Abstract the global renderer, physics, camera and gamemap objects behind a pointer, so you can swap in and out different ones as needed
This commit is contained in:
12
src/actor.c
12
src/actor.c
@@ -210,7 +210,7 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
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ATTEMPT {
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CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
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CATCH(errctx, actor_visible(obj, &camera, &visible));
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CATCH(errctx, actor_visible(obj, camera, &visible));
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} CLEANUP {
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} PROCESS(errctx) {
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} HANDLE(errctx, AKERR_KEY) {
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@@ -242,16 +242,16 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
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} FINISH(errctx, true);
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if ( obj->parent != NULL ) {
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dest.x = (obj->parent->x + obj->x - camera.x);
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dest.y = (obj->parent->y + obj->y - camera.y);
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dest.x = (obj->parent->x + obj->x - camera->x);
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dest.y = (obj->parent->y + obj->y - camera->y);
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} else {
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dest.x = (obj->x - camera.x);
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dest.y = (obj->y - camera.y);
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dest.x = (obj->x - camera->x);
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dest.y = (obj->y - camera->y);
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}
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dest.w = curSprite->width * obj->scale;
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dest.h = curSprite->width * obj->scale;
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PASS(errctx, renderer.draw_texture(&renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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PASS(errctx, renderer->draw_texture(renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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SUCCEED_RETURN(errctx);
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}
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@@ -20,11 +20,11 @@ void akgl_draw_background(int w, int h)
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for (x = 0; x < w; x += dx) {
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/* use an 8x8 checkerboard pattern */
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i = (((x ^ y) >> 3) & 1);
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SDL_SetRenderDrawColor(renderer.sdl_renderer, col[i].r, col[i].g, col[i].b, col[i].a);
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SDL_SetRenderDrawColor(renderer->sdl_renderer, col[i].r, col[i].g, col[i].b, col[i].a);
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rect.x = (float)x;
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rect.y = (float)y;
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SDL_RenderFillRect(renderer.sdl_renderer, &rect);
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SDL_RenderFillRect(renderer->sdl_renderer, &rect);
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}
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}
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}
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78
src/game.c
78
src/game.c
@@ -19,17 +19,22 @@
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#include <akgl/SDL_GameControllerDB.h>
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SDL_Window *window = NULL;
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akgl_RenderBackend renderer;
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akgl_PhysicsBackend physics;
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akgl_Frame ball;
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akgl_Frame paddle1;
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akgl_Frame paddle2;
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akgl_Frame table;
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akgl_Tilemap gamemap;
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// Currently active objects
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akgl_RenderBackend *renderer;
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akgl_PhysicsBackend *physics;
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SDL_FRect *camera;
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akgl_Tilemap *gamemap;
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// Default objects
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akgl_RenderBackend _akgl_renderer;
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akgl_PhysicsBackend _akgl_physics;
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SDL_FRect _akgl_camera;
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akgl_Tilemap _akgl_gamemap;
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MIX_Audio *bgm = NULL;
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MIX_Mixer *akgl_mixer = NULL;
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MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
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SDL_FRect camera;
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akgl_Game game;
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void akgl_game_lowfps(void)
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@@ -45,31 +50,26 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
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int i = 0;
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PREPARE_ERROR(e);
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ATTEMPT {
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strncpy((char *)&game.libversion, AKGL_VERSION, 32);
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game.gameStartTime = SDL_GetTicksNS();
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game.lastIterTime = game.gameStartTime;
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game.lastFPSTime = game.gameStartTime;
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game.lowfpsfunc = &akgl_game_lowfps;
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game.statelock = SDL_CreateMutex();
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FAIL_ZERO_RETURN(e, game.statelock, AKGL_ERR_SDL, "%s", SDL_GetError());
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CATCH(e, akgl_game_state_lock());
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FAIL_ZERO_BREAK(e, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
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FAIL_ZERO_BREAK(e, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
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FAIL_ZERO_BREAK(e, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
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CATCH(e, akgl_heap_init());
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CATCH(e, akgl_registry_init_actor());
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CATCH(e, akgl_registry_init_sprite());
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CATCH(e, akgl_registry_init_spritesheet());
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CATCH(e, akgl_registry_init_character());
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CATCH(e, akgl_registry_init_font());
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CATCH(e, akgl_registry_init_music());
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CATCH(e, akgl_registry_init_properties());
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CATCH(e, akgl_registry_init_actor_state_strings());
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} CLEANUP {
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//IGNORE(akgl_game_state_unlock());
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} PROCESS(e) {
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} FINISH(e, true)
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strncpy((char *)&game.libversion, AKGL_VERSION, 32);
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game.gameStartTime = SDL_GetTicksNS();
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game.lastIterTime = game.gameStartTime;
