commit 2e23c8c

uint  ·  2026-08-04 14:50:35 +0000 UTC
parent 105bef5
rename MG_ERR_... -> MG_EC_...
7 files changed,  +38, -38
+2, -2
 1@@ -308,7 +308,7 @@ void test_scene_create(Player* player, i8 server)
 2 	i32 z;
 3 
 4 	if (!block_textures_create("assets/resourcepacks/default"))
 5-		mg_die(MG_ERR_TEXTURE_LOAD, "Failed to load block textures");
 6+		mg_die(MG_EC_TEXTURE_LOAD, "Failed to load block textures");
 7 
 8 	camera_init(&cam, MG_V3(8.0f, 38.0f, 24.0f));
 9 	cam.yaw = MG_AngleDeg(-180.0f);
10@@ -332,7 +332,7 @@ void test_scene_create(Player* player, i8 server)
11 				chunk_create(&chunks[x][z]);
12 
13 				if (!chunk_mesh_create(&chunks[x][z]))
14-					mg_die(MG_ERR_MESH_CREATE, "Failed to create chunk mesh");
15+					mg_die(MG_EC_MESH_CREATE, "Failed to create chunk mesh");
16 			}
17 		}
18 	}
+18, -18
 1@@ -5,35 +5,35 @@
 2 
 3 /* TODO: rename to MG_EC_... */
 4 typedef enum {
 5-	MG_ERR_EXIT_SUCCESS,
 6-	MG_ERR_EXIT_FAILURE,
 7+	MG_EC_EXIT_SUCCESS,
 8+	MG_EC_EXIT_FAILURE,
 9 
10-	MG_ERR_INVALID_ARGS,
11+	MG_EC_INVALID_ARGS,
12 
13-	MG_ERR_MCCLIENT_LOGIN,
14+	MG_EC_MCCLIENT_LOGIN,
15 
16-	MG_ERR_SDL_INIT,
17-	MG_ERR_SDL_CREATE_WIN,
18+	MG_EC_SDL_INIT,
19+	MG_EC_SDL_CREATE_WIN,
20 
21-	MG_ERR_MAUS_CREATE_WIN,
22+	MG_EC_MAUS_CREATE_WIN,
23 
24-	MG_ERR_GL_CTX_CREATE,
25-	MG_ERR_GL_CTX_ACTIVATE,
26+	MG_EC_GL_CTX_CREATE,
27+	MG_EC_GL_CTX_ACTIVATE,
28 
29-	MG_ERR_SHADER_CREATE,
30+	MG_EC_SHADER_CREATE,
31 
32-	MG_ERR_PIPELINE_CREATE,
33+	MG_EC_PIPELINE_CREATE,
34 
35-	MG_ERR_MESH_CREATE,
36+	MG_EC_MESH_CREATE,
37 
38-	MG_ERR_TEXTURE_LOAD,
39-	MG_ERR_TEXTURE_CREATE,
40-	MG_ERR_SAMPLER_CREATE,
41-	MG_ERR_VIEW_CREATE,
42+	MG_EC_TEXTURE_LOAD,
43+	MG_EC_TEXTURE_CREATE,
44+	MG_EC_SAMPLER_CREATE,
45+	MG_EC_VIEW_CREATE,
46 
47-	MG_ERR_REN_CREATE,
48+	MG_EC_REN_CREATE,
49 
50-	MG_ERR_LAST
51+	MG_EC_LAST
52 } MGErrorCodes;
53 
54 typedef enum {
+3, -3
 1@@ -69,14 +69,14 @@ int main(int argc, char** argv)
 2 	Player player;
 3 
 4 	if (argc != 1 && argc != 3)
 5-		mg_die(MG_ERR_INVALID_ARGS, "usage: %s [server[:port] username]\n", argv[0]);
 6+		mg_die(MG_EC_INVALID_ARGS, "usage: %s [server[:port] username]\n", argv[0]);
 7 	if (argc == 3) {
 8 		account.username = argv[2];
 9 		account.profile_uuid = getenv("MANGOLIA_PROFILE_UUID");
10 		account.access_token = getenv("MANGOLIA_ACCESS_TOKEN");
11 
12 		if (!mc_client_login(&client, argv[1], &account, error, sizeof(error)))
13-			mg_die(MG_ERR_MCCLIENT_LOGIN, "%s\n", error);
14+			mg_die(MG_EC_MCCLIENT_LOGIN, "%s\n", error);
15 	}
16 
17 	config_default();
18@@ -143,5 +143,5 @@ int main(int argc, char** argv)
19 	test_scene_destroy();
20 	renderer_destroy();
