Commit Graph

23 Commits

Author SHA1 Message Date
bc782fbffe Add controller test suite and reach 72 percent line coverage
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Cover control map capacity, the default binding set, keyboard and gamepad
dispatch including cross-device rejection, the dpad handlers, and device
add and remove against the dummy SDL drivers. Synthesize SDL events directly
rather than pumping the event queue, so the suite needs no real hardware.

Fix the three-way appstate check in the four gamepad handlers, which tested
appstate in place of both the event pointer and the looked-up player actor,
so a null event or a missing player was dereferenced instead of reported.

Record the new coverage status in TODO.md along with the seven defects the
suites uncovered and fixed, eleven that remain open, and the reason the
build tree has to precede LD_LIBRARY_PATH for the CTest run.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 02:08:38 -04:00
22162db2da Add physics, heap, json_helpers, game, and actor test suites
Raise line coverage from 39.6 to 61.8 percent with four new suites and an
extension to the actor suite, and register every suite through a single
CMake list so a new test file cannot be left out of the coverage fixture.
Give the test targets a build-tree RPATH and prepend the build tree to
LD_LIBRARY_PATH for CTest, so a developer with a previously installed
libakgl.so exercises the library that was just compiled.

Fix six defects the new tests exposed:

- akgl_physics_simulate read self->gravity_time before its NULL check, so a
  NULL backend crashed instead of reporting AKERR_NULLPOINTER.
- akgl_game_save transposed CLEANUP and PROCESS, which placed the fclose
  inside the PROCESS switch. An ordinary save never flushed or closed its
  stream and produced an empty file.
- akgl_game_save_actors wrote each name table terminator from the address of
  a single char, emitting stack contents into the save file and a sentinel
  the loader could not recognize.
- akgl_game_load_objectnamemap used CATCH directly inside while(1), where the
  break leaves the loop rather than propagating, so a truncated name table
  loaded as a successful game.
- akgl_Actor_cmhf_up_on and _down_on dereferenced actor->basechar with no
  NULL check, unlike their left and right counterparts.
- akgl_actor_logic_movement checked actor twice instead of checking
  actor->basechar before dereferencing it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 02:03:21 -04:00
ff88f48fa2 Add CTest coverage reporting
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Instrument libakgl in opt-in coverage builds, use CTest fixtures to reset counters and emit Cobertura XML and detailed HTML reports, and upload those reports from Gitea CI. Document the local coverage workflow for contributors.

Co-authored-by: Codex (GPT-5) <noreply@openai.com>
2026-07-30 01:25:26 -04:00
dc1bd0a798 Add mutation testing harness
Port the scratch-copy mutation runner used by libakerror and libakstdlib, covering libakgl source files with sampling, thresholds, JUnit reports, and test timeouts. Add a CMake target and documentation, preserve the intentionally failing character test exclusion, and migrate the sprite test to the renderer backend so mutation baselines are green.

Co-authored-by: Codex (GPT-5) <noreply@openai.com>
2026-07-29 18:42:09 -04:00
cf9ebb206f Repair embedded dependency build and test setup
Isolate vendored test registration, namespace project error codes, and update dependency revisions. Fix mutable sprite path handling, out-of-tree fixtures, and charviewer initialization while documenting the outstanding character-to-sprite refcount bug.

Co-authored-by: Codex (GPT-5) <noreply@openai.com>
2026-07-29 18:17:08 -04:00
941eeb2493 Got the physics system applying gravity and drag correctly. (Mostly? Seems like it? Seems good.) 2026-05-26 16:45:04 -04:00
23dbc7d985 Make mkcontrollers script work when building as a submodule 2026-05-12 21:40:31 -04:00
8ae99120b5 Wrap subdirectory compilation in conditional 2026-05-12 21:06:29 -04:00
c79d93dd58 Wrap subdirectory compilation in conditional 2026-05-12 21:01:47 -04:00
ccd26494d9 Import all dependencies as submodules, make cmake do the right thing 2026-05-12 16:45:42 -04:00
4a02f0364f Start moving away from wrapping libc stuff in akerror, and move towards akstdlib that does this for me 2026-05-10 00:03:45 -04:00
ff6b282112 Added basic game save function, doesn't save much yet, but implements version comparison of binary saves for compatibility 2026-05-08 23:15:11 -04:00
e0a59e2447 Add types.h, standardize integer types on stdint 2026-05-08 22:01:56 -04:00
a0b2dda4cf Rename library to AKGL (AKLabs Game Library) 2026-05-07 22:20:10 -04:00
c3847160da Added a font registry, a text rendering helper, and an FPS counter function 2026-05-06 11:12:42 -04:00
284ffd7b4a Fix missing sdl3game.pc for pkg-config, change sprite speed and character movement values to long int expressed in nanoseconds for better compatibility with SDL_Time and locking against game clock, still expressed as milliseconds in json 2026-05-05 20:40:25 -04:00
6763b5629f Got the suite rebuilding, most tests pass, actor and sprite are failing 2026-05-03 23:57:55 -04:00
f475dfb6ee Move from 'libsdlerror' to 'libakerror' 2026-01-05 08:58:06 -05:00
4b901886a2 Add GameControllerDB support 2025-08-09 13:53:37 -04:00
9ecfc7dc42 Add charviewer utility for viewing character / sprite files 2025-08-04 21:37:36 -04:00
fb3ff6f2b3 Refactor gamepad to controller, introduce control maps and control map handling of actor states 2025-08-03 21:42:12 -04:00
0a386a6a67 Removed box2d physics because of linking problems (and nothing's using it yet). Also tests work now.
```
ln -s ../tests/assets build/assets
cd build
make test
```
2025-08-03 14:07:56 -04:00
5bd7803051 Exported libsdl3game from the sdl3-gametest demo project 2025-08-03 10:07:35 -04:00