diff --git a/src/packages/game/IZ_app_video.c b/src/packages/game/IZ_app_video.c index cdda642..298d7cf 100644 --- a/src/packages/game/IZ_app_video.c +++ b/src/packages/game/IZ_app_video.c @@ -116,7 +116,7 @@ void IZ_VideoUpdate(IZ_VideoState* video_state) { SDL_RenderClear(video_state->renderer); u16 sprite_index; // TODO: optimize this, cut the loop as much as possible. - for (sprite_index = 0; sprite_index < MAX_ACTIVE_SPRITES; sprite_index += 1) { + for (sprite_index = 0; sprite_index < IZ_MAX_ACTIVE_SPRITES; sprite_index += 1) { if (!video_state->active_sprites[sprite_index].sprite.texture) { continue; } diff --git a/src/packages/game/output/video/IZ_video.c b/src/packages/game/output/video/IZ_video.c index 81c0e24..19d9b22 100644 --- a/src/packages/game/output/video/IZ_video.c +++ b/src/packages/game/output/video/IZ_video.c @@ -66,7 +66,7 @@ IZ_ProcedureResult IZ_VideoInitializeConfig(IZ_VideoState* state, const char* c IZ_ProcedureResult IZ_VideoInitialize(IZ_VideoState* state, void* user_data, const char* config_path, u8 argc, const char* argv[]) { IZ_memcpy(state, sizeof(IZ_VideoState), &IZ_VIDEO_DEFAULT_STATE, sizeof(IZ_VideoState)); - memset(state->active_sprites, 0, sizeof(IZ_SpriteSlot) * MAX_ACTIVE_SPRITES); + memset(state->active_sprites, 0, sizeof(IZ_SpriteSlot) * IZ_MAX_ACTIVE_SPRITES); if (IZ_VideoInitializeConfig(state, config_path, argc, argv) < 0) { return -2; } @@ -92,7 +92,7 @@ IZ_ProcedureResult IZ_VideoInitialize(IZ_VideoState* state, void* user_data, con } void IZ_VideoTeardown(IZ_VideoState* state) { - for (u16 i = 0; i < MAX_ACTIVE_SPRITES; i += 1) { + for (u16 i = 0; i < IZ_MAX_ACTIVE_SPRITES; i += 1) { if (state->active_sprites[i].sprite.texture) { SDL_DestroyTexture(state->active_sprites[i].sprite.texture); state->active_sprites[i].sprite.texture = NULL; @@ -110,13 +110,13 @@ u16 IZ_VideoGetNextFreeSpriteSlot(IZ_VideoState* state, IZ_VideoSpritePriority p // 2. Check each sprite's priority and requested_at (for eviction policy) // 3. Return that new slot. (prefer returning empty slots) // 4. Return MAX_ACTIVE_SPRITES if there's no slot left) - for (u16 i = 0; i < MAX_ACTIVE_SPRITES; i += 1) { + for (u16 i = 0; i < IZ_MAX_ACTIVE_SPRITES; i += 1) { if (!state->active_sprites[i].sprite.texture) { return i; } } - return MAX_ACTIVE_SPRITES; + return IZ_MAX_ACTIVE_SPRITES; } void IZ_VideoLoadSprite(IZ_VideoState* state, IZ_VideoLoadSpriteParams params, IZ_SpriteSlot* out) { diff --git a/src/packages/game/output/video/IZ_video.h b/src/packages/game/output/video/IZ_video.h index 3232adb..221c786 100644 --- a/src/packages/game/output/video/IZ_video.h +++ b/src/packages/game/output/video/IZ_video.h @@ -14,7 +14,7 @@ #include "../../geometry/IZ_vector2d.h" #include "../../input/IZ_input.h" -#define MAX_ACTIVE_SPRITES 512u +#define IZ_MAX_ACTIVE_SPRITES 512u typedef enum { // eyecandy, e.g. sparks @@ -68,7 +68,7 @@ typedef struct { u64 last_update_at; SDL_Window* window; SDL_Renderer* renderer; - IZ_SpriteSlot active_sprites[MAX_ACTIVE_SPRITES]; + IZ_SpriteSlot active_sprites[IZ_MAX_ACTIVE_SPRITES]; } IZ_VideoState; static const IZ_VideoState IZ_VIDEO_DEFAULT_STATE = {