Compare commits
2 Commits
bugfix/phy
...
9fed59c4c8
| Author | SHA1 | Date | |
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9fed59c4c8
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941eeb2493
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@@ -69,6 +69,8 @@ add_library(akgl SHARED
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src/heap.c
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src/json_helpers.c
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src/registry.c
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src/renderer.c
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src/physics.c
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src/sprite.c
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src/staticstring.c
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src/tilemap.c
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@@ -142,6 +144,8 @@ install(FILES "include/akgl/controller.h" DESTINATION "include/akgl/")
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install(FILES "include/akgl/heap.h" DESTINATION "include/akgl/")
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install(FILES "include/akgl/iterator.h" DESTINATION "include/akgl/")
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install(FILES "include/akgl/json_helpers.h" DESTINATION "include/akgl/")
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install(FILES "include/akgl/renderer.h" DESTINATION "include/akgl/")
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install(FILES "include/akgl/physics.h" DESTINATION "include/akgl/")
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install(FILES "include/akgl/registry.h" DESTINATION "include/akgl/")
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install(FILES "include/akgl/sprite.h" DESTINATION "include/akgl/")
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install(FILES "include/akgl/staticstring.h" DESTINATION "include/akgl/")
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@@ -1,9 +1,9 @@
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#ifndef _SDL_GAMECONTROLLERDB_H_
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#define _SDL_GAMECONTROLLERDB_H_
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Tue May 26 01:00:21 PM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Tue Jun 2 01:14:32 PM EDT 2026
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2228
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2229
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const char *SDL_GAMECONTROLLER_DB[] = {
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"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",
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@@ -708,7 +708,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
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"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",
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"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",
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"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",
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"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",
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"03000000632500002705000000000000,ShanWan Gamepad,a:b0,b:b1,x:b3,y:b4,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,leftx:a0,-lefty:-a1,+lefty:+a2,leftshoulder:b6,lefttrigger:b8,rightshoulder:b7,righttrigger:b9,start:b11,leftstick:b13,rightstick:b14,platform:Windows",
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"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",
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"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",
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"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",
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@@ -780,6 +780,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
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"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",
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"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",
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"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",
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"03000000580400000a10000000000000,Trust Sight Fighter,a:b0,b:b1,x:b3,y:b4,back:b5,start:b2,leftshoulder:b6,rightshoulder:b7,leftx:a0,lefty:a1,lefttrigger:b8,righttrigger:b9,platform:Windows",
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"030000004f04000087b6000000000000,TWCS Throttle,dpdown:b8,dpleft:b9,dpright:b7,dpup:b6,leftstick:b5,lefttrigger:-a5,leftx:a0,lefty:a1,righttrigger:+a5,platform:Windows",
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"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",
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"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",
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@@ -76,16 +76,25 @@ typedef struct akgl_Actor {
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float32_t vx;
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float32_t vy;
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float32_t vz;
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// Gravity. Forces acting on the actor on a given axis due to the forces
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// of gravity and drag.
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float32_t gx;
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float32_t gy;
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float32_t gz;
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// Environmental velocity. These are the forces acting on the actor by the
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// environment (such as gravity and atmospheric drag)
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float32_t ex;
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float32_t ey;
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float32_t ez;
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// Thrust. Energy originating only from the actor's own acceleration on a
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// given axis, before the effects of gravity and drag.
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float32_t tx;
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float32_t ty;
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float32_t tz;
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// Acceleration. These are borrowed from the base character object.
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// A given axis resets to 0 when the actor stops moving in a given axis.
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float32_t ax;
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float32_t ay;
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float32_t az;
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// Max speed. These are borrowed from the base character object.
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float32_t sx;
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float32_t sy;
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float32_t sz;
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// Position.
