akerr_ErrorContext *akgl_character_load_json(char *filename)
);
CATCH(errctx, akgl_character_load_json_inner(json, obj));
CATCH(errctx, akgl_get_json_integer_value(json, "speedtime", (int *)&obj->speedtime));
obj->speedtime = obj->speedtime * AKGL_TIME_ONESEC_MS;
obj->speedtime = obj->speedtime * AKGL_TIME_ONEMS_NS;
CATCH(errctx, akgl_get_json_number_value(json, "speed_x", &obj->sx));
CATCH(errctx, akgl_get_json_number_value(json, "speed_y", &obj->sy));
CATCH(errctx, akgl_get_json_number_value(json, "acceleration_x", &obj->ax));

View File

@@ -10,7 +10,7 @@
#include <akgl/game.h>
#include <akgl/controller.h>
akgl_ControlMap GAME_ControlMaps[AKGL_MAX_CONTROL_MAPS];
akgl_ControlMap akgl_controlmaps[AKGL_MAX_CONTROL_MAPS];
/*
* Keystrokes waiting for akgl_controller_poll_key() and
@@ -258,7 +258,7 @@ akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *even
ATTEMPT {
for ( i = 0 ; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
curmap = &GAME_ControlMaps[i];
curmap = &akgl_controlmaps[i];
if ( curmap->target == NULL ) {
continue;
}
@@ -308,7 +308,7 @@ akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *even
* A whole-application shortcut rather than a control-map binding: it looks the
* actor up by the literal name `"player"` in #AKGL_REGISTRY_ACTOR instead of
* being told which actor to act on, so it only ever drives one. The
* akgl_Actor_cmhf_* handlers are the general form.
* akgl_actor_cmhf_* handlers are the general form.
*
* Facing follows movement unless the actor sets `movement_controls_face`, which
* is how an actor that aims independently of the direction it walks opts out.
@@ -528,10 +528,10 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_pushmap(int controlmapid, akg
ATTEMPT {
FAIL_ZERO_RETURN(errctx, control, AKERR_NULLPOINTER, "NULL Control");
FAIL_NONZERO_RETURN(errctx, (controlmapid >= AKGL_MAX_CONTROL_MAPS), AKERR_OUTOFBOUNDS, "ID %d exceeds maximum %d", controlmapid, AKGL_MAX_CONTROL_MAPS);
newmapid = GAME_ControlMaps[controlmapid].nextMap;
newmapid = akgl_controlmaps[controlmapid].nextMap;
FAIL_ZERO_RETURN(errctx, (AKGL_MAX_CONTROLS - newmapid), AKERR_OUTOFBOUNDS, "Control map ID %d is full", controlmapid);
memcpy((void *)&GAME_ControlMaps[controlmapid].controls[newmapid], control, sizeof(akgl_Control));
GAME_ControlMaps[controlmapid].nextMap = newmapid + 1;
memcpy((void *)&akgl_controlmaps[controlmapid].controls[newmapid], control, sizeof(akgl_Control));
akgl_controlmaps[controlmapid].nextMap = newmapid + 1;
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
@@ -548,7 +548,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, cha
// set up the control map
FAIL_NONZERO_RETURN(errctx, (controlmapid >= AKGL_MAX_CONTROL_MAPS), AKERR_OUTOFBOUNDS, "ID %d exceeds maximum %d", controlmapid, AKGL_MAX_CONTROL_MAPS);
memset((void *)&control, 0x00, sizeof(akgl_Control));
controlmap = &GAME_ControlMaps[controlmapid];
controlmap = &akgl_controlmaps[controlmapid];
controlmap->kbid = kbid;
controlmap->jsid = jsid;
@@ -561,32 +561,32 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, cha
control.key = SDLK_DOWN;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_down_on;
control.handler_off = &akgl_Actor_cmhf_down_off;
control.handler_on = &akgl_actor_cmhf_down_on;
control.handler_off = &akgl_actor_cmhf_down_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move up
control.key = SDLK_UP;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_up_on;
control.handler_off = &akgl_Actor_cmhf_up_off;
control.handler_on = &akgl_actor_cmhf_up_on;
control.handler_off = &akgl_actor_cmhf_up_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move left
control.key = SDLK_LEFT;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_left_on;
control.handler_off = &akgl_Actor_cmhf_left_off;
control.handler_on = &akgl_actor_cmhf_left_on;
control.handler_off = &akgl_actor_cmhf_left_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move right
control.key = SDLK_RIGHT;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_right_on;
control.handler_off = &akgl_Actor_cmhf_right_off;
control.handler_on = &akgl_actor_cmhf_right_on;
control.handler_off = &akgl_actor_cmhf_right_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
control.key = 0;
@@ -595,32 +595,32 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, cha
control.button = SDL_GAMEPAD_BUTTON_DPAD_DOWN;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_Actor_cmhf_down_on;
control.handler_off = &akgl_Actor_cmhf_down_off;
control.handler_on = &akgl_actor_cmhf_down_on;
control.handler_off = &akgl_actor_cmhf_down_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move up
control.button = SDL_GAMEPAD_BUTTON_DPAD_UP;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_Actor_cmhf_up_on;
control.handler_off = &akgl_Actor_cmhf_up_off;
control.handler_on = &akgl_actor_cmhf_up_on;
control.handler_off = &akgl_actor_cmhf_up_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move left
control.button = SDL_GAMEPAD_BUTTON_DPAD_LEFT;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_Actor_cmhf_left_on;
control.handler_off = &akgl_Actor_cmhf_left_off;
control.handler_on = &akgl_actor_cmhf_left_on;
control.handler_off = &akgl_actor_cmhf_left_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move right
control.button = SDL_GAMEPAD_BUTTON_DPAD_RIGHT;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_Actor_cmhf_right_on;
control.handler_off = &akgl_Actor_cmhf_right_off;
control.handler_on = &akgl_actor_cmhf_right_on;
control.handler_off = &akgl_actor_cmhf_right_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
SUCCEED_RETURN(errctx);

