8 Commits

25 changed files with 4130 additions and 265 deletions

View File

@@ -69,10 +69,13 @@ add_library(akgl SHARED
src/heap.c src/heap.c
src/json_helpers.c src/json_helpers.c
src/registry.c src/registry.c
src/renderer.c
src/physics.c
src/sprite.c src/sprite.c
src/staticstring.c src/staticstring.c
src/tilemap.c src/tilemap.c
src/util.c src/util.c
src/stage.c
${GAMECONTROLLERDB_H} ${GAMECONTROLLERDB_H}
) )
@@ -142,6 +145,8 @@ install(FILES "include/akgl/controller.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/heap.h" DESTINATION "include/akgl/") install(FILES "include/akgl/heap.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/iterator.h" DESTINATION "include/akgl/") install(FILES "include/akgl/iterator.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/json_helpers.h" DESTINATION "include/akgl/") install(FILES "include/akgl/json_helpers.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/renderer.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/physics.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/registry.h" DESTINATION "include/akgl/") install(FILES "include/akgl/registry.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/sprite.h" DESTINATION "include/akgl/") install(FILES "include/akgl/sprite.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/staticstring.h" DESTINATION "include/akgl/") install(FILES "include/akgl/staticstring.h" DESTINATION "include/akgl/")

2863
Doxyfile Normal file

File diff suppressed because it is too large Load Diff

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@@ -1,9 +1,9 @@
#ifndef _SDL_GAMECONTROLLERDB_H_ #ifndef _SDL_GAMECONTROLLERDB_H_
#define _SDL_GAMECONTROLLERDB_H_ #define _SDL_GAMECONTROLLERDB_H_
// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Tue May 26 10:27:58 AM EDT 2026 // Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sat Jun 27 08:22:48 AM EDT 2026
#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228 #define AKGL_SDL_GAMECONTROLLER_DB_LEN 2243
const char *SDL_GAMECONTROLLER_DB[] = { const char *SDL_GAMECONTROLLER_DB[] = {
"03000000300f00000a01000000000000,3 In 1 Conversion Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows", "03000000300f00000a01000000000000,3 In 1 Conversion Box,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b8,x:b3,y:b0,platform:Windows",
@@ -687,7 +687,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"03000000a306000020f6000000000000,Saitek PS2700 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows", "03000000a306000020f6000000000000,Saitek PS2700 PlayStation Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a4,start:b9,x:b0,y:b3,platform:Windows",
"03000000300f00001101000000000000,Saitek Rumble,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows", "03000000300f00001101000000000000,Saitek Rumble,a:b2,b:b3,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a3,righty:a2,start:b9,x:b0,y:b1,platform:Windows",
"03000000e804000000a0000000000000,Samsung EIGP20,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows", "03000000e804000000a0000000000000,Samsung EIGP20,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows",
"03000000bd12000010d1000000000000,Sanwa 4Button,a:b0,b:b1,x:b2,y:b3,dpup:-a1,dpdown:+a1,dpleft:-a0,dpright:+a0,platform:Windows", "03000000bd12000010d1000000000000,Sanwa 4Button,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,x:b2,y:b3,platform:Windows",
"03000000c01100000252000000000000,Sanwa Easy Grip,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows", "03000000c01100000252000000000000,Sanwa Easy Grip,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows",
"03000000c01100004350000000000000,Sanwa Micro Grip P3,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,x:b3,y:b2,platform:Windows", "03000000c01100004350000000000000,Sanwa Micro Grip P3,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,x:b3,y:b2,platform:Windows",
"03000000411200004550000000000000,Sanwa Micro Grip Pro,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a1,righty:a2,start:b9,x:b1,y:b3,platform:Windows", "03000000411200004550000000000000,Sanwa Micro Grip Pro,a:b0,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b5,leftx:a0,lefty:a1,rightshoulder:b6,rightstick:b11,righttrigger:b7,rightx:a1,righty:a2,start:b9,x:b1,y:b3,platform:Windows",
@@ -701,14 +701,14 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"030000004f04000028b3000000000000,Score A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows", "030000004f04000028b3000000000000,Score A,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Windows",
"03000000952e00002577000000000000,Scuf PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows", "03000000952e00002577000000000000,Scuf PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows",
"03000000a30c00002500000000000000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Windows", "03000000a30c00002500000000000000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Windows",
"03000000a30c00002400000000000000,Sega Mega Drive Mini 6B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,rightshoulder:b4,righttrigger:b5,leftshoulder:b6,lefttrigger:b7,back:b8,start:b9,x:b3,y:b0,platform:Windows", "03000000a30c00002400000000000000,Sega Mega Drive Mini 6B Controller,a:b2,b:b1,back:b8,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,leftshoulder:b6,lefttrigger:b7,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Windows",
"03000000d804000086e6000000000000,Sega Multi Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:a2,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows", "03000000d804000086e6000000000000,Sega Multi Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:a2,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows",
"0300000000050000289b000000000000,Sega Saturn Adapter,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows", "0300000000050000289b000000000000,Sega Saturn Adapter,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b4,rightshoulder:b7,righttrigger:b5,start:b9,x:b0,y:b3,platform:Windows",
"0300000000f000000800000000000000,Sega Saturn Controller,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b7,righttrigger:b3,start:b0,x:b5,y:b6,platform:Windows", "0300000000f000000800000000000000,Sega Saturn Controller,a:b1,b:b2,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b7,righttrigger:b3,start:b0,x:b5,y:b6,platform:Windows",
"03000000730700000601000000000000,Sega Saturn Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows", "03000000730700000601000000000000,Sega Saturn Controller,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b7,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b2,start:b9,x:b3,y:b4,platform:Windows",
"03000000b40400000a01000000000000,Sega Saturn Controller,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows", "03000000b40400000a01000000000000,Sega Saturn Controller,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,start:b8,x:b3,y:b4,platform:Windows",
"030000003b07000004a1000000000000,SFX,a:b0,b:b2,back:b7,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b9,righttrigger:b5,start:b8,x:b1,y:b3,platform:Windows", "030000003b07000004a1000000000000,SFX,a:b0,b:b2,back:b7,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b9,righttrigger:b5,start:b8,x:b1,y:b3,platform:Windows",
"03000000632500002705000000000000,ShanWan Q36,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,righttrigger:b9,start:b11,x:b3,y:b4,platform:Windows", "03000000632500002705000000000000,ShanWan Gamepad,+lefty:+a2,-lefty:-a1,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,rightshoulder:b7,rightstick:b14,righttrigger:b9,start:b11,x:b3,y:b4,platform:Windows",
"03000000f82100001900000000000000,Shogun Bros Chameleon X1,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows", "03000000f82100001900000000000000,Shogun Bros Chameleon X1,a:b2,b:b1,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,rightx:a2,righty:a3,start:b8,x:b3,y:b0,platform:Windows",
"03000000120c00001c1e000000000000,SnakeByte 4S PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows", "03000000120c00001c1e000000000000,SnakeByte 4S PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows",
"03000000140300000918000000000000,SNES Controller,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows", "03000000140300000918000000000000,SNES Controller,a:b0,b:b1,back:b6,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b4,rightshoulder:b5,start:b7,x:b2,y:b3,platform:Windows",
@@ -737,6 +737,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"03000000120c0000160e000000000000,Steel Play Metaltech PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows", "03000000120c0000160e000000000000,Steel Play Metaltech PS4 Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Windows",
"03000000110100001914000000000000,SteelSeries,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows", "03000000110100001914000000000000,SteelSeries,a:b0,b:b1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftstick:b13,lefttrigger:b6,leftx:a0,lefty:a1,rightstick:b14,righttrigger:b7,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows",
"03000000381000001214000000000000,SteelSeries Free,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows", "03000000381000001214000000000000,SteelSeries Free,a:b0,b:b1,back:b12,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Windows",
"03000000381000004114000000000000,SteelSeries Nimbus Cloud,a:b0,b:b1,x:b3,y:b4,back:b10,guide:b15,start:b11,leftstick:b13,rightstick:b14,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,paddle1:b5,paddle2:b2,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:b8,righttrigger:b9,platform:Windows",
"03000000110100003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows", "03000000110100003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows",
"03000000381000003014000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows", "03000000381000003014000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows",
"03000000381000003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows", "03000000381000003114000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b10,leftshoulder:b4,leftstick:b8,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Windows",
@@ -780,6 +781,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"030000005f140000c501000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows", "030000005f140000c501000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows",
"03000000b80500000210000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows", "03000000b80500000210000000000000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Windows",
"030000005f1400002a01000000000000,Trust Predator GM1200,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,x:b3,y:b4,platform:Windows", "030000005f1400002a01000000000000,Trust Predator GM1200,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,lefttrigger:b7,rightshoulder:b5,righttrigger:b2,x:b3,y:b4,platform:Windows",
"03000000580400000a10000000000000,Trust Sight Fighter,a:b0,b:b1,back:b5,leftshoulder:b6,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b9,start:b2,x:b3,y:b4,platform:Windows",
"030000004f04000087b6000000000000,TWCS Throttle,dpdown:b8,dpleft:b9,dpright:b7,dpup:b6,leftstick:b5,lefttrigger:-a5,leftx:a0,lefty:a1,righttrigger:+a5,platform:Windows", "030000004f04000087b6000000000000,TWCS Throttle,dpdown:b8,dpleft:b9,dpright:b7,dpup:b6,leftstick:b5,lefttrigger:-a5,leftx:a0,lefty:a1,righttrigger:+a5,platform:Windows",
"03000000411200000450000000000000,Twin Shock,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a4,start:b11,x:b3,y:b0,platform:Windows", "03000000411200000450000000000000,Twin Shock,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b9,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b10,righttrigger:b5,rightx:a3,righty:a4,start:b11,x:b3,y:b0,platform:Windows",
"03000000d90400000200000000000000,TwinShock PS2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows", "03000000d90400000200000000000000,TwinShock PS2 Controller,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Windows",
@@ -941,6 +943,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"03000000503200000110000045010000,Atari VCS Classic,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X", "03000000503200000110000045010000,Atari VCS Classic,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X",
"03000000503200000110000047010000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X", "03000000503200000110000047010000,Atari VCS Classic Controller,a:b0,b:b1,back:b4,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b3,start:b2,platform:Mac OS X",
"03000000503200000210000047010000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Mac OS X", "03000000503200000210000047010000,Atari VCS Modern Controller,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b9,leftshoulder:b4,leftstick:b6,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a4,rightx:a2,righty:a3,start:b8,x:b2,y:b3,platform:Mac OS X",
"03000000e30500008106000000010000,Austgame GameCube Adapter,a:b0,b:b2,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,lefttrigger:+a4,leftx:a0,lefty:a1,misc3:b5,misc4:b6,rightshoulder:b4,righttrigger:-a4,rightx:a2,righty:a3,start:b7,x:b1,y:b3,platform:Mac OS X",
"030000008a3500000102000000010000,Backbone One,a:b0,b:b1,back:b16,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b17,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b15,x:b2,y:b3,platform:Mac OS X", "030000008a3500000102000000010000,Backbone One,a:b0,b:b1,back:b16,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b17,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b15,x:b2,y:b3,platform:Mac OS X",
"030000008a3500000201000000010000,Backbone One,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X", "030000008a3500000201000000010000,Backbone One,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Mac OS X",
"030000008a3500000202000000010000,Backbone One,a:b0,b:b1,back:b16,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b17,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b15,x:b2,y:b3,platform:Mac OS X", "030000008a3500000202000000010000,Backbone One,a:b0,b:b1,back:b16,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b17,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b15,x:b2,y:b3,platform:Mac OS X",
@@ -1118,6 +1121,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"03000000110100002014000000000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X", "03000000110100002014000000000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X",
"03000000110100002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X", "03000000110100002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X",
"03000000381000002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X", "03000000381000002014000001000000,SteelSeries Nimbus,a:b0,b:b1,dpdown:b9,dpleft:b11,dpright:b10,dpup:b8,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,righttrigger:b7,rightx:a2,righty:a3~,x:b2,y:b3,platform:Mac OS X",
"03000000381000004114000000010000,SteelSeries Nimbus Cloud,a:b0,b:b1,x:b3,y:b4,back:b10,guide:b15,start:b11,leftstick:b13,rightstick:b14,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,paddle1:b5,paddle2:b2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a5,righttrigger:a4,platform:Mac OS X",
"05000000484944204465766963650000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b15,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b14,x:b2,y:b3,platform:Mac OS X", "05000000484944204465766963650000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b15,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b14,x:b2,y:b3,platform:Mac OS X",
"050000004e696d6275732b0000000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b15,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b14,x:b2,y:b3,platform:Mac OS X", "050000004e696d6275732b0000000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b15,dpdown:b11,dpleft:b13,dpright:b12,dpup:b10,guide:b16,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1~,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3~,start:b14,x:b2,y:b3,platform:Mac OS X",
"03000000381000003014000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X", "03000000381000003014000000000000,SteelSeries Stratus Duo,a:b0,b:b1,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,guide:b10,leftshoulder:b4,leftstick:b6,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b7,righttrigger:a5,rightx:a3,righty:a4,start:b8,x:b2,y:b3,platform:Mac OS X",
@@ -1249,12 +1253,16 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"03000000c82d00001230000011010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000c82d00001230000011010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b2,paddle2:b5,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000c82d00001330000011010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000c82d00001330000011010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b26,paddle1:b23,paddle2:b19,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"05000000c82d00001230000000010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "05000000c82d00001230000000010000,8BitDo Ultimate,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000c82d00001260000011010000,8BitDo Ultimate 2,a:b0,b:b1,x:b3,y:b4,back:b10,guide:b12,start:b11,leftstick:b13,rightstick:b14,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,paddle1:b17,paddle2:b16,paddle3:b2,paddle4:b5,rightx:a2,righty:a3,lefttrigger:a5,righttrigger:a4,platform:Linux",
"03000000c82d00000b31000014010000,8BitDo Ultimate 2,a:b0,b:b1,x:b2,y:b3,back:b6,guide:b8,start:b7,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Linux",
"05000000c82d00001260000001000000,8BitDo Ultimate 2,a:b0,b:b1,x:b3,y:b4,back:b10,guide:b12,start:b11,leftstick:b13,rightstick:b14,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,paddle1:b17,paddle2:b16,paddle3:b2,paddle4:b5,rightx:a2,righty:a3,lefttrigger:a5,righttrigger:a4,platform:Linux",
