Commit Graph

24 Commits

Author SHA1 Message Date
f0858b0d38 Document what the functions actually do instead of that they can fail
The Doxygen comments were generated from the declarations, so 217 @throws
lines across 21 headers read "When the corresponding validation or operation
fails" and told a caller nothing beyond the status name. The @param lines were
the same shape: every output was "Output destination populated by the
function", every instance "Object to initialize, inspect, or modify".

Rewritten against the implementations, following the pattern libakstdlib
already uses:

- @throws names the condition. akgl_sprite_load_json separated AKERR_KEY
  (absent) from AKERR_TYPE (present, wrong type) from AKERR_OUTOFBOUNDS
  (filename too long, or array indexed past its end), and gained AKGL_ERR_SDL
  and AKGL_ERR_HEAP, which it raises and never declared.
- Parameters say whether they are required, what a NULL means, and what is
  written on a failure path. Where an argument is not checked, the doc says so:
  akgl_heap_next_actor's dest is a crash on NULL, not an error, and
  akgl_render_2d_frame_start dereferences self before testing it.
- The conventions move up to the file blocks so the per-function docs stay
  short. json_helpers.h states once that absence is an error here and that
  json_t * results are borrowed; heap.h explains the pool model and the
  acquire asymmetry; physics.h carries the thrust/environmental/velocity table.
- Struct fields, enum values, macros and exported globals are documented,
  including the dead ones - sprite_w/sprite_h, movetimer, p_scale and
  timer_gravity are read by nothing, and say so.

Also fixes ten comments in error.h and audio.h that opened with /** rather
than /**<, so Doxygen attached them to the following entity and rendered the
text as part of the macro's value. Verified against the generated HTML.

Comments only - no declaration changed. Doxygen builds clean under
WARN_AS_ERROR, scripts/reindent.sh --check passes, 19/19 suites pass.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 11:23:15 -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
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
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
941eeb2493 Got the physics system applying gravity and drag correctly. (Mostly? Seems like it? Seems good.) 2026-05-26 16:45:04 -04:00
314ce5e10d Physics simulation engine implemented, basic cases (null and 2d SideScroller) works 2026-05-26 10:36:31 -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
dc2e88b72f Fix a scale bug (default should be 1.0), add tilemap release function 2026-05-13 16:56:24 -04:00
53e4f5c14f Tilemaps can have two objects placed on it, 'p_foreground' and 'p_vanishing' whose placement form a virtual perspective plane, which causes sprites to scale as they move up and down the screen between them, creating the illusion of depth on the screen 2026-05-13 09:57:24 -04:00
5439b8004b Move some of the sprite math out of the actor into the sprite 2026-05-12 15:21:36 -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
284ffd7b4a Fix missing sdl3game.pc for pkg-config, change sprite speed and character movement values to long int expressed in nanoseconds for better compatibility with SDL_Time and locking against game clock, still expressed as milliseconds in json 2026-05-05 20:40:25 -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
62ba23a1a0 Simplified SDL3GActor_cmhf_* functions 2025-08-09 09:28:28 -04:00
93bc3addfe actor_logic_changeframe was allowing frame counters to increment out of control leading to unpredictable behavior when changing state, animations would be outside their frame range 2025-08-09 08:59:52 -04:00
e20752a97e Improved control map handling 2025-08-08 22:39:48 -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