2026-07-31 11:21:39 -04:00
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/**
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* @file frontend_akgl.c
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* @brief The standalone program's SDL host, ported from the Go frontend.
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*
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* The reference's main.go opens an 800x600 window and a Commodore font and hands
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* both to the runtime, which then owns the process until MODE_QUIT
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* (basicruntime.go:682). Goal 3 forbids the second half of that outright, so
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* what is ported here is the first half plus the loop the reference never had to
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* write: pump events, run a bounded number of interpreter steps, draw, present,
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* repeat.
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*
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* **This file is a host.** It is the only thing in the repository that creates a
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* window, and it is in its own target so that fact is visible in the build graph
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* rather than only in a comment. A game embedding the interpreter does not link
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* it -- it already has a window, and it calls the four initializers in
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* akbasic/akgl.h against its own.
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*
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* Everything the four adaptors need is created here and nowhere else:
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*
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* window + renderer ---> the akgl sink and the graphics backend
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* SDL event pump ---> akgl_controller_handle_event, the input backend
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* the frame ---> akbasic_sink_akgl_render, and the line editor
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*/
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#include <stddef.h>
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#include <akerror.h>
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Port onto libakstdlib 2b79aca and convert the eight bool predicates
akbasic's src/ now calls libakstdlib 313 times and raw libc 7 -- 2.2%
bypassed, against 86.4% on the same tree before this. The submodule bump
669b2b3 -> 2b79aca needed no source change of its own: the release is
drop-in for what akbasic already used.
Seven of the eight sites the earlier port left on raw libc change their own
signature rather than swallowing an error, per andrew's ruling on
libakstdlib#38. word_is, the is_waiting_for pair, the scanner's is_at_end,
peek, peek_next and match_next_char, format.c's overflow, and sink_akgl's
scroll/newline/putchar_at/echo_line/edit_key chain all return an
akerr_ErrorContext * and hand the answer back through an out parameter.
is_waiting_for and is_waiting_for_any are a public header change; every
call site that used one as a term in a condition hoists it into a
statement first.
verb_compare is the eighth and stays on strcmp. bsearch(3) fixes the
comparator's signature, so there is no out parameter to report through --
which is what libakstdlib#38 concluded. It carries a comment saying so and
saying why the bypass is safe there.
Six snprintf sites stay raw because they want truncation as an answer
rather than an error, and aksl_snprintf cannot express that until
libakstdlib#34 hands the required length back. Each of the six says so at
the site. Two of them, in host.c, are a latent defect rather than a
decision: a host type name over 31 characters truncates silently and two
sharing a prefix then collide, where structtype.c refuses the same case.
DLOAD leaked a file descriptor. Its read loop sat inside an ATTEMPT and the
PASS in it returned past CLEANUP, so a scan error left the file open.
Hoisting the loop into its own helper to convert fgets fixes it.
Refs libakstdlib#26, libakstdlib#38
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 15:41:49 -04:00
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#include <akstdlib.h>
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2026-07-31 11:21:39 -04:00
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#include <akgl/controller.h>
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#include <akgl/error.h>
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/*
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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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-01 08:01:43 -04:00
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* game.h purely for the `akgl_renderer` global and its `akgl_default_renderer`
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* storage.
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2026-07-31 11:21:39 -04:00
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* akgl_text_rendertextat() takes no renderer argument and reads that global, so
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* a host that never calls akgl_game_init() -- which is every host embedding this
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* interpreter, since owning the game loop is exactly what goal 3 forbids -- has
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* to populate it itself. deps/libakgl/tests/draw.c does the same.
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*/
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#include <akgl/game.h>
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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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-07-31 21:50:37 -04:00
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#include <akgl/heap.h>
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#include <akgl/registry.h>
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2026-07-31 11:21:39 -04:00
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#include <akgl/renderer.h>
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#include <akbasic/error.h>
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#include <akbasic/frontend.h>
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akerr_ErrorContext *akbasic_frontend_akgl_init(akbasic_AkglFrontend *obj, const char *title, int w, int h, const char *fontpath, int fontsize, FILE *mirror, FILE *in)
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{
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PREPARE_ERROR(errctx);
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akbasic_TextSink *reader = NULL;
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FAIL_ZERO_RETURN(errctx, (obj != NULL && title != NULL && fontpath != NULL),
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AKERR_NULLPOINTER, "NULL argument in frontend_akgl_init");
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FAIL_ZERO_RETURN(errctx, (w > 0 && h > 0 && fontsize > 0), AKBASIC_ERR_VALUE,
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"A %dx%d window at %d points is not a window", w, h, fontsize);
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Port onto libakstdlib 2b79aca and convert the eight bool predicates
akbasic's src/ now calls libakstdlib 313 times and raw libc 7 -- 2.2%
bypassed, against 86.4% on the same tree before this. The submodule bump
669b2b3 -> 2b79aca needed no source change of its own: the release is
drop-in for what akbasic already used.
Seven of the eight sites the earlier port left on raw libc change their own
signature rather than swallowing an error, per andrew's ruling on
libakstdlib#38. word_is, the is_waiting_for pair, the scanner's is_at_end,
peek, peek_next and match_next_char, format.c's overflow, and sink_akgl's
scroll/newline/putchar_at/echo_line/edit_key chain all return an
akerr_ErrorContext * and hand the answer back through an out parameter.
is_waiting_for and is_waiting_for_any are a public header change; every
call site that used one as a term in a condition hoists it into a
statement first.
verb_compare is the eighth and stays on strcmp. bsearch(3) fixes the
comparator's signature, so there is no out parameter to report through --
which is what libakstdlib#38 concluded. It carries a comment saying so and
saying why the bypass is safe there.
Six snprintf sites stay raw because they want truncation as an answer
rather than an error, and aksl_snprintf cannot express that until
libakstdlib#34 hands the required length back. Each of the six says so at
the site. Two of them, in host.c, are a latent defect rather than a
decision: a host type name over 31 characters truncates silently and two
sharing a prefix then collide, where structtype.c refuses the same case.
DLOAD leaked a file descriptor. Its read loop sat inside an ATTEMPT and the
PASS in it returned past CLEANUP, so a scan error left the file open.
Hoisting the loop into its own helper to convert fgets fixes it.
Refs libakstdlib#26, libakstdlib#38
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-03 15:41:49 -04:00
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PASS(errctx, aksl_memset(obj, 0, sizeof(*obj)));
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2026-07-31 11:21:39 -04:00
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obj->width = w;
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obj->height = h;
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/* Before anything else in libakgl, so every AKGL_ERR_* has a name to print. */
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PASS(errctx, akgl_error_init());
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/*
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* INIT_VIDEO only. The reference asks for INIT_EVERYTHING, which on a
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* headless machine fails on a subsystem BASIC never touches; audio is opened
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* separately below and is allowed to fail.
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*/
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FAIL_ZERO_RETURN(errctx, SDL_Init(SDL_INIT_VIDEO), AKGL_ERR_SDL,
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"Couldn't initialize SDL: %s", SDL_GetError());
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obj->ownssdl = true;
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FAIL_ZERO_RETURN(errctx, TTF_Init(), AKGL_ERR_SDL,
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"Couldn't initialize SDL_ttf: %s", SDL_GetError());
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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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-01 08:01:43 -04:00
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obj->renderer = &akgl_default_renderer;
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akgl_renderer = obj->renderer;
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2026-07-31 11:21:39 -04:00
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FAIL_ZERO_RETURN(errctx,
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SDL_CreateWindowAndRenderer(title, w, h, 0,
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&obj->window, &obj->renderer->sdl_renderer),
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AKGL_ERR_SDL, "Couldn't create the window: %s", SDL_GetError());
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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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-01 08:01:43 -04:00
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akgl_window = obj->window;
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2026-07-31 14:23:07 -04:00
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/*
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* Without this SDL sends no SDL_EVENT_TEXT_INPUT at all, every keystroke
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* reaches the ring with an empty `text`, and the line editor has nothing to
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* type -- akgl/controller.h says so directly. It is off by default in SDL3
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* and is per-window, so it is the host's job and this is the host.