"03000000c82d00000a31000014010000,8BitDo Ultimate 2C,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "03000000c82d00000a31000014010000,8BitDo Ultimate 2C,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"03000000c82d00001d30000011010000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000c82d00001d30000011010000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"05000000c82d00001b30000001000000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "05000000c82d00001b30000001000000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000c82d00001530000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000c82d00001530000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000c82d00001630000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000c82d00001630000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000c82d00001730000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000c82d00001730000011010000,8BitDo Ultimate C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"06000000c82d00000320000007010000,8BitDo Ultimate Wired Controller for Xbox,a:b0,b:b1,x:b2,y:b3,back:b6,guide:b8,start:b7,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Linux",
"03000000c82d00000121000011010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000c82d00000121000011010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"05000000c82d00000121000000010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "05000000c82d00000121000000010000,8BitDo Xbox One SN30 Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"05000000a00500003232000001000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux", "05000000a00500003232000001000000,8BitDo Zero,a:b0,b:b1,back:b10,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,leftshoulder:b6,rightshoulder:b7,start:b11,x:b3,y:b4,platform:Linux",
@@ -1276,6 +1284,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"03000000020500000913000010010000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000020500000913000010010000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000373500000710000010010000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000373500000710000010010000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"05000000373500004610000001000000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "05000000373500004610000001000000,Anbernic RG P01,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"19000000010000000100000000010000,Anbernic RG28XX Controller,a:b4,b:b3,back:b9,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b11,leftshoulder:b7,misc1:b1,rightshoulder:b8,leftstick:b12,rightstick:b13,start:b10,x:b5,y:b6,platform:Linux",
"03000000190e00000110000010010000,Aquaplus Piece,a:b1,b:b0,back:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b2,platform:Linux", "03000000190e00000110000010010000,Aquaplus Piece,a:b1,b:b0,back:b3,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,start:b2,platform:Linux",
"03000000790000003018000011010000,Arcade Fightstick F300,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux", "03000000790000003018000011010000,Arcade Fightstick F300,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux",
"03000000a30c00002700000011010000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux", "03000000a30c00002700000011010000,Astro City Mini,a:b2,b:b1,back:b8,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b4,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux",
@@ -1348,6 +1357,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"05000000ac0500002d0200001b010000,GameSir G4s,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b33,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "05000000ac0500002d0200001b010000,GameSir G4s,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b33,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000ac0500007a05000011010000,GameSir G5,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000ac0500007a05000011010000,GameSir G5,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b16,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000373500009710000001020000,GameSir Kaleid Flux,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000373500009710000001020000,GameSir Kaleid Flux,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000373500005810000001020000,GameSir K1,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,misc1:b15,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000ac0500001a06000011010000,GameSir T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000ac0500001a06000011010000,GameSir T3 2.02,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b15,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"03000000373500000410000044010000,GameSir T4 Kaleid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "03000000373500000410000044010000,GameSir T4 Kaleid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"03000000bc2000005656000011010000,GameSir T4w,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux", "03000000bc2000005656000011010000,GameSir T4w,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux",
@@ -1446,6 +1456,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"03000000242f00008a00000011010000,JYS Adapter,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux", "03000000242f00008a00000011010000,JYS Adapter,a:b1,b:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a2,righty:a3,start:b11,x:b0,y:b3,platform:Linux",
"03000000314100001935000000010000,LeadJoy Xeno Plus,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:+a5,rightx:a4,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "03000000314100001935000000010000,LeadJoy Xeno Plus,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:+a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:+a5,rightx:a4,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"030000006f0e00000103000000020000,Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "030000006f0e00000103000000020000,Logic3 Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"030000006f0e000001f5000010010000,Logic3 Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"030000006d040000d1ca000000000000,Logitech Chillstream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux", "030000006d040000d1ca000000000000,Logitech Chillstream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux",
"030000006d040000d1ca000011010000,Logitech Chillstream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux", "030000006d040000d1ca000011010000,Logitech Chillstream,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux",
"030000006d04000016c2000010010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux", "030000006d04000016c2000010010000,Logitech Dual Action,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux",
@@ -1536,10 +1547,10 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"03000000853200000706000012010000,Nacon GC100,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "03000000853200000706000012010000,Nacon GC100,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"030000006b140000010c000010010000,Nacon GC400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux", "030000006b140000010c000010010000,Nacon GC400ES,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b2,y:b3,platform:Linux",
"05000000853200000503000000010000,Nacon MGX Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "05000000853200000503000000010000,Nacon MGX Pro,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"0300000085320000170d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux",
"0300000085320000190d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux",
"0300000085320000180d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux",
"0300000085320000160d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux", "0300000085320000160d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux",
"0300000085320000170d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux",
"0300000085320000180d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,x:b0,y:b3,platform:Linux",
"0300000085320000190d000011010000,Nacon Revolution 5 Pro,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:a3,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:a4,rightx:a2,righty:a5,start:b9,touchpad:b13,x:b0,y:b3,platform:Linux",
"030000000d0f00000900000010010000,Natec Genesis P44,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux", "030000000d0f00000900000010010000,Natec Genesis P44,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux",
"030000004f1f00000800000011010000,NeoGeo PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux", "030000004f1f00000800000011010000,NeoGeo PS3,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,righttrigger:b7,start:b9,x:b0,y:b3,platform:Linux",
"0300000092120000474e000000010000,NeoGeo X Arcade Stick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b3,y:b2,platform:Linux", "0300000092120000474e000000010000,NeoGeo X Arcade Stick,a:b0,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,start:b9,x:b3,y:b2,platform:Linux",
@@ -1618,6 +1629,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"03000000d62000000520000050010000,PowerA Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "03000000d62000000520000050010000,PowerA Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"03000000d62000000b20000001010000,PowerA Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "03000000d62000000b20000001010000,PowerA Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"03000000d62000000f20000001010000,PowerA Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "03000000d62000000f20000001010000,PowerA Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b7,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"03000000d62000006520000002010000,PowerA Xbox Series Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"030000006d040000d2ca000011010000,Precision Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux", "030000006d040000d2ca000011010000,Precision Controller,a:b1,b:b2,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b0,y:b3,platform:Linux",
"03000000250900000017000010010000,PS SS N64 Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b5,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2~,righty:a3,start:b8,platform:Linux", "03000000250900000017000010010000,PS SS N64 Adapter,a:b1,b:b2,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,leftshoulder:b5,lefttrigger:b9,leftx:a0,lefty:a1,rightshoulder:b7,rightx:a2~,righty:a3,start:b8,platform:Linux",
"03000000ff1100004133000010010000,PS2 Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux", "03000000ff1100004133000010010000,PS2 Controller,a:b2,b:b1,back:b8,leftshoulder:b6,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,righttrigger:b5,start:b9,x:b3,y:b0,platform:Linux",
@@ -1751,7 +1763,8 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"030000005e0400008e02000073050000,Speedlink Torid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "030000005e0400008e02000073050000,Speedlink Torid,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"030000005e0400008e02000020200000,SpeedLink Xeox Pro Analog,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "030000005e0400008e02000020200000,SpeedLink Xeox Pro Analog,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"03000000de280000ff11000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "03000000de280000ff11000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"05000000381000001214000001000000,SteelSeries Free,a:b0,b:b1,x:b3,y:b4,back:b10,guide:b12,start:b11,leftstick:b13,rightstick:b14,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a2,righttrigger:a3,platform:Linux", "05000000381000001214000001000000,SteelSeries Free,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a3,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
"05000000381000004114000000010000,SteelSeries Nimbus Cloud,a:b0,b:b1,x:b3,y:b4,back:b10,guide:b15,start:b11,leftstick:b13,rightstick:b14,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,paddle1:b5,paddle2:b2,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a5,righttrigger:a4,platform:Linux",
"050000004e696d6275732b0000000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b10,guide:b11,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b12,x:b2,y:b3,platform:Linux", "050000004e696d6275732b0000000000,SteelSeries Nimbus Plus,a:b0,b:b1,back:b10,guide:b11,leftshoulder:b4,leftstick:b8,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b9,righttrigger:b7,rightx:a2,righty:a3,start:b12,x:b2,y:b3,platform:Linux",
"03000000381000003014000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "03000000381000003014000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"03000000381000003114000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "03000000381000003114000075010000,SteelSeries Stratus Duo,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
@@ -1797,9 +1810,10 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"03000000e00d00000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux", "03000000e00d00000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux",
"03000000f00600000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux", "03000000f00600000300000003000000,TRBot Virtual Joypad,a:b11,b:b12,back:b15,dpdown:b6,dpleft:b3,dpright:b4,dpup:b5,leftshoulder:b17,leftstick:b21,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b18,rightstick:b22,righttrigger:a2,rightx:a3,righty:a4,start:b16,x:b13,y:b14,platform:Linux",
"030000005f140000c501000010010000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux", "030000005f140000c501000010010000,Trust Gamepad,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b0,platform:Linux",
"03000000f51000001370000000000000,Turtle Beach ReactR,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"03000000f51000001370000000010000,Turtle Beach ReactR,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"06000000f51000000870000003010000,Turtle Beach Recon,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux", "06000000f51000000870000003010000,Turtle Beach Recon,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux",
"03000000f51000001370000000010000,Turtle Beach ReactR,a:b0,b:b1,x:b2,y:b3,back:b6,guide:b8,start:b7,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Linux", "05000000f51000008f01000001000000,Turtle Beach Rematch Nintendo Switch Controller,a:b0,b:b1,x:b2,y:b3,back:b8,guide:b12,start:b9,leftstick:b10,rightstick:b11,leftshoulder:b4,rightshoulder:b5,lefttrigger:b6,righttrigger:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a2,righty:a3,platform:Linux",
"03000000f51000001370000000000000,Turtle Beach ReactR,a:b0,b:b1,x:b2,y:b3,back:b6,guide:b8,start:b7,leftstick:b9,rightstick:b10,leftshoulder:b4,rightshoulder:b5,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,rightx:a3,righty:a4,lefttrigger:a2,righttrigger:a5,platform:Linux",
"03000000100800000100000010010000,Twin PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux", "03000000100800000100000010010000,Twin PlayStation Adapter,a:b2,b:b1,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b10,lefttrigger:b4,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b11,righttrigger:b5,rightx:a3,righty:a2,start:b9,x:b3,y:b0,platform:Linux",
"03000000c0160000e105000010010000,Ultimate Atari Fight Stick,a:b1,b:b2,back:b9,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b4,righttrigger:b5,start:b8,x:b0,y:b3,platform:Linux", "03000000c0160000e105000010010000,Ultimate Atari Fight Stick,a:b1,b:b2,back:b9,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,rightshoulder:b4,righttrigger:b5,start:b8,x:b0,y:b3,platform:Linux",
"03000000151900005678000010010000,Uniplay U6,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux", "03000000151900005678000010010000,Uniplay U6,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux",
@@ -2013,6 +2027,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
"5553422c322d6178697320382d627574,iBuffalo Super Famicom Controller,a:b1,b:b0,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b17,rightshoulder:b18,start:b10,x:b3,y:b2,platform:Android", "5553422c322d6178697320382d627574,iBuffalo Super Famicom Controller,a:b1,b:b0,back:b9,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b17,rightshoulder:b18,start:b10,x:b3,y:b2,platform:Android",
"64306137363261396266353433303531,InterAct GoPad,a:b24,b:b25,leftshoulder:b23,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,x:b21,y:b22,platform:Android", "64306137363261396266353433303531,InterAct GoPad,a:b24,b:b25,leftshoulder:b23,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,x:b21,y:b22,platform:Android",
"532e542e442e20496e74657261637420,InterAct HammerHead FX,a:b23,b:b24,back:b30,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b26,leftstick:b22,lefttrigger:b28,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b25,righttrigger:b29,rightx:a2,righty:a3,start:b31,x:b20,y:b21,platform:Android", "532e542e442e20496e74657261637420,InterAct HammerHead FX,a:b23,b:b24,back:b30,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b26,leftstick:b22,lefttrigger:b28,leftx:a0,lefty:a1,rightshoulder:b27,rightstick:b25,righttrigger:b29,rightx:a2,righty:a3,start:b31,x:b20,y:b21,platform:Android",
"05000000300f00001201000000780f00,Jess Tech Dual Analog Pad,a:b22,b:b23,back:b28,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b24,leftstick:b30,lefttrigger:b25,leftx:a0,lefty:a1,rightshoulder:b26,rightstick:b31,righttrigger:b27,rightx:a3,righty:a2,start:b29,x:b20,y:b21,platform:Android",
"65346535636333663931613264643164,Joy-Con,a:b21,b:b22,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b23,y:b24,platform:Android", "65346535636333663931613264643164,Joy-Con,a:b21,b:b22,back:b29,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b25,lefttrigger:b27,leftx:a0,lefty:a1,rightshoulder:b26,righttrigger:b28,rightx:a2,righty:a3,start:b30,x:b23,y:b24,platform:Android",
"33346566643039343630376565326335,Joy-Con (L),a:b0,b:b1,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android", "33346566643039343630376565326335,Joy-Con (L),a:b0,b:b1,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android",
"35313531613435623366313835326238,Joy-Con (L),a:b0,b:b1,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android", "35313531613435623366313835326238,Joy-Con (L),a:b0,b:b1,back:b7,dpdown:b12,dpleft:b13,dpright:b14,dpup:b11,leftshoulder:b3,leftstick:b15,rightshoulder:b20,start:b17,x:b19,y:b2,platform:Android",

