Closes internal-consistency items 1 through 6, 12 and 13. Every include guard
is _AKGL_<FILE>_H_, every in-project header include is angled, and every
exported function, type and global carries the akgl_ prefix. This is an ABI
break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename
table.
The renames were driven by renaming each declaration and letting the compiler
find the uses, not by pattern substitution: renderer, physics and camera are
also parameter and struct-member names, and a sed would have rewritten
map->physics and every akgl_RenderBackend *renderer parameter without a word.
Item 4 turned out not to be cosmetic. The library exported a global called
renderer and tests/character.c defined an SDL_Renderer *renderer of its own;
the executable's definition preempted the library's, akgl_sprite_load_json
read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load
in that suite failed. The suite reported success anyway, because libakerror's
unhandled-error handler ends in exit(errctx->status), exit keeps only the low
byte, and AKGL_ERR_SDL is exactly 256. So character had been green while
running one of its four tests, and every suite in the tree was unable to fail
on the most common status in a library built on SDL.
Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which
collapses any status a byte cannot carry onto 1, and every suite installs it.
character binds a real backend with akgl_render_2d_bind. Its fourth test then
runs for the first time and fails on a defect it has asserted all along, so
akgl_heap_release_character now walks state_sprites with
AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot
-- TODO.md Defects item 21 and half of Carried over item 1.
AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so
akgl_game_state_lock waited roughly sixteen minutes rather than one second. It
is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and
tests/game.c holds the mutex from a second thread to assert the wait -- the
contended path had no coverage at all.
Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both
install() and a generated translation unit per header, so a header that ships
is a header that is checked. Writing that found registry.h, which used
SDL_PropertiesID in eight declarations and included no SDL header.
23/23 suites pass, memcheck is clean, reindent --check is clean.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Six findings, all of them libakgl's, all closed. The memcheck run is clean.
Not one of the four json_load_file calls in src/ was ever matched by a
json_decref, so every asset load abandoned its parsed document: 1.5 KB per
sprite, 2.1 KB per character, 9 KB per load of the 2x2 fixture map, and on
the order of a megabyte for a real one. Each loader now releases it in the
CLEANUP block it already had, on the success path as well as the failure
one. akgl_registry_load_properties needed its loop moved inside the ATTEMPT
block first: props is a borrowed reference into the document and is read
after the block ends, so every exit from that loop leaked the whole tree.
akgl_get_property copied a fixed AKGL_MAX_STRING_LENGTH bytes out of what
SDL handed back, which is SDL's strdup of the value -- four bytes for
"0.0". That read up to 4 KiB past the end of somebody else's allocation on
every property read, returned whatever was there past the terminator, and
would have faulted on a value that landed at the end of a page. It copies
the value and its terminator now, and refuses a value too long for an
akgl_String rather than truncating it into an unterminated buffer. The
header note that described the overread as a quirk describes correct
behaviour instead.
The four savegame name tables wrote a fixed-width field starting at the
registry key, and SDL sizes that allocation to the name. They read past it
on every entry and put what they found into the save file: up to half a
kilobyte of this process's heap per registered object, in a file a player
might send to somebody. They stage through a zeroed buffer now, and a
negative-array-size typedef fails the build if a table's width ever outgrows
it.
akgl_controller_list_keyboards never freed the array SDL_GetKeyboards
allocated for it.
A font could be opened and published and never handed back -- there was no
way to close one, so a game that changed fonts between scenes leaked ten
kilobytes each time, and loading over a live name leaked the font it
displaced. akgl_text_unloadfont is that missing half, and akgl_text_loadfont
calls it when it replaces a name, after the new font has opened so a failed
reload leaves the caller with the font they had. A new public symbol takes
the version to 0.4.0 and the soname with it: an 0.3 consumer cannot be
handed this library and told it is the same ABI.
tests/registry.c fills a destination with a sentinel and asserts the bytes
past the terminator survive a read, which fails against the old copy.
tests/text.c covers unload, double unload, unloading a name that was never
registered, and replacement closing the displaced font. The JSON releases
have no test of their own and cannot sensibly have one -- nothing in the
public API can observe a jansson refcount -- so the memcheck run is their
test, which is an argument for gating it rather than against.
The two remaining findings are in deps/semver's own unit test, which is
vendored. They are suppressed by function name, so a rewrite of those cases
comes back as a finding.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The ring held a keycode and dropped the rest of the event, so a line editor
built on akgl_controller_poll_key() could not reach a single shifted
character: no double quote, no colon, no parenthesis, and no lower case.
The modifier state was discarded two layers below the caller, and polling
SDL_GetModState() at read time cannot recover it -- the key is long
released by then, which is the point of a ring.
akgl_Keystroke carries the keycode, the modifiers and the UTF-8 text SDL
composed, and akgl_controller_poll_keystroke() hands back all three.
akgl_controller_poll_key() is unchanged for its callers: a game asking
whether the up arrow was pressed already gets what it wants.
The text comes from SDL_EVENT_TEXT_INPUT, which is the only correct way to
get a character out of SDL, and is attached to the press still waiting for
it -- tracked with a flag rather than by "whatever entry is newest", so a
press dropped by a full buffer cannot hand its text to an older key. Text
with no press behind it (an IME commit, a dead key) is buffered on its own
with keycode 0, and the keycode-only poller discards those on the way past.
Oversized text is cut on a code point boundary, and a sequence the string
ends in the middle of is dropped rather than read past its terminator.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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>
akbasic's GET and GETKEY ask "is there a keystroke waiting, yes or no" and must
not require the interpreter to pump SDL events itself. akgl_controller_poll_key
drains one key per call from a fixed 32-entry ring that
akgl_controller_handle_event fills, so the host keeps pumping and the embedded
interpreter reads at its own pace. akgl_controller_flush_keys discards a
backlog.
The recording happens before the control-map scan, not after: that scan returns
as soon as a binding claims the event, so recording afterwards would have
dropped exactly the keys a game also acts on. A full buffer refuses the newest
keystroke rather than overwriting the oldest, so a caller reading a line gets
what was typed first.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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>
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>
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>