Name every local error context errctx

Closes internal-consistency item 18. The convention was settled -- AGENTS.md
records errctx winning 92 sites to 45 -- but the other 45 were still there, and
four files favoured `e` throughout while six favoured errctx, sometimes within
one file.

Its own commit because it is a rename and nothing else. All 333 changed lines
are a single identifier substitution: applying \be\b -> errctx to each removed
line reproduces the added line exactly, and the counts match at 333 either way.

`e` keeps its meaning where the convention actually wants it -- an incoming
error context being inspected, as in akgl_get_json_with_default(e, ...) -- which
is why that function was left alone.

25/25 pass, reindent --check clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-31 23:58:28 -04:00
parent 76ea04205c
commit a60220d39b
10 changed files with 332 additions and 332 deletions

View File

@@ -186,9 +186,9 @@ akerr_ErrorContext *akgl_controller_list_keyboards(void)
{
int count;
SDL_KeyboardID *keyboards = SDL_GetKeyboards(&count);
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(e, keyboards, AKERR_NULLPOINTER, "%s", SDL_GetError());
FAIL_ZERO_RETURN(errctx, keyboards, AKERR_NULLPOINTER, "%s", SDL_GetError());
// The array is SDL's to allocate and ours to free -- that is the contract on
// every SDL_Get*s() enumeration. Released in CLEANUP so the loop can fail
@@ -201,9 +201,9 @@ akerr_ErrorContext *akgl_controller_list_keyboards(void)
} CLEANUP {
SDL_free(keyboards);
keyboards = NULL;
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_open_gamepads(void)
@@ -213,14 +213,14 @@ akerr_ErrorContext *akgl_controller_open_gamepads(void)
SDL_JoystickID *gamepads = NULL;
SDL_Gamepad *gamepad = NULL;
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
if ( SDL_HasGamepad() ) {
gamepads = SDL_GetGamepads(&count);
if ( count > 0 ) {
FAIL_ZERO_RETURN(e, gamepads, AKERR_NULLPOINTER, "%s", SDL_GetError());
FAIL_ZERO_RETURN(errctx, gamepads, AKERR_NULLPOINTER, "%s", SDL_GetError());
for ( i = 0; i < count ; i++ ) {
gamepad = SDL_OpenGamepad(gamepads[i]);
FAIL_ZERO_RETURN(e, gamepad, AKERR_NULLPOINTER, "%s", SDL_GetError());
FAIL_ZERO_RETURN(errctx, gamepad, AKERR_NULLPOINTER, "%s", SDL_GetError());
SDL_Log("Gamepad %d is %s", i, SDL_GetGamepadNameForID(gamepads[i]));
}
SDL_free(gamepads);
@@ -230,7 +230,7 @@ akerr_ErrorContext *akgl_controller_open_gamepads(void)
} else {
SDL_Log("No gamepads connected");
}
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *event)