View File

@@ -2,8 +2,11 @@
#define _AKGL_ACTOR_H_ #define _AKGL_ACTOR_H_
#include <stdint.h> #include <stdint.h>
#include "types.h"
#include "character.h" #include <akstdlib.h>
#include <akgl/types.h>
#include <akgl/character.h>
// ---- LOW WORD STATUSES ---- // ---- LOW WORD STATUSES ----
@@ -59,6 +62,7 @@ extern char *AKGL_ACTOR_STATE_STRING_NAMES[AKGL_ACTOR_MAX_STATES+1];
#define AKGL_MAX_HEAP_ACTOR 64 #define AKGL_MAX_HEAP_ACTOR 64
typedef struct akgl_Actor { typedef struct akgl_Actor {
uint8_t type;
uint8_t refcount; uint8_t refcount;
char name[AKGL_ACTOR_MAX_NAME_LENGTH]; char name[AKGL_ACTOR_MAX_NAME_LENGTH];
akgl_Character *basechar; akgl_Character *basechar;
@@ -70,21 +74,57 @@ typedef struct akgl_Actor {
bool movement_controls_face; bool movement_controls_face;
void *actorData; void *actorData;
bool visible; bool visible;
bool simulating;
SDL_Time movetimer; SDL_Time movetimer;
// Bounding box accounting for the actor's current real position plus physics delta
SDL_FRect bbox;
// Velocity. Combined effect of all forces acting on the actor resulting
// in energy along an axis.
float32_t vx; float32_t vx;
float32_t vy; float32_t vy;
float32_t vz; float32_t vz;
// Environmental velocity. These are the forces acting on the actor by the
// environment (such as gravity and atmospheric drag)
float32_t ex;
float32_t ey;
float32_t ez;
// Thrust. Energy originating only from the actor's own acceleration on a
// given axis, before the effects of gravity and drag.
float32_t tx;
float32_t ty;
float32_t tz;
// Acceleration. These are borrowed from the base character object.
// A given axis resets to 0 when the actor stops moving in a given axis.
float32_t ax;
float32_t ay;
float32_t az;
// Max speed. These are borrowed from the base character object.
float32_t sx;
float32_t sy;
float32_t sz;
// Position.
float32_t x; float32_t x;
float32_t y; float32_t y;
float32_t z; float32_t z;
float32_t scale; float32_t scale;
// Reference to the BSP Node currently containing this actor
aksl_TreeNode *bsphome;
// Reference to the BSP linked list node currently holding this actor
aksl_ListNode *bsplistnode;
struct akgl_Actor *children[AKGL_ACTOR_MAX_CHILDREN]; struct akgl_Actor *children[AKGL_ACTOR_MAX_CHILDREN];
struct akgl_Actor *parent; struct akgl_Actor *parent;
// method that controls logic update functions
akerr_ErrorContext AKERR_NOIGNORE *(*updatefunc)(struct akgl_Actor *obj); akerr_ErrorContext AKERR_NOIGNORE *(*updatefunc)(struct akgl_Actor *obj);
// method that renders the actor to the currently active renderer
akerr_ErrorContext AKERR_NOIGNORE *(*renderfunc)(struct akgl_Actor *obj); akerr_ErrorContext AKERR_NOIGNORE *(*renderfunc)(struct akgl_Actor *obj);
// method that changes the actor's face flags based on other state
akerr_ErrorContext AKERR_NOIGNORE *(*facefunc)(struct akgl_Actor *obj); akerr_ErrorContext AKERR_NOIGNORE *(*facefunc)(struct akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *(*movementlogicfunc)(struct akgl_Actor *obj, SDL_Time curtimems); // method that performs movement logic on the actor based on state flags
akerr_ErrorContext AKERR_NOIGNORE *(*movementlogicfunc)(struct akgl_Actor *obj, float32_t dt);
// method that calculates the correct sprite frame for the actor's current state
akerr_ErrorContext AKERR_NOIGNORE *(*changeframefunc)(struct akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems); akerr_ErrorContext AKERR_NOIGNORE *(*changeframefunc)(struct akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems);
// method to add a child to this actor
akerr_ErrorContext AKERR_NOIGNORE *(*addchild)(struct akgl_Actor *obj, struct akgl_Actor *child); akerr_ErrorContext AKERR_NOIGNORE *(*addchild)(struct akgl_Actor *obj, struct akgl_Actor *child);
} akgl_Actor; } akgl_Actor;
@@ -92,7 +132,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_initialize(akgl_Actor *obj, char *
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_set_character(akgl_Actor *obj, char *basecharname); akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_set_character(akgl_Actor *obj, char *basecharname);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_render(akgl_Actor *obj); akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_render(akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_update(akgl_Actor *obj); akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_update(akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_logic_movement(akgl_Actor *obj, SDL_Time curtimems); akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_logic_movement(akgl_Actor *obj, float32_t dt);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems); akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_automatic_face(akgl_Actor *obj); akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_automatic_face(akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child); akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child);

View File

@@ -12,7 +12,9 @@
#define RESTORE_GCC_WARNINGS \ #define RESTORE_GCC_WARNINGS \
_Pragma("GCC diagnostic pop") _Pragma("GCC diagnostic pop")
#define AKGL_ERR_SDL AKERR_LAST_ERRNO_VALUE + 1 #define AKGL_ERR_SDL AKERR_LAST_ERRNO_VALUE + 1 /** Error in the SDL library. See SDL_GetError() for more detail. */
#define AKGL_ERR_LOGICINTERRUPT AKERR_LAST_ERRNO_VALUE + 2 #define AKGL_ERR_LOGICINTERRUPT AKERR_LAST_ERRNO_VALUE + 2 /** Raised by an actor to tell the physics simulator not to process this node */
#define AKGL_ERR_REGISTRY AKERR_LAST_ERRNO_VALUE + 3 /** The AKGL Registry was not able to fulfill the operation */
#define AKGL_ERR_OOHEAP AKERR_LAST_ERRNO_VALUE + 4 /** The AKGL Heap in this context has been exhausted */
#endif // _ERROR_H_ #endif // _ERROR_H_

View File

@@ -3,10 +3,11 @@
#include <stdint.h> #include <stdint.h>
#include <SDL3_mixer/SDL_mixer.h> #include <SDL3_mixer/SDL_mixer.h>
#include "types.h" #include <akgl/types.h>
#include "tilemap.h" #include <akgl/tilemap.h>
#include "renderer.h" #include <akgl/renderer.h>
#include "physics.h" #include <akgl/physics.h>
#include <akgl/stage.h>
#define AKGL_VERSION "0.1.0" #define AKGL_VERSION "0.1.0"
@@ -44,14 +45,21 @@ typedef struct {
} akgl_Game; } akgl_Game;
extern SDL_Window *window; extern SDL_Window *window;
extern akgl_Tilemap gamemap;
extern MIX_Audio *bgm; extern MIX_Audio *bgm;
extern MIX_Mixer *akgl_mixer; extern MIX_Mixer *akgl_mixer;
extern MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS]; extern MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
extern SDL_FRect camera; extern SDL_FRect _akgl_camera;
extern akgl_Game game; extern akgl_Game game;
extern akgl_RenderBackend renderer; extern akgl_Stage _stage;
extern akgl_PhysicsBackend physics; extern akgl_RenderBackend _akgl_renderer;
extern akgl_PhysicsBackend _akgl_physics;
extern akgl_Tilemap _akgl_gamemap;
extern akgl_Stage *stage;
extern akgl_Tilemap *gamemap;
extern akgl_RenderBackend *renderer;
extern akgl_PhysicsBackend *physics;
extern SDL_FRect *camera;
#define AKGL_BITMASK_HAS(x, y) (x & y) == y #define AKGL_BITMASK_HAS(x, y) (x & y) == y
#define AKGL_BITMASK_HASNOT(x, y) (x & y) != y #define AKGL_BITMASK_HASNOT(x, y) (x & y) != y

View File

@@ -1,11 +1,13 @@
#ifndef _AKGL_HEAP_H_ #ifndef _AKGL_HEAP_H_
#define _AKGL_HEAP_H_ #define _AKGL_HEAP_H_
#include "sprite.h" #include <akgl/sprite.h>
#include "actor.h" #include <akgl/actor.h>
#include "character.h" #include <akgl/character.h>
#include "staticstring.h" #include <akgl/staticstring.h>
#include <akgl/stage.h>
#include <akerror.h> #include <akerror.h>
#include <akstdlib.h>
#ifndef AKGL_MAX_HEAP_ACTOR #ifndef AKGL_MAX_HEAP_ACTOR
#define AKGL_MAX_HEAP_ACTOR 64 #define AKGL_MAX_HEAP_ACTOR 64
@@ -22,25 +24,43 @@
#ifndef AKGL_MAX_HEAP_STRING #ifndef AKGL_MAX_HEAP_STRING
#define AKGL_MAX_HEAP_STRING 256 #define AKGL_MAX_HEAP_STRING 256
#endif #endif
#ifndef AKGL_MAX_HEAP_LIST
#define AKGL_MAX_HEAP_LIST (AKGL_MAX_HEAP_ACTOR * 2) + 256
#endif
#ifndef AKGL_MAX_HEAP_TREE
#define AKGL_MAX_HEAP_TREE 32
#endif
extern akgl_Actor HEAP_ACTOR[AKGL_MAX_HEAP_ACTOR]; extern akgl_Actor HEAP_ACTOR[AKGL_MAX_HEAP_ACTOR];
extern akgl_Sprite HEAP_SPRITE[AKGL_MAX_HEAP_SPRITE]; extern akgl_Sprite HEAP_SPRITE[AKGL_MAX_HEAP_SPRITE];
extern akgl_SpriteSheet HEAP_SPRITESHEET[AKGL_MAX_HEAP_SPRITESHEET]; extern akgl_SpriteSheet HEAP_SPRITESHEET[AKGL_MAX_HEAP_SPRITESHEET];
extern akgl_Character HEAP_CHARACTER[AKGL_MAX_HEAP_CHARACTER]; extern akgl_Character HEAP_CHARACTER[AKGL_MAX_HEAP_CHARACTER];
extern akgl_String HEAP_STRING[AKGL_MAX_HEAP_STRING]; extern akgl_String HEAP_STRING[AKGL_MAX_HEAP_STRING];
extern aksl_ListNode HEAP_LIST[AKGL_MAX_HEAP_LIST];
extern aksl_TreeNode HEAP_TREE[AKGL_MAX_HEAP_TREE];
extern akgl_BSPLeaf HEAP_TREE_LEAVES[AKGL_MAX_HEAP_TREE];
extern void *AKGL_LIST_SENTINEL;
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init(); akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init();
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init_list();
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init_tree();
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init_actor(); 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_actor(akgl_Actor **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_sprite(akgl_Sprite **dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_sprite(akgl_Sprite **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_character(akgl_Character **dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_character(akgl_Character **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_string(akgl_String **dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_string(akgl_String **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_list(aksl_ListNode **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_tree(aksl_TreeNode **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_actor(akgl_Actor *ptr); akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_actor(akgl_Actor *ptr);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_sprite(akgl_Sprite *ptr); akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_sprite(akgl_Sprite *ptr);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_spritesheet(akgl_SpriteSheet *ptr); akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_spritesheet(akgl_SpriteSheet *ptr);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_character(akgl_Character *ptr); akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_character(akgl_Character *ptr);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_string(akgl_String *ptr); akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_string(akgl_String *ptr);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_list(aksl_ListNode *ptr);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_iter_list_release(aksl_ListNode *ptr, void *data);
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_iter_tree_release(aksl_TreeNode *ptr, void *data);
#endif //_AKGL_HEAP_H_ #endif //_AKGL_HEAP_H_

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@@ -8,10 +8,13 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_object_value(json_t *obj, char
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_boolean_value(json_t *obj, char *key, bool *dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_boolean_value(json_t *obj, char *key, bool *dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_integer_value(json_t *obj, char *key, int *dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_integer_value(json_t *obj, char *key, int *dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_number_value(json_t *obj, char *key, float *dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_number_value(json_t *obj, char *key, float *dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_double_value(json_t *obj, char *key, double *dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_string_value(json_t *obj, char *key, akgl_String **dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_string_value(json_t *obj, char *key, akgl_String **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_array_value(json_t *obj, char *key, json_t **dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_array_value(json_t *obj, char *key, json_t **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_array_index_object(json_t *array, int index, json_t **dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_array_index_object(json_t *array, int index, json_t **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_array_index_integer(json_t *array, int index, int *dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_array_index_integer(json_t *array, int index, int *dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_array_index_string(json_t *array, int index, akgl_String **dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_array_index_string(json_t *array, int index, akgl_String **dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_with_default(akerr_ErrorContext *e, void *defval, void *dest, uint32_t defsize);
#endif // _JSON_HELPERS_H_ #endif // _JSON_HELPERS_H_

View File

@@ -5,12 +5,13 @@
#include <akerror.h> #include <akerror.h>
#include <akgl/actor.h> #include <akgl/actor.h>
#include <akgl/iterator.h> #include <akgl/iterator.h>
#include <akgl/staticstring.h>
typedef struct akgl_PhysicsBackend { typedef struct akgl_PhysicsBackend {
akerr_ErrorContext AKERR_NOIGNORE *(*simulate)(struct akgl_PhysicsBackend *self, akgl_Iterator *opflags); akerr_ErrorContext AKERR_NOIGNORE *(*simulate)(struct akgl_PhysicsBackend *self, akgl_Iterator *opflags);
akerr_ErrorContext AKERR_NOIGNORE *(*gravity)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime); akerr_ErrorContext AKERR_NOIGNORE *(*gravity)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
akerr_ErrorContext AKERR_NOIGNORE *(*collide)(struct akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2); akerr_ErrorContext AKERR_NOIGNORE *(*collide)(struct akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
akerr_ErrorContext AKERR_NOIGNORE *(*move)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime); akerr_ErrorContext AKERR_NOIGNORE *(*move)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
double drag_x; double drag_x;
double drag_y; double drag_y;
@@ -19,21 +20,21 @@ typedef struct akgl_PhysicsBackend {
double gravity_y; double gravity_y;
double gravity_z; double gravity_z;
SDL_Time gravity_time; SDL_Time gravity_time;
SDL_Time timer_gravity; SDL_Time timer_gravity;
} akgl_PhysicsBackend; } akgl_PhysicsBackend;
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime); akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2); akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime); akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *self); akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime); akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2); akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime); akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_sidescroller(akgl_PhysicsBackend *self); akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_arcade(akgl_PhysicsBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_factory(akgl_PhysicsBackend *self, akgl_String *type);
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterator *opflags); akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterator *opflags);

45
include/akgl/stage.h Normal file
View File

@@ -0,0 +1,45 @@
#ifndef _STAGE_H_
#define _STAGE_H_
#include <SDL3/SDL.h>
#include <akstdlib.h>
#include <akgl/actor.h>
#define AKGL_STAGE_PARTITION_HORIZONTAL 0
#define AKGL_STAGE_PARTITION_VERTICAL 1
#define AKGL_STAGE_PARTITION_MAXDEPTH 4
typedef struct akgl_BSPContext {
aksl_TreeNode *left;
aksl_TreeNode *right;
aksl_TreeNode *parent;
} akgl_BSPContext;
typedef struct akgl_BSPLeaf {
SDL_FRect extent;
aksl_ListNode *actors;
} akgl_BSPLeaf;
// Stages are collections of lights and cameras in a 2D or 3D space wherein actors
// and backgrounds are placed and directed for action.
typedef struct akgl_Stage {
aksl_TreeNode bsp;
akgl_BSPLeaf _rootleaf;
akerr_ErrorContext AKERR_NOIGNORE *(*partition)(struct akgl_Stage *self);
akerr_ErrorContext AKERR_NOIGNORE *(*partition_actor)(struct akgl_Stage *self, akgl_Actor *actor);
} akgl_Stage;
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d(akgl_Stage *self);
// A function to divide the stage into a binary space partition tree with lists of actors in each partition
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_partition(akgl_Stage *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_partition_switchdirection(uint8_t direction, uint8_t *dest);
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bsp_actoriter(aksl_ListNode *node, void *data);
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bsp(aksl_TreeNode *root, aksl_ListNode *actors, SDL_FRect extents, uint8_t direction, uint8_t depth, uint8_t maxdepth);
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bspfree(akgl_Stage *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_partition(akgl_Stage *self);
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bsp_move(akgl_Stage *self, akgl_Actor *actor);
#endif // _STAGE_H_

View File

@@ -10,9 +10,9 @@
typedef struct typedef struct
{ {
int refcount; int refcount;
int length;
char data[AKGL_MAX_STRING_LENGTH]; char data[AKGL_MAX_STRING_LENGTH];
} akgl_String; } akgl_String;
akerr_ErrorContext AKERR_NOIGNORE *akgl_string_initialize(akgl_String *obj, char *init); akerr_ErrorContext AKERR_NOIGNORE *akgl_string_initialize(akgl_String *obj, char *init);akerr_ErrorContext AKERR_NOIGNORE *akgl_string_copy(akgl_String *src, akgl_String *dst, int count);
akerr_ErrorContext AKERR_NOIGNORE *akgl_string_copy(akgl_String *src, akgl_String *dst, int count);
#endif //_STRING_H_ #endif //_STRING_H_