View File

@@ -45,11 +45,11 @@ void akgl_draw_background(int w, int h)
for (x = 0; x < w; x += dx) {
/* use an 8x8 checkerboard pattern */
i = (((x ^ y) >> 3) & 1);
SDL_SetRenderDrawColor(renderer->sdl_renderer, col[i].r, col[i].g, col[i].b, col[i].a);
SDL_SetRenderDrawColor(akgl_renderer->sdl_renderer, col[i].r, col[i].g, col[i].b, col[i].a);
rect.x = (float)x;
rect.y = (float)y;
SDL_RenderFillRect(renderer->sdl_renderer, &rect);
SDL_RenderFillRect(akgl_renderer->sdl_renderer, &rect);
}
}
}

View File

@@ -24,24 +24,24 @@
#include <akgl/error.h>
#include <akgl/SDL_GameControllerDB.h>
SDL_Window *window = NULL;
SDL_Window *akgl_window = NULL;
// Currently active objects
akgl_RenderBackend *renderer;
akgl_PhysicsBackend *physics;
SDL_FRect *camera;
akgl_Tilemap *gamemap;
akgl_RenderBackend *akgl_renderer;
akgl_PhysicsBackend *akgl_physics;
SDL_FRect *akgl_camera;
akgl_Tilemap *akgl_gamemap;
// Default objects
akgl_RenderBackend _akgl_renderer;
akgl_PhysicsBackend _akgl_physics;
SDL_FRect _akgl_camera;
akgl_Tilemap _akgl_gamemap;
akgl_RenderBackend akgl_default_renderer;
akgl_PhysicsBackend akgl_default_physics;
SDL_FRect akgl_default_camera;
akgl_Tilemap akgl_default_gamemap;
MIX_Audio *bgm = NULL;
MIX_Audio *akgl_bgm = NULL;
MIX_Mixer *akgl_mixer = NULL;
MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
akgl_Game game;
akgl_Game akgl_game;
static akerr_ErrorContext *write_exact(const void *ptr, size_t size, size_t nmemb, FILE *fp)
{
@@ -69,7 +69,7 @@ typedef char akgl_game_save_name_field_fits[
((AKGL_ACTOR_MAX_NAME_LENGTH <= AKGL_GAME_SAVE_MAX_NAME_FIELD) &&
(AKGL_SPRITE_MAX_NAME_LENGTH <= AKGL_GAME_SAVE_MAX_NAME_FIELD) &&
(AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH <= AKGL_GAME_SAVE_MAX_NAME_FIELD) &&
(AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH <= AKGL_GAME_SAVE_MAX_NAME_FIELD)) ? 1 : -1];
(AKGL_CHARACTER_MAX_NAME_LENGTH <= AKGL_GAME_SAVE_MAX_NAME_FIELD)) ? 1 : -1];
/**
* @brief Write a registry key as a fixed-width, zero-padded field.
@@ -125,7 +125,7 @@ static akerr_ErrorContext *read_exact(void *ptr, size_t size, size_t nmemb, FILE
void akgl_game_lowfps(void)
{
SDL_Log("Low FPS! %d", game.fps);
SDL_Log("Low FPS! %d", akgl_game.fps);
return;
}
@@ -140,17 +140,17 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
// AKGL_ERR_* codes, and a code raised before its name is registered prints
// as "Unknown Error" in the stack trace the caller is left holding.
PASS(e, akgl_error_init());
strncpy((char *)&game.libversion, AKGL_VERSION, 32);
game.gameStartTime = SDL_GetTicksNS();
game.lastIterTime = game.gameStartTime;
game.lastFPSTime = game.gameStartTime;
game.lowfpsfunc = &akgl_game_lowfps;
game.statelock = SDL_CreateMutex();
FAIL_ZERO_RETURN(e, game.statelock, AKGL_ERR_SDL, "%s", SDL_GetError());
strncpy((char *)&akgl_game.libversion, AKGL_VERSION, 32);
akgl_game.gameStartTime = SDL_GetTicksNS();
akgl_game.lastIterTime = akgl_game.gameStartTime;
akgl_game.lastFPSTime = akgl_game.gameStartTime;
akgl_game.lowfpsfunc = &akgl_game_lowfps;
akgl_game.statelock = SDL_CreateMutex();
FAIL_ZERO_RETURN(e, akgl_game.statelock, AKGL_ERR_SDL, "%s", SDL_GetError());
PASS(e, akgl_game_state_lock());
FAIL_ZERO_RETURN(e, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
FAIL_ZERO_RETURN(e, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
FAIL_ZERO_RETURN(e, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
FAIL_ZERO_RETURN(e, strlen((char *)&akgl_game.name), AKERR_NULLPOINTER, "Must provide game name");
FAIL_ZERO_RETURN(e, strlen((char *)&akgl_game.version), AKERR_NULLPOINTER, "Must provide game version");
