todo-to-issues
21 Commits
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eabb9ad376
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Move outstanding work from TODO.md into the issue tracker
TODO.md carried two records in one file: what had been done, with the measurements behind it, and what was left. The second half is what a tracker is for, and keeping it here has already cost something -- AGENTS.md records a round where eleven entries described code that had already changed, and this file admitted to three more. Every open item is now an issue on source.starfort.tech/andrew/libakgl, labelled by kind and blast radius and milestoned by what it can land in: 0.9.x for anything that breaks no ABI, 0.10.0 for new or changed public symbols, 1.0.0 for the design work. Four are epics: the performance plan (#60), coverage (#61), actor rotation (#62), and the false header comments (#63). Verified against the tree before filing rather than transcribed. Three entries were already fixed and were not filed: the akgl_path_relative context leak, the akgl_draw_background test extension, and the SDL enumeration audit -- keyboards, gamepads and mappings are all freed in CLEANUP today. Two were reworded because the code had moved: the fonts item is a missing teardown entry point rather than a missing API, since akgl_text_unloadallfonts exists, and draw_world's tilemap call is already bounded by numlayers, so only the per-layer actor rescan remains. TODO.md keeps the part a tracker has no place for: why a decision went the way it did, what the measurement was, and which arguments turned out to be wrong. TODO.txt is deleted. Four of its eight entries had shipped -- actor-to-actor collision, actor-to-world collision, automatic facing, image layers -- and the four that had not are #74 through #77, with the GPU renderer's research links kept because that is the part that took the time. Every reference that named an item number or a moved section is repointed, in the manual, the headers, the tests and the examples. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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f2efbdf1b7
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Fill the gaps the chapter 22 weaker-model reader found
The AGENTS.md "Testing a Tutorial" pass: chapter 22 was handed to a reader on a weaker model with the library tree stripped of examples/ and docs/, and they had to build a menu/HUD/dialog program from the chapter alone. They built one that compiled and ran -- and reported success their own screenshots disproved, which is why the protocol says to verify: their synthesized key events set only the scancode, akgl_ui_menu_handle_event matches keycodes, and their program never actually left the title screen. With that one line fixed, everything they had built from the chapter worked. Three findings survived verification against eight reported: - The chapter never stated its prerequisites, so the reader burned most of the session on library bring-up it does not cover and invented goto error handling for main(). A new "What this chapter assumes" paragraph points at chapters 3, 7 and 17, and at the demo's startup() and main() as the complete reference. - Nothing named the menu's exact keys, or that they are keycodes rather than scancodes -- invisible with a real keyboard, fatal for synthesized events, which the demo's own --demo script teaches. The menus section now names SDLK_UP/DOWN/RETURN, the gamepad buttons, and the key.key trap. - Verifying their dialog screenshot showed a message wrapping past the fixed AKGL_UI_DIALOG_HEIGHT runs visibly out of the panel. Deliberate -- same as the hand-rolled textbox, and visible overflow beats silent truncation -- but undocumented; akgl_ui_dialog's header note now says so. Rejected for the record, per protocol: akgl_game_init already initializes the property registry (src/game.c:219), and the font they "found" in a different directory was the build tree's file(COPY) of tests/assets. Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 |
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8f848d80be
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Document the UI subsystem: chapter 22, with the appendix moving to 23
docs/22-ui.md covers the clay-backed UI: what clay owns against what libakgl owns, bring-up and the arena refusal contract, the frame bracket and where it sits in a real frame, the consumed-event rules (with the one-frame-stale hit test stated plainly), the three widgets, menus across keyboard, gamepad and mouse, writing raw CLAY() with an application-owned press edge, images and styles, and how layout errors surface from frame_end with a captured trace. Every listing is a checked block: one linked-and-run example with pinned output, eight excerpts quoting examples/uidemo and examples/jrpg/textbox.c, and the chapter figure is a frame out of uidemo via docs_game_figures. The chapter owes and pays the comparison the tutorials earn: the dialog widget's default style reproduces the JRPG textbox palette, the two listings sit side by side, and the trade is stated -- 125 lines you own completely against one call that costs you the subsystem. Neither is deprecated; chapter 21 keeps teaching the hand-rolled panel on purpose. The appendix moves to 23 (links in chapters 4, 5, 6, 7, 13 and the TOC updated) and gains the ui.h status cross-reference, the AKGL_UI_* limits table, and the new draw primitives' rows. Its status-band figures were stale at COUNT 5 / LIMIT 261 while the band already held six codes; now correct at 7 / 263. Chapter 4 gains AKGL_ERR_UI (262) in the excerpt, the table and the name list. Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 |