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game.lastFPSTime = game.gameStartTime;
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game.lowfpsfunc = &akgl_game_lowfps;
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game.statelock = SDL_CreateMutex();
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FAIL_ZERO_RETURN(e, game.statelock, AKGL_ERR_SDL, "%s", SDL_GetError());
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PASS(e, akgl_game_state_lock());
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FAIL_ZERO_RETURN(e, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
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FAIL_ZERO_RETURN(e, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
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FAIL_ZERO_RETURN(e, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
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PASS(e, akgl_heap_init());
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PASS(e, akgl_registry_init_actor());
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PASS(e, akgl_registry_init_sprite());
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PASS(e, akgl_registry_init_spritesheet());
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PASS(e, akgl_registry_init_character());
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PASS(e, akgl_registry_init_font());
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PASS(e, akgl_registry_init_music());
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PASS(e, akgl_registry_init_properties());
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PASS(e, akgl_registry_init_actor_state_strings());
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SDL_SetAppMetadata(game.name, game.version, game.uri);
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@@ -113,6 +113,12 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
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AKGL_ERR_SDL,
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"Couldn't initialize front engine: %s",
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SDL_GetError());
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camera = &_akgl_camera;
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renderer = &_akgl_renderer;
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physics = &_akgl_physics;
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gamemap = &_akgl_gamemap;
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PASS(e, akgl_game_state_unlock());
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SUCCEED_RETURN(e);
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}
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@@ -432,15 +438,15 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags)
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continue;
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}
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if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE) ) {
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PASS(e, akgl_tilemap_scale_actor(&gamemap, actor));
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PASS(e, akgl_tilemap_scale_actor(gamemap, actor));
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} else {
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actor->scale = 1.0;
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}
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PASS(e, actor->updatefunc(actor));
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}
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}
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PASS(e, physics.simulate(&physics, NULL));
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PASS(e, renderer.draw_world(&renderer, NULL));
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PASS(e, physics->simulate(physics, NULL));
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PASS(e, renderer->draw_world(renderer, NULL));
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PASS(e, akgl_game_state_unlock());
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SUCCEED_RETURN(e);
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}
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@@ -42,7 +42,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *s
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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@@ -58,7 +58,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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@@ -66,7 +66,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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@@ -77,16 +77,16 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBacke
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_sidescroller(akgl_PhysicsBackend *self)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_arcade(akgl_PhysicsBackend *self)
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{
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akgl_String *tmp;
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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PASS(e, akgl_heap_next_string(&tmp));
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self->gravity = akgl_physics_ss_gravity;
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self->collide = akgl_physics_ss_collide;
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self->move = akgl_physics_ss_move;
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self->gravity = akgl_physics_arcade_gravity;
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self->collide = akgl_physics_arcade_collide;
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self->move = akgl_physics_arcade_move;
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self->simulate = akgl_physics_simulate;
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ATTEMPT {
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@@ -33,10 +33,10 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self)
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"Couldn't create window/renderer: %s",
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SDL_GetError());
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camera.x = 0;
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camera.y = 0;
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camera.w = screenwidth;
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camera.h = screenheight;
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camera->x = 0;
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camera->y = 0;
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camera->w = screenwidth;
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camera->h = screenheight;
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self->shutdown = &akgl_render_2d_shutdown;
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self->frame_start = &akgl_render_2d_frame_start;
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@@ -117,8 +117,8 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_world(akgl_RenderBackend
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PASS(e, aksl_memset((void *)opflags, 0x00, sizeof(akgl_Iterator)));
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}
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for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS ; i++ ) {
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if ( i < gamemap.numlayers ) {
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PASS(e, akgl_tilemap_draw((akgl_Tilemap *)&gamemap, &camera, i));
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if ( i < gamemap->numlayers ) {
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PASS(e, akgl_tilemap_draw(gamemap, camera, i));
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}
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for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR ; j++ ) {
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actor = &HEAP_ACTOR[j];
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@@ -174,7 +174,7 @@ akerr_ErrorContext *akgl_spritesheet_initialize(akgl_SpriteSheet *sheet, int spr
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strncpy((char *)&sheet->name, filename, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH);
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//snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), filename);
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sheet->texture = IMG_LoadTexture(renderer.sdl_renderer, filename);
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sheet->texture = IMG_LoadTexture(renderer->sdl_renderer, filename);