FAIL_ZERO_RETURN(e, strlen((char *)&akgl_game.uri), AKERR_NULLPOINTER, "Must provide game uri");
PASS(e, akgl_heap_init());
PASS(e, akgl_registry_init_actor());
PASS(e, akgl_registry_init_sprite());
@@ -161,10 +161,10 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
PASS(e, akgl_registry_init_properties());
PASS(e, akgl_registry_init_actor_state_strings());
SDL_SetAppMetadata(game.name, game.version, game.uri);
SDL_SetAppMetadata(akgl_game.name, akgl_game.version, akgl_game.uri);
for ( i = 0 ; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
memset(&GAME_ControlMaps[i], 0x00, sizeof(akgl_ControlMap));
memset(&akgl_controlmaps[i], 0x00, sizeof(akgl_ControlMap));
}
FAIL_ZERO_RETURN(
@@ -204,10 +204,10 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
"Couldn't initialize front engine: %s",
SDL_GetError());
camera = &_akgl_camera;
renderer = &_akgl_renderer;
physics = &_akgl_physics;
gamemap = &_akgl_gamemap;
akgl_camera = &akgl_default_camera;
akgl_renderer = &akgl_default_renderer;
akgl_physics = &akgl_default_physics;
akgl_gamemap = &akgl_default_gamemap;
PASS(e, akgl_game_state_unlock());
SUCCEED_RETURN(e);
@@ -216,39 +216,51 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_lock(void)
{
PREPARE_ERROR(e);
SDL_Time totaltime = 0;
// Milliseconds, which is what SDL_Delay takes. This used to count against
// AKGL_TIME_ONESEC_MS, a constant whose name said "one second in
// milliseconds" and whose value was a thousand times that, so the budget
// was roughly sixteen minutes rather than the one second documented.
Uint32 waitedms = 0;
while ( totaltime < AKGL_TIME_ONESEC_MS ) {
if ( SDL_TryLockMutex(game.statelock) == true ) {
while ( waitedms < AKGL_GAME_STATE_LOCK_BUDGET_MS ) {
if ( SDL_TryLockMutex(akgl_game.statelock) == true ) {
SUCCEED_RETURN(e);
}
totaltime += 100;
SDL_Delay(100);
waitedms += AKGL_GAME_STATE_LOCK_RETRY_MS;
SDL_Delay(AKGL_GAME_STATE_LOCK_RETRY_MS);
}
FAIL_RETURN(e, AKGL_ERR_SDL, "%s", SDL_GetError());
// SDL_GetError() after a failed SDL_TryLockMutex is stale or empty -- the
// call reports contention by returning false, not by setting an error -- so
// say what actually happened and keep SDL's text as trailing context.
FAIL_RETURN(
e,
AKGL_ERR_SDL,
"Gave up waiting %d ms for the game state lock: %s",
AKGL_GAME_STATE_LOCK_BUDGET_MS,
SDL_GetError());
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_unlock(void)
{
PREPARE_ERROR(e);
SDL_UnlockMutex(game.statelock);
SDL_UnlockMutex(akgl_game.statelock);
SUCCEED_RETURN(e);
}
void akgl_game_updateFPS()
void akgl_game_update_fps()
{
SDL_Time curTime;
curTime = SDL_GetTicksNS();
if ( (curTime - game.lastFPSTime) > AKGL_TIME_ONESEC_NS ) {
game.fps = game.framesSinceUpdate;
game.framesSinceUpdate = 0;
game.lastFPSTime = curTime;
if ( (curTime - akgl_game.lastFPSTime) > AKGL_TIME_ONESEC_NS ) {
akgl_game.fps = akgl_game.framesSinceUpdate;
akgl_game.framesSinceUpdate = 0;
akgl_game.lastFPSTime = curTime;
}
if ( game.fps < 30 ) {
game.lowfpsfunc();
if ( akgl_game.fps < 30 ) {
akgl_game.lowfpsfunc();
}
game.framesSinceUpdate += 1;
game.lastIterTime = curTime;
akgl_game.framesSinceUpdate += 1;
akgl_game.lastIterTime = curTime;
}
/*
@@ -354,7 +366,7 @@ void akgl_game_save_spritesheetname_iterator(void *userdata, SDL_PropertiesID pr
* @brief Write one character's name and save-time address to the name table.
*
* As akgl_game_save_actorname_iterator, but the name field is
* #AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH wide.
* #AKGL_CHARACTER_MAX_NAME_LENGTH wide.
*