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75da766724
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Record how to find out whether a tutorial teaches
docs_examples proves every listing in docs/ compiles and still matches the file it was quoted from. It cannot prove a chapter teaches anything -- a document can be made entirely of verified excerpts and still be unfollowable, because what a reader needs is the glue between them. So AGENTS.md gains "Testing a Tutorial": hand the chapter to a subagent on a weaker model with the library, its headers and the art but not the finished program, and make them build and run the game. The weaker model is the point; it will not paper over a gap with knowledge the document did not give it. The section carries the rules that make the result mean something -- copy the tree with examples/ and docs/ removed rather than asking them not to look, let them read the public headers because a real reader has them, do not make them hand-author a .tmj, give them a screenshot helper, and verify their binary yourself -- plus the sandbox recipe, and the warning to prove the build path works before handing it over. It also records how to read the report, because a weaker model states its own mistakes as documentation defects with total confidence. Reproduce before believing; and a rejected finding usually still leaves something behind. The evidence for doing any of this is in the table at the end: four read-only reviews of chapters 20 and 21 found real gaps and missed all three of the defects the first build-and-run found, including a published example output the chapter could not produce. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 |
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cf0142ea85
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Say how close an NPC has to be placed to be talked to
A reader drew their own town, put the elder 115 pixels from anywhere the player could stand, and spent the rest of their time looking for the bug in jrpg_cmhf_talk. There is no bug: the handler finds nobody within TALK_RANGE and returns success, which is indistinguishable from the game not being wired up. The chapter stated the constant and not what it means in the editor. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 |
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6e97d27e49
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Fix what showed up when the tutorials were actually built and run
Two readers were given the library, the art, the chapter, and no reference
program, and told to compile and run. Both got a working game. These are the
defects that only came out because a compiler and a frame loop were involved --
four earlier read-only reviews had missed every one.
libakstdlib's header was never named. The chapters used aksl_strncpy,
aksl_snprintf and aksl_atoi throughout and said only "libakstdlib is documented
in deps/libakstdlib"; the obvious guess from the function prefix is <aksl.h> and
it is wrong. That was the only compile error the sidescroller reader hit, and it
was the chapter's fault. Both chapters now carry a per-file include table and say
which header it is.
The sidescroller's asset directory defaulted to ".". The chapter said the code
"falls back to `.`" without showing the #ifndef or that assetdir is initialised
from the macro, so a reader gets a game that only finds its art when launched
from exactly the right directory.
The sidescroller's summary line reported 0.0,0.0 airborne while the screenshot
showed the player standing on the ground. Teardown runs in main's CLEANUP block
and releases the actor pool before the summary prints. The chapter published an
example output a reader could not reproduce; the capture that makes it true is
now shown beside it.
The JRPG's CMake block interpolated ${JRPG_REPO_ROOT}, which is this repository's
own variable and undefined for anybody else -- so the font path came out wrong
and akgl_text_loadfont failed long after everything else had loaded. It is
${CMAKE_CURRENT_SOURCE_DIR} now, and the chapter says why both definitions are
needed rather than one.
Chapter 21 described --demo and a summary line in its build section that no step
wrote. Both are now a section: the script table, playback through
akgl_controller_handle_event rather than the handlers, the fixed clock step, and
printing the position before teardown. It also now says libakgl keeps no frame
counter, which a reader assumed it did.
Both map sections now say to draw it in Tiled and point at chapter 13, naming the
fields the loader needs that Tiled fills in automatically -- both readers
hand-wrote a .tmj before being given one and hit exactly those.
