77 Commits

Author SHA1 Message Date
42b60f725d Close the test gaps mutation testing found in audio and draw
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A mutation smoke run scored src/audio.c at 50% and src/draw.c at 70% and named
three real holes:

- Nothing asserted that an unconfigured voice is audible, which is the entire
  reason the voice table defaults to a square wave at full level instead of a
  zeroed struct. Deleting the defaults survived.
- No envelope test used a non-zero attack and decay together, so the decay
  measuring from the start of the note rather than from the end of the attack
  survived.
- The circle was only checked at its four axis points, which a mis-signed
  octant reflection survives. It now checks that every plotted pixel has a
  mirror in the other three quadrants.

Also adds a backend that exists but was never given an SDL_Renderer, which is
the state a host is in between allocating one and initializing it; every draw
entry point has to report it rather than dereference it.

audio 50% -> 75%, draw 70% -> 90%. The survivors are recorded in TODO.md and
are honestly untestable from here.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 07:30:18 -04:00
4208d9d471 Regenerate the coverage numbers
77.2% line and 83.1% function coverage across 2637 lines, up from 72.2% / 78.6%,
with the three new suites at 91% (audio), 95% (draw) and 58% (text). All 19
suites pass: the note recording character as an intentional failure was stale,
and neither tests/character.c nor src/character.c has changed since it was
written.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 07:17:18 -04:00
f56f88710f Initialize the flood fill's dirty rectangle at its declaration
GCC cannot see that it is only read on a path where flood_region() wrote it,
and warns under -Wmaybe-uninitialized.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 07:15:08 -04:00
2a3ca48d8f Synthesise tones on three voices
There was no audio API at all: SDL3_mixer was vendored and AKGL_REGISTRY_MUSIC
was declared, but nothing opened a mixer, and a mixer plays recordings anyway.
BASIC 7.0's SOUND, PLAY, ENVELOPE and VOL describe notes, so this adds a tone
generator -- three voices, five waveforms, an ADSR envelope each, mixed to one
float stream and fed to an SDL_AudioStream.

The voice table works whether or not a device is open. akgl_audio_init connects
it to one; a host that owns its own audio pipeline can call akgl_audio_mix
instead. That is also what makes the tests deterministic: a device pulls samples
on SDL's audio thread whenever it likes, so tests/audio.c mixes by hand and only
opens a device in its last test.

Phase is computed from the frame counter rather than accumulated, because a
float increment of hz/44100 added 44100 times a second walks a held note off
pitch. A voice that has never been configured defaults to a square wave at full
level, since a zeroed voice would have a sustain of 0.0 and make no sound with
no error to explain why. Voices summing past full scale are clamped rather than
scaled, so one voice plays at the level it was asked for.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 07:13:18 -04:00
dba0f8db89 Draw shapes immediately against a renderer
BASIC 7.0's graphics verbs -- DRAW, BOX, CIRCLE, PAINT, SSHAPE and GSHAPE -- all
plot against the current screen right now rather than adding to a scene, and
draw.h had exactly one function in it. This adds akgl_draw_point, _line, _rect,
_filled_rect, _circle, _flood_fill, _copy_region and _paste_region, each taking
the akgl_RenderBackend the host already initialized.

Color is an argument rather than a current-color global, so there is no second
copy of state to disagree with the caller's own, and each call restores the
renderer's draw color when it is done. SDL3 has no circle and no flood fill: the
circle is a midpoint circle, and the fill reads the target back, walks the
region with a fixed 4096-entry span stack, and blits back only the bounding box
of what changed. Exhausting that stack reports AKERR_OUTOFBOUNDS and says in the
header that the region is left partially filled.

tests/draw.c draws into a 64x64 software renderer under the dummy video driver
and reads the pixels back, so it needs no display and no offscreen harness.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 07:05:36 -04:00
1ddc64010a Let a caller take keystrokes without owning the event loop
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>
2026-07-31 06:57:50 -04:00
17e6e04c79 Measure rendered text without drawing it
akbasic needs the advance width of one character cell to build a terminal-style
text surface, and the wrapped size to know where a string crosses the right
margin. akgl_text_measure and akgl_text_measure_wrapped report both over
TTF_GetStringSize and TTF_GetStringSizeWrapped; neither needs a renderer, so
this half of the text subsystem is testable without the offscreen harness.

A negative wrap length is refused with AKERR_OUTOFBOUNDS: SDL_ttf reads it as a
very large unsigned width and quietly stops wrapping, which would return a
measurement that is wrong rather than an error the caller can see.

Also fixes akgl_text_loadfont, which checked name twice and passed an unchecked
filepath to TTF_OpenFont (TODO item 39).

The fixture font is a 10 KB monospaced ASCII subset of Liberation Mono, renamed
because "Liberation" is a Reserved Font Name; see
tests/assets/akgl_test_mono.LICENSE.txt. Monospaced so the suite can assert
width("AAAA") == 4 * width("A") rather than hardcode glyph metrics.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-31 06:55:25 -04:00
5f03475e0f Record the API gaps blocking akbasic
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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>
2026-07-31 06:29:17 -04:00
6dfe7487ae Record the stale-build-tree coverage defect
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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>
2026-07-30 22:58:55 -04:00
c2b16d3c18 Upgrade to libakstdlib 0.1.0
Bump deps/libakstdlib five commits to 95e5002, which versions the library
at 0.1.0 with an soname and a ConfigVersion file, upgrades its own
libakerror to 1.0.0, namespaces its coverage target when embedded, and
raises its libc-wrapper coverage. The public header diff is purely
additive -- nothing removed, no signature changed -- so libakgl's nine
aksl_* call sites needed no edits. What broke was the build.

A default `cmake -S . -B build` stopped configuring:

    add_executable cannot create target "test_version" because another
    target with the same name already exists. The existing target is an
    executable created in source directory ".../deps/libakstdlib"

The versioning commit added tests/test_version.c to libakstdlib.
EXCLUDE_FROM_ALL keeps that target from being built, but
add_subdirectory still creates it, so it collided with the version suite
added in the preceding commit. Build libakgl's test programs as
akgl_test_<name> instead. The CTest names are unchanged -- ctest -R
version still selects it -- and a dependency is now free to ship a test
of any name.

Ask find_package for libakstdlib 0.1 rather than any version. 0.1.0
ships akstdlibConfigVersion.cmake with SameMinorVersion compatibility,
mirroring its libakstdlib.so.0.1 soname, so this accepts any 0.1.x and
refuses 0.2 and 1.0. Unversioned, the non-embedded path would have taken
an ABI-incompatible libakstdlib without complaint.

libakerror is deliberately left unversioned in find_package. It installs
akerrorConfig.cmake and akerrorTargets.cmake but no
akerrorConfigVersion.cmake, so find_package(akerror 1.0) fails against a
correct install rather than a stale one. Its floor stays with the #error
in include/akgl/error.h. Worth fixing upstream.

Verified: clean configure, build and 16/16 ctest; a -DAKGL_COVERAGE=ON
tree configures, builds and passes 18/18, so libakstdlib's embedded
coverage-target rename does not collide here. Against a temp-prefix
install of 95e5002, find_package(akstdlib) accepts 0.1 and 0.1.0 and
refuses 0.2 and 1.0, and find_package(akerror 1.0) fails for the missing
version file as described.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 22:55:18 -04:00
2be9831c0c Ignore out-of-tree build directories
The first .gitignore entry was "./build/*". A leading ./ is not a valid
gitignore pattern, so it matched nothing and build/ turned up as
untracked in every git status. Use build*/, which also covers the
instrumented trees scripts/coverage.py and -DAKGL_COVERAGE=ON create.

Nothing under a build* path is tracked, so this hides no existing file.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 22:42:41 -04:00
c5a7b6053d Derive the library version from one place and give the .so a soname
The version was written down twice and agreed with itself by luck.
AKGL_VERSION was hand-maintained in include/akgl/game.h, and nothing
connected it to the build, which had no version at all:

- project() declared no VERSION, so the @PROJECT_VERSION@ substitution
  in akgl.pc.in expanded to nothing and every installed akgl.pc shipped
  an empty Version field. pkg-config --modversion returned "" and
  --atleast-version could not work at all.
- libakgl.so had no VERSION or SOVERSION, so there was no soname and no
  symlink chain. A stale libakgl could be paired with new headers
  silently, which is the failure libakerror added its own soname to
  prevent.
- MY_LIBRARY_VERSION at CMakeLists.txt:288 was never set anywhere. It
  built main_lib_dest as "lib/akgl-", and main_lib_dest was then never
  read. Dead line, removed.

project(akgl VERSION 0.1.0) is now the only place the number appears. It
drives the generated include/akgl/version.h, the shared library VERSION
and SOVERSION, and the Version field in akgl.pc. Held at 0.1.0 to match
the constant it replaces, so akgl_game_load_versioncmp still compares
savegames against the same value.

include/akgl/version.h is generated by configure_file from version.h.in
and publishes AKGL_VERSION, AKGL_VERSION_MAJOR/MINOR/PATCH and
AKGL_VERSION_AT_LEAST(major, minor, patch). That macro is the point:
libakstdlib could not write that test against libakerror, which
publishes no version macro, and had to feature-test on
AKERR_FIRST_CONSUMER_STATUS instead. game.h now includes the generated
header rather than defining the version itself, so consumers see
AKGL_VERSION exactly where they saw it before.

While the major version is 0 the soname carries major.minor, giving
libakgl.so.0.1. A plain SOVERSION 0 would assert that 0.1.0 and 0.2.0
are ABI-interchangeable, and they are not -- the preceding commit alone
added akgl_error_init. At 1.0.0 the soname becomes the major alone,
matching libakerror.

akgl_version() in src/version.c reports the version of the libakgl that
is actually linked, where AKGL_VERSION reports what the caller compiled
against. Comparing the two is the only way to catch a stale shared
library on the loader path; the macro alone cannot see it. It returns a
string rather than an akerr_ErrorContext * because it cannot fail, for
the same reason akerr_name_for_status does.

Add tests/version.c: the string and the numeric components must describe
one version, the linked library must agree with the headers, and
AKGL_VERSION_AT_LEAST must order correctly at the major, minor and patch
boundaries. Verified out of band that bumping project() to 1.2.3 moves
version.h, akgl.pc and the soname together, and that an install produces
the libakgl.so -> .so.0.1 -> .so.0.1.0 chain with SONAME libakgl.so.0.1.

Also ignore include/akgl/version.h. include/ precedes the build tree on
the include path, so a stray copy there would shadow the generated one
and pin every consumer to whatever version it was generated at.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 22:36:50 -04:00
9b124f2e27 Migrate to the libakerror 1.0.0 status registry
libakerror 1.0.0 replaced the consumer-sized status-name array with a
private registry and made status-code ownership explicit and enforced.
AKERR_MAX_ERR_VALUE and __AKERR_ERROR_NAMES are gone, and the registry
entry points raise akerr_ErrorContext * instead of returning int. See
deps/libakerror/UPGRADING.md.

The break was not only source-level. libakgl's codes sat at
AKERR_LAST_ERRNO_VALUE + 18 through + 22, and 1.0.0 claimed exactly
those five offsets for its own AKERR_STATUS_* registry codes, so every
AKGL_ERR_* was aliasing a libakerror status. HANDLE(e,
AKGL_ERR_LOGICINTERRUPT) at physics.c:222 would have swallowed a
foreign-name refusal.

- Move the band to AKERR_FIRST_CONSUMER_STATUS (256) as fixed offsets,
  so a libc that grows an errno cannot move the codes, and add
  AKGL_ERR_OWNER, AKGL_ERR_LIMIT and AKGL_ERR_COUNT to describe it.
- Reserve the range and register the names through the owned entry
  points, PASS-ing each: these are AKERR_NOIGNORE, and the old
  akerr_name_for_status calls discarded failure silently.
- Drop the AKERR_MAX_ERR_VALUE=256 compile definition.
- Guard on AKERR_FIRST_CONSUMER_STATUS in include/akgl/error.h, which
  now includes <akerror.h> so the guard is reliable. The embedded build
  is fine, but the find_package path can pick up a stale installed
  header, and 1.0.0 has an soname, so that pairing is an ABI mismatch
  rather than a compile problem. Same guard libakstdlib already carries.

Registration also moves out of akgl_heap_init into a new akgl_error_init
in src/error.c. It was in the heap pool's initializer only because that
was the first thing akgl_game_init called, and the upgrade turned five
fire-and-forget name calls into a library-wide ownership claim that can
fail. That placement was hiding a defect: game.c raises AKGL_ERR_SDL
when SDL_CreateMutex fails, five lines before akgl_heap_init ran, so the
earliest error path in the library was guaranteed to print "Unknown
Error". akgl_error_init is now the first statement in akgl_game_init.

Callers that drive subsystems directly must call akgl_error_init first;
it is idempotent, so ordering it precisely is not required. The eleven
test suites that relied on akgl_heap_init to name their statuses now
call it explicitly, or their failure messages would have degraded to
"Unknown Error".

Add tests/error.c: assert every code reads back its registered name,
that the name table and AKGL_ERR_COUNT agree, that a foreign owner is
refused with AKERR_STATUS_NAME_FOREIGN and AKERR_STATUS_RANGE_OVERLAP,
and that repeating the init is a no-op. That last one is a live
constraint, not a triviality -- libakerror treats only an identical
reservation as a repeat, so a subset or superset raises.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 22:20:28 -04:00
b014eb2360 Document git hook installation in the README
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The pre-commit hook is version controlled under scripts/hooks/, but Git
configuration is not cloned, so the hook does nothing until each clone is
pointed at it. Nothing said so anywhere a new contributor would look.

Cover installation, verification, what the hook actually does, the Emacs
requirement, bypassing, and uninstalling.

Two things worth calling out explicitly:

- core.hooksPath replaces the hooks directory outright rather than adding
  to it, so any pre-existing .git/hooks entries silently stop firing.
  Document a symlink alternative for anyone who keeps local hooks.
- The documented --check exit codes are 0 conforming, 1 non-conforming,
  2 environment failure, so a CI job failing on any non-zero status will
  not mistake a missing Emacs for a clean tree.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:22:47 -04:00
e423f9594e Accept absolute paths in reindent.sh --check
`--check` prefixed every path with the repository root unconditionally, so
passing an absolute path produced a bogus `$root//abs/path`, cp failed, and
the subsequent cmp reported the file as non-conforming. The exit status
happened to be 1, which looked correct while being reached for the wrong
reason.

In-place mode was unaffected -- it cds to the root and hands the list
straight to Emacs, where absolute paths resolve normally, which is why the
pre-commit hook worked.

Normalize both the copy and the compare through an abspath helper so
relative and absolute paths behave identically in either mode.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:22:47 -04:00
772f960865 Record internal consistency findings and the controller DB defect
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>
2026-07-30 18:17:58 -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
8d21d5c7dd Codify the canonical C style and add reindent tooling
AGENTS.md described style in one paragraph that said little more than
"follow the surrounding code", which was not actionable once files had
drifted apart. Replace it with an explicit specification.

The canonical style is Emacs cc-mode "stroustrup" with tabs enabled: a
4-column offset with 8-column tabs, so depth 1 is four spaces, depth 2 is
one tab, depth 3 is a tab plus four spaces. Most of src/ already followed
this; what looked like randomly mixed tabs and spaces was simply cc-mode
output. Document the byte ladder explicitly, since editors that expand
tabs or assume a 4-column tab silently corrupt it.

Rules beyond indentation are derived from counted majorities in the
existing code rather than invented: errctx over e (92 to 45), padded
control parens (140 to 7), pointer binding to the identifier (486 to 5),
and always-brace (only four unbraced bodies exist). Brace and else
placement are called out as house conventions that cc-mode does not
enforce, so "run the indenter" and "follow the guide" cannot conflict.

Also record the naming, error-handling, and API-surface rules that a
consistency sweep showed were being broken silently -- in particular that
a *_RETURN macro inside an ATTEMPT block skips CLEANUP.

Add the tooling to apply it:

  .dir-locals.el          applies the style to every c-mode buffer
  scripts/reindent.el     batch reindent via Emacs
  scripts/reindent.sh     reindent or --check the tree
  scripts/hooks/pre-commit  reindents staged sources

reindent.el deliberately avoids Emacs' tabify: its tabify-regexp is
" [ \t]+", which is not anchored to the start of a line, so it rewrites
runs of spaces anywhere and destroys the hand-aligned value columns in
the bit-flag tables in actor.h and iterator.h. Only leading whitespace is
ever rewritten, and lines starting inside a string literal are skipped.

The hook checks staged content rather than the working tree, so what is
committed is what was verified. It re-stages a fixed file only when the
index and working tree agree, otherwise a partial `git add -p` would
sweep unstaged work into the commit.

Enable with: git config core.hooksPath scripts/hooks

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:17:26 -04:00
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
Some checks failed
libakgl CI Build / cmake_build (push) Failing after 19s
libakgl CI Build / mutation_test (push) Failing after 16s
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
Some checks failed
libakgl CI Build / cmake_build (push) Failing after 18s
libakgl CI Build / mutation_test (push) Failing after 16s
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
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
90cbf41d75 Added missing error include 2026-05-04 00:02:31 -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
7cff27f035 Added charviewer 2026-01-05 08:57:38 -05:00
0601a8d767 Add rebuild script to make my life easier 2025-08-09 13:54:42 -04:00
4b901886a2 Add GameControllerDB support 2025-08-09 13:53:37 -04:00
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
119 changed files with 17677 additions and 2640 deletions

16
.dir-locals.el Normal file
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;;; Directory Local Variables -*- no-byte-compile: t -*-
;;; See AGENTS.md -> "Coding Style" for the rationale.
;;;
;;; The canonical style is cc-mode "stroustrup" with tabs enabled: 4 columns per
;;; level, tabs 8 columns wide, so depth 1 is four spaces, depth 2 is one tab,
;;; depth 3 is a tab plus four spaces. A correctly formatted file is a fixed
;;; point of `indent-region' under these settings.
;;;
;;; Reindent a whole file with C-x h C-M-\, or the tree with
;;; `scripts/reindent.sh'.
((c-mode . ((c-file-style . "stroustrup")
(indent-tabs-mode . t)
(tab-width . 8)
(fill-column . 100)
(require-final-newline . t))))

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name: libakgl CI Build
run-name: ${{ gitea.actor }} libakgl test
on: [push]
jobs:
cmake_build:
runs-on: ubuntu-latest
steps:
- name: Check out repository code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Install build dependencies
run: |
sudo apt-get update -y
sudo apt-get install -y \
cmake doxygen gcc gcovr pkg-config \
libasound2-dev libfreetype-dev libharfbuzz-dev \
libpng-dev libtiff-dev libwebp-dev \
libudev-dev libx11-dev libxcursor-dev libxext-dev \
libxfixes-dev libxi-dev libxrandr-dev libxrender-dev \
libxss-dev libxtst-dev
- name: Configure and build
run: |
cmake -S . -B build \
-DCMAKE_BUILD_TYPE=Debug \
-DAKGL_COVERAGE=ON
cmake --build build --parallel
- name: Build API documentation
run: doxygen Doxyfile
- name: Test (JUnit)
run: |
export LD_LIBRARY_PATH="$PWD/build:$PWD/build/deps/SDL:$PWD/build/deps/SDL_image:$PWD/build/deps/SDL_mixer:$PWD/build/deps/SDL_ttf"
ctest \
--test-dir build \
-E '^character$' \
--output-on-failure \
--output-junit "$(pwd)/ctest-junit.xml"
- name: Publish test results
if: always()
uses: mikepenz/action-junit-report@v4
with:
report_paths: 'ctest-junit.xml'
annotate_only: true
detailed_summary: true
include_passed: true
fail_on_failure: 'true'
- name: Upload coverage reports
if: always()
uses: actions/upload-artifact@v4
with:
name: code-coverage
path: build/coverage/
if-no-files-found: warn
mutation_test:
runs-on: ubuntu-latest
steps:
- name: Check out repository code
uses: actions/checkout@v4
with:
submodules: recursive
- name: Install mutation-test dependencies
run: |
sudo apt-get update -y
sudo apt-get install -y \
cmake gcc pkg-config python3 \
libasound2-dev libfreetype-dev libharfbuzz-dev \
libpng-dev libtiff-dev libwebp-dev \
libudev-dev libx11-dev libxcursor-dev libxext-dev \
libxfixes-dev libxi-dev libxrandr-dev libxrender-dev \
libxss-dev libxtst-dev
# Keep CI bounded to a focused source file. Run the default target locally
# for the complete libakgl-owned src/ tree.
- name: Mutation testing
run: |
python3 scripts/mutation_test.py \
--target src/staticstring.c \
--junit mutation-junit.xml \
--threshold 50
- name: Publish mutation results
if: always()
uses: mikepenz/action-junit-report@v4
with:
report_paths: 'mutation-junit.xml'
annotate_only: true
detailed_summary: true
include_passed: true
fail_on_failure: 'false'

12
.gitignore vendored
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@@ -1 +1,11 @@
./build/* # A leading ./ is not a valid gitignore pattern, so "./build/*" matched nothing
# and every out-of-tree build tree showed up as untracked. This also covers the
# instrumented trees scripts/coverage.py and the AKGL_COVERAGE option create.
build*/
.aider*
*~
# Generated by configure_file into the build tree. include/ precedes the build
# tree on the include path, so a stray copy here would silently shadow the real
# one and pin every consumer to whatever version it was generated at.
include/akgl/version.h

24
.gitmodules vendored Normal file
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[submodule "deps/semver"]
path = deps/semver
url = git@github.com:h2non/semver.c.git
[submodule "deps/SDL"]
path = deps/SDL
url = git@github.com:libsdl-org/SDL.git
[submodule "deps/SDL_image"]
path = deps/SDL_image
url = git@github.com:libsdl-org/SDL_image.git
[submodule "deps/SDL_mixer"]
path = deps/SDL_mixer
url = git@github.com:libsdl-org/SDL_mixer.git
[submodule "deps/SDL_ttf"]
path = deps/SDL_ttf
url = git@github.com:libsdl-org/SDL_ttf.git
[submodule "deps/libsdlerror"]
path = deps/libakerror
url = https://source.starfort.tech/andrew/libakerror.git
[submodule "deps/libakstdlib"]
path = deps/libakstdlib
url = https://source.starfort.tech/andrew/libakstdlib.git
[submodule "deps/jansson"]
path = deps/jansson
url = git@github.com:akheron/jansson.git

301
AGENTS.md Normal file
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# Repository Guidelines
## Project Structure & Module Organization
This is a C library intended to support the development of video games. Public C headers live in `include/akgl/`; keep declarations there aligned with their implementations in `src/`. Tests are standalone C programs under `tests/`, with JSON, image, and map fixtures in `tests/assets/`. The `util/` directory contains the `charviewer` utility and its sample assets. Third-party and companion libraries are vendored in `deps/`. Treat `build/` and generated `akgl.pc` files as build outputs rather than hand-maintained source; `include/akgl/SDL_GameControllerDB.h` is generated too, but is tracked on purpose — see below.
## Generated and Vendored Sources
### `include/akgl/SDL_GameControllerDB.h` is generated, and is tracked deliberately
`mkcontrollermappings.sh` regenerates this header by fetching the community
controller database from `raw.githubusercontent.com`. **It is committed to the
repository on purpose**: it is the offline fallback that keeps the library
buildable if upstream is renamed, rate-limited, taken down, or simply
unreachable from the build machine. Do not delete it, do not add it to
`.gitignore`, and do not "clean up" the fact that a generated file is tracked.
Working rules:
- **Never hand-edit it.** It is machine-written; changes belong in
`mkcontrollermappings.sh`.
- **Do not commit incidental regeneration churn.** The build regenerates the
header on every run, and the script stamps `$(date)` into a comment, so an
ordinary build leaves the file modified with nothing of substance changed.
Revert that before committing: `git checkout -- include/akgl/SDL_GameControllerDB.h`.
- **Update it as a deliberate, standalone commit** when you actually want newer
mappings, so the diff is reviewable and bisectable.
- **Never commit a copy with `AKGL_SDL_GAMECONTROLLER_DB_LEN 0`.** That is the
signature of a failed fetch, not an empty upstream — see the defect note
below. Check the constant before staging this file.
- Formatting tooling ignores it: `scripts/reindent.sh` and the pre-commit hook
both skip it.
> **Known defect (tracked in `TODO.md`).** The safety net is currently
> self-defeating. `mkcontrollermappings.sh` has no `set -e` and does not check
> `curl`'s exit status, so when the fetch fails it writes a header with
> `AKGL_SDL_GAMECONTROLLER_DB_LEN 0` and an empty array **over the good tracked
> copy, and exits 0**. Because CMake re-runs the generator on every build, an
> offline build silently destroys the very fallback the file exists to provide.
> Until that is fixed, treat a dirty `SDL_GameControllerDB.h` after a build as
> suspect and check the length constant before committing it.
## Build, Test, and Development Commands
Configure an out-of-tree development build:
```sh
cmake -S . -B build -DCMAKE_BUILD_TYPE=RelWithDebInfo
```
Build all library, utility, and test targets:
```sh
cmake --build build --parallel
```
Run the complete test suite with failure details:
```sh
ctest --test-dir build --output-on-failure
```
Run one test while iterating, for example `ctest --test-dir build -R sprite --output-on-failure`. The `rebuild.sh` script also installs into a developer-specific `/home/andrew/local` prefix and removes existing outputs; prefer the portable commands above unless that exact workflow is intended.
Run mutation testing with `cmake --build build --target mutation`. For a quick smoke run, use `scripts/mutation_test.py --target src/tilemap.c --max-mutants 10`; the harness mutates only a scratch copy and excludes the intentionally failing character test.
Generate HTML and Cobertura coverage reports with `cmake -S . -B build-coverage -DAKGL_COVERAGE=ON -DCMAKE_BUILD_TYPE=Debug`, then build and run CTest. Reports are written to `build-coverage/coverage/`; this mode requires `gcovr` and GCC or Clang.
## Coding Style
The canonical style is Emacs `cc-mode` **`stroustrup`**, with tabs enabled. This
is not advisory — new and edited code must match what `cc-mode` produces, so that
reindenting a region never shows up as a diff.
### Emacs setup
`.dir-locals.el` in the repository root already applies the style to every
`c-mode` buffer, so nothing needs configuring by hand:
```elisp
((c-mode . ((c-file-style . "stroustrup")
(indent-tabs-mode . t)
(tab-width . 8)
(fill-column . 100)
(require-final-newline . t))))
```
Interactively: `C-x h C-M-\` (`mark-whole-buffer` + `indent-region`) reindents
the buffer. A correctly formatted file is a fixed point of that operation —
reindenting must produce no change.
### Reindenting from the command line
```sh
scripts/reindent.sh # reindent every tracked C source in place
scripts/reindent.sh src/tilemap.c # reindent only the named files
scripts/reindent.sh --check # list non-conforming files, change nothing
```
`--check` exits 1 when something needs reindenting and 2 if Emacs is missing, so
it is usable from CI. The script drives Emacs in batch mode through
`scripts/reindent.el`, which reindents, normalises leading whitespace to the
canonical tab/space mix, strips trailing whitespace, and ensures a final
newline. `include/akgl/SDL_GameControllerDB.h` is generated and always skipped.
Note that `reindent.el` deliberately does **not** use Emacs' `tabify`: that
function's `tabify-regexp` is `" [ \t]+"`, which is not anchored to the start of
a line, so it rewrites runs of spaces anywhere and destroys the hand-aligned
value columns in the bit-flag tables in `actor.h` and `iterator.h`. Only leading
whitespace is ever rewritten.
### The pre-commit hook
`scripts/hooks/pre-commit` reindents staged C sources before the commit is
written. Enable it once per clone:
```sh
git config core.hooksPath scripts/hooks
```
It inspects the *staged* content rather than the working tree, so what lands in
the commit is what was checked. When a file needs reindenting it is fixed in the
working tree and re-staged — but only if the index and working tree agree for
that file. If they differ, re-staging would sweep unstaged work into the commit,
so the hook stops and tells you to reindent and stage it yourself. It steps
aside during a merge, and warns rather than blocking if Emacs is unavailable.
`git commit --no-verify` bypasses it.
For reference, `cc-mode` defines the style as:
```elisp
("stroustrup"
(c-basic-offset . 4)
(c-comment-only-line-offset . 0)
(c-offsets-alist . ((statement-block-intro . +)
(substatement-open . 0)
(substatement-label . 0)
(label . 0)
(statement-cont . +))))
```
### Indentation and whitespace
- **4 columns per level** (`c-basic-offset` 4).
- **Tabs are 8 columns wide and are used for indentation** (`indent-tabs-mode`
`t`, `tab-width` 8). Emacs emits the largest possible run of tabs and pads the
remainder with spaces, which produces this ladder. Editors that expand tabs, or
that assume a 4-column tab, will silently corrupt it:
| Depth | Columns | Bytes |
|---|---|---|
| 1 | 4 | 4 spaces |
| 2 | 8 | `TAB` |
| 3 | 12 | `TAB` + 4 spaces |
| 4 | 16 | `TAB` `TAB` |
| 5 | 20 | `TAB` `TAB` + 4 spaces |
- No trailing whitespace. Files end with a single newline.
- `case` labels sit at the same column as their `switch` (`label . 0`).
- Continuation lines of a wrapped expression indent one level (`statement-cont . +`).
Most of `src/` already conforms. The known non-conforming files are
`src/json_helpers.c`, `src/util.c` (from `akgl_rectangle_points` onward),
`src/assets.c`, `src/staticstring.c`, parts of `src/actor.c`, and the headers
`include/akgl/util.h` and `include/akgl/staticstring.h` — all of which use a
2-column offset. Convert a file to the canonical style in its own commit, not
mixed into a behavioral change.
### Braces
- **Function bodies open on their own line, in column 0.**
- **Control statements keep the brace on the same line**, one space before it.
- **`else`, `else if`, and `while` of a `do`/`while` stay on the closing-brace
line**: `} else {`, not a bare `else` on the next line. Note that this is a
house convention rather than something `cc-mode` enforces — the `stroustrup`
style governs indentation only and will not move a brace or an `else` for you.
- **Always brace, even single-statement bodies.**
```c
akerr_ErrorContext *akgl_actor_update(akgl_Actor *obj)
{
if ( obj->curSpriteFrameId == 0 ) {
obj->curSpriteReversing = false;
} else if ( obj->parent != NULL ) {
obj->curSpriteFrameId -= 1;
} else {
obj->curSpriteFrameId += 1;
}
}
```
### Spacing
- **Spaces inside control-flow parentheses**: `if ( x == y ) {`, `while ( done == false ) {`,
`for ( i = 0; i < len; i++ ) {`. This is the dominant existing convention
(140 sites to 7) and `cc-mode` will not add or remove it.
- No space between a function name and its argument list, at both call and
definition sites, and no padding inside call parentheses: `SDL_Log("x %d", n)`.
- Binary operators and assignment are surrounded by single spaces; unary
operators are not separated from their operand.
- **The pointer `*` binds to the identifier**, not the type: `char *name`,
`akgl_Actor **dest`. Never `char* name`.
- When a call is too long for one line, put each argument on its own line
indented one level past the callee, with the closing `)` on its own line. This
is the established shape for the `FAIL_*` and `CATCH` macros:
```c
FAIL_ZERO_RETURN(
errctx,
SDL_SetPointerProperty(AKGL_REGISTRY_ACTOR, name, (void *)obj),
AKERR_KEY,
"Unable to add actor to registry"
);
```
### No repository-wide formatter
There is no `clang-format` or linter wired into the build, and `cc-mode`'s
indentation engine is not exactly reproducible by `clang-format`. Do not
introduce one without discussion, and do not reformat code you are not otherwise
changing — unrelated whitespace churn makes review harder and is the reason the
style drifted in the first place.
## Naming Conventions
- **Public functions**: `akgl_<subsystem>_<verb>`, all lower snake_case —
`akgl_actor_set_character`, `akgl_heap_next_string`. No camelCase, and never
embed a type name (`akgl_Actor_cmhf_left_on` is wrong; it should be
`akgl_actor_cmhf_left_on`).
- **Public types**: `akgl_TypeName` — `akgl_Actor`, `akgl_SpriteSheet`,
`akgl_PhysicsBackend`. Every type exported from a header takes the prefix;
bare names like `point` and `RectanglePoints` are defects, not precedent.
- **Constants and macros**: `AKGL_UPPER_SNAKE_CASE`. A constant belongs to the
subsystem it describes: a character limit is `AKGL_CHARACTER_MAX_*`, not
`AKGL_SPRITE_MAX_CHARACTER_*`. Name a constant for what its value *is* — a
nanoseconds-per-millisecond scale factor is `AKGL_TIME_ONEMS_NS`.
- **Exported globals** take the `akgl_` prefix like any other public symbol. Do
not add bare names (`renderer`, `camera`, `window`), leading-underscore names
(reserved at file scope), or SCREAMING_SNAKE names for mutable objects —
`AKGL_UPPER_SNAKE_CASE` is for constants.
- **`static` helpers drop the `akgl_` prefix**, which exists only to avoid
external collisions.
- **Include guards**: `_AKGL_<FILE>_H_`, matching the file name. Guard names
without the project prefix risk colliding with system headers.
- **Parameter names must match between the declaration and the definition** —
Doxygen publishes the header spelling. Conventional names: `dest` for an
output parameter (not `dst`), `self` for a backend receiver, `obj` for the
instance being initialized or inspected, `e` for an incoming error context to
be inspected.
- **The local error context is named `errctx`** (92 sites to 45). New code uses
`errctx`; convert `e` when you touch a function for other reasons.
- **Header/source pairs are named by feature**: `include/akgl/sprite.h` and
`src/sprite.c`.
## Error-Handling Protocol
The `akerror` control-flow macros have a shape that must be followed exactly,
because the failure mode is silent.
- Inside an `ATTEMPT` block use the **`_BREAK`** variants (`FAIL_ZERO_BREAK`,
`FAIL_NONZERO_BREAK`, `FAIL_BREAK`) and `CATCH`. Outside it use the
**`_RETURN`** variants.
- **Never use a `*_RETURN` macro inside an `ATTEMPT` block.** It returns past the
`CLEANUP` block, so every release, `fclose`, and free in `CLEANUP` is skipped.
This has already caused a heap-string leak on the success path of
`akgl_get_json_tilemap_property`.
- `CLEANUP` must precede `PROCESS`. Transposing them moves the cleanup body into
the `PROCESS` switch, where it runs only when an error context exists.
- `CATCH` reports failure by `break`ing, which binds to the innermost enclosing
loop or `switch`. A `CATCH` written directly inside a `while` exits the loop
rather than the function — put the `ATTEMPT` block inside the loop.
- Validate every pointer parameter before dereferencing it, including the ones a
sibling function happens not to check.
## API Surface
Every function with external linkage must be declared in a header, and every
declaration must have a definition. A non-`static` function that appears in no
header is still in the ABI but is unreachable by callers; a declaration with no
definition is a link error for anyone compiling against the header alone. If a
function is exposed only so tests can reach it, declare it under the existing
"part of the internal API" comment block in the relevant header.
Headers must be self-contained: include what you use, so that a translation unit
including a single `akgl` header compiles without a particular include order.
Within the project use the angled form, `#include <akgl/sibling.h>`.
Declare no-argument functions as `(void)`, not `()`.
## Rules
- Add yourself (agent program name, model name and version) as a co-author on every commit message
- Avoid dynamic memory allocation. Use the `akgl_heap_*` methods to retrieve necessary objects at runtime, and to release them when done. If the akgl heap facilities don't provide the kind of object needed, create a new heap layer to support that type of object.
## Testing Guidelines
Tests use simple executable return codes and are registered through CTest in `CMakeLists.txt`; there is no declared coverage threshold. Add focused tests as `tests/<feature>.c`, create a matching `test_<feature>` target, and register it with `add_test`. Put reusable fixtures in `tests/assets/` and keep paths compatible with tests launched from the build tree. Coverage mode wraps the suite in a CTest fixture so counters are reset before tests and reports are generated afterward.
## Commit & Pull Request Guidelines
Recent commits use concise, imperative summaries such as `Fix a scale bug...` and often explain related changes in one sentence. Keep each commit scoped and describe user-visible behavior. Pull requests should summarize the change, identify affected modules, list the CMake/CTest commands run, and link relevant issues. Include screenshots only for rendering, map, or `charviewer` changes.

View File

@@ -1,90 +1,354 @@
cmake_minimum_required(VERSION 3.10) cmake_minimum_required(VERSION 3.10)
project(sdl3game LANGUAGES C) # The single source of truth for the library version. It drives the generated
# include/akgl/version.h, the shared library's VERSION and SOVERSION, and the
# Version field in akgl.pc. Bump it here and nowhere else.
project(akgl VERSION 0.1.0 LANGUAGES C)
include(CTest) include(CTest)
option(AKGL_COVERAGE "Instrument libakgl and generate coverage reports with CTest" OFF)
find_package(PkgConfig REQUIRED) if(AKGL_COVERAGE)
find_package(SDL3 REQUIRED) if(NOT CMAKE_C_COMPILER_ID MATCHES "GNU|Clang")
find_package(SDL3_image REQUIRED) message(FATAL_ERROR "AKGL_COVERAGE requires GCC or Clang")
find_package(SDL3_mixer REQUIRED) endif()
find_package(sdlerror REQUIRED) find_program(GCOVR_EXECUTABLE gcovr REQUIRED)
find_package(jansson REQUIRED) endif()
find_package(box2d REQUIRED)
# Check for SDL3 using pkg-config if(CMAKE_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR)
pkg_check_modules(SDL3 REQUIRED sdl3)
pkg_check_modules(SDL3_image REQUIRED sdl3-image) # Vendored projects own their test suites. Suppress their CTest registration
pkg_check_modules(SDL3_mixer REQUIRED sdl3-mixer) # while embedded so the top-level suite contains only targets built here.
pkg_check_modules(jansson REQUIRED jansson) set(AKGL_SUPPRESS_DEPENDENCY_TESTS TRUE)
pkg_check_modules(sdlerror REQUIRED sdlerror) function(add_test)
if(NOT AKGL_SUPPRESS_DEPENDENCY_TESTS)
_add_test(${ARGV})
endif()
endfunction()
function(set_tests_properties)
if(NOT AKGL_SUPPRESS_DEPENDENCY_TESTS)
_set_tests_properties(${ARGV})
endif()
endfunction()
set(JANSSON_WITHOUT_TESTS ON CACHE BOOL "Do not build vendored Jansson tests" FORCE)
set(JANSSON_EXAMPLES OFF CACHE BOOL "Do not build vendored Jansson examples" FORCE)
set(JANSSON_BUILD_DOCS OFF CACHE BOOL "Do not build vendored Jansson docs" FORCE)
add_subdirectory(deps/jansson EXCLUDE_FROM_ALL)
add_subdirectory(deps/libakerror EXCLUDE_FROM_ALL)
add_subdirectory(deps/libakstdlib EXCLUDE_FROM_ALL)
add_subdirectory(deps/SDL EXCLUDE_FROM_ALL)
add_subdirectory(deps/SDL_image EXCLUDE_FROM_ALL)
add_subdirectory(deps/SDL_mixer EXCLUDE_FROM_ALL)
add_subdirectory(deps/SDL_ttf EXCLUDE_FROM_ALL)
# libakerror 1.0.0 sizes its own status-name registry; consumers no longer do.
# libakgl claims its status codes at runtime in akgl_heap_init() instead.
set(AKGL_SUPPRESS_DEPENDENCY_TESTS FALSE)
else()
find_package(PkgConfig REQUIRED)
if(NOT TARGET SDL3::SDL3)
find_package(SDL3 REQUIRED)
endif()
if(NOT TARGET SDL3_image::SDL3_image)
find_package(SDL3_image REQUIRED)
endif()
if(NOT TARGET SDL3_mixer::SDL3_mixer)
find_package(SDL3_mixer REQUIRED)
endif()
if(NOT TARGET SDL3_ttf::SDL3_ttf)
find_package(SDL3_ttf REQUIRED)
endif()
# No version here: libakerror ships no akerrorConfigVersion.cmake, so asking
# for one makes find_package reject every install. The floor is enforced by
# the #error in include/akgl/error.h instead, which feature-tests
# AKERR_FIRST_CONSUMER_STATUS.
if(NOT TARGET akerror::akerror)
find_package(akerror REQUIRED)
endif()
# 0.1 rather than bare: libakstdlib 0.1.0 ships an akstdlibConfigVersion.cmake
# with SameMinorVersion compatibility, mirroring its soname, so this accepts
# any 0.1.x and refuses 0.2 and 1.0. Unversioned, this path would silently
# accept an ABI-incompatible libakstdlib.
if(NOT TARGET akstdlib::akstdlib)
find_package(akstdlib 0.1 REQUIRED)
endif()
if(NOT TARGET jansson::jansson)
find_package(jansson)
endif()
endif()
set(GAMECONTROLLERDB_H "include/akgl/SDL_GameControllerDB.h")
set(prefix ${CMAKE_INSTALL_PREFIX})
set(exec_prefix "\${prefix}")
set(libdir "\${exec_prefix}/lib")
set(includedir "\${prefix}/include")
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/akgl.pc.in ${CMAKE_CURRENT_BINARY_DIR}/akgl.pc @ONLY)
configure_file(${CMAKE_CURRENT_SOURCE_DIR}/include/akgl/version.h.in
${CMAKE_CURRENT_BINARY_DIR}/include/akgl/version.h @ONLY)
# Tests use both relative paths and SDL_GetBasePath(), so stage fixtures beside
# test executables in every out-of-tree build.
file(COPY "${CMAKE_CURRENT_SOURCE_DIR}/tests/assets"
DESTINATION "${CMAKE_CURRENT_BINARY_DIR}")
add_custom_command(
OUTPUT ${GAMECONTROLLERDB_H}
COMMAND ${CMAKE_CURRENT_SOURCE_DIR}/mkcontrollermappings.sh ${CMAKE_CURRENT_SOURCE_DIR}
COMMENT "Generating controller mappings ..."
)
# Add include directories # Add include directories
include_directories(${SDL3_INCLUDE_DIRS}) include_directories(${SDL3_INCLUDE_DIRS})
add_library(sdl3game SHARED add_library(akgl SHARED
deps/semver/semver.c
src/actor.c src/actor.c
src/actor_state_string_names.c src/actor_state_string_names.c
src/audio.c
src/text.c
src/assets.c src/assets.c
src/character.c src/character.c
src/draw.c src/draw.c
src/error.c
src/game.c src/game.c
src/controller.c src/controller.c
src/heap.c src/heap.c
src/json_helpers.c src/json_helpers.c
src/registry.c src/registry.c
src/renderer.c
src/physics.c
src/sprite.c src/sprite.c
src/staticstring.c src/staticstring.c
src/tilemap.c src/tilemap.c
src/util.c src/util.c
src/version.c
${GAMECONTROLLERDB_H}
) )
add_executable(charviewer util/charviewer.c) # While the major version is 0 the ABI is not stable across minor releases, so
# the soname carries major.minor -- libakgl.so.0.1. A plain SOVERSION 0 would
# claim 0.1.0 and 0.2.0 are interchangeable, which is exactly the silent
# mispairing the soname is here to prevent. At 1.0.0 this becomes the major
# alone, matching libakerror.
if(PROJECT_VERSION_MAJOR EQUAL 0)
set(AKGL_SOVERSION "${PROJECT_VERSION_MAJOR}.${PROJECT_VERSION_MINOR}")
else()
set(AKGL_SOVERSION "${PROJECT_VERSION_MAJOR}")
endif()
add_executable(test_actor tests/actor.c) set_target_properties(akgl PROPERTIES
add_executable(test_bitmasks tests/bitmasks.c) VERSION ${PROJECT_VERSION}
add_executable(test_character tests/character.c) SOVERSION ${AKGL_SOVERSION}
add_executable(test_registry tests/registry.c) )
add_executable(test_sprite tests/sprite.c)
add_executable(test_staticstring tests/staticstring.c) add_library(akgl::akgl ALIAS akgl)
add_executable(test_tilemap tests/tilemap.c)
add_executable(test_util tests/util.c) add_executable(charviewer util/charviewer.c)
add_test(NAME actor COMMAND test_actor) add_executable(akgl_test_semver_unit deps/semver/semver_unit.c)
add_test(NAME bitmasks COMMAND test_bitmasks)
add_test(NAME character COMMAND test_character) # Every suite here is a standalone C program named tests/<name>.c, built as
add_test(NAME registry COMMAND test_registry) # akgl_test_<name> and registered with CTest under <name>.
add_test(NAME sprite COMMAND test_sprite) set(AKGL_TEST_SUITES
add_test(NAME staticstring COMMAND test_staticstring) actor
add_test(NAME tilemap COMMAND test_tilemap) audio
add_test(NAME util COMMAND test_util) bitmasks
character
controller
draw
error
game
heap
json_helpers
physics
registry
sprite
staticstring
text
tilemap
util
version
)
# The executables carry an akgl_ prefix but the CTest names do not: a vendored
# dependency is free to ship its own tests/version.c, and libakstdlib now does.
# Its target is created by add_subdirectory even though EXCLUDE_FROM_ALL keeps
# it from being built, so an unprefixed test_version here is a configure error.
foreach(suite IN LISTS AKGL_TEST_SUITES)
add_executable(akgl_test_${suite} tests/${suite}.c)
add_test(NAME ${suite} COMMAND akgl_test_${suite})
endforeach()
add_test(NAME semver_unit COMMAND akgl_test_semver_unit)
set_tests_properties(
${AKGL_TEST_SUITES} semver_unit
PROPERTIES WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/tests" TIMEOUT 30
)
# Specify include directories for the library's headers (if applicable) # Specify include directories for the library's headers (if applicable)
target_include_directories(sdl3game PUBLIC target_include_directories(akgl PUBLIC
include/ include/
deps/semver/
# akgl/version.h is generated by configure_file, so it lives in the build tree
# rather than beside the headers it is included from.
${CMAKE_CURRENT_BINARY_DIR}/include/
) )
target_link_libraries(test_actor PRIVATE sdlerror::sdlerror sdl3game SDL3::SDL3 SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer box2d::box2d jansson::jansson -lm) if(AKGL_COVERAGE)
target_link_libraries(test_bitmasks PRIVATE sdlerror::sdlerror sdl3game SDL3::SDL3 SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer box2d::box2d jansson::jansson -lm) target_compile_options(akgl PRIVATE --coverage -O0 -g)
target_link_libraries(test_character PRIVATE sdlerror::sdlerror sdl3game SDL3::SDL3 SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer box2d::box2d jansson::jansson -lm) target_link_options(akgl PRIVATE --coverage)
target_link_libraries(test_registry PRIVATE sdlerror::sdlerror sdl3game SDL3::SDL3 SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer box2d::box2d jansson::jansson -lm)
target_link_libraries(test_sprite PRIVATE sdlerror::sdlerror sdl3game SDL3::SDL3 SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer box2d::box2d jansson::jansson -lm)
target_link_libraries(test_staticstring PRIVATE sdlerror::sdlerror sdl3game SDL3::SDL3 SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer box2d::box2d jansson::jansson -lm)
target_link_libraries(test_tilemap PRIVATE sdlerror::sdlerror sdl3game SDL3::SDL3 SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer box2d::box2d jansson::jansson -lm)
target_link_libraries(test_util PRIVATE sdlerror::sdlerror sdl3game SDL3::SDL3 SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer box2d::box2d jansson::jansson -lm)
target_link_libraries(charviewer PRIVATE sdlerror::sdlerror sdl3game SDL3::SDL3 SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer box2d::box2d jansson::jansson -lm) set(AKGL_COVERAGE_DIR "${CMAKE_CURRENT_BINARY_DIR}/coverage")
file(MAKE_DIRECTORY "${AKGL_COVERAGE_DIR}")
set(main_lib_dest "lib/sdl3game-${MY_LIBRARY_VERSION}") add_test(
install(TARGETS sdl3game DESTINATION "lib/") NAME coverage_reset
install(FILES "include/sdl3game/actor.h" DESTINATION "include/sdl3game/") COMMAND ${GCOVR_EXECUTABLE}
install(FILES "include/sdl3game/assets.h" DESTINATION "include/sdl3game/") --root "${CMAKE_CURRENT_SOURCE_DIR}"
install(FILES "include/sdl3game/character.h" DESTINATION "include/sdl3game/") --object-directory "${CMAKE_CURRENT_BINARY_DIR}"
install(FILES "include/sdl3game/draw.h" DESTINATION "include/sdl3game/") --delete
install(FILES "include/sdl3game/game.h" DESTINATION "include/sdl3game/") )
install(FILES "include/sdl3game/controller.h" DESTINATION "include/sdl3game/") set_tests_properties(coverage_reset PROPERTIES FIXTURES_SETUP akgl_coverage)
install(FILES "include/sdl3game/heap.h" DESTINATION "include/sdl3game/") # Any suite missing from this list runs outside the fixture and has its
install(FILES "include/sdl3game/iterator.h" DESTINATION "include/sdl3game/") # counters discarded by coverage_reset.
install(FILES "include/sdl3game/json_helpers.h" DESTINATION "include/sdl3game/") set_tests_properties(
install(FILES "include/sdl3game/registry.h" DESTINATION "include/sdl3game/") ${AKGL_TEST_SUITES} semver_unit
install(FILES "include/sdl3game/sprite.h" DESTINATION "include/sdl3game/") PROPERTIES FIXTURES_REQUIRED akgl_coverage
install(FILES "include/sdl3game/staticstring.h" DESTINATION "include/sdl3game/") )
install(FILES "include/sdl3game/tilemap.h" DESTINATION "include/sdl3game/")
install(FILES "include/sdl3game/util.h" DESTINATION "include/sdl3game/") add_test(
NAME coverage_report
COMMAND ${GCOVR_EXECUTABLE}
--root "${CMAKE_CURRENT_SOURCE_DIR}"
--object-directory "${CMAKE_CURRENT_BINARY_DIR}"
--filter "${CMAKE_CURRENT_SOURCE_DIR}/src/"
--xml-pretty
--xml "${AKGL_COVERAGE_DIR}/coverage.xml"
--html-details "${AKGL_COVERAGE_DIR}/index.html"
)
set_tests_properties(
coverage_report
PROPERTIES
FIXTURES_CLEANUP akgl_coverage
WORKING_DIRECTORY "${CMAKE_CURRENT_BINARY_DIR}"
)
endif()
target_link_libraries(akgl
PUBLIC
SDL3::SDL3
SDL3_image::SDL3_image
SDL3_mixer::SDL3_mixer
SDL3_ttf::SDL3_ttf
akstdlib::akstdlib
akerror::akerror
jansson::jansson
)
foreach(suite IN LISTS AKGL_TEST_SUITES)
target_link_libraries(akgl_test_${suite} PRIVATE akstdlib::akstdlib akerror::akerror akgl SDL3::SDL3 SDL3_ttf::SDL3_ttf SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer jansson::jansson -lm)
target_include_directories(akgl_test_${suite} PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}/tests")
endforeach()
target_link_libraries(charviewer PRIVATE akstdlib::akstdlib akerror::akerror akgl SDL3::SDL3 SDL3_ttf::SDL3_ttf SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer jansson::jansson -lm)
# When the vendored SDL satellite libraries are built in-tree they land in per-
# project subdirectories that are not on the loader's default search path, so a
# freshly built test aborts before main() with "cannot open shared object file".
# Bake those directories into the build-tree RPATH. Installed builds resolve the
# same libraries through find_package and need no help.
if(CMAKE_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR)
set(AKGL_VENDORED_RPATH
"$<TARGET_FILE_DIR:SDL3::SDL3>"
"$<TARGET_FILE_DIR:SDL3_image::SDL3_image>"
"$<TARGET_FILE_DIR:SDL3_ttf::SDL3_ttf>"
"$<TARGET_FILE_DIR:SDL3_mixer::SDL3_mixer>"
"$<TARGET_FILE_DIR:akerror::akerror>"
"$<TARGET_FILE_DIR:akstdlib::akstdlib>"
)
foreach(suite IN LISTS AKGL_TEST_SUITES)
set_target_properties(akgl_test_${suite} PROPERTIES BUILD_RPATH "${AKGL_VENDORED_RPATH}")
endforeach()
set_target_properties(charviewer akgl PROPERTIES BUILD_RPATH "${AKGL_VENDORED_RPATH}")
# RPATH alone is not enough: LD_LIBRARY_PATH is searched first, so a developer
# who has previously run rebuild.sh has an installed libakgl.so ahead of the
# one under test. Prepend the build tree for the CTest run so the suite always
# exercises what was just compiled.
set(AKGL_TEST_LIBPATH
"${CMAKE_CURRENT_BINARY_DIR}"
"${CMAKE_CURRENT_BINARY_DIR}/deps/SDL"
"${CMAKE_CURRENT_BINARY_DIR}/deps/SDL_image"
"${CMAKE_CURRENT_BINARY_DIR}/deps/SDL_ttf"
"${CMAKE_CURRENT_BINARY_DIR}/deps/SDL_mixer"
"${CMAKE_CURRENT_BINARY_DIR}/deps/libakerror"
"${CMAKE_CURRENT_BINARY_DIR}/deps/libakstdlib"
)
if(CMAKE_VERSION VERSION_GREATER_EQUAL "3.22")
set(AKGL_TEST_ENV_MOD "")
foreach(dir IN LISTS AKGL_TEST_LIBPATH)
list(APPEND AKGL_TEST_ENV_MOD "LD_LIBRARY_PATH=path_list_prepend:${dir}")
endforeach()
set_tests_properties(
${AKGL_TEST_SUITES}
PROPERTIES ENVIRONMENT_MODIFICATION "${AKGL_TEST_ENV_MOD}"
)
else()
string(REPLACE ";" ":" AKGL_TEST_LIBPATH_JOINED "${AKGL_TEST_LIBPATH}")
set_tests_properties(
${AKGL_TEST_SUITES}
PROPERTIES ENVIRONMENT "LD_LIBRARY_PATH=${AKGL_TEST_LIBPATH_JOINED}:$ENV{LD_LIBRARY_PATH}"
)
endif()
endif()
# Mutation testing copies the repository to scratch space, applies one small
# source change at a time, and verifies that the passing tests detect it. The
# intentionally failing character test is excluded by the harness.
find_package(Python3 COMPONENTS Interpreter)
if(Python3_FOUND)
if(CMAKE_SOURCE_DIR STREQUAL CMAKE_CURRENT_SOURCE_DIR)
set(AKGL_MUTATION_TARGET mutation)
else()
set(AKGL_MUTATION_TARGET akgl_mutation)
endif()
add_custom_target(${AKGL_MUTATION_TARGET}
COMMAND ${Python3_EXECUTABLE}
${CMAKE_CURRENT_SOURCE_DIR}/scripts/mutation_test.py
--source-root ${CMAKE_CURRENT_SOURCE_DIR}
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
USES_TERMINAL
COMMENT "Running mutation tests (breaks a scratch copy, expects tests to fail)"
)
endif()
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/akgl.pc DESTINATION "lib/pkgconfig/")
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/include/akgl/version.h DESTINATION "include/akgl/")
install(TARGETS akgl DESTINATION "lib/")
install(FILES "deps/semver/semver.h" DESTINATION "include/")
install(FILES "include/akgl/actor.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/types.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/text.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/assets.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/audio.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/character.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/error.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/draw.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/game.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/controller.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/heap.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/iterator.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/json_helpers.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/renderer.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/physics.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/registry.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/sprite.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/staticstring.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/tilemap.h" DESTINATION "include/akgl/")
install(FILES "include/akgl/util.h" DESTINATION "include/akgl/")
install(FILES ${GAMECONTROLLERDB_H} DESTINATION "include/akgl/")

18
Doxyfile Normal file
View File

@@ -0,0 +1,18 @@
PROJECT_NAME = libakgl
PROJECT_BRIEF = "Game development support library"
OUTPUT_DIRECTORY = build/docs
INPUT = include/akgl src
FILE_PATTERNS = *.h *.c
RECURSIVE = YES
EXCLUDE_PATTERNS = */SDL_GameControllerDB.h
EXTRACT_ALL = YES
EXTRACT_STATIC = YES
WARN_IF_UNDOCUMENTED = YES
WARN_IF_DOC_ERROR = YES
WARN_AS_ERROR = FAIL_ON_WARNINGS
GENERATE_HTML = YES
GENERATE_LATEX = NO
QUIET = YES

376
README.md Normal file
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@@ -0,0 +1,376 @@
## How do I initialize a game
Initialize the global game object with info about your game
```c
strncpy((char *)&game.name, "sdl3-gametest", 256);
strncpy((char *)&game.version, "0.0.1", 32);
strncpy((char *)&game.uri, "net.aklabs.games.sdl3-gametest", 256);
```
Call the game initialization routines and lock the game state for further initialization
```c
PASS(e, akgl_game_init());
PASS(e, akgl_game_state_lock());
```
If you have a registry properties file, load it. If you don't have a properties file, use `akgl_set_property("prop_name", "prop_value")` to populate the required game properties.
```c
PASS(e, akgl_registry_load_properties(YOUR_REGISTR_FILEPATH));
```
Initialize your physics engine and renderer of choice
```c
PASS(e, akgl_render_init2d(renderer));
PASS(e, akgl_physics_init_arcade(physics));
```
Unlock the game state
```c
PASS(e, akgl_game_state_unlock());
```
## What is in a properties file (or, What properties must I set if I don't have one?)
```json
{
"properties": {
"game.screenwidth": "640",
"game.screenheight": "480",
"physics.gravity.y": "1024.0",
"physics.drag.y": "1.0"
}
}
```
Physics properties (gravity and drag along X, Y and Z) are optional and default to `0`.
## How do I update and render the game world in my main loop
In your game loop (or in your `SDL_AppIterate` method), lock the game state, call the game update function, and then unlock the game state
```c
PASS(e, akgl_game_state_lock());
PASS(e, renderer->frame_start(renderer));
SDL_RenderClear(renderer->sdl_renderer);
PASS(e, akgl_game_update(NULL));
PASS(e, renderer->frame_end(renderer));
PASS(e, akgl_game_state_unlock());
```
## How do I get an actor on screen
Load a sprite for a character. Sprites are JSON documents describing 2D sprites, frames, and looping. Sprites are named, and sprite names must be unique.
```c
PASS(e, akgl_sprite_load_json(SOME_FILENAME))
```
Load a character from a JSON file. Characters map sprites to actor states and define physics characteristics like movement speed. Each character is named, and character names must be unique.
```c
PASS(e, akgl_character_load_json(SOME_FILENAME))
```
You don't strictly have to load sprites and characters from json files, you can initialize them yourself, it's just tedious work. Here's an example of initializing a 32x32 sprite from a spritesheet that uses the first 4 frames in a looping animation.
```c
akgl_SpriteSheet *sheet;
akgl_Sprite *sprite;
akgl_Character *character;
PASS(e, akgl_heap_next_spritesheet(&sheet);
PASS(e, akgl_spritesheet_initialize(sheet, 32, 32, IMAGE_FILENAME));
PASS(e, akgl_heap_next_sprite(&sprite));
PASS(e, akgl_sprite_initialize(sprite, SPRITE_NAME, &sheet);
sprite->frames = 4;
sprite->frameids = [0, 1, 2, 3];
sprite->width = 32;
sprite->height = 32;
sprite->speed = 1000;
sprite->loop = true;
strncpy((char *)&sprite->name, "SPRITE NAME", AKGL_SPRITE_MAX_NAME_LENGTH);
PASS(e, akgl_heap_next_character(&character));
PASS(e, akgl_character_initialize(&character, "CHAR NAME"));
PASS(e, akgl_character_sprite_add(&character, &sprite, STATE_MASK));
// Set the character acceleration and scale if desired
character->ax = 64.0;
character->ay = 64.0;
character->sx = 2.0;
character->sy = 2.0;
```
Initialize an actor. Actors are named ("player", "Quest NPC", whatever) and names must be unique.
```c
akgl_Actor *myactor = NULL;
PASS(e, akgl_heap_next_actor(&myactor);
PASS(e, akgl_actor_initialize(&myactor, "ACTOR_NAME"));
```
Assign a character to the actor by looking up the `akgl_Character` from the AKGL registry and assign it.
```c
myactor->basechar = SDL_GetPointerProperty(
AKGL_REGISTRY_CHARACTER,
"CHARACTER_NAME",
NULL);
FAIL_ZERO_BREAK(e, myactor->basechar, AKERR_REGISTRY, "Character missing");
```
Give the actor a position and a state, and turn it visible.
```c
myactor->state = 9AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
myactor->x = 320;
myactor->y = 240;
myactor->visible = true;
```
## What are in Sprite and Character files
Sprite files:
```json
{
"spritesheet": {
"filename": "RELATIVE_IMAGE_FILE_REFERENCE",
"frame_width": int,
"frame_height": int
},
"name": "UNIQUE_SPRITE_NAME",
"width": int,
"height": int,
"speed": int,
"loop": boolean,
"loopReverse": boolean,
"frames": [
int
]
}
```
* `frames` references the frame indexes in the spritesheet that should be used for this animation. Spritesheets are counted from the top left corner going to the right according to the spritesheet `frame_width` and `frame_height`.
* `loop` says whether or not we should loop the animation
* `loopReverse` says whether or not we should "bounce" the animation (when we reach the end of the frames, start counting back to the beginning, then count to the end, etc). Otherwise the frames are displayed from 0..n and then cycles back to 0.
* `speed` is the number of milliseconds each frame in the animation should appear on the screen
Character files:
```c
{
"name": "UNIQUE_CHARACTER_NAME",
"speedtime": 8,
"speed_x": 0,
"speed_y": 0,
"acceleration_x": 0,
"acceleration_y": 0,
"sprite_mappings": [
{
"state": [
"AKGL_ACTOR_STATE_ALIVE",
"AKGL_ACTOR_STATE_FACE_UP",
"AKGL_ACTOR_STATE_MOVING_UP"
],
"sprite": "menupointer"
}[, ...]
]
}
```
* `speedtime` appears to be legacy and unused.
* `speed_[xy]` and `acceleration_[xy]` are physics parameters that specify the top speed and acceleration rate (in pixels per nanosecond) of the character in physics simulations. The effect of acceleration depends on the physics simulation being used at the time (which may or may not account for gravity, drag, etc).
* `sprite_mappings` map a set of actor state flag bitmasks (assume everything in `state` is `OR`ed together) to a sprite name. The game engine uses this to automatically pick the correct sprite (by name) for a given set of state flags. You need one of these for every possible state the character may be used in.
## How do I load a tilemap from the filesystem and display it on screen with my actors
The engine ONLY supports TilED TMJ tilemaps with tileset external references. Load a tilemap into the global `akgl_Tilemap *gamemap` object.
```c
PASS(e, akgl_tilemap_load(PATHSTRING, gamemap));
```
Actors will be automatically populated from objects in the tilemap object layers. Actor state flags here must be expressed as an integer, you can't (yet) use the same array of strings that is used in character json files.
```json
"objects":[
{
"gid":147,
"height":16,
"id":1,
"name":"player",
"properties":[
{
"name":"character",
"type":"string",
"value":"little guy"
},
{
"name":"state",
"type":"int",
"value":24
}],
"rotation":0,
"type":"actor",
"visible":true,
"width":16,
"x":440.510088317656,
"y":140.347239175702
}[, ... ]
```
Check if the tilemap wants to use its own physics, and if you want to allow that, override the global physics simulation
```c
if ( gamemap->use_own_physics == true ) {
physics = &gamemap->physics;
}
```
Tilemap physics specification follows. A map can specify its own physics properties (drag, gravity) without specifying a custom model.
```json
"properties":[
{
"name":"physics.drag.y",
"type":"float",
"value":0
},
{
"name":"physics.gravity.y",
"type":"float",
"value":0
},
{
"name":"physics.model",
"type":"string",
"value":"arcade"
}],
```
The global `gamemap` object is automatically displayed if it is populated. Actors are drawn at the appropriate map layer depending on the actor's `layer` property (warning: this may be replaced with a `z` property soon.)
## How do I get the screen width and height
The most direct is to call `SDL_GetCurrentDisplayMode` to get the parameters from the returned `SDL_DisplayMode` structure (`->w` and `->h`).
The simplest way is to check the global `camera` object's `camera->w` and `camera->h` object. You may have more than one camera on a scene, and it's theoretically possible that the global camera object has been overriden and no longer represents the full screen.
The most reliable engine-centric way is to use `akgl_get_property` to get the property from the engine. Properties are read and stored as strings, so if you need to do these kinds of things a lot, cache the integer value somewhere.
```c
akgl_String *width = NULL;
int screenwidth = NULL;
PASS(e, akgl_get_property("game.screenwidth", &width, "0"));
PASS(e, aksl_atoi(width->data, &screenwidth));
PASS(e, akgl_heap_release_string(width));
```
## Git hooks
The repository ships a `pre-commit` hook that keeps committed C sources in the
project's canonical format (Emacs `cc-mode` "stroustrup"; see `AGENTS.md` for the
full style guide). The hook lives in `scripts/hooks/` and is version controlled,
but **Git configuration is not cloned**, so every clone has to be pointed at it
once:
```sh
git config core.hooksPath scripts/hooks
```
Confirm it took effect:
```sh
git rev-parse --git-path hooks # should print: scripts/hooks
```
That is the whole installation. The hook is already committed with its
executable bit set, so nothing needs `chmod`.
### What the hook does
On each commit it looks at the **staged** content of any added, copied, modified,
or renamed `.c`/`.h` file under `src/`, `include/`, `tests/`, or `util/`, and
reindents it if it does not already match the canonical style. Checking the
staged content rather than the working tree means what lands in the commit is
what was actually verified.
When a file needs reindenting, the hook fixes it in the working tree and
re-stages it — but only when the index and working tree agree for that file. If
they differ, you have staged part of a file with `git add -p`, and re-staging
would sweep your unstaged work into the commit. Rather than do that silently the
hook stops and prints the commands to run yourself:
```sh
scripts/reindent.sh path/to/file.c
git add path/to/file.c
```
`include/akgl/SDL_GameControllerDB.h` is generated and always skipped.
### Requirements
The hook drives Emacs in batch mode, because `cc-mode`'s indentation engine is
the definition of the style and `clang-format` cannot reproduce it exactly. If
`emacs` is not on `PATH` the hook prints a warning and allows the commit — a
hook that refuses to run without an optional tool only teaches people to reach
for `--no-verify`. Install Emacs to get the check; without it, formatting is on
you.
### Bypassing and uninstalling
Skip the hook for a single commit:
```sh
git commit --no-verify
```
Remove it entirely:
```sh
git config --unset core.hooksPath
```
### If you already have local hooks
`core.hooksPath` **replaces** the hooks directory outright — once it is set, Git
stops reading `.git/hooks/` altogether, so any hooks you keep there will silently
stop firing. If that matters, leave `core.hooksPath` unset and symlink just this
one hook instead:
```sh
ln -s ../../scripts/hooks/pre-commit .git/hooks/pre-commit
```
### Formatting without the hook
The hook is a convenience, not the source of truth. The same check is available
directly, and is what you would run in CI:
```sh
scripts/reindent.sh --check # list non-conforming files; exit 1 if any
scripts/reindent.sh # reindent every tracked C source in place
scripts/reindent.sh src/game.c # reindent specific files
```
`--check` exits `0` when everything conforms, `1` when a file needs reindenting,
and `2` if Emacs is missing or the script cannot run — so a CI job that treats
any non-zero status as failure will not mistake a broken toolchain for a clean
tree.
## Mutation testing
The mutation harness makes one deliberate source-code change at a time in a scratch copy, then rebuilds and runs the passing CTest suite to measure whether tests detect the change. The known-failing `character` test is excluded by default.
```sh
cmake --build build --target mutation
scripts/mutation_test.py --target src/tilemap.c --list
scripts/mutation_test.py --target src/tilemap.c --max-mutants 10
scripts/mutation_test.py --threshold 40 --junit mutation-junit.xml
```
The default run covers all libakgl-owned files under `src/`. Use repeated `--target` options to narrow the scope. A surviving mutant identifies behavior that the current tests do not verify; the script prints its file, line, operator, and exact edit. The real working tree is never mutated.