* @param userdata The open output stream, as a `FILE *`. Required.
* @param props #AKGL_REGISTRY_CHARACTER, supplied by SDL.
@@ -371,7 +383,7 @@ void akgl_game_save_charactername_iterator(void *userdata, SDL_PropertiesID prop
ATTEMPT {
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
character = SDL_GetPointerProperty(props, name, NULL);
CATCH(e, write_name_field(name, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp));
CATCH(e, write_name_field(name, AKGL_CHARACTER_MAX_NAME_LENGTH, fp));
CATCH(e, write_exact(&character, 1, sizeof(akgl_Character *), fp));
} CLEANUP {
} PROCESS(e) {
@@ -439,7 +451,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save_actors(FILE *fp)
AKGL_REGISTRY_CHARACTER,
&akgl_game_save_charactername_iterator,
(void *)fp);
CATCH(e, write_exact((void *)&nullbuf, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp));
CATCH(e, write_exact((void *)&nullbuf, 1, AKGL_CHARACTER_MAX_NAME_LENGTH, fp));
CATCH(e, write_exact((void *)&nullbuf, 1, sizeof(akgl_Character *), fp));
} CLEANUP {
} PROCESS(e) {
@@ -455,7 +467,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath)
ATTEMPT {
FAIL_ZERO_BREAK(e, fpath, AKERR_NULLPOINTER, "NULL file path");
CATCH(e, aksl_fopen(fpath, "wb", &fp));
CATCH(e, write_exact(&game, 1, sizeof(akgl_Game), fp));
CATCH(e, write_exact(&akgl_game, 1, sizeof(akgl_Game), fp));
CATCH(e, akgl_game_save_actors(fp));
} CLEANUP {
// CLEANUP must precede PROCESS: with the two transposed, the fclose
@@ -626,19 +638,19 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath)
CATCH(e, aksl_fopen(fpath, "rb", &fp));
CATCH(e, read_exact((void *)&savegame, 1, sizeof(akgl_Game), fp));
CATCH(e, akgl_game_load_versioncmp("library", (char *)&savegame.libversion, (char *)AKGL_VERSION));
CATCH(e, akgl_game_load_versioncmp("game", (char *)&savegame.version, (char *)&game.version));
CATCH(e, akgl_game_load_versioncmp("game", (char *)&savegame.version, (char *)&akgl_game.version));
FAIL_NONZERO_RETURN(
e,
strncmp((char *)&savegame.name, (char *)&game.name, 256),
strncmp((char *)&savegame.name, (char *)&akgl_game.name, 256),
AKERR_API,
"Savegame is not compatible with this game");
FAIL_NONZERO_RETURN(
e,
strncmp((char *)&savegame.uri, (char *)&game.uri, 256),
strncmp((char *)&savegame.uri, (char *)&akgl_game.uri, 256),
AKERR_API,
"Savegame is not compatible with this game");
memcpy((void *)&game, (void *)&savegame, sizeof(akgl_Game));
memcpy((void *)&akgl_game, (void *)&savegame, sizeof(akgl_Game));
// Load actor name map
actormap = SDL_CreateProperties();
CATCH(e, akgl_game_load_objectnamemap(fp, actormap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Actor *), AKGL_REGISTRY_ACTOR));
@@ -678,27 +690,27 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags)
PASS(e, akgl_game_state_lock());
akgl_game_updateFPS();
akgl_game_update_fps();
for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
if ( opflags == &defflags ) {
opflags->layerid = i;
}
for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR; j++ ) {
actor = &HEAP_ACTOR[j];
actor = &akgl_heap_actors[j];
if ( actor->refcount == 0 ) {
continue;
}
if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE) ) {
PASS(e, akgl_tilemap_scale_actor(gamemap, actor));
PASS(e, akgl_tilemap_scale_actor(akgl_gamemap, actor));
} else {
actor->scale = 1.0;
}
PASS(e, actor->updatefunc(actor));
}
}
PASS(e, physics->simulate(physics, NULL));
PASS(e, renderer->draw_world(renderer, NULL));
PASS(e, akgl_physics->simulate(akgl_physics, NULL));
PASS(e, akgl_renderer->draw_world(akgl_renderer, NULL));
PASS(e, akgl_game_state_unlock());
SUCCEED_RETURN(e);
}

