Add the manual: nineteen chapters and a corrected README
docs/ is a narrative manual, not a second reference. Every header already
carries a substantial @file/@brief block and Doxyfile sets WARN_IF_UNDOCUMENTED
with WARN_AS_ERROR, so an undocumented symbol already fails CI. The gap was
navigation and worked examples. Chapters teach a task and link to the Doxygen
output; where a declaration or a constant table has to be in front of the
reader it arrives as a `c excerpt=` block, so the text *is* the header and
cannot diverge from it. That also preserves the hand-aligned bit-flag tables
scripts/reindent.el goes out of its way not to destroy.
The manual does not re-document its dependencies. libakerror owns the
ATTEMPT/CLEANUP/PROCESS/HANDLE/FINISH protocol, SDL3 owns renderers and events,
Tiled owns the map format, jansson owns json_t. A chapter that restated any of
them would be wrong the day upstream changed and nothing here would notice --
the same drift this work exists to fix, arriving from a different direction. So
each chapter says what libakgl adds or constrains and links out for the rest.
Chapter 4 is the exception and the reason for it: libakerror documents the
mechanism, but only libakgl can say which statuses its own functions raise and
what they mean here, and that was written down nowhere. It carries three tables
-- libakgl's five status codes, the libakerror statuses libakgl actually raises
with their meaning in this library, and the exit-status trap where
`exit(AKGL_ERR_SDL)` is a wait status of 0 because the band starts at 256.
Every chapter was written against src/ rather than against the header comments,
which is how 27 false claims in those comments came to light. Where a chapter
documents a known defect rather than a design decision it says so and points at
TODO.md.
README.md keeps the development process and hands the reader to docs/. Its
task-oriented FAQ is deleted rather than moved, because one source of truth per
topic is the whole point and that FAQ's examples did not compile.
Census: 39 compiled snippets, 89 verbatim header excerpts, 4 JSON documents run
through the real loaders, one linked-and-executed program with its output
compared byte for byte, one generated figure. 11 norun blocks, each justified.
Co-Authored-By: Claude Code <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 20:58:37 -04:00
# libakgl
A C library for building 2D games on SDL3. Not an engine: no editor, no scripting layer, no
inheritance, and no runtime `malloc` . Behaviour attaches to a struct as function pointers,
objects come from fixed pools, and every call reports failure through an error context the
caller cannot silently ignore.
## The manual
**[`docs/` ](docs/README.md ) is the manual** — twenty-one chapters covering every subsystem,
plus two complete tutorial games. Start at
[Chapter 3, Getting started ](docs/03-getting-started.md ) if you want a window on screen, or
[Chapter 2, Design philosophy ](docs/02-design-philosophy.md ) if you want to know why the
library is shaped the way it is.
The two tutorials build real, running programs that live under [`examples/` ](examples ):
| | |
|---|---|
2026-08-02 07:15:25 -04:00
| [A 2D sidescroller ](docs/20-tutorial-sidescroller.md ) | Gravity, a jump, collision you write yourself, coins and hazards |
| [A top-down JRPG ](docs/21-tutorial-jrpg.md ) | A town map, NPCs spawned from map objects, four-way animation, a text box, a follower |
Add the manual: nineteen chapters and a corrected README
docs/ is a narrative manual, not a second reference. Every header already
carries a substantial @file/@brief block and Doxyfile sets WARN_IF_UNDOCUMENTED
with WARN_AS_ERROR, so an undocumented symbol already fails CI. The gap was
navigation and worked examples. Chapters teach a task and link to the Doxygen
output; where a declaration or a constant table has to be in front of the
reader it arrives as a `c excerpt=` block, so the text *is* the header and
cannot diverge from it. That also preserves the hand-aligned bit-flag tables
scripts/reindent.el goes out of its way not to destroy.
The manual does not re-document its dependencies. libakerror owns the
ATTEMPT/CLEANUP/PROCESS/HANDLE/FINISH protocol, SDL3 owns renderers and events,
Tiled owns the map format, jansson owns json_t. A chapter that restated any of
them would be wrong the day upstream changed and nothing here would notice --
the same drift this work exists to fix, arriving from a different direction. So
each chapter says what libakgl adds or constrains and links out for the rest.
Chapter 4 is the exception and the reason for it: libakerror documents the
mechanism, but only libakgl can say which statuses its own functions raise and
what they mean here, and that was written down nowhere. It carries three tables
-- libakgl's five status codes, the libakerror statuses libakgl actually raises
with their meaning in this library, and the exit-status trap where
`exit(AKGL_ERR_SDL)` is a wait status of 0 because the band starts at 256.