21 	platform_shutdown(&ctx);
22-	return MG_ERR_EXIT_SUCCESS;
23+	return MG_EC_EXIT_SUCCESS;
24 }
+3, -3
 1@@ -67,7 +67,7 @@ i32 platform_poll(MGContext* ctx)
 2 			ctx->width = (i32)ev.resize.width;
 3 			ctx->height = (i32)ev.resize.height;
 4 			if (!maus_resize(ctx->win, ev.resize.width, ev.resize.height))
 5-				mg_die(MG_ERR_REN_CREATE, "Failed to resize maus framebuffer");
 6+				mg_die(MG_EC_REN_CREATE, "Failed to resize maus framebuffer");
 7 			break;
 8 		default:
 9 			break;
10@@ -113,10 +113,10 @@ void platform_window_create(MGContext* ctx)
11 	platform_ctx = ctx;
12 	ctx->win = maus_init(ctx->title, ctx->x, ctx->y, ctx->width, ctx->height);
13 	if (!ctx->win)
14-		mg_die(MG_ERR_MAUS_CREATE_WIN, "Failed to initialise maus");
15+		mg_die(MG_EC_MAUS_CREATE_WIN, "Failed to initialise maus");
16 
17 	if (!maus_create_window(ctx->win))
18-		mg_die(MG_ERR_MAUS_CREATE_WIN, "Failed to create maus window");
19+		mg_die(MG_EC_MAUS_CREATE_WIN, "Failed to create maus window");
20 }
21 
22 void platform_wait(u32 ms)
+5, -5
 1@@ -59,7 +59,7 @@ void platform_init(MGContext* ctx)
 2 		ctx->keys[i] = MGK_UNKNOWN;
 3 
 4 	if (SDL_Init(SDL_INIT_VIDEO) != 0)
 5-		mg_die(MG_ERR_SDL_INIT, "SDL_Init failed: %s", SDL_GetError());
 6+		mg_die(MG_EC_SDL_INIT, "SDL_Init failed: %s", SDL_GetError());
 7 
 8 #ifdef MG_RENDERER_SOKOL
 9 	/* TODO: OpenGL specifics */
10@@ -162,23 +162,23 @@ void platform_window_create(MGContext* ctx)
11 	ctx->win = SDL_CreateWindow(ctx->title, ctx->x, ctx->y, ctx->width, ctx->height, flags);
12 
13 	if (!ctx->win)
14-		mg_die(MG_ERR_SDL_CREATE_WIN, "Failed to create window: %s", SDL_GetError());
15+		mg_die(MG_EC_SDL_CREATE_WIN, "Failed to create window: %s", SDL_GetError());
16 
17 #ifdef MG_RENDERER_SMALL3DLIB
18 	ctx->vbe.renderer = SDL_CreateRenderer(ctx->win, -1, SDL_RENDERER_ACCELERATED);
19 	if (!ctx->vbe.renderer)
20 		ctx->vbe.renderer = SDL_CreateRenderer(ctx->win, -1, SDL_RENDERER_SOFTWARE);
21 	if (!ctx->vbe.renderer)
22-		mg_die(MG_ERR_REN_CREATE, "Failed to create SDL renderer: %s", SDL_GetError());
23+		mg_die(MG_EC_REN_CREATE, "Failed to create SDL renderer: %s", SDL_GetError());
24 #endif
25 
26 #ifdef MG_RENDERER_SOKOL
27 	ctx->vbe.gl = SDL_GL_CreateContext(ctx->win);
28 	if (!ctx->vbe.gl)
29-		mg_die(MG_ERR_GL_CTX_CREATE, "Failed to initialise GL Context");
30+		mg_die(MG_EC_GL_CTX_CREATE, "Failed to initialise GL Context");
31 
32 	if (SDL_GL_MakeCurrent(ctx->win, ctx->vbe.gl) != 0)
33-		mg_die(MG_ERR_GL_CTX_ACTIVATE, "Failed to activate GL Context: %s", SDL_GetError());
34+		mg_die(MG_EC_GL_CTX_ACTIVATE, "Failed to activate GL Context: %s", SDL_GetError());
