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akbasic/tests/akgl_backends.c

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Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
/**
* @file akgl_backends.c
* @brief Tests the libakgl-backed sink and device backends against real pixels.
*
* Everything here draws into a small software renderer under the dummy video
* driver and reads the target back, which is the pattern
* deps/libakgl/tests/draw.c established -- it needs no display, no offscreen
* harness and no audio hardware.
*
* These are the only tests in this repository that link SDL, and they only build
* under -DAKBASIC_WITH_AKGL=ON. Everything they exercise below the adaptor is
* libakgl's own and is tested over there; what is asserted here is the seam:
* that a BASIC verb reaches the right akgl call with the right geometry and the
* right colour, and that the text sink puts characters where its own cursor says
* they are.
*/
#include <string.h>
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <akerror.h>
#include <akgl/controller.h>
#include <akgl/error.h>
/*
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
* game.h purely for the `akgl_renderer` global and its `akgl_default_renderer` storage. The
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
* interpreter never calls akgl_game_init() -- it drives subsystems directly, and
* owning the game loop is exactly what goal 3 forbids -- but the draw calls read
* that global, so a test standing in for a host has to populate it the same way
* deps/libakgl/tests/draw.c does.
*/
#include <akgl/game.h>
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
#include <akgl/heap.h>
#include <akgl/registry.h>
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
#include <akgl/renderer.h>
#include <akgl/text.h>
#include <akbasic/akgl.h>
#include <akbasic/error.h>
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
#include <akbasic/sprite.h>
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
#include <akbasic/runtime.h>
#include <akbasic/sink.h>
#include "testutil.h"
/** @brief Width and height of the offscreen target. Small enough to read back whole. */
#define TARGET_SIZE 128
/* The interpreter carries every pool it owns, so it does not fit on a stack. */
static akbasic_Runtime RUNTIME;
static akbasic_TextSink SINK;
static akbasic_StdioSink SINKSTATE;
static akbasic_AkglSink AKGLSINKSTATE;
static akbasic_TextSink AKGLSINK;
static akbasic_GraphicsBackend GRAPHICS;
static akbasic_AkglGraphics GRAPHICSSTATE;
static akbasic_InputBackend INPUT;
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
static akbasic_SpriteBackend SPRITES;
static akbasic_AkglSprites SPRITESSTATE;
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
static TTF_Font *font = NULL;
static char OUTPUT[8192];
static FILE *OUT = NULL;
/** @brief Report whether one pixel of @p shot carries @p color. Alpha is not compared. */
static bool pixel_is(SDL_Surface *shot, int x, int y, uint8_t r, uint8_t g, uint8_t b)
{
uint8_t gotr = 0;
uint8_t gotg = 0;
uint8_t gotb = 0;
uint8_t gota = 0;
if ( shot == NULL ) {
return false;
}
if ( !SDL_ReadSurfacePixel(shot, x, y, &gotr, &gotg, &gotb, &gota) ) {
return false;
}
return ((gotr == r) && (gotg == g) && (gotb == b));
}
/** @brief Clear the target to opaque black so a drawn pixel is unambiguous. */
static akerr_ErrorContext AKERR_NOIGNORE *clear_target(void)
{
PREPARE_ERROR(errctx);
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
FAIL_ZERO_RETURN(errctx, SDL_SetRenderDrawColor(akgl_renderer->sdl_renderer, 0, 0, 0, 0xff),
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
AKGL_ERR_SDL, "%s", SDL_GetError());
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
FAIL_ZERO_RETURN(errctx, SDL_RenderClear(akgl_renderer->sdl_renderer),
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
AKGL_ERR_SDL, "%s", SDL_GetError());
SUCCEED_RETURN(errctx);
}
/** @brief Bring up a runtime with the akgl graphics backend attached. */
static akerr_ErrorContext AKERR_NOIGNORE *start_runtime(const char *source)
{
PREPARE_ERROR(errctx);
memset(OUTPUT, 0, sizeof(OUTPUT));
OUT = fmemopen(OUTPUT, sizeof(OUTPUT), "w");
FAIL_ZERO_RETURN(errctx, (OUT != NULL), AKERR_IO, "could not open the output buffer");
setvbuf(OUT, NULL, _IONBF, 0);
PASS(errctx, akbasic_sink_init_stdio(&SINK, &SINKSTATE, OUT, NULL));
PASS(errctx, akbasic_runtime_init(&RUNTIME, &SINK));
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
PASS(errctx, akbasic_graphics_init_akgl(&GRAPHICS, &GRAPHICSSTATE, akgl_renderer));
PASS(errctx, akbasic_sprite_init_akgl(&SPRITES, &SPRITESSTATE, akgl_renderer, &GRAPHICSSTATE));
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
PASS(errctx, akbasic_runtime_set_devices(&RUNTIME, &GRAPHICS, NULL, NULL, &SPRITES));
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
PASS(errctx, akbasic_runtime_load(&RUNTIME, source));
PASS(errctx, akbasic_runtime_start(&RUNTIME, AKBASIC_MODE_RUN));
PASS(errctx, akbasic_runtime_run(&RUNTIME, 0));
SUCCEED_RETURN(errctx);
}
static void stop_runtime(void)
{
if ( OUT != NULL ) {
fclose(OUT);
OUT = NULL;
}
}
/**
* @brief A DRAW reaches real pixels, in the colour COLOR bound to the source.
