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

@@ -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(