Commit Graph

14 Commits

Author SHA1 Message Date
4d80664cd9 Build clean under -Wall, with -Werror in CI only
TODO.md item 37 said the cast sweep buys nothing until the build turns on the
warnings those casts suppress. This is that precondition, and the argument
turned out to be right with evidence: -Wall found three genuine signedness
mismatches in sprite.c, where uint32_t width, height and speed were passed
straight to akgl_get_json_integer_value(..., int *). A cast would have silenced
all three. Fixing them properly also turned up that speed is scaled by a million
into a 32-bit field, so anything past 4294 ms overflowed rather than being held.

The other real finding was ten -Wstringop-truncation warnings, every one a
fixed-width strncpy. Those leave a name field unterminated when the input fills
it -- and those fields are registry keys, handed to strcmp and SDL property
calls that do not stop at the field. Same overread class fixed twice already
this release. All ten now use aksl_strncpy from akstdlib, which always
terminates and never NUL-pads, bounded to size - 1 so an over-long name still
truncates rather than being refused. staticstring.h documented the old strncpy
semantics explicitly and has been rewritten to match.

Two sites in game.c are deliberately left on strncpy: both stage into a
pre-zeroed buffer for the savegame's fixed-width fields, where the NUL padding
is part of the format. Neither is flagged.

sprite.c also had a memcpy of a full 128-byte field from a NUL-terminated
string, which reads past the end of any shorter name. Not flagged by anything;
found while converting its neighbours.

-Werror is an option, default OFF, on only in the cmake_build and performance CI
jobs. libakgl is consumed with add_subdirectory -- akbasic does exactly that --
so a target-level -Werror turns every diagnostic a newer compiler invents into a
broken build for somebody else. The warning set is not even stable across build
types here: an -O2 build reports ten warnings that -O0 and -fsyntax-only do not,
because they need the middle end. The two jobs that set it are one of each.

-Wextra is deliberately not adopted. It adds 22 findings, 17 inherent to the
design: 13 -Wunused-parameter from backend vtables and SDL callbacks that must
match a signature, and 4 -Wimplicit-fallthrough from libakerror's own
PROCESS/HANDLE/HANDLE_GROUP, which fall through by design. Filed upstream as
deps/libakerror TODO item 8; the submodule bump carries it.

deps/semver/semver.c is listed directly in add_library, so the target's PRIVATE
options reach it. Exempted with -w so a future semver update cannot fail this
build -- verified by forcing -Wextra -Werror and watching our files fail while
semver compiled clean.

Verified: RelWithDebInfo, Debug and coverage builds all clean under -Werror;
-Werror actually fails on a planted unused variable; an embedded consumer with
AKGL_WERROR unset still configures and builds. 25/25 pass, memcheck clean,
reindent --check, check_api_surface and check_error_protocol clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 09:18:52 -04:00
19530f6a97 Fix the type, macro and state-table defects, and the leftover debris
Closes internal-consistency items 19 through 36, 38 and 41. Item 37, the ~180
redundant casts, is deliberately left open with its reasoning in TODO.md: the
benefit only arrives once the build turns on the warnings those casts suppress,
and doing it before that is churn across the two files with the most
outstanding functional defects.

The two that were real bugs are in the actor state table.
AKGL_ACTOR_STATE_STRING_NAMES was declared [AKGL_ACTOR_MAX_STATES+1] and
defined [32], so a consumer trusting the declared bound read past the object;
and indices 11 and 12 were named UNDEFINED_11 and UNDEFINED_12 where actor.h
has MOVING_IN and MOVING_OUT, so no character JSON could bind a sprite to
either state. tests/registry.c now walks the whole table -- every entry
non-NULL, every entry resolving to its own bit, no two entries sharing a name.

The bitmask macros are parenthesized and AKGL_BITMASK_CLEAR has lost the
semicolon inside its body. Writing tests/bitmasks.c for that turned up
something worth knowing: the obvious test does not catch it. For a bit that is
set, the misparse `!(mask & bit) == bit` gives the same answer as the correct
one. It only diverges for an unset bit whose value is not 1, and that is the
shape the suite uses now.

akgl_draw_background was the last public function outside the error protocol.
It takes a backend like everything else in draw.h, restores the draw colour it
found, and is tested -- TODO.md had it filed under "needs the offscreen
renderer harness", which was never true; what it needed was to stop reading the
global.

All eight registry initializers go through one helper, so the seven that leaked
an SDL_PropertiesID on every call after the first no longer do. Fixed in the
same place because it is the same function: akgl_registry_init never called
akgl_registry_init_properties, which made akgl_set_property a silent no-op for
anyone not going through akgl_game_init -- Defects, Known and still open item 3.