Every chapter was written against src/ rather than against the header comments,
which is how 27 false claims in those comments came to light. Where a chapter
documents a known defect rather than a design decision it says so and points at
TODO.md.
README.md keeps the development process and hands the reader to docs/. Its
task-oriented FAQ is deleted rather than moved, because one source of truth per
topic is the whole point and that FAQ's examples did not compile.
Census: 39 compiled snippets, 89 verbatim header excerpts, 4 JSON documents run
through the real loaders, one linked-and-executed program with its output
compared byte for byte, one generated figure. 11 norun blocks, each justified.
Co-Authored-By: Claude Code <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 20:58:37 -04:00
For per-function reference, build the Doxygen output with `doxygen Doxyfile` ; it is a CI
gate, so an undocumented symbol fails the build.
This README covers the development process only — hooks, mutation testing, benchmarks and
memory checking. Everything about * using * the library is in `docs/` .
> **The task-oriented FAQ that used to live here has moved into `docs/`, corrected.** It was
> not merely incomplete: its examples did not compile. Two unbalanced `PASS()` calls, a
> `sprite->frameids = [0, 1, 2, 3];` that is not C in any dialect, a stray `9` inside a
> bitmask expression, an `int screenwidth = NULL`, and — in the first snippet a reader ever
> saw — the exact `strncpy` call `AGENTS.md` forbids. The prose had drifted with it: its
> claim that the engine "ONLY supports TilED TMJ tilemaps with tileset external references"
> is backwards, and the loader accepts only *embedded* tilesets. Writing the manual turned
> up twenty-seven such claims across the headers. Every example in `docs/` is now compiled,
> linked, run or matched against the source tree by `ctest`, so that class of drift fails a
> build instead of reaching a reader.
## Documentation examples
Every fenced example in `docs/` carries an info string saying what it is, and the
`docs_examples` test acts on it: `c` blocks are compiled, `c run=` blocks are linked against
the library and executed headless with their output compared byte for byte, `c excerpt=`
blocks must still appear verbatim in the file they quote, `json` blocks are loaded through
the real `akgl_*_load_json` , and `c screenshot=` blocks generate the figures in
`docs/images/` . A block with no info string is a hard error, because the failure mode the
harness exists to prevent is passing while checking nothing.
```sh
ctest --test-dir build -R docs_examples --output-on-failure
ctest --test-dir build -R docs_screenshots --output-on-failure
cmake --build build --target docs_screenshots # regenerate the figures
```
While editing one chapter, run it directly rather than the whole suite:
```sh
./tests/docs_examples.sh --root . \
--cflags-file build/docs_cflags.txt \
--ldflags-file build/docs_ldflags.txt \
--checkjson build/akgl_docs_checkjson \
docs/14-physics.md
```
`docs/MAINTENANCE.md` is the reference for the info strings, the preludes and the fixtures.
There is deliberately no docs-path filter in CI: documentation goes stale because the * code *
moved, not because somebody edited a chapter.
2026-07-29 18:42:09 -04:00
Document git hook installation in the README
The pre-commit hook is version controlled under scripts/hooks/, but Git
configuration is not cloned, so the hook does nothing until each clone is
pointed at it. Nothing said so anywhere a new contributor would look.
Cover installation, verification, what the hook actually does, the Emacs
requirement, bypassing, and uninstalling.
Two things worth calling out explicitly:
- core.hooksPath replaces the hooks directory outright rather than adding
to it, so any pre-existing .git/hooks entries silently stop firing.
Document a symlink alternative for anyone who keeps local hooks.
- The documented --check exit codes are 0 conforming, 1 non-conforming,
2 environment failure, so a CI job failing on any non-zero status will
not mistake a missing Emacs for a clean tree.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:22:47 -04:00
## Git hooks
The repository ships a `pre-commit` hook that keeps committed C sources in the
project's canonical format (Emacs `cc-mode` "stroustrup"; see `AGENTS.md` for the
full style guide). The hook lives in `scripts/hooks/` and is version controlled,
but **Git configuration is not cloned ** , so every clone has to be pointed at it
once:
```sh
git config core.hooksPath scripts/hooks
```
Confirm it took effect:
```sh
git rev-parse --git-path hooks # should print: scripts/hooks
```
That is the whole installation. The hook is already committed with its
executable bit set, so nothing needs `chmod` .
### What the hook does
On each commit it looks at the **staged ** content of any added, copied, modified,
or renamed `.c` /`.h` file under `src/` , `include/` , `tests/` , or `util/` , and
reindents it if it does not already match the canonical style. Checking the
staged content rather than the working tree means what lands in the commit is
what was actually verified.
