controller.h declares three handler pointers taking an akgl_Actor * and
included nothing that declares that type, so any translation unit reaching
for it before akgl/actor.h failed with "unknown type name 'akgl_Actor'".
src/controller.c never noticed because it includes akgl/game.h first, and
tests/controller.c carried a comment explaining the workaround.
Included rather than forward-declared: akgl_Actor is a typedef of a named
struct and repeating a typedef is C11, not C99. It closes no cycle --
actor.h reaches only types.h and character.h.
tests/headers.c is a whole suite for one #include on purpose. A second
#include after the first proves nothing about the second, because by then
the first has dragged its dependencies in; covering another header means
another file shaped like this one.
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>
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>