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/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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