When a file needs reindenting, the hook fixes it in the working tree and
re-stages it — but only when the index and working tree agree for that file. If
they differ, you have staged part of a file with `git add -p` , and re-staging
would sweep your unstaged work into the commit. Rather than do that silently the
hook stops and prints the commands to run yourself:
```sh
scripts/reindent.sh path/to/file.c
git add path/to/file.c
```
`include/akgl/SDL_GameControllerDB.h` is generated and always skipped.
### Requirements
The hook drives Emacs in batch mode, because `cc-mode` 's indentation engine is
the definition of the style and `clang-format` cannot reproduce it exactly. If
`emacs` is not on `PATH` the hook prints a warning and allows the commit — a
hook that refuses to run without an optional tool only teaches people to reach
for `--no-verify` . Install Emacs to get the check; without it, formatting is on
you.
### Bypassing and uninstalling
Skip the hook for a single commit:
```sh
git commit --no-verify
```
Remove it entirely:
```sh
git config --unset core.hooksPath
```
### If you already have local hooks
`core.hooksPath` **replaces ** the hooks directory outright — once it is set, Git
stops reading `.git/hooks/` altogether, so any hooks you keep there will silently
stop firing. If that matters, leave `core.hooksPath` unset and symlink just this
one hook instead:
```sh
ln -s ../../scripts/hooks/pre-commit .git/hooks/pre-commit
```
### Formatting without the hook
The hook is a convenience, not the source of truth. The same check is available
directly, and is what you would run in CI:
```sh
scripts/reindent.sh --check # list non-conforming files; exit 1 if any
scripts/reindent.sh # reindent every tracked C source in place
scripts/reindent.sh src/game.c # reindent specific files
```
`--check` exits `0` when everything conforms, `1` when a file needs reindenting,
and `2` if Emacs is missing or the script cannot run — so a CI job that treats
any non-zero status as failure will not mistake a broken toolchain for a clean
tree.
2026-07-29 18:42:09 -04:00
## Mutation testing
The mutation harness makes one deliberate source-code change at a time in a scratch copy, then rebuilds and runs the passing CTest suite to measure whether tests detect the change. The known-failing `character` test is excluded by default.
```sh
cmake --build build --target mutation
scripts/mutation_test.py --target src/tilemap.c --list
scripts/mutation_test.py --target src/tilemap.c --max-mutants 10
scripts/mutation_test.py --threshold 40 --junit mutation-junit.xml
```
The default run covers all libakgl-owned files under `src/` . Use repeated `--target` options to narrow the scope. A surviving mutant identifies behavior that the current tests do not verify; the script prints its file, line, operator, and exact edit. The real working tree is never mutated.
Measure the library: perf suites, a recorded baseline, and targets
tests/perf.c and tests/perf_render.c drive the hot paths hard enough to
time them -- pool acquire and release at both ends of the scan, the
registry, the state-to-sprite lookup, the per-actor update and render, the
physics sweep, an all-pairs collision sweep, the JSON accessors, path
resolution, the drawing primitives, text, asset loading, a screenful of
tiles, and a whole frame through akgl_game_update. They are registered like
any other suite but carry the `perf` label, so `ctest -L perf` runs only
them and `-LE perf` leaves them out. Every measurement is held to a budget
at roughly ten times the recorded baseline, enforced only in an optimized
build at full scale.
Three things had to be got right before the numbers meant anything, and
each was wrong first:
- No error checking inside the clock. PASS and CATCH call
akerr_valid_error_address, which walks AKERR_ARRAY_ERROR -- more work than
several of the calls being measured.
- Flush the renderer before stopping it. SDL batches, so the first version
measured queueing, reported a tilemap frame 250 times faster than it is,
and paid the real cost at teardown inside SDL_DestroyTexture.
- A drawing benchmark needs a raw-SDL control doing the same pixel work
with the same access pattern. With one, akgl_tilemap_draw turns out to
cost 0.2% of the frame it appeared to own: 16.26 ms against a control's
16.23 ms for the same 1200 blits. The rasterizer is the frame.
PERFORMANCE.md records the baseline, the frame budget it adds up to, and
what the numbers say -- including that the string pool's acquire is 64x
slower full than empty because it is a megabyte of PATH_MAX buffers, that a
handled missing-sprite condition costs nine times the update it replaces,
that text rasterizes and throws away a texture on every call, and that 28 MB
of the library's BSS is one akgl_Tilemap.