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*
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* Not fatal if it fails: the editor falls back to the keycode, which is a
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* worse keyboard rather than no keyboard. Failing to start a window over an
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* input method that is not there would be the wrong trade.
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*/
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if ( !SDL_StartTextInput(obj->window) ) {
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SDL_Log("Could not start text input (%s); typing falls back to keycodes",
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SDL_GetError());
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}
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Consume libakgl 0.3.0: every workaround deleted, two capabilities gained
0.3.0 closed all ten API gaps this port had filed. The four workarounds go
with them: the CMake block that declared libakgl's vendored dependencies by
hand, the akgl/actor.h include in three files, and the six vtable pointers
assigned by hand in two more, now akgl_render_bind2d().
Two gaps were capabilities rather than inconveniences, and both are now real:
The line editor takes the composed UTF-8 text the ring carries in preference
to the keycode, so shifted characters, keyboard layouts, compose keys and dead
keys all work. A double quote can be typed, which means a BASIC string literal
can be typed -- the sharp end of the old limitation. Letters are no longer
folded to upper case.
SOUND's dir/min/step reach akgl_audio_sweep instead of being refused. dir 3
sweeps once rather than oscillating and TODO.md section 5 says so. A backend
with no sweep still refuses the swept note and plays the held one.
The adaptors now carry an AKGL_VERSION_AT_LEAST(0, 3, 0) floor, verified by
temporarily demanding 0.4.0 and watching it fire.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-07-31 13:25:14 -04:00
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/*
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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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-01 08:01:43 -04:00
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* Bind the 2D methods onto the renderer we just made. akgl_render_2d_init()
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Consume libakgl 0.3.0: every workaround deleted, two capabilities gained
0.3.0 closed all ten API gaps this port had filed. The four workarounds go
with them: the CMake block that declared libakgl's vendored dependencies by
hand, the akgl/actor.h include in three files, and the six vtable pointers
assigned by hand in two more, now akgl_render_bind2d().
Two gaps were capabilities rather than inconveniences, and both are now real:
The line editor takes the composed UTF-8 text the ring carries in preference
to the keycode, so shifted characters, keyboard layouts, compose keys and dead
keys all work. A double quote can be typed, which means a BASIC string literal
can be typed -- the sharp end of the old limitation. Letters are no longer
folded to upper case.
SOUND's dir/min/step reach akgl_audio_sweep instead of being refused. dir 3
sweeps once rather than oscillating and TODO.md section 5 says so. A backend
with no sweep still refuses the swept note and plays the held one.
The adaptors now carry an AKGL_VERSION_AT_LEAST(0, 3, 0) floor, verified by
temporarily demanding 0.4.0 and watching it fire.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-07-31 13:25:14 -04:00
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* would do this too, but it creates its own window from the game properties
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* first, which is the akgl_game_init() path a host with its own window is
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* not on. libakgl 0.3.0 split the vtable half out for exactly this caller --
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* it was API-gap item 7, and until it landed these six pointers were
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* assigned by hand here and in tests/akgl_backends.c.
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*/
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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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-01 08:01:43 -04:00
|
|
|
PASS(errctx, akgl_render_2d_bind(obj->renderer));
|
2026-07-31 11:21:39 -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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-07-31 21:50:37 -04:00
|
|
|
/*
|
|
|
|
|
* The object pools and the name registries. Every akgl_*_initialize ends in
|
|
|
|
|
* a registry write and fails AKERR_KEY without these, so anything drawn as
|
|
|
|
|
* an actor -- which is what a BASIC sprite is -- needs them. akgl_game_init()
|
|
|
|
|
* is where they would normally be done, and it is the function goal 3 keeps
|
|
|
|
|
* this host out of.
|
|
|
|
|
*
|
|
|
|
|
* Unconditional, and it has to be. akgl_registry_init() overwrites the
|
|
|
|
|
* property-set ids without destroying the old sets, so repeating it would
|
|
|
|
|
* normally leak -- but this frontend owns SDL_Init and SDL_Quit, and
|
|
|
|
|
* SDL_Quit destroys every property set while leaving libakgl's ids pointing
|
|
|
|
|
* at them. So the previous registries are already gone, and skipping the
|
|
|
|
|
* call on the strength of a non-zero id is what actually breaks: the second
|
|
|
|
|
* frontend of a process gets ids that name nothing, and the first
|
|
|
|
|
* akgl_sprite_initialize fails AKERR_KEY.
|
|
|
|
|
*
|
|
|
|
|
* A game that embeds the interpreter does not link this file. It has already
|
|
|
|
|
* called akgl_game_init(), which does both of these itself.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akgl_heap_init());
|
|
|
|
|
PASS(errctx, akgl_registry_init());
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* And the camera. akgl_actor_render() dereferences this global to translate
|
|
|
|
|
* world coordinates into screen ones and does not check it, so an unset
|
|
|
|
|
* camera is a crash the first time a sprite is drawn rather than an error
|
|
|
|
|
* anybody could act on. One screen's worth at the origin: BASIC has no verb
|
|
|
|
|
* that scrolls a view, so the world and the screen are the same thing here.
|
|
|
|
|
*/
|
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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
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)w;
|
|
|
|
|
akgl_camera->h = (float)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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-07-31 21:50:37 -04:00
|
|
|
|
2026-07-31 11:21:39 -04:00
|
|
|
obj->font = TTF_OpenFont(fontpath, (float)fontsize);
|
|
|
|
|
FAIL_ZERO_RETURN(errctx, (obj->font != NULL), AKGL_ERR_SDL,
|
|
|
|
|
"Couldn't open the font %s: %s", fontpath, SDL_GetError());
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* The two halves of the output, and then the tee that joins them. Which one
|
|
|
|
|
* answers readline is the whole difference between the two modes: a program
|
|
|
|
|
* read from a file comes in through the stdio half, and typed lines come in
|
|
|
|
|
* through the akgl half's line editor.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akbasic_sink_init_akgl(&obj->akglsink, &obj->akglstate,
|
|
|
|
|
obj->renderer, obj->font, w, h));
|
|
|
|
|
PASS(errctx, akbasic_sink_init_stdio(&obj->stdiosink, &obj->stdiostate,
|
|
|
|
|
(mirror != NULL ? mirror : stdout), in));
|
|
|
|
|
reader = (in != NULL ? &obj->stdiosink : &obj->akglsink);
|
|
|
|
|
PASS(errctx, akbasic_sink_init_tee(&obj->sink, &obj->teestate,
|
|
|
|
|
&obj->akglsink, &obj->stdiosink, reader));
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* The editor waits for a typed line by borrowing frames from this very
|
|
|
|
|
* frontend -- which is why pump() has the akbasic_AkglPump signature and can
|
|
|
|
|
* be installed as-is.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akbasic_sink_akgl_set_pump(&obj->akglsink,
|
|
|
|
|
akbasic_frontend_akgl_pump, obj));
|
|
|
|
|
|
|
|
|
|
PASS(errctx, akbasic_graphics_init_akgl(&obj->graphics, &obj->graphicsstate,
|
|
|
|
|
obj->renderer));
|
|
|
|
|
PASS(errctx, akbasic_input_init_akgl(&obj->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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-07-31 21:50:37 -04:00
|
|
|
/*
|
|
|
|
|
* The graphics state goes with it so SPRSAV can turn an SSHAPE handle into a
|
|
|
|
|
* sprite. The two devices stay separate records -- a host may lend one and
|
|
|
|
|
* withhold the other -- and this is the one place they meet.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akbasic_sprite_init_akgl(&obj->sprites, &obj->spritesstate,
|
|
|
|
|
obj->renderer, &obj->graphicsstate));
|
Give BASIC menus, dialogs and HUD labels over libakgl's UI helpers
Group K, and the first verbs to reach the akgl_ui subsystem 0.9.0 brought
in: MENU and GETMENU and RMENU, DIALOG, HUD and UISTYLE. A program that
wanted a title screen had to draw one out of CHAR and GETKEY, which is
what both breakout tutorials make a reader do.
