2026-07-30 01:10:31 -04:00
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/**
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* @file text.c
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* @brief Implements the text subsystem.
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*/
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2026-05-06 23:18:42 -04:00
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#include <akerror.h>
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#include <SDL3/SDL.h>
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#include <SDL3_ttf/SDL_ttf.h>
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2026-05-07 22:20:10 -04:00
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#include <akgl/text.h>
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#include <akgl/registry.h>
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#include <akgl/game.h>
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2026-05-06 23:18:42 -04:00
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akerr_ErrorContext AKERR_NOIGNORE *akgl_text_loadfont(char *name, char *filepath, int size)
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{
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TTF_Font *font = NULL;
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Reindent all C sources to the canonical stroustrup style
Mechanical whitespace-only change across src/, include/, tests/, and
util/, applied with scripts/reindent.sh. No behavioral change.
Most files already conformed. The genuine outliers indented at 2 columns
(json_helpers.c, util.c from akgl_rectangle_points onward, assets.c,
staticstring.c, akgl_actor_add_child, util.h, staticstring.h) or used
spaces where the canonical form is a tab (draw.c). cc-mode also re-aligns
line-continuation backslashes in multi-line macros to its default
c-backslash-column, which is required for the tree to be a fixed point of
the indenter.
Verified whitespace-only: `git diff -w` over this change is empty apart
from three trailing blank lines removed at EOF in src/heap.c,
src/registry.c, and tests/tilemap.c. The build produces no new errors and
ctest is unchanged at 13/14, with `character` still the one intentional
failure.
The tree is now a fixed point of `scripts/reindent.sh --check`.
include/akgl/SDL_GameControllerDB.h is generated and excluded.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:17:37 -04:00
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2026-05-06 23:18:42 -04:00
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "Null font name");
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2026-07-31 06:55:25 -04:00
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FAIL_ZERO_RETURN(errctx, filepath, AKERR_NULLPOINTER, "Null filepath");
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2026-05-06 23:18:42 -04:00
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font = TTF_OpenFont(filepath, size);
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FAIL_ZERO_RETURN(errctx, font, AKGL_ERR_SDL, "%s", SDL_GetError());
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Fix every memory defect the checker found, and bump to 0.4.0
Six findings, all of them libakgl's, all closed. The memcheck run is clean.
Not one of the four json_load_file calls in src/ was ever matched by a
json_decref, so every asset load abandoned 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. Each loader now releases it in the
CLEANUP block it already had, on the success path as well as the failure
one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT
block first: props is a borrowed reference into the document and is read
after the block ends, so every exit from that loop leaked the whole tree.
akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what
SDL handed back, which is SDL's strdup of the value -- four bytes for
"0.0". That read up to 4 KiB past the end of somebody else's allocation on
every property read, returned whatever was there past the terminator, and
would have faulted on a value that landed at the end of a page. It copies
the value and its terminator now, and refuses a value too long for an
akgl_String rather than truncating it into an unterminated buffer. The
header note that described the overread as a quirk describes correct
behaviour instead.
The four savegame name tables wrote a fixed-width field starting at the
registry key, and SDL sizes that allocation to the name. They read past it
on every entry and put what they found into the save file: up to half a
kilobyte of this process's heap per registered object, in a file a player
might send to somebody. They stage through a zeroed buffer now, and a
negative-array-size typedef fails the build if a table's width ever outgrows
it.
akgl_controller_list_keyboards never freed the array SDL_GetKeyboards
allocated for it.
A font could be opened and published and never handed back -- there was no
way to close one, so a game that changed fonts between scenes leaked ten
kilobytes each time, and loading over a live name leaked the font it
displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont
calls it when it replaces a name, after the new font has opened so a failed
reload leaves the caller with the font they had. A new public symbol takes
the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be
handed this library and told it is the same ABI.
tests/registry.c fills a destination with a sentinel and asserts the bytes
past the terminator survive a read, which fails against the old copy.
tests/text.c covers unload, double unload, unloading a name that was never
registered, and replacement closing the displaced font. The JSON releases
have no test of their own and cannot sensibly have one -- nothing in the
public API can observe a jansson refcount -- so the memcheck run is their
test, which is an argument for gating it rather than against.
The two remaining findings are in deps/semver's own unit test, which is
vendored. They are suppressed by function name, so a rewrite of those cases
comes back as a finding.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
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// Loading over an existing name used to abandon the font it displaced --
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// there was nothing in the library that could close one. The old font goes
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// back first now, and only once the new one has opened, so a failed load
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// leaves the caller with the font they already had.
