TODO.md carried two records in one file: what had been done, with the measurements behind it, and what was left. The second half is what a tracker is for, and keeping it here has already cost something -- AGENTS.md records a round where eleven entries described code that had already changed, and this file admitted to three more. Every open item is now an issue on source.starfort.tech/andrew/libakgl, labelled by kind and blast radius and milestoned by what it can land in: 0.9.x for anything that breaks no ABI, 0.10.0 for new or changed public symbols, 1.0.0 for the design work. Four are epics: the performance plan (#60), coverage (#61), actor rotation (#62), and the false header comments (#63). Verified against the tree before filing rather than transcribed. Three entries were already fixed and were not filed: the akgl_path_relative context leak, the akgl_draw_background test extension, and the SDL enumeration audit -- keyboards, gamepads and mappings are all freed in CLEANUP today. Two were reworded because the code had moved: the fonts item is a missing teardown entry point rather than a missing API, since akgl_text_unloadallfonts exists, and draw_world's tilemap call is already bounded by numlayers, so only the per-layer actor rescan remains. TODO.md keeps the part a tracker has no place for: why a decision went the way it did, what the measurement was, and which arguments turned out to be wrong. TODO.txt is deleted. Four of its eight entries had shipped -- actor-to-actor collision, actor-to-world collision, automatic facing, image layers -- and the four that had not are #74 through #77, with the GPU renderer's research links kept because that is the part that took the time. Every reference that named an item number or a moved section is repointed, in the manual, the headers, the tests and the examples. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
422 lines
16 KiB
C
422 lines
16 KiB
C
/**
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* @file jrpg.c
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* @brief A small top-down JRPG: startup, the frame loop, and teardown.
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*
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* Chapter 20 of the manual quotes this program rather than restating it, so
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* what is here is what the chapter teaches. Run it with no arguments for a
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* window you can walk around in:
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*
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* ./examples/jrpg/jrpg
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*
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* Arrow keys walk, space talks to whoever is standing next to you and dismisses
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* the box again. `--frames N` stops after N frames, which is what makes this
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* runnable as a headless smoke test; `--demo` drives the arrow keys from a
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* script and steps the physics clock by a fixed interval so the run is
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* deterministic and takes no wall-clock time.
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*/
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#include <stdbool.h>
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#include <stdio.h>
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#include <string.h>
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_ttf/SDL_ttf.h>
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#include <akerror.h>
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#include <akstdlib.h>
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#include <akgl/controller.h>
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#include <akgl/error.h>
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#include <akgl/game.h>
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#include <akgl/iterator.h>
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#include <akgl/physics.h>
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#include <akgl/registry.h>
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#include <akgl/renderer.h>
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#include <akgl/text.h>
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#include <akgl/tilemap.h>
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#include "jrpg.h"
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/** @brief Nanoseconds in one 60 Hz step. What `--demo` advances the clock by. */
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#define JRPG_FIXED_STEP_NS (AKGL_TIME_ONESEC_NS / 60)
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/** @brief Milliseconds one 60 Hz frame is allowed to take, for the interactive loop. */
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#define JRPG_FRAME_BUDGET_MS 16
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/*
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* The scripted walk `--demo` drives. The player starts at (224, 256) and the
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* elder stands at (272, 112), so this is: right for a second, up for two and a
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* bit, talk, try to walk while frozen, dismiss, walk away. Every one of those
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* is a path the interactive game has and a headless run would otherwise never
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* touch.
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*
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* Frame Key Down What it is for
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*/
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static const jrpg_ScriptStep JRPG_DEMO_SCRIPT[] = {
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{ 10, SDLK_RIGHT, true }, /* the per-facing walk animation */
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{ 70, SDLK_RIGHT, false },
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{ 75, SDLK_UP, true }, /* up the map, past the buildings */
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{ 205, SDLK_UP, false },
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{ 215, SDLK_SPACE, true }, /* the elder is in range: open the box */
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{ 216, SDLK_SPACE, false },
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{ 225, SDLK_LEFT, true }, /* frozen: AKGL_ERR_LOGICINTERRUPT eats this */
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{ 245, SDLK_LEFT, false },
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{ 255, SDLK_SPACE, true }, /* dismiss */
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{ 256, SDLK_SPACE, false },
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{ 265, SDLK_DOWN, true }, /* and walk away */
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{ 285, SDLK_DOWN, false }
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};
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#define JRPG_DEMO_STEPS (sizeof(JRPG_DEMO_SCRIPT) / sizeof(JRPG_DEMO_SCRIPT[0]))
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static long frame_limit = 0;
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/** @brief Where `--screenshot` writes, and on which frame. NULL means never. */
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static char *shotpath = NULL;
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static long shotframe = 0;
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static bool demo = false;
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static bool running = true;
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static int exitstatus = 0;
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static bool lowfps_warned = false;
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/**
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* @brief Replacement `akgl_game.lowfpsfunc`: say it once, not sixty times a second.
