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>
AGENTS.md described style in one paragraph that said little more than
"follow the surrounding code", which was not actionable once files had
drifted apart. Replace it with an explicit specification.
The canonical style is Emacs cc-mode "stroustrup" with tabs enabled: a
4-column offset with 8-column tabs, so depth 1 is four spaces, depth 2 is
one tab, depth 3 is a tab plus four spaces. Most of src/ already followed
this; what looked like randomly mixed tabs and spaces was simply cc-mode
output. Document the byte ladder explicitly, since editors that expand
tabs or assume a 4-column tab silently corrupt it.
Rules beyond indentation are derived from counted majorities in the
existing code rather than invented: errctx over e (92 to 45), padded
control parens (140 to 7), pointer binding to the identifier (486 to 5),
and always-brace (only four unbraced bodies exist). Brace and else
placement are called out as house conventions that cc-mode does not
enforce, so "run the indenter" and "follow the guide" cannot conflict.
Also record the naming, error-handling, and API-surface rules that a
consistency sweep showed were being broken silently -- in particular that
a *_RETURN macro inside an ATTEMPT block skips CLEANUP.
Add the tooling to apply it:
.dir-locals.el applies the style to every c-mode buffer
scripts/reindent.el batch reindent via Emacs
scripts/reindent.sh reindent or --check the tree
scripts/hooks/pre-commit reindents staged sources
reindent.el deliberately avoids Emacs' tabify: its tabify-regexp is
" [ \t]+", which is not anchored to the start of a line, so it rewrites
runs of spaces anywhere and destroys the hand-aligned value columns in
the bit-flag tables in actor.h and iterator.h. Only leading whitespace is
ever rewritten, and lines starting inside a string literal are skipped.
The hook checks staged content rather than the working tree, so what is
committed is what was verified. It re-stages a fixed file only when the
index and working tree agree, otherwise a partial `git add -p` would
sweep unstaged work into the commit.
Enable with: git config core.hooksPath scripts/hooks
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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>
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>
Record the 39.6 percent line and 44.3 percent function coverage baseline
measured with the AKGL_COVERAGE build, and plan twelve test suites to raise
it to roughly 70 percent lines and 80 percent functions. Tier the work by
what each suite needs: pure logic suites for physics, json_helpers, heap,
and savegame handling that require no renderer; renderer suites gated behind
a shared offscreen harness; and controller and frame-loop coverage deferred.
Note that vendored dependency shared objects are absent from the loader path
in a fresh out-of-tree build, which reports every test as zero coverage, and
record ten suspected defects found while reading the uncovered code so the
new tests assert correct behavior rather than pinning the current one.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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>
Add file, structure, global, and function documentation across all libakgl-owned headers and sources, including parameter contracts and likely AKERR/AKGL_ERR exceptions. Add a strict Doxyfile and build the generated API documentation in Gitea CI with warnings treated as failures.
Co-authored-by: Codex (GPT-5) <noreply@openai.com>
Build libakgl with recursive vendored dependencies, run the passing CTest suite with JUnit reporting, and publish a bounded static-string mutation gate with a 50 percent score threshold.
Co-authored-by: Codex (GPT-5) <noreply@openai.com>
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>
Migrate tilemap tests to pointer-based game globals and current loader signatures, initialize the renderer callback used by image comparisons, and refresh the character fixture schema. Preserve loaded tileset names by removing a duplicate heap allocation.
Co-authored-by: Codex (GPT-5) <noreply@openai.com>