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float32_t x;
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float32_t y;
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@@ -44,14 +44,19 @@ typedef struct {
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} akgl_Game;
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extern SDL_Window *window;
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extern akgl_Tilemap gamemap;
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extern MIX_Audio *bgm;
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extern MIX_Mixer *akgl_mixer;
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extern MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
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extern SDL_FRect camera;
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extern SDL_FRect _akgl_camera;
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extern akgl_Game game;
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extern akgl_RenderBackend renderer;
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extern akgl_PhysicsBackend physics;
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extern akgl_RenderBackend _akgl_renderer;
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extern akgl_PhysicsBackend _akgl_physics;
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extern akgl_Tilemap _akgl_gamemap;
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extern akgl_Tilemap *gamemap;
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extern akgl_RenderBackend *renderer;
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extern akgl_PhysicsBackend *physics;
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extern SDL_FRect *camera;
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#define AKGL_BITMASK_HAS(x, y) (x & y) == y
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#define AKGL_BITMASK_HASNOT(x, y) (x & y) != y
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@@ -19,8 +19,7 @@ typedef struct akgl_PhysicsBackend {
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double gravity_y;
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double gravity_z;
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SDL_Time gravity_time;
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SDL_Time timer_gravity;
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SDL_Time timer_gravity;
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} akgl_PhysicsBackend;
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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@@ -29,10 +28,11 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(akgl_PhysicsBackend *s
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *self);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_sidescroller(akgl_PhysicsBackend *self);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_arcade(akgl_PhysicsBackend *self);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterator *opflags);
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57
src/actor.c
57
src/actor.c
@@ -51,6 +51,10 @@ akerr_ErrorContext *akgl_actor_set_character(akgl_Actor *obj, char *basecharname
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obj->basechar = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, basecharname, NULL);
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FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Character not found in the registry");
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obj->ax = 0;
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obj->ay = 0;
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obj->sx = obj->basechar->sx;
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obj->sy = obj->basechar->sy;
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SUCCEED_RETURN(errctx);
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}
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@@ -113,14 +117,25 @@ akerr_ErrorContext *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *c
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SUCCEED_RETURN(errctx);
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}
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// raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics object to process us
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akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *obj, float32_t dt)
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// raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics simulator to process us
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akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *actor, float32_t dt)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj");
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "obj->basechar");
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// Effectively a NOOP, this is handled by the physics engine now
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// These functions are still present in case the library user wants per-actor behavior
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FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
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FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor->basechar");