View File

@@ -2,8 +2,9 @@
#define _TILEMAP_H_ #define _TILEMAP_H_
#include <limits.h> #include <limits.h>
#include "actor.h" #include <akgl/actor.h>
#include "staticstring.h" #include <akgl/staticstring.h>
#include <akgl/physics.h>
#include <jansson.h> #include <jansson.h>
#define AKGL_TILEMAP_MAX_WIDTH 512 #define AKGL_TILEMAP_MAX_WIDTH 512
@@ -98,6 +99,10 @@ typedef struct {
float p_rate; float p_rate;
akgl_Tileset tilesets[AKGL_TILEMAP_MAX_TILESETS]; akgl_Tileset tilesets[AKGL_TILEMAP_MAX_TILESETS];
akgl_TilemapLayer layers[AKGL_TILEMAP_MAX_LAYERS]; akgl_TilemapLayer layers[AKGL_TILEMAP_MAX_LAYERS];
// Different levels may have different physics.
bool use_own_physics;
akgl_PhysicsBackend physics;
} akgl_Tilemap; } akgl_Tilemap;
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load(char *fname, akgl_Tilemap *dest); akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load(char *fname, akgl_Tilemap *dest);

View File

@@ -1,7 +1,9 @@
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h> #include <SDL3_image/SDL_image.h>
#include <string.h> #include <string.h>
#include <akerror.h> #include <akerror.h>
#include <akstdlib.h>
#include <akgl/physics.h> #include <akgl/physics.h>
#include <akgl/game.h> #include <akgl/game.h>
@@ -51,6 +53,10 @@ akerr_ErrorContext *akgl_actor_set_character(akgl_Actor *obj, char *basecharname
obj->basechar = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, basecharname, NULL); obj->basechar = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, basecharname, NULL);
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Character not found in the registry"); FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Character not found in the registry");
obj->ax = 0;
obj->ay = 0;
obj->sx = obj->basechar->sx;
obj->sy = obj->basechar->sy;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
@@ -113,20 +119,25 @@ akerr_ErrorContext *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *c
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
// raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics object to process us // raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics simulator to process us
akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *obj, SDL_Time curtime) akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *actor, float32_t dt)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj"); FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj->basechar"); FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor->basechar");
if ( obj->vx > obj->basechar->sx ) { actor->sx = actor->basechar->sx;
obj->vx = obj->basechar->sx; actor->sy = actor->basechar->sy;
actor->sz = actor->basechar->sz;
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
actor->ax = -actor->basechar->ax;
} else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
actor->ax = actor->basechar->ax;
} }
if ( obj->vy > obj->basechar->sy ) { if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
obj->vy = obj->basechar->sy; actor->ay = -actor->basechar->ay;
} else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
actor->ay = actor->basechar->ay;
} }
// Effectively a NOOP, this is handled by the physics engine now
// These functions are still present in case the library user wants per-actor behavior
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
@@ -201,7 +212,7 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
ATTEMPT { ATTEMPT {
CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite)); CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
CATCH(errctx, actor_visible(obj, &camera, &visible)); CATCH(errctx, actor_visible(obj, camera, &visible));
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} HANDLE(errctx, AKERR_KEY) { } HANDLE(errctx, AKERR_KEY) {
@@ -233,16 +244,16 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
} FINISH(errctx, true); } FINISH(errctx, true);
if ( obj->parent != NULL ) { if ( obj->parent != NULL ) {
dest.x = (obj->parent->x + obj->x - camera.x); dest.x = (obj->parent->x + obj->x - camera->x);
dest.y = (obj->parent->y + obj->y - camera.y); dest.y = (obj->parent->y + obj->y - camera->y);
} else { } else {
dest.x = (obj->x - camera.x); dest.x = (obj->x - camera->x);
dest.y = (obj->y - camera.y); dest.y = (obj->y - camera->y);
} }
dest.w = curSprite->width * obj->scale; dest.w = curSprite->width * obj->scale;
dest.h = curSprite->width * obj->scale; dest.h = curSprite->width * obj->scale;
PASS(errctx, renderer.draw_texture(&renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE)); PASS(errctx, renderer->draw_texture(renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
@@ -268,10 +279,12 @@ akerr_ErrorContext *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child)
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event) akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
//SDL_Log("event %d (button %d / key %d) moves actor left", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) moves actor left", event->type, event->gbutton.which, event->key.key);
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL)); AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
obj->ax = -(obj->basechar->ax);
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_LEFT)); AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_LEFT));
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
@@ -283,6 +296,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_off(akgl_Actor *obj, SDL
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor left", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) stops moving actor left", event->type, event->gbutton.which, event->key.key);
obj->ax = 0;
obj->ex = 0;
obj->tx = 0;
obj->vx = 0; obj->vx = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT);
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
@@ -294,7 +310,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_on(akgl_Actor *obj, SDL
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
//SDL_Log("event %d (button %d / key %d) moves actor right", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) moves actor right", event->type, event->gbutton.which, event->key.key);
obj->ax = obj->basechar->ax;
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL)); AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_FACE_RIGHT)); AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_FACE_RIGHT));
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
@@ -307,6 +325,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_off(akgl_Actor *obj, SD
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor right", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) stops moving actor right", event->type, event->gbutton.which, event->key.key);
obj->ax = 0;
obj->ex = 0;
obj->tx = 0;
obj->vx = 0; obj->vx = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
@@ -319,6 +340,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_on(akgl_Actor *obj, SDL_Ev
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) moves actor up", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) moves actor up", event->type, event->gbutton.which, event->key.key);
obj->ay = -(obj->basechar->ay);
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL)); AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_FACE_UP | AKGL_ACTOR_STATE_MOVING_UP)); AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_FACE_UP | AKGL_ACTOR_STATE_MOVING_UP));
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
@@ -331,6 +353,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_off(akgl_Actor *obj, SDL_E
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor up", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) stops moving actor up", event->type, event->gbutton.which, event->key.key);
obj->ay = 0;
obj->ey = 0;
obj->ty = 0;
obj->vy = 0; obj->vy = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_UP); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_UP);
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
@@ -343,6 +368,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_on(akgl_Actor *obj, SDL_
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) moves actor down", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) moves actor down", event->type, event->gbutton.which, event->key.key);
obj->ay = obj->basechar->ay;
AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL)); AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_DOWN)); AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_DOWN));
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
@@ -355,6 +381,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_off(akgl_Actor *obj, SDL
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
//SDL_Log("event %d (button %d / key %d) stops moving actor down", event->type, event->gbutton.which, event->key.key); //SDL_Log("event %d (button %d / key %d) stops moving actor down", event->type, event->gbutton.which, event->key.key);
obj->ty = 0;
obj->ey = 0;
obj->ay = 0;
obj->vy = 0; obj->vy = 0;
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN);
//SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);

View File

@@ -277,7 +277,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, cha
controlmap->jsid = jsid; controlmap->jsid = jsid;
controlmap->target = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL); controlmap->target = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
FAIL_ZERO_BREAK(errctx, controlmap->target, AKERR_REGISTRY, "Actor %s not found in registry", actorname); FAIL_ZERO_BREAK(errctx, controlmap->target, AKGL_ERR_REGISTRY, "Actor %s not found in registry", actorname);
// ---- KEYBOARD CONTROLS ---- // ---- KEYBOARD CONTROLS ----

View File

@@ -20,11 +20,11 @@ void akgl_draw_background(int w, int h)
for (x = 0; x < w; x += dx) { for (x = 0; x < w; x += dx) {
/* use an 8x8 checkerboard pattern */ /* use an 8x8 checkerboard pattern */
i = (((x ^ y) >> 3) & 1); i = (((x ^ y) >> 3) & 1);
SDL_SetRenderDrawColor(renderer.sdl_renderer, col[i].r, col[i].g, col[i].b, col[i].a); SDL_SetRenderDrawColor(renderer->sdl_renderer, col[i].r, col[i].g, col[i].b, col[i].a);
rect.x = (float)x; rect.x = (float)x;
rect.y = (float)y; rect.y = (float)y;
SDL_RenderFillRect(renderer.sdl_renderer, &rect); SDL_RenderFillRect(renderer->sdl_renderer, &rect);
} }
} }
} }

View File

@@ -19,17 +19,24 @@
#include <akgl/SDL_GameControllerDB.h> #include <akgl/SDL_GameControllerDB.h>
SDL_Window *window = NULL; SDL_Window *window = NULL;
akgl_RenderBackend renderer;
akgl_PhysicsBackend physics; // Currently active objects
akgl_Frame ball; akgl_RenderBackend *renderer;
akgl_Frame paddle1; akgl_PhysicsBackend *physics;
akgl_Frame paddle2; SDL_FRect *camera;
akgl_Frame table; akgl_Tilemap *gamemap;
akgl_Tilemap gamemap; akgl_Stage *stage;
// Default objects
akgl_RenderBackend _akgl_renderer;
akgl_PhysicsBackend _akgl_physics;
SDL_FRect _akgl_camera;
akgl_Tilemap _akgl_gamemap;
akgl_Stage _akgl_stage;
MIX_Audio *bgm = NULL; MIX_Audio *bgm = NULL;
MIX_Mixer *akgl_mixer = NULL; MIX_Mixer *akgl_mixer = NULL;
MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS]; MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
SDL_FRect camera;
akgl_Game game; akgl_Game game;
void akgl_game_lowfps(void) void akgl_game_lowfps(void)
@@ -45,31 +52,32 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
int i = 0; int i = 0;
PREPARE_ERROR(e); PREPARE_ERROR(e);
ATTEMPT {
strncpy((char *)&game.libversion, AKGL_VERSION, 32); akerr_name_for_status(AKGL_ERR_SDL, "SDL Error");
game.gameStartTime = SDL_GetTicksNS(); akerr_name_for_status(AKGL_ERR_LOGICINTERRUPT, "AKGL Logic Interrupt");
game.lastIterTime = game.gameStartTime; akerr_name_for_status(AKGL_ERR_REGISTRY, "AKGL Registry Error");
game.lastFPSTime = game.gameStartTime; akerr_name_for_status(AKGL_ERR_OOHEAP, "AKGL Heap Capacity");
game.lowfpsfunc = &akgl_game_lowfps;
game.statelock = SDL_CreateMutex(); strncpy((char *)&game.libversion, AKGL_VERSION, 32);
FAIL_ZERO_RETURN(e, game.statelock, AKGL_ERR_SDL, "%s", SDL_GetError()); game.gameStartTime = SDL_GetTicksNS();
CATCH(e, akgl_game_state_lock()); game.lastIterTime = game.gameStartTime;
FAIL_ZERO_BREAK(e, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name"); game.lastFPSTime = game.gameStartTime;
FAIL_ZERO_BREAK(e, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version"); game.lowfpsfunc = &akgl_game_lowfps;
FAIL_ZERO_BREAK(e, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri"); game.statelock = SDL_CreateMutex();
CATCH(e, akgl_heap_init()); FAIL_ZERO_RETURN(e, game.statelock, AKGL_ERR_SDL, "%s", SDL_GetError());
CATCH(e, akgl_registry_init_actor()); PASS(e, akgl_game_state_lock());
CATCH(e, akgl_registry_init_sprite()); FAIL_ZERO_RETURN(e, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
CATCH(e, akgl_registry_init_spritesheet()); FAIL_ZERO_RETURN(e, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
CATCH(e, akgl_registry_init_character()); FAIL_ZERO_RETURN(e, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
CATCH(e, akgl_registry_init_font()); PASS(e, akgl_heap_init());
CATCH(e, akgl_registry_init_music()); PASS(e, akgl_registry_init_actor());
CATCH(e, akgl_registry_init_properties()); PASS(e, akgl_registry_init_sprite());
CATCH(e, akgl_registry_init_actor_state_strings()); PASS(e, akgl_registry_init_spritesheet());
} CLEANUP { PASS(e, akgl_registry_init_character());
//IGNORE(akgl_game_state_unlock()); PASS(e, akgl_registry_init_font());
} PROCESS(e) { PASS(e, akgl_registry_init_music());
} FINISH(e, true) PASS(e, akgl_registry_init_properties());
PASS(e, akgl_registry_init_actor_state_strings());
SDL_SetAppMetadata(game.name, game.version, game.uri); SDL_SetAppMetadata(game.name, game.version, game.uri);
@@ -113,6 +121,13 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
AKGL_ERR_SDL, AKGL_ERR_SDL,
"Couldn't initialize front engine: %s", "Couldn't initialize front engine: %s",
SDL_GetError()); SDL_GetError());
camera = &_akgl_camera;
renderer = &_akgl_renderer;
physics = &_akgl_physics;
gamemap = &_akgl_gamemap;
stage = &_akgl_stage;
PASS(e, akgl_game_state_unlock()); PASS(e, akgl_game_state_unlock());
SUCCEED_RETURN(e); SUCCEED_RETURN(e);
} }
@@ -432,15 +447,16 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags)
continue; continue;
} }
if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE) ) { if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE) ) {
PASS(e, akgl_tilemap_scale_actor(&gamemap, actor)); PASS(e, akgl_tilemap_scale_actor(gamemap, actor));
} else { } else {
actor->scale = 1.0; actor->scale = 1.0;
} }
PASS(e, actor->updatefunc(actor)); PASS(e, actor->updatefunc(actor));
} }
} }
PASS(e, physics.simulate(&physics, NULL));
PASS(e, renderer.draw_world(&renderer, NULL)); PASS(e, physics->simulate(physics, NULL));
PASS(e, renderer->draw_world(renderer, NULL));
PASS(e, akgl_game_state_unlock()); PASS(e, akgl_game_state_unlock());
SUCCEED_RETURN(e); SUCCEED_RETURN(e);
} }

