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libakgl/src/controller.c

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/**
* @file controller.c
* @brief Implements the controller subsystem.
*/
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/game.h>
#include <akgl/controller.h>
akgl_ControlMap GAME_ControlMaps[AKGL_MAX_CONTROL_MAPS];
/*
* Keystrokes waiting for akgl_controller_poll_key(). Filled by
* akgl_controller_handle_event() before it consults the control maps, so a key
* that also drives an actor is still delivered to a polling caller.
*
* head is the next slot to read, count is how many are waiting. Both index a
* fixed array rather than a queue object, which is the whole point: a host that
* never polls cannot make this grow.
*/
static SDL_Keycode keybuffer[AKGL_CONTROLLER_KEY_BUFFER];
static int keybuffer_head = 0;
static int keybuffer_count = 0;
/**
* @brief Record one keystroke, discarding it if the buffer is already full.
*
* Dropping the newest rather than overwriting the oldest is deliberate. A
* caller reading a line of input wants the characters that were typed first;
* overwriting would hand it the tail of what the user typed and silently lose
* the head.
*/
static void keybuffer_push(SDL_Keycode key)
{
int tail = 0;
if ( keybuffer_count >= AKGL_CONTROLLER_KEY_BUFFER ) {
return;
}
tail = (keybuffer_head + keybuffer_count) % AKGL_CONTROLLER_KEY_BUFFER;
keybuffer[tail] = key;
keybuffer_count += 1;
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_list_keyboards(void)
{
int count;
SDL_KeyboardID *keyboards = SDL_GetKeyboards(&count);
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, keyboards, AKERR_NULLPOINTER, "%s", SDL_GetError());
for (int i = 0; i < count; i++) {
const char *name = SDL_GetKeyboardNameForID(keyboards[i]);
SDL_Log("Keyboard %d: ID %u, Name: %s\n", i, keyboards[i], name);
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_open_gamepads(void)
{
int count = 0;
int i = 0;
SDL_JoystickID *gamepads = NULL;
SDL_Gamepad *gamepad = NULL;
PREPARE_ERROR(e);
if ( SDL_HasGamepad() ) {
gamepads = SDL_GetGamepads(&count);
if ( count > 0 ) {
FAIL_ZERO_RETURN(e, gamepads, AKERR_NULLPOINTER, "%s", SDL_GetError());
for ( i = 0; i < count ; i++ ) {
gamepad = SDL_OpenGamepad(gamepads[i]);
FAIL_ZERO_RETURN(e, gamepad, AKERR_NULLPOINTER, "%s", SDL_GetError());
SDL_Log("Gamepad %d is %s", i, SDL_GetGamepadNameForID(gamepads[i]));
}
SDL_free(gamepads);
} else {
SDL_Log("No gamepads enumerated");
}
} else {
SDL_Log("No gamepads connected");
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *event)
{
int i = 0;
int j = 0;
int eventButtonComboMatch = 0;
akgl_ControlMap *curmap = NULL;
akgl_Control *curcontrol = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
// Before the control maps, not after: a key bound to an actor is still a
// key an interpreter polling with akgl_controller_poll_key() wants to see,
// and the scan below returns as soon as a binding claims the event.
if ( event->type == SDL_EVENT_KEY_DOWN ) {
keybuffer_push(event->key.key);
}
ATTEMPT {
for ( i = 0 ; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
curmap = &GAME_ControlMaps[i];
if ( curmap->target == NULL ) {
continue;
}
//SDL_Log("Control map %d maps to actor %s", i, curmap->target->name);
//SDL_Log("event from keyboard %d", event->key.which);
for ( j = 0; j < AKGL_MAX_CONTROLS; j++ ) {
curcontrol = &curmap->controls[j];
//SDL_Log("button/key is processed by controlmap %d control %d", i, j);
//SDL_Log("event %d -> control on %d off %d", event->type, curcontrol->event_on, curcontrol->event_off);
// This controlmap processes this control
eventButtonComboMatch = (
((event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN ||
event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) &&
event->gbutton.which == curmap->jsid &&
event->gbutton.button == curcontrol->button) ||
((event->type == SDL_EVENT_KEY_DOWN ||
event->type == SDL_EVENT_KEY_UP) &&
event->key.which == curmap->kbid &&
event->key.key == curcontrol->key)
);
if ( event->type == 768 && event->key.which == 11 && event->key.key == 13 ) {
SDL_Log("Event type=%d, keyboard=%d, key=%d", event->type, event->key.which, event->key.key);
SDL_Log("ControlMap[%d].Controls[%d] keyboard=%d, key=%d", i, j, curmap->kbid, curcontrol->key);
SDL_Log("event %d -> control on %d off %d", event->type, curcontrol->event_on, curcontrol->event_off);
SDL_Log("eventButtonComboMatch for controlmap %d id %d = %d",
i, j, eventButtonComboMatch);
}
if ( event->type == curcontrol->event_on && eventButtonComboMatch) {
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CATCH(errctx, curcontrol->handler_on(curmap->target, event));
goto _akgl_controller_handle_event_success;
} else if ( event->type == curcontrol->event_off && eventButtonComboMatch ) {
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CATCH(errctx, curcontrol->handler_off(curmap->target, event));
goto _akgl_controller_handle_event_success;
}
}
}
_akgl_controller_handle_event_success:
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Set the movement and facing bits on the "player" actor for a D-pad or arrow press.
