WIP : feature/physics_bsptree #1
@@ -75,6 +75,7 @@ add_library(akgl SHARED
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src/staticstring.c
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src/tilemap.c
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src/util.c
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src/stage.c
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${GAMECONTROLLERDB_H}
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)
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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 Jun 2 04:45:53 PM EDT 2026
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// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on Sat Jun 27 08:22:48 AM EDT 2026
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2229
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#define AKGL_SDL_GAMECONTROLLER_DB_LEN 2243
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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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@@ -687,7 +687,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
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"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",
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"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",
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"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",
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"03000000bd12000010d1000000000000,Sanwa 4Button,a:b0,b:b1,x:b2,y:b3,dpup:-a1,dpdown:+a1,dpleft:-a0,dpright:+a0,platform:Windows",
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"03000000bd12000010d1000000000000,Sanwa 4Button,a:b0,b:b1,dpdown:+a1,dpleft:-a0,dpright:+a0,dpup:-a1,x:b2,y:b3,platform:Windows",
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"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",
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"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",
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"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",
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@@ -701,14 +701,14 @@ const char *SDL_GAMECONTROLLER_DB[] = {
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"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",
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"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",
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"03000000a30c00002500000000000000,Sega Genesis Mini 3B Controller,a:b2,b:b1,dpdown:+a4,dpleft:-a3,dpright:+a3,dpup:-a4,righttrigger:b5,start:b9,platform:Windows",
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"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",
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"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",
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"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",
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"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",
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"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",
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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 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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"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",
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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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@@ -737,6 +737,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
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"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",
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"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",
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"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",
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"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",
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"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",
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"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",
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"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",
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@@ -780,7 +781,7 @@ 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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"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",