View File

@@ -1,3 +1,5 @@
/** @file */
#include <stdlib.h> #include <stdlib.h>
#include <akerror.h> #include <akerror.h>
@@ -8,12 +10,18 @@
#include <akgl/staticstring.h> #include <akgl/staticstring.h>
#include <akgl/iterator.h> #include <akgl/iterator.h>
#include <akgl/error.h> #include <akgl/error.h>
#include <akgl/stage.h>
akgl_Actor HEAP_ACTOR[AKGL_MAX_HEAP_ACTOR]; akgl_Actor HEAP_ACTOR[AKGL_MAX_HEAP_ACTOR];
akgl_Sprite HEAP_SPRITE[AKGL_MAX_HEAP_SPRITE]; akgl_Sprite HEAP_SPRITE[AKGL_MAX_HEAP_SPRITE];
akgl_SpriteSheet HEAP_SPRITESHEET[AKGL_MAX_HEAP_SPRITESHEET]; akgl_SpriteSheet HEAP_SPRITESHEET[AKGL_MAX_HEAP_SPRITESHEET];
akgl_Character HEAP_CHARACTER[AKGL_MAX_HEAP_CHARACTER]; akgl_Character HEAP_CHARACTER[AKGL_MAX_HEAP_CHARACTER];
akgl_String HEAP_STRING[AKGL_MAX_HEAP_STRING]; akgl_String HEAP_STRING[AKGL_MAX_HEAP_STRING];
aksl_ListNode HEAP_LIST[AKGL_MAX_HEAP_LIST];
aksl_TreeNode HEAP_TREE[AKGL_MAX_HEAP_TREE];
akgl_BSPLeaf HEAP_TREE_LEAVES[AKGL_MAX_HEAP_TREE];
void *AKGL_LIST_SENTINEL = (void *)1; /** Sentinel value used for aksl_ListNode objects to determine if they are available */
akerr_ErrorContext *akgl_heap_init() akerr_ErrorContext *akgl_heap_init()
{ {
@@ -21,6 +29,8 @@ akerr_ErrorContext *akgl_heap_init()
int i = 0; int i = 0;
akerr_name_for_status(AKGL_ERR_SDL, "SDL Error"); akerr_name_for_status(AKGL_ERR_SDL, "SDL Error");
PASS(errctx, akgl_heap_init_actor()); PASS(errctx, akgl_heap_init_actor());
PASS(errctx, akgl_heap_init_list());
PASS(errctx, akgl_heap_init_tree());
for ( i = 0; i < AKGL_MAX_HEAP_SPRITE; i++) { for ( i = 0; i < AKGL_MAX_HEAP_SPRITE; i++) {
memset(&HEAP_SPRITE[i], 0x00, sizeof(akgl_Sprite)); memset(&HEAP_SPRITE[i], 0x00, sizeof(akgl_Sprite));
} }
@@ -36,6 +46,27 @@ akerr_ErrorContext *akgl_heap_init()
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
akerr_ErrorContext *akgl_heap_init_list(void)
{
PREPARE_ERROR(e);
for ( int i = 0; i < AKGL_MAX_HEAP_LIST; i++) {
memset(&HEAP_LIST[i], 0x00, sizeof(aksl_ListNode));
HEAP_LIST[i].data = AKGL_LIST_SENTINEL;
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext *akgl_heap_init_tree(void)
{
PREPARE_ERROR(e);
for ( int i = 0; i < AKGL_MAX_HEAP_TREE; i++) {
memset(&HEAP_TREE[i], 0x00, sizeof(aksl_TreeNode));
HEAP_TREE[i].leaf = AKGL_LIST_SENTINEL;
memset(&HEAP_TREE_LEAVES[i], 0x00, sizeof(akgl_BSPLeaf));
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext *akgl_heap_init_actor(void) akerr_ErrorContext *akgl_heap_init_actor(void)
{ {
PREPARE_ERROR(e); PREPARE_ERROR(e);
@@ -45,6 +76,143 @@ akerr_ErrorContext *akgl_heap_init_actor(void)
SUCCEED_RETURN(e); SUCCEED_RETURN(e);
} }
/**
* @brief Return the next aksl_ListNode from the heap
*
* @param[out] dest The pointer that will hold the procured aksl_ListNode
*
* @throws AKGL_ERR_OOHEAP There are no available nodes in HEAP_LIST
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_next_list(aksl_ListNode **dest)
{
PREPARE_ERROR(errctx);
for (int i = 0; i < AKGL_MAX_HEAP_LIST; i++ ) {
if ( HEAP_LIST[i].data != AKGL_LIST_SENTINEL ) {
continue;
}
*dest = &HEAP_LIST[i];
HEAP_LIST[i].data = NULL;
SUCCEED_RETURN(errctx);
}
FAIL_RETURN(errctx, AKGL_ERR_OOHEAP, "Unable to find unused list on the heap");
}
/**
* @brief Return the next aksl_TreeNode from the heap
*
* @param[out] dest The pointer that will hold the procured tree node
*
* @throws AKGL_ERR_OOHEAP There are no available nodes in HEAP_TREE
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_next_tree(aksl_TreeNode **dest)
{
PREPARE_ERROR(errctx);
for (int i = 0; i < AKGL_MAX_HEAP_TREE; i++ ) {
if ( HEAP_TREE[i].leaf != AKGL_LIST_SENTINEL ) {
continue;
}
*dest = &HEAP_TREE[i];
HEAP_TREE[i].leaf = &HEAP_TREE_LEAVES[i];
SUCCEED_RETURN(errctx);
}
FAIL_RETURN(errctx, AKGL_ERR_OOHEAP, "Unable to find unused tree on the heap");
}
/**
* @brief Release an aksl_ListNode that came from HEAP_TREE to make it available again
*
* @param[in] tree The aksl_ListNode to release.
*
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_release_list(aksl_ListNode *list)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, list, AKERR_NULLPOINTER, "list");
list->next = NULL;
list->prev = NULL;
list->data = (void *)AKGL_LIST_SENTINEL;
SUCCEED_RETURN(e);
}
/**
* @brief Release an aksl_TreeNode that came from HEAP_TREE to make it available again
*
* @param[in] tree The aksl_TreeNode to release. Ensure the leaf on this node has been released and the leaf is set to NULL.
*
* @throws AKERR_VALUE The aksl_TreeNode contains a leaf that has not been released.
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_release_tree(aksl_TreeNode *tree)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, tree, AKERR_NULLPOINTER, "tree");
akgl_BSPLeaf *leaf = NULL;
tree->left = NULL;
tree->right = NULL;
tree->parent = NULL;
leaf = (akgl_BSPLeaf *)tree->leaf;
if ( tree->leaf != NULL && leaf->actors != NULL ) {
FAIL_RETURN(e, AKERR_VALUE, "Can't release tree node %p until its leaf actors %p is released and leaf->actors == NULL", tree, leaf->actors);
} else if ( tree->leaf != NULL ) {
memset((void *)tree->leaf, 0x00, sizeof(akgl_BSPLeaf));
}
tree->leaf = AKGL_LIST_SENTINEL;
SUCCEED_RETURN(e);
}
/**
* @brief Iterator callback which releases a given list item back to the heap
*
* @param[in] ptr The aksl_ListNode to free
* @param[in] data Context data that was passed to aksl_list_iterate
*
* @throws AKERR_VALUE The aksl_TreeNode contains a leaf that has not been released.
* @return akerr_ErrorContext*
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_iter_list_release(aksl_ListNode *ptr, void *data)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, ptr, AKERR_NULLPOINTER, "ptr)");
PASS(e, akgl_heap_release_list(ptr));
SUCCEED_RETURN(e);
}
/**
* @brief Iterator callback which releases a given tree node back to the heap. Calls akgl_heap_release_list on the tree leaf as well.
*
* @param[in] ptr The aksl_TreeNode to free
* @param[in] data Context data that was passed to aksl_tree_iterate
*
* @return akerr_ErrorContext*
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_iter_tree_release(aksl_TreeNode *ptr, void *data)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, ptr, AKERR_NULLPOINTER, "ptr");
if ( ptr->leaf != AKGL_LIST_SENTINEL && ptr->leaf != NULL ) {
PASS(e, akgl_heap_release_list(ptr->leaf));
//ptr->leaf = NULL;
}
PASS(e, akgl_heap_release_tree(ptr));
SUCCEED_RETURN(e);
}
/**
* @brief Return the next actor from the heap
*
* @param[out] dest The pointer that will hold the procured actor
*
* @throws AKGL_ERR_OOHEAP There are no available actors in HEAP_ACTOR
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_next_actor(akgl_Actor **dest) akerr_ErrorContext *akgl_heap_next_actor(akgl_Actor **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
@@ -55,9 +223,18 @@ akerr_ErrorContext *akgl_heap_next_actor(akgl_Actor **dest)
*dest = &HEAP_ACTOR[i]; *dest = &HEAP_ACTOR[i];
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
FAIL_RETURN(errctx, AKERR_HEAP, "Unable to find unused actor on the heap"); FAIL_RETURN(errctx, AKGL_ERR_OOHEAP, "Unable to find unused actor on the heap");
} }
/**
* @brief Return the next akgl_Sprite from the heap
*
* @param[out] dest The pointer that will hold the procured sprite
*
* @throws AKGL_ERR_OOHEAP There are no available actors in HEAP_SPRITE
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_next_sprite(akgl_Sprite **dest) akerr_ErrorContext *akgl_heap_next_sprite(akgl_Sprite **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
@@ -68,9 +245,17 @@ akerr_ErrorContext *akgl_heap_next_sprite(akgl_Sprite **dest)
*dest = &HEAP_SPRITE[i]; *dest = &HEAP_SPRITE[i];
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
FAIL_RETURN(errctx, AKERR_HEAP, "Unable to find unused sprite on the heap"); FAIL_RETURN(errctx, AKGL_ERR_OOHEAP, "Unable to find unused sprite on the heap");
} }
/**
* @brief Return the next akgl_SpriteSheet from the heap
*
* @param[out] dest The pointer that will hold the procured spritesheet
*
* @throws AKGL_ERR_OOHEAP There are no available elements in HEAP_SPRITESHEET
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest) akerr_ErrorContext *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
@@ -81,9 +266,18 @@ akerr_ErrorContext *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest)
*dest = &HEAP_SPRITESHEET[i]; *dest = &HEAP_SPRITESHEET[i];
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
FAIL_RETURN(errctx, AKERR_HEAP, "Unable to find unused spritesheet on the heap"); FAIL_RETURN(errctx, AKGL_ERR_OOHEAP, "Unable to find unused spritesheet on the heap");
} }
/**
* @brief Return the next akgl_Character from the heap
*
* @param[out] dest The pointer that will hold the procured character
*
* @throws AKGL_ERR_OOHEAP There are no available elements in HEAP_CHARACTER
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_next_character(akgl_Character **dest) akerr_ErrorContext *akgl_heap_next_character(akgl_Character **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
@@ -94,9 +288,17 @@ akerr_ErrorContext *akgl_heap_next_character(akgl_Character **dest)
*dest = &HEAP_CHARACTER[i]; *dest = &HEAP_CHARACTER[i];
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
FAIL_RETURN(errctx, AKERR_HEAP, "Unable to find unused character on the heap"); FAIL_RETURN(errctx, AKGL_ERR_OOHEAP, "Unable to find unused character on the heap");
} }
/**
* @brief Return the next akgl_String from the heap
*
* @param[out] dest The pointer that will hold the procured string
*
* @throws AKGL_ERR_OOHEAP There are no available elements in HEAP_STRING
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_next_string(akgl_String **dest) akerr_ErrorContext *akgl_heap_next_string(akgl_String **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
@@ -108,9 +310,16 @@ akerr_ErrorContext *akgl_heap_next_string(akgl_String **dest)
HEAP_STRING[i].refcount += 1; HEAP_STRING[i].refcount += 1;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
FAIL_RETURN(errctx, AKERR_HEAP, "Unable to find unused string on the heap"); FAIL_RETURN(errctx, AKGL_ERR_OOHEAP, "Unable to find unused string on the heap");
} }
/**
* @brief Release an akgl_Actor from the heap to be used again
*
* @param[in] ptr The object that will be released
*
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_release_actor(akgl_Actor *ptr) akerr_ErrorContext *akgl_heap_release_actor(akgl_Actor *ptr)
{ {
int i = 0; int i = 0;
@@ -131,23 +340,37 @@ akerr_ErrorContext *akgl_heap_release_actor(akgl_Actor *ptr)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
akerr_ErrorContext *akgl_heap_release_character(akgl_Character *basechar) /**
* @brief Release an akgl_Character from the heap to be used again
*
* @param[in] ptr The object that will be released
*
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_release_character(akgl_Character *ptr)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
akgl_Iterator opflags; akgl_Iterator opflags;
FAIL_ZERO_RETURN(errctx, basechar, AKERR_NULLPOINTER, "NULL character reference"); FAIL_ZERO_RETURN(errctx, ptr, AKERR_NULLPOINTER, "NULL character reference");
AKGL_BITMASK_CLEAR(opflags.flags); AKGL_BITMASK_CLEAR(opflags.flags);
if ( basechar->refcount > 0 ) { if ( ptr->refcount > 0 ) {
basechar->refcount -= 1; ptr->refcount -= 1;
} }
if ( basechar->refcount == 0 ) { if ( ptr->refcount == 0 ) {
SDL_ClearProperty(AKGL_REGISTRY_CHARACTER, (char *)&basechar->name); SDL_ClearProperty(AKGL_REGISTRY_CHARACTER, (char *)&ptr->name);
memset(basechar, 0x00, sizeof(akgl_Character)); memset(ptr, 0x00, sizeof(akgl_Character));
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
/**
* @brief Release an akgl_Sprite from the heap to be used again
*
* @param[in] ptr The object that will be released
*
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_release_sprite(akgl_Sprite *ptr) akerr_ErrorContext *akgl_heap_release_sprite(akgl_Sprite *ptr)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
@@ -162,6 +385,13 @@ akerr_ErrorContext *akgl_heap_release_sprite(akgl_Sprite *ptr)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
/**
* @brief Release an akgl_SpriteSheet from the heap to be used again
*
* @param[in] ptr The object that will be released
*
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_release_spritesheet(akgl_SpriteSheet *ptr) akerr_ErrorContext *akgl_heap_release_spritesheet(akgl_SpriteSheet *ptr)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
@@ -180,6 +410,13 @@ akerr_ErrorContext *akgl_heap_release_spritesheet(akgl_SpriteSheet *ptr)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
/**
* @brief Release an akgl_String from the heap to be used again
*
* @param[in] ptr The object that will be released
*
* @return akerr_ErrorContext*
*/
akerr_ErrorContext *akgl_heap_release_string(akgl_String *ptr) akerr_ErrorContext *akgl_heap_release_string(akgl_String *ptr)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);

View File

@@ -52,6 +52,17 @@ akerr_ErrorContext *akgl_get_json_number_value(json_t *obj, char *key, float *de
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_double_value(json_t *obj, char *key, double *dest)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL pointer reference");
json_t *value = json_object_get(obj, key);
FAIL_ZERO_RETURN(errctx, value, AKERR_KEY, "Key %s not found in object", key);
FAIL_ZERO_RETURN(errctx, (json_is_number(value)), AKERR_TYPE, "Key %s in object has incorrect type", key);
*dest = json_number_value(value);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_get_json_string_value(json_t *obj, char *key, akgl_String **dest) akerr_ErrorContext *akgl_get_json_string_value(json_t *obj, char *key, akgl_String **dest)
{ {
json_t *value = NULL; json_t *value = NULL;
@@ -129,3 +140,26 @@ akerr_ErrorContext *akgl_get_json_array_index_string(json_t *array, int index, a
strncpy((char *)&(*dest)->data, json_string_value(value), AKGL_MAX_STRING_LENGTH); strncpy((char *)&(*dest)->data, json_string_value(value), AKGL_MAX_STRING_LENGTH);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_with_default(akerr_ErrorContext *err, void *defval, void *dest, uint32_t defsize)
{
PREPARE_ERROR(e);
if ( err == NULL ) {
SUCCEED_RETURN(e);
}
int docopy = 0;
FAIL_ZERO_RETURN(e, err, AKERR_NULLPOINTER, "err");
FAIL_ZERO_RETURN(e, defval, AKERR_NULLPOINTER, "defval");
FAIL_ZERO_RETURN(e, dest, AKERR_NULLPOINTER, "dest");
ATTEMPT {
} CLEANUP {
} PROCESS(err) {
} HANDLE_GROUP(err, AKERR_KEY) {
} HANDLE_GROUP(err, AKERR_INDEX) {
memcpy(dest, defval, defsize);
} FINISH(err, true);
SUCCEED_RETURN(e);
}