TODO.md gains a Performance section: five defects the stress tests found
that the unit suites do not reach (a tilemap load leaking five pooled
strings, two JSON accessors that turn pool exhaustion into a segfault
rather than AKGL_ERR_HEAP, akgl_game_update crashing without
akgl_game_init, and its actor update sweep running once per tilemap layer),
and eighteen targets with today's number and whether it is met.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:24:05 -04:00
## Performance testing
`tests/perf.c` and `tests/perf_render.c` are benchmarks rather than unit tests: they drive the hot paths — pool acquire and release, the registry, the physics sweep, the per-actor update and render, the tilemap draw, text, and asset loading — and print what each one costs per operation.
```sh
ctest --test-dir build -L perf --output-on-failure # benchmarks only, about 30 seconds
ctest --test-dir build -LE perf # everything except the benchmarks
AKGL_BENCH_SCALE=0.1 ctest --test-dir build -L perf # a tenth of the iterations
```
Each measurement is the best of five runs and is held to a budget set at roughly ten times the recorded baseline, so a suite that turns red means an algorithmic regression rather than a busy machine. Budgets are enforced only in an optimized build at full scale; below `AKGL_BENCH_SCALE=1.0` , and in a coverage build, they are reported without failing.
2026-07-31 14:42:41 -04:00
`PERFORMANCE.md` carries the recorded baseline, the frame budget it adds up to, and what the numbers say — including the raw-SDL control rows that separate what libakgl costs from what the rasterizer costs. The six defects the stress tests turned up, and the targets the numbers are measured against, are in `TODO.md` under **Performance ** .
Check memory with the suites that already exist
`cmake --build build --target memcheck` runs every registered CTest suite
under valgrind. There are no new test programs, and there should not be any:
tests/benchutil.h notices valgrind in LD_PRELOAD and drops the benchmark
scale to 0.0005, which turns the perf suites into the broadest path coverage
in the tree at a cost valgrind can survive. A benchmark walks one path a
hundred thousand times; a leak check wants every path walked once. Same
binaries, one flag apart, and the whole run is about thirty seconds.
scripts/memcheck.sh wraps `ctest -T memcheck` because that command records
defects and still exits 0, which cannot gate anything. It also forces the
headless drivers, so the vendor GPU stack is never loaded -- that removes
thousands of unfixable findings inside amdgpu_dri.so without suppressing
anything, and it is what the suites are written for anyway. Only definite
losses, invalid accesses and uninitialised reads count; "still reachable" is
what SDL and FreeType keep for the process lifetime and says nothing about
this library. The three suppressions in scripts/valgrind.supp are each a
decision that a finding belongs to somebody else.
Six defects, all filed in TODO.md under "Memory checking", the first of
which is the one that matters: not one of the four json_load_file calls in
src/ is ever matched by a json_decref, so every asset load abandons its
parsed document -- 1.5 KB per sprite, 2.1 KB per character, 9 KB per load of
the 2x2 fixture map, and on the order of a megabyte for a real one. A game
that reloads a level on death leaks a level's worth of JSON every time.
akgl_get_property also reads up to 4 KiB past the end of every property
value it copies, and the savegame name tables read past the end of every
registry key and write what they find into the file.
tests/util.c zeroes three fixtures it used to leave as stack garbage. The
library was never at fault there -- the tests handed it uninitialised floats
and then made one real call with them -- but sixteen findings of noise in a
new gate is how a gate gets ignored.
The unit suites' TIMEOUT goes from 30 to 300 because CTest applies the same
property to the checked run, where everything is twenty times slower.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 14:59:57 -04:00
## Memory checking
`memcheck` runs the suites that already exist under valgrind rather than adding suites of its own. The perf binaries carry most of it: they are the only programs in the tree that load assets, draw a scene, and run a frame loop in one process, and `tests/benchutil.h` cuts their iteration counts by three orders of magnitude when it detects valgrind — a benchmark walks one path a hundred thousand times, a leak check wants every path walked once.
```sh
cmake --build build --target memcheck # everything, about 30 seconds
scripts/memcheck.sh -R tilemap # one suite; ctest selection flags pass through
scripts/memcheck.sh -LE perf # skip the benchmarks
```
The run forces `SDL_VIDEO_DRIVER=dummy` , `SDL_RENDER_DRIVER=software` and `SDL_AUDIO_DRIVER=dummy` so the vendor GPU stack is never loaded — that removes thousands of unfixable findings inside the driver without suppressing anything. Definite leaks, invalid accesses and uninitialised reads are counted and set the exit status; "still reachable" is not, because that is what SDL and FreeType keep for the process lifetime. Suppressions for genuine third-party findings are in `scripts/valgrind.supp` .
What it found the first time it ran is in `TODO.md` under **Memory checking ** .