Excerpts across docs/ go from 190 to 198.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
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149bee0c99
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Fill the gaps two readers found in the tutorials
Two agents were given nothing but the chapter text and asked to build the game from it. Between them they named every place the chapters showed a fragment and called it an explanation. This closes those. Chapter 20 now shows what it previously only named: the whole ss_Game struct rather than a truncated one, SS_COIN_COUNT and SS_HAZARD_COUNT, ss_ActorData, the player and blob body rectangles, asset_path, hitbox, find_actor, respawn, both jump handlers, the control-map function head, the gamepad buttons, the blob's probe arithmetic, and a complete standalone CMakeLists rather than three lines out of one. It also names the library globals a reader is expected to use without declaring, lists all seven actor hooks rather than the two this game replaces, and says in order what each of the two hook functions ends up doing. Chapter 21 gains the same treatment: the header's includes and declarations, the textbox colours and their SDL_Color type, TTF_Font, the jrpg_Townsfolk row type, character_load in full, the player lookup, the frame loop, and per-file include tables for both games. Two claims were wrong and are corrected. "Each step is complete on its own" was not true of a cumulative tutorial. And the first argument to akgl_controller_handle_event is not a game-state word the dispatcher reads -- the header says nothing reads it and it is required only as a non-NULL token. Every step that produces code now ends with what the reader should see when they run it. Excerpts across docs/ go from 137 to 190. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 |
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6553da812c
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Rewrite both tutorials as tutorials
They read as design commentary: why a choice was made, what the previous state of the project was, which library defect a line works around. That is useful to somebody who already knows the library and useless to somebody trying to build a game, which is who a tutorial is for. Both chapters now open with a screenshot of what the reader is building and a numbered list of the steps to get there, and each step is its own section: what you are trying to achieve, the code that achieves it, and the two or three things about that code that are easy to get wrong. Chapter 20 starts from first principles -- what a sprite, a character, an actor and a tilemap are, and the four error macros -- and chapter 21 assumes it and covers what a top-down game adds. Where a line exists because of a defect, the line comes first and the defect comes after it, with a pointer to the TODO entry that will remove the need. A reader who is copying code should not have to read an apology before they can use it. The library's own history is gone from both. That belongs in the design chapters and in git. Two new docs_examples setups stage the tutorials' own art, so the sprite and character files a reader is shown are loaded exactly as printed rather than through a generic fixture. `json excerpt=` is new for the same reason: a Tiled object is now quoted out of the real map instead of being retyped. Excerpts across docs/ go from 91 to 137. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 |
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0972472cfa
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Take the tutorial figures out of the games themselves
Both examples gain --screenshot PATH and --screenshot-frame N. The capture sits between the world being drawn and the frame being presented, because SDL_RenderPresent is where the target stops being readable, and it works under the dummy video driver and the software renderer like the rest of the headless path does. `cmake --build build --target docs_game_figures` regenerates docs/images/sidescroller.png and docs/images/jrpg.png by running each game to a chosen frame. Same contract as docs_screenshots: deliberate, never part of a build, because the PNGs are tracked. There is no --check counterpart, and the target says why -- the sidescroller drives its physics from the wall clock, so a byte comparison would fail for reasons that have nothing to do with the documentation. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 |
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4e32328681
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Remove the corner helpers akgl_collide_rectangles no longer uses
akgl_rectangle_points, akgl_collide_point_rectangle, akgl_Point and akgl_RectanglePoints go. They were the intermediate form of an implementation that changed: akgl_collide_rectangles was eight corner-containment tests built on them, and it has been four span comparisons since the cross-case fix. Nothing outside tests/ called either function, and a point-in-rectangle test is four comparisons a caller can write without a struct conversion in front of them. akgl_collide_rectangles stays. It has two correct callers in the sidescroller asking a game-level overlap question -- a coin, a hazard, from an updatefunc -- where a bool is the whole answer and a proxy plus a narrowphase call would be computing a normal nothing reads. TODO.md records the split rather than leaving it to be rediscovered. Public API removal, so 194 exported akgl_ symbols against 196, and the manual's counts move with them. The perf suite loses its rectangle_points row; the all-pairs sweep stays as the control it is now labelled, and PERFORMANCE.md says what 0.8.0 measured against it -- 188.5 us for 32,640 pairs at 256 actors, where a whole step with collision attached is 54.1 us doing strictly more. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 |
