Vendor clay and bring the UI subsystem up: arena, lifecycle, status band

clay v0.14 (deps/clay, zlib licence) supplies the layout engine for the new
akgl_ui subsystem. Sources-listed rather than add_subdirectory()'d, on the
semver/libccd precedent: clay's CMakeLists declares no library target, builds
its examples by default, and requires CMake 3.27 against this project's 3.10.
src/ui_clay.c is the one CLAY_IMPLEMENTATION translation unit, compiled -w on
the vendored-code terms but with clay's symbols deliberately exported --
consumers' CLAY() macros resolve against libakgl.so, and akgl/ui.h warns them
never to link a second clay.

The subsystem is runtime-optional the way collision is: always compiled in,
inert until akgl_ui_init(), which bounds clay to the overridable AKGL_UI_*
ceilings, checks Clay_MinMemorySize() against a static BSS arena (no malloc),
and refuses with both numbers in the message when it does not fit. Measured:
812544 bytes at the default 1024 elements / 4096 measured words, against a
1 MiB arena. clay's void-callback layout errors are logged as they happen and
the first is stashed for the error protocol to raise later.

AKGL_ERR_UI joins the status band before AKGL_ERR_LIMIT, named in
akgl_error_init. New `ui` test suite covers validation, the init/shutdown
lifecycle, and arena exhaustion via the akgl_ui_arena_limit test hook (same
contract as akgl_ccd_arena_set_limit). clay.h is installed beside semver.h,
its licence beside libccd's, and the headers suite proves akgl/ui.h
self-contained -- clay.h compiles clean under -Wall.

Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
This commit is contained in:
2026-08-02 10:53:11 -04:00
parent 75da766724
commit b7ff54b09f
11 changed files with 494 additions and 6 deletions