*
* This is the assertion the whole adaptor exists for: a BASIC line in, a lit
* pixel out, with nothing mocked in between.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_draw_reaches_pixels(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 COLOR 1, 3\n20 DRAW 1, 10, 20\n"));
TEST_REQUIRE_STR(OUTPUT, "");
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/* Palette index 3 is red: 0x88, 0x39, 0x32 in src/graphics_tables.c. */
TEST_REQUIRE(pixel_is(shot, 10, 20, 0x88, 0x39, 0x32),
"DRAW 1,10,20 after COLOR 1,3 should have lit (10,20) red");
TEST_REQUIRE(!pixel_is(shot, 11, 20, 0x88, 0x39, 0x32),
"DRAW should have lit one pixel, not two");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief The renderer's own size is the space BASIC draws into.
*
* The one test that puts a real SDL renderer behind item 9. The target here is
* 128x128 -- deliberately *smaller* than the 320x200 fallback -- so a `SCALE`
* that still divided by the old constants would put its far corner at 2.5 times
* the target's width and light nothing at all.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_size_is_the_renderer(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 PRINT RGR(1)\n20 PRINT RGR(2)\n"));
TEST_REQUIRE_STR(OUTPUT, "128\n128\n");
stop_runtime();
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 SCALE 1, 1000, 1000\n"
"20 DRAW 1, 1000, 1000\n"));
TEST_REQUIRE_STR(OUTPUT, "");
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/*
* The far corner of the user space lands on the far corner of the target.
* The old code divided by the 320x200 constants, which would have put this
* at (400, 400) -- off a 128x128 surface entirely, lighting nothing.
*/
TEST_REQUIRE(pixel_is(shot, TARGET_SIZE - 1, TARGET_SIZE - 1, 0xff, 0xff, 0xff),
"SCALE 1,1000,1000 then DRAW 1,1000,1000 should reach the bottom-right pixel");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
/** @brief A BOX outlines: its corners are lit and its middle is not. */
static akerr_ErrorContext AKERR_NOIGNORE *test_box_outlines(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 BOX 1, 10, 10, 40, 40\n"));
TEST_REQUIRE_STR(OUTPUT, "");
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
TEST_REQUIRE(shot != NULL, "could not read the render target back");
TEST_REQUIRE(pixel_is(shot, 10, 10, 0xff, 0xff, 0xff), "the box's corner should be lit");
TEST_REQUIRE(pixel_is(shot, 25, 10, 0xff, 0xff, 0xff), "the box's top edge should be lit");
TEST_REQUIRE(!pixel_is(shot, 25, 25, 0xff, 0xff, 0xff),
"an unrotated BOX outlines rather than fills");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief PAINT fills the region a BOX encloses and stops at its edge.
*
* Also the one place the akgl flood fill is exercised through a BASIC verb,
* which is where its partial-fill error would surface if it ever fired.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_paint_fills_region(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 BOX 1, 10, 10, 40, 40\n"
"20 COLOR 2, 6\n"
"30 PAINT 2, 25, 25\n"));
TEST_REQUIRE_STR(OUTPUT, "");
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/* Palette index 6 is green: 0x55, 0xa0, 0x49. */
TEST_REQUIRE(pixel_is(shot, 25, 25, 0x55, 0xa0, 0x49),
"the inside of the box should have been painted green");
TEST_REQUIRE(!pixel_is(shot, 50, 50, 0x55, 0xa0, 0x49),
"the paint should have stopped at the box's edge");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/** @brief SSHAPE and GSHAPE round-trip a region through the handle in a string. */
static akerr_ErrorContext AKERR_NOIGNORE *test_shape_roundtrip(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 BOX 1, 4, 4, 12, 12\n"
"20 SSHAPE A$, 0, 0, 16, 16\n"
"30 GSHAPE A$, 64, 64\n"));
TEST_REQUIRE_STR(OUTPUT, "");
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/* The saved corner was at (4,4); pasted at (64,64) it lands at (68,68). */
TEST_REQUIRE(pixel_is(shot, 68, 68, 0xff, 0xff, 0xff),
"the pasted shape should carry the box's corner");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief The sink measures a character grid and puts text where its cursor says.