View File

@@ -1,3 +1,4 @@
#include <math.h>
#include <akstdlib.h> #include <akstdlib.h>
#include <akgl/physics.h> #include <akgl/physics.h>
#include <akgl/actor.h> #include <akgl/actor.h>
@@ -5,8 +6,9 @@
#include <akgl/error.h> #include <akgl/error.h>
#include <akgl/heap.h> #include <akgl/heap.h>
#include <akgl/registry.h> #include <akgl/registry.h>
#include <akgl/stage.h>
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime) akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{ {
PREPARE_ERROR(e); PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self"); FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
@@ -20,7 +22,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_collide(akgl_PhysicsBackend
SUCCEED_RETURN(e); SUCCEED_RETURN(e);
} }
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime) akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{ {
PREPARE_ERROR(e); PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self"); FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
@@ -41,85 +43,79 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *s
} }
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime) akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
// Do nothing
// Calculate the drop of all relevant actors which is a function of their mass and the
// world's gravity
//Gravity is applied in units per second. So we apply
// (unit / milliseconds per second) * (milliseconds since last update)
actor->vx += ((self->gravity_x / AKGL_TIME_ONESEC_NS) * (curtime - self->gravity_time));
actor->vy += ((self->gravity_y / AKGL_TIME_ONESEC_NS) * (curtime - self->gravity_time));
actor->vz += ((self->gravity_z / AKGL_TIME_ONESEC_NS) * (curtime - self->gravity_time));
// Apply atmospheric drag
actor->vx -= actor->vx * self->drag_x * (curtime - self->gravity_time);
actor->vy -= actor->vy * self->drag_x * (curtime - self->gravity_time);
actor->vz -= actor->vz * self->drag_x * (curtime - self->gravity_time);
// Need a euler function
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_RETURN(e, AKERR_API, "Not implemented");
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, SDL_Time curtime)
{ {
PREPARE_ERROR(e); PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self"); FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor"); FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
if ( actor->parent != NULL ) { if ( self->gravity_x != 0 ) {
// Children don't move independently of their parents, they just have an offset // Assume the X origin is - (screen left)
SUCCEED_RETURN(e); actor->ex -= (self->gravity_x * dt);
} else if ( actor->basechar == NULL ) { }
SUCCEED_RETURN(e); if ( self->gravity_y != 0 ) {
} else { // Assume Y origin is + (down screen)
if ( (curtime - actor->movetimer) >= actor->basechar->speedtime ) { actor->ey += (self->gravity_y * dt);
actor->movetimer = curtime; }
ATTEMPT { if ( self->gravity_z != 0 ) {
CATCH(e, actor->movementlogicfunc(actor,curtime)); // Assume Z origin is - (behind the camera)
} CLEANUP { actor->ez -= (self->gravity_z * dt);
} PROCESS(e) { }
} HANDLE(e, AKGL_ERR_LOGICINTERRUPT) {
// The actor told us NOT to process them, they handled their own update SUCCEED_RETURN(e);
SUCCEED_RETURN(e); }
} FINISH(e, true);
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) { /**
actor->x += -actor->vx; * @brief Test two actors for collision
} *
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) { * @param[in] self The physics simulation to use
actor->x += actor->vx; * @param[in] a1 actor 1
} * @param[in] a2 actor 2
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) { *
actor->y += -actor->vy; * @throws AKERR_NULLPOINTER on null pointer input
} *
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) { * @return akerr_ErrorContext*
actor->y += actor->vy; */
}
} akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, a1, AKERR_NULLPOINTER, "a1");
FAIL_ZERO_RETURN(e, a2, AKERR_NULLPOINTER, "a2");
FAIL_RETURN(e, AKERR_API, "Not implemented");
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
akgl_Sprite *curspr = NULL;
actor->x += actor->vx * dt;
actor->y += actor->vy * dt;
actor->z += actor->vz * dt;
// Set the actor's bounding box for physics
if ( actor->basechar != NULL ) {
PASS(e, actor->basechar->sprite_get(actor->basechar, actor->state, &curspr));
actor->bbox = (SDL_FRect){actor->x, actor->y, curspr->width, curspr->height};
} else {
actor->bbox = (SDL_FRect){actor->x, actor->y, 0, 0};
} }
SUCCEED_RETURN(e); SUCCEED_RETURN(e);
} }
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_sidescroller(akgl_PhysicsBackend *self) akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_arcade(akgl_PhysicsBackend *self)
{ {
akgl_String *tmp; akgl_String *tmp;
PREPARE_ERROR(e); PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self"); FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
PASS(e, akgl_heap_next_string(&tmp)); PASS(e, akgl_heap_next_string(&tmp));
self->gravity = akgl_physics_ss_gravity; self->gravity = akgl_physics_arcade_gravity;
self->collide = akgl_physics_ss_collide; self->collide = akgl_physics_arcade_collide;
self->move = akgl_physics_ss_move; self->move = akgl_physics_arcade_move;
self->simulate = akgl_physics_simulate; self->simulate = akgl_physics_simulate;
ATTEMPT { ATTEMPT {
@@ -143,6 +139,17 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_sidescroller(akgl_PhysicsBa
SUCCEED_RETURN(e); SUCCEED_RETURN(e);
} }
/**
* @brief Perform arcade physics simulation on all alive actors
*
* @param[in] self Physics simulator object
* @param[in] opflags Iteration operation flags (or NULL)
*
* @throws AKERR_NULLPOINTER on null pointer input
*
* @return akerr_ErrorContext*
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterator *opflags) akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterator *opflags)
{ {
PREPARE_ERROR(e); PREPARE_ERROR(e);
@@ -151,6 +158,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
.layerid = 0 .layerid = 0
}; };
SDL_Time curtime = SDL_GetTicksNS(); SDL_Time curtime = SDL_GetTicksNS();
float32_t dt = (float32_t)(curtime - self->gravity_time) / (float32_t)AKGL_TIME_ONESEC_NS;
akgl_Actor *actor = NULL; akgl_Actor *actor = NULL;
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self"); FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
@@ -160,27 +168,116 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
opflags = &defflags; opflags = &defflags;
} }
for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) { for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
actor = &HEAP_ACTOR[i]; actor = &HEAP_ACTOR[i];
if ( actor->refcount == 0 ) { if ( actor->refcount == 0 ) {
continue; continue;
} }
if ( actor->parent != NULL ) {
// Children don't move independently of their parents, they just have an offset
actor->x = actor->parent->x + actor->vx;
actor->y = actor->parent->y + actor->vy;
actor->z = actor->parent->z + actor->vz;
continue;
} else if ( actor->basechar == NULL ) {
continue;
}
if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_LAYERMASK) ) { if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_LAYERMASK) ) {
if ( actor->layer != opflags->layerid ) { if ( actor->layer != opflags->layerid ) {
continue; continue;
} }
} }
// thrust is a function of acceleration on a given axis
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) || if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ||
AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) { AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
actor->vx += actor->basechar->ax; actor->tx += actor->ax * dt;
} }
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) || if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ||
AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) { AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
actor->vy += actor->basechar->ay; actor->ty += actor->ay * dt;
} }
PASS(e, self->gravity(self, actor, curtime));
PASS(e, self->move(self, actor, curtime)); // velocity equals thrust unless thrust exceeds max speed
self->gravity_time = curtime; if ( fabsf(actor->tx) > fabsf(actor->sx) ) {
if ( actor->tx < 0 ) {
actor->tx = -actor->sx;
} else {
actor->tx = actor->sx;
}
}
if ( fabsf(actor->ty) > fabsf(actor->sy) ) {
if ( actor->ty < 0 ) {
actor->ty = -actor->sy;
} else {
actor->ty = actor->sy;
}
}
if ( fabsf(actor->tz) > fabsf(actor->sz) ) {
if ( actor->tz < 0 ) {
actor->tz = -actor->sz;
} else {
actor->tz = actor->sz;
}
}
ATTEMPT {
CATCH(e, actor->movementlogicfunc(actor, dt));
} CLEANUP {
} PROCESS(e) {
} HANDLE(e, AKGL_ERR_LOGICINTERRUPT) {
// noop
} FINISH(e, true);
PASS(e, self->gravity(self, actor, dt));
// Counteract velocity with atmospheric drag
if ( self->drag_x != 0 ) {
actor->ex -= actor->ex * self->drag_x * dt;
}
if ( self->drag_y != 0 ) {
actor->ey -= actor->ey * self->drag_y * dt;
}
if ( self->drag_z != 0 ) {
actor->ez -= actor->ez * self->drag_z * dt;
}
actor->vx = actor->ex + actor->tx;
actor->vy = actor->ey + actor->ty;
actor->vz = actor->ez + actor->tz;
PASS(e, self->move(self, actor, dt));
PASS(e, stage->partition_actor(stage, actor));
} }
self->gravity_time = curtime;
SUCCEED_RETURN(e); SUCCEED_RETURN(e);
} }
/**
* @brief Initialize a physics backend according to a string type
*
* @param[out] self The physics backend to initialize
* @param[in] type The type to initialize
*
* @throws AKERR_NULLPOINTER on null pointer input
* @throws AKERR_KEY on invalid type
*
* @return akerr_ErrorContext*
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_factory(akgl_PhysicsBackend *self, akgl_String *type)
{
uint32_t hashval;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, type, AKERR_NULLPOINTER, "type");
if ( strncmp(type->data, "null", 4) == 0) {
PASS(e, akgl_physics_init_null(self));
SUCCEED_RETURN(e);
}
if ( strncmp(type->data, "arcade", 6) == 0) {
PASS(e, akgl_physics_init_arcade(self));
SUCCEED_RETURN(e);
}
FAIL_RETURN(e, AKERR_KEY, "Invalid physics engine %s", type->data);
}

View File

@@ -33,10 +33,10 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self)
"Couldn't create window/renderer: %s", "Couldn't create window/renderer: %s",
SDL_GetError()); SDL_GetError());
camera.x = 0; camera->x = 0;
camera.y = 0; camera->y = 0;
camera.w = screenwidth; camera->w = screenwidth;
camera.h = screenheight; camera->h = screenheight;
self->shutdown = &akgl_render_2d_shutdown; self->shutdown = &akgl_render_2d_shutdown;
self->frame_start = &akgl_render_2d_frame_start; self->frame_start = &akgl_render_2d_frame_start;
@@ -117,8 +117,8 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_world(akgl_RenderBackend
PASS(e, aksl_memset((void *)opflags, 0x00, sizeof(akgl_Iterator))); PASS(e, aksl_memset((void *)opflags, 0x00, sizeof(akgl_Iterator)));
} }
for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS ; i++ ) { for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS ; i++ ) {
if ( i < gamemap.numlayers ) { if ( i < gamemap->numlayers ) {
PASS(e, akgl_tilemap_draw((akgl_Tilemap *)&gamemap, &camera, i)); PASS(e, akgl_tilemap_draw(gamemap, camera, i));
} }
for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR ; j++ ) { for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR ; j++ ) {
actor = &HEAP_ACTOR[j]; actor = &HEAP_ACTOR[j];

View File

@@ -174,7 +174,7 @@ akerr_ErrorContext *akgl_spritesheet_initialize(akgl_SpriteSheet *sheet, int spr
strncpy((char *)&sheet->name, filename, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH); strncpy((char *)&sheet->name, filename, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH);
//snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), filename); //snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), filename);
sheet->texture = IMG_LoadTexture(renderer.sdl_renderer, filename); sheet->texture = IMG_LoadTexture(renderer->sdl_renderer, filename);
FAIL_ZERO_BREAK(errctx, sheet->texture, AKGL_ERR_SDL, "Failed loading asset %s : %s", filename, SDL_GetError()); FAIL_ZERO_BREAK(errctx, sheet->texture, AKGL_ERR_SDL, "Failed loading asset %s : %s", filename, SDL_GetError());
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(