*
* A whole-application shortcut rather than a control-map binding: it looks the
* actor up by the literal name `"player"` in #AKGL_REGISTRY_ACTOR instead of
* being told which actor to act on, so it only ever drives one. The
* akgl_Actor_cmhf_* handlers are the general form.
*
* Facing follows movement unless the actor sets `movement_controls_face`, which
* is how an actor that aims independently of the direction it walks opts out.
*
* Declared nowhere -- `controller.h` advertises this as
* `akgl_controller_handle_button_down`, which does not exist. TODO.md, "Known
* and still open" item 10.
*
* @param appstate Passed through from SDL. Required as a non-`NULL` token only;
* never read.
* @param event The button or key event. Required. Both the gamepad and
* keyboard unions are read on every call, so the arm that does
* not correspond to the event type is read as garbage -- which
* works only because no real button and keycode pair collides.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKERR_NULLPOINTER If @p appstate or @p event is `NULL`, or if there is
* no actor registered under the name "player".
*/
akerr_ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event)
{
akgl_Actor *player = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
FAIL_ZERO_RETURN(errctx, player, AKERR_NULLPOINTER, "Player actor does not exist");
if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
event->key.key == SDLK_DOWN ) {
SDL_Log("Processing dpad down : state %d", player->state);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_DOWN);
if ( !player->movement_controls_face ) {
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_DOWN);
}
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ||
event->key.key == SDLK_UP ) {
SDL_Log("Processing dpad up");
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_UP);
if ( !player->movement_controls_face ) {
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_UP);
}
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
event->key.key == SDLK_LEFT ) {
SDL_Log("Processing dpad left");
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_LEFT);
if ( !player->movement_controls_face ) {
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_LEFT);
}
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ||
event->key.key == SDLK_RIGHT ) {
SDL_Log("Processing dpad right");
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
if ( !player->movement_controls_face ) {
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_RIGHT);
}
SDL_Log("New state : %d", player->state);
}
SUCCEED_RETURN(errctx);
}
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Clear the movement bit on the "player" actor for a D-pad or arrow release, and reset its animation.
*
* The counterpart to gamepad_handle_button_down. It clears only the movement
* bit, leaving the facing bits alone so the actor keeps looking the way it was
* walking, and rewinds `curSpriteFrameId` to 0 so the next step starts from the
* first frame of the walk cycle rather than wherever it stopped.
*
* Declared nowhere; see gamepad_handle_button_down.
*
* @param appstate Passed through from SDL. Required as a non-`NULL` token only.
* @param event The button or key release event. Required.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKERR_NULLPOINTER If @p appstate or @p event is `NULL`, or if there is
* no actor registered under the name "player".
*/
akerr_ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event)
{
akgl_Actor *player = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
FAIL_ZERO_RETURN(errctx, player, AKERR_NULLPOINTER, "Player actor does not exist");
if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
event->key.key == SDLK_DOWN ) {
SDL_Log("processing down release");
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_DOWN);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ||
event->key.key == SDLK_UP ) {
SDL_Log("processing up release");
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_UP);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ||
event->key.key == SDLK_RIGHT) {
SDL_Log("processing right release");
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
event->key.key == SDLK_LEFT ) {
SDL_Log("processing left release");
AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_LEFT);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
}
SUCCEED_RETURN(errctx);
}
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Open a gamepad that has just been plugged in, and log its mapping.
