Include actor.h from controller.h so the header compiles on its own
controller.h declares three handler pointers taking an akgl_Actor * and included nothing that declares that type, so any translation unit reaching for it before akgl/actor.h failed with "unknown type name 'akgl_Actor'". src/controller.c never noticed because it includes akgl/game.h first, and tests/controller.c carried a comment explaining the workaround. Included rather than forward-declared: akgl_Actor is a typedef of a named struct and repeating a typedef is C11, not C99. It closes no cycle -- actor.h reaches only types.h and character.h. tests/headers.c is a whole suite for one #include on purpose. A second #include after the first proves nothing about the second, because by then the first has dragged its dependencies in; covering another header means another file shaped like this one. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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37
tests/headers.c
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37
tests/headers.c
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/**
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* @file headers.c
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* @brief Checks that a public header can be the first thing a caller includes.
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*
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* The assertion here is the compile, not anything main() does. `akgl/controller.h`
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* declares its binding handlers as taking an `akgl_Actor *` and once did not
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* declare that type, so every translation unit that reached for it before
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* `akgl/actor.h` failed with "unknown type name 'akgl_Actor'". `src/controller.c`
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* never noticed, because it includes `akgl/game.h` first.
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*
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* One header per file, deliberately. A second `#include` after the first proves
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* nothing about the second: by then the first has already dragged its
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* dependencies in. Covering another header means another file like this one.
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*/
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#include <akgl/controller.h>
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#include <string.h>
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int main(void)
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{
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akgl_Control control;
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// Enough to require the akgl_Actor declaration to be complete rather than
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// merely present: the handler signature names it, and a control map holds
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// one by value.
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memset(&control, 0x00, sizeof(akgl_Control));
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control.key = SDLK_LEFT;
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control.handler_on = &akgl_Actor_cmhf_left_on;
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if ( control.handler_on == NULL ) {
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return 1;
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}
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if ( sizeof(GAME_ControlMaps) != (sizeof(akgl_ControlMap) * AKGL_MAX_CONTROL_MAPS) ) {
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return 1;
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}
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return 0;
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}
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