View File

@@ -99,11 +99,11 @@ static akerr_ErrorContext *write_name_field(const char *name, size_t width, FILE
{
char field[AKGL_GAME_SAVE_MAX_NAME_FIELD];
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, name, AKERR_NULLPOINTER, "NULL name");
FAIL_ZERO_RETURN(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "NULL name");
FAIL_ZERO_RETURN(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
FAIL_NONZERO_RETURN(
e,
errctx,
(width > sizeof(field)),
AKERR_OUTOFBOUNDS,
"Name field width %zu exceeds the staging buffer (%zu)",
@@ -112,8 +112,8 @@ static akerr_ErrorContext *write_name_field(const char *name, size_t width, FILE
memset(&field, 0x00, sizeof(field));
strncpy((char *)&field, name, (width - 1));
PASS(e, write_exact((char *)&field, 1, width, fp));
SUCCEED_RETURN(e);
PASS(errctx, write_exact((char *)&field, 1, width, fp));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *read_exact(void *ptr, size_t size, size_t nmemb, FILE *fp)
@@ -135,31 +135,31 @@ akerr_ErrorContext *akgl_game_init(void)
int screenheight = 0;
int i = 0;
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
// First, before anything that can raise: everything below reports through
// AKGL_ERR_* codes, and a code raised before its name is registered prints
// as "Unknown Error" in the stack trace the caller is left holding.
PASS(e, akgl_error_init());
PASS(errctx, akgl_error_init());
strncpy((char *)&akgl_game.libversion, AKGL_VERSION, 32);
akgl_game.gameStartTime = SDL_GetTicksNS();
akgl_game.lastIterTime = akgl_game.gameStartTime;
akgl_game.lastFPSTime = akgl_game.gameStartTime;
akgl_game.lowfpsfunc = &akgl_game_lowfps;
akgl_game.statelock = SDL_CreateMutex();
FAIL_ZERO_RETURN(e, akgl_game.statelock, AKGL_ERR_SDL, "%s", SDL_GetError());
PASS(e, akgl_game_state_lock());
FAIL_ZERO_RETURN(e, strlen((char *)&akgl_game.name), AKERR_NULLPOINTER, "Must provide game name");
FAIL_ZERO_RETURN(e, strlen((char *)&akgl_game.version), AKERR_NULLPOINTER, "Must provide game version");
FAIL_ZERO_RETURN(e, strlen((char *)&akgl_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());
FAIL_ZERO_RETURN(errctx, akgl_game.statelock, AKGL_ERR_SDL, "%s", SDL_GetError());
PASS(errctx, akgl_game_state_lock());
FAIL_ZERO_RETURN(errctx, strlen((char *)&akgl_game.name), AKERR_NULLPOINTER, "Must provide game name");
FAIL_ZERO_RETURN(errctx, strlen((char *)&akgl_game.version), AKERR_NULLPOINTER, "Must provide game version");
FAIL_ZERO_RETURN(errctx, strlen((char *)&akgl_game.uri), AKERR_NULLPOINTER, "Must provide game uri");
PASS(errctx, akgl_heap_init());
PASS(errctx, akgl_registry_init_actor());
PASS(errctx, akgl_registry_init_sprite());
PASS(errctx, akgl_registry_init_spritesheet());
PASS(errctx, akgl_registry_init_character());
PASS(errctx, akgl_registry_init_font());
PASS(errctx, akgl_registry_init_music());
PASS(errctx, akgl_registry_init_properties());
PASS(errctx, akgl_registry_init_actor_state_strings());
SDL_SetAppMetadata(akgl_game.name, akgl_game.version, akgl_game.uri);
@@ -168,7 +168,7 @@ akerr_ErrorContext *akgl_game_init(void)
}
FAIL_ZERO_RETURN(
e,
errctx,
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD | SDL_INIT_AUDIO),
AKGL_ERR_SDL,
"Couldn't initialize SDL: %s",
@@ -178,27 +178,27 @@ akerr_ErrorContext *akgl_game_init(void)
for ( i = 0; i < AKGL_SDL_GAMECONTROLLER_DB_LEN ; i++ ) {
if ( SDL_AddGamepadMapping(SDL_GAMECONTROLLER_DB[i]) == -1 ) {
FAIL_ZERO_RETURN(e, 0, AKGL_ERR_SDL, "%s", SDL_GetError());
FAIL_ZERO_RETURN(errctx, 0, AKGL_ERR_SDL, "%s", SDL_GetError());
}
}
PASS(e, akgl_controller_open_gamepads());
PASS(errctx, akgl_controller_open_gamepads());
FAIL_ZERO_RETURN(
e,
errctx,
MIX_Init(),
AKGL_ERR_SDL,
"Couldn't initialize audio: %s",
SDL_GetError());
akgl_mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, 0);
FAIL_ZERO_RETURN(
e,
errctx,
akgl_mixer,
AKGL_ERR_SDL,
"Unable to create mixer device: %s",
SDL_GetError());
FAIL_ZERO_RETURN(
e,
errctx,
TTF_Init(),
AKGL_ERR_SDL,
"Couldn't initialize front engine: %s",
@@ -209,13 +209,13 @@ akerr_ErrorContext *akgl_game_init(void)
akgl_physics = &akgl_default_physics;
akgl_gamemap = &akgl_default_gamemap;
PASS(e, akgl_game_state_unlock());
SUCCEED_RETURN(e);
PASS(errctx, akgl_game_state_unlock());
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_game_state_lock(void)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
// Milliseconds, which is what SDL_Delay takes. This used to count against
// AKGL_TIME_ONESEC_MS, a constant whose name said "one second in
// milliseconds" and whose value was a thousand times that, so the budget
@@ -224,7 +224,7 @@ akerr_ErrorContext *akgl_game_state_lock(void)
while ( waitedms < AKGL_GAME_STATE_LOCK_BUDGET_MS ) {
if ( SDL_TryLockMutex(akgl_game.statelock) == true ) {
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
waitedms += AKGL_GAME_STATE_LOCK_RETRY_MS;
SDL_Delay(AKGL_GAME_STATE_LOCK_RETRY_MS);
@@ -233,7 +233,7 @@ akerr_ErrorContext *akgl_game_state_lock(void)
// call reports contention by returning false, not by setting an error -- so
// say what actually happened and keep SDL's text as trailing context.
FAIL_RETURN(
e,
errctx,
AKGL_ERR_SDL,
"Gave up waiting %d ms for the game state lock: %s",
AKGL_GAME_STATE_LOCK_BUDGET_MS,
@@ -242,9 +242,9 @@ akerr_ErrorContext *akgl_game_state_lock(void)
akerr_ErrorContext *akgl_game_state_unlock(void)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
SDL_UnlockMutex(akgl_game.statelock);
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
void akgl_game_update_fps(void)
@@ -291,15 +291,15 @@ static void save_actorname_iterator(void *userdata, SDL_PropertiesID props, cons
{
FILE *fp = (FILE *)userdata;
akgl_Actor *actor = NULL;
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
CATCH(e, write_name_field(name, AKGL_ACTOR_MAX_NAME_LENGTH, fp));
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
CATCH(errctx, write_name_field(name, AKGL_ACTOR_MAX_NAME_LENGTH, fp));
actor = SDL_GetPointerProperty(props, name, NULL);
CATCH(e, write_exact(&actor, 1, sizeof(akgl_Actor *), fp));
CATCH(errctx, write_exact(&actor, 1, sizeof(akgl_Actor *), fp));
} CLEANUP {
} PROCESS(e) {
} FINISH_NORETURN(e);
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}
/**
@@ -319,15 +319,15 @@ static void save_spritename_iterator(void *userdata, SDL_PropertiesID props, con
{
FILE *fp = (FILE *)userdata;
akgl_Sprite *sprite = NULL;
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
sprite = SDL_GetPointerProperty(props, name, NULL);