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# TODO
## Internal consistency
Findings from a sweep of `src/` and `include/`. These are consistency and
convention problems, not new functional defects — where one has a functional
consequence it is called out. Ordered roughly by blast radius. Items that
overlap the existing **Defects** list are cross-referenced rather than repeated.
### 1. Public naming conventions
1. **Include guards use three different schemes.** `_AKGL_ACTOR_H_`,
`_AKGL_CHARACTER_H_`, `_AKGL_GAME_H_`, `_AKGL_HEAP_H_`, `_AKGL_ITERATOR_H_`,
`_AKGL_SPRITE_H_`, and `_AKGL_TYPES_H_` carry the project prefix; `_ASSETS_H_`,
`_CONTROLLER_H_`, `_DRAW_H_`, `_ERROR_H_`, `_JSON_HELPERS_H_`, `_PHYSICS_H_`,
`_REGISTRY_H_`, `_RENDERER_H_`, `_TEXT_H_`, `_TILEMAP_H_`, and `_UTIL_H_` do
not. Pick `_AKGL_<FILE>_H_` everywhere.
The worst case is `include/akgl/staticstring.h:6`, which guards with
`_STRING_H_` — a name several libc implementations use for their own
`<string.h>`. The same file then does `#include "string.h"` (line 9) with
quotes, which is a relative-first lookup that only reaches the system header
by accident. Rename the guard to `_AKGL_STATICSTRING_H_` and use
`#include <string.h>`.
2. **Function names contradict the stated convention.** `AGENTS.md` says public
symbols use `akgl_` and types use `akgl_TypeName`. Exceptions:
- `akgl_Actor_cmhf_left_on` and its seven siblings (`include/akgl/actor.h:196-252`)
embed the *type* name in a *function* name, unlike every other actor entry
point (`akgl_actor_*`). Rename to `akgl_actor_cmhf_*`.
- `akgl_game_updateFPS` (`include/akgl/game.h:104`) is camelCase; every other
function is snake_case.
- `akgl_render_init2d` (`include/akgl/renderer.h:83`) puts the `2d` at the end
while the six functions it installs are `akgl_render_2d_*`. Make it
`akgl_render_2d_init`.
- `akgl_sprite_sheet_coords_for_frame` (`include/akgl/sprite.h:86`) spells it
`sprite_sheet`; `akgl_spritesheet_initialize` and `akgl_heap_next_spritesheet`
spell it `spritesheet`.
3. **Two public types have no prefix at all.** `point` and `RectanglePoints`
(`include/akgl/util.h:13-25`) are unprefixed, and `RectanglePoints` is
PascalCase with no namespace. Both are dumped into every translation unit
that includes `util.h`. Rename to `akgl_Point` / `akgl_RectanglePoints`.
4. **Global variables use four different conventions.** `window`, `bgm`, `game`,
`gamemap`, `renderer`, `physics`, and `camera` (`src/game.c:26-43`) are
unprefixed single common words exported from a shared library — `renderer`
and `camera` in particular are very likely to collide with a consuming game.
Alongside them the same file exports `akgl_mixer` and `akgl_tracks` (prefixed),
`_akgl_renderer` / `_akgl_camera` / `_akgl_physics` / `_akgl_gamemap`
(underscore-prefixed, which is reserved at file scope), and elsewhere
`HEAP_ACTOR``HEAP_STRING` (`src/heap.c:17-21`) and `GAME_ControlMaps`
(`src/controller.c:13`) are SCREAMING_SNAKE, which the convention reserves for
constants and macros. Settle on `akgl_` for all exported objects.
5. **`AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH`** (`include/akgl/character.h:13`) is a
character constant carrying the `SPRITE` prefix, and lives in `character.h`.
Rename to `AKGL_CHARACTER_MAX_NAME_LENGTH`.
6. **`AKGL_TIME_ONESEC_MS` is misnamed and the error is live.**
`include/akgl/game.h:22` defines it as `1000000`. One second in milliseconds
is `1000`; `1000000` is the number of nanoseconds in a *millisecond*. The name
says "one second" but the value means "one millisecond", so:
- `src/character.c:209` and `src/sprite.c:141` use it correctly as a
milliseconds-to-nanoseconds scale factor.
- `src/game.c:136` uses it as documented — a one-second budget for the state
lock — in a loop that advances `totaltime += 100` alongside `SDL_Delay(100)`.
The loop therefore runs 10,000 iterations of 100 ms, so `akgl_game_state_lock`
blocks for roughly 16 minutes rather than 1 second before reporting failure.
Rename to `AKGL_TIME_ONEMS_NS` to match `AKGL_TIME_ONESEC_NS`, and give
`akgl_game_state_lock` a real one-second budget.
### 2. Header/implementation surface drift
7. **Nineteen non-static functions are defined in `src/` but declared in no
header.** They have external linkage and public-looking names, so they are
part of the ABI whether intended or not, and no consumer can call them:
`akgl_game_load_objectnamemap`, `akgl_game_load_versioncmp`,
`akgl_game_save_actors`, `akgl_game_save_actorname_iterator`,
`akgl_game_save_charactername_iterator`, `akgl_game_save_spritename_iterator`,
`akgl_game_save_spritesheetname_iterator` (`src/game.c`);
`akgl_get_json_properties_double`, `akgl_get_json_properties_float`,
`akgl_get_json_properties_number`, `akgl_tilemap_load_layer_image`,
`akgl_tilemap_load_layer_object_actor`, `akgl_tilemap_load_physics`
(`src/tilemap.c`); `akgl_path_relative_from`, `akgl_path_relative_root`
(`src/util.c`); `gamepad_handle_added`, `gamepad_handle_button_down`,
`gamepad_handle_button_up`, `gamepad_handle_removed` (`src/controller.c`).
Each should be either declared in its header or made `static`. Note that
`tilemap.h` already has a "part of the internal API, exposed here for unit
testing" block — the tilemap entries belong there.
8. **`akgl_game_init_screen` is declared but never defined**
(`include/akgl/game.h:100`). Same failure mode as **Defects → Known and still
open #10**, which covers the four `akgl_controller_handle_*` declarations;
fold this one into that item.
9. **Static helpers use three different naming styles.** `actor_visible`
(`src/actor.c:185`) is bare; `akgl_character_load_json_inner` and
`akgl_character_load_json_state_int_from_strings` (`src/character.c:101,132`)
and `akgl_sprite_load_json_spritesheet` (`src/sprite.c:51`) carry the full
public prefix; `gamepad_handle_*` (`src/controller.c:121+`) uses a third
subsystem word that appears nowhere else. Adopt one rule — the clearest is
that `static` helpers drop the `akgl_` prefix, since it exists to avoid
external collisions.
10. **Parameter names disagree between declaration and definition.** Doxygen
documents the header spelling, so the generated docs describe names the
implementation does not use:
| Header | Implementation |
|---|---|
| `character.h:41` `basechar` | `character.c:21` `obj` |
| `character.h:69` `props` | `character.c:75` `registry` |
| `heap.h:121` `ptr` | `heap.c:143` `basechar` |
| `registry.h:97` `value` | `registry.c:163` `src` |
| `json_helpers.h:134` `e` | `json_helpers.c:149` `err` |
| `tilemap.h:134,143` `dest` | `tilemap.c:646,767` `map` |
The `tilemap.h` pair is the most misleading: the parameter is the map being
*read* and drawn, but it is named `dest` and documented as "Output
destination populated by the function".
11. **Object-pool size macros are defined twice, and the override hook is
dead.** `heap.h:15-29` wraps `AKGL_MAX_HEAP_ACTOR`, `_SPRITE`, `_SPRITESHEET`,
`_CHARACTER`, and `_STRING` in `#ifndef` guards so a consumer can override
them, but `actor.h:65`, `sprite.h:19-20`, and `character.h:14` define the same
four unconditionally and are included from `heap.h:9-11`. Whichever header
lands first wins and the `#ifndef` never fires, so the override mechanism
cannot work. Define each pool size once — `heap.h` is the natural home.
12. **Headers rely on their includers for types.** `iterator.h` uses `uint32_t`
without `<stdint.h>`; `json_helpers.h` uses `json_t` without `<jansson.h>`;
`util.h` uses `SDL_FRect` and `bool` without any SDL include; `text.h` uses
`SDL_Color` and `akerr_ErrorContext` without including SDL or `akerror.h`;
`controller.h` uses `akgl_Actor` without including `actor.h`. Each compiles
only because of `.c`-file include ordering. Headers should be self-contained.
13. **Include spelling is split between quoted and angled forms for the same
directory.** `actor.h:10-11`, `character.h:10-11`, `controller.h:11`,
`game.h:11-14`, `json_helpers.h:10`, and `staticstring.h:9` use
`#include "sibling.h"`; `physics.h:11-13`, `registry.h:9-10`, `renderer.h:13`,
`tilemap.h:10-12`, and `util.h:10` use `#include <akgl/sibling.h>`. The
angled form is correct for an installed library.
14. **Empty parameter lists.** `akgl_heap_init()`, `akgl_heap_init_actor()`,
`akgl_registry_init*()`, `akgl_game_init()`, `akgl_game_init_screen()`, and
`akgl_game_updateFPS()` declare `()` rather than `(void)`, while
`akgl_controller_list_keyboards(void)`, `akgl_controller_open_gamepads(void)`,
`akgl_game_lowfps(void)`, and `akgl_game_state_lock(void)` use `(void)`.
Before C23 the two are not equivalent — `()` suppresses argument checking.
`akgl_heap_init_actor` is even declared `()` in `heap.h:57` and defined
`(void)` in `heap.c:48`.
15. **`AKERR_NOIGNORE` is applied inconsistently at definition sites.** Headers
use it uniformly (except `akgl_sprite_sheet_coords_for_frame`, `sprite.h:86`,
which omits it). Definitions are split even within one file: `registry.c:55,120,163,172`
repeat it, `registry.c:27,44,63,71,79,96,104,112` do not. Since the attribute
is already on the declaration, drop it from all definitions.
### 3. Error-handling pattern
16. **`*_RETURN` macros are used inside `ATTEMPT` blocks, which skips `CLEANUP`.**
The established pattern is `FAIL_*_BREAK` / `CATCH` inside `ATTEMPT` and
`*_RETURN` outside it. Violations:
- `src/tilemap.c:52``SUCCEED_RETURN` on the success path of
`akgl_get_json_tilemap_property` returns directly from inside `ATTEMPT`,
bypassing the `CLEANUP` at line 54 that releases `tmpstr` and `typestr`.
Every successful property lookup leaks two heap strings, and the string
pool is only 256 entries.
- `src/tilemap.c:620``FAIL_RETURN` inside `ATTEMPT`.
- `src/controller.c:286-289,306``FAIL_ZERO_RETURN` / `FAIL_NONZERO_RETURN`
inside `ATTEMPT`; `src/controller.c:383``SUCCEED_RETURN` inside `ATTEMPT`,
which also leaves `akgl_controller_default` with no return statement on the
path that falls out of `FINISH`.
- `src/game.c:457,462``FAIL_NONZERO_RETURN` inside `ATTEMPT`, skipping the
`fclose` in `CLEANUP` at line 482.
17. **NULL-check discipline varies by function.** In `src/json_helpers.c` only
`akgl_get_json_string_value` (line 71) and `akgl_get_json_array_index_string`
(line 128) validate `key`/`dest`; the other eight accessors validate only the
container and then dereference `dest` unconditionally. In `src/physics.c` the
arcade backends check `actor` but `akgl_physics_null_gravity`,
`_null_collide`, and `_null_move` (lines 15-34) check only `self`. In
`src/renderer.c:65,74`, `akgl_render_2d_frame_start` and `_frame_end`
dereference `self->sdl_renderer` with no check on `self`, while
`akgl_render_2d_draw_texture` (line 82) checks `self` first.
18. **Error-context variable naming is split between `errctx` and `e`,
sometimes within one file.** `src/util.c` uses `e` in the path helpers
(lines 32-116) and `errctx` in the geometry helpers (lines 118-259);
`src/heap.c` uses `errctx` everywhere except `akgl_heap_init_actor` (line 50).
`src/actor.c`, `character.c`, `json_helpers.c`, `registry.c`, `sprite.c`, and
`tilemap.c` favor `errctx`; `game.c`, `physics.c`, `renderer.c`, and
`controller.c` favor `e`. Pick one.
### 4. Types and macros
19. **`float`/`double` are used raw where `types.h` defines aliases.** `types.h`
exports `float32_t` and `float64_t`, and the actor and character structs use
`float32_t` throughout — but `akgl_get_json_number_value` takes `float *`
(`json_helpers.h:55`), `akgl_get_json_double_value` takes `double *` (line 66),
`akgl_PhysicsBackend`'s six drag/gravity fields are `double`
(`physics.h:22-27`), and `akgl_Tilemap`'s perspective fields are `float`
(`tilemap.h:105-108`). Either use the aliases consistently or delete them.
20. **`AKGL_COLLIDE_RECTANGLES` (`include/akgl/util.h:27`) has unbalanced
parentheses** — three opens, two closes — so any use is a syntax error. It has
no callers and duplicates `akgl_collide_rectangles`. Delete it.
21. **Bitmask macros are unparenthesized.** `AKGL_BITMASK_HAS(x, y)` expands to
`(x & y) == y` with no outer parens, so `!AKGL_BITMASK_HAS(a, b)` parses as
`!(a & b) == b`. No in-tree caller negates it today (`AKGL_BITMASK_HASNOT`
exists for that), so this is latent rather than live. `AKGL_BITMASK_CLEAR(x)`
(`game.h:86`) also carries a trailing semicolon inside the macro body, so
normal use produces an empty statement. Parenthesize all five and drop the
semicolon.
22. **The state and iterator bit macros mix forms.** `AKGL_ITERATOR_OP_UPDATE`
(`iterator.h:15`) is written `1` while its 31 siblings are `1 << n`, and none
of the `1 << n` values in `iterator.h` or `actor.h:15-49` are parenthesized.
The hand-maintained trailing bit-pattern comments in `actor.h:34-49` are also
wrong for the high word — they restart at `0000 0000 0000 0001` for bit 16
rather than showing the full 32-bit value.
23. **`akgl_Frame` (`game.h:27-31`) is defined and never used** anywhere in
`src/`, `include/`, `tests/`, or `util/`.
### 5. `AKGL_ACTOR_STATE_STRING_NAMES` disagrees with `actor.h`
24. **The array bound differs between declaration and definition.**
`include/akgl/actor.h:57` declares `[AKGL_ACTOR_MAX_STATES+1]` (33);
`src/actor_state_string_names.c:6` defines `[32]`. Any consumer that trusts
the declared bound and reads index 32 reads past the object.
25. **Two entries name the wrong bit.** `actor.h` assigns bit 11 to
`AKGL_ACTOR_STATE_MOVING_IN` and bit 12 to `AKGL_ACTOR_STATE_MOVING_OUT`, but
`actor_state_string_names.c:18-19` puts `"AKGL_ACTOR_STATE_UNDEFINED_11"` and
`"AKGL_ACTOR_STATE_UNDEFINED_12"` at those indices — names for macros that do
not exist. Since `akgl_registry_init_actor_state_strings`
(`src/registry.c:79-94`) builds `AKGL_REGISTRY_ACTOR_STATE_STRINGS` from this
array and `akgl_character_load_json_state_int_from_strings`
(`src/character.c:101`) resolves character-JSON state names through it, a
character JSON can never bind a sprite to `MOVING_IN` or `MOVING_OUT`.
26. **The generation comment is stale.** `actor.h:53-55` says the file "is built
by a utility script and not kept in git, see the Makefile for
lib_src/actor_state_string_names.c". There is no Makefile (the project is
CMake), no `lib_src/`, no such script under `scripts/` or `util/`, and the
file *is* tracked in git at `src/actor_state_string_names.c`. Either restore
the generator — which would fix items 24 and 25 by construction — or delete
the comment and maintain the file by hand.
### 6. Doxygen drift
27. **Three struct doc comments in `tilemap.h` are rotated by one.**
`akgl_TilemapObject` (line 31) is documented as "Stores tileset metadata,
texture, and frame offsets" (that is `akgl_Tileset`); `akgl_TilemapLayer`
(line 46) as "Represents an object embedded in a tilemap layer" (that is
`akgl_TilemapObject`); `akgl_Tileset` (line 61) as "Stores tile, image, or
object data for one map layer" (that is `akgl_TilemapLayer`).
28. **`point` is documented as "Represents a two-dimensional point"**
(`util.h:12`) but has `x`, `y`, and `z`.
29. **Doc comments live on the definition for public functions.** The convention
is header-side documentation, but `akgl_path_relative_root` (`util.c:23`),
`akgl_path_relative_from` (`util.c:97`), the four `gamepad_handle_*`
(`controller.c:114+`), the `akgl_game_save_*` iterators and
`akgl_game_load_*` helpers (`game.c:173+`), and the tilemap helpers
(`tilemap.c:90+`) are documented only in the `.c`. This is the same set as
item 7 — resolving that resolves this.
### 7. Formatting
30. **A minority of files use a 2-column offset instead of the canonical
4-column one.** The mix of tabs and spaces across most of `src/` is *not*
disorder: it is exactly what Emacs `cc-mode` emits for the `stroustrup` style
with `indent-tabs-mode t` and `tab-width 8` — depth 1 is four spaces, depth 2
is one tab, depth 3 is a tab plus four spaces, and so on. Twelve of the
seventeen `.c` files follow that ladder cleanly.
The genuine outliers indent at 2 columns: `src/json_helpers.c` (82 lines,
except `akgl_get_json_with_default` at line 149 which is 4), `src/util.c`
(37 lines, from `akgl_rectangle_points` at line 118 onward), `src/assets.c`
(9), `src/staticstring.c` (7), `src/actor.c` (8, in `akgl_actor_add_child`
at line 272), plus `include/akgl/util.h` (7) and
`include/akgl/staticstring.h` (2).
**Resolved.** `AGENTS.md` now specifies the canonical style and the exact
`cc-mode` settings; `.dir-locals.el` applies them in Emacs; and
`scripts/reindent.sh` applies them in batch. The whole tree (32 files across
`src/`, `include/`, `tests/`, and `util/`) has been reindented and is a fixed
point of `scripts/reindent.sh --check`. Verified whitespace-only: apart from
three trailing blank lines removed at EOF in `src/heap.c`, `src/registry.c`,
and `tests/tilemap.c`, `git diff -w` over the reindent is empty, and the test
results are unchanged (13/14, `character` still the intentional failure).
`scripts/hooks/pre-commit` keeps it that way — enable with
`git config core.hooksPath scripts/hooks`.
31. **Leftover debug code ships in the library.** `src/controller.c:91-97` logs
four lines whenever `event->type == 768 && event->key.which == 11 &&
event->key.key == 13` — hardcoded decimal values for a specific keyboard ID
on a specific developer's machine, inside the per-event inner loop.
32. **Large commented-out blocks.** `src/sprite.c:115-120,157,185-198,210`;
`src/character.c:192-199,215`; `src/assets.c:18-27,50`;
`src/tilemap.c:583,596-598,640`. All are the same abandoned
`SDL_GetBasePath()` path-prefixing approach, superseded by
`akgl_path_relative`. Delete them.
33. **Unused locals.** `screenwidth`/`screenheight` (`game.c:53-54`), `curTime`
(`game.c:499`), `curTime` and `j` (`renderer.c:114,116``j` is also shadowed
by the inner loop at line 128), `target` (`character.c:59`), `result`
(`util.c:37,73`), `opflags` (`heap.c:146`, declared and cleared but never
read).
34. **`akgl_game_update`'s default flags OR the same bit twice.**
`src/game.c:496` reads
`(AKGL_ITERATOR_OP_LAYERMASK | AKGL_ITERATOR_OP_LAYERMASK)`. Given the loop
that follows walks layers and calls `updatefunc`, the intent was almost
certainly `AKGL_ITERATOR_OP_UPDATE | AKGL_ITERATOR_OP_LAYERMASK`.
35. **`akgl_draw_background` is the only public function outside the error
protocol.** `include/akgl/draw.h:14` returns `void` and reports nothing;
every other public entry point returns `akerr_ErrorContext *`. It also calls
`SDL_SetRenderDrawColor` and `SDL_RenderFillRect` without checking `renderer`
or `renderer->sdl_renderer`.
36. **`akgl_registry_init_actor` is the only registry initializer that destroys
an existing registry** before recreating it (`src/registry.c:47-49`). The
other seven leak the old `SDL_PropertiesID` on a second call. Either all of
them should do it or none should.
37. **Redundant casts obscure the code.** `(json_t *)json` where `json` is
already `json_t *`, `(akgl_Tilemap *)dest`, `(akgl_Actor *)actorobj`,
`(char *)&obj->name` on an array that already decays — roughly 180 pointer
casts across `src/`, a large majority of them no-ops, densest in
`src/tilemap.c:150-624` and `src/character.c:144-172`.
They suppress exactly the conversion warnings that would catch a real
mismatch.
38. **`struct`-qualified parameters in two definitions.**
`akgl_physics_null_move` (`src/physics.c:29`) and `akgl_physics_arcade_move`
(`src/physics.c:80`) are defined with `struct akgl_PhysicsBackend *self`
while the header and the other eight physics functions use the typedef.
39. **`text.c:19` validates the wrong argument.**
`FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "Null filepath")` checks
`name` a second time; `filepath` is never checked and is passed straight to
`TTF_OpenFont`. Copy-paste of line 18.
**Resolved** alongside the text measurement work; `tests/text.c` asserts a
NULL filepath reports `AKERR_NULLPOINTER`.
40. **`akgl_path_relative` and `akgl_path_relative_from` disagree on the output
parameter.** `akgl_path_relative` and `akgl_path_relative_root` take
`akgl_String *dst`; `akgl_path_relative_from` takes `akgl_String **dst`
(`src/util.c:105`). The `**` form matches the rest of the library
(`akgl_get_json_string_value`, `akgl_get_property`, `akgl_heap_next_string`),
which allocate when `*dest` is NULL. Related: **Defects → Known and still
open #4**, which covers the fact that `akgl_path_relative_from` never writes
`*dst` at all.
41. **`dst` vs `dest` for output parameters.** `akgl_string_copy` and the
`akgl_path_relative*` family use `dst`; everything else uses `dest`.
## Coverage status
Generated with:
```sh
cmake -S . -B build-coverage -DAKGL_COVERAGE=ON -DCMAKE_BUILD_TYPE=Debug
cmake --build build-coverage --parallel
ctest --test-dir build-coverage --output-on-failure
```
Reports land in `build-coverage/coverage/` (`index.html`, `coverage.xml`).
**Line coverage 77.2%, function coverage 83.1%** (2035/2637 lines), up from a
39.6% / 44.3% baseline. All 19 suites pass. (An earlier revision of this file
recorded `character` as an intentionally failing suite; it passes now, and
nothing in `tests/character.c` or `src/character.c` has changed since — the fix
came from elsewhere in the tree and this note was never updated.)
| File | Lines | Functions |
|---|---|---|
| `src/actor.c` | 205/258 (79%) | 16/18 |
| `src/assets.c` | 0/21 (0%) | 0/1 |
| `src/audio.c` | 189/207 (91%) | 19/20 |
| `src/character.c` | 104/118 (88%) | 6/7 |
| `src/controller.c` | 247/270 (91%) | 12/12 |
| `src/draw.c` | 253/267 (95%) | 11/12 |
| `src/error.c` | 9/9 (100%) | 1/1 |
| `src/game.c` | 124/231 (54%) | 10/15 |
| `src/heap.c` | 111/111 (100%) | 12/12 |
| `src/json_helpers.c` | 111/111 (100%) | 11/11 |
| `src/physics.c` | 140/140 (100%) | 10/10 |
| `src/registry.c` | 76/102 (75%) | 11/12 |
| `src/renderer.c` | 7/70 (10%) | 1/7 |
| `src/sprite.c` | 93/101 (92%) | 5/5 |
| `src/staticstring.c` | 16/17 (94%) | 2/2 |
| `src/text.c` | 26/45 (58%) | 3/4 |
| `src/tilemap.c` | 201/426 (47%) | 10/20 |
| `src/util.c` | 121/131 (92%) | 7/8 |
| `src/version.c` | 2/2 (100%) | 1/1 |
Branch coverage reads 21.2% and should not be used as a target. The akerror
control-flow macros (`ATTEMPT`/`CATCH`/`PROCESS`/`FINISH`, `FAIL_*_RETURN`)
expand into large branch trees per call site, most of them unreachable in normal
operation — `src/game.c` reports over 1700 branches across 230 lines. Track line
and function coverage; treat branch coverage as a relative signal within a file.
### Mutation testing
`scripts/mutation_test.py` was run over the three new files as a smoke check
(`--max-mutants 8` to 10 each, so these are samples rather than exhaustive
scores):
| File | Score | Surviving mutants |
|---|---|---|
| `src/draw.c` | 90% | Deleting the `FAIL_ZERO_BREAK` on `SDL_CreateTextureFromSurface` in `akgl_draw_flood_fill` |
| `src/audio.c` | 75% | Deleting `SUCCEED_RETURN` from the static `check_voice`; deleting `spec.freq` before opening a device |
| `src/text.c` | 50% | Three in `akgl_text_rendertextat`, which has no test yet, plus one `SUCCEED_RETURN` deletion |
The first pass over `src/audio.c` scored 50% and named two real gaps, both of
which are now tested: nothing asserted that an *unconfigured* voice is audible
(the whole reason the table defaults to a square wave at full level rather than
a zeroed struct), and no envelope test used a non-zero attack *and* decay
together, so the decay measuring from the wrong origin survived. `src/draw.c`
scored 70% first and named one: the circle was only checked at its four axis
points, which a mis-signed octant reflection survives, so it now checks that
every plotted pixel has a mirror in the other three quadrants.
What is left is honestly untestable from here. Deleting a `SUCCEED_RETURN`
leaves a non-void function falling off its end, which is undefined rather than
observably wrong, and the surviving SDL branches are allocation failures the
suite has no way to provoke. The `src/text.c` survivors go away with the
offscreen harness.
### Suites
Every suite is registered through the `AKGL_TEST_SUITES` list in
`CMakeLists.txt`, which drives target creation, CTest registration, the
`WORKING_DIRECTORY`/`TIMEOUT` properties, the link line, and the
`FIXTURES_REQUIRED akgl_coverage` list together. Adding `tests/<name>.c` and the
name to that list is all a new suite needs; it can no longer be accidentally
left out of the coverage fixture.
Shared assertion helpers are in `tests/testutil.h`: `TEST_ASSERT`,
`TEST_ASSERT_FEQ`, `TEST_EXPECT_STATUS`, `TEST_EXPECT_OK`, `TEST_EXPECT_ANY_ERROR`,
and `TEST_ASSERT_FLAG`. All except the last expand to a `break` on failure, so
they belong directly inside an `ATTEMPT` block, not inside a loop nested in one.
Done:
- `tests/physics.c` — both backends, the factory, and the full simulation loop
including thrust clamping, drag, layer masking, parent/child positioning, and
logic-interrupt handling. 100%.
- `tests/heap.c` — pool exhaustion for all five pools, refcount clamping,
recursive child release, registry cleanup on release. 100%.
- `tests/json_helpers.c` — every typed accessor, both string accessors'
allocate-vs-reuse paths, array bounds, and `akgl_get_json_with_default`. 100%.
- `tests/controller.c` — control map push and capacity, the default binding set,
keyboard and gamepad dispatch including cross-device rejection, the dpad
handlers, and device add/remove against the dummy drivers. 90%.
- `tests/game.c` — version gating, the save/load roundtrip, foreign-save
rejection, truncated-table detection, the state lock, and FPS accounting. 54%.
- `tests/actor.c` — extended with the eight control-map handlers, automatic
facing, movement logic, the animation frame state machine, `akgl_actor_update`,
and character/sprite binding lookups. 80%.
- `tests/audio.c` — every waveform, the ADSR envelope stage by stage, gate
expiry and release, voice summing and clamping, the master level, and device
open/shutdown under the dummy driver. 91%.
- `tests/draw.c` — every primitive against a 64x64 software renderer with the
pixels read back, including flood-fill containment, save/paste roundtrip, and
that drawing restores the renderer's draw color. 95%.
- `tests/text.c` — font loading into the registry and both measurement entry
points against a monospaced fixture font. 58%; the rest of `src/text.c` is
`akgl_text_rendertextat`, which needs the harness.
## Remaining work
### Needs the offscreen renderer harness
`src/renderer.c` (63 lines), `akgl_text_rendertextat` in `src/text.c` (19),
`akgl_draw_background` in `src/draw.c` (13), `src/assets.c` (21),
`akgl_actor_render`/`actor_visible` in `src/actor.c` (53), and the drawing half
of `src/tilemap.c` all need a live `renderer` global.
Build `tests/harness.c` / `tests/harness.h` with `akgl_test_init_headless()` and
`akgl_test_shutdown_headless()`: set the dummy video and audio drivers,
`SDL_Init()`, `akgl_heap_init()`, `akgl_registry_init()`, create a software
`SDL_CreateWindowAndRenderer`, and point the global `renderer` at it. Four
existing tests hand-roll this today (`tests/sprite.c:194`, `tests/character.c:200`,
`tests/tilemap.c:421`, `tests/charviewer.c:42`); collapse them onto the shared
harness in the same change. The new suites set the driver hints inline and need
no window, so they are unaffected.
Then:
- **`tests/renderer.c`** — `akgl_render_init2d` populating all six function
pointers and the camera; frame start/end against a NULL `sdl_renderer`; the
rotated `draw_texture` path including `angle != 0` with a NULL center; the
`draw_mesh` "not implemented" stub; and `draw_world` layer ordering. Note
`defflags` at `src/renderer.c:113` is uninitialized until the `if` body runs.
- **`tests/assets.c`** — BGM loading into `AKGL_REGISTRY_MUSIC` under the dummy
audio driver.
- **`tests/text.c` extensions** — text rendering with wrap on and off.
`tests/text.c` exists and covers font loading and measurement; only
`akgl_text_rendertextat` is left.
- **`tests/draw.c` extensions** — `akgl_draw_background` at zero, negative and
oversized dimensions. `tests/draw.c` exists and covers every other primitive
against a software renderer; `akgl_draw_background` is the one function in the
file that still reads the global `renderer` rather than taking a backend.
- **`tests/tilemap.c` extensions** — `akgl_tilemap_draw`, `_draw_tileset`, and
`akgl_tilemap_load_layer_image`.
### Does not need a renderer
- **`src/tilemap.c`** — `akgl_tilemap_scale_actor` is pure math over three
branches (`src/tilemap.c:824-830`); `akgl_get_json_properties_number`,
`_float`, and `_double` need only a JSON snippet; `akgl_tilemap_load_physics`
needs a fixture with the physics property block present, absent, and
malformed. Together roughly 100 of the 225 uncovered lines.
- **`src/game.c`** — `akgl_game_init`, `akgl_game_update`, `akgl_game_lowfps`,
and `akgl_game_updateFPS`'s frame loop need a window; revisit after the
harness lands.
- **`src/registry.c`** — `akgl_registry_load_properties` needs a fixture with a
`properties` object, plus the missing-file, missing-key, and wrong-value-type
cases. Assert the loop at `src/registry.c:148-158` does not leak the string
heap.
## Defects
### Fixed while building the suites
Each was found by a test written to assert correct behavior.
1. **`akgl_physics_simulate` dereferenced `self` before its NULL check.**
`src/physics.c:132` read `self->gravity_time` at declaration time, three
lines above `FAIL_ZERO_RETURN(e, self, ...)`. A NULL backend segfaulted.
2. **`akgl_game_save` never flushed or closed its stream.** `CLEANUP` and
`PROCESS` were transposed, which put the `fclose` inside the `PROCESS`
switch, where it only ran if an error context existed and reported success.
An ordinary save produced an empty file.
3. **`akgl_game_save_actors` wrote name-table terminators from a single char.**
`aksl_fwrite((void *)&nullval, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp)` emitted
127 bytes of adjacent stack memory into the save file and produced a sentinel
the loader could not recognize.
4. **`akgl_game_load_objectnamemap` swallowed read failures.** `CATCH` used
directly inside `while (1)` breaks the loop, not the function, so a truncated
or corrupt name table loaded as a successful game.
5. **`akgl_Actor_cmhf_up_on` and `_down_on` dereferenced `basechar` unguarded**,
unlike their left and right counterparts.
6. **`akgl_actor_logic_movement` checked `actor` twice** instead of checking
`actor->basechar` before dereferencing it.
7. **The gamepad handlers checked `appstate` three times each**, so a NULL event
or a missing player actor was never caught and `player->state` was
dereferenced regardless.
### Known and still open
1. **`akgl_render_and_compare` compares a texture against itself.**
`src/util.c:228` and `src/util.c:245` both draw `t1`; `t2` is never rendered,
so the function always passes and the image assertions in `tests/sprite.c`
assert nothing.
2. **`akgl_tilemap_release` double-frees tileset textures.**
`src/tilemap.c:849` destroys `dest->tilesets[i].texture` inside the *layers*
loop; it should be `dest->layers[i].texture`. It also never NULLs the
pointers, so a second release is a use-after-free.
3. **`akgl_registry_init` never initializes the properties registry.**
`akgl_registry_init_properties()` is not called from `akgl_registry_init()`
(`src/registry.c:27`), so `AKGL_REGISTRY_PROPERTIES` stays 0 unless the
caller initializes it separately. `akgl_set_property` is then a silent no-op
and `akgl_get_property` always returns the caller's default, which means
`akgl_physics_init_arcade` and `akgl_render_init2d` silently ignore
configuration. `akgl_game_init` does call it; a caller that does not use
`akgl_game_init` does not get it.
4. **`akgl_path_relative_from` is a stub that leaks.** `src/util.c:105` claims a
heap string, never writes `*dst`, and never releases it. 256 calls exhaust
the string pool.
5. **`akgl_compare_sdl_surfaces` memcmps without checking geometry.**
`src/util.c:208` compares `s1->pitch * s1->h` bytes of `s2` without verifying
the surfaces share dimensions, pitch, or format.
6. **`akgl_string_initialize` overflows by four bytes when `init` is NULL.**
`src/staticstring.c:17` does `memset(&obj->data, 0x00, sizeof(akgl_String))`,
but `data` starts four bytes into the struct (after `refcount`), so the memset
runs four bytes past the end.
7. **Savegame name lengths disagree between writer and reader.**
`akgl_game_save_actors` writes spritesheet names at
`AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH` (512) and character names at
`AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH` (128), but `akgl_game_load` reads
every table at `AKGL_ACTOR_MAX_NAME_LENGTH` (128). A save with any registered
spritesheet cannot be read back. The current roundtrip test passes only
because empty registries write nothing but zeroed sentinels.
8. **Heap acquire functions are asymmetric.** `akgl_heap_next_string` increments
`refcount`; `next_actor`, `next_sprite`, `next_spritesheet`, and
`next_character` do not. `tests/heap.c` pins the current behavior and says so;
decide whether to make them symmetric or document the split.
9. **`tests/util.c` defines `test_akgl_collide_point_rectangle_logic` but
`main()` never calls it.**
10. **`controller.h` declares functions that do not exist.** It declares
`akgl_controller_handle_button_down`, `_button_up`, `_added`, and `_removed`,
but `src/controller.c` defines them as `gamepad_handle_*`. Anything compiled
against the header alone fails to link.
11. **`akgl_controller_pushmap` and `akgl_controller_default` accept negative map
ids.** Both check `controlmapid >= AKGL_MAX_CONTROL_MAPS` but not
`controlmapid < 0`, so a negative id indexes before `GAME_ControlMaps`.
12. **A failed controller-DB fetch silently destroys the tracked fallback.**
`include/akgl/SDL_GameControllerDB.h` is committed deliberately so the
library still builds if upstream disappears. But `mkcontrollermappings.sh`
has no `set -e` and never checks `curl`'s exit status: on a failed fetch it
writes `mappings.txt` empty, then overwrites the good tracked header with
`AKGL_SDL_GAMECONTROLLER_DB_LEN 0` and an empty initializer — and exits 0.
Verified by pointing the script at an unresolvable host.
Two compounding problems:
- `add_custom_command` at `CMakeLists.txt:89-93` declares
`OUTPUT include/akgl/SDL_GameControllerDB.h` as a *relative* path, which
CMake resolves against the binary directory, while the script writes to
the source directory. The declared output never appears, so the command is
permanently out of date and re-runs on every build — making every build
depend on network access and leaving the file dirty in the working tree
each time.
- `const char *SDL_GAMECONTROLLER_DB[] = {\n};` is an empty initializer,
which is a constraint violation in ISO C and compiles only as a GCC
extension.
Fix: have the script fetch to a temporary file, check `curl`'s status and a
plausible minimum line count, and leave the existing header untouched on
failure (exiting non-zero). Separately, make regeneration explicit — a
dedicated `controllerdb` target, or an `OUTPUT` that matches where the
script actually writes — so an ordinary build neither needs the network nor
dirties the tree.
13. **A stale build tree in the source directory breaks the coverage run.**
`CMakeLists.txt:208` and `CMakeLists.txt:223` pass
`--root "${CMAKE_CURRENT_SOURCE_DIR}"` to gcovr, and gcovr searches for
`.gcda`/`.gcno` files under the root. The `--object-directory` argument on
the line below each does *not* narrow that search: per `gcovr --help` it
only identifies "the path between gcda files and the directory where the
compiler was originally run". So every instrumented build tree left inside
the source directory is folded into the report alongside the one actually
being measured.
With a `build-coverage/` from an earlier session still present, a freshly
configured `-DAKGL_COVERAGE=ON` tree fails in `coverage_reset`, before any
test runs:
AssertionError: Got function akgl_game_lowfps on multiple lines: 45, 46.
45 and 46 are that function's line numbers before and after an unrelated
`#include` was added to `src/game.c`: gcovr found 18 stale `.gcno` files
describing the old layout, merged them with the current ones, and could not
reconcile the two. Moving `build-coverage/` aside makes the same tree pass
18/18. Verified with gcovr 7.0.
The `build*/` entry in `.gitignore` hides these trees from `git status`,
which makes the state easier to get into and no easier to notice.
A second, smaller version of the same thing: rebuilding an existing
coverage tree after editing a test leaves `.gcda` files describing the old
object layout, and `coverage_reset` -- whose whole job is to delete them --
fails with `GCOV returncode was 5` before it gets the chance. `find
build-coverage -name '*.gcda' -delete` clears it. Observed with gcovr 7.0.
Fix: pass the build tree to gcovr as an explicit search path instead of
letting it default to `--root`, so only the tree under measurement is
considered. Touches the two `add_test` blocks at `CMakeLists.txt:204-211`
and `CMakeLists.txt:220-229`; nothing outside the `AKGL_COVERAGE` branch.
## Build notes
The vendored SDL satellite libraries are built into per-project subdirectories
that are not on the loader's default search path, and `LD_LIBRARY_PATH` is
searched ahead of RPATH — so a developer who has previously run `rebuild.sh` had
their installed `libakgl.so` shadow the one under test, and a developer who had
not saw every test abort before `main()` with "cannot open shared object file".
`CMakeLists.txt` now sets `BUILD_RPATH` on the library, the utility, and every
test target, and prepends the build tree to `LD_LIBRARY_PATH` for the CTest run.
## API gaps blocking akbasic
`akbasic` (the C port of the BASIC interpreter, `source.starfort.tech/andrew/akbasic`) is
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; the
`libakgl`-backed sink and the graphics, sound and console verbs of Commodore BASIC 7.0 are
blocked on the four gaps below.
These are filed here rather than worked around in `akbasic` 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.
1. **No way to measure rendered text.** `include/akgl/text.h` exposes `akgl_text_loadfont()`
and `akgl_text_rendertextat()`, and nothing that reports how large a string will be in a
given font. A terminal-style text surface cannot be built on that: a cursor needs the
advance width of one cell, and wrapping needs to know where a string crosses the right
margin. The reference interpreter got this from SDL2_ttf's `font.SizeUTF8("A")` and derived
its whole character grid from it.
Wants `akerr_ErrorContext AKERR_NOIGNORE *akgl_text_measure(TTF_Font *font, char *text, int *w, int *h);`
over `TTF_GetStringSize`, and probably a companion
`akgl_text_measure_wrapped(font, text, wraplength, w, h)` matching the `wraplength`
argument `akgl_text_rendertextat` already takes. Tests: a known string in a known font at a
known size, the empty string, and a wrapped string wide enough to force two lines.
This is the only one of the four that blocks work already designed and waiting. **`akbasic`
cannot render any output through `libakgl` until it lands.**
**Resolved.** `akgl_text_measure(font, text, w, h)` and
`akgl_text_measure_wrapped(font, text, wraplength, w, h)` are in
`include/akgl/text.h`, over `TTF_GetStringSize` and `TTF_GetStringSizeWrapped`.
Neither needs a renderer. A negative `wraplength` is refused with
`AKERR_OUTOFBOUNDS` rather than passed through, because SDL_ttf reads it as a
very large unsigned width and silently stops wrapping. `tests/text.c` covers
both against `tests/assets/akgl_test_mono.ttf`, a 10 KB monospaced ASCII
subset added for the purpose — being monospaced, it lets the suite assert
`width("AAAA") == 4 * width("A")` instead of hardcoding glyph metrics that
FreeType is free to round differently. Same change fixed item 39 below:
`akgl_text_loadfont` checked `name` twice and never checked `filepath`.
2. **No immediate-mode drawing.** `include/akgl/draw.h` declares exactly one function,
`akgl_draw_background(int w, int h)`, and `src/draw.c` is at 0% coverage. BASIC 7.0's
graphics verbs are all immediate-mode plotting against the current screen: `DRAW` (line and
point), `BOX`, `CIRCLE`, `PAINT` (flood fill), `LOCATE` (set the pixel cursor), `COLOR`,
and `SSHAPE`/`GSHAPE` (save and restore a rectangle of pixels).
Wants an `akgl_draw_*` family taking the renderer the host already initialized --
`akgl_draw_line`, `_rect`, `_filled_rect`, `_circle`, `_point`, `_flood_fill`,
`_copy_region` -- in the shape of the existing `akgl_render_2d_draw_texture`. SDL3's
`SDL_RenderLine`/`SDL_RenderRect`/`SDL_RenderFillRect` cover most of it; the circle and the
flood fill do not exist in SDL3 and need writing. Tests belong with the offscreen renderer
harness described under "Remaining work": render a known shape, read the target back, and
compare against a reference surface with the existing `akgl_compare_sdl_surfaces`.
**Resolved.** `include/akgl/draw.h` now declares `akgl_draw_point`, `_line`,
`_rect`, `_filled_rect`, `_circle`, `_flood_fill`, `_copy_region` and
`_paste_region`, all taking the `akgl_RenderBackend *` the host initialized,
in the shape of `akgl_render_2d_draw_texture`. Decisions worth knowing:
- **Color is an argument, not state.** There is no current-color global to
get out of step with the caller's own. Each call saves and restores the
renderer's draw color, so drawing a line does not change what the host's
next `SDL_RenderClear` paints. `tests/draw.c` asserts that.
- **The circle is a midpoint circle**, integer arithmetic with eight-way
symmetry, plotted eight points per step through `SDL_RenderPoints`.
- **The flood fill reads the target back, fills on the CPU, and blits only
the bounding box of what changed.** It keeps a fixed
`AKGL_DRAW_MAX_FLOOD_SPANS` (4096) stack of horizontal runs at file scope
rather than recursing per pixel; running out reports `AKERR_OUTOFBOUNDS`
and leaves the region partially filled, which is stated in the header. It
is therefore not reentrant — neither is anything else that draws to a
single `SDL_Renderer`.
- `_copy_region` allocates when `*dest` is `NULL` and otherwise copies into
the caller's surface, matching `akgl_get_json_string_value` and friends. A
region that would be clipped by the target edge is refused rather than
silently returning a smaller surface.
`tests/draw.c` draws into a 64x64 software renderer under the dummy video
driver and reads pixels back, so it did not need the offscreen harness. That
harness is still wanted for `src/renderer.c`, `src/text.c` and `src/assets.c`.
`akgl_draw_background` is untouched and still outside the error protocol
(item 35).
3. **No audio API at all.** `SDL3_mixer` is a vendored dependency and `registry.h` declares
`AKGL_REGISTRY_MUSIC`, but there is no `src/audio.c`, no `include/akgl/audio.h`, and no
`akgl_*` symbol that opens a mixer, loads a chunk, or plays a note. BASIC 7.0's sound verbs
are `SOUND` (a tone on a voice, with a duration), `PLAY` (a string of notes in a
Commodore-specific notation), `ENVELOPE` (ADSR per voice), `FILTER`, `VOL` and `TEMPO`.
`PLAY` and `ENVELOPE` want a synthesised voice rather than a sample, which SDL3_mixer does
not provide directly -- the honest first step is a small tone generator feeding
`SDL_AudioStream`, with `akgl_audio_init`, `akgl_audio_tone(voice, hz, ms)`,
`akgl_audio_envelope(voice, a, d, s, r)` and `akgl_audio_volume(level)`. This is the largest
of the four and the one most worth designing before writing. Tests can run under the dummy
audio driver and assert state transitions rather than sound.
**Resolved.** `include/akgl/audio.h` and `src/audio.c` add a three-voice tone
generator over `SDL_AudioStream`: `akgl_audio_init`, `_shutdown`, `_tone`,
`_stop`, `_waveform`, `_envelope`, `_volume`, `_voice_active` and `_mix`.
It is deliberately separate from the SDL3_mixer side of the library, which
plays audio *assets*; nothing in `audio.c` reads a file. Decisions worth
knowing:
- **The voice table works with no device open.** `akgl_audio_init` connects
it to one; without that a host can still pull samples itself through
`akgl_audio_mix`. That is not only for embedding — it is what makes the
suite deterministic. A device pulls samples on SDL's audio thread whenever
it likes, so a test that opened one and then asserted on voice state would
be racing the callback. `tests/audio.c` mixes by hand and opens a device
only in its last test.
- **Phase is derived from the frame counter, not accumulated.** A float
increment of `hz / 44100` is not exact, and adding it 44100 times a second
walks a held note off pitch.
- **A voice that was never configured is audible.** A zeroed voice has a
sustain of 0.0, which is silence with no error to explain it, so the table
defaults to a square wave held at full level.
- **Three voices summing past full scale are clamped, not scaled**, so one
voice plays at the level it was asked for rather than a third of it.
- Everything that touches the table takes the stream lock when a device is
open, since the callback reads it on another thread.
Still missing for a complete BASIC sound vocabulary: `FILTER` (SDL3 has no
filter primitive; this would need writing), `TEMPO` and the `PLAY` note-string
parser, both of which belong in the interpreter rather than here.
4. **No non-blocking keystroke read.** `include/akgl/controller.h` is built around SDL event
handlers the host pumps (`akgl_controller_handle_event` and friends), which suits a game
loop and does not suit `GET` and `GETKEY` -- those ask "is there a keystroke waiting, yes or
no" and must not require the interpreter to own the event loop. Goal 3 of `akbasic` forbids
it owning one.
Wants `akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_poll_key(int *keycode, bool *available);`
reading a small ring buffer that `akgl_controller_handle_event` already fills, so the host
keeps pumping events and the interpreter drains characters at its own pace. Tests: push
synthetic `SDL_EVENT_KEY_DOWN` events through the existing handler and drain them, plus the
empty-buffer and overflow cases.
**Resolved.** `akgl_controller_poll_key(int *keycode, bool *available)` and
`akgl_controller_flush_keys(void)` are in `include/akgl/controller.h`, over a
fixed `AKGL_CONTROLLER_KEY_BUFFER` (32) ring in `src/controller.c`.
`akgl_controller_handle_event` records every `SDL_EVENT_KEY_DOWN` *before* it
scans the control maps, so a key bound to an actor still reaches a polling
caller — the scan returns as soon as a binding claims the event, and doing it
afterwards would have lost exactly the keys a game also acts on. An empty
buffer is success with `available` false, not an error. A full buffer drops
the newest key rather than overwriting the oldest, matching the Commodore
keyboard buffer and keeping what was typed first. `tests/controller.c` covers
drain order, the release-is-not-a-keystroke case, a key shared with a control
map, flush, both NULL arguments, and overflow plus reuse afterwards.
## Carried over
1. **Make character-to-sprite state bindings release their references symmetrically.**
`akgl_character_sprite_add()` increments the sprite refcount for every state-map
binding, but no corresponding removal API exists. Replacing a state binding
also leaves the previous sprite's refcount incremented. When
`akgl_heap_release_character()` drops the character refcount to zero, it clears
the character registry entry and zeroes the structure without enumerating
`state_sprites`, decrementing the bound sprites, or destroying the SDL property
map. Implement binding removal/replacement so each removed binding releases
exactly one sprite reference. On final character release, enumerate every
remaining binding (the existing `akgl_character_state_sprites_iterate()` release
path may be reusable), release each reference, destroy `state_sprites`, and then
clear the character. Add tests for removal, replacement, duplicate sprite
bindings across multiple states, and final character release.
`akgl_character_state_sprites_iterate` is still uncovered and is the natural
place to start; `tests/actor.c` now covers `akgl_character_sprite_get` and the
composite-state binding behavior it depends on.

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@@ -1,5 +1,3 @@
Character definitions should allow for specifying multiple states per sprite mapping, rather than only one state per map. Use an array instead.
Rendering should move to the SDL GPU renderer so i can do lighting and particles etc Rendering should move to the SDL GPU renderer so i can do lighting and particles etc
- Example suitable for my most primitive use case: https://github.com/TheSpydog/SDL_gpu_examples/blob/main/Examples/Blit2DArray.c - Example suitable for my most primitive use case: https://github.com/TheSpydog/SDL_gpu_examples/blob/main/Examples/Blit2DArray.c
- Try vulkan and D3D tutorials to come up to speed on the moving pieces, then figure ou the details from the examples and API docs - Try vulkan and D3D tutorials to come up to speed on the moving pieces, then figure ou the details from the examples and API docs

10
akgl.pc.in Normal file
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prefix=@CMAKE_INSTALL_PREFIX@
exec_prefix=${prefix}
libdir=${exec_prefix}/lib
includedir=${exec_prefix}/include
Name: akgl
Description: AKLabs Game library
Version: @PROJECT_VERSION@
Cflags: -I${includedir}/
Libs: -L${libdir} -lakgl

1
deps/SDL vendored Submodule

Submodule deps/SDL added at d9d5536704

1
deps/SDL_image vendored Submodule

Submodule deps/SDL_image added at bec9134a26

1
deps/SDL_mixer vendored Submodule

Submodule deps/SDL_mixer added at a5e1890afc

1
deps/SDL_ttf vendored Submodule

Submodule deps/SDL_ttf added at a1ce3670ae

1
deps/jansson vendored Submodule

Submodule deps/jansson added at 1eb7a81297

1
deps/libakerror vendored Submodule

Submodule deps/libakerror added at 5ff87908e7

1
deps/libakstdlib vendored Submodule

Submodule deps/libakstdlib added at 95e5002512

1
deps/semver vendored Submodule

Submodule deps/semver added at bd1db234a6

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/**
* @file actor.h
* @brief Declares the public actor API.
*/
#ifndef _AKGL_ACTOR_H_
#define _AKGL_ACTOR_H_
#include <stdint.h>
#include "types.h"
#include "character.h"
// ---- LOW WORD STATUSES ----
#define AKGL_ACTOR_STATE_FACE_DOWN 1 << 0 // 1 0000 0000 0000 0001
#define AKGL_ACTOR_STATE_FACE_LEFT 1 << 1 // 2 0000 0000 0000 0010
#define AKGL_ACTOR_STATE_FACE_RIGHT 1 << 2 // 4 0000 0000 0000 0100
#define AKGL_ACTOR_STATE_FACE_UP 1 << 3 // 8 0000 0000 0000 1000
#define AKGL_ACTOR_STATE_ALIVE 1 << 4 // 16 0000 0000 0001 0000
#define AKGL_ACTOR_STATE_DYING 1 << 5 // 32 0000 0000 0010 0000
#define AKGL_ACTOR_STATE_DEAD 1 << 6 // 64 0000 0000 0100 0000
#define AKGL_ACTOR_STATE_MOVING_LEFT 1 << 7 // 128 0000 0000 1000 0000
#define AKGL_ACTOR_STATE_MOVING_RIGHT 1 << 8 // 256 0000 0001 0000 0000
#define AKGL_ACTOR_STATE_MOVING_UP 1 << 9 // 512 0000 0010 0000 0000
#define AKGL_ACTOR_STATE_MOVING_DOWN 1 << 10 // 1024 0000 0100 0000 0000
#define AKGL_ACTOR_STATE_MOVING_IN 1 << 11 // 2048 0000 1000 0000 0000
#define AKGL_ACTOR_STATE_MOVING_OUT 1 << 12 // 4096 0001 0000 0000 0000
#define AKGL_ACTOR_STATE_UNDEFINED_13 1 << 13 // 8192 0010 0000 0000 0000
#define AKGL_ACTOR_STATE_UNDEFINED_14 1 << 14 // 16384 0100 0000 0000 0000
#define AKGL_ACTOR_STATE_UNDEFINED_15 1 << 15 // 32768 1000 0000 0000 0000
// ----- HIGH WORD STATUSES -----
#define AKGL_ACTOR_STATE_UNDEFINED_16 1 << 16 // 65536 0000 0000 0000 0001
#define AKGL_ACTOR_STATE_UNDEFINED_17 1 << 17 // 131072 0000 0000 0000 0010
#define AKGL_ACTOR_STATE_UNDEFINED_18 1 << 18 // 262144 0000 0000 0000 0100
#define AKGL_ACTOR_STATE_UNDEFINED_19 1 << 19 // 524288 0000 0000 0000 1000
#define AKGL_ACTOR_STATE_UNDEFINED_20 1 << 20 // 1048576 0000 0000 0001 0000
#define AKGL_ACTOR_STATE_UNDEFINED_21 1 << 21 // 2097152 0000 0000 0010 0000
#define AKGL_ACTOR_STATE_UNDEFINED_22 1 << 22 // 4194304 0000 0000 0100 0000
#define AKGL_ACTOR_STATE_UNDEFINED_23 1 << 23 // 8388608 0000 0000 1000 0000
#define AKGL_ACTOR_STATE_UNDEFINED_24 1 << 24 // 16777216 0000 0001 0000 0000
#define AKGL_ACTOR_STATE_UNDEFINED_25 1 << 25 // 33554432 0000 0010 0000 0000
#define AKGL_ACTOR_STATE_UNDEFINED_26 1 << 26 // 67108864 0000 0100 0000 0000
#define AKGL_ACTOR_STATE_UNDEFINED_27 1 << 27 // 134217728 0000 1000 0000 0000
#define AKGL_ACTOR_STATE_UNDEFINED_28 1 << 28 // 268435456 0001 0000 0000 0000
#define AKGL_ACTOR_STATE_UNDEFINED_29 1 << 29 // 536870912 0010 0000 0000 0000
#define AKGL_ACTOR_STATE_UNDEFINED_30 1 << 30 // 1073741824 0100 0000 0000 0000
#define AKGL_ACTOR_STATE_UNDEFINED_31 1 << 31 // 2147483648 1000 0000 0000 0000
#define AKGL_ACTOR_MAX_STATES 32
// This is an array of strings equal to actor states from 1-32.
// This is built by a utility script and not kept in git, see
// the Makefile for lib_src/actor_state_string_names.c
/** @brief Maps actor-state bit positions to symbolic names. */
extern char *AKGL_ACTOR_STATE_STRING_NAMES[AKGL_ACTOR_MAX_STATES+1];
#define AKGL_ACTOR_STATE_FACE_ALL (AKGL_ACTOR_STATE_FACE_DOWN | AKGL_ACTOR_STATE_FACE_LEFT | AKGL_ACTOR_STATE_FACE_RIGHT | AKGL_ACTOR_STATE_FACE_UP)
#define AKGL_ACTOR_STATE_MOVING_ALL (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_MOVING_DOWN)
#define AKGL_ACTOR_MAX_NAME_LENGTH 128
#define AKGL_ACTOR_MAX_CHILDREN 8
#define AKGL_MAX_HEAP_ACTOR 64
/** @brief Represents a live actor, including state, motion, hierarchy, and behavior callbacks. */
typedef struct akgl_Actor {
uint8_t refcount;
char name[AKGL_ACTOR_MAX_NAME_LENGTH];
akgl_Character *basechar;
uint8_t curSpriteFrameId;
SDL_Time curSpriteFrameTimer;
bool curSpriteReversing;
uint32_t layer;
int32_t state;
bool movement_controls_face;
void *actorData;
bool visible;
SDL_Time movetimer;
// Velocity. Combined effect of all forces acting on the actor resulting
// in energy along an axis.
float32_t vx;
float32_t vy;
float32_t vz;
// Environmental velocity. These are the forces acting on the actor by the
// environment (such as gravity and atmospheric drag)
float32_t ex;
float32_t ey;
float32_t ez;
// Thrust. Energy originating only from the actor's own acceleration on a
// given axis, before the effects of gravity and drag.
float32_t tx;
float32_t ty;
float32_t tz;
// Acceleration. These are borrowed from the base character object.
// A given axis resets to 0 when the actor stops moving in a given axis.
float32_t ax;
float32_t ay;
float32_t az;
// Max speed. These are borrowed from the base character object.
float32_t sx;
float32_t sy;
float32_t sz;
// Position.
float32_t x;
float32_t y;
float32_t z;
float32_t scale;
struct akgl_Actor *children[AKGL_ACTOR_MAX_CHILDREN];
struct akgl_Actor *parent;
akerr_ErrorContext AKERR_NOIGNORE *(*updatefunc)(struct akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *(*renderfunc)(struct akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *(*facefunc)(struct akgl_Actor *obj);
akerr_ErrorContext AKERR_NOIGNORE *(*movementlogicfunc)(struct akgl_Actor *obj, float32_t dt);
akerr_ErrorContext AKERR_NOIGNORE *(*changeframefunc)(struct akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems);
akerr_ErrorContext AKERR_NOIGNORE *(*addchild)(struct akgl_Actor *obj, struct akgl_Actor *child);
} akgl_Actor;
/**
* @brief Actor initialize.
* @param obj Object to initialize, inspect, or modify.
* @param name Registry key or human-readable object name.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_initialize(akgl_Actor *obj, char *name);
/**
* @brief Actor set character.
* @param obj Object to initialize, inspect, or modify.
* @param basecharname Registry name of the character to assign.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_set_character(akgl_Actor *obj, char *basecharname);
/**
* @brief Actor render.
* @param obj Object to initialize, inspect, or modify.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_render(akgl_Actor *obj);
/**
* @brief Actor update.
* @param obj Object to initialize, inspect, or modify.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_update(akgl_Actor *obj);
/**
* @brief Actor logic movement.
* @param obj Object to initialize, inspect, or modify.
* @param dt Elapsed simulation time in seconds.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_logic_movement(akgl_Actor *obj, float32_t dt);
/**
* @brief Actor logic changeframe.
* @param obj Object to initialize, inspect, or modify.
* @param curSprite Sprite currently selected for the actor.
* @param curtimems Current frame-clock value.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtimems);
/**
* @brief Actor automatic face.
* @param obj Object to initialize, inspect, or modify.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_automatic_face(akgl_Actor *obj);
/**
* @brief Actor add child.
* @param obj Object to initialize, inspect, or modify.
* @param child Actor to attach as a child.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
* @throws AKERR_RELATIONSHIP When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child);
/**
* @brief Actor cmhf left on.
* @param obj Object to initialize, inspect, or modify.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event);
/**
* @brief Actor cmhf left off.
* @param obj Object to initialize, inspect, or modify.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_off(akgl_Actor *obj, SDL_Event *event);
/**
* @brief Actor cmhf right on.
* @param obj Object to initialize, inspect, or modify.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_on(akgl_Actor *obj, SDL_Event *event);
/**
* @brief Actor cmhf right off.
* @param obj Object to initialize, inspect, or modify.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_off(akgl_Actor *obj, SDL_Event *event);
/**
* @brief Actor cmhf up on.
* @param obj Object to initialize, inspect, or modify.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_on(akgl_Actor *obj, SDL_Event *event);
/**
* @brief Actor cmhf up off.
* @param obj Object to initialize, inspect, or modify.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_off(akgl_Actor *obj, SDL_Event *event);
/**
* @brief Actor cmhf down on.
* @param obj Object to initialize, inspect, or modify.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_on(akgl_Actor *obj, SDL_Event *event);
/**
* @brief Actor cmhf down off.
* @param obj Object to initialize, inspect, or modify.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_off(akgl_Actor *obj, SDL_Event *event);
/**
* @brief Registry iterate actor.
* @param userdata Caller data supplied to the SDL property iterator.
* @param registry SDL property registry being queried.
* @param name Registry key or human-readable object name.
*/
void akgl_registry_iterate_actor(void *userdata, SDL_PropertiesID registry, const char *name);
#endif // _AKGL_ACTOR_H_

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/**
* @file assets.h
* @brief Declares the public assets API.
*/
#ifndef _ASSETS_H_
#define _ASSETS_H_
#include <akerror.h>
/**
* @brief Load start bgm.
* @param fname Path to the input or output file.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_load_start_bgm(char *fname);
#endif //_ASSETS_H_

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/**
* @file audio.h
* @brief Declares the public audio API.
*
* A small tone generator: a fixed set of voices, each with a waveform, a
* frequency, a gate length and an ADSR envelope, mixed to one stream of float
* samples. This is what a synthesised-voice vocabulary needs -- SOUND, PLAY,
* ENVELOPE and VOL all describe a note rather than a recording -- and it is
* deliberately separate from the SDL3_mixer side of the library, which loads
* and plays audio *assets*. Nothing here reads a file.
*
* The voice table exists whether or not an audio device is open.
* akgl_audio_init() connects it to one; without that a caller can still set up
* voices and pull samples itself with akgl_audio_mix(), which is how the test
* suite exercises the synthesis without depending on a sound card's timing.
* What a caller cannot do is set up voices and expect to hear them with no
* device open.
*/
#ifndef _AKGL_AUDIO_H_
#define _AKGL_AUDIO_H_
#include <stdint.h>
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akgl/types.h>
/**
* @brief Voices that can sound at once.
*
* Three, because the machine this vocabulary comes from had three and its
* music is written for three. A voice is addressed here by a zero-based index;
* a language whose own voices are numbered from one maps them itself.
*/
#define AKGL_AUDIO_MAX_VOICES 3
/** @brief Sample rate of the generated stream, in frames per second. */
#define AKGL_AUDIO_SAMPLE_RATE 44100
/** @brief Frames the device callback generates per pass through the mixer. */
#define AKGL_AUDIO_MIX_FRAMES 512
/**
* @brief Shape of one voice's oscillator.
*
* The trailing comment on each is the waveform number the C128 SOUND statement
* uses for the same shape, for a caller translating one to the other.
*/
typedef enum {
AKGL_AUDIO_WAVE_TRIANGLE = 0, /** SOUND waveform 0. Soft, flute-like. */
AKGL_AUDIO_WAVE_SAWTOOTH = 1, /** SOUND waveform 1. Bright, brassy. */
AKGL_AUDIO_WAVE_SQUARE = 2, /** SOUND waveform 2. Hollow, reedy. The default. */
AKGL_AUDIO_WAVE_NOISE = 3, /** SOUND waveform 3. Unpitched; percussion. */
AKGL_AUDIO_WAVE_SINE = 4 /** No SOUND equivalent. A pure tone. */
} akgl_AudioWaveform;
/** @brief Holds one voice's oscillator, envelope, and how far through it is. */
typedef struct {
bool active;
akgl_AudioWaveform waveform;
float32_t hz;
/**
* @brief Position through one cycle, 0.0 to 1.0.
*
* Derived from `elapsed_frames` and `hz` each sample rather than
* accumulated, so a long note does not drift off pitch. Reading it is
* meaningful; writing it is not.
*/
float32_t phase;
/** @brief Frames the gate stays open, before the release begins. */
uint32_t duration_frames;
/** @brief Frames generated since the tone started, gate and release. */
uint32_t elapsed_frames;
uint32_t attack_frames;
uint32_t decay_frames;
uint32_t release_frames;
/** @brief Level the envelope decays to and holds, 0.0 to 1.0. */
float32_t sustain;
} akgl_AudioVoice;
/** @brief The process-wide voice table. */
extern akgl_AudioVoice akgl_audio_voices[AKGL_AUDIO_MAX_VOICES];
/**
* @brief Open an audio device and start pulling samples from the voice table.
*
* Requires SDL's audio subsystem to be initialized. Repeating the call is a
* no-op, so a program that cannot order its initialization precisely may call
* it more than once. The voice table is reset only on the first call, so this
* does not silence a voice that is already sounding.
*
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_init(void);
/**
* @brief Close the audio device and silence every voice.
*
* Safe to call when no device is open.
*
* @return `NULL` on success, otherwise an error context owned by the caller.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_shutdown(void);
/**
* @brief Sound a note on one voice for a fixed time.
*
* The voice's envelope and waveform are whatever akgl_audio_envelope() and
* akgl_audio_waveform() last set them to. @p ms is the length of the gate: the
* voice's release runs *after* it, so a voice with a release stays audible
* slightly longer than @p ms. Sounding a voice that is already sounding
* restarts it from the beginning of its envelope.
*
* @param voice Zero-based voice index.
* @param hz Frequency in hertz.
* @param ms Gate length in milliseconds.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_tone(int voice, float32_t hz, uint32_t ms);
/**
* @brief Silence one voice immediately, skipping its release.
* @param voice Zero-based voice index.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_stop(int voice);
/**
* @brief Choose the oscillator shape one voice will use.
*
* Takes effect on the next akgl_audio_tone(); it does not reshape a note that
* is already sounding.
*
* @param voice Zero-based voice index.
* @param waveform Oscillator shape to use.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_waveform(int voice, akgl_AudioWaveform waveform);
/**
* @brief Set one voice's ADSR envelope.
*
* @p attack, @p decay and @p release are milliseconds; @p sustain is the level
* the envelope decays to and holds while the gate is open, from 0.0 to 1.0. A
* zero-length stage is skipped rather than divided by.
*
* Takes effect on the next akgl_audio_tone().
*
* @param voice Zero-based voice index.
* @param attack Milliseconds to rise from silence to full level.
* @param decay Milliseconds to fall from full level to @p sustain.
* @param sustain Held level while the gate is open, 0.0 to 1.0.
* @param release Milliseconds to fall to silence once the gate closes.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_envelope(int voice, uint32_t attack, uint32_t decay, float32_t sustain, uint32_t release);
/**
* @brief Set the level every voice is scaled by.
* @param level Master level, 0.0 to 1.0.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_volume(float32_t level);
/**
* @brief Report whether a voice is still sounding.
*
* A voice goes quiet on its own when its gate and release have both elapsed, so
* this is how a caller waits out a note without keeping its own clock.
*
* @param voice Zero-based voice index.
* @param active Output destination set to `true` while the voice is sounding.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_voice_active(int voice, bool *active);
/**
* @brief Generate the next @p frames mono samples from the voice table.
*
* The device callback installed by akgl_audio_init() is a loop around this. A
* host that owns its own audio pipeline can call it directly instead and never
* open a device here at all. Samples are single-precision, one channel, in the
* range -1.0 to 1.0, and every active voice is advanced by @p frames.
*
* @param dest Output destination populated with @p frames samples.
* @param frames Number of samples to generate.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_mix(float32_t *dest, int frames);
#endif // _AKGL_AUDIO_H_

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/**
* @file character.h
* @brief Declares the public character API.
*/
#ifndef _AKGL_CHARACTER_H_
#define _AKGL_CHARACTER_H_
#include <SDL3/SDL_properties.h>
#include "types.h"
#include "sprite.h"
#define AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH 128
#define AKGL_MAX_HEAP_CHARACTER 256
/** @brief Defines reusable movement parameters and actor-state sprite bindings. */
typedef struct akgl_Character {
uint8_t refcount;
char name[AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH];
SDL_PropertiesID state_sprites;
uint64_t speedtime;
float32_t ax;
float32_t ay;
float32_t az;
float32_t sx;
float32_t sy;
float32_t sz;
akerr_ErrorContext AKERR_NOIGNORE *(*sprite_add)(struct akgl_Character *, akgl_Sprite *, int);
akerr_ErrorContext AKERR_NOIGNORE *(*sprite_get)(struct akgl_Character *, int, akgl_Sprite **);
} akgl_Character;
/**
* @brief Character initialize.
* @param basechar Character whose state-to-sprite map is accessed.
* @param name Registry key or human-readable object name.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_character_initialize(akgl_Character *basechar, char *name);
/**
* @brief Character sprite add.
* @param basechar Character whose state-to-sprite map is accessed.
* @param ref Sprite reference to associate with the character.
* @param state Actor-state bit mask used as a sprite-map key.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_character_sprite_add(akgl_Character *basechar, akgl_Sprite *ref, int state);
/**
* @brief Character sprite get.
* @param basechar Character whose state-to-sprite map is accessed.
* @param state Actor-state bit mask used as a sprite-map key.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_character_sprite_get(akgl_Character *basechar, int state, akgl_Sprite **dest);
// This is an SDL iterator so we can't return our error state from it.
/**
* @brief Character state sprites iterate.
* @param userdata Caller data supplied to the SDL property iterator.
* @param props SDL property collection being iterated.
* @param name Registry key or human-readable object name.
*/
void akgl_character_state_sprites_iterate(void *userdata, SDL_PropertiesID props, const char *name);
/**
* @brief Character load json.
* @param filename Path to the source asset or JSON document.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_character_load_json(char *filename);
#endif // _AKGL_CHARACTER_H_

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/**
* @file controller.h
* @brief Declares the public controller API.
*/
#ifndef _CONTROLLER_H_
#define _CONTROLLER_H_
#include <SDL3/SDL.h>
#include <akerror.h>
#include "types.h"
#define AKGL_MAX_CONTROL_MAPS 8
#define AKGL_MAX_CONTROLS 32
/**
* @brief Keystrokes akgl_controller_handle_event() will hold for a poller.
*
* The Commodore keyboard buffer this serves held ten. Thirty-two is enough that
* a program which polls once per frame never loses a key to a fast typist, and
* small enough that the buffer stays a fixed-size object in the library's data
* segment.
*/
#define AKGL_CONTROLLER_KEY_BUFFER 32
/** @brief Maps one SDL input to pressed and released callbacks. */
typedef struct {
uint32_t event_on;
uint32_t event_off;
uint8_t button;
SDL_Keycode key;
uint8_t axis;
uint8_t axis_range_min;
uint8_t axis_range_max;
akerr_ErrorContext AKERR_NOIGNORE *(*handler_on)(akgl_Actor *obj, SDL_Event *event);
akerr_ErrorContext AKERR_NOIGNORE *(*handler_off)(akgl_Actor *obj, SDL_Event *event);
} akgl_Control;
/** @brief Groups input bindings for one actor and its input devices. */
typedef struct {
akgl_Actor *target;
uint16_t nextMap;
akgl_Control controls[AKGL_MAX_CONTROLS];
SDL_KeyboardID kbid;
SDL_JoystickID jsid;
SDL_MouseID mouseid;
SDL_PenID penid;
} akgl_ControlMap;
/** @brief Stores all process-wide actor input maps. */
extern akgl_ControlMap GAME_ControlMaps[AKGL_MAX_CONTROL_MAPS];
/**
* @brief Controller list keyboards.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_list_keyboards(void);
/**
* @brief Controller handle event.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_event(void *appstate, SDL_Event *event);
/**
* @brief Controller handle button down.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_button_down(void *appstate, SDL_Event *event);
/**
* @brief Controller handle button up.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_button_up(void *appstate, SDL_Event *event);
/**
* @brief Controller handle added.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_added(void *appstate, SDL_Event *event);
/**
* @brief Controller handle removed.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_handle_removed(void *appstate, SDL_Event *event);
/**
* @brief Controller pushmap.
* @param controlmapid Index of the control map to update.
* @param control Control binding to append to the selected map.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_pushmap(int controlmapid, akgl_Control *control);
/**
* @brief Controller default.
* @param controlmapid Index of the control map to update.
* @param actorname Registry name of the controlled actor.
* @param kbid SDL keyboard identifier assigned to the map.
* @param jsid SDL joystick or gamepad identifier assigned to the map.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
* @throws AKGL_ERR_REGISTRY When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, char *actorname, int kbid, int jsid);
/**
* @brief Controller open gamepads.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_open_gamepads(void);
/**
* @brief Take the oldest waiting keystroke, if there is one.
*
* The rest of this header is built around the host pumping SDL events into
* akgl_controller_handle_event(), which suits a game loop and does not suit an
* embedded interpreter asking "is there a key waiting, yes or no" without
* owning the event loop itself. Every key press that reaches
* akgl_controller_handle_event() is recorded in a fixed ring buffer first,
* whether or not a control map claims it, and this drains that buffer one
* keystroke per call.
*
* When no key is waiting the call still succeeds: @p available is set to
* `false` and @p keycode to 0. The caller polls, it does not block.
*
* A full buffer drops the *newest* keystroke rather than the oldest, so what
* was typed first is what is read first. This runs on whichever thread pumps
* events; it is not synchronized.
*
* @param keycode Output destination populated with the SDL keycode, or 0.
* @param available Output destination set to `true` when a keystroke was taken.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_poll_key(int *keycode, bool *available);
/**
* @brief Discard every keystroke waiting in the buffer.
*
* For a caller that has been ignoring input and does not want a backlog acted
* on the moment it starts polling again.
*
* @return `NULL` on success, otherwise an error context owned by the caller.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_flush_keys(void);
#endif // _CONTROLLER_H_

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/**
* @file draw.h
* @brief Declares the public draw API.
*
* Immediate-mode plotting against whichever renderer the caller hands in. This
* is the shape a BASIC-style graphics vocabulary needs -- DRAW, BOX, CIRCLE,
* PAINT, SSHAPE and GSHAPE all say "put this on the screen now" rather than
* "add this to the scene" -- and it sits alongside the actor and tilemap
* rendering rather than replacing it.
*
* Every entry point takes its color as an argument instead of reading a
* current-color global. A caller that has a notion of a current color (a BASIC
* COLOR statement, say) already owns that state and does not need the library
* to keep a second copy that can disagree with it. The renderer's own draw
* color is saved and restored around each call, so drawing a line never changes
* what the next SDL_RenderClear() paints.
*/
#ifndef _DRAW_H_
#define _DRAW_H_
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akgl/renderer.h>
#include <akgl/types.h>
/**
* @brief Spans akgl_draw_flood_fill() will hold while walking a region.
*
* The fill keeps a fixed stack of horizontal runs still to be examined rather
* than recursing per pixel. A region complicated enough to need more than this
* many pending runs at once reports AKERR_OUTOFBOUNDS instead of overflowing;
* an ordinary convex or moderately concave shape needs a few dozen.
*/
#define AKGL_DRAW_MAX_FLOOD_SPANS 4096
/**
* @brief Draw background.
* @param w Destination width.
* @param h Destination height.
*/
void akgl_draw_background(int w, int h);
/**
* @brief Plot a single pixel.
* @param self Backend or object instance to operate on.
* @param x Horizontal destination coordinate.
* @param y Vertical destination coordinate.
* @param color Color to draw with.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_point(akgl_RenderBackend *self, float32_t x, float32_t y, SDL_Color color);
/**
* @brief Draw a line between two points.
* @param self Backend or object instance to operate on.
* @param x1 Horizontal coordinate of the first endpoint.
* @param y1 Vertical coordinate of the first endpoint.
* @param x2 Horizontal coordinate of the second endpoint.
* @param y2 Vertical coordinate of the second endpoint.
* @param color Color to draw with.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_line(akgl_RenderBackend *self, float32_t x1, float32_t y1, float32_t x2, float32_t y2, SDL_Color color);
/**
* @brief Draw the outline of a rectangle.
* @param self Backend or object instance to operate on.
* @param rect Rectangle to outline.
* @param color Color to draw with.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color);
/**
* @brief Fill a rectangle.
* @param self Backend or object instance to operate on.
* @param rect Rectangle to fill.
* @param color Color to draw with.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_filled_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color);
/**
* @brief Draw the outline of a circle.
*
* SDL3 has no circle primitive, so this plots one with the midpoint circle
* algorithm -- integer arithmetic, eight-way symmetry, one pass per octant. A
* radius of zero draws the center pixel and nothing else.
*
* @param self Backend or object instance to operate on.
* @param x Horizontal coordinate of the center.
* @param y Vertical coordinate of the center.
* @param radius Circle radius in pixels.
* @param color Color to draw with.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_circle(akgl_RenderBackend *self, float32_t x, float32_t y, float32_t radius, SDL_Color color);
/**
* @brief Flood the connected region containing one pixel with a color.
*
* SDL3 has no flood fill either, and unlike the shape primitives it cannot be
* done on the GPU side: the region is defined by what is already on the screen.
* This reads the render target back, walks the region on the CPU with a
* bounded span stack, and blits the result over the area it touched.
*
* Filling a region that already holds @p color is a no-op rather than an error.
* A seed outside the render target reports AKERR_OUTOFBOUNDS.
*
* @param self Backend or object instance to operate on.
* @param x Horizontal coordinate of the seed pixel.
* @param y Vertical coordinate of the seed pixel.
* @param color Color to fill with.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_flood_fill(akgl_RenderBackend *self, int x, int y, SDL_Color color);
/**
* @brief Read a rectangle of the render target into a surface.
*
* The save half of SSHAPE/GSHAPE. When `*dest` is `NULL` the function allocates
* the surface and the caller owns it from then on -- release it with
* SDL_DestroySurface(). When `*dest` already points at a surface of exactly
* @p src's dimensions the pixels are copied into it instead, so a caller
* saving the same region repeatedly does not churn allocations.
*
* @param self Backend or object instance to operate on.
* @param src Rectangle of the render target to read.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_copy_region(akgl_RenderBackend *self, SDL_Rect *src, SDL_Surface **dest);
/**
* @brief Draw a saved surface back onto the render target.
*
* The restore half of SSHAPE/GSHAPE, taking what akgl_draw_copy_region()
* produced. The surface is not consumed and may be pasted as many times as the
* caller likes.
*
* @param self Backend or object instance to operate on.
* @param src Surface to draw.
* @param x Horizontal destination coordinate.
* @param y Vertical destination coordinate.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_paste_region(akgl_RenderBackend *self, SDL_Surface *src, float32_t x, float32_t y);
#endif //_DRAW_H_

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/**
* @file error.h
* @brief Declares the public error API.
*/
#ifndef _ERROR_H_
#define _ERROR_H_
#include <akerror.h>
/*
* libakerror 1.0.0 is the floor. That release moved the status-name table into a
* private registry -- AKERR_MAX_ERR_VALUE and __AKERR_ERROR_NAMES are gone, the
* registry entry points raise akerr_ErrorContext * instead of returning int, and
* the library gained an soname -- so a translation unit that pairs this header
* with a pre-1.0.0 akerror.h is an ABI mismatch, not just a compile problem.
*
* libakerror publishes no version macro, so this feature-tests on
* AKERR_FIRST_CONSUMER_STATUS, which that release introduced, rather than on a
* version number that does not exist. Without the guard an embedded build is
* fine but a stale installed header fails much further in, on the AKGL_ERR_*
* codes below and again inside src/heap.c.
*
* See deps/libakerror/UPGRADING.md.
*/
#ifndef AKERR_FIRST_CONSUMER_STATUS
#error "libakgl requires libakerror >= 1.0.0: the akerror.h on the include path predates the status registry. Rebuild and reinstall libakerror."
#endif
// This macro is used to silence warnings on string concatenation operations that may fail.
// e.g., combining two element of PATH_MAX into a string buffer of AKGL_STRING_MAX_LENGTH.
// We have to draw a line in the sand somewhere or we will just let our buffers grow forever
// to keep the compiler happy.
#define DISABLE_GCC_WARNING_FORMAT_TRUNCATION \
_Pragma("GCC diagnostic push") \
_Pragma("GCC diagnostic ignored \"-Wformat-truncation\"")
#define RESTORE_GCC_WARNINGS \
_Pragma("GCC diagnostic pop")
// libakerror reserves statuses 0-255 for the host's errno values and its own
// AKERR_* codes; consumers allocate from AKERR_FIRST_CONSUMER_STATUS upward.
// These are fixed offsets from that base rather than from AKERR_LAST_ERRNO_VALUE
// so that a libc which grows an errno cannot move them out from under us.
//
// akgl_error_init() reserves this whole band in one call and registers a name
// for every code below. Add a code here and you must name it there, or it
// prints as "Unknown Error" in every stack trace that carries it.
#define AKGL_ERR_OWNER "libakgl"
#define AKGL_ERR_BASE AKERR_FIRST_CONSUMER_STATUS
#define AKGL_ERR_SDL (AKGL_ERR_BASE + 0) /** An SDL call failed; the message carries SDL_GetError() */
#define AKGL_ERR_REGISTRY (AKGL_ERR_BASE + 1) /** A registry property or lookup operation failed */
#define AKGL_ERR_HEAP (AKGL_ERR_BASE + 2) /** A heap pool has no free object left to hand out */
#define AKGL_ERR_BEHAVIOR (AKGL_ERR_BASE + 3) /** A component did not behave the way its contract requires */
#define AKGL_ERR_LOGICINTERRUPT (AKGL_ERR_BASE + 4) /** Actor logic is telling the physics simulator to skip it */
// One past the last libakgl status. The reservation is all-or-nothing -- a
// subset or superset of an existing one is refused -- so this must stay one
// past the highest code above.
#define AKGL_ERR_LIMIT (AKGL_ERR_BASE + 5)
#define AKGL_ERR_COUNT (AKGL_ERR_LIMIT - AKGL_ERR_BASE)
/**
* @brief Claim the libakgl status band and register a name for every code in it.
*
* Call this before anything else in libakgl. Every other subsystem raises
* AKGL_ERR_* codes, and a code raised before this runs carries no name into its
* stack trace. Repeating the call is a no-op, so a program that cannot order its
* initialization precisely may call it more than once.
*
* @throws AKERR_STATUS_RANGE_OVERLAP When another component already owns part of the band.
* @throws AKERR_STATUS_RANGE_FULL When libakerror has no reservation slots left.
* @throws AKERR_STATUS_NAME_FULL When libakerror's name registry is full.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_error_init(void);
#endif // _ERROR_H_

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/**
* @file game.h
* @brief Declares the public game API.
*/
#ifndef _AKGL_GAME_H_
#define _AKGL_GAME_H_
#include <stdint.h>
#include <SDL3_mixer/SDL_mixer.h>
#include "types.h"
#include "tilemap.h"
#include "renderer.h"
#include "physics.h"
// AKGL_VERSION used to be defined here by hand, which is how akgl.pc came to
// ship an empty Version field: nothing tied the two together.
#include <akgl/version.h>
#define AKGL_GAME_AUDIO_TRACK_BGM 1
#define AKGL_GAME_AUDIO_MAX_TRACKS 64
#define AKGL_TIME_ONESEC_NS 1000000000
#define AKGL_TIME_ONESEC_MS 1000000
/* ==================== GAME STATE VARIABLES =================== */
/** @brief Describes a renderable frame. */
typedef struct {
float32_t w;
float32_t h;
SDL_Texture *texture;
} akgl_Frame;
/** @brief Stores application-defined game-state flags. */
typedef struct {
int32_t flags;
} akgl_GameState;
/** @brief Stores game metadata, timing, synchronization, and FPS accounting. */
typedef struct {
char libversion[32];
char version[32];
char name[256];
char uri[256];
akgl_GameState state;
SDL_Mutex *statelock;
int16_t fps;
SDL_Time gameStartTime;
SDL_Time lastIterTime;
SDL_Time lastFPSTime;
int16_t framesSinceUpdate;
void (*lowfpsfunc)(void);
} akgl_Game;
/** @brief SDL window used by the active renderer. */
extern SDL_Window *window;
/** @brief Loaded background-music resource. */
extern MIX_Audio *bgm;
/** @brief Mixer used for game audio playback. */
extern MIX_Mixer *akgl_mixer;
/** @brief Process-wide audio-track table. */
extern MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
/** @brief Storage for the default camera. */
extern SDL_FRect _akgl_camera;
/** @brief Process-wide game metadata and timing state. */
extern akgl_Game game;
/** @brief Storage for the default renderer. */
extern akgl_RenderBackend _akgl_renderer;
/** @brief Storage for the default physics backend. */
extern akgl_PhysicsBackend _akgl_physics;
/** @brief Storage for the default tilemap. */
extern akgl_Tilemap _akgl_gamemap;
/** @brief Currently active tilemap. */
extern akgl_Tilemap *gamemap;
/** @brief Currently active renderer. */
extern akgl_RenderBackend *renderer;
/** @brief Currently active physics backend. */
extern akgl_PhysicsBackend *physics;
/** @brief Currently active camera. */
extern SDL_FRect *camera;
#define AKGL_BITMASK_HAS(x, y) (x & y) == y
#define AKGL_BITMASK_HASNOT(x, y) (x & y) != y
#define AKGL_BITMASK_ADD(x, y) x |= y
#define AKGL_BITMASK_DEL(x, y) x &= ~(y)
#define AKGL_BITMASK_CLEAR(x) x = 0;
/**
* @brief Game init.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init();
/**
* @brief Game init screen.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init_screen();
/**
* @brief Game updatefps.
*/
void akgl_game_updateFPS();
/**
* @brief Game save.
* @param fpath Path to the input or output file.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath);
/**
* @brief Game load.
* @param fpath Path to the input or output file.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_API When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath);
/**
* @brief Game lowfps.
*/
void akgl_game_lowfps(void);
/**
* @brief Game state lock.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_lock(void);
/**
* @brief Game state unlock.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_unlock(void);
/**
* @brief Game update.
* @param opflags Optional iterator operation flags; `NULL` selects defaults.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags);
#endif //_AKGL_GAME_H_