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if ( SDL_GetPointerProperty(AKGL_REGISTRY_FONT, name, NULL) != NULL ) {
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PASS(errctx, akgl_text_unloadfont(name));
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}
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2026-05-06 23:18:42 -04:00
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FAIL_ZERO_RETURN(
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errctx,
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SDL_SetPointerProperty(AKGL_REGISTRY_FONT, name, (void *)font),
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AKERR_KEY,
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"Unable to add font %p to registry as %s : %s",
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(void *)font,
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name,
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SDL_GetError());
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SUCCEED_RETURN(errctx);
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}
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Fix every memory defect the checker found, and bump to 0.4.0
Six findings, all of them libakgl's, all closed. The memcheck run is clean.
Not one of the four json_load_file calls in src/ was ever matched by a
json_decref, so every asset load abandoned 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. Each loader now releases it in the
CLEANUP block it already had, on the success path as well as the failure
one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT
block first: props is a borrowed reference into the document and is read
after the block ends, so every exit from that loop leaked the whole tree.
akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what
SDL handed back, which is SDL's strdup of the value -- four bytes for
"0.0". That read up to 4 KiB past the end of somebody else's allocation on
every property read, returned whatever was there past the terminator, and
would have faulted on a value that landed at the end of a page. It copies
the value and its terminator now, and refuses a value too long for an
akgl_String rather than truncating it into an unterminated buffer. The
header note that described the overread as a quirk describes correct
behaviour instead.
The four savegame name tables wrote a fixed-width field starting at the
registry key, and SDL sizes that allocation to the name. They read past it
on every entry and put what they found into the save file: up to half a
kilobyte of this process's heap per registered object, in a file a player
might send to somebody. They stage through a zeroed buffer now, and a
negative-array-size typedef fails the build if a table's width ever outgrows
it.
akgl_controller_list_keyboards never freed the array SDL_GetKeyboards
allocated for it.
A font could be opened and published and never handed back -- there was no
way to close one, so a game that changed fonts between scenes leaked ten
kilobytes each time, and loading over a live name leaked the font it
displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont
calls it when it replaces a name, after the new font has opened so a failed
reload leaves the caller with the font they had. A new public symbol takes
the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be
handed this library and told it is the same ABI.
tests/registry.c fills a destination with a sentinel and asserts the bytes
past the terminator survive a read, which fails against the old copy.
tests/text.c covers unload, double unload, unloading a name that was never
registered, and replacement closing the displaced font. The JSON releases
have no test of their own and cannot sensibly have one -- nothing in the
public API can observe a jansson refcount -- so the memcheck run is their
test, which is an argument for gating it rather than against.
The two remaining findings are in deps/semver's own unit test, which is
vendored. They are suppressed by function name, so a rewrite of those cases
comes back as a finding.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 15:49:11 -04:00
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akerr_ErrorContext AKERR_NOIGNORE *akgl_text_unloadfont(char *name)
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{
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TTF_Font *font = NULL;
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "Null font name");
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font = (TTF_Font *)SDL_GetPointerProperty(AKGL_REGISTRY_FONT, name, NULL);
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FAIL_ZERO_RETURN(errctx, font, AKERR_KEY, "No font named %s in the registry", name);
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// Cleared before the close, so a font is never reachable through the
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// registry after it has been handed back to SDL_ttf.
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SDL_ClearProperty(AKGL_REGISTRY_FONT, name);
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TTF_CloseFont(font);
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SUCCEED_RETURN(errctx);
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}
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2026-05-06 23:18:42 -04:00
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akerr_ErrorContext AKERR_NOIGNORE *akgl_text_rendertextat(TTF_Font *font, char *text, SDL_Color color, int wraplength, int x, int y)
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{
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SDL_Surface *textsurf = NULL;
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SDL_Texture *texture = NULL;
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SDL_FRect dest;
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Reindent all C sources to the canonical stroustrup style
Mechanical whitespace-only change across src/, include/, tests/, and
util/, applied with scripts/reindent.sh. No behavioral change.
Most files already conformed. The genuine outliers indented at 2 columns
(json_helpers.c, util.c from akgl_rectangle_points onward, assets.c,
staticstring.c, akgl_actor_add_child, util.h, staticstring.h) or used
spaces where the canonical form is a tab (draw.c). cc-mode also re-aligns
line-continuation backslashes in multi-line macros to its default
c-backslash-column, which is required for the tree to be a fixed point of
the indenter.
Verified whitespace-only: `git diff -w` over this change is empty apart
from three trailing blank lines removed at EOF in src/heap.c,
src/registry.c, and tests/tilemap.c. The build produces no new errors and
ctest is unchanged at 13/14, with `character` still the one intentional
failure.