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/**
* @file ui.h
* @brief Screen-space user interface layouts, built on the clay layout engine.
*
* This subsystem exists because every game eventually wants a dialog box, a
* HUD counter, or a menu, and hand-rolling them out of rectangles and
* akgl_text_rendertextat() is tedious the first time and unmaintainable by the
* fourth (`examples/jrpg/textbox.c` is the honest record of the first time).
* clay computes the layout; libakgl owns everything that has to touch SDL or
* the rest of the library -- the arena clay allocates from, the text
* measurement it calls back into, the render commands it emits, and the
* pointer state it is fed.
*
* There are two ways in, and they compose:
*
* - Write clay's declarative `CLAY({...}) { ... }` blocks yourself between
* akgl_ui_frame_begin() and akgl_ui_frame_end(). The whole of clay's API
* is available -- this header includes `<clay.h>` on purpose, the same way
* SDL types appear undisguised elsewhere in this library.
* - Call the widget helpers, which emit those blocks for you.
*
* The subsystem is optional the way collision is optional: always compiled in,
* inert until akgl_ui_init() runs, and costing nothing but static storage
* before that.
*
* @warning libakgl compiles clay into `libakgl.so` (the `CLAY_IMPLEMENTATION`
* translation unit is `src/ui_clay.c`) and exports its symbols,
* because the `CLAY()` macros in *your* translation units expand to
* calls into them. Do not define `CLAY_IMPLEMENTATION` yourself and
* do not link another copy of clay: two definitions of the same
* symbols and the loader picks one silently, which is the exact
* defect AGENTS.md records against an exported `renderer`.
*/
#ifndef _AKGL_UI_H_
#define _AKGL_UI_H_
#include <stddef.h>
#include <stdint.h>
#include <akerror.h>
#include <clay.h>
/**
* @brief Most elements one layout may declare.
*
* Passed to `Clay_SetMaxElementCount` before the arena is sized, so it is a
* compile-time ceiling in the same sense as the `AKGL_MAX_HEAP_*` family:
* define it before including this header to raise it, and see
* #AKGL_UI_ARENA_BYTES, which must grow with it.
*/
#ifndef AKGL_UI_MAX_ELEMENTS
#define AKGL_UI_MAX_ELEMENTS 1024
#endif
/**
* @brief Most whitespace-separated words clay's text measurement cache holds.
*
* Clay measures text one word at a time and caches the result; a cache miss
* costs one call back into SDL_ttf. This bounds the cache, not the text -- a
* layout with more distinct words than this still renders, it just measures
* some of them every frame and clay reports the overflow through the error
* handler.
*/
#ifndef AKGL_UI_MAX_MEASURE_WORDS
#define AKGL_UI_MAX_MEASURE_WORDS 4096
#endif
/**
* @brief Bytes of static storage clay lays its internal structures out in.
*
* The arena is a fixed array in `src/ui.c` -- libakgl does not call `malloc`
* at runtime, and clay never allocates behind the arena's back. What clay
* needs is a function of #AKGL_UI_MAX_ELEMENTS and #AKGL_UI_MAX_MEASURE_WORDS
* and is only computable at runtime, so akgl_ui_init() checks
* `Clay_MinMemorySize()` against this and refuses with both numbers in the
* message when it does not fit. A too-small arena is a loud failure at
* startup, never a corruption at frame forty thousand.
*/
#ifndef AKGL_UI_ARENA_BYTES
#define AKGL_UI_ARENA_BYTES (1024 * 1024)
#endif
/**
* @brief Bring the UI subsystem up.
*
* Bounds clay to the `AKGL_UI_*` ceilings, checks that the arena is big
* enough for them, and hands it to `Clay_Initialize` with an error handler
* that routes clay's layout-time complaints into the libakgl error protocol
* (they surface from akgl_ui_frame_end(), which is the first call after they
* can happen).
*
* The layout dimensions are taken as parameters rather than read from the
* camera or the window, so a headless program -- a test, a layout tool -- can
* bring the UI up without a renderer existing at all. A windowed game passes
* its screen size and lets akgl_ui_handle_event() track resizes from there.
*
* @param width Layout width in pixels. Must be positive.
* @param height Layout height in pixels. Must be positive.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_OUTOFBOUNDS If @p width or @p height is not positive.
* @throws AKGL_ERR_UI If the subsystem is already initialized -- call
* akgl_ui_shutdown() first; if the arena cannot hold clay's
* structures at the current ceilings -- the message carries the bytes
* required and the bytes available, so the operator knows what to
* raise #AKGL_UI_ARENA_BYTES to; or if `Clay_Initialize` refuses,
* which the preceding checks should make unreachable.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_init(int width, int height);
/**
* @brief Return the UI subsystem to the inert state.
*
* clay has no teardown of its own -- everything it built lives in the arena,
* and the next akgl_ui_init() lays a new context out over it. This forgets
* the context and clears the stashed error state, and is idempotent, because
* shutdown paths run after partial startups.
*
* @warning Anything that captured clay state -- and any `CLAY()` block that
* runs after this -- is left talking to a context this subsystem has
* disowned. Stop declaring layouts before shutting down, the same
* way fonts stop being drawn before akgl_text_unloadallfonts().
*
* @return `NULL`. Shutting down an uninitialized subsystem is success.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_shutdown(void);
/**
* @brief Tell the layout engine the render target changed size.
*
* akgl_ui_handle_event() calls this for `SDL_EVENT_WINDOW_RESIZED`, so a game
* that routes its events through there never calls it directly. It is public
* for the host that owns its own event loop.
*
* @param width New layout width in pixels. Must be positive.
* @param height New layout height in pixels. Must be positive.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_UI If the subsystem is not initialized.
* @throws AKERR_OUTOFBOUNDS If @p width or @p height is not positive.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_resize(int width, int height);
/*
* The following is part of the internal API. It is exposed so the test suite
* can reach it and is not meant to be called by a game.
*/
/**
* @brief Narrow the arena, so a test can drive akgl_ui_init() into refusal.
*
* The interesting behaviour is the refusal message naming both numbers, and
* the only other way to reach it is rebuilding the library with a smaller
* #AKGL_UI_ARENA_BYTES, which CI cannot do and a reader cannot repeat. Same
* contract as akgl_ccd_arena_set_limit().
*
* @param limit Usable bytes. 0, or anything above #AKGL_UI_ARENA_BYTES,
* restores the full arena.
*/
void akgl_ui_arena_limit(size_t limit);
#endif // _AKGL_UI_H_