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/**
* @file heap.h
* @brief Declares the public heap API.
*/
#ifndef _AKGL_HEAP_H_
#define _AKGL_HEAP_H_
#include "sprite.h"
#include "actor.h"
#include "character.h"
#include "staticstring.h"
#include <akerror.h>
#ifndef AKGL_MAX_HEAP_ACTOR
#define AKGL_MAX_HEAP_ACTOR 64
#endif
#ifndef AKGL_MAX_HEAP_SPRITE
#define AKGL_MAX_HEAP_SPRITE (AKGL_MAX_HEAP_ACTOR * 16)
#endif
#ifndef AKGL_MAX_HEAP_SPRITESHEET
#define AKGL_MAX_HEAP_SPRITESHEET AKGL_MAX_HEAP_SPRITE
#endif
#ifndef AKGL_MAX_HEAP_CHARACTER
#define AKGL_MAX_HEAP_CHARACTER 256
#endif
#ifndef AKGL_MAX_HEAP_STRING
#define AKGL_MAX_HEAP_STRING 256
#endif
/** @brief Fixed-capacity actor object pool. */
extern akgl_Actor HEAP_ACTOR[AKGL_MAX_HEAP_ACTOR];
/** @brief Fixed-capacity sprite object pool. */
extern akgl_Sprite HEAP_SPRITE[AKGL_MAX_HEAP_SPRITE];
/** @brief Fixed-capacity spritesheet object pool. */
extern akgl_SpriteSheet HEAP_SPRITESHEET[AKGL_MAX_HEAP_SPRITESHEET];
/** @brief Fixed-capacity character object pool. */
extern akgl_Character HEAP_CHARACTER[AKGL_MAX_HEAP_CHARACTER];
/** @brief Fixed-capacity static-string object pool. */
extern akgl_String HEAP_STRING[AKGL_MAX_HEAP_STRING];
/**
* @brief Heap init.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_BEHAVIOR When the corresponding validation or operation fails.
* @throws AKGL_ERR_HEAP When the corresponding validation or operation fails.
* @throws AKGL_ERR_LOGICINTERRUPT When the corresponding validation or operation fails.
* @throws AKGL_ERR_REGISTRY When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init();
/**
* @brief Heap init actor.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_init_actor();
/**
* @brief Heap next actor.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_HEAP When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_actor(akgl_Actor **dest);
/**
* @brief Heap next sprite.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_HEAP When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_sprite(akgl_Sprite **dest);
/**
* @brief Heap next spritesheet.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_HEAP When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest);
/**
* @brief Heap next character.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_HEAP When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_character(akgl_Character **dest);
/**
* @brief Heap next string.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_HEAP When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_next_string(akgl_String **dest);
/**
* @brief Heap release actor.
* @param ptr Heap object whose reference count is decremented.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_actor(akgl_Actor *ptr);
/**
* @brief Heap release sprite.
* @param ptr Heap object whose reference count is decremented.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_sprite(akgl_Sprite *ptr);
/**
* @brief Heap release spritesheet.
* @param ptr Heap object whose reference count is decremented.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_spritesheet(akgl_SpriteSheet *ptr);
/**
* @brief Heap release character.
* @param ptr Heap object whose reference count is decremented.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_character(akgl_Character *ptr);
/**
* @brief Heap release string.
* @param ptr Heap object whose reference count is decremented.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_heap_release_string(akgl_String *ptr);
#endif //_AKGL_HEAP_H_

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/**
* @file iterator.h
* @brief Declares the public iterator API.
*/
#ifndef _AKGL_ITERATOR_H_
#define _AKGL_ITERATOR_H_
/** @brief Selects operations and an optional layer for actor traversal. */
typedef struct {
uint32_t flags;
uint8_t layerid;
} akgl_Iterator;
#define AKGL_ITERATOR_OP_UPDATE 1 // 1
#define AKGL_ITERATOR_OP_RENDER 1 << 1 // 2
#define AKGL_ITERATOR_OP_RELEASE 1 << 2 // 4
#define AKGL_ITERATOR_OP_LAYERMASK 1 << 3 // 8
#define AKGL_ITERATOR_OP_TILEMAPSCALE 1 << 4 // 16
#define AKGL_ITERATOR_OP_UNDEFINED_5 1 << 5 // 32
#define AKGL_ITERATOR_OP_UNDEFINED_6 1 << 6 // 64
#define AKGL_ITERATOR_OP_UNDEFINED_7 1 << 7 // 128
#define AKGL_ITERATOR_OP_UNDEFINED_8 1 << 8 // 256
#define AKGL_ITERATOR_OP_UNDEFINED_9 1 << 9 // 512
#define AKGL_ITERATOR_OP_UNDEFINED_10 1 << 10 // 1024
#define AKGL_ITERATOR_OP_UNDEFINED_11 1 << 11 // 2048
#define AKGL_ITERATOR_OP_UNDEFINED_12 1 << 12 // 4096
#define AKGL_ITERATOR_OP_UNDEFINED_13 1 << 13 // 8192
#define AKGL_ITERATOR_OP_UNDEFINED_14 1 << 14 // 16384
#define AKGL_ITERATOR_OP_UNDEFINED_15 1 << 15 // 32768
#define AKGL_ITERATOR_OP_UNDEFINED_16 1 << 16 // 65536
#define AKGL_ITERATOR_OP_UNDEFINED_17 1 << 17 // 131072
#define AKGL_ITERATOR_OP_UNDEFINED_18 1 << 18 // 262144
#define AKGL_ITERATOR_OP_UNDEFINED_19 1 << 19 // 524288
#define AKGL_ITERATOR_OP_UNDEFINED_20 1 << 20 // 1048576
#define AKGL_ITERATOR_OP_UNDEFINED_21 1 << 21 // 2097152
#define AKGL_ITERATOR_OP_UNDEFINED_22 1 << 22 // 4194304
#define AKGL_ITERATOR_OP_UNDEFINED_23 1 << 23 // 8388608
#define AKGL_ITERATOR_OP_UNDEFINED_24 1 << 24 // 16777216
#define AKGL_ITERATOR_OP_UNDEFINED_25 1 << 25 // 33554432
#define AKGL_ITERATOR_OP_UNDEFINED_26 1 << 26 // 67108864
#define AKGL_ITERATOR_OP_UNDEFINED_27 1 << 27 // 134217728
#define AKGL_ITERATOR_OP_UNDEFINED_28 1 << 28 // 268435456
#define AKGL_ITERATOR_OP_UNDEFINED_29 1 << 29 // 536870912
#define AKGL_ITERATOR_OP_UNDEFINED_30 1 << 30 // 1073741824
#define AKGL_ITERATOR_OP_UNDEFINED_31 1 << 31 // 2147483648
#endif // _AKGL_ITERATOR_H_

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/**
* @file json_helpers.h
* @brief Declares the public json helpers API.
*/
#ifndef _JSON_HELPERS_H_
#define _JSON_HELPERS_H_
#include <akerror.h>
#include "staticstring.h"
/**
* @brief Get json object value.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_TYPE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_object_value(json_t *obj, char *key, json_t **dest);
/**
* @brief Get json boolean value.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_TYPE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_boolean_value(json_t *obj, char *key, bool *dest);
/**
* @brief Get json integer value.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_TYPE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_integer_value(json_t *obj, char *key, int *dest);
/**
* @brief Get json number value.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_TYPE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_number_value(json_t *obj, char *key, float *dest);
/**
* @brief Get json double value.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_TYPE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_double_value(json_t *obj, char *key, double *dest);
/**
* @brief Get json string value.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_TYPE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_string_value(json_t *obj, char *key, akgl_String **dest);
/**
* @brief Get json array value.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_TYPE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_array_value(json_t *obj, char *key, json_t **dest);
/**
* @brief Get json array index object.
* @param array JSON array to read.
* @param index Zero-based element index.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
* @throws AKERR_TYPE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_array_index_object(json_t *array, int index, json_t **dest);
/**
* @brief Get json array index integer.
* @param array JSON array to read.
* @param index Zero-based element index.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
* @throws AKERR_TYPE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_array_index_integer(json_t *array, int index, int *dest);
/**
* @brief Get json array index string.
* @param array JSON array to read.
* @param index Zero-based element index.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
* @throws AKERR_TYPE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_array_index_string(json_t *array, int index, akgl_String **dest);
/**
* @brief Get json with default.
* @param e Error context to inspect and optionally consume.
* @param defval Fallback value copied when the supplied error is eligible.
* @param dest Output destination populated by the function.
* @param defsize Size in bytes of the fallback value.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_INDEX When the corresponding validation or operation fails.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_with_default(akerr_ErrorContext *e, void *defval, void *dest, uint32_t defsize);
#endif // _JSON_HELPERS_H_

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/**
* @file physics.h
* @brief Declares the public physics API.
*/
#ifndef _PHYSICS_H_
#define _PHYSICS_H_
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akgl/actor.h>
#include <akgl/iterator.h>
#include <akgl/staticstring.h>
/** @brief Defines a pluggable physics backend and its environmental parameters. */
typedef struct akgl_PhysicsBackend {
akerr_ErrorContext AKERR_NOIGNORE *(*simulate)(struct akgl_PhysicsBackend *self, akgl_Iterator *opflags);
akerr_ErrorContext AKERR_NOIGNORE *(*gravity)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
akerr_ErrorContext AKERR_NOIGNORE *(*collide)(struct akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
akerr_ErrorContext AKERR_NOIGNORE *(*move)(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
double drag_x;
double drag_y;
double drag_z;
double gravity_x;
double gravity_y;
double gravity_z;
SDL_Time gravity_time;
SDL_Time timer_gravity;
} akgl_PhysicsBackend;
/**
* @brief Physics null gravity.
* @param self Backend or object instance to operate on.
* @param actor Actor to inspect or modify.
* @param dt Elapsed simulation time in seconds.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
/**
* @brief Physics null collide.
* @param self Backend or object instance to operate on.
* @param a1 First actor supplied to collision handling.
* @param a2 Second actor supplied to collision handling.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
/**
* @brief Physics null move.
* @param self Backend or object instance to operate on.
* @param actor Actor to inspect or modify.
* @param dt Elapsed simulation time in seconds.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
/**
* @brief Physics init null.
* @param self Backend or object instance to operate on.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *self);
/**
* @brief Physics arcade gravity.
* @param self Backend or object instance to operate on.
* @param actor Actor to inspect or modify.
* @param dt Elapsed simulation time in seconds.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
/**
* @brief Physics arcade collide.
* @param self Backend or object instance to operate on.
* @param a1 First actor supplied to collision handling.
* @param a2 Second actor supplied to collision handling.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_API When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2);
/**
* @brief Physics arcade move.
* @param self Backend or object instance to operate on.
* @param actor Actor to inspect or modify.
* @param dt Elapsed simulation time in seconds.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_move(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt);
/**
* @brief Physics init arcade.
* @param self Backend or object instance to operate on.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_arcade(akgl_PhysicsBackend *self);
/**
* @brief Physics factory.
* @param self Backend or object instance to operate on.
* @param type Expected JSON property type or backend type name.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_factory(akgl_PhysicsBackend *self, akgl_String *type);
/**
* @brief Physics simulate.
* @param self Backend or object instance to operate on.
* @param opflags Optional iterator operation flags; `NULL` selects defaults.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_LOGICINTERRUPT When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterator *opflags);
#endif // _PHYSICS_H_

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/**
* @file registry.h
* @brief Declares the public registry API.
*/
#ifndef _REGISTRY_H_
#define _REGISTRY_H_
#include <akgl/error.h>
#include <akgl/staticstring.h>
/** @brief Registry of actors keyed by name. */
extern SDL_PropertiesID AKGL_REGISTRY_ACTOR;
/** @brief Registry of sprites keyed by name. */
extern SDL_PropertiesID AKGL_REGISTRY_SPRITE;
/** @brief Registry of spritesheets keyed by asset path. */
extern SDL_PropertiesID AKGL_REGISTRY_SPRITESHEET;
/** @brief Registry of characters keyed by name. */
extern SDL_PropertiesID AKGL_REGISTRY_CHARACTER;
/** @brief Registry mapping actor-state names to bit values. */
extern SDL_PropertiesID AKGL_REGISTRY_ACTOR_STATE_STRINGS;
/** @brief Registry of fonts keyed by name. */
extern SDL_PropertiesID AKGL_REGISTRY_FONT;
/** @brief Registry of music assets keyed by name. */
extern SDL_PropertiesID AKGL_REGISTRY_MUSIC;
/** @brief Registry of string configuration properties. */
extern SDL_PropertiesID AKGL_REGISTRY_PROPERTIES;
/**
* @brief Registry init.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init();
/**
* @brief Registry init music.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_music();
/**
* @brief Registry init font.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_font();
/**
* @brief Registry init actor.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_actor();
/**
* @brief Registry init sprite.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_sprite();
/**
* @brief Registry init spritesheet.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_spritesheet();
/**
* @brief Registry init character.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_character();
/**
* @brief Registry init properties.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_properties();
/**
* @brief Registry load properties.
* @param fname Path to the input or output file.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_load_properties(char *fname);
/**
* @brief Registry init actor state strings.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_actor_state_strings();
/**
* @brief Set property.
* @param name Registry key or human-readable object name.
* @param value Property value to store.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_set_property(char *name, char *value);
/**
* @brief Get property.
* @param name Registry key or human-readable object name.
* @param dest Output destination populated by the function.
* @param def Fallback string returned when the property is absent.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_property(char *name, akgl_String **dest, char *def);
#endif //_REGISTRY_H_

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/**
* @file renderer.h
* @brief Declares the public renderer API.
*/
#ifndef _RENDERER_H_
#define _RENDERER_H_
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akgl/iterator.h>
/** @brief Defines a pluggable renderer backend and drawing callbacks. */
typedef struct akgl_RenderBackend {
SDL_Renderer *sdl_renderer;
akerr_ErrorContext AKERR_NOIGNORE *(*shutdown)(struct akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *(*frame_start)(struct akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *(*frame_end)(struct akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *(*draw_texture)(struct akgl_RenderBackend *self, SDL_Texture *texture, SDL_FRect *src, SDL_FRect *dest, double angle, SDL_FPoint *center, SDL_FlipMode flip);
akerr_ErrorContext AKERR_NOIGNORE *(*draw_mesh)(struct akgl_RenderBackend *self);
akerr_ErrorContext AKERR_NOIGNORE *(*draw_world)(struct akgl_RenderBackend *self, akgl_Iterator *opflags);
} akgl_RenderBackend;
/**
* @brief Render 2d shutdown.
* @param self Backend or object instance to operate on.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_shutdown(akgl_RenderBackend *self);
/**
* @brief Render 2d frame start.
* @param self Backend or object instance to operate on.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_frame_start(akgl_RenderBackend *self);
/**
* @brief Render 2d frame end.
* @param self Backend or object instance to operate on.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_frame_end(akgl_RenderBackend *self);
/**
* @brief Render 2d draw texture.
* @param self Backend or object instance to operate on.
* @param texture SDL texture to draw.
* @param src Source value to copy or inspect.
* @param dest Output destination populated by the function.
* @param angle Clockwise rotation angle in degrees.
* @param center Optional rotation center.
* @param flip SDL texture flip mode.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_texture(akgl_RenderBackend *self, SDL_Texture *texture, SDL_FRect *src, SDL_FRect *dest, double angle, SDL_FPoint *center, SDL_FlipMode flip);
/**
* @brief Render 2d draw mesh.
* @param self Backend or object instance to operate on.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_API When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_mesh(akgl_RenderBackend *self);
/**
* @brief Render 2d draw world.
* @param self Backend or object instance to operate on.
* @param opflags Optional iterator operation flags; `NULL` selects defaults.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_world(akgl_RenderBackend *self, akgl_Iterator *opflags);
/**
* @brief Render init2d.
* @param self Backend or object instance to operate on.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self);
#endif // _RENDERER_H_

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/**
* @file sprite.h
* @brief Declares the public sprite API.
*/
#ifndef _AKGL_SPRITE_H_
#define _AKGL_SPRITE_H_
#include <SDL3/SDL_properties.h>
#include <SDL3/SDL.h>
#include <akerror.h>
#define AKGL_SPRITE_MAX_FRAMES 16
#define AKGL_SPRITE_MAX_NAME_LENGTH 128
#define AKGL_SPRITE_MAX_REGISTRY_SIZE 1024
#define AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH 512
#define AKGL_MAX_HEAP_SPRITE (AKGL_MAX_HEAP_ACTOR * 16)
#define AKGL_MAX_HEAP_SPRITESHEET AKGL_MAX_HEAP_SPRITE
/** @brief Stores a loaded spritesheet texture and frame geometry. */
typedef struct {
uint8_t refcount;
SDL_Texture *texture;
char name[AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH];
uint16_t sprite_w;
uint16_t sprite_h;
} akgl_SpriteSheet;
/** @brief Describes an animated sprite and its spritesheet reference. */
typedef struct {
uint8_t refcount;
uint8_t frameids[AKGL_SPRITE_MAX_FRAMES]; // which IDs on the spritesheet belong to our frames
uint32_t frames; // how many frames are in this animation
uint32_t width;
uint32_t height;
uint32_t speed; // how many milliseconds a given sprite frame should be visible before cycling
bool loop; // when this sprite is done playing, it should immediately start again
bool loopReverse; // when this sprite is done playing, it should go in reverse order through its frames
char name[AKGL_SPRITE_MAX_NAME_LENGTH];
akgl_SpriteSheet *sheet;
} akgl_Sprite;
// initializes a new sprite to use the given sheet and otherwise sets to zero
/**
* @brief Sprite initialize.
* @param spr Sprite object to initialize.
* @param name Registry key or human-readable object name.
* @param sheet Spritesheet used by the sprite.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_sprite_initialize(akgl_Sprite *spr, char *name, akgl_SpriteSheet *sheet);
// loads a given image file into a new spritesheet
/**
* @brief Spritesheet initialize.
* @param sheet Spritesheet used by the sprite.
* @param sprite_w Width of one sprite frame in pixels.
* @param sprite_h Height of one sprite frame in pixels.
* @param filename Path to the source asset or JSON document.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_spritesheet_initialize(akgl_SpriteSheet *sheet, int sprite_w, int sprite_h, char *filename);
/**
* @brief Sprite load json.
* @param filename Path to the source asset or JSON document.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_sprite_load_json(char *filename);
/**
* @brief Sprite sheet coords for frame.
* @param self Backend or object instance to operate on.
* @param srccoords Output source rectangle for the selected frame.
* @param frameid Sprite frame index to resolve.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext *akgl_sprite_sheet_coords_for_frame(akgl_Sprite *self, SDL_FRect *srccoords, uint8_t frameid);
#endif //_AKGL_SPRITE_H_

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/**
* @file staticstring.h
* @brief Declares the public staticstring API.
*/
#ifndef _STRING_H_
#define _STRING_H_
#include "string.h"
#include <akerror.h>
#include <limits.h>
#define AKGL_MAX_STRING_LENGTH PATH_MAX
/** @brief Provides a fixed-capacity, heap-managed string buffer. */
typedef struct
{
int refcount;
char data[AKGL_MAX_STRING_LENGTH];
} akgl_String;
/**
* @brief String initialize.
* @param obj Object to initialize, inspect, or modify.
* @param init Optional initial string contents; `NULL` clears the buffer.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_string_initialize(akgl_String *obj, char *init);
/**
* @brief String copy.
* @param src Source value to copy or inspect.
* @param dst Output destination populated by the function.
* @param count Maximum number of elements or bytes to process; zero selects the default.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_string_copy(akgl_String *src, akgl_String *dst, int count);
#endif //_STRING_H_

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/**
* @file text.h
* @brief Declares the public text API.
*/
#ifndef _TEXT_H_
#define _TEXT_H_
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <akerror.h>
/**
* @brief Text loadfont.
* @param name Registry key or human-readable object name.
* @param filepath Path to the requested file.
* @param size Requested font size.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_text_loadfont(char *name, char *filepath, int size);
/**
* @brief Text rendertextat.
* @param font Font used to render the text.
* @param text UTF-8 text to render.
* @param color Text color.
* @param wraplength Maximum rendered line width; zero disables wrapping.
* @param x Horizontal destination coordinate.
* @param y Vertical destination coordinate.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_text_rendertextat(TTF_Font *font, char *text, SDL_Color color, int wraplength, int x, int y);
/**
* @brief Report the size, in pixels, that @p text would occupy on one line.
*
* Nothing is drawn and no renderer is required. A caller building a character
* grid measures one cell with this -- the advance width of a single glyph in a
* monospaced font -- and derives the rest of the grid from it.
*
* @param font Font used to render the text.
* @param text UTF-8 text to measure.
* @param w Output destination populated with the rendered width in pixels.
* @param h Output destination populated with the rendered height in pixels.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_text_measure(TTF_Font *font, char *text, int *w, int *h);
/**
* @brief Report the size, in pixels, that @p text would occupy when wrapped.
*
* The companion to akgl_text_measure() for the wrapping case, matching the
* @p wraplength argument akgl_text_rendertextat() already takes: a string
* longer than @p wraplength reports the height of every line it breaks onto.
* A @p wraplength of zero wraps only on newlines in @p text.
*
* @param font Font used to render the text.
* @param text UTF-8 text to measure.
* @param wraplength Maximum rendered line width; zero wraps on newlines only.
* @param w Output destination populated with the rendered width in pixels.
* @param h Output destination populated with the rendered height in pixels.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_text_measure_wrapped(TTF_Font *font, char *text, int wraplength, int *w, int *h);
#endif // _TEXT_H_

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/**
* @file tilemap.h
* @brief Declares the public tilemap API.
*/
#ifndef _TILEMAP_H_
#define _TILEMAP_H_
#include <limits.h>
#include <akgl/actor.h>
#include <akgl/staticstring.h>
#include <akgl/physics.h>
#include <jansson.h>
#define AKGL_TILEMAP_MAX_WIDTH 512
#define AKGL_TILEMAP_MAX_HEIGHT 512
#define AKGL_TILEMAP_MAX_LAYERS 16
#define AKGL_TILEMAP_MAX_TILESETS 16
#define AKGL_TILEMAP_MAX_TILES_PER_IMAGE 65536
#define AKGL_TILEMAP_MAX_TILESET_NAME_SIZE 512
#define AKGL_TILEMAP_MAX_TILESET_FILENAME_SIZE PATH_MAX
#define AKGL_TILEMAP_MAX_OBJECT_NAME_SIZE 512
#define AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER 128
#define AKGL_TILEMAP_OBJECT_TYPE_ACTOR 1
#define AKGL_TILEMAP_LAYER_TYPE_TILES 1
#define AKGL_TILEMAP_LAYER_TYPE_OBJECTS 2
#define AKGL_TILEMAP_LAYER_TYPE_IMAGE 3
/** @brief Stores tileset metadata, texture, and frame offsets. */
typedef struct {
float x;
float y;
int gid;
int id;
int height;
int width;
int rotation;
int type;
bool visible;
akgl_Actor *actorptr;
char name[AKGL_TILEMAP_MAX_OBJECT_NAME_SIZE];
} akgl_TilemapObject;
/** @brief Represents an object embedded in a tilemap layer. */
typedef struct {
short type;
float opacity;
bool visible;
int height;
int width;
int x;
int y;
int id;
SDL_Texture *texture;
int data[AKGL_TILEMAP_MAX_WIDTH * AKGL_TILEMAP_MAX_HEIGHT];
akgl_TilemapObject objects[AKGL_TILEMAP_MAX_OBJECTS_PER_LAYER];
} akgl_TilemapLayer;
/** @brief Stores tile, image, or object data for one map layer. */
typedef struct {
int columns;
int firstgid;
char imagefilename[AKGL_TILEMAP_MAX_TILESET_FILENAME_SIZE];
int imageheight;
int imagewidth;
char name[AKGL_TILEMAP_MAX_TILESET_NAME_SIZE];
SDL_Texture *texture;
// Use this as a lookup table instead of storing tiles
// in individual textures to blit them from a single
// texture at runtime
// FIXME: This is probably not very efficient. For a map
// with a single tileset it makes sense. For a map with
// multiple tilesets you may have set A start at firstgid 1
// and have 1728 tiles. Set B may start at firstgid 1729 and
// have 1728 more tiles. This means Set B has 1728 empty
// tile_offsets[] entries before firstgid 1729 because of the
// way akgl_tilemap_load_tilesets() works. This is really inefficient
// and should be improved in the future, and will eventually
// lead to premature exhaustion of AKGL_TILEMAP_MAX_TILES_PER_IMAGE
// because set D or E may only have 64 tiles but they may be
// at the upper end of the array bound already because of this.
int tile_offsets[AKGL_TILEMAP_MAX_TILES_PER_IMAGE][2];
int tilecount;
int tileheight;
int tilewidth;
int spacing;
int margin;
} akgl_Tileset;
/** @brief Represents a complete tilemap and its optional physics backend. */
typedef struct {
int tilewidth;
int tileheight;
int width;
int height;
int numlayers;
int orientation; // 0 = orthogonal, 1 = isometric
int numtilesets;
int p_foreground_y;
int p_vanishing_y;
int p_foreground_h;
int p_vanishing_h;
float p_foreground_scale;
float p_vanishing_scale;
float p_scale;
float p_rate;
akgl_Tileset tilesets[AKGL_TILEMAP_MAX_TILESETS];
akgl_TilemapLayer layers[AKGL_TILEMAP_MAX_LAYERS];
// Different levels may have different physics.
bool use_own_physics;
akgl_PhysicsBackend physics;
} akgl_Tilemap;
/**
* @brief Tilemap load.
* @param fname Path to the input or output file.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load(char *fname, akgl_Tilemap *dest);
/**
* @brief Tilemap draw.
* @param dest Output destination populated by the function.
* @param viewport World-space rectangle visible to the renderer.
* @param layeridx Zero-based tilemap layer index.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_draw(akgl_Tilemap *dest, SDL_FRect *viewport, int layeridx);
/**
* @brief Tilemap draw tileset.
* @param dest Output destination populated by the function.
* @param tilesetidx Zero-based tileset index.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_draw_tileset(akgl_Tilemap *dest, int tilesetidx);
/*
* These functions are part of the internal API and should not be called by the user.
* They are only exposed here for unit testing.
*/
/**
* @brief Get json tilemap property.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param type Expected JSON property type or backend type name.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_TYPE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_tilemap_property(json_t *obj, char *key, char *type, json_t **dest);
/**
* @brief Get json properties string.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_properties_string(json_t *obj, char *key, akgl_String **dest);
/**
* @brief Get json properties integer.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_properties_integer(json_t *obj, char *key, int *dest);
/**
* @brief Tilemap compute tileset offsets.
* @param dest Output destination populated by the function.
* @param tilesetidx Zero-based tileset index.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_compute_tileset_offsets(akgl_Tilemap *dest, int tilesetidx);
/**
* @brief Tilemap load layer objects.
* @param dest Output destination populated by the function.
* @param root Base directory used to resolve the path.
* @param layerid Zero-based tilemap layer index.
* @param dirname Directory containing paths referenced by the document.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_layer_objects(akgl_Tilemap *dest, json_t *root, int layerid, akgl_String *dirname);
/**
* @brief Tilemap load layer tile.
* @param dest Output destination populated by the function.
* @param root Base directory used to resolve the path.
* @param layerid Zero-based tilemap layer index.
* @param dirname Directory containing paths referenced by the document.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_layer_tile(akgl_Tilemap *dest, json_t *root, int layerid, akgl_String *dirname);
/**
* @brief Tilemap load layers.
* @param dest Output destination populated by the function.
* @param root Base directory used to resolve the path.
* @param dirname Directory containing paths referenced by the document.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_layers(akgl_Tilemap *dest, json_t *root, akgl_String *dirname);
/**
* @brief Tilemap load tilesets each.
* @param tileset JSON tileset object to load.
* @param dest Output destination populated by the function.
* @param tsidx Zero-based destination tileset index.
* @param dirname Directory containing paths referenced by the document.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_tilesets_each(json_t *tileset, akgl_Tilemap *dest, int tsidx, akgl_String *dirname);
/**
* @brief Tilemap load tilesets.
* @param dest Output destination populated by the function.
* @param root Base directory used to resolve the path.
* @param dirname Directory containing paths referenced by the document.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_load_tilesets(akgl_Tilemap *dest, json_t *root, akgl_String *dirname);
/**
* @brief Tilemap release.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_release(akgl_Tilemap *dest);
/**
* @brief Tilemap scale actor.
* @param map Tilemap to inspect, draw, or modify.
* @param actor Actor to inspect or modify.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_scale_actor(akgl_Tilemap *map, akgl_Actor *actor);
#endif //_TILEMAP_H_

14
include/akgl/types.h Normal file
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/**
* @file types.h
* @brief Declares the public types API.
*/
#ifndef _AKGL_TYPES_H_
#define _AKGL_TYPES_H_
#include <stdint.h>
typedef float float32_t;
typedef double float64_t;
#endif // _AKGL_TYPES_H_

92
include/akgl/util.h Normal file
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/**
* @file util.h
* @brief Declares the public util API.
*/
#ifndef _UTIL_H_
#define _UTIL_H_
#include <akerror.h>
#include <akgl/staticstring.h>
/** @brief Represents a two-dimensional point. */
typedef struct point {
int x;
int y;
int z;
} point;
/** @brief Stores the corners of an axis-aligned rectangle. */
typedef struct RectanglePoints {
point topleft;
point topright;
point bottomleft;
point bottomright;
} RectanglePoints;
#define AKGL_COLLIDE_RECTANGLES(r1x, r1y, r1w, r1h, r2x, r2y, r2w, r2h) ((r1x < (r2x + r2w)) || ((r1x + r1w) > r2x)
/**
* @brief Rectangle points.
* @param dest Output destination populated by the function.
* @param rect Rectangle whose corner points are calculated.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_rectangle_points(RectanglePoints *dest, SDL_FRect *rect);
/**
* @brief Collide point rectangle.
* @param p Point to test for containment.
* @param r Rectangle corner data used for collision testing.
* @param collide Output set to whether the tested geometry intersects.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_collide_point_rectangle(point *p, RectanglePoints *r, bool *collide);
/**
* @brief Collide rectangles.
* @param r1 First rectangle to compare.
* @param r2 Second rectangle to compare.
* @param collide Output set to whether the tested geometry intersects.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_collide_rectangles(SDL_FRect *r1, SDL_FRect *r2, bool *collide);
/**
* @brief Path relative.
* @param root Base directory used to resolve the path.
* @param path Path to resolve or transform.
* @param dst Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_path_relative(char *root, char *path, akgl_String *dst);
// These are REALLY slow routines that are only useful in testing harnesses
/**
* @brief Compare sdl surfaces.
* @param s1 First SDL surface to compare.
* @param s2 Second SDL surface to compare.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_VALUE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_compare_sdl_surfaces(SDL_Surface *s1, SDL_Surface *s2);
/**
* @brief Render and compare.
* @param t1 First texture to render for comparison.
* @param t2 Second texture to render for comparison.
* @param x Horizontal destination coordinate.
* @param y Vertical destination coordinate.
* @param w Destination width.
* @param h Destination height.
* @param writeout Optional filename for the rendered diagnostic image.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_IO When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, int x, int y, int w, int h, char *writeout);
#endif // _UTIL_H_

56
include/akgl/version.h.in Normal file
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/**
* @file version.h
* @brief Declares the libakgl version, both as compiled against and as linked.
*
* GENERATED FILE -- edit include/akgl/version.h.in, never the copy in the build
* tree. Every value here comes from the project() call in CMakeLists.txt, which
* is also what sets the shared library's VERSION and SOVERSION and the Version
* field in akgl.pc. One number, one place, so the header, the soname and
* pkg-config cannot drift apart.
*
* AKGL_VERSION is the version you *compiled against*. akgl_version() reports the
* version of the libakgl you actually *linked*. They disagree when a stale
* shared library is ahead of the new one on the loader path -- the failure the
* soname exists to prevent and this pair exists to diagnose.
*/
#ifndef _AKGL_VERSION_H_
#define _AKGL_VERSION_H_
#define AKGL_VERSION "@PROJECT_VERSION@"
#define AKGL_VERSION_MAJOR @PROJECT_VERSION_MAJOR@
#define AKGL_VERSION_MINOR @PROJECT_VERSION_MINOR@
#define AKGL_VERSION_PATCH @PROJECT_VERSION_PATCH@
/**
* @brief True when the headers on the include path are at least the given version.
*
* For consumers that must build against more than one libakgl release. This is
* the test libakstdlib could not write against libakerror, which published no
* version macro and had to feature-test on AKERR_FIRST_CONSUMER_STATUS instead.
*
* @code
* #if AKGL_VERSION_AT_LEAST(0, 2, 0)
* akgl_something_new();
* #endif
* @endcode
*/
#define AKGL_VERSION_AT_LEAST(major, minor, patch) \
((AKGL_VERSION_MAJOR > (major)) || \
(AKGL_VERSION_MAJOR == (major) && AKGL_VERSION_MINOR > (minor)) || \
(AKGL_VERSION_MAJOR == (major) && AKGL_VERSION_MINOR == (minor) && \
AKGL_VERSION_PATCH >= (patch)))
/**
* @brief Report the version of the libakgl that is actually linked.
*
* Returns "major.minor.patch". Compare it against AKGL_VERSION to detect a
* stale shared library. Never returns NULL, and the storage is static -- the
* caller must not free or modify it.
*
* This returns a string rather than an akerr_ErrorContext * because it cannot
* fail, the same reason akerr_name_for_status() returns a name directly.
*/
const char *akgl_version(void);
#endif // _AKGL_VERSION_H_

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@@ -1,105 +0,0 @@
#ifndef _ACTOR_H_
#define _ACTOR_H_
#include "character.h"
// ---- LOW WORD STATUSES ----
#define ACTOR_STATE_FACE_DOWN 1 << 0 // 1 0000 0000 0000 0001
#define ACTOR_STATE_FACE_LEFT 1 << 1 // 2 0000 0000 0000 0010
#define ACTOR_STATE_FACE_RIGHT 1 << 2 // 4 0000 0000 0000 0100
#define ACTOR_STATE_FACE_UP 1 << 3 // 8 0000 0000 0000 1000
#define ACTOR_STATE_ALIVE 1 << 4 // 16 0000 0000 0001 0000
#define ACTOR_STATE_DYING 1 << 5 // 32 0000 0000 0010 0000
#define ACTOR_STATE_DEAD 1 << 6 // 64 0000 0000 0100 0000
#define ACTOR_STATE_MOVING_LEFT 1 << 7 // 128 0000 0000 1000 0000
#define ACTOR_STATE_MOVING_RIGHT 1 << 8 // 256 0000 0001 0000 0000
#define ACTOR_STATE_MOVING_UP 1 << 9 // 512 0000 0010 0000 0000
#define ACTOR_STATE_MOVING_DOWN 1 << 10 // 1024 0000 0100 0000 0000
#define ACTOR_STATE_UNDEFINED_11 1 << 11 // 2048 0000 1000 0000 0000
#define ACTOR_STATE_UNDEFINED_12 1 << 12 // 4096 0001 0000 0000 0000
#define ACTOR_STATE_UNDEFINED_13 1 << 13 // 8192 0010 0000 0000 0000
#define ACTOR_STATE_UNDEFINED_14 1 << 14 // 16384 0100 0000 0000 0000
#define ACTOR_STATE_UNDEFINED_15 1 << 15 // 32768 1000 0000 0000 0000
// ----- HIGH WORD STATUSES -----
#define ACTOR_STATE_UNDEFINED_16 1 << 16 // 65536 0000 0000 0000 0001
#define ACTOR_STATE_UNDEFINED_17 1 << 17 // 131072 0000 0000 0000 0010
#define ACTOR_STATE_UNDEFINED_18 1 << 18 // 262144 0000 0000 0000 0100
#define ACTOR_STATE_UNDEFINED_19 1 << 19 // 524288 0000 0000 0000 1000
#define ACTOR_STATE_UNDEFINED_20 1 << 20 // 1048576 0000 0000 0001 0000
#define ACTOR_STATE_UNDEFINED_21 1 << 21 // 2097152 0000 0000 0010 0000
#define ACTOR_STATE_UNDEFINED_22 1 << 22 // 4194304 0000 0000 0100 0000
#define ACTOR_STATE_UNDEFINED_23 1 << 23 // 8388608 0000 0000 1000 0000
#define ACTOR_STATE_UNDEFINED_24 1 << 24 // 16777216 0000 0001 0000 0000
#define ACTOR_STATE_UNDEFINED_25 1 << 25 // 33554432 0000 0010 0000 0000
#define ACTOR_STATE_UNDEFINED_26 1 << 26 // 67108864 0000 0100 0000 0000
#define ACTOR_STATE_UNDEFINED_27 1 << 27 // 134217728 0000 1000 0000 0000
#define ACTOR_STATE_UNDEFINED_28 1 << 28 // 268435456 0001 0000 0000 0000
#define ACTOR_STATE_UNDEFINED_29 1 << 29 // 536870912 0010 0000 0000 0000
#define ACTOR_STATE_UNDEFINED_30 1 << 30 // 1073741824 0100 0000 0000 0000
#define ACTOR_STATE_UNDEFINED_31 1 << 31 // 2147483648 1000 0000 0000 0000
#define ACTOR_MAX_STATES 32
// This is an array of strings equal to actor states from 1-32.
// This is built by a utility script and not kept in git, see
// the Makefile for lib_src/actor_state_string_names.c
extern char *ACTOR_STATE_STRING_NAMES[ACTOR_MAX_STATES+1];
#define ACTOR_STATE_FACE_ALL (ACTOR_STATE_FACE_DOWN | ACTOR_STATE_FACE_LEFT | ACTOR_STATE_FACE_RIGHT | ACTOR_STATE_FACE_UP)
#define ACTOR_STATE_MOVING_ALL (ACTOR_STATE_MOVING_LEFT | ACTOR_STATE_MOVING_RIGHT | ACTOR_STATE_MOVING_UP | ACTOR_STATE_MOVING_DOWN)
#define ACTOR_MAX_NAME_LENGTH 128
#define ACTOR_MAX_CHILDREN 8
#define MAX_HEAP_ACTOR 64
typedef struct actor {
int refcount;
char name[ACTOR_MAX_NAME_LENGTH];
character *basechar;
int curSpriteFrameId;
SDL_Time curSpriteFrameTimer;
bool curSpriteReversing;
int layer;
int state;
bool movement_controls_face;
void *actorData;
bool visible;
int logictimer;
float x;
float y;
struct actor *children[ACTOR_MAX_CHILDREN];
struct actor *parent;
ErrorContext ERROR_NOIGNORE *(*updatefunc)(struct actor *obj);
ErrorContext ERROR_NOIGNORE *(*renderfunc)(struct actor *obj, SDL_Renderer *renderer);
ErrorContext ERROR_NOIGNORE *(*facefunc)(struct actor *obj);
ErrorContext ERROR_NOIGNORE *(*movementlogicfunc)(struct actor *obj, SDL_Time curtimems);
ErrorContext ERROR_NOIGNORE *(*changeframefunc)(struct actor *obj, sprite *curSprite, SDL_Time curtimems);
ErrorContext ERROR_NOIGNORE *(*addchild)(struct actor *obj, struct actor *child);
} actor;
ErrorContext ERROR_NOIGNORE *actor_initialize(actor *obj, char *name);
ErrorContext ERROR_NOIGNORE *actor_set_character(actor *obj, char *basecharname);
ErrorContext ERROR_NOIGNORE *actor_render(actor *obj, SDL_Renderer *renderer);
ErrorContext ERROR_NOIGNORE *actor_update(actor *obj);
ErrorContext ERROR_NOIGNORE *actor_logic_movement(actor *obj, SDL_Time curtimems);
ErrorContext ERROR_NOIGNORE *actor_logic_changeframe(actor *obj, sprite *curSprite, SDL_Time curtimems);
ErrorContext ERROR_NOIGNORE *actor_automatic_face(actor *obj);
ErrorContext ERROR_NOIGNORE *actor_add_child(actor *obj, actor *child);
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_left_on(actor *obj, SDL_Event *event);
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_left_off(actor *obj, SDL_Event *event);
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_right_on(actor *obj, SDL_Event *event);
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_right_off(actor *obj, SDL_Event *event);
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_up_on(actor *obj, SDL_Event *event);
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_up_off(actor *obj, SDL_Event *event);
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_down_on(actor *obj, SDL_Event *event);
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_down_off(actor *obj, SDL_Event *event);
void registry_iterate_actor(void *userdata, SDL_PropertiesID registry, const char *name);
#endif // _ACTOR_H_

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@@ -1,8 +0,0 @@
#ifndef _ASSETS_H_
#define _ASSETS_H_
#include <sdlerror.h>
ErrorContext ERROR_NOIGNORE *load_start_bgm(char *fname);
#endif //_ASSETS_H_

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@@ -1,31 +0,0 @@
#ifndef _CHARACTER_H_
#define _CHARACTER_H_
#include <SDL3/SDL_properties.h>
#include "sprite.h"
#define SPRITE_MAX_CHARACTER_NAME_LENGTH 128
#define MAX_HEAP_CHARACTER 256
typedef struct character {
int refcount;
char name[SPRITE_MAX_CHARACTER_NAME_LENGTH];
SDL_PropertiesID state_sprites;
ErrorContext ERROR_NOIGNORE *(*sprite_add)(struct character *, sprite *, int);
ErrorContext ERROR_NOIGNORE *(*sprite_get)(struct character *, int, sprite **);
int movementspeed;
float vx;
float vy;
} character;
ErrorContext ERROR_NOIGNORE *character_initialize(character *basechar, char *name);
ErrorContext ERROR_NOIGNORE *character_sprite_add(character *basechar, sprite *ref, int state);
ErrorContext ERROR_NOIGNORE *character_sprite_get(character *basechar, int state, sprite **dest);
// This is an SDL iterator so we can't return our error state from it.
void character_state_sprites_iterate(void *userdata, SDL_PropertiesID props, const char *name);
ErrorContext ERROR_NOIGNORE *character_load_json(char *filename);
#endif // _CHARACTER_H_

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@@ -1,40 +0,0 @@
#ifndef _CONTROLLER_H_
#define _CONTROLLER_H_
#include <SDL3/SDL.h>
#include <sdlerror.h>
#define MAX_CONTROL_MAPS 8
#define MAX_CONTROLS 32
typedef struct {
Uint32 event_on;
Uint32 event_off;
Uint8 button;
SDL_Keycode key;
Uint8 axis;
Uint8 axis_range_min;
Uint8 axis_range_max;
ErrorContext ERROR_NOIGNORE *(*handler_on)(actor *obj, SDL_Event *event);
ErrorContext ERROR_NOIGNORE *(*handler_off)(actor *obj, SDL_Event *event);
} SDL3GControl;
typedef struct {
actor *target;
SDL3GControl controls[MAX_CONTROLS];
SDL_KeyboardID kbid;
SDL_JoystickID jsid;
SDL_MouseID mouseid;
SDL_PenID penid;
} SDL3GControlMap;
extern SDL3GControlMap GAME_ControlMaps[MAX_CONTROL_MAPS];
ErrorContext ERROR_NOIGNORE *controller_handle_event(void *appstate, SDL_Event *event);
ErrorContext ERROR_NOIGNORE *controller_handle_button_down(void *appstate, SDL_Event *event);
ErrorContext ERROR_NOIGNORE *controller_handle_button_up(void *appstate, SDL_Event *event);
ErrorContext ERROR_NOIGNORE *controller_handle_added(void *appstate, SDL_Event *event);
ErrorContext ERROR_NOIGNORE *controller_handle_removed(void *appstate, SDL_Event *event);
#endif // _CONTROLLER_H_

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@@ -1,6 +0,0 @@
#ifndef _DRAW_H_
#define _DRAW_H_
void GAME_draw_background(int w, int h);
#endif //_DRAW_H_

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@@ -1,46 +0,0 @@
#ifndef _GAME_H_
#define _GAME_H_
#include <SDL3_mixer/SDL_mixer.h>
#include "tilemap.h"
/* ==================== GAME STATE VARIABLES =================== */
typedef struct {
float w;
float h;
SDL_Texture *texture;
} GAME_frame;
typedef struct {
int flags;
} GameState;
typedef struct {
char name[256];
char version[32];
char uri[256];
int screenwidth;
int screenheight;
GameState state;
MIX_Mixer *mixer;
MIX_Track *tracks[64];
} Game;
#define GAME_AUDIO_TRACK_BGM 1
extern SDL_Window *window;
extern SDL_Renderer *renderer;
extern tilemap gamemap;
extern MIX_Audio *bgm;
extern SDL_FRect camera;
extern Game game;
#define BITMASK_HAS(x, y) (x & y) == y
#define BITMASK_ADD(x, y) x |= y
#define BITMASK_DEL(x, y) x &= ~(y)
#define BITMASK_CLEAR(x) x = 0;
ErrorContext ERROR_NOIGNORE *GAME_init();
#endif //_GAME_H_

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@@ -1,35 +0,0 @@
#ifndef _HEAP_H_
#define _HEAP_H_
#include "sprite.h"
#include "actor.h"
#include "character.h"
#include "staticstring.h"
#include <sdlerror.h>
#define MAX_HEAP_ACTOR 64
#define MAX_HEAP_SPRITE (MAX_HEAP_ACTOR * 16)
#define MAX_HEAP_SPRITESHEET MAX_HEAP_SPRITE
#define MAX_HEAP_CHARACTER 256
#define MAX_HEAP_STRING 256
extern actor HEAP_ACTOR[MAX_HEAP_ACTOR];
extern sprite HEAP_SPRITE[MAX_HEAP_SPRITE];
extern spritesheet HEAP_SPRITESHEET[MAX_HEAP_SPRITESHEET];
extern character HEAP_CHARACTER[MAX_HEAP_CHARACTER];
extern string HEAP_STRING[MAX_HEAP_STRING];
ErrorContext ERROR_NOIGNORE *heap_init();
ErrorContext ERROR_NOIGNORE *heap_next_actor(actor **dest);
ErrorContext ERROR_NOIGNORE *heap_next_sprite(sprite **dest);
ErrorContext ERROR_NOIGNORE *heap_next_spritesheet(spritesheet **dest);
ErrorContext ERROR_NOIGNORE *heap_next_character(character **dest);
ErrorContext ERROR_NOIGNORE *heap_next_string(string **dest);
ErrorContext ERROR_NOIGNORE *heap_release_actor(actor *ptr);
ErrorContext ERROR_NOIGNORE *heap_release_sprite(sprite *ptr);
ErrorContext ERROR_NOIGNORE *heap_release_spritesheet(spritesheet *ptr);
ErrorContext ERROR_NOIGNORE *heap_release_character(character *ptr);
ErrorContext ERROR_NOIGNORE *heap_release_string(string *ptr);
#endif //_HEAP_H_

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@@ -1,43 +0,0 @@
#ifndef _ITERATOR_H_
#define _ITERATOR_H_
typedef struct {
int flags;
int layerid;
} iterator;
#define ITERATOR_OP_UPDATE 1 // 1
#define ITERATOR_OP_RENDER 1 << 1 // 2
#define ITERATOR_OP_RELEASE 1 << 2 // 4
#define ITERATOR_OP_LAYERMASK 1 << 3 // 8
#define ITERATOR_OP_UNDEFINED_4 1 << 4 // 16
#define ITERATOR_OP_UNDEFINED_5 1 << 5 // 32
#define ITERATOR_OP_UNDEFINED_6 1 << 6 // 64
#define ITERATOR_OP_UNDEFINED_7 1 << 7 // 128
#define ITERATOR_OP_UNDEFINED_8 1 << 8 // 256
#define ITERATOR_OP_UNDEFINED_9 1 << 9 // 512
#define ITERATOR_OP_UNDEFINED_10 1 << 10 // 1024
#define ITERATOR_OP_UNDEFINED_11 1 << 11 // 2048
#define ITERATOR_OP_UNDEFINED_12 1 << 12 // 4096
#define ITERATOR_OP_UNDEFINED_13 1 << 13 // 8192
#define ITERATOR_OP_UNDEFINED_14 1 << 14 // 16384
#define ITERATOR_OP_UNDEFINED_15 1 << 15 // 32768
#define ITERATOR_OP_UNDEFINED_16 1 << 16 // 65536
#define ITERATOR_OP_UNDEFINED_17 1 << 17 // 131072
#define ITERATOR_OP_UNDEFINED_18 1 << 18 // 262144
#define ITERATOR_OP_UNDEFINED_19 1 << 19 // 524288
#define ITERATOR_OP_UNDEFINED_20 1 << 20 // 1048576
#define ITERATOR_OP_UNDEFINED_21 1 << 21 // 2097152
#define ITERATOR_OP_UNDEFINED_22 1 << 22 // 4194304
#define ITERATOR_OP_UNDEFINED_23 1 << 23 // 8388608
#define ITERATOR_OP_UNDEFINED_24 1 << 24 // 16777216
#define ITERATOR_OP_UNDEFINED_25 1 << 25 // 33554432
#define ITERATOR_OP_UNDEFINED_26 1 << 26 // 67108864
#define ITERATOR_OP_UNDEFINED_27 1 << 27 // 134217728
#define ITERATOR_OP_UNDEFINED_28 1 << 28 // 268435456
#define ITERATOR_OP_UNDEFINED_29 1 << 29 // 536870912
#define ITERATOR_OP_UNDEFINED_30 1 << 30 // 1073741824
#define ITERATOR_OP_UNDEFINED_31 1 << 31 // 2147483648
#endif // _ITERATOR_H_

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@@ -1,17 +0,0 @@
#ifndef _JSON_HELPERS_H_
#define _JSON_HELPERS_H_
#include <sdlerror.h>
#include "staticstring.h"
ErrorContext ERROR_NOIGNORE *get_json_object_value(json_t *obj, char *key, json_t **dest);
ErrorContext ERROR_NOIGNORE *get_json_boolean_value(json_t *obj, char *key, bool *dest);
ErrorContext ERROR_NOIGNORE *get_json_integer_value(json_t *obj, char *key, int *dest);
ErrorContext ERROR_NOIGNORE *get_json_number_value(json_t *obj, char *key, float *dest);
ErrorContext ERROR_NOIGNORE *get_json_string_value(json_t *obj, char *key, string **dest);
ErrorContext ERROR_NOIGNORE *get_json_array_value(json_t *obj, char *key, json_t **dest);
ErrorContext ERROR_NOIGNORE *get_json_array_index_object(json_t *array, int index, json_t **dest);
ErrorContext ERROR_NOIGNORE *get_json_array_index_integer(json_t *array, int index, int *dest);
ErrorContext ERROR_NOIGNORE *get_json_array_index_string(json_t *array, int index, string **dest);
#endif // _JSON_HELPERS_H_

View File

@@ -1,20 +0,0 @@
#ifndef _REGISTRY_H_
#define _REGISTRY_H_
#include "error.h"
extern SDL_PropertiesID REGISTRY_ACTOR;
extern SDL_PropertiesID REGISTRY_SPRITE;
extern SDL_PropertiesID REGISTRY_SPRITESHEET;
extern SDL_PropertiesID REGISTRY_CHARACTER;
extern SDL_PropertiesID REGISTRY_ACTOR_STATE_STRINGS;
ErrorContext ERROR_NOIGNORE *registry_init();
ErrorContext ERROR_NOIGNORE *registry_init_actor();
ErrorContext ERROR_NOIGNORE *registry_init_sprite();
ErrorContext ERROR_NOIGNORE *registry_init_spritesheet();
ErrorContext ERROR_NOIGNORE *registry_init_character();
ErrorContext ERROR_NOIGNORE *registry_init_actor_state_strings();
#endif //_REGISTRY_H_

View File

@@ -1,43 +0,0 @@
#ifndef _SPRITE_H_
#define _SPRITE_H_
#include <SDL3/SDL_properties.h>
#include <sdlerror.h>
#define SPRITE_MAX_FRAMES 16
#define SPRITE_MAX_NAME_LENGTH 128
#define SPRITE_MAX_REGISTRY_SIZE 1024
#define SPRITE_SHEET_MAX_FILENAME_LENGTH 512
#define MAX_HEAP_SPRITE (MAX_HEAP_ACTOR * 16)
#define MAX_HEAP_SPRITESHEET MAX_HEAP_SPRITE
typedef struct {
int refcount;
SDL_Texture *texture;
char name[SPRITE_SHEET_MAX_FILENAME_LENGTH];
int sprite_w;
int sprite_h;
} spritesheet;
typedef struct {
int refcount;
spritesheet *sheet;
int frameids[SPRITE_MAX_FRAMES]; // which IDs on the spritesheet belong to our frames
int frames; // how many frames are in this animation
int width;
int height;
int speed; // how many milliseconds a given sprite frame should be visible before cycling
bool loop; // when this sprite is done playing, it should immediately start again
bool loopReverse; // when this sprite is done playing, it should go in reverse order through its frames
char name[SPRITE_MAX_NAME_LENGTH];
} sprite;
// initializes a new sprite to use the given sheet and otherwise sets to zero
ErrorContext ERROR_NOIGNORE *sprite_initialize(sprite *spr, char *name, spritesheet *sheet);
// loads a given image file into a new spritesheet
ErrorContext ERROR_NOIGNORE *spritesheet_initialize(spritesheet *sheet, int sprite_w, int sprite_h, char *filename);
ErrorContext ERROR_NOIGNORE *sprite_load_json(char *filename);
#endif //_SPRITE_H_

View File

@@ -1,17 +0,0 @@
#ifndef _STRING_H_
#define _STRING_H_
#include "string.h"
#include <sdlerror.h>
#define MAX_STRING_LENGTH 256
typedef struct
{
int refcount;
char data[MAX_STRING_LENGTH];
} string;
ErrorContext ERROR_NOIGNORE *string_initialize(string *obj, char *init);
#endif //_STRING_H_

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@@ -1,112 +0,0 @@
#ifndef _TILEMAP_H_
#define _TILEMAP_H_
#include "actor.h"
#include "staticstring.h"
#include <jansson.h>
#define TILEMAP_MAX_WIDTH 512
#define TILEMAP_MAX_HEIGHT 512
#define TILEMAP_MAX_LAYERS 16
#define TILEMAP_MAX_TILESETS 16
#define TILEMAP_MAX_TILES_PER_IMAGE 65536
#define TILEMAP_MAX_TILESET_NAME_SIZE 512
#define TILEMAP_MAX_TILESET_FILENAME_SIZE 512
#define TILEMAP_MAX_OBJECT_NAME_SIZE 512
#define TILEMAP_MAX_OBJECTS_PER_LAYER 128
#define TILEMAP_OBJECT_TYPE_ACTOR 1
#define TILEMAP_LAYER_TYPE_TILES 1
#define TILEMAP_LAYER_TYPE_OBJECTS 2
typedef struct {
float x;
float y;
int gid;
int id;
int height;
int width;
int rotation;
int type;
bool visible;
actor *actorptr;
char name[TILEMAP_MAX_OBJECT_NAME_SIZE];
} tilemap_object;
typedef struct {
short type;
float opacity;
bool visible;
int height;
int width;
int x;
int y;
int id;
int data[TILEMAP_MAX_WIDTH * TILEMAP_MAX_HEIGHT];
tilemap_object objects[TILEMAP_MAX_OBJECTS_PER_LAYER];
} tilemap_layer;
typedef struct {
int columns;
int firstgid;
char imagefilename[TILEMAP_MAX_TILESET_FILENAME_SIZE];
int imageheight;
int imagewidth;
char name[TILEMAP_MAX_TILESET_NAME_SIZE];
SDL_Texture *texture;
// Use this as a lookup table instead of storing tiles
// in individual textures to blit them from a single
// texture at runtime
// FIXME: This is probably not very efficient. For a map
// with a single tileset it makes sense. For a map with
// multiple tilesets you may have set A start at firstgid 1
// and have 1728 tiles. Set B may start at firstgid 1729 and
// have 1728 more tiles. This means Set B has 1728 empty
// tile_offsets[] entries before firstgid 1729 because of the
// way tilemap_load_tilesets() works. This is really inefficient
// and should be improved in the future, and will eventually
// lead to premature exhaustion of TILEMAP_MAX_TILES_PER_IMAGE
// because set D or E may only have 64 tiles but they may be
// at the upper end of the array bound already because of this.
int tile_offsets[TILEMAP_MAX_TILES_PER_IMAGE][2];
int tilecount;
int tileheight;
int tilewidth;
int spacing;
int margin;
} tileset;
typedef struct {
int tilewidth;
int tileheight;
int width;
int height;
int numlayers;
int orientation; // 0 = orthogonal, 1 = isometric
int numtilesets;
tileset tilesets[TILEMAP_MAX_TILESETS];
tilemap_layer layers[TILEMAP_MAX_LAYERS];
} tilemap;
ErrorContext ERROR_NOIGNORE *tilemap_load(char *fname, tilemap *dest);
ErrorContext ERROR_NOIGNORE *tilemap_draw(SDL_Renderer *renderer, tilemap *dest, SDL_FRect *viewport, int layeridx);
ErrorContext ERROR_NOIGNORE *tilemap_draw_tileset(SDL_Renderer *renderer, tilemap *dest, int tilesetidx);
/*
* These functions are part of the internal API and should not be called by the user.
* They are only exposed here for unit testing.
*/
ErrorContext ERROR_NOIGNORE *get_json_tilemap_property(json_t *obj, char *key, char *type, json_t **dest);
ErrorContext ERROR_NOIGNORE *get_json_properties_string(json_t *obj, char *key, string **dest);
ErrorContext ERROR_NOIGNORE *get_json_properties_integer(json_t *obj, char *key, int *dest);
ErrorContext ERROR_NOIGNORE *tilemap_compute_tileset_offsets(tilemap *dest, int tilesetidx);
ErrorContext ERROR_NOIGNORE *tilemap_load_layer_objects(tilemap *dest, json_t *root, int layerid);
ErrorContext ERROR_NOIGNORE *tilemap_load_layer_tile(tilemap *dest, json_t *root, int layerid);
ErrorContext ERROR_NOIGNORE *tilemap_load_layers(tilemap *dest, json_t *root);
ErrorContext ERROR_NOIGNORE *tilemap_load_tilesets_each(json_t *tileset, tilemap *dest, int tsidx);
ErrorContext ERROR_NOIGNORE *tilemap_load_tilesets(tilemap *dest, json_t *root);
#endif //_TILEMAP_H_

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@@ -1,29 +0,0 @@
#ifndef _UTIL_H_
#define _UTIL_H_
#include <sdlerror.h>
typedef struct point {
int x;
int y;
int z;
} point;
typedef struct RectanglePoints {
point topleft;
point topright;
point bottomleft;
point bottomright;
} RectanglePoints;
#define COLLIDE_RECTANGLES(r1x, r1y, r1w, r1h, r2x, r2y, r2w, r2h) ((r1x < (r2x + r2w)) || ((r1x + r1w) > r2x)
ErrorContext ERROR_NOIGNORE *rectangle_points(RectanglePoints *dest, SDL_FRect *rect);
ErrorContext ERROR_NOIGNORE *collide_point_rectangle(point *p, RectanglePoints *r, bool *collide);
ErrorContext ERROR_NOIGNORE *collide_rectangles(SDL_FRect *r1, SDL_FRect *r2, bool *collide);
// These are REALLY slow routines that are only useful in testing harnesses
ErrorContext ERROR_NOIGNORE *compare_sdl_surfaces(SDL_Surface *s1, SDL_Surface *s2);
ErrorContext ERROR_NOIGNORE *render_and_compare(SDL_Texture *t1, SDL_Texture *t2, int x, int y, int w, int h, char *writeout);
#endif // _UTIL_H_

32
mkcontrollermappings.sh Executable file
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@@ -0,0 +1,32 @@
#!/bin/bash
rootdir=$1
curl https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt | grep -v '^#' | grep -v '^$' | sed s/',$'//g > mappings.txt
filelen=$(wc -l mappings.txt | cut -d ' ' -f 1)
cat > ${rootdir}/include/akgl/SDL_GameControllerDB.h <<EOF
#ifndef _SDL_GAMECONTROLLERDB_H_
#define _SDL_GAMECONTROLLERDB_H_
// Taken from https://raw.githubusercontent.com/mdqinc/SDL_GameControllerDB/refs/heads/master/gamecontrollerdb.txt on $(date)
#define AKGL_SDL_GAMECONTROLLER_DB_LEN ${filelen}
const char *SDL_GAMECONTROLLER_DB[] = {
EOF
counter=0
cat mappings.txt | while read LINE;
do
if [[ $counter -gt 0 ]]; then
printf ",\n" >> ${rootdir}/include/akgl/SDL_GameControllerDB.h;
fi
printf " \"${LINE}\"" >> ${rootdir}/include/akgl/SDL_GameControllerDB.h;
counter=$((counter + 1))
done
printf "\n};\n" >> ${rootdir}/include/akgl/SDL_GameControllerDB.h
printf "#endif // _SDL_GAMECONTROLLERDB_H_\n" >> ${rootdir}/include/akgl/SDL_GameControllerDB.h

11
rebuild.sh Normal file
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@@ -0,0 +1,11 @@
#!/bin/bash
export CMAKE_PREFIX_PATH=/home/andrew/local:/home/andrew/local/lib/cmake
export CMAKE_MODULE_PATH=/home/andrew/local/lib/cmake
#export SDL3_DIR=/home/andrew/local
rm -fr ~/local/lib/*akgl* ~/local/include/akgl build
cmake -S . -B build -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build --parallel 4
cmake --install build --prefix /home/andrew/local

98
scripts/hooks/pre-commit Executable file
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@@ -0,0 +1,98 @@
#!/bin/sh
#
# Reindent staged C sources to the canonical style before the commit is made.
# See AGENTS.md -> "Coding Style".
#
# Enable with:
# git config core.hooksPath scripts/hooks
# Bypass a single commit with `git commit --no-verify`.
#
# The hook checks the *staged* content, not the working tree, so what gets
# committed is what was verified. When a file needs reindenting it is fixed in
# the working tree and re-staged -- but only when the working tree and the index
# agree for that file. If they disagree (a partial `git add -p`), re-staging
# would sweep unstaged work into the commit, so the hook stops and asks you to
# do it yourself.
set -eu
root=$(git rev-parse --show-toplevel)
reindent="$root/scripts/reindent.sh"
# Leave conflict resolution alone.
if [ -e "$root/.git/MERGE_HEAD" ]; then
exit 0
fi
if [ ! -x "$reindent" ]; then
echo "pre-commit: $reindent missing or not executable; skipping style check" >&2
exit 0
fi
# Without Emacs the canonical style cannot be applied or even checked. Warn
# rather than block: a hook that fails closed on a missing optional tool just
# teaches everyone to pass --no-verify.
if ! command -v emacs >/dev/null 2>&1; then
echo "pre-commit: emacs not found; skipping reindent (see AGENTS.md)" >&2
exit 0
fi
staged=$(git diff --cached --name-only --diff-filter=ACMR \
| grep -E '^(src|include|tests|util)/.*\.[ch]$' \
| grep -v -x -F 'include/akgl/SDL_GameControllerDB.h' || true)
if [ -z "$staged" ]; then
exit 0
fi
tmp=$(mktemp -d)
trap 'rm -rf "$tmp"' EXIT INT TERM
# Reindent a copy of each file's staged content and see whether it moves.
needs=''
for f in $staged; do
copy="$tmp/$(printf '%s' "$f" | tr '/' '_')"
git show ":$f" >"$copy"
cp "$copy" "$copy.orig"
if ! "$reindent" "$copy" >/dev/null 2>&1; then
echo "pre-commit: reindent failed on $f; commit aborted" >&2
exit 1
fi
if ! cmp -s "$copy" "$copy.orig"; then
needs="$needs $f"
fi
done
if [ -z "$needs" ]; then
exit 0
fi
# Refuse to touch anything if even one file is partially staged.
blocked=''
for f in $needs; do
if ! git diff --quiet -- "$f"; then
blocked="$blocked $f"
fi
done
if [ -n "$blocked" ]; then
echo "pre-commit: these files need reindenting but have unstaged changes," >&2
echo "so re-staging them would pull unstaged work into the commit:" >&2
for f in $blocked; do echo " $f" >&2; done
echo >&2
echo "Reindent and stage them yourself, then commit again:" >&2
echo " scripts/reindent.sh$(for f in $blocked; do printf ' %s' "$f"; done)" >&2
echo " git add$(for f in $blocked; do printf ' %s' "$f"; done)" >&2
exit 1
fi
# Safe: for every file needing work, the index and working tree agree.
# shellcheck disable=SC2086
"$reindent" $needs
# shellcheck disable=SC2086
git add $needs
echo "pre-commit: reindented and re-staged:" >&2
for f in $needs; do echo " $f" >&2; done
exit 0

466
scripts/mutation_test.py Executable file
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@@ -0,0 +1,466 @@
#!/usr/bin/env python3
"""
Mutation testing harness for libakgl.
Mutation testing measures how good the test suite is at catching bugs. It works
by making many small, deliberate breakages ("mutants") to the library source --
flipping a comparison, deleting a statement, swapping true/false -- and then
running the whole CTest suite against each one. If the tests fail, the mutant is
"killed" (good: the tests noticed the bug). If the tests still pass, the mutant
"survived" (bad: a real bug of that shape would slip through unnoticed).
The mutation score is killed / (killed + survived). Surviving mutants are printed
with file:line and the exact change so they can be turned into new test cases.
This harness has no third-party dependencies (Python stdlib + the project's
normal cmake/ctest toolchain). It never mutates the real working tree: it copies
the repo to a scratch directory and mutates there.
Usage:
scripts/mutation_test.py [options]
--source-root DIR repo root to copy (default: parent of this script's dir)
--target FILE source file to mutate, relative to root; repeatable.
Default: all libakgl-owned C files under src/
--work DIR scratch dir for the mutated copy (default: a temp dir)
--timeout SECONDS per-suite ctest timeout (default: 120)
--exclude-test REGEX CTest regex to exclude (default: ^character$)
--threshold PCT exit non-zero if mutation score < PCT (default: 0 = off)
--list only list the mutants that would be run, then exit
--keep keep the scratch working copy on exit (for debugging)
-j N (reserved) currently runs sequentially
"""
import argparse
import os
import re
import shutil
import subprocess
import sys
import tempfile
# --------------------------------------------------------------------------- #
# Mutation operators
#
# Each operator yields zero or more (start, end, replacement) edits for a single
# line of source. The driver applies exactly one edit per mutant so every mutant
# differs from the original by one localized change.
# --------------------------------------------------------------------------- #
# Relational operator replacement: map each operator to the alternatives that
# meaningfully change behaviour (not merely the strict negation).
_REL = {
"==": ["!="],
"!=": ["=="],
"<=": ["<", "=="],
">=": [">", "=="],
"<": ["<=", ">"],
">": [">=", "<"],
}
# Match a relational operator that is NOT part of ->, <<, >>, =>, <=, >=, ==, !=
# unless we intend it. We tokenize the two-char operators first, then single.
_REL_TWO = re.compile(r"(==|!=|<=|>=)")
_REL_ONE = re.compile(r"(?<![-<>=!+])([<>])(?![=<>])")
_LOGICAL = {"&&": "||", "||": "&&"}
_LOG_RE = re.compile(r"(&&|\|\|)")
_BOOL = {"true": "false", "false": "true"}
_BOOL_RE = re.compile(r"\b(true|false)\b")
# Arithmetic / compound-assignment on whitespace-delimited operands only, to
# avoid touching ++, --, ->, unary signs, or pointer/format punctuation.
_ARITH_RE = re.compile(r"(?<=\s)([+\-])(?=\s)")
_ARITH = {"+": "-", "-": "+"}
_COMPOUND_RE = re.compile(r"(\+=|-=)")
_COMPOUND = {"+=": "-=", "-=": "+="}
# Integer literal replacement: 0 <-> 1 (word-bounded, not inside identifiers or
# larger numbers, not a float).
_INT_RE = re.compile(r"(?<![\w.])([01])(?![\w.])")
_INT = {"0": "1", "1": "0"}
def _op_edits(line):
"""Yield (tag, start, end, replacement) for every candidate mutation."""
# Relational (two-char first so we don't split them with the one-char pass)
for m in _REL_TWO.finditer(line):
for alt in _REL[m.group(1)]:
yield ("ROR", m.start(1), m.end(1), alt)
for m in _REL_ONE.finditer(line):
for alt in _REL[m.group(1)]:
yield ("ROR", m.start(1), m.end(1), alt)
for m in _LOG_RE.finditer(line):
yield ("LCR", m.start(1), m.end(1), _LOGICAL[m.group(1)])
for m in _BOOL_RE.finditer(line):
yield ("BCR", m.start(1), m.end(1), _BOOL[m.group(1)])
for m in _COMPOUND_RE.finditer(line):
yield ("AOR", m.start(1), m.end(1), _COMPOUND[m.group(1)])
for m in _ARITH_RE.finditer(line):
yield ("AOR", m.start(1), m.end(1), _ARITH[m.group(1)])
for m in _INT_RE.finditer(line):
yield ("ICR", m.start(1), m.end(1), _INT[m.group(1)])
# Statement-deletion: neutralize a whole statement. We only delete statements
# that are safe to drop without guaranteeing a compile error, so a surviving
# deletion is a genuine test gap rather than compiler noise.
_STMT_DELETABLE = re.compile(
r"""^\s*(
break |
return\b[^;]* |
[A-Za-z_][-\w>().\[\]* ]*\s*=\s*[^;]* | # assignments
[A-Za-z_][\w]*\s*\([^;]*\) # bare function calls
)\s*;\s*(\\?)\s*$""",
re.VERBOSE,
)
# --------------------------------------------------------------------------- #
# Deciding which lines are eligible to mutate
# --------------------------------------------------------------------------- #
# Skip preprocessor control and the block of constant/error-code #defines in the
# template header: mutating buffer sizes or renumbering error codes produces
# equivalent or uninteresting mutants that swamp the signal.
_SKIP_LINE = re.compile(
r"""^\s*(
\#\s*(include|ifn?def|ifdef|if|elif|else|endif|error|pragma|undef) |
\#\s*define\s+AKERR_(MAX|LAST|NULLPOINTER|OUTOFBOUNDS|API|ATTRIBUTE|
TYPE|KEY|INDEX|FORMAT|IO|VALUE|RELATIONSHIP|EOF|CIRCULAR_REFERENCE|
ITERATOR_BREAK|NOT_IMPLEMENTED|BADEXC|NOIGNORE|USE_STDLIB)\b |
\* | // # comment bodies / line comments
)""",
re.VERBOSE,
)
def _is_comment_or_blank(line):
s = line.strip()
return (not s) or s.startswith("//") or s.startswith("/*") or s.startswith("*")
def eligible(line):
if _is_comment_or_blank(line):
return False
if _SKIP_LINE.match(line):
return False
return True
class Mutant:
__slots__ = ("path", "lineno", "op", "before", "after", "col")
def __init__(self, path, lineno, op, before, after, col):
self.path = path
self.lineno = lineno
self.op = op
self.before = before
self.after = after
self.col = col
def describe(self):
return (f"{self.path}:{self.lineno} [{self.op}] "
f"col{self.col}: {self.before.strip()} -> {self.after.strip()}")
def generate_mutants(root, rel_target):
"""Enumerate all mutants for one target file."""
abspath = os.path.join(root, rel_target)
with open(abspath, "r") as fh:
lines = fh.readlines()
mutants = []
for i, line in enumerate(lines, start=1):
if not eligible(line):
continue
# substitution operators
seen = set()
for tag, s, e, repl in _op_edits(line):
key = (s, e, repl)
if key in seen:
continue
seen.add(key)
mutated = line[:s] + repl + line[e:]
if mutated == line:
continue
mutants.append(Mutant(rel_target, i, tag, line, mutated, s))
# statement deletion
m = _STMT_DELETABLE.match(line)
if m:
indent = line[: len(line) - len(line.lstrip())]
cont = "\\" if line.rstrip().endswith("\\") else ""
deleted = f"{indent}/* mutant: deleted */ {cont}\n" if cont else f"{indent};\n"
mutants.append(Mutant(rel_target, i, "SDL", line, deleted, 0))
return mutants
# --------------------------------------------------------------------------- #
# Build / test orchestration against a scratch copy
# --------------------------------------------------------------------------- #
class Runner:
def __init__(self, work, timeout, exclude_test):
self.work = work
self.build = os.path.join(work, "build")
self.timeout = timeout
self.exclude_test = exclude_test
self.env = os.environ.copy()
library_dirs = [
self.build,
os.path.join(self.build, "deps", "SDL"),
os.path.join(self.build, "deps", "SDL_image"),
os.path.join(self.build, "deps", "SDL_mixer"),
os.path.join(self.build, "deps", "SDL_ttf"),
]
current_library_path = self.env.get("LD_LIBRARY_PATH", "")
if current_library_path:
library_dirs.append(current_library_path)
self.env["LD_LIBRARY_PATH"] = os.pathsep.join(library_dirs)
def _run(self, cmd, timeout=None):
return subprocess.run(
cmd, cwd=self.work, stdout=subprocess.PIPE, stderr=subprocess.STDOUT,
timeout=timeout, env=self.env,
)
def configure(self):
r = self._run(["cmake", "-S", ".", "-B", "build"], timeout=self.timeout)
return r.returncode == 0, r.stdout
def ctest_command(self):
command = ["ctest", "--test-dir", "build", "--output-on-failure",
"--stop-on-failure"]
if self.exclude_test:
command.extend(["-E", self.exclude_test])
return command
def build_and_test(self):
"""Return ('killed-compile' | 'killed-test' | 'killed-timeout' | 'survived')."""
try:
b = self._run(["cmake", "--build", "build"], timeout=self.timeout)
except subprocess.TimeoutExpired:
return "killed-timeout"
if b.returncode != 0:
return "killed-compile"
try:
t = subprocess.run(
self.ctest_command(),
env=self.env,
cwd=self.work, stdout=subprocess.PIPE, stderr=subprocess.STDOUT,
timeout=self.timeout,
)
except subprocess.TimeoutExpired:
return "killed-timeout"
return "survived" if t.returncode == 0 else "killed-test"
def _xml_escape(s):
return (s.replace("&", "&amp;").replace("<", "&lt;").replace(">", "&gt;")
.replace('"', "&quot;"))
def write_junit(path, records, targets):
"""Write a JUnit XML report. One <testcase> per mutant; a surviving mutant
is a <failure> (test-suite gap), a killed mutant is a passing case."""
by_file = {t: [] for t in targets}
for m, result in records:
by_file.setdefault(m.path, []).append((m, result))
total = len(records)
total_fail = sum(1 for _, r in records if r == "survived")
out = ['<?xml version="1.0" encoding="UTF-8"?>',
f'<testsuites name="mutation" tests="{total}" failures="{total_fail}">']
for f, items in by_file.items():
if not items:
continue
fails = sum(1 for _, r in items if r == "survived")
out.append(f' <testsuite name="mutation:{_xml_escape(f)}" '
f'tests="{len(items)}" failures="{fails}">')
for m, result in items:
name = _xml_escape(m.describe())
cls = "mutation." + _xml_escape(m.path)
if result == "survived":
detail = _xml_escape(f"{m.before.strip()} -> {m.after.strip()}")
out.append(f' <testcase name="{name}" classname="{cls}" time="0">')
out.append(f' <failure message="survived mutant '
f'({_xml_escape(m.op)} at {_xml_escape(m.path)}:'
f'{m.lineno})">{detail}</failure>')
out.append(' </testcase>')
else:
out.append(f' <testcase name="{name}" classname="{cls}" '
f'time="0"><system-out>{_xml_escape(result)}'
'</system-out></testcase>')
out.append(' </testsuite>')
out.append('</testsuites>')
with open(path, "w") as fh:
fh.write("\n".join(out) + "\n")
def copy_tree(src, dst):
ignore = shutil.ignore_patterns("build", ".git", "*.o", "*.so", "*~",
"#*#", "*.iso")
shutil.copytree(src, dst, ignore=ignore, symlinks=True)
def read_lines(path):
with open(path) as fh:
return fh.readlines()
def write_lines(path, lines):
with open(path, "w") as fh:
fh.writelines(lines)
def main():
# Line-buffer stdout so progress is visible live under CI / the cmake target.
try:
sys.stdout.reconfigure(line_buffering=True)
except (AttributeError, ValueError):
pass
here = os.path.dirname(os.path.abspath(__file__))
default_root = os.path.dirname(here)
ap = argparse.ArgumentParser(description="Mutation testing for libakgl")
ap.add_argument("--source-root", default=default_root)
ap.add_argument("--target", action="append", default=None)
ap.add_argument("--work", default=None)
ap.add_argument("--timeout", type=int, default=120)
ap.add_argument("--exclude-test", default="^character$",
help="CTest regex to exclude (default: ^character$)")
ap.add_argument("--threshold", type=float, default=0.0)
ap.add_argument("--junit", default=None,
help="write a JUnit XML report to this path")
ap.add_argument("--max-mutants", type=int, default=0,
help="cap the run at N evenly-sampled mutants (0 = all)")
ap.add_argument("--list", action="store_true")
ap.add_argument("--keep", action="store_true")
ap.add_argument("-j", type=int, default=1)
args = ap.parse_args()
root = os.path.abspath(args.source_root)
targets = args.target or [
"src/actor.c", "src/actor_state_string_names.c", "src/assets.c",
"src/character.c", "src/controller.c", "src/draw.c",
"src/game.c", "src/heap.c", "src/json_helpers.c",
"src/physics.c", "src/registry.c", "src/renderer.c",
"src/sprite.c", "src/staticstring.c", "src/text.c",
"src/tilemap.c", "src/util.c",
]
# Enumerate mutants from the pristine sources.
all_mutants = []
for t in targets:
all_mutants.extend(generate_mutants(root, t))
print(f"Generated {len(all_mutants)} mutants across {len(targets)} file(s):")
for t in targets:
n = sum(1 for m in all_mutants if m.path == t)
print(f" {t}: {n}")
# Optional even-strided sampling to bound run time (CI / smoke tests).
if args.max_mutants and len(all_mutants) > args.max_mutants:
step = len(all_mutants) / args.max_mutants
sampled = [all_mutants[int(i * step)] for i in range(args.max_mutants)]
print(f"Sampling {len(sampled)} of {len(all_mutants)} mutants "
f"(--max-mutants {args.max_mutants}).")
all_mutants = sampled
if args.list:
for m in all_mutants:
print(" " + m.describe())
return 0
if not all_mutants:
print("No mutants generated; nothing to do.")
return 0
# Scratch working copy.
work_parent = args.work or tempfile.mkdtemp(prefix="akgl_mut_")
work = os.path.join(work_parent, "src") if args.work else work_parent
if os.path.exists(work):
shutil.rmtree(work)
print(f"\nCopying sources to scratch dir: {work}")
copy_tree(root, work)
runner = Runner(work, args.timeout, args.exclude_test)
print("Configuring baseline ...")
ok, out = runner.configure()
if not ok:
sys.stderr.write(out.decode(errors="replace"))
sys.stderr.write("\nBaseline configure FAILED; aborting.\n")
return 2
print("Verifying baseline is green (no mutation) ...")
baseline = runner.build_and_test()
if baseline != "survived":
sys.stderr.write(f"Baseline is not green ({baseline}); aborting. "
"Fix the suite before mutation testing.\n")
return 2
print("Baseline OK.\n")
# Group mutants by file so we mutate one file at a time and restore it.
killed = {"killed-compile": 0, "killed-test": 0, "killed-timeout": 0}
survivors = []
records = []
total = len(all_mutants)
# Cache pristine contents per target.
pristine = {t: read_lines(os.path.join(work, t)) for t in targets}
for idx, m in enumerate(all_mutants, start=1):
tgt_abs = os.path.join(work, m.path)
lines = list(pristine[m.path])
lines[m.lineno - 1] = m.after
write_lines(tgt_abs, lines)
try:
result = runner.build_and_test()
finally:
write_lines(tgt_abs, pristine[m.path]) # always restore
records.append((m, result))
if result == "survived":
survivors.append(m)
mark = "SURVIVED"
else:
killed[result] += 1
mark = result.upper()
print(f"[{idx}/{total}] {mark:16} {m.describe()}")
total_killed = sum(killed.values())
score = 100.0 * total_killed / total if total else 100.0
print("\n" + "=" * 72)
print("MUTATION TESTING SUMMARY")
print("=" * 72)
print(f" total mutants : {total}")
print(f" killed (test) : {killed['killed-test']}")
print(f" killed (compile): {killed['killed-compile']}")
print(f" killed (timeout): {killed['killed-timeout']}")
print(f" survived : {len(survivors)}")
print(f" mutation score : {score:.1f}%")
if survivors:
print("\nSurviving mutants (test-suite gaps -- turn these into tests):")
for m in survivors:
print(" " + m.describe())
if args.junit:
junit_path = os.path.abspath(args.junit)
write_junit(junit_path, records, targets)
print(f"\nJUnit report written to: {junit_path}")
if not args.keep and not args.work:
shutil.rmtree(work_parent, ignore_errors=True)
else:
print(f"\nScratch working copy kept at: {work}")
if args.threshold > 0 and score < args.threshold:
print(f"\nFAIL: mutation score {score:.1f}% < threshold {args.threshold:.1f}%")
return 1
return 0
if __name__ == "__main__":
sys.exit(main())