*
* akgl_text_measure() is the call this whole file was blocked on until libakgl
* 42b60f7, so the grid it produces is worth asserting directly rather than only
* through what gets drawn.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_sink_grid_and_wrap(void)
{
PREPARE_ERROR(errctx);
int cellw = 0;
int cellh = 0;
PASS(errctx, akgl_text_measure(font, "A", &cellw, &cellh));
TEST_REQUIRE(cellw > 0 && cellh > 0, "the fixture font should measure a real cell");
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
PASS(errctx, akbasic_sink_init_akgl(&AKGLSINK, &AKGLSINKSTATE, akgl_renderer, font,
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
TARGET_SIZE, TARGET_SIZE));
TEST_REQUIRE_INT(AKGLSINKSTATE.cellw, cellw);
TEST_REQUIRE_INT(AKGLSINKSTATE.columns, TARGET_SIZE / cellw);
TEST_REQUIRE_INT(AKGLSINKSTATE.rows, TARGET_SIZE / cellh);
PASS(errctx, AKGLSINK.writeln(&AKGLSINK, "HELLO"));
PASS(errctx, AKGLSINK.write(&AKGLSINK, "WORLD"));
TEST_REQUIRE_STR(AKGLSINKSTATE.text[0], "HELLO");
TEST_REQUIRE_STR(AKGLSINKSTATE.text[1], "WORLD");
TEST_REQUIRE_INT(AKGLSINKSTATE.cursorrow, 1);
TEST_REQUIRE_INT(AKGLSINKSTATE.cursorcol, 5);
/* A clear empties the grid and takes the cursor home. */
PASS(errctx, AKGLSINK.clear(&AKGLSINK));
TEST_REQUIRE_STR(AKGLSINKSTATE.text[0], "");
TEST_REQUIRE_INT(AKGLSINKSTATE.cursorrow, 0);
TEST_REQUIRE_INT(AKGLSINKSTATE.cursorcol, 0);
/*
* A text area too small for one character is refused rather than silently
* producing a zero-column grid, which would divide by zero on the first
* wrap.
*/
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
TEST_REQUIRE_STATUS(akbasic_sink_init_akgl(&AKGLSINK, &AKGLSINKSTATE, akgl_renderer, font, 1, 1),
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
AKBASIC_ERR_BOUNDS);
TEST_REQUIRE_STATUS(akbasic_sink_init_akgl(&AKGLSINK, &AKGLSINKSTATE, NULL, font,
TARGET_SIZE, TARGET_SIZE),
AKERR_NULLPOINTER);
SUCCEED_RETURN(errctx);
}
/**
* @brief A character placed past a short row's end pads rather than vanishing.
*
* A row is a NUL-terminated string, so `CHAR 1, 6, 0, "#"` on an otherwise empty
* row used to store the `#` at column 6 with `text[0][0]` still `'\0'` -- and
* the render loop, which stops at the terminator, drew nothing at all. The write
* succeeded, the cursor moved, the stdout mirror showed the character, and the
* window stayed blank. That silent nothing is the trap; the documented
* truncation on the way back is fine and is asserted here too.
*
* The padding has to be spaces rather than whatever is in the buffer, because
* the buffer is not cleared between rows: the gap holds the tail of some longer
* row that used to be here, which is the second case below.
*
* TODO.md section 6 item 32.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_sink_writes_past_a_short_row(void)
{
PREPARE_ERROR(errctx);
PASS(errctx, akbasic_sink_init_akgl(&AKGLSINK, &AKGLSINKSTATE, akgl_renderer, font,
TARGET_SIZE, TARGET_SIZE));
PASS(errctx, AKGLSINK.moveto(&AKGLSINK, 6, 0));
PASS(errctx, AKGLSINK.write(&AKGLSINK, "#"));
TEST_REQUIRE_STR(AKGLSINKSTATE.text[0], " #");
/*
* Writing back over a long row still truncates it -- that half is the
* documented behaviour and the reason a program builds a row whole.
*/
PASS(errctx, AKGLSINK.clear(&AKGLSINK));
PASS(errctx, AKGLSINK.write(&AKGLSINK, "ABCDEFGHIJ"));
PASS(errctx, AKGLSINK.moveto(&AKGLSINK, 3, 0));
PASS(errctx, AKGLSINK.write(&AKGLSINK, "X"));
TEST_REQUIRE_STR(AKGLSINKSTATE.text[0], "ABCX");
/*
* And a write past *that* terminator pads with spaces rather than exposing
* the "EFGHIJ" still sitting in the buffer behind it. A pad that only
* replaced the terminator itself would leave those visible.
*/
PASS(errctx, AKGLSINK.moveto(&AKGLSINK, 7, 0));
PASS(errctx, AKGLSINK.write(&AKGLSINK, "Z"));
TEST_REQUIRE_STR(AKGLSINKSTATE.text[0], "ABCX Z");
SUCCEED_RETURN(errctx);
}
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
/** @brief The sink's text actually reaches the target when the host renders. */
static akerr_ErrorContext AKERR_NOIGNORE *test_sink_renders(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
int x = 0;
int y = 0;
bool lit = false;
PASS(errctx, clear_target());
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
PASS(errctx, akbasic_sink_init_akgl(&AKGLSINK, &AKGLSINKSTATE, akgl_renderer, font,
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
TARGET_SIZE, TARGET_SIZE));
PASS(errctx, AKGLSINK.write(&AKGLSINK, "X"));
PASS(errctx, akbasic_sink_akgl_render(&AKGLSINK));
/*
* Asserted as "something was drawn in the first cell" rather than against
* particular pixels: which ones a glyph lights is FreeType's business and it
* is free to hint them differently. The seam being tested is that the text
* reached the renderer at the cursor's cell at all.
*/
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
TEST_REQUIRE(shot != NULL, "could not read the render target back");
for ( y = 0; y < AKGLSINKSTATE.cellh && !lit; y++ ) {
for ( x = 0; x < AKGLSINKSTATE.cellw && !lit; x++ ) {
lit = !pixel_is(shot, x, y, 0, 0, 0);
}
}
TEST_REQUIRE(lit, "the sink drew nothing into the first character cell");
SDL_DestroySurface(shot);
SUCCEED_RETURN(errctx);
}
/**
* @brief The input adaptor drains the ring the host's event pump fills.