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actor->sx = actor->basechar->sx;
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actor->sy = actor->basechar->sy;
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actor->sz = actor->basechar->sz;
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
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actor->ax = -actor->basechar->ax;
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} else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
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actor->ax = actor->basechar->ax;
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}
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if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
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actor->ay = -actor->basechar->ay;
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} else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
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actor->ay = actor->basechar->ay;
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}
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SUCCEED_RETURN(errctx);
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}
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@@ -195,7 +210,7 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
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ATTEMPT {
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CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
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CATCH(errctx, actor_visible(obj, &camera, &visible));
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CATCH(errctx, actor_visible(obj, camera, &visible));
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} CLEANUP {
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} PROCESS(errctx) {
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} HANDLE(errctx, AKERR_KEY) {
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@@ -227,16 +242,16 @@ akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
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} FINISH(errctx, true);
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if ( obj->parent != NULL ) {
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dest.x = (obj->parent->x + obj->x - camera.x);
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dest.y = (obj->parent->y + obj->y - camera.y);
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dest.x = (obj->parent->x + obj->x - camera->x);
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dest.y = (obj->parent->y + obj->y - camera->y);
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} else {
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dest.x = (obj->x - camera.x);
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dest.y = (obj->y - camera.y);
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dest.x = (obj->x - camera->x);
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dest.y = (obj->y - camera->y);
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}
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dest.w = curSprite->width * obj->scale;
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dest.h = curSprite->width * obj->scale;
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PASS(errctx, renderer.draw_texture(&renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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PASS(errctx, renderer->draw_texture(renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
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SUCCEED_RETURN(errctx);
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}
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@@ -262,10 +277,12 @@ akerr_ErrorContext *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child)
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akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
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FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
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//SDL_Log("event %d (button %d / key %d) moves actor left", event->type, event->gbutton.which, event->key.key);
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AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
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obj->ax = -(obj->basechar->ax);
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AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_LEFT));
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//SDL_Log("new target actor state: %b", obj->state);
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SUCCEED_RETURN(errctx);
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@@ -277,6 +294,8 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_off(akgl_Actor *obj, SDL
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) stops moving actor left", event->type, event->gbutton.which, event->key.key);
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obj->ax = 0;
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obj->ex = 0;
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obj->tx = 0;
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obj->vx = 0;
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AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT);
