akbasic is a C port of the BASIC interpreter being built to link into libakgl as
a scripting engine for game authors. Its interpreter core is complete and passes
its whole acceptance corpus against a stdio text sink; four gaps here block the
libakgl-backed sink and the graphics, sound and console verbs of Commodore
BASIC 7.0.
Filed rather than worked around downstream, because growing libakgl to serve a
consumer is the wanted outcome. Each entry says what the BASIC verb needs, what
the akgl_* entry point should look like, and what would cover it.
Only the first blocks work already designed and waiting. text.h can load a font
and render a string and cannot say how large that string will be, so there is no
way to build a terminal-style surface on it -- a cursor needs the advance width
of a cell and wrapping needs to know where a string crosses the margin. The
reference interpreter derived its whole character grid from SDL2_ttf's
SizeUTF8("A"). akgl_text_measure() over TTF_GetStringSize closes it.
The other three block verbs not yet started: draw.h declares one function and
src/draw.c is at 0%, so DRAW/BOX/CIRCLE/PAINT have nothing to plot with; there
is no audio API at all despite SDL3_mixer being vendored, and PLAY/ENVELOPE want
a synthesised voice SDL3_mixer does not provide; and controller.h is built
around event handlers the host pumps, which suits a game loop but not GET/GETKEY
-- those ask whether a keystroke is waiting and must not require the interpreter
to own the event loop, which goal 3 forbids anyway.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Defects #13: gcovr searches for gcov data under --root, which
CMakeLists.txt:208 and :223 set to the source directory, so any
instrumented build tree left there is merged into the report. The
--object-directory argument beside each does not narrow the search; it
only maps gcda files back to the compiler's working directory.
A leftover build-coverage/ therefore fails coverage_reset before any
test runs, with gcovr unable to reconcile a function reported on two
different lines. The build*/ entry in .gitignore keeps the offending
tree out of git status, so the state is easy to get into and hard to
spot.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Add an "Internal consistency" section to TODO.md: 41 numbered findings
from a sweep of src/ and include/, each cited by file:line and grouped by
blast radius. These are convention problems, not a re-audit of behavior,
but several have live functional consequences:
- AKGL_TIME_ONESEC_MS is misnamed. Its value is nanoseconds-per-
millisecond, but akgl_game_state_lock uses it as a one-second budget
against a 100ms delay loop, so the lock blocks ~16 minutes.
- SUCCEED_RETURN inside an ATTEMPT block at tilemap.c:52 bypasses the
CLEANUP two lines below, leaking two heap strings on every successful
tilemap property lookup, against a 256-entry pool.
- AKGL_ACTOR_STATE_STRING_NAMES is declared [33] and defined [32], and
names bits 11 and 12 as UNDEFINED where actor.h defines MOVING_IN and
MOVING_OUT, so no character JSON can bind a sprite to those states.
- 19 non-static functions are defined in src/ but declared in no header,
and akgl_game_init_screen is declared but never defined.
- AKGL_COLLIDE_RECTANGLES has unbalanced parentheses and cannot compile.
- text.c:19 checks `name` twice and never validates `filepath`.
Item 30 is marked resolved by the reindent in the preceding commit.
Also add Defects #12: a failed controller-DB fetch silently destroys the
tracked fallback. include/akgl/SDL_GameControllerDB.h is committed on
purpose so the library still builds if upstream disappears, but
mkcontrollermappings.sh has no `set -e` and never checks curl's exit
status -- on failure it overwrites the good header with
AKGL_SDL_GAMECONTROLLER_DB_LEN 0 and an empty initializer, and exits 0.
Verified against an unresolvable host. CMakeLists.txt:89-93 compounds
this: the custom command's OUTPUT is relative, so CMake resolves it
against the binary dir while the script writes to the source dir, leaving
the command permanently out of date and re-running on every build.
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>
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>