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*
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* akgl_game.fps is a completed-second average, so it reads 0 for the first
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* second of every process -- which is under the threshold, so the default hook
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* logs a line on every frame until the first second is up. The hook exists to
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* be replaced; a real game sheds work here rather than talking about it.
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*/
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static void lowfps_quiet(void)
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{
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if ( lowfps_warned == false ) {
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lowfps_warned = true;
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SDL_Log("Frame rate is under 30 and this game does nothing about it");
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}
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}
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/**
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* @brief Read `--frames N` and `--demo` off the command line.
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*
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* @param argc Argument count, from `main`.
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* @param argv Argument vector, from `main`. Required.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p argv is `NULL`.
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* @throws AKERR_VALUE If `--frames` is last, or its argument is not a number.
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*/
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static akerr_ErrorContext *parse_args(int argc, char *argv[])
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{
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PREPARE_ERROR(errctx);
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int i = 0;
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int frames = 0;
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FAIL_ZERO_RETURN(errctx, argv, AKERR_NULLPOINTER, "argv");
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for ( i = 1; i < argc; i++ ) {
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if ( strcmp(argv[i], "--demo") == 0 ) {
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demo = true;
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} else if ( strcmp(argv[i], "--frames") == 0 ) {
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if ( (i + 1) >= argc ) {
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FAIL_RETURN(errctx, AKERR_VALUE, "--frames needs a frame count");
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}
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i += 1;
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PASS(errctx, aksl_atoi(argv[i], &frames));
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frame_limit = frames;
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} else if ( strcmp(argv[i], "--screenshot") == 0 ) {
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if ( (i + 1) >= argc ) {
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FAIL_RETURN(errctx, AKERR_VALUE, "--screenshot needs a path");
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}
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i += 1;
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shotpath = argv[i];
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} else if ( strcmp(argv[i], "--screenshot-frame") == 0 ) {
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if ( (i + 1) >= argc ) {
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FAIL_RETURN(errctx, AKERR_VALUE, "--screenshot-frame needs a number");
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}
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i += 1;
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PASS(errctx, aksl_atoi(argv[i], &frames));
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shotframe = frames;
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} else {
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FAIL_RETURN(errctx, AKERR_VALUE,
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"usage: jrpg [--frames N] [--demo]"
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" [--screenshot PATH] [--screenshot-frame N]");
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}
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}
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Bring the library up, load the town, and bind the controls.
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*
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* The order below is the one game.h documents and the only one that works.
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* Three things in it are not obvious and are what chapter 20 spends its time
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* on: the properties have to be set between akgl_game_init and
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* akgl_render_2d_init, because that is what reads them; the physics backend has
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* to be initialized by hand, because akgl_game_init does not; and the assets
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* have to be loaded sprites-then-characters-then-map.
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*
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* @return `NULL` on success, otherwise an error context owned by the caller.
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*/
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static akerr_ErrorContext *startup(void)
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{
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PREPARE_ERROR(errctx);
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akgl_Control talk;
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// Required before akgl_game_init, which refuses to run without all three:
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// the window title, SDL's application metadata and the savegame
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// compatibility check are built from them.
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PASS(errctx, aksl_strncpy(akgl_game.name, sizeof(akgl_game.name), "libakgl JRPG tutorial", sizeof(akgl_game.name) - 1));
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PASS(errctx, aksl_strncpy(akgl_game.version, sizeof(akgl_game.version), "1.0.0", sizeof(akgl_game.version) - 1));
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PASS(errctx, aksl_strncpy(akgl_game.uri, sizeof(akgl_game.uri), "net.aklabs.libakgl.examples.jrpg", sizeof(akgl_game.uri) - 1));
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PASS(errctx, akgl_game_init());
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akgl_game.lowfpsfunc = &lowfps_quiet;
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PASS(errctx, akgl_set_property("game.screenwidth", JRPG_SCREEN_WIDTH));
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PASS(errctx, akgl_set_property("game.screenheight", JRPG_SCREEN_HEIGHT));
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PASS(errctx, akgl_render_2d_init(akgl_renderer));
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// akgl_game_init points akgl_physics at akgl_default_physics and stops
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// there. That storage is BSS, so all four of its method pointers are NULL,
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// and akgl_game_update calls `akgl_physics->simulate(...)` without checking
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// it: a NULL function pointer, and a segmentation fault on frame one rather
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// than an error context.
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//
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// town.tmj happens to declare its own physics, and jrpg_world_load switches
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// to the backend that builds -- so removing this line alone leaves *this*
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// program working, and removing it along with that switch is a SIGSEGV on
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// frame one. Measured, by removing both. This line is what makes the
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// program correct for a map that declares no physics, which is most of
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// them. Nothing calls the factory for you either way. A top-down game wants
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// the arcade backend with no gravity, which is what the property defaults
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// already give.