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@@ -289,7 +308,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_on(akgl_Actor *obj, SDL
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
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//SDL_Log("event %d (button %d / key %d) moves actor right", event->type, event->gbutton.which, event->key.key);
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obj->ax = obj->basechar->ax;
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AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
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AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_FACE_RIGHT));
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//SDL_Log("new target actor state: %b", obj->state);
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@@ -302,6 +323,8 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_off(akgl_Actor *obj, SD
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) stops moving actor right", event->type, event->gbutton.which, event->key.key);
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obj->ax = 0;
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obj->ex = 0;
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obj->tx = 0;
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obj->vx = 0;
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AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
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@@ -315,6 +338,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_on(akgl_Actor *obj, SDL_Ev
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FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
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FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
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//SDL_Log("event %d (button %d / key %d) moves actor up", event->type, event->gbutton.which, event->key.key);
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obj->ay = -(obj->basechar->ay);
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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));
|
||||
//SDL_Log("new target actor state: %b", obj->state);
|
||||
@@ -327,6 +351,8 @@ 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, 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);
|
||||
obj->ay = 0;
|
||||
obj->ey = 0;
|
||||
obj->ty = 0;
|
||||
obj->vy = 0;
|
||||
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_UP);
|
||||
@@ -340,6 +366,7 @@ 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, event, AKERR_NULLPOINTER, "NULL event");
|
||||
//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_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_DOWN));
|
||||
//SDL_Log("new target actor state: %b", obj->state);
|
||||
@@ -353,6 +380,8 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_off(akgl_Actor *obj, SDL
|
||||
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);
|
||||
obj->ty = 0;
|
||||
obj->ey = 0;
|
||||
obj->ay = 0;
|
||||
obj->vy = 0;
|
||||
AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN);
|
||||
//SDL_Log("new target actor state: %b", obj->state);
|
||||
|
||||
@@ -20,11 +20,11 @@ void akgl_draw_background(int w, int h)
|
||||
for (x = 0; x < w; x += dx) {
|
||||
/* use an 8x8 checkerboard pattern */
|
||||
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.y = (float)y;
|
||||
SDL_RenderFillRect(renderer.sdl_renderer, &rect);
|
||||
SDL_RenderFillRect(renderer->sdl_renderer, &rect);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
78
src/game.c
78
src/game.c
@@ -19,17 +19,22 @@
|
||||
#include <akgl/SDL_GameControllerDB.h>
|
||||
|
||||
SDL_Window *window = NULL;
|
||||
akgl_RenderBackend renderer;
|
||||
akgl_PhysicsBackend physics;
|
||||
akgl_Frame ball;
|
||||
akgl_Frame paddle1;
|
||||
akgl_Frame paddle2;
|
||||
akgl_Frame table;
|
||||
akgl_Tilemap gamemap;
|
||||
|
||||
// Currently active objects
|
||||
akgl_RenderBackend *renderer;
|
||||
akgl_PhysicsBackend *physics;
|
||||
SDL_FRect *camera;
|
||||
akgl_Tilemap *gamemap;
|
||||
|
||||
// Default objects
|
||||
akgl_RenderBackend _akgl_renderer;
|
||||
akgl_PhysicsBackend _akgl_physics;
|
||||
SDL_FRect _akgl_camera;
|
||||
akgl_Tilemap _akgl_gamemap;
|
||||
|
||||
MIX_Audio *bgm = NULL;
|
||||
MIX_Mixer *akgl_mixer = NULL;
|
||||
MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
|
||||
SDL_FRect camera;
|
||||
akgl_Game game;
|
||||
|
||||
void akgl_game_lowfps(void)
|
||||
@@ -45,31 +50,26 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
|
||||
|
||||
int i = 0;
|
||||
PREPARE_ERROR(e);
|
||||
ATTEMPT {
|
||||
strncpy((char *)&game.libversion, AKGL_VERSION, 32);
|
||||
game.gameStartTime = SDL_GetTicksNS();
|
||||
game.lastIterTime = game.gameStartTime;
|
||||
game.lastFPSTime = game.gameStartTime;
|
||||
game.lowfpsfunc = &akgl_game_lowfps;
|
||||
game.statelock = SDL_CreateMutex();
|
||||
FAIL_ZERO_RETURN(e, game.statelock, AKGL_ERR_SDL, "%s", SDL_GetError());
|
||||
CATCH(e, akgl_game_state_lock());
|
||||
FAIL_ZERO_BREAK(e, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
|
||||
FAIL_ZERO_BREAK(e, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
|
||||
FAIL_ZERO_BREAK(e, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
|
||||
CATCH(e, akgl_heap_init());
|
||||
CATCH(e, akgl_registry_init_actor());
|
||||
CATCH(e, akgl_registry_init_sprite());
|
||||
