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>
This commit is contained in:
2026-07-31 23:32:21 -04:00
parent 93e8e4afa4
commit 9924d74dcc
60 changed files with 1199 additions and 860 deletions

View File

@@ -16,18 +16,18 @@
#define _AKGL_CHARACTER_H_
#include <SDL3/SDL_properties.h>
#include "types.h"
#include "sprite.h"
#include <akgl/types.h>
#include <akgl/sprite.h>
#define AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH 128
#define AKGL_CHARACTER_MAX_NAME_LENGTH 128
#define AKGL_MAX_HEAP_CHARACTER 256
/** @brief Defines reusable movement parameters and actor-state sprite bindings. */
typedef struct akgl_Character {
uint8_t refcount; /**< Pool bookkeeping; 0 means the slot is free. */
char name[AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH]; /**< Registry key. Truncated, not rejected, if the source name is longer. */
char name[AKGL_CHARACTER_MAX_NAME_LENGTH]; /**< Registry key. Truncated, not rejected, if the source name is longer. */
SDL_PropertiesID state_sprites; /**< State bitmask (decimal, as a string) -> akgl_Sprite *. */
uint64_t speedtime; /**< Nanoseconds one sprite frame is held before advancing. Read from JSON in milliseconds and scaled by #AKGL_TIME_ONESEC_MS, which despite its name is nanoseconds-per-millisecond. TODO.md item 6. */
uint64_t speedtime; /**< Nanoseconds one sprite frame is held before advancing. Read from JSON in milliseconds and scaled by #AKGL_TIME_ONEMS_NS. */
float32_t ax; /**< Acceleration along x, world units per second squared. Copied into an actor by akgl_actor_set_character. */
float32_t ay; /**< Acceleration along y. */
float32_t az; /**< Acceleration along z. Not read from JSON; stays 0 unless set by hand. */
@@ -52,7 +52,7 @@ typedef struct akgl_Character {
* akgl_heap_next_character. Required. Any previous contents are
* discarded without releasing the sprites they referenced.
* @param name Registry key, NUL-terminated. Required. Truncated at
* #AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH. A name already in the
* #AKGL_CHARACTER_MAX_NAME_LENGTH. A name already in the
* registry is silently replaced, and the character it displaced
* becomes unreachable rather than being released.
* @return `NULL` on success, otherwise an error context owned by the caller.