*
* Synthetic key events through akgl_controller_handle_event(), which is exactly
* how a host feeds it, and then read back through the akbasic backend.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_input_backend(void)
{
PREPARE_ERROR(errctx);
SDL_Event event;
int keycode = 0;
bool available = false;
/*
* handle_event refuses a NULL appstate outright, so it needs something to
* point at even though nothing here reads it. deps/libakgl/tests/controller.c
* uses a placeholder for the same reason.
*/
int appstate_placeholder = 0;
PASS(errctx, akbasic_input_init_akgl(&INPUT));
PASS(errctx, INPUT.flush_keys(&INPUT));
/* An empty ring is success with nothing available, never an error. */
PASS(errctx, INPUT.poll_key(&INPUT, &keycode, &available));
TEST_REQUIRE(!available, "an empty ring should report nothing available");
memset(&event, 0, sizeof(event));
event.type = SDL_EVENT_KEY_DOWN;
event.key.key = SDLK_A;
PASS(errctx, akgl_controller_handle_event(&appstate_placeholder, &event));
PASS(errctx, INPUT.poll_key(&INPUT, &keycode, &available));
TEST_REQUIRE(available, "a key the host pumped should reach the interpreter");
TEST_REQUIRE_INT(keycode, SDLK_A);
PASS(errctx, INPUT.poll_key(&INPUT, &keycode, &available));
TEST_REQUIRE(!available, "the ring should drain to empty");
SUCCEED_RETURN(errctx);
}
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
/**
* @brief A sprite loaded from an image file lands on the target where MOVSPR put it.
*
* The one assertion in this repository that exercises the whole file path:
* a BASIC string that is not an SSHAPE handle, resolved by akgl_path_relative()
* against the working directory, decoded by SDL_image inside
* akgl_spritesheet_initialize(), and blitted through the actor's renderfunc.
*
* The fixture is 8x8 rather than 24x21 on purpose -- a sprite from a file takes
* the image's own size, and an assertion at (43, 33) rather than (40, 30) is
* what says the size came from the image rather than from a constant.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_sprite_from_file(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 SPRSAV \"assets/sprite8x8.png\", 1\n"
"20 SPRITE 1, 1\n"
"30 MOVSPR 1, 40, 30\n"));
TEST_REQUIRE_STR(OUTPUT, "");
PASS(errctx, akbasic_sprite_akgl_render(&SPRITES));
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/*
* Magenta, not white: SPRITE's colour argument modulates the texture and
* this program never gave one, so the image's own colour comes through.
*/
TEST_REQUIRE(pixel_is(shot, 43, 33, 0xff, 0x00, 0xff),
"the loaded sprite should be drawn at MOVSPR's coordinate");
TEST_REQUIRE(pixel_is(shot, 47, 37, 0xff, 0x00, 0xff),
"the whole 8x8 image should have been drawn, not one pixel of it");
TEST_REQUIRE(!pixel_is(shot, 49, 39, 0xff, 0x00, 0xff),
"an 8x8 sprite should stop after eight pixels");
SDL_DestroySurface(shot);
/* A path that names nothing is the program's mistake, and is reported. */
stop_runtime();
PASS(errctx, start_runtime("10 SPRSAV \"assets/nosuchfile.png\", 1\n"));
TEST_REQUIRE(strstr(OUTPUT, "No such sprite image") != NULL,
"a missing image should be reported by name, got \"%s\"", OUTPUT);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief A sprite defined from 63 pattern bytes reaches real pixels, in its colour.
*
* The DATA-driven path a type-in listing uses, end to end: an integer array, the
* bit unpacking, a surface built a pixel at a time, and a texture. The pattern
* is one set bit in the top-left corner, so what is asserted is both that the
* pixel is lit *and* that its neighbour is not -- which is what catches a bit
* order that came through reversed.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_sprite_from_pattern(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 DIM P#(63)\n"
"20 P#(0) = 128\n"
"30 SPRSAV P#, 1\n"
"40 SPRITE 1, 1, 6\n"
"50 MOVSPR 1, 20, 20\n"));
TEST_REQUIRE_STR(OUTPUT, "");
PASS(errctx, akbasic_sprite_akgl_render(&SPRITES));
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/* Palette index 6 is green: 0x55, 0xa0, 0x49. */
TEST_REQUIRE(pixel_is(shot, 20, 20, 0x55, 0xa0, 0x49),
"the pattern's one set bit should be the sprite's top-left pixel");
TEST_REQUIRE(!pixel_is(shot, 21, 20, 0x55, 0xa0, 0x49),
"only one bit was set, so only one pixel should be lit");
TEST_REQUIRE(!pixel_is(shot, 43, 20, 0x55, 0xa0, 0x49),
"a reversed bit order would have lit the far end of the row");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief A region SSHAPE saved becomes a sprite, which is the shared-format claim.