35 
36 	SDL_GL_SetSwapInterval(1);
37 #endif
+3, -3
 1@@ -137,12 +137,12 @@ static void create_screen_texture(i32 width, i32 height)
 2 		return;
 3 
 4 	if (width > S3L_MAX_WIDTH || height > S3L_MAX_HEIGHT)
 5-		mg_die(MG_ERR_REN_CREATE, "small3dlib framebuffer exceeds %dx%d", S3L_MAX_WIDTH, S3L_MAX_HEIGHT);
 6+		mg_die(MG_EC_REN_CREATE, "small3dlib framebuffer exceeds %dx%d", S3L_MAX_WIDTH, S3L_MAX_HEIGHT);
 7 
 8 	pixel_count = (u64)width * (u64)height;
 9 	framebuffer = malloc(pixel_count * sizeof(*framebuffer));
10 	if (!framebuffer)
11-		mg_die(MG_ERR_REN_CREATE, "Failed to allocate small3dlib framebuffer");
12+		mg_die(MG_EC_REN_CREATE, "Failed to allocate small3dlib framebuffer");
13 
14 #ifdef MG_PLATFORM_SDL
15 	if (ren.screen_texture)
16@@ -152,7 +152,7 @@ static void create_screen_texture(i32 width, i32 height)
17 	                                       SDL_TEXTUREACCESS_STREAMING, width, height);
18 
19 	if (!ren.screen_texture)
20-		mg_die(MG_ERR_REN_CREATE, "Failed to create small3dlib texture: %s", SDL_GetError());
21+		mg_die(MG_EC_REN_CREATE, "Failed to create small3dlib texture: %s", SDL_GetError());
22 #endif
23 
24 	free(ren.framebuffer);
+4, -4
 1@@ -108,7 +108,7 @@ static void create_pipelines(void)
 2 
 3 	ren.shader = sg_make_shader(&shader_desc);
 4 	if (sg_query_shader_state(ren.shader) != SG_RESOURCESTATE_VALID)
 5-		mg_die(MG_ERR_SHADER_CREATE, "Failed to create shader");
 6+		mg_die(MG_EC_SHADER_CREATE, "Failed to create shader");
 7 
 8 	/* pipeline descriptor */
 9 	pipeline_desc.shader = ren.shader;
10@@ -124,7 +124,7 @@ static void create_pipelines(void)
11 
12 	ren.pipeline = sg_make_pipeline(&pipeline_desc);
13 	if (sg_query_pipeline_state(ren.pipeline) != SG_RESOURCESTATE_VALID)
14-		mg_die(MG_ERR_PIPELINE_CREATE, "Failed to create pipeline");
15+		mg_die(MG_EC_PIPELINE_CREATE, "Failed to create pipeline");
16 }
17 
18 static void create_sampler(void)
19@@ -139,7 +139,7 @@ static void create_sampler(void)
20 	ren.sampler = sg_make_sampler(&desc);
21 
22 	if (sg_query_sampler_state(ren.sampler) != SG_RESOURCESTATE_VALID)
23-		mg_die(MG_ERR_SAMPLER_CREATE, "Failed to create sampler");
24+		mg_die(MG_EC_SAMPLER_CREATE, "Failed to create sampler");
25 }
26 
27 static void sokol_log(const char* tag, u32 level, u32 item, const char* msg, u32 ln, const char* file, void* user)
28@@ -169,7 +169,7 @@ void renderer_backend_create(MGContext* ctx)
29 	sg_setup(&desc);
30 
31 	if (!sg_isvalid())
32-		mg_die(MG_ERR_REN_CREATE, "Failed to initialise renderer");
33+		mg_die(MG_EC_REN_CREATE, "Failed to initialise renderer");
34 
35 	create_pipelines();
36 	create_sampler();