CATCH(e, akgl_registry_init_spritesheet());
|
||||
CATCH(e, akgl_registry_init_character());
|
||||
CATCH(e, akgl_registry_init_font());
|
||||
CATCH(e, akgl_registry_init_music());
|
||||
CATCH(e, akgl_registry_init_properties());
|
||||
CATCH(e, akgl_registry_init_actor_state_strings());
|
||||
} CLEANUP {
|
||||
//IGNORE(akgl_game_state_unlock());
|
||||
} PROCESS(e) {
|
||||
} FINISH(e, true)
|
||||
strncpy((char *)&game.libversion, AKGL_VERSION, 32);
|
||||
game.gameStartTime = SDL_GetTicksNS();
|
||||
game.lastIterTime = game.gameStartTime;
|
||||
game.lastFPSTime = game.gameStartTime;
|
||||
game.lowfpsfunc = &akgl_game_lowfps;
|
||||
game.statelock = SDL_CreateMutex();
|
||||
FAIL_ZERO_RETURN(e, game.statelock, AKGL_ERR_SDL, "%s", SDL_GetError());
|
||||
PASS(e, akgl_game_state_lock());
|
||||
FAIL_ZERO_RETURN(e, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
|
||||
FAIL_ZERO_RETURN(e, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
|
||||
FAIL_ZERO_RETURN(e, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
|
||||
PASS(e, akgl_heap_init());
|
||||
PASS(e, akgl_registry_init_actor());
|
||||
PASS(e, akgl_registry_init_sprite());
|
||||
PASS(e, akgl_registry_init_spritesheet());
|
||||
PASS(e, akgl_registry_init_character());
|
||||
PASS(e, akgl_registry_init_font());
|
||||
PASS(e, akgl_registry_init_music());
|
||||
PASS(e, akgl_registry_init_properties());
|
||||
PASS(e, akgl_registry_init_actor_state_strings());
|
||||
|
||||
SDL_SetAppMetadata(game.name, game.version, game.uri);
|
||||
|
||||
@@ -113,6 +113,12 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
|
||||
AKGL_ERR_SDL,
|
||||
"Couldn't initialize front engine: %s",
|
||||
SDL_GetError());
|
||||
|
||||
camera = &_akgl_camera;
|
||||
renderer = &_akgl_renderer;
|
||||
physics = &_akgl_physics;
|
||||
gamemap = &_akgl_gamemap;
|
||||
|
||||
PASS(e, akgl_game_state_unlock());
|
||||
SUCCEED_RETURN(e);
|
||||
}
|
||||
@@ -432,15 +438,15 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags)
|
||||
continue;
|
||||
}
|
||||
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 {
|
||||
actor->scale = 1.0;
|
||||
}
|
||||
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());
|
||||
SUCCEED_RETURN(e);
|
||||
}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
#include <math.h>
|
||||
#include <akstdlib.h>
|
||||
#include <akgl/physics.h>
|
||||
#include <akgl/actor.h>
|
||||
@@ -41,28 +42,23 @@ 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, float32_t dt)
|
||||
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");
|
||||
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
|
||||
|
||||
// Assume the X origin is - (screen left)
|
||||
actor->gx -= (self->gravity_x * dt);
|
||||
actor->ex -= (self->gravity_x * dt);
|
||||
// Assume Y origin is + (down screen)
|
||||
actor->gy += (self->gravity_y * dt);
|
||||
actor->ey += (self->gravity_y * dt);
|
||||
// Assume Z origin is - (behind the camera)
|
||||
actor->gz -= (self->gravity_z * dt);
|
||||
|
||||
// Counteract velocity with atmospheric drag
|
||||
actor->gx += actor->vx * self->drag_x * dt;
|
||||
actor->gy -= actor->vy * self->drag_y * dt;
|
||||
actor->gz += actor->vz * self->drag_z * dt;
|
||||
actor->ez -= (self->gravity_z * dt);
|
||||
|
||||
SUCCEED_RETURN(e);
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
PREPARE_ERROR(e);
|
||||
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
|
||||
@@ -70,37 +66,27 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_collide(akgl_PhysicsBackend *
|
||||
SUCCEED_RETURN(e);
|
||||
}
|
||||
|
||||
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_ss_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
|
||||
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");
|
||||
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
|
||||
actor->x += (-actor->vx * dt) + (actor->gx * dt);
|
||||
}
|
||||
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
|
||||
actor->x += (actor->vx * dt) + (actor->gx * dt);
|
||||
}
|
||||
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
|
||||
actor->y += (-actor->vy * dt) + (actor->gy * dt);
|
||||
}
|
||||
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
|
||||
actor->y += (actor->vy * dt) + (actor->gy * dt);
|
||||
}
|
||||
|
||||
actor->x += actor->vx * dt;
|
||||
actor->y += actor->vy * dt;
|
||||
actor->z += actor->vz * dt;
|
||||
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;
|
||||
PREPARE_ERROR(e);
|
||||
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
|
||||
PASS(e, akgl_heap_next_string(&tmp));
|
||||
|
||||
self->gravity = akgl_physics_ss_gravity;
|
||||
self->collide = akgl_physics_ss_collide;
|
||||
self->move = akgl_physics_ss_move;
|
||||
self->gravity = akgl_physics_arcade_gravity;
|
||||
self->collide = akgl_physics_arcade_collide;
|
||||
self->move = akgl_physics_arcade_move;
|
||||
self->simulate = akgl_physics_simulate;
|
||||
|
||||
ATTEMPT {
|
||||
@@ -142,7 +128,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
|
||||
opflags = &defflags;
|
||||
}
|
||||
|
||||
|
||||
|
||||
for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
|
||||
actor = &HEAP_ACTOR[i];
|
||||
if ( actor->refcount == 0 ) {
|
||||
@@ -150,6 +136,9 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
|
||||
}
|
||||
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;
|
||||