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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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@@ -942,6 +943,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
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"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",
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"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",
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"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",
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"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",
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"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",
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"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",
|
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"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",
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@@ -1119,6 +1121,7 @@ const char *SDL_GAMECONTROLLER_DB[] = {
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"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",
|
||||
"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",
|
||||
"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",
|
||||
@@ -1250,12 +1253,16 @@ const char *SDL_GAMECONTROLLER_DB[] = {
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||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
@@ -1277,6 +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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
@@ -1349,6 +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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
@@ -1447,6 +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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
@@ -1537,10 +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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
@@ -1619,6 +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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
@@ -1752,7 +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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
@@ -1798,9 +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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
@@ -2014,6 +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",
|
||||
"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",
|
||||
"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",
|
||||
"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",
|
||||
|
||||
@@ -2,8 +2,11 @@
|
||||
#define _AKGL_ACTOR_H_
|
||||
|
||||
#include <stdint.h>
|
||||
#include "types.h"
|
||||
#include "character.h"
|
||||
|
||||
#include <akstdlib.h>
|
||||
|
||||
#include <akgl/types.h>
|
||||
#include <akgl/character.h>
|
||||
|
||||
// ---- 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
|
||||
|
||||
typedef struct akgl_Actor {
|
||||
uint8_t type;
|
||||
uint8_t refcount;
|
||||
char name[AKGL_ACTOR_MAX_NAME_LENGTH];
|
||||
akgl_Character *basechar;
|
||||
@@ -70,7 +74,10 @@ typedef struct akgl_Actor {
|
||||
bool movement_controls_face;
|
||||
void *actorData;
|
||||
bool visible;
|
||||
bool simulating;
|
||||
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;
|
||||
@@ -100,13 +107,24 @@ typedef struct akgl_Actor {
|
||||
float32_t y;
|
||||
float32_t z;
|
||||
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 *parent;
|
||||
|
||||
// method that controls logic update functions
|
||||
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);
|
||||
// method that changes the actor's face flags based on other state
|
||||
akerr_ErrorContext AKERR_NOIGNORE *(*facefunc)(struct akgl_Actor *obj);
|
||||
// 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);
|
||||
// method to add a child to this actor
|
||||
akerr_ErrorContext AKERR_NOIGNORE *(*addchild)(struct akgl_Actor *obj, struct akgl_Actor *child);
|
||||
} akgl_Actor;
|
||||
|
||||
|
||||
@@ -12,7 +12,9 @@
|
||||
#define RESTORE_GCC_WARNINGS \
|
||||
_Pragma("GCC diagnostic pop")
|
||||
|
||||
#define AKGL_ERR_SDL AKERR_LAST_ERRNO_VALUE + 1
|
||||
#define AKGL_ERR_LOGICINTERRUPT AKERR_LAST_ERRNO_VALUE + 2
|
||||
#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 /** 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_
|
||||
|
||||
@@ -3,10 +3,11 @@
|
||||
|
||||
#include <stdint.h>
|
||||
#include <SDL3_mixer/SDL_mixer.h>
|
||||
#include "types.h"
|
||||
#include "tilemap.h"
|
||||
#include "renderer.h"
|
||||
#include "physics.h"
|
||||
#include <akgl/types.h>
|
||||
#include <akgl/tilemap.h>
|
||||
#include <akgl/renderer.h>
|
||||
#include <akgl/physics.h>
|
||||
#include <akgl/stage.h>