*
* The C128 documents SPRSAV's string as the SSHAPE data format at a fixed 24x21,
* so reusing the shape pool here is faithful rather than a shortcut -- and this
* is what says the handle actually survives the trip through a BASIC string and
* into the sprite device.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_sprite_from_shape(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
PASS(errctx, clear_target());
PASS(errctx, start_runtime("10 COLOR 1, 3\n"
"20 BOX 1, 0, 0, 10, 10\n"
"30 SSHAPE A$, 0, 0, 10, 10\n"
"40 SPRSAV A$, 1\n"
"50 SPRITE 1, 1\n"
"60 MOVSPR 1, 60, 60\n"));
TEST_REQUIRE_STR(OUTPUT, "");
PASS(errctx, akbasic_sprite_akgl_render(&SPRITES));
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
TEST_REQUIRE(shot != NULL, "could not read the render target back");
/*
* Palette index 3 is red, which is what the BOX was outlined in. The corner
* of the box is the (0,0) pixel of the saved region, so it lands exactly
* where MOVSPR put the sprite -- and its interior does not, which is what
* says a region was copied rather than a rectangle drawn.
*/
TEST_REQUIRE(pixel_is(shot, 60, 60, 0x88, 0x39, 0x32),
"the saved region's corner should have been drawn as a sprite");
TEST_REQUIRE(!pixel_is(shot, 65, 65, 0x88, 0x39, 0x32),
"the region was an outline, so its middle should not be red");
SDL_DestroySurface(shot);
stop_runtime();
SUCCEED_RETURN(errctx);
}
Test the collision scan, and measure what it costs `spr_collisions()` had no test. `tests/sprite_verbs.c` drives the collision path end to end but through a mock backend, so the real overlap arithmetic in `src/sprite_akgl.c` could have changed what `BUMP(1)` reports for every program in existence and the suite would still have printed 110/110. That gap is closed here, before anything touches the arithmetic, so that there is a *before* to compare an *after* against. Six cases against the real akgl backend: nothing defined, two sprites overlapping, edge-to-edge, a hidden sprite, and the x-expand bit doubling the box that collides rather than only the one that draws. Edge-to-edge earns its place -- the test is a strict `<`, a tile-aligned program puts sprites there constantly, and a replacement answering "touching" instead of "overlapping" would change every one of them silently. **The seventh is the cross-shaped overlap**, and it is the one to watch. A tall thin sprite crossing a short wide one overlaps without either rectangle holding a corner of the other; `akgl_collide_rectangles()` is documented as answering "no" there, which is why `src/sprite_akgl.c` does the four comparisons itself rather than calling it. Two further assertions stop that test passing by accident: each sprite is moved clear along the axis it is supposed to be short on, so a sprite that came out the wrong size fails rather than quietly reporting an ordinary overlap. `tests/collision_perf.c` answers the question nobody had measured. The service runs at the top of every interpreter *step* and the frontend takes 256 steps per rendered frame, so a busy program scans up to 256 times a frame over sprites that have not moved. At RelWithDebInfo, scale 10, best of 5: the scan is 96.3 ns at eight overlapping sprites and 19.4 ns at none, against a rendered frame of 1.17 ms. **256 scans is 24.7 us, or 2.1% of a frame, in the pathological case, and 0.42% for a program with no sprites.** So the per-step cadence stays. It is what makes a collision report describe where the sprites have just been moved to rather than where they were, and 2% of a frame in a case no real program reaches is not worth changing when a handler fires for every program that already works. The numbers and that conclusion are in `MAINTENANCE.md` so it does not get re-argued. The benchmark borrows libakgl's `benchutil.h` by include path rather than copying it, the way the fixture font is already borrowed, and is labelled `perf` so `ctest -LE perf` can leave it out. It runs at scale 1 in the ordinary suite -- 1.2 seconds -- because a benchmark nothing ever builds is a benchmark that rots. Both suites green: 111 with akgl, 110 without. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
2026-08-02 09:25:22 -04:00
/**
* @brief Run one program and report the collision mask the device computes.
*
* Straight at the backend rather than through `BUMP(1)`, because what is under
* test is the overlap arithmetic and not the accumulate-and-clear the runtime
* wraps it in -- that half is already covered by tests/sprite_verbs.c against a
* mock. Going through BUMP here would assert both at once and blame the wrong
* one when either broke.
*/
static akerr_ErrorContext AKERR_NOIGNORE *mask_for(const char *source, uint16_t *dest)
{
PREPARE_ERROR(errctx);
PASS(errctx, start_runtime(source));
TEST_REQUIRE_STR(OUTPUT, "");
PASS(errctx, SPRITES.collisions(&SPRITES, dest));
SUCCEED_RETURN(errctx);
}
/**
* @brief What spr_collisions() answers, pinned before anything replaces it.
*
* **This code had no test at all.** tests/sprite_verbs.c drives the collision
* path end to end but through a mock backend, so the real overlap arithmetic
* could have changed what BUMP(1) reports for every program in existence and the
* suite would still have passed. That is the gap this closes, and it is closed
* *before* the arithmetic is touched so there is a before to compare an after
* against.
*
* Two of the cases below are the ones a replacement is most likely to get wrong,
* and each says so where it stands.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_collision_pairs(void)
{
PREPARE_ERROR(errctx);
uint16_t mask = 0;
/* Nothing defined: no actor, so nothing to compare and nothing set. */
PASS(errctx, mask_for("10 X# = 0\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
/*
* Two 24x21 patterns overlapping. Bit n-1 is sprite n, so sprites 1 and 2
* are 0x03.
