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f2efbdf1b7 Fill the gaps the chapter 22 weaker-model reader found
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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
2026-08-02 13:06:22 -04:00
8f848d80be 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
2026-08-02 11:32:20 -04:00