More rendering subsystem breakout, added a physics subsystem, everything now fires from akgl_game_update() for the user
This commit is contained in:
@@ -1,7 +1,7 @@
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#ifndef _SDL_GAMECONTROLLERDB_H_
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#define _SDL_GAMECONTROLLERDB_H_
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sun May 24 09:58:23 PM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Mon May 25 09:28:01 PM EDT 2026
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228
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@@ -70,9 +70,11 @@ typedef struct akgl_Actor {
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bool movement_controls_face;
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void *actorData;
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bool visible;
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SDL_Time logictimer;
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SDL_Time movetimer;
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float32_t mass;
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float32_t x;
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float32_t y;
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float32_t z;
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float32_t scale;
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struct akgl_Actor *children[AKGL_ACTOR_MAX_CHILDREN];
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struct akgl_Actor *parent;
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@@ -13,5 +13,6 @@
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_Pragma("GCC diagnostic pop")
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#define AKGL_ERR_SDL AKERR_LAST_ERRNO_VALUE + 1
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#define AKGL_ERR_LOGICINTERRUPT AKERR_LAST_ERRNO_VALUE + 2
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#endif // _ERROR_H_
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@@ -2,10 +2,11 @@
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#define _AKGL_GAME_H_
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#include <stdint.h>
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#include "types.h"
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#include <SDL3_mixer/SDL_mixer.h>
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#include "types.h"
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#include "tilemap.h"
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#include "renderer.h"
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#include "physics.h"
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#define AKGL_VERSION "0.1.0"
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@@ -33,6 +34,7 @@ typedef struct {
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char name[256];
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char uri[256];
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akgl_GameState state;
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SDL_Mutex *statelock;
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int16_t fps;
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SDL_Time gameStartTime;
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SDL_Time lastIterTime;
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@@ -49,8 +51,10 @@ extern MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
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extern SDL_FRect camera;
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extern akgl_Game game;
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extern akgl_RenderBackend renderer;
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extern akgl_PhysicsBackend physics;
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#define AKGL_BITMASK_HAS(x, y) (x & y) == y
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#define AKGL_BITMASK_HASNOT(x, y) (x & y) != y
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#define AKGL_BITMASK_ADD(x, y) x |= y
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#define AKGL_BITMASK_DEL(x, y) x &= ~(y)
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#define AKGL_BITMASK_CLEAR(x) x = 0;
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@@ -61,5 +65,8 @@ void akgl_game_updateFPS();
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath);
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void akgl_game_lowfps(void);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_lock(void);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_unlock(void);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags);
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#endif //_AKGL_GAME_H_
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@@ -30,6 +30,7 @@ extern akgl_Character HEAP_CHARACTER[AKGL_MAX_HEAP_CHARACTER];
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extern akgl_String HEAP_STRING[AKGL_MAX_HEAP_STRING];
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init();
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init_actor();
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_actor(akgl_Actor **dest);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_sprite(akgl_Sprite **dest);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest);
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@@ -5,6 +5,8 @@
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#include <akerror.h>
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#include <akgl/iterator.h>
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typedef struct akgl_RenderBackend {
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SDL_Renderer *sdl_renderer;
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akerr_ErrorContext AKERR_NOIGNORE *(*shutdown)(struct akgl_RenderBackend *self);
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@@ -12,6 +14,7 @@ typedef struct akgl_RenderBackend {
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akerr_ErrorContext AKERR_NOIGNORE *(*frame_end)(struct akgl_RenderBackend *self);
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akerr_ErrorContext AKERR_NOIGNORE *(*draw_texture)(struct akgl_RenderBackend *self, SDL_Texture *texture, SDL_FRect *src, SDL_FRect *dest, double angle, SDL_FPoint *center, SDL_FlipMode flip);
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akerr_ErrorContext AKERR_NOIGNORE *(*draw_mesh)(struct akgl_RenderBackend *self);
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akerr_ErrorContext AKERR_NOIGNORE *(*draw_world)(struct akgl_RenderBackend *self, akgl_Iterator *opflags);
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} akgl_RenderBackend;
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akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_shutdown(akgl_RenderBackend *self);
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@@ -19,6 +22,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_frame_start(akgl_RenderBackend
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akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_frame_end(akgl_RenderBackend *self);
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akerr_ErrorContext AKERR_NOIGNORE *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);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_mesh(akgl_RenderBackend *self);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_world(akgl_RenderBackend *self, akgl_Iterator *opflags);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self);
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72
src/actor.c
72
src/actor.c
@@ -3,6 +3,7 @@
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#include <string.h>
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#include <akerror.h>
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#include <akgl/physics.h>
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#include <akgl/game.h>
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#include <akgl/sprite.h>
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#include <akgl/actor.h>
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@@ -112,27 +113,13 @@ akerr_ErrorContext *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *c
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SUCCEED_RETURN(errctx);
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}
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// raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics object to process us
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akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *obj, SDL_Time curtime)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
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if ( obj->parent != NULL ) {
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// Children don't move independently of their parents, they just have an offset
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SUCCEED_RETURN(errctx);
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} else {
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if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
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obj->x -= obj->basechar->vx;
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}
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if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
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obj->x += obj->basechar->vx;
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}
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if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
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obj->y -= obj->basechar->vy;
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}
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if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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obj->y += obj->basechar->vy;
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}
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}
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// Effectively a NOOP, this is handled by the physics engine now
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// These functions are still present in case the library user wants per-actor behavior
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SUCCEED_RETURN(errctx);
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}
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@@ -145,21 +132,11 @@ akerr_ErrorContext *akgl_actor_update(akgl_Actor *obj)
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor reference");
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FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
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ATTEMPT {
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SDL_GetCurrentTime(&curtime);
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CATCH(errctx, obj->facefunc(obj));
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// is it time to apply movement logic?