*/
PASS(errctx, mask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRSAV P#, 2\n"
"70 SPRITE 1, 1\n"
"80 SPRITE 2, 1\n"
"90 MOVSPR 1, 10, 10\n"
"100 MOVSPR 2, 20, 20\n", &mask));
TEST_REQUIRE_INT(mask, 0x03);
stop_runtime();
/*
* **Edge to edge is not a collision.** Sprite 1 spans x 10..33 inclusive and
* sprite 2 starts at 34, so the test is `ax + aw < bx + 1` -- the strict `<`
* in spr_collisions(). A tile-aligned program puts sprites here constantly,
* and a replacement that answers "touching" instead of "overlapping" changes
* every one of them.
*/
PASS(errctx, mask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRSAV P#, 2\n"
"70 SPRITE 1, 1\n"
"80 SPRITE 2, 1\n"
"90 MOVSPR 1, 10, 10\n"
"100 MOVSPR 2, 34, 10\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
/* A hidden sprite is not in the world, whatever its coordinates say. */
PASS(errctx, mask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRSAV P#, 2\n"
"70 SPRITE 1, 1\n"
"80 SPRITE 2, 0\n"
"90 MOVSPR 1, 10, 10\n"
"100 MOVSPR 2, 10, 10\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
/*
* The x-expand bit doubles the box that collides, not just the one that
* draws. Sprite 1 unexpanded ends at x 33 and does not reach sprite 2 at 40;
* expanded it spans 48 and does.
*/
PASS(errctx, mask_for("10 DIM P#(63)\n"
"20 FOR I# = 0 TO 62\n"
"30 P#(I#) = 255\n"
"40 NEXT I#\n"
"50 SPRSAV P#, 1\n"
"60 SPRSAV P#, 2\n"
"70 SPRITE 1, 1, 1, 0, 1, 0\n"
"80 SPRITE 2, 1\n"
"90 MOVSPR 1, 10, 10\n"
"100 MOVSPR 2, 40, 10\n", &mask));
TEST_REQUIRE_INT(mask, 0x03);
stop_runtime();
SUCCEED_RETURN(errctx);
}
/**
* @brief A cross-shaped overlap is a collision, and it is the case to watch.
*
* A tall thin sprite crossing a short wide one overlaps without either
* rectangle containing a corner of the other. libakgl's akgl_collide_rectangles()
* is documented as answering "no" here -- a corner-containment test cannot see
* it -- which is why src/sprite_akgl.c does the four comparisons itself rather
* than calling it.
*
* So this assertion is the one that fails if collision is ever moved onto a
* corner-containment implementation, and it is worth having before rather than
* after such a move.
*/
static akerr_ErrorContext AKERR_NOIGNORE *test_collision_cross_shape(void)
{
PREPARE_ERROR(errctx);
uint16_t mask = 0;
/*
* SSHAPE captures a region at whatever size it is asked for, and a sprite
* made from one keeps that size -- which is the only way to get two sprites
* of different aspect, since a DATA pattern is always 24 by 21.
*
* Sprite 1 is about 6 wide and 40 tall at (30, 10), so it spans roughly
* x 30..36, y 10..50. Sprite 2 is about 40 wide and 6 tall at (10, 30), so
* roughly x 10..50, y 30..36. They cross in the middle, and **neither holds
* a corner of the other** -- which is the whole point.
*
* Nothing is drawn into either region first. Collision is by bounding box,
* so what a sprite's pixels contain does not enter into it; the only thing
* being borrowed from SSHAPE here is the size. That also keeps the margins
* wide enough that SSHAPE's inclusive-bound question cannot decide the
* answer either way.
*/
PASS(errctx, mask_for("10 GRAPHIC 1, 1\n"
"20 SSHAPE V$, 0, 0, 6, 40\n"
"30 SSHAPE H$, 0, 50, 40, 56\n"
"40 SPRSAV V$, 1\n"
"50 SPRSAV H$, 2\n"
"60 SPRITE 1, 1\n"
"70 SPRITE 2, 1\n"
"80 MOVSPR 1, 30, 10\n"
"90 MOVSPR 2, 10, 30\n", &mask));
TEST_REQUIRE_INT(mask, 0x03);
stop_runtime();
/*
* The two assertions that stop the one above from passing by accident.
*
* A cross is only a cross if the two sprites really are the long thin shapes
* this test believes they are, and nothing above proves that -- two 40x40
* blobs at the same coordinates would also report 0x03, for the ordinary
* reason, and the test would look like it was doing its job. So move each
* one clear along the axis it is *supposed* to be short on. A sprite that
* came out the wrong size stays overlapping and fails here.