The interesting part is the impedance mismatch. libakgl's UI is immediate
mode -- widgets are re-declared inside a frame bracket every frame and
clay borrows their text until the bracket closes -- and a BASIC program
says MENU 1, "START" on line 100 and expects it up on line 900, several
hundred frames later. So src/ui_akgl.c is retained on this side and
immediate on that one: the record's entry points are setters that copy
into akbasic_AkglUi, and akbasic_ui_akgl_render() replays the whole set
once a frame from the host's pump. No BASIC string, which lives in the
per-line value pool, is ever what clay is handed.
The shapes are borrowed rather than invented. MENU retires the way SOLID
does -- no entries retires one, no arguments retire them all. GETMENU
holds the step loop the way GETKEY does, so parking is not blocking: the
step still returns, the host keeps its frame rate, and the sprite, audio
and collision services keep running underneath because they run before
the blocking checks. RMENU(n,1) reads and clears the way BUMP() does.
Withdrawing the device or retiring the menu releases a holding GETMENU
with 0 rather than wedging the script, which is akbasic_input_service()'s
rule for a withdrawn keyboard.
One thing a program has to know, and docs/19-user-interface.md says it
twice: a menu that is up owns the cursor keys and Return. It has to, and
retiring it gives them back -- forget the MENU n before an INPUT and the
INPUT never sees the Return that ends it.
akbasic_runtime_set_ui() is its own function rather than a fifth argument
to akbasic_runtime_set_devices(), whose signature has twenty-eight call
sites in tests and documentation that are about something else.
deps/libakgl is not touched. akgl_UiAnchor has the four corners and dead
centre, so HUD offers exactly those five; TODO.md records what a
top-centre and bottom-centre would cost upstream, along with the three
other things this deliberately leaves out. No new error code either --
DEVICE, BOUNDS, SYNTAX and TYPE cover the group, and 520 stays free.
tools/screenshot.c had to learn that "needs a font" and "draws the text
grid" are two questions. They were one, and a UI figure came out black:
the text layer owns every pixel of the rows it covers and painted over
the widgets. The new ui=1 fence attribute asks for the first without the
second; MAINTENANCE.md documents it.
112/112 in both configurations, 112/112 under ASan and UBSan, coverage
94.1% against the 90% gate with src/runtime_ui.c at 99% of lines and
100% of functions, doxygen clean, and the four new figures byte-identical
on a re-render. TODO.md section 8's gate table was stale on several
counts besides these and is refreshed with measured numbers.
Co-Authored-By: Tachikoma (Claude Code Opus 5 1M) <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 18:37:10 -04:00
|
|
|
/*
|
|
|
|
|
* And the UI, which loads the same font file again -- under a registry name
|
|
|
|
|
* of its own, at the same size. That is not a duplicate by accident: the
|
|
|
|
|
* sink holds a TTF_Font it opened itself and never registers it, and clay
|
|
|
|
|
* addresses a font by registry name, so the two cannot share one entry.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akbasic_ui_init_akgl(&obj->ui, &obj->uistate, obj->renderer,
|
|
|
|
|
fontpath, fontsize, w, h));
|
2026-07-31 11:21:39 -04:00
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* Audio last, in its own subsystem, and allowed to fail. The reference asks
|
|
|
|
|
* for INIT_EVERYTHING up front, which makes a machine with no sound card
|
|
|
|
|
* refuse to run BASIC at all; here the failure costs only SOUND and PLAY,
|
|
|
|
|
* which are then refused with AKBASIC_ERR_DEVICE -- exactly what a stdio
|
|
|
|
|
* build does. The subsystem is tried first because akgl_audio_init() cannot
|
|
|
|
|
* open a device without it, and reporting "no audio device" for what is
|
|
|
|
|
* really "audio was never initialized" would send somebody looking at their
|
|
|
|
|
* hardware.
|
|
|
|
|
*/
|
|
|
|
|
if ( !SDL_InitSubSystem(SDL_INIT_AUDIO) ) {
|
|
|
|
|
SDL_Log("No audio subsystem (%s); SOUND and PLAY will be refused", SDL_GetError());
|
|
|
|
|
obj->audioready = false;
|
|
|
|
|
} else {
|
|
|
|
|
ATTEMPT {
|
|
|
|
|
CATCH(errctx, akbasic_audio_init_akgl(&obj->audio));
|
|
|
|
|
obj->audioready = true;
|
|
|
|
|
} CLEANUP {
|
|
|
|
|
} PROCESS(errctx) {
|
|
|
|
|
} HANDLE_DEFAULT(errctx) {
|
|
|
|
|
LOG_ERROR_WITH_MESSAGE(errctx, "No audio device; SOUND and PLAY will be refused");
|
|
|
|
|
obj->audioready = false;
|
|
|
|
|
} FINISH(errctx, false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
obj->running = true;
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
akerr_ErrorContext *akbasic_frontend_akgl_attach(akbasic_AkglFrontend *obj, akbasic_Runtime *rt)
|
|
|
|
|
{
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
FAIL_ZERO_RETURN(errctx, (obj != NULL && rt != NULL), AKERR_NULLPOINTER,
|
|
|
|
|
"NULL argument in frontend_akgl_attach");
|
|
|
|
|
PASS(errctx, akbasic_runtime_init(rt, &obj->sink));
|
|
|
|
|
PASS(errctx, akbasic_runtime_set_devices(rt, &obj->graphics,
|
|
|
|
|
(obj->audioready ? &obj->audio : 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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-07-31 21:50:37 -04:00
|
|
|
&obj->input, &obj->sprites));
|
Give BASIC menus, dialogs and HUD labels over libakgl's UI helpers
Group K, and the first verbs to reach the akgl_ui subsystem 0.9.0 brought
in: MENU and GETMENU and RMENU, DIALOG, HUD and UISTYLE. A program that
wanted a title screen had to draw one out of CHAR and GETKEY, which is
what both breakout tutorials make a reader do.
The interesting part is the impedance mismatch. libakgl's UI is immediate
mode -- widgets are re-declared inside a frame bracket every frame and
clay borrows their text until the bracket closes -- and a BASIC program
says MENU 1, "START" on line 100 and expects it up on line 900, several
hundred frames later. So src/ui_akgl.c is retained on this side and
immediate on that one: the record's entry points are setters that copy
into akbasic_AkglUi, and akbasic_ui_akgl_render() replays the whole set
once a frame from the host's pump. No BASIC string, which lives in the
per-line value pool, is ever what clay is handed.
The shapes are borrowed rather than invented. MENU retires the way SOLID
does -- no entries retires one, no arguments retire them all. GETMENU
holds the step loop the way GETKEY does, so parking is not blocking: the
step still returns, the host keeps its frame rate, and the sprite, audio
and collision services keep running underneath because they run before
the blocking checks. RMENU(n,1) reads and clears the way BUMP() does.
Withdrawing the device or retiring the menu releases a holding GETMENU
with 0 rather than wedging the script, which is akbasic_input_service()'s
rule for a withdrawn keyboard.
One thing a program has to know, and docs/19-user-interface.md says it
twice: a menu that is up owns the cursor keys and Return. It has to, and
retiring it gives them back -- forget the MENU n before an INPUT and the
INPUT never sees the Return that ends it.
akbasic_runtime_set_ui() is its own function rather than a fifth argument
to akbasic_runtime_set_devices(), whose signature has twenty-eight call
sites in tests and documentation that are about something else.
deps/libakgl is not touched. akgl_UiAnchor has the four corners and dead
centre, so HUD offers exactly those five; TODO.md records what a
top-centre and bottom-centre would cost upstream, along with the three
other things this deliberately leaves out. No new error code either --
DEVICE, BOUNDS, SYNTAX and TYPE cover the group, and 520 stays free.
tools/screenshot.c had to learn that "needs a font" and "draws the text
grid" are two questions. They were one, and a UI figure came out black:
the text layer owns every pixel of the rows it covers and painted over
the widgets. The new ui=1 fence attribute asks for the first without the
second; MAINTENANCE.md documents it.