87
scripts/reindent.el Normal file
View File

@@ -0,0 +1,87 @@
;;; reindent.el --- batch reindent to cc-mode "stroustrup" -*- lexical-binding: t -*-
;; Reindents each file named on the command line, in place, to the project's
;; canonical style: cc-mode "stroustrup", 4 columns per level, tabs 8 columns
;; wide. See AGENTS.md -> "Coding Style".
;;
;; The style is set explicitly here rather than read from .dir-locals.el so that
;; the result does not depend on where the file lives -- the pre-commit hook
;; runs this over temporary copies outside the project tree.
;;
;; Usage: emacs --batch -Q -l scripts/reindent.el -- FILE...
;;; Code:
(require 'cc-mode)
(setq make-backup-files nil
create-lockfiles nil
auto-save-default nil
vc-handled-backends nil
inhibit-message t)
(defun akgl-retab-leading-whitespace ()
"Rewrite every line's leading whitespace as tabs-then-spaces at `tab-width'.
`indent-region' fixes the column a line starts at, but `indent-line-to' leaves
a line alone when it is already at the right column even if the bytes are
wrong -- eight spaces where the canonical form is one tab. This pass closes
that gap.
Deliberately not `tabify': that function's `tabify-regexp' is \" [ \\t]+\",
which is NOT anchored to the line start, so it rewrites runs of spaces
anywhere on the line and destroys the hand-aligned columns in the bit-flag
tables in actor.h and iterator.h. Only leading whitespace is touched here, and
lines beginning inside a string literal are skipped outright."
(goto-char (point-min))
(while (not (eobp))
(let ((bol (point)))
(unless (nth 3 (syntax-ppss bol))
(skip-chars-forward " \t" (line-end-position))
(let ((col (current-column)))
(unless (or (zerop col) (eolp))
(let ((want (concat (make-string (/ col tab-width) ?\t)
(make-string (% col tab-width) ?\s))))
(unless (string= want (buffer-substring bol (point)))
(delete-region bol (point))
(insert want)))))))
(forward-line 1)))
(defun akgl-reindent-file (path)
"Reindent PATH in place. Returns t if the file changed on disk."
(let ((before (with-temp-buffer
(insert-file-contents path)
(buffer-string))))
(with-current-buffer (find-file-noselect path t)
(c-mode)
(c-set-style "stroustrup")
(setq indent-tabs-mode t
tab-width 8
c-basic-offset 4
require-final-newline t)
;; 1. Put every line at its correct column.
(indent-region (point-min) (point-max))
;; 2. Convert leading whitespace to the canonical tab/space mix.
(akgl-retab-leading-whitespace)
;; 3. Trailing whitespace and a single final newline.
(delete-trailing-whitespace)
(goto-char (point-max))
(unless (bolp) (insert "\n"))
(let ((changed (not (string= before (buffer-string)))))
(when changed (save-buffer))
(kill-buffer)
changed))))
;; Emacs leaves the "--" separator in `command-line-args-left'; drop it, along
;; with any empty argument, so the remainder is exactly the file list.
(dolist (path (seq-remove (lambda (a) (or (string= a "--") (string= a "")))
command-line-args-left))
(when (akgl-reindent-file path)
(princ (format "reindented %s\n" path))))
;; Exit 0 on success whether or not anything changed, so that any non-zero
;; status from this script means a real failure. Callers detect "something
;; changed" from stdout, or by comparing files themselves.
(kill-emacs 0)
;;; reindent.el ends here

101
scripts/reindent.sh Executable file
View File

@@ -0,0 +1,101 @@
#!/bin/sh
#
# Reindent C sources to the project's canonical style (cc-mode "stroustrup",
# 4-column offset, 8-column tabs). See AGENTS.md -> "Coding Style".
#
# scripts/reindent.sh reindent every tracked C source in place
# scripts/reindent.sh FILE... reindent only the named files
# scripts/reindent.sh --check ... report non-conforming files, change nothing
#
# Exit status: 0 if everything already conforms (or was reindented), 1 if
# --check found a file that needs reindenting, 2 on a usage or environment
# error.
set -eu
root=$(git rev-parse --show-toplevel)
elisp="$root/scripts/reindent.el"
# Directories whose C sources are hand-maintained. Anything outside these is
# vendored (deps/) or generated (include/akgl/SDL_GameControllerDB.h) and is
# left alone.
SCOPE='src include tests util'
GENERATED='include/akgl/SDL_GameControllerDB.h'
check=0
if [ "${1:-}" = "--check" ]; then
check=1
shift
fi
if ! command -v emacs >/dev/null 2>&1; then
echo "reindent: emacs not found; cannot verify or apply the canonical style" >&2
exit 2
fi
if [ ! -f "$elisp" ]; then
echo "reindent: missing $elisp" >&2
exit 2
fi
# Build the file list: explicit arguments, or every tracked C source in scope.
if [ "$#" -gt 0 ]; then
files=$(for f in "$@"; do printf '%s\n' "$f"; done)
else
files=$(cd "$root" && git ls-files $SCOPE | grep -E '\.[ch]$' || true)
fi
# Drop generated files and anything that no longer exists on disk.
files=$(printf '%s\n' "$files" | grep -v -x -F "$GENERATED" || true)
files=$(cd "$root" && for f in $files; do [ -f "$f" ] && printf '%s\n' "$f"; done)
if [ -z "$files" ]; then
exit 0
fi
if [ "$check" -eq 0 ]; then
# Reindent in place. A non-zero status here is a real failure -- never
# swallow it, or a broken Emacs would look like "everything already conforms".
# shellcheck disable=SC2086
(cd "$root" && emacs --batch -Q -l "$elisp" -- $files) || {
echo "reindent: emacs failed; no files were reindented" >&2
exit 2
}
exit 0
fi
# --check: reindent throwaway copies and report which originals differ. The
# copies keep their extension so cc-mode still selects the right major mode.
tmp=$(mktemp -d)
trap 'rm -rf "$tmp"' EXIT INT TERM
# Accept both repo-relative and absolute paths: the default file list is
# relative, but callers (including the pre-commit hook) pass absolute ones.
abspath() {
case "$1" in
/*) printf '%s' "$1" ;;
*) printf '%s/%s' "$root" "$1" ;;
esac
}
copies=''
for f in $files; do
dest="$tmp/$(printf '%s' "$f" | tr '/' '_')"
cp "$(abspath "$f")" "$dest"
copies="$copies $dest"
done
# shellcheck disable=SC2086
emacs --batch -Q -l "$elisp" -- $copies >/dev/null || {
echo "reindent: emacs failed; cannot determine whether sources conform" >&2
exit 2
}
status=0
for f in $files; do
dest="$tmp/$(printf '%s' "$f" | tr '/' '_')"
if ! cmp -s "$(abspath "$f")" "$dest"; then
echo "$f"
status=1
fi
done
exit $status

View File

@@ -1,38 +1,45 @@
/**
* @file actor.c
* @brief Implements the actor subsystem.
*/
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h> #include <SDL3_image/SDL_image.h>
#include <string.h> #include <string.h>
#include <sdlerror.h> #include <akerror.h>
#include <sdl3game/game.h> #include <akgl/physics.h>
#include <sdl3game/sprite.h> #include <akgl/game.h>
#include <sdl3game/actor.h> #include <akgl/sprite.h>
#include <sdl3game/heap.h> #include <akgl/actor.h>
#include <sdl3game/registry.h> #include <akgl/heap.h>
#include <sdl3game/staticstring.h> #include <akgl/registry.h>
#include <sdl3game/iterator.h> #include <akgl/staticstring.h>
#include <akgl/iterator.h>
ErrorContext *actor_initialize(actor *obj, char *name) akerr_ErrorContext *akgl_actor_initialize(akgl_Actor *obj, char *name)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "actor_initialize received null actor pointer"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "akgl_actor_initialize received null actor pointer");
FAIL_ZERO_RETURN(errctx, name, ERR_NULLPOINTER, "actor_initialize received null name string pointer"); FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "akgl_actor_initialize received null name string pointer");
memset(obj, 0x00, sizeof(actor)); memset(obj, 0x00, sizeof(akgl_Actor));
strncpy((char *)obj->name, name, ACTOR_MAX_NAME_LENGTH); strncpy((char *)obj->name, name, AKGL_ACTOR_MAX_NAME_LENGTH);
obj->curSpriteReversing = false; obj->curSpriteReversing = false;
obj->scale = 1.0;
obj->movement_controls_face = true; obj->movement_controls_face = true;
obj->updatefunc = &actor_update; obj->updatefunc = &akgl_actor_update;
obj->renderfunc = &actor_render; obj->renderfunc = &akgl_actor_render;
obj->facefunc = &actor_automatic_face; obj->facefunc = &akgl_actor_automatic_face;
obj->movementlogicfunc = &actor_logic_movement; obj->movementlogicfunc = &akgl_actor_logic_movement;
obj->changeframefunc = &actor_logic_changeframe; obj->changeframefunc = &akgl_actor_logic_changeframe;
obj->addchild = &actor_add_child; obj->addchild = &akgl_actor_add_child;
FAIL_ZERO_RETURN( FAIL_ZERO_RETURN(
errctx, errctx,
SDL_SetPointerProperty(REGISTRY_ACTOR, name, (void *)obj), SDL_SetPointerProperty(AKGL_REGISTRY_ACTOR, name, (void *)obj),
ERR_KEY, AKERR_KEY,
"Unable to add actor to registry" "Unable to add actor to registry"
); );
obj->refcount += 1; obj->refcount += 1;
@@ -40,34 +47,38 @@ ErrorContext *actor_initialize(actor *obj, char *name)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *actor_set_character(actor *obj, char *basecharname) akerr_ErrorContext *akgl_actor_set_character(akgl_Actor *obj, char *basecharname)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "Null actor reference"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
FAIL_ZERO_RETURN(errctx, basecharname, ERR_NULLPOINTER, "Null character reference"); FAIL_ZERO_RETURN(errctx, basecharname, AKERR_NULLPOINTER, "Null character reference");
obj->basechar = SDL_GetPointerProperty(REGISTRY_CHARACTER, basecharname, NULL); obj->basechar = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, basecharname, NULL);
FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Character not found in the registry"); FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Character not found in the registry");
obj->ax = 0;
obj->ay = 0;
obj->sx = obj->basechar->sx;
obj->sy = obj->basechar->sy;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *actor_automatic_face(actor *obj) akerr_ErrorContext *akgl_actor_automatic_face(akgl_Actor *obj)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "Null actor reference"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
ATTEMPT { ATTEMPT {
if ( obj->movement_controls_face == true ) { if ( obj->movement_controls_face == true ) {
// TODO : This doesn't really work properly // TODO : This doesn't really work properly
BITMASK_DEL(obj->state, ACTOR_STATE_FACE_ALL); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_FACE_ALL);
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_LEFT) ) { if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
BITMASK_ADD(obj->state, ACTOR_STATE_FACE_LEFT); AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_LEFT);
} else if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_RIGHT) ) { } else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
BITMASK_ADD(obj->state, ACTOR_STATE_FACE_RIGHT); AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_RIGHT);
} else if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_UP) ) { } else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
BITMASK_ADD(obj->state, ACTOR_STATE_FACE_UP); AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_UP);
} else if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_DOWN) ) { } else if ( AKGL_BITMASK_HAS(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
BITMASK_ADD(obj->state, ACTOR_STATE_FACE_DOWN); AKGL_BITMASK_ADD(obj->state, AKGL_ACTOR_STATE_FACE_DOWN);
} }
} }
} CLEANUP { } CLEANUP {
@@ -76,10 +87,10 @@ ErrorContext *actor_automatic_face(actor *obj)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *actor_logic_changeframe(actor *obj, sprite *curSprite, SDL_Time curtimems) akerr_ErrorContext *akgl_actor_logic_changeframe(akgl_Actor *obj, akgl_Sprite *curSprite, SDL_Time curtime)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "Null actor reference"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Null actor reference");
ATTEMPT { ATTEMPT {
// are we currently looping in reverse? // are we currently looping in reverse?
if ( curSprite->loop == true && obj->curSpriteReversing == true ) { if ( curSprite->loop == true && obj->curSpriteReversing == true ) {
@@ -91,13 +102,14 @@ ErrorContext *actor_logic_changeframe(actor *obj, sprite *curSprite, SDL_Time cu
obj->curSpriteFrameId -= 1; obj->curSpriteFrameId -= 1;
} }
// are we at the end of the animation? // are we at the end of the animation?
} else if ( obj->curSpriteFrameId == (curSprite->frames-1) ) { } else if ( obj->curSpriteFrameId >= (curSprite->frames-1) ) {
// are we set to loop in reverse? // are we set to loop in reverse?
if ( curSprite->loop == true && curSprite->loopReverse == true ) { if ( curSprite->loop == true && curSprite->loopReverse == true ) {
obj->curSpriteReversing = true; obj->curSpriteReversing = true;
obj->curSpriteFrameId -= 1; obj->curSpriteFrameId -= 1;
// are we set to loop forward? // are we set to loop forward?
} else if ( curSprite->loop == true ) { } else {
// we are at the end of the animation and we either loop forward or do not loop
obj->curSpriteFrameId = 0; obj->curSpriteFrameId = 0;
} }
// we are not looping in reverse and we are not at the end of the animation // we are not looping in reverse and we are not at the end of the animation
@@ -110,83 +122,79 @@ ErrorContext *actor_logic_changeframe(actor *obj, sprite *curSprite, SDL_Time cu
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *actor_logic_movement(actor *obj, SDL_Time curtimems) // raises AKGL_ERR_LOGICINTERRUPT if we don't want the physics simulator to process us
akerr_ErrorContext *akgl_actor_logic_movement(akgl_Actor *actor, float32_t dt)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "Null actor reference"); FAIL_ZERO_RETURN(errctx, actor, AKERR_NULLPOINTER, "actor");
if ( obj->parent != NULL ) { FAIL_ZERO_RETURN(errctx, actor->basechar, AKERR_NULLPOINTER, "actor->basechar");
// Children don't move independently of their parents, they just have an offset actor->sx = actor->basechar->sx;
SUCCEED_RETURN(errctx); actor->sy = actor->basechar->sy;
} else { actor->sz = actor->basechar->sz;
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_LEFT) ) { if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ) {
obj->x -= obj->basechar->vx; actor->ax = -actor->basechar->ax;
} } else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_RIGHT) ) { actor->ax = actor->basechar->ax;
obj->x += obj->basechar->vx; }
} if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ) {
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_UP) ) { actor->ay = -actor->basechar->ay;
obj->y -= obj->basechar->vy; } else if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
} actor->ay = actor->basechar->ay;
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_DOWN) ) {
obj->y += obj->basechar->vy;
}
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *actor_update(actor *obj) akerr_ErrorContext *akgl_actor_update(akgl_Actor *obj)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
SDL_Time curtime = 0; SDL_Time curtime = 0;
SDL_Time curtimems = 0; akgl_Sprite *curSprite = NULL;
sprite *curSprite = NULL;
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor reference"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor reference");
FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Actor has NULL base character reference"); FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
SDL_GetCurrentTime(&curtime);
PASS(errctx, obj->facefunc(obj));
ATTEMPT { ATTEMPT {
SDL_GetCurrentTime(&curtime); CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
curtimems = curtime / 1000000; if ( ((curtime) - obj->curSpriteFrameTimer) >= curSprite->speed) {
CATCH(errctx, obj->facefunc(obj)); CATCH(errctx, obj->changeframefunc(obj, curSprite, curtime));
// is it time to apply movement logic? obj->curSpriteFrameTimer = curtime;
if ( (curtimems - obj->logictimer) >= obj->basechar->movementspeed ) {
CATCH(errctx, obj->movementlogicfunc(obj, curtimems));
obj->logictimer = curtimems;
} }
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, false); } HANDLE(errctx, AKERR_KEY) {
// TODO : Why are we passing this error? It could only come from akgl_character_sprite_get
ATTEMPT { // or changeframefunc, both of which should never return AKERR_KEY...
CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite));
// is it time to change frames?
if ( (curtimems - obj->curSpriteFrameTimer) >= curSprite->speed ) {
CATCH(errctx, obj->changeframefunc(obj, curSprite, curtimems));
obj->curSpriteFrameTimer = curtimems;
}
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, ERR_KEY) {
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
static ErrorContext *actor_visible(actor *obj, SDL_FRect *camera, bool *visible) /**
* @brief Actor visible.
* @param obj Object to initialize, inspect, or modify.
* @param camera Camera rectangle used for visibility testing.
* @param visible Output set to whether the actor intersects the camera.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
static akerr_ErrorContext *actor_visible(akgl_Actor *obj, SDL_FRect *camera, bool *visible)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
sprite *curSprite = NULL; akgl_Sprite *curSprite = NULL;
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, renderer, ERR_NULLPOINTER, "NULL renderer"); FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Actor has NULL base character reference");
ATTEMPT { ATTEMPT {
CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite)); CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} HANDLE(errctx, ERR_KEY) { } HANDLE(errctx, AKERR_KEY) {
// TODO: Actor has no sprite matching the current state. Should we treat this as an error and throw? // TODO: Actor has no sprite matching the current state. Should we treat this as an error and throw?
*visible = false; *visible = false;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
@@ -203,24 +211,24 @@ static ErrorContext *actor_visible(actor *obj, SDL_FRect *camera, bool *visible)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *actor_render(actor *obj, SDL_Renderer *renderer) akerr_ErrorContext *akgl_actor_render(akgl_Actor *obj)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
sprite *curSprite = NULL; akgl_Sprite *curSprite = NULL;
bool visible = false; bool visible = false;
SDL_FRect src; SDL_FRect src;
SDL_FRect dest; SDL_FRect dest;
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, renderer, ERR_NULLPOINTER, "NULL renderer"); FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "Actor has NULL base character reference");
FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Actor has NULL base character reference");
ATTEMPT { ATTEMPT {
CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite)); CATCH(errctx, akgl_character_sprite_get(obj->basechar, obj->state, &curSprite));
CATCH(errctx, actor_visible(obj, &camera, &visible)); CATCH(errctx, actor_visible(obj, camera, &visible));
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} HANDLE(errctx, ERR_KEY) { } HANDLE(errctx, AKERR_KEY) {
} HANDLE_GROUP(errctx, AKERR_OUTOFBOUNDS) {
// If an actor doesn't have a sprite for a state, just log it and move on // If an actor doesn't have a sprite for a state, just log it and move on
LOG_ERROR(errctx); LOG_ERROR(errctx);
} FINISH(errctx, true); } FINISH(errctx, true);
@@ -229,192 +237,199 @@ ErrorContext *actor_render(actor *obj, SDL_Renderer *renderer)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
src.x = curSprite->width * curSprite->frameids[obj->curSpriteFrameId]; if ( (obj->curSpriteFrameId > curSprite->frames) ) {
if ( src.x >= curSprite->sheet->texture->w ) { // This isn't necessarily an error - this actor's frame index is outside the range of
src.y = ((int)src.x / curSprite->sheet->texture->w) * curSprite->height; // their current sprite. There are a number of reasons this could happen, and it will
src.x = ((int)src.x % curSprite->sheet->texture->w); // get cleaned up on the next logic update. Just pass on rendering them this frame.
} else { SUCCEED_RETURN(errctx);
src.y = 0;
} }
src.w = curSprite->width;
src.h = curSprite->height;
if ( obj->parent != NULL ) {
dest.x = (obj->parent->x + obj->x - camera.x);
dest.y = (obj->parent->y + obj->y - camera.y);
} else {
dest.x = (obj->x - camera.x);
dest.y = (obj->y - camera.y);
}
dest.w = curSprite->width;
dest.h = curSprite->width;
SDL_RenderTexture(renderer, curSprite->sheet->texture, &src, &dest); ATTEMPT {
CATCH(errctx,
akgl_sprite_sheet_coords_for_frame(
curSprite,
&src,
obj->curSpriteFrameId)
);
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
if ( obj->parent != NULL ) {
dest.x = (obj->parent->x + obj->x - camera->x);
dest.y = (obj->parent->y + obj->y - camera->y);
} else {
dest.x = (obj->x - camera->x);
dest.y = (obj->y - camera->y);
}
dest.w = curSprite->width * obj->scale;
dest.h = curSprite->width * obj->scale;
PASS(errctx, renderer->draw_texture(renderer, curSprite->sheet->texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *actor_add_child(actor *obj, actor *child) akerr_ErrorContext *akgl_actor_add_child(akgl_Actor *obj, akgl_Actor *child)
{ {
int i = 0; int i = 0;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL parent pointer"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL parent pointer");
FAIL_ZERO_RETURN(errctx, child, ERR_NULLPOINTER, "NULL child pointer"); FAIL_ZERO_RETURN(errctx, child, AKERR_NULLPOINTER, "NULL child pointer");
FAIL_NONZERO_RETURN(errctx, child->parent, ERR_RELATIONSHIP, "Child object already has a parent"); FAIL_NONZERO_RETURN(errctx, child->parent, AKERR_RELATIONSHIP, "Child object already has a parent");
for ( i = 0; i < ACTOR_MAX_CHILDREN ; i++ ) { for ( i = 0; i < AKGL_ACTOR_MAX_CHILDREN ; i++ ) {
if ( obj->children[i] == NULL ) { if ( obj->children[i] == NULL ) {
obj->children[i] = child; obj->children[i] = child;
child->parent = obj; child->parent = obj;
child->refcount += 1; child->refcount += 1;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
}
} }
} FAIL_RETURN(errctx, AKERR_OUTOFBOUNDS, "Parent object has no remaining child slots left");
FAIL_RETURN(errctx, ERR_OUTOFBOUNDS, "Parent object has no remaining child slots left");
} }
// SDL iterator so we can't return error information here, void only void akgl_registry_iterate_actor(void *userdata, SDL_PropertiesID registry, const char *name)
// this means we don't have anywhere to send exceptions up to, so if we hit an error, we log and exit(1) here
void registry_iterate_actor(void *userdata, SDL_PropertiesID registry, const char *name)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
iterator *opflags = (iterator *)userdata; akgl_Iterator *opflags = (akgl_Iterator *)userdata;
akgl_Actor *obj = NULL;
ATTEMPT { ATTEMPT {
FAIL_ZERO_BREAK(errctx, name, ERR_NULLPOINTER, "registry_iterate_actor received NULL property name"); FAIL_ZERO_BREAK(errctx, name, AKERR_NULLPOINTER, "registry_iterate_actor received NULL property name");
FAIL_ZERO_BREAK(errctx, opflags, ERR_NULLPOINTER, "received NULL iterator flags"); FAIL_ZERO_BREAK(errctx, opflags, AKERR_NULLPOINTER, "received NULL iterator flags");
actor *obj = (actor *)SDL_GetPointerProperty(registry, name, NULL); obj = SDL_GetPointerProperty(registry, name, NULL);
FAIL_ZERO_BREAK(errctx, obj, ERR_KEY, "registry_iterate_actor received property name that was not in the registry"); FAIL_ZERO_BREAK(errctx, obj, AKERR_KEY, "registry_iterate_actor received property name that was not in the registry");
if ( BITMASK_HAS(opflags->flags, ITERATOR_OP_LAYERMASK) ) { if (AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_LAYERMASK) && obj->layer != opflags->layerid) {
if ( obj->layer != opflags->layerid ) { break;
break;
}
} }
if ( BITMASK_HAS(opflags->flags, ITERATOR_OP_UPDATE) ) { if (AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_UPDATE)) {
CATCH(errctx, obj->updatefunc(obj)); CATCH(errctx, obj->updatefunc(obj));
} }
if ( BITMASK_HAS(opflags->flags, ITERATOR_OP_RENDER) ) { if (AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE)) {
CATCH(errctx, obj->renderfunc(obj, renderer)); CATCH(errctx, akgl_tilemap_scale_actor(gamemap, obj));
} else {
obj->scale = 1.0;
}
if (AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_RENDER)) {
CATCH(errctx, obj->renderfunc(obj));
} }
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH_NORETURN(errctx); } FINISH_NORETURN(errctx);
} }
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_left_on(actor *obj, SDL_Event *event) akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_on(akgl_Actor *obj, SDL_Event *event)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "event");
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_LEFT) ) { FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
SUCCEED_RETURN(errctx); //SDL_Log("event %d (button %d / key %d) moves actor left", event->type, event->gbutton.which, event->key.key);
} AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
SDL_Log("event %d (button %d / key %d) moves actor left", event->type, event->gbutton.which, event->key.key); obj->ax = -(obj->basechar->ax);
BITMASK_DEL(obj->state, (ACTOR_STATE_FACE_ALL | ACTOR_STATE_MOVING_ALL)); AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_LEFT));
BITMASK_ADD(obj->state, (ACTOR_STATE_MOVING_LEFT | ACTOR_STATE_FACE_LEFT)); //SDL_Log("new target actor state: %b", obj->state);
SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_left_off(actor *obj, SDL_Event *event) akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_left_off(akgl_Actor *obj, SDL_Event *event)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
if ( !BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_LEFT) ) { //SDL_Log("event %d (button %d / key %d) stops moving actor left", event->type, event->gbutton.which, event->key.key);
SUCCEED_RETURN(errctx); obj->ax = 0;
} obj->ex = 0;
SDL_Log("event %d (button %d / key %d) stops moving actor left", event->type, event->gbutton.which, event->key.key); obj->tx = 0;
BITMASK_DEL(obj->state, (ACTOR_STATE_FACE_ALL | ACTOR_STATE_MOVING_ALL)); obj->vx = 0;
BITMASK_ADD(obj->state, ACTOR_STATE_FACE_LEFT); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_LEFT);
SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_right_on(actor *obj, SDL_Event *event) akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_on(akgl_Actor *obj, SDL_Event *event)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_RIGHT) ) { FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
SUCCEED_RETURN(errctx); //SDL_Log("event %d (button %d / key %d) moves actor right", event->type, event->gbutton.which, event->key.key);
} obj->ax = obj->basechar->ax;
SDL_Log("event %d (button %d / key %d) moves actor right", event->type, event->gbutton.which, event->key.key); AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
BITMASK_DEL(obj->state, (ACTOR_STATE_FACE_ALL | ACTOR_STATE_MOVING_ALL)); AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_FACE_RIGHT));
BITMASK_ADD(obj->state, (ACTOR_STATE_MOVING_RIGHT | ACTOR_STATE_FACE_RIGHT)); //SDL_Log("new target actor state: %b", obj->state);
SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_right_off(actor *obj, SDL_Event *event) akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_right_off(akgl_Actor *obj, SDL_Event *event)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
if ( !BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_RIGHT) ) { //SDL_Log("event %d (button %d / key %d) stops moving actor right", event->type, event->gbutton.which, event->key.key);
SUCCEED_RETURN(errctx); obj->ax = 0;
} obj->ex = 0;
SDL_Log("event %d (button %d / key %d) stops moving actor right", event->type, event->gbutton.which, event->key.key); obj->tx = 0;
BITMASK_DEL(obj->state, (ACTOR_STATE_FACE_ALL | ACTOR_STATE_MOVING_ALL)); obj->vx = 0;
BITMASK_ADD(obj->state, ACTOR_STATE_FACE_RIGHT); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_up_on(actor *obj, SDL_Event *event) akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_on(akgl_Actor *obj, SDL_Event *event)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_UP) ) { FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
SUCCEED_RETURN(errctx); //SDL_Log("event %d (button %d / key %d) moves actor up", event->type, event->gbutton.which, event->key.key);
} obj->ay = -(obj->basechar->ay);
SDL_Log("event %d (button %d / key %d) moves actor up", event->type, event->gbutton.which, event->key.key); AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
BITMASK_DEL(obj->state, (ACTOR_STATE_FACE_ALL | ACTOR_STATE_MOVING_ALL)); AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_FACE_UP | AKGL_ACTOR_STATE_MOVING_UP));
BITMASK_ADD(obj->state, (ACTOR_STATE_FACE_UP | ACTOR_STATE_MOVING_UP)); //SDL_Log("new target actor state: %b", obj->state);
SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_up_off(actor *obj, SDL_Event *event) akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_up_off(akgl_Actor *obj, SDL_Event *event)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
if ( !BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_UP) ) { //SDL_Log("event %d (button %d / key %d) stops moving actor up", event->type, event->gbutton.which, event->key.key);
SUCCEED_RETURN(errctx); obj->ay = 0;
} obj->ey = 0;
SDL_Log("event %d (button %d / key %d) stops moving actor up", event->type, event->gbutton.which, event->key.key); obj->ty = 0;
BITMASK_DEL(obj->state, (ACTOR_STATE_FACE_ALL | ACTOR_STATE_MOVING_ALL)); obj->vy = 0;
BITMASK_ADD(obj->state, ACTOR_STATE_FACE_UP); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_UP);
SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_down_on(actor *obj, SDL_Event *event) akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_on(akgl_Actor *obj, SDL_Event *event)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_DOWN) ) { FAIL_ZERO_RETURN(errctx, obj->basechar, AKERR_NULLPOINTER, "actor->basechar");
SUCCEED_RETURN(errctx); //SDL_Log("event %d (button %d / key %d) moves actor down", event->type, event->gbutton.which, event->key.key);
} obj->ay = obj->basechar->ay;
SDL_Log("event %d (button %d / key %d) moves actor down", event->type, event->gbutton.which, event->key.key); AKGL_BITMASK_DEL(obj->state, (AKGL_ACTOR_STATE_FACE_ALL | AKGL_ACTOR_STATE_MOVING_ALL));
BITMASK_DEL(obj->state, (ACTOR_STATE_FACE_ALL | ACTOR_STATE_MOVING_ALL)); AKGL_BITMASK_ADD(obj->state, (AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_DOWN));
BITMASK_ADD(obj->state, (ACTOR_STATE_MOVING_DOWN | ACTOR_STATE_FACE_DOWN)); //SDL_Log("new target actor state: %b", obj->state);
SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext ERROR_NOIGNORE *SDL3GActor_cmhf_down_off(actor *obj, SDL_Event *event) akerr_ErrorContext AKERR_NOIGNORE *akgl_Actor_cmhf_down_off(akgl_Actor *obj, SDL_Event *event)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL actor"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL actor");
FAIL_ZERO_RETURN(errctx, event, ERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
if ( !BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_DOWN) ) { //SDL_Log("event %d (button %d / key %d) stops moving actor down", event->type, event->gbutton.which, event->key.key);
SUCCEED_RETURN(errctx); obj->ty = 0;
} obj->ey = 0;
SDL_Log("event %d (button %d / key %d) stops moving actor down", event->type, event->gbutton.which, event->key.key); obj->ay = 0;
BITMASK_DEL(obj->state, (ACTOR_STATE_FACE_ALL | ACTOR_STATE_MOVING_ALL)); obj->vy = 0;
BITMASK_ADD(obj->state, ACTOR_STATE_FACE_DOWN); AKGL_BITMASK_DEL(obj->state, AKGL_ACTOR_STATE_MOVING_DOWN);
SDL_Log("new target actor state: %b", obj->state); //SDL_Log("new target actor state: %b", obj->state);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }

View File

@@ -1,34 +1,39 @@
char *ACTOR_STATE_STRING_NAMES[32] = { /**
"ACTOR_STATE_FACE_DOWN", * @file actor_state_string_names.c
"ACTOR_STATE_FACE_LEFT", * @brief Implements the actor state string names subsystem.
"ACTOR_STATE_FACE_RIGHT", */
"ACTOR_STATE_FACE_UP",
"ACTOR_STATE_ALIVE", char *AKGL_ACTOR_STATE_STRING_NAMES[32] = {
"ACTOR_STATE_DYING", "AKGL_ACTOR_STATE_FACE_DOWN",
"ACTOR_STATE_DEAD", "AKGL_ACTOR_STATE_FACE_LEFT",
"ACTOR_STATE_MOVING_LEFT", "AKGL_ACTOR_STATE_FACE_RIGHT",
"ACTOR_STATE_MOVING_RIGHT", "AKGL_ACTOR_STATE_FACE_UP",
"ACTOR_STATE_MOVING_UP", "AKGL_ACTOR_STATE_ALIVE",
"ACTOR_STATE_MOVING_DOWN", "AKGL_ACTOR_STATE_DYING",
"ACTOR_STATE_UNDEFINED_11", "AKGL_ACTOR_STATE_DEAD",
"ACTOR_STATE_UNDEFINED_12", "AKGL_ACTOR_STATE_MOVING_LEFT",
"ACTOR_STATE_UNDEFINED_13", "AKGL_ACTOR_STATE_MOVING_RIGHT",
"ACTOR_STATE_UNDEFINED_14", "AKGL_ACTOR_STATE_MOVING_UP",
"ACTOR_STATE_UNDEFINED_15", "AKGL_ACTOR_STATE_MOVING_DOWN",
"ACTOR_STATE_UNDEFINED_16", "AKGL_ACTOR_STATE_UNDEFINED_11",
"ACTOR_STATE_UNDEFINED_17", "AKGL_ACTOR_STATE_UNDEFINED_12",
"ACTOR_STATE_UNDEFINED_18", "AKGL_ACTOR_STATE_UNDEFINED_13",
"ACTOR_STATE_UNDEFINED_19", "AKGL_ACTOR_STATE_UNDEFINED_14",
"ACTOR_STATE_UNDEFINED_20", "AKGL_ACTOR_STATE_UNDEFINED_15",
"ACTOR_STATE_UNDEFINED_21", "AKGL_ACTOR_STATE_UNDEFINED_16",
"ACTOR_STATE_UNDEFINED_22", "AKGL_ACTOR_STATE_UNDEFINED_17",
"ACTOR_STATE_UNDEFINED_23", "AKGL_ACTOR_STATE_UNDEFINED_18",
"ACTOR_STATE_UNDEFINED_24", "AKGL_ACTOR_STATE_UNDEFINED_19",
"ACTOR_STATE_UNDEFINED_25", "AKGL_ACTOR_STATE_UNDEFINED_20",
"ACTOR_STATE_UNDEFINED_26", "AKGL_ACTOR_STATE_UNDEFINED_21",
"ACTOR_STATE_UNDEFINED_27", "AKGL_ACTOR_STATE_UNDEFINED_22",
"ACTOR_STATE_UNDEFINED_28", "AKGL_ACTOR_STATE_UNDEFINED_23",
"ACTOR_STATE_UNDEFINED_29", "AKGL_ACTOR_STATE_UNDEFINED_24",
"ACTOR_STATE_UNDEFINED_30", "AKGL_ACTOR_STATE_UNDEFINED_25",
"ACTOR_STATE_UNDEFINED_31", "AKGL_ACTOR_STATE_UNDEFINED_26",
"AKGL_ACTOR_STATE_UNDEFINED_27",
"AKGL_ACTOR_STATE_UNDEFINED_28",
"AKGL_ACTOR_STATE_UNDEFINED_29",
"AKGL_ACTOR_STATE_UNDEFINED_30",
"AKGL_ACTOR_STATE_UNDEFINED_31",
}; };

View File

@@ -1,53 +1,59 @@
/**
* @file assets.c
* @brief Implements the assets subsystem.
*/
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h> #include <SDL3_image/SDL_image.h>
#include <SDL3_mixer/SDL_mixer.h> #include <SDL3_mixer/SDL_mixer.h>
#include <sdlerror.h> #include <akerror.h>
#include <sdl3game/game.h> #include <akgl/game.h>
#include <sdl3game/staticstring.h> #include <akgl/staticstring.h>
#include <sdl3game/heap.h> #include <akgl/heap.h>
#include <akgl/error.h>
ErrorContext *load_start_bgm(char *fname) akerr_ErrorContext *akgl_load_start_bgm(char *fname)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
string *tmpstr = NULL; //akgl_String *tmpstr = NULL;
MIX_Track *bgmtrack = NULL; MIX_Track *bgmtrack = NULL;
SDL_PropertiesID bgmprops = 0; SDL_PropertiesID bgmprops = 0;
ATTEMPT { ATTEMPT {
FAIL_ZERO_BREAK(errctx, fname, ERR_NULLPOINTER, "load_start_bgm received NULL filename"); FAIL_ZERO_BREAK(errctx, fname, AKERR_NULLPOINTER, "akgl_load_start_bgm received NULL filename");
CATCH(errctx, heap_next_string(&tmpstr)); //CATCH(errctx, akgl_heap_next_string(&tmpstr));
CATCH(errctx, string_initialize(tmpstr, NULL)); //CATCH(errctx, akgl_string_initialize(tmpstr, NULL));
SDL_snprintf((char *)&tmpstr->data, MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), fname); //SDL_snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), fname);
SDL_Log("Loading music asset from %s", (char *)&tmpstr->data); SDL_Log("Loading music asset from %s", fname);
bgm = MIX_LoadAudio(game.mixer, (char *)&tmpstr->data, true); bgm = MIX_LoadAudio(akgl_mixer, fname, true);
FAIL_ZERO_BREAK(errctx, bgm, ERR_NULLPOINTER, "Failed to load music asset %s : %s", (char *)&tmpstr->data, SDL_GetError()); FAIL_ZERO_BREAK(errctx, bgm, AKERR_NULLPOINTER, "Failed to load music asset %s : %s", fname, SDL_GetError());
bgmtrack = MIX_CreateTrack(game.mixer); bgmtrack = MIX_CreateTrack(akgl_mixer);
FAIL_ZERO_BREAK(errctx, bgmtrack, ERR_NULLPOINTER, "Failed to create audio track for background music: %s", SDL_GetError()); FAIL_ZERO_BREAK(errctx, bgmtrack, AKERR_NULLPOINTER, "Failed to create audio track for background music: %s", SDL_GetError());
game.tracks[GAME_AUDIO_TRACK_BGM] = bgmtrack; akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM] = bgmtrack;
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
MIX_SetTrackAudio(bgmtrack, bgm), MIX_SetTrackAudio(bgmtrack, bgm),
ERR_SDL, AKGL_ERR_SDL,
"%s", "%s",
SDL_GetError()); SDL_GetError());
SDL_SetNumberProperty(bgmprops, MIX_PROP_PLAY_LOOPS_NUMBER, -1); SDL_SetNumberProperty(bgmprops, MIX_PROP_PLAY_LOOPS_NUMBER, -1);
if (!MIX_PlayTrack(bgmtrack, bgmprops)) { if (!MIX_PlayTrack(bgmtrack, bgmprops)) {
FAIL_BREAK(errctx, ERR_SDL, "Failed to play music asset %s", fname); FAIL_BREAK(errctx, AKGL_ERR_SDL, "Failed to play music asset %s", fname);
} }
} CLEANUP { } CLEANUP {
IGNORE(heap_release_string(tmpstr)); //IGNORE(akgl_heap_release_string(tmpstr));
if ( errctx != NULL ) { if ( errctx != NULL ) {
if ( errctx->status != 0 && bgm != NULL) { if ( errctx->status != 0 && bgm != NULL) {
MIX_DestroyAudio(bgm); MIX_DestroyAudio(bgm);
} }
} }
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }

431
src/audio.c Normal file
View File

@@ -0,0 +1,431 @@
/**
* @file audio.c
* @brief Implements the audio subsystem.
*/
#include <SDL3/SDL.h>
#include <akerror.h>
#include <akgl/audio.h>
#include <akgl/error.h>
akgl_AudioVoice akgl_audio_voices[AKGL_AUDIO_MAX_VOICES];
/*
* The device akgl_audio_init() opened, or NULL when the voice table is not
* connected to one. Everything that mutates a voice locks this stream when it
* is open, because the device callback reads the same table on SDL's audio
* thread. When it is NULL there is no other thread to race with.
*/
static SDL_AudioStream *audiostream = NULL;
/** @brief Level every voice is scaled by before the mix is clamped. */
static float32_t mastervolume = 1.0f;
/** @brief Scratch the device callback mixes into before handing it to SDL. */
static float32_t mixbuffer[AKGL_AUDIO_MIX_FRAMES];
/*
* State for the noise waveform. A 32-bit xorshift rather than rand(): it needs
* no allocation, no locking beyond what already guards the voice table, and it
* produces the same sequence every run, so a test can assert on noise output.
*/
static uint32_t noisestate = 0x13579bdfu;
/** @brief Whether the voice table has been given its defaults yet. */
static bool voicesready = false;
/**
* @brief Put every voice back to a flat, audible default.
*
* A zeroed voice has a sustain of 0.0, which is silence -- so a caller who
* sounded a note without first describing an envelope would get nothing and no
* error saying why. The default is instead the simplest thing that makes noise:
* a square wave with no attack, no decay and no release, held at full level for
* as long as the gate is open.
*/
static void reset_voices(void)
{
int i = 0;
for ( i = 0; i < AKGL_AUDIO_MAX_VOICES; i++ ) {
akgl_audio_voices[i].active = false;
akgl_audio_voices[i].waveform = AKGL_AUDIO_WAVE_SQUARE;
akgl_audio_voices[i].hz = 0.0f;
akgl_audio_voices[i].phase = 0.0f;
akgl_audio_voices[i].duration_frames = 0;
akgl_audio_voices[i].elapsed_frames = 0;
akgl_audio_voices[i].attack_frames = 0;
akgl_audio_voices[i].decay_frames = 0;
akgl_audio_voices[i].release_frames = 0;
akgl_audio_voices[i].sustain = 1.0f;
}
mastervolume = 1.0f;
voicesready = true;
}
/**
* @brief Give the voice table its defaults the first time anything touches it.
*
* The table is process-wide static storage, so it is reachable before
* akgl_audio_init() has run. Rather than make every entry point document an
* ordering requirement, the first one to arrive sets the defaults.
*/
static void ensure_voices(void)
{
if ( voicesready == false ) {
reset_voices();
}
}
/** @brief Lock the voice table against the device callback, if one is running. */
static void lock_voices(void)
{
if ( audiostream != NULL ) {
SDL_LockAudioStream(audiostream);
}
}
/** @brief Release the lock taken by lock_voices(). */
static void unlock_voices(void)
{
if ( audiostream != NULL ) {
SDL_UnlockAudioStream(audiostream);
}
}
/** @brief Convert a duration in milliseconds to a whole number of frames. */
static uint32_t frames_for_ms(uint32_t ms)
{
return (uint32_t)(((uint64_t)ms * AKGL_AUDIO_SAMPLE_RATE) / 1000);
}
/** @brief Next value of the noise oscillator, in the range -1.0 to 1.0. */
static float32_t noise_sample(void)
{
noisestate ^= noisestate << 13;
noisestate ^= noisestate >> 17;
noisestate ^= noisestate << 5;
// The top 24 bits are the well-mixed ones; scale them to -1..1.
return (((float32_t)(noisestate >> 8) / 8388607.5f) - 1.0f);
}
/** @brief One sample of @p voice's oscillator at its current phase. */
static float32_t voice_oscillator(akgl_AudioVoice *voice)
{
float32_t value = 0.0f;
switch ( voice->waveform ) {
case AKGL_AUDIO_WAVE_TRIANGLE:
if ( voice->phase < 0.5f ) {
value = (4.0f * voice->phase) - 1.0f;
} else {
value = 3.0f - (4.0f * voice->phase);
}
break;
case AKGL_AUDIO_WAVE_SAWTOOTH:
value = (2.0f * voice->phase) - 1.0f;
break;
case AKGL_AUDIO_WAVE_SQUARE:
value = ( voice->phase < 0.5f ) ? 1.0f : -1.0f;
break;
case AKGL_AUDIO_WAVE_NOISE:
value = noise_sample();
break;
case AKGL_AUDIO_WAVE_SINE:
value = SDL_sinf(voice->phase * 2.0f * SDL_PI_F);
break;
}
return value;
}
/**
* @brief Envelope level @p frame frames into the gate, before the release.
*
* Split out because the release has to start from wherever the gate left off,
* which for a gate shorter than attack plus decay is partway up or down a
* ramp rather than at the sustain level.
*/
static float32_t voice_gate_level(akgl_AudioVoice *voice, uint32_t frame)
{
uint32_t elapsed = frame;
if ( elapsed < voice->attack_frames ) {
return (float32_t)elapsed / (float32_t)voice->attack_frames;
}
elapsed -= voice->attack_frames;
if ( elapsed < voice->decay_frames ) {
return 1.0f - ((1.0f - voice->sustain) * ((float32_t)elapsed / (float32_t)voice->decay_frames));
}
return voice->sustain;
}
/** @brief Envelope level for @p voice where it currently stands. */
static float32_t voice_envelope(akgl_AudioVoice *voice)
{
uint32_t released = 0;
float32_t gatelevel = 0.0f;
if ( voice->elapsed_frames < voice->duration_frames ) {
return voice_gate_level(voice, voice->elapsed_frames);
}
released = voice->elapsed_frames - voice->duration_frames;
if ( released >= voice->release_frames ) {
return 0.0f;
}
gatelevel = voice_gate_level(voice, voice->duration_frames);
return gatelevel * (1.0f - ((float32_t)released / (float32_t)voice->release_frames));
}
/** @brief Refuse a voice index that is not in the table. */
static akerr_ErrorContext *check_voice(int voice)
{
PREPARE_ERROR(errctx);
FAIL_NONZERO_RETURN(
errctx,
((voice < 0) || (voice >= AKGL_AUDIO_MAX_VOICES)),
AKERR_OUTOFBOUNDS,
"Voice %d is not in the range 0 to %d",
voice,
AKGL_AUDIO_MAX_VOICES - 1);
SUCCEED_RETURN(errctx);
}
/**
* @brief Fill SDL's request from the voice table.
*
* SDL holds the stream lock for the duration of this callback, which is the
* same lock lock_voices() takes, so the voice table cannot change underneath a
* mix in progress.
*/
static void SDLCALL audio_stream_callback(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount)
{
akerr_ErrorContext *errctx = NULL;
int frames = 0;
while ( additional_amount > 0 ) {
frames = additional_amount / (int)sizeof(float32_t);
if ( frames > AKGL_AUDIO_MIX_FRAMES ) {
frames = AKGL_AUDIO_MIX_FRAMES;
}
if ( frames <= 0 ) {
return;
}
errctx = akgl_audio_mix(mixbuffer, frames);
if ( errctx != NULL ) {
// There is nobody to return an error to on the audio thread, and
// refusing to write leaves SDL underrunning. Report and go quiet.
LOG_ERROR_WITH_MESSAGE(errctx, "** AUDIO CALLBACK **");
errctx->handled = true;
errctx = akerr_release_error(errctx);
return;
}
SDL_PutAudioStreamData(stream, mixbuffer, frames * (int)sizeof(float32_t));
additional_amount -= frames * (int)sizeof(float32_t);
}
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_init(void)
{
SDL_AudioSpec spec;
PREPARE_ERROR(errctx);
if ( audiostream != NULL ) {
SUCCEED_RETURN(errctx);
}
ensure_voices();
spec.format = SDL_AUDIO_F32;
spec.channels = 1;
spec.freq = AKGL_AUDIO_SAMPLE_RATE;
audiostream = SDL_OpenAudioDeviceStream(
SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK,
&spec,
&audio_stream_callback,
NULL);
FAIL_ZERO_RETURN(
errctx,
audiostream,
AKGL_ERR_SDL,
"Couldn't open an audio device: %s",
SDL_GetError());
// Devices open paused so a caller can set a stream up before it is heard.
// Nothing here needs that, and a caller who expected akgl_audio_tone() to
// make a sound would otherwise get silence with no error to explain it.
FAIL_ZERO_RETURN(
errctx,
SDL_ResumeAudioStreamDevice(audiostream),
AKGL_ERR_SDL,
"Couldn't start the audio device: %s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_shutdown(void)
{
SDL_AudioStream *closing = audiostream;
PREPARE_ERROR(errctx);
// Clear the pointer before destroying the stream: lock_voices() checks it,
// and SDL_DestroyAudioStream can run the callback one last time.
audiostream = NULL;
if ( closing != NULL ) {
SDL_DestroyAudioStream(closing);
}
reset_voices();
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_tone(int voice, float32_t hz, uint32_t ms)
{
PREPARE_ERROR(errctx);
PASS(errctx, check_voice(voice));
FAIL_NONZERO_RETURN(errctx, (hz <= 0.0f), AKERR_OUTOFBOUNDS, "Frequency %f is not positive", hz);
FAIL_ZERO_RETURN(errctx, ms, AKERR_OUTOFBOUNDS, "A tone needs a duration; use akgl_audio_stop to silence a voice");
ensure_voices();
lock_voices();
akgl_audio_voices[voice].hz = hz;
akgl_audio_voices[voice].phase = 0.0f;
akgl_audio_voices[voice].duration_frames = frames_for_ms(ms);
akgl_audio_voices[voice].elapsed_frames = 0;
akgl_audio_voices[voice].active = true;
unlock_voices();
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_stop(int voice)
{
PREPARE_ERROR(errctx);
PASS(errctx, check_voice(voice));
ensure_voices();
lock_voices();
akgl_audio_voices[voice].active = false;
akgl_audio_voices[voice].elapsed_frames = 0;
akgl_audio_voices[voice].phase = 0.0f;
unlock_voices();
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_waveform(int voice, akgl_AudioWaveform waveform)
{
PREPARE_ERROR(errctx);
PASS(errctx, check_voice(voice));
FAIL_NONZERO_RETURN(
errctx,
((waveform < AKGL_AUDIO_WAVE_TRIANGLE) || (waveform > AKGL_AUDIO_WAVE_SINE)),
AKERR_OUTOFBOUNDS,
"Waveform %d is not one of the %d shapes",
(int)waveform,
(int)AKGL_AUDIO_WAVE_SINE + 1);
ensure_voices();
lock_voices();
akgl_audio_voices[voice].waveform = waveform;
unlock_voices();
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_envelope(int voice, uint32_t attack, uint32_t decay, float32_t sustain, uint32_t release)
{
PREPARE_ERROR(errctx);
PASS(errctx, check_voice(voice));
FAIL_NONZERO_RETURN(
errctx,
((sustain < 0.0f) || (sustain > 1.0f)),
AKERR_OUTOFBOUNDS,
"Sustain level %f is not between 0.0 and 1.0",
sustain);
ensure_voices();
lock_voices();
akgl_audio_voices[voice].attack_frames = frames_for_ms(attack);
akgl_audio_voices[voice].decay_frames = frames_for_ms(decay);
akgl_audio_voices[voice].release_frames = frames_for_ms(release);
akgl_audio_voices[voice].sustain = sustain;
unlock_voices();
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_volume(float32_t level)
{
PREPARE_ERROR(errctx);
FAIL_NONZERO_RETURN(
errctx,
((level < 0.0f) || (level > 1.0f)),
AKERR_OUTOFBOUNDS,
"Volume level %f is not between 0.0 and 1.0",
level);
ensure_voices();
lock_voices();
mastervolume = level;
unlock_voices();
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_voice_active(int voice, bool *active)
{
PREPARE_ERROR(errctx);
PASS(errctx, check_voice(voice));
FAIL_ZERO_RETURN(errctx, active, AKERR_NULLPOINTER, "NULL activity destination");
ensure_voices();
lock_voices();
*active = akgl_audio_voices[voice].active;
unlock_voices();
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_audio_mix(float32_t *dest, int frames)
{
akgl_AudioVoice *voice = NULL;
float32_t sum = 0.0f;
int i = 0;
int v = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL sample destination");
FAIL_NONZERO_RETURN(errctx, (frames < 0), AKERR_OUTOFBOUNDS, "Frame count %d is negative", frames);
for ( i = 0; i < frames; i++ ) {
sum = 0.0f;
for ( v = 0; v < AKGL_AUDIO_MAX_VOICES; v++ ) {
voice = &akgl_audio_voices[v];
if ( voice->active == false ) {
continue;
}
if ( voice->elapsed_frames >= (voice->duration_frames + voice->release_frames) ) {
// Gate and release are both spent. The voice goes quiet on its
// own so a caller does not have to keep a clock to stop it.
voice->active = false;
voice->elapsed_frames = 0;
voice->phase = 0.0f;
continue;
}
// Derived from the frame counter rather than accumulated one
// increment at a time. A float increment of hz/rate is not exact,
// and adding it 44100 times a second walks the pitch off over the
// length of a held note.
voice->phase = (float32_t)SDL_fmod(
((double)voice->elapsed_frames * (double)voice->hz) / (double)AKGL_AUDIO_SAMPLE_RATE,
1.0);
sum += voice_oscillator(voice) * voice_envelope(voice);
voice->elapsed_frames += 1;
}
sum = sum * mastervolume;
// Three voices at full level can sum past full scale. Clamping rather
// than scaling by the voice count keeps a single voice at the level it
// was asked for instead of a third of it.
if ( sum > 1.0f ) {
sum = 1.0f;
} else if ( sum < -1.0f ) {
sum = -1.0f;
}
dest[i] = sum;
}
SUCCEED_RETURN(errctx);
}

View File

@@ -1,46 +1,51 @@
/**
* @file character.c
* @brief Implements the character subsystem.
*/
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h> #include <SDL3_image/SDL_image.h>
#include <sdlerror.h> #include <akerror.h>
#include <string.h> #include <string.h>
#include <jansson.h> #include <jansson.h>
#include <sdl3game/game.h> #include <akgl/game.h>
#include <sdl3game/sprite.h> #include <akgl/sprite.h>
#include <sdl3game/json_helpers.h> #include <akgl/json_helpers.h>
#include <sdl3game/heap.h> #include <akgl/heap.h>
#include <sdl3game/registry.h> #include <akgl/registry.h>
#include <sdl3game/staticstring.h> #include <akgl/staticstring.h>
#include <sdl3game/iterator.h> #include <akgl/iterator.h>
#include <sdl3game/util.h> #include <akgl/util.h>
ErrorContext *character_initialize(character *obj, char *name) akerr_ErrorContext *akgl_character_initialize(akgl_Character *obj, char *name)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL character reference"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL akgl_Character reference");
FAIL_ZERO_RETURN(errctx, name, ERR_NULLPOINTER, "NULL name string pointer"); FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "NULL name string pointer");
memset(obj, 0x00, sizeof(character)); memset(obj, 0x00, sizeof(akgl_Character));
strncpy(obj->name, name, SPRITE_MAX_CHARACTER_NAME_LENGTH); strncpy(obj->name, name, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH);
obj->state_sprites = SDL_CreateProperties(); obj->state_sprites = SDL_CreateProperties();
FAIL_ZERO_RETURN(errctx, obj->state_sprites, ERR_NULLPOINTER, "Unable to initialize SDL_PropertiesID for character state map"); FAIL_ZERO_RETURN(errctx, obj->state_sprites, AKERR_NULLPOINTER, "Unable to initialize SDL_PropertiesID for character state map");
obj->sprite_add = &character_sprite_add; obj->sprite_add = &akgl_character_sprite_add;
obj->sprite_get = &character_sprite_get; obj->sprite_get = &akgl_character_sprite_get;
FAIL_ZERO_RETURN( FAIL_ZERO_RETURN(
errctx, errctx,
SDL_SetPointerProperty(REGISTRY_CHARACTER, name, (void *)obj), SDL_SetPointerProperty(AKGL_REGISTRY_CHARACTER, name, (void *)obj),
ERR_KEY, AKERR_KEY,
"Unable to add character to registry"); "Unable to add character to registry");
obj->refcount += 1; obj->refcount += 1;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *character_sprite_add(character *basechar, sprite *ref, int state) akerr_ErrorContext *akgl_character_sprite_add(akgl_Character *basechar, akgl_Sprite *ref, int state)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
char stateval[32]; char stateval[32];
FAIL_ZERO_RETURN(errctx, basechar, ERR_NULLPOINTER, "NULL character reference"); FAIL_ZERO_RETURN(errctx, basechar, AKERR_NULLPOINTER, "NULL character reference");
FAIL_ZERO_RETURN(errctx, ref, ERR_NULLPOINTER, "NULL sprite reference"); FAIL_ZERO_RETURN(errctx, ref, AKERR_NULLPOINTER, "NULL sprite reference");
memset(&stateval, 0x00, 32); memset(&stateval, 0x00, 32);
SDL_itoa(state, (char *)&stateval, 10); SDL_itoa(state, (char *)&stateval, 10);
SDL_SetPointerProperty(basechar->state_sprites, (char *)&stateval, ref); SDL_SetPointerProperty(basechar->state_sprites, (char *)&stateval, ref);
@@ -49,17 +54,17 @@ ErrorContext *character_sprite_add(character *basechar, sprite *ref, int state)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *character_sprite_get(character *basechar, int state, sprite **dest) akerr_ErrorContext *akgl_character_sprite_get(akgl_Character *basechar, int state, akgl_Sprite **dest)
{ {
sprite *target = NULL; akgl_Sprite *target = NULL;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
char stateval[32]; char stateval[32];
FAIL_ZERO_RETURN(errctx, dest, ERR_NULLPOINTER, "NULL pointer to sprite pointer (**dest)"); FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL pointer to sprite pointer (**dest)");
FAIL_ZERO_RETURN(errctx, basechar, ERR_NULLPOINTER, "NULL character reference"); FAIL_ZERO_RETURN(errctx, basechar, AKERR_NULLPOINTER, "NULL character reference");
memset(&stateval, 0x00, 32); memset(&stateval, 0x00, 32);
SDL_itoa(state, (char *)&stateval, 10); SDL_itoa(state, (char *)&stateval, 10);
*dest = (sprite *)SDL_GetPointerProperty(basechar->state_sprites, (char *)&stateval, NULL); *dest = (akgl_Sprite *)SDL_GetPointerProperty(basechar->state_sprites, (char *)&stateval, NULL);
FAIL_ZERO_RETURN(errctx, *dest, ERR_KEY, "Sprite for state %d (%b) not found in the character's registry", state, state); FAIL_ZERO_RETURN(errctx, *dest, AKERR_KEY, "Sprite for state %d (%b) not found in the character's registry", state, state);
target = *dest; target = *dest;
//SDL_Log("Sprite state %d (%s) has character %s", state, (char *)&stateval, target->name); //SDL_Log("Sprite state %d (%s) has character %s", state, (char *)&stateval, target->name);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
@@ -67,134 +72,154 @@ ErrorContext *character_sprite_get(character *basechar, int state, sprite **dest
// SDL iterator so we can't return error information here, void only // SDL iterator so we can't return error information here, void only
// this means we don't have anywhere to send exceptions up to, so if we hit an error, we log and exit(1) here // this means we don't have anywhere to send exceptions up to, so if we hit an error, we log and exit(1) here
void character_state_sprites_iterate(void *userdata, SDL_PropertiesID registry, const char *name) void akgl_character_state_sprites_iterate(void *userdata, SDL_PropertiesID registry, const char *name)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
sprite *spriteptr; akgl_Sprite *spriteptr;
iterator *opflags = (iterator *)userdata; akgl_Iterator *opflags = (akgl_Iterator *)userdata;
ATTEMPT { ATTEMPT {
FAIL_ZERO_BREAK(errctx, opflags, ERR_NULLPOINTER, "Character state sprite iterator received null iterator op pointer"); FAIL_ZERO_BREAK(errctx, opflags, AKERR_NULLPOINTER, "Character state sprite iterator received null iterator op pointer");
FAIL_ZERO_BREAK(errctx, name, ERR_NULLPOINTER, "Character state sprite iterator received null sprite name"); FAIL_ZERO_BREAK(errctx, name, AKERR_NULLPOINTER, "Character state sprite iterator received null sprite name");
spriteptr = (sprite *)SDL_GetPointerProperty(registry, name, NULL); spriteptr = (akgl_Sprite *)SDL_GetPointerProperty(registry, name, NULL);
FAIL_ZERO_BREAK(errctx, spriteptr, ERR_NULLPOINTER, "Character state sprite for %s not found", name); FAIL_ZERO_BREAK(errctx, spriteptr, AKERR_NULLPOINTER, "Character state sprite for %s not found", name);
if ( BITMASK_HAS(opflags->flags, ITERATOR_OP_RELEASE) ) { if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_RELEASE) ) {
CATCH(errctx, heap_release_sprite(spriteptr)); CATCH(errctx, akgl_heap_release_sprite(spriteptr));
} }
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH_NORETURN(errctx); } FINISH_NORETURN(errctx);
} }
static ErrorContext *character_load_json_state_int_from_strings(json_t *states, int *dest) /**
* @brief Character load json state int from strings.
* @param states JSON array of actor-state names.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
static akerr_ErrorContext *akgl_character_load_json_state_int_from_strings(json_t *states, int *dest)
{ {
int i = 0; int i = 0;
long newstate = 0; long newstate = 0;
string *tmpstring = NULL; akgl_String *tmpstring = NULL;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, states, ERR_NULLPOINTER, "NULL states array"); FAIL_ZERO_RETURN(errctx, states, AKERR_NULLPOINTER, "NULL states array");
FAIL_ZERO_RETURN(errctx, states, ERR_NULLPOINTER, "NULL destination integer"); FAIL_ZERO_RETURN(errctx, states, AKERR_NULLPOINTER, "NULL destination integer");
ATTEMPT { ATTEMPT {
CATCH(errctx, heap_next_string(&tmpstring)); CATCH(errctx, akgl_heap_next_string(&tmpstring));
for ( i = 0; i < json_array_size((json_t *)states) ; i++ ) { for ( i = 0; i < json_array_size((json_t *)states) ; i++ ) {
CATCH(errctx, get_json_array_index_string(states, i, &tmpstring)); CATCH(errctx, akgl_get_json_array_index_string(states, i, &tmpstring));
newstate = (long)SDL_GetNumberProperty(REGISTRY_ACTOR_STATE_STRINGS, (char *)&tmpstring->data, 0); newstate = (long)SDL_GetNumberProperty(AKGL_REGISTRY_ACTOR_STATE_STRINGS, (char *)&tmpstring->data, 0);
FAIL_ZERO_BREAK(errctx, newstate, ERR_KEY, "Unknown actor state %s", (char *)&tmpstring->data); FAIL_ZERO_BREAK(errctx, newstate, AKERR_KEY, "Unknown actor state %s", (char *)&tmpstring->data);
*dest = (*dest | (int)(newstate)); *dest = (*dest | (int)(newstate));
} }
} CLEANUP { } CLEANUP {
IGNORE(heap_release_string(tmpstring)); IGNORE(akgl_heap_release_string(tmpstring));
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
static ErrorContext *character_load_json_inner(json_t *json, character *obj) /**
* @brief Character load json inner.
* @param json JSON object to parse.
* @param obj Object to initialize, inspect, or modify.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
static akerr_ErrorContext *akgl_character_load_json_inner(json_t *json, akgl_Character *obj)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *mappings = NULL; json_t *mappings = NULL;
json_t *curmapping = NULL; json_t *curmapping = NULL;
json_t *statearray = NULL; json_t *statearray = NULL;
sprite *spriteptr = NULL; akgl_Sprite *spriteptr = NULL;
int i = 0; int i = 0;
string *tmpstr = NULL; akgl_String *tmpstr = NULL;
string *tmpstr2 = NULL; akgl_String *tmpstr2 = NULL;
int stateval = 0; int stateval = 0;
ATTEMPT { ATTEMPT {
CATCH(errctx, get_json_string_value((json_t *)json, "name", &tmpstr)); CATCH(errctx, akgl_get_json_string_value((json_t *)json, "name", &tmpstr));
CATCH(errctx, character_initialize((character *)obj, tmpstr->data)); CATCH(errctx, akgl_character_initialize((akgl_Character *)obj, tmpstr->data));
CATCH(errctx, get_json_array_value((json_t *)json, "sprite_mappings", &mappings)); CATCH(errctx, akgl_get_json_array_value((json_t *)json, "sprite_mappings", &mappings));
for ( i = 0; i < json_array_size((json_t *)mappings) ; i++ ) { for ( i = 0; i < json_array_size((json_t *)mappings) ; i++ ) {
stateval = 0; stateval = 0;
CATCH(errctx, get_json_array_index_object((json_t *)mappings, i, &curmapping)); CATCH(errctx, akgl_get_json_array_index_object((json_t *)mappings, i, &curmapping));
CATCH(errctx, get_json_string_value((json_t *)curmapping, "sprite", &tmpstr)); CATCH(errctx, akgl_get_json_string_value((json_t *)curmapping, "sprite", &tmpstr));
spriteptr = (sprite *)SDL_GetPointerProperty( spriteptr = (akgl_Sprite *)SDL_GetPointerProperty(
REGISTRY_SPRITE, AKGL_REGISTRY_SPRITE,
tmpstr->data, tmpstr->data,
NULL NULL
); );
CATCH(errctx, get_json_string_value((json_t *)json, "name", &tmpstr2)); CATCH(errctx, akgl_get_json_string_value((json_t *)json, "name", &tmpstr2));
CATCH(errctx, get_json_array_value((json_t *)curmapping, "state", &statearray)); CATCH(errctx, akgl_get_json_array_value((json_t *)curmapping, "state", &statearray));
CATCH(errctx, character_load_json_state_int_from_strings(statearray, &stateval)); CATCH(errctx, akgl_character_load_json_state_int_from_strings(statearray, &stateval));
CATCH(errctx, get_json_string_value((json_t *)curmapping, "sprite", &tmpstr)); CATCH(errctx, akgl_get_json_string_value((json_t *)curmapping, "sprite", &tmpstr));
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
spriteptr, spriteptr,
ERR_NULLPOINTER, AKERR_NULLPOINTER,
"Character %s for state %b references sprite %s but not found in the registry", "Character %s for state %b references sprite %s but not found in the registry",
tmpstr2->data, tmpstr2->data,
stateval, stateval,
tmpstr->data tmpstr->data
); );
CATCH(errctx, character_sprite_add((character *)obj, (sprite *)spriteptr, stateval)); CATCH(errctx, akgl_character_sprite_add((akgl_Character *)obj, (akgl_Sprite *)spriteptr, stateval));
} }
} CLEANUP { } CLEANUP {
if ( tmpstr != NULL ) { if ( tmpstr != NULL ) {
IGNORE(heap_release_string(tmpstr)); IGNORE(akgl_heap_release_string(tmpstr));
} }
if ( tmpstr2 != NULL ) { if ( tmpstr2 != NULL ) {
IGNORE(heap_release_string(tmpstr2)); IGNORE(akgl_heap_release_string(tmpstr2));
} }
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *character_load_json(char *filename) akerr_ErrorContext *akgl_character_load_json(char *filename)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *json; json_t *json;
json_error_t error; json_error_t error;
character *obj = NULL; akgl_Character *obj = NULL;
//string *tmpstr = NULL; //akgl_String *tmpstr = NULL;
FAIL_ZERO_RETURN(errctx, filename, ERR_NULLPOINTER, "Received null filename"); FAIL_ZERO_RETURN(errctx, filename, AKERR_NULLPOINTER, "Received null filename");
ATTEMPT { ATTEMPT {
CATCH(errctx, heap_next_character(&obj)); CATCH(errctx, akgl_heap_next_character(&obj));
//CATCH(errctx, heap_next_string(&tmpstr)); //CATCH(errctx, akgl_heap_next_string(&tmpstr));
//CATCH(errctx, string_initialize(tmpstr, NULL)); //CATCH(errctx, akgl_string_initialize(tmpstr, NULL));
//SDL_snprintf((char *)&tmpstr->data, MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), filename); //SDL_snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), filename);
json = (json_t *)json_load_file(filename, 0, &error); json = (json_t *)json_load_file(filename, 0, &error);
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
json, json,
ERR_NULLPOINTER, AKERR_NULLPOINTER,
"Error while loading character from %s on line %d: %s", filename, error.line, error.text "Error while loading character from %s on line %d: %s", filename, error.line, error.text
); );
CATCH(errctx, character_load_json_inner(json, obj)); CATCH(errctx, akgl_character_load_json_inner(json, obj));
CATCH(errctx, get_json_number_value(json, "velocity_x", &obj->vx)); CATCH(errctx, akgl_get_json_integer_value(json, "speedtime", (int *)&obj->speedtime));
CATCH(errctx, get_json_number_value(json, "velocity_y", &obj->vy)); obj->speedtime = obj->speedtime * AKGL_TIME_ONESEC_MS;
CATCH(errctx, akgl_get_json_number_value(json, "speed_x", &obj->sx));
CATCH(errctx, akgl_get_json_number_value(json, "speed_y", &obj->sy));
CATCH(errctx, akgl_get_json_number_value(json, "acceleration_x", &obj->ax));
CATCH(errctx, akgl_get_json_number_value(json, "acceleration_y", &obj->ay));
} CLEANUP { } CLEANUP {
//IGNORE(heap_release_string(tmpstr)); //IGNORE(akgl_heap_release_string(tmpstr));
if ( errctx != NULL ) { if ( errctx != NULL ) {
if ( errctx->status != 0 ) { if ( errctx->status != 0 ) {
IGNORE(heap_release_character(obj)); IGNORE(akgl_heap_release_character(obj));
} }
} }
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SDL_Log("Character %s loaded from %s", obj->name, filename);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }

View File

@@ -1,37 +1,126 @@
/**
* @file controller.c
* @brief Implements the controller subsystem.
*/
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <sdlerror.h> #include <akerror.h>
#include <sdl3game/heap.h> #include <akgl/heap.h>
#include <sdl3game/registry.h> #include <akgl/registry.h>
#include <sdl3game/game.h> #include <akgl/game.h>
#include <sdl3game/controller.h> #include <akgl/controller.h>
SDL3GControlMap GAME_ControlMaps[MAX_CONTROL_MAPS]; akgl_ControlMap GAME_ControlMaps[AKGL_MAX_CONTROL_MAPS];
ErrorContext *controller_handle_event(void *appstate, SDL_Event *event) /*
* Keystrokes waiting for akgl_controller_poll_key(). Filled by
* akgl_controller_handle_event() before it consults the control maps, so a key
* that also drives an actor is still delivered to a polling caller.
*
* head is the next slot to read, count is how many are waiting. Both index a
* fixed array rather than a queue object, which is the whole point: a host that
* never polls cannot make this grow.
*/
static SDL_Keycode keybuffer[AKGL_CONTROLLER_KEY_BUFFER];
static int keybuffer_head = 0;
static int keybuffer_count = 0;
/**
* @brief Record one keystroke, discarding it if the buffer is already full.
*
* Dropping the newest rather than overwriting the oldest is deliberate. A
* caller reading a line of input wants the characters that were typed first;
* overwriting would hand it the tail of what the user typed and silently lose
* the head.
*/
static void keybuffer_push(SDL_Keycode key)
{
int tail = 0;
if ( keybuffer_count >= AKGL_CONTROLLER_KEY_BUFFER ) {
return;
}
tail = (keybuffer_head + keybuffer_count) % AKGL_CONTROLLER_KEY_BUFFER;
keybuffer[tail] = key;
keybuffer_count += 1;
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_list_keyboards(void)
{
int count;
SDL_KeyboardID *keyboards = SDL_GetKeyboards(&count);
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, keyboards, AKERR_NULLPOINTER, "%s", SDL_GetError());
for (int i = 0; i < count; i++) {
const char *name = SDL_GetKeyboardNameForID(keyboards[i]);
SDL_Log("Keyboard %d: ID %u, Name: %s\n", i, keyboards[i], name);
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_open_gamepads(void)
{
int count = 0;
int i = 0;
SDL_JoystickID *gamepads = NULL;
SDL_Gamepad *gamepad = NULL;
PREPARE_ERROR(e);
if ( SDL_HasGamepad() ) {
gamepads = SDL_GetGamepads(&count);
if ( count > 0 ) {
FAIL_ZERO_RETURN(e, gamepads, AKERR_NULLPOINTER, "%s", SDL_GetError());
for ( i = 0; i < count ; i++ ) {
gamepad = SDL_OpenGamepad(gamepads[i]);
FAIL_ZERO_RETURN(e, gamepad, AKERR_NULLPOINTER, "%s", SDL_GetError());
SDL_Log("Gamepad %d is %s", i, SDL_GetGamepadNameForID(gamepads[i]));
}
SDL_free(gamepads);
} else {
SDL_Log("No gamepads enumerated");
}
} else {
SDL_Log("No gamepads connected");
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext *akgl_controller_handle_event(void *appstate, SDL_Event *event)
{ {
int i = 0; int i = 0;
int j = 0; int j = 0;
int eventButtonComboMatch = 0; int eventButtonComboMatch = 0;
SDL3GControlMap *curmap = NULL; akgl_ControlMap *curmap = NULL;
SDL3GControl *curcontrol = NULL; akgl_Control *curcontrol = NULL;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
// Before the control maps, not after: a key bound to an actor is still a
// key an interpreter polling with akgl_controller_poll_key() wants to see,
// and the scan below returns as soon as a binding claims the event.
if ( event->type == SDL_EVENT_KEY_DOWN ) {
keybuffer_push(event->key.key);
}
ATTEMPT { ATTEMPT {
for ( i = 0 ; i < MAX_CONTROL_MAPS; i++ ) { for ( i = 0 ; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
curmap = &GAME_ControlMaps[i]; curmap = &GAME_ControlMaps[i];
if ( curmap->target == NULL ) { if ( curmap->target == NULL ) {
continue; continue;
} }
//SDL_Log("Control map %d maps to actor %s", i, curmap->target->name); //SDL_Log("Control map %d maps to actor %s", i, curmap->target->name);
//SDL_Log("event from keyboard %d", event->key.which); //SDL_Log("event from keyboard %d", event->key.which);
for ( j = 0; j < MAX_CONTROLS; j++ ) { for ( j = 0; j < AKGL_MAX_CONTROLS; j++ ) {
curcontrol = &curmap->controls[j]; curcontrol = &curmap->controls[j];
//SDL_Log("button/key is processed by controlmap %d control %d", i, j); //SDL_Log("button/key is processed by controlmap %d control %d", i, j);
//SDL_Log("event %d -> control on %d off %d", event->type, curcontrol->event_on, curcontrol->event_off); //SDL_Log("event %d -> control on %d off %d", event->type, curcontrol->event_on, curcontrol->event_off);
// This controlmap processes this control // This controlmap processes this control
eventButtonComboMatch = ( eventButtonComboMatch = (
((event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN || ((event->type == SDL_EVENT_GAMEPAD_BUTTON_DOWN ||
event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) && event->type == SDL_EVENT_GAMEPAD_BUTTON_UP) &&
event->gbutton.which == curmap->jsid && event->gbutton.which == curmap->jsid &&
event->gbutton.button == curcontrol->button) || event->gbutton.button == curcontrol->button) ||
((event->type == SDL_EVENT_KEY_DOWN || ((event->type == SDL_EVENT_KEY_DOWN ||
@@ -39,121 +128,149 @@ ErrorContext *controller_handle_event(void *appstate, SDL_Event *event)
event->key.which == curmap->kbid && event->key.which == curmap->kbid &&
event->key.key == curcontrol->key) event->key.key == curcontrol->key)
); );
if ( event->type == 768 && event->key.which == 11 && event->key.key == 13 ) {
SDL_Log("Event type=%d, keyboard=%d, key=%d", event->type, event->key.which, event->key.key);
SDL_Log("ControlMap[%d].Controls[%d] keyboard=%d, key=%d", i, j, curmap->kbid, curcontrol->key);
SDL_Log("event %d -> control on %d off %d", event->type, curcontrol->event_on, curcontrol->event_off);
SDL_Log("eventButtonComboMatch for controlmap %d id %d = %d",
i, j, eventButtonComboMatch);
}
if ( event->type == curcontrol->event_on && eventButtonComboMatch) { if ( event->type == curcontrol->event_on && eventButtonComboMatch) {
CATCH(errctx, curcontrol->handler_on(curmap->target, event)); CATCH(errctx, curcontrol->handler_on(curmap->target, event));
goto _controller_handle_event_success; goto _akgl_controller_handle_event_success;
} else if ( event->type == curcontrol->event_off && eventButtonComboMatch ) { } else if ( event->type == curcontrol->event_off && eventButtonComboMatch ) {
CATCH(errctx, curcontrol->handler_off(curmap->target, event)); CATCH(errctx, curcontrol->handler_off(curmap->target, event));
goto _controller_handle_event_success; goto _akgl_controller_handle_event_success;
} }
} }
} }
_controller_handle_event_success: _akgl_controller_handle_event_success:
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event) /**
* @brief Gamepad handle button down.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event)
{ {
actor *player = NULL; akgl_Actor *player = NULL;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL appstate"); FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
player = SDL_GetPointerProperty(REGISTRY_ACTOR, "player", NULL); player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "Player actor does not exist"); FAIL_ZERO_RETURN(errctx, player, AKERR_NULLPOINTER, "Player actor does not exist");
if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN || if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
event->key.key == SDLK_DOWN ) { event->key.key == SDLK_DOWN ) {
SDL_Log("Processing dpad down : state %d", player->state); SDL_Log("Processing dpad down : state %d", player->state);
BITMASK_ADD(player->state, ACTOR_STATE_MOVING_DOWN); AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_DOWN);
if ( !player->movement_controls_face ) { if ( !player->movement_controls_face ) {
BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL); AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
BITMASK_ADD(player->state, ACTOR_STATE_FACE_DOWN); AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_DOWN);
} }
SDL_Log("New state : %d", player->state); SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP || } else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ||
event->key.key == SDLK_UP ) { event->key.key == SDLK_UP ) {
SDL_Log("Processing dpad up"); SDL_Log("Processing dpad up");
BITMASK_ADD(player->state, ACTOR_STATE_MOVING_UP); AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_UP);
if ( !player->movement_controls_face ) { if ( !player->movement_controls_face ) {
BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL); AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
BITMASK_ADD(player->state, ACTOR_STATE_FACE_UP); AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_UP);
} }
SDL_Log("New state : %d", player->state); SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT || } else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
event->key.key == SDLK_LEFT ) { event->key.key == SDLK_LEFT ) {
SDL_Log("Processing dpad left"); SDL_Log("Processing dpad left");
BITMASK_ADD(player->state, ACTOR_STATE_MOVING_LEFT); AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_LEFT);
if ( !player->movement_controls_face ) { if ( !player->movement_controls_face ) {
BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL); AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
BITMASK_ADD(player->state, ACTOR_STATE_FACE_LEFT); AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_LEFT);
} }
SDL_Log("New state : %d", player->state); SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT || } else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ||
event->key.key == SDLK_RIGHT ) { event->key.key == SDLK_RIGHT ) {
SDL_Log("Processing dpad right"); SDL_Log("Processing dpad right");
BITMASK_ADD(player->state, ACTOR_STATE_MOVING_RIGHT); AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
if ( !player->movement_controls_face ) { if ( !player->movement_controls_face ) {
BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL); AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_FACE_ALL);
BITMASK_ADD(player->state, ACTOR_STATE_FACE_RIGHT); AKGL_BITMASK_ADD(player->state, AKGL_ACTOR_STATE_FACE_RIGHT);
} }
SDL_Log("New state : %d", player->state); SDL_Log("New state : %d", player->state);
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event) /**
* @brief Gamepad handle button up.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event)
{ {
actor *player = NULL; akgl_Actor *player = NULL;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL appstate"); FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
player = SDL_GetPointerProperty(REGISTRY_ACTOR, "player", NULL); player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "Player actor does not exist"); FAIL_ZERO_RETURN(errctx, player, AKERR_NULLPOINTER, "Player actor does not exist");
if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN || if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ||
event->key.key == SDLK_DOWN ) { event->key.key == SDLK_DOWN ) {
SDL_Log("processing down release"); SDL_Log("processing down release");
BITMASK_DEL(player->state, ACTOR_STATE_MOVING_DOWN); AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_DOWN);
player->curSpriteFrameId = 0; player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state); SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP || } else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ||
event->key.key == SDLK_UP ) { event->key.key == SDLK_UP ) {
SDL_Log("processing up release"); SDL_Log("processing up release");
BITMASK_DEL(player->state, ACTOR_STATE_MOVING_UP); AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_UP);
player->curSpriteFrameId = 0; player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state); SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT || } else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ||
event->key.key == SDLK_RIGHT) { event->key.key == SDLK_RIGHT) {
SDL_Log("processing right release"); SDL_Log("processing right release");
BITMASK_DEL(player->state, ACTOR_STATE_MOVING_RIGHT); AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT);
player->curSpriteFrameId = 0; player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state); SDL_Log("New state : %d", player->state);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT || } else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ||
event->key.key == SDLK_LEFT ) { event->key.key == SDLK_LEFT ) {
SDL_Log("processing left release"); SDL_Log("processing left release");
BITMASK_DEL(player->state, ACTOR_STATE_MOVING_LEFT); AKGL_BITMASK_DEL(player->state, AKGL_ACTOR_STATE_MOVING_LEFT);
player->curSpriteFrameId = 0; player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state); SDL_Log("New state : %d", player->state);
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *gamepad_handle_added(void *appstate, SDL_Event *event) /**
* @brief Gamepad handle added.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext *gamepad_handle_added(void *appstate, SDL_Event *event)
{ {
SDL_JoystickID which; SDL_JoystickID which;
SDL_Gamepad *gamepad = NULL; SDL_Gamepad *gamepad = NULL;
char *mapping = NULL; char *mapping = NULL;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL appstate"); FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
which = event->gbutton.which; which = event->gbutton.which;
gamepad = SDL_GetGamepadFromID(which); gamepad = SDL_GetGamepadFromID(which);
@@ -164,10 +281,10 @@ ErrorContext *gamepad_handle_added(void *appstate, SDL_Event *event)
SDL_Log("Gamepad #%u opened: %s", (unsigned int) which, SDL_GetError()); SDL_Log("Gamepad #%u opened: %s", (unsigned int) which, SDL_GetError());
mapping = SDL_GetGamepadMapping(gamepad); mapping = SDL_GetGamepadMapping(gamepad);
if ( mapping == NULL ) { if ( mapping == NULL ) {
SDL_Log("Gamepad #%u has no mapping!", (unsigned int) which); SDL_Log("Gamepad #%u has no mapping!", (unsigned int) which);
} else if ( mapping != NULL ) { } else if ( mapping != NULL ) {
SDL_Log("Gamepad #%u mapping : %s", (unsigned int) which, mapping); SDL_Log("Gamepad #%u mapping : %s", (unsigned int) which, mapping);
SDL_free(mapping); SDL_free(mapping);
} }
} else { } else {
SDL_Log("Gamepad #%u ('%s') added", (unsigned int) which, SDL_GetGamepadName(gamepad)); SDL_Log("Gamepad #%u ('%s') added", (unsigned int) which, SDL_GetGamepadName(gamepad));
@@ -175,14 +292,21 @@ ErrorContext *gamepad_handle_added(void *appstate, SDL_Event *event)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *gamepad_handle_removed(void *appstate, SDL_Event *event) /**
* @brief Gamepad handle removed.
* @param appstate Application state supplied by SDL.
* @param event SDL input event to process.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext *gamepad_handle_removed(void *appstate, SDL_Event *event)
{ {
SDL_JoystickID which; SDL_JoystickID which;
SDL_Gamepad *gamepad = NULL; SDL_Gamepad *gamepad = NULL;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL appstate"); FAIL_ZERO_RETURN(errctx, appstate, AKERR_NULLPOINTER, "NULL appstate");
FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "NULL event"); FAIL_ZERO_RETURN(errctx, event, AKERR_NULLPOINTER, "NULL event");
which = event->gbutton.which; which = event->gbutton.which;
gamepad = SDL_GetGamepadFromID(which); gamepad = SDL_GetGamepadFromID(which);
@@ -193,3 +317,141 @@ ErrorContext *gamepad_handle_removed(void *appstate, SDL_Event *event)
SDL_Log("Gamepad #%u removed", (unsigned int) which); SDL_Log("Gamepad #%u removed", (unsigned int) which);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_pushmap(int controlmapid, akgl_Control *control)
{
int newmapid = 0;
PREPARE_ERROR(errctx);
ATTEMPT {
FAIL_ZERO_RETURN(errctx, control, AKERR_NULLPOINTER, "NULL Control");
FAIL_NONZERO_RETURN(errctx, (controlmapid >= AKGL_MAX_CONTROL_MAPS), AKERR_OUTOFBOUNDS, "ID %d exceeds maximum %d", controlmapid, AKGL_MAX_CONTROL_MAPS);
newmapid = GAME_ControlMaps[controlmapid].nextMap;
FAIL_ZERO_RETURN(errctx, (AKGL_MAX_CONTROLS - newmapid), AKERR_OUTOFBOUNDS, "Control map ID %d is full", controlmapid);
memcpy((void *)&GAME_ControlMaps[controlmapid].controls[newmapid], control, sizeof(akgl_Control));
GAME_ControlMaps[controlmapid].nextMap = newmapid + 1;
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_default(int controlmapid, char *actorname, int kbid, int jsid)
{
akgl_ControlMap *controlmap;
akgl_Control control;
PREPARE_ERROR(errctx);
ATTEMPT {
// set up the control map
FAIL_NONZERO_RETURN(errctx, (controlmapid >= AKGL_MAX_CONTROL_MAPS), AKERR_OUTOFBOUNDS, "ID %d exceeds maximum %d", controlmapid, AKGL_MAX_CONTROL_MAPS);
memset((void *)&control, 0x00, sizeof(akgl_Control));
controlmap = &GAME_ControlMaps[controlmapid];
controlmap->kbid = kbid;
controlmap->jsid = jsid;
controlmap->target = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, actorname, NULL);
FAIL_ZERO_BREAK(errctx, controlmap->target, AKGL_ERR_REGISTRY, "Actor %s not found in registry", actorname);
// ---- KEYBOARD CONTROLS ----
// Move down
control.key = SDLK_DOWN;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_down_on;
control.handler_off = &akgl_Actor_cmhf_down_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move up
control.key = SDLK_UP;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_up_on;
control.handler_off = &akgl_Actor_cmhf_up_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move left
control.key = SDLK_LEFT;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_left_on;
control.handler_off = &akgl_Actor_cmhf_left_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move right
control.key = SDLK_RIGHT;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_right_on;
control.handler_off = &akgl_Actor_cmhf_right_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
control.key = 0;
// ----- GAMEPAD CONTROLS
// Move down
control.button = SDL_GAMEPAD_BUTTON_DPAD_DOWN;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_Actor_cmhf_down_on;
control.handler_off = &akgl_Actor_cmhf_down_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move up
control.button = SDL_GAMEPAD_BUTTON_DPAD_UP;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_Actor_cmhf_up_on;
control.handler_off = &akgl_Actor_cmhf_up_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move left
control.button = SDL_GAMEPAD_BUTTON_DPAD_LEFT;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_Actor_cmhf_left_on;
control.handler_off = &akgl_Actor_cmhf_left_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
// Move right
control.button = SDL_GAMEPAD_BUTTON_DPAD_RIGHT;
control.event_on = SDL_EVENT_GAMEPAD_BUTTON_DOWN;
control.event_off = SDL_EVENT_GAMEPAD_BUTTON_UP;
control.handler_on = &akgl_Actor_cmhf_right_on;
control.handler_off = &akgl_Actor_cmhf_right_off;
CATCH(errctx, akgl_controller_pushmap(controlmapid, &control));
SUCCEED_RETURN(errctx);
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_poll_key(int *keycode, bool *available)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, keycode, AKERR_NULLPOINTER, "NULL keycode destination");
FAIL_ZERO_RETURN(errctx, available, AKERR_NULLPOINTER, "NULL availability destination");
if ( keybuffer_count == 0 ) {
// An empty buffer is the ordinary case, not a failure: the caller is
// asking whether a key is waiting, and the answer is no.
*keycode = 0;
*available = false;
SUCCEED_RETURN(errctx);
}
*keycode = (int)keybuffer[keybuffer_head];
*available = true;
keybuffer_head = (keybuffer_head + 1) % AKGL_CONTROLLER_KEY_BUFFER;
keybuffer_count -= 1;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_controller_flush_keys(void)
{
PREPARE_ERROR(errctx);
keybuffer_head = 0;
keybuffer_count = 0;
SUCCEED_RETURN(errctx);
}

View File

@@ -1,14 +1,39 @@
/**
* @file draw.c
* @brief Implements the draw subsystem.
*/
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h> #include <SDL3_image/SDL_image.h>
#include <SDL3_mixer/SDL_mixer.h> #include <SDL3_mixer/SDL_mixer.h>
#include <sdl3game/game.h> #include <akerror.h>
#include <akgl/draw.h>
#include <akgl/error.h>
#include <akgl/game.h>
/** @brief One horizontal run of pixels the flood fill has still to examine. */
typedef struct {
int x1;
int x2;
int y;
} FloodSpan;
/*
* The flood fill's working stack. File scope and fixed size rather than a local
* array because AKGL_DRAW_MAX_FLOOD_SPANS spans is 48 KB, which does not belong
* on the stack of a function a game may call every frame. The consequence is
* that akgl_draw_flood_fill is not reentrant -- it is a single-threaded
* immediate-mode operation on a single render target, and so is everything else
* that touches an SDL_Renderer.
*/
static FloodSpan floodspans[AKGL_DRAW_MAX_FLOOD_SPANS];
/* Draw a Gimpish background pattern to show transparency in the image */ /* Draw a Gimpish background pattern to show transparency in the image */
void GAME_draw_background(int w, int h) void akgl_draw_background(int w, int h)
{ {
SDL_Color col[2] = { SDL_Color col[2] = {
{ 0x66, 0x66, 0x66, 0xff }, { 0x66, 0x66, 0x66, 0xff },
{ 0x99, 0x99, 0x99, 0xff }, { 0x99, 0x99, 0x99, 0xff },
}; };
int i, x, y; int i, x, y;
SDL_FRect rect; SDL_FRect rect;
@@ -17,14 +42,510 @@ void GAME_draw_background(int w, int h)
rect.w = (float)dx; rect.w = (float)dx;
rect.h = (float)dy; rect.h = (float)dy;
for (y = 0; y < h; y += dy) { for (y = 0; y < h; y += dy) {
for (x = 0; x < w; x += dx) { for (x = 0; x < w; x += dx) {
/* use an 8x8 checkerboard pattern */ /* use an 8x8 checkerboard pattern */
i = (((x ^ y) >> 3) & 1); i = (((x ^ y) >> 3) & 1);
SDL_SetRenderDrawColor(renderer, col[i].r, col[i].g, col[i].b, col[i].a); SDL_SetRenderDrawColor(renderer->sdl_renderer, col[i].r, col[i].g, col[i].b, col[i].a);
rect.x = (float)x; rect.x = (float)x;
rect.y = (float)y; rect.y = (float)y;
SDL_RenderFillRect(renderer, &rect); SDL_RenderFillRect(renderer->sdl_renderer, &rect);
} }
} }
} }
/**
* @brief Remember the renderer's draw color and replace it with @p color.
*
* @p previous is written before anything that can fail, so a caller may restore
* it unconditionally from a CLEANUP block.
*/
static akerr_ErrorContext *push_draw_color(akgl_RenderBackend *self, SDL_Color color, SDL_Color *previous)
{
PREPARE_ERROR(errctx);
previous->r = 0x00;
previous->g = 0x00;
previous->b = 0x00;
previous->a = SDL_ALPHA_OPAQUE;
FAIL_ZERO_RETURN(
errctx,
SDL_GetRenderDrawColor(self->sdl_renderer, &previous->r, &previous->g, &previous->b, &previous->a),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
FAIL_ZERO_RETURN(
errctx,
SDL_SetRenderDrawColor(self->sdl_renderer, color.r, color.g, color.b, color.a),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}
/** @brief Put back the draw color push_draw_color() recorded. */
static akerr_ErrorContext *pop_draw_color(akgl_RenderBackend *self, SDL_Color *previous)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(
errctx,
SDL_SetRenderDrawColor(self->sdl_renderer, previous->r, previous->g, previous->b, previous->a),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}
/**
* @brief Fill the four-connected region of @p oldpixel around a seed pixel.
*
* A scanline fill: each entry on the stack is a run of pixels on one row that
* still has to be examined. Finding a matching pixel expands it to the whole
* run it belongs to, fills that run, and pushes the rows above and below.
* Filled pixels no longer match @p oldpixel, which is what terminates it.
*
* @p surface must be SDL_PIXELFORMAT_RGBA32; the fill compares and writes whole
* 32-bit words rather than going through SDL_ReadSurfacePixel per pixel.
*
* @p dirty is set to the bounding box of everything written, so the caller can
* put back only the pixels that changed.
*
* Running out of stack leaves the region partially filled and reports
* AKERR_OUTOFBOUNDS. There is no way to unwind a partial fill short of keeping
* a copy of the whole surface, and the caller asked for a bounded operation.
*/
static akerr_ErrorContext *flood_region(SDL_Surface *surface, int x, int y, uint32_t oldpixel, uint32_t newpixel, SDL_Rect *dirty)
{
uint32_t *pixels = (uint32_t *)surface->pixels;
int pitch = surface->pitch / (int)sizeof(uint32_t);
int count = 0;
int col = 0;
int left = 0;
int right = 0;
int i = 0;
int minx = surface->w;
int miny = surface->h;
int maxx = -1;
int maxy = -1;
FloodSpan span;
PREPARE_ERROR(errctx);
floodspans[0].x1 = x;
floodspans[0].x2 = x;
floodspans[0].y = y;
count = 1;
while ( count > 0 ) {
count -= 1;
span = floodspans[count];
col = span.x1;
while ( col <= span.x2 ) {
if ( pixels[(span.y * pitch) + col] != oldpixel ) {
col += 1;
continue;
}
left = col;
while ( left > 0 && pixels[(span.y * pitch) + (left - 1)] == oldpixel ) {
left -= 1;
}
right = col;
while ( right < (surface->w - 1) && pixels[(span.y * pitch) + (right + 1)] == oldpixel ) {
right += 1;
}
for ( i = left; i <= right; i++ ) {
pixels[(span.y * pitch) + i] = newpixel;
}
if ( left < minx ) {
minx = left;
}
if ( right > maxx ) {
maxx = right;
}
if ( span.y < miny ) {
miny = span.y;
}
if ( span.y > maxy ) {
maxy = span.y;
}
// Two pushes per run, so the check is for room for both.
FAIL_NONZERO_RETURN(
errctx,
((count + 2) > AKGL_DRAW_MAX_FLOOD_SPANS),
AKERR_OUTOFBOUNDS,
"Region needs more than %d pending spans; it is partially filled",
AKGL_DRAW_MAX_FLOOD_SPANS);
if ( span.y > 0 ) {
floodspans[count].x1 = left;
floodspans[count].x2 = right;
floodspans[count].y = span.y - 1;
count += 1;
}
if ( span.y < (surface->h - 1) ) {
floodspans[count].x1 = left;
floodspans[count].x2 = right;
floodspans[count].y = span.y + 1;
count += 1;
}
col = right + 1;
}
}
dirty->x = minx;
dirty->y = miny;
dirty->w = (maxx - minx) + 1;
dirty->h = (maxy - miny) + 1;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_point(akgl_RenderBackend *self, float32_t x, float32_t y, SDL_Color color)
{
SDL_Color previous;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
FAIL_ZERO_BREAK(
errctx,
SDL_RenderPoint(self->sdl_renderer, x, y),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_line(akgl_RenderBackend *self, float32_t x1, float32_t y1, float32_t x2, float32_t y2, SDL_Color color)
{
SDL_Color previous;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
FAIL_ZERO_BREAK(
errctx,
SDL_RenderLine(self->sdl_renderer, x1, y1, x2, y2),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color)
{
SDL_Color previous;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_ZERO_RETURN(errctx, rect, AKERR_NULLPOINTER, "rect");
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
FAIL_ZERO_BREAK(
errctx,
SDL_RenderRect(self->sdl_renderer, rect),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_filled_rect(akgl_RenderBackend *self, SDL_FRect *rect, SDL_Color color)
{
SDL_Color previous;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_ZERO_RETURN(errctx, rect, AKERR_NULLPOINTER, "rect");
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
FAIL_ZERO_BREAK(
errctx,
SDL_RenderFillRect(self->sdl_renderer, rect),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_circle(akgl_RenderBackend *self, float32_t x, float32_t y, float32_t radius, SDL_Color color)
{
SDL_Color previous;
SDL_FPoint octants[8];
int centerx = 0;
int centery = 0;
int r = 0;
int offsetx = 0;
int offsety = 0;
int decision = 0;
bool plotted = true;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_NONZERO_RETURN(errctx, (radius < 0), AKERR_OUTOFBOUNDS, "Negative radius %f", radius);
centerx = (int)SDL_lroundf(x);
centery = (int)SDL_lroundf(y);
r = (int)SDL_lroundf(radius);
offsety = r;
// The midpoint decision variable, started so the first step chooses between
// (0, r) and (1, r-1) correctly.
decision = 1 - r;
ATTEMPT {
CATCH(errctx, push_draw_color(self, color, &previous));
while ( offsety >= offsetx ) {
// Eight-way symmetry: one computed point in the second octant gives
// the seven others by reflection.
octants[0].x = (float)(centerx + offsetx);
octants[0].y = (float)(centery + offsety);
octants[1].x = (float)(centerx - offsetx);
octants[1].y = (float)(centery + offsety);
octants[2].x = (float)(centerx + offsetx);
octants[2].y = (float)(centery - offsety);
octants[3].x = (float)(centerx - offsetx);
octants[3].y = (float)(centery - offsety);
octants[4].x = (float)(centerx + offsety);
octants[4].y = (float)(centery + offsetx);
octants[5].x = (float)(centerx - offsety);
octants[5].y = (float)(centery + offsetx);
octants[6].x = (float)(centerx + offsety);
octants[6].y = (float)(centery - offsetx);
octants[7].x = (float)(centerx - offsety);
octants[7].y = (float)(centery - offsetx);
// A CATCH here would break this loop rather than leave the function,
// so failure is recorded and reported once the loop is done.
if ( !SDL_RenderPoints(self->sdl_renderer, octants, 8) ) {
plotted = false;
}
offsetx += 1;
if ( decision < 0 ) {
decision += (2 * offsetx) + 1;
} else {
offsety -= 1;
decision += 2 * (offsetx - offsety) + 1;
}
}
FAIL_ZERO_BREAK(errctx, plotted, AKGL_ERR_SDL, "%s", SDL_GetError());
} CLEANUP {
IGNORE(pop_draw_color(self, &previous));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_flood_fill(akgl_RenderBackend *self, int x, int y, SDL_Color color)
{
SDL_Surface *target = NULL;
SDL_Surface *rgba = NULL;
SDL_Texture *patch = NULL;
// Only written by a successful flood_region(), and only read after one, but
// the paths in between are far enough apart that the compiler cannot see it.
SDL_Rect dirty = { 0, 0, 0, 0 };
SDL_FRect src;
SDL_FRect dest;
uint32_t *pixels = NULL;
uint32_t oldpixel = 0;
uint32_t newpixel = 0;
int width = 0;
int height = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
ATTEMPT {
FAIL_ZERO_BREAK(
errctx,
SDL_GetCurrentRenderOutputSize(self->sdl_renderer, &width, &height),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
FAIL_NONZERO_BREAK(
errctx,
((x < 0) || (y < 0) || (x >= width) || (y >= height)),
AKERR_OUTOFBOUNDS,
"Seed pixel %d,%d is outside the %dx%d render target",
x, y, width, height);
target = SDL_RenderReadPixels(self->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, target, AKGL_ERR_SDL, "%s", SDL_GetError());
// The fill works on 32-bit words, so the layout has to be known rather
// than whatever the render target happens to use.
rgba = SDL_ConvertSurface(target, SDL_PIXELFORMAT_RGBA32);
FAIL_ZERO_BREAK(errctx, rgba, AKGL_ERR_SDL, "%s", SDL_GetError());
pixels = (uint32_t *)rgba->pixels;
oldpixel = pixels[(y * (rgba->pitch / (int)sizeof(uint32_t))) + x];
newpixel = SDL_MapSurfaceRGBA(rgba, color.r, color.g, color.b, color.a);
if ( oldpixel == newpixel ) {
// Already the requested color. Walking it would compare filled
// pixels against themselves and find nothing, so say so up front.
SUCCEED_BREAK(errctx);
}
CATCH(errctx, flood_region(rgba, x, y, oldpixel, newpixel, &dirty));
patch = SDL_CreateTextureFromSurface(self->sdl_renderer, rgba);
FAIL_ZERO_BREAK(errctx, patch, AKGL_ERR_SDL, "%s", SDL_GetError());
// Replace rather than blend: this is a framebuffer operation, and the
// pixels being put back are the ones that were just read out of it.
FAIL_ZERO_BREAK(
errctx,
SDL_SetTextureBlendMode(patch, SDL_BLENDMODE_NONE),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
// Only the bounding box of what changed goes back to the target.
src.x = (float)dirty.x;
src.y = (float)dirty.y;
src.w = (float)dirty.w;
src.h = (float)dirty.h;
dest = src;
FAIL_ZERO_BREAK(
errctx,
SDL_RenderTexture(self->sdl_renderer, patch, &src, &dest),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
if ( patch != NULL ) {
SDL_DestroyTexture(patch);
}
if ( rgba != NULL ) {
SDL_DestroySurface(rgba);
}
if ( target != NULL ) {
SDL_DestroySurface(target);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_copy_region(akgl_RenderBackend *self, SDL_Rect *src, SDL_Surface **dest)
{
SDL_Surface *saved = NULL;
int width = 0;
int height = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_ZERO_RETURN(errctx, src, AKERR_NULLPOINTER, "src");
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");
ATTEMPT {
FAIL_NONZERO_BREAK(
errctx,
((src->w <= 0) || (src->h <= 0)),
AKERR_OUTOFBOUNDS,
"Region %dx%d has no area",
src->w, src->h);
FAIL_ZERO_BREAK(
errctx,
SDL_GetCurrentRenderOutputSize(self->sdl_renderer, &width, &height),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
// SDL clips a read to the target and hands back a smaller surface than
// was asked for, which a caller pasting it back would not notice.
FAIL_NONZERO_BREAK(
errctx,
((src->x < 0) || (src->y < 0) ||
((src->x + src->w) > width) || ((src->y + src->h) > height)),
AKERR_OUTOFBOUNDS,
"Region %d,%d %dx%d does not fit inside the %dx%d render target",
src->x, src->y, src->w, src->h, width, height);
saved = SDL_RenderReadPixels(self->sdl_renderer, src);
FAIL_ZERO_BREAK(errctx, saved, AKGL_ERR_SDL, "%s", SDL_GetError());
if ( *dest == NULL ) {
*dest = saved;
// Ownership has moved to the caller; CLEANUP must not free it.
saved = NULL;
} else {
FAIL_NONZERO_BREAK(
errctx,
(((*dest)->w != src->w) || ((*dest)->h != src->h)),
AKERR_OUTOFBOUNDS,
"Destination surface is %dx%d, region is %dx%d",
(*dest)->w, (*dest)->h, src->w, src->h);
FAIL_ZERO_BREAK(
errctx,
SDL_SetSurfaceBlendMode(saved, SDL_BLENDMODE_NONE),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
FAIL_ZERO_BREAK(
errctx,
SDL_BlitSurface(saved, NULL, *dest, NULL),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
}
} CLEANUP {
if ( saved != NULL ) {
SDL_DestroySurface(saved);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_draw_paste_region(akgl_RenderBackend *self, SDL_Surface *src, float32_t x, float32_t y)
{
SDL_Texture *patch = NULL;
SDL_FRect dest;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(errctx, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
FAIL_ZERO_RETURN(errctx, src, AKERR_NULLPOINTER, "src");
ATTEMPT {
patch = SDL_CreateTextureFromSurface(self->sdl_renderer, src);
FAIL_ZERO_BREAK(errctx, patch, AKGL_ERR_SDL, "%s", SDL_GetError());
// Replace what is on the target, the way GSHAPE does by default.
FAIL_ZERO_BREAK(
errctx,
SDL_SetTextureBlendMode(patch, SDL_BLENDMODE_NONE),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
dest.x = x;
dest.y = y;
dest.w = (float)src->w;
dest.h = (float)src->h;
FAIL_ZERO_BREAK(
errctx,
SDL_RenderTexture(self->sdl_renderer, patch, NULL, &dest),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
} CLEANUP {
if ( patch != NULL ) {
SDL_DestroyTexture(patch);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}

24
src/error.c Normal file
View File

@@ -0,0 +1,24 @@
/**
* @file error.c
* @brief Implements the error subsystem: claims and names the libakgl status band.
*/
#include <akerror.h>
#include <akgl/error.h>
akerr_ErrorContext *akgl_error_init(void)
{
PREPARE_ERROR(errctx);
// Claim the whole band before naming anything in it: libakerror refuses a
// name for a status we do not own. Any collision propagates to the caller
// -- another component owning part of our range is an initialization
// failure, not a warning.
PASS(errctx, akerr_reserve_status_range(AKGL_ERR_BASE, AKGL_ERR_COUNT, AKGL_ERR_OWNER));
PASS(errctx, akerr_register_status_name(AKGL_ERR_OWNER, AKGL_ERR_SDL, "SDL Error"));
PASS(errctx, akerr_register_status_name(AKGL_ERR_OWNER, AKGL_ERR_REGISTRY, "Registry Error"));
PASS(errctx, akerr_register_status_name(AKGL_ERR_OWNER, AKGL_ERR_HEAP, "Heap Error"));
PASS(errctx, akerr_register_status_name(AKGL_ERR_OWNER, AKGL_ERR_BEHAVIOR, "Behavior Error"));
PASS(errctx, akerr_register_status_name(AKGL_ERR_OWNER, AKGL_ERR_LOGICINTERRUPT, "Logic Interrupt"));
SUCCEED_RETURN(errctx);
}

View File

@@ -1,86 +1,536 @@
/**
* @file game.c
* @brief Implements the game subsystem.
*/
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h> #include <SDL3_image/SDL_image.h>
#include <SDL3_mixer/SDL_mixer.h> #include <SDL3_mixer/SDL_mixer.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <stdio.h> #include <stdio.h>
#include <sdlerror.h> #include <akerror.h>
#include <semver.h>
#include <sdl3game/game.h> #include <akstdlib.h>
#include <sdl3game/controller.h> #include <akgl/game.h>
#include <sdl3game/tilemap.h> #include <akgl/controller.h>
#include <sdl3game/sprite.h> #include <akgl/tilemap.h>
#include <sdl3game/heap.h> #include <akgl/sprite.h>
#include <sdl3game/registry.h> #include <akgl/heap.h>
#include <sdl3game/staticstring.h> #include <akgl/registry.h>
#include <sdl3game/iterator.h> #include <akgl/staticstring.h>
#include <akgl/iterator.h>
#include <akgl/physics.h>
#include <akgl/error.h>
#include <akgl/SDL_GameControllerDB.h>
SDL_Window *window = NULL; SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
GAME_frame ball;
GAME_frame paddle1;
GAME_frame paddle2;
GAME_frame table;
tilemap gamemap;
MIX_Audio *bgm = NULL;
MIX_Mixer *GAME_mixer = NULL;
MIX_Track *GAME_tracks[64];
SDL_FRect camera;
Game game;
ErrorContext ERROR_NOIGNORE *GAME_init() // Currently active objects
akgl_RenderBackend *renderer;
akgl_PhysicsBackend *physics;
SDL_FRect *camera;
akgl_Tilemap *gamemap;
// Default objects
akgl_RenderBackend _akgl_renderer;
akgl_PhysicsBackend _akgl_physics;
SDL_FRect _akgl_camera;
akgl_Tilemap _akgl_gamemap;
MIX_Audio *bgm = NULL;
MIX_Mixer *akgl_mixer = NULL;
MIX_Track *akgl_tracks[AKGL_GAME_AUDIO_MAX_TRACKS];
akgl_Game game;
void akgl_game_lowfps(void)
{ {
SDL_Log("Low FPS! %d", game.fps);
return;
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_init()
{
int screenwidth = 0;
int screenheight = 0;
int i = 0; int i = 0;
PREPARE_ERROR(errctx); PREPARE_ERROR(e);
ATTEMPT { // First, before anything that can raise: everything below reports through
FAIL_ZERO_BREAK(errctx, strlen((char *)&game.name), ERR_NULLPOINTER, "Must provide game name"); // AKGL_ERR_* codes, and a code raised before its name is registered prints
FAIL_ZERO_BREAK(errctx, strlen((char *)&game.version), ERR_NULLPOINTER, "Must provide game version"); // as "Unknown Error" in the stack trace the caller is left holding.
FAIL_ZERO_BREAK(errctx, strlen((char *)&game.uri), ERR_NULLPOINTER, "Must provide game uri"); PASS(e, akgl_error_init());
CATCH(errctx, heap_init()); strncpy((char *)&game.libversion, AKGL_VERSION, 32);
CATCH(errctx, registry_init_actor()); game.gameStartTime = SDL_GetTicksNS();
CATCH(errctx, registry_init_sprite()); game.lastIterTime = game.gameStartTime;
CATCH(errctx, registry_init_spritesheet()); game.lastFPSTime = game.gameStartTime;
CATCH(errctx, registry_init_character()); game.lowfpsfunc = &akgl_game_lowfps;
CATCH(errctx, registry_init_actor_state_strings()); game.statelock = SDL_CreateMutex();
} CLEANUP { FAIL_ZERO_RETURN(e, game.statelock, AKGL_ERR_SDL, "%s", SDL_GetError());
} PROCESS(errctx) { PASS(e, akgl_game_state_lock());
} FINISH(errctx, true) FAIL_ZERO_RETURN(e, strlen((char *)&game.name), AKERR_NULLPOINTER, "Must provide game name");
FAIL_ZERO_RETURN(e, strlen((char *)&game.version), AKERR_NULLPOINTER, "Must provide game version");
FAIL_ZERO_RETURN(e, strlen((char *)&game.uri), AKERR_NULLPOINTER, "Must provide game uri");
PASS(e, akgl_heap_init());
PASS(e, akgl_registry_init_actor());
PASS(e, akgl_registry_init_sprite());
PASS(e, akgl_registry_init_spritesheet());
PASS(e, akgl_registry_init_character());
PASS(e, akgl_registry_init_font());
PASS(e, akgl_registry_init_music());
PASS(e, akgl_registry_init_properties());
PASS(e, akgl_registry_init_actor_state_strings());
SDL_SetAppMetadata(game.name, game.version, game.uri); SDL_SetAppMetadata(game.name, game.version, game.uri);
for ( i = 0 ; i < MAX_CONTROL_MAPS; i++ ) { for ( i = 0 ; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
memset(&GAME_ControlMaps[i], 0x00, sizeof(SDL3GControlMap)); memset(&GAME_ControlMaps[i], 0x00, sizeof(akgl_ControlMap));
} }
FAIL_ZERO_RETURN( FAIL_ZERO_RETURN(
errctx, e,
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD | SDL_INIT_AUDIO), SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD | SDL_INIT_AUDIO),
ERR_SDL, AKGL_ERR_SDL,
"Couldn't initialize SDL: %s", "Couldn't initialize SDL: %s",
SDL_GetError()); SDL_GetError());
FAIL_ZERO_RETURN( // Load the Game Controller DB
errctx,
SDL_CreateWindowAndRenderer(game.uri, game.screenwidth, game.screenheight, 0, &window, &renderer), for ( i = 0; i < AKGL_SDL_GAMECONTROLLER_DB_LEN ; i++ ) {
ERR_SDL, if ( SDL_AddGamepadMapping(SDL_GAMECONTROLLER_DB[i]) == -1 ) {
"Couldn't create window/renderer: %s", FAIL_ZERO_RETURN(e, 0, AKGL_ERR_SDL, "%s", SDL_GetError());
SDL_GetError()); }
}
PASS(e, akgl_controller_open_gamepads());
FAIL_ZERO_RETURN( FAIL_ZERO_RETURN(
errctx, e,
MIX_Init(), MIX_Init(),
ERR_SDL, AKGL_ERR_SDL,
"Couldn't initialize audio: %s", "Couldn't initialize audio: %s",
SDL_GetError()); SDL_GetError());
game.mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, 0); akgl_mixer = MIX_CreateMixerDevice(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, 0);
FAIL_ZERO_RETURN( FAIL_ZERO_RETURN(
errctx, e,
game.mixer, akgl_mixer,
ERR_SDL, AKGL_ERR_SDL,
"Unable to create mixer device: %s", "Unable to create mixer device: %s",
SDL_GetError()); SDL_GetError());
camera.x = 0; FAIL_ZERO_RETURN(
camera.y = 0; e,
camera.w = game.screenwidth; TTF_Init(),
camera.h = game.screenheight; AKGL_ERR_SDL,
"Couldn't initialize front engine: %s",
SDL_GetError());
camera = &_akgl_camera;
renderer = &_akgl_renderer;
physics = &_akgl_physics;
gamemap = &_akgl_gamemap;
PASS(e, akgl_game_state_unlock());
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_lock(void)
{
PREPARE_ERROR(e);
SDL_Time totaltime = 0;
while ( totaltime < AKGL_TIME_ONESEC_MS ) {
if ( SDL_TryLockMutex(game.statelock) == true ) {
SUCCEED_RETURN(e);
}
totaltime += 100;
SDL_Delay(100);
}
FAIL_RETURN(e, AKGL_ERR_SDL, "%s", SDL_GetError());
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_state_unlock(void)
{
PREPARE_ERROR(e);
SDL_UnlockMutex(game.statelock);
SUCCEED_RETURN(e);
}
void akgl_game_updateFPS()
{
SDL_Time curTime;
curTime = SDL_GetTicksNS();
if ( (curTime - game.lastFPSTime) > AKGL_TIME_ONESEC_NS ) {
game.fps = game.framesSinceUpdate;
game.framesSinceUpdate = 0;
game.lastFPSTime = curTime;
}
if ( game.fps < 30 ) {
game.lowfpsfunc();
}
game.framesSinceUpdate += 1;
game.lastIterTime = curTime;
}
/*
* entity name -> pointer map tables
*/
/**
* @brief Serializes an actor name-to-pointer entry.
* @param userdata Open output stream supplied by the caller.
* @param props Actor registry being iterated.
* @param name Actor registry key to serialize.
*/
void akgl_game_save_actorname_iterator(void *userdata, SDL_PropertiesID props, const char *name)
{
FILE *fp = (FILE *)userdata;
akgl_Actor *actor = NULL;
PREPARE_ERROR(e);
ATTEMPT {
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
CATCH(e, aksl_fwrite((char *)name, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp));
actor = SDL_GetPointerProperty(props, name, NULL);
CATCH(e, aksl_fwrite(&actor, 1, sizeof(akgl_Actor *), fp));
} CLEANUP {
} PROCESS(e) {
} FINISH_NORETURN(e);
}
/**
* @brief Game save spritename iterator.
* @param userdata Caller data supplied to the SDL property iterator.
* @param props SDL property collection being iterated.
* @param name Registry key or human-readable object name.
*/
void akgl_game_save_spritename_iterator(void *userdata, SDL_PropertiesID props, const char *name)
{
FILE *fp = (FILE *)userdata;
akgl_Sprite *sprite = NULL;
PREPARE_ERROR(e);
ATTEMPT {
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
sprite = SDL_GetPointerProperty(props, name, NULL);
CATCH(e, aksl_fwrite((char *)name, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
CATCH(e, aksl_fwrite(&sprite, 1, sizeof(akgl_Sprite *), fp));
} CLEANUP {
} PROCESS(e) {
} FINISH_NORETURN(e);
}
/**
* @brief Game save spritesheetname iterator.
* @param userdata Caller data supplied to the SDL property iterator.
* @param props SDL property collection being iterated.
* @param name Registry key or human-readable object name.
*/
void akgl_game_save_spritesheetname_iterator(void *userdata, SDL_PropertiesID props, const char *name)
{
FILE *fp = (FILE *)userdata;
akgl_SpriteSheet *spritesheet = NULL;
PREPARE_ERROR(e);
ATTEMPT {
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
spritesheet = SDL_GetPointerProperty(props, name, NULL);
CATCH(e, aksl_fwrite((char *)name, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
CATCH(e, aksl_fwrite(&spritesheet, 1, sizeof(akgl_SpriteSheet *), fp));
} CLEANUP {
} PROCESS(e) {
} FINISH_NORETURN(e);
}
/**
* @brief Game save charactername iterator.
* @param userdata Caller data supplied to the SDL property iterator.
* @param props SDL property collection being iterated.
* @param name Registry key or human-readable object name.
*/
void akgl_game_save_charactername_iterator(void *userdata, SDL_PropertiesID props, const char *name)
{
FILE *fp = (FILE *)userdata;
PREPARE_ERROR(e);
akgl_Character *character = NULL;
ATTEMPT {
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
character = SDL_GetPointerProperty(props, name, NULL);
CATCH(e, aksl_fwrite((char *)name, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp));
CATCH(e, aksl_fwrite(&character, 1, sizeof(akgl_Character *), fp));
} CLEANUP {
} PROCESS(e) {
} FINISH_NORETURN(e);
}
/**
* @brief Game save actors.
* @param fp Open save-game stream.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save_actors(FILE *fp)
{
PREPARE_ERROR(e);
// Each name table ends with a zeroed name field and a zeroed pointer, which
// is what akgl_game_load_objectnamemap() looks for to stop reading. The
// terminator has to come from a buffer at least as long as the longest name
// field: writing N bytes from the address of a single char would emit N-1
// bytes of whatever happened to follow it on the stack, which both leaks
// stack contents into the save file and produces a sentinel the loader
// cannot recognize.
char nullbuf[AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH];
memset((void *)&nullbuf, 0x00, sizeof(nullbuf));
ATTEMPT {
FAIL_ZERO_BREAK(e, fp, AKERR_NULLPOINTER, "NULL file pointer");
// write the actor name pointer table
SDL_EnumerateProperties(
AKGL_REGISTRY_ACTOR,
&akgl_game_save_actorname_iterator,
(void *)fp);
CATCH(e, aksl_fwrite((void *)&nullbuf, 1, AKGL_ACTOR_MAX_NAME_LENGTH, fp));
CATCH(e, aksl_fwrite((void *)&nullbuf, 1, sizeof(akgl_Actor *), fp));
// write the sprite name pointer table
SDL_EnumerateProperties(
AKGL_REGISTRY_SPRITE,
&akgl_game_save_spritename_iterator,
(void *)fp);
CATCH(e, aksl_fwrite((void *)&nullbuf, 1, AKGL_SPRITE_MAX_NAME_LENGTH, fp));
CATCH(e, aksl_fwrite((void *)&nullbuf, 1, sizeof(akgl_Sprite *), fp));
// write the spritesheet name pointer table
SDL_EnumerateProperties(
AKGL_REGISTRY_SPRITESHEET,
&akgl_game_save_spritesheetname_iterator,
(void *)fp);
CATCH(e, aksl_fwrite((void *)&nullbuf, 1, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH, fp));
CATCH(e, aksl_fwrite((void *)&nullbuf, 1, sizeof(akgl_SpriteSheet *), fp));
// write the character name pointer table
SDL_EnumerateProperties(
AKGL_REGISTRY_CHARACTER,
&akgl_game_save_charactername_iterator,
(void *)fp);
CATCH(e, aksl_fwrite((void *)&nullbuf, 1, AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH, fp));
CATCH(e, aksl_fwrite((void *)&nullbuf, 1, sizeof(akgl_Character *), fp));
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save(char *fpath)
{
FILE *fp = NULL;
PREPARE_ERROR(e);
ATTEMPT {
FAIL_ZERO_BREAK(e, fpath, AKERR_NULLPOINTER, "NULL file path");
CATCH(e, aksl_fopen(fpath, "wb", &fp));
CATCH(e, aksl_fwrite(&game, 1, sizeof(akgl_Game), fp));
CATCH(e, akgl_game_save_actors(fp));
} CLEANUP {
// CLEANUP must precede PROCESS: with the two transposed, the fclose
// lands inside the PROCESS switch and only runs when an error context
// exists and reports success, so an ordinary save never flushed or
// closed its stream.
if ( fp != NULL )
fclose(fp);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e); // SUCCEED_NORETURN if in main().
}
/**
* @brief Game load objectnamemap.
* @param fp Open save-game stream.
* @param map Tilemap to inspect, draw, or modify.
* @param namelength Fixed serialized name-field length.
* @param ptrlength Serialized pointer-field length.
* @param registry SDL property registry being queried.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_objectnamemap(FILE *fp, SDL_PropertiesID map, int namelength, int ptrlength, SDL_PropertiesID registry)
{
void *ptr = NULL;
char ptrstring[32];
char objname[namelength];
int retval = 0;
bool done = false;
PREPARE_ERROR(e);
// The ATTEMPT block sits inside the loop on purpose. CATCH reports a
// failure by breaking, and a break binds to the innermost enclosing switch
// or loop, so a CATCH written directly inside `while` would leave the loop
// and then fall through to SUCCEED_RETURN -- reporting a truncated or
// corrupt name table as a successful load.
while ( done == false ) {
ATTEMPT {
CATCH(e, aksl_fread((void *)&objname, 1, namelength, fp));
CATCH(e, aksl_fread((void *)&ptr, 1, ptrlength, fp));
// End of the map
if ( ptr == 0x00 && objname[0] == 0x00 ) {
done = true;
break;
}
// The map allows us to say "Object X has a reference to object Y at
// address Z. The object they had at address Z was named A. Our current
// instance of object named A is at address B. So we map address Z to
// address B, so that we can reconnect function pointers on objects loaded
// from the save game state."
// SDL_Properties objects can only use string keys, so we can't use the
// old pointer as a key without first converting it to a string.
CATCH(e, aksl_memset((void *)&ptrstring, 0x00, 32));
snprintf((char *)&ptrstring, 32, "%p", ptr);
SDL_SetPointerProperty(
map,
ptrstring,
SDL_GetPointerProperty(registry, objname, NULL));
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
};
SUCCEED_RETURN(e);
}
/**
* @brief Game load versioncmp.
* @param versiontype Description of the version being compared.
* @param newversion Version read from the save data.
* @param curversion Version supported by the running library.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_API When the corresponding validation or operation fails.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_VALUE When the corresponding validation or operation fails.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_versioncmp(char *versiontype, char *newversion, char *curversion)
{
semver_t current_version = {};
semver_t compare_version = {};
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, versiontype, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(e, curversion, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(e, newversion, AKERR_NULLPOINTER, "NULL argument");
ATTEMPT {
// Check save game library version
FAIL_NONZERO_BREAK(
e,
semver_parse((const char *)curversion, &current_version),
AKERR_VALUE,
"Invalid semantic %s version in current game: %s",
versiontype,
(char *)curversion);
FAIL_NONZERO_BREAK(
e,
semver_parse((const char *)newversion, &compare_version),
AKERR_VALUE,
"Invalid semantic %s version in save game: %s",
versiontype,
(char *)&newversion);
FAIL_ZERO_BREAK(
e,
semver_satisfies(compare_version, current_version, "="),
AKERR_API,
"Incompatible save game %s version (%s != %s)",
versiontype,
curversion,
(char *)&newversion);
} CLEANUP {
semver_free(&current_version);
semver_free(&compare_version);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load(char *fpath)
{
akgl_Game savegame;
SDL_PropertiesID actormap;
SDL_PropertiesID spritemap;
SDL_PropertiesID spritesheetmap;
SDL_PropertiesID charactermap;
FILE *fp = NULL;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, fpath, AKERR_NULLPOINTER, "NULL file path");
ATTEMPT {
CATCH(e, aksl_fopen(fpath, "rb", &fp));
CATCH(e, aksl_fread((void *)&savegame, 1, sizeof(akgl_Game), fp));
CATCH(e, akgl_game_load_versioncmp("library", (char *)&savegame.libversion, (char *)AKGL_VERSION));
CATCH(e, akgl_game_load_versioncmp("game", (char *)&savegame.version, (char *)&game.version));
FAIL_NONZERO_RETURN(
e,
strncmp((char *)&savegame.name, (char *)&game.name, 256),
AKERR_API,
"Savegame is not compatible with this game");
FAIL_NONZERO_RETURN(
e,
strncmp((char *)&savegame.uri, (char *)&game.uri, 256),
AKERR_API,
"Savegame is not compatible with this game");
memcpy((void *)&game, (void *)&savegame, sizeof(akgl_Game));
// Load actor name map
actormap = SDL_CreateProperties();
CATCH(e, akgl_game_load_objectnamemap(fp, actormap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Actor *), AKGL_REGISTRY_ACTOR));
// Load sprite name map
spritemap = SDL_CreateProperties();
CATCH(e, akgl_game_load_objectnamemap(fp, spritemap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Sprite *), AKGL_REGISTRY_SPRITE));
// Load spritesheet name map
spritesheetmap = SDL_CreateProperties();
CATCH(e, akgl_game_load_objectnamemap(fp, spritesheetmap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_SpriteSheet *), AKGL_REGISTRY_SPRITESHEET));
// Load character name map
charactermap = SDL_CreateProperties();
CATCH(e, akgl_game_load_objectnamemap(fp, charactermap, AKGL_ACTOR_MAX_NAME_LENGTH, sizeof(akgl_Character *), AKGL_REGISTRY_CHARACTER));
// Now that we have all of our pointer maps built, we can load the actual binary objects and reset their pointers
} CLEANUP {
if ( fp != NULL ) {
fclose(fp);
}
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_update(akgl_Iterator *opflags)
{
PREPARE_ERROR(e);
akgl_Iterator defflags = {
.flags = (AKGL_ITERATOR_OP_LAYERMASK | AKGL_ITERATOR_OP_LAYERMASK),
.layerid = 0
};
SDL_Time curTime = SDL_GetTicksNS();
akgl_Actor *actor = NULL;
if ( opflags == NULL ) {
opflags = &defflags;
}
PASS(e, akgl_game_state_lock());
akgl_game_updateFPS();
for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
if ( opflags == &defflags ) {
opflags->layerid = i;
}
for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR; j++ ) {
actor = &HEAP_ACTOR[j];
if ( actor->refcount == 0 ) {
continue;
}
if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_TILEMAPSCALE) ) {
PASS(e, akgl_tilemap_scale_actor(gamemap, actor));
} else {
actor->scale = 1.0;
}
PASS(e, actor->updatefunc(actor));
}
}
PASS(e, physics->simulate(physics, NULL));
PASS(e, renderer->draw_world(renderer, NULL));
PASS(e, akgl_game_state_unlock());
SUCCEED_RETURN(e);
} }

View File

@@ -1,192 +1,198 @@
/**
* @file heap.c
* @brief Implements the heap subsystem.
*/
#include <stdlib.h> #include <stdlib.h>
#include <sdlerror.h> #include <akerror.h>
#include <sdl3game/game.h> #include <akgl/game.h>
#include <sdl3game/sprite.h> #include <akgl/sprite.h>
#include <sdl3game/heap.h> #include <akgl/heap.h>
#include <sdl3game/registry.h> #include <akgl/registry.h>
#include <sdl3game/staticstring.h> #include <akgl/staticstring.h>
#include <sdl3game/iterator.h> #include <akgl/iterator.h>
#include <akgl/error.h>
actor HEAP_ACTOR[MAX_HEAP_ACTOR]; akgl_Actor HEAP_ACTOR[AKGL_MAX_HEAP_ACTOR];
sprite HEAP_SPRITE[MAX_HEAP_SPRITE]; akgl_Sprite HEAP_SPRITE[AKGL_MAX_HEAP_SPRITE];
spritesheet HEAP_SPRITESHEET[MAX_HEAP_SPRITESHEET]; akgl_SpriteSheet HEAP_SPRITESHEET[AKGL_MAX_HEAP_SPRITESHEET];
character HEAP_CHARACTER[MAX_HEAP_CHARACTER]; akgl_Character HEAP_CHARACTER[AKGL_MAX_HEAP_CHARACTER];
string HEAP_STRING[MAX_HEAP_STRING]; akgl_String HEAP_STRING[AKGL_MAX_HEAP_STRING];
ErrorContext *heap_init() akerr_ErrorContext *akgl_heap_init()
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
int i = 0; int i = 0;
for ( i = 0; i < MAX_HEAP_ACTOR; i++) { PASS(errctx, akgl_heap_init_actor());
memset(&HEAP_ACTOR[i], 0x00, sizeof(actor)); for ( i = 0; i < AKGL_MAX_HEAP_SPRITE; i++) {
memset(&HEAP_SPRITE[i], 0x00, sizeof(akgl_Sprite));
} }
for ( i = 0; i < MAX_HEAP_SPRITE; i++) { for ( i = 0; i < AKGL_MAX_HEAP_SPRITESHEET; i++) {
memset(&HEAP_SPRITE[i], 0x00, sizeof(sprite)); memset(&HEAP_SPRITESHEET[i], 0x00, sizeof(akgl_SpriteSheet));
} }
for ( i = 0; i < MAX_HEAP_SPRITESHEET; i++) { for ( i = 0; i < AKGL_MAX_HEAP_CHARACTER; i++) {
memset(&HEAP_SPRITESHEET[i], 0x00, sizeof(spritesheet)); memset(&HEAP_CHARACTER[i], 0x00, sizeof(akgl_Character));
} }
for ( i = 0; i < MAX_HEAP_CHARACTER; i++) { for ( i = 0; i < AKGL_MAX_HEAP_STRING; i++) {
memset(&HEAP_CHARACTER[i], 0x00, sizeof(character)); memset(&HEAP_STRING[i], 0x00, sizeof(akgl_String));
}
for ( i = 0; i < MAX_HEAP_STRING; i++) {
memset(&HEAP_STRING[i], 0x00, sizeof(string));
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *heap_next_actor(actor **dest) akerr_ErrorContext *akgl_heap_init_actor(void)
{
PREPARE_ERROR(e);
for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++) {
memset(&HEAP_ACTOR[i], 0x00, sizeof(akgl_Actor));
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext *akgl_heap_next_actor(akgl_Actor **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
for (int i = 0; i < MAX_HEAP_ACTOR; i++ ) { for (int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
if ( HEAP_ACTOR[i].refcount != 0 ) { if ( HEAP_ACTOR[i].refcount != 0 ) {
continue; continue;
} }
*dest = &HEAP_ACTOR[i]; *dest = &HEAP_ACTOR[i];
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
FAIL_RETURN(errctx, ERR_HEAP, "Unable to find unused actor on the heap"); FAIL_RETURN(errctx, AKGL_ERR_HEAP, "Unable to find unused actor on the heap");
} }
ErrorContext *heap_next_sprite(sprite **dest) akerr_ErrorContext *akgl_heap_next_sprite(akgl_Sprite **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
for (int i = 0; i < MAX_HEAP_SPRITE; i++ ) { for (int i = 0; i < AKGL_MAX_HEAP_SPRITE; i++ ) {
if ( HEAP_SPRITE[i].refcount != 0 ) { if ( HEAP_SPRITE[i].refcount != 0 ) {
continue; continue;
} }
*dest = &HEAP_SPRITE[i]; *dest = &HEAP_SPRITE[i];
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
FAIL_RETURN(errctx, ERR_HEAP, "Unable to find unused sprite on the heap"); FAIL_RETURN(errctx, AKGL_ERR_HEAP, "Unable to find unused sprite on the heap");
} }
ErrorContext *heap_next_spritesheet(spritesheet **dest) akerr_ErrorContext *akgl_heap_next_spritesheet(akgl_SpriteSheet **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
for (int i = 0; i < MAX_HEAP_SPRITESHEET; i++ ) { for (int i = 0; i < AKGL_MAX_HEAP_SPRITESHEET; i++ ) {
if ( HEAP_SPRITESHEET[i].refcount != 0 ) { if ( HEAP_SPRITESHEET[i].refcount != 0 ) {
continue; continue;
} }
*dest = &HEAP_SPRITESHEET[i]; *dest = &HEAP_SPRITESHEET[i];
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
FAIL_RETURN(errctx, ERR_HEAP, "Unable to find unused spritesheet on the heap"); FAIL_RETURN(errctx, AKGL_ERR_HEAP, "Unable to find unused spritesheet on the heap");
} }
ErrorContext *heap_next_character(character **dest) akerr_ErrorContext *akgl_heap_next_character(akgl_Character **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
for (int i = 0; i < MAX_HEAP_CHARACTER; i++ ) { for (int i = 0; i < AKGL_MAX_HEAP_CHARACTER; i++ ) {
if ( HEAP_CHARACTER[i].refcount != 0 ) { if ( HEAP_CHARACTER[i].refcount != 0 ) {
continue; continue;
} }
*dest = &HEAP_CHARACTER[i]; *dest = &HEAP_CHARACTER[i];
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
FAIL_RETURN(errctx, ERR_HEAP, "Unable to find unused character on the heap"); FAIL_RETURN(errctx, AKGL_ERR_HEAP, "Unable to find unused character on the heap");
} }
ErrorContext *heap_next_string(string **dest) akerr_ErrorContext *akgl_heap_next_string(akgl_String **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
for (int i = 0; i < MAX_HEAP_STRING; i++ ) { for (int i = 0; i < AKGL_MAX_HEAP_STRING; i++ ) {
if ( HEAP_STRING[i].refcount != 0 ) { if ( HEAP_STRING[i].refcount != 0 ) {
continue; continue;
} }
*dest = &HEAP_STRING[i]; *dest = &HEAP_STRING[i];
HEAP_STRING[i].refcount += 1;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
FAIL_RETURN(errctx, ERR_HEAP, "Unable to find unused string on the heap"); FAIL_RETURN(errctx, AKGL_ERR_HEAP, "Unable to find unused string on the heap");
} }
ErrorContext *heap_release_actor(actor *ptr) akerr_ErrorContext *akgl_heap_release_actor(akgl_Actor *ptr)
{ {
int i = 0; int i = 0;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, ptr, ERR_NULLPOINTER, "NULL actor reference"); FAIL_ZERO_RETURN(errctx, ptr, AKERR_NULLPOINTER, "NULL actor reference");
if ( ptr->refcount > 0 ) { if ( ptr->refcount > 0 ) {
ptr->refcount -= 1; ptr->refcount -= 1;
} }
if ( ptr->refcount == 0 ) { if ( ptr->refcount == 0 ) {
for ( i = 0; i < ACTOR_MAX_CHILDREN; i++ ) { for ( i = 0; i < AKGL_ACTOR_MAX_CHILDREN; i++ ) {
if ( ptr->children[i] != NULL ) { if ( ptr->children[i] != NULL ) {
CATCH_AND_RETURN(errctx, heap_release_actor(ptr->children[i])); PASS(errctx, akgl_heap_release_actor(ptr->children[i]));
} }
} }
if ( ptr->basechar != NULL ) { SDL_ClearProperty(AKGL_REGISTRY_ACTOR, (char *)&ptr->name);
CATCH_AND_RETURN(errctx, heap_release_character(ptr->basechar)); memset(ptr, 0x00, sizeof(akgl_Actor));
}
memset(ptr, 0x00, sizeof(actor));
SDL_ClearProperty(REGISTRY_ACTOR, (char *)&ptr->name);
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *heap_release_character(character *basechar) akerr_ErrorContext *akgl_heap_release_character(akgl_Character *basechar)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
iterator opflags; akgl_Iterator opflags;
FAIL_ZERO_RETURN(errctx, basechar, ERR_NULLPOINTER, "NULL character reference"); FAIL_ZERO_RETURN(errctx, basechar, AKERR_NULLPOINTER, "NULL character reference");
BITMASK_CLEAR(opflags.flags); AKGL_BITMASK_CLEAR(opflags.flags);
BITMASK_ADD(opflags.flags, ITERATOR_OP_RELEASE);
if ( basechar->refcount > 0 ) { if ( basechar->refcount > 0 ) {
basechar->refcount -= 1; basechar->refcount -= 1;
} }
if ( basechar->refcount == 0 ) { if ( basechar->refcount == 0 ) {
SDL_EnumerateProperties(basechar->state_sprites, &character_state_sprites_iterate, (void *)&opflags); SDL_ClearProperty(AKGL_REGISTRY_CHARACTER, (char *)&basechar->name);
SDL_ClearProperty(REGISTRY_CHARACTER, (char *)&basechar->name); memset(basechar, 0x00, sizeof(akgl_Character));
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *heap_release_sprite(sprite *ptr) akerr_ErrorContext *akgl_heap_release_sprite(akgl_Sprite *ptr)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, ptr, ERR_NULLPOINTER, "Received NULL sprite reference"); FAIL_ZERO_RETURN(errctx, ptr, AKERR_NULLPOINTER, "Received NULL sprite reference");
if ( ptr->refcount > 0 ) { if ( ptr->refcount > 0 ) {
ptr->refcount -= 1; ptr->refcount -= 1;
} }
if ( ptr->refcount == 0 ) { if ( ptr->refcount == 0 ) {
ATTEMPT { SDL_ClearProperty(AKGL_REGISTRY_SPRITE, (char *)&ptr->name);
CATCH(errctx, heap_release_spritesheet(ptr->sheet)); memset(ptr, 0x00, sizeof(akgl_Sprite));
} CLEANUP {
SDL_ClearProperty(REGISTRY_SPRITE, (char *)&ptr->name);
} PROCESS(errctx) {
} FINISH(errctx, true);
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *heap_release_spritesheet(spritesheet *ptr) akerr_ErrorContext *akgl_heap_release_spritesheet(akgl_SpriteSheet *ptr)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, ptr, ERR_NULLPOINTER, "Received NULL spritesheet reference"); FAIL_ZERO_RETURN(errctx, ptr, AKERR_NULLPOINTER, "Received NULL spritesheet reference");
if ( ptr->refcount > 0 ) { if ( ptr->refcount > 0 ) {
ptr->refcount -= 1; ptr->refcount -= 1;
} }
if ( ptr->refcount == 0 ) { if ( ptr->refcount == 0 ) {
// TODO : If we go threaded, make sure this is only happening on the main thread // TODO : If we go threaded, make sure this is only happening on the main thread
SDL_ClearProperty(REGISTRY_SPRITESHEET, (char *)&ptr->name); SDL_ClearProperty(AKGL_REGISTRY_SPRITESHEET, (char *)&ptr->name);
if ( ptr-> texture != NULL ) if ( ptr-> texture != NULL )
SDL_DestroyTexture(ptr->texture); SDL_DestroyTexture(ptr->texture);
ptr->texture = NULL; ptr->texture = NULL;
memset(ptr, 0x00, sizeof(akgl_SpriteSheet));
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *heap_release_string(string *ptr) akerr_ErrorContext *akgl_heap_release_string(akgl_String *ptr)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, ptr, ERR_NULLPOINTER, "Received NULL string reference"); FAIL_ZERO_RETURN(errctx, ptr, AKERR_NULLPOINTER, "Received NULL string reference");
if ( ptr->refcount > 0 ) { if ( ptr->refcount > 0 ) {
ptr->refcount -= 1; ptr->refcount -= 1;
} }
if ( ptr->refcount == 0 ) { if ( ptr->refcount == 0 ) {
memset(&ptr->data, 0x00, MAX_STRING_LENGTH); memset(&ptr->data, 0x00, AKGL_MAX_STRING_LENGTH);
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }

View File

@@ -1,131 +1,170 @@
/**
* @file json_helpers.c
* @brief Implements the json helpers subsystem.
*/
#include <jansson.h> #include <jansson.h>
#include <string.h> #include <string.h>
#include <sdlerror.h> #include <akerror.h>
#include <sdl3game/json_helpers.h> #include <akgl/json_helpers.h>
#include <sdl3game/game.h> #include <akgl/game.h>
#include <sdl3game/heap.h> #include <akgl/heap.h>
#include <sdl3game/staticstring.h> #include <akgl/staticstring.h>
#include <sdl3game/registry.h> #include <akgl/registry.h>
ErrorContext *get_json_object_value(json_t *obj, char *key, json_t **dest) akerr_ErrorContext *akgl_get_json_object_value(json_t *obj, char *key, json_t **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL object pointer"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL object pointer");
json_t *value = json_object_get(obj, key); json_t *value = json_object_get(obj, key);
FAIL_ZERO_RETURN(errctx, value, ERR_KEY, "Key %s not found in object", key); FAIL_ZERO_RETURN(errctx, value, AKERR_KEY, "Key %s not found in object", key);
FAIL_ZERO_RETURN(errctx, (json_is_object(value)), ERR_TYPE, "Key %s in object has incorrect type", key); FAIL_ZERO_RETURN(errctx, (json_is_object(value)), AKERR_TYPE, "Key %s in object has incorrect type", key);
*dest = value; *dest = value;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *get_json_boolean_value(json_t *obj, char *key, bool *dest) akerr_ErrorContext *akgl_get_json_boolean_value(json_t *obj, char *key, bool *dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL object pointer"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL object pointer");
json_t *value = json_object_get(obj, key); json_t *value = json_object_get(obj, key);
FAIL_ZERO_RETURN(errctx, value, ERR_KEY, "Key %s not found in object", key); FAIL_ZERO_RETURN(errctx, value, AKERR_KEY, "Key %s not found in object", key);
FAIL_ZERO_RETURN(errctx, (json_is_boolean(value)), ERR_TYPE, "Key %s in object has incorrect type", key); FAIL_ZERO_RETURN(errctx, (json_is_boolean(value)), AKERR_TYPE, "Key %s in object has incorrect type", key);
*dest = json_boolean_value(value); *dest = json_boolean_value(value);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *get_json_integer_value(json_t *obj, char *key, int *dest) akerr_ErrorContext *akgl_get_json_integer_value(json_t *obj, char *key, int *dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL object pointer"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL object pointer");
json_t *value = json_object_get(obj, key); json_t *value = json_object_get(obj, key);
FAIL_ZERO_RETURN(errctx, value, ERR_KEY, "Key %s not found in object", key); FAIL_ZERO_RETURN(errctx, value, AKERR_KEY, "Key %s not found in object", key);
FAIL_ZERO_RETURN(errctx, (json_is_integer(value)), ERR_TYPE, "Key %s in object has incorrect type", key); FAIL_ZERO_RETURN(errctx, (json_is_integer(value)), AKERR_TYPE, "Key %s in object has incorrect type", key);
*dest = json_integer_value(value); *dest = json_integer_value(value);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *get_json_number_value(json_t *obj, char *key, float *dest) akerr_ErrorContext *akgl_get_json_number_value(json_t *obj, char *key, float *dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL pointer reference"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL pointer reference");
json_t *value = json_object_get(obj, key); json_t *value = json_object_get(obj, key);
FAIL_ZERO_RETURN(errctx, value, ERR_KEY, "Key %s not found in object", key); FAIL_ZERO_RETURN(errctx, value, AKERR_KEY, "Key %s not found in object", key);
FAIL_ZERO_RETURN(errctx, (json_is_number(value)), ERR_TYPE, "Key %s in object has incorrect type", key); FAIL_ZERO_RETURN(errctx, (json_is_number(value)), AKERR_TYPE, "Key %s in object has incorrect type", key);
*dest = json_number_value(value); *dest = json_number_value(value);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *get_json_string_value(json_t *obj, char *key, string **dest) akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_double_value(json_t *obj, char *key, double *dest)
{ {
json_t *value = NULL; PREPARE_ERROR(errctx);
PREPARE_ERROR(errctx); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL pointer reference");
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL pointer reference"); json_t *value = json_object_get(obj, key);
FAIL_ZERO_RETURN(errctx, key, ERR_NULLPOINTER, "NULL pointer reference"); FAIL_ZERO_RETURN(errctx, value, AKERR_KEY, "Key %s not found in object", key);
FAIL_ZERO_RETURN(errctx, dest, ERR_NULLPOINTER, "NULL pointer reference"); FAIL_ZERO_RETURN(errctx, (json_is_number(value)), AKERR_TYPE, "Key %s in object has incorrect type", key);
*dest = json_number_value(value);
SUCCEED_RETURN(errctx);
}
value = json_object_get(obj, key); akerr_ErrorContext *akgl_get_json_string_value(json_t *obj, char *key, akgl_String **dest)
FAIL_ZERO_RETURN(errctx, value, ERR_KEY, "Key %s not found in object", key); {
FAIL_ZERO_RETURN(errctx, (json_is_string(value)), ERR_TYPE, "Key %s in object has incorrect type", key); json_t *value = NULL;
ATTEMPT { PREPARE_ERROR(errctx);
if ( *dest == NULL ) { FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL pointer reference");
CATCH(errctx, heap_next_string(dest)); FAIL_ZERO_RETURN(errctx, key, AKERR_NULLPOINTER, "NULL pointer reference");
CATCH(errctx, string_initialize(*dest, NULL)); FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL pointer reference");
value = json_object_get(obj, key);
FAIL_ZERO_RETURN(errctx, value, AKERR_KEY, "Key %s not found in object", key);
FAIL_ZERO_RETURN(errctx, (json_is_string(value)), AKERR_TYPE, "Key %s in object has incorrect type", key);
ATTEMPT {
if ( *dest == NULL ) {
CATCH(errctx, akgl_heap_next_string(dest));
CATCH(errctx, akgl_string_initialize(*dest, NULL));
}
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, false);
strncpy((char *)&(*dest)->data, json_string_value(value), AKGL_MAX_STRING_LENGTH);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_get_json_array_value(json_t *obj, char *key, json_t **dest)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL pointer reference");
json_t *value = json_object_get(obj, key);
FAIL_ZERO_RETURN(errctx, value, AKERR_KEY, "Key %s not found in object", key);
FAIL_ZERO_RETURN(errctx, (json_is_array(value)), AKERR_TYPE, "Key %s in object has incorrect type", key);
*dest = value;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_get_json_array_index_object(json_t *array, int index, json_t **dest)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, array, AKERR_NULLPOINTER, "NULL pointer reference");
json_t *value = json_array_get(array, index);
FAIL_ZERO_RETURN(errctx, value, AKERR_OUTOFBOUNDS, "Index %d out of bounds for array", index);
FAIL_ZERO_RETURN(errctx, (json_is_object(value)), AKERR_TYPE, "Index %d in object has incorrect type", index);
*dest = value;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_get_json_array_index_integer(json_t *array, int index, int *dest)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, array, AKERR_NULLPOINTER, "NULL pointer reference");
json_t *value = json_array_get(array, index);
FAIL_ZERO_RETURN(errctx, value, AKERR_OUTOFBOUNDS, "Index %d out of bounds for array", index);
FAIL_ZERO_RETURN(errctx, (json_is_integer(value)), AKERR_TYPE, "Index %d in object has incorrect type", index);
*dest = json_integer_value(value);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_get_json_array_index_string(json_t *array, int index, akgl_String **dest)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, array, AKERR_NULLPOINTER, "NULL pointer reference");
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL destination pointer reference");
json_t *value = json_array_get(array, index);
FAIL_ZERO_RETURN(errctx, value, AKERR_OUTOFBOUNDS, "Index %d out of bounds for array", index);
FAIL_ZERO_RETURN(errctx, (json_is_string(value)), AKERR_TYPE, "Index %d in object has incorrect type", index);
ATTEMPT {
if ( *dest == NULL ) {
CATCH(errctx, akgl_heap_next_string(dest));
CATCH(errctx, akgl_string_initialize(*dest, NULL));
}
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, false);
strncpy((char *)&(*dest)->data, json_string_value(value), AKGL_MAX_STRING_LENGTH);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_json_with_default(akerr_ErrorContext *err, void *defval, void *dest, uint32_t defsize)
{
PREPARE_ERROR(e);
if ( err == NULL ) {
SUCCEED_RETURN(e);
} }
} CLEANUP { int docopy = 0;
} PROCESS(errctx) {
} FINISH(errctx, false);
strncpy((char *)&(*dest)->data, json_string_value(value), MAX_STRING_LENGTH); FAIL_ZERO_RETURN(e, err, AKERR_NULLPOINTER, "err");
SUCCEED_RETURN(errctx); FAIL_ZERO_RETURN(e, defval, AKERR_NULLPOINTER, "defval");
} FAIL_ZERO_RETURN(e, dest, AKERR_NULLPOINTER, "dest");
ErrorContext *get_json_array_value(json_t *obj, char *key, json_t **dest) ATTEMPT {
{ } CLEANUP {
PREPARE_ERROR(errctx); } PROCESS(err) {
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL pointer reference"); } HANDLE_GROUP(err, AKERR_KEY) {
json_t *value = json_object_get(obj, key); } HANDLE_GROUP(err, AKERR_INDEX) {
FAIL_ZERO_RETURN(errctx, value, ERR_KEY, "Key %s not found in object", key); memcpy(dest, defval, defsize);
FAIL_ZERO_RETURN(errctx, (json_is_array(value)), ERR_TYPE, "Key %s in object has incorrect type", key); } FINISH(err, true);
*dest = value;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(e);
}
ErrorContext *get_json_array_index_object(json_t *array, int index, json_t **dest)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, array, ERR_NULLPOINTER, "NULL pointer reference");
json_t *value = json_array_get(array, index);
FAIL_ZERO_RETURN(errctx, value, ERR_OUTOFBOUNDS, "Index %d out of bounds for array", index);
FAIL_ZERO_RETURN(errctx, (json_is_object(value)), ERR_TYPE, "Index %d in object has incorrect type", index);
*dest = value;
SUCCEED_RETURN(errctx);
}
ErrorContext *get_json_array_index_integer(json_t *array, int index, int *dest)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, array, ERR_NULLPOINTER, "NULL pointer reference");
json_t *value = json_array_get(array, index);
FAIL_ZERO_RETURN(errctx, value, ERR_OUTOFBOUNDS, "Index %d out of bounds for array", index);
FAIL_ZERO_RETURN(errctx, (json_is_integer(value)), ERR_TYPE, "Index %d in object has incorrect type", index);
*dest = json_integer_value(value);
SUCCEED_RETURN(errctx);
}
ErrorContext *get_json_array_index_string(json_t *array, int index, string **dest)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, array, ERR_NULLPOINTER, "NULL pointer reference");
FAIL_ZERO_RETURN(errctx, dest, ERR_NULLPOINTER, "NULL destination pointer reference");
json_t *value = json_array_get(array, index);
FAIL_ZERO_RETURN(errctx, value, ERR_OUTOFBOUNDS, "Index %d out of bounds for array", index);
FAIL_ZERO_RETURN(errctx, (json_is_string(value)), ERR_TYPE, "Index %d in object has incorrect type", index);
ATTEMPT {
if ( *dest == NULL ) {
CATCH(errctx, heap_next_string(dest));
CATCH(errctx, string_initialize(*dest, NULL));
}
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, false);
strncpy((char *)&(*dest)->data, json_string_value(value), MAX_STRING_LENGTH);
SUCCEED_RETURN(errctx);
} }