@@ -159,28 +148,52 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// thrust is a function of acceleration on a given axis
|
||||
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ||
|
||||
AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
|
||||
actor->tx += actor->basechar->ax * dt;
|
||||
actor->tx += actor->ax * dt;
|
||||
}
|
||||
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ||
|
||||
AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
|
||||
actor->ty += actor->basechar->ay * dt;
|
||||
actor->ty += actor->ay * dt;
|
||||
}
|
||||
|
||||
// velocity equals thrust unless thrust exceeds max speed
|
||||
if ( actor->tx > actor->basechar->sx ) {
|
||||
actor->vx = actor->basechar->sx;
|
||||
} else {
|
||||
actor->vx = actor->tx;
|
||||
if ( fabsf(actor->tx) > fabsf(actor->sx) ) {
|
||||
if ( actor->tx < 0 ) {
|
||||
actor->tx = -actor->sx;
|
||||
} else {
|
||||
actor->tx = actor->sx;
|
||||
}
|
||||
}
|
||||
if ( actor->ty > actor->basechar->sy ) {
|
||||
actor->vy = actor->basechar->sy;
|
||||
} else {
|
||||
actor->vy = actor->ty;
|
||||
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));
|
||||
PASS(e, self->gravity(self, actor, dt));
|
||||
|
||||
// Counteract velocity with atmospheric drag
|
||||
actor->ex -= actor->ex * self->drag_x * dt;
|
||||
actor->ey -= actor->ey * self->drag_y * dt;
|
||||
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));
|
||||
} CLEANUP {
|
||||
} PROCESS(e) {
|
||||
|
||||
@@ -33,10 +33,10 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self)
|
||||
"Couldn't create window/renderer: %s",
|
||||
SDL_GetError());
|
||||
|
||||
camera.x = 0;
|
||||
camera.y = 0;
|
||||
camera.w = screenwidth;
|
||||
camera.h = screenheight;
|
||||
camera->x = 0;
|
||||
camera->y = 0;
|
||||
camera->w = screenwidth;
|
||||
camera->h = screenheight;
|
||||
|
||||
self->shutdown = &akgl_render_2d_shutdown;
|
||||
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)));
|
||||
}
|
||||
for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS ; i++ ) {
|
||||
if ( i < gamemap.numlayers ) {
|
||||
PASS(e, akgl_tilemap_draw((akgl_Tilemap *)&gamemap, &camera, i));
|
||||
if ( i < gamemap->numlayers ) {
|
||||
PASS(e, akgl_tilemap_draw(gamemap, camera, i));
|
||||
}
|
||||
for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR ; j++ ) {
|
||||
actor = &HEAP_ACTOR[j];
|
||||
|
||||
@@ -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);
|
||||
|
||||
//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(
|
||||
|
||||
@@ -49,12 +49,12 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_text_rendertextat(TTF_Font *font, char *
|
||||
color);
|
||||
}
|
||||
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());
|
||||
dest.x = x;
|
||||
dest.y = y;
|
||||
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_DestroySurface(textsurf);
|
||||
SUCCEED_RETURN(errctx);
|
||||
|
||||
@@ -152,7 +152,7 @@ akerr_ErrorContext *akgl_tilemap_load_tilesets_each(json_t *tileset, akgl_Tilema
|
||||
} PROCESS(e) {
|
||||
} 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());
|
||||
|
||||
SUCCEED_RETURN(e);
|
||||
@@ -389,7 +389,7 @@ akerr_ErrorContext *akgl_tilemap_load_layer_image(akgl_Tilemap *dest, json_t *ro
|
||||
);
|
||||
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());
|
||||
dest->layers[layerid].width = dest->layers[layerid].texture->w;
|
||||
dest->layers[layerid].height = dest->layers[layerid].texture->h;
|
||||
@@ -573,7 +573,7 @@ akerr_ErrorContext *akgl_tilemap_draw(akgl_Tilemap *map, SDL_FRect *viewport, in
|
||||
src.h = map->layers[layeridx].height;
|
||||
dest.w = map->layers[layeridx].width;
|
||||
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);
|
||||
}
|
||||
|
||||
@@ -628,7 +628,7 @@ akerr_ErrorContext *akgl_tilemap_draw(akgl_Tilemap *map, SDL_FRect *viewport, in
|
||||
dest.y,
|
||||
dest.w,
|
||||
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;
|
||||
@@ -683,7 +683,7 @@ akerr_ErrorContext *akgl_tilemap_draw_tileset(akgl_Tilemap *map, int tilesetidx)
|
||||
dest.y,
|
||||
dest.w,
|
||||
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);
|
||||
}
|
||||
|
||||
12
src/util.c
12
src/util.c
@@ -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");
|
||||
|
||||
CATCH(errctx, akgl_heap_next_string(&tmpstring));
|
||||
SDL_RenderClear(renderer.sdl_renderer);
|
||||
CATCH(errctx, renderer.draw_texture(&renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
|
||||
s1 = SDL_RenderReadPixels(renderer.sdl_renderer, &read);
|
||||
SDL_RenderClear(renderer->sdl_renderer);
|
||||
CATCH(errctx, renderer->draw_texture(renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
|
||||
s1 = SDL_RenderReadPixels(renderer->sdl_renderer, &read);
|
||||
FAIL_ZERO_BREAK(errctx, s1, AKGL_ERR_SDL, "Failed to read pixels from renderer");
|
||||
|
||||
if ( writeout != NULL ) {
|
||||
@@ -218,10 +218,10 @@ akerr_ErrorContext *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, in
|
||||
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));
|
||||
s2 = SDL_RenderReadPixels(renderer.sdl_renderer, &read);
|
||||
CATCH(errctx, renderer->draw_texture(renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
|
||||
s2 = SDL_RenderReadPixels(renderer->sdl_renderer, &read);
|
||||
FAIL_ZERO_BREAK(errctx, s2, AKGL_ERR_SDL, "Failed to read pixels from renderer");
|
||||
|
||||
CATCH(errctx, akgl_compare_sdl_surfaces(s1, s2));
|
||||
|
||||
Reference in New Issue
Block a user