CATCH(e, write_name_field(name, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
CATCH(e, write_exact(&sprite, 1, sizeof(akgl_Sprite *), fp));
CATCH(errctx, write_name_field(name, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
CATCH(errctx, write_exact(&sprite, 1, sizeof(akgl_Sprite *), fp));
} CLEANUP {
} PROCESS(e) {
} FINISH_NORETURN(e);
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}
/**
@@ -351,15 +351,15 @@ static void save_spritesheetname_iterator(void *userdata, SDL_PropertiesID props
{
FILE *fp = (FILE *)userdata;
akgl_SpriteSheet *spritesheet = NULL;
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
spritesheet = SDL_GetPointerProperty(props, name, NULL);
CATCH(e, write_name_field(name, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
CATCH(e, write_exact(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp));
CATCH(errctx, write_name_field(name, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
CATCH(errctx, write_exact(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp));
} CLEANUP {
} PROCESS(e) {
} FINISH_NORETURN(e);
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}
/**
@@ -378,21 +378,21 @@ static void save_spritesheetname_iterator(void *userdata, SDL_PropertiesID props
static void save_charactername_iterator(void *userdata, SDL_PropertiesID props, const char *name)
{
FILE *fp = (FILE *)userdata;
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
akgl_Character *character = NULL;
ATTEMPT {
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
character = SDL_GetPointerProperty(props, name, NULL);
CATCH(e, write_name_field(name, AKGL_CHARACTER_MAX_NAME_LENGTH, fp));
CATCH(e, write_exact(&character, 1, sizeof(akgl_Character *), fp));
CATCH(errctx, write_name_field(name, AKGL_CHARACTER_MAX_NAME_LENGTH, fp));
CATCH(errctx, write_exact(&character, 1, sizeof(akgl_Character *), fp));
} CLEANUP {
} PROCESS(e) {
} FINISH_NORETURN(e);
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}
akerr_ErrorContext *akgl_game_save_actors(FILE *fp)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
// Each name table ends with a zeroed name field and a zeroed pointer, which
// is what load_objectnamemap() looks for to stop reading. The
// terminator has to come from a buffer at least as long as the longest name
@@ -405,51 +405,51 @@ akerr_ErrorContext *akgl_game_save_actors(FILE *fp)
memset((void *)&nullbuf, 0x00, sizeof(nullbuf));
ATTEMPT {
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
// write the actor name pointer table
SDL_EnumerateProperties(
AKGL_REGISTRY_ACTOR,
&save_actorname_iterator,
(void *)fp);
CATCH(e, write_exact((void *)&nullbuf, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp));
CATCH(e, write_exact((void *)&nullbuf, 1, sizeof(akgl_Actor *), fp));
CATCH(errctx, write_exact((void *)&nullbuf, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp));
CATCH(errctx, write_exact((void *)&nullbuf, 1, sizeof(akgl_Actor *), fp));
// write the sprite name pointer table
SDL_EnumerateProperties(
AKGL_REGISTRY_SPRITE,
&save_spritename_iterator,
(void *)fp);
CATCH(e, write_exact((void *)&nullbuf, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
CATCH(e, write_exact((void *)&nullbuf, 1, sizeof(akgl_Sprite *), fp));
CATCH(errctx, write_exact((void *)&nullbuf, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
CATCH(errctx, write_exact((void *)&nullbuf, 1, sizeof(akgl_Sprite *), fp));
// write the spritesheet name pointer table
SDL_EnumerateProperties(
AKGL_REGISTRY_SPRITESHEET,
&save_spritesheetname_iterator,
(void *)fp);
CATCH(e, write_exact((void *)&nullbuf, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
CATCH(e, write_exact((void *)&nullbuf, 1, sizeof(akgl_SpriteSheet *), fp));
CATCH(errctx, write_exact((void *)&nullbuf, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
CATCH(errctx, write_exact((void *)&nullbuf, 1, sizeof(akgl_SpriteSheet *), fp));
// write the character name pointer table
SDL_EnumerateProperties(
AKGL_REGISTRY_CHARACTER,
&save_charactername_iterator,
(void *)fp);
CATCH(e, write_exact((void *)&nullbuf, 1, AKGL_CHARACTER_MAX_NAME_LENGTH, fp));
CATCH(e, write_exact((void *)&nullbuf, 1, sizeof(akgl_Character *), fp));
CATCH(errctx, write_exact((void *)&nullbuf, 1, AKGL_CHARACTER_MAX_NAME_LENGTH, fp));
CATCH(errctx, write_exact((void *)&nullbuf, 1, sizeof(akgl_Character *), fp));
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_game_save(char *fpath)
{
FILE *fp = NULL;
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_BREAK(e, fpath, AKERR_NULLPOINTER, "NULL file path");
CATCH(e, aksl_fopen(fpath, "wb", &fp));
CATCH(e, write_exact(&akgl_game, 1, sizeof(akgl_Game), fp));
CATCH(e, akgl_game_save_actors(fp));
FAIL_ZERO_BREAK(errctx, fpath, AKERR_NULLPOINTER, "NULL file path");
CATCH(errctx, aksl_fopen(fpath, "wb", &fp));
CATCH(errctx, write_exact(&akgl_game, 1, sizeof(akgl_Game), fp));
CATCH(errctx, akgl_game_save_actors(fp));
} CLEANUP {
// CLEANUP must precede PROCESS: with the two transposed, the fclose
// lands inside the PROCESS switch and only runs when an error context
@@ -457,9 +457,9 @@ akerr_ErrorContext *akgl_game_save(char *fpath)
// closed its stream.
if ( fp != NULL )
fclose(fp);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e); // SUCCEED_NORETURN if in main().
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx); // SUCCEED_NORETURN if in main().
}
/**
@@ -484,7 +484,7 @@ akerr_ErrorContext *akgl_game_save(char *fpath)
* @param namelength Width of the table's name field, which must match what the
* corresponding save iterator wrote. It also sizes a
* variable-length array on the stack.
* @param ptrlength Width of the table's pointer field, i.e. `sizeof` the
* @param ptrlength Width of the table's pointer field, i.errctx. `sizeof` the
* pointer type that table holds.
* @param registry The registry to resolve names against -- #AKGL_REGISTRY_ACTOR
* for the actor table, and so on.
@@ -506,7 +506,7 @@ static akerr_ErrorContext *load_objectnamemap(FILE *fp, SDL_PropertiesID map, in
int retval = 0;
bool done = false;
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
// The ATTEMPT block sits inside the loop on purpose. CATCH reports a
// failure by breaking, and a break binds to the innermost enclosing switch
// or loop, so a CATCH written directly inside `while` would leave the loop
@@ -514,8 +514,8 @@ static akerr_ErrorContext *load_objectnamemap(FILE *fp, SDL_PropertiesID map, in
// corrupt name table as a successful load.
while ( done == false ) {
ATTEMPT {