The tree is now a fixed point of `scripts/reindent.sh --check`.
include/akgl/SDL_GameControllerDB.h is generated and excluded.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:17:37 -04:00
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2026-05-06 23:18:42 -04:00
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, font, AKERR_NULLPOINTER, "NULL font");
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FAIL_ZERO_RETURN(errctx, text, AKERR_NULLPOINTER, "NULL text string");
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2026-07-31 12:52:20 -04:00
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// Checked before anything is rasterized, and checked at all because a
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// backend that has an SDL_Renderer but was never run through
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Namespace every exported symbol, and bump to 0.5.0
Closes internal-consistency items 1 through 6, 12 and 13. Every include guard
is _AKGL_<FILE>_H_, every in-project header include is angled, and every
exported function, type and global carries the akgl_ prefix. This is an ABI
break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename
table.
The renames were driven by renaming each declaration and letting the compiler
find the uses, not by pattern substitution: renderer, physics and camera are
also parameter and struct-member names, and a sed would have rewritten
map->physics and every akgl_RenderBackend *renderer parameter without a word.
Item 4 turned out not to be cosmetic. The library exported a global called
renderer and tests/character.c defined an SDL_Renderer *renderer of its own;
the executable's definition preempted the library's, akgl_sprite_load_json
read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load
in that suite failed. The suite reported success anyway, because libakerror's
unhandled-error handler ends in exit(errctx->status), exit keeps only the low
byte, and AKGL_ERR_SDL is exactly 256. So character had been green while
running one of its four tests, and every suite in the tree was unable to fail
on the most common status in a library built on SDL.
Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which
collapses any status a byte cannot carry onto 1, and every suite installs it.
character binds a real backend with akgl_render_2d_bind. Its fourth test then
runs for the first time and fails on a defect it has asserted all along, so
akgl_heap_release_character now walks state_sprites with
AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot
-- TODO.md Defects item 21 and half of Carried over item 1.
AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so
akgl_game_state_lock waited roughly sixteen minutes rather than one second. It
is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and
tests/game.c holds the mutex from a second thread to assert the wait -- the
contended path had no coverage at all.
Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both
install() and a generated translation unit per header, so a header that ships
is a header that is checked. Writing that found registry.h, which used
SDL_PropertiesID in eight declarations and included no SDL header.
23/23 suites pass, memcheck is clean, reindent --check is clean.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
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// akgl_render_2d_bind has a NULL draw_texture -- which is exactly the state
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// akgl_render_2d_init used to be the only escape from.
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FAIL_ZERO_RETURN(errctx, akgl_renderer, AKERR_NULLPOINTER, "No renderer backend");
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FAIL_ZERO_RETURN(errctx, akgl_renderer->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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FAIL_ZERO_RETURN(errctx, akgl_renderer->draw_texture, AKERR_NULLPOINTER, "Renderer backend has no draw_texture");
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2026-05-06 23:18:42 -04:00
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if ( wraplength > 0 ) {
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textsurf = TTF_RenderText_Blended_Wrapped(
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font,
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text,
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0,
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color,
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wraplength);
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} else {
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textsurf = TTF_RenderText_Blended(
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font,
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text,
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0,
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color);
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}
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FAIL_ZERO_RETURN(errctx, textsurf, AKERR_NULLPOINTER, "%s", SDL_GetError());
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Namespace every exported symbol, and bump to 0.5.0
Closes internal-consistency items 1 through 6, 12 and 13. Every include guard
is _AKGL_<FILE>_H_, every in-project header include is angled, and every
exported function, type and global carries the akgl_ prefix. This is an ABI
break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename
table.
The renames were driven by renaming each declaration and letting the compiler
find the uses, not by pattern substitution: renderer, physics and camera are
also parameter and struct-member names, and a sed would have rewritten
map->physics and every akgl_RenderBackend *renderer parameter without a word.
Item 4 turned out not to be cosmetic. The library exported a global called
renderer and tests/character.c defined an SDL_Renderer *renderer of its own;
the executable's definition preempted the library's, akgl_sprite_load_json
read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load
in that suite failed. The suite reported success anyway, because libakerror's
unhandled-error handler ends in exit(errctx->status), exit keeps only the low
byte, and AKGL_ERR_SDL is exactly 256. So character had been green while
running one of its four tests, and every suite in the tree was unable to fail
on the most common status in a library built on SDL.
Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which
collapses any status a byte cannot carry onto 1, and every suite installs it.
character binds a real backend with akgl_render_2d_bind. Its fourth test then
runs for the first time and fails on a defect it has asserted all along, so
akgl_heap_release_character now walks state_sprites with
AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot
-- TODO.md Defects item 21 and half of Carried over item 1.
AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so
akgl_game_state_lock waited roughly sixteen minutes rather than one second. It
is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and
tests/game.c holds the mutex from a second thread to assert the wait -- the
contended path had no coverage at all.
Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both
install() and a generated translation unit per header, so a header that ships
is a header that is checked. Writing that found registry.h, which used
SDL_PropertiesID in eight declarations and included no SDL header.
