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>
This commit is contained in:
2026-07-31 23:58:28 -04:00
parent 76ea04205c
commit a60220d39b
10 changed files with 332 additions and 332 deletions

View File

@@ -186,9 +186,9 @@ akerr_ErrorContext *akgl_controller_list_keyboards(void)
{
int count;
SDL_KeyboardID *keyboards = SDL_GetKeyboards(&count);
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(e, keyboards, AKERR_NULLPOINTER, "%s", SDL_GetError());
FAIL_ZERO_RETURN(errctx, keyboards, AKERR_NULLPOINTER, "%s", SDL_GetError());
// The array is SDL's to allocate and ours to free -- that is the contract on
// every SDL_Get*s() enumeration. Released in CLEANUP so the loop can fail
@@ -201,9 +201,9 @@ akerr_ErrorContext *akgl_controller_list_keyboards(void)
} CLEANUP {
SDL_free(keyboards);
keyboards = NULL;
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_open_gamepads(void)
@@ -213,14 +213,14 @@ akerr_ErrorContext *akgl_controller_open_gamepads(void)
SDL_JoystickID *gamepads = NULL;
SDL_Gamepad *gamepad = NULL;
PREPARE_ERROR(e);
PREPARE_ERROR(errctx);
if ( SDL_HasGamepad() ) {
gamepads = SDL_GetGamepads(&count);
if ( count > 0 ) {
FAIL_ZERO_RETURN(e, gamepads, AKERR_NULLPOINTER, "%s", SDL_GetError());
FAIL_ZERO_RETURN(errctx, gamepads, AKERR_NULLPOINTER, "%s", SDL_GetError());
for ( i = 0; i < count ; i++ ) {
gamepad = SDL_OpenGamepad(gamepads[i]);
FAIL_ZERO_RETURN(e, gamepad, AKERR_NULLPOINTER, "%s", SDL_GetError());
FAIL_ZERO_RETURN(errctx, gamepad, AKERR_NULLPOINTER, "%s", SDL_GetError());
SDL_Log("Gamepad %d is %s", i, SDL_GetGamepadNameForID(gamepads[i]));
}
SDL_free(gamepads);
@@ -230,7 +230,7 @@ akerr_ErrorContext *akgl_controller_open_gamepads(void)
} else {
SDL_Log("No gamepads connected");
}
SUCCEED_RETURN(e);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *event)