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akbasic/src/graphics_akgl.c

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Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
/**
* @file graphics_akgl.c
* @brief Wires the graphics backend record to libakgl's immediate-mode drawing.
*
* A thin adaptor and deliberately so: the interesting decisions about what a
* BASIC graphics verb means live in src/runtime_graphics.c, and everything here
* is coordinate and colour conversion plus the shape pool that SSHAPE hands out
* handles into.
*
* The akgl_draw_* family is new in libakgl 42b60f7. Every one of its entry
* points takes the akgl_RenderBackend the host already initialized rather than
* reaching for a global, which is exactly what goal 3 needs.
*/
#include <string.h>
#include <akerror.h>
#include <akgl/draw.h>
#include <akgl/error.h>
#include <akbasic/akgl.h>
#include <akbasic/error.h>
/** @brief The colour conversion, which is the whole impedance mismatch. */
static SDL_Color to_sdl(akbasic_Color color)
{
SDL_Color out;
out.r = color.r;
out.g = color.g;
out.b = color.b;
out.a = color.a;
return out;
}
/** @brief Recover the backend's own state, or say that it has none. */
static akerr_ErrorContext *state_of(akbasic_GraphicsBackend *self, akbasic_AkglGraphics **dest)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, (self != NULL && dest != NULL), AKERR_NULLPOINTER,
"NULL argument in akgl graphics backend");
*dest = (akbasic_AkglGraphics *)self->self;
FAIL_ZERO_RETURN(errctx, (*dest != NULL), AKERR_NULLPOINTER,
"akgl graphics backend has no state");
SUCCEED_RETURN(errctx);
}
/**
* @brief How big the renderer's output is, which is the space BASIC draws into.
*
* SDL_GetCurrentRenderOutputSize rather than the window size: the two differ on
* a high-DPI display and on a renderer with a logical presentation set, and it
* is the output that a coordinate handed to akgl_draw_point actually indexes.
*/
static akerr_ErrorContext *gfx_size(akbasic_GraphicsBackend *self, int *width, int *height)
{
PREPARE_ERROR(errctx);
akbasic_AkglGraphics *state = NULL;
PASS(errctx, state_of(self, &state));
FAIL_ZERO_RETURN(errctx, (width != NULL && height != NULL), AKERR_NULLPOINTER,
"NULL destination in gfx_size");
FAIL_ZERO_RETURN(errctx,
SDL_GetCurrentRenderOutputSize(state->renderer->sdl_renderer, width, height),
AKGL_ERR_SDL, "%s", SDL_GetError());
SUCCEED_RETURN(errctx);
}
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
static akerr_ErrorContext *gfx_point(akbasic_GraphicsBackend *self, double x, double y, akbasic_Color color)
{
PREPARE_ERROR(errctx);
akbasic_AkglGraphics *state = NULL;
PASS(errctx, state_of(self, &state));
PASS(errctx, akgl_draw_point(state->renderer, (float32_t)x, (float32_t)y, to_sdl(color)));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *gfx_line(akbasic_GraphicsBackend *self, double x1, double y1, double x2, double y2, akbasic_Color color)
{
PREPARE_ERROR(errctx);
akbasic_AkglGraphics *state = NULL;
PASS(errctx, state_of(self, &state));
PASS(errctx, akgl_draw_line(state->renderer, (float32_t)x1, (float32_t)y1,
(float32_t)x2, (float32_t)y2, to_sdl(color)));
SUCCEED_RETURN(errctx);
}
/**
* @brief Turn two opposite corners into the rect SDL wants.
*
* BASIC gives two corners in whatever order the program felt like; SDL_FRect is
* an origin and a size and does nothing useful with a negative one.
