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