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PASS(errctx, akgl_physics_init_arcade(akgl_physics));
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PASS(errctx, akgl_text_loadfont(JRPG_FONT_NAME, JRPG_FONT_FILE, JRPG_FONT_SIZE));
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PASS(errctx, jrpg_world_load());
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PASS(errctx, jrpg_world_populate());
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// The arrow keys and the D-pad, wired to the akgl_actor_cmhf_* pairs, in
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// one call. Keyboard id 0 and gamepad id 0 mean "the first of each".
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PASS(errctx, akgl_controller_default(0, "player", 0, 0));
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// And one binding of our own on the same map. A binding is a struct, copied
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// in, so a stack local is fine. handler_off has to be non-NULL --
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// akgl_controller_handle_event does not check it before calling it -- and
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// the button is set to something no gamepad reports, because the gamepad
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// and keyboard arms of the match are evaluated together.
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PASS(errctx, aksl_memset((void *)&talk, 0x00, sizeof(talk)));
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talk.event_on = SDL_EVENT_KEY_DOWN;
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talk.event_off = SDL_EVENT_KEY_UP;
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talk.key = SDLK_SPACE;
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talk.button = (uint8_t)SDL_GAMEPAD_BUTTON_INVALID;
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talk.handler_on = &jrpg_cmhf_talk;
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talk.handler_off = &jrpg_cmhf_ignore;
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PASS(errctx, akgl_controller_pushmap(0, &talk));
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Feed the scripted keystrokes due on this frame into the control maps.
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*
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* Synthesized `SDL_Event`s rather than direct calls to the handlers, so the
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* demo goes through akgl_controller_handle_event, the control map lookup and
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* the binding -- the same path a real key takes. A test that skipped that would
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* not be testing the thing that breaks.
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*
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* @param frameno The frame about to be drawn.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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*/
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static akerr_ErrorContext *demo_step(long frameno)
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{
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PREPARE_ERROR(errctx);
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SDL_Event event;
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size_t i = 0;
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for ( i = 0; i < JRPG_DEMO_STEPS; i++ ) {
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if ( JRPG_DEMO_SCRIPT[i].frame != frameno ) {
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continue;
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}
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PASS(errctx, aksl_memset((void *)&event, 0x00, sizeof(event)));
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if ( JRPG_DEMO_SCRIPT[i].down ) {
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event.type = SDL_EVENT_KEY_DOWN;
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} else {
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event.type = SDL_EVENT_KEY_UP;
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}
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event.key.which = 0;
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event.key.key = JRPG_DEMO_SCRIPT[i].key;
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PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &event));
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}
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Read the render target back and write it out as a PNG.
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*
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* Called between the box being drawn and the frame being presented, because
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* SDL_RenderPresent is where the target stops being readable. This is how the
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* figure in chapter 21 is generated: it is output from this program rather than
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* a picture somebody took once, so it cannot show a version of the game that no
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* longer exists.
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*/
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static akerr_ErrorContext *save_screenshot(char *path)
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{
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SDL_Surface *shot = NULL;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, path, AKERR_NULLPOINTER, "path");
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shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
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FAIL_ZERO_RETURN(errctx, shot, AKGL_ERR_SDL, "SDL_RenderReadPixels: %s", SDL_GetError());
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ATTEMPT {
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FAIL_ZERO_BREAK(errctx, IMG_SavePNG(shot, path), AKGL_ERR_SDL,
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"IMG_SavePNG(%s): %s", path, SDL_GetError());
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} CLEANUP {
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SDL_DestroySurface(shot);
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} PROCESS(errctx) {
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} FINISH(errctx, true);
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SDL_Log("Wrote %s", path);
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief One frame: events, camera, the library's own update, the box, present.
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*
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* akgl_game_update is update-every-actor, step the physics, draw the world. It
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* does *not* clear or present the target, so the frame is bracketed by the
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* backend's own frame_start and frame_end, and anything drawn between the
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* update and frame_end lands on top of the world.
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*
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* @param frameno The frame number, for the demo script.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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*/
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static akerr_ErrorContext *frame(long frameno)
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{
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PREPARE_ERROR(errctx);
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SDL_Event event;
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akgl_Iterator opflags = {
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.flags = AKGL_ITERATOR_OP_UPDATE,
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.layerid = 0
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};
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while ( SDL_PollEvent(&event) ) {
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if ( event.type == SDL_EVENT_QUIT ) {
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running = false;
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}
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PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &event));
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}
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if ( demo ) {
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PASS(errctx, demo_step(frameno));
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// Drive the clock rather than sleeping on it. akgl_physics_simulate
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// measures dt from gravity_time, which is a public field, so setting it
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// one fixed step into the past makes every frame worth exactly 1/60 of
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// a second of simulated time no matter how fast the loop actually runs.