CATCH(e, read_exact((void *)&objname, 1, namelength, fp));
CATCH(e, read_exact((void *)&ptr, 1, ptrlength, fp));
CATCH(errctx, read_exact((void *)&objname, 1, namelength, fp));
CATCH(errctx, read_exact((void *)&ptr, 1, ptrlength, fp));
// End of the map
if ( ptr == 0x00 && objname[0] == 0x00 ) {
done = true;
@@ -529,46 +529,46 @@ static akerr_ErrorContext *load_objectnamemap(FILE *fp, SDL_PropertiesID map, in
// SDL_Properties objects can only use string keys, so we can't use the
// old pointer as a key without first converting it to a string.
CATCH(e, aksl_memset((void *)&ptrstring, 0x00, 32));
CATCH(errctx, aksl_memset((void *)&ptrstring, 0x00, 32));
snprintf((char *)&ptrstring, 32, "%p", ptr);
SDL_SetPointerProperty(
map,
ptrstring,
SDL_GetPointerProperty(registry, objname, NULL));
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
} PROCESS(errctx) {
} FINISH(errctx, true);
};
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_game_load_versioncmp(char *versiontype, char *newversion, char *curversion)
{
semver_t current_version = {};
semver_t compare_version = {};
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, versiontype, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(e, curversion, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(e, newversion, AKERR_NULLPOINTER, "NULL argument");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, versiontype, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(errctx, curversion, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(errctx, newversion, AKERR_NULLPOINTER, "NULL argument");
ATTEMPT {
// Check save game library version
FAIL_NONZERO_BREAK(
e,
errctx,
semver_parse((const char *)curversion, &current_version),
AKERR_VALUE,
"Invalid semantic %s version in current game: %s",
versiontype,
(char *)curversion);
FAIL_NONZERO_BREAK(
e,
errctx,
semver_parse((const char *)newversion, &compare_version),
AKERR_VALUE,
"Invalid semantic %s version in save game: %s",
versiontype,
(char *)&newversion);
FAIL_ZERO_BREAK(
e,
errctx,
semver_satisfies(compare_version, current_version, "="),
AKERR_API,
"Incompatible save game %s version (%s != %s)",
@@ -578,9 +578,9 @@ akerr_ErrorContext *akgl_game_load_versioncmp(char *versiontype, char *newversio
} CLEANUP {
semver_free(&current_version);
semver_free(&compare_version);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_game_load(char *fpath)
@@ -592,21 +592,21 @@ akerr_ErrorContext *akgl_game_load(char *fpath)
SDL_PropertiesID charactermap;
FILE *fp = NULL;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, fpath, AKERR_NULLPOINTER, "NULL file path");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, fpath, AKERR_NULLPOINTER, "NULL file path");
ATTEMPT {
CATCH(e, aksl_fopen(fpath, "rb", &fp));
CATCH(e, read_exact((void *)&savegame, 1, sizeof(akgl_Game), fp));
CATCH(e, akgl_game_load_versioncmp("library", (char *)&savegame.libversion, (char *)AKGL_VERSION));
CATCH(e, akgl_game_load_versioncmp("game", (char *)&savegame.version, (char *)&akgl_game.version));
CATCH(errctx, aksl_fopen(fpath, "rb", &fp));
CATCH(errctx, read_exact((void *)&savegame, 1, sizeof(akgl_Game), fp));
CATCH(errctx, akgl_game_load_versioncmp("library", (char *)&savegame.libversion, (char *)AKGL_VERSION));
CATCH(errctx, akgl_game_load_versioncmp("game", (char *)&savegame.version, (char *)&akgl_game.version));
FAIL_NONZERO_BREAK(
e,
errctx,
strncmp((char *)&savegame.name, (char *)&akgl_game.name, 256),
AKERR_API,
"Savegame is not compatible with this game");
FAIL_NONZERO_BREAK(
e,
errctx,
strncmp((char *)&savegame.uri, (char *)&akgl_game.uri, 256),
AKERR_API,
"Savegame is not compatible with this game");
@@ -614,30 +614,30 @@ akerr_ErrorContext *akgl_game_load(char *fpath)
memcpy((void *)&akgl_game, (void *)&savegame, sizeof(akgl_Game));
// Load actor name map
actormap = SDL_CreateProperties();
CATCH(e, load_objectnamemap(fp, actormap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Actor *), AKGL_REGISTRY_ACTOR));
CATCH(errctx, load_objectnamemap(fp, actormap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Actor *), AKGL_REGISTRY_ACTOR));
// Load sprite name map
spritemap = SDL_CreateProperties();
CATCH(e, load_objectnamemap(fp, spritemap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Sprite *), AKGL_REGISTRY_SPRITE));
CATCH(errctx, load_objectnamemap(fp, spritemap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Sprite *), AKGL_REGISTRY_SPRITE));
// Load spritesheet name map
spritesheetmap = SDL_CreateProperties();
CATCH(e, load_objectnamemap(fp, spritesheetmap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_SpriteSheet *), AKGL_REGISTRY_SPRITESHEET));
CATCH(errctx, load_objectnamemap(fp, spritesheetmap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_SpriteSheet *), AKGL_REGISTRY_SPRITESHEET));
// Load character name map
charactermap = SDL_CreateProperties();
CATCH(e, load_objectnamemap(fp, charactermap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Character *), AKGL_REGISTRY_CHARACTER));
CATCH(errctx, load_objectnamemap(fp, charactermap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Character *), AKGL_REGISTRY_CHARACTER));
// Now that we have all of our pointer maps built, we can load the actual binary objects and reset their pointers
} CLEANUP {
if ( fp != NULL ) {
fclose(fp);
}
} PROCESS(e) {
} FINISH(e, true);
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_game_update(akgl_Iterator *opflags)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
akgl_Iterator defflags = {
.flags = (AKGL_ITERATOR_OP_LAYERMASK | AKGL_ITERATOR_OP_LAYERMASK),
.layerid = 0
@@ -649,7 +649,7 @@ akerr_ErrorContext *akgl_game_update(akgl_Iterator *opflags)
opflags = &defflags;
}
PASS(e, akgl_game_state_lock());
PASS(errctx, akgl_game_state_lock());
akgl_game_update_fps();
@@ -663,15 +663,15 @@ akerr_ErrorContext *akgl_game_update(akgl_Iterator *opflags)
continue;
}
if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE) ) {
PASS(e, akgl_tilemap_scale_actor(akgl_gamemap, actor));
PASS(errctx, akgl_tilemap_scale_actor(akgl_gamemap, actor));
} else {
actor->scale = 1.0;
}
PASS(e, actor->updatefunc(actor));
PASS(errctx, actor->updatefunc(actor));
}
}
PASS(e, akgl_physics->simulate(akgl_physics, NULL));
PASS(e, akgl_renderer->draw_world(akgl_renderer, NULL));
PASS(e, akgl_game_state_unlock());
SUCCEED_RETURN(e);
PASS(errctx, akgl_physics->simulate(akgl_physics, NULL));
PASS(errctx, akgl_renderer->draw_world(akgl_renderer, NULL));
PASS(errctx, akgl_game_state_unlock());
SUCCEED_RETURN(errctx);
}

