More rendering subsystem breakout, added a physics subsystem, everything now fires from akgl_game_update() for the user

This commit is contained in:
2026-05-25 21:29:18 -04:00
parent 6314ad7f26
commit d87c5d2c20
13 changed files with 276 additions and 176 deletions

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@@ -1,7 +1,7 @@
#ifndef _SDL_GAMECONTROLLERDB_H_
#define _SDL_GAMECONTROLLERDB_H_
// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sun May 24 09:58:23 PM EDT 2026
// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Mon May 25 09:28:01 PM EDT 2026
#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228

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@@ -70,9 +70,11 @@ typedef struct akgl_Actor {
bool movement_controls_face;
void *actorData;
bool visible;
SDL_Time logictimer;
SDL_Time movetimer;
float32_t mass;
float32_t x;
float32_t y;
float32_t z;
float32_t scale;
struct akgl_Actor *children[AKGL_ACTOR_MAX_CHILDREN];
struct akgl_Actor *parent;

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@@ -13,5 +13,6 @@
_Pragma("GCC diagnostic pop")
#define AKGL_ERR_SDL AKERR_LAST_ERRNO_VALUE + 1
#define AKGL_ERR_LOGICINTERRUPT AKERR_LAST_ERRNO_VALUE + 2
#endif // _ERROR_H_

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@@ -2,10 +2,11 @@
#define _AKGL_GAME_H_
#include <stdint.h>
#include "types.h"
#include <SDL3_mixer/SDL_mixer.h>
#include "types.h"
#include "tilemap.h"
#include "renderer.h"
#include "physics.h"
#define AKGL_VERSION "0.1.0"
@@ -33,6 +34,7 @@ typedef struct {
char name[256];
char uri[256];
akgl_GameState state;
SDL_Mutex *statelock;
int16_t fps;
SDL_Time gameStartTime;
SDL_Time lastIterTime;
@@ -49,8 +51,10 @@ extern MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
extern SDL_FRect camera;
extern akgl_Game game;
extern akgl_RenderBackend renderer;
extern akgl_PhysicsBackend physics;
#define AKGL_BITMASK_HAS(x, y) (x & y) == y
#define AKGL_BITMASK_HASNOT(x, y) (x & y) != y
#define AKGL_BITMASK_ADD(x, y) x |= y
#define AKGL_BITMASK_DEL(x, y) x &= ~(y)
#define AKGL_BITMASK_CLEAR(x) x = 0;
@@ -61,5 +65,8 @@ void akgl_game_updateFPS();
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath);
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath);
void akgl_game_lowfps(void);
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_lock(void);
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_unlock(void);
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags);
#endif //_AKGL_GAME_H_

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@@ -30,6 +30,7 @@ extern akgl_Character HEAP_CHARACTER[AKGL_MAX_HEAP_CHARACTER];
extern akgl_String HEAP_STRING[AKGL_MAX_HEAP_STRING];
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init();
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init_actor();
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_actor(akgl_Actor **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_sprite(akgl_Sprite **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest);

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@@ -5,6 +5,8 @@
#include <akerror.h>
#include <akgl/iterator.h>
typedef struct akgl_RenderBackend {
SDL_Renderer *sdl_renderer;
akerr_ErrorContext AKERR_NOIGNORE *(*shutdown)(struct akgl_RenderBackend *self);
@@ -12,6 +14,7 @@ typedef struct akgl_RenderBackend {
akerr_ErrorContext AKERR_NOIGNORE *(*frame_end)(struct akgl_RenderBackend *self);
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);
akerr_ErrorContext AKERR_NOIGNORE *(*draw_mesh)(struct akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *(*draw_world)(struct akgl_RenderBackend *self, akgl_Iterator *opflags);
} akgl_RenderBackend;
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_shutdown(akgl_RenderBackend *self);
@@ -19,6 +22,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_frame_start(akgl_RenderBackend
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_frame_end(akgl_RenderBackend *self);
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);
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_mesh(akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_world(akgl_RenderBackend *self, akgl_Iterator *opflags);
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self);