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FAIL_ZERO_BREAK(errctx, sheet->texture, AKGL_ERR_SDL, "Failed loading asset %s : %s", filename, SDL_GetError());
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FAIL_ZERO_BREAK(
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@@ -49,12 +49,12 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_text_rendertextat(TTF_Font *font, char *
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color);
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}
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FAIL_ZERO_RETURN(errctx, textsurf, AKERR_NULLPOINTER, "%s", SDL_GetError());
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texture = SDL_CreateTextureFromSurface(renderer.sdl_renderer, textsurf);
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texture = SDL_CreateTextureFromSurface(renderer->sdl_renderer, textsurf);
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FAIL_ZERO_RETURN(errctx, texture, AKERR_NULLPOINTER, "%s", SDL_GetError());
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dest.x = x;
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dest.y = y;
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SDL_GetTextureSize(texture, &dest.w, &dest.h);
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PASS(errctx, renderer.draw_texture(&renderer, texture, NULL, &dest, 0, NULL, SDL_FLIP_NONE));
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PASS(errctx, renderer->draw_texture(renderer, texture, NULL, &dest, 0, NULL, SDL_FLIP_NONE));
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SDL_DestroyTexture(texture);
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SDL_DestroySurface(textsurf);
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SUCCEED_RETURN(errctx);
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@@ -152,7 +152,7 @@ akerr_ErrorContext *akgl_tilemap_load_tilesets_each(json_t *tileset, akgl_Tilema
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} PROCESS(e) {
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} FINISH(e, true);
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dest->tilesets[tsidx].texture = IMG_LoadTexture(renderer.sdl_renderer, (char *)&dest->tilesets[tsidx].imagefilename);
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dest->tilesets[tsidx].texture = IMG_LoadTexture(renderer->sdl_renderer, (char *)&dest->tilesets[tsidx].imagefilename);
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FAIL_ZERO_RETURN(e, dest->tilesets[tsidx].texture, AKERR_NULLPOINTER, "Failed loading tileset image : %s", SDL_GetError());
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SUCCEED_RETURN(e);
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@@ -389,7 +389,7 @@ akerr_ErrorContext *akgl_tilemap_load_layer_image(akgl_Tilemap *dest, json_t *ro
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);
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RESTORE_GCC_WARNINGS
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dest->layers[layerid].texture = IMG_LoadTexture(renderer.sdl_renderer, (char *)fpath->data);
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dest->layers[layerid].texture = IMG_LoadTexture(renderer->sdl_renderer, (char *)fpath->data);
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FAIL_ZERO_BREAK(errctx, dest->layers[layerid].texture, AKGL_ERR_SDL, "%s", SDL_GetError());
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dest->layers[layerid].width = dest->layers[layerid].texture->w;
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dest->layers[layerid].height = dest->layers[layerid].texture->h;
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@@ -573,7 +573,7 @@ akerr_ErrorContext *akgl_tilemap_draw(akgl_Tilemap *map, SDL_FRect *viewport, in
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src.h = map->layers[layeridx].height;
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dest.w = map->layers[layeridx].width;
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dest.h = map->layers[layeridx].height;
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PASS(errctx, renderer.draw_texture(&renderer, map->layers[layeridx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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PASS(errctx, renderer->draw_texture(renderer, map->layers[layeridx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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SUCCEED_RETURN(errctx);
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}
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@@ -628,7 +628,7 @@ akerr_ErrorContext *akgl_tilemap_draw(akgl_Tilemap *map, SDL_FRect *viewport, in
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dest.y,
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dest.w,
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dest.h);*/
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PASS(errctx, renderer.draw_texture(&renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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PASS(errctx, renderer->draw_texture(renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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}
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}
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dest.x += map->tilewidth;
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@@ -683,7 +683,7 @@ akerr_ErrorContext *akgl_tilemap_draw_tileset(akgl_Tilemap *map, int tilesetidx)
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dest.y,
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dest.w,
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dest.h);*/
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PASS(errctx, renderer.draw_texture(&renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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PASS(errctx, renderer->draw_texture(renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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}
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SUCCEED_RETURN(errctx);
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}
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12
src/util.c
12
src/util.c
@@ -202,9 +202,9 @@ akerr_ErrorContext *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, in
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FAIL_ZERO_BREAK(errctx, t2, AKERR_NULLPOINTER, "NULL texture");
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CATCH(errctx, akgl_heap_next_string(&tmpstring));
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SDL_RenderClear(renderer.sdl_renderer);
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CATCH(errctx, renderer.draw_texture(&renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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s1 = SDL_RenderReadPixels(renderer.sdl_renderer, &read);
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SDL_RenderClear(renderer->sdl_renderer);
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CATCH(errctx, renderer->draw_texture(renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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s1 = SDL_RenderReadPixels(renderer->sdl_renderer, &read);
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FAIL_ZERO_BREAK(errctx, s1, AKGL_ERR_SDL, "Failed to read pixels from renderer");
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if ( writeout != NULL ) {
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@@ -218,10 +218,10 @@ akerr_ErrorContext *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, in
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SDL_GetError());
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}
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SDL_RenderClear(renderer.sdl_renderer);
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SDL_RenderClear(renderer->sdl_renderer);
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CATCH(errctx, renderer.draw_texture(&renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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s2 = SDL_RenderReadPixels(renderer.sdl_renderer, &read);
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CATCH(errctx, renderer->draw_texture(renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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s2 = SDL_RenderReadPixels(renderer->sdl_renderer, &read);
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FAIL_ZERO_BREAK(errctx, s2, AKGL_ERR_SDL, "Failed to read pixels from renderer");
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CATCH(errctx, akgl_compare_sdl_surfaces(s1, s2));
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Reference in New Issue
Block a user