246
src/physics.c Normal file
View File

@@ -0,0 +1,246 @@
/**
* @file physics.c
* @brief Implements the physics subsystem.
*/
#include <math.h>
#include <akstdlib.h>
#include <akgl/physics.h>
#include <akgl/actor.h>
#include <akgl/game.h>
#include <akgl/error.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_null_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_null(akgl_PhysicsBackend *self)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
self->gravity = akgl_physics_null_gravity;
self->collide = akgl_physics_null_collide;
self->move = akgl_physics_null_move;
self->simulate = akgl_physics_simulate;
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_gravity(akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
if ( self->gravity_x != 0 ) {
// Assume the X origin is - (screen left)
actor->ex -= (self->gravity_x * dt);
}
if ( self->gravity_y != 0 ) {
// Assume Y origin is + (down screen)
actor->ey += (self->gravity_y * dt);
}
if ( self->gravity_z != 0 ) {
// Assume Z origin is - (behind the camera)
actor->ez -= (self->gravity_z * dt);
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_collide(akgl_PhysicsBackend *self, akgl_Actor *a1, akgl_Actor *a2)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_RETURN(e, AKERR_API, "Not implemented");
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_arcade_move(struct akgl_PhysicsBackend *self, akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "actor");
actor->x += actor->vx * dt;
actor->y += actor->vy * dt;
actor->z += actor->vz * dt;
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_init_arcade(akgl_PhysicsBackend *self)
{
akgl_String *tmp;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
PASS(e, akgl_heap_next_string(&tmp));
self->gravity = akgl_physics_arcade_gravity;
self->collide = akgl_physics_arcade_collide;
self->move = akgl_physics_arcade_move;
self->simulate = akgl_physics_simulate;
ATTEMPT {
CATCH(e, akgl_get_property("physics.gravity.x", &tmp, "0.0"));
CATCH(e, aksl_atof(tmp->data, &self->gravity_x));
CATCH(e, akgl_get_property("physics.gravity.y", &tmp, "0.0"));
CATCH(e, aksl_atof(tmp->data, &self->gravity_y));
CATCH(e, akgl_get_property("physics.gravity.z", &tmp, "0.0"));
CATCH(e, aksl_atof(tmp->data, &self->gravity_z));
CATCH(e, akgl_get_property("physics.drag.x", &tmp, "0.0"));
CATCH(e, aksl_atof(tmp->data, &self->drag_x));
CATCH(e, akgl_get_property("physics.drag.y", &tmp, "0.0"));
CATCH(e, aksl_atof(tmp->data, &self->drag_y));
CATCH(e, akgl_get_property("physics.drag.z", &tmp, "0.0"));
CATCH(e, aksl_atof(tmp->data, &self->drag_z));
} CLEANUP {
IGNORE(akgl_heap_release_string(tmp));
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_simulate(akgl_PhysicsBackend *self, akgl_Iterator *opflags)
{
PREPARE_ERROR(e);
akgl_Iterator defflags = {
.flags = 0,
.layerid = 0
};
SDL_Time curtime = 0;
float32_t dt = 0;
akgl_Actor *actor = NULL;
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, self->move, AKERR_NULLPOINTER, "self->move");
// Reading the elapsed time requires self, so it cannot be hoisted above
// the null check.
curtime = SDL_GetTicksNS();
dt = (float32_t)(curtime - self->gravity_time) / (float32_t)AKGL_TIME_ONESEC_NS;
if ( opflags == NULL ) {
opflags = &defflags;
}
for ( int i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
actor = &HEAP_ACTOR[i];
if ( actor->refcount == 0 ) {
continue;
}
if ( actor->parent != NULL ) {
// Children don't move independently of their parents, they just have an offset
actor->x = actor->parent->x + actor->vx;
actor->y = actor->parent->y + actor->vy;
actor->z = actor->parent->z + actor->vz;
continue;
} else if ( actor->basechar == NULL ) {
continue;
}
if ( AKGL_BITMASK_HAS(opflags->flags, AKGL_ITERATOR_OP_LAYERMASK) ) {
if ( actor->layer != opflags->layerid ) {
continue;
}
}
// thrust is a function of acceleration on a given axis
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_LEFT) ||
AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_RIGHT) ) {
actor->tx += actor->ax * dt;
}
if ( AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_UP) ||
AKGL_BITMASK_HAS(actor->state, AKGL_ACTOR_STATE_MOVING_DOWN) ) {
actor->ty += actor->ay * dt;
}
// velocity equals thrust unless thrust exceeds max speed
if ( fabsf(actor->tx) > fabsf(actor->sx) ) {
if ( actor->tx < 0 ) {
actor->tx = -actor->sx;
} else {
actor->tx = actor->sx;
}
}
if ( fabsf(actor->ty) > fabsf(actor->sy) ) {
if ( actor->ty < 0 ) {
actor->ty = -actor->sy;
} else {
actor->ty = actor->sy;
}
}
if ( fabsf(actor->tz) > fabsf(actor->sz) ) {
if ( actor->tz < 0 ) {
actor->tz = -actor->sz;
} else {
actor->tz = actor->sz;
}
}
ATTEMPT {
CATCH(e, actor->movementlogicfunc(actor, dt));
PASS(e, self->gravity(self, actor, dt));
// Counteract velocity with atmospheric drag
if ( self->drag_x != 0 ) {
actor->ex -= actor->ex * self->drag_x * dt;
}
if ( self->drag_y != 0 ) {
actor->ey -= actor->ey * self->drag_y * dt;
}
if ( self->drag_z != 0 ) {
actor->ez -= actor->ez * self->drag_z * dt;
}
actor->vx = actor->ex + actor->tx;
actor->vy = actor->ey + actor->ty;
actor->vz = actor->ez + actor->tz;
PASS(e, self->move(self, actor, dt));
} CLEANUP {
} PROCESS(e) {
} HANDLE(e, AKGL_ERR_LOGICINTERRUPT) {
// noop
} FINISH(e, true);
}
self->gravity_time = curtime;
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_physics_factory(akgl_PhysicsBackend *self, akgl_String *type)
{
uint32_t hashval;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, type, AKERR_NULLPOINTER, "type");
if ( strncmp(type->data, "null", 4) == 0) {
PASS(e, akgl_physics_init_null(self));
SUCCEED_RETURN(e);
}
if ( strncmp(type->data, "arcade", 6) == 0) {
PASS(e, akgl_physics_init_arcade(self));
SUCCEED_RETURN(e);
}
FAIL_RETURN(e, AKERR_KEY, "Invalid physics engine %s", type->data);
}

View File

@@ -1,77 +1,191 @@
/**
* @file registry.c
* @brief Implements the registry subsystem.
*/
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <sdlerror.h> #include <akerror.h>
#include <jansson.h>
#include <sdl3game/sprite.h> #include <akstdlib.h>
#include <sdl3game/registry.h> #include <akgl/heap.h>
#include <sdl3game/iterator.h> #include <akgl/sprite.h>
#include <sdl3game/actor.h> #include <akgl/registry.h>
#include <akgl/iterator.h>
#include <akgl/actor.h>
#include <akgl/json_helpers.h>
SDL_PropertiesID REGISTRY_ACTOR; SDL_PropertiesID AKGL_REGISTRY_ACTOR = 0;
SDL_PropertiesID REGISTRY_ACTOR_STATE_STRINGS; SDL_PropertiesID AKGL_REGISTRY_ACTOR_STATE_STRINGS = 0;
SDL_PropertiesID REGISTRY_SPRITE; SDL_PropertiesID AKGL_REGISTRY_SPRITE = 0;
SDL_PropertiesID REGISTRY_SPRITESHEET; SDL_PropertiesID AKGL_REGISTRY_SPRITESHEET = 0;
SDL_PropertiesID REGISTRY_CHARACTER; SDL_PropertiesID AKGL_REGISTRY_CHARACTER = 0;
SDL_PropertiesID AKGL_REGISTRY_MUSIC = 0;
SDL_PropertiesID AKGL_REGISTRY_FONT = 0;
SDL_PropertiesID AKGL_REGISTRY_PROPERTIES = 0;
ErrorContext *registry_init() akerr_ErrorContext *akgl_registry_init()
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
ATTEMPT { ATTEMPT {
CATCH(errctx, registry_init_spritesheet()); CATCH(errctx, akgl_registry_init_spritesheet());
CATCH(errctx, registry_init_sprite()); CATCH(errctx, akgl_registry_init_sprite());
CATCH(errctx, registry_init_character()); CATCH(errctx, akgl_registry_init_character());
CATCH(errctx, registry_init_actor()); CATCH(errctx, akgl_registry_init_actor());
CATCH(errctx, registry_init_actor_state_strings()); CATCH(errctx, akgl_registry_init_actor_state_strings());
CATCH(errctx, akgl_registry_init_font());
CATCH(errctx, akgl_registry_init_music());
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *registry_init_actor() akerr_ErrorContext *akgl_registry_init_actor()
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
REGISTRY_ACTOR = SDL_CreateProperties(); if ( AKGL_REGISTRY_ACTOR != 0 ) {
FAIL_ZERO_RETURN(errctx, REGISTRY_ACTOR, ERR_NULLPOINTER, "Error initializing actor registry"); SDL_DestroyProperties(AKGL_REGISTRY_ACTOR);
}
AKGL_REGISTRY_ACTOR = SDL_CreateProperties();
FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_ACTOR, AKERR_NULLPOINTER, "Error initializing actor registry");
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *registry_init_actor_state_strings() akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_init_font()
{
PREPARE_ERROR(errctx);
AKGL_REGISTRY_FONT = SDL_CreateProperties();
FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_FONT, AKERR_NULLPOINTER, "Error initializing font registry");
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_registry_init_music()
{
PREPARE_ERROR(errctx);
AKGL_REGISTRY_MUSIC = SDL_CreateProperties();
FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_MUSIC, AKERR_NULLPOINTER, "Error initializing music registry");
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_registry_init_properties()
{
PREPARE_ERROR(errctx);
AKGL_REGISTRY_PROPERTIES = SDL_CreateProperties();
FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_PROPERTIES, AKERR_NULLPOINTER, "Error initializing properties registry");
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_registry_init_actor_state_strings()
{ {
int i = 0; int i = 0;
int flag = 0; int flag = 0;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
REGISTRY_ACTOR_STATE_STRINGS = SDL_CreateProperties(); AKGL_REGISTRY_ACTOR_STATE_STRINGS = SDL_CreateProperties();
FAIL_ZERO_RETURN(errctx, REGISTRY_ACTOR_STATE_STRINGS, ERR_NULLPOINTER, "Error initializing actor state strings registry"); FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_ACTOR_STATE_STRINGS, AKERR_NULLPOINTER, "Error initializing actor state strings registry");
for ( i = 0 ; i < ACTOR_MAX_STATES; i++ ) { for ( i = 0 ; i < AKGL_ACTOR_MAX_STATES; i++ ) {
flag = (1 << i); flag = (1 << i);
SDL_SetNumberProperty( SDL_SetNumberProperty(
REGISTRY_ACTOR_STATE_STRINGS, AKGL_REGISTRY_ACTOR_STATE_STRINGS,
ACTOR_STATE_STRING_NAMES[i], AKGL_ACTOR_STATE_STRING_NAMES[i],
flag); flag);
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *registry_init_sprite() akerr_ErrorContext *akgl_registry_init_sprite()
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
REGISTRY_SPRITE = SDL_CreateProperties(); AKGL_REGISTRY_SPRITE = SDL_CreateProperties();
FAIL_ZERO_RETURN(errctx, REGISTRY_SPRITE, ERR_NULLPOINTER, "Error initializing sprite registry"); FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_SPRITE, AKERR_NULLPOINTER, "Error initializing sprite registry");
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *registry_init_spritesheet() akerr_ErrorContext *akgl_registry_init_spritesheet()
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
REGISTRY_SPRITESHEET = SDL_CreateProperties(); AKGL_REGISTRY_SPRITESHEET = SDL_CreateProperties();
FAIL_ZERO_RETURN(errctx, REGISTRY_SPRITESHEET, ERR_NULLPOINTER, "Error initializing spritesheet registry"); FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_SPRITESHEET, AKERR_NULLPOINTER, "Error initializing spritesheet registry");
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *registry_init_character() akerr_ErrorContext *akgl_registry_init_character()
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
REGISTRY_CHARACTER = SDL_CreateProperties(); AKGL_REGISTRY_CHARACTER = SDL_CreateProperties();
FAIL_ZERO_RETURN(errctx, REGISTRY_CHARACTER, ERR_NULLPOINTER, "Error initializing character registry"); FAIL_ZERO_RETURN(errctx, AKGL_REGISTRY_CHARACTER, AKERR_NULLPOINTER, "Error initializing character registry");
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
akerr_ErrorContext AKERR_NOIGNORE *akgl_registry_load_properties(char *fname)
{
json_t *json = NULL;
json_t *props = NULL;
const char *pkey = NULL;
json_t *pvalue = NULL;
json_error_t error;
akgl_String *tmpstr;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, fname, AKERR_NULLPOINTER, "null filename");
ATTEMPT {
SDL_Log("Loading from %s", fname);
json = json_load_file(fname, 0, &error);
FAIL_ZERO_BREAK(
errctx,
json,
AKERR_NULLPOINTER,
"Error while loading properties from %s on line %d: %s-",
fname,
error.line,
error.text);
CATCH(errctx, akgl_get_json_object_value(json, "properties", &props));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
json_object_foreach(props, pkey, pvalue) {
ATTEMPT {
CATCH(errctx, akgl_heap_next_string(&tmpstr));
CATCH(errctx, akgl_get_json_string_value(props, (char *)pkey, &tmpstr));
SDL_SetStringProperty(AKGL_REGISTRY_PROPERTIES, pkey, tmpstr->data);
SDL_Log("Set property %s = %s", pkey, tmpstr->data);
CATCH(errctx, akgl_heap_release_string(tmpstr));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
}
SDL_Log("Properties loaded");
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_set_property(char *name, char *src)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, name, AKERR_NULLPOINTER, "NULL char *");
FAIL_ZERO_RETURN(e, src, AKERR_NULLPOINTER, "NULL char *");
SDL_SetStringProperty(AKGL_REGISTRY_PROPERTIES, name, src);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_get_property(char *name, akgl_String **dest, char *def)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, name, AKERR_NULLPOINTER, "NULL char *");
FAIL_ZERO_RETURN(e, dest, AKERR_NULLPOINTER, "NULL akgl_String *");
ATTEMPT {
if ( *dest == NULL ) {
CATCH(e, akgl_heap_next_string(dest));
}
CATCH(e,
aksl_memcpy(
(*dest)->data,
(void *)SDL_GetStringProperty(AKGL_REGISTRY_PROPERTIES, (const char *)name, (const char *)def),
AKGL_MAX_STRING_LENGTH)
);
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}

141
src/renderer.c Normal file
View File

@@ -0,0 +1,141 @@
/**
* @file renderer.c
* @brief Implements the renderer subsystem.
*/
#include <SDL3/SDL.h>
#include <akgl/renderer.h>
#include <akgl/staticstring.h>
#include <akgl/registry.h>
#include <akgl/heap.h>
#include <akgl/game.h>
#include <akerror.h>
#include <akstdlib.h>
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_init2d(akgl_RenderBackend *self)
{
akgl_String *width = NULL;
akgl_String *height = NULL;
int screenwidth;
int screenheight;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
PASS(e, akgl_get_property("game.screenwidth", &width, "0"));
PASS(e, akgl_get_property("game.screenheight", &height, "0"));
PASS(e, aksl_atoi(width->data, &screenwidth));
PASS(e, aksl_atoi(height->data, &screenheight));
SDL_Log("Initializing screen (%sx%s = %dx%d)", width->data, height->data, screenwidth, screenheight);
PASS(e, akgl_heap_release_string(width));
PASS(e, akgl_heap_release_string(height));
FAIL_ZERO_RETURN(
e,
SDL_CreateWindowAndRenderer(game.uri, screenwidth, screenheight, 0, &window, &self->sdl_renderer),
AKGL_ERR_SDL,
"Couldn't create window/renderer: %s",
SDL_GetError());
camera->x = 0;
camera->y = 0;
camera->w = screenwidth;
camera->h = screenheight;
self->shutdown = &akgl_render_2d_shutdown;
self->frame_start = &akgl_render_2d_frame_start;
self->frame_end = &akgl_render_2d_frame_end;
self->draw_texture = &akgl_render_2d_draw_texture;
self->draw_mesh = &akgl_render_2d_draw_mesh;
self->draw_world = &akgl_render_2d_draw_world;
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_shutdown(akgl_RenderBackend *self)
{
PREPARE_ERROR(e);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_frame_start(akgl_RenderBackend *self)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
SDL_SetRenderDrawColor(self->sdl_renderer, 0, 0, 0, 255);
SDL_RenderClear(self->sdl_renderer);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_frame_end(akgl_RenderBackend *self)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self->sdl_renderer, AKERR_NULLPOINTER, "No valid SDL rendering backend");
SDL_RenderPresent(self->sdl_renderer);
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_texture(akgl_RenderBackend *self, SDL_Texture *texture, SDL_FRect *src, SDL_FRect *dest, double angle, SDL_FPoint *center, SDL_FlipMode flip)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
FAIL_ZERO_RETURN(e, texture, AKERR_NULLPOINTER, "texture");
//FAIL_ZERO_RETURN(e, src, AKERR_NULLPOINTER, "src");
//FAIL_ZERO_RETURN(e, dest, AKERR_NULLPOINTER, "dest");
if ( angle != 0 ) {
FAIL_ZERO_RETURN(e, center, AKERR_NULLPOINTER, "center");
FAIL_ZERO_RETURN(
e,
SDL_RenderTextureRotated(self->sdl_renderer, texture, src, dest, angle, center, flip),
AKERR_NULLPOINTER, "%s", SDL_GetError()
);
} else {
FAIL_ZERO_RETURN(
e,
SDL_RenderTexture(self->sdl_renderer, texture, src, dest),
AKERR_NULLPOINTER, "%s", SDL_GetError()
);
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_mesh(akgl_RenderBackend *self)
{
PREPARE_ERROR(e);
FAIL_RETURN(e, AKERR_API, "Not implemented");
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_render_2d_draw_world(akgl_RenderBackend *self, akgl_Iterator *opflags)
{
PREPARE_ERROR(e);
akgl_Iterator defflags;
SDL_Time curTime = SDL_GetTicksNS();
akgl_Actor *actor = NULL;
int j = 0;
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "self");
if ( opflags == NULL ) {
opflags = &defflags;
PASS(e, aksl_memset((void *)opflags, 0x00, sizeof(akgl_Iterator)));
}
for ( int i = 0; i < AKGL_TILEMAP_MAX_LAYERS ; i++ ) {
if ( i < gamemap->numlayers ) {
PASS(e, akgl_tilemap_draw(gamemap, camera, i));
}
for ( int j = 0; j < AKGL_MAX_HEAP_ACTOR ; j++ ) {
actor = &HEAP_ACTOR[j];
if ( actor->refcount == 0 ) {
continue;
}
if ( actor->layer != i ) {
continue;
}
PASS(e, actor->renderfunc(actor));
}
}
SUCCEED_RETURN(e);
}

View File

@@ -1,172 +1,213 @@
/**
* @file sprite.c
* @brief Implements the sprite subsystem.
*/
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h> #include <SDL3_image/SDL_image.h>
#include <string.h> #include <string.h>
#include <jansson.h> #include <jansson.h>
#include <sdlerror.h> #include <akerror.h>
#include <libgen.h> #include <libgen.h>
#include <sdl3game/game.h> #include <akgl/game.h>
#include <sdl3game/sprite.h> #include <akgl/sprite.h>
#include <sdl3game/json_helpers.h> #include <akgl/json_helpers.h>
#include <sdl3game/heap.h> #include <akgl/heap.h>
#include <sdl3game/registry.h> #include <akgl/registry.h>
#include <sdl3game/staticstring.h> #include <akgl/staticstring.h>
#include <sdl3game/iterator.h> #include <akgl/iterator.h>
#include <akgl/util.h>
static ErrorContext *sprite_load_json_spritesheet(json_t *json, spritesheet **sheet, char *relative_path) akerr_ErrorContext *akgl_sprite_sheet_coords_for_frame(akgl_Sprite *self, SDL_FRect *srccoords, uint8_t frameid)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, self, AKERR_NULLPOINTER, "NULL sprite");
FAIL_ZERO_RETURN(e, srccoords, AKERR_NULLPOINTER, "NULL SDL_Rect");
FAIL_ZERO_RETURN(e, self->sheet, AKERR_NULLPOINTER, "NULL spritesheet");
srccoords->x = self->width * self->frameids[frameid];
if ( srccoords->x >= self->sheet->texture->w ) {
srccoords->y = ((int)srccoords->x / self->sheet->texture->w) * self->height;
srccoords->x = ((int)srccoords->x % self->sheet->texture->w);
} else {
srccoords->y = 0;
}
srccoords->w = self->width;
srccoords->h = self->height;
SUCCEED_RETURN(e);
}
/**
* @brief Sprite load json spritesheet.
* @param json JSON object to parse.
* @param sheet Spritesheet used by the sprite.
* @param relative_path Base directory for relative asset references.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
static akerr_ErrorContext *akgl_sprite_load_json_spritesheet(json_t *json, akgl_SpriteSheet **sheet, char *relative_path)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *spritesheet_json = NULL; json_t *spritesheet_json = NULL;
int ss_frame_width = 0; int ss_frame_width = 0;
int ss_frame_height = 0; int ss_frame_height = 0;
string *ss_filename = NULL; akgl_String *ss_filename = NULL;
string *tmpstr = NULL; akgl_String *tmpstr = NULL;
ATTEMPT { ATTEMPT {
CATCH(errctx, heap_next_string(&tmpstr)); CATCH(errctx, akgl_heap_next_string(&tmpstr));
CATCH(errctx, string_initialize(tmpstr, NULL)); CATCH(errctx, akgl_string_initialize(tmpstr, NULL));
CATCH(errctx, get_json_object_value((json_t *)json, "spritesheet", &spritesheet_json)); CATCH(errctx, akgl_get_json_object_value((json_t *)json, "spritesheet", &spritesheet_json));
CATCH(errctx, get_json_string_value((json_t *)spritesheet_json, "filename", &ss_filename)); CATCH(errctx, akgl_get_json_string_value((json_t *)spritesheet_json, "filename", &ss_filename));
if ( ss_filename->data[0] != '/' ) { CATCH(errctx, akgl_path_relative(relative_path, ss_filename->data, tmpstr));
SDL_snprintf((char *)&tmpstr->data, MAX_STRING_LENGTH, "%s/%s", relative_path, ss_filename->data);
} else {
SDL_snprintf((char *)&tmpstr->data, MAX_STRING_LENGTH, "%s", ss_filename->data);
}
*sheet = SDL_GetPointerProperty( *sheet = SDL_GetPointerProperty(
REGISTRY_SPRITESHEET, AKGL_REGISTRY_SPRITESHEET,
(char *)&tmpstr->data, (char *)&tmpstr->data,
NULL NULL
); );
if ( *sheet == NULL ) { if ( *sheet == NULL ) {
CATCH(errctx, heap_next_spritesheet(sheet)); CATCH(errctx, akgl_heap_next_spritesheet(sheet));
CATCH(errctx, get_json_integer_value((json_t *)spritesheet_json, "frame_width", &ss_frame_width)); CATCH(errctx, akgl_get_json_integer_value((json_t *)spritesheet_json, "frame_width", &ss_frame_width));
CATCH(errctx, get_json_integer_value((json_t *)spritesheet_json, "frame_height", &ss_frame_width)); CATCH(errctx, akgl_get_json_integer_value((json_t *)spritesheet_json, "frame_height", &ss_frame_height));
CATCH(errctx, CATCH(errctx,
spritesheet_initialize( akgl_spritesheet_initialize(
(spritesheet *)*sheet, (akgl_SpriteSheet *)*sheet,
ss_frame_width, ss_frame_width,
ss_frame_height, ss_frame_height,
(char *)&tmpstr->data) (char *)&tmpstr->data)
); );
} }
} CLEANUP { } CLEANUP {
IGNORE(heap_release_string(ss_filename)); IGNORE(akgl_heap_release_string(ss_filename));
IGNORE(heap_release_string(tmpstr)); IGNORE(akgl_heap_release_string(tmpstr));
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *sprite_load_json(char *filename) akerr_ErrorContext *akgl_sprite_load_json(char *filename)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *json = NULL; json_t *json = NULL;
json_t *frames = NULL; json_t *frames = NULL;
json_error_t error; json_error_t error;
sprite *obj = NULL; akgl_Sprite *obj = NULL;
spritesheet *sheet = NULL; akgl_SpriteSheet *sheet = NULL;
string *spritename = NULL; akgl_String *spritename = NULL;
//string *tmpstr = NULL; akgl_String *filename_copy = NULL;
int i = 0; int i = 0;
FAIL_ZERO_RETURN(errctx, filename, ERR_NULLPOINTER, "Received null filename"); FAIL_ZERO_RETURN(errctx, filename, AKERR_NULLPOINTER, "Received null filename");
ATTEMPT { ATTEMPT {
CATCH(errctx, heap_next_sprite(&obj)); CATCH(errctx, akgl_heap_next_sprite(&obj));
//CATCH(errctx, heap_next_string(&tmpstr)); CATCH(errctx, akgl_heap_next_string(&filename_copy));
//CATCH(errctx, string_initialize(tmpstr, NULL)); FAIL_NONZERO_BREAK(
CATCH(errctx, heap_next_string(&spritename)); errctx,
CATCH(errctx, string_initialize(spritename, NULL)); strlen(filename) >= AKGL_MAX_STRING_LENGTH,
AKERR_OUTOFBOUNDS,
"Sprite filename exceeds temporary string capacity"
);
SDL_strlcpy(filename_copy->data, filename, AKGL_MAX_STRING_LENGTH);
//CATCH(errctx, akgl_heap_next_string(&tmpstr));
//CATCH(errctx, akgl_string_initialize(tmpstr, NULL));
CATCH(errctx, akgl_heap_next_string(&spritename));
CATCH(errctx, akgl_string_initialize(spritename, NULL));
//SDL_snprintf((char *)&tmpstr->data, MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), filename); //SDL_snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), filename);
json = (json_t *)json_load_file(filename, 0, &error); json = (json_t *)json_load_file(filename, 0, &error);
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
json, json,
ERR_NULLPOINTER, AKERR_NULLPOINTER,
"Error while loading sprite from %s on line %d: %s", filename, error.line, error.text "Error while loading sprite from %s on line %d: %s", filename, error.line, error.text
); );
CATCH(errctx, sprite_load_json_spritesheet((json_t *)json, &sheet, dirname(filename))); CATCH(errctx, akgl_sprite_load_json_spritesheet((json_t *)json, &sheet, dirname(filename_copy->data)));
CATCH(errctx, get_json_string_value((json_t *)json, "name", &spritename)); CATCH(errctx, akgl_get_json_string_value((json_t *)json, "name", &spritename));
CATCH(errctx, CATCH(errctx,
sprite_initialize( akgl_sprite_initialize(
(sprite *)obj, (akgl_Sprite *)obj,
spritename->data, spritename->data,
(spritesheet *)sheet) (akgl_SpriteSheet *)sheet)
); );
CATCH(errctx, get_json_integer_value((json_t *)json, "width", &obj->width)); CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "width", &obj->width));
CATCH(errctx, get_json_integer_value((json_t *)json, "height", &obj->height)); CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "height", &obj->height));
CATCH(errctx, get_json_integer_value((json_t *)json, "speed", &obj->speed)); CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "speed", &obj->speed));
CATCH(errctx, get_json_boolean_value((json_t *)json, "loop", &obj->loop)); obj->speed = obj->speed * AKGL_TIME_ONESEC_MS;
CATCH(errctx, get_json_boolean_value((json_t *)json, "loopReverse", &obj->loopReverse)); CATCH(errctx, akgl_get_json_boolean_value((json_t *)json, "loop", &obj->loop));
CATCH(errctx, akgl_get_json_boolean_value((json_t *)json, "loopReverse", &obj->loopReverse));
CATCH(errctx, get_json_array_value((json_t *)json, "frames", &frames)); CATCH(errctx, akgl_get_json_array_value((json_t *)json, "frames", &frames));
obj->frames = json_array_size((json_t *)frames); obj->frames = json_array_size((json_t *)frames);
for ( i = 0 ; i < obj->frames; i++ ) { for ( i = 0 ; i < obj->frames; i++ ) {
CATCH(errctx, get_json_array_index_integer((json_t *)frames, i, &obj->frameids[i])); CATCH(errctx, akgl_get_json_array_index_integer((json_t *)frames, i, (uint32_t *)&obj->frameids[i]));
} }
} CLEANUP { } CLEANUP {
if ( errctx != NULL && errctx->status != 0 ) { if ( errctx != NULL && errctx->status != 0 ) {
IGNORE(heap_release_sprite(obj)); IGNORE(akgl_heap_release_sprite(obj));
IGNORE(heap_release_spritesheet(sheet)); IGNORE(akgl_heap_release_spritesheet(sheet));
} }
IGNORE(heap_release_string(spritename)); IGNORE(akgl_heap_release_string(spritename));
//IGNORE(heap_release_string(tmpstr)); IGNORE(akgl_heap_release_string(filename_copy));
//IGNORE(akgl_heap_release_string(tmpstr));
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *sprite_initialize(sprite *spr, char *name, spritesheet *sheet) akerr_ErrorContext *akgl_sprite_initialize(akgl_Sprite *spr, char *name, akgl_SpriteSheet *sheet)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, spr, ERR_NULLPOINTER, "Null sprite reference"); FAIL_ZERO_RETURN(errctx, spr, AKERR_NULLPOINTER, "Null sprite reference");
FAIL_ZERO_RETURN(errctx, name, ERR_NULLPOINTER, "Empty sprite name"); FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "Empty sprite name");
FAIL_ZERO_RETURN(errctx, sheet, ERR_NULLPOINTER, "Null spritesheet reference"); FAIL_ZERO_RETURN(errctx, sheet, AKERR_NULLPOINTER, "Null spritesheet reference");
memset(spr, 0x00, sizeof(sprite)); memset(spr, 0x00, sizeof(akgl_Sprite));
memcpy(spr->name, name, SPRITE_MAX_NAME_LENGTH); memcpy(spr->name, name, AKGL_SPRITE_MAX_NAME_LENGTH);
spr->sheet = sheet; spr->sheet = sheet;
FAIL_ZERO_RETURN( FAIL_ZERO_RETURN(
errctx, errctx,
SDL_SetPointerProperty(REGISTRY_SPRITE, (char *)&spr->name, (void *)spr), SDL_SetPointerProperty(AKGL_REGISTRY_SPRITE, (char *)&spr->name, (void *)spr),
ERR_KEY, AKERR_KEY,
"Unable to add sprite to registry"); "Unable to add sprite to registry");
spr->refcount += 1; spr->refcount += 1;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *spritesheet_initialize(spritesheet *sheet, int sprite_w, int sprite_h, char *filename) akerr_ErrorContext *akgl_spritesheet_initialize(akgl_SpriteSheet *sheet, int sprite_w, int sprite_h, char *filename)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
//string *tmpstr = NULL; //akgl_String *tmpstr = NULL;
ATTEMPT { ATTEMPT {
FAIL_ZERO_BREAK(errctx, sheet, ERR_NULLPOINTER, "Null spritesheet pointer"); FAIL_ZERO_BREAK(errctx, sheet, AKERR_NULLPOINTER, "Null spritesheet pointer");
FAIL_ZERO_BREAK(errctx, filename, ERR_NULLPOINTER, "Null filename pointer"); FAIL_ZERO_BREAK(errctx, filename, AKERR_NULLPOINTER, "Null filename pointer");
memset(sheet, 0x00, sizeof(spritesheet)); memset(sheet, 0x00, sizeof(akgl_SpriteSheet));
//CATCH(errctx, heap_next_string(&tmpstr)); //CATCH(errctx, akgl_heap_next_string(&tmpstr));
//CATCH(errctx, string_initialize(tmpstr, NULL)); //CATCH(errctx, akgl_string_initialize(tmpstr, NULL));
strncpy((char *)&sheet->name, filename, SPRITE_SHEET_MAX_FILENAME_LENGTH); strncpy((char *)&sheet->name, filename, AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH);
//snprintf((char *)&tmpstr->data, MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), filename); //snprintf((char *)&tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), filename);
sheet->texture = IMG_LoadTexture(renderer, filename); sheet->texture = IMG_LoadTexture(renderer->sdl_renderer, filename);
FAIL_ZERO_BREAK(errctx, sheet->texture, ERR_SDL, "Failed loading asset %s : %s", filename, SDL_GetError()); FAIL_ZERO_BREAK(errctx, sheet->texture, AKGL_ERR_SDL, "Failed loading asset %s : %s", filename, SDL_GetError());
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
SDL_SetPointerProperty(REGISTRY_SPRITESHEET, (char *)sheet->name, (void *)sheet), SDL_SetPointerProperty(AKGL_REGISTRY_SPRITESHEET, (char *)sheet->name, (void *)sheet),
ERR_KEY, AKERR_KEY,
"Unable to add spritesheet to registry: %s", "Unable to add spritesheet to registry: %s",
SDL_GetError()); SDL_GetError());
sheet->refcount += 1; sheet->refcount += 1;
} CLEANUP { } CLEANUP {
//IGNORE(heap_release_string(tmpstr)); //IGNORE(akgl_heap_release_string(tmpstr));
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);

View File

@@ -1,15 +1,35 @@
#include <sdlerror.h> /**
#include <sdl3game/staticstring.h> * @file staticstring.c
* @brief Implements the staticstring subsystem.
*/
ErrorContext *string_initialize(string *obj, char *init) #include <akerror.h>
#include <akgl/staticstring.h>
#include <errno.h>
akerr_ErrorContext *akgl_string_initialize(akgl_String *obj, char *init)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "Attempted to initialize NULL string reference"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "Attempted to initialize NULL string reference");
if ( init != NULL ) { if ( init != NULL ) {
strncpy((char *)&obj->data, init, MAX_STRING_LENGTH); strncpy((char *)&obj->data, init, AKGL_MAX_STRING_LENGTH);
} else { } else {
memset(&obj->data, 0x00, sizeof(string)); memset(&obj->data, 0x00, sizeof(akgl_String));
} }
obj->refcount = 1; obj->refcount = 1;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_string_copy(akgl_String *src, akgl_String *dst, int count)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, src, AKERR_NULLPOINTER, "NULL argument");
FAIL_ZERO_RETURN(e, dst, AKERR_NULLPOINTER, "NULL argument");
if ( count == 0 ) {
count = AKGL_MAX_STRING_LENGTH;
}
if ( (char *)dst->data != strncpy((char *)&dst->data, (char *)&src->data, count) ) {
FAIL_RETURN(e, errno, "strncpy");
}
SUCCEED_RETURN(e);
} }

109
src/text.c Normal file
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@@ -0,0 +1,109 @@
/**
* @file text.c
* @brief Implements the text subsystem.
*/
#include <akerror.h>
#include <SDL3/SDL.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <akgl/text.h>
#include <akgl/registry.h>
#include <akgl/game.h>
akerr_ErrorContext AKERR_NOIGNORE *akgl_text_loadfont(char *name, char *filepath, int size)
{
TTF_Font *font = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "Null font name");
FAIL_ZERO_RETURN(errctx, filepath, AKERR_NULLPOINTER, "Null filepath");
font = TTF_OpenFont(filepath, size);
FAIL_ZERO_RETURN(errctx, font, AKGL_ERR_SDL, "%s", SDL_GetError());
FAIL_ZERO_RETURN(
errctx,
SDL_SetPointerProperty(AKGL_REGISTRY_FONT, name, (void *)font),
AKERR_KEY,
"Unable to add font %p to registry as %s : %s",
(void *)font,
name,
SDL_GetError());
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_text_rendertextat(TTF_Font *font, char *text, SDL_Color color, int wraplength, int x, int y)
{
SDL_Surface *textsurf = NULL;
SDL_Texture *texture = NULL;
SDL_FRect dest;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, font, AKERR_NULLPOINTER, "NULL font");
FAIL_ZERO_RETURN(errctx, text, AKERR_NULLPOINTER, "NULL text string");
if ( wraplength > 0 ) {
textsurf = TTF_RenderText_Blended_Wrapped(
font,
text,
0,
color,
wraplength);
} else {
textsurf = TTF_RenderText_Blended(
font,
text,
0,
color);
}
FAIL_ZERO_RETURN(errctx, textsurf, AKERR_NULLPOINTER, "%s", SDL_GetError());
texture = SDL_CreateTextureFromSurface(renderer->sdl_renderer, textsurf);
FAIL_ZERO_RETURN(errctx, texture, AKERR_NULLPOINTER, "%s", SDL_GetError());
dest.x = x;
dest.y = y;
SDL_GetTextureSize(texture, &dest.w, &dest.h);
PASS(errctx, renderer->draw_texture(renderer, texture, NULL, &dest, 0, NULL, SDL_FLIP_NONE));
SDL_DestroyTexture(texture);
SDL_DestroySurface(textsurf);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_text_measure(TTF_Font *font, char *text, int *w, int *h)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, font, AKERR_NULLPOINTER, "NULL font");
FAIL_ZERO_RETURN(errctx, text, AKERR_NULLPOINTER, "NULL text string");
FAIL_ZERO_RETURN(errctx, w, AKERR_NULLPOINTER, "NULL width destination");
FAIL_ZERO_RETURN(errctx, h, AKERR_NULLPOINTER, "NULL height destination");
// A zero length means "the string is null terminated", not "the empty
// string" -- an empty text measures 0 wide and one line high.
FAIL_ZERO_RETURN(
errctx,
TTF_GetStringSize(font, text, 0, w, h),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_text_measure_wrapped(TTF_Font *font, char *text, int wraplength, int *w, int *h)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, font, AKERR_NULLPOINTER, "NULL font");
FAIL_ZERO_RETURN(errctx, text, AKERR_NULLPOINTER, "NULL text string");
FAIL_ZERO_RETURN(errctx, w, AKERR_NULLPOINTER, "NULL width destination");
FAIL_ZERO_RETURN(errctx, h, AKERR_NULLPOINTER, "NULL height destination");
// SDL_ttf takes the wrap width as an int and reads a negative one as a
// very large unsigned width, which silently disables wrapping instead of
// reporting anything. Refuse it here rather than return a wrong measurement.
FAIL_NONZERO_RETURN(
errctx,
(wraplength < 0),
AKERR_OUTOFBOUNDS,
"Wrap length %d is negative",
wraplength);
FAIL_ZERO_RETURN(
errctx,
TTF_GetStringSizeWrapped(font, text, 0, wraplength, w, h),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}

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@@ -1,127 +1,186 @@
/**
* @file tilemap.c
* @brief Implements the tilemap subsystem.
*/
#include <string.h>
#include <libgen.h>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h> #include <SDL3_image/SDL_image.h>
#include <SDL3_mixer/SDL_mixer.h> #include <SDL3_mixer/SDL_mixer.h>
#include <string.h>
#include <jansson.h> #include <jansson.h>
#include <sdlerror.h>
#include <sdl3game/tilemap.h> #include <akerror.h>
#include <sdl3game/actor.h> #include <akstdlib.h>
#include <sdl3game/json_helpers.h>
#include <sdl3game/heap.h>
#include <sdl3game/registry.h>
#include <sdl3game/staticstring.h>
#include <sdl3game/game.h>
ErrorContext *get_json_tilemap_property(json_t *obj, char *key, char *type, json_t **dest) #include <akgl/tilemap.h>
#include <akgl/actor.h>
#include <akgl/json_helpers.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/staticstring.h>
#include <akgl/game.h>
#include <akgl/util.h>
akerr_ErrorContext *akgl_get_json_tilemap_property(json_t *obj, char *key, char *type, json_t **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *properties = NULL; json_t *properties = NULL;
json_t *property = NULL; json_t *property = NULL;
string *tmpstr = NULL; akgl_String *tmpstr = NULL;
akgl_String *typestr = NULL;
int i = 0; int i = 0;
// This is not a generic JSON helper. It assumes we are receiving an object with a 'properties' key // This is not a generic JSON helper. It assumes we are receiving an object with a 'properties' key
// inside of it. That key is an array of objects, and each object has a name, type, and value. // inside of it. That key is an array of objects, and each object has a name, type, and value.
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "NULL json obj reference"); FAIL_ZERO_RETURN(errctx, obj, AKERR_NULLPOINTER, "NULL json obj reference");
FAIL_ZERO_RETURN(errctx, key, ERR_NULLPOINTER, "NULL key string"); FAIL_ZERO_RETURN(errctx, key, AKERR_NULLPOINTER, "NULL key string");
ATTEMPT { ATTEMPT {
CATCH(errctx, get_json_array_value(obj, "properties", &properties)); CATCH(errctx, akgl_get_json_array_value(obj, "properties", &properties));
for (i = 0; i < json_array_size(properties); i++) { for (i = 0; i < json_array_size(properties); i++) {
CATCH(errctx, get_json_array_index_object(properties, i, &property)); CATCH(errctx, akgl_get_json_array_index_object(properties, i, &property));
CATCH(errctx, get_json_string_value(property, "name", &tmpstr)); CATCH(errctx, akgl_get_json_string_value(property, "name", &tmpstr));
if ( strcmp(tmpstr->data, key) != 0 ) { if ( strcmp(tmpstr->data, key) != 0 ) {
CATCH(errctx, heap_release_string(tmpstr)); CATCH(errctx, akgl_heap_release_string(tmpstr));
continue; continue;
} }
CATCH(errctx, get_json_string_value(property, "type", &tmpstr)); CATCH(errctx, akgl_get_json_string_value(property, "type", &typestr));
if ( strcmp(tmpstr->data, type) != 0 ) { if ( strcmp(typestr->data, type) != 0 ) {
FAIL_BREAK(errctx, ERR_TYPE, "Character property is present but is incorrect type"); FAIL_BREAK(errctx, AKERR_TYPE, "Property %s is present but is incorrect type(expected %s got %s)", key, type, (char *)typestr->data);
} }
*dest = property; *dest = property;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
} CLEANUP { } CLEANUP {
if ( tmpstr != NULL ) { if ( tmpstr != NULL ) {
IGNORE(heap_release_string(tmpstr)); IGNORE(akgl_heap_release_string(tmpstr));
}
if ( typestr != NULL ) {
IGNORE(akgl_heap_release_string(typestr));
} }
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
FAIL_RETURN(errctx, ERR_KEY, "Property not found in properties map"); FAIL_RETURN(errctx, AKERR_KEY, "Property not found in properties map");
} }
akerr_ErrorContext *akgl_get_json_properties_string(json_t *obj, char *key, akgl_String **dest)
ErrorContext *get_json_properties_string(json_t *obj, char *key, string **dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *property; json_t *property;
ATTEMPT { PASS(errctx, akgl_get_json_tilemap_property(obj, key, "string", &property));
CATCH(errctx, get_json_tilemap_property(obj, key, "string", &property)); PASS(errctx, akgl_heap_next_string(dest));
CATCH(errctx, heap_next_string(dest)); PASS(errctx, akgl_string_initialize(*dest, NULL));
CATCH(errctx, string_initialize(*dest, NULL)); PASS(errctx, akgl_get_json_string_value(property, "value", dest));
CATCH(errctx, get_json_string_value(property, "value", dest));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *get_json_properties_integer(json_t *obj, char *key, int *dest) akerr_ErrorContext *akgl_get_json_properties_integer(json_t *obj, char *key, int *dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *property = NULL; json_t *property = NULL;
ATTEMPT { PASS(errctx, akgl_get_json_tilemap_property(obj, key, "int", &property));
CATCH(errctx, get_json_tilemap_property(obj, key, "int", &property)); PASS(errctx, akgl_get_json_integer_value(property, "value", dest));
CATCH(errctx, get_json_integer_value(property, "value", dest));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *tilemap_load_tilesets_each(json_t *tileset, tilemap *dest, int tsidx) /**
* @brief Get json properties number.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext *akgl_get_json_properties_number(json_t *obj, char *key, float *dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
string *tmpstr = NULL; json_t *property = NULL;
ATTEMPT { PASS(errctx, akgl_get_json_tilemap_property(obj, key, "number", &property));
CATCH(errctx, get_json_integer_value((json_t *)tileset, "columns", &dest->tilesets[tsidx].columns)); PASS(errctx, akgl_get_json_number_value(property, "value", dest));
CATCH(errctx, get_json_integer_value((json_t *)tileset, "firstgid", &dest->tilesets[tsidx].firstgid));
CATCH(errctx, get_json_integer_value((json_t *)tileset, "imageheight", &dest->tilesets[tsidx].imageheight));
CATCH(errctx, get_json_integer_value((json_t *)tileset, "imagewidth", &dest->tilesets[tsidx].imagewidth));
CATCH(errctx, get_json_integer_value((json_t *)tileset, "margin", &dest->tilesets[tsidx].margin));
CATCH(errctx, get_json_integer_value((json_t *)tileset, "spacing", &dest->tilesets[tsidx].spacing));
CATCH(errctx, get_json_integer_value((json_t *)tileset, "tilecount", &dest->tilesets[tsidx].tilecount));
CATCH(errctx, get_json_integer_value((json_t *)tileset, "tileheight", &dest->tilesets[tsidx].tileheight));
CATCH(errctx, get_json_integer_value((json_t *)tileset, "tilewidth", &dest->tilesets[tsidx].tilewidth));
CATCH(errctx, get_json_string_value((json_t *)tileset, "name", &tmpstr));
strncpy((char *)&dest->tilesets[tsidx].name,
(char *)&tmpstr->data,
TILEMAP_MAX_TILESET_NAME_SIZE
);
CATCH(errctx, get_json_string_value((json_t *)tileset, "image", &tmpstr));
snprintf((char *)&dest->tilesets[tsidx].imagefilename,
TILEMAP_MAX_TILESET_FILENAME_SIZE,
"%s%s",
SDL_GetBasePath(),
tmpstr->data
);
dest->tilesets[tsidx].texture = IMG_LoadTexture(renderer, (char *)&dest->tilesets[tsidx].imagefilename);
FAIL_ZERO_BREAK(errctx, dest->tilesets[tsidx].texture, ERR_NULLPOINTER, "Failed loading tileset image");
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *tilemap_compute_tileset_offsets(tilemap *dest, int tilesetidx) /**
* @brief Get json properties float.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext *akgl_get_json_properties_float(json_t *obj, char *key, float *dest)
{
PREPARE_ERROR(errctx);
json_t *property = NULL;
PASS(errctx, akgl_get_json_tilemap_property(obj, key, "float", &property));
PASS(errctx, akgl_get_json_number_value(property, "value", dest));
SUCCEED_RETURN(errctx);
}
/**
* @brief Get json properties double.
* @param obj Object to initialize, inspect, or modify.
* @param key JSON object key or property name to locate.
* @param dest Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_* Propagates an error reported by a delegated operation.
*/
akerr_ErrorContext *akgl_get_json_properties_double(json_t *obj, char *key, double *dest)
{
PREPARE_ERROR(errctx);
json_t *property = NULL;
PASS(errctx, akgl_get_json_tilemap_property(obj, key, "float", &property));
PASS(errctx, akgl_get_json_double_value(property, "value", dest));
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_tilemap_load_tilesets_each(json_t *tileset, akgl_Tilemap *dest, int tsidx, akgl_String *dirname)
{
PREPARE_ERROR(e);
akgl_String *tmpstr = NULL;
akgl_String *tmppath = NULL;
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "columns", &dest->tilesets[tsidx].columns));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "firstgid", &dest->tilesets[tsidx].firstgid));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "imageheight", &dest->tilesets[tsidx].imageheight));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "imagewidth", &dest->tilesets[tsidx].imagewidth));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "margin", &dest->tilesets[tsidx].margin));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "spacing", &dest->tilesets[tsidx].spacing));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "tilecount", &dest->tilesets[tsidx].tilecount));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "tileheight", &dest->tilesets[tsidx].tileheight));
PASS(e, akgl_get_json_integer_value((json_t *)tileset, "tilewidth", &dest->tilesets[tsidx].tilewidth));
PASS(e, akgl_get_json_string_value((json_t *)tileset, "name", &tmpstr));
PASS(e, akgl_heap_next_string(&tmppath));
ATTEMPT {
strncpy((char *)&dest->tilesets[tsidx].name,
(char *)&tmpstr->data,
AKGL_TILEMAP_MAX_TILESET_NAME_SIZE
);
CATCH(e, akgl_get_json_string_value((json_t *)tileset, "image", &tmpstr));
CATCH(e, akgl_path_relative((char *)&dirname->data, (char *)&tmpstr->data, tmppath));
strncpy((char *)&dest->tilesets[tsidx].imagefilename, tmppath->data, AKGL_MAX_STRING_LENGTH);
} CLEANUP {
IGNORE(akgl_heap_release_string(tmpstr));
IGNORE(akgl_heap_release_string(tmppath));
} PROCESS(e) {
} FINISH(e, true);
dest->tilesets[tsidx].texture = IMG_LoadTexture(renderer->sdl_renderer, (char *)&dest->tilesets[tsidx].imagefilename);
FAIL_ZERO_RETURN(e, dest->tilesets[tsidx].texture, AKERR_NULLPOINTER, "Failed loading tileset image : %s", SDL_GetError());
SUCCEED_RETURN(e);
}
akerr_ErrorContext *akgl_tilemap_compute_tileset_offsets(akgl_Tilemap *dest, int tilesetidx)
{ {
int x_offset = 0; int x_offset = 0;
int y_offset = 0; int y_offset = 0;
@@ -176,11 +235,11 @@ ErrorContext *tilemap_compute_tileset_offsets(tilemap *dest, int tilesetidx)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *tilemap_load_tilesets(tilemap *dest, json_t *root) akerr_ErrorContext *akgl_tilemap_load_tilesets(akgl_Tilemap *dest, json_t *root, akgl_String *dirname)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, dest, ERR_NULLPOINTER, "Received NULL tilemap pointer"); FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "Received NULL tilemap pointer");
FAIL_ZERO_RETURN(errctx, root, ERR_NULLPOINTER, "Received NULL json object pointer"); FAIL_ZERO_RETURN(errctx, root, AKERR_NULLPOINTER, "Received NULL json object pointer");
json_t *tilesets = NULL; json_t *tilesets = NULL;
json_t *jstileset = NULL; json_t *jstileset = NULL;
@@ -188,11 +247,11 @@ ErrorContext *tilemap_load_tilesets(tilemap *dest, json_t *root)
dest->numtilesets = 0; dest->numtilesets = 0;
ATTEMPT { ATTEMPT {
CATCH(errctx, get_json_array_value(root, "tilesets", &tilesets)) CATCH(errctx, akgl_get_json_array_value(root, "tilesets", &tilesets))
for (i = 0; i < json_array_size((json_t *)tilesets); i++) { for (i = 0; i < json_array_size((json_t *)tilesets); i++) {
CATCH(errctx, get_json_array_index_object((json_t *)tilesets, i, &jstileset)); CATCH(errctx, akgl_get_json_array_index_object((json_t *)tilesets, i, &jstileset));
CATCH(errctx, tilemap_load_tilesets_each(jstileset, dest, i)); CATCH(errctx, akgl_tilemap_load_tilesets_each(jstileset, dest, i, dirname));
CATCH(errctx, tilemap_compute_tileset_offsets(dest, i)); CATCH(errctx, akgl_tilemap_compute_tileset_offsets(dest, i));
dest->numtilesets += 1; dest->numtilesets += 1;
} }
} CLEANUP { } CLEANUP {
@@ -202,37 +261,46 @@ ErrorContext *tilemap_load_tilesets(tilemap *dest, json_t *root)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *tilemap_load_layer_object_actor(tilemap_object *curobj, json_t *layerdatavalue, int layerid) /**
* @brief Tilemap load layer object actor.
* @param curobj Tilemap object being populated.
* @param layerdatavalue JSON object describing the layer entry.
* @param layerid Zero-based tilemap layer index.
* @param dirname Directory containing paths referenced by the document.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
*/
akerr_ErrorContext *akgl_tilemap_load_layer_object_actor(akgl_TilemapObject *curobj, json_t *layerdatavalue, int layerid, akgl_String *dirname)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
string *tmpstr = NULL; akgl_String *tmpstr = NULL;
actor *actorobj = NULL; akgl_Actor *actorobj = NULL;
curobj->type = TILEMAP_OBJECT_TYPE_ACTOR; curobj->type = AKGL_TILEMAP_OBJECT_TYPE_ACTOR;
if ( strlen((char *)&curobj->name) == 0 ) { if ( strlen((char *)&curobj->name) == 0 ) {
FAIL_RETURN(errctx, ERR_KEY, "Actor in tile object layer cannot have empty name"); FAIL_RETURN(errctx, AKERR_KEY, "Actor in tile object layer cannot have empty name");
} }
ATTEMPT { ATTEMPT {
CATCH(errctx, heap_next_string(&tmpstr)); CATCH(errctx, akgl_heap_next_string(&tmpstr));
actorobj = SDL_GetPointerProperty(REGISTRY_ACTOR, (char *)&curobj->name, NULL); actorobj = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, (char *)&curobj->name, NULL);
if ( actorobj == NULL ) { if ( actorobj == NULL ) {
CATCH(errctx, heap_next_actor(&actorobj)); CATCH(errctx, akgl_heap_next_actor(&actorobj));
CATCH(errctx, actor_initialize((actor *)actorobj, (char *)&curobj->name)); CATCH(errctx, akgl_actor_initialize((akgl_Actor *)actorobj, (char *)&curobj->name));
CATCH(errctx, get_json_properties_string((json_t *)layerdatavalue, "character", &tmpstr)); CATCH(errctx, akgl_get_json_properties_string((json_t *)layerdatavalue, "character", &tmpstr));
CATCH(errctx, CATCH(errctx,
actor_set_character( akgl_actor_set_character(
(actor *)actorobj, (akgl_Actor *)actorobj,
(char *)&tmpstr->data (char *)&tmpstr->data
) )
); );
} else { } else {
actorobj->refcount += 1; actorobj->refcount += 1;
} }
CATCH(errctx, get_json_properties_integer((json_t *)layerdatavalue, "state", &actorobj->state)); CATCH(errctx, akgl_get_json_properties_integer((json_t *)layerdatavalue, "state", &actorobj->state));
} CLEANUP { } CLEANUP {
if ( tmpstr != NULL ) { if ( tmpstr != NULL ) {
IGNORE(heap_release_string(tmpstr)); IGNORE(akgl_heap_release_string(tmpstr));
} }
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
@@ -241,72 +309,80 @@ ErrorContext *tilemap_load_layer_object_actor(tilemap_object *curobj, json_t *la
actorobj->x = curobj->x; actorobj->x = curobj->x;
actorobj->y = curobj->y; actorobj->y = curobj->y;
actorobj->visible = curobj->visible; actorobj->visible = curobj->visible;
curobj->actorptr = (actor *)actorobj; curobj->actorptr = (akgl_Actor *)actorobj;
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *tilemap_load_layer_objects(tilemap *dest, json_t *root, int layerid) akerr_ErrorContext *akgl_tilemap_load_layer_objects(akgl_Tilemap *dest, json_t *root, int layerid, akgl_String *dirname)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *layerdata = NULL; json_t *layerdata = NULL;
json_t *layerdatavalue = NULL; json_t *layerdatavalue = NULL;
int j; int j;
int len; int len;
tilemap_layer *curlayer = NULL; akgl_TilemapLayer *curlayer = NULL;
tilemap_object *curobj = NULL; akgl_TilemapObject *curobj = NULL;
string *tmpstr = NULL; akgl_String *tmpstr = NULL;
FAIL_ZERO_RETURN(errctx, dest, ERR_NULLPOINTER, "NULL destination tilemap reference"); FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL destination tilemap reference");
FAIL_ZERO_RETURN(errctx, root, ERR_NULLPOINTER, "NULL tilemap root reference"); FAIL_ZERO_RETURN(errctx, root, AKERR_NULLPOINTER, "NULL tilemap root reference");
ATTEMPT { PASS(errctx, akgl_get_json_array_value(root, "objects", &layerdata));
CATCH(errctx, get_json_array_value(root, "objects", &layerdata)); len = json_array_size((json_t *)layerdata);
len = json_array_size((json_t *)layerdata); curlayer = &dest->layers[layerid];
curlayer = &dest->layers[layerid]; for ( j = 0; j < len; j++ ) {
for ( j = 0; j < len; j++ ) { PASS(errctx, akgl_get_json_array_index_object((json_t *)layerdata, j, &layerdatavalue));
CATCH(errctx, get_json_array_index_object((json_t *)layerdata, j, &layerdatavalue)); curobj = &curlayer->objects[j];
curobj = &curlayer->objects[j]; PASS(errctx, akgl_get_json_string_value((json_t *)layerdatavalue, "name", &tmpstr));
CATCH(errctx, get_json_string_value((json_t *)layerdatavalue, "name", &tmpstr)); strncpy((char *)curobj->name, tmpstr->data, AKGL_ACTOR_MAX_NAME_LENGTH);
strncpy((char *)curobj->name, tmpstr->data, ACTOR_MAX_NAME_LENGTH); PASS(errctx, akgl_heap_release_string(tmpstr));
CATCH(errctx, heap_release_string(tmpstr)); PASS(errctx, akgl_get_json_number_value((json_t *)layerdatavalue, "x", &curobj->x));
CATCH(errctx, get_json_number_value((json_t *)layerdatavalue, "x", &curobj->x)); PASS(errctx, akgl_get_json_number_value((json_t *)layerdatavalue, "y", &curobj->y));
CATCH(errctx, get_json_number_value((json_t *)layerdatavalue, "y", &curobj->y)); PASS(errctx, akgl_get_json_boolean_value((json_t *)layerdatavalue, "visible", &curobj->visible));
CATCH(errctx, get_json_boolean_value((json_t *)layerdatavalue, "visible", &curobj->visible));
CATCH(errctx, get_json_string_value((json_t *)layerdatavalue, "type", &tmpstr)); PASS(errctx, akgl_get_json_string_value((json_t *)layerdatavalue, "type", &tmpstr));
if ( strcmp(tmpstr->data, "actor") == 0 ) { if ( strcmp(tmpstr->data, "actor") == 0 ) {
CATCH(errctx, tilemap_load_layer_object_actor(curobj, layerdatavalue, layerid)); PASS(errctx, akgl_tilemap_load_layer_object_actor(curobj, layerdatavalue, layerid, dirname));
} else if ( strcmp(tmpstr->data, "perspective") == 0 ) {
curobj->visible = false;
if ( strcmp((char *)curobj->name, "p_foreground") == 0 ) {
dest->p_foreground_y = curobj->y;
PASS(errctx, akgl_get_json_integer_value((json_t *)layerdatavalue, "height", &dest->p_foreground_h));
PASS(errctx, akgl_get_json_properties_float((json_t *)layerdatavalue, "scale", &dest->p_foreground_scale));
} else if ( strcmp((char *)curobj->name, "p_vanishing") == 0 ) {
dest->p_vanishing_y = curobj->y;
PASS(errctx, akgl_get_json_integer_value((json_t *)layerdatavalue, "height", &dest->p_vanishing_h));
PASS(errctx, akgl_get_json_properties_float((json_t *)layerdatavalue, "scale", &dest->p_vanishing_scale));
} }
layerdatavalue = NULL;
} }
} CLEANUP { layerdatavalue = NULL;
} PROCESS(errctx) { }
} FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *tilemap_load_layer_tile(tilemap *dest, json_t *root, int layerid) akerr_ErrorContext *akgl_tilemap_load_layer_tile(akgl_Tilemap *dest, json_t *root, int layerid, akgl_String *dirname)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *layerdata = NULL; json_t *layerdata = NULL;
int j; int j;
int layerdatalen; int layerdatalen;
FAIL_ZERO_RETURN(errctx, dest, ERR_NULLPOINTER, "NULL destination tilemap reference"); FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL destination tilemap reference");
FAIL_ZERO_RETURN(errctx, root, ERR_NULLPOINTER, "NULL tilemap root reference"); FAIL_ZERO_RETURN(errctx, root, AKERR_NULLPOINTER, "NULL tilemap root reference");
FAIL_ZERO_RETURN(errctx, dirname, AKERR_NULLPOINTER, "dirname");
ATTEMPT { ATTEMPT {
CATCH(errctx, get_json_integer_value(root, "height", &dest->layers[layerid].height)); CATCH(errctx, akgl_get_json_integer_value(root, "height", &dest->layers[layerid].height));
CATCH(errctx, get_json_integer_value(root, "width", &dest->layers[layerid].width)); CATCH(errctx, akgl_get_json_integer_value(root, "width", &dest->layers[layerid].width));
CATCH(errctx, get_json_array_value(root, "data", &layerdata)); CATCH(errctx, akgl_get_json_array_value(root, "data", &layerdata));
layerdatalen = (dest->layers[layerid].width * dest->layers[layerid].height); layerdatalen = (dest->layers[layerid].width * dest->layers[layerid].height);
if ( layerdatalen >= (TILEMAP_MAX_WIDTH * TILEMAP_MAX_HEIGHT) ) { if ( layerdatalen >= (AKGL_TILEMAP_MAX_WIDTH * AKGL_TILEMAP_MAX_HEIGHT) ) {
FAIL_BREAK(errctx, ERR_OUTOFBOUNDS, "Map layer exceeds the maximum size"); FAIL_BREAK(errctx, AKERR_OUTOFBOUNDS, "Map layer exceeds the maximum size");
} }
for ( j = 0; j < layerdatalen; j++ ) { for ( j = 0; j < layerdatalen; j++ ) {
CATCH(errctx, get_json_array_index_integer(layerdata, j, &dest->layers[layerid].data[j])); CATCH(errctx, akgl_get_json_array_index_integer(layerdata, j, &dest->layers[layerid].data[j]));
} }
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
@@ -315,47 +391,95 @@ ErrorContext *tilemap_load_layer_tile(tilemap *dest, json_t *root, int layerid)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *tilemap_load_layers(tilemap *dest, json_t *root) /**
* @brief Tilemap load layer image.
* @param dest Output destination populated by the function.
* @param root Base directory used to resolve the path.
* @param layerid Zero-based tilemap layer index.
* @param dirname Directory containing paths referenced by the document.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKGL_ERR_SDL When the corresponding validation or operation fails.
*/
akerr_ErrorContext *akgl_tilemap_load_layer_image(akgl_Tilemap *dest, json_t *root, int layerid, akgl_String *dirname)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, dest, ERR_NULLPOINTER, "tilemap_load_layers received NULL tilemap pointer"); akgl_String *tmpstr;
FAIL_ZERO_RETURN(errctx, root, ERR_NULLPOINTER, "tilemap_load_layers received NULL json object pointer"); akgl_String *fpath;
json_t *layers = NULL;
json_t *layer = NULL; FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL destination tilemap reference");
string *tmpstr = NULL; FAIL_ZERO_RETURN(errctx, root, AKERR_NULLPOINTER, "NULL tilemap root reference");
int i; FAIL_ZERO_RETURN(errctx, dirname, AKERR_NULLPOINTER, "dirname");
int tmpint;
ATTEMPT { ATTEMPT {
CATCH(errctx, get_json_array_value(root, "layers", &layers)); CATCH(errctx, akgl_heap_next_string(&tmpstr));
CATCH(errctx, akgl_heap_next_string(&fpath));
CATCH(errctx, akgl_get_json_string_value(root, "image", &tmpstr));
DISABLE_GCC_WARNING_FORMAT_TRUNCATION
snprintf((char *)&fpath->data,
AKGL_TILEMAP_MAX_TILESET_FILENAME_SIZE,
"%s/%s",
dirname->data,
tmpstr->data
);
RESTORE_GCC_WARNINGS
dest->layers[layerid].texture = IMG_LoadTexture(renderer->sdl_renderer, (char *)fpath->data);
FAIL_ZERO_BREAK(errctx, dest->layers[layerid].texture, AKGL_ERR_SDL, "%s", SDL_GetError());
dest->layers[layerid].width = dest->layers[layerid].texture->w;
dest->layers[layerid].height = dest->layers[layerid].texture->h;
} CLEANUP {
IGNORE(akgl_heap_release_string(tmpstr));
IGNORE(akgl_heap_release_string(fpath));
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_tilemap_load_layers(akgl_Tilemap *dest, json_t *root, akgl_String *dirname)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "akgl_tilemap_load_layers received NULL tilemap pointer");
FAIL_ZERO_RETURN(errctx, root, AKERR_NULLPOINTER, "akgl_tilemap_load_layers received NULL json object pointer");
FAIL_ZERO_RETURN(errctx, dirname, AKERR_NULLPOINTER, "dirname");
json_t *layers = NULL;
json_t *layer = NULL;
akgl_String *tmpstr = NULL;
int i;
int layerid = 0;
int tmpint = 0;
ATTEMPT {
CATCH(errctx, akgl_get_json_array_value(root, "layers", &layers));
dest->numlayers = json_array_size((json_t *)layers); dest->numlayers = json_array_size((json_t *)layers);
for ( i = 0; i < dest->numlayers; i++) { for ( i = 0; i < dest->numlayers; i++) {
if ( i >= TILEMAP_MAX_LAYERS ) { if ( i >= AKGL_TILEMAP_MAX_LAYERS ) {
FAIL_BREAK(errctx, ERR_OUTOFBOUNDS, "Map exceeds the maximum number of layers"); FAIL_BREAK(errctx, AKERR_OUTOFBOUNDS, "Map exceeds the maximum number of layers");
}
CATCH(errctx, get_json_array_index_object((json_t *)layers, i, &layer));
CATCH(errctx, get_json_integer_value((json_t *)layer, "id", &tmpint));
if ( (tmpint - 1) != i ) {
// TileD's map layer IDs start at 1, not 0, and are sequential but not necessarily contiguous. We may have a gap in IDs.
layer = NULL;
continue;
} }
CATCH(errctx, akgl_get_json_array_index_object((json_t *)layers, i, &layer));
CATCH(errctx, akgl_get_json_integer_value((json_t *)layer, "id", &tmpint));
CATCH(errctx, akgl_get_json_number_value((json_t *)layer, "opacity", &dest->layers[layerid].opacity));
CATCH(errctx, akgl_get_json_boolean_value((json_t *)layer, "visible", &dest->layers[layerid].visible));
CATCH(errctx, akgl_get_json_integer_value((json_t *)layer, "id", &dest->layers[layerid].id));
CATCH(errctx, akgl_get_json_integer_value((json_t *)layer, "x", &dest->layers[layerid].x));
CATCH(errctx, akgl_get_json_integer_value((json_t *)layer, "y", &dest->layers[layerid].y));
CATCH(errctx, get_json_number_value((json_t *)layer, "opacity", &dest->layers[i].opacity)); CATCH(errctx, akgl_get_json_string_value((json_t *)layer, "type", &tmpstr));
CATCH(errctx, get_json_boolean_value((json_t *)layer, "visible", &dest->layers[i].visible)); SDL_Log("Layer %d has type %s", layerid, tmpstr->data);
CATCH(errctx, get_json_integer_value((json_t *)layer, "id", &dest->layers[i].id));
CATCH(errctx, get_json_integer_value((json_t *)layer, "x", &dest->layers[i].x));
CATCH(errctx, get_json_integer_value((json_t *)layer, "y", &dest->layers[i].y));
CATCH(errctx, get_json_string_value((json_t *)layer, "type", &tmpstr));
if ( strncmp((char *)tmpstr->data, "objectgroup", strlen((char *)tmpstr->data)) == 0 ) { if ( strncmp((char *)tmpstr->data, "objectgroup", strlen((char *)tmpstr->data)) == 0 ) {
dest->layers[i].type = TILEMAP_LAYER_TYPE_OBJECTS; dest->layers[layerid].type = AKGL_TILEMAP_LAYER_TYPE_OBJECTS;
CATCH(errctx, tilemap_load_layer_objects((tilemap *)dest, (json_t *)layer, i)); CATCH(errctx, akgl_tilemap_load_layer_objects((akgl_Tilemap *)dest, (json_t *)layer, layerid, dirname));
} else if ( strncmp((char *)tmpstr->data, "tilelayer", strlen((char *)tmpstr->data)) == 0 ) { } else if ( strncmp((char *)tmpstr->data, "tilelayer", strlen((char *)tmpstr->data)) == 0 ) {
dest->layers[i].type = TILEMAP_LAYER_TYPE_TILES; dest->layers[layerid].type = AKGL_TILEMAP_LAYER_TYPE_TILES;
CATCH(errctx, tilemap_load_layer_tile((tilemap *)dest, (json_t *)layer, i)); CATCH(errctx, akgl_tilemap_load_layer_tile((akgl_Tilemap *)dest, (json_t *)layer, layerid, dirname));
} else if ( strncmp((char *)tmpstr->data, "imagelayer", strlen((char *)tmpstr->data)) == 0 ) {
dest->layers[layerid].type = AKGL_TILEMAP_LAYER_TYPE_IMAGE;
CATCH(errctx, akgl_tilemap_load_layer_image((akgl_Tilemap *)dest, (json_t *)layer, layerid, dirname));
} }
layer = NULL; layer = NULL;
layerid += 1;
} }
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
@@ -363,53 +487,163 @@ ErrorContext *tilemap_load_layers(tilemap *dest, json_t *root)
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *tilemap_load(char *fname, tilemap *dest) /**
* @brief Tilemap load physics.
* @param dest Output destination populated by the function.
* @param root Base directory used to resolve the path.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_KEY When the corresponding validation or operation fails.
*/
akerr_ErrorContext *akgl_tilemap_load_physics(akgl_Tilemap *dest, json_t *root)
{
PREPARE_ERROR(e);
json_t *props = NULL;
akgl_String *tmpval = NULL;
double defzero = 0.0;
ATTEMPT {
CATCH(e, akgl_heap_next_string(&tmpval));
CATCH(e, akgl_get_json_array_value((json_t *)root, "properties", &props));
} CLEANUP {
IGNORE(akgl_heap_release_string(tmpval));
} PROCESS(e) {
} HANDLE(e, AKERR_KEY) {
// Map has no properties, do nothing
SDL_Log("Map has no properties");
SUCCEED_RETURN(e);
} FINISH(e, true);
ATTEMPT {
CATCH(e, akgl_heap_next_string(&tmpval));
CATCH(e, akgl_get_json_properties_string(
root,
"physics.model",
&tmpval
)
);
PASS(e, akgl_physics_factory(&dest->physics, tmpval));
dest->use_own_physics = true;
CATCH(e, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.gravity.x", &dest->physics.gravity_x
),
(void *)&defzero,
(void *)&dest->physics.gravity_x,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.gravity.y", &dest->physics.gravity_y
),
(void *)&defzero,
(void *)&dest->physics.gravity_y,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.gravity.z", &dest->physics.gravity_z
),
(void *)&defzero,
(void *)&dest->physics.gravity_z,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.drag.x", &dest->physics.drag_x
),
(void *)&defzero,
(void *)&dest->physics.drag_x,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.drag.y", &dest->physics.drag_y
),
(void *)&defzero,
(void *)&dest->physics.drag_y,
sizeof(double)));
CATCH(e, akgl_get_json_with_default(
akgl_get_json_properties_double(
root, "physics.drag.z", &dest->physics.drag_z
),
(void *)&defzero,
(void *)&dest->physics.drag_z,
sizeof(double)));
} CLEANUP {
IGNORE(akgl_heap_release_string(tmpval));
} PROCESS(e) {
} HANDLE(e, AKERR_KEY) {
SDL_Log("Map uses game physics");
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *akgl_tilemap_load(char *fname, akgl_Tilemap *dest)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
json_t *json = NULL; json_t *json = NULL;
string *tmpstr = NULL; //akgl_String *tmpstr = NULL;
json_error_t error; json_error_t error;
akgl_String *dirnamestr = NULL;
FAIL_ZERO_RETURN(errctx, fname, ERR_NULLPOINTER, "load_tilemap received null filename"); FAIL_ZERO_RETURN(errctx, fname, AKERR_NULLPOINTER, "load_tilemap received null filename");
FAIL_ZERO_RETURN(errctx, dest, ERR_NULLPOINTER, "load_tilemap received null tilemap"); FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "load_tilemap received null tilemap");
memset(dest, 0x00, sizeof(tilemap));
memset(dest, 0x00, sizeof(akgl_Tilemap));
dest->p_foreground_scale = 1.0;
dest->p_vanishing_scale = 1.0;
PASS(errctx, akgl_heap_next_string(&dirnamestr));
ATTEMPT { ATTEMPT {
CATCH(errctx, heap_next_string(&tmpstr)); //CATCH(errctx, akgl_heap_next_string(&tmpstr));
CATCH(errctx, string_initialize(tmpstr, NULL)); //CATCH(errctx, akgl_string_initialize(tmpstr, NULL));
SDL_snprintf(tmpstr->data, MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), fname); //SDL_snprintf(tmpstr->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), fname);
json = json_load_file(tmpstr->data, 0, &error); CATCH(errctx, aksl_realpath(fname, (char *)&dirnamestr->data));
dirname((char *)&dirnamestr->data);
json = json_load_file(fname, 0, &error);
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
json, json,
ERR_NULLPOINTER, AKERR_NULLPOINTER,
"Error while loading tilemap from %s on line %d: %s-", "Error while loading tilemap from %s on line %d: %s-",
tmpstr->data, fname,
error.line, error.line,
error.text error.text
); );
CATCH(errctx, get_json_integer_value((json_t *)json, "tileheight", &dest->tileheight)); CATCH(errctx, akgl_tilemap_load_physics(dest, json));
CATCH(errctx, get_json_integer_value((json_t *)json, "tilewidth", &dest->tilewidth)); CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "tileheight", &dest->tileheight));
CATCH(errctx, get_json_integer_value((json_t *)json, "height", &dest->height)); CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "tilewidth", &dest->tilewidth));
CATCH(errctx, get_json_integer_value((json_t *)json, "width", &dest->width)); CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "height", &dest->height));
CATCH(errctx, akgl_get_json_integer_value((json_t *)json, "width", &dest->width));
dest->orientation = 0; dest->orientation = 0;
if ( (dest->width * dest->height) >= (TILEMAP_MAX_WIDTH * TILEMAP_MAX_HEIGHT) ) { if ( (dest->width * dest->height) >= (AKGL_TILEMAP_MAX_WIDTH * AKGL_TILEMAP_MAX_HEIGHT) ) {
FAIL_RETURN(errctx, ERR_OUTOFBOUNDS, "Map exceeds the maximum size"); FAIL_RETURN(errctx, AKERR_OUTOFBOUNDS, "Map exceeds the maximum size");
} }
CATCH(errctx, tilemap_load_layers((tilemap *)dest, (json_t *)json)); CATCH(errctx, akgl_tilemap_load_layers((akgl_Tilemap *)dest, (json_t *)json, dirnamestr));
CATCH(errctx, tilemap_load_tilesets((tilemap *)dest, (json_t *)json)); CATCH(errctx, akgl_tilemap_load_tilesets((akgl_Tilemap *)dest, (json_t *)json, dirnamestr));
if ( dest->p_foreground_y && dest->p_vanishing_y ) {
// How much bigger is the foreground vs the vanishing point?
// if vanishing is height 16, and foreground is height 32, that is a 2x scale difference
/* dest->p_scale = ((float)dest->p_foreground_h / (float)dest->p_vanishing_h); */
/* SDL_Log("Map perspective scale is (%d/%d) = %f", dest->p_foreground_h, dest->p_vanishing_h, dest->p_scale); */
// Sprites are scale N (default 1.0) at the foreground, so how much do we need to
// scale them for every pixel above foreground_y before they reach vanishing_y?
// If vanishing is at 320 and foreground is at 640, that is a 320 line difference
// If our scaling rate is 2x, then our rate is (((N=1.0) / (640 - 320)) / (dest->p_scale = 2)), or
// 0.0066% scale per pixel.
dest->p_rate = ((dest->p_foreground_scale - dest->p_vanishing_scale) / (dest->p_foreground_y - dest->p_vanishing_y));
SDL_Log("Map perspective rate is %f", dest->p_rate);
}
} CLEANUP { } CLEANUP {
IGNORE(heap_release_string(tmpstr)); //IGNORE(akgl_heap_release_string(tmpstr));
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *tilemap_draw(SDL_Renderer *renderer, tilemap *map, SDL_FRect *viewport, int layeridx) akerr_ErrorContext *akgl_tilemap_draw(akgl_Tilemap *map, SDL_FRect *viewport, int layeridx)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
SDL_FRect dest = {.x = 0, .y = 0, .w = 0, .h = 0};; SDL_FRect dest = {.x = 0, .y = 0, .w = 0, .h = 0};;
@@ -439,8 +673,8 @@ ErrorContext *tilemap_draw(SDL_Renderer *renderer, tilemap *map, SDL_FRect *view
* 0 and 8 would not be rendered. 1, 9, 6, and E would be partially rendered at their corner. * 0 and 8 would not be rendered. 1, 9, 6, and E would be partially rendered at their corner.
* 2,3,4,5 and A,B,C,D would be partially rendered with a slice from their center. * 2,3,4,5 and A,B,C,D would be partially rendered with a slice from their center.
*/ */
FAIL_ZERO_RETURN(errctx, map, ERR_NULLPOINTER, "tilemap_draw received NULL pointer to tilemap"); FAIL_ZERO_RETURN(errctx, map, AKERR_NULLPOINTER, "akgl_tilemap_draw received NULL pointer to tilemap");
FAIL_ZERO_RETURN(errctx, viewport, ERR_NULLPOINTER, "tilemap_draw received NULL pointer to viewport"); FAIL_ZERO_RETURN(errctx, viewport, AKERR_NULLPOINTER, "akgl_tilemap_draw received NULL pointer to viewport");
/* Only try to render the stuff that is partially within the viewport */ /* Only try to render the stuff that is partially within the viewport */
@@ -458,6 +692,17 @@ ErrorContext *tilemap_draw(SDL_Renderer *renderer, tilemap *map, SDL_FRect *view
/*SDL_Log("Rendering map into viewport from (%d, %d) to (%d, %d)", /*SDL_Log("Rendering map into viewport from (%d, %d) to (%d, %d)",
start_x, start_y, end_x, end_y);*/ start_x, start_y, end_x, end_y);*/
if ( map->layers[layeridx].type == AKGL_TILEMAP_LAYER_TYPE_IMAGE ) {
dest.x = 0;
dest.y = 0;
src.w = map->layers[layeridx].width;
src.h = map->layers[layeridx].height;
dest.w = map->layers[layeridx].width;
dest.h = map->layers[layeridx].height;
PASS(errctx, renderer->draw_texture(renderer, map->layers[layeridx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
SUCCEED_RETURN(errctx);
}
dest.x = 0; dest.x = 0;
dest.y = 0; dest.y = 0;
dest.w = map->tilewidth; dest.w = map->tilewidth;
@@ -509,7 +754,7 @@ ErrorContext *tilemap_draw(SDL_Renderer *renderer, tilemap *map, SDL_FRect *view
dest.y, dest.y,
dest.w, dest.w,
dest.h);*/ dest.h);*/
SDL_RenderTexture(renderer, map->tilesets[tilesetidx].texture, &src, &dest); PASS(errctx, renderer->draw_texture(renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
} }
} }
dest.x += map->tilewidth; dest.x += map->tilewidth;
@@ -519,20 +764,20 @@ ErrorContext *tilemap_draw(SDL_Renderer *renderer, tilemap *map, SDL_FRect *view
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *tilemap_draw_tileset(SDL_Renderer *renderer, tilemap *map, int tilesetidx) akerr_ErrorContext *akgl_tilemap_draw_tileset(akgl_Tilemap *map, int tilesetidx)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
SDL_FRect dest; SDL_FRect dest;
SDL_FRect src; SDL_FRect src;
int tilenum = 0; int tilenum = 0;
/* /*
* Render every tile in a tileset to the given renderer * Render every tile in a tileset to the default renderer
* (this is a debugging tool that shows that the recorded tile offsets are correct, * (this is a debugging tool that shows that the recorded tile offsets are correct,
* by proving that we can reconstruct the original tileset image) * by proving that we can reconstruct the original tileset image)
*/ */
FAIL_ZERO_RETURN(errctx, map, ERR_NULLPOINTER, "tilemap_draw_tileset received NULL pointer to tilemap"); FAIL_ZERO_RETURN(errctx, map, AKERR_NULLPOINTER, "akgl_tilemap_draw_tileset received NULL pointer to tilemap");
FAIL_NONZERO_RETURN(errctx, (tilesetidx >= map->numtilesets), ERR_OUTOFBOUNDS, "tilemap_draw_tileset received a tileset index out of bounds"); FAIL_NONZERO_RETURN(errctx, (tilesetidx >= map->numtilesets), AKERR_OUTOFBOUNDS, "akgl_tilemap_draw_tileset received a tileset index out of bounds");
for ( tilenum = 0; tilenum < map->tilesets[tilesetidx].tilecount; tilenum++) { for ( tilenum = 0; tilenum < map->tilesets[tilesetidx].tilecount; tilenum++) {
// Render this tile to the correct screen position // Render this tile to the correct screen position
@@ -564,7 +809,45 @@ ErrorContext *tilemap_draw_tileset(SDL_Renderer *renderer, tilemap *map, int til
dest.y, dest.y,
dest.w, dest.w,
dest.h);*/ dest.h);*/
SDL_RenderTexture(renderer, map->tilesets[tilesetidx].texture, &src, &dest); PASS(errctx, renderer->draw_texture(renderer, map->tilesets[tilesetidx].texture, &src, &dest, 0, NULL, SDL_FLIP_NONE));
} }
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_scale_actor(akgl_Tilemap *map, akgl_Actor *actor)
{
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, map, AKERR_NULLPOINTER, "NULL map");
FAIL_ZERO_RETURN(e, actor, AKERR_NULLPOINTER, "NULL actor");
if ( actor->y <= map->p_vanishing_y ) {
actor->scale = map->p_vanishing_scale;
} else if ( actor->y >= map->p_foreground_y ) {
actor->scale = map->p_foreground_scale;
} else {
actor->scale = map->p_foreground_scale - (map->p_rate * (map->p_foreground_y - actor->y));
}
SUCCEED_RETURN(e);
}
akerr_ErrorContext AKERR_NOIGNORE *akgl_tilemap_release(akgl_Tilemap *dest)
{
// Release all tileset textures
// Release all image layer textures
// Memset to zero
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, dest, AKERR_NULLPOINTER, "NULL map");
int i = 0;
for ( i = 0; i < AKGL_TILEMAP_MAX_TILESETS; i++ ) {
if ( dest->tilesets[i].texture != NULL ) {
SDL_DestroyTexture(dest->tilesets[i].texture);
}
}
for ( i = 0; i < AKGL_TILEMAP_MAX_LAYERS; i++ ) {
if ( dest->layers[i].texture != NULL ) {
SDL_DestroyTexture(dest->tilesets[i].texture);
}
}
SUCCEED_RETURN(e);
}