23/23 suites pass, memcheck is clean, reindent --check is clean.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
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texture = SDL_CreateTextureFromSurface(akgl_renderer->sdl_renderer, textsurf);
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2026-05-06 23:18:42 -04:00
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FAIL_ZERO_RETURN(errctx, texture, AKERR_NULLPOINTER, "%s", SDL_GetError());
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dest.x = x;
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dest.y = y;
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SDL_GetTextureSize(texture, &dest.w, &dest.h);
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Namespace every exported symbol, and bump to 0.5.0
Closes internal-consistency items 1 through 6, 12 and 13. Every include guard
is _AKGL_<FILE>_H_, every in-project header include is angled, and every
exported function, type and global carries the akgl_ prefix. This is an ABI
break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename
table.
The renames were driven by renaming each declaration and letting the compiler
find the uses, not by pattern substitution: renderer, physics and camera are
also parameter and struct-member names, and a sed would have rewritten
map->physics and every akgl_RenderBackend *renderer parameter without a word.
Item 4 turned out not to be cosmetic. The library exported a global called
renderer and tests/character.c defined an SDL_Renderer *renderer of its own;
the executable's definition preempted the library's, akgl_sprite_load_json
read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load
in that suite failed. The suite reported success anyway, because libakerror's
unhandled-error handler ends in exit(errctx->status), exit keeps only the low
byte, and AKGL_ERR_SDL is exactly 256. So character had been green while
running one of its four tests, and every suite in the tree was unable to fail
on the most common status in a library built on SDL.
Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which
collapses any status a byte cannot carry onto 1, and every suite installs it.
character binds a real backend with akgl_render_2d_bind. Its fourth test then
runs for the first time and fails on a defect it has asserted all along, so
akgl_heap_release_character now walks state_sprites with
AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot
-- TODO.md Defects item 21 and half of Carried over item 1.
AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so
akgl_game_state_lock waited roughly sixteen minutes rather than one second. It
is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and
tests/game.c holds the mutex from a second thread to assert the wait -- the
contended path had no coverage at all.
Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both
install() and a generated translation unit per header, so a header that ships
is a header that is checked. Writing that found registry.h, which used
SDL_PropertiesID in eight declarations and included no SDL header.
23/23 suites pass, memcheck is clean, reindent --check is clean.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 23:32:21 -04:00
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PASS(errctx, akgl_renderer->draw_texture(akgl_renderer, texture, NULL, &dest, 0, NULL, SDL_FLIP_NONE));
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2026-05-06 23:18:42 -04:00
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SDL_DestroyTexture(texture);
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2026-05-15 11:07:31 -04:00
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SDL_DestroySurface(textsurf);
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2026-05-06 23:18:42 -04:00
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SUCCEED_RETURN(errctx);
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}
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2026-07-31 06:55:25 -04:00
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akerr_ErrorContext AKERR_NOIGNORE *akgl_text_measure(TTF_Font *font, char *text, int *w, int *h)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, font, AKERR_NULLPOINTER, "NULL font");
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FAIL_ZERO_RETURN(errctx, text, AKERR_NULLPOINTER, "NULL text string");
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FAIL_ZERO_RETURN(errctx, w, AKERR_NULLPOINTER, "NULL width destination");
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FAIL_ZERO_RETURN(errctx, h, AKERR_NULLPOINTER, "NULL height destination");
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// A zero length means "the string is null terminated", not "the empty
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// string" -- an empty text measures 0 wide and one line high.
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FAIL_ZERO_RETURN(
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errctx,
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TTF_GetStringSize(font, text, 0, w, h),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext AKERR_NOIGNORE *akgl_text_measure_wrapped(TTF_Font *font, char *text, int wraplength, int *w, int *h)
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{
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, font, AKERR_NULLPOINTER, "NULL font");
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FAIL_ZERO_RETURN(errctx, text, AKERR_NULLPOINTER, "NULL text string");
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FAIL_ZERO_RETURN(errctx, w, AKERR_NULLPOINTER, "NULL width destination");
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FAIL_ZERO_RETURN(errctx, h, AKERR_NULLPOINTER, "NULL height destination");
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// SDL_ttf takes the wrap width as an int and reads a negative one as a
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// very large unsigned width, which silently disables wrapping instead of
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// reporting anything. Refuse it here rather than return a wrong measurement.
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FAIL_NONZERO_RETURN(
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errctx,
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(wraplength < 0),
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AKERR_OUTOFBOUNDS,
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"Wrap length %d is negative",
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wraplength);
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FAIL_ZERO_RETURN(
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errctx,
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TTF_GetStringSizeWrapped(font, text, 0, wraplength, w, h),
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AKGL_ERR_SDL,
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"%s",
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SDL_GetError());
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SUCCEED_RETURN(errctx);
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}
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