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if ( (curtime - obj->logictimer) >= obj->basechar->movementspeed ) {
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CATCH(errctx, obj->movementlogicfunc(obj, curtime));
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obj->logictimer = curtime;
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}
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, false);
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SDL_GetCurrentTime(&curtime);
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PASS(errctx, obj->facefunc(obj));
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ATTEMPT {
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CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
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// is it time to change frames?
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if ( ((curtime) - obj->curSpriteFrameTimer) >= curSprite->speed) {
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CATCH(errctx, obj->changeframefunc(obj, curSprite, curtime));
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obj->curSpriteFrameTimer = curtime;
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@@ -167,6 +144,8 @@ akerr_ErrorContext *akgl_actor_update(akgl_Actor *obj)
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} CLEANUP {
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} PROCESS(errctx) {
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} HANDLE(errctx, AKERR_KEY) {
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// TODO : Why are we passing this error? It could only come from akgl_character_sprite_get
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// or changeframefunc, both of which should never return AKERR_KEY...
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SUCCEED_RETURN(errctx);
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} FINISH(errctx, true);
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@@ -227,7 +206,7 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
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if ( ! visible ) {
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SUCCEED_RETURN(errctx);
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}
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if ( (obj->curSpriteFrameId > curSprite->frames) ) {
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// This isn't necessarily an error - this actor's frame index is outside the range of
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// their current sprite. There are a number of reasons this could happen, and it will
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@@ -279,39 +258,6 @@ akerr_ErrorContext *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child)
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FAIL_RETURN(errctx, AKERR_OUTOFBOUNDS, "Parent object has no remaining child slots left");
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}
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// SDL iterator so we can't return error information here, void only
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// this means we don't have anywhere to send exceptions up to, so if we hit an error, we log and exit(1) here
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void akgl_registry_iterate_actor(void *userdata, SDL_PropertiesID registry, const char *name)
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{
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PREPARE_ERROR(errctx);
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akgl_Iterator *opflags = (akgl_Iterator *)userdata;
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, name, AKERR_NULLPOINTER, "registry_iterate_actor received NULL property name");
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FAIL_ZERO_BREAK(errctx, opflags, AKERR_NULLPOINTER, "received NULL iterator flags");
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akgl_Actor *obj = (akgl_Actor *)SDL_GetPointerProperty(registry, name, NULL);
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FAIL_ZERO_BREAK(errctx, obj, AKERR_KEY, "registry_iterate_actor received property name that was not in the registry");
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if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_LAYERMASK) ) {
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if ( obj->layer != opflags->layerid ) {
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break;
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}
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}
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if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_UPDATE) ) {
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CATCH(errctx, obj->updatefunc(obj));
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}
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if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE) ) {
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CATCH(errctx, akgl_tilemap_scale_actor(&gamemap, obj));
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} else {
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obj->scale = 1.0;
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}
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if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_RENDER) ) {
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CATCH(errctx, obj->renderfunc(obj));
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}
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH_NORETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event)
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{
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PREPARE_ERROR(errctx);
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@@ -59,7 +59,7 @@ akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *even
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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ATTEMPT {
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for ( i = 0 ; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