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// tests/physics_sim.c does the same, for the same reason: a simulated
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// second should not cost a real one.
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akgl_physics->gravity_time = SDL_GetTicksNS() - JRPG_FIXED_STEP_NS;
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}
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PASS(errctx, jrpg_camera_follow());
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PASS(errctx, akgl_renderer->frame_start(akgl_renderer));
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// Every failure path out of akgl_game_update returns with the game state
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// mutex still held. SDL's mutexes are recursive and this loop is single
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// threaded, so the next frame would not deadlock -- but it would be running
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// on top of a frame that did not finish. Treat a failed frame as terminal.
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PASS(errctx, akgl_game_update(&opflags));
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PASS(errctx, jrpg_textbox_draw());
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if ( (shotpath != NULL) && (frameno == shotframe) ) {
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PASS(errctx, save_screenshot(shotpath));
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}
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PASS(errctx, akgl_renderer->frame_end(akgl_renderer));
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SUCCEED_RETURN(errctx);
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}
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/**
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* @brief Give back what has to be given back, in the order that works.
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*
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* There is no `akgl_game_shutdown`; teardown is the caller's. Two of the three
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* lines here are load-bearing and the third is a deliberate omission:
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*
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* - akgl_text_unloadallfonts must run **before** `SDL_Quit`. Fonts are kept in
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* an SDL property registry, and `SDL_Quit` destroys the registry -- taking
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* the last reference to every font still in it with no way left to close
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* them.
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* - akgl_tilemap_release is **not** called. Its layer loop destroys
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* `tilesets[i].texture` rather than `layers[i].texture`, so it double-frees
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* every tileset texture and never frees an image layer's, and it NULLs
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* nothing, so a second call is a use-after-free. TODO.md, "Defects". `SDL_Quit` reclaims the textures correctly; calling the
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* function that is supposed to would be worse than not.
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* - The pools are static storage. There is nothing to free and the process is
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* about to exit.
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*/
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static void teardown(void)
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{
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IGNORE(akgl_text_unloadallfonts());
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if ( akgl_window != NULL ) {
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SDL_DestroyWindow(akgl_window);
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akgl_window = NULL;
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}
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SDL_Quit();
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}
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int main(int argc, char *argv[])
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{
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PREPARE_ERROR(errctx);
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akgl_Actor *player = NULL;
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long frameno = 0;
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uint64_t started = 0;
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uint64_t spent = 0;
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ATTEMPT {
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CATCH(errctx, parse_args(argc, argv));
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CATCH(errctx, startup());
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// Taken here rather than after FINISH: the registry is an SDL property
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// set and `SDL_Quit` in teardown() destroys it, so a lookup afterwards
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// finds nothing. The actor itself is in a static pool and outlives both.
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player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
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// The loop is the last thing in this ATTEMPT block on purpose. CATCH
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// reports failure by `break`ing, and a `break` inside a loop binds to
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// the loop rather than to the block -- so a failing frame leaves the
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// loop and falls straight into CLEANUP, which is what is wanted. Put
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// anything after this loop and it would run after a failure instead.
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// src/tilemap.c carries the same note over the same shape.
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while ( running ) {
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started = SDL_GetTicks();
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CATCH(errctx, frame(frameno));
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frameno += 1;
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if ( (frame_limit > 0) && (frameno >= frame_limit) ) {
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running = false;
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}
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if ( demo == false ) {
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spent = SDL_GetTicks() - started;
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if ( spent < JRPG_FRAME_BUDGET_MS ) {
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SDL_Delay((uint32_t)(JRPG_FRAME_BUDGET_MS - spent));
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}
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}
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}
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} CLEANUP {
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teardown();
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} PROCESS(errctx) {
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} HANDLE_DEFAULT(errctx) {
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LOG_ERROR_WITH_MESSAGE(errctx, "the JRPG example could not finish");
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// Set a flag and act on it after FINISH. A bare `return` from inside a
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// HANDLE block leaves before RELEASE_ERROR and leaks the context's pool
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// slot; AGENTS.md spells that out, and an example is a bad place to
|
|
// teach it wrong.
|
|
exitstatus = 1;
|
|
} FINISH_NORETURN(errctx);
|
|
|
|
// Enough for the smoke run to be read rather than merely passed. A run that
|
|
// exits 0 having drawn nothing looks exactly like one that worked.
|
|
if ( player != NULL ) {
|
|
printf("jrpg: %ld frames, player at (%.0f, %.0f)\n", frameno, player->x, player->y);
|
|
} else {
|
|
printf("jrpg: %ld frames, no player\n", frameno);
|
|
}
|
|
return exitstatus;
|
|
}
|