Namespace every exported symbol, and bump to 0.5.0
Closes internal-consistency items 1 through 6, 12 and 13. Every include guard is _AKGL_<FILE>_H_, every in-project header include is angled, and every exported function, type and global carries the akgl_ prefix. This is an ABI break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename table. The renames were driven by renaming each declaration and letting the compiler find the uses, not by pattern substitution: renderer, physics and camera are also parameter and struct-member names, and a sed would have rewritten map->physics and every akgl_RenderBackend *renderer parameter without a word. Item 4 turned out not to be cosmetic. The library exported a global called renderer and tests/character.c defined an SDL_Renderer *renderer of its own; the executable's definition preempted the library's, akgl_sprite_load_json read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load in that suite failed. The suite reported success anyway, because libakerror's unhandled-error handler ends in exit(errctx->status), exit keeps only the low byte, and AKGL_ERR_SDL is exactly 256. So character had been green while running one of its four tests, and every suite in the tree was unable to fail on the most common status in a library built on SDL. Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which collapses any status a byte cannot carry onto 1, and every suite installs it. character binds a real backend with akgl_render_2d_bind. Its fourth test then runs for the first time and fails on a defect it has asserted all along, so akgl_heap_release_character now walks state_sprites with AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot -- TODO.md Defects item 21 and half of Carried over item 1. AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so akgl_game_state_lock waited roughly sixteen minutes rather than one second. It is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and tests/game.c holds the mutex from a second thread to assert the wait -- the contended path had no coverage at all. Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both install() and a generated translation unit per header, so a header that ships is a header that is checked. Writing that found registry.h, which used SDL_PropertiesID in eight declarations and included no SDL header. 23/23 suites pass, memcheck is clean, reindent --check is clean. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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20
README.md
20
README.md
@@ -24,8 +24,8 @@ PASS(e, akgl_registry_load_properties(YOUR_REGISTR_FILEPATH));
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Initialize your physics engine and renderer of choice
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```c
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PASS(e, akgl_render_init2d(renderer));
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PASS(e, akgl_physics_init_arcade(physics));
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PASS(e, akgl_render_2d_init(akgl_renderer));
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PASS(e, akgl_physics_init_arcade(akgl_physics));
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```
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Unlock the game state
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@@ -55,10 +55,10 @@ In your game loop (or in your `SDL_AppIterate` method), lock the game state, cal
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```c
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PASS(e, akgl_game_state_lock());
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PASS(e, renderer->frame_start(renderer));
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SDL_RenderClear(renderer->sdl_renderer);
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PASS(e, akgl_renderer->frame_start(akgl_renderer));
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SDL_RenderClear(akgl_renderer->sdl_renderer);
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PASS(e, akgl_game_update(NULL));
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PASS(e, renderer->frame_end(renderer));
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PASS(e, akgl_renderer->frame_end(akgl_renderer));
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PASS(e, akgl_game_state_unlock());
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```
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@@ -190,7 +190,7 @@ Character files:
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The engine ONLY supports TilED TMJ tilemaps with tileset external references. Load a tilemap into the global `akgl_Tilemap *gamemap` object.
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```c
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PASS(e, akgl_tilemap_load(PATHSTRING, gamemap));
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PASS(e, akgl_tilemap_load(PATHSTRING, akgl_gamemap));
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```
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Actors will be automatically populated from objects in the tilemap object layers. Actor state flags here must be expressed as an integer, you can't (yet) use the same array of strings that is used in character json files.
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@@ -225,8 +225,8 @@ Actors will be automatically populated from objects in the tilemap object layers
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Check if the tilemap wants to use its own physics, and if you want to allow that, override the global physics simulation
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```c
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if ( gamemap->use_own_physics == true ) {
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physics = &gamemap->physics;
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if ( akgl_gamemap->use_own_physics == true ) {
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akgl_physics = &akgl_gamemap->physics;
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}
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```
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@@ -251,13 +251,13 @@ Tilemap physics specification follows. A map can specify its own physics propert
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}],
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```
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The global `gamemap` object is automatically displayed if it is populated. Actors are drawn at the appropriate map layer depending on the actor's `layer` property (warning: this may be replaced with a `z` property soon.)
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The global `akgl_gamemap` object is automatically displayed if it is populated. Actors are drawn at the appropriate map layer depending on the actor's `layer` property (warning: this may be replaced with a `z` property soon.)
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## How do I get the screen width and height
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The most direct is to call `SDL_GetCurrentDisplayMode` to get the parameters from the returned `SDL_DisplayMode` structure (`->w` and `->h`).
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The simplest way is to check the global `camera` object's `camera->w` and `camera->h` object. You may have more than one camera on a scene, and it's theoretically possible that the global camera object has been overriden and no longer represents the full screen.
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The simplest way is to check the global `akgl_camera` object's `akgl_camera->w` and `akgl_camera->h` object. You may have more than one camera on a scene, and it's theoretically possible that the global camera object has been overriden and no longer represents the full screen.
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The most reliable engine-centric way is to use `akgl_get_property` to get the property from the engine. Properties are read and stored as strings, so if you need to do these kinds of things a lot, cache the integer value somewhere.
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