View File

@@ -42,11 +42,11 @@ akerr_ErrorContext *akgl_heap_init(void)
akerr_ErrorContext *akgl_heap_init_actor(void)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++) {
memset(&akgl_heap_actors[i], 0x00, sizeof(akgl_Actor));
}
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_heap_next_actor(akgl_Actor **dest)

View File

@@ -14,48 +14,48 @@
akerr_ErrorContext *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
SUCCEED_RETURN(e);
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_physics_null_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, a1, AKERR_NULLPOINTER, "a1");
FAIL_ZERO_RETURN(e, a2, AKERR_NULLPOINTER, "a2");
SUCCEED_RETURN(e);
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, a1, AKERR_NULLPOINTER, "a1");
FAIL_ZERO_RETURN(errctx, a2, AKERR_NULLPOINTER, "a2");
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_physics_null_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
SUCCEED_RETURN(e);
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_physics_init_null(akgl_PhysicsBackend *self)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
self->gravity = akgl_physics_null_gravity;
self->collide = akgl_physics_null_collide;
self->move = akgl_physics_null_move;
self->simulate = akgl_physics_simulate;
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_physics_arcade_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
if ( self->gravity_x != 0 ) {
// Assume the X origin is - (screen left)
@@ -70,34 +70,34 @@ akerr_ErrorContext *akgl_physics_arcade_gravity(akgl_PhysicsBackend *self, akgl_
actor->ez -= (self->gravity_z * dt);
}
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_physics_arcade_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_RETURN(e, AKERR_API, "Not implemented");
SUCCEED_RETURN(e);
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_RETURN(errctx, AKERR_API, "Not implemented");
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_physics_arcade_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
actor->x += actor->vx * dt;
actor->y += actor->vy * dt;
actor->z += actor->vz * dt;
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *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));
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
PASS(errctx, akgl_heap_next_string(&tmp));
self->gravity = akgl_physics_arcade_gravity;
self->collide = akgl_physics_arcade_collide;
@@ -105,29 +105,29 @@ akerr_ErrorContext *akgl_physics_init_arcade(akgl_PhysicsBackend *self)
self->simulate = akgl_physics_simulate;
ATTEMPT {
CATCH(e, akgl_get_property("physics.gravity.x", &tmp, "0.0"));
CATCH(e, aksl_atof(tmp->data, &self->gravity_x));
CATCH(e, akgl_get_property("physics.gravity.y", &tmp, "0.0"));
CATCH(e, aksl_atof(tmp->data, &self->gravity_y));
CATCH(e, akgl_get_property("physics.gravity.z", &tmp, "0.0"));
CATCH(e, aksl_atof(tmp->data, &self->gravity_z));
CATCH(e, akgl_get_property("physics.drag.x", &tmp, "0.0"));
CATCH(e, aksl_atof(tmp->data, &self->drag_x));
CATCH(e, akgl_get_property("physics.drag.y", &tmp, "0.0"));
CATCH(e, aksl_atof(tmp->data, &self->drag_y));
CATCH(e, akgl_get_property("physics.drag.z", &tmp, "0.0"));
CATCH(e, aksl_atof(tmp->data, &self->drag_z));
CATCH(errctx, akgl_get_property("physics.gravity.x", &tmp, "0.0"));
CATCH(errctx, aksl_atof(tmp->data, &self->gravity_x));
CATCH(errctx, akgl_get_property("physics.gravity.y", &tmp, "0.0"));
CATCH(errctx, aksl_atof(tmp->data, &self->gravity_y));
CATCH(errctx, akgl_get_property("physics.gravity.z", &tmp, "0.0"));
CATCH(errctx, aksl_atof(tmp->data, &self->gravity_z));
CATCH(errctx, akgl_get_property("physics.drag.x", &tmp, "0.0"));
CATCH(errctx, aksl_atof(tmp->data, &self->drag_x));
CATCH(errctx, akgl_get_property("physics.drag.y", &tmp, "0.0"));
CATCH(errctx, aksl_atof(tmp->data, &self->drag_y));
CATCH(errctx, akgl_get_property("physics.drag.z", &tmp, "0.0"));
CATCH(errctx, aksl_atof(tmp->data, &self->drag_z));
} CLEANUP {
IGNORE(akgl_heap_release_string(tmp));
} PROCESS(e) {
} FINISH(e, true);
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterator *opflags)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
akgl_Iterator defflags = {
.flags = 0,
.layerid = 0
@@ -136,8 +136,8 @@ akerr_ErrorContext *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterat
float32_t dt = 0;
akgl_Actor *actor = NULL;
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, self->move, AKERR_NULLPOINTER, "self->move");
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->move, AKERR_NULLPOINTER, "self->move");
// Reading the elapsed time requires self, so it cannot be hoisted above
// the null check.
@@ -202,8 +202,8 @@ akerr_ErrorContext *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterat
}
}
ATTEMPT {
CATCH(e, actor->movementlogicfunc(actor, dt));
PASS(e, self->gravity(self, actor, dt));
CATCH(errctx, actor->movementlogicfunc(actor, dt));
PASS(errctx, self->gravity(self, actor, dt));
// Counteract velocity with atmospheric drag
if ( self->drag_x != 0 ) {
@@ -220,31 +220,31 @@ akerr_ErrorContext *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterat
actor->vy = actor->ey + actor->ty;
actor->vz = actor->ez + actor->tz;
PASS(e, self->move(self, actor, dt));
PASS(errctx, self->move(self, actor, dt));
} CLEANUP {
} PROCESS(e) {
} HANDLE(e, AKGL_ERR_LOGICINTERRUPT) {
} PROCESS(errctx) {
} HANDLE(errctx, AKGL_ERR_LOGICINTERRUPT) {
// noop
} FINISH(e, true);
} FINISH(errctx, true);
}
self->gravity_time = curtime;
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_physics_factory(akgl_PhysicsBackend *self, akgl_String *type)
{
uint32_t hashval;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, type, AKERR_NULLPOINTER, "type");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, type, AKERR_NULLPOINTER, "type");
if ( strncmp(type->data, "null", 4) == 0) {
PASS(e, akgl_physics_init_null(self));
SUCCEED_RETURN(e);
PASS(errctx, akgl_physics_init_null(self));
SUCCEED_RETURN(errctx);
}
if ( strncmp(type->data, "arcade", 6) == 0) {
PASS(e, akgl_physics_init_arcade(self));
SUCCEED_RETURN(e);
PASS(errctx, akgl_physics_init_arcade(self));
SUCCEED_RETURN(errctx);
}
FAIL_RETURN(e, AKERR_KEY, "Invalid physics engine %s", type->data);
FAIL_RETURN(errctx, AKERR_KEY, "Invalid physics engine %s", type->data);
}

View File

@@ -177,11 +177,11 @@ akerr_ErrorContext *akgl_registry_load_properties(char *fname)
akerr_ErrorContext *akgl_set_property(char *name, char *value)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, name, AKERR_NULLPOINTER, "NULL char *");
FAIL_ZERO_RETURN(e, value, AKERR_NULLPOINTER, "NULL char *");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "NULL char *");
FAIL_ZERO_RETURN(errctx, value, AKERR_NULLPOINTER, "NULL char *");
SDL_SetStringProperty(AKGL_REGISTRY_PROPERTIES, name, value);
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_get_property(char *name, akgl_String **dest, char *def)
@@ -189,12 +189,12 @@ akerr_ErrorContext *akgl_get_property(char *name, akgl_String **dest, char *def)
const char *value = NULL;
size_t valuelen = 0;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, name, AKERR_NULLPOINTER, "NULL char *");
FAIL_ZERO_RETURN(e, dest, AKERR_NULLPOINTER, "NULL akgl_String *");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "NULL char *");
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL akgl_String *");
ATTEMPT {
if ( *dest == NULL ) {
CATCH(e, akgl_heap_next_string(dest));
CATCH(errctx, akgl_heap_next_string(dest));
}
// Copy the value's own length, not the destination's capacity. What
// SDL hands back is its strdup of the value -- four bytes for "0.0" --
@@ -207,23 +207,23 @@ akerr_ErrorContext *akgl_get_property(char *name, akgl_String **dest, char *def)
// which is what the header has always promised. It used to arrive from
// inside aksl_memcpy; now it is raised here, before anything is measured.
FAIL_ZERO_BREAK(
e,
errctx,
value,
AKERR_NULLPOINTER,
"Property %s is not set and no default was given",
name);
valuelen = strlen(value);
FAIL_NONZERO_BREAK(
e,
errctx,
(valuelen >= AKGL_MAX_STRING_LENGTH),
AKERR_OUTOFBOUNDS,
"Property %s is %zu bytes, which does not fit an akgl_String (%d)",
name,
valuelen,
AKGL_MAX_STRING_LENGTH);
CATCH(e, aksl_memcpy((*dest)->data, (void *)value, (valuelen + 1)));
CATCH(errctx, aksl_memcpy((*dest)->data, (void *)value, (valuelen + 1)));
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}

