Commit Graph

118 Commits

Author SHA1 Message Date
bc782fbffe Add controller test suite and reach 72 percent line coverage
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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>
2026-07-30 02:08:38 -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
6f6bd2d563 Plan a unit test suite from the coverage baseline
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>
2026-07-30 01:40:06 -04:00
ff88f48fa2 Add CTest coverage reporting
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Instrument libakgl in opt-in coverage builds, use CTest fixtures to reset counters and emit Cobertura XML and detailed HTML reports, and upload those reports from Gitea CI. Document the local coverage workflow for contributors.

Co-authored-by: Codex (GPT-5) <noreply@openai.com>
2026-07-30 01:25:26 -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
a2995e81df Add Gitea test and mutation pipeline
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Build libakgl with recursive vendored dependencies, run the passing CTest suite with JUnit reporting, and publish a bounded static-string mutation gate with a 50 percent score threshold.

Co-authored-by: Codex (GPT-5) <noreply@openai.com>
2026-07-29 18:46:26 -04:00
dc1bd0a798 Add mutation testing harness
Port the scratch-copy mutation runner used by libakerror and libakstdlib, covering libakgl source files with sampling, thresholds, JUnit reports, and test timeouts. Add a CMake target and documentation, preserve the intentionally failing character test exclusion, and migrate the sprite test to the renderer backend so mutation baselines are green.

Co-authored-by: Codex (GPT-5) <noreply@openai.com>
2026-07-29 18:42:09 -04:00
3854b33750 Update tilemap tests for renderer backends
Migrate tilemap tests to pointer-based game globals and current loader signatures, initialize the renderer callback used by image comparisons, and refresh the character fixture schema. Preserve loaded tileset names by removing a duplicate heap allocation.

Co-authored-by: Codex (GPT-5) <noreply@openai.com>
2026-07-29 18:25:36 -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
74867ea82e README 2026-06-20 13:19:58 -04:00
4e510dd6d6 README updates 2026-06-19 10:47:07 -04:00
dca03cb50d Start README docs 2026-06-19 09:52:08 -04:00
652ee4cdf3 Tilemaps can now load their own physics engines from map properties. The gravity for the arcade simulation is acting a little funny when populated from the map properties. 2026-06-02 17:11:16 -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
8f613397d6 Loading sprites and tiles both work correctly with relative paths, now using akgl_path_relative* helpers 2026-05-24 19:57:57 -04:00
980bbc56fb Fixed loading of tilesets and images from tilemaps to correctly use relative paths. 2026-05-24 10:28:35 -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
73b1a4cab0 Make perspective scale work more explicitly from properties 2026-05-13 23:36:49 -04:00
aad196d84e akgl_heap_release* should not cascade into dependent objects (releasing actors should not release characters, sprites, and spritesheets) 2026-05-13 22:45:52 -04:00
9443fa8532 Fix bug in akgl_heap_release_actor preventing it from being cleared out of the registry 2026-05-13 19:28:38 -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
b8dee456ca Add keyboard enumeration function. Make image layers work. 2026-05-13 08:02:59 -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
23dbc7d985 Make mkcontrollers script work when building as a submodule 2026-05-12 21:40:31 -04:00
6f62e674d5 Make mkcontrollers script work when building as a submodule 2026-05-12 21:38:08 -04:00
8ae99120b5 Wrap subdirectory compilation in conditional 2026-05-12 21:06:29 -04:00
c79d93dd58 Wrap subdirectory compilation in conditional 2026-05-12 21:01:47 -04:00
ccd26494d9 Import all dependencies as submodules, make cmake do the right thing 2026-05-12 16:45:42 -04:00
5439b8004b Move some of the sprite math out of the actor into the sprite 2026-05-12 15:21:36 -04:00
0f01126bad More akstdlib conversion 2026-05-11 20:58:36 -04:00
d928a8af0f Complete rename to akgl 2026-05-10 00:06:58 -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
f416cb5dee Fix bad pointer reference in SDL3G_controller_default 2026-05-06 23:05:17 -04:00
ef24d7b843 Add missing text header file 2026-05-06 22:49:05 -04:00
87a5b1da21 Add ability to push controls to a control map without having to manually track controlmap index IDs 2026-05-06 12:02:36 -04:00
c3847160da Added a font registry, a text rendering helper, and an FPS counter function 2026-05-06 11:12:42 -04:00