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> Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
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@@ -138,49 +138,77 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_list_keyboards(void);
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akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_event(void *appstate, SDL_Event *event);
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/**
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* @brief Declared but not defined under this name. Do not call.
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* @brief Set the movement and facing bits on the "player" actor for a D-pad or arrow press.
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*
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* The implementation exists as `gamepad_handle_button_down` in `src/controller.c`
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* and is `static`-in-spirit -- it is not declared anywhere -- so a caller that
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* uses this declaration compiles and then fails to link. TODO.md, "Known and
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* still open" item 10.
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* A whole-application shortcut rather than a control-map binding: it looks the
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* actor up by the literal name `"player"` in #AKGL_REGISTRY_ACTOR instead of
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* being told which actor to act on, so it only ever drives one. The
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* akgl_actor_cmhf_* handlers are the general form.
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*
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* @param appstate Application state supplied by SDL.
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* @param event SDL input event to process.
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* @return Nothing; it cannot be called.
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* Facing follows movement unless the actor sets `movement_controls_face`, which
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* is how an actor that aims independently of the direction it walks opts out.
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*
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* @param appstate Passed through from SDL. Required as a non-`NULL` token only;
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* never read.
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* @param event The button or key event. Required. Both the gamepad and
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* keyboard unions are read on every call, so the arm that does
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* not correspond to the event type is read as garbage -- which
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* works only because no real button and keycode pair collides.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p appstate or @p event is `NULL`, or if there is
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* no actor registered under the name "player".
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_button_down(void *appstate, SDL_Event *event);
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/**
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* @brief Declared but not defined under this name. Do not call.
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* @brief Clear the movement bit on the "player" actor for a D-pad or arrow release, and reset its animation.
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*
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* See akgl_controller_handle_button_down. The implementation is
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* `gamepad_handle_button_up`.
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* The counterpart to akgl_controller_handle_button_down. It clears only the movement
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* bit, leaving the facing bits alone so the actor keeps looking the way it was
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* walking, and rewinds `curSpriteFrameId` to 0 so the next step starts from the
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* first frame of the walk cycle rather than wherever it stopped.
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*
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* @param appstate Application state supplied by SDL.
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* @param event SDL input event to process.
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* @return Nothing; it cannot be called.
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* @param appstate Passed through from SDL. Required as a non-`NULL` token only.
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* @param event The button or key release event. Required.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p appstate or @p event is `NULL`, or if there is
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* no actor registered under the name "player".
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_button_up(void *appstate, SDL_Event *event);
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/**
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* @brief Declared but not defined under this name. Do not call.
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* @brief Open a gamepad that has just been plugged in, and log its mapping.
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*
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* See akgl_controller_handle_button_down. The implementation is
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* `gamepad_handle_added`, which opens a newly plugged-in gamepad.
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* SDL delivers no button events from an unopened gamepad, so a device that
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* appears mid-session has to be opened here the way akgl_controller_open_gamepads
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* opens the ones present at startup. A gamepad SDL has already opened is logged
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* and left alone.
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*
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* @param appstate Application state supplied by SDL.
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* @param event SDL input event to process.
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* @return Nothing; it cannot be called.
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* The mapping is logged because a controller with no entry in the database
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* produces no button events at all, and that is otherwise indistinguishable
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* from a broken binding.
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*
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* @param appstate Passed through from SDL. Required as a non-`NULL` token only.
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* @param event The SDL_EVENT_GAMEPAD_ADDED event. Required. The joystick id
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* is read out of the `gbutton` arm rather than `gdevice`, which
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* works because the two share their `which` field.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p appstate or @p event is `NULL`.
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*
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* @note A failed `SDL_OpenGamepad` is logged rather than reported: this returns
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* success and the device stays silent.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_added(void *appstate, SDL_Event *event);
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/**
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* @brief Declared but not defined under this name. Do not call.
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* @brief Close a gamepad that has been unplugged.
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*
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* See akgl_controller_handle_button_down. The implementation is
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* `gamepad_handle_removed`, which closes an unplugged gamepad.
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* An unplugged device SDL still has open is a leaked handle, so this closes it.
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* A removal for a device that was never opened is logged and otherwise ignored.
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* Any control map still holding that `jsid` simply stops matching -- the map is
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* not torn down.
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*
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* @param appstate Application state supplied by SDL.
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* @param event SDL input event to process.
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* @return Nothing; it cannot be called.
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* @param appstate Passed through from SDL. Required as a non-`NULL` token only.
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* @param event The SDL_EVENT_GAMEPAD_REMOVED event. Required.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_NULLPOINTER If @p appstate or @p event is `NULL`.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_removed(void *appstate, SDL_Event *event);
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