View File

@@ -20,19 +20,19 @@ akerr_ErrorContext *akgl_render_2d_init(akgl_RenderBackend *self)
akgl_String *height = NULL;
int screenwidth;
int screenheight;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
PASS(e, akgl_get_property("game.screenwidth", &width, "0"));
PASS(e, akgl_get_property("game.screenheight", &height, "0"));
PASS(e, aksl_atoi(width->data, &screenwidth));
PASS(e, aksl_atoi(height->data, &screenheight));
PASS(errctx, akgl_get_property("game.screenwidth", &width, "0"));
PASS(errctx, akgl_get_property("game.screenheight", &height, "0"));
PASS(errctx, aksl_atoi(width->data, &screenwidth));
PASS(errctx, aksl_atoi(height->data, &screenheight));
SDL_Log("Initializing screen (%sx%s = %dx%d)", width->data, height->data, screenwidth, screenheight);
PASS(e, akgl_heap_release_string(width));
PASS(e, akgl_heap_release_string(height));
PASS(errctx, akgl_heap_release_string(width));
PASS(errctx, akgl_heap_release_string(height));
FAIL_ZERO_RETURN(
e,
errctx,
SDL_CreateWindowAndRenderer(akgl_game.uri, screenwidth, screenheight, 0, &akgl_window, &self->sdl_renderer),
AKGL_ERR_SDL,
"Couldn't create window/renderer: %s",
@@ -43,14 +43,14 @@ akerr_ErrorContext *akgl_render_2d_init(akgl_RenderBackend *self)
akgl_camera->w = screenwidth;
akgl_camera->h = screenheight;
PASS(e, akgl_render_2d_bind(self));
SUCCEED_RETURN(e);
PASS(errctx, akgl_render_2d_bind(self));
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_render_2d_bind(akgl_RenderBackend *self)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
// Deliberately does not touch self->sdl_renderer: a host that owns its own
// window has already put one there, and this is the only way it gets a
@@ -61,84 +61,84 @@ akerr_ErrorContext *akgl_render_2d_bind(akgl_RenderBackend *self)
self->draw_texture = &akgl_render_2d_draw_texture;
self->draw_mesh = &akgl_render_2d_draw_mesh;
self->draw_world = &akgl_render_2d_draw_world;
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_render_2d_shutdown(akgl_RenderBackend *self)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
SUCCEED_RETURN(e);
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_render_2d_frame_start(akgl_RenderBackend *self)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
SDL_SetRenderDrawColor(self->sdl_renderer, 0, 0, 0, 255);
SDL_RenderClear(self->sdl_renderer);
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_render_2d_frame_end(akgl_RenderBackend *self)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
SDL_RenderPresent(self->sdl_renderer);
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_render_2d_draw_texture(akgl_RenderBackend *self, SDL_Texture *texture, SDL_FRect *src, SDL_FRect *dest, double angle, SDL_FPoint *center, SDL_FlipMode flip)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, texture, AKERR_NULLPOINTER, "texture");
//FAIL_ZERO_RETURN(e, src, AKERR_NULLPOINTER, "src");
//FAIL_ZERO_RETURN(e, dest, AKERR_NULLPOINTER, "dest");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, texture, AKERR_NULLPOINTER, "texture");
//FAIL_ZERO_RETURN(errctx, src, AKERR_NULLPOINTER, "src");
//FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");
if ( angle != 0 ) {
FAIL_ZERO_RETURN(e, center, AKERR_NULLPOINTER, "center");
FAIL_ZERO_RETURN(errctx, center, AKERR_NULLPOINTER, "center");
FAIL_ZERO_RETURN(
e,
errctx,
SDL_RenderTextureRotated(self->sdl_renderer, texture, src, dest, angle, center, flip),
AKERR_NULLPOINTER, "%s", SDL_GetError()
);
} else {
FAIL_ZERO_RETURN(
e,
errctx,
SDL_RenderTexture(self->sdl_renderer, texture, src, dest),
AKERR_NULLPOINTER, "%s", SDL_GetError()
);
}
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_render_2d_draw_mesh(akgl_RenderBackend *self)
{
PREPARE_ERROR(e);
FAIL_RETURN(e, AKERR_API, "Not implemented");
PREPARE_ERROR(errctx);
FAIL_RETURN(errctx, AKERR_API, "Not implemented");
}
akerr_ErrorContext *akgl_render_2d_draw_world(akgl_RenderBackend *self, akgl_Iterator *opflags)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
akgl_Iterator defflags;
SDL_Time curTime = SDL_GetTicksNS();
akgl_Actor *actor = NULL;
int j = 0;
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
if ( opflags == NULL ) {
opflags = &defflags;
PASS(e, aksl_memset((void *)opflags, 0x00, sizeof(akgl_Iterator)));
PASS(errctx, aksl_memset((void *)opflags, 0x00, sizeof(akgl_Iterator)));
}
for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS ; i++ ) {
if ( i < akgl_gamemap->numlayers ) {
PASS(e, akgl_tilemap_draw(akgl_gamemap, akgl_camera, i));
PASS(errctx, akgl_tilemap_draw(akgl_gamemap, akgl_camera, i));
}
for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR ; j++ ) {
actor = &akgl_heap_actors[j];
@@ -148,9 +148,9 @@ akerr_ErrorContext *akgl_render_2d_draw_world(akgl_RenderBackend *self, akgl_Ite
if ( actor->layer != i ) {
continue;
}
PASS(e, actor->renderfunc(actor));
PASS(errctx, actor->renderfunc(actor));
}
}
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}

View File

@@ -21,11 +21,11 @@
akerr_ErrorContext *akgl_spritesheet_coords_for_frame(akgl_Sprite *self, SDL_FRect *srccoords, uint8_t frameid)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "NULL sprite");
FAIL_ZERO_RETURN(e, srccoords, AKERR_NULLPOINTER, "NULL SDL_Rect");
FAIL_ZERO_RETURN(e, self->sheet, AKERR_NULLPOINTER, "NULL spritesheet");
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "NULL sprite");
FAIL_ZERO_RETURN(errctx, srccoords, AKERR_NULLPOINTER, "NULL SDL_Rect");
FAIL_ZERO_RETURN(errctx, self->sheet, AKERR_NULLPOINTER, "NULL spritesheet");
srccoords->x = self->width * self->frameids[frameid];
if ( srccoords->x >= self->sheet->texture->w ) {
@@ -37,7 +37,7 @@ akerr_ErrorContext *akgl_spritesheet_coords_for_frame(akgl_Sprite *self, SDL_FRe
srccoords->w = self->width;
srccoords->h = self->height;
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
/**