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curmap = &GAME_ControlMaps[i];
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@@ -83,6 +83,13 @@ akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *even
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event->key.which == curmap->kbid &&
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event->key.key == curcontrol->key)
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);
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if ( event->type == 768 && event->key.which == 11 && event->key.key == 13 ) {
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SDL_Log("Event type=%d, keyboard=%d, key=%d", event->type, event->key.which, event->key.key);
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SDL_Log("ControlMap[%d].Controls[%d] keyboard=%d, key=%d", i, j, curmap->kbid, curcontrol->key);
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SDL_Log("event %d -> control on %d off %d", event->type, curcontrol->event_on, curcontrol->event_off);
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SDL_Log("eventButtonComboMatch for controlmap %d id %d = %d",
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i, j, eventButtonComboMatch);
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}
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if ( event->type == curcontrol->event_on && eventButtonComboMatch) {
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CATCH(errctx, curcontrol->handler_on(curmap->target, event));
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goto _akgl_controller_handle_event_success;
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263
src/game.c
263
src/game.c
@@ -15,10 +15,12 @@
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#include <akgl/registry.h>
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#include <akgl/staticstring.h>
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#include <akgl/iterator.h>
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#include <akgl/physics.h>
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#include <akgl/SDL_GameControllerDB.h>
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SDL_Window *window = NULL;
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akgl_RenderBackend renderer;
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akgl_PhysicsBackend physics;
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akgl_Frame ball;
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akgl_Frame paddle1;
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akgl_Frame paddle2;
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@@ -42,28 +44,32 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
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int screenheight = 0;
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int i = 0;
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PREPARE_ERROR(errctx);
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PREPARE_ERROR(e);
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ATTEMPT {
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strncpy((char *)&game.libversion, AKGL_VERSION, 32);
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game.gameStartTime = SDL_GetTicksNS();
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game.lastIterTime = game.gameStartTime;
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game.lastFPSTime = game.gameStartTime;
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game.lowfpsfunc = &akgl_game_lowfps;
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FAIL_ZERO_BREAK(errctx, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
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FAIL_ZERO_BREAK(errctx, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
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FAIL_ZERO_BREAK(errctx, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
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CATCH(errctx, akgl_heap_init());
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CATCH(errctx, akgl_registry_init_actor());
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CATCH(errctx, akgl_registry_init_sprite());
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CATCH(errctx, akgl_registry_init_spritesheet());
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CATCH(errctx, akgl_registry_init_character());
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CATCH(errctx, akgl_registry_init_font());
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CATCH(errctx, akgl_registry_init_music());
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CATCH(errctx, akgl_registry_init_properties());
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CATCH(errctx, akgl_registry_init_actor_state_strings());
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game.statelock = SDL_CreateMutex();
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FAIL_ZERO_RETURN(e, game.statelock, AKGL_ERR_SDL, "%s", SDL_GetError());
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CATCH(e, akgl_game_state_lock());
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FAIL_ZERO_BREAK(e, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
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FAIL_ZERO_BREAK(e, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
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FAIL_ZERO_BREAK(e, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
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CATCH(e, akgl_heap_init());
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CATCH(e, akgl_registry_init_actor());
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CATCH(e, akgl_registry_init_sprite());
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CATCH(e, akgl_registry_init_spritesheet());
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CATCH(e, akgl_registry_init_character());
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CATCH(e, akgl_registry_init_font());
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CATCH(e, akgl_registry_init_music());
