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>
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22
src/actor.c
22
src/actor.c
@@ -174,13 +174,23 @@ akerr_ErrorContext *akgl_actor_update(akgl_Actor *obj)
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}
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/**
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* @brief Actor visible.
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* @param obj Object to initialize, inspect, or modify.
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* @param camera Camera rectangle used for visibility testing.
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* @param visible Output set to whether the actor intersects the camera.
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* @brief Decide whether an actor is worth drawing this frame.
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*
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* Two questions at once: is the actor on camera, and does it want to be drawn.
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* The camera test allows a sprite's own width and height on the near edges, so
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* an actor partly on screen still counts as visible rather than popping in once
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* its origin crosses the boundary.
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*
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* An actor with no sprite for its current state is reported as not visible
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* rather than as an error -- there is nothing to draw, which is an answer.
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*
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* @param obj The actor to test. Required, along with its `basechar`.
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* @param camera The visible rectangle in map coordinates. Required in practice;
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* not checked, and dereferenced once a sprite has been found.
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* @param visible Receives the verdict. Required; not checked. Written on the
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* no-sprite path as well as the ordinary ones.
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* @return `NULL` on success, otherwise an error context owned by the caller.
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* @throws AKERR_KEY When the corresponding validation or operation fails.
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* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
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* @throws AKERR_NULLPOINTER If @p obj or `obj->basechar` is `NULL`.
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*/
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static akerr_ErrorContext *actor_visible(akgl_Actor *obj, SDL_FRect *camera, bool *visible)
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{
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