|
||||
|
||||
#define AKGL_VERSION "0.1.0"
|
||||
|
||||
@@ -49,10 +50,12 @@ extern MIX_Mixer *akgl_mixer;
|
||||
extern MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
|
||||
extern SDL_FRect _akgl_camera;
|
||||
extern akgl_Game game;
|
||||
extern akgl_Stage _stage;
|
||||
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;
|
||||
|
||||
@@ -1,11 +1,13 @@
|
||||
#ifndef _AKGL_HEAP_H_
|
||||
#define _AKGL_HEAP_H_
|
||||
|
||||
#include "sprite.h"
|
||||
#include "actor.h"
|
||||
#include "character.h"
|
||||
#include "staticstring.h"
|
||||
#include <akgl/sprite.h>
|
||||
#include <akgl/actor.h>
|
||||
#include <akgl/character.h>
|
||||
#include <akgl/staticstring.h>
|
||||
#include <akgl/stage.h>
|
||||
#include <akerror.h>
|
||||
#include <akstdlib.h>
|
||||
|
||||
#ifndef AKGL_MAX_HEAP_ACTOR
|
||||
#define AKGL_MAX_HEAP_ACTOR 64
|
||||
@@ -22,25 +24,43 @@
|
||||
#ifndef AKGL_MAX_HEAP_STRING
|
||||
#define AKGL_MAX_HEAP_STRING 256
|
||||
#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_Sprite HEAP_SPRITE[AKGL_MAX_HEAP_SPRITE];
|
||||
extern akgl_SpriteSheet HEAP_SPRITESHEET[AKGL_MAX_HEAP_SPRITESHEET];
|
||||
extern akgl_Character HEAP_CHARACTER[AKGL_MAX_HEAP_CHARACTER];
|
||||
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_list();
|
||||
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init_tree();
|
||||
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_sprite(akgl_Sprite **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_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_sprite(akgl_Sprite *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_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_
|
||||
|
||||
45
include/akgl/stage.h
Normal file
45
include/akgl/stage.h
Normal 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_
|
||||
@@ -10,9 +10,9 @@
|
||||
typedef struct
|
||||
{
|
||||
int refcount;
|
||||
int length;
|
||||
char data[AKGL_MAX_STRING_LENGTH];
|
||||
} akgl_String;
|
||||
|
||||
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_initialize(akgl_String *obj, char *init);akerr_ErrorContext AKERR_NOIGNORE *akgl_string_copy(akgl_String *src, akgl_String *dst, int count);
|
||||
#endif //_STRING_H_
|
||||
|
||||
@@ -1,7 +1,9 @@
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3_image/SDL_image.h>
|
||||
#include <string.h>
|
||||
|
||||
#include <akerror.h>
|
||||
#include <akstdlib.h>
|
||||
|
||||
#include <akgl/physics.h>
|
||||
#include <akgl/game.h>
|
||||
|
||||
@@ -277,7 +277,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, cha
|
||||
controlmap->jsid = jsid;
|
||||
|
||||
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 ----
|
||||
|
||||
|
||||
12
src/game.c
12
src/game.c
@@ -25,12 +25,14 @@ akgl_RenderBackend *renderer;
|
||||
akgl_PhysicsBackend *physics;
|
||||
SDL_FRect *camera;
|
||||
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_Mixer *akgl_mixer = NULL;
|
||||
@@ -50,6 +52,12 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
|
||||
|
||||
int i = 0;
|
||||
PREPARE_ERROR(e);
|
||||
|
||||
akerr_name_for_status(AKGL_ERR_SDL, "SDL Error");
|
||||
akerr_name_for_status(AKGL_ERR_LOGICINTERRUPT, "AKGL Logic Interrupt");
|
||||
akerr_name_for_status(AKGL_ERR_REGISTRY, "AKGL Registry Error");
|
||||
akerr_name_for_status(AKGL_ERR_OOHEAP, "AKGL Heap Capacity");
|
||||
|
||||
strncpy((char *)&game.libversion, AKGL_VERSION, 32);
|
||||
game.gameStartTime = SDL_GetTicksNS();
|
||||
game.lastIterTime = game.gameStartTime;
|
||||
@@ -118,6 +126,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
|
||||
renderer = &_akgl_renderer;
|
||||
physics = &_akgl_physics;
|
||||
gamemap = &_akgl_gamemap;
|
||||
stage = &_akgl_stage;
|
||||
|
||||
PASS(e, akgl_game_state_unlock());
|
||||
SUCCEED_RETURN(e);
|
||||
@@ -445,7 +454,8 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags)
|
||||
PASS(e, actor->updatefunc(actor));
|
||||
}
|
||||
}
|
||||
PASS(e, physics->simulate(physics, NULL));
|
||||
|
||||
PASS(e, physics->simulate(physics, NULL));
|
||||
PASS(e, renderer->draw_world(renderer, NULL));
|
||||
PASS(e, akgl_game_state_unlock());
|
||||
SUCCEED_RETURN(e);
|
||||
|
||||
261
src/heap.c
261
src/heap.c
@@ -1,3 +1,5 @@
|
||||
/** @file */
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <akerror.h>
|
||||
|
||||
@@ -8,12 +10,18 @@
|
||||
#include <akgl/staticstring.h>
|
||||
#include <akgl/iterator.h>
|
||||
#include <akgl/error.h>
|
||||
#include <akgl/stage.h>
|
||||
|
||||
akgl_Actor HEAP_ACTOR[AKGL_MAX_HEAP_ACTOR];
|
||||
akgl_Sprite HEAP_SPRITE[AKGL_MAX_HEAP_SPRITE];
|
||||
akgl_SpriteSheet HEAP_SPRITESHEET[AKGL_MAX_HEAP_SPRITESHEET];
|
||||
akgl_Character HEAP_CHARACTER[AKGL_MAX_HEAP_CHARACTER];
|
||||
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()
|
||||
{
|
