Name every local error context errctx
Closes internal-consistency item 18. The convention was settled -- AGENTS.md records errctx winning 92 sites to 45 -- but the other 45 were still there, and four files favoured `e` throughout while six favoured errctx, sometimes within one file. Its own commit because it is a rename and nothing else. All 333 changed lines are a single identifier substitution: applying \be\b -> errctx to each removed line reproduces the added line exactly, and the counts match at 333 either way. `e` keeps its meaning where the convention actually wants it -- an incoming error context being inspected, as in akgl_get_json_with_default(e, ...) -- which is why that function was left alone. 25/25 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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@@ -20,19 +20,19 @@ akerr_ErrorContext *akgl_render_2d_init(akgl_RenderBackend *self)
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akgl_String *height = NULL;
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int screenwidth;
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int screenheight;
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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PASS(e, akgl_get_property("game.screenwidth", &width, "0"));
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PASS(e, akgl_get_property("game.screenheight", &height, "0"));
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PASS(e, aksl_atoi(width->data, &screenwidth));
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PASS(e, aksl_atoi(height->data, &screenheight));
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PASS(errctx, akgl_get_property("game.screenwidth", &width, "0"));
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PASS(errctx, akgl_get_property("game.screenheight", &height, "0"));
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PASS(errctx, aksl_atoi(width->data, &screenwidth));
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PASS(errctx, aksl_atoi(height->data, &screenheight));
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SDL_Log("Initializing screen (%sx%s = %dx%d)", width->data, height->data, screenwidth, screenheight);
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PASS(e, akgl_heap_release_string(width));
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PASS(e, akgl_heap_release_string(height));
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PASS(errctx, akgl_heap_release_string(width));
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PASS(errctx, akgl_heap_release_string(height));
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FAIL_ZERO_RETURN(
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e,
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errctx,
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SDL_CreateWindowAndRenderer(akgl_game.uri, screenwidth, screenheight, 0, &akgl_window, &self->sdl_renderer),
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AKGL_ERR_SDL,
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"Couldn't create window/renderer: %s",
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@@ -43,14 +43,14 @@ akerr_ErrorContext *akgl_render_2d_init(akgl_RenderBackend *self)
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akgl_camera->w = screenwidth;
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akgl_camera->h = screenheight;
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PASS(e, akgl_render_2d_bind(self));
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SUCCEED_RETURN(e);
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PASS(errctx, akgl_render_2d_bind(self));
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_render_2d_bind(akgl_RenderBackend *self)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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// Deliberately does not touch self->sdl_renderer: a host that owns its own
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// window has already put one there, and this is the only way it gets a
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@@ -61,84 +61,84 @@ akerr_ErrorContext *akgl_render_2d_bind(akgl_RenderBackend *self)
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self->draw_texture = &akgl_render_2d_draw_texture;
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self->draw_mesh = &akgl_render_2d_draw_mesh;
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self->draw_world = &akgl_render_2d_draw_world;
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SUCCEED_RETURN(e);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_render_2d_shutdown(akgl_RenderBackend *self)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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SUCCEED_RETURN(e);
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_render_2d_frame_start(akgl_RenderBackend *self)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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SDL_SetRenderDrawColor(self->sdl_renderer, 0, 0, 0, 255);
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SDL_RenderClear(self->sdl_renderer);
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SUCCEED_RETURN(e);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_render_2d_frame_end(akgl_RenderBackend *self)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
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SDL_RenderPresent(self->sdl_renderer);
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SUCCEED_RETURN(e);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_render_2d_draw_texture(akgl_RenderBackend *self, SDL_Texture *texture, SDL_FRect *src, SDL_FRect *dest, double angle, SDL_FPoint *center, SDL_FlipMode flip)
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{
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PREPARE_ERROR(e);
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(e, texture, AKERR_NULLPOINTER, "texture");
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//FAIL_ZERO_RETURN(e, src, AKERR_NULLPOINTER, "src");
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//FAIL_ZERO_RETURN(e, dest, AKERR_NULLPOINTER, "dest");
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PREPARE_ERROR(errctx);
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, texture, AKERR_NULLPOINTER, "texture");
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//FAIL_ZERO_RETURN(errctx, src, AKERR_NULLPOINTER, "src");
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//FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");
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if ( angle != 0 ) {
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FAIL_ZERO_RETURN(e, center, AKERR_NULLPOINTER, "center");
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FAIL_ZERO_RETURN(errctx, center, AKERR_NULLPOINTER, "center");
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FAIL_ZERO_RETURN(
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e,
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errctx,
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SDL_RenderTextureRotated(self->sdl_renderer, texture, src, dest, angle, center, flip),
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AKERR_NULLPOINTER, "%s", SDL_GetError()
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);
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} else {
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FAIL_ZERO_RETURN(
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e,
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errctx,
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SDL_RenderTexture(self->sdl_renderer, texture, src, dest),
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AKERR_NULLPOINTER, "%s", SDL_GetError()
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);
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}
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SUCCEED_RETURN(e);
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SUCCEED_RETURN(errctx);
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}
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akerr_ErrorContext *akgl_render_2d_draw_mesh(akgl_RenderBackend *self)
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{
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PREPARE_ERROR(e);
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FAIL_RETURN(e, AKERR_API, "Not implemented");
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PREPARE_ERROR(errctx);
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FAIL_RETURN(errctx, AKERR_API, "Not implemented");
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}
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akerr_ErrorContext *akgl_render_2d_draw_world(akgl_RenderBackend *self, akgl_Iterator *opflags)
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{
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PREPARE_ERROR(e);
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PREPARE_ERROR(errctx);
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akgl_Iterator defflags;
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SDL_Time curTime = SDL_GetTicksNS();
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akgl_Actor *actor = NULL;
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int j = 0;
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FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
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FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
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if ( opflags == NULL ) {
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opflags = &defflags;
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PASS(e, aksl_memset((void *)opflags, 0x00, sizeof(akgl_Iterator)));
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PASS(errctx, aksl_memset((void *)opflags, 0x00, sizeof(akgl_Iterator)));
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}
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for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS ; i++ ) {
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if ( i < akgl_gamemap->numlayers ) {
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PASS(e, akgl_tilemap_draw(akgl_gamemap, akgl_camera, i));
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PASS(errctx, akgl_tilemap_draw(akgl_gamemap, akgl_camera, i));
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}
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for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR ; j++ ) {
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actor = &akgl_heap_actors[j];
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@@ -148,9 +148,9 @@ akerr_ErrorContext *akgl_render_2d_draw_world(akgl_RenderBackend *self, akgl_Ite
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if ( actor->layer != i ) {
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continue;
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}
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PASS(e, actor->renderfunc(actor));
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PASS(errctx, actor->renderfunc(actor));
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}
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}
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SUCCEED_RETURN(e);
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SUCCEED_RETURN(errctx);
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}
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