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

View File

@@ -59,7 +59,7 @@ akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *even
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
ATTEMPT {
for ( i = 0 ; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
curmap = &GAME_ControlMaps[i];
@@ -83,6 +83,13 @@ akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *even
event->key.which == curmap->kbid &&
event->key.key == curcontrol->key)
);
if ( event->type == 768 && event->key.which == 11 && event->key.key == 13 ) {
SDL_Log("Event type=%d, keyboard=%d, key=%d", event->type, event->key.which, event->key.key);
SDL_Log("ControlMap[%d].Controls[%d] keyboard=%d, key=%d", i, j, curmap->kbid, curcontrol->key);
SDL_Log("event %d -> control on %d off %d", event->type, curcontrol->event_on, curcontrol->event_off);
SDL_Log("eventButtonComboMatch for controlmap %d id %d = %d",
i, j, eventButtonComboMatch);
}
if ( event->type == curcontrol->event_on && eventButtonComboMatch) {
CATCH(errctx, curcontrol->handler_on(curmap->target, event));
goto _akgl_controller_handle_event_success;