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