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986c80d0ec
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Bump to 0.8.0, close Target 12, and record what is still missing
Collision changed the collide slot's signature and grew four public structs, so this is an ABI break and the soname moves to libakgl.so.0.8. The manual's counts move with it: 195 functions across 23 headers, 183 of which return an error context. Target 12 -- "collision for 256 actors under 2 ms without the caller writing a broad phase" -- is met. A new benchmark times the whole step with a world attached, which is the number the target is actually about rather than a narrowphase call in isolation: 15.4 us at 64 actors, and 54.1 us at 256 in a purpose-built -DAKGL_MAX_HEAP_ACTOR=256 configuration. Over that 4x range the step grew 3.5x while the all-pairs control grew 15.6x, which is the n-squared the index exists to avoid. Plan item 7 is rewritten to record what shipped and why both partitioners exist; the Construct and Phaser citations stay. Three new TODO entries. Actor rotation, scoped to the five places it touches and the one place it does not -- collision_support is written so rotating `dir` in and the answer back is the whole narrowphase change, and rotational *response* is explicitly a different piece of work. The swept narrowphase FLAG_BULLET reserves, with the tunnelling arithmetic written out so a game can check its own numbers against 1280 px/s. And the ccd arena being single-threaded and sized by measurement at 7,264 bytes per GJK/EPA box pair. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 |
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cbf7c1b6c2
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Delete the JRPG's collision too, and wall the map with proxies
cell_solid and feet_blocked go, and so does the prediction in the player's movementlogicfunc. That prediction was only ever exact because the town has zero gravity and zero drag -- v is t, so `x + tx * dt` is where the step lands. A map with gravity would have had to fold ey in as well, which is the game re-implementing the integrator. Resolution runs after the move now, so there is nothing to predict. The map's decoration layer carries `collidable`, which retires JRPG_LAYER_SOLID: akgl_TilemapLayer has no name member, so the game and the map had to agree on an index out of band and inserting a layer in Tiled broke it. The edge of the world is not on any layer, so it is four static proxies covering the outer ring plus a tile of overhang -- one pool slot per side instead of a hundred solid tiles, and the first use of the static-proxy path in either example. They carry LAYER_STATIC explicitly: shape_box defaults a shape to LAYER_ACTOR, and a wall left on that layer is a wall everything walks through. Only the player gets a shape. NPCs stand still and are spoken to; the follower is a child snapped to its parent every step. Verified against the old implementation with the demo script rewritten to hold one direction: holding left into a building stops the player at x=122 with both, and holding up into the map's edge stops them at y=-4 with both. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 |
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490e62dbbf
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Delete the sidescroller's collision, and let the library do it
collision.c was 383 lines that re-implemented akgl_physics_simulate's own arithmetic, because movementlogicfunc runs before gravity, drag and the move and so had to predict where the actor would end up. The whole file goes. What replaces it is three lines in main.c, a shape on the player and the blob, and a `collidable` property on the map's terrain layer -- which also retires SS_TERRAIN_LAYER_ID, a compiled-in layer id that broke whenever somebody reordered layers in Tiled. grounded stays a probe rather than becoming a contact test. A contact says something pushed back this step; grounded asks whether there is a floor to push off, and that stays true through the frame after landing. The blob keeps its own wall and ledge probes for the same reason: the resolver does not say which side of the blob it was pushed from, and says nothing at all about a floor that is missing. The summary line now carries the player's resting position, because exiting 0 was not evidence that collision ran. It reports 136.0,160.0 grounded after 240 autoplay frames -- feet at y=192, flush on the surface of terrain row 12. The tutorial's collision section is rewritten around the library's, keeping the quarter-of-a-pixel story as what a predicting resolver costs. The docs harness learns `json excerpt=`, so the map property the chapter quotes is checked against the map. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 |
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35a58670d0
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Document collision, and correct what it made false elsewhere