*/
static SDL_FRect corners_to_rect(double x1, double y1, double x2, double y2)
{
SDL_FRect rect;
rect.x = (float32_t)((x1 < x2) ? x1 : x2);
rect.y = (float32_t)((y1 < y2) ? y1 : y2);
rect.w = (float32_t)((x1 < x2) ? (x2 - x1) : (x1 - x2));
rect.h = (float32_t)((y1 < y2) ? (y2 - y1) : (y1 - y2));
return rect;
}
static akerr_ErrorContext *gfx_rect(akbasic_GraphicsBackend *self, double x1, double y1, double x2, double y2, akbasic_Color color)
{
PREPARE_ERROR(errctx);
akbasic_AkglGraphics *state = NULL;
SDL_FRect rect;
PASS(errctx, state_of(self, &state));
rect = corners_to_rect(x1, y1, x2, y2);
PASS(errctx, akgl_draw_rect(state->renderer, &rect, to_sdl(color)));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *gfx_filled_rect(akbasic_GraphicsBackend *self, double x1, double y1, double x2, double y2, akbasic_Color color)
{
PREPARE_ERROR(errctx);
akbasic_AkglGraphics *state = NULL;
SDL_FRect rect;
PASS(errctx, state_of(self, &state));
rect = corners_to_rect(x1, y1, x2, y2);
PASS(errctx, akgl_draw_filled_rect(state->renderer, &rect, to_sdl(color)));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *gfx_paint(akbasic_GraphicsBackend *self, int x, int y, akbasic_Color color)
{
PREPARE_ERROR(errctx);
akbasic_AkglGraphics *state = NULL;
PASS(errctx, state_of(self, &state));
/*
* AKERR_OUTOFBOUNDS out of here means the fill exhausted its span stack and
* left the region partly filled. It is passed straight through: PAINT is
* where that is turned into something a BASIC program can see, because PAINT
* is the only thing that knows a program is watching.
*/
PASS(errctx, akgl_draw_flood_fill(state->renderer, x, y, to_sdl(color)));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *gfx_clear(akbasic_GraphicsBackend *self, akbasic_Color color)
{
PREPARE_ERROR(errctx);
akbasic_AkglGraphics *state = NULL;
SDL_FRect rect;
int w = 0;
int h = 0;
PASS(errctx, state_of(self, &state));
PASS(errctx, gfx_size(self, &w, &h));
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
/*
* A filled rectangle over the output rather than SDL_RenderClear, because
* clearing is the host's prerogative: a game that draws a background and
* then hands the renderer to a script does not expect GRAPHIC to wipe it to
* a colour of the script's choosing outside the area the script owns. This
* covers exactly the render output and nothing beyond it.
*/
rect.x = 0.0f;
rect.y = 0.0f;
rect.w = (float32_t)w;
rect.h = (float32_t)h;
PASS(errctx, akgl_draw_filled_rect(state->renderer, &rect, to_sdl(color)));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *gfx_save_shape(akbasic_GraphicsBackend *self, int x1, int y1, int x2, int y2, int *handle)
{
PREPARE_ERROR(errctx);
akbasic_AkglGraphics *state = NULL;
SDL_Rect region;
PASS(errctx, state_of(self, &state));
FAIL_ZERO_RETURN(errctx, (handle != NULL), AKERR_NULLPOINTER,
"NULL handle in save_shape");
FAIL_ZERO_RETURN(errctx, (state->shapecount < AKBASIC_AKGL_MAX_SHAPES),
AKBASIC_ERR_DEVICE,
"SSHAPE pool is full at %d saved regions; GRAPHIC CLR releases them",
AKBASIC_AKGL_MAX_SHAPES);
region.x = (x1 < x2) ? x1 : x2;
region.y = (y1 < y2) ? y1 : y2;
region.w = (x1 < x2) ? (x2 - x1) : (x1 - x2);
region.h = (y1 < y2) ? (y2 - y1) : (y1 - y2);
/*
* NULL through dest asks akgl_draw_copy_region to allocate the surface. That
* is the one allocation in this file and it belongs to the pool below, which
* is bounded -- so it is a fixed ceiling on memory, not an open one.
*/
state->shapes[state->shapecount] = NULL;
PASS(errctx, akgl_draw_copy_region(state->renderer, &region,
&state->shapes[state->shapecount]));
*handle = state->shapecount;
state->shapecount += 1;
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *gfx_paste_shape(akbasic_GraphicsBackend *self, int handle, double x, double y)
{
PREPARE_ERROR(errctx);
akbasic_AkglGraphics *state = NULL;
PASS(errctx, state_of(self, &state));
FAIL_ZERO_RETURN(errctx, (handle >= 0 && handle < state->shapecount),
AKBASIC_ERR_BOUNDS, "No saved shape %d", handle);
FAIL_ZERO_RETURN(errctx, (state->shapes[handle] != NULL), AKBASIC_ERR_STATE,
"Saved shape %d has been released", handle);
PASS(errctx, akgl_draw_paste_region(state->renderer, state->shapes[handle],
(float32_t)x, (float32_t)y));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *gfx_free_shapes(akbasic_GraphicsBackend *self)
{
PREPARE_ERROR(errctx);
akbasic_AkglGraphics *state = NULL;
int i = 0;
PASS(errctx, state_of(self, &state));
for ( i = 0; i < state->shapecount; i++ ) {
if ( state->shapes[i] != NULL ) {
SDL_DestroySurface(state->shapes[i]);
state->shapes[i] = NULL;
}
}
state->shapecount = 0;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akbasic_graphics_init_akgl(akbasic_GraphicsBackend *obj, akbasic_AkglGraphics *state, akgl_RenderBackend *renderer)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, (obj != NULL && state != NULL), AKERR_NULLPOINTER,
"NULL argument in graphics_init_akgl");
FAIL_ZERO_RETURN(errctx, (renderer != NULL), AKERR_NULLPOINTER,
"NULL renderer in graphics_init_akgl: the host creates it, not this");
PASS(errctx, akgl_error_init());
memset(state, 0, sizeof(*state));
state->renderer = renderer;
obj->self = state;
obj->size = gfx_size;
Wire the sink and the three devices to libakgl src/sink_akgl.c, src/graphics_akgl.c, src/audio_akgl.c and src/input_akgl.c, in the akbasic_akgl target, which is the only thing here that links SDL. -DAKBASIC_WITH_AKGL=ON had never been configured in this repository before, and it now builds and passes. The sink is what section 3 has been waiting on. Its character grid comes from akgl_text_measure(font, "A", &w, &h), the direct equivalent of the reference's font.SizeUTF8("A") and the call that did not exist until 42b60f7. Wrapping is done on the character grid rather than by handing SDL_ttf a wraplength, because the cursor has to land somewhere definite: a program that PRINTs a long string and then PRINTs again expects the second to start on the row after the first ended, and only the code that placed the characters knows which row that is. tests/akgl_backends.c draws into a 128x128 software renderer under the dummy video driver and reads the pixels back -- the pattern deps/libakgl/tests/draw.c established, which needs no display and no offscreen harness. It asserts the seam rather than libakgl's own behaviour: a BASIC line in, a lit pixel of the right colour out. Four things in libakgl had to be worked around to get here. All four are commented at their site with "filed upstream" and recorded in TODO.md section 3: - An embedded libakgl requires SDL, SDL_image, SDL_mixer, SDL_ttf and jansson to be *installed*. It builds its own vendored copies only when it is top-level, and they are sitting right there in deps/libakgl/deps. Every lookup is guarded with if(NOT TARGET ...), so this adds those five subdirectories before add_subdirectory(deps/libakgl) -- the same trick and the same ordering requirement akerror::akerror and akstdlib::akstdlib already need. - akgl/controller.h does not compile on its own: it declares handlers taking an akgl_Actor * and includes nothing that declares the type. - There is no way to attach a 2D backend to a renderer you already have. akgl_render_init2d() installs the vtable but also creates its own window and writes the camera global, so it belongs to the akgl_game_init() path -- which is exactly the path an embedding host is not on. The test assigns the six pointers by hand. - akgl_text_rendertextat() segfaults on a backend whose vtable is empty; it reaches through renderer->draw_texture without checking it. Same class of defect 42b60f7's own commit added a draw test for. The sink's readline reports end of input rather than reading: a drawn text layer is not a source of lines, and INPUT through one wants a line editor built on the keystroke ring. EOF rather than an error is the contract sink.h states, so INPUT already handles it. That editor is the next piece of work there. 70/70 core ctest with no SDL on the include path, 71/71 with the akgl suite, clean under -Wall -Wextra, doxygen clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 08:46:53 -04:00
obj->point = gfx_point;
obj->line = gfx_line;
obj->rect = gfx_rect;
obj->filled_rect = gfx_filled_rect;
obj->paint = gfx_paint;
obj->clear = gfx_clear;
obj->save_shape = gfx_save_shape;
obj->paste_shape = gfx_paste_shape;
obj->free_shapes = gfx_free_shapes;
SUCCEED_RETURN(errctx);
}