Give every exported function a declaration, and check that it stays that way

Closes internal-consistency items 7 through 15. Nineteen non-static functions
were in the ABI with no declaration anywhere, so no consumer could call them
and any consumer could collide with them.

The four gamepad_handle_* functions are the ones that mattered: controller.h
declared akgl_controller_handle_button_down and three siblings that did not
exist, so anything compiled against the header alone failed to link. The
definitions carry the declared names now, which also closes Defects -> Known
and still open item 10, and their documentation moved to the header.

The rest are either declared under a "part of the internal API" block --
akgl_game_save_actors and akgl_game_load_versioncmp, which tests/game.c had to
declare for itself, plus six tilemap loader helpers the untested-loader work
wants to reach -- or static, which is what the four save iterators and
load_objectnamemap should always have been. akgl_path_relative_from is deleted:
declared nowhere, called from nowhere, never wrote its output, and leaked a
pooled string on every call, so it closes Known and still open item 4 and item
40 by ceasing to exist.

scripts/check_api_surface.sh keeps it closed. It reads the built library's
dynamic symbol table and every public header with comments stripped, and fails
on an exported akgl_* symbol that is declared nowhere. Stripping comments is
the whole point -- four of these were mentioned in controller.h prose, which is
how they went unnoticed.

The pool-size ceilings are defined once, in heap.h, so the #ifndef override
hook fires for the first time; actor.h, sprite.h and character.h were defining
the same four unconditionally from headers heap.h includes above its own guard.
tests/header_pool_override.c fails the compile if that regresses.

Also here: (void) rather than () on the twelve no-argument entry points,
AKERR_NOIGNORE only on declarations, static helpers with the akgl_ prefix
dropped, and the six parameter-name mismatches. akgl_get_json_with_default had
its two contexts swapped rather than merely misspelled -- the incoming one was
`err` and its own was `e`, which is the name reserved for an incoming one.

24/24 pass, reindent --check clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-31 23:44:38 -04:00
parent 9924d74dcc
commit 3a262bee54
29 changed files with 676 additions and 620 deletions