View File

@@ -22,14 +22,14 @@ akerr_ErrorContext *akgl_string_initialize(akgl_String *obj, char *init)
akerr_ErrorContext *akgl_string_copy(akgl_String *src, akgl_String *dst, int count)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, src, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(e, dst, AKERR_NULLPOINTER, "NULL argument");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, src, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(errctx, dst, AKERR_NULLPOINTER, "NULL argument");
if ( count == 0 ) {
count = AKGL_MAX_STRING_LENGTH;
}
if ( (char *)dst->data != strncpy((char *)&dst->data, (char *)&src->data, count) ) {
FAIL_RETURN(e, errno, "strncpy");
FAIL_RETURN(errctx, errno, "strncpy");
}
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}

View File

@@ -132,41 +132,41 @@ akerr_ErrorContext *akgl_get_json_properties_double(json_t *obj, char *key, doub
akerr_ErrorContext *akgl_tilemap_load_tilesets_each(json_t *tileset, akgl_Tilemap *dest, int tsidx, akgl_String *dirname)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
akgl_String *tmpstr = NULL;
akgl_String *tmppath = NULL;
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "columns", &dest->tilesets[tsidx].columns));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "firstgid", &dest->tilesets[tsidx].firstgid));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "imageheight", &dest->tilesets[tsidx].imageheight));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "imagewidth", &dest->tilesets[tsidx].imagewidth));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "margin", &dest->tilesets[tsidx].margin));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "spacing", &dest->tilesets[tsidx].spacing));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "tilecount", &dest->tilesets[tsidx].tilecount));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "tileheight", &dest->tilesets[tsidx].tileheight));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "tilewidth", &dest->tilesets[tsidx].tilewidth));
PASS(errctx, akgl_get_json_integer_value((json_t *)tileset, "columns", &dest->tilesets[tsidx].columns));
PASS(errctx, akgl_get_json_integer_value((json_t *)tileset, "firstgid", &dest->tilesets[tsidx].firstgid));
PASS(errctx, akgl_get_json_integer_value((json_t *)tileset, "imageheight", &dest->tilesets[tsidx].imageheight));
PASS(errctx, akgl_get_json_integer_value((json_t *)tileset, "imagewidth", &dest->tilesets[tsidx].imagewidth));
PASS(errctx, akgl_get_json_integer_value((json_t *)tileset, "margin", &dest->tilesets[tsidx].margin));
PASS(errctx, akgl_get_json_integer_value((json_t *)tileset, "spacing", &dest->tilesets[tsidx].spacing));
PASS(errctx, akgl_get_json_integer_value((json_t *)tileset, "tilecount", &dest->tilesets[tsidx].tilecount));
PASS(errctx, akgl_get_json_integer_value((json_t *)tileset, "tileheight", &dest->tilesets[tsidx].tileheight));
PASS(errctx, akgl_get_json_integer_value((json_t *)tileset, "tilewidth", &dest->tilesets[tsidx].tilewidth));
PASS(e, akgl_get_json_string_value((json_t *)tileset, "name", &tmpstr));
PASS(e, akgl_heap_next_string(&tmppath));
PASS(errctx, akgl_get_json_string_value((json_t *)tileset, "name", &tmpstr));
PASS(errctx, akgl_heap_next_string(&tmppath));
ATTEMPT {
strncpy((char *)&dest->tilesets[tsidx].name,
(char *)&tmpstr->data,
AKGL_TILEMAP_MAX_TILESET_NAME_SIZE
);
CATCH(e, akgl_get_json_string_value((json_t *)tileset, "image", &tmpstr));
CATCH(e, akgl_path_relative((char *)&dirname->data, (char *)&tmpstr->data, tmppath));
CATCH(errctx, akgl_get_json_string_value((json_t *)tileset, "image", &tmpstr));
CATCH(errctx, akgl_path_relative((char *)&dirname->data, (char *)&tmpstr->data, tmppath));
strncpy((char *)&dest->tilesets[tsidx].imagefilename, tmppath->data, AKGL_MAX_STRING_LENGTH);
} CLEANUP {
IGNORE(akgl_heap_release_string(tmpstr));
IGNORE(akgl_heap_release_string(tmppath));
} PROCESS(e) {
} FINISH(e, true);
} PROCESS(errctx) {
} FINISH(errctx, true);
dest->tilesets[tsidx].texture = IMG_LoadTexture(akgl_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());
FAIL_ZERO_RETURN(errctx, dest->tilesets[tsidx].texture, AKERR_NULLPOINTER, "Failed loading tileset image : %s", SDL_GetError());
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_tilemap_compute_tileset_offsets(akgl_Tilemap *dest, int tilesetidx)
@@ -459,70 +459,70 @@ akerr_ErrorContext *akgl_tilemap_load_layers(akgl_Tilemap *dest, json_t *root, a
akerr_ErrorContext *akgl_tilemap_load_physics(akgl_Tilemap *dest, json_t *root)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
json_t *props = NULL;
akgl_String *tmpval = NULL;
double defzero = 0.0;
ATTEMPT {
CATCH(e, akgl_heap_next_string(&tmpval));
CATCH(e, akgl_get_json_array_value((json_t *)root, "properties", &props));
CATCH(errctx, akgl_heap_next_string(&tmpval));
CATCH(errctx, akgl_get_json_array_value((json_t *)root, "properties", &props));
} CLEANUP {
IGNORE(akgl_heap_release_string(tmpval));
} PROCESS(e) {
} HANDLE(e, AKERR_KEY) {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_KEY) {
// Map has no properties, do nothing
SDL_Log("Map has no properties");
SUCCEED_RETURN(e);
} FINISH(e, true);
SUCCEED_RETURN(errctx);
} FINISH(errctx, true);
ATTEMPT {
CATCH(e, akgl_heap_next_string(&tmpval));
CATCH(e, akgl_get_json_properties_string(
CATCH(errctx, akgl_heap_next_string(&tmpval));
CATCH(errctx, akgl_get_json_properties_string(
root,
"physics.model",
&tmpval
)
);
PASS(e, akgl_physics_factory(&dest->physics, tmpval));
PASS(errctx, akgl_physics_factory(&dest->physics, tmpval));
dest->use_own_physics = true;
CATCH(e, akgl_get_json_with_default(
CATCH(errctx, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.gravity.x", &dest->physics.gravity_x
),
(void *)&defzero,
(void *)&dest->physics.gravity_x,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
CATCH(errctx, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.gravity.y", &dest->physics.gravity_y
),
(void *)&defzero,
(void *)&dest->physics.gravity_y,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
CATCH(errctx, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.gravity.z", &dest->physics.gravity_z
),
(void *)&defzero,
(void *)&dest->physics.gravity_z,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
CATCH(errctx, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.drag.x", &dest->physics.drag_x
),
(void *)&defzero,
(void *)&dest->physics.drag_x,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
CATCH(errctx, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.drag.y", &dest->physics.drag_y
),
(void *)&defzero,
(void *)&dest->physics.drag_y,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
CATCH(errctx, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.drag.z", &dest->physics.drag_z
),
@@ -531,12 +531,12 @@ akerr_ErrorContext *akgl_tilemap_load_physics(akgl_Tilemap *dest, json_t *root)
sizeof(double)));
} CLEANUP {
IGNORE(akgl_heap_release_string(tmpval));
} PROCESS(e) {
} HANDLE(e, AKERR_KEY) {
} PROCESS(errctx) {
} HANDLE(errctx, AKERR_KEY) {
SDL_Log("Map uses game physics");
} FINISH(e, true);
} FINISH(errctx, true);
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_tilemap_load(char *fname, akgl_Tilemap *dest)
@@ -787,10 +787,10 @@ akerr_ErrorContext *akgl_tilemap_draw_tileset(akgl_Tilemap *map, int tilesetidx)
akerr_ErrorContext *akgl_tilemap_scale_actor(akgl_Tilemap *map, akgl_Actor *actor)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(e, map, AKERR_NULLPOINTER, "NULL map");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, map, AKERR_NULLPOINTER, "NULL map");
FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "NULL actor");
if ( actor->y <= map->p_vanishing_y ) {
actor->scale = map->p_vanishing_scale;
@@ -799,7 +799,7 @@ akerr_ErrorContext *akgl_tilemap_scale_actor(akgl_Tilemap *map, akgl_Actor *acto
} else {
actor->scale = map->p_foreground_scale - (map->p_rate * (map->p_foreground_y - actor->y));
}
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_tilemap_release(akgl_Tilemap *dest)
@@ -807,8 +807,8 @@ akerr_ErrorContext *akgl_tilemap_release(akgl_Tilemap *dest)
// Release all tileset textures
// Release all image layer textures
// Memset to zero
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, dest, AKERR_NULLPOINTER, "NULL map");
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL map");
int i = 0;
for ( i = 0; i < AKGL_TILEMAP_MAX_TILESETS; i++ ) {
if ( dest->tilesets[i].texture != NULL ) {
@@ -820,5 +820,5 @@ akerr_ErrorContext *akgl_tilemap_release(akgl_Tilemap *dest)
SDL_DestroyTexture(dest->tilesets[i].texture);
}
}
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}