View File

@@ -14,11 +14,11 @@
#include <akgl/iterator.h>
#include <akgl/error.h>
akgl_Actor HEAP_ACTOR[AKGL_MAX_HEAP_ACTOR];
akgl_Sprite HEAP_SPRITE[AKGL_MAX_HEAP_SPRITE];
akgl_SpriteSheet HEAP_SPRITESHEET[AKGL_MAX_HEAP_SPRITESHEET];
akgl_Character HEAP_CHARACTER[AKGL_MAX_HEAP_CHARACTER];
akgl_String HEAP_STRING[AKGL_MAX_HEAP_STRING];
akgl_Actor akgl_heap_actors[AKGL_MAX_HEAP_ACTOR];
akgl_Sprite akgl_heap_sprites[AKGL_MAX_HEAP_SPRITE];
akgl_SpriteSheet akgl_heap_spritesheets[AKGL_MAX_HEAP_SPRITESHEET];
akgl_Character akgl_heap_characters[AKGL_MAX_HEAP_CHARACTER];
akgl_String akgl_heap_strings[AKGL_MAX_HEAP_STRING];
akerr_ErrorContext *akgl_heap_init()
{
@@ -26,16 +26,16 @@ akerr_ErrorContext *akgl_heap_init()
int i = 0;
PASS(errctx, akgl_heap_init_actor());
for ( i = 0; i < AKGL_MAX_HEAP_SPRITE; i++) {
memset(&HEAP_SPRITE[i], 0x00, sizeof(akgl_Sprite));
memset(&akgl_heap_sprites[i], 0x00, sizeof(akgl_Sprite));
}
for ( i = 0; i < AKGL_MAX_HEAP_SPRITESHEET; i++) {
memset(&HEAP_SPRITESHEET[i], 0x00, sizeof(akgl_SpriteSheet));
memset(&akgl_heap_spritesheets[i], 0x00, sizeof(akgl_SpriteSheet));
}
for ( i = 0; i < AKGL_MAX_HEAP_CHARACTER; i++) {
memset(&HEAP_CHARACTER[i], 0x00, sizeof(akgl_Character));
memset(&akgl_heap_characters[i], 0x00, sizeof(akgl_Character));
}
for ( i = 0; i < AKGL_MAX_HEAP_STRING; i++) {
memset(&HEAP_STRING[i], 0x00, sizeof(akgl_String));
memset(&akgl_heap_strings[i], 0x00, sizeof(akgl_String));
}
SUCCEED_RETURN(errctx);
}
@@ -44,7 +44,7 @@ akerr_ErrorContext *akgl_heap_init_actor(void)
{
PREPARE_ERROR(e);
for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++) {
memset(&HEAP_ACTOR[i], 0x00, sizeof(akgl_Actor));
memset(&akgl_heap_actors[i], 0x00, sizeof(akgl_Actor));
}
SUCCEED_RETURN(e);
}
@@ -53,10 +53,10 @@ akerr_ErrorContext *akgl_heap_next_actor(akgl_Actor **dest)
{
PREPARE_ERROR(errctx);
for (int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
if ( HEAP_ACTOR[i].refcount != 0 ) {
if ( akgl_heap_actors[i].refcount != 0 ) {
continue;
}
*dest = &HEAP_ACTOR[i];
*dest = &akgl_heap_actors[i];
SUCCEED_RETURN(errctx);
}
FAIL_RETURN(errctx, AKGL_ERR_HEAP, "Unable to find unused actor on the heap");
@@ -66,10 +66,10 @@ akerr_ErrorContext *akgl_heap_next_sprite(akgl_Sprite **dest)
{
PREPARE_ERROR(errctx);
for (int i = 0; i < AKGL_MAX_HEAP_SPRITE; i++ ) {
if ( HEAP_SPRITE[i].refcount != 0 ) {
if ( akgl_heap_sprites[i].refcount != 0 ) {
continue;
}
*dest = &HEAP_SPRITE[i];
*dest = &akgl_heap_sprites[i];
SUCCEED_RETURN(errctx);
}
FAIL_RETURN(errctx, AKGL_ERR_HEAP, "Unable to find unused sprite on the heap");
@@ -79,10 +79,10 @@ akerr_ErrorContext *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest)
{
PREPARE_ERROR(errctx);
for (int i = 0; i < AKGL_MAX_HEAP_SPRITESHEET; i++ ) {
if ( HEAP_SPRITESHEET[i].refcount != 0 ) {
if ( akgl_heap_spritesheets[i].refcount != 0 ) {
continue;
}
*dest = &HEAP_SPRITESHEET[i];
*dest = &akgl_heap_spritesheets[i];
SUCCEED_RETURN(errctx);
}
FAIL_RETURN(errctx, AKGL_ERR_HEAP, "Unable to find unused spritesheet on the heap");
@@ -92,10 +92,10 @@ akerr_ErrorContext *akgl_heap_next_character(akgl_Character **dest)
{
PREPARE_ERROR(errctx);
for (int i = 0; i < AKGL_MAX_HEAP_CHARACTER; i++ ) {
if ( HEAP_CHARACTER[i].refcount != 0 ) {
if ( akgl_heap_characters[i].refcount != 0 ) {
continue;
}
*dest = &HEAP_CHARACTER[i];
*dest = &akgl_heap_characters[i];
SUCCEED_RETURN(errctx);
}
FAIL_RETURN(errctx, AKGL_ERR_HEAP, "Unable to find unused character on the heap");
@@ -105,11 +105,11 @@ akerr_ErrorContext *akgl_heap_next_string(akgl_String **dest)
{
PREPARE_ERROR(errctx);
for (int i = 0; i < AKGL_MAX_HEAP_STRING; i++ ) {
if ( HEAP_STRING[i].refcount != 0 ) {
if ( akgl_heap_strings[i].refcount != 0 ) {
continue;
}
*dest = &HEAP_STRING[i];
HEAP_STRING[i].refcount += 1;
*dest = &akgl_heap_strings[i];
akgl_heap_strings[i].refcount += 1;
SUCCEED_RETURN(errctx);
}
FAIL_RETURN(errctx, AKGL_ERR_HEAP, "Unable to find unused string on the heap");
@@ -135,19 +135,35 @@ akerr_ErrorContext *akgl_heap_release_actor(akgl_Actor *ptr)
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_heap_release_character(akgl_Character *basechar)
akerr_ErrorContext *akgl_heap_release_character(akgl_Character *ptr)
{
PREPARE_ERROR(errctx);
akgl_Iterator opflags;
FAIL_ZERO_RETURN(errctx, basechar, AKERR_NULLPOINTER, "NULL character reference");
FAIL_ZERO_RETURN(errctx, ptr, AKERR_NULLPOINTER, "NULL character reference");
AKGL_BITMASK_CLEAR(opflags.flags);
if ( basechar->refcount > 0 ) {
basechar->refcount -= 1;
if ( ptr->refcount > 0 ) {
ptr->refcount -= 1;
}
if ( basechar->refcount == 0 ) {
SDL_ClearProperty(AKGL_REGISTRY_CHARACTER, (char *)&basechar->name);
memset(basechar, 0x00, sizeof(akgl_Character));
if ( ptr->refcount == 0 ) {
// Give back every sprite reference akgl_character_sprite_add took, and
// the property set holding the map, before the slot is zeroed. Without
// this a game that loads and releases characters level by level
// exhausts the sprite pool and leaks one SDL_PropertiesID per
// character. akgl_character_state_sprites_iterate exists for exactly
// this walk and simply was never called from here.
if ( ptr->state_sprites != 0 ) {
AKGL_BITMASK_ADD(opflags.flags, AKGL_ITERATOR_OP_RELEASE);
SDL_EnumerateProperties(
ptr->state_sprites,
&akgl_character_state_sprites_iterate,
(void *)&opflags
);
SDL_DestroyProperties(ptr->state_sprites);
ptr->state_sprites = 0;
}
SDL_ClearProperty(AKGL_REGISTRY_CHARACTER, (char *)&ptr->name);
memset(ptr, 0x00, sizeof(akgl_Character));
}
SUCCEED_RETURN(errctx);
}

