Commit Graph

3 Commits

Author SHA1 Message Date
d3b69ff867 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
4affb02c20 Draw into the whole window, not its top-left 320x200
The graphics verbs documented a coordinate transform that did not exist. With
SCALE off a coordinate went straight to akgl_draw_* as a pixel address, so an
800x600 window drew a C128 listing into its corner and left the rest unused --
while the chapter said coordinates were 320x200 and stretching to fit was the
host's business.

akbasic_GraphicsBackend gains a size entry point, require_graphics() asks it
before every verb that draws so a resized window is honoured between two
statements, and 320x200 becomes the fallback for a backend that leaves it NULL.
It is the record's one optional member, so a host written against the old header
keeps the behaviour it had.

SCALE now maps onto the device, and RGR(1)/RGR(2) report the drawing surface so
a program can use a window whose size it did not choose. RGR(0) is BASIC 7.0's
own field, the GRAPHIC mode.

SCALE also mapped xmax onto the width rather than onto the last pixel, so
SCALE 1, 319, 199 followed by DRAW 1, 319, 199 drew nothing at all -- one pixel
past the surface. Fixed in the same line, because it is what makes "SCALE gives
a C128 listing the whole window" true rather than nearly true.

The akgl test renders against a 128x128 target, deliberately smaller than the
old constants: a SCALE still dividing by them misses it entirely rather than
landing somewhere plausible.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-01 07:35:20 -04:00
facee071e6 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>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-07-31 08:46:53 -04:00