Files
libakgl/include/akgl/game.h
Andrew Kesterson 28bde4176d Reindent all C sources to the canonical stroustrup style
Mechanical whitespace-only change across src/, include/, tests/, and
util/, applied with scripts/reindent.sh. No behavioral change.

Most files already conformed. The genuine outliers indented at 2 columns
(json_helpers.c, util.c from akgl_rectangle_points onward, assets.c,
staticstring.c, akgl_actor_add_child, util.h, staticstring.h) or used
spaces where the canonical form is a tab (draw.c). cc-mode also re-aligns
line-continuation backslashes in multi-line macros to its default
c-backslash-column, which is required for the tree to be a fixed point of
the indenter.

Verified whitespace-only: `git diff -w` over this change is empty apart
from three trailing blank lines removed at EOF in src/heap.c,
src/registry.c, and tests/tilemap.c. The build produces no new errors and
ctest is unchanged at 13/14, with `character` still the one intentional
failure.

The tree is now a fixed point of `scripts/reindent.sh --check`.

include/akgl/SDL_GameControllerDB.h is generated and excluded.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:17:37 -04:00

145 lines
4.6 KiB
C

/**
* @file game.h
* @brief Declares the public game API.
*/
#ifndef _AKGL_GAME_H_
#define _AKGL_GAME_H_
#include <stdint.h>
#include <SDL3_mixer/SDL_mixer.h>
#include "types.h"
#include "tilemap.h"
#include "renderer.h"
#include "physics.h"
#define AKGL_VERSION "0.1.0"
#define AKGL_GAME_AUDIO_TRACK_BGM 1
#define AKGL_GAME_AUDIO_MAX_TRACKS 64
#define AKGL_TIME_ONESEC_NS 1000000000
#define AKGL_TIME_ONESEC_MS 1000000
/* ==================== GAME STATE VARIABLES =================== */
/** @brief Describes a renderable frame. */
typedef struct {
float32_t w;
float32_t h;
SDL_Texture *texture;
} akgl_Frame;
/** @brief Stores application-defined game-state flags. */
typedef struct {
int32_t flags;
} akgl_GameState;
/** @brief Stores game metadata, timing, synchronization, and FPS accounting. */
typedef struct {
char libversion[32];
char version[32];
char name[256];
char uri[256];
akgl_GameState state;
SDL_Mutex *statelock;
int16_t fps;
SDL_Time gameStartTime;
SDL_Time lastIterTime;
SDL_Time lastFPSTime;
int16_t framesSinceUpdate;
void (*lowfpsfunc)(void);
} akgl_Game;
/** @brief SDL window used by the active renderer. */
extern SDL_Window *window;
/** @brief Loaded background-music resource. */
extern MIX_Audio *bgm;
/** @brief Mixer used for game audio playback. */
extern MIX_Mixer *akgl_mixer;
/** @brief Process-wide audio-track table. */
extern MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
/** @brief Storage for the default camera. */
extern SDL_FRect _akgl_camera;
/** @brief Process-wide game metadata and timing state. */
extern akgl_Game game;
/** @brief Storage for the default renderer. */
extern akgl_RenderBackend _akgl_renderer;
/** @brief Storage for the default physics backend. */
extern akgl_PhysicsBackend _akgl_physics;
/** @brief Storage for the default tilemap. */
extern akgl_Tilemap _akgl_gamemap;
/** @brief Currently active tilemap. */
extern akgl_Tilemap *gamemap;
/** @brief Currently active renderer. */
extern akgl_RenderBackend *renderer;
/** @brief Currently active physics backend. */
extern akgl_PhysicsBackend *physics;
/** @brief Currently active camera. */
extern SDL_FRect *camera;
#define AKGL_BITMASK_HAS(x, y) (x & y) == y
#define AKGL_BITMASK_HASNOT(x, y) (x & y) != y
#define AKGL_BITMASK_ADD(x, y) x |= y
#define AKGL_BITMASK_DEL(x, y) x &= ~(y)
#define AKGL_BITMASK_CLEAR(x) x = 0;
/**
* @brief Game init.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init();
/**
* @brief Game init screen.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init_screen();
/**
* @brief Game updatefps.
*/
void akgl_game_updateFPS();
/**
* @brief Game save.
* @param fpath Path to the input or output file.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath);
/**
* @brief Game load.
* @param fpath Path to the input or output file.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_API When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath);
/**
* @brief Game lowfps.
*/
void akgl_game_lowfps(void);
/**
* @brief Game state lock.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_lock(void);
/**
* @brief Game state unlock.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_unlock(void);
/**
* @brief Game update.
* @param opflags Optional iterator operation flags; `NULL` selects defaults.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags);
#endif //_AKGL_GAME_H_