View File

@@ -146,7 +146,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
actor = &HEAP_ACTOR[i];
actor = &akgl_heap_actors[i];
if ( actor->refcount == 0 ) {
continue;
}

View File

@@ -14,7 +14,7 @@
#include <akerror.h>
#include <akstdlib.h>
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self)
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_init(akgl_RenderBackend *self)
{
akgl_String *width = NULL;
akgl_String *height = NULL;
@@ -33,21 +33,21 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self)
FAIL_ZERO_RETURN(
e,
SDL_CreateWindowAndRenderer(game.uri, screenwidth, screenheight, 0, &window, &self->sdl_renderer),
SDL_CreateWindowAndRenderer(akgl_game.uri, screenwidth, screenheight, 0, &akgl_window, &self->sdl_renderer),
AKGL_ERR_SDL,
"Couldn't create window/renderer: %s",
SDL_GetError());
camera->x = 0;
camera->y = 0;
camera->w = screenwidth;
camera->h = screenheight;
akgl_camera->x = 0;
akgl_camera->y = 0;
akgl_camera->w = screenwidth;
akgl_camera->h = screenheight;
PASS(e, akgl_render_bind2d(self));
PASS(e, akgl_render_2d_bind(self));
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_bind2d(akgl_RenderBackend *self)
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_bind(akgl_RenderBackend *self)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
@@ -134,11 +134,11 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_world(akgl_RenderBackend
PASS(e, aksl_memset((void *)opflags, 0x00, sizeof(akgl_Iterator)));
}
for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS ; i++ ) {
if ( i < gamemap->numlayers ) {
PASS(e, akgl_tilemap_draw(gamemap, camera, i));
if ( i < akgl_gamemap->numlayers ) {
PASS(e, akgl_tilemap_draw(akgl_gamemap, akgl_camera, i));
}
for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR ; j++ ) {
actor = &HEAP_ACTOR[j];
actor = &akgl_heap_actors[j];
if ( actor->refcount == 0 ) {
continue;
}

