Commit Graph

29 Commits

Author SHA1 Message Date
9b124f2e27 Migrate to the libakerror 1.0.0 status registry
libakerror 1.0.0 replaced the consumer-sized status-name array with a
private registry and made status-code ownership explicit and enforced.
AKERR_MAX_ERR_VALUE and __AKERR_ERROR_NAMES are gone, and the registry
entry points raise akerr_ErrorContext * instead of returning int. See
deps/libakerror/UPGRADING.md.

The break was not only source-level. libakgl's codes sat at
AKERR_LAST_ERRNO_VALUE + 18 through + 22, and 1.0.0 claimed exactly
those five offsets for its own AKERR_STATUS_* registry codes, so every
AKGL_ERR_* was aliasing a libakerror status. HANDLE(e,
AKGL_ERR_LOGICINTERRUPT) at physics.c:222 would have swallowed a
foreign-name refusal.

- Move the band to AKERR_FIRST_CONSUMER_STATUS (256) as fixed offsets,
  so a libc that grows an errno cannot move the codes, and add
  AKGL_ERR_OWNER, AKGL_ERR_LIMIT and AKGL_ERR_COUNT to describe it.
- Reserve the range and register the names through the owned entry
  points, PASS-ing each: these are AKERR_NOIGNORE, and the old
  akerr_name_for_status calls discarded failure silently.
- Drop the AKERR_MAX_ERR_VALUE=256 compile definition.
- Guard on AKERR_FIRST_CONSUMER_STATUS in include/akgl/error.h, which
  now includes <akerror.h> so the guard is reliable. The embedded build
  is fine, but the find_package path can pick up a stale installed
  header, and 1.0.0 has an soname, so that pairing is an ABI mismatch
  rather than a compile problem. Same guard libakstdlib already carries.

Registration also moves out of akgl_heap_init into a new akgl_error_init
in src/error.c. It was in the heap pool's initializer only because that
was the first thing akgl_game_init called, and the upgrade turned five
fire-and-forget name calls into a library-wide ownership claim that can
fail. That placement was hiding a defect: game.c raises AKGL_ERR_SDL
when SDL_CreateMutex fails, five lines before akgl_heap_init ran, so the
earliest error path in the library was guaranteed to print "Unknown
Error". akgl_error_init is now the first statement in akgl_game_init.

Callers that drive subsystems directly must call akgl_error_init first;
it is idempotent, so ordering it precisely is not required. The eleven
test suites that relied on akgl_heap_init to name their statuses now
call it explicitly, or their failure messages would have degraded to
"Unknown Error".

Add tests/error.c: assert every code reads back its registered name,
that the name table and AKGL_ERR_COUNT agree, that a foreign owner is
refused with AKERR_STATUS_NAME_FOREIGN and AKERR_STATUS_RANGE_OVERLAP,
and that repeating the init is a no-op. That last one is a live
constraint, not a triviality -- libakerror treats only an identical
reservation as a repeat, so a subset or superset raises.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 22:20:28 -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
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
549b27d3eb Document the libakgl API with Doxygen
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>
2026-07-30 01:10:31 -04:00
9fed59c4c8 Abstract the global renderer, physics, camera and gamemap objects behind a pointer, so you can swap in and out different ones as needed 2026-06-02 13:15:26 -04:00
d87c5d2c20 More rendering subsystem breakout, added a physics subsystem, everything now fires from akgl_game_update() for the user 2026-05-25 21:29:18 -04:00
6314ad7f26 Start abstracting the rendering backend away to make it easier to switch to GPU rendering later 2026-05-24 21:59:29 -04:00
e3edd5b855 Add a method that automatically opens gamepads so they will send events 2026-05-21 21:43:51 -04:00
f695a035c8 Add a low FPS callback to aid in debugging, and fix a huge memory leak in akgl_text_rendertextat 2026-05-15 11:07:31 -04:00
36dfd47a06 Fixed a bug in akgl_heap_next_string, made screen width and height load from properties, not on the game object 2026-05-13 04:55:19 -04:00
0f01126bad More akstdlib conversion 2026-05-11 20:58:36 -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
cc0916cd1f Added a (registry object name -> registry object pointer) map to the save method so that registry reference by name can have their actor, sprite, spritesheet, and character references reset 2026-05-09 14:45:37 -04:00
4c771227f5 Encode library version and game version into savegame files and check them both 2026-05-08 23:48:35 -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
0bd1ae1df8 Move music tracks out of akgl_Game to make it more suitable for serialization 2026-05-08 22:16:43 -04:00
e0a59e2447 Add types.h, standardize integer types on stdint 2026-05-08 22:01:56 -04:00
5dda86d887 Add properties registry. Start bounding defines with conditionals so users can change library allocation size. 2026-05-08 10:16:33 -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
c3847160da Added a font registry, a text rendering helper, and an FPS counter function 2026-05-06 11:12:42 -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
fb3ff6f2b3 Refactor gamepad to controller, introduce control maps and control map handling of actor states 2025-08-03 21:42:12 -04:00
77173e5fca Start moving game data into a fatty struct 2025-08-03 15:14:36 -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
ae697a178c Moved include files to a proper sdl3game include directory 2025-08-03 10:41:09 -04:00
5bd7803051 Exported libsdl3game from the sdl3-gametest demo project 2025-08-03 10:07:35 -04:00