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