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:
@@ -13,7 +13,7 @@
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#include <akerror.h>
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#include <akgl/error.h>
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// For the akgl_Actor_cmhf_* handlers these tests bind. akgl/controller.h pulls
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// For the akgl_actor_cmhf_* handlers these tests bind. akgl/controller.h pulls
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// actor.h in for itself now; tests/headers.c is what keeps it doing so.
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#include <akgl/actor.h>
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#include <akgl/character.h>
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@@ -52,7 +52,7 @@ static void reset_control_maps(void)
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{
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int i = 0;
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for ( i = 0; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
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memset(&GAME_ControlMaps[i], 0x00, sizeof(akgl_ControlMap));
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memset(&akgl_controlmaps[i], 0x00, sizeof(akgl_ControlMap));
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}
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}
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@@ -129,30 +129,30 @@ akerr_ErrorContext *test_controller_pushmap(void)
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control.key = SDLK_SPACE;
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control.event_on = SDL_EVENT_KEY_DOWN;
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control.event_off = SDL_EVENT_KEY_UP;
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control.handler_on = &akgl_Actor_cmhf_left_on;
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control.handler_off = &akgl_Actor_cmhf_left_off;
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control.handler_on = &akgl_actor_cmhf_left_on;
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control.handler_off = &akgl_actor_cmhf_left_off;
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TEST_EXPECT_OK(e, akgl_controller_pushmap(0, &control), "pushing one control");
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TEST_ASSERT(e, GAME_ControlMaps[0].nextMap == 1,
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TEST_ASSERT(e, akgl_controlmaps[0].nextMap == 1,
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"pushing one control left nextMap at %d, expected 1",
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GAME_ControlMaps[0].nextMap);
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TEST_ASSERT(e, GAME_ControlMaps[0].controls[0].key == SDLK_SPACE,
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akgl_controlmaps[0].nextMap);
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TEST_ASSERT(e, akgl_controlmaps[0].controls[0].key == SDLK_SPACE,
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"the pushed control did not land in slot 0");
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TEST_ASSERT(e, GAME_ControlMaps[0].controls[0].handler_on == &akgl_Actor_cmhf_left_on,
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TEST_ASSERT(e, akgl_controlmaps[0].controls[0].handler_on == &akgl_actor_cmhf_left_on,
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"the pushed control lost its press handler");
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// Pushes accumulate rather than overwrite.
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TEST_EXPECT_OK(e, akgl_controller_pushmap(0, &control), "pushing a second control");
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TEST_ASSERT(e, GAME_ControlMaps[0].nextMap == 2,
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TEST_ASSERT(e, akgl_controlmaps[0].nextMap == 2,
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"pushing a second control left nextMap at %d, expected 2",
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GAME_ControlMaps[0].nextMap);
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akgl_controlmaps[0].nextMap);
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// Maps are independent of each other.
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TEST_EXPECT_OK(e, akgl_controller_pushmap(3, &control), "pushing into a different map");
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TEST_ASSERT(e, GAME_ControlMaps[3].nextMap == 1,
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"map 3 nextMap is %d, expected 1", GAME_ControlMaps[3].nextMap);
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TEST_ASSERT(e, GAME_ControlMaps[0].nextMap == 2,
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"pushing into map 3 disturbed map 0 (nextMap %d)", GAME_ControlMaps[0].nextMap);
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TEST_ASSERT(e, akgl_controlmaps[3].nextMap == 1,
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"map 3 nextMap is %d, expected 1", akgl_controlmaps[3].nextMap);
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TEST_ASSERT(e, akgl_controlmaps[0].nextMap == 2,
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"pushing into map 3 disturbed map 0 (nextMap %d)", akgl_controlmaps[0].nextMap);
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// Filling a map exactly to capacity still succeeds.
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reset_control_maps();
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@@ -164,9 +164,9 @@ akerr_ErrorContext *test_controller_pushmap(void)
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FAIL_BREAK(e, AKGL_ERR_BEHAVIOR, "pushing control %d of %d failed", i, AKGL_MAX_CONTROLS);
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}
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}
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TEST_ASSERT(e, GAME_ControlMaps[0].nextMap == AKGL_MAX_CONTROLS,
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TEST_ASSERT(e, akgl_controlmaps[0].nextMap == AKGL_MAX_CONTROLS,
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"a full map reports nextMap %d, expected %d",
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GAME_ControlMaps[0].nextMap, AKGL_MAX_CONTROLS);
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akgl_controlmaps[0].nextMap, AKGL_MAX_CONTROLS);
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// One past capacity is refused.
