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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@@ -177,17 +177,7 @@ extern SDL_FRect *akgl_camera;
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* @note It takes the state lock on the way in and releases it on the way out, so
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* a failure part-way through leaves the mutex held.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init();
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/**
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* @brief Declared but never defined. Do not call.
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*
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* There is no definition anywhere in the library, so a translation unit that
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* calls this compiles and then fails to link. Screen setup is akgl_render_2d_init.
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* Tracked in TODO.md under header/implementation surface drift.
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*
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* @return Nothing; it cannot be called.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init_screen();
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init(void);
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/**
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* @brief Count this frame, and recompute the frame rate once a second has passed.
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*
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@@ -198,7 +188,7 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init_screen();
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* the low-FPS threshold and so fires `lowfpsfunc` on every frame until the first
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* second is up.
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*/
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void akgl_game_update_fps();
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void akgl_game_update_fps(void);
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/**
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* @brief Write the game state and the name-to-pointer tables to a save file.
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*
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@@ -311,4 +301,51 @@ akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_unlock(void);
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags);
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/*
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* These functions are part of the internal API and should not be called by the
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* user. They are only exposed here for unit testing.
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*/
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/**
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* @brief Write all four name-to-address tables, each with its terminator.
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*
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* Actors, sprites, spritesheets, characters, in that order -- which is the order
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* akgl_game_load reads them back in. Each table is the registry enumerated one
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* entry at a time, followed by a zeroed name field and a zeroed pointer that the
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* reader stops on.
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*
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* @param fp The open save-game stream. 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 fp is `NULL`.
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* @throws AKERR_IO On a stream error or a short write while emitting a
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* terminator.
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*
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* @note Only the terminators are written through the error-reporting path. The
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* entries themselves go through `SDL_EnumerateProperties`, whose callbacks
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* cannot report failure upward and instead terminate the process -- so a
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* write error mid-table never reaches this function's return value.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save_actors(FILE *fp);
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/**
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* @brief Refuse a save file unless its version matches the running one exactly.
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*
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* Both strings are parsed as semver and compared with `"="` -- exact equality,
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* not compatibility. That is deliberate and strict: a save file is a raw memory
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* image of `akgl_Game` and the object tables, so any change to a struct layout
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* invalidates it, and semver has no way to say "the layout did not move".
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*
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* @param versiontype What is being compared -- `"library"` or `"game"`. Used
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* only to build the message, but required, since a bare
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* "incompatible version" error would not say which.
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* @param newversion The version read out of the save file. Required.
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* @param curversion The version of the running program or library. Required.
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* @return `NULL` when the two match, otherwise an error context owned by the
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* caller.
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* @throws AKERR_NULLPOINTER If any of the three arguments is `NULL`.
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* @throws AKERR_VALUE If either string is not valid semver. The message says
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* which side it came from.
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* @throws AKERR_API If both parse but are not equal. The message quotes both.
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*/
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akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_versioncmp(char *versiontype, char *newversion, char *curversion);
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#endif //_AKGL_GAME_H_
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