373
src/stage.c Normal file
View File

@@ -0,0 +1,373 @@
#include <SDL3/SDL.h>
#include <akstdlib.h>
#include <akgl/stage.h>
#include <akgl/actor.h>
#include <akgl/heap.h>
#include <akgl/game.h>
/**
* @brief Initialize a 2D stage
*
* @param[in] self akgl_Stage * to initialize
*
* @throw AKERR_NULLPOINTER on null input pointers
* @return akerr_ErrorContext
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d(akgl_Stage *self)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
memset((void *)self, 0x00, sizeof(akgl_Stage));
self->partition = akgl_stage_2d_partition;
self->partition_actor = akgl_stage_2d_bsp_move;
memset((void *)&self->bsp, 0x00, sizeof(aksl_TreeNode));
self->bsp.leaf = &self->_rootleaf;
memset((void *)&self->_rootleaf, 0x00, sizeof(akgl_BSPLeaf));
SUCCEED_RETURN(e);
}
/**
* @brief Flip the current partitioning direction
*
* @param[in] One of AKGL_STAGE_PARTITION_HORIZONTAL or AKGL_STAGE_PARTITION_VERTICAL
* @param[out] dest Location to place the modified direction
*
* @throws AKERR_NULLPOINTER on null pointer inputs
* @throws AKERR_VALUE on invalid direction
* @return akerr_ErrorContext*
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_partition_switchdirection(uint8_t direction, uint8_t *dest)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, dest, AKERR_NULLPOINTER, "dest");
if ( direction == AKGL_STAGE_PARTITION_HORIZONTAL ) {
*dest = AKGL_STAGE_PARTITION_VERTICAL;
} else if ( direction == AKGL_STAGE_PARTITION_VERTICAL ) {
*dest = AKGL_STAGE_PARTITION_HORIZONTAL;
} else {
FAIL_RETURN(e, AKERR_VALUE, "Unknown partition direction %d", direction);
}
SUCCEED_RETURN(e);
}
/**
* @brief Iterator function that sorts an actor into one of three lists based on colliding rectangles
*
* This function tests which of two rectangles ("left" and "right") in the context collide with the actor.
* The actor is sorted into the appropriate linked list for each given rectangle.
* If the actor collides with neither rectangle, it is pushed onto the parent list.
* Note that the existing node is not pushed - a new node is taken from the heap and pushed.
* Otherwise we would have to pop the actor out of whatever list it was in, which would
* modify the list during iteration.
*
* @param[in] node A list node containing an akgl_Actor in ->data
* @param[in] data A pointer to akgl_BSPContext containing left, right, and parent SDL_FRect structures
*
* @throws AKERR_NULLPOINTER on null pointer inputs
* @return akerr_ErrorContext*
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bsp_actoriter(aksl_ListNode *node, void *data)
{
bool e1intersect;
bool e2intersect;
akgl_BSPContext *context = NULL;
akgl_Actor *actor = NULL;
aksl_TreeNode *dest = NULL;
aksl_ListNode *newnode = NULL;
akgl_BSPLeaf *leaf = NULL;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, node, AKERR_NULLPOINTER, "node");
FAIL_ZERO_RETURN(e, data, AKERR_NULLPOINTER, "data");
FAIL_ZERO_RETURN(e, node->data, AKERR_NULLPOINTER, "node->data");
context = (akgl_BSPContext *)data;
actor = (akgl_Actor *)node->data;
FAIL_ZERO_RETURN(e, context->left, AKERR_NULLPOINTER, "left");
FAIL_ZERO_RETURN(e, context->right, AKERR_NULLPOINTER, "right");
FAIL_ZERO_RETURN(e, context->parent, AKERR_NULLPOINTER, "parent");
FAIL_ZERO_RETURN(e, ((akgl_BSPLeaf *)context->left->leaf)->actors, AKERR_NULLPOINTER, "left->leaf");
FAIL_ZERO_RETURN(e, ((akgl_BSPLeaf *)context->right->leaf)->actors, AKERR_NULLPOINTER, "right->leaf");
FAIL_ZERO_RETURN(e, ((akgl_BSPLeaf *)context->parent->leaf)->actors, AKERR_NULLPOINTER, "parent->leaf");
leaf = (akgl_BSPLeaf *)context->left->leaf;
e1intersect = SDL_HasRectIntersectionFloat(&leaf->extent, &actor->bbox);
leaf = (akgl_BSPLeaf *)context->right->leaf;
e2intersect = SDL_HasRectIntersectionFloat(&leaf->extent, &actor->bbox);
if ( e1intersect && e2intersect ) {
// Actors who cross left/right boundaries get left in the context of their parent, so both
// child spaces test them for collision
dest = context->parent;
} else if ( e1intersect ) {
dest = context->left;
} else if ( e2intersect ) {
dest = context->right;
}
if ( dest != NULL ) {
PASS(e, akgl_heap_next_list(&newnode));
newnode->data = node->data;
leaf = (akgl_BSPLeaf *)dest->leaf;
PASS(e, aksl_list_push(leaf->actors, newnode));
actor->bsphome = dest;
actor->bsplistnode = newnode;
}
SUCCEED_RETURN(e);
}
/**
* @brief Recursive function used to divide the stage into a BSP tree of actor near neighbors
*
* This is a recursive function that builds a balanced tree until the tree is maxdepth levels deep.
* It creates a list of all actors which fit within the extents of the root node,
* then successively divides that actor list down into the extents of the child nodes of the balanced tree,
* until the maximum recursion depth has been achieved.
*
* @param[in] root The root node of the current level of the tree
* @param[in] actors The list of all actors that are within the root node's extents
* @param[in] extents The {x, y, w, h} extents of this level of the tree
* @param[in] direction The AKL_STAGE_PARTITION_* direction in which the extent is being divided
* @param[in] depth The depth of the current root node. Callers should provide 1 here.
* @param[in] maxdepth The maximum depth to which we should recurse
*
* @throws AKERR_VALUE Invalid direction provided
*
* @return akerr_ErrorContext*
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bsp(aksl_TreeNode *root, aksl_ListNode *actors, SDL_FRect extents, uint8_t direction, uint8_t depth, uint8_t maxdepth)
{
akgl_BSPContext context = {0, 0, 0};
akgl_BSPLeaf *leaf = NULL;
// Until we have reached maxdepth levels of depth
PREPARE_ERROR(e);
if ( depth > maxdepth ) {
SUCCEED_RETURN(e);
}
// - Get a pointer to the left and right nodes of the tree representing the halves
// - Divide the current working space into two equal halves
// - Construct a SDL_FRect representing the two equal halves
// (the top half of a vertical division is "left", bottom half is "right")
if ( root->left == NULL ) {
PASS(e, akgl_heap_next_tree((aksl_TreeNode **)&root->left));
PASS(e, akgl_heap_next_list((aksl_ListNode **)&((akgl_BSPLeaf *)root->left->leaf)->actors));
root->left->parent = root;
leaf = root->left->leaf;
if ( direction == AKGL_STAGE_PARTITION_HORIZONTAL ) {
leaf->extent.x = extents.x;
leaf->extent.y = extents.y;
leaf->extent.w = extents.w;
leaf->extent.h = (extents.h / 2);
} else if ( direction == AKGL_STAGE_PARTITION_VERTICAL ) {
leaf->extent.x = extents.x;
leaf->extent.y = extents.y;
leaf->extent.w = (extents.w / 2);
leaf->extent.h = extents.h;
} else {
FAIL_RETURN(e, AKERR_VALUE, "Invalid partition direction %d", direction);
}
}
if ( root->right == NULL ) {
PASS(e, akgl_heap_next_tree((aksl_TreeNode **)&root->right));
PASS(e, akgl_heap_next_list((aksl_ListNode **)&((akgl_BSPLeaf *)root->right->leaf)->actors));
root->right->parent = root;
leaf = root->right->leaf;
if ( direction == AKGL_STAGE_PARTITION_HORIZONTAL ) {
leaf->extent.x = extents.x;
leaf->extent.y = extents.y + (extents.h / 2);
leaf->extent.w = extents.w;
leaf->extent.h = (extents.h / 2);
} else if ( direction == AKGL_STAGE_PARTITION_VERTICAL ) {
leaf->extent.x = extents.x + (extents.w / 2);
leaf->extent.y = extents.y;
leaf->extent.w = (extents.w / 2);
leaf->extent.h = extents.h;
} else {
FAIL_RETURN(e, AKERR_VALUE, "Invalid partition direction %d", direction);
}
}
if ( ((akgl_BSPLeaf *)root->leaf)->actors == NULL ) {
PASS(e, akgl_heap_next_list((aksl_ListNode **)&((akgl_BSPLeaf *)root->leaf)->actors));
}
context.left = root->left;
context.right = root->right;
context.parent = root;
// - Test (SDL_HasIntersection) all actor objects in the current working space
// against the SDL_Frects for both halves. If they intersect, push the actors
// down into the leaf linked lists for each half
ATTEMPT {
CATCH(e, aksl_list_iterate(actors, &akgl_stage_2d_bsp_actoriter, &context));
} CLEANUP {
} PROCESS(e) {
} HANDLE(e, AKERR_NULLPOINTER) {
SDL_Log("Empty actor list");
} FINISH(e, true);
PASS(e, akgl_stage_2d_partition_switchdirection(direction, &direction));
// - Recurse down into the left BSP node, changing our partitioning
// (vertical->horizontal, horizontal->vertical etc)
PASS(e, akgl_stage_2d_bsp(root->left, ((akgl_BSPLeaf *)root->left->leaf)->actors, ((akgl_BSPLeaf *)context.left->leaf)->extent, direction, depth + 1, maxdepth));
// - Recurse down into the right BSP node
// (vertical->horizontal, horizontal->vertical etc)
PASS(e, akgl_stage_2d_bsp(root->right, ((akgl_BSPLeaf *)root->right->leaf)->actors, ((akgl_BSPLeaf *)context.right->leaf)->extent, direction, depth + 1, maxdepth));
SUCCEED_RETURN(e);
}
/**
* @brief Release the stage's curent BSP tree
*
* This recursive function traverses down all nodes of the stage's BSP tree and release all the tree and list nodes
*
* @param[in] self The stage whose BSP tree should be freed
*
* @throws AKERR_NULLPOINTER on NULL pointer inputs
*
* @return akerr_ErrorContext*
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bspfree(akgl_Stage *self)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
PASS(e, aksl_tree_iterate(&self->bsp, &akgl_heap_iter_tree_release, NULL, NULL, AKSL_TREE_SEARCH_DFS, NULL, NULL));
SUCCEED_RETURN(e);
}
/**
* @brief Partition the stage into a BSP tree, grouping near neighbor actors together
*
* @param[in] self The stage to partition
*
* @return akerr_ErrorContext*
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_partition(akgl_Stage *self)
{
aksl_ListNode *actors = NULL;
aksl_ListNode *curnode = NULL;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
PASS(e, akgl_stage_2d_bspfree(self));
self->bsp.leaf = &self->_rootleaf;
memset((void *)&self->_rootleaf, 0x00, sizeof(akgl_BSPLeaf));
// Build a linked list of all actors currently initialized
PASS(e, akgl_heap_next_list(&actors));
curnode = actors;
for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
if ( HEAP_ACTOR[i].refcount != 0 ) {
curnode->data = (void *)&HEAP_ACTOR[i];
PASS(e, akgl_heap_next_list(&curnode->next));
curnode = curnode->next;
}
}
/* This could be better.
* Right now we divide the extents into 16 equal rectangles and sort actors
* into them by their bbox coordinates. This doesn't help when lots of actors are
* stacked up unequally on one area of the screen. A better solution might be to
* continue subdividing a given extent until it is small enough that only
* N number of actors fit inside of it. All of this is overkill for something like
* a simple Mario style sidescroller or even a JRPG, but for something like
* a bullet hell, it will be essential.
*/
((akgl_BSPLeaf *)self->bsp.leaf)->extent = (SDL_FRect){0, 0, camera->w, camera->h};
ATTEMPT {
CATCH(e, akgl_stage_2d_bsp(
&self->bsp,
actors,
// Define the current working space as the boundaries of the entire stage
// (from the origin to the extents of the largest and/or furthest object)
// .... let's see what we get if we just cheat and use the camera extents.
// (Do we *really* want off-screen objects in the collision detection?)
(SDL_FRect){0.0, 0.0, camera->w, camera->h},
// Define if we are partitioning horizontally or vertically
AKGL_STAGE_PARTITION_VERTICAL,
// Begin depth counter at 1
1,
// Maximum recursion depth
AKGL_STAGE_PARTITION_MAXDEPTH)
);
} CLEANUP {
PREPARE_ERROR(e2);
PASS(e2, aksl_list_iterate(actors, &akgl_heap_iter_list_release, NULL));
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/**
* @brief Move this actor to the correct part of the BSP tree
*
* @param[in] self akgl_Stage *
* @param[in] actor akgl_Actor *
*
* @throws AKERR_NULLPOINTER on null pointer inputs
* @return akerr_ErrorContext
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_stage_2d_bsp_move(akgl_Stage *self, akgl_Actor *actor)
{
aksl_ListNode *tmp = NULL;
aksl_TreeNode *curnode = NULL;
akgl_BSPContext context;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
if ( actor->bsphome == NULL ) {
// New actor that is not currently part of the BSP tree. Push it down.
PASS(e, akgl_heap_next_list(&tmp));
tmp->data = actor;
ATTEMPT {
PASS(e, akgl_stage_2d_bsp(
&self->bsp,
tmp,
(SDL_FRect){0.0, 0.0, camera->w, camera->h},
AKGL_STAGE_PARTITION_VERTICAL,
1,
AKGL_STAGE_PARTITION_MAXDEPTH)
);
} CLEANUP {
PREPARE_ERROR(e2);
PASS(e2, akgl_heap_release_list(tmp));
} PROCESS(e) {
} FINISH(e, true);
} else {
// Actor already exists somewhere in the BSP tree
// 1. Is it still in the extents for its bsphome? If so, do nothing.
if ( SDL_HasRectIntersectionFloat(&((akgl_BSPLeaf *)actor->bsphome->leaf)->extent, &actor->bbox) ) {
SUCCEED_RETURN(e);
}
// 2. If not, pop the actor out of its current BSP actor list, and start walking up.
PASS(e, aksl_list_pop(actor->bsplistnode));
curnode = actor->bsphome->parent;
tmp = actor->bsplistnode;
while ( curnode != NULL ) {
// 3. Is it within the current BSP node's extents? If not, walk up and repeat.
if ( SDL_HasRectIntersectionFloat(&((akgl_BSPLeaf *)curnode->leaf)->extent, &actor->bbox) ) {
// 4. Find which extent it matches.
// FIXME : akgl_BSPContext should be replaced with aksl_TreeNode at this point, it's fully redundant
context.left = curnode->left;
context.right = curnode->right;
context.parent = curnode->parent;
PASS(e, akgl_stage_2d_bsp_actoriter(actor->bsplistnode, &context));
}
curnode = curnode->parent;
}
// Release the old actor node, it will have been moved to a new one by now
if ( tmp == actor->bsplistnode ) {
// Odd ...
SDL_Log("Expected actor %p to be moved to a different BSP node after moving, but it still has the same list node...\n", actor);
} else {
PASS(e, akgl_heap_release_list(tmp));
}
}
SUCCEED_RETURN(e);
}

View File

@@ -49,12 +49,12 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_text_rendertextat(TTF_Font *font, char *
color); color);
} }
FAIL_ZERO_RETURN(errctx, textsurf, AKERR_NULLPOINTER, "%s", SDL_GetError()); FAIL_ZERO_RETURN(errctx, textsurf, AKERR_NULLPOINTER, "%s", SDL_GetError());
texture = SDL_CreateTextureFromSurface(renderer.sdl_renderer, textsurf); texture = SDL_CreateTextureFromSurface(renderer->sdl_renderer, textsurf);
FAIL_ZERO_RETURN(errctx, texture, AKERR_NULLPOINTER, "%s", SDL_GetError()); FAIL_ZERO_RETURN(errctx, texture, AKERR_NULLPOINTER, "%s", SDL_GetError());
dest.x = x; dest.x = x;
dest.y = y; dest.y = y;
SDL_GetTextureSize(texture, &dest.w, &dest.h); SDL_GetTextureSize(texture, &dest.w, &dest.h);
PASS(errctx, renderer.draw_texture(&renderer, texture, NULL, &dest, 0, NULL, SDL_FLIP_NONE)); PASS(errctx, renderer->draw_texture(renderer, texture, NULL, &dest, 0, NULL, SDL_FLIP_NONE));
SDL_DestroyTexture(texture); SDL_DestroyTexture(texture);
SDL_DestroySurface(textsurf); SDL_DestroySurface(textsurf);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);