*
* SDL delivers no button events from an unopened gamepad, so a device that
* appears mid-session has to be opened here the way akgl_controller_open_gamepads
* opens the ones present at startup. A gamepad SDL has already opened is logged
* and left alone.
*
* The mapping is logged because a controller with no entry in the database
* produces no button events at all, and that is otherwise indistinguishable
* from a broken binding.
*
* Declared nowhere; see gamepad_handle_button_down.
*
* @param appstate Passed through from SDL. Required as a non-`NULL` token only.
* @param event The SDL_EVENT_GAMEPAD_ADDED event. Required. The joystick id
* is read out of the `gbutton` arm rather than `gdevice`, which
* works because the two share their `which` field.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKERR_NULLPOINTER If @p appstate or @p event is `NULL`.
*
* @note A failed `SDL_OpenGamepad` is logged rather than reported: this returns
* success and the device stays silent.
*/
akerr_ErrorContext *gamepad_handle_added(void *appstate, SDL_Event *event)
{
SDL_JoystickID which;
SDL_Gamepad *gamepad = NULL;
char *mapping = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
which = event->gbutton.which;
gamepad = SDL_GetGamepadFromID(which);
if (!gamepad) {
SDL_Log("Gamepad #%u add, but not opened: %s", (unsigned int) which, SDL_GetError());
gamepad = SDL_OpenGamepad(which);
SDL_Log("Gamepad #%u opened: %s", (unsigned int) which, SDL_GetError());
mapping = SDL_GetGamepadMapping(gamepad);
if ( mapping == NULL ) {
SDL_Log("Gamepad #%u has no mapping!", (unsigned int) which);
} else if ( mapping != NULL ) {
SDL_Log("Gamepad #%u mapping : %s", (unsigned int) which, mapping);
SDL_free(mapping);
}
} else {
SDL_Log("Gamepad #%u ('%s') added", (unsigned int) which, SDL_GetGamepadName(gamepad));
}
SUCCEED_RETURN(errctx);
}
/**
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @brief Close a gamepad that has been unplugged.
*
* An unplugged device SDL still has open is a leaked handle, so this closes it.
* A removal for a device that was never opened is logged and otherwise ignored.
* Any control map still holding that `jsid` simply stops matching -- the map is
* not torn down.
*
* Declared nowhere; see gamepad_handle_button_down.
*
* @param appstate Passed through from SDL. Required as a non-`NULL` token only.
* @param event The SDL_EVENT_GAMEPAD_REMOVED event. Required.
* @return `NULL` on success, otherwise an error context owned by the caller.
Document what the functions actually do instead of that they can fail The Doxygen comments were generated from the declarations, so 217 @throws lines across 21 headers read "When the corresponding validation or operation fails" and told a caller nothing beyond the status name. The @param lines were the same shape: every output was "Output destination populated by the function", every instance "Object to initialize, inspect, or modify". Rewritten against the implementations, following the pattern libakstdlib already uses: - @throws names the condition. akgl_sprite_load_json separated AKERR_KEY (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL and AKGL_ERR_HEAP, which it raises and never declared. - Parameters say whether they are required, what a NULL means, and what is written on a failure path. Where an argument is not checked, the doc says so: akgl_heap_next_actor's dest is a crash on NULL, not an error, and akgl_render_2d_frame_start dereferences self before testing it. - The conventions move up to the file blocks so the per-function docs stay short. json_helpers.h states once that absence is an error here and that json_t * results are borrowed; heap.h explains the pool model and the acquire asymmetry; physics.h carries the thrust/environmental/velocity table. - Struct fields, enum values, macros and exported globals are documented, including the dead ones - sprite_w/sprite_h, movetimer, p_scale and timer_gravity are read by nothing, and say so. Also fixes ten comments in error.h and audio.h that opened with /** rather than /**<, so Doxygen attached them to the following entity and rendered the text as part of the macro's value. Verified against the generated HTML. Comments only - no declaration changed. Doxygen builds clean under WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:02:20 -04:00
* @throws AKERR_NULLPOINTER If @p appstate or @p event is `NULL`.