112/112 in both configurations, 112/112 under ASan and UBSan, coverage
94.1% against the 90% gate with src/runtime_ui.c at 99% of lines and
100% of functions, doxygen clean, and the four new figures byte-identical
on a re-render. TODO.md section 8's gate table was stale on several
counts besides these and is refreshed with measured numbers.
Co-Authored-By: Tachikoma (Claude Code Opus 5 1M) <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 18:37:10 -04:00
|
|
|
PASS(errctx, akbasic_runtime_set_ui(rt, &obj->ui));
|
2026-07-31 11:21:39 -04:00
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Drain the SDL event queue into libakgl's keystroke ring.
|
|
|
|
|
*
|
|
|
|
|
* Its own function because it is a loop, and CATCH inside one escapes only the
|
|
|
|
|
* loop -- PASS is the only thing that may appear in here.
|
|
|
|
|
*/
|
|
|
|
|
static akerr_ErrorContext AKERR_NOIGNORE *pump_events(akbasic_AkglFrontend *obj)
|
|
|
|
|
{
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
SDL_Event event;
|
Give BASIC menus, dialogs and HUD labels over libakgl's UI helpers
Group K, and the first verbs to reach the akgl_ui subsystem 0.9.0 brought
in: MENU and GETMENU and RMENU, DIALOG, HUD and UISTYLE. A program that
wanted a title screen had to draw one out of CHAR and GETKEY, which is
what both breakout tutorials make a reader do.
The interesting part is the impedance mismatch. libakgl's UI is immediate
mode -- widgets are re-declared inside a frame bracket every frame and
clay borrows their text until the bracket closes -- and a BASIC program
says MENU 1, "START" on line 100 and expects it up on line 900, several
hundred frames later. So src/ui_akgl.c is retained on this side and
immediate on that one: the record's entry points are setters that copy
into akbasic_AkglUi, and akbasic_ui_akgl_render() replays the whole set
once a frame from the host's pump. No BASIC string, which lives in the
per-line value pool, is ever what clay is handed.
The shapes are borrowed rather than invented. MENU retires the way SOLID
does -- no entries retires one, no arguments retire them all. GETMENU
holds the step loop the way GETKEY does, so parking is not blocking: the
step still returns, the host keeps its frame rate, and the sprite, audio
and collision services keep running underneath because they run before
the blocking checks. RMENU(n,1) reads and clears the way BUMP() does.
Withdrawing the device or retiring the menu releases a holding GETMENU
with 0 rather than wedging the script, which is akbasic_input_service()'s
rule for a withdrawn keyboard.
One thing a program has to know, and docs/19-user-interface.md says it
twice: a menu that is up owns the cursor keys and Return. It has to, and
retiring it gives them back -- forget the MENU n before an INPUT and the
INPUT never sees the Return that ends it.
akbasic_runtime_set_ui() is its own function rather than a fifth argument
to akbasic_runtime_set_devices(), whose signature has twenty-eight call
sites in tests and documentation that are about something else.
deps/libakgl is not touched. akgl_UiAnchor has the four corners and dead
centre, so HUD offers exactly those five; TODO.md records what a
top-centre and bottom-centre would cost upstream, along with the three
other things this deliberately leaves out. No new error code either --
DEVICE, BOUNDS, SYNTAX and TYPE cover the group, and 520 stays free.
tools/screenshot.c had to learn that "needs a font" and "draws the text
grid" are two questions. They were one, and a UI figure came out black:
the text layer owns every pixel of the rows it covers and painted over
the widgets. The new ui=1 fence attribute asks for the first without the
second; MAINTENANCE.md documents it.
112/112 in both configurations, 112/112 under ASan and UBSan, coverage
94.1% against the 90% gate with src/runtime_ui.c at 99% of lines and
100% of functions, doxygen clean, and the four new figures byte-identical
on a re-render. TODO.md section 8's gate table was stale on several
counts besides these and is refreshed with measured numbers.
Co-Authored-By: Tachikoma (Claude Code Opus 5 1M) <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 18:37:10 -04:00
|
|
|
bool consumed = false;
|
2026-07-31 11:21:39 -04:00
|
|
|
|
|
|
|
|
while ( SDL_PollEvent(&event) ) {
|
|
|
|
|
if ( event.type == SDL_EVENT_QUIT ||
|
|
|
|
|
event.type == SDL_EVENT_WINDOW_CLOSE_REQUESTED ) {
|
|
|
|
|
obj->running = false;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
Give BASIC menus, dialogs and HUD labels over libakgl's UI helpers
Group K, and the first verbs to reach the akgl_ui subsystem 0.9.0 brought
in: MENU and GETMENU and RMENU, DIALOG, HUD and UISTYLE. A program that
wanted a title screen had to draw one out of CHAR and GETKEY, which is
what both breakout tutorials make a reader do.
The interesting part is the impedance mismatch. libakgl's UI is immediate
mode -- widgets are re-declared inside a frame bracket every frame and
clay borrows their text until the bracket closes -- and a BASIC program
says MENU 1, "START" on line 100 and expects it up on line 900, several
hundred frames later. So src/ui_akgl.c is retained on this side and
immediate on that one: the record's entry points are setters that copy
into akbasic_AkglUi, and akbasic_ui_akgl_render() replays the whole set
once a frame from the host's pump. No BASIC string, which lives in the
per-line value pool, is ever what clay is handed.
The shapes are borrowed rather than invented. MENU retires the way SOLID
does -- no entries retires one, no arguments retire them all. GETMENU
holds the step loop the way GETKEY does, so parking is not blocking: the
step still returns, the host keeps its frame rate, and the sprite, audio
and collision services keep running underneath because they run before
the blocking checks. RMENU(n,1) reads and clears the way BUMP() does.
Withdrawing the device or retiring the menu releases a holding GETMENU
with 0 rather than wedging the script, which is akbasic_input_service()'s
rule for a withdrawn keyboard.
One thing a program has to know, and docs/19-user-interface.md says it
twice: a menu that is up owns the cursor keys and Return. It has to, and
retiring it gives them back -- forget the MENU n before an INPUT and the
INPUT never sees the Return that ends it.
akbasic_runtime_set_ui() is its own function rather than a fifth argument
to akbasic_runtime_set_devices(), whose signature has twenty-eight call
sites in tests and documentation that are about something else.
deps/libakgl is not touched. akgl_UiAnchor has the four corners and dead
centre, so HUD offers exactly those five; TODO.md records what a
top-centre and bottom-centre would cost upstream, along with the three
other things this deliberately leaves out. No new error code either --
DEVICE, BOUNDS, SYNTAX and TYPE cover the group, and 520 stays free.
tools/screenshot.c had to learn that "needs a font" and "draws the text
grid" are two questions. They were one, and a UI figure came out black:
the text layer owns every pixel of the rows it covers and painted over
the widgets. The new ui=1 fence attribute asks for the first without the
second; MAINTENANCE.md documents it.
112/112 in both configurations, 112/112 under ASan and UBSan, coverage
94.1% against the 90% gate with src/runtime_ui.c at 99% of lines and
100% of functions, doxygen clean, and the four new figures byte-identical
on a re-render. TODO.md section 8's gate table was stale on several
counts besides these and is refreshed with measured numbers.
Co-Authored-By: Tachikoma (Claude Code Opus 5 1M) <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 18:37:10 -04:00
|
|
|
/*
|
|
|
|
|
* The UI gets first refusal. The mouse half never takes a keystroke, but
|
|
|
|
|
* a menu with entries takes Up, Down and Return -- which is why this has
|
|
|
|
|
* to come *before* the ring is filled, and why retiring a menu is how a
|
|
|
|
|
* program gives those keys back to the line editor.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akbasic_ui_akgl_handle_event(&obj->ui, &event, &consumed));
|
|
|
|
|
if ( consumed ) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
2026-07-31 11:21:39 -04:00
|
|
|
/*
|
|
|
|
|
* Everything else goes to libakgl, which pushes key-downs into the ring
|
|
|
|
|
* the input backend reads before it consults its own control maps. The
|
|
|
|
|
* appstate is the frontend, which nothing downstream reads -- but a NULL
|
|
|
|
|
* one is refused outright.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akgl_controller_handle_event(obj, &event));
|
|
|
|
|
}
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
akerr_ErrorContext *akbasic_frontend_akgl_pump(void *self, bool *running)
|
|
|
|
|
{
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
akbasic_AkglFrontend *obj = (akbasic_AkglFrontend *)self;
|
Keep what a program draws, instead of making it a sprite
A drawing lasted exactly one frame. The verbs are immediate, they went to the
back buffer, SDL double-buffers and the frontend never clears -- so the only way
to keep a picture was to capture it with `SSHAPE` and install it as a sprite,
which is what `examples/breakout/sprites/breakout.bas` spends two of its eight
sprites doing. That was TODO.md section 9 item 9.