*/
PASS(errctx, mask_for("10 GRAPHIC 1, 1\n"
"20 SSHAPE V$, 0, 0, 6, 40\n"
"30 SSHAPE H$, 0, 50, 40, 56\n"
"40 SPRSAV V$, 1\n"
"50 SPRSAV H$, 2\n"
"60 SPRITE 1, 1\n"
"70 SPRITE 2, 1\n"
"80 MOVSPR 1, 30, 10\n"
"90 MOVSPR 2, 10, 60\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
PASS(errctx, mask_for("10 GRAPHIC 1, 1\n"
"20 SSHAPE V$, 0, 0, 6, 40\n"
"30 SSHAPE H$, 0, 50, 40, 56\n"
"40 SPRSAV V$, 1\n"
"50 SPRSAV H$, 2\n"
"60 SPRITE 1, 1\n"
"70 SPRITE 2, 1\n"
"80 MOVSPR 1, 60, 10\n"
"90 MOVSPR 2, 10, 30\n", &mask));
TEST_REQUIRE_INT(mask, 0);
stop_runtime();
SUCCEED_RETURN(errctx);
}
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
int main(void)
{
PREPARE_ERROR(errctx);
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
ATTEMPT {
CATCH(errctx, akgl_error_init());
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
akgl_renderer = &akgl_default_renderer;
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
FAIL_ZERO_BREAK(errctx, SDL_Init(SDL_INIT_VIDEO), AKGL_ERR_SDL,
"Couldn't initialize SDL: %s", SDL_GetError());
FAIL_ZERO_BREAK(errctx, TTF_Init(), AKGL_ERR_SDL,
"Couldn't initialize SDL_ttf: %s", SDL_GetError());
FAIL_ZERO_BREAK(errctx,
SDL_CreateWindowAndRenderer("net/aklabs/akbasic/test_akgl_backends",
TARGET_SIZE, TARGET_SIZE, 0,
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
&akgl_window, &akgl_renderer->sdl_renderer),
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
/*
* Bind the 2D methods. akgl_text_rendertextat() reaches through
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
* akgl_renderer->draw_texture and an SDL_Renderer alone does not fill that in;
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
* deps/libakgl/tests/draw.c gets away without it because the draw
* primitives take the SDL_Renderer directly. These six pointers were
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
* assigned by hand here until libakgl 0.3.0 split the bind half out of the
* init half -- API-gap item 7, filed from this file. Both were renamed in
* 0.5.0, from akgl_render_bind2d and akgl_render_init2d.
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
*/
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
CATCH(errctx, akgl_render_2d_bind(akgl_renderer));
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
/*
* The three things akgl_game_init() would have done and this file, being
* a host that deliberately never calls it, has to do itself: the object
* pools, the name registries, and a camera for akgl_actor_render() to
* dereference. src/frontend_akgl.c does the same, and says why at length.
*/
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
Take libakgl 0.5.0 and rename every symbol it namespaced 0.5.0 gives every exported symbol the akgl_ prefix, which is the first libakgl release to break this project's source rather than only its ABI. The soname goes to libakgl.so.0.5 and include/akbasic/akgl.h asserts the floor. What moved here: akgl_render_bind2d is akgl_render_2d_bind, akgl_sprite_sheet_coords_for_frame is akgl_spritesheet_coords_for_frame, the renderer, camera and window globals carry the prefix, and _akgl_renderer and _akgl_camera are akgl_default_renderer and akgl_default_camera. The renames were applied by site rather than by pattern, because renderer is also a parameter name in src/sprite_akgl.c and a struct member throughout src/frontend_akgl.c -- a substitution would have rewritten both without a word. That is the same trap upstream describes hitting, and it is worth knowing that the defect behind the rename was not cosmetic: an exported global called renderer collided with a test's own variable, the executable's definition preempted the library's, and every texture load in that suite failed while the suite passed. 0.5.0 also fixes libakgl defect 26, which was one of the two reasons src/sprite_akgl.c installs its own renderfunc: akgl_actor_render took its destination height from the sprite's width, drawing a 24x21 Commodore sprite as a 24x24 square. The renderfunc stays, because the other reason has not moved -- an actor carries one scalar scale and SPRITE has separate x- and y-expand bits -- but the comments and TODO.md deviation 40 no longer claim a defect that is fixed. Every documentation figure re-renders byte-identical under the new library, which is what says the sprite and drawing paths did not move underneath them. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 08:01:43 -04:00
akgl_camera = &akgl_default_camera;
akgl_camera->x = 0.0f;
akgl_camera->y = 0.0f;
akgl_camera->w = (float)TARGET_SIZE;
akgl_camera->h = (float)TARGET_SIZE;
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
/*
* libakgl's own monospaced fixture, borrowed rather than copied. Being
* monospaced is what makes a character grid meaningful to assert on.