View File

@@ -19,7 +19,7 @@
#include <akgl/iterator.h>
#include <akgl/util.h>
akerr_ErrorContext *akgl_sprite_sheet_coords_for_frame(akgl_Sprite *self, SDL_FRect *srccoords, uint8_t frameid)
akerr_ErrorContext *akgl_spritesheet_coords_for_frame(akgl_Sprite *self, SDL_FRect *srccoords, uint8_t frameid)
{
PREPARE_ERROR(e);
@@ -157,7 +157,7 @@ akerr_ErrorContext *akgl_sprite_load_json(char *filename)
CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "width", &obj->width));
CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "height", &obj->height));
CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "speed", &obj->speed));
obj->speed = obj->speed * AKGL_TIME_ONESEC_MS;
obj->speed = obj->speed * AKGL_TIME_ONEMS_NS;
CATCH(errctx, akgl_get_json_boolean_value((json_t *)json, "loop", &obj->loop));
CATCH(errctx, akgl_get_json_boolean_value((json_t *)json, "loopReverse", &obj->loopReverse));
@@ -222,7 +222,7 @@ akerr_ErrorContext *akgl_spritesheet_initialize(akgl_SpriteSheet *sheet, int spr
strncpy((char *)&sheet->name, filename, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH);
//snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), filename);
sheet->texture = IMG_LoadTexture(renderer->sdl_renderer, filename);
sheet->texture = IMG_LoadTexture(akgl_renderer->sdl_renderer, filename);
FAIL_ZERO_BREAK(errctx, sheet->texture, AKGL_ERR_SDL, "Failed loading asset %s : %s", filename, SDL_GetError());
FAIL_ZERO_BREAK(

View File

@@ -65,11 +65,11 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_text_rendertextat(TTF_Font *font, char *
FAIL_ZERO_RETURN(errctx, text, AKERR_NULLPOINTER, "NULL text string");
// Checked before anything is rasterized, and checked at all because a
// backend that has an SDL_Renderer but was never run through
// akgl_render_bind2d has a NULL draw_texture -- which is exactly the state
// akgl_render_init2d used to be the only escape from.
FAIL_ZERO_RETURN(errctx, renderer, AKERR_NULLPOINTER, "No renderer backend");
FAIL_ZERO_RETURN(errctx, renderer->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_ZERO_RETURN(errctx, renderer->draw_texture, AKERR_NULLPOINTER, "Renderer backend has no draw_texture");
// akgl_render_2d_bind has a NULL draw_texture -- which is exactly the state
// akgl_render_2d_init used to be the only escape from.
FAIL_ZERO_RETURN(errctx, akgl_renderer, AKERR_NULLPOINTER, "No renderer backend");
FAIL_ZERO_RETURN(errctx, akgl_renderer->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_ZERO_RETURN(errctx, akgl_renderer->draw_texture, AKERR_NULLPOINTER, "Renderer backend has no draw_texture");
if ( wraplength > 0 ) {
textsurf = TTF_RenderText_Blended_Wrapped(
font,
@@ -85,12 +85,12 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_text_rendertextat(TTF_Font *font, char *
color);
}
FAIL_ZERO_RETURN(errctx, textsurf, AKERR_NULLPOINTER, "%s", SDL_GetError());
texture = SDL_CreateTextureFromSurface(renderer->sdl_renderer, textsurf);
texture = SDL_CreateTextureFromSurface(akgl_renderer->sdl_renderer, textsurf);
FAIL_ZERO_RETURN(errctx, texture, AKERR_NULLPOINTER, "%s", SDL_GetError());
dest.x = x;
dest.y = y;
SDL_GetTextureSize(texture, &dest.w, &dest.h);
PASS(errctx, renderer->draw_texture(renderer, texture, NULL, &dest, 0, NULL, SDL_FLIP_NONE));
PASS(errctx, akgl_renderer->draw_texture(akgl_renderer, texture, NULL, &dest, 0, NULL, SDL_FLIP_NONE));
SDL_DestroyTexture(texture);
SDL_DestroySurface(textsurf);
SUCCEED_RETURN(errctx);

View File

@@ -201,7 +201,7 @@ akerr_ErrorContext *akgl_tilemap_load_tilesets_each(json_t *tileset, akgl_Tilema
} PROCESS(e) {
} FINISH(e, true);
dest->tilesets[tsidx].texture = IMG_LoadTexture(renderer->sdl_renderer, (char *)&dest->tilesets[tsidx].imagefilename);
dest->tilesets[tsidx].texture = IMG_LoadTexture(akgl_renderer->sdl_renderer, (char *)&dest->tilesets[tsidx].imagefilename);
FAIL_ZERO_RETURN(e, dest->tilesets[tsidx].texture, AKERR_NULLPOINTER, "Failed loading tileset image : %s", SDL_GetError());
SUCCEED_RETURN(e);
@@ -496,7 +496,7 @@ akerr_ErrorContext *akgl_tilemap_load_layer_image(akgl_Tilemap *dest, json_t *ro
);
RESTORE_GCC_WARNINGS
dest->layers[layerid].texture = IMG_LoadTexture(renderer->sdl_renderer, (char *)fpath->data);
dest->layers[layerid].texture = IMG_LoadTexture(akgl_renderer->sdl_renderer, (char *)fpath->data);
FAIL_ZERO_BREAK(errctx, dest->layers[layerid].texture, AKGL_ERR_SDL, "%s", SDL_GetError());
dest->layers[layerid].width = dest->layers[layerid].texture->w;
dest->layers[layerid].height = dest->layers[layerid].texture->h;
@@ -798,7 +798,7 @@ akerr_ErrorContext *akgl_tilemap_draw(akgl_Tilemap *map, SDL_FRect *viewport, in
src.h = map->layers[layeridx].height;
dest.w = map->layers[layeridx].width;
dest.h = map->layers[layeridx].height;
PASS(errctx, renderer->draw_texture(renderer, map->layers[layeridx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
PASS(errctx, akgl_renderer->draw_texture(akgl_renderer, map->layers[layeridx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
SUCCEED_RETURN(errctx);
}
@@ -853,7 +853,7 @@ akerr_ErrorContext *akgl_tilemap_draw(akgl_Tilemap *map, SDL_FRect *viewport, in
dest.y,
dest.w,
dest.h);*/
PASS(errctx, renderer->draw_texture(renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
PASS(errctx, akgl_renderer->draw_texture(akgl_renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
}
}
dest.x += map->tilewidth;
@@ -908,7 +908,7 @@ akerr_ErrorContext *akgl_tilemap_draw_tileset(akgl_Tilemap *map, int tilesetidx)
dest.y,
dest.w,
dest.h);*/
PASS(errctx, renderer->draw_texture(renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
PASS(errctx, akgl_renderer->draw_texture(akgl_renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
}
SUCCEED_RETURN(errctx);
}