The drawing verbs now render into a layer texture the frame composites under the
text and the sprites. Draw once; it is there on every frame after.
**Bracketed around the step phase, not around each verb.** One pair of
`SDL_SetRenderTarget` calls a frame instead of one per `DRAW`, and it is also
what makes `SSHAPE` read back what the program has just drawn rather than
whatever the last frame left.
**The layer is transparent where nothing was drawn.** It covers the whole window
and composites underneath, so an opaque one would black out the frame the moment
a program issued a single `DRAW`. And a fresh SDL target texture's contents are
undefined, so it is cleared on creation -- skipping that puts uninitialised
memory under the first frame's text and looks like a driver bug rather than a
missing memset.
**The line editor forced a wrinkle worth naming.** `akbasic_frontend_akgl_pump()`
is called from two places with different answers to "is a render target current":
the frame loop calls it between steps, and the sink's editor calls it from
*inside* a step, borrowing a frame while it waits for a typed line. SDL refuses
to present while a target is current, so the pump ends the layer, presents, and
puts it back only if it was the one that ended it. `akgl_frontend` caught this --
it drives a REPL session, and it failed with "You can't present on a render
target" the first time the brackets went in.
This does not make a drawing *visible* on its own. The text layer still repaints
every row it owns, opaque, every frame, and by default it owns the whole window;
`WINDOW` shrinks it and that half was already fixed. The two together are what a
picture needed, and the tests assert both -- a pixel still there a frame later
with nothing redrawn, and a pixel below a shrunk text area surviving the text
repaint. The second assertion wipes to a non-black colour first, because against
black it could not tell a transparent layer from an opaque one.
The tests found two of their own bugs on the way: `stop_runtime()` was not
tearing the graphics backend down, so re-initialising it dropped a live texture
on the floor; and a first draft called `begin()` before `start_runtime()`, which
re-inits the backend, so the assertion read back off an orphaned render target
and passed while proving nothing.
Chapters 6 and 13 stop saying a drawing has to be redrawn every frame, because it
does not. The batch-boundary tear stays documented -- it bites an `SSHAPE`
capture, which matters much less now that capturing is not the only way to keep a
picture.
Both games still run clean. 111 with akgl, 110 without.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 10:46:10 -04:00
|
|
|
bool resume = false;
|
2026-07-31 11:21:39 -04:00
|
|
|
|
|
|
|
|
FAIL_ZERO_RETURN(errctx, (obj != NULL && running != NULL), AKERR_NULLPOINTER,
|
|
|
|
|
"NULL argument in frontend_akgl_pump");
|
|
|
|
|
|
|
|
|
|
PASS(errctx, pump_events(obj));
|
|
|
|
|
*running = obj->running;
|
|
|
|
|
if ( !obj->running ) {
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
Keep what a program draws, instead of making it a sprite
A drawing lasted exactly one frame. The verbs are immediate, they went to the
back buffer, SDL double-buffers and the frontend never clears -- so the only way
to keep a picture was to capture it with `SSHAPE` and install it as a sprite,
which is what `examples/breakout/sprites/breakout.bas` spends two of its eight
sprites doing. That was TODO.md section 9 item 9.
The drawing verbs now render into a layer texture the frame composites under the
text and the sprites. Draw once; it is there on every frame after.
**Bracketed around the step phase, not around each verb.** One pair of
`SDL_SetRenderTarget` calls a frame instead of one per `DRAW`, and it is also
what makes `SSHAPE` read back what the program has just drawn rather than
whatever the last frame left.
**The layer is transparent where nothing was drawn.** It covers the whole window
and composites underneath, so an opaque one would black out the frame the moment
a program issued a single `DRAW`. And a fresh SDL target texture's contents are
undefined, so it is cleared on creation -- skipping that puts uninitialised
memory under the first frame's text and looks like a driver bug rather than a
missing memset.
**The line editor forced a wrinkle worth naming.** `akbasic_frontend_akgl_pump()`
is called from two places with different answers to "is a render target current":
the frame loop calls it between steps, and the sink's editor calls it from
*inside* a step, borrowing a frame while it waits for a typed line. SDL refuses
to present while a target is current, so the pump ends the layer, presents, and
puts it back only if it was the one that ended it. `akgl_frontend` caught this --
it drives a REPL session, and it failed with "You can't present on a render
target" the first time the brackets went in.
This does not make a drawing *visible* on its own. The text layer still repaints
every row it owns, opaque, every frame, and by default it owns the whole window;
`WINDOW` shrinks it and that half was already fixed. The two together are what a
picture needed, and the tests assert both -- a pixel still there a frame later
with nothing redrawn, and a pixel below a shrunk text area surviving the text
repaint. The second assertion wipes to a non-black colour first, because against
black it could not tell a transparent layer from an opaque one.
The tests found two of their own bugs on the way: `stop_runtime()` was not
tearing the graphics backend down, so re-initialising it dropped a live texture
on the floor; and a first draft called `begin()` before `start_runtime()`, which
re-inits the backend, so the assertion read back off an orphaned render target
and passed while proving nothing.
Chapters 6 and 13 stop saying a drawing has to be redrawn every frame, because it
does not. The batch-boundary tear stays documented -- it bites an `SSHAPE`
capture, which matters much less now that capturing is not the only way to keep a
picture.
Both games still run clean. 111 with akgl, 110 without.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 10:46:10 -04:00
|
|
|
* **Take the drawing layer off the target before presenting.**
|
|
|
|
|
*
|
|
|
|
|
* SDL refuses to present while a render target is current, and this function
|
|
|
|
|
* is called from two places with different answers to "is one current". The
|
|
|
|
|
* frame loop calls it between steps, with the layer off. The sink's *line
|
|
|
|
|
* editor* calls it from inside a step -- borrowing a frame while it waits
|
|
|
|
|
* for a typed line, which is how a REPL redraws without owning a loop -- and
|
|
|
|
|
* there the layer is very much on.
|
|
|
|
|
*
|
|
|
|
|
* So end it here and put it back afterwards. `resume` remembers which case
|
|
|
|
|
* this was, because unconditionally beginning would leave the layer current
|
|
|
|
|
* after a frame-loop pump and every subsequent draw would land in it at the
|
|
|
|
|
* wrong time.
|
|
|
|
|
*/
|
|
|
|
|
resume = akbasic_graphics_akgl_layer_active(&obj->graphics);
|
|
|
|
|
PASS(errctx, akbasic_graphics_akgl_end(&obj->graphics));
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* No clear. The text layer is drawn over whatever is already there, which is
|
|
|
|
|
* also how a C128 stacks its text plane on its bitmap plane -- and the
|
|
|
|
|
* drawing layer beneath it is composited rather than accumulated, so there
|
|
|
|
|
* is nothing here that a clear would fix.
|
2026-07-31 11:21:39 -04:00
|
|
|
*/
|
Keep what a program draws, instead of making it a sprite
A drawing lasted exactly one frame. The verbs are immediate, they went to the
back buffer, SDL double-buffers and the frontend never clears -- so the only way
to keep a picture was to capture it with `SSHAPE` and install it as a sprite,
which is what `examples/breakout/sprites/breakout.bas` spends two of its eight
sprites doing. That was TODO.md section 9 item 9.
The drawing verbs now render into a layer texture the frame composites under the
text and the sprites. Draw once; it is there on every frame after.
**Bracketed around the step phase, not around each verb.** One pair of
`SDL_SetRenderTarget` calls a frame instead of one per `DRAW`, and it is also
what makes `SSHAPE` read back what the program has just drawn rather than
whatever the last frame left.
