Document what the functions actually do instead of that they can fail

The Doxygen comments were generated from the declarations, so 217 @throws
lines across 21 headers read "When the corresponding validation or operation
fails" and told a caller nothing beyond the status name. The @param lines were
the same shape: every output was "Output destination populated by the
function", every instance "Object to initialize, inspect, or modify".

Rewritten against the implementations, following the pattern libakstdlib
already uses:

- @throws names the condition. akgl_sprite_load_json separated AKERR_KEY
  (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS
  (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL
  and AKGL_ERR_HEAP, which it raises and never declared.
- Parameters say whether they are required, what a NULL means, and what is
  written on a failure path. Where an argument is not checked, the doc says so:
  akgl_heap_next_actor's dest is a crash on NULL, not an error, and
  akgl_render_2d_frame_start dereferences self before testing it.
- The conventions move up to the file blocks so the per-function docs stay
  short. json_helpers.h states once that absence is an error here and that
  json_t * results are borrowed; heap.h explains the pool model and the
  acquire asymmetry; physics.h carries the thrust/environmental/velocity table.
- Struct fields, enum values, macros and exported globals are documented,
  including the dead ones - sprite_w/sprite_h, movetimer, p_scale and
  timer_gravity are read by nothing, and say so.

Also fixes ten comments in error.h and audio.h that opened with /** rather
than /**<, so Doxygen attached them to the following entity and rendered the
text as part of the macro's value. Verified against the generated HTML.

Comments only - no declaration changed. Doxygen builds clean under
WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-31 11:02:20 -04:00
parent 582008a411
commit f0858b0d38
28 changed files with 3090 additions and 1012 deletions

View File

@@ -1,6 +1,20 @@
/**
* @file iterator.h
* @brief Declares the public iterator API.
* @brief The work order handed to a registry sweep.
*
* There is no iterator object with a `next()` on it. Traversal is SDL's --
* `SDL_EnumerateProperties` over a registry -- and this struct is the `userdata`
* carried into each callback, telling it *which* entries to touch and *what* to
* do to each one. akgl_registry_iterate_actor and
* akgl_registry_iterate_character are the callbacks that read it;
* akgl_game_update, akgl_physics_simulate, and akgl_render_2d_draw_world are the
* entry points that take one.
*
* The operations are independent bits, not an enum: a single sweep can update,
* scale, and render, and they run in that fixed order regardless of how the bits
* were set. Passing `NULL` where an `akgl_Iterator *` is expected is not an
* error at the top-level entry points -- each substitutes its own default set --
* but it *is* an error once inside a callback.
*/
#ifndef _AKGL_ITERATOR_H_
@@ -8,15 +22,15 @@
/** @brief Selects operations and an optional layer for actor traversal. */
typedef struct {
uint32_t flags;
uint8_t layerid;
uint32_t flags; /**< Bitwise OR of the `AKGL_ITERATOR_OP_*` values below. */
uint8_t layerid; /**< Layer to restrict the sweep to. Read only when #AKGL_ITERATOR_OP_LAYERMASK is set. */
} akgl_Iterator;
#define AKGL_ITERATOR_OP_UPDATE 1 // 1
#define AKGL_ITERATOR_OP_RENDER 1 << 1 // 2
#define AKGL_ITERATOR_OP_RELEASE 1 << 2 // 4
#define AKGL_ITERATOR_OP_LAYERMASK 1 << 3 // 8
#define AKGL_ITERATOR_OP_TILEMAPSCALE 1 << 4 // 16
#define AKGL_ITERATOR_OP_UPDATE 1 // 1 Call the actor's updatefunc
#define AKGL_ITERATOR_OP_RENDER 1 << 1 // 2 Call the actor's renderfunc
#define AKGL_ITERATOR_OP_RELEASE 1 << 2 // 4 Release the object back to its heap layer
#define AKGL_ITERATOR_OP_LAYERMASK 1 << 3 // 8 Skip anything whose layer != layerid
#define AKGL_ITERATOR_OP_TILEMAPSCALE 1 << 4 // 16 Scale actors to the tilemap; otherwise force scale 1.0
#define AKGL_ITERATOR_OP_UNDEFINED_5 1 << 5 // 32
#define AKGL_ITERATOR_OP_UNDEFINED_6 1 << 6 // 64
#define AKGL_ITERATOR_OP_UNDEFINED_7 1 << 7 // 128