The new chapter 15 covers the opt-in setup, where resolution runs in the step and why it runs after the move, shapes and the z-extrusion trap, the asymmetric masks and the defaults that matter more than the mechanism, tiles as a source rather than proxies, the response hook and the three ways it is easy to write wrongly, sensors, the four queries, both partitioners, and what is still not implemented. Collision falsified claims in eight other chapters. The physics chapter said "There is no collision detection, at all" and that collide always raises AKERR_API; actors had six behaviour hooks; the heap had five pools and four non-claiming acquires; the status band held five codes; and the design philosophy had exactly two pluggable subsystems. The appendix gains a collision.h status section, the three new pool ceilings and a table of the collision constants that are deliberately not in a public header. Also fixes chapter labels the renumbering commit left pointing at their old numbers -- "18. Utilities" linked to 19-utilities.md. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71 |
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bace818998
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Renumber chapters 15 to 21 up by one, to open a slot for collision
A pure rename plus link rewrite and nothing else. Collision is a pluggable subsystem with two implementations, shapes, a response hook and a tile binding; that is a chapter, and burying it inside the physics chapter is the shape this manual otherwise avoids -- rendering and drawing are 8 and 9, spritesheets and characters and actors are 10, 11 and 12. Kept separate from writing the chapter because **nothing validates a cross-reference target.** The example harness reads fenced blocks; it does not follow links. A rename mixed into five hundred lines of new prose is not reviewable, and a broken link would land silently. As its own commit it is reviewable as a rename, and a grep for dangling `](NN-` targets is clean. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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fcad2822a9
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Measure collision, and say which numbers moved for what reason
Seven new benchmark rows, budgets set from a measured full-scale run rather than guessed, and the three existing rows the work moved re-recorded from that same run. The all-pairs sweep stays and is relabelled `control:` -- it is the cost a caller paid before the library had a broad phase, measured on the same machine in the same run, which is the only honest way to read a reduction. What the numbers say: - The box fast path is two to seven times cheaper than the general solver, and the disjoint case is cheaper still because the proxies' bounds reject it before any shape arithmetic runs. 9 to 20 ns is what a tile game actually pays. - The grid beats the tree by 2.6x on the same population, which is the argument for the default measured here rather than cited from another engine. The tree also rebuilds on every move and that is not in its row, so a moving scene is worse than 2.6x. - A grid `move` that changes nothing is 11.5 ns. That is the incremental claim in one number. Two rows moved on a backend with **no collision world attached**, so no collision code runs in either, and the commit says so rather than letting the feature take credit: - akgl_Actor grew from 415 to 464 bytes -- a 40-byte shape, an override flag and a proxy pointer. The step sweeps the whole pool, so that is about 3 KB more working set per frame. The empty-pool row is unchanged at 58.7 ns, which is what identifies the cost as per live actor rather than per slot. - Reaching the collision check through CATCH cost more than the check. PASS and CATCH call akerr_valid_error_address, which walks AKERR_ARRAY_ERROR, so an early-returning function is not free when it is reached through one. The no-collision path now routes around the machinery entirely, which took the 64-actor sweep from 2,018.7 ns back to 1,588.5. AGENTS.md records that lesson for writing benchmarks; this is the same thing in production code. The remainder is the struct, and it is paid whether or not a game uses collision. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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842ef75ddf
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Report the overlap akgl_collide_rectangles could not see
It asked whether either rectangle enclosed one of the other's four corners -- eight akgl_collide_point_rectangle calls, stopping at the first hit. That is a different question from "do these overlap", and it has the wrong answer for one arrangement: a tall thin rectangle crossing a short wide one overlaps in a plus sign with no corner of either inside the other, and all eight tests said no. A long thin platform crossing a tall thin character is exactly that shape, so this is a shape a 2D game produces, not a curiosity. util.h carried an @note describing it and docs/18-utilities.md had a diagram of it, both under the heading of a limitation rather than a defect, and there was no test for it at all -- nor for full containment, nor for a shared edge. It is four comparisons now, on both axes. `<=` rather than `<` because akgl_collide_point_rectangle is inclusive on all four edges and these two have always agreed that touching counts; a span test written with `<` would have silently changed a contract both the header and the manual state. The test was written first and failed on the cross before the fix went in. Two answers change for a caller upgrading, and both are in the header note and the chapter: - The cross reports `true`, which is the point. - The comparison is in float rather than through akgl_Point's int members, so a sub-pixel overlap is no longer truncated away. A pickup test that was accidentally forgiving by up to a pixel is no longer forgiving. Both tutorials use this for coins and hazards; both still pass. Faster as a side effect rather than a goal, and worth recording because the numbers move a documented budget: 24.9 ns -> 6.1 overlapping, 57.9 -> 6.1 disjoint, and the all-pairs sweep over 64 actors 115 us -> 12.2. The disjoint case gained most because it was the one that ran all eight tests before answering. The three moved rows are re-recorded in PERFORMANCE.md and nothing else is. akgl_rectangle_points is untouched by this change and reads 6.1 in the same run against the 4.0 recorded, so 6 ns is this run's floor and the new figure means "too cheap to measure" rather than "exactly 6.1" -- said in the prose so the next reader does not re-baseline the table around it. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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943bf4324e
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Let a control map listen to any keyboard, and fix the dead arrow keys
The sidescroller's controls did nothing. `akgl_controller_handle_event` matched `event->key.which == curmap->kbid` exactly, with no way to say "whatever keyboard the player is typing on", so the game did the obvious thing and bound `SDL_GetKeyboards()[0]`. That cannot work. The id a key event *carries* is chosen by the video backend and is not required to be an id `SDL_GetKeyboards()` reports. On X11 without XInput2 every key event carries `SDL_GLOBAL_KEYBOARD_ID`, which is 0, while `SDL_AddKeyboard` registers the attached keyboard as `SDL_DEFAULT_KEYBOARD_ID`, which is 1; with XInput2 the events carry the physical slave device's `sourceid` while `SDL_GetKeyboards()[0]` may be the master. Either way the map matched nothing and every key press was dropped. A `kbid` or `jsid` of 0 now matches any device of that kind. 0 is safe to spend: SDL documents `which` as 0 when the source is unknown or virtual, and joystick ids start at 1, so no real device is 0. A non-zero id still matches only that device, which is what keeps two local players on two keyboards apart, and there is a test for that half too. `util/charviewer.c` already passed 0 and depended on the old behaviour by accident; it works under XInput2 now as well. Two reasons this shipped, both closed: - Every test in tests/controller.c dispatched an event whose id equalled the id the map was bound with, so none of them could see it. - The sidescroller's smoke test called the control handlers directly instead of dispatching events, so it passed against a control map that matched nothing. It now pushes synthetic events through akgl_controller_handle_event from a deliberately non-zero device id and fails if the press does not arrive. Verified by breaking the binding and watching the run exit non-zero. `test_controller_wildcard_device_ids` was written first and failed against the unfixed library with "a map bound to keyboard 0 ignored a key press from device 11", which is the whole reason to trust it now that it passes. The controls were documented, in one sentence. Chapter 19 has a proper table of them, and chapter 15 explains why not to reach for SDL_GetKeyboards(). The header said the match was exact and now says what it does. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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88aaa184e4
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Add two tutorial games that build, run in CI, and cannot drift
examples/sidescroller and examples/jrpg are complete programs, built with the library and exercised headless by ctest. The chapters quote them with `c excerpt=examples/...` blocks rather than restating the code, so a chapter cannot drift from a program that compiles -- the excerpt check fails the moment the source moves. 34 excerpts in one chapter, 21 in the other. The two are complementary. The sidescroller is the physics tutorial: gravity, a jump, coins, hazards. The JRPG is the content-pipeline tutorial: a town map, NPCs spawned from map objects, four-way per-facing animation, a text box, a follower. Both smoke tests drive real SDL_Events through akgl_controller_handle_event and step the physics clock at a fixed 1/60s rather than sleeping, so a scripted run is deterministic and finishes in under five seconds. Writing them is what turned up most of the defects recorded in the next commit, because a game exercises paths a unit test does not. Each workaround says in the chapter which library gap forced it: - collision is written in a custom movementlogicfunc, because akgl_physics_arcade_collide raises AKERR_API and akgl_physics_simulate never calls collide at all; - the sidescroller cancels the step's own gravity when it blocks downward, because otherwise a quarter-pixel of penetration makes the *horizontal* sweep report blocked and the character walks backwards a tile at a time; - both clear movement_controls_face on every map-spawned actor, because the default facefunc leaves a stopped actor with no facing bit, no sprite, and no draw; - the JRPG's follower gets a renderfunc that nulls obj->parent for the duration of the draw, because a child's offset is counted twice. Assets are CC0 from three Kenney packs, vendored with per-pack licence text, per-file provenance, and the geometry contract in docs/tutorials/assets/README.md. CC0 specifically rather than merely free: a reader who copies a tutorial into their own game inherits no obligation. scripts/fetch_tutorial_assets.sh refreshes them in the shape mkcontrollermappings.sh was fixed into for 0.5.0 -- it checks curl's status, refuses a pack page that does not say CC0, verifies the archive and the staged dimensions, and leaves the tracked bytes untouched on any failure. Both failure paths were tested, and a no-op refresh is byte-identical. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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b938460127