**The layer is transparent where nothing was drawn.** It covers the whole window
and composites underneath, so an opaque one would black out the frame the moment
a program issued a single `DRAW`. And a fresh SDL target texture's contents are
undefined, so it is cleared on creation -- skipping that puts uninitialised
memory under the first frame's text and looks like a driver bug rather than a
missing memset.
**The line editor forced a wrinkle worth naming.** `akbasic_frontend_akgl_pump()`
is called from two places with different answers to "is a render target current":
the frame loop calls it between steps, and the sink's editor calls it from
*inside* a step, borrowing a frame while it waits for a typed line. SDL refuses
to present while a target is current, so the pump ends the layer, presents, and
puts it back only if it was the one that ended it. `akgl_frontend` caught this --
it drives a REPL session, and it failed with "You can't present on a render
target" the first time the brackets went in.
This does not make a drawing *visible* on its own. The text layer still repaints
every row it owns, opaque, every frame, and by default it owns the whole window;
`WINDOW` shrinks it and that half was already fixed. The two together are what a
picture needed, and the tests assert both -- a pixel still there a frame later
with nothing redrawn, and a pixel below a shrunk text area surviving the text
repaint. The second assertion wipes to a non-black colour first, because against
black it could not tell a transparent layer from an opaque one.
The tests found two of their own bugs on the way: `stop_runtime()` was not
tearing the graphics backend down, so re-initialising it dropped a live texture
on the floor; and a first draft called `begin()` before `start_runtime()`, which
re-inits the backend, so the assertion read back off an orphaned render target
and passed while proving nothing.
Chapters 6 and 13 stop saying a drawing has to be redrawn every frame, because it
does not. The batch-boundary tear stays documented -- it bites an `SSHAPE`
capture, which matters much less now that capturing is not the only way to keep a
picture.
Both games still run clean. 111 with akgl, 110 without.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 10:46:10 -04:00
|
|
|
/*
|
|
|
|
|
* The drawing layer first, under everything. A drawing verb rendered into a
|
|
|
|
|
* texture rather than into the back buffer -- see
|
|
|
|
|
* akbasic_graphics_akgl_begin() -- so this is where what the program drew
|
|
|
|
|
* reaches the frame, and it is why a picture no longer has to be redrawn
|
|
|
|
|
* every frame or captured into a sprite to be kept.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akbasic_graphics_akgl_render(&obj->graphics));
|
2026-07-31 11:21:39 -04:00
|
|
|
PASS(errctx, akbasic_sink_akgl_render(&obj->akglsink));
|
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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-07-31 21:50:37 -04:00
|
|
|
/*
|
|
|
|
|
* Sprites last, so they are over the text as well as over the drawing. That
|
|
|
|
|
* is what a C128 does with a high-priority sprite, and the low-priority case
|
|
|
|
|
* -- behind the bitmap plane -- has nowhere to go here: see the note in
|
|
|
|
|
* spr_configure().
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akbasic_sprite_akgl_render(&obj->sprites));
|
Give BASIC menus, dialogs and HUD labels over libakgl's UI helpers
Group K, and the first verbs to reach the akgl_ui subsystem 0.9.0 brought
in: MENU and GETMENU and RMENU, DIALOG, HUD and UISTYLE. A program that
wanted a title screen had to draw one out of CHAR and GETKEY, which is
what both breakout tutorials make a reader do.
The interesting part is the impedance mismatch. libakgl's UI is immediate
mode -- widgets are re-declared inside a frame bracket every frame and
clay borrows their text until the bracket closes -- and a BASIC program
says MENU 1, "START" on line 100 and expects it up on line 900, several
hundred frames later. So src/ui_akgl.c is retained on this side and
immediate on that one: the record's entry points are setters that copy
into akbasic_AkglUi, and akbasic_ui_akgl_render() replays the whole set
once a frame from the host's pump. No BASIC string, which lives in the
per-line value pool, is ever what clay is handed.
The shapes are borrowed rather than invented. MENU retires the way SOLID
does -- no entries retires one, no arguments retire them all. GETMENU
holds the step loop the way GETKEY does, so parking is not blocking: the
step still returns, the host keeps its frame rate, and the sprite, audio
and collision services keep running underneath because they run before
the blocking checks. RMENU(n,1) reads and clears the way BUMP() does.
Withdrawing the device or retiring the menu releases a holding GETMENU
with 0 rather than wedging the script, which is akbasic_input_service()'s
rule for a withdrawn keyboard.
One thing a program has to know, and docs/19-user-interface.md says it
twice: a menu that is up owns the cursor keys and Return. It has to, and
retiring it gives them back -- forget the MENU n before an INPUT and the
INPUT never sees the Return that ends it.
akbasic_runtime_set_ui() is its own function rather than a fifth argument
to akbasic_runtime_set_devices(), whose signature has twenty-eight call
sites in tests and documentation that are about something else.
deps/libakgl is not touched. akgl_UiAnchor has the four corners and dead
centre, so HUD offers exactly those five; TODO.md records what a
top-centre and bottom-centre would cost upstream, along with the three
other things this deliberately leaves out. No new error code either --
DEVICE, BOUNDS, SYNTAX and TYPE cover the group, and 520 stays free.
tools/screenshot.c had to learn that "needs a font" and "draws the text
grid" are two questions. They were one, and a UI figure came out black:
the text layer owns every pixel of the rows it covers and painted over
the widgets. The new ui=1 fence attribute asks for the first without the
second; MAINTENANCE.md documents it.
112/112 in both configurations, 112/112 under ASan and UBSan, coverage
94.1% against the 90% gate with src/runtime_ui.c at 99% of lines and
100% of functions, doxygen clean, and the four new figures byte-identical
on a re-render. TODO.md section 8's gate table was stale on several
counts besides these and is refreshed with measured numbers.
Co-Authored-By: Tachikoma (Claude Code Opus 5 1M) <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 18:37:10 -04:00
|
|
|
/*
|
|
|
|
|
* The UI last of all, over the sprites as well as over the text. A menu the
|
|
|
|
|
* player is being asked to act on is not something a sprite may cover.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akbasic_ui_akgl_render(&obj->ui));
|
2026-07-31 11:21:39 -04:00
|
|
|
FAIL_ZERO_RETURN(errctx, SDL_RenderPresent(obj->renderer->sdl_renderer),
|
|
|
|
|
AKGL_ERR_SDL, "Couldn't present the frame: %s", SDL_GetError());
|
Keep what a program draws, instead of making it a sprite
A drawing lasted exactly one frame. The verbs are immediate, they went to the
back buffer, SDL double-buffers and the frontend never clears -- so the only way
to keep a picture was to capture it with `SSHAPE` and install it as a sprite,
which is what `examples/breakout/sprites/breakout.bas` spends two of its eight
sprites doing. That was TODO.md section 9 item 9.
The drawing verbs now render into a layer texture the frame composites under the
text and the sprites. Draw once; it is there on every frame after.
**Bracketed around the step phase, not around each verb.** One pair of
`SDL_SetRenderTarget` calls a frame instead of one per `DRAW`, and it is also
what makes `SSHAPE` read back what the program has just drawn rather than
whatever the last frame left.
**The layer is transparent where nothing was drawn.** It covers the whole window
and composites underneath, so an opaque one would black out the frame the moment
a program issued a single `DRAW`. And a fresh SDL target texture's contents are
undefined, so it is cleared on creation -- skipping that puts uninitialised
memory under the first frame's text and looks like a driver bug rather than a
missing memset.
**The line editor forced a wrinkle worth naming.** `akbasic_frontend_akgl_pump()`
is called from two places with different answers to "is a render target current":
the frame loop calls it between steps, and the sink's editor calls it from
*inside* a step, borrowing a frame while it waits for a typed line. SDL refuses
to present while a target is current, so the pump ends the layer, presents, and
puts it back only if it was the one that ended it. `akgl_frontend` caught this --
it drives a REPL session, and it failed with "You can't present on a render
target" the first time the brackets went in.