View File

@@ -1,169 +1,258 @@
/**
* @file util.c
* @brief Implements the util subsystem.
*/
#include <limits.h> #include <limits.h>
#include <stdlib.h> #include <stdlib.h>
#include <errno.h>
#include <libgen.h>
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h> #include <SDL3_image/SDL_image.h>
#include <sdlerror.h> #include <akerror.h>
#include <sdl3game/util.h> #include <akgl/util.h>
#include <sdl3game/heap.h> #include <akgl/heap.h>
#include <sdl3game/registry.h> #include <akgl/registry.h>
#include <sdl3game/game.h> #include <akgl/game.h>
#include <akgl/staticstring.h>
ErrorContext *rectangle_points(RectanglePoints *dest, SDL_FRect *rect) #include <akstdlib.h>
/**
* @brief Path relative root.
* @param root Base directory used to resolve the path.
* @param path Path to resolve or transform.
* @param dst Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
* @throws AKERR_OUTOFBOUNDS When the corresponding validation or operation fails.
*/
akerr_ErrorContext *akgl_path_relative_root(char *root, char *path, akgl_String *dst)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(e);
FAIL_ZERO_RETURN(errctx, dest, ERR_NULLPOINTER, "NULL RectanglePoints reference"); akgl_String *pathbuf;
FAIL_ZERO_RETURN(errctx, rect, ERR_NULLPOINTER, "NULL Rectangle reference"); akgl_String *strbuf;
dest->topleft.x = rect->x; char *result;
dest->topleft.y = rect->y; int rootlen;
dest->bottomleft.x = rect->x; int pathlen;
dest->bottomleft.y = rect->y + rect->h; int count;
dest->topright.x = rect->x + rect->w;
dest->topright.y = rect->y; FAIL_ZERO_RETURN(e, root, AKERR_NULLPOINTER, "NULL argument");
dest->bottomright.x = rect->x + rect->w; FAIL_ZERO_RETURN(e, path, AKERR_NULLPOINTER, "NULL argument");
dest->bottomright.y = rect->y + rect->h; FAIL_ZERO_RETURN(e, dst, AKERR_NULLPOINTER, "NULL argument");
SUCCEED_RETURN(errctx);
PASS(e, akgl_heap_next_string(&strbuf));
PASS(e, akgl_heap_next_string(&pathbuf));
ATTEMPT {
// Is it relative to the root?
rootlen = strlen(root);
pathlen = strlen(path);
if ( (rootlen + pathlen) >= AKGL_MAX_STRING_LENGTH ) {
FAIL_RETURN(e, AKERR_OUTOFBOUNDS, "Total path length (%d) is greater than maximum akgl_String length (%d)", (rootlen + pathlen), AKGL_MAX_STRING_LENGTH);
}
DISABLE_GCC_WARNING_FORMAT_TRUNCATION
CATCH(e, aksl_sprintf(&count, (char *)&pathbuf->data, "%s/%s", root, path));
RESTORE_GCC_WARNINGS
CATCH(e, aksl_realpath((char *)&pathbuf->data, (char *)&strbuf->data));
CATCH(e, akgl_string_copy(strbuf, dst, 0));
} CLEANUP {
IGNORE(akgl_heap_release_string(strbuf));
IGNORE(akgl_heap_release_string(pathbuf));
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
} }
ErrorContext *collide_point_rectangle(point *p, RectanglePoints *rp, bool *collide) akerr_ErrorContext *akgl_path_relative(char *root, char *path, akgl_String *dst)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(e);
FAIL_ZERO_RETURN(errctx, p, ERR_NULLPOINTER, "NULL Point reference"); akgl_String *strbuf;
FAIL_ZERO_RETURN(errctx, rp, ERR_NULLPOINTER, "NULL RectanglePoints reference"); char *result;
FAIL_ZERO_RETURN(errctx, collide, ERR_NULLPOINTER, "NULL boolean reference");
if ( (p->x >= rp->topleft.x) && (p->y >= rp->topleft.y) && FAIL_ZERO_RETURN(e, root, AKERR_NULLPOINTER, "NULL argument");
(p->x <= rp->bottomright.x) && (p->y <= rp->bottomright.y) ) { FAIL_ZERO_RETURN(e, path, AKERR_NULLPOINTER, "NULL argument");
*collide = true; FAIL_ZERO_RETURN(e, dst, AKERR_NULLPOINTER, "NULL argument");
} else {
PASS(e, akgl_heap_next_string(&strbuf));
ATTEMPT {
// Is path relative to our current working directory?
CATCH(e, aksl_realpath(path, (char *)&strbuf->data));
// Yes it is. strbuf->data contains the absolute path.
CATCH(e, akgl_string_copy(strbuf, dst, 0));
} CLEANUP {
IGNORE(akgl_heap_release_string(strbuf));
} PROCESS(e) {
} HANDLE(e, ENOENT) {
// Path is not relative to our current working directory
// Noop - execution proceeds after the break
return akgl_path_relative_root(root, path, dst);
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/**
* @brief Path relative from.
* @param path Path to resolve or transform.
* @param from Base path from which the result is made relative.
* @param dst Output destination populated by the function.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER When the corresponding validation or operation fails.
*/
akerr_ErrorContext *akgl_path_relative_from(char *path, char *from, akgl_String **dst)
{
akgl_String *dirnamestr;
PREPARE_ERROR(e);
FAIL_ZERO_RETURN(e, path, AKERR_NULLPOINTER, "path");
FAIL_ZERO_RETURN(e, from, AKERR_NULLPOINTER, "from");
PASS(e, akgl_heap_next_string(&dirnamestr));
PASS(e, aksl_realpath(from, (char *)&dirnamestr->data));
dirname((char *)&dirnamestr->data);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *akgl_rectangle_points(RectanglePoints *dest, SDL_FRect *rect)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "NULL RectanglePoints reference");
FAIL_ZERO_RETURN(errctx, rect, AKERR_NULLPOINTER, "NULL Rectangle reference");
dest->topleft.x = rect->x;
dest->topleft.y = rect->y;
dest->bottomleft.x = rect->x;
dest->bottomleft.y = rect->y + rect->h;
dest->topright.x = rect->x + rect->w;
dest->topright.y = rect->y;
dest->bottomright.x = rect->x + rect->w;
dest->bottomright.y = rect->y + rect->h;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_collide_point_rectangle(point *p, RectanglePoints *rp, bool *collide)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, p, AKERR_NULLPOINTER, "NULL Point reference");
FAIL_ZERO_RETURN(errctx, rp, AKERR_NULLPOINTER, "NULL RectanglePoints reference");
FAIL_ZERO_RETURN(errctx, collide, AKERR_NULLPOINTER, "NULL boolean reference");
if ( (p->x >= rp->topleft.x) && (p->y >= rp->topleft.y) &&
(p->x <= rp->bottomright.x) && (p->y <= rp->bottomright.y) ) {
*collide = true;
} else {
*collide = false;
}
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_collide_rectangles(SDL_FRect *r1, SDL_FRect *r2, bool *collide)
{
RectanglePoints r1p;
RectanglePoints r2p;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, r1, AKERR_NULLPOINTER, "NULL rectangle reference");
FAIL_ZERO_RETURN(errctx, r2, AKERR_NULLPOINTER, "NULL rectangle reference");
FAIL_ZERO_RETURN(errctx, collide, AKERR_NULLPOINTER, "NULL collision flag reference");
ATTEMPT {
CATCH(errctx, akgl_rectangle_points(&r1p, r1));
CATCH(errctx, akgl_rectangle_points(&r2p, r2));
// is the upper left corner of r1 contacting r2?
CATCH(errctx, akgl_collide_point_rectangle(&r1p.topleft, &r2p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the upper left corner of r2 contacting r1?
CATCH(errctx, akgl_collide_point_rectangle(&r2p.topleft, &r1p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the top right corner of r1 contacting r2?
CATCH(errctx, akgl_collide_point_rectangle(&r1p.topright, &r2p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the top right corner of r2 contacting r1?
CATCH(errctx, akgl_collide_point_rectangle(&r2p.topright, &r1p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the bottom left corner of r1 contacting r2?
CATCH(errctx, akgl_collide_point_rectangle(&r1p.bottomleft, &r2p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the bottom left corner of r2 contacting r1?
CATCH(errctx, akgl_collide_point_rectangle(&r2p.bottomleft, &r1p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the bottom right corner of r1 contacting r2?
CATCH(errctx, akgl_collide_point_rectangle(&r1p.bottomright, &r2p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the bottom right corner of r2 contacting r1?
CATCH(errctx, akgl_collide_point_rectangle(&r2p.bottomright, &r1p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
*collide = false; *collide = false;
} SUCCEED_RETURN(errctx);
SUCCEED_RETURN(errctx);
} }
ErrorContext *collide_rectangles(SDL_FRect *r1, SDL_FRect *r2, bool *collide)
akerr_ErrorContext *akgl_compare_sdl_surfaces(SDL_Surface *s1, SDL_Surface *s2)
{ {
RectanglePoints r1p; PREPARE_ERROR(errctx);
RectanglePoints r2p; FAIL_ZERO_RETURN(errctx, s1, AKERR_NULLPOINTER, "NULL Surface pointer");
PREPARE_ERROR(errctx); FAIL_ZERO_RETURN(errctx, s2, AKERR_NULLPOINTER, "NULL Surface pointer");
FAIL_ZERO_RETURN(errctx, r1, ERR_NULLPOINTER, "NULL rectangle reference"); FAIL_NONZERO_RETURN(errctx, memcmp(s1->pixels, s2->pixels, (s1->pitch * s1->h)), AKERR_VALUE, "Comparison surfaces are not equal");
FAIL_ZERO_RETURN(errctx, r2, ERR_NULLPOINTER, "NULL rectangle reference"); SUCCEED_RETURN(errctx);
FAIL_ZERO_RETURN(errctx, collide, ERR_NULLPOINTER, "NULL collision flag reference");
ATTEMPT {
CATCH(errctx, rectangle_points(&r1p, r1));
CATCH(errctx, rectangle_points(&r2p, r2));
// is the upper left corner of r1 contacting r2?
CATCH(errctx, collide_point_rectangle(&r1p.topleft, &r2p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the upper left corner of r2 contacting r1?
CATCH(errctx, collide_point_rectangle(&r2p.topleft, &r1p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the top right corner of r1 contacting r2?
CATCH(errctx, collide_point_rectangle(&r1p.topright, &r2p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the top right corner of r2 contacting r1?
CATCH(errctx, collide_point_rectangle(&r2p.topright, &r1p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the bottom left corner of r1 contacting r2?
CATCH(errctx, collide_point_rectangle(&r1p.bottomleft, &r2p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the bottom left corner of r2 contacting r1?
CATCH(errctx, collide_point_rectangle(&r2p.bottomleft, &r1p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the bottom right corner of r1 contacting r2?
CATCH(errctx, collide_point_rectangle(&r1p.bottomright, &r2p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
// is the bottom right corner of r2 contacting r1?
CATCH(errctx, collide_point_rectangle(&r2p.bottomright, &r1p, collide));
if ( *collide == true ) { SUCCEED_RETURN(errctx); }
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
*collide = false;
SUCCEED_RETURN(errctx);
} }
akerr_ErrorContext *akgl_render_and_compare(SDL_Texture *t1, SDL_Texture *t2, int x, int y, int w, int h, char *writeout)
ErrorContext *compare_sdl_surfaces(SDL_Surface *s1, SDL_Surface *s2)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, s1, ERR_NULLPOINTER, "NULL Surface pointer");
FAIL_ZERO_RETURN(errctx, s2, ERR_NULLPOINTER, "NULL Surface pointer");
FAIL_NONZERO_RETURN(errctx, memcmp(s1->pixels, s2->pixels, (s1->pitch * s1->h)), ERR_VALUE, "Comparison surfaces are not equal");
SUCCEED_RETURN(errctx);
}
ErrorContext *render_and_compare(SDL_Texture *t1, SDL_Texture *t2, int x, int y, int w, int h, char *writeout)
{ {
SDL_Surface *s1 = NULL; SDL_Surface *s1 = NULL;
SDL_Surface *s2 = NULL; SDL_Surface *s2 = NULL;
SDL_FRect src = {.x = x, .y = y, .w = w, .h = h}; SDL_FRect src = {.x = x, .y = y, .w = w, .h = h};
SDL_FRect dest = {.x = x, .y = y, .w = w, .h = h}; SDL_FRect dest = {.x = x, .y = y, .w = w, .h = h};
SDL_Rect read = {.x = x, .y = y, .w = w, .h = h}; SDL_Rect read = {.x = x, .y = y, .w = w, .h = h};
string *tmpstring = NULL; akgl_String *tmpstring = NULL;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
ATTEMPT { ATTEMPT {
FAIL_ZERO_BREAK(errctx, t1, ERR_NULLPOINTER, "NULL texture"); FAIL_ZERO_BREAK(errctx, t1, AKERR_NULLPOINTER, "NULL texture");
FAIL_ZERO_BREAK(errctx, t2, ERR_NULLPOINTER, "NULL texture"); FAIL_ZERO_BREAK(errctx, t2, AKERR_NULLPOINTER, "NULL texture");
CATCH(errctx, heap_next_string(&tmpstring)); CATCH(errctx, akgl_heap_next_string(&tmpstring));
SDL_RenderClear(renderer); SDL_RenderClear(renderer->sdl_renderer);
FAIL_ZERO_BREAK( CATCH(errctx, renderer->draw_texture(renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
errctx, s1 = SDL_RenderReadPixels(renderer->sdl_renderer, &read);
SDL_RenderTexture( FAIL_ZERO_BREAK(errctx, s1, AKGL_ERR_SDL, "Failed to read pixels from renderer");
renderer,
t1,
&src,
&dest),
ERR_SDL,
"Failed to render test texture");
s1 = SDL_RenderReadPixels(renderer, &read);
FAIL_ZERO_BREAK(errctx, s1, ERR_SDL, "Failed to read pixels from renderer");
if ( writeout != NULL ) { if ( writeout != NULL ) {
snprintf((char *)&tmpstring->data, MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), writeout); snprintf((char *)&tmpstring->data, AKGL_MAX_STRING_LENGTH, "%s%s", SDL_GetBasePath(), writeout);
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
IMG_SavePNG(s1, (char *)&tmpstring->data), IMG_SavePNG(s1, (char *)&tmpstring->data),
ERR_IO, AKERR_IO,
"Unable to save %s: %s", "Unable to save %s: %s",
(char *)&tmpstring->data, (char *)&tmpstring->data,
SDL_GetError()); SDL_GetError());
} }
SDL_RenderClear(renderer); SDL_RenderClear(renderer->sdl_renderer);
FAIL_ZERO_BREAK( CATCH(errctx, renderer->draw_texture(renderer, t1, &src, &dest, 0, NULL, SDL_FLIP_NONE));
errctx, s2 = SDL_RenderReadPixels(renderer->sdl_renderer, &read);
SDL_RenderTexture( FAIL_ZERO_BREAK(errctx, s2, AKGL_ERR_SDL, "Failed to read pixels from renderer");
renderer,
t2,
&src,
&dest),
ERR_SDL,
"Failed to render test texture");
s2 = SDL_RenderReadPixels(renderer, &read);
FAIL_ZERO_BREAK(errctx, s2, ERR_SDL, "Failed to read pixels from renderer");
CATCH(errctx, compare_sdl_surfaces(s1, s2)); CATCH(errctx, akgl_compare_sdl_surfaces(s1, s2));
} CLEANUP { } CLEANUP {
if ( s1 != NULL ) if ( s1 != NULL )
SDL_DestroySurface(s1); SDL_DestroySurface(s1);
if ( s2 != NULL ) if ( s2 != NULL )
SDL_DestroySurface(s2); SDL_DestroySurface(s2);
IGNORE(heap_release_string(tmpstring)); IGNORE(akgl_heap_release_string(tmpstring));
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);

15
src/version.c Normal file
View File

@@ -0,0 +1,15 @@
/**
* @file version.c
* @brief Implements the runtime half of the version API.
*/
#include <akgl/version.h>
const char *akgl_version(void)
{
// AKGL_VERSION is baked in when this translation unit is compiled, so what
// comes back is the version of the shared library the caller linked -- not
// the version of the header the caller built against. That asymmetry is the
// whole point: comparing the two detects a stale libakgl on the loader path.
return AKGL_VERSION;
}

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,121 @@
tests/assets/akgl_test_mono.ttf
================================
A subset of Liberation Mono Regular, cut down to printable ASCII (U+0020 to
U+007E) so the text suite has a font fixture that is 10 KB rather than 320 KB.
It is monospaced, which is what the measurement tests rely on: the width of an
N-character string is exactly N times the width of one character, in any font
size, so the assertions do not have to hardcode glyph metrics.
Generated with:
pyftsubset /usr/share/fonts/truetype/liberation/LiberationMono-Regular.ttf \
--unicodes=U+0020-007E --layout-features='' --no-hinting \
--desubroutinize --name-IDs='*' --output-file=akgl_test_mono.ttf
then renamed to "AKGL Test Mono" through the fontTools name table. The rename is
required, not cosmetic: "Liberation" is a Reserved Font Name under the license
below, and a modified copy may not carry it.
Copyright (c) 2012 Red Hat, Inc. with Reserved Font Name Liberation.
Digitized data copyright (c) 2010 Google Corporation with Reserved Font Arimo,
Tinos and Cousine.
Licensed under the SIL Open Font License, Version 1.1, reproduced in full below.
This Font Software is licensed under the SIL Open Font License,
Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
PREAMBLE The goals of the Open Font License (OFL) are to stimulate
worldwide development of collaborative font projects, to support the font
creation efforts of academic and linguistic communities, and to provide
a free and open framework in which fonts may be shared and improved in
partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves.
The fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply to
any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such.
This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components
as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting ? in part or in whole ?
any of the components of the Original Version, by changing formats or
by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer
or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a
copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,in
Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the
corresponding Copyright Holder. This restriction only applies to the
primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole, must
be distributed entirely under this license, and must not be distributed
under any other license. The requirement for fonts to remain under
this license does not apply to any document created using the Font
Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER
DEALINGS IN THE FONT SOFTWARE.

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@@ -0,0 +1,19 @@
{
"name": "json helper fixture",
"count": 42,
"ratio": 2.5,
"negative": -17,
"enabled": true,
"disabled": false,
"nested": {
"inner": "value",
"innercount": 7
},
"integers": [10, 20, 30],
"strings": ["alpha", "beta"],
"objects": [
{ "id": 1 },
{ "id": 2 }
],
"mixed": [1, "two", { "three": 3 }]
}

View File

@@ -1,18 +1,22 @@
{ {
"name": "testcharacter", "name": "testcharacter",
"velocity_x": 0.20, "movementspeed": 1,
"velocity_y": 0.20, "speedtime": 1,
"speed_x": 0.20,
"speed_y": 0.20,
"acceleration_x": 0.20,
"acceleration_y": 0.20,
"sprite_mappings": [ "sprite_mappings": [
{ {
"state": [ "state": [
"ACTOR_STATE_ALIVE", "AKGL_ACTOR_STATE_ALIVE",
"ACTOR_STATE_FACE_LEFT" "AKGL_ACTOR_STATE_FACE_LEFT"
], ],
"sprite": "testsprite" "sprite": "testsprite"
}, },
{ {
"state": [ "state": [
"ACTOR_STATE_DEAD" "AKGL_ACTOR_STATE_DEAD"
], ],
"sprite": "testsprite2" "sprite": "testsprite2"
} }

View File

@@ -1,6 +1,6 @@
{ {
"spritesheet": { "spritesheet": {
"filename": "assets/spritesheet.png", "filename": "spritesheet.png",
"frame_width": 48, "frame_width": 48,
"frame_height": 48 "frame_height": 48
}, },

View File

@@ -1,6 +1,6 @@
{ {
"spritesheet": { "spritesheet": {
"filename": "assets/spritesheet.png", "filename": "spritesheet.png",
"frame_width": 48, "frame_width": 48,
"frame_height": 48 "frame_height": 48
}, },

491
tests/audio.c Normal file
View File

@@ -0,0 +1,491 @@
/**
* @file audio.c
* @brief Unit tests for the tone generator.
*
* Almost everything here drives akgl_audio_mix() by hand rather than opening a
* device. That is not a workaround: a device pulls samples on SDL's audio
* thread at whatever rate it likes, so a test that opened one and then asserted
* on voice state would be racing the callback. Pulling the samples ourselves
* makes the synthesis deterministic -- the same input produces the same
* waveform, sample for sample, every run.
*
* The device is opened once, at the end, to prove akgl_audio_init() and
* akgl_audio_shutdown() work against the dummy driver.
*/
#include <SDL3/SDL.h>
#include <math.h>
#include <string.h>
#include <akerror.h>
#include <akgl/audio.h>
#include <akgl/error.h>
#include "testutil.h"
/**
* @brief Frames of output most tests generate at a time.
*
* Enough to hold a 10 ms attack and a 10 ms decay back to back at 44100 frames
* per second, which is the longest single stretch any test here inspects.
*/
#define TEST_MIX_FRAMES 1024
/** @brief 441 Hz at 44100 frames per second is exactly 100 frames per cycle. */
#define TEST_TONE_HZ 441.0f
/** @brief Frames in one cycle of TEST_TONE_HZ. */
#define TEST_TONE_PERIOD 100
/** @brief Somewhere to mix into. */
static float32_t samples[TEST_MIX_FRAMES];
/** @brief Silence every voice and put the master level back. */
static akerr_ErrorContext *reset_audio(void)
{
PREPARE_ERROR(errctx);
int i = 0;
ATTEMPT {
for ( i = 0; i < AKGL_AUDIO_MAX_VOICES; i++ ) {
CATCH(errctx, akgl_audio_stop(i));
CATCH(errctx, akgl_audio_waveform(i, AKGL_AUDIO_WAVE_SQUARE));
CATCH(errctx, akgl_audio_envelope(i, 0, 0, 1.0f, 0));
}
CATCH(errctx, akgl_audio_volume(1.0f));
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
/** @brief Report the largest absolute sample in the first @p frames. */
static float32_t peak_of(int frames)
{
float32_t peak = 0.0f;
int i = 0;
for ( i = 0; i < frames; i++ ) {
if ( fabsf(samples[i]) > peak ) {
peak = fabsf(samples[i]);
}
}
return peak;
}
akerr_ErrorContext *test_audio_defaults(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
// Deliberately the first thing this file does, and deliberately without
// a call to reset_audio(): a voice nobody has configured has to make a
// sound. A zeroed voice would have a sustain of 0.0 and be silent, with
// no error to say why, which is exactly the trap this defends against.
CATCH(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_mix(samples, TEST_MIX_FRAMES));
TEST_ASSERT_FEQ(errctx, samples[0], 1.0f,
"an unconfigured voice mixed to %f, expected a full-level square wave",
samples[0]);
TEST_ASSERT_FEQ(errctx, samples[50], -1.0f,
"an unconfigured voice is not a square wave (%f half a cycle in)",
samples[50]);
} CLEANUP {
IGNORE(reset_audio());
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_audio_silence(void)
{
PREPARE_ERROR(errctx);
bool silent = true;
bool active = true;
int i = 0;
ATTEMPT {
CATCH(errctx, reset_audio());
// With nothing sounding, the mixer produces silence rather than
// whatever was left in the buffer.
SDL_memset((void *)&samples, 0xff, sizeof(samples));
TEST_EXPECT_OK(errctx, akgl_audio_mix(samples, TEST_MIX_FRAMES), "mixing an idle voice table");
for ( i = 0; i < TEST_MIX_FRAMES; i++ ) {
TEST_ASSERT_FLAG(silent, samples[i] == 0.0f);
}
TEST_ASSERT(errctx, silent == true, "an idle voice table did not mix to silence");
for ( i = 0; i < AKGL_AUDIO_MAX_VOICES; i++ ) {
CATCH(errctx, akgl_audio_voice_active(i, &active));
TEST_ASSERT(errctx, active == false, "voice %d reports active with nothing playing", i);
}
// Zero frames is a legal request that writes nothing.
TEST_EXPECT_OK(errctx, akgl_audio_mix(samples, 0), "mixing zero frames");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_audio_mix(NULL, 16),
"mixing into a NULL destination");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS, akgl_audio_mix(samples, -1),
"mixing a negative number of frames");
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_audio_square_tone(void)
{
PREPARE_ERROR(errctx);
bool firsthalf = true;
bool secondhalf = true;
bool active = false;
int i = 0;
ATTEMPT {
CATCH(errctx, reset_audio());
// A square wave with a flat envelope is the one waveform whose every
// sample is known exactly: +1 for the first half of each cycle, -1 for
// the second.
TEST_EXPECT_OK(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 1000), "sounding a tone");
CATCH(errctx, akgl_audio_voice_active(0, &active));
TEST_ASSERT(errctx, active == true, "a sounded voice does not report itself active");
TEST_EXPECT_OK(errctx, akgl_audio_mix(samples, TEST_MIX_FRAMES), "mixing a square wave");
for ( i = 0; i < (TEST_TONE_PERIOD / 2); i++ ) {
TEST_ASSERT_FLAG(firsthalf, samples[i] == 1.0f);
}
for ( i = (TEST_TONE_PERIOD / 2); i < TEST_TONE_PERIOD; i++ ) {
TEST_ASSERT_FLAG(secondhalf, samples[i] == -1.0f);
}
TEST_ASSERT(errctx, firsthalf == true,
"the first half cycle of a square wave is not at full positive level");
TEST_ASSERT(errctx, secondhalf == true,
"the second half cycle of a square wave is not at full negative level");
// The wave repeats: the second cycle matches the first.
TEST_ASSERT(errctx, samples[TEST_TONE_PERIOD] == samples[0],
"the wave did not repeat after one period");
TEST_ASSERT(errctx, samples[TEST_TONE_PERIOD + 60] == samples[60],
"the wave did not repeat after one period");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS, akgl_audio_tone(0, 0.0f, 100),
"sounding a tone at zero hertz");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS, akgl_audio_tone(0, -100.0f, 100),
"sounding a tone at a negative frequency");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS, akgl_audio_tone(0, TEST_TONE_HZ, 0),
"sounding a tone with no duration");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS, akgl_audio_tone(-1, TEST_TONE_HZ, 100),
"sounding a tone on a negative voice");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_audio_tone(AKGL_AUDIO_MAX_VOICES, TEST_TONE_HZ, 100),
"sounding a tone on a voice past the last one");
} CLEANUP {
IGNORE(reset_audio());
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_audio_waveforms(void)
{
PREPARE_ERROR(errctx);
bool inrange = true;
int i = 0;
int w = 0;
akgl_AudioWaveform shapes[4] = {
AKGL_AUDIO_WAVE_TRIANGLE,
AKGL_AUDIO_WAVE_SAWTOOTH,
AKGL_AUDIO_WAVE_NOISE,
AKGL_AUDIO_WAVE_SINE,
};
ATTEMPT {
// Every shape has to stay inside full scale and actually move. The
// exact sample values differ per shape; these two properties do not.
for ( w = 0; w < 4; w++ ) {
CATCH(errctx, reset_audio());
CATCH(errctx, akgl_audio_waveform(0, shapes[w]));
CATCH(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_mix(samples, TEST_MIX_FRAMES));
for ( i = 0; i < TEST_MIX_FRAMES; i++ ) {
TEST_ASSERT_FLAG(inrange, (samples[i] >= -1.0f) && (samples[i] <= 1.0f));
}
TEST_ASSERT_FLAG(inrange, peak_of(TEST_MIX_FRAMES) > 0.5f);
}
TEST_ASSERT(errctx, inrange == true,
"a waveform either left full scale or produced nothing");
// The triangle is symmetric about the middle of its cycle, which the
// square and sawtooth are not -- enough to tell it was really selected.
CATCH(errctx, reset_audio());
CATCH(errctx, akgl_audio_waveform(0, AKGL_AUDIO_WAVE_TRIANGLE));
CATCH(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_mix(samples, TEST_MIX_FRAMES));
TEST_ASSERT_FEQ(errctx, samples[25], 0.0f,
"a triangle wave is at %f a quarter of the way up, expected 0",
samples[25]);
TEST_ASSERT_FEQ(errctx, samples[50], 1.0f,
"a triangle wave is at %f at its peak, expected 1", samples[50]);
TEST_ASSERT_FEQ(errctx, samples[75], 0.0f,
"a triangle wave is at %f three quarters through, expected 0",
samples[75]);
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_audio_waveform(0, (akgl_AudioWaveform)(AKGL_AUDIO_WAVE_SINE + 1)),
"selecting a waveform past the last one");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_audio_waveform(AKGL_AUDIO_MAX_VOICES, AKGL_AUDIO_WAVE_SINE),
"selecting a waveform on a voice past the last one");
} CLEANUP {
IGNORE(reset_audio());
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_audio_envelope(void)
{
PREPARE_ERROR(errctx);
bool rising = true;
int i = 0;
ATTEMPT {
CATCH(errctx, reset_audio());
// A 10 ms attack at 44100 is 441 frames, so the level should climb from
// nothing to full across the first 441 samples of a square wave and
// then hold at the sustain level.
CATCH(errctx, akgl_audio_envelope(0, 10, 0, 1.0f, 0));
CATCH(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_mix(samples, TEST_MIX_FRAMES));
TEST_ASSERT_FEQ(errctx, samples[0], 0.0f,
"an attack does not start from silence (first sample %f)", samples[0]);
TEST_ASSERT(errctx, fabsf(samples[100]) > fabsf(samples[10]),
"the attack is not climbing (%f at frame 10, %f at frame 100)",
samples[10], samples[100]);
// Frames 0..49 are the positive half of the square, so their level is
// the envelope value directly.
for ( i = 1; i < 50; i++ ) {
TEST_ASSERT_FLAG(rising, samples[i] > samples[i - 1]);
}
TEST_ASSERT(errctx, rising == true, "the attack ramp is not monotonic");
// Half a millisecond of decay to a half sustain level, no attack: the
// very first sample is at full level and it settles at the sustain.
CATCH(errctx, reset_audio());
CATCH(errctx, akgl_audio_envelope(0, 0, 10, 0.5f, 0));
CATCH(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_mix(samples, TEST_MIX_FRAMES));
TEST_ASSERT_FEQ(errctx, samples[0], 1.0f,
"with no attack the first sample is %f, expected full level", samples[0]);
TEST_ASSERT_FEQ(errctx, samples[450], -0.5f,
"after the decay the level is %f, expected the 0.5 sustain", samples[450]);
// Attack and decay together, which is the case where the decay has to
// measure from the end of the attack rather than from the start of the
// note. 10 ms of each is 441 frames of each at 44100.
CATCH(errctx, reset_audio());
CATCH(errctx, akgl_audio_envelope(0, 10, 10, 0.5f, 0));
CATCH(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_mix(samples, TEST_MIX_FRAMES));
TEST_ASSERT_FEQ(errctx, samples[441], 1.0f,
"at the end of the attack the level is %f, expected full", samples[441]);
TEST_ASSERT_FEQ(errctx, samples[661], -(1.0f - (0.5f * (220.0f / 441.0f))),
"halfway through the decay the level is %f, expected the halfway ramp",
samples[661]);
TEST_ASSERT_FEQ(errctx, samples[900], 0.5f,
"after the decay the level is %f, expected the 0.5 sustain", samples[900]);
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS, akgl_audio_envelope(0, 1, 1, -0.1f, 1),
"setting a negative sustain level");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS, akgl_audio_envelope(0, 1, 1, 1.5f, 1),
"setting a sustain level past full");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_audio_envelope(AKGL_AUDIO_MAX_VOICES, 1, 1, 1.0f, 1),
"setting an envelope on a voice past the last one");
} CLEANUP {
IGNORE(reset_audio());
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_audio_duration_and_release(void)
{
PREPARE_ERROR(errctx);
bool active = false;
ATTEMPT {
CATCH(errctx, reset_audio());
// A 10 ms gate is 441 frames. The voice is still sounding while they
// are being generated and goes quiet on its own afterwards, without the
// caller having to stop it.
CATCH(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 10));
CATCH(errctx, akgl_audio_mix(samples, 440));
CATCH(errctx, akgl_audio_voice_active(0, &active));
TEST_ASSERT(errctx, active == true, "the voice went quiet before its gate closed");
CATCH(errctx, akgl_audio_mix(samples, 8));
CATCH(errctx, akgl_audio_voice_active(0, &active));
TEST_ASSERT(errctx, active == false, "the voice is still sounding past its gate");
CATCH(errctx, akgl_audio_mix(samples, 64));
TEST_ASSERT_FEQ(errctx, peak_of(64), 0.0f,
"a finished voice is still producing sound (peak %f)", peak_of(64));
// With a release, the voice outlives its gate and fades rather than
// stopping dead.
CATCH(errctx, reset_audio());
CATCH(errctx, akgl_audio_envelope(0, 0, 0, 1.0f, 10));
CATCH(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 10));
CATCH(errctx, akgl_audio_mix(samples, 441));
CATCH(errctx, akgl_audio_voice_active(0, &active));
TEST_ASSERT(errctx, active == true, "a voice with a release stopped when its gate closed");
// The release starts from the level the gate left off at and falls from
// there, so the end of this window has to be quieter than its start.
CATCH(errctx, akgl_audio_mix(samples, 220));
TEST_ASSERT(errctx, fabsf(samples[219]) < fabsf(samples[0]),
"the release is not attenuating (%f at its start, %f 220 frames later)",
samples[0], samples[219]);
TEST_ASSERT(errctx, peak_of(220) > 0.0f, "the release went silent immediately");
CATCH(errctx, akgl_audio_mix(samples, 250));
CATCH(errctx, akgl_audio_voice_active(0, &active));
TEST_ASSERT(errctx, active == false, "the voice outlived its gate and its release");
// Stopping cuts a voice off where it stands, release and all.
CATCH(errctx, reset_audio());
CATCH(errctx, akgl_audio_envelope(0, 0, 0, 1.0f, 1000));
CATCH(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_mix(samples, 64));
TEST_EXPECT_OK(errctx, akgl_audio_stop(0), "stopping a sounding voice");
CATCH(errctx, akgl_audio_voice_active(0, &active));
TEST_ASSERT(errctx, active == false, "a stopped voice still reports itself active");
CATCH(errctx, akgl_audio_mix(samples, 64));
TEST_ASSERT_FEQ(errctx, peak_of(64), 0.0f,
"a stopped voice is still producing sound (peak %f)", peak_of(64));
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS, akgl_audio_stop(AKGL_AUDIO_MAX_VOICES),
"stopping a voice past the last one");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_audio_voice_active(AKGL_AUDIO_MAX_VOICES, &active),
"asking about a voice past the last one");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_audio_voice_active(0, NULL),
"asking about a voice with nowhere to put the answer");
} CLEANUP {
IGNORE(reset_audio());
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_audio_volume_and_mixing(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, reset_audio());
// The master level scales everything.
CATCH(errctx, akgl_audio_volume(0.25f));
CATCH(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_mix(samples, TEST_MIX_FRAMES));
TEST_ASSERT_FEQ(errctx, samples[0], 0.25f,
"at a quarter volume the first sample is %f, expected 0.25", samples[0]);
CATCH(errctx, akgl_audio_volume(0.0f));
CATCH(errctx, akgl_audio_mix(samples, TEST_MIX_FRAMES));
TEST_ASSERT_FEQ(errctx, peak_of(TEST_MIX_FRAMES), 0.0f,
"at zero volume the peak is %f, expected silence",
peak_of(TEST_MIX_FRAMES));
// Voices sum, and the sum is clamped rather than wrapped: three square
// waves in phase at full level would be 3.0 without the clamp.
CATCH(errctx, reset_audio());
CATCH(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_tone(1, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_tone(2, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_mix(samples, TEST_MIX_FRAMES));
TEST_ASSERT_FEQ(errctx, samples[0], 1.0f,
"three voices in phase mixed to %f, expected a clamp at 1.0", samples[0]);
TEST_ASSERT_FEQ(errctx, samples[50], -1.0f,
"three voices in phase mixed to %f, expected a clamp at -1.0", samples[50]);
// Two voices at different levels sum to their total rather than to
// either one of them, which is only visible below the clamp.
CATCH(errctx, reset_audio());
CATCH(errctx, akgl_audio_volume(0.5f));
CATCH(errctx, akgl_audio_envelope(1, 0, 0, 0.5f, 0));
CATCH(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_tone(1, TEST_TONE_HZ, 1000));
CATCH(errctx, akgl_audio_mix(samples, TEST_MIX_FRAMES));
TEST_ASSERT_FEQ(errctx, samples[0], 0.75f,
"a full voice and a half voice at half volume mixed to %f, expected 0.75",
samples[0]);
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS, akgl_audio_volume(-0.1f),
"setting a negative master volume");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS, akgl_audio_volume(1.1f),
"setting a master volume past full");
} CLEANUP {
IGNORE(reset_audio());
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_audio_device(void)
{
PREPARE_ERROR(errctx);
bool active = true;
ATTEMPT {
// Everything above ran without a device. This is the one test that
// opens one, so nothing that asserts on voice state runs after it.
TEST_EXPECT_OK(errctx, akgl_audio_init(), "opening an audio device");
TEST_EXPECT_OK(errctx, akgl_audio_init(), "opening an audio device a second time");
TEST_EXPECT_OK(errctx, akgl_audio_tone(0, TEST_TONE_HZ, 10), "sounding a tone on a device");
TEST_EXPECT_OK(errctx, akgl_audio_shutdown(), "closing the audio device");
CATCH(errctx, akgl_audio_voice_active(0, &active));
TEST_ASSERT(errctx, active == false, "shutting down left a voice sounding");
TEST_EXPECT_OK(errctx, akgl_audio_shutdown(), "closing an audio device that is not open");
} CLEANUP {
IGNORE(akgl_audio_shutdown());
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
int main(void)
{
PREPARE_ERROR(errctx);
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
ATTEMPT {
CATCH(errctx, akgl_error_init());
FAIL_ZERO_BREAK(
errctx,
SDL_Init(SDL_INIT_AUDIO),
AKGL_ERR_SDL,
"Couldn't initialize SDL: %s",
SDL_GetError());
CATCH(errctx, test_audio_defaults());
CATCH(errctx, test_audio_silence());
CATCH(errctx, test_audio_square_tone());
CATCH(errctx, test_audio_waveforms());
CATCH(errctx, test_audio_envelope());
CATCH(errctx, test_audio_duration_and_release());
CATCH(errctx, test_audio_volume_and_mixing());
CATCH(errctx, test_audio_device());
} CLEANUP {
SDL_Quit();
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}

View File

@@ -1,31 +1,31 @@
#include <sdl3game/game.h> #include <akgl/game.h>
#include <sdl3game/actor.h> #include <akgl/actor.h>
int main(void) int main(void)
{ {
int mask = 0; int mask = 0;
BITMASK_ADD(mask, ACTOR_STATE_ALIVE); AKGL_BITMASK_ADD(mask, AKGL_ACTOR_STATE_ALIVE);
if ( mask != ACTOR_STATE_ALIVE ) if ( mask != AKGL_ACTOR_STATE_ALIVE )
return 1; return 1;
BITMASK_ADD(mask, ACTOR_STATE_FACE_LEFT); AKGL_BITMASK_ADD(mask, AKGL_ACTOR_STATE_FACE_LEFT);
if ( mask != (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT) ) if ( mask != (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT) )
return 1; return 1;
BITMASK_DEL(mask, ACTOR_STATE_ALIVE); AKGL_BITMASK_DEL(mask, AKGL_ACTOR_STATE_ALIVE);
if ( mask != (ACTOR_STATE_FACE_LEFT) ) if ( mask != (AKGL_ACTOR_STATE_FACE_LEFT) )
return 1; return 1;
BITMASK_CLEAR(mask); AKGL_BITMASK_CLEAR(mask);
if ( mask != 0 ) if ( mask != 0 )
return 1; return 1;
BITMASK_ADD(mask, ACTOR_STATE_FACE_LEFT); AKGL_BITMASK_ADD(mask, AKGL_ACTOR_STATE_FACE_LEFT);
if ( !(BITMASK_HAS(mask, ACTOR_STATE_FACE_LEFT)) ) if ( !(AKGL_BITMASK_HAS(mask, AKGL_ACTOR_STATE_FACE_LEFT)) )
return 1; return 1;
mask = ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_UP; mask = AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_UP;
BITMASK_DEL(mask, ACTOR_STATE_FACE_ALL); AKGL_BITMASK_DEL(mask, AKGL_ACTOR_STATE_FACE_ALL);
if ( mask != ACTOR_STATE_ALIVE ) if ( mask != AKGL_ACTOR_STATE_ALIVE )
return 1; return 1;
BITMASK_ADD(mask, ACTOR_STATE_MOVING_DOWN); AKGL_BITMASK_ADD(mask, AKGL_ACTOR_STATE_MOVING_DOWN);
BITMASK_ADD(mask, ACTOR_STATE_FACE_DOWN); AKGL_BITMASK_ADD(mask, AKGL_ACTOR_STATE_FACE_DOWN);
if ( mask != (ACTOR_STATE_ALIVE | ACTOR_STATE_MOVING_DOWN | ACTOR_STATE_FACE_DOWN) ) if ( mask != (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_DOWN) )
return 1; return 1;
return 0; return 0;
} }

View File

@@ -1,186 +1,189 @@
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <sdlerror.h> #include <akerror.h>
#include <sdl3game/character.h> #include <akgl/character.h>
#include <sdl3game/actor.h> #include <akgl/actor.h>
#include <sdl3game/heap.h> #include <akgl/error.h>
#include <sdl3game/registry.h> #include <akgl/heap.h>
#include <sdl3game/iterator.h> #include <akgl/registry.h>
#include <akgl/iterator.h>
SDL_Window *window; SDL_Window *window;
SDL_Renderer *renderer; SDL_Renderer *renderer;
ErrorContext *test_character_initialize() akerr_ErrorContext *test_akgl_character_initialize()
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
character *testchar = NULL; akgl_Character *testchar = NULL;
ATTEMPT { ATTEMPT {
CATCH(errctx, heap_next_character(&testchar)); CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, character_initialize(testchar, "testchar")); CATCH(errctx, akgl_character_initialize(testchar, "testchar"));
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
SDL_GetPointerProperty(REGISTRY_CHARACTER, "testchar", NULL), SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "testchar", NULL),
ERR_KEY, AKERR_KEY,
"Character was not placed in the registry"); "Character was not placed in the registry");
FAIL_NONZERO_BREAK( FAIL_NONZERO_BREAK(
errctx, errctx,
strcmp((char *)&testchar->name, "testchar"), strcmp((char *)&testchar->name, "testchar"),
ERR_VALUE, AKERR_VALUE,
"Character was not named properly ('testchar' vs '%s')", "Character was not named properly ('testchar' vs '%s')",
(char *)&testchar->name); (char *)&testchar->name);
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
testchar->state_sprites, testchar->state_sprites,
ERR_NULLPOINTER, AKERR_NULLPOINTER,
"Character state sprites map was not initialized"); "Character state sprites map was not initialized");
} CLEANUP { } CLEANUP {
IGNORE(heap_release_character(testchar)); IGNORE(akgl_heap_release_character(testchar));
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *test_character_sprite_mgmt() akerr_ErrorContext *test_character_sprite_mgmt()
{ {
character *testchar = NULL; akgl_Character *testchar = NULL;
sprite *testsprite = NULL; akgl_Sprite *testsprite = NULL;
sprite *testsprite2 = NULL; akgl_Sprite *testsprite2 = NULL;
sprite *comparesprite = NULL; akgl_Sprite *comparesprite = NULL;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
ATTEMPT { ATTEMPT {
CATCH(errctx, heap_next_character(&testchar)); CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, sprite_load_json("assets/testsprite.json")); CATCH(errctx, akgl_character_initialize(testchar, "testchar"));
testsprite = SDL_GetPointerProperty(REGISTRY_SPRITE, "testsprite", NULL); CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
testsprite, testsprite,
ERR_KEY, AKERR_KEY,
"Sprite loaded from json but not in registry"); "Sprite loaded from json but not in registry");
CATCH(errctx, sprite_load_json("assets/testsprite2.json")); CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
testsprite2 = SDL_GetPointerProperty(REGISTRY_SPRITE, "testsprite2", NULL); testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
testsprite2, testsprite2,
ERR_KEY, AKERR_KEY,
"Sprite 2 loaded from json but not in registry"); "Sprite 2 loaded from json but not in registry");
CATCH(errctx, testchar->sprite_add(testchar, testsprite, ACTOR_STATE_ALIVE)); CATCH(errctx, testchar->sprite_add(testchar, testsprite, AKGL_ACTOR_STATE_ALIVE));
CATCH(errctx, testchar->sprite_add(testchar, testsprite2, ACTOR_STATE_DEAD)); CATCH(errctx, testchar->sprite_add(testchar, testsprite2, AKGL_ACTOR_STATE_DEAD));
CATCH(errctx, testchar->sprite_get(testchar, (ACTOR_STATE_ALIVE), &comparesprite)); CATCH(errctx, testchar->sprite_get(testchar, (AKGL_ACTOR_STATE_ALIVE), &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite), ERR_VALUE, "Wrong sprite for state ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT"); FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT");
CATCH(errctx, testchar->sprite_get(testchar, ACTOR_STATE_DEAD, &comparesprite)); CATCH(errctx, testchar->sprite_get(testchar, AKGL_ACTOR_STATE_DEAD, &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite2), ERR_VALUE, "Wrong sprite for state ACTOR_STATE_DEAD"); FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite2), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_DEAD");
} CLEANUP { } CLEANUP {
IGNORE(heap_release_sprite(testsprite)); IGNORE(akgl_heap_release_sprite(testsprite));
IGNORE(heap_release_sprite(testsprite2)); IGNORE(akgl_heap_release_sprite(testsprite2));
IGNORE(heap_release_character(testchar)); IGNORE(akgl_heap_release_character(testchar));
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *test_character_iterate_state_sprites() akerr_ErrorContext *test_character_iterate_state_sprites()
{ {
character *testchar = NULL; akgl_Character *testchar = NULL;
sprite *testsprite = NULL; akgl_Sprite *testsprite = NULL;
sprite *testsprite2 = NULL; akgl_Sprite *testsprite2 = NULL;
iterator opflags = {.flags = ITERATOR_OP_RELEASE, .layerid = 0}; akgl_Iterator opflags = {.flags = AKGL_ITERATOR_OP_RELEASE, .layerid = 0};
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
ATTEMPT { ATTEMPT {
CATCH(errctx, heap_next_character(&testchar)); CATCH(errctx, akgl_heap_next_character(&testchar));
CATCH(errctx, sprite_load_json("assets/testsprite.json")); CATCH(errctx, akgl_character_initialize(testchar, "testchar"));
testsprite = SDL_GetPointerProperty(REGISTRY_SPRITE, "testsprite", NULL); CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
testsprite, testsprite,
ERR_KEY, AKERR_KEY,
"Sprite loaded from json but not in registry"); "Sprite loaded from json but not in registry");
CATCH(errctx, sprite_load_json("assets/testsprite2.json")); CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
testsprite2 = SDL_GetPointerProperty(REGISTRY_SPRITE, "testsprite2", NULL); testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
testsprite2, testsprite2,
ERR_KEY, AKERR_KEY,
"Sprite 2 loaded from json but not in registry"); "Sprite 2 loaded from json but not in registry");
CATCH(errctx, testchar->sprite_add(testchar, testsprite, ACTOR_STATE_ALIVE)); CATCH(errctx, testchar->sprite_add(testchar, testsprite, AKGL_ACTOR_STATE_ALIVE));
CATCH(errctx, testchar->sprite_add(testchar, testsprite2, ACTOR_STATE_DEAD)); CATCH(errctx, testchar->sprite_add(testchar, testsprite2, AKGL_ACTOR_STATE_DEAD));
SDL_EnumerateProperties(testchar->state_sprites, &character_state_sprites_iterate, &opflags); SDL_EnumerateProperties(testchar->state_sprites, &akgl_character_state_sprites_iterate, &opflags);
// This is called by heap_release_character so we should assume that our property map is being // This is called by akgl_heap_release_character so we should assume that our property map is being
// deleted soon after this. So we don't care if the sprites have been deleted from the sprite_states. // deleted soon after this. So we don't care if the sprites have been deleted from the sprite_states.
// We just want to know they've been released. // We just want to know they've been released.
FAIL_NONZERO_BREAK( FAIL_NONZERO_BREAK(
errctx, errctx,
(testsprite->refcount > 1), (testsprite->refcount > 1),
ERR_VALUE, AKERR_VALUE,
"heap_release_sprite not called for testsprite from iterator"); "akgl_heap_release_sprite not called for testsprite from iterator");
FAIL_NONZERO_BREAK( FAIL_NONZERO_BREAK(
errctx, errctx,
(testsprite2->refcount > 1), (testsprite2->refcount > 1),
ERR_VALUE, AKERR_VALUE,
"heap_release_sprite not called for testsprite from iterator"); "akgl_heap_release_sprite not called for testsprite from iterator");
} CLEANUP { } CLEANUP {
IGNORE(heap_release_sprite(testsprite)); IGNORE(akgl_heap_release_sprite(testsprite));
IGNORE(heap_release_sprite(testsprite2)); IGNORE(akgl_heap_release_sprite(testsprite2));
IGNORE(heap_release_character(testchar)); IGNORE(akgl_heap_release_character(testchar));
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
ErrorContext *test_character_load_json() akerr_ErrorContext *test_akgl_character_load_json()
{ {
character *testcharacter = NULL; akgl_Character *testcharacter = NULL;
sprite *testsprite = NULL; akgl_Sprite *testsprite = NULL;
sprite *testsprite2 = NULL; akgl_Sprite *testsprite2 = NULL;
sprite *comparesprite = NULL; akgl_Sprite *comparesprite = NULL;
int tsrc = 0; int tsrc = 0;
int tsrc2 = 0; int tsrc2 = 0;
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
ATTEMPT { ATTEMPT {
CATCH(errctx, heap_next_character(&testcharacter)); CATCH(errctx, akgl_heap_next_character(&testcharacter));
CATCH(errctx, sprite_load_json("assets/testsprite.json")); CATCH(errctx, akgl_sprite_load_json("assets/testsprite.json"));
testsprite = SDL_GetPointerProperty(REGISTRY_SPRITE, "testsprite", NULL); testsprite = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite", NULL);
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
testsprite, testsprite,
ERR_KEY, AKERR_KEY,
"Sprite loaded from json but not in registry"); "Sprite loaded from json but not in registry");
CATCH(errctx, sprite_load_json("assets/testsprite2.json")); CATCH(errctx, akgl_sprite_load_json("assets/testsprite2.json"));
testsprite2 = SDL_GetPointerProperty(REGISTRY_SPRITE, "testsprite2", NULL); testsprite2 = SDL_GetPointerProperty(AKGL_REGISTRY_SPRITE, "testsprite2", NULL);
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
testsprite2, testsprite2,
ERR_KEY, AKERR_KEY,
"Sprite 2 loaded from json but not in registry"); "Sprite 2 loaded from json but not in registry");
CATCH(errctx, character_load_json("assets/testcharacter.json")); CATCH(errctx, akgl_character_load_json("assets/testcharacter.json"));
testcharacter = SDL_GetPointerProperty(REGISTRY_CHARACTER, "testcharacter", NULL); testcharacter = SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "testcharacter", NULL);
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
testcharacter, testcharacter,
ERR_KEY, AKERR_KEY,
"Character loaded from json but not in registry"); "Character loaded from json but not in registry");
CATCH(errctx, testcharacter->sprite_get(testcharacter, (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT), &comparesprite)); CATCH(errctx, testcharacter->sprite_get(testcharacter, (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT), &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite), ERR_VALUE, "Wrong sprite for state ACTOR_STATE_ALIVE"); FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_ALIVE");
CATCH(errctx, testcharacter->sprite_get(testcharacter, ACTOR_STATE_DEAD, &comparesprite)); CATCH(errctx, testcharacter->sprite_get(testcharacter, AKGL_ACTOR_STATE_DEAD, &comparesprite));
FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite2), ERR_VALUE, "Wrong sprite for state ACTOR_STATE_DEAD"); FAIL_ZERO_BREAK(errctx, (comparesprite == testsprite2), AKERR_VALUE, "Wrong sprite for state AKGL_ACTOR_STATE_DEAD");
FAIL_ZERO_BREAK(errctx, (testcharacter->vx != 0.200000003), ERR_VALUE, "Wrong X velocity for test character"); FAIL_ZERO_BREAK(errctx, (testcharacter->ax != 0.200000003), AKERR_VALUE, "Wrong X acceleration for test character");
FAIL_ZERO_BREAK(errctx, (testcharacter->vy != 0.200000003), ERR_VALUE, "Wrong Y velocity for test character"); FAIL_ZERO_BREAK(errctx, (testcharacter->ay != 0.200000003), AKERR_VALUE, "Wrong Y acceleration for test character");
// Release our handles on the sprites so the character's heap_release can reduce them to 0 // Release our handles on the sprites so the character's heap_release can reduce them to 0
CATCH(errctx, heap_release_sprite(testsprite)); CATCH(errctx, akgl_heap_release_sprite(testsprite));
CATCH(errctx, heap_release_sprite(testsprite2)); CATCH(errctx, akgl_heap_release_sprite(testsprite2));
tsrc = testsprite->refcount; tsrc = testsprite->refcount;
tsrc2 = testsprite2->refcount; tsrc2 = testsprite2->refcount;
CATCH(errctx, heap_release_character(testcharacter)); CATCH(errctx, akgl_heap_release_character(testcharacter));
FAIL_ZERO_BREAK( FAIL_ZERO_BREAK(
errctx, errctx,
((testsprite->refcount < tsrc) || (testsprite2->refcount < tsrc2)), ((testsprite->refcount < tsrc) || (testsprite2->refcount < tsrc2)),
ERR_VALUE, AKERR_VALUE,
"character did not reduce reference count of its child sprites when released"); "character did not reduce reference count of its child sprites when released");
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
@@ -192,22 +195,23 @@ int main(void)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
ATTEMPT { ATTEMPT {
CATCH(errctx, akgl_error_init());
SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest"); SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) { if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) {
FAIL_BREAK(errctx, ERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError()); FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError());
} }
if (!SDL_CreateWindowAndRenderer("net/aklabs/libsdl3game/test_character", 640, 480, SDL_WINDOW_HIDDEN, &window, &renderer)) { if (!SDL_CreateWindowAndRenderer("net/aklabs/libakgl/test_character", 640, 480, SDL_WINDOW_HIDDEN, &window, &renderer)) {
FAIL_BREAK(errctx, ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError()); FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
} }
CATCH(errctx, heap_init()); CATCH(errctx, akgl_heap_init());
CATCH(errctx, registry_init()); CATCH(errctx, akgl_registry_init());
CATCH(errctx, test_character_initialize()); CATCH(errctx, test_akgl_character_initialize());
CATCH(errctx, test_character_sprite_mgmt()); CATCH(errctx, test_character_sprite_mgmt());
CATCH(errctx, test_character_iterate_state_sprites()); CATCH(errctx, test_character_iterate_state_sprites());
CATCH(errctx, test_character_load_json()); CATCH(errctx, test_akgl_character_load_json());
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH_NORETURN(errctx); } FINISH_NORETURN(errctx);

125
tests/charviewer.c Normal file
View File

@@ -0,0 +1,125 @@
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3/SDL_properties.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_mixer/SDL_mixer.h>
#include <akerror.h>
#include <akgl/assets.h>
#include <akgl/iterator.h>
#include <akgl/tilemap.h>
#include <akgl/heap.h>
#include <akgl/game.h>
#include <akgl/controller.h>
#include <akgl/draw.h>
#include <akgl/sprite.h>
#include <akgl/actor.h>
#include <akgl/registry.h>
#include <akgl/error.h>
int numsprites = 8;
char *spritepaths[] = {
"assets/sprites/little_guy_walking_left.json",
"assets/sprites/little_guy_walking_right.json",
"assets/sprites/little_guy_walking_up.json",
"assets/sprites/little_guy_walking_down.json",
"assets/sprites/little_guy_facing_left.json",
"assets/sprites/little_guy_facing_right.json",
"assets/sprites/little_guy_facing_up.json",
"assets/sprites/little_guy_facing_down.json"
};
int main(void)
{
PREPARE_ERROR(errctx);
SDL3GControlMap *controlmap;
actor *actorptr = NULL;
ATTEMPT {
SDL_SetAppMetadata("SDL3-GameTest", "0.1", "net.aklabs.sdl3-gametest");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | SDL_INIT_AUDIO )) {
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't initialize SDL: %s", SDL_GetError());
}
if (!SDL_CreateWindowAndRenderer("net/aklabs/libakgl/test_sprite", 640, 480, 0, &window, &renderer)) {
FAIL_BREAK(errctx, AKGL_ERR_SDL, "Couldn't create window/renderer: %s", SDL_GetError());
}
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
strcpy((char *)&game.name, "charviewer");
strcpy((char *)&game.version, "0.0.1");
strcpy((char *)&game.uri, "net.aklabs.libakgl.charviewer");
game.screenwidth = 640;
game.screenheight = 480;
CATCH(errctx, akgl_GAME_init());
for ( int i = 0; i < numsprites ; i++) {
CATCH(errctx, akgl_sprite_load_json(spritepaths[i]));
}
CATCH(errctx, akgl_character_load_json("assets/characters/littleguy.json"));
CATCH(errctx, akgl_heap_next_actor(&actorptr));
CATCH(errctx, akgl_actor_initialize((actor *)actorptr, "player"));
actorptr->basechar = SDL_GetPointerProperty(
AKGL_REGISTRY_CHARACTER,
"little guy",
NULL);
FAIL_ZERO_BREAK(errctx, actorptr->basechar, AKGL_ERR_REGISTRY, "Can't load character 'little guy' from the registry");
actorptr->movement_controls_face = false;
actorptr->state = (AKGL_ACTOR_STATE_ALIVE | AKGL_ACTOR_STATE_FACE_LEFT);
actorptr->x = 320;
actorptr->y = 240;
actorptr->visible = true;
// set up the control map
controlmap = &GAME_ControlMaps[0];
controlmap->kbid = 0;
controlmap->target = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
// Move down
controlmap->controls[0].key = SDLK_DOWN;
//controlmap->controls[0].target_state_gate = AKGL_ACTOR_STATE_MOVING_DOWN;
controlmap->controls[0].target_add_state_on = AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_DOWN;
controlmap->controls[0].target_del_state_on = AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_FACE_ALL;
controlmap->controls[0].target_del_state_off = AKGL_ACTOR_STATE_MOVING_DOWN;
controlmap->controls[0].event_on = SDL_EVENT_KEY_DOWN;
controlmap->controls[0].event_off = SDL_EVENT_KEY_UP;
// Move up
controlmap->controls[1].key = SDLK_UP;
//controlmap->controls[1].target_state_gate = AKGL_ACTOR_STATE_MOVING_UP;
controlmap->controls[1].target_add_state_on = AKGL_ACTOR_STATE_MOVING_UP | AKGL_ACTOR_STATE_FACE_UP;
controlmap->controls[1].target_del_state_on = AKGL_ACTOR_STATE_MOVING_DOWN | AKGL_ACTOR_STATE_FACE_ALL;
controlmap->controls[1].target_del_state_off = AKGL_ACTOR_STATE_MOVING_UP;
controlmap->controls[1].event_on = SDL_EVENT_KEY_DOWN;
controlmap->controls[1].event_off = SDL_EVENT_KEY_UP;
// Move left
controlmap->controls[2].key = SDLK_LEFT;
//controlmap->controls[2].target_state_gate = AKGL_ACTOR_STATE_MOVING_LEFT;
controlmap->controls[2].target_add_state_on = AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_LEFT;
controlmap->controls[2].target_del_state_on = AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_FACE_ALL;
controlmap->controls[2].target_del_state_off = AKGL_ACTOR_STATE_MOVING_LEFT;
controlmap->controls[2].event_on = SDL_EVENT_KEY_DOWN;
controlmap->controls[2].event_off = SDL_EVENT_KEY_UP;
// Move right
controlmap->controls[3].key = SDLK_RIGHT;
//controlmap->controls[3].target_state_gate = AKGL_ACTOR_STATE_MOVING_RIGHT;
controlmap->controls[3].target_add_state_on = AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_FACE_RIGHT;
controlmap->controls[3].target_del_state_on = AKGL_ACTOR_STATE_MOVING_LEFT | AKGL_ACTOR_STATE_FACE_ALL;
controlmap->controls[3].target_del_state_off = AKGL_ACTOR_STATE_MOVING_RIGHT;
controlmap->controls[3].event_on = SDL_EVENT_KEY_DOWN;
controlmap->controls[3].event_off = SDL_EVENT_KEY_UP;
} CLEANUP {
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR(errctx);
return 1;
} FINISH_NORETURN(errctx);
return 0;
}