||||
@@ -21,6 +29,8 @@ akerr_ErrorContext *akgl_heap_init()
|
||||
int i = 0;
|
||||
akerr_name_for_status(AKGL_ERR_SDL, "SDL Error");
|
||||
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++) {
|
||||
memset(&HEAP_SPRITE[i], 0x00, sizeof(akgl_Sprite));
|
||||
}
|
||||
@@ -36,6 +46,27 @@ akerr_ErrorContext *akgl_heap_init()
|
||||
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)
|
||||
{
|
||||
PREPARE_ERROR(e);
|
||||
@@ -45,6 +76,143 @@ akerr_ErrorContext *akgl_heap_init_actor(void)
|
||||
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)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
@@ -55,9 +223,18 @@ akerr_ErrorContext *akgl_heap_next_actor(akgl_Actor **dest)
|
||||
*dest = &HEAP_ACTOR[i];
|
||||
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)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
@@ -68,9 +245,17 @@ akerr_ErrorContext *akgl_heap_next_sprite(akgl_Sprite **dest)
|
||||
*dest = &HEAP_SPRITE[i];
|
||||
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)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
@@ -81,9 +266,18 @@ akerr_ErrorContext *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest)
|
||||
*dest = &HEAP_SPRITESHEET[i];
|
||||
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)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
@@ -94,9 +288,17 @@ akerr_ErrorContext *akgl_heap_next_character(akgl_Character **dest)
|
||||
*dest = &HEAP_CHARACTER[i];
|
||||
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)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
@@ -108,9 +310,16 @@ akerr_ErrorContext *akgl_heap_next_string(akgl_String **dest)
|
||||
HEAP_STRING[i].refcount += 1;
|
||||
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)
|
||||
{
|
||||
int i = 0;
|
||||
@@ -131,23 +340,37 @@ akerr_ErrorContext *akgl_heap_release_actor(akgl_Actor *ptr)
|
||||
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);
|
||||
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);
|
||||
|
||||
if ( basechar->refcount > 0 ) {
|
||||
basechar->refcount -= 1;
|
||||
if ( ptr->refcount > 0 ) {
|
||||
ptr->refcount -= 1;
|
||||
}
|
||||
if ( basechar->refcount == 0 ) {
|
||||
SDL_ClearProperty(AKGL_REGISTRY_CHARACTER, (char *)&basechar->name);
|
||||
memset(basechar, 0x00, sizeof(akgl_Character));
|
||||
if ( ptr->refcount == 0 ) {
|
||||
SDL_ClearProperty(AKGL_REGISTRY_CHARACTER, (char *)&ptr->name);
|
||||
memset(ptr, 0x00, sizeof(akgl_Character));
|
||||
}
|
||||
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)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
@@ -162,6 +385,13 @@ akerr_ErrorContext *akgl_heap_release_sprite(akgl_Sprite *ptr)
|
||||
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)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
@@ -180,6 +410,13 @@ akerr_ErrorContext *akgl_heap_release_spritesheet(akgl_SpriteSheet *ptr)
|
||||
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)
|
||||
{
|
||||
PREPARE_ERROR(errctx);
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include <akgl/error.h>
|
||||
#include <akgl/heap.h>
|
||||
#include <akgl/registry.h>
|
||||
#include <akgl/stage.h>
|
||||
|
||||
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
|
||||
{
|
||||
@@ -64,10 +65,24 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_gravity(akgl_PhysicsBacke
|
||||
SUCCEED_RETURN(e);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Test two actors for collision
|
||||
*
|
||||
* @param[in] self The physics simulation to use
|
||||
* @param[in] a1 actor 1
|
||||
* @param[in] a2 actor 2
|
||||
*
|
||||
* @throws AKERR_NULLPOINTER on null pointer input
|
||||
*
|
||||
* @return akerr_ErrorContext*
|
||||
*/
|
||||
|
||||
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);
|
||||
}
|
||||
@@ -77,9 +92,17 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_move(struct akgl_PhysicsB
|
||||
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;
|
||||
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);
|
||||
}
|
||||
|
||||
@@ -116,6 +139,17 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_arcade(akgl_PhysicsBackend
|
||||
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)
|
||||
{
|
||||
PREPARE_ERROR(e);
|
||||
@@ -189,34 +223,47 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *se
|
||||
}
|
||||
ATTEMPT {
|
||||
CATCH(e, actor->movementlogicfunc(actor, dt));
|
||||
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));
|
||||
} 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);
|
||||
}
|
||||
|
||||
/**
|
||||
* @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;
|
||||
|
||||
373
src/stage.c
Normal file
373
src/stage.c
Normal 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);
|
||||
}
|
||||
Reference in New Issue
Block a user