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Add the manual: nineteen chapters and a corrected README
docs/ is a narrative manual, not a second reference. Every header already carries a substantial @file/@brief block and Doxyfile sets WARN_IF_UNDOCUMENTED with WARN_AS_ERROR, so an undocumented symbol already fails CI. The gap was navigation and worked examples. Chapters teach a task and link to the Doxygen output; where a declaration or a constant table has to be in front of the reader it arrives as a `c excerpt=` block, so the text *is* the header and cannot diverge from it. That also preserves the hand-aligned bit-flag tables scripts/reindent.el goes out of its way not to destroy. The manual does not re-document its dependencies. libakerror owns the ATTEMPT/CLEANUP/PROCESS/HANDLE/FINISH protocol, SDL3 owns renderers and events, Tiled owns the map format, jansson owns json_t. A chapter that restated any of them would be wrong the day upstream changed and nothing here would notice -- the same drift this work exists to fix, arriving from a different direction. So each chapter says what libakgl adds or constrains and links out for the rest. Chapter 4 is the exception and the reason for it: libakerror documents the mechanism, but only libakgl can say which statuses its own functions raise and what they mean here, and that was written down nowhere. It carries three tables -- libakgl's five status codes, the libakerror statuses libakgl actually raises with their meaning in this library, and the exit-status trap where `exit(AKGL_ERR_SDL)` is a wait status of 0 because the band starts at 256. Every chapter was written against src/ rather than against the header comments, which is how 27 false claims in those comments came to light. Where a chapter documents a known defect rather than a design decision it says so and points at TODO.md. README.md keeps the development process and hands the reader to docs/. Its task-oriented FAQ is deleted rather than moved, because one source of truth per topic is the whole point and that FAQ's examples did not compile. Census: 39 compiled snippets, 89 verbatim header excerpts, 4 JSON documents run through the real loaders, one linked-and-executed program with its output compared byte for byte, one generated figure. 11 norun blocks, each justified. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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8ac291d2dd
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Compile, link and run every example in the documentation
libakgl exports 157 functions and the only user-facing documentation was a FAQ in README.md whose examples did not compile: two unbalanced `PASS()` calls, a `sprite->frameids = [0, 1, 2, 3];` that is not C in any dialect, a stray `9` inside a bitmask expression, an `int screenwidth = NULL`, and -- in the first snippet a reader ever saw -- the exact `strncpy` call AGENTS.md forbids. That is not a reader routing around typos. It is what happens to samples that nothing executes. This is akbasic's documentation harness with the interpreter taken out and the ability to link and run put in. The contract is a set of fence info strings, so an example is ordinary markdown that still highlights on the forge: ```c compiled with -fsyntax-only -Wall -Werror ```c wrap=NAME the same, wrapped in tests/docs_preludes/NAME.pre/.post ```c run=NAME linked against akgl and run headless ```c excerpt=PATH must still appear verbatim in PATH ```c screenshot=NAME also the source of docs/images/NAME.png ```json kind=KIND loaded through the real akgl_*_load_json ```output the exact stdout of the runnable block above it `run=` is why this links at all: -fsyntax-only proves a call typechecks, not that the startup order works or that an ATTEMPT block gives back what it took. `json kind=` exists because the asset formats are documented in prose and read by four loaders with nothing tying the two together -- util/assets/littleguy.json is already invalid against the loader it ships with. A fence with no info string is a hard error, and so is an unknown one. The failure mode this exists to prevent is passing because it quietly ran nothing, so an unannotated block is a missing decision rather than a default. Exit status is the number of failed examples; 2 for a usage error, which is a different thing and has to be distinguishable. Proven to fail on all ten of its failure modes -- untagged fence, non-compiling snippet, stale excerpt, orphan output block, unknown info string, run= output mismatch, invalid JSON, missing figure, a -Werror warning, and a dangling preload= -- because a check that has never failed has not been tested. `-Werror` here although AKGL_WERROR stays off for the library: that option is off so a new compiler's diagnostic cannot break a consumer's build, and a doc snippet is not a consumer. A sample that warns is a sample that teaches the warning. Registered as `docs_examples` and `docs_screenshots`. No docs-path filter in CI, deliberately: documentation goes stale because the code moved, not because somebody edited a chapter. Co-Authored-By: Claude Code <noreply@anthropic.com> Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |