Take libakgl 0.9.0, and shadow set_property(TEST) so it configures
0.9.0 is the akgl_ui subsystem: a vendored clay, an arena, menus, HUDs and dialogs, reached through a new akgl/ui.h this project does not include. Every header the akbasic_akgl target actually compiles against is byte-identical to 0.8.0, so unlike the 0.8.0 bump there is no sizeof to get wrong. The floor in include/akbasic/akgl.h moves to 0.9.0 anyway, on the standing rule that the soname carries MAJOR.MINOR while the major is 0. It does not configure as it stands. 0.9.0 moved eight test property calls off set_tests_properties -- correctly, because that command splits a semicolon-separated value and had been silently reducing its LD_LIBRARY_PATH prepend list to one directory -- onto set_property(TEST ...). This repository suppresses add_test() while it pulls its dependencies in, so those test names do not exist, and set_property errors on an unknown test name where set_tests_properties was silent: eight hard configure failures. Shadow set_property in its TEST form only; every other form has to pass through, since the dependencies set target and directory properties their own builds need. libakgl's status band grew to seven codes with AKGL_ERR_UI and it now owns 256 to 262, so the coordinated range map, docs/15-error-codes.md and both header comments follow. TODO.md section 5's persistent-drawing-layer item still stands: 0.9.0's arena draws inside the frame like everything else, and there is still no render-to-texture layer. Both configurations build and both suites pass -- 110/110 without libakgl, 111/111 with it, akgl_typing included. Co-Authored-By: Tachikoma (Claude Code Opus 5 1M) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01EwxGB6TdoVvZ11KQQME9cL
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TODO.md
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TODO.md
@@ -3292,7 +3292,8 @@ reduced against `build/basic`, the stdio build, unless it says otherwise.
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design decision about what a frame owns rather than a patch -- which is why this is a filed
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item and not a fix.
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Nothing in libakgl 0.8.0 supplies it. There is no render-to-texture layer and no persistent
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Nothing in libakgl 0.9.0 supplies it either -- 0.9.0 is the UI subsystem, and its arena draws
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inside the frame like everything else. There is no render-to-texture layer and no persistent
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surface in `include/akgl/renderer.h`; `frame_start` clears the target, which is the opposite.
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If the answer turns out to want one, it is a §7 filing against `libakgl` rather than
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something to build here.
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