This does not make a drawing *visible* on its own. The text layer still repaints
every row it owns, opaque, every frame, and by default it owns the whole window;
`WINDOW` shrinks it and that half was already fixed. The two together are what a
picture needed, and the tests assert both -- a pixel still there a frame later
with nothing redrawn, and a pixel below a shrunk text area surviving the text
repaint. The second assertion wipes to a non-black colour first, because against
black it could not tell a transparent layer from an opaque one.
The tests found two of their own bugs on the way: `stop_runtime()` was not
tearing the graphics backend down, so re-initialising it dropped a live texture
on the floor; and a first draft called `begin()` before `start_runtime()`, which
re-inits the backend, so the assertion read back off an orphaned render target
and passed while proving nothing.
Chapters 6 and 13 stop saying a drawing has to be redrawn every frame, because it
does not. The batch-boundary tear stays documented -- it bites an `SSHAPE`
capture, which matters much less now that capturing is not the only way to keep a
picture.
Both games still run clean. 111 with akgl, 110 without.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 10:46:10 -04:00
|
|
|
if ( resume ) {
|
|
|
|
|
PASS(errctx, akbasic_graphics_akgl_begin(&obj->graphics));
|
|
|
|
|
}
|
2026-07-31 11:21:39 -04:00
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief The frame loop, in its own function for the usual reason: it is a loop.
|
|
|
|
|
*/
|
|
|
|
|
static akerr_ErrorContext AKERR_NOIGNORE *drive_loop(akbasic_AkglFrontend *obj, akbasic_Runtime *rt)
|
|
|
|
|
{
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
bool running = true;
|
|
|
|
|
|
|
|
|
|
while ( running && rt->mode != AKBASIC_MODE_QUIT ) {
|
|
|
|
|
/*
|
|
|
|
|
* The host owns the clock -- the library reads none, because it owns no
|
|
|
|
|
* loop and must not block. SDL_GetTicks() is monotonic milliseconds,
|
|
|
|
|
* which is exactly what settime wants and saves this file a
|
|
|
|
|
* clock_gettime and a _POSIX_C_SOURCE.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akbasic_runtime_settime(rt, (int64_t)SDL_GetTicks()));
|
Keep what a program draws, instead of making it a sprite
A drawing lasted exactly one frame. The verbs are immediate, they went to the
back buffer, SDL double-buffers and the frontend never clears -- so the only way
to keep a picture was to capture it with `SSHAPE` and install it as a sprite,
which is what `examples/breakout/sprites/breakout.bas` spends two of its eight
sprites doing. That was TODO.md section 9 item 9.
The drawing verbs now render into a layer texture the frame composites under the
text and the sprites. Draw once; it is there on every frame after.
**Bracketed around the step phase, not around each verb.** One pair of
`SDL_SetRenderTarget` calls a frame instead of one per `DRAW`, and it is also
what makes `SSHAPE` read back what the program has just drawn rather than
whatever the last frame left.
**The layer is transparent where nothing was drawn.** It covers the whole window
and composites underneath, so an opaque one would black out the frame the moment
a program issued a single `DRAW`. And a fresh SDL target texture's contents are
undefined, so it is cleared on creation -- skipping that puts uninitialised
memory under the first frame's text and looks like a driver bug rather than a
missing memset.
**The line editor forced a wrinkle worth naming.** `akbasic_frontend_akgl_pump()`
is called from two places with different answers to "is a render target current":
the frame loop calls it between steps, and the sink's editor calls it from
*inside* a step, borrowing a frame while it waits for a typed line. SDL refuses
to present while a target is current, so the pump ends the layer, presents, and
puts it back only if it was the one that ended it. `akgl_frontend` caught this --
it drives a REPL session, and it failed with "You can't present on a render
target" the first time the brackets went in.
This does not make a drawing *visible* on its own. The text layer still repaints
every row it owns, opaque, every frame, and by default it owns the whole window;
`WINDOW` shrinks it and that half was already fixed. The two together are what a
picture needed, and the tests assert both -- a pixel still there a frame later
with nothing redrawn, and a pixel below a shrunk text area surviving the text
repaint. The second assertion wipes to a non-black colour first, because against
black it could not tell a transparent layer from an opaque one.
The tests found two of their own bugs on the way: `stop_runtime()` was not
tearing the graphics backend down, so re-initialising it dropped a live texture
on the floor; and a first draft called `begin()` before `start_runtime()`, which
re-inits the backend, so the assertion read back off an orphaned render target
and passed while proving nothing.
Chapters 6 and 13 stop saying a drawing has to be redrawn every frame, because it
does not. The batch-boundary tear stays documented -- it bites an `SSHAPE`
capture, which matters much less now that capturing is not the only way to keep a
picture.
Both games still run clean. 111 with akgl, 110 without.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 10:46:10 -04:00
|
|
|
/*
|
|
|
|
|
* The steps run with the drawing layer current, so a DRAW lands in a
|
|
|
|
|
* texture that outlives the frame. Bracketed here rather than inside
|
|
|
|
|
* each verb: one pair of SDL_SetRenderTarget calls a frame instead of
|
|
|
|
|
* one per statement, and it is also what makes SSHAPE read back what the
|
|
|
|
|
* program has just drawn.
|
|
|
|
|
*/
|
|
|
|
|
PASS(errctx, akbasic_graphics_akgl_begin(&obj->graphics));
|
2026-07-31 11:21:39 -04:00
|
|
|
PASS(errctx, akbasic_runtime_run(rt, AKBASIC_FRONTEND_STEPS_PER_FRAME));
|
Keep what a program draws, instead of making it a sprite
A drawing lasted exactly one frame. The verbs are immediate, they went to the
back buffer, SDL double-buffers and the frontend never clears -- so the only way
to keep a picture was to capture it with `SSHAPE` and install it as a sprite,
which is what `examples/breakout/sprites/breakout.bas` spends two of its eight
sprites doing. That was TODO.md section 9 item 9.
The drawing verbs now render into a layer texture the frame composites under the
text and the sprites. Draw once; it is there on every frame after.
**Bracketed around the step phase, not around each verb.** One pair of
`SDL_SetRenderTarget` calls a frame instead of one per `DRAW`, and it is also
what makes `SSHAPE` read back what the program has just drawn rather than
whatever the last frame left.
**The layer is transparent where nothing was drawn.** It covers the whole window
and composites underneath, so an opaque one would black out the frame the moment
a program issued a single `DRAW`. And a fresh SDL target texture's contents are
undefined, so it is cleared on creation -- skipping that puts uninitialised
memory under the first frame's text and looks like a driver bug rather than a
missing memset.
**The line editor forced a wrinkle worth naming.** `akbasic_frontend_akgl_pump()`
is called from two places with different answers to "is a render target current":
the frame loop calls it between steps, and the sink's editor calls it from
*inside* a step, borrowing a frame while it waits for a typed line. SDL refuses
to present while a target is current, so the pump ends the layer, presents, and
puts it back only if it was the one that ended it. `akgl_frontend` caught this --
it drives a REPL session, and it failed with "You can't present on a render
target" the first time the brackets went in.
This does not make a drawing *visible* on its own. The text layer still repaints
every row it owns, opaque, every frame, and by default it owns the whole window;
`WINDOW` shrinks it and that half was already fixed. The two together are what a
picture needed, and the tests assert both -- a pixel still there a frame later
with nothing redrawn, and a pixel below a shrunk text area surviving the text
repaint. The second assertion wipes to a non-black colour first, because against
black it could not tell a transparent layer from an opaque one.
The tests found two of their own bugs on the way: `stop_runtime()` was not
tearing the graphics backend down, so re-initialising it dropped a live texture
on the floor; and a first draft called `begin()` before `start_runtime()`, which
re-inits the backend, so the assertion read back off an orphaned render target
and passed while proving nothing.
Chapters 6 and 13 stop saying a drawing has to be redrawn every frame, because it
does not. The batch-boundary tear stays documented -- it bites an `SSHAPE`
capture, which matters much less now that capturing is not the only way to keep a
picture.
Both games still run clean. 111 with akgl, 110 without.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 10:46:10 -04:00
|
|
|
PASS(errctx, akbasic_graphics_akgl_end(&obj->graphics));
|
2026-07-31 11:21:39 -04:00
|
|
|
PASS(errctx, akbasic_frontend_akgl_pump(obj, &running));
|
|
|
|
|
}
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
akerr_ErrorContext *akbasic_frontend_akgl_drive(akbasic_AkglFrontend *obj, akbasic_Runtime *rt)
|
|
|
|
|
{
|
|
|
|
|
PREPARE_ERROR(errctx);
|
|
|
|
|
|
|
|
|
|
FAIL_ZERO_RETURN(errctx, (obj != NULL && rt != NULL), AKERR_NULLPOINTER,
|
|
|
|
|
"NULL argument in frontend_akgl_drive");
|
|
|
|
|
PASS(errctx, drive_loop(obj, rt));
|
|
|
|
|
SUCCEED_RETURN(errctx);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void akbasic_frontend_akgl_shutdown(akbasic_AkglFrontend *obj)
|
|
|
|
|
{
|
|
|
|
|
if ( obj == NULL ) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-07-31 21:50:37 -04:00
|
|
|
/* Before the renderer goes: these are textures it created. */
|
Give BASIC menus, dialogs and HUD labels over libakgl's UI helpers
Group K, and the first verbs to reach the akgl_ui subsystem 0.9.0 brought
in: MENU and GETMENU and RMENU, DIALOG, HUD and UISTYLE. A program that
wanted a title screen had to draw one out of CHAR and GETKEY, which is
what both breakout tutorials make a reader do.
The interesting part is the impedance mismatch. libakgl's UI is immediate
mode -- widgets are re-declared inside a frame bracket every frame and
clay borrows their text until the bracket closes -- and a BASIC program
says MENU 1, "START" on line 100 and expects it up on line 900, several
hundred frames later. So src/ui_akgl.c is retained on this side and
immediate on that one: the record's entry points are setters that copy
into akbasic_AkglUi, and akbasic_ui_akgl_render() replays the whole set
once a frame from the host's pump. No BASIC string, which lives in the
per-line value pool, is ever what clay is handed.
The shapes are borrowed rather than invented. MENU retires the way SOLID
does -- no entries retires one, no arguments retire them all. GETMENU
holds the step loop the way GETKEY does, so parking is not blocking: the
step still returns, the host keeps its frame rate, and the sprite, audio
and collision services keep running underneath because they run before
the blocking checks. RMENU(n,1) reads and clears the way BUMP() does.
Withdrawing the device or retiring the menu releases a holding GETMENU
with 0 rather than wedging the script, which is akbasic_input_service()'s
rule for a withdrawn keyboard.
One thing a program has to know, and docs/19-user-interface.md says it
twice: a menu that is up owns the cursor keys and Return. It has to, and
retiring it gives them back -- forget the MENU n before an INPUT and the
INPUT never sees the Return that ends it.
akbasic_runtime_set_ui() is its own function rather than a fifth argument
to akbasic_runtime_set_devices(), whose signature has twenty-eight call
sites in tests and documentation that are about something else.
deps/libakgl is not touched. akgl_UiAnchor has the four corners and dead
centre, so HUD offers exactly those five; TODO.md records what a
top-centre and bottom-centre would cost upstream, along with the three
other things this deliberately leaves out. No new error code either --
DEVICE, BOUNDS, SYNTAX and TYPE cover the group, and 520 stays free.
tools/screenshot.c had to learn that "needs a font" and "draws the text
grid" are two questions. They were one, and a UI figure came out black:
the text layer owns every pixel of the rows it covers and painted over
the widgets. The new ui=1 fence attribute asks for the first without the
second; MAINTENANCE.md documents it.
112/112 in both configurations, 112/112 under ASan and UBSan, coverage
94.1% against the 90% gate with src/runtime_ui.c at 99% of lines and
100% of functions, doxygen clean, and the four new figures byte-identical
on a re-render. TODO.md section 8's gate table was stale on several
counts besides these and is refreshed with measured numbers.
Co-Authored-By: Tachikoma (Claude Code Opus 5 1M) <noreply@anthropic.com>
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 18:37:10 -04:00
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akbasic_ui_akgl_shutdown(&obj->ui);
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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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-07-31 21:50:37 -04:00
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akbasic_sprite_akgl_shutdown(&obj->sprites);
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Keep what a program draws, instead of making it a sprite
A drawing lasted exactly one frame. The verbs are immediate, they went to the
back buffer, SDL double-buffers and the frontend never clears -- so the only way
to keep a picture was to capture it with `SSHAPE` and install it as a sprite,
which is what `examples/breakout/sprites/breakout.bas` spends two of its eight
sprites doing. That was TODO.md section 9 item 9.
The drawing verbs now render into a layer texture the frame composites under the
text and the sprites. Draw once; it is there on every frame after.
**Bracketed around the step phase, not around each verb.** One pair of
`SDL_SetRenderTarget` calls a frame instead of one per `DRAW`, and it is also
what makes `SSHAPE` read back what the program has just drawn rather than
whatever the last frame left.
**The layer is transparent where nothing was drawn.** It covers the whole window
and composites underneath, so an opaque one would black out the frame the moment
a program issued a single `DRAW`. And a fresh SDL target texture's contents are
undefined, so it is cleared on creation -- skipping that puts uninitialised
memory under the first frame's text and looks like a driver bug rather than a
missing memset.
**The line editor forced a wrinkle worth naming.** `akbasic_frontend_akgl_pump()`
is called from two places with different answers to "is a render target current":
the frame loop calls it between steps, and the sink's editor calls it from
*inside* a step, borrowing a frame while it waits for a typed line. SDL refuses
to present while a target is current, so the pump ends the layer, presents, and
puts it back only if it was the one that ended it. `akgl_frontend` caught this --
it drives a REPL session, and it failed with "You can't present on a render
target" the first time the brackets went in.
This does not make a drawing *visible* on its own. The text layer still repaints
every row it owns, opaque, every frame, and by default it owns the whole window;
`WINDOW` shrinks it and that half was already fixed. The two together are what a
picture needed, and the tests assert both -- a pixel still there a frame later
with nothing redrawn, and a pixel below a shrunk text area surviving the text
repaint. The second assertion wipes to a non-black colour first, because against
black it could not tell a transparent layer from an opaque one.
The tests found two of their own bugs on the way: `stop_runtime()` was not
tearing the graphics backend down, so re-initialising it dropped a live texture
on the floor; and a first draft called `begin()` before `start_runtime()`, which
re-inits the backend, so the assertion read back off an orphaned render target
and passed while proving nothing.
Chapters 6 and 13 stop saying a drawing has to be redrawn every frame, because it
does not. The batch-boundary tear stays documented -- it bites an `SSHAPE`
capture, which matters much less now that capturing is not the only way to keep a
picture.
Both games still run clean. 111 with akgl, 110 without.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 10:46:10 -04:00
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akbasic_graphics_akgl_shutdown(&obj->graphics);
|
2026-07-31 11:21:39 -04:00
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if ( obj->font != NULL ) {
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TTF_CloseFont(obj->font);
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obj->font = NULL;
|
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}
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if ( obj->renderer != NULL && obj->renderer->sdl_renderer != NULL ) {
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SDL_DestroyRenderer(obj->renderer->sdl_renderer);
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obj->renderer->sdl_renderer = NULL;
|
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}
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if ( obj->window != NULL ) {
|
2026-07-31 14:23:07 -04:00
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SDL_StopTextInput(obj->window);
|
2026-07-31 11:21:39 -04:00
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SDL_DestroyWindow(obj->window);
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obj->window = NULL;
|
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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-01 08:01:43 -04:00
|
|
|
akgl_window = NULL;
|
2026-07-31 11:21:39 -04:00
|
|
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}
|
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|
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TTF_Quit();
|
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|
|
if ( obj->ownssdl ) {
|
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|
|
SDL_Quit();
|
|
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|
obj->ownssdl = false;
|
|
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|
}
|
|
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|
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obj->running = false;
|
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|
|
}
|