Also: AKGL_COLLIDE_RECTANGLES (three open parens, two closes) and akgl_Frame
deleted, float32_t/float64_t used consistently, the developer-specific debug
logging removed from the controller inner loop, the abandoned SDL_GetBasePath
comments removed, nine unused locals removed, and dst renamed to dest.

akgl_game_update's default flags no longer OR the same bit twice. That changes
nothing today, and the reason is Performance item 32: the loop never reads
either bit, which is why every actor is updated sixteen times a frame. Still
open.

25/25 pass, memcheck clean, reindent --check clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 07:33:36 -04:00
9924d74dcc Namespace every exported symbol, and bump to 0.5.0
Closes internal-consistency items 1 through 6, 12 and 13. Every include guard
is _AKGL_<FILE>_H_, every in-project header include is angled, and every
exported function, type and global carries the akgl_ prefix. This is an ABI
break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename
table.

The renames were driven by renaming each declaration and letting the compiler
find the uses, not by pattern substitution: renderer, physics and camera are
also parameter and struct-member names, and a sed would have rewritten
map->physics and every akgl_RenderBackend *renderer parameter without a word.

Item 4 turned out not to be cosmetic. The library exported a global called
renderer and tests/character.c defined an SDL_Renderer *renderer of its own;
the executable's definition preempted the library's, akgl_sprite_load_json
read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load
in that suite failed. The suite reported success anyway, because libakerror's
unhandled-error handler ends in exit(errctx->status), exit keeps only the low
byte, and AKGL_ERR_SDL is exactly 256. So character had been green while
running one of its four tests, and every suite in the tree was unable to fail
on the most common status in a library built on SDL.

Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which
collapses any status a byte cannot carry onto 1, and every suite installs it.
character binds a real backend with akgl_render_2d_bind. Its fourth test then
runs for the first time and fails on a defect it has asserted all along, so
akgl_heap_release_character now walks state_sprites with
AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot
-- TODO.md Defects item 21 and half of Carried over item 1.

AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so
akgl_game_state_lock waited roughly sixteen minutes rather than one second. It
is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and
tests/game.c holds the mutex from a second thread to assert the wait -- the
contended path had no coverage at all.

Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both
install() and a generated translation unit per header, so a header that ships
is a header that is checked. Writing that found registry.h, which used
SDL_PropertiesID in eight declarations and included no SDL header.

23/23 suites pass, memcheck is clean, reindent --check is clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 07:33:35 -04:00
28bde4176d Reindent all C sources to the canonical stroustrup style
Mechanical whitespace-only change across src/, include/, tests/, and
util/, applied with scripts/reindent.sh. No behavioral change.

Most files already conformed. The genuine outliers indented at 2 columns
(json_helpers.c, util.c from akgl_rectangle_points onward, assets.c,
staticstring.c, akgl_actor_add_child, util.h, staticstring.h) or used
spaces where the canonical form is a tab (draw.c). cc-mode also re-aligns
line-continuation backslashes in multi-line macros to its default
c-backslash-column, which is required for the tree to be a fixed point of
the indenter.

Verified whitespace-only: `git diff -w` over this change is empty apart
from three trailing blank lines removed at EOF in src/heap.c,
src/registry.c, and tests/tilemap.c. The build produces no new errors and
ctest is unchanged at 13/14, with `character` still the one intentional
failure.

The tree is now a fixed point of `scripts/reindent.sh --check`.

include/akgl/SDL_GameControllerDB.h is generated and excluded.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:17:37 -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
a0b2dda4cf Rename library to AKGL (AKLabs Game Library) 2026-05-07 22:20:10 -04:00
359ae23414 Unify the library on an akgl_ namespace 2026-05-07 22:01:27 -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
7cff27f035 Added charviewer 2026-01-05 08:57:38 -05:00
4b901886a2 Add GameControllerDB support 2025-08-09 13:53:37 -04:00
e20752a97e Improved control map handling 2025-08-08 22:39:48 -04:00
35621d8b4d Changed sprite and character loaders to use the explicit paths passed into them, and to use relative paths for assets referenced inside of spritesheets
Unfortunately 3 tests are broken. Lots of stuff still expects the old behavior (automatic path computation from the binary location on the filesystem)
2025-08-04 22:35:48 -04:00
9ecfc7dc42 Add charviewer utility for viewing character / sprite files 2025-08-04 21:37:36 -04:00