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

@@ -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));