*/
font = TTF_OpenFont(AKBASIC_TEST_FONT, 12);
FAIL_ZERO_BREAK(errctx, font, AKGL_ERR_SDL,
"Couldn't open %s: %s", AKBASIC_TEST_FONT, SDL_GetError());
CATCH(errctx, test_draw_reaches_pixels());
CATCH(errctx, test_size_is_the_renderer());
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
CATCH(errctx, test_box_outlines());
CATCH(errctx, test_paint_fills_region());
CATCH(errctx, test_shape_roundtrip());
CATCH(errctx, test_sink_grid_and_wrap());
CATCH(errctx, test_sink_writes_past_a_short_row());
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
CATCH(errctx, test_sink_renders());
CATCH(errctx, test_input_backend());
Finish the language: every remaining verb group, and the defects that blocked them Closes groups A, C, D, E, F, H and J of TODO.md section 4, plus RESTORE and RENUMBER, and closes section 6 -- all seventeen reference defects. Seven of those turned out to have been fixed or never ported and nobody had written it down; the audit records the evidence for each. Two of the seventeen were real. math_plus mutated its left operand when the operand was mutable, so A# + 1 could modify A#; it was gated on FOR/NEXT coverage because NEXT relied on the mutation, so tests/for_next.c came first and NEXT now writes the counter back itself. And the binary operators summed both numeric fields of their right operand, which no BASIC program can reach -- that one needed a test written against the value API. Writing the tests turned up eight defects nobody had listed. Seven are fixed: IF A = 2 THEN was a parse error; only == worked IF ... AND ... was a parse error, because a condition parsed as one relation IF A = 1 OR B = 2 THEN was silently always false, and so was IF A THEN EXIT before any NEXT restarted the program and exhausted the variable pool READ never found a DATA line above it, and swallowed the lines between PRINT 2 + 2 at the prompt was filed as program text instead of answering a short read discarded its bytes, so COPY produced empty files every verb taking an argument list said "peek() returned nil token!" on none The eighth is not fixed and cannot be quietly: a FOR whose step overshoots runs its body one extra time, and FOR I = 1 TO 1 runs it zero times. The two errors cancel for a step of 1, which is why neither was noticed. Correcting them changes the expected output of a checked-in acceptance file, and tests/reference/README.md forbids editing one to suit this interpreter. It is tests/for_semantics.c in AKBASIC_KNOWN_FAILING_TESTS, asserting the correct contract, and TODO.md items 19 and 20. Sprites are real libakgl actors with a renderfunc of their own, because akgl_actor_render draws every sprite square and an actor has no per-axis scale. Both are filed upstream. SPRSAV takes an image file, an SSHAPE handle or a 63-element integer array -- a string here cannot hold a zero byte. Verbs that need hardware that does not exist are refused by name with the reason rather than faked: SYS, HEADER, COLLECT, BACKUP, BOOT, FILTER, and DIRECTORY, which is refused for a missing libakstdlib wrapper filed upstream. 94 tests in the default build, 93 with SDL, 94 under ASan and UBSan, doxygen clean. The Go acceptance corpus stayed green throughout. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 21:50:37 -04:00
CATCH(errctx, test_sprite_from_file());
CATCH(errctx, test_sprite_from_pattern());
CATCH(errctx, test_sprite_from_shape());
Test the collision scan, and measure what it costs `spr_collisions()` had no test. `tests/sprite_verbs.c` drives the collision path end to end but through a mock backend, so the real overlap arithmetic in `src/sprite_akgl.c` could have changed what `BUMP(1)` reports for every program in existence and the suite would still have printed 110/110. That gap is closed here, before anything touches the arithmetic, so that there is a *before* to compare an *after* against. Six cases against the real akgl backend: nothing defined, two sprites overlapping, edge-to-edge, a hidden sprite, and the x-expand bit doubling the box that collides rather than only the one that draws. Edge-to-edge earns its place -- the test is a strict `<`, a tile-aligned program puts sprites there constantly, and a replacement answering "touching" instead of "overlapping" would change every one of them silently. **The seventh is the cross-shaped overlap**, and it is the one to watch. A tall thin sprite crossing a short wide one overlaps without either rectangle holding a corner of the other; `akgl_collide_rectangles()` is documented as answering "no" there, which is why `src/sprite_akgl.c` does the four comparisons itself rather than calling it. Two further assertions stop that test passing by accident: each sprite is moved clear along the axis it is supposed to be short on, so a sprite that came out the wrong size fails rather than quietly reporting an ordinary overlap. `tests/collision_perf.c` answers the question nobody had measured. The service runs at the top of every interpreter *step* and the frontend takes 256 steps per rendered frame, so a busy program scans up to 256 times a frame over sprites that have not moved. At RelWithDebInfo, scale 10, best of 5: the scan is 96.3 ns at eight overlapping sprites and 19.4 ns at none, against a rendered frame of 1.17 ms. **256 scans is 24.7 us, or 2.1% of a frame, in the pathological case, and 0.42% for a program with no sprites.** So the per-step cadence stays. It is what makes a collision report describe where the sprites have just been moved to rather than where they were, and 2% of a frame in a case no real program reaches is not worth changing when a handler fires for every program that already works. The numbers and that conclusion are in `MAINTENANCE.md` so it does not get re-argued. The benchmark borrows libakgl's `benchutil.h` by include path rather than copying it, the way the fixture font is already borrowed, and is labelled `perf` so `ctest -LE perf` can leave it out. It runs at scale 1 in the ordinary suite -- 1.2 seconds -- because a benchmark nothing ever builds is a benchmark that rots. Both suites green: 111 with akgl, 110 without. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
2026-08-02 09:25:22 -04:00
CATCH(errctx, test_collision_pairs());
CATCH(errctx, test_collision_cross_shape());
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
} CLEANUP {
if ( font != NULL ) {
TTF_CloseFont(font);
}
TTF_Quit();
SDL_Quit();
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR_WITH_MESSAGE(errctx, "akgl backend test failed");
akbasic_test_failures += 1;
/*
* FINISH_NORETURN rather than FINISH, matching src/main.c: FINISH
* expands a `return __err_context` that this int-returning function
* cannot compile even when the branch is unreachable. HANDLE_DEFAULT
* above has already marked the context handled, so nothing aborts.
*/
} FINISH_NORETURN(errctx);
return akbasic_test_failures;
}