View File

@@ -53,7 +53,7 @@
*/
static akerr_ErrorContext *path_relative_root(char *root, char *path, akgl_String *dst)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
akgl_String *pathbuf;
akgl_String *strbuf;
char *result;
@@ -61,22 +61,22 @@ static akerr_ErrorContext *path_relative_root(char *root, char *path, akgl_Strin
int pathlen;
int count;
FAIL_ZERO_RETURN(e, root, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(e, path, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(e, dst, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(errctx, root, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(errctx, path, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(errctx, dst, AKERR_NULLPOINTER, "NULL argument");
PASS(e, akgl_heap_next_string(&strbuf));
PASS(e, akgl_heap_next_string(&pathbuf));
PASS(errctx, akgl_heap_next_string(&strbuf));
PASS(errctx, akgl_heap_next_string(&pathbuf));
ATTEMPT {
// Is it relative to the root?
rootlen = strlen(root);
pathlen = strlen(path);
if ( (rootlen + pathlen) >= AKGL_MAX_STRING_LENGTH ) {
FAIL_BREAK(e, AKERR_OUTOFBOUNDS, "Total path length (%d) is greater than maximum akgl_String length (%d)", (rootlen + pathlen), AKGL_MAX_STRING_LENGTH);
FAIL_BREAK(errctx, AKERR_OUTOFBOUNDS, "Total path length (%d) is greater than maximum akgl_String length (%d)", (rootlen + pathlen), AKGL_MAX_STRING_LENGTH);
}
DISABLE_GCC_WARNING_FORMAT_TRUNCATION
CATCH(e, aksl_snprintf(
CATCH(errctx, aksl_snprintf(
&count,
(char *)&pathbuf->data,
sizeof(pathbuf->data),
@@ -85,38 +85,38 @@ static akerr_ErrorContext *path_relative_root(char *root, char *path, akgl_Strin
path
));
RESTORE_GCC_WARNINGS
CATCH(e, aksl_realpath((char *)&pathbuf->data, (char *)&strbuf->data, sizeof(strbuf->data)));
CATCH(e, akgl_string_copy(strbuf, dst, 0));
CATCH(errctx, aksl_realpath((char *)&pathbuf->data, (char *)&strbuf->data, sizeof(strbuf->data)));
CATCH(errctx, akgl_string_copy(strbuf, dst, 0));
} CLEANUP {
IGNORE(akgl_heap_release_string(strbuf));
IGNORE(akgl_heap_release_string(pathbuf));
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_path_relative(char *root, char *path, akgl_String *dst)
{
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
akgl_String *strbuf;
char *result;
bool relative_to_root = false;
FAIL_ZERO_RETURN(e, root, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(e, path, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(e, dst, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(errctx, root, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(errctx, path, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(errctx, dst, AKERR_NULLPOINTER, "NULL argument");
PASS(e, akgl_heap_next_string(&strbuf));
PASS(errctx, akgl_heap_next_string(&strbuf));
ATTEMPT {
// Is path relative to our current working directory?
CATCH(e, aksl_realpath(path, (char *)&strbuf->data, sizeof(strbuf->data)));
CATCH(errctx, aksl_realpath(path, (char *)&strbuf->data, sizeof(strbuf->data)));
// Yes it is. strbuf->data contains the absolute path.
CATCH(e, akgl_string_copy(strbuf, dst, 0));
CATCH(errctx, akgl_string_copy(strbuf, dst, 0));
} CLEANUP {
IGNORE(akgl_heap_release_string(strbuf));
} PROCESS(e) {
} HANDLE(e, ENOENT) {
} PROCESS(errctx) {
} HANDLE(errctx, ENOENT) {
// Path is not relative to our current working directory. Resolve it
// against root instead -- but after FINISH, not from in here. Returning
// from inside a HANDLE block skips the RELEASE_ERROR that FINISH ends
@@ -126,12 +126,12 @@ akerr_ErrorContext *akgl_path_relative(char *root, char *path, akgl_String *dst)
// context from the array!". Every map load resolves several paths this
// way.
relative_to_root = true;
} FINISH(e, true);
} FINISH(errctx, true);
if ( relative_to_root == true ) {
PASS(e, path_relative_root(root, path, dst));
PASS(errctx, path_relative_root(root, path, dst));
}
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_rectangle_points(akgl_RectanglePoints *dest, SDL_FRect *rect)