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:
2026-06-02 13:15:26 -04:00
parent 941eeb2493
commit 9fed59c4c8
12 changed files with 96 additions and 84 deletions

View File

@@ -210,7 +210,7 @@ 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, camera, &visible));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_KEY) {
@@ -242,16 +242,16 @@ 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 - camera->x);
dest.y = (obj->parent->y + obj->y - camera->y);
} else {
dest.x = (obj->x - camera.x);
dest.y = (obj->y - camera.y);
dest.x = (obj->x - camera->x);
dest.y = (obj->y - 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, renderer->draw_texture(renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
SUCCEED_RETURN(errctx);
}

View File

@@ -20,11 +20,11 @@ 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(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(renderer->sdl_renderer, &rect);
}
}
}

View File

@@ -19,17 +19,22 @@
#include <akgl/SDL_GameControllerDB.h>
SDL_Window *window = NULL;
akgl_RenderBackend renderer;
akgl_PhysicsBackend physics;
akgl_Frame ball;
akgl_Frame paddle1;
akgl_Frame paddle2;
akgl_Frame table;
akgl_Tilemap gamemap;
// Currently active objects
akgl_RenderBackend *renderer;
akgl_PhysicsBackend *physics;
SDL_FRect *camera;
akgl_Tilemap *gamemap;
// Default objects
akgl_RenderBackend _akgl_renderer;
akgl_PhysicsBackend _akgl_physics;
SDL_FRect _akgl_camera;
akgl_Tilemap _akgl_gamemap;
MIX_Audio *bgm = NULL;
MIX_Mixer *akgl_mixer = NULL;
MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
SDL_FRect camera;
akgl_Game game;
void akgl_game_lowfps(void)
@@ -45,31 +50,26 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
int i = 0;
PREPARE_ERROR(e);
ATTEMPT {
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());
CATCH(e, akgl_game_state_lock());
FAIL_ZERO_BREAK(e, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
FAIL_ZERO_BREAK(e, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
FAIL_ZERO_BREAK(e, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
CATCH(e, akgl_heap_init());
CATCH(e, akgl_registry_init_actor());
CATCH(e, akgl_registry_init_sprite());
CATCH(e, akgl_registry_init_spritesheet());
CATCH(e, akgl_registry_init_character());
CATCH(e, akgl_registry_init_font());
CATCH(e, akgl_registry_init_music());
CATCH(e, akgl_registry_init_properties());
CATCH(e, akgl_registry_init_actor_state_strings());
} CLEANUP {
//IGNORE(akgl_game_state_unlock());
} PROCESS(e) {
} FINISH(e, true)
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());
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");
PASS(e, akgl_heap_init());
PASS(e, akgl_registry_init_actor());
PASS(e, akgl_registry_init_sprite());
PASS(e, akgl_registry_init_spritesheet());
PASS(e, akgl_registry_init_character());
PASS(e, akgl_registry_init_font());
PASS(e, akgl_registry_init_music());
PASS(e, akgl_registry_init_properties());
PASS(e, akgl_registry_init_actor_state_strings());
SDL_SetAppMetadata(game.name, game.version, game.uri);
@@ -113,6 +113,12 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
AKGL_ERR_SDL,
"Couldn't initialize front engine: %s",
SDL_GetError());
camera = &_akgl_camera;
renderer = &_akgl_renderer;
physics = &_akgl_physics;
gamemap = &_akgl_gamemap;
PASS(e, akgl_game_state_unlock());
SUCCEED_RETURN(e);
}
@@ -432,15 +438,15 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags)
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(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, physics->simulate(physics, NULL));
PASS(e, renderer->draw_world(renderer, NULL));
PASS(e, akgl_game_state_unlock());
SUCCEED_RETURN(e);
}

View File

@@ -42,7 +42,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *s
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
@@ -58,7 +58,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
@@ -66,7 +66,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
@@ -77,16 +77,16 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBacke
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_sidescroller(akgl_PhysicsBackend *self)
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_arcade(akgl_PhysicsBackend *self)
{
akgl_String *tmp;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
PASS(e, akgl_heap_next_string(&tmp));
self->gravity = akgl_physics_ss_gravity;
self->collide = akgl_physics_ss_collide;
self->move = akgl_physics_ss_move;
self->gravity = akgl_physics_arcade_gravity;
self->collide = akgl_physics_arcade_collide;
self->move = akgl_physics_arcade_move;
self->simulate = akgl_physics_simulate;
ATTEMPT {

View File

@@ -33,10 +33,10 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self)
"Couldn't create window/renderer: %s",
SDL_GetError());
camera.x = 0;
camera.y = 0;
camera.w = screenwidth;
camera.h = screenheight;
camera->x = 0;
camera->y = 0;
camera->w = screenwidth;
camera->h = screenheight;
self->shutdown = &akgl_render_2d_shutdown;
self->frame_start = &akgl_render_2d_frame_start;
@@ -117,8 +117,8 @@ 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((akgl_Tilemap *)&gamemap, &camera, i));
if ( i < gamemap->numlayers ) {
PASS(e, akgl_tilemap_draw(gamemap, camera, i));
}
for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR ; j++ ) {
actor = &HEAP_ACTOR[j];

View File

@@ -174,7 +174,7 @@ 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(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

@@ -49,12 +49,12 @@ 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(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, renderer->draw_texture(renderer, texture, NULL, &dest, 0, NULL, SDL_FLIP_NONE));
SDL_DestroyTexture(texture);
SDL_DestroySurface(textsurf);
SUCCEED_RETURN(errctx);

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@@ -152,7 +152,7 @@ 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(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);
@@ -389,7 +389,7 @@ 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(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;
@@ -573,7 +573,7 @@ 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, renderer->draw_texture(renderer, map->layers[layeridx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
SUCCEED_RETURN(errctx);
}
@@ -628,7 +628,7 @@ 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, renderer->draw_texture(renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
}
}
dest.x += map->tilewidth;
@@ -683,7 +683,7 @@ 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, renderer->draw_texture(renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
}
SUCCEED_RETURN(errctx);
}

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@@ -202,9 +202,9 @@ 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(renderer->sdl_renderer);
CATCH(errctx, renderer->draw_texture(renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
s1 = SDL_RenderReadPixels(renderer->sdl_renderer, &read);
FAIL_ZERO_BREAK(errctx, s1, AKGL_ERR_SDL, "Failed to read pixels from renderer");
if ( writeout != NULL ) {
@@ -218,10 +218,10 @@ akerr_ErrorContext *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, in
SDL_GetError());
}
SDL_RenderClear(renderer.sdl_renderer);
SDL_RenderClear(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, renderer->draw_texture(renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
s2 = SDL_RenderReadPixels(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));