*/
akerr_ErrorContext *gamepad_handle_removed(void *appstate, SDL_Event *event)
{
SDL_JoystickID which;
SDL_Gamepad *gamepad = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
which = event->gbutton.which;
gamepad = SDL_GetGamepadFromID(which);
if (gamepad) {
SDL_CloseGamepad(gamepad); /* the joystick was unplugged. */
}
SDL_Log("Gamepad #%u removed", (unsigned int) which);
SUCCEED_RETURN(errctx);
}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_pushmap(int controlmapid, akgl_Control *control)
{
int newmapid = 0;
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_RETURN(errctx, control, AKERR_NULLPOINTER, "NULL Control");
FAIL_NONZERO_RETURN(errctx, (controlmapid >= AKGL_MAX_CONTROL_MAPS), AKERR_OUTOFBOUNDS, "ID %d exceeds maximum %d", controlmapid, AKGL_MAX_CONTROL_MAPS);
newmapid = GAME_ControlMaps[controlmapid].nextMap;
FAIL_ZERO_RETURN(errctx, (AKGL_MAX_CONTROLS - newmapid), AKERR_OUTOFBOUNDS, "Control map ID %d is full", controlmapid);
memcpy((void *)&GAME_ControlMaps[controlmapid].controls[newmapid], control, sizeof(akgl_Control));
GAME_ControlMaps[controlmapid].nextMap = newmapid + 1;
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, char *actorname, int kbid, int jsid)
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{
akgl_ControlMap *controlmap;
akgl_Control control;
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PREPARE_ERROR(errctx);
ATTEMPT {
// set up the control map
FAIL_NONZERO_RETURN(errctx, (controlmapid >= AKGL_MAX_CONTROL_MAPS), AKERR_OUTOFBOUNDS, "ID %d exceeds maximum %d", controlmapid, AKGL_MAX_CONTROL_MAPS);
memset((void *)&control, 0x00, sizeof(akgl_Control));
controlmap = &GAME_ControlMaps[controlmapid];
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controlmap->kbid = kbid;
controlmap->jsid = jsid;
controlmap->target = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
FAIL_ZERO_BREAK(errctx, controlmap->target, AKGL_ERR_REGISTRY, "Actor %s not found in registry", actorname);
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// ---- KEYBOARD CONTROLS ----
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// Move down
control.key = SDLK_DOWN;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_down_on;
control.handler_off = &akgl_Actor_cmhf_down_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
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// Move up
control.key = SDLK_UP;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_up_on;
control.handler_off = &akgl_Actor_cmhf_up_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
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// Move left
control.key = SDLK_LEFT;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_left_on;
control.handler_off = &akgl_Actor_cmhf_left_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
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// Move right
control.key = SDLK_RIGHT;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_right_on;
control.handler_off = &akgl_Actor_cmhf_right_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
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control.key = 0;
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// ----- GAMEPAD CONTROLS
// Move down
control.button = SDL_GAMEPAD_BUTTON_DPAD_DOWN;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_Actor_cmhf_down_on;
control.handler_off = &akgl_Actor_cmhf_down_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
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// Move up
control.button = SDL_GAMEPAD_BUTTON_DPAD_UP;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_Actor_cmhf_up_on;
control.handler_off = &akgl_Actor_cmhf_up_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
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// Move left
control.button = SDL_GAMEPAD_BUTTON_DPAD_LEFT;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_Actor_cmhf_left_on;
control.handler_off = &akgl_Actor_cmhf_left_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
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// Move right
control.button = SDL_GAMEPAD_BUTTON_DPAD_RIGHT;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_Actor_cmhf_right_on;
control.handler_off = &akgl_Actor_cmhf_right_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
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SUCCEED_RETURN(errctx);
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} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_poll_key(int *keycode, bool *available)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, keycode, AKERR_NULLPOINTER, "NULL keycode destination");
FAIL_ZERO_RETURN(errctx, available, AKERR_NULLPOINTER, "NULL availability destination");
if ( keybuffer_count == 0 ) {
// An empty buffer is the ordinary case, not a failure: the caller is
// asking whether a key is waiting, and the answer is no.
*keycode = 0;
*available = false;
SUCCEED_RETURN(errctx);
}
*keycode = (int)keybuffer[keybuffer_head];
*available = true;
keybuffer_head = (keybuffer_head + 1) % AKGL_CONTROLLER_KEY_BUFFER;
keybuffer_count -= 1;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_flush_keys(void)
{
PREPARE_ERROR(errctx);
keybuffer_head = 0;
keybuffer_count = 0;
SUCCEED_RETURN(errctx);
}