Abstract the global renderer, physics, camera and gamemap objects behind a pointer, so you can swap in and out different ones as needed
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@@ -44,14 +44,19 @@ typedef struct {
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} akgl_Game;
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extern SDL_Window *window;
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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 SDL_FRect _akgl_camera;
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extern akgl_Game game;
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extern akgl_RenderBackend renderer;
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extern akgl_PhysicsBackend physics;
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extern akgl_RenderBackend _akgl_renderer;
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extern akgl_PhysicsBackend _akgl_physics;
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extern akgl_Tilemap _akgl_gamemap;
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extern akgl_Tilemap *gamemap;
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extern akgl_RenderBackend *renderer;
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extern akgl_PhysicsBackend *physics;
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extern SDL_FRect *camera;
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#define AKGL_BITMASK_HAS(x, y) (x & y) == y
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#define AKGL_BITMASK_HASNOT(x, y) (x & y) != y
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