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CATCH(e, akgl_registry_init_properties());
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CATCH(e, akgl_registry_init_actor_state_strings());
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true)
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//IGNORE(akgl_game_state_unlock());
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} PROCESS(e) {
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} FINISH(e, true)
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SDL_SetAppMetadata(game.name, game.version, game.uri);
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@@ -72,7 +78,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
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}
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FAIL_ZERO_RETURN(
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errctx,
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e,
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD | SDL_INIT_AUDIO),
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AKGL_ERR_SDL,
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"Couldn't initialize SDL: %s",
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@@ -82,33 +88,55 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
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for ( i = 0; i < AKGL_SDL_GAMECONTROLLER_DB_LEN ; i++ ) {
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if ( SDL_AddGamepadMapping(SDL_GAMECONTROLLER_DB[i]) == -1 ) {
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FAIL_ZERO_RETURN(errctx, 0, AKGL_ERR_SDL, "%s", SDL_GetError());
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FAIL_ZERO_RETURN(e, 0, AKGL_ERR_SDL, "%s", SDL_GetError());
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}
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}
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PASS(errctx, akgl_controller_open_gamepads());
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PASS(e, akgl_controller_open_gamepads());
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FAIL_ZERO_RETURN(
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errctx,
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e,
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MIX_Init(),
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AKGL_ERR_SDL,
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"Couldn't initialize audio: %s",
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SDL_GetError());
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akgl_mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, 0);
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FAIL_ZERO_RETURN(
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errctx,
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e,
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akgl_mixer,
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AKGL_ERR_SDL,
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"Unable to create mixer device: %s",
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SDL_GetError());
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FAIL_ZERO_RETURN(
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errctx,
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e,
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TTF_Init(),
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AKGL_ERR_SDL,
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"Couldn't initialize front engine: %s",
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SDL_GetError());
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PASS(e, akgl_game_state_unlock());
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SUCCEED_RETURN(e);
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}
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SUCCEED_RETURN(errctx);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_lock(void)
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{
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PREPARE_ERROR(e);
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SDL_Time totaltime = 0;
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while ( totaltime < AKGL_TIME_ONESEC_MS ) {
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if ( SDL_TryLockMutex(game.statelock) == true ) {
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SUCCEED_RETURN(e);
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}
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totaltime += 100;
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||||
SDL_Delay(100);
|
||||
}
|
||||
FAIL_RETURN(e, AKGL_ERR_SDL, "%s", SDL_GetError());
|
||||
}
|
||||
|
||||
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_unlock(void)
|
||||
{
|
||||
PREPARE_ERROR(e);
|
||||
SDL_UnlockMutex(game.statelock);
|
||||
SUCCEED_RETURN(e);
|
||||
}
|
||||
|
||||
void akgl_game_updateFPS()
|
||||
@@ -135,119 +163,119 @@ void akgl_game_save_actorname_iterator(void *userdata, SDL_PropertiesID props, c
|
||||
{
|
||||
FILE *fp = (FILE *)userdata;
|
||||
akgl_Actor *actor = NULL;
|
||||
PREPARE_ERROR(errctx);
|
||||
PREPARE_ERROR(e);
|
||||
ATTEMPT {
|
||||
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
|
||||
CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp));
|
||||
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
|
||||
CATCH(e, aksl_fwrite((char *)name, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp));
|
||||
actor = SDL_GetPointerProperty(props, name, NULL);
|
||||
CATCH(errctx, aksl_fwrite(&actor, 1, sizeof(akgl_Actor *), fp));
|
||||
CATCH(e, aksl_fwrite(&actor, 1, sizeof(akgl_Actor *), fp));
|
||||
} CLEANUP {
|
||||
} PROCESS(errctx) {
|
||||
} FINISH_NORETURN(errctx);
|
||||
} PROCESS(e) {
|
||||
} FINISH_NORETURN(e);
|
||||
}
|
||||
|
||||
void akgl_game_save_spritename_iterator(void *userdata, SDL_PropertiesID props, const char *name)
|
||||
{
|
||||
FILE *fp = (FILE *)userdata;
|
||||
akgl_Sprite *sprite = NULL;
|
||||
PREPARE_ERROR(errctx);
|
||||
PREPARE_ERROR(e);
|
||||
ATTEMPT {
|
||||
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
|
||||
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
|
||||
sprite = SDL_GetPointerProperty(props, name, NULL);
|
||||
CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
|
||||
CATCH(errctx, aksl_fwrite(&sprite, 1, sizeof(akgl_Sprite *), fp));
|
||||
CATCH(e, aksl_fwrite((char *)name, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
|
||||
CATCH(e, aksl_fwrite(&sprite, 1, sizeof(akgl_Sprite *), fp));
|
||||
} CLEANUP {
|
||||
} PROCESS(errctx) {
|
||||
} FINISH_NORETURN(errctx);
|
||||
} PROCESS(e) {
|
||||
} FINISH_NORETURN(e);
|
||||
}
|
||||
|
||||
void akgl_game_save_spritesheetname_iterator(void *userdata, SDL_PropertiesID props, const char *name)
|
||||
{
|
||||
FILE *fp = (FILE *)userdata;
|
||||
akgl_SpriteSheet *spritesheet = NULL;
|
||||
PREPARE_ERROR(errctx);
|
||||
PREPARE_ERROR(e);
|
||||
ATTEMPT {
|
||||
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
|
||||
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
|
||||
spritesheet = SDL_GetPointerProperty(props, name, NULL);
|
||||
CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
|
||||
CATCH(errctx, aksl_fwrite(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp));
|
||||
CATCH(e, aksl_fwrite((char *)name, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
|
||||
CATCH(e, aksl_fwrite(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp));
|
||||
} CLEANUP {
|
||||
} PROCESS(errctx) {
|
||||
} FINISH_NORETURN(errctx);
|
||||
} PROCESS(e) {
|
||||
} FINISH_NORETURN(e);
|
||||
}
|
||||
|
||||
void akgl_game_save_charactername_iterator(void *userdata, SDL_PropertiesID props, const char *name)
|
||||
{
|
||||
FILE *fp = (FILE *)userdata;
|
||||
PREPARE_ERROR(errctx);
|
||||
PREPARE_ERROR(e);
|
||||
akgl_Character *character = NULL;
|
||||
ATTEMPT {
|
||||
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
|
||||
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
|
||||
character = SDL_GetPointerProperty(props, name, NULL);
|
||||
CATCH(errctx, aksl_fwrite((char *)name, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp));
|
||||
CATCH(errctx, aksl_fwrite(&character, 1, sizeof(akgl_Character *), fp));
|
||||
CATCH(e, aksl_fwrite((char *)name, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp));
|
||||
CATCH(e, aksl_fwrite(&character, 1, sizeof(akgl_Character *), fp));
|
||||
} CLEANUP {
|
||||
} PROCESS(errctx) {
|
||||
} FINISH_NORETURN(errctx);
|
||||
} PROCESS(e) {
|
||||
} FINISH_NORETURN(e);
|
||||
}
|
||||
|
||||
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save_actors(FILE *fp)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
PREPARE_ERROR(e);
|
||||
char nullval = 0x00;
|
||||
|
||||
ATTEMPT {
|
||||
FAIL_ZERO_BREAK(errctx, fp, AKERR_NULLPOINTER, "NULL file pointer");
|
||||
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
|
||||
// write the actor name pointer table
|
||||
SDL_EnumerateProperties(
|
||||
AKGL_REGISTRY_ACTOR,
|
||||
&akgl_game_save_actorname_iterator,
|
||||
(void *)fp);
|
||||
CATCH(errctx, aksl_fwrite((void *)&nullval, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp));
|
||||
CATCH(errctx, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_Actor *), fp));
|
||||
CATCH(e, aksl_fwrite((void *)&nullval, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp));
|
||||
CATCH(e, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_Actor *), fp));
|
||||
// write the sprite name pointer table
|
||||
SDL_EnumerateProperties(
|
||||
AKGL_REGISTRY_SPRITE,
|
||||
&akgl_game_save_spritename_iterator,
|
||||
(void *)fp);
|
||||
CATCH(errctx, aksl_fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
|
||||
CATCH(errctx, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_Sprite *), fp));
|
||||
CATCH(e, aksl_fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
|
||||
CATCH(e, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_Sprite *), fp));
|
||||
// write the spritesheet name pointer table
|
||||
SDL_EnumerateProperties(
|
||||
AKGL_REGISTRY_SPRITESHEET,
|
||||
&akgl_game_save_spritesheetname_iterator,
|
||||
(void *)fp);
|
||||
CATCH(errctx, aksl_fwrite((void *)&nullval, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
|
||||
CATCH(errctx, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_SpriteSheet *), fp));
|
||||
CATCH(e, aksl_fwrite((void *)&nullval, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
|
||||
CATCH(e, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_SpriteSheet *), fp));
|
||||
// write the character name pointer table
|
||||
SDL_EnumerateProperties(
|
||||
AKGL_REGISTRY_CHARACTER,
|
||||
&akgl_game_save_charactername_iterator,
|
||||
(void *)fp);
|
||||
CATCH(errctx, aksl_fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp));
|
||||
CATCH(errctx, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_Character *), fp));
|
||||
CATCH(e, aksl_fwrite((void *)&nullval, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp));
|
||||
CATCH(e, aksl_fwrite((void *)&nullval, 1, sizeof(akgl_Character *), fp));
|
||||
} CLEANUP {
|
||||
} PROCESS(errctx) {
|
||||
} FINISH(errctx, true);
|
||||
SUCCEED_RETURN(errctx);
|
||||
} PROCESS(e) {
|
||||
} FINISH(e, true);
|
||||
SUCCEED_RETURN(e);
|
||||
}
|
||||
|
||||
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath)
|
||||
{
|
||||
FILE *fp = NULL;
|
||||
PREPARE_ERROR(errctx);
|
||||
PREPARE_ERROR(e);
|
||||
|
||||
ATTEMPT {
|
||||
FAIL_ZERO_BREAK(errctx, fpath, AKERR_NULLPOINTER, "NULL file path");
|
||||
CATCH(errctx, aksl_fopen(fpath, "wb", &fp));
|
||||
CATCH(errctx, aksl_fwrite(&game, 1, sizeof(akgl_Game), fp));
|
||||
CATCH(errctx, akgl_game_save_actors(fp));
|
||||
} PROCESS(errctx) {
|
||||
FAIL_ZERO_BREAK(e, fpath, AKERR_NULLPOINTER, "NULL file path");
|
||||
CATCH(e, aksl_fopen(fpath, "wb", &fp));
|
||||
CATCH(e, aksl_fwrite(&game, 1, sizeof(akgl_Game), fp));
|
||||
CATCH(e, akgl_game_save_actors(fp));
|
||||
} PROCESS(e) {
|
||||
} CLEANUP {
|
||||
if ( fp != NULL )
|
||||
fclose(fp);
|
||||
} FINISH(errctx, true);
|
||||
SUCCEED_RETURN(errctx); // SUCCEED_NORETURN if in main().
|
||||
} FINISH(e, true);
|
||||
SUCCEED_RETURN(e); // SUCCEED_NORETURN if in main().
|
||||
}
|
||||
|
||||
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_objectnamemap(FILE *fp, SDL_PropertiesID map, int namelength, int ptrlength, SDL_PropertiesID registry)
|
||||
@@ -257,10 +285,10 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_objectnamemap(FILE *fp, SDL_Pr
|
||||
char objname[namelength];
|
||||
int retval = 0;
|
||||
|
||||
PREPARE_ERROR(errctx);
|
||||
PREPARE_ERROR(e);
|
||||
while ( 1 ) {
|
||||
CATCH(errctx, aksl_fread((void *)&objname, 1, namelength, fp));
|
||||
CATCH(errctx, aksl_fread((void *)&ptr, 1, ptrlength, fp));
|
||||
CATCH(e, aksl_fread((void *)&objname, 1, namelength, fp));
|
||||
CATCH(e, aksl_fread((void *)&ptr, 1, ptrlength, fp));
|
||||
// End of the map
|
||||
if ( ptr == 0x00 && objname[0] == 0x00 ) {
|
||||
break;
|
||||
@@ -273,43 +301,43 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_objectnamemap(FILE *fp, SDL_Pr
|
||||
|
||||
// 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(errctx, aksl_memset((void *)&ptrstring, 0x00, 32));
|
||||
CATCH(e, aksl_memset((void *)&ptrstring, 0x00, 32));
|
||||
snprintf((char *)&ptrstring, 32, "%p", ptr);
|
||||
SDL_SetPointerProperty(
|
||||
map,
|
||||
ptrstring,
|
||||
SDL_GetPointerProperty(registry, objname, NULL));
|
||||
};
|
||||
SUCCEED_RETURN(errctx);
|
||||
SUCCEED_RETURN(e);
|
||||
}
|
||||
|
||||
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_versioncmp(char *versiontype, char *newversion, char *curversion)
|
||||
{
|
||||
semver_t current_version = {};
|
||||
semver_t compare_version = {};
|
||||
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");
|
||||
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");
|
||||
|
||||
ATTEMPT {
|
||||
// Check save game library version
|
||||
FAIL_NONZERO_BREAK(
|
||||
errctx,
|
||||
e,
|
||||
semver_parse((const char *)curversion, ¤t_version),
|
||||
AKERR_VALUE,
|
||||
"Invalid semantic %s version in current game: %s",
|
||||
versiontype,
|
||||
(char *)curversion);
|
||||
FAIL_NONZERO_BREAK(
|
||||
errctx,
|
||||
e,
|
||||
semver_parse((const char *)newversion, &compare_version),
|
||||
AKERR_VALUE,
|
||||
"Invalid semantic %s version in save game: %s",
|
||||
versiontype,
|
||||
(char *)&newversion);
|
||||
FAIL_ZERO_BREAK(
|
||||
errctx,
|
||||
e,
|
||||
semver_satisfies(compare_version, current_version, "="),
|
||||
AKERR_API,
|
||||
"Incompatible save game %s version (%s != %s)",
|
||||
@@ -319,9 +347,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_versioncmp(char *versiontype,
|
||||
} CLEANUP {
|
||||
semver_free(¤t_version);
|
||||
semver_free(&compare_version);
|
||||
} PROCESS(errctx) {
|
||||
} FINISH(errctx, true);
|
||||
SUCCEED_RETURN(errctx);
|
||||
} PROCESS(e) {
|
||||
} FINISH(e, true);
|
||||
SUCCEED_RETURN(e);
|
||||
}
|
||||
|
||||
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath)
|
||||
@@ -333,21 +361,21 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath)
|
||||
SDL_PropertiesID charactermap;
|
||||
FILE *fp = NULL;
|
||||
|
||||
PREPARE_ERROR(errctx);
|
||||
FAIL_ZERO_RETURN(errctx, fpath, AKERR_NULLPOINTER, "NULL file path");
|
||||
PREPARE_ERROR(e);
|
||||
FAIL_ZERO_RETURN(e, fpath, AKERR_NULLPOINTER, "NULL file path");
|
||||
|
||||
ATTEMPT {
|
||||
CATCH(errctx, aksl_fopen(fpath, "rb", &fp));
|
||||
CATCH(errctx, aksl_fread((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 *)&game.version));
|
||||
CATCH(e, aksl_fopen(fpath, "rb", &fp));
|
||||
CATCH(e, aksl_fread((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 *)&game.version));
|
||||
FAIL_NONZERO_RETURN(
|
||||
errctx,
|
||||
e,
|
||||
strncmp((char *)&savegame.name, (char *)&game.name, 256),
|
||||
AKERR_API,
|
||||
"Savegame is not compatible with this game");
|
||||
FAIL_NONZERO_RETURN(
|
||||
errctx,
|
||||
e,
|
||||
strncmp((char *)&savegame.uri, (char *)&game.uri, 256),
|
||||
AKERR_API,
|
||||
"Savegame is not compatible with this game");
|
||||
@@ -355,23 +383,64 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath)
|
||||
memcpy((void *)&game, (void *)&savegame, sizeof(akgl_Game));
|
||||
// Load actor name map
|
||||
actormap = SDL_CreateProperties();
|
||||
CATCH(errctx, akgl_game_load_objectnamemap(fp, actormap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Actor *), AKGL_REGISTRY_ACTOR));
|
||||
CATCH(e, akgl_game_load_objectnamemap(fp, actormap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Actor *), AKGL_REGISTRY_ACTOR));
|
||||
// Load sprite name map
|
||||
spritemap = SDL_CreateProperties();
|
||||
CATCH(errctx, akgl_game_load_objectnamemap(fp, spritemap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Sprite *), AKGL_REGISTRY_SPRITE));
|
||||
CATCH(e, akgl_game_load_objectnamemap(fp, spritemap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Sprite *), AKGL_REGISTRY_SPRITE));
|
||||
// Load spritesheet name map
|
||||
spritesheetmap = SDL_CreateProperties();
|
||||
CATCH(errctx, akgl_game_load_objectnamemap(fp, spritesheetmap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_SpriteSheet *), AKGL_REGISTRY_SPRITESHEET));
|
||||
CATCH(e, akgl_game_load_objectnamemap(fp, spritesheetmap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_SpriteSheet *), AKGL_REGISTRY_SPRITESHEET));
|
||||
// Load character name map
|
||||
charactermap = SDL_CreateProperties();
|
||||
CATCH(errctx, akgl_game_load_objectnamemap(fp, charactermap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Character *), AKGL_REGISTRY_CHARACTER));
|
||||
CATCH(e, akgl_game_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(errctx) {
|
||||
} FINISH(errctx, true);
|
||||
} PROCESS(e) {
|
||||
} FINISH(e, true);
|
||||
|
||||
SUCCEED_RETURN(errctx);
|
||||
SUCCEED_RETURN(e);
|
||||
}
|
||||
|
||||
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags)
|
||||
{
|
||||
PREPARE_ERROR(e);
|
||||
akgl_Iterator defflags = {
|
||||
.flags = (AKGL_ITERATOR_OP_LAYERMASK | AKGL_ITERATOR_OP_LAYERMASK),
|
||||
.layerid = 0
|
||||
};
|
||||
SDL_Time curTime = SDL_GetTicksNS();
|
||||
akgl_Actor *actor = NULL;
|
||||
|
||||
if ( opflags == NULL ) {
|
||||
opflags = &defflags;
|
||||
}
|
||||
|
||||
PASS(e, akgl_game_state_lock());
|
||||
|
||||
akgl_game_updateFPS();
|
||||
|
||||
for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
|
||||
if ( opflags == &defflags ) {
|
||||
opflags->layerid = i;
|
||||
}
|
||||
for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR; j++ ) {
|
||||
actor = &HEAP_ACTOR[j];
|
||||
if ( actor->refcount == 0 ) {
|
||||
continue;
|
||||
}
|
||||
if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE) ) {
|
||||
PASS(e, akgl_tilemap_scale_actor(&gamemap, actor));
|
||||
} else {
|
||||
actor->scale = 1.0;
|
||||
}
|
||||
PASS(e, actor->updatefunc(actor));
|
||||
}
|
||||
}
|
||||
PASS(e, physics.simulate(&physics, NULL));
|
||||
PASS(e, renderer.draw_world(&renderer, NULL));
|
||||
PASS(e, akgl_game_state_unlock());
|
||||
SUCCEED_RETURN(e);
|
||||
}
|
||||
|
||||
13
src/heap.c
13
src/heap.c
@@ -20,9 +20,7 @@ akerr_ErrorContext *akgl_heap_init()
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PREPARE_ERROR(errctx);
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int i = 0;
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akerr_name_for_status(AKGL_ERR_SDL, "SDL Error");
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for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++) {
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memset(&HEAP_ACTOR[i], 0x00, sizeof(akgl_Actor));
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}
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PASS(errctx, akgl_heap_init_actor());
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for ( i = 0; i < AKGL_MAX_HEAP_SPRITE; i++) {
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memset(&HEAP_SPRITE[i], 0x00, sizeof(akgl_Sprite));
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}
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@@ -38,6 +36,15 @@ akerr_ErrorContext *akgl_heap_init()
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_heap_init_actor(void)
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{
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PREPARE_ERROR(e);
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for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++) {
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memset(&HEAP_ACTOR[i], 0x00, sizeof(akgl_Actor));
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}
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext *akgl_heap_next_actor(akgl_Actor **dest)
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{
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PREPARE_ERROR(errctx);
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@@ -39,6 +39,9 @@ akerr_ErrorContext *akgl_registry_init()
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akerr_ErrorContext *akgl_registry_init_actor()
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{
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PREPARE_ERROR(errctx);
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if ( AKGL_REGISTRY_ACTOR != NULL ) {
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SDL_DestroyProperties(AKGL_REGISTRY_ACTOR);
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}
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AKGL_REGISTRY_ACTOR = SDL_CreateProperties();
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FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_ACTOR, AKERR_NULLPOINTER, "Error initializing actor registry");
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SUCCEED_RETURN(errctx);
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@@ -43,6 +43,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self)
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self->frame_end = &akgl_render_2d_frame_end;
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self->draw_texture = &akgl_render_2d_draw_texture;
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self->draw_mesh = &akgl_render_2d_draw_mesh;
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self->draw_world = &akgl_render_2d_draw_world;
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SUCCEED_RETURN(e);
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}
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@@ -56,14 +57,17 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_shutdown(akgl_RenderBackend *s
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akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_frame_start(akgl_RenderBackend *self)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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SDL_SetRenderDrawColor(self->sdl_renderer, 0, 0, 0, 255);
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SDL_RenderClear(self->sdl_renderer);
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SUCCEED_RETURN(e);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_frame_end(akgl_RenderBackend *self)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, renderer.sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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SDL_RenderPresent(renderer.sdl_renderer);
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FAIL_ZERO_RETURN(e, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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SDL_RenderPresent(self->sdl_renderer);
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SUCCEED_RETURN(e);
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}
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@@ -98,3 +102,35 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_mesh(akgl_RenderBackend *
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FAIL_RETURN(e, AKERR_API, "Not implemented");
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_world(akgl_RenderBackend *self, akgl_Iterator *opflags)
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{
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PREPARE_ERROR(e);
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akgl_Iterator defflags;
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SDL_Time curTime = SDL_GetTicksNS();
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akgl_Actor *actor = NULL;
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int j = 0;
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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if ( opflags == NULL ) {
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opflags = &defflags;
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PASS(e, aksl_memset((void *)opflags, 0x00, sizeof(akgl_Iterator)));
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}
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for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS ; i++ ) {
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if ( i < gamemap.numlayers ) {
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PASS(e, akgl_tilemap_draw((akgl_Tilemap *)&gamemap, &camera, i));
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}
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for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR ; j++ ) {
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actor = &HEAP_ACTOR[j];
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if ( actor->refcount == 0 ) {
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continue;
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}
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if ( actor->layer != i ) {
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continue;
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}
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PASS(e, actor->renderfunc(actor));
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}
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}
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SUCCEED_RETURN(e);
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}
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@@ -24,6 +24,7 @@ akerr_ErrorContext *akgl_get_json_tilemap_property(json_t *obj, char *key, char
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json_t *properties = NULL;
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json_t *property = NULL;
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akgl_String *tmpstr = NULL;
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akgl_String *typestr = NULL;
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int i = 0;
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// This is not a generic JSON helper. It assumes we are receiving an object with a 'properties' key
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// inside of it. That key is an array of objects, and each object has a name, type, and value.
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@@ -38,9 +39,9 @@ akerr_ErrorContext *akgl_get_json_tilemap_property(json_t *obj, char *key, char
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CATCH(errctx, akgl_heap_release_string(tmpstr));
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continue;
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}
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CATCH(errctx, akgl_get_json_string_value(property, "type", &tmpstr));
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if ( strcmp(tmpstr->data, type) != 0 ) {
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FAIL_BREAK(errctx, AKERR_TYPE, "Object property is present but is incorrect type");
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CATCH(errctx, akgl_get_json_string_value(property, "type", &typestr));
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if ( strcmp(typestr->data, type) != 0 ) {
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FAIL_BREAK(errctx, AKERR_TYPE, "Property %s is present but is incorrect type(expected %s got %s)", key, type, (char *)typestr->data);
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}
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*dest = property;
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SUCCEED_RETURN(errctx);
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@@ -49,13 +50,15 @@ akerr_ErrorContext *akgl_get_json_tilemap_property(json_t *obj, char *key, char
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if ( tmpstr != NULL ) {
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IGNORE(akgl_heap_release_string(tmpstr));
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}
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if ( typestr != NULL ) {
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IGNORE(akgl_heap_release_string(typestr));
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}
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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FAIL_RETURN(errctx, AKERR_KEY, "Property not found in properties map");
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}
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akerr_ErrorContext *akgl_get_json_properties_string(json_t *obj, char *key, akgl_String **dest)
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{
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PREPARE_ERROR(errctx);
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@@ -101,6 +104,20 @@ akerr_ErrorContext *akgl_get_json_properties_number(json_t *obj, char *key, floa
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_get_json_properties_float(json_t *obj, char *key, float *dest)
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{
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PREPARE_ERROR(errctx);
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json_t *property = NULL;
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ATTEMPT {
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CATCH(errctx, akgl_get_json_tilemap_property(obj, key, "float", &property));
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CATCH(errctx, akgl_get_json_number_value(property, "value", dest));
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} CLEANUP {
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_tilemap_load_tilesets_each(json_t *tileset, akgl_Tilemap *dest, int tsidx, akgl_String *dirname)
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{
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PREPARE_ERROR(e);
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@@ -302,11 +319,11 @@ akerr_ErrorContext *akgl_tilemap_load_layer_objects(akgl_Tilemap *dest, json_t *
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if ( strcmp((char *)curobj->name, "p_foreground") == 0 ) {
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dest->p_foreground_y = curobj->y;
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CATCH(errctx, akgl_get_json_integer_value((json_t *)layerdatavalue, "height", &dest->p_foreground_h));
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CATCH(errctx, akgl_get_json_properties_number((json_t *)layerdatavalue, "scale", &dest->p_foreground_scale));
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CATCH(errctx, akgl_get_json_properties_float((json_t *)layerdatavalue, "scale", &dest->p_foreground_scale));
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} else if ( strcmp((char *)curobj->name, "p_vanishing") == 0 ) {
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dest->p_vanishing_y = curobj->y;
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CATCH(errctx, akgl_get_json_integer_value((json_t *)layerdatavalue, "height", &dest->p_vanishing_h));
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CATCH(errctx, akgl_get_json_properties_number((json_t *)layerdatavalue, "scale", &dest->p_vanishing_scale));
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CATCH(errctx, akgl_get_json_properties_float((json_t *)layerdatavalue, "scale", &dest->p_vanishing_scale));
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}
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||||
}
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||||
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||||
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Reference in New Issue
Block a user