Added a (registry object name -> registry object pointer) map to the save method so that registry reference by name can have their actor, sprite, spritesheet, and character references reset
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@@ -10,9 +10,9 @@
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#include <akgl/json_helpers.h>
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SDL_PropertiesID AKGL_REGISTRY_ACTOR;
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SDL_PropertiesID AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS;
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SDL_PropertiesID AKGL_REGISTRY_ACTOR_STATE_STRINGS;
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SDL_PropertiesID AKGL_REGISTRY_SPRITE;
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SDL_PropertiesID AKGL_AKGL_REGISTRY_SPRITESHEET;
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SDL_PropertiesID AKGL_REGISTRY_SPRITESHEET;
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SDL_PropertiesID AKGL_REGISTRY_CHARACTER;
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SDL_PropertiesID AKGL_REGISTRY_MUSIC;
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SDL_PropertiesID AKGL_REGISTRY_FONT;
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@@ -72,12 +72,12 @@ akerr_ErrorContext *akgl_registry_init_actor_state_strings()
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int i = 0;
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int flag = 0;
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PREPARE_ERROR(errctx);
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AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS, AKERR_NULLPOINTER, "Error initializing actor state strings registry");
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AKGL_REGISTRY_ACTOR_STATE_STRINGS = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_ACTOR_STATE_STRINGS, AKERR_NULLPOINTER, "Error initializing actor state strings registry");
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for ( i = 0 ; i < AKGL_ACTOR_MAX_STATES; i++ ) {
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flag = (1 << i);
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SDL_SetNumberProperty(
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AKGL_AKGL_REGISTRY_ACTOR_STATE_STRINGS,
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AKGL_REGISTRY_ACTOR_STATE_STRINGS,
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AKGL_ACTOR_STATE_STRING_NAMES[i],
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flag);
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}
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@@ -95,8 +95,8 @@ akerr_ErrorContext *akgl_registry_init_sprite()
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akerr_ErrorContext *akgl_registry_init_spritesheet()
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{
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PREPARE_ERROR(errctx);
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AKGL_AKGL_REGISTRY_SPRITESHEET = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_AKGL_REGISTRY_SPRITESHEET, AKERR_NULLPOINTER, "Error initializing spritesheet registry");
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AKGL_REGISTRY_SPRITESHEET = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_SPRITESHEET, AKERR_NULLPOINTER, "Error initializing spritesheet registry");
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SUCCEED_RETURN(errctx);
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}
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