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TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS, akgl_controller_pushmap(0, &control),
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@@ -198,38 +198,38 @@ akerr_ErrorContext *test_controller_default_bindings(void)
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TEST_EXPECT_OK(e, akgl_controller_default(0, "player", TEST_KBID, TEST_JSID),
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"installing the default control map");
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TEST_ASSERT(e, GAME_ControlMaps[0].target == player,
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TEST_ASSERT(e, akgl_controlmaps[0].target == player,
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"the default map did not target the player actor");
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TEST_ASSERT(e, GAME_ControlMaps[0].kbid == TEST_KBID,
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TEST_ASSERT(e, akgl_controlmaps[0].kbid == TEST_KBID,
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"the default map recorded keyboard %d, expected %d",
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GAME_ControlMaps[0].kbid, TEST_KBID);
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TEST_ASSERT(e, GAME_ControlMaps[0].jsid == TEST_JSID,
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akgl_controlmaps[0].kbid, TEST_KBID);
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TEST_ASSERT(e, akgl_controlmaps[0].jsid == TEST_JSID,
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"the default map recorded gamepad %d, expected %d",
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GAME_ControlMaps[0].jsid, TEST_JSID);
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akgl_controlmaps[0].jsid, TEST_JSID);
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// Four keyboard bindings then four gamepad bindings.
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TEST_ASSERT(e, GAME_ControlMaps[0].nextMap == 8,
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TEST_ASSERT(e, akgl_controlmaps[0].nextMap == 8,
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"the default map installed %d controls, expected 8",
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GAME_ControlMaps[0].nextMap);
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akgl_controlmaps[0].nextMap);
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TEST_ASSERT(e, GAME_ControlMaps[0].controls[0].key == SDLK_DOWN,
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TEST_ASSERT(e, akgl_controlmaps[0].controls[0].key == SDLK_DOWN,
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"the first default binding is not the down arrow");
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TEST_ASSERT(e, GAME_ControlMaps[0].controls[0].handler_on == &akgl_Actor_cmhf_down_on,
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TEST_ASSERT(e, akgl_controlmaps[0].controls[0].handler_on == &akgl_actor_cmhf_down_on,
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"the down arrow is not bound to the down handler");
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TEST_ASSERT(e, GAME_ControlMaps[0].controls[1].key == SDLK_UP,
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TEST_ASSERT(e, akgl_controlmaps[0].controls[1].key == SDLK_UP,
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"the second default binding is not the up arrow");
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TEST_ASSERT(e, GAME_ControlMaps[0].controls[2].key == SDLK_LEFT,
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TEST_ASSERT(e, akgl_controlmaps[0].controls[2].key == SDLK_LEFT,
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"the third default binding is not the left arrow");
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TEST_ASSERT(e, GAME_ControlMaps[0].controls[3].key == SDLK_RIGHT,
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TEST_ASSERT(e, akgl_controlmaps[0].controls[3].key == SDLK_RIGHT,
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"the fourth default binding is not the right arrow");
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// The gamepad half binds buttons and leaves the keycode clear, so a
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// keyboard event cannot accidentally match a dpad binding.
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TEST_ASSERT(e, GAME_ControlMaps[0].controls[4].button == SDL_GAMEPAD_BUTTON_DPAD_DOWN,
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TEST_ASSERT(e, akgl_controlmaps[0].controls[4].button == SDL_GAMEPAD_BUTTON_DPAD_DOWN,
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"the fifth default binding is not the dpad down button");
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TEST_ASSERT(e, GAME_ControlMaps[0].controls[4].key == 0,
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TEST_ASSERT(e, akgl_controlmaps[0].controls[4].key == 0,
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"a gamepad binding also carries a keycode");
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TEST_ASSERT(e, GAME_ControlMaps[0].controls[7].button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
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TEST_ASSERT(e, akgl_controlmaps[0].controls[7].button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
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"the eighth default binding is not the dpad right button");
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// An unknown actor name is a registry error, not a crash.
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@@ -856,6 +856,7 @@ int main(void)
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ATTEMPT {
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CATCH(errctx, akgl_error_init());
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TEST_TRAP_UNHANDLED_ERRORS();
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FAIL_ZERO_BREAK(
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errctx,
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD),
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