View File

@@ -169,10 +169,10 @@ akerr_ErrorContext *akgl_path_relative_from(char *path, char *from, akgl_String
SUCCEED_RETURN(e);
}
akerr_ErrorContext *akgl_rectangle_points(RectanglePoints *dest, SDL_FRect *rect)
akerr_ErrorContext *akgl_rectangle_points(akgl_RectanglePoints *dest, SDL_FRect *rect)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL RectanglePoints reference");
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL akgl_RectanglePoints reference");
FAIL_ZERO_RETURN(errctx, rect, AKERR_NULLPOINTER, "NULL Rectangle reference");
dest->topleft.x = rect->x;
dest->topleft.y = rect->y;
@@ -185,11 +185,11 @@ akerr_ErrorContext *akgl_rectangle_points(RectanglePoints *dest, SDL_FRect *rect
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_collide_point_rectangle(point *p, RectanglePoints *rp, bool *collide)
akerr_ErrorContext *akgl_collide_point_rectangle(akgl_Point *p, akgl_RectanglePoints *rp, bool *collide)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, p, AKERR_NULLPOINTER, "NULL Point reference");
FAIL_ZERO_RETURN(errctx, rp, AKERR_NULLPOINTER, "NULL RectanglePoints reference");
FAIL_ZERO_RETURN(errctx, rp, AKERR_NULLPOINTER, "NULL akgl_RectanglePoints reference");
FAIL_ZERO_RETURN(errctx, collide, AKERR_NULLPOINTER, "NULL boolean reference");
if ( (p->x >= rp->topleft.x) && (p->y >= rp->topleft.y) &&
(p->x <= rp->bottomright.x) && (p->y <= rp->bottomright.y) ) {
@@ -202,8 +202,8 @@ akerr_ErrorContext *akgl_collide_point_rectangle(point *p, RectanglePoints *rp,
akerr_ErrorContext *akgl_collide_rectangles(SDL_FRect *r1, SDL_FRect *r2, bool *collide)
{
RectanglePoints r1p;
RectanglePoints r2p;
akgl_RectanglePoints r1p;
akgl_RectanglePoints r2p;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, r1, AKERR_NULLPOINTER, "NULL rectangle reference");
FAIL_ZERO_RETURN(errctx, r2, AKERR_NULLPOINTER, "NULL rectangle reference");
@@ -278,9 +278,9 @@ akerr_ErrorContext *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, in
FAIL_ZERO_BREAK(errctx, t2, AKERR_NULLPOINTER, "NULL texture");
CATCH(errctx, akgl_heap_next_string(&tmpstring));
SDL_RenderClear(renderer->sdl_renderer);
CATCH(errctx, renderer->draw_texture(renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
s1 = SDL_RenderReadPixels(renderer->sdl_renderer, &read);
SDL_RenderClear(akgl_renderer->sdl_renderer);
CATCH(errctx, akgl_renderer->draw_texture(akgl_renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
s1 = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, &read);
FAIL_ZERO_BREAK(errctx, s1, AKGL_ERR_SDL, "Failed to read pixels from renderer");
if ( writeout != NULL ) {
@@ -294,10 +294,10 @@ akerr_ErrorContext *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, in
SDL_GetError());
}
SDL_RenderClear(renderer->sdl_renderer);
SDL_RenderClear(akgl_renderer->sdl_renderer);
CATCH(errctx, renderer->draw_texture(renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
s2 = SDL_RenderReadPixels(renderer->sdl_renderer, &read);
CATCH(errctx, akgl_renderer->draw_texture(akgl_renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
s2 = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, &read);
FAIL_ZERO_BREAK(errctx, s2, AKGL_ERR_SDL, "Failed to read pixels from renderer");
CATCH(errctx, akgl_compare_sdl_surfaces(s1, s2));