View File

@@ -64,15 +64,11 @@ akerr_ErrorContext *akgl_get_json_properties_string(json_t *obj, char *key, akgl
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *property; json_t *property;
ATTEMPT { PASS(errctx, akgl_get_json_tilemap_property(obj, key, "string", &property));
CATCH(errctx, akgl_get_json_tilemap_property(obj, key, "string", &property)); PASS(errctx, akgl_heap_next_string(dest));
CATCH(errctx, akgl_heap_next_string(dest)); PASS(errctx, akgl_string_initialize(*dest, NULL));
CATCH(errctx, akgl_string_initialize(*dest, NULL)); PASS(errctx, akgl_get_json_string_value(property, "value", dest));
CATCH(errctx, akgl_get_json_string_value(property, "value", dest));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
@@ -80,12 +76,8 @@ akerr_ErrorContext *akgl_get_json_properties_integer(json_t *obj, char *key, int
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *property = NULL; json_t *property = NULL;
ATTEMPT { PASS(errctx, akgl_get_json_tilemap_property(obj, key, "int", &property));
CATCH(errctx, akgl_get_json_tilemap_property(obj, key, "int", &property)); PASS(errctx, akgl_get_json_integer_value(property, "value", dest));
CATCH(errctx, akgl_get_json_integer_value(property, "value", dest));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
@@ -94,12 +86,8 @@ akerr_ErrorContext *akgl_get_json_properties_number(json_t *obj, char *key, floa
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *property = NULL; json_t *property = NULL;
ATTEMPT { PASS(errctx, akgl_get_json_tilemap_property(obj, key, "number", &property));
CATCH(errctx, akgl_get_json_tilemap_property(obj, key, "number", &property)); PASS(errctx, akgl_get_json_number_value(property, "value", dest));
CATCH(errctx, akgl_get_json_number_value(property, "value", dest));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
@@ -108,12 +96,18 @@ akerr_ErrorContext *akgl_get_json_properties_float(json_t *obj, char *key, float
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *property = NULL; json_t *property = NULL;
ATTEMPT { PASS(errctx, akgl_get_json_tilemap_property(obj, key, "float", &property));
CATCH(errctx, akgl_get_json_tilemap_property(obj, key, "float", &property)); PASS(errctx, akgl_get_json_number_value(property, "value", dest));
CATCH(errctx, akgl_get_json_number_value(property, "value", dest));
} CLEANUP { SUCCEED_RETURN(errctx);
} PROCESS(errctx) { }
} FINISH(errctx, true);
akerr_ErrorContext *akgl_get_json_properties_double(json_t *obj, char *key, double *dest)
{
PREPARE_ERROR(errctx);
json_t *property = NULL;
PASS(errctx, akgl_get_json_tilemap_property(obj, key, "float", &property));
PASS(errctx, akgl_get_json_double_value(property, "value", dest));
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
@@ -152,7 +146,7 @@ akerr_ErrorContext *akgl_tilemap_load_tilesets_each(json_t *tileset, akgl_Tilema
} PROCESS(e) { } PROCESS(e) {
} FINISH(e, true); } FINISH(e, true);
dest->tilesets[tsidx].texture = IMG_LoadTexture(renderer.sdl_renderer, (char *)&dest->tilesets[tsidx].imagefilename); dest->tilesets[tsidx].texture = IMG_LoadTexture(renderer->sdl_renderer, (char *)&dest->tilesets[tsidx].imagefilename);
FAIL_ZERO_RETURN(e, dest->tilesets[tsidx].texture, AKERR_NULLPOINTER, "Failed loading tileset image : %s", SDL_GetError()); FAIL_ZERO_RETURN(e, dest->tilesets[tsidx].texture, AKERR_NULLPOINTER, "Failed loading tileset image : %s", SDL_GetError());
SUCCEED_RETURN(e); SUCCEED_RETURN(e);
@@ -297,41 +291,36 @@ akerr_ErrorContext *akgl_tilemap_load_layer_objects(akgl_Tilemap *dest, json_t *
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL destination tilemap reference"); FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL destination tilemap reference");
FAIL_ZERO_RETURN(errctx, root, AKERR_NULLPOINTER, "NULL tilemap root reference"); FAIL_ZERO_RETURN(errctx, root, AKERR_NULLPOINTER, "NULL tilemap root reference");
ATTEMPT { PASS(errctx, akgl_get_json_array_value(root, "objects", &layerdata));
CATCH(errctx, akgl_get_json_array_value(root, "objects", &layerdata)); len = json_array_size((json_t *)layerdata);
len = json_array_size((json_t *)layerdata); curlayer = &dest->layers[layerid];
curlayer = &dest->layers[layerid]; for ( j = 0; j < len; j++ ) {
for ( j = 0; j < len; j++ ) { PASS(errctx, akgl_get_json_array_index_object((json_t *)layerdata, j, &layerdatavalue));
CATCH(errctx, akgl_get_json_array_index_object((json_t *)layerdata, j, &layerdatavalue)); curobj = &curlayer->objects[j];
curobj = &curlayer->objects[j]; PASS(errctx, akgl_get_json_string_value((json_t *)layerdatavalue, "name", &tmpstr));
CATCH(errctx, akgl_get_json_string_value((json_t *)layerdatavalue, "name", &tmpstr)); strncpy((char *)curobj->name, tmpstr->data, AKGL_ACTOR_MAX_NAME_LENGTH);
strncpy((char *)curobj->name, tmpstr->data, AKGL_ACTOR_MAX_NAME_LENGTH); PASS(errctx, akgl_heap_release_string(tmpstr));
CATCH(errctx, akgl_heap_release_string(tmpstr)); PASS(errctx, akgl_get_json_number_value((json_t *)layerdatavalue, "x", &curobj->x));
CATCH(errctx, akgl_get_json_number_value((json_t *)layerdatavalue, "x", &curobj->x)); PASS(errctx, akgl_get_json_number_value((json_t *)layerdatavalue, "y", &curobj->y));
CATCH(errctx, akgl_get_json_number_value((json_t *)layerdatavalue, "y", &curobj->y)); PASS(errctx, akgl_get_json_boolean_value((json_t *)layerdatavalue, "visible", &curobj->visible));
CATCH(errctx, akgl_get_json_boolean_value((json_t *)layerdatavalue, "visible", &curobj->visible));
PASS(errctx, akgl_get_json_string_value((json_t *)layerdatavalue, "type", &tmpstr));
CATCH(errctx, akgl_get_json_string_value((json_t *)layerdatavalue, "type", &tmpstr)); if ( strcmp(tmpstr->data, "actor") == 0 ) {
if ( strcmp(tmpstr->data, "actor") == 0 ) { PASS(errctx, akgl_tilemap_load_layer_object_actor(curobj, layerdatavalue, layerid, dirname));
CATCH(errctx, akgl_tilemap_load_layer_object_actor(curobj, layerdatavalue, layerid, dirname)); } else if ( strcmp(tmpstr->data, "perspective") == 0 ) {
} else if ( strcmp(tmpstr->data, "perspective") == 0 ) { curobj->visible = false;
curobj->visible = false; if ( strcmp((char *)curobj->name, "p_foreground") == 0 ) {
if ( strcmp((char *)curobj->name, "p_foreground") == 0 ) { dest->p_foreground_y = curobj->y;
dest->p_foreground_y = curobj->y; PASS(errctx, akgl_get_json_integer_value((json_t *)layerdatavalue, "height", &dest->p_foreground_h));
CATCH(errctx, akgl_get_json_integer_value((json_t *)layerdatavalue, "height", &dest->p_foreground_h)); PASS(errctx, akgl_get_json_properties_float((json_t *)layerdatavalue, "scale", &dest->p_foreground_scale));
CATCH(errctx, akgl_get_json_properties_float((json_t *)layerdatavalue, "scale", &dest->p_foreground_scale)); } else if ( strcmp((char *)curobj->name, "p_vanishing") == 0 ) {
} else if ( strcmp((char *)curobj->name, "p_vanishing") == 0 ) { dest->p_vanishing_y = curobj->y;
dest->p_vanishing_y = curobj->y; PASS(errctx, akgl_get_json_integer_value((json_t *)layerdatavalue, "height", &dest->p_vanishing_h));
CATCH(errctx, akgl_get_json_integer_value((json_t *)layerdatavalue, "height", &dest->p_vanishing_h)); PASS(errctx, akgl_get_json_properties_float((json_t *)layerdatavalue, "scale", &dest->p_vanishing_scale));
CATCH(errctx, akgl_get_json_properties_float((json_t *)layerdatavalue, "scale", &dest->p_vanishing_scale)); }
} }
} layerdatavalue = NULL;
}
layerdatavalue = NULL;
}
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
@@ -389,7 +378,7 @@ akerr_ErrorContext *akgl_tilemap_load_layer_image(akgl_Tilemap *dest, json_t *ro
); );
RESTORE_GCC_WARNINGS RESTORE_GCC_WARNINGS
dest->layers[layerid].texture = IMG_LoadTexture(renderer.sdl_renderer, (char *)fpath->data); dest->layers[layerid].texture = IMG_LoadTexture(renderer->sdl_renderer, (char *)fpath->data);
FAIL_ZERO_BREAK(errctx, dest->layers[layerid].texture, AKGL_ERR_SDL, "%s", SDL_GetError()); FAIL_ZERO_BREAK(errctx, dest->layers[layerid].texture, AKGL_ERR_SDL, "%s", SDL_GetError());
dest->layers[layerid].width = dest->layers[layerid].texture->w; dest->layers[layerid].width = dest->layers[layerid].texture->w;
dest->layers[layerid].height = dest->layers[layerid].texture->h; dest->layers[layerid].height = dest->layers[layerid].texture->h;
@@ -451,6 +440,88 @@ akerr_ErrorContext *akgl_tilemap_load_layers(akgl_Tilemap *dest, json_t *root, a
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
akerr_ErrorContext *akgl_tilemap_load_physics(akgl_Tilemap *dest, json_t *root)
{
PREPARE_ERROR(e);
json_t *props = NULL;
akgl_String *tmpval = NULL;
double defzero = 0.0;
ATTEMPT {
CATCH(e, akgl_heap_next_string(&tmpval));
CATCH(e, akgl_get_json_array_value((json_t *)root, "properties", &props));
} CLEANUP {
IGNORE(akgl_heap_release_string(tmpval));
} PROCESS(e) {
} HANDLE(e, AKERR_KEY) {
// Map has no properties, do nothing
SDL_Log("Map has no properties");
SUCCEED_RETURN(e);
} FINISH(e, true);
ATTEMPT {
CATCH(e, akgl_heap_next_string(&tmpval));
CATCH(e, akgl_get_json_properties_string(
root,
"physics.model",
&tmpval
)
);
PASS(e, akgl_physics_factory(&dest->physics, tmpval));
dest->use_own_physics = true;
CATCH(e, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.gravity.x", &dest->physics.gravity_x
),
(void *)&defzero,
(void *)&dest->physics.gravity_x,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.gravity.y", &dest->physics.gravity_y
),
(void *)&defzero,
(void *)&dest->physics.gravity_y,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.gravity.z", &dest->physics.gravity_z
),
(void *)&defzero,
(void *)&dest->physics.gravity_z,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.drag.x", &dest->physics.drag_x
),
(void *)&defzero,
(void *)&dest->physics.drag_x,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.drag.y", &dest->physics.drag_y
),
(void *)&defzero,
(void *)&dest->physics.drag_y,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.drag.z", &dest->physics.drag_z
),
(void *)&defzero,
(void *)&dest->physics.drag_z,
sizeof(double)));
} CLEANUP {
IGNORE(akgl_heap_release_string(tmpval));
} PROCESS(e) {
} HANDLE(e, AKERR_KEY) {
SDL_Log("Map uses game physics");
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *akgl_tilemap_load(char *fname, akgl_Tilemap *dest) akerr_ErrorContext *akgl_tilemap_load(char *fname, akgl_Tilemap *dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
@@ -484,6 +555,7 @@ akerr_ErrorContext *akgl_tilemap_load(char *fname, akgl_Tilemap *dest)
error.line, error.line,
error.text error.text
); );
CATCH(errctx, akgl_tilemap_load_physics(dest, json));
CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "tileheight", &dest->tileheight)); CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "tileheight", &dest->tileheight));
CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "tilewidth", &dest->tilewidth)); CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "tilewidth", &dest->tilewidth));
CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "height", &dest->height)); CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "height", &dest->height));
@@ -573,7 +645,7 @@ akerr_ErrorContext *akgl_tilemap_draw(akgl_Tilemap *map, SDL_FRect *viewport, in
src.h = map->layers[layeridx].height; src.h = map->layers[layeridx].height;
dest.w = map->layers[layeridx].width; dest.w = map->layers[layeridx].width;
dest.h = map->layers[layeridx].height; dest.h = map->layers[layeridx].height;
PASS(errctx, renderer.draw_texture(&renderer, map->layers[layeridx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE)); PASS(errctx, renderer->draw_texture(renderer, map->layers[layeridx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
@@ -628,7 +700,7 @@ akerr_ErrorContext *akgl_tilemap_draw(akgl_Tilemap *map, SDL_FRect *viewport, in
dest.y, dest.y,
dest.w, dest.w,
dest.h);*/ dest.h);*/
PASS(errctx, renderer.draw_texture(&renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE)); PASS(errctx, renderer->draw_texture(renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
} }
} }
dest.x += map->tilewidth; dest.x += map->tilewidth;
@@ -683,7 +755,7 @@ akerr_ErrorContext *akgl_tilemap_draw_tileset(akgl_Tilemap *map, int tilesetidx)
dest.y, dest.y,
dest.w, dest.w,
dest.h);*/ dest.h);*/
PASS(errctx, renderer.draw_texture(&renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE)); PASS(errctx, renderer->draw_texture(renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }

View File

@@ -202,9 +202,9 @@ akerr_ErrorContext *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, in
FAIL_ZERO_BREAK(errctx, t2, AKERR_NULLPOINTER, "NULL texture"); FAIL_ZERO_BREAK(errctx, t2, AKERR_NULLPOINTER, "NULL texture");
CATCH(errctx, akgl_heap_next_string(&tmpstring)); CATCH(errctx, akgl_heap_next_string(&tmpstring));
SDL_RenderClear(renderer.sdl_renderer); SDL_RenderClear(renderer->sdl_renderer);
CATCH(errctx, renderer.draw_texture(&renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE)); CATCH(errctx, renderer->draw_texture(renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
s1 = SDL_RenderReadPixels(renderer.sdl_renderer, &read); s1 = SDL_RenderReadPixels(renderer->sdl_renderer, &read);
FAIL_ZERO_BREAK(errctx, s1, AKGL_ERR_SDL, "Failed to read pixels from renderer"); FAIL_ZERO_BREAK(errctx, s1, AKGL_ERR_SDL, "Failed to read pixels from renderer");
if ( writeout != NULL ) { if ( writeout != NULL ) {
@@ -218,10 +218,10 @@ akerr_ErrorContext *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, in
SDL_GetError()); SDL_GetError());
} }
SDL_RenderClear(renderer.sdl_renderer); SDL_RenderClear(renderer->sdl_renderer);
CATCH(errctx, renderer.draw_texture(&renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE)); CATCH(errctx, renderer->draw_texture(renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
s2 = SDL_RenderReadPixels(renderer.sdl_renderer, &read); s2 = SDL_RenderReadPixels(renderer->sdl_renderer, &read);
FAIL_ZERO_BREAK(errctx, s2, AKGL_ERR_SDL, "Failed to read pixels from renderer"); FAIL_ZERO_BREAK(errctx, s2, AKGL_ERR_SDL, "Failed to read pixels from renderer");
CATCH(errctx, akgl_compare_sdl_surfaces(s1, s2)); CATCH(errctx, akgl_compare_sdl_surfaces(s1, s2));