View File

@@ -87,23 +87,6 @@ akerr_ErrorContext *akgl_get_json_properties_integer(json_t *obj, char *key, int
SUCCEED_RETURN(errctx);
}
/**
* @brief Read a Tiled custom property declared as `number`.
*
* Tiled writes `float` for a floating-point property, so this matches nothing
* Tiled produces today -- akgl_get_json_properties_float is the one the loader
* uses. Kept because a hand-written or older map may still say `number`.
*
* @param obj The Tiled object whose `properties` array to search. Required.
* @param key The property name. Required.
* @param dest Receives the value as a `float`. Not written on any failure path.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p obj or @p key is `NULL`.
* @throws AKERR_KEY If the property is absent, or @p obj has no properties.
* @throws AKERR_TYPE If the property is not declared `number`, or its `value` is
* not numeric.
* @throws AKGL_ERR_HEAP If the string pool is exhausted.
*/
akerr_ErrorContext *akgl_get_json_properties_number(json_t *obj, char *key, float *dest)
{
PREPARE_ERROR(errctx);
@@ -114,22 +97,6 @@ akerr_ErrorContext *akgl_get_json_properties_number(json_t *obj, char *key, floa
SUCCEED_RETURN(errctx);
}
/**
* @brief Read a Tiled custom property declared as `float`.
*
* The spelling Tiled actually writes for a floating-point property. This is how
* the `scale` on a perspective marker is read.
*
* @param obj The Tiled object whose `properties` array to search. Required.
* @param key The property name. Required.
* @param dest Receives the value. Not written on any failure path.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p obj or @p key is `NULL`.
* @throws AKERR_KEY If the property is absent, or @p obj has no properties.
* @throws AKERR_TYPE If the property is not declared `float`, or its `value` is
* not numeric.
* @throws AKGL_ERR_HEAP If the string pool is exhausted.
*/
akerr_ErrorContext *akgl_get_json_properties_float(json_t *obj, char *key, float *dest)
{
PREPARE_ERROR(errctx);
@@ -140,24 +107,6 @@ akerr_ErrorContext *akgl_get_json_properties_float(json_t *obj, char *key, float
SUCCEED_RETURN(errctx);
}
/**
* @brief Read a Tiled custom property declared as `float`, at full precision.
*
* Same declared type as akgl_get_json_properties_float, but writing a `double`.
* The map's physics constants are `double`, which is the reason both exist.
*
* @param obj The Tiled object whose `properties` array to search. Required.
* @param key The property name. Required.
* @param dest Receives the value. Not written on any failure path.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p obj or @p key is `NULL`.
* @throws AKERR_KEY If the property is absent, or @p obj has no properties.
* akgl_tilemap_load_physics passes this status to
* akgl_get_json_with_default, which turns it into a default of 0.0.
* @throws AKERR_TYPE If the property is not declared `float`, or its `value` is
* not numeric.
* @throws AKGL_ERR_HEAP If the string pool is exhausted.
*/
akerr_ErrorContext *akgl_get_json_properties_double(json_t *obj, char *key, double *dest)
{
PREPARE_ERROR(errctx);
@@ -288,41 +237,6 @@ akerr_ErrorContext *akgl_tilemap_load_tilesets(akgl_Tilemap *dest, json_t *root,
SUCCEED_RETURN(errctx);
}
/**
* @brief Turn one Tiled object into a live actor, creating it if it is not already registered.
*
* The object's name is the actor's registry key, which is what lets the same
* actor be placed by more than one object: the first placement creates it and
* binds the character named in the object's `character` property, and every
* later one just takes another reference. Either way the object's position,
* visibility, and layer are copied onto the actor and the object keeps a
* pointer to it.
*
* Not declared in tilemap.h -- reachable only through
* akgl_tilemap_load_layer_objects.
*
* @param curobj The tilemap object, with its `name`, `x`, `y`, and
* `visible` already read from JSON. Required, unchecked,
* dereferenced at once.
* @param layerdatavalue The object's JSON, for the custom properties --
* `character` and `state` -- that are not part of Tiled's
* own object fields. Required.
* @param layerid The layer this object sits on, copied onto the actor.
* @param dirname Directory to resolve paths against. Accepted for
* signature consistency; nothing here uses it.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY If the object's name is empty -- an actor has to be
* addressable -- if the `character` or `state` property is absent, or if
* the named character is not in #AKGL_REGISTRY_CHARACTER.
* @throws AKERR_TYPE If `character` is not declared `string` or `state` not
* declared `int`.
* @throws AKERR_NULLPOINTER If akgl_actor_initialize refuses the name.
* @throws AKGL_ERR_HEAP If the actor or string pool is exhausted.
*
* @note An existing actor's `character` and position are overwritten by each
* later placement, so two objects naming one actor leave it wherever the
* last one put it rather than producing two.
*/
akerr_ErrorContext *akgl_tilemap_load_layer_object_actor(akgl_TilemapObject *curobj, json_t *layerdatavalue, int layerid, akgl_String *dirname)
{
PREPARE_ERROR(errctx);
@@ -444,34 +358,6 @@ akerr_ErrorContext *akgl_tilemap_load_layer_tile(akgl_Tilemap *dest, json_t *roo
SUCCEED_RETURN(errctx);
}
/**
* @brief Load one image layer: upload its image as a single texture.
*
* An image layer is one picture rather than a grid, which is what a parallax
* backdrop wants. The layer's `width` and `height` are taken from the loaded
* texture rather than from the JSON, so they are always the true pixel size.
*
* Not declared in tilemap.h -- reachable only through akgl_tilemap_load_layers.
*
* @param dest The map to load into. Required.
* @param root The layer's JSON object. Required.
* @param layerid Which layer slot to fill. Not bounds-checked.
* @param dirname Directory to resolve the layer's `image` path against.
* Required. Joined with a `/` rather than run through
* akgl_path_relative, so unlike a tileset image this path is not
* canonicalized and an absolute one will not work.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p dest, @p root, or @p dirname is `NULL`.
* @throws AKERR_KEY If the layer has no `image`.
* @throws AKERR_TYPE If `image` is not a string.
* @throws AKGL_ERR_SDL If the image cannot be loaded. The message carries
* `SDL_GetError()`.
* @throws AKGL_ERR_HEAP If the string pool is exhausted.
*
* @note The joined path is truncated at
* #AKGL_TILEMAP_MAX_TILESET_FILENAME_SIZE without complaint, so an
* over-long path fails as a missing file rather than as a length error.
*/
akerr_ErrorContext *akgl_tilemap_load_layer_image(akgl_Tilemap *dest, json_t *root, int layerid, akgl_String *dirname)
{
PREPARE_ERROR(errctx);
@@ -558,33 +444,6 @@ akerr_ErrorContext *akgl_tilemap_load_layers(akgl_Tilemap *dest, json_t *root, a
SUCCEED_RETURN(errctx);
}
/**
* @brief Give the map its own physics backend, if it asked for one.
*
* A map with a `physics.model` custom property gets its own backend, configured
* from `physics.gravity.x`/`.y`/`.z` and `physics.drag.x`/`.y`/`.z`, and
* `use_own_physics` is set so a caller knows to simulate through it. Each
* constant defaults to 0.0 when absent, so a map can name a model and override
* only what it cares about.
*
* Absence is the normal case at every level: a map with no properties at all, or
* with properties but no `physics.model`, uses the game's global backend and
* this returns success. That is why the AKERR_KEY handlers here are not error
* paths -- they are the "map did not ask" path.
*
* Not declared in tilemap.h -- reachable only through akgl_tilemap_load.
*
* @param dest The map to configure. Required in practice; not checked here,
* since akgl_tilemap_load has already done so.
* @param root The map's root JSON object. Required, likewise.
* @return `NULL` on success -- including when the map declared no physics at
* all -- otherwise an error context owned by the caller.
* @throws AKERR_KEY If `physics.model` names a backend that does not exist.
* @throws AKERR_TYPE If `physics.model` is not declared `string`, or one of the
* six constants is not declared `float`.
* @throws AKERR_NULLPOINTER If akgl_physics_factory refuses its arguments.
* @throws AKGL_ERR_HEAP If the string pool is exhausted.
*/
akerr_ErrorContext *akgl_tilemap_load_physics(akgl_Tilemap *dest, json_t *root)
{
PREPARE_ERROR(e);
@@ -913,7 +772,7 @@ akerr_ErrorContext *akgl_tilemap_draw_tileset(akgl_Tilemap *map, int tilesetidx)
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_scale_actor(akgl_Tilemap *map, akgl_Actor *actor)
akerr_ErrorContext *akgl_tilemap_scale_actor(akgl_Tilemap *map, akgl_Actor *actor)
{
PREPARE_ERROR(e);
@@ -930,7 +789,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_scale_actor(akgl_Tilemap *map, a
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_release(akgl_Tilemap *dest)
akerr_ErrorContext *akgl_tilemap_release(akgl_Tilemap *dest)
{
// Release all tileset textures
// Release all image layer textures