718
tests/controller.c Normal file
View File

@@ -0,0 +1,718 @@
/**
* @file controller.c
* @brief Unit tests for control maps and SDL input dispatch.
*
* SDL events are synthesized directly rather than pumped through the event
* queue, so none of this needs a physical keyboard or gamepad. The device
* enumeration helpers are exercised against the dummy drivers, where the
* expected outcome is "no devices, no crash".
*/
#include <SDL3/SDL.h>
#include <string.h>
#include <akerror.h>
#include <akgl/error.h>
// akgl/controller.h uses akgl_Actor without declaring it, so actor.h has to
// come first, the same way src/controller.c reaches it through akgl/game.h.
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/game.h>
#include <akgl/controller.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include "testutil.h"
/*
* akgl/controller.h declares these as akgl_controller_handle_*, but src has
* always defined them as gamepad_handle_*. Declared here under the names that
* actually link, so the tests can reach them without renaming shipped symbols.
*/
akerr_ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event);
akerr_ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event);
akerr_ErrorContext *gamepad_handle_added(void *appstate, SDL_Event *event);
akerr_ErrorContext *gamepad_handle_removed(void *appstate, SDL_Event *event);
/** @brief Keyboard id the tests bind their control maps to. */
#define TEST_KBID 11
/** @brief Gamepad id the tests bind their control maps to. */
#define TEST_JSID 22
/** @brief Stand-in for the application state pointer SDL hands to callbacks. */
static int appstate_placeholder = 0;
/** @brief The actor every control map in this file targets. */
static akgl_Actor *player = NULL;
/** @brief Base character supplying the player's acceleration constants. */
static akgl_Character *playerchar = NULL;
/** @brief Clear every control map so each test starts from an empty binding set. */
static void reset_control_maps(void)
{
int i = 0;
for ( i = 0; i < AKGL_MAX_CONTROL_MAPS; i++ ) {
memset(&GAME_ControlMaps[i], 0x00, sizeof(akgl_ControlMap));
}
}
/** @brief Register the "player" actor the gamepad handlers look up by name. */
static akerr_ErrorContext *make_player(void)
{
PREPARE_ERROR(e);
ATTEMPT {
CATCH(e, akgl_registry_init_actor());
CATCH(e, akgl_registry_init_character());
CATCH(e, akgl_heap_init());
CATCH(e, akgl_heap_next_character(&playerchar));
CATCH(e, akgl_character_initialize(playerchar, "playerchar"));
playerchar->ax = 6.0f;
playerchar->ay = 8.0f;
CATCH(e, akgl_heap_next_actor(&player));
CATCH(e, akgl_actor_initialize(player, "player"));
player->basechar = playerchar;
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/** @brief Build a synthetic keyboard event. */
static void make_key_event(SDL_Event *event, uint32_t type, SDL_KeyboardID which, SDL_Keycode key)
{
memset(event, 0x00, sizeof(SDL_Event));
event->type = type;
event->key.which = which;
event->key.key = key;
}
/** @brief Build a synthetic gamepad button event. */
static void make_button_event(SDL_Event *event, uint32_t type, SDL_JoystickID which, uint8_t button)
{
memset(event, 0x00, sizeof(SDL_Event));
event->type = type;
event->gbutton.which = which;
event->gbutton.button = button;
}
akerr_ErrorContext *test_controller_pushmap(void)
{
PREPARE_ERROR(e);
akgl_Control control;
int i = 0;
ATTEMPT {
reset_control_maps();
memset(&control, 0x00, sizeof(akgl_Control));
control.key = SDLK_SPACE;
control.event_on = SDL_EVENT_KEY_DOWN;
control.event_off = SDL_EVENT_KEY_UP;
control.handler_on = &akgl_Actor_cmhf_left_on;
control.handler_off = &akgl_Actor_cmhf_left_off;
TEST_EXPECT_OK(e, akgl_controller_pushmap(0, &control), "pushing one control");
TEST_ASSERT(e, GAME_ControlMaps[0].nextMap == 1,
"pushing one control left nextMap at %d, expected 1",
GAME_ControlMaps[0].nextMap);
TEST_ASSERT(e, GAME_ControlMaps[0].controls[0].key == SDLK_SPACE,
"the pushed control did not land in slot 0");
TEST_ASSERT(e, GAME_ControlMaps[0].controls[0].handler_on == &akgl_Actor_cmhf_left_on,
"the pushed control lost its press handler");
// Pushes accumulate rather than overwrite.
TEST_EXPECT_OK(e, akgl_controller_pushmap(0, &control), "pushing a second control");
TEST_ASSERT(e, GAME_ControlMaps[0].nextMap == 2,
"pushing a second control left nextMap at %d, expected 2",
GAME_ControlMaps[0].nextMap);
// Maps are independent of each other.
TEST_EXPECT_OK(e, akgl_controller_pushmap(3, &control), "pushing into a different map");
TEST_ASSERT(e, GAME_ControlMaps[3].nextMap == 1,
"map 3 nextMap is %d, expected 1", GAME_ControlMaps[3].nextMap);
TEST_ASSERT(e, GAME_ControlMaps[0].nextMap == 2,
"pushing into map 3 disturbed map 0 (nextMap %d)", GAME_ControlMaps[0].nextMap);
// Filling a map exactly to capacity still succeeds.
reset_control_maps();
for ( i = 0; i < AKGL_MAX_CONTROLS; i++ ) {
akerr_ErrorContext *pushresult = akgl_controller_pushmap(0, &control);
if ( pushresult != NULL ) {
pushresult->handled = true;
pushresult = akerr_release_error(pushresult);
FAIL_BREAK(e, AKGL_ERR_BEHAVIOR, "pushing control %d of %d failed", i, AKGL_MAX_CONTROLS);
}
}
TEST_ASSERT(e, GAME_ControlMaps[0].nextMap == AKGL_MAX_CONTROLS,
"a full map reports nextMap %d, expected %d",
GAME_ControlMaps[0].nextMap, AKGL_MAX_CONTROLS);
// One past capacity is refused.
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS, akgl_controller_pushmap(0, &control),
"pushing into a full control map");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_controller_pushmap(0, NULL),
"pushing a NULL control");
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS,
akgl_controller_pushmap(AKGL_MAX_CONTROL_MAPS, &control),
"pushing into a control map id at the limit");
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS,
akgl_controller_pushmap(AKGL_MAX_CONTROL_MAPS + 5, &control),
"pushing into a control map id past the limit");
} CLEANUP {
reset_control_maps();
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_controller_default_bindings(void)
{
PREPARE_ERROR(e);
ATTEMPT {
reset_control_maps();
CATCH(e, make_player());
TEST_EXPECT_OK(e, akgl_controller_default(0, "player", TEST_KBID, TEST_JSID),
"installing the default control map");
TEST_ASSERT(e, GAME_ControlMaps[0].target == player,
"the default map did not target the player actor");
TEST_ASSERT(e, GAME_ControlMaps[0].kbid == TEST_KBID,
"the default map recorded keyboard %d, expected %d",
GAME_ControlMaps[0].kbid, TEST_KBID);
TEST_ASSERT(e, GAME_ControlMaps[0].jsid == TEST_JSID,
"the default map recorded gamepad %d, expected %d",
GAME_ControlMaps[0].jsid, TEST_JSID);
// Four keyboard bindings then four gamepad bindings.
TEST_ASSERT(e, GAME_ControlMaps[0].nextMap == 8,
"the default map installed %d controls, expected 8",
GAME_ControlMaps[0].nextMap);
TEST_ASSERT(e, GAME_ControlMaps[0].controls[0].key == SDLK_DOWN,
"the first default binding is not the down arrow");
TEST_ASSERT(e, GAME_ControlMaps[0].controls[0].handler_on == &akgl_Actor_cmhf_down_on,
"the down arrow is not bound to the down handler");
TEST_ASSERT(e, GAME_ControlMaps[0].controls[1].key == SDLK_UP,
"the second default binding is not the up arrow");
TEST_ASSERT(e, GAME_ControlMaps[0].controls[2].key == SDLK_LEFT,
"the third default binding is not the left arrow");
TEST_ASSERT(e, GAME_ControlMaps[0].controls[3].key == SDLK_RIGHT,
"the fourth default binding is not the right arrow");
// The gamepad half binds buttons and leaves the keycode clear, so a
// keyboard event cannot accidentally match a dpad binding.
TEST_ASSERT(e, GAME_ControlMaps[0].controls[4].button == SDL_GAMEPAD_BUTTON_DPAD_DOWN,
"the fifth default binding is not the dpad down button");
TEST_ASSERT(e, GAME_ControlMaps[0].controls[4].key == 0,
"a gamepad binding also carries a keycode");
TEST_ASSERT(e, GAME_ControlMaps[0].controls[7].button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT,
"the eighth default binding is not the dpad right button");
// An unknown actor name is a registry error, not a crash.
reset_control_maps();
TEST_EXPECT_STATUS(e, AKGL_ERR_REGISTRY,
akgl_controller_default(1, "no_such_actor", TEST_KBID, TEST_JSID),
"installing a default map for an unregistered actor");
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS,
akgl_controller_default(AKGL_MAX_CONTROL_MAPS, "player", TEST_KBID, TEST_JSID),
"installing a default map at a control map id past the limit");
} CLEANUP {
reset_control_maps();
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_controller_handle_keyboard_events(void)
{
PREPARE_ERROR(e);
SDL_Event event;
ATTEMPT {
reset_control_maps();
CATCH(e, make_player());
CATCH(e, akgl_controller_default(0, "player", TEST_KBID, TEST_JSID));
// Pressing left routes to the left press handler.
player->state = 0;
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_LEFT);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a left key press");
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
"a left key press did not start the actor moving left (state %d)", player->state);
TEST_ASSERT_FEQ(e, player->ax, -6.0f,
"a left key press set ax to %f, expected -6", player->ax);
// Releasing it routes to the release handler.
make_key_event(&event, SDL_EVENT_KEY_UP, TEST_KBID, SDLK_LEFT);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a left key release");
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
"a left key release did not stop the actor (state %d)", player->state);
// The other three directions route the same way.
player->state = 0;
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_RIGHT);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a right key press");
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT),
"a right key press did not start the actor moving right (state %d)", player->state);
player->state = 0;
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_UP);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching an up key press");
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_UP),
"an up key press did not start the actor moving up (state %d)", player->state);
player->state = 0;
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_DOWN);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a down key press");
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_DOWN),
"a down key press did not start the actor moving down (state %d)", player->state);
// An unbound key is ignored.
player->state = 0;
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_F12);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching an unbound key");
TEST_ASSERT(e, player->state == 0,
"an unbound key changed the actor state to %d", player->state);
// A bound key from a different keyboard is ignored, so split-keyboard
// local multiplayer does not cross-talk.
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID + 1, SDLK_LEFT);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a bound key from an unbound keyboard");
TEST_ASSERT(e, player->state == 0,
"a key from another keyboard changed the actor state to %d", player->state);
} CLEANUP {
reset_control_maps();
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_controller_handle_gamepad_events(void)
{
PREPARE_ERROR(e);
SDL_Event event;
ATTEMPT {
reset_control_maps();
CATCH(e, make_player());
CATCH(e, akgl_controller_default(0, "player", TEST_KBID, TEST_JSID));
player->state = 0;
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a dpad left press");
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
"a dpad left press did not start the actor moving left (state %d)", player->state);
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_UP, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a dpad left release");
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
"a dpad left release did not stop the actor (state %d)", player->state);
player->state = 0;
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_UP);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a dpad up press");
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_UP),
"a dpad up press did not start the actor moving up (state %d)", player->state);
// A press from an unbound gamepad is ignored.
player->state = 0;
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID + 1, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a dpad press from an unbound gamepad");
TEST_ASSERT(e, player->state == 0,
"a press from another gamepad changed the actor state to %d", player->state);
// An unbound button on the bound gamepad is ignored.
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_START);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching an unbound gamepad button");
TEST_ASSERT(e, player->state == 0,
"an unbound gamepad button changed the actor state to %d", player->state);
} CLEANUP {
reset_control_maps();
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_controller_handle_event_edge_cases(void)
{
PREPARE_ERROR(e);
SDL_Event event;
ATTEMPT {
reset_control_maps();
CATCH(e, make_player());
// With no control maps installed at all, every event is a no-op.
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_LEFT);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching into an empty control map table");
// A map in a later slot is still reached, so the scan does not stop at
// the first unpopulated entry.
CATCH(e, akgl_controller_default(5, "player", TEST_KBID, TEST_JSID));
player->state = 0;
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching to a control map in a later slot");
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
"a control map in slot 5 was not consulted (state %d)", player->state);
// An event type that no binding uses falls through harmlessly.
memset(&event, 0x00, sizeof(SDL_Event));
event.type = SDL_EVENT_MOUSE_MOTION;
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching an event type with no bindings");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_controller_handle_event(NULL, &event),
"dispatching with a NULL appstate");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
akgl_controller_handle_event(&appstate_placeholder, NULL),
"dispatching a NULL event");
} CLEANUP {
reset_control_maps();
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_controller_gamepad_button_handlers(void)
{
PREPARE_ERROR(e);
SDL_Event event;
ATTEMPT {
CATCH(e, make_player());
// These handlers find their actor by looking up "player" in the registry
// rather than taking it as an argument.
player->state = 0;
player->movement_controls_face = false;
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
TEST_EXPECT_OK(e, gamepad_handle_button_down(&appstate_placeholder, &event),
"dpad down press handler");
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_DOWN),
"the dpad down handler did not set MOVING_DOWN (state %d)", player->state);
// With automatic facing off, the handler sets the facing itself.
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_FACE_DOWN),
"the dpad down handler did not set FACE_DOWN (state %d)", player->state);
TEST_EXPECT_OK(e, gamepad_handle_button_up(&appstate_placeholder, &event),
"dpad down release handler");
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(player->state, AKGL_ACTOR_STATE_MOVING_DOWN),
"the dpad down release handler did not clear MOVING_DOWN (state %d)", player->state);
TEST_ASSERT(e, player->curSpriteFrameId == 0,
"the release handler did not reset the animation frame");
player->state = 0;
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_UP);
TEST_EXPECT_OK(e, gamepad_handle_button_down(&appstate_placeholder, &event), "dpad up press handler");
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_UP),
"the dpad up handler did not set MOVING_UP (state %d)", player->state);
TEST_EXPECT_OK(e, gamepad_handle_button_up(&appstate_placeholder, &event), "dpad up release handler");
player->state = 0;
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
TEST_EXPECT_OK(e, gamepad_handle_button_down(&appstate_placeholder, &event), "dpad left press handler");
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
"the dpad left handler did not set MOVING_LEFT (state %d)", player->state);
TEST_EXPECT_OK(e, gamepad_handle_button_up(&appstate_placeholder, &event), "dpad left release handler");
player->state = 0;
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
TEST_EXPECT_OK(e, gamepad_handle_button_down(&appstate_placeholder, &event), "dpad right press handler");
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_RIGHT),
"the dpad right handler did not set MOVING_RIGHT (state %d)", player->state);
TEST_EXPECT_OK(e, gamepad_handle_button_up(&appstate_placeholder, &event), "dpad right release handler");
// With automatic facing on, the handler leaves facing to the actor's own
// face function.
player->state = 0;
player->movement_controls_face = true;
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
TEST_EXPECT_OK(e, gamepad_handle_button_down(&appstate_placeholder, &event),
"dpad down press with automatic facing on");
TEST_ASSERT(e, AKGL_BITMASK_HASNOT(player->state, AKGL_ACTOR_STATE_FACE_DOWN),
"the handler set facing even though the actor faces automatically (state %d)",
player->state);
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, gamepad_handle_button_down(NULL, &event),
"dpad press handler with a NULL appstate");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
gamepad_handle_button_down(&appstate_placeholder, NULL),
"dpad press handler with a NULL event");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, gamepad_handle_button_up(NULL, &event),
"dpad release handler with a NULL appstate");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
gamepad_handle_button_up(&appstate_placeholder, NULL),
"dpad release handler with a NULL event");
// With no actor named "player" registered there is nothing to drive.
CATCH(e, akgl_registry_init_actor());
make_button_event(&event, SDL_EVENT_GAMEPAD_BUTTON_DOWN, TEST_JSID, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
gamepad_handle_button_down(&appstate_placeholder, &event),
"dpad press handler with no player actor registered");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
gamepad_handle_button_up(&appstate_placeholder, &event),
"dpad release handler with no player actor registered");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_controller_device_events(void)
{
PREPARE_ERROR(e);
SDL_Event event;
ATTEMPT {
// The dummy drivers present no gamepads, so the add and remove handlers
// take their "unknown device" paths. Neither may crash.
make_button_event(&event, SDL_EVENT_GAMEPAD_ADDED, 999, 0);
TEST_EXPECT_OK(e, gamepad_handle_added(&appstate_placeholder, &event),
"handling an add for a device that cannot be opened");
make_button_event(&event, SDL_EVENT_GAMEPAD_REMOVED, 999, 0);
TEST_EXPECT_OK(e, gamepad_handle_removed(&appstate_placeholder, &event),
"handling a remove for a device that was never open");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, gamepad_handle_added(NULL, &event),
"add handler with a NULL appstate");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
gamepad_handle_added(&appstate_placeholder, NULL),
"add handler with a NULL event");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, gamepad_handle_removed(NULL, &event),
"remove handler with a NULL appstate");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
gamepad_handle_removed(&appstate_placeholder, NULL),
"remove handler with a NULL event");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_controller_device_enumeration(void)
{
PREPARE_ERROR(e);
ATTEMPT {
// Enumeration has to succeed on a machine with no input devices, which
// is the normal state under the dummy drivers and in CI.
TEST_EXPECT_OK(e, akgl_controller_list_keyboards(), "listing keyboards");
TEST_EXPECT_OK(e, akgl_controller_open_gamepads(), "opening gamepads");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_controller_poll_key(void)
{
PREPARE_ERROR(e);
SDL_Event event;
int keycode = -1;
bool available = true;
ATTEMPT {
reset_control_maps();
CATCH(e, make_player());
CATCH(e, akgl_controller_flush_keys());
// An empty buffer answers "no key waiting" and succeeds.
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available),
"polling an empty key buffer");
TEST_ASSERT(e, available == false,
"polling an empty buffer reported a key was available");
TEST_ASSERT(e, keycode == 0,
"polling an empty buffer left keycode at %d, expected 0", keycode);
// A key press pumped through the handler is drained by the poller,
// exactly once.
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_A);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a key press with no control maps installed");
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "polling for that key");
TEST_ASSERT(e, available == true, "the pressed key was not available to the poller");
TEST_ASSERT(e, keycode == SDLK_A,
"the poller returned keycode %d, expected %d", keycode, (int)SDLK_A);
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "polling again");
TEST_ASSERT(e, available == false, "the same keystroke was delivered twice");
// Key releases are not keystrokes.
make_key_event(&event, SDL_EVENT_KEY_UP, TEST_KBID, SDLK_A);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a key release");
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "polling after a release");
TEST_ASSERT(e, available == false, "a key release was buffered as a keystroke");
// Keys come back in the order they were pressed.
CATCH(e, akgl_controller_flush_keys());
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_1);
CATCH(e, akgl_controller_handle_event(&appstate_placeholder, &event));
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_2);
CATCH(e, akgl_controller_handle_event(&appstate_placeholder, &event));
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_3);
CATCH(e, akgl_controller_handle_event(&appstate_placeholder, &event));
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "draining the first key");
TEST_ASSERT(e, keycode == SDLK_1, "the first key out was %d, expected %d",
keycode, (int)SDLK_1);
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "draining the second key");
TEST_ASSERT(e, keycode == SDLK_2, "the second key out was %d, expected %d",
keycode, (int)SDLK_2);
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "draining the third key");
TEST_ASSERT(e, keycode == SDLK_3, "the third key out was %d, expected %d",
keycode, (int)SDLK_3);
// A key that a control map also acts on still reaches the poller, so a
// game and an embedded interpreter can share one keyboard.
CATCH(e, akgl_controller_flush_keys());
CATCH(e, akgl_controller_default(0, "player", TEST_KBID, TEST_JSID));
player->state = 0;
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_LEFT);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a bound key press");
TEST_ASSERT(e, AKGL_BITMASK_HAS(player->state, AKGL_ACTOR_STATE_MOVING_LEFT),
"the bound key stopped driving the actor (state %d)", player->state);
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available),
"polling for a key a control map claimed");
TEST_ASSERT(e, available == true, "a bound key never reached the key buffer");
TEST_ASSERT(e, keycode == SDLK_LEFT, "the poller returned keycode %d, expected %d",
keycode, (int)SDLK_LEFT);
// Flushing discards the backlog.
CATCH(e, akgl_controller_flush_keys());
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_B);
CATCH(e, akgl_controller_handle_event(&appstate_placeholder, &event));
TEST_EXPECT_OK(e, akgl_controller_flush_keys(), "flushing a buffer with a key in it");
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available), "polling after a flush");
TEST_ASSERT(e, available == false, "a flush left a keystroke behind");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_controller_poll_key(NULL, &available),
"polling into a NULL keycode");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_controller_poll_key(&keycode, NULL),
"polling into a NULL availability flag");
} CLEANUP {
reset_control_maps();
IGNORE(akgl_controller_flush_keys());
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_controller_poll_key_overflow(void)
{
PREPARE_ERROR(e);
SDL_Event event;
int keycode = -1;
bool available = true;
bool ordered = true;
bool pumped = true;
int i = 0;
ATTEMPT {
reset_control_maps();
CATCH(e, akgl_controller_flush_keys());
// Fill the buffer exactly, then press one more. The overflowing key is
// the one that is dropped -- what was typed first survives.
for ( i = 0; i < AKGL_CONTROLLER_KEY_BUFFER + 1; i++ ) {
akerr_ErrorContext *pumpresult = NULL;
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_A + i);
pumpresult = akgl_controller_handle_event(&appstate_placeholder, &event);
if ( pumpresult != NULL ) {
pumpresult->handled = true;
pumpresult = akerr_release_error(pumpresult);
pumped = false;
}
}
TEST_ASSERT(e, pumped == true, "dispatching the overflow key presses failed");
for ( i = 0; i < AKGL_CONTROLLER_KEY_BUFFER; i++ ) {
akerr_ErrorContext *pollresult = akgl_controller_poll_key(&keycode, &available);
if ( pollresult != NULL ) {
pollresult->handled = true;
pollresult = akerr_release_error(pollresult);
ordered = false;
}
TEST_ASSERT_FLAG(ordered, available == true);
TEST_ASSERT_FLAG(ordered, keycode == (int)(SDLK_A + i));
}
TEST_ASSERT(e, ordered == true,
"a full buffer did not return the first %d keys in order",
AKGL_CONTROLLER_KEY_BUFFER);
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available),
"polling after draining a full buffer");
TEST_ASSERT(e, available == false,
"the key pressed past capacity was buffered anyway (keycode %d)", keycode);
// The buffer is reusable after an overflow rather than wedged.
make_key_event(&event, SDL_EVENT_KEY_DOWN, TEST_KBID, SDLK_Z);
TEST_EXPECT_OK(e, akgl_controller_handle_event(&appstate_placeholder, &event),
"dispatching a key after an overflow");
TEST_EXPECT_OK(e, akgl_controller_poll_key(&keycode, &available),
"polling after an overflow");
TEST_ASSERT(e, available == true, "the buffer stayed full after being drained");
TEST_ASSERT(e, keycode == SDLK_Z, "the poller returned keycode %d, expected %d",
keycode, (int)SDLK_Z);
} CLEANUP {
reset_control_maps();
IGNORE(akgl_controller_flush_keys());
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
int main(void)
{
PREPARE_ERROR(errctx);
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
ATTEMPT {
CATCH(errctx, akgl_error_init());
FAIL_ZERO_BREAK(
errctx,
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMEPAD),
AKGL_ERR_SDL,
"Couldn't initialize SDL: %s",
SDL_GetError());
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
CATCH(errctx, test_controller_pushmap());
CATCH(errctx, test_controller_default_bindings());
CATCH(errctx, test_controller_handle_keyboard_events());
CATCH(errctx, test_controller_handle_gamepad_events());
CATCH(errctx, test_controller_handle_event_edge_cases());
CATCH(errctx, test_controller_gamepad_button_handlers());
CATCH(errctx, test_controller_device_events());
CATCH(errctx, test_controller_device_enumeration());
CATCH(errctx, test_controller_poll_key());
CATCH(errctx, test_controller_poll_key_overflow());
} CLEANUP {
SDL_Quit();
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}

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/**
* @file draw.c
* @brief Unit tests for the immediate-mode drawing primitives.
*
* Everything here draws into a small software renderer under the dummy video
* driver and then reads the target back with SDL_RenderReadPixels, so the
* assertions are about pixels that actually changed rather than about SDL
* having been called. No window is shown and no display is required.
*
* The target is deliberately tiny: at 64x64 a full readback is 16 KB, which
* makes it cheap to read the whole thing back after every operation.
*/
#include <SDL3/SDL.h>
#include <string.h>
#include <akerror.h>
#include <akgl/error.h>
#include <akgl/game.h>
#include <akgl/draw.h>
#include <akgl/renderer.h>
#include "testutil.h"
/** @brief Width and height of the offscreen target every test draws into. */
#define TEST_TARGET_SIZE 64
/** @brief Opaque black, what each test clears the target to. */
static const SDL_Color testblack = { 0x00, 0x00, 0x00, 0xff };
/** @brief The color most tests draw with. */
static const SDL_Color testred = { 0xff, 0x00, 0x00, 0xff };
/** @brief A second color, for tests that need to tell two marks apart. */
static const SDL_Color testgreen = { 0x00, 0xff, 0x00, 0xff };
/** @brief Clear the whole target to opaque black. */
static akerr_ErrorContext *clear_target(void)
{
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(
errctx,
SDL_SetRenderDrawColor(renderer->sdl_renderer, 0x00, 0x00, 0x00, 0xff),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
FAIL_ZERO_RETURN(
errctx,
SDL_RenderClear(renderer->sdl_renderer),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
SUCCEED_RETURN(errctx);
}
/**
* @brief Report whether one pixel of @p shot carries @p color.
*
* Alpha is not compared: the render target's own alpha depends on the format
* SDL picked for it, and none of these tests draw translucently.
*/
static bool pixel_is(SDL_Surface *shot, int x, int y, SDL_Color color)
{
uint8_t r = 0;
uint8_t g = 0;
uint8_t b = 0;
uint8_t a = 0;
if ( shot == NULL ) {
return false;
}
if ( !SDL_ReadSurfacePixel(shot, x, y, &r, &g, &b, &a) ) {
return false;
}
return ((r == color.r) && (g == color.g) && (b == color.b));
}
akerr_ErrorContext *test_draw_point(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
ATTEMPT {
CATCH(errctx, clear_target());
TEST_EXPECT_OK(errctx, akgl_draw_point(renderer, 10.0f, 20.0f, testred),
"plotting one pixel");
shot = SDL_RenderReadPixels(renderer->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, shot, AKGL_ERR_SDL, "%s", SDL_GetError());
TEST_ASSERT(errctx, pixel_is(shot, 10, 20, testred),
"the plotted pixel at 10,20 is not the color it was drawn with");
TEST_ASSERT(errctx, pixel_is(shot, 11, 20, testblack),
"plotting one pixel also changed its neighbour at 11,20");
TEST_ASSERT(errctx, pixel_is(shot, 10, 21, testblack),
"plotting one pixel also changed the pixel below it");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_point(NULL, 0.0f, 0.0f, testred),
"plotting through a NULL backend");
} CLEANUP {
if ( shot != NULL ) {
SDL_DestroySurface(shot);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_draw_line(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
bool onthe_line = true;
int i = 0;
ATTEMPT {
CATCH(errctx, clear_target());
// A vertical line, so every pixel of it is known without reasoning
// about how SDL rasterises a diagonal.
TEST_EXPECT_OK(errctx, akgl_draw_line(renderer, 5.0f, 4.0f, 5.0f, 12.0f, testred),
"drawing a vertical line");
shot = SDL_RenderReadPixels(renderer->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, shot, AKGL_ERR_SDL, "%s", SDL_GetError());
for ( i = 4; i <= 12; i++ ) {
TEST_ASSERT_FLAG(onthe_line, pixel_is(shot, 5, i, testred));
}
TEST_ASSERT(errctx, onthe_line == true,
"the vertical line from 5,4 to 5,12 has a gap in it");
TEST_ASSERT(errctx, pixel_is(shot, 5, 3, testblack),
"the line ran past its first endpoint");
TEST_ASSERT(errctx, pixel_is(shot, 5, 13, testblack),
"the line ran past its second endpoint");
TEST_ASSERT(errctx, pixel_is(shot, 6, 8, testblack),
"the line is wider than one pixel");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_line(NULL, 0.0f, 0.0f, 1.0f, 1.0f, testred),
"drawing a line through a NULL backend");
} CLEANUP {
if ( shot != NULL ) {
SDL_DestroySurface(shot);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_draw_rects(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
SDL_FRect box;
ATTEMPT {
box.x = 8.0f;
box.y = 8.0f;
box.w = 16.0f;
box.h = 16.0f;
// The outline touches the border and leaves the middle alone.
CATCH(errctx, clear_target());
TEST_EXPECT_OK(errctx, akgl_draw_rect(renderer, &box, testred), "outlining a rectangle");
shot = SDL_RenderReadPixels(renderer->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, shot, AKGL_ERR_SDL, "%s", SDL_GetError());
TEST_ASSERT(errctx, pixel_is(shot, 8, 8, testred), "the outline is missing its top left corner");
TEST_ASSERT(errctx, pixel_is(shot, 23, 23, testred),
"the outline is missing its bottom right corner");
TEST_ASSERT(errctx, pixel_is(shot, 16, 8, testred), "the outline is missing its top edge");
TEST_ASSERT(errctx, pixel_is(shot, 16, 16, testblack), "the outline filled its interior");
SDL_DestroySurface(shot);
shot = NULL;
// The filled form covers the interior as well.
CATCH(errctx, clear_target());
TEST_EXPECT_OK(errctx, akgl_draw_filled_rect(renderer, &box, testred), "filling a rectangle");
shot = SDL_RenderReadPixels(renderer->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, shot, AKGL_ERR_SDL, "%s", SDL_GetError());
TEST_ASSERT(errctx, pixel_is(shot, 16, 16, testred), "the fill left its interior empty");
TEST_ASSERT(errctx, pixel_is(shot, 8, 8, testred), "the fill missed its top left corner");
TEST_ASSERT(errctx, pixel_is(shot, 24, 24, testblack),
"the fill ran one pixel past its bottom right corner");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_draw_rect(NULL, &box, testred),
"outlining through a NULL backend");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_draw_rect(renderer, NULL, testred),
"outlining a NULL rectangle");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_draw_filled_rect(NULL, &box, testred),
"filling through a NULL backend");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER, akgl_draw_filled_rect(renderer, NULL, testred),
"filling a NULL rectangle");
} CLEANUP {
if ( shot != NULL ) {
SDL_DestroySurface(shot);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_draw_circle(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
bool symmetric = true;
int x = 0;
int y = 0;
ATTEMPT {
CATCH(errctx, clear_target());
TEST_EXPECT_OK(errctx, akgl_draw_circle(renderer, 32.0f, 32.0f, 10.0f, testred),
"drawing a circle");
shot = SDL_RenderReadPixels(renderer->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, shot, AKGL_ERR_SDL, "%s", SDL_GetError());
// The four axis points are exact for any correct midpoint circle.
TEST_ASSERT(errctx, pixel_is(shot, 42, 32, testred), "the circle is missing its rightmost pixel");
TEST_ASSERT(errctx, pixel_is(shot, 22, 32, testred), "the circle is missing its leftmost pixel");
TEST_ASSERT(errctx, pixel_is(shot, 32, 42, testred), "the circle is missing its bottom pixel");
TEST_ASSERT(errctx, pixel_is(shot, 32, 22, testred), "the circle is missing its top pixel");
// It is an outline, not a disc.
TEST_ASSERT(errctx, pixel_is(shot, 32, 32, testblack), "the circle filled its center");
// ...and nothing lands outside the radius.
TEST_ASSERT(errctx, pixel_is(shot, 43, 32, testred) == false,
"the circle drew a pixel one past its radius");
// Every plotted pixel has a mirror in the other three quadrants. The
// circle is drawn one octant at a time and reflected seven ways, so a
// sign error in any single reflection breaks this and nothing else --
// the four axis points above stay put either way.
for ( y = 22; y <= 42; y++ ) {
for ( x = 22; x <= 42; x++ ) {
if ( !pixel_is(shot, x, y, testred) ) {
continue;
}
TEST_ASSERT_FLAG(symmetric, pixel_is(shot, 64 - x, y, testred));
TEST_ASSERT_FLAG(symmetric, pixel_is(shot, x, 64 - y, testred));
TEST_ASSERT_FLAG(symmetric, pixel_is(shot, 64 - x, 64 - y, testred));
}
}
TEST_ASSERT(errctx, symmetric == true,
"the circle is not symmetric about its center; an octant is reflected wrong");
SDL_DestroySurface(shot);
shot = NULL;
// A zero radius is the degenerate case, not an error: one pixel.
CATCH(errctx, clear_target());
TEST_EXPECT_OK(errctx, akgl_draw_circle(renderer, 5.0f, 5.0f, 0.0f, testred),
"drawing a circle of radius zero");
shot = SDL_RenderReadPixels(renderer->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, shot, AKGL_ERR_SDL, "%s", SDL_GetError());
TEST_ASSERT(errctx, pixel_is(shot, 5, 5, testred),
"a circle of radius zero did not plot its center");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_draw_circle(renderer, 5.0f, 5.0f, -1.0f, testred),
"drawing a circle of negative radius");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_circle(NULL, 5.0f, 5.0f, 4.0f, testred),
"drawing a circle through a NULL backend");
} CLEANUP {
if ( shot != NULL ) {
SDL_DestroySurface(shot);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_draw_flood_fill(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
SDL_FRect box;
ATTEMPT {
// A red box outline on black. Filling inside it must stay inside it,
// which is the whole contract of PAINT.
box.x = 10.0f;
box.y = 10.0f;
box.w = 20.0f;
box.h = 20.0f;
CATCH(errctx, clear_target());
CATCH(errctx, akgl_draw_rect(renderer, &box, testred));
TEST_EXPECT_OK(errctx, akgl_draw_flood_fill(renderer, 20, 20, testgreen),
"flooding the inside of a box");
shot = SDL_RenderReadPixels(renderer->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, shot, AKGL_ERR_SDL, "%s", SDL_GetError());
TEST_ASSERT(errctx, pixel_is(shot, 20, 20, testgreen), "the seed pixel was not filled");
TEST_ASSERT(errctx, pixel_is(shot, 11, 11, testgreen),
"the fill did not reach the top left of the interior");
TEST_ASSERT(errctx, pixel_is(shot, 28, 28, testgreen),
"the fill did not reach the bottom right of the interior");
TEST_ASSERT(errctx, pixel_is(shot, 10, 10, testred), "the fill overwrote the boundary");
TEST_ASSERT(errctx, pixel_is(shot, 20, 10, testred), "the fill overwrote the top edge");
TEST_ASSERT(errctx, pixel_is(shot, 20, 5, testblack), "the fill leaked outside the box");
TEST_ASSERT(errctx, pixel_is(shot, 40, 40, testblack),
"the fill leaked into the rest of the target");
SDL_DestroySurface(shot);
shot = NULL;
// Filling a region that is already the requested color changes nothing
// and is not an error.
TEST_EXPECT_OK(errctx, akgl_draw_flood_fill(renderer, 20, 20, testgreen),
"flooding a region that is already that color");
shot = SDL_RenderReadPixels(renderer->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, shot, AKGL_ERR_SDL, "%s", SDL_GetError());
TEST_ASSERT(errctx, pixel_is(shot, 20, 20, testgreen),
"refilling a region disturbed it");
TEST_ASSERT(errctx, pixel_is(shot, 10, 10, testred),
"refilling a region disturbed its boundary");
SDL_DestroySurface(shot);
shot = NULL;
// Flooding the outside reaches every pixel that is not the box.
TEST_EXPECT_OK(errctx, akgl_draw_flood_fill(renderer, 0, 0, testgreen),
"flooding the area around a box");
shot = SDL_RenderReadPixels(renderer->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, shot, AKGL_ERR_SDL, "%s", SDL_GetError());
TEST_ASSERT(errctx, pixel_is(shot, 0, 0, testgreen), "the seed pixel was not filled");
TEST_ASSERT(errctx, pixel_is(shot, TEST_TARGET_SIZE - 1, TEST_TARGET_SIZE - 1, testgreen),
"the fill did not reach the far corner of the target");
TEST_ASSERT(errctx, pixel_is(shot, 10, 10, testred),
"the fill from outside overwrote the boundary");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_draw_flood_fill(renderer, -1, 0, testred),
"flooding from a seed left of the target");
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_draw_flood_fill(renderer, 0, TEST_TARGET_SIZE, testred),
"flooding from a seed below the target");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_flood_fill(NULL, 0, 0, testred),
"flooding through a NULL backend");
} CLEANUP {
if ( shot != NULL ) {
SDL_DestroySurface(shot);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_draw_copy_and_paste_region(void)
{
PREPARE_ERROR(errctx);
SDL_Surface *shot = NULL;
SDL_Surface *saved = NULL;
SDL_Surface *reused = NULL;
SDL_Rect region;
SDL_FRect box;
ATTEMPT {
// Put something recognisable in the top left corner and save it.
box.x = 0.0f;
box.y = 0.0f;
box.w = 8.0f;
box.h = 8.0f;
CATCH(errctx, clear_target());
CATCH(errctx, akgl_draw_filled_rect(renderer, &box, testred));
region.x = 0;
region.y = 0;
region.w = 8;
region.h = 8;
TEST_EXPECT_OK(errctx, akgl_draw_copy_region(renderer, &region, &saved),
"saving a region of the target");
TEST_ASSERT(errctx, saved != NULL, "akgl_draw_copy_region did not allocate a surface");
TEST_ASSERT(errctx, saved->w == 8 && saved->h == 8,
"the saved surface is %dx%d, expected 8x8", saved->w, saved->h);
// Wipe the screen and put it back somewhere else.
CATCH(errctx, clear_target());
TEST_EXPECT_OK(errctx, akgl_draw_paste_region(renderer, saved, 32.0f, 32.0f),
"pasting a saved region");
shot = SDL_RenderReadPixels(renderer->sdl_renderer, NULL);
FAIL_ZERO_BREAK(errctx, shot, AKGL_ERR_SDL, "%s", SDL_GetError());
TEST_ASSERT(errctx, pixel_is(shot, 32, 32, testred),
"the pasted region did not land at its destination");
TEST_ASSERT(errctx, pixel_is(shot, 39, 39, testred),
"the pasted region is smaller than what was saved");
TEST_ASSERT(errctx, pixel_is(shot, 40, 40, testblack),
"the pasted region is larger than what was saved");
TEST_ASSERT(errctx, pixel_is(shot, 0, 0, testblack),
"pasting also redrew the region at its original position");
SDL_DestroySurface(shot);
shot = NULL;
// A surface the caller already owns is reused rather than replaced, so
// saving the same region repeatedly does not churn allocations.
reused = SDL_CreateSurface(8, 8, SDL_PIXELFORMAT_RGBA32);
FAIL_ZERO_BREAK(errctx, reused, AKGL_ERR_SDL, "%s", SDL_GetError());
region.x = 32;
region.y = 32;
TEST_EXPECT_OK(errctx, akgl_draw_copy_region(renderer, &region, &reused),
"saving into a caller-owned surface");
TEST_ASSERT(errctx, pixel_is(reused, 0, 0, testred),
"the caller-owned surface did not receive the region");
// Wrong-sized destinations and regions off the edge of the target are
// refused rather than silently clipped.
region.w = 4;
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_draw_copy_region(renderer, &region, &reused),
"saving into a destination of the wrong size");
region.x = TEST_TARGET_SIZE - 4;
region.y = 0;
region.w = 8;
region.h = 8;
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_draw_copy_region(renderer, &region, &reused),
"saving a region that runs off the right edge");
region.x = 0;
region.w = 0;
TEST_EXPECT_STATUS(errctx, AKERR_OUTOFBOUNDS,
akgl_draw_copy_region(renderer, &region, &reused),
"saving a region with no area");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_copy_region(NULL, &region, &reused),
"saving through a NULL backend");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_copy_region(renderer, NULL, &reused),
"saving a NULL region");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_copy_region(renderer, &region, NULL),
"saving into a NULL destination");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_paste_region(NULL, saved, 0.0f, 0.0f),
"pasting through a NULL backend");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_paste_region(renderer, NULL, 0.0f, 0.0f),
"pasting a NULL surface");
} CLEANUP {
if ( shot != NULL ) {
SDL_DestroySurface(shot);
}
if ( saved != NULL ) {
SDL_DestroySurface(saved);
}
if ( reused != NULL ) {
SDL_DestroySurface(reused);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_draw_preserves_render_draw_color(void)
{
PREPARE_ERROR(errctx);
SDL_FRect box;
uint8_t r = 0;
uint8_t g = 0;
uint8_t b = 0;
uint8_t a = 0;
ATTEMPT {
box.x = 0.0f;
box.y = 0.0f;
box.w = 4.0f;
box.h = 4.0f;
// Drawing must not leave the renderer's color set to whatever it drew
// with, or the host's next SDL_RenderClear() paints the wrong color.
FAIL_ZERO_BREAK(
errctx,
SDL_SetRenderDrawColor(renderer->sdl_renderer, 0x11, 0x22, 0x33, 0x44),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
CATCH(errctx, akgl_draw_point(renderer, 1.0f, 1.0f, testred));
CATCH(errctx, akgl_draw_line(renderer, 0.0f, 0.0f, 3.0f, 3.0f, testred));
CATCH(errctx, akgl_draw_rect(renderer, &box, testred));
CATCH(errctx, akgl_draw_filled_rect(renderer, &box, testred));
CATCH(errctx, akgl_draw_circle(renderer, 20.0f, 20.0f, 4.0f, testred));
FAIL_ZERO_BREAK(
errctx,
SDL_GetRenderDrawColor(renderer->sdl_renderer, &r, &g, &b, &a),
AKGL_ERR_SDL,
"%s",
SDL_GetError());
TEST_ASSERT(errctx, (r == 0x11) && (g == 0x22) && (b == 0x33) && (a == 0x44),
"drawing left the render draw color at %02x%02x%02x%02x, expected 11223344",
r, g, b, a);
} CLEANUP {
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *test_draw_backend_without_a_renderer(void)
{
PREPARE_ERROR(errctx);
akgl_RenderBackend empty;
SDL_Surface *saved = NULL;
SDL_Surface *scratch = NULL;
SDL_FRect box;
SDL_Rect region;
ATTEMPT {
// A backend that exists but was never given an SDL_Renderer. Every
// entry point has to say so rather than dereference it -- this is the
// state a host is in between allocating a backend and initializing it.
memset(&empty, 0x00, sizeof(akgl_RenderBackend));
box.x = 0.0f;
box.y = 0.0f;
box.w = 4.0f;
box.h = 4.0f;
region.x = 0;
region.y = 0;
region.w = 4;
region.h = 4;
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_point(&empty, 0.0f, 0.0f, testred),
"plotting through an uninitialized backend");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_line(&empty, 0.0f, 0.0f, 1.0f, 1.0f, testred),
"drawing a line through an uninitialized backend");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_rect(&empty, &box, testred),
"outlining through an uninitialized backend");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_filled_rect(&empty, &box, testred),
"filling through an uninitialized backend");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_circle(&empty, 4.0f, 4.0f, 2.0f, testred),
"drawing a circle through an uninitialized backend");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_flood_fill(&empty, 0, 0, testred),
"flooding through an uninitialized backend");
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_copy_region(&empty, &region, &saved),
"saving through an uninitialized backend");
TEST_ASSERT(errctx, saved == NULL,
"a refused save still wrote something to the destination");
scratch = SDL_CreateSurface(4, 4, SDL_PIXELFORMAT_RGBA32);
FAIL_ZERO_BREAK(errctx, scratch, AKGL_ERR_SDL, "%s", SDL_GetError());
TEST_EXPECT_STATUS(errctx, AKERR_NULLPOINTER,
akgl_draw_paste_region(&empty, scratch, 0.0f, 0.0f),
"pasting through an uninitialized backend");
} CLEANUP {
if ( saved != NULL ) {
SDL_DestroySurface(saved);
}
if ( scratch != NULL ) {
SDL_DestroySurface(scratch);
}
} PROCESS(errctx) {
} FINISH(errctx, true);
SUCCEED_RETURN(errctx);
}
int main(void)
{
PREPARE_ERROR(errctx);
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "software");
ATTEMPT {
CATCH(errctx, akgl_error_init());
renderer = &_akgl_renderer;
FAIL_ZERO_BREAK(
errctx,
SDL_Init(SDL_INIT_VIDEO),
AKGL_ERR_SDL,
"Couldn't initialize SDL: %s",
SDL_GetError());
FAIL_ZERO_BREAK(
errctx,
SDL_CreateWindowAndRenderer(
"net/aklabs/libakgl/test_draw",
TEST_TARGET_SIZE,
TEST_TARGET_SIZE,
0,
&window,
&renderer->sdl_renderer),
AKGL_ERR_SDL,
"Couldn't create window/renderer: %s",
SDL_GetError());
CATCH(errctx, test_draw_point());
CATCH(errctx, test_draw_line());
CATCH(errctx, test_draw_rects());
CATCH(errctx, test_draw_circle());
CATCH(errctx, test_draw_flood_fill());
CATCH(errctx, test_draw_copy_and_paste_region());
CATCH(errctx, test_draw_preserves_render_draw_color());
CATCH(errctx, test_draw_backend_without_a_renderer());
} CLEANUP {
SDL_Quit();
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}

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/**
* @file error.c
* @brief Unit tests for the libakgl status band: reservation, ownership and names.
*
* The libakerror registry is process-global, so these tests assert against
* whatever akgl_error_init() left behind rather than building their own state.
*/
#include <string.h>
#include <akerror.h>
#include <akgl/error.h>
#include "testutil.h"
/**
* @brief akgl_error_init() must own the libakgl status band and name every code in it.
*
* A code whose name never registered degrades to "Unknown Error" in every stack
* trace that carries it, and a band we never reserved is one another component
* can name out from under us. Both stay silent until something has already gone
* wrong, so assert them directly rather than waiting to read a useless trace.
*/
akerr_ErrorContext *test_error_init_owns_the_status_band(void)
{
PREPARE_ERROR(e);
static const struct {
int status;
const char *name;
} expected[] = {
{ AKGL_ERR_SDL, "SDL Error" },
{ AKGL_ERR_REGISTRY, "Registry Error" },
{ AKGL_ERR_HEAP, "Heap Error" },
{ AKGL_ERR_BEHAVIOR, "Behavior Error" },
{ AKGL_ERR_LOGICINTERRUPT, "Logic Interrupt" }
};
bool named = true;
int i = 0;
ATTEMPT {
CATCH(e, akgl_error_init());
TEST_ASSERT(e, (int)(sizeof(expected) / sizeof(expected[0])) == AKGL_ERR_COUNT,
"the libakgl status band holds %d codes but %d are named here",
AKGL_ERR_COUNT, (int)(sizeof(expected) / sizeof(expected[0])));
for ( i = 0; i < (int)(sizeof(expected) / sizeof(expected[0])); i++ ) {
TEST_ASSERT_FLAG(named,
strcmp(akerr_name_for_status(expected[i].status, NULL),
expected[i].name) == 0);
}
TEST_ASSERT(e, named,
"akgl_error_init did not register the expected name for every AKGL_ERR_* code");
// The reservation is what makes those names ours. Without it the
// registrations above would still succeed for anyone who asked.
TEST_EXPECT_STATUS(e, AKERR_STATUS_NAME_FOREIGN,
akerr_register_status_name("not-libakgl", AKGL_ERR_HEAP, "Squatter"),
"a foreign owner was allowed to rename a libakgl status");
TEST_EXPECT_STATUS(e, AKERR_STATUS_RANGE_OVERLAP,
akerr_reserve_status_range(AKGL_ERR_BASE, AKGL_ERR_COUNT, "not-libakgl"),
"a foreign owner was allowed to reserve the libakgl status band");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/**
* @brief Calling akgl_error_init() twice must be a no-op, not a self-collision.
*
* Nothing in libakgl orders initialization for an embedding program, so a second
* call has to be harmless. libakerror only treats an *identical* reservation as
* a repeat -- a subset or superset raises -- which makes this a real constraint
* on AKGL_ERR_BASE and AKGL_ERR_COUNT, not a triviality.
*/
akerr_ErrorContext *test_error_init_is_idempotent(void)
{
PREPARE_ERROR(e);
ATTEMPT {
TEST_EXPECT_OK(e, akgl_error_init(), "the second akgl_error_init failed");
TEST_EXPECT_OK(e, akgl_error_init(), "the third akgl_error_init failed");
TEST_ASSERT(e, strcmp(akerr_name_for_status(AKGL_ERR_SDL, NULL), "SDL Error") == 0,
"re-running akgl_error_init lost the name for AKGL_ERR_SDL");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
int main(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, test_error_init_owns_the_status_band());
CATCH(errctx, test_error_init_is_idempotent());
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}

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/**
* @file game.c
* @brief Unit tests for savegame serialization, version gating, and frame accounting.
*
* akgl_game_init() and akgl_game_update() need a window and a live frame loop,
* so they are out of scope here. Everything else in the game module is either
* pure logic or file IO and is covered below.
*/
#include <SDL3/SDL.h>
#include <stdio.h>
#include <string.h>
#include <unistd.h>
#include <akerror.h>
#include <akgl/error.h>
#include <akgl/game.h>
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/sprite.h>
#include <akgl/staticstring.h>
#include "testutil.h"
/*
* Exported by src/game.c but not declared in akgl/game.h, because they are
* savegame internals rather than part of the supported surface. Declared here
* so the tests can reach them without widening the public API.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_save_actors(FILE *fp);
akerr_ErrorContext AKERR_NOIGNORE *akgl_game_load_versioncmp(char *versiontype, char *newversion, char *curversion);
/** @brief Scratch savegame path, created and removed by the tests that use it. */
static char savepath[] = "akgl_test_savegame.bin";
/** @brief Scratch path for deliberately malformed savegames. */
static char truncatedpath[] = "akgl_test_truncated.bin";
/** @brief Populate the process-wide game record with a valid identity. */
static void set_game_identity(void)
{
memset(&game, 0x00, sizeof(akgl_Game));
strncpy((char *)&game.libversion, AKGL_VERSION, 31);
strncpy((char *)&game.version, "1.2.3", 31);
strncpy((char *)&game.name, "libakgl test game", 255);
strncpy((char *)&game.uri, "https://example.invalid/akgl-test", 255);
}
akerr_ErrorContext *test_game_load_versioncmp_matching(void)
{
PREPARE_ERROR(e);
ATTEMPT {
TEST_EXPECT_OK(e, akgl_game_load_versioncmp("library", "1.2.3", "1.2.3"),
"identical versions must be compatible");
TEST_EXPECT_OK(e, akgl_game_load_versioncmp("library", "0.1.0", "0.1.0"),
"identical zero-major versions must be compatible");
TEST_EXPECT_OK(e, akgl_game_load_versioncmp("game", "10.20.30", "10.20.30"),
"identical multi-digit versions must be compatible");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_load_versioncmp_mismatched(void)
{
PREPARE_ERROR(e);
ATTEMPT {
// A savegame from a different build is refused on any component.
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load_versioncmp("library", "2.2.3", "1.2.3"),
"a differing major version must be refused");
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load_versioncmp("library", "1.3.3", "1.2.3"),
"a differing minor version must be refused");
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load_versioncmp("library", "1.2.4", "1.2.3"),
"a differing patch version must be refused");
// Unparseable versions are a value error, distinct from a mismatch.
TEST_EXPECT_STATUS(e, AKERR_VALUE, akgl_game_load_versioncmp("library", "1.2.3", "not-a-version"),
"an unparseable current version must be refused");
TEST_EXPECT_STATUS(e, AKERR_VALUE, akgl_game_load_versioncmp("library", "not-a-version", "1.2.3"),
"an unparseable savegame version must be refused");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_game_load_versioncmp(NULL, "1.2.3", "1.2.3"),
"versioncmp with a NULL version type");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_game_load_versioncmp("library", NULL, "1.2.3"),
"versioncmp with a NULL new version");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_game_load_versioncmp("library", "1.2.3", NULL),
"versioncmp with a NULL current version");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_load_versioncmp_releases_semver(void)
{
PREPARE_ERROR(e);
int i = 0;
bool leaked = false;
ATTEMPT {
// semver_parse allocates; the comparison must free both sides on the
// success and the failure path or a long session will drift.
for ( i = 0; i < 2000; i++ ) {
akerr_ErrorContext *result = akgl_game_load_versioncmp("library", "1.2.3", "1.2.3");
if ( result != NULL ) {
result->handled = true;
result = akerr_release_error(result);
leaked = true;
}
result = akgl_game_load_versioncmp("library", "9.9.9", "1.2.3");
if ( result != NULL ) {
result->handled = true;
result = akerr_release_error(result);
}
}
TEST_ASSERT(e, leaked == false,
"a matching version comparison started failing partway through a long run");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_save_roundtrip(void)
{
PREPARE_ERROR(e);
akgl_Game expected;
ATTEMPT {
CATCH(e, akgl_registry_init());
CATCH(e, akgl_heap_init());
set_game_identity();
game.fps = 60;
game.framesSinceUpdate = 7;
memcpy(&expected, &game, sizeof(akgl_Game));
TEST_EXPECT_OK(e, akgl_game_save((char *)&savepath), "saving a game");
// Scribble over the live state so a successful load has to restore it.
game.fps = 0;
game.framesSinceUpdate = 0;
TEST_EXPECT_OK(e, akgl_game_load((char *)&savepath), "loading the game back");
TEST_ASSERT(e, game.fps == 60, "fps restored as %d, expected 60", game.fps);
TEST_ASSERT(e, game.framesSinceUpdate == 7,
"framesSinceUpdate restored as %d, expected 7", game.framesSinceUpdate);
TEST_ASSERT(e, strncmp((char *)&game.name, (char *)&expected.name, 256) == 0,
"the game name was not preserved across a save and load");
TEST_ASSERT(e, strncmp((char *)&game.version, (char *)&expected.version, 32) == 0,
"the game version was not preserved across a save and load");
} CLEANUP {
unlink((char *)&savepath);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_load_rejects_foreign_saves(void)
{
PREPARE_ERROR(e);
ATTEMPT {
CATCH(e, akgl_registry_init());
CATCH(e, akgl_heap_init());
// A save written by a different game must not load into this one.
set_game_identity();
CATCH(e, akgl_game_save((char *)&savepath));
strncpy((char *)&game.name, "a completely different game", 255);
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load((char *)&savepath),
"a savegame with a foreign game name must be refused");
unlink((char *)&savepath);
// Same for a differing URI.
set_game_identity();
CATCH(e, akgl_game_save((char *)&savepath));
strncpy((char *)&game.uri, "https://example.invalid/other", 255);
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load((char *)&savepath),
"a savegame with a foreign URI must be refused");
unlink((char *)&savepath);
// A save written against a different library version must be refused.
set_game_identity();
strncpy((char *)&game.libversion, "99.98.97", 31);
CATCH(e, akgl_game_save((char *)&savepath));
set_game_identity();
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load((char *)&savepath),
"a savegame from a different library version must be refused");
unlink((char *)&savepath);
// And one written against a different game version.
set_game_identity();
strncpy((char *)&game.version, "4.5.6", 31);
CATCH(e, akgl_game_save((char *)&savepath));
set_game_identity();
TEST_EXPECT_STATUS(e, AKERR_API, akgl_game_load((char *)&savepath),
"a savegame from a different game version must be refused");
} CLEANUP {
unlink((char *)&savepath);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_save_load_nullpointers(void)
{
PREPARE_ERROR(e);
ATTEMPT {
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_game_save(NULL),
"akgl_game_save(NULL)");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_game_load(NULL),
"akgl_game_load(NULL)");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_game_save_actors(NULL),
"akgl_game_save_actors(NULL)");
// A path under a directory that does not exist cannot be opened.
TEST_EXPECT_ANY_ERROR(e, akgl_game_save("no_such_directory/save.bin"),
"saving into a nonexistent directory");
TEST_EXPECT_ANY_ERROR(e, akgl_game_load("no_such_file_anywhere.bin"),
"loading a nonexistent savegame");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_load_truncated_table(void)
{
PREPARE_ERROR(e);
FILE *fp = NULL;
char partial[64];
ATTEMPT {
CATCH(e, akgl_registry_init());
CATCH(e, akgl_heap_init());
set_game_identity();
// A valid header followed by a table that ends before its sentinel. The
// name-map reader loops until it sees the sentinel, so it has to notice
// EOF instead of spinning.
memset(&partial, 0x00, sizeof(partial));
fp = fopen((char *)&truncatedpath, "wb");
FAIL_ZERO_BREAK(e, fp, AKERR_IO, "unable to create the truncated savegame fixture");
FAIL_ZERO_BREAK(e, fwrite(&game, 1, sizeof(akgl_Game), fp), AKERR_IO,
"unable to write the truncated savegame header");
FAIL_ZERO_BREAK(e, fwrite(&partial, 1, sizeof(partial), fp), AKERR_IO,
"unable to write the truncated savegame body");
fclose(fp);
fp = NULL;
TEST_EXPECT_ANY_ERROR(e, akgl_game_load((char *)&truncatedpath),
"loading a savegame whose name table is truncated");
} CLEANUP {
if ( fp != NULL ) {
fclose(fp);
}
unlink((char *)&truncatedpath);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_save_writes_name_tables(void)
{
PREPARE_ERROR(e);
akgl_Actor *actor = NULL;
FILE *fp = NULL;
long filesize = 0;
long minimum = 0;
ATTEMPT {
CATCH(e, akgl_registry_init());
CATCH(e, akgl_heap_init());
set_game_identity();
// One registered actor, so the actor table has a real entry ahead of its
// terminating sentinel.
CATCH(e, akgl_heap_next_actor(&actor));
CATCH(e, akgl_actor_initialize(actor, "saved_actor"));
TEST_EXPECT_OK(e, akgl_game_save((char *)&savepath), "saving a game with one actor");
fp = fopen((char *)&savepath, "rb");
FAIL_ZERO_BREAK(e, fp, AKERR_IO, "unable to reopen the savegame");
fseek(fp, 0, SEEK_END);
filesize = ftell(fp);
// The header, then four name tables each ending in a name-sized and a
// pointer-sized sentinel, plus the one real actor entry.
minimum = (long)sizeof(akgl_Game)
+ (long)(AKGL_ACTOR_MAX_NAME_LENGTH + sizeof(akgl_Actor *)) * 2
+ (long)(AKGL_SPRITE_MAX_NAME_LENGTH + sizeof(akgl_Sprite *))
+ (long)(AKGL_SPRITE_SHEET_MAX_FILENAME_LENGTH + sizeof(akgl_SpriteSheet *))
+ (long)(AKGL_SPRITE_MAX_CHARACTER_NAME_LENGTH + sizeof(akgl_Character *));
TEST_ASSERT(e, filesize >= minimum,
"the savegame is %ld bytes, expected at least %ld for the header and four name tables",
filesize, minimum);
} CLEANUP {
if ( fp != NULL ) {
fclose(fp);
}
unlink((char *)&savepath);
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_game_state_lock(void)
{
PREPARE_ERROR(e);
ATTEMPT {
set_game_identity();
game.statelock = SDL_CreateMutex();
FAIL_ZERO_BREAK(e, game.statelock, AKGL_ERR_SDL, "unable to create the state mutex");
TEST_EXPECT_OK(e, akgl_game_state_lock(), "taking the state lock");
TEST_EXPECT_OK(e, akgl_game_state_unlock(), "releasing the state lock");
// The lock is reusable after a matched unlock.
TEST_EXPECT_OK(e, akgl_game_state_lock(), "retaking the state lock");
TEST_EXPECT_OK(e, akgl_game_state_unlock(), "releasing the state lock again");
} CLEANUP {
if ( game.statelock != NULL ) {
SDL_DestroyMutex(game.statelock);
game.statelock = NULL;
}
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/** @brief Counts calls made to the low-FPS callback. */
static int lowfps_calls = 0;
/** @brief Low-FPS callback stub that only records that it fired. */
static void stub_lowfps(void)
{
lowfps_calls += 1;
}
akerr_ErrorContext *test_game_updateFPS(void)
{
PREPARE_ERROR(e);
int16_t framesbefore = 0;
ATTEMPT {
set_game_identity();
game.lowfpsfunc = &stub_lowfps;
// Below the 30 FPS floor, every update notifies the callback.
game.fps = 10;
game.lastFPSTime = SDL_GetTicksNS();
lowfps_calls = 0;
framesbefore = game.framesSinceUpdate;
akgl_game_updateFPS();
TEST_ASSERT(e, lowfps_calls == 1,
"a sub-30 FPS update fired the low-FPS callback %d times, expected 1", lowfps_calls);
TEST_ASSERT(e, game.framesSinceUpdate == (framesbefore + 1),
"updateFPS did not count the frame (%d, expected %d)",
game.framesSinceUpdate, framesbefore + 1);
TEST_ASSERT(e, game.lastIterTime != 0, "updateFPS did not stamp lastIterTime");
// At or above the floor, the callback stays quiet.
game.fps = 60;
game.lastFPSTime = SDL_GetTicksNS();
lowfps_calls = 0;
akgl_game_updateFPS();
TEST_ASSERT(e, lowfps_calls == 0,
"a 60 FPS update fired the low-FPS callback %d times, expected 0", lowfps_calls);
// Once a full second has elapsed, the frame counter rolls into fps.
game.fps = 60;
game.framesSinceUpdate = 45;
game.lastFPSTime = SDL_GetTicksNS() - (2 * (SDL_Time)AKGL_TIME_ONESEC_NS);
akgl_game_updateFPS();
TEST_ASSERT(e, game.fps == 45,
"after a second elapsed, fps rolled over as %d, expected 45", game.fps);
TEST_ASSERT(e, game.framesSinceUpdate == 1,
"the frame counter restarted at %d, expected 1", game.framesSinceUpdate);
// The shipped default callback only logs, so it just has to not crash.
game.fps = 1;
akgl_game_lowfps();
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
int main(void)
{
PREPARE_ERROR(errctx);
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
ATTEMPT {
CATCH(errctx, akgl_error_init());
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
CATCH(errctx, test_game_load_versioncmp_matching());
CATCH(errctx, test_game_load_versioncmp_mismatched());
CATCH(errctx, test_game_load_versioncmp_releases_semver());
CATCH(errctx, test_game_save_roundtrip());
CATCH(errctx, test_game_load_rejects_foreign_saves());
CATCH(errctx, test_game_save_load_nullpointers());
CATCH(errctx, test_game_load_truncated_table());
CATCH(errctx, test_game_save_writes_name_tables());
CATCH(errctx, test_game_state_lock());
CATCH(errctx, test_game_updateFPS());
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}

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/**
* @file heap.c
* @brief Unit tests for the fixed-size object pools and their refcounting.
*
* The pools are process-wide arrays, so every test that fills one calls
* akgl_heap_init() first and leaves the heap empty behind it.
*/
#include <SDL3/SDL.h>
#include <string.h>
#include <akerror.h>
#include <akgl/error.h>
#include <akgl/heap.h>
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/sprite.h>
#include <akgl/registry.h>
#include <akgl/staticstring.h>
#include "testutil.h"
/**
* @brief Reset every pool and the registries that reference their objects.
*
* The registries hold raw pointers into the pools, so clearing a pool without
* clearing the registry would leave dangling entries for the next test.
*/
static akerr_ErrorContext *reset_all_heaps(void)
{
PREPARE_ERROR(e);
ATTEMPT {
CATCH(e, akgl_registry_init_actor());
CATCH(e, akgl_registry_init_sprite());
CATCH(e, akgl_registry_init_spritesheet());
CATCH(e, akgl_registry_init_character());
CATCH(e, akgl_heap_init());
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_heap_init_clears_every_pool(void)
{
PREPARE_ERROR(e);
bool clean = true;
int i = 0;
ATTEMPT {
// Dirty every pool, then require that init scrubs all of them.
for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
HEAP_ACTOR[i].refcount = 5;
}
for ( i = 0; i < AKGL_MAX_HEAP_SPRITE; i++ ) {
HEAP_SPRITE[i].refcount = 5;
}
for ( i = 0; i < AKGL_MAX_HEAP_SPRITESHEET; i++ ) {
HEAP_SPRITESHEET[i].refcount = 5;
}
for ( i = 0; i < AKGL_MAX_HEAP_CHARACTER; i++ ) {
HEAP_CHARACTER[i].refcount = 5;
}
for ( i = 0; i < AKGL_MAX_HEAP_STRING; i++ ) {
HEAP_STRING[i].refcount = 5;
}
CATCH(e, akgl_heap_init());
for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
TEST_ASSERT_FLAG(clean, HEAP_ACTOR[i].refcount == 0);
}
TEST_ASSERT(e, clean, "akgl_heap_init left a nonzero refcount in the actor pool");
for ( i = 0; i < AKGL_MAX_HEAP_SPRITE; i++ ) {
TEST_ASSERT_FLAG(clean, HEAP_SPRITE[i].refcount == 0);
}
TEST_ASSERT(e, clean, "akgl_heap_init left a nonzero refcount in the sprite pool");
for ( i = 0; i < AKGL_MAX_HEAP_SPRITESHEET; i++ ) {
TEST_ASSERT_FLAG(clean, HEAP_SPRITESHEET[i].refcount == 0);
}
TEST_ASSERT(e, clean, "akgl_heap_init left a nonzero refcount in the spritesheet pool");
for ( i = 0; i < AKGL_MAX_HEAP_CHARACTER; i++ ) {
TEST_ASSERT_FLAG(clean, HEAP_CHARACTER[i].refcount == 0);
}
TEST_ASSERT(e, clean, "akgl_heap_init left a nonzero refcount in the character pool");
for ( i = 0; i < AKGL_MAX_HEAP_STRING; i++ ) {
TEST_ASSERT_FLAG(clean, HEAP_STRING[i].refcount == 0);
}
TEST_ASSERT(e, clean, "akgl_heap_init left a nonzero refcount in the string pool");
// akgl_heap_init_actor clears only the actor pool.
HEAP_ACTOR[0].refcount = 9;
HEAP_SPRITE[0].refcount = 9;
CATCH(e, akgl_heap_init_actor());
TEST_ASSERT(e, HEAP_ACTOR[0].refcount == 0,
"akgl_heap_init_actor did not clear the actor pool");
TEST_ASSERT(e, HEAP_SPRITE[0].refcount == 9,
"akgl_heap_init_actor cleared the sprite pool as well");
HEAP_SPRITE[0].refcount = 0;
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_heap_next_string_refcounting(void)
{
PREPARE_ERROR(e);
akgl_String *first = NULL;
akgl_String *second = NULL;
ATTEMPT {
CATCH(e, reset_all_heaps());
// akgl_heap_next_string is the only acquire function that claims the slot
// it hands out; the others leave refcount at zero for the caller to set.
CATCH(e, akgl_heap_next_string(&first));
TEST_ASSERT(e, first->refcount == 1,
"akgl_heap_next_string returned a slot with refcount %d, expected 1",
first->refcount);
CATCH(e, akgl_heap_next_string(&second));
TEST_ASSERT(e, second != first,
"akgl_heap_next_string handed out the same slot twice");
CATCH(e, akgl_heap_release_string(first));
CATCH(e, akgl_heap_release_string(second));
TEST_ASSERT(e, first->refcount == 0,
"releasing a string left refcount at %d", first->refcount);
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_heap_exhaustion(void)
{
PREPARE_ERROR(e);
akgl_Actor *actor = NULL;
akgl_Sprite *sprite = NULL;
akgl_SpriteSheet *sheet = NULL;
akgl_Character *basechar = NULL;
akgl_String *str = NULL;
int i = 0;
ATTEMPT {
// Actors: the acquire function does not claim the slot, so the test does.
CATCH(e, reset_all_heaps());
for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
HEAP_ACTOR[i].refcount = 1;
}
TEST_EXPECT_STATUS(e, AKGL_ERR_HEAP, akgl_heap_next_actor(&actor),
"akgl_heap_next_actor with every slot claimed");
CATCH(e, reset_all_heaps());
for ( i = 0; i < AKGL_MAX_HEAP_SPRITE; i++ ) {
HEAP_SPRITE[i].refcount = 1;
}
TEST_EXPECT_STATUS(e, AKGL_ERR_HEAP, akgl_heap_next_sprite(&sprite),
"akgl_heap_next_sprite with every slot claimed");
CATCH(e, reset_all_heaps());
for ( i = 0; i < AKGL_MAX_HEAP_SPRITESHEET; i++ ) {
HEAP_SPRITESHEET[i].refcount = 1;
}
TEST_EXPECT_STATUS(e, AKGL_ERR_HEAP, akgl_heap_next_spritesheet(&sheet),
"akgl_heap_next_spritesheet with every slot claimed");
CATCH(e, reset_all_heaps());
for ( i = 0; i < AKGL_MAX_HEAP_CHARACTER; i++ ) {
HEAP_CHARACTER[i].refcount = 1;
}
TEST_EXPECT_STATUS(e, AKGL_ERR_HEAP, akgl_heap_next_character(&basechar),
"akgl_heap_next_character with every slot claimed");
// Strings claim their own slots, so draining the pool needs no help.
CATCH(e, reset_all_heaps());
for ( i = 0; i < AKGL_MAX_HEAP_STRING; i++ ) {
CATCH(e, akgl_heap_next_string(&str));
}
TEST_EXPECT_STATUS(e, AKGL_ERR_HEAP, akgl_heap_next_string(&str),
"akgl_heap_next_string with the pool drained");
// A single release makes exactly one slot available again.
CATCH(e, akgl_heap_release_string(&HEAP_STRING[0]));
TEST_EXPECT_OK(e, akgl_heap_next_string(&str),
"akgl_heap_next_string after freeing one slot");
TEST_ASSERT(e, str == &HEAP_STRING[0],
"the reclaimed string was not the slot that was released");
CATCH(e, reset_all_heaps());
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_heap_release_refcounting(void)
{
PREPARE_ERROR(e);
akgl_Sprite *sprite = NULL;
ATTEMPT {
CATCH(e, reset_all_heaps());
CATCH(e, akgl_heap_next_sprite(&sprite));
// A shared object survives until the last reference goes away.
sprite->refcount = 2;
strncpy((char *)&sprite->name, "shared", AKGL_SPRITE_MAX_NAME_LENGTH - 1);
CATCH(e, akgl_heap_release_sprite(sprite));
TEST_ASSERT(e, sprite->refcount == 1,
"releasing a twice-referenced sprite left refcount %d, expected 1",
sprite->refcount);
TEST_ASSERT(e, sprite->name[0] == 's',
"releasing a still-referenced sprite cleared its data");
CATCH(e, akgl_heap_release_sprite(sprite));
TEST_ASSERT(e, sprite->refcount == 0,
"the final release left refcount %d, expected 0", sprite->refcount);
TEST_ASSERT(e, sprite->name[0] == 0x00,
"the final release did not clear the sprite");
// Releasing an already-free object is clamped, not wrapped below zero.
CATCH(e, akgl_heap_release_sprite(sprite));
TEST_ASSERT(e, sprite->refcount == 0,
"over-releasing drove refcount to %d, expected a clamp at 0",
sprite->refcount);
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_heap_release_actor_children(void)
{
PREPARE_ERROR(e);
akgl_Actor *parent = NULL;
akgl_Actor *child = NULL;
char namebuf[AKGL_ACTOR_MAX_NAME_LENGTH];
bool released = true;
int i = 0;
ATTEMPT {
CATCH(e, reset_all_heaps());
CATCH(e, akgl_heap_next_actor(&parent));
CATCH(e, akgl_actor_initialize(parent, "parent"));
// Fill every child slot, then release the parent once.
for ( i = 0; i < AKGL_ACTOR_MAX_CHILDREN; i++ ) {
snprintf((char *)&namebuf, AKGL_ACTOR_MAX_NAME_LENGTH, "child%d", i);
CATCH(e, akgl_heap_next_actor(&child));
CATCH(e, akgl_actor_initialize(child, (char *)&namebuf));
CATCH(e, akgl_actor_add_child(parent, child));
}
CATCH(e, akgl_heap_release_actor(parent));
TEST_ASSERT(e, parent->refcount == 0,
"releasing the parent left refcount %d", parent->refcount);
// Each child was initialized to 1 and incremented to 2 by add_child, so
// the recursive release should have brought every one of them back to 1.
for ( i = 1; i <= AKGL_ACTOR_MAX_CHILDREN; i++ ) {
TEST_ASSERT_FLAG(released, HEAP_ACTOR[i].refcount == 1);
}
TEST_ASSERT(e, released,
"releasing a parent did not decrement every child exactly once");
CATCH(e, reset_all_heaps());
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_heap_release_clears_registry(void)
{
PREPARE_ERROR(e);
akgl_Actor *actor = NULL;
akgl_Character *basechar = NULL;
ATTEMPT {
CATCH(e, reset_all_heaps());
CATCH(e, akgl_heap_next_actor(&actor));
CATCH(e, akgl_actor_initialize(actor, "registered"));
TEST_ASSERT(e, SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "registered", NULL) != NULL,
"akgl_actor_initialize did not register the actor");
CATCH(e, akgl_heap_release_actor(actor));
TEST_ASSERT(e, SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "registered", NULL) == NULL,
"releasing an actor left a dangling registry entry");
CATCH(e, akgl_heap_next_character(&basechar));
CATCH(e, akgl_character_initialize(basechar, "regchar"));
TEST_ASSERT(e, SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "regchar", NULL) != NULL,
"akgl_character_initialize did not register the character");
CATCH(e, akgl_heap_release_character(basechar));
TEST_ASSERT(e, SDL_GetPointerProperty(AKGL_REGISTRY_CHARACTER, "regchar", NULL) == NULL,
"releasing a character left a dangling registry entry");
CATCH(e, reset_all_heaps());
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_heap_release_nullpointers(void)
{
PREPARE_ERROR(e);
ATTEMPT {
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_heap_release_actor(NULL),
"akgl_heap_release_actor(NULL)");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_heap_release_sprite(NULL),
"akgl_heap_release_sprite(NULL)");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_heap_release_spritesheet(NULL),
"akgl_heap_release_spritesheet(NULL)");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_heap_release_character(NULL),
"akgl_heap_release_character(NULL)");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_heap_release_string(NULL),
"akgl_heap_release_string(NULL)");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_heap_release_spritesheet_texture(void)
{
PREPARE_ERROR(e);
akgl_SpriteSheet *sheet = NULL;
ATTEMPT {
CATCH(e, reset_all_heaps());
CATCH(e, akgl_heap_next_spritesheet(&sheet));
// A spritesheet with no texture must still release cleanly; the texture
// branch is exercised by the sprite suite, which has a live renderer.
sheet->refcount = 1;
sheet->texture = NULL;
CATCH(e, akgl_heap_release_spritesheet(sheet));
TEST_ASSERT(e, sheet->refcount == 0,
"releasing a textureless spritesheet left refcount %d", sheet->refcount);
TEST_ASSERT(e, sheet->texture == NULL,
"releasing a spritesheet left a non-NULL texture pointer");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
int main(void)
{
PREPARE_ERROR(errctx);
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
ATTEMPT {
CATCH(errctx, akgl_error_init());
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
CATCH(errctx, test_heap_init_clears_every_pool());
CATCH(errctx, test_heap_next_string_refcounting());
CATCH(errctx, test_heap_exhaustion());
CATCH(errctx, test_heap_release_refcounting());
CATCH(errctx, test_heap_release_actor_children());
CATCH(errctx, test_heap_release_clears_registry());
CATCH(errctx, test_heap_release_nullpointers());
CATCH(errctx, test_heap_release_spritesheet_texture());
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}

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/**
* @file json_helpers.c
* @brief Unit tests for the typed JSON accessors.
*
* These exercise the accessors directly rather than through sprite, character,
* or tilemap loading, so the error paths are reachable without building a
* malformed asset for every case.
*/
#include <SDL3/SDL.h>
#include <jansson.h>
#include <string.h>
#include <akerror.h>
#include <akgl/error.h>
#include <akgl/json_helpers.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/staticstring.h>
#include "testutil.h"
/** @brief Fixture document shared by every test in this file. */
static json_t *fixture = NULL;
/** @brief Load tests/assets/snippets/test_json_helpers.json into @ref fixture. */
static akerr_ErrorContext *load_fixture(void)
{
PREPARE_ERROR(e);
json_error_t jsonerr;
akgl_String *pathstr = NULL;
ATTEMPT {
CATCH(e, akgl_heap_next_string(&pathstr));
snprintf(
(char *)&pathstr->data,
AKGL_MAX_STRING_LENGTH,
"%s%s",
SDL_GetBasePath(),
"assets/snippets/test_json_helpers.json");
fixture = json_load_file((char *)&pathstr->data, 0, &jsonerr);
FAIL_ZERO_BREAK(e, fixture, AKERR_IO,
"Unable to load the JSON fixture: %s", (char *)jsonerr.text);
} CLEANUP {
IGNORE(akgl_heap_release_string(pathstr));
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_json_scalar_accessors(void)
{
PREPARE_ERROR(e);
int intval = 0;
float floatval = 0;
bool boolval = false;
json_t *objval = NULL;
json_t *arrayval = NULL;
ATTEMPT {
TEST_EXPECT_OK(e, akgl_get_json_integer_value(fixture, "count", &intval), "read count");
TEST_ASSERT(e, intval == 42, "count read as %d, expected 42", intval);
TEST_EXPECT_OK(e, akgl_get_json_integer_value(fixture, "negative", &intval), "read negative");
TEST_ASSERT(e, intval == -17, "negative read as %d, expected -17", intval);
TEST_EXPECT_OK(e, akgl_get_json_number_value(fixture, "ratio", &floatval), "read ratio");
TEST_ASSERT_FEQ(e, floatval, 2.5f, "ratio read as %f, expected 2.5", floatval);
// A JSON integer is a number, so the float accessor accepts it too.
TEST_EXPECT_OK(e, akgl_get_json_number_value(fixture, "count", &floatval), "read count as a number");
TEST_ASSERT_FEQ(e, floatval, 42.0f, "count read as number %f, expected 42", floatval);
TEST_EXPECT_OK(e, akgl_get_json_boolean_value(fixture, "enabled", &boolval), "read enabled");
TEST_ASSERT(e, boolval == true, "enabled read as false");
TEST_EXPECT_OK(e, akgl_get_json_boolean_value(fixture, "disabled", &boolval), "read disabled");
TEST_ASSERT(e, boolval == false, "disabled read as true");
TEST_EXPECT_OK(e, akgl_get_json_object_value(fixture, "nested", &objval), "read nested");
TEST_ASSERT(e, objval != NULL, "nested object came back NULL");
TEST_EXPECT_OK(e, akgl_get_json_integer_value(objval, "innercount", &intval), "read nested innercount");
TEST_ASSERT(e, intval == 7, "nested innercount read as %d, expected 7", intval);
TEST_EXPECT_OK(e, akgl_get_json_array_value(fixture, "integers", &arrayval), "read integers array");
TEST_ASSERT(e, json_array_size(arrayval) == 3,
"integers array had %d entries, expected 3", (int)json_array_size(arrayval));
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_json_double_value(void)
{
PREPARE_ERROR(e);
double dblval = 0;
ATTEMPT {
TEST_EXPECT_OK(e, akgl_get_json_double_value(fixture, "ratio", &dblval), "read ratio as a double");
TEST_ASSERT(e, dblval > 2.4999 && dblval < 2.5001,
"ratio read as double %f, expected 2.5", dblval);
// Integers satisfy json_is_number, so the double accessor takes them.
TEST_EXPECT_OK(e, akgl_get_json_double_value(fixture, "count", &dblval), "read count as a double");
TEST_ASSERT(e, dblval > 41.999 && dblval < 42.001,
"count read as double %f, expected 42", dblval);
TEST_EXPECT_STATUS(e, AKERR_KEY, akgl_get_json_double_value(fixture, "absent", &dblval),
"double accessor on a missing key");
TEST_EXPECT_STATUS(e, AKERR_TYPE, akgl_get_json_double_value(fixture, "name", &dblval),
"double accessor on a string value");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_double_value(NULL, "ratio", &dblval),
"double accessor on a NULL object");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_json_string_accessor(void)
{
PREPARE_ERROR(e);
akgl_String *allocated = NULL;
akgl_String *reused = NULL;
ATTEMPT {
// A NULL destination makes the accessor claim a heap string.
TEST_EXPECT_OK(e, akgl_get_json_string_value(fixture, "name", &allocated),
"read name into a NULL destination");
TEST_ASSERT(e, allocated != NULL, "the accessor did not allocate a destination string");
TEST_ASSERT(e, strcmp((char *)&allocated->data, "json helper fixture") == 0,
"name read as \"%s\"", (char *)&allocated->data);
// A caller-supplied destination is written in place, not replaced.
CATCH(e, akgl_heap_next_string(&reused));
CATCH(e, akgl_string_initialize(reused, "placeholder"));
{
akgl_String *before = reused;
TEST_EXPECT_OK(e, akgl_get_json_string_value(fixture, "name", &reused),
"read name into a preallocated destination");
TEST_ASSERT(e, reused == before,
"the accessor replaced a caller-supplied destination pointer");
}
TEST_ASSERT(e, strcmp((char *)&reused->data, "json helper fixture") == 0,
"in-place read produced \"%s\"", (char *)&reused->data);
TEST_EXPECT_STATUS(e, AKERR_KEY, akgl_get_json_string_value(fixture, "absent", &reused),
"string accessor on a missing key");
TEST_EXPECT_STATUS(e, AKERR_TYPE, akgl_get_json_string_value(fixture, "count", &reused),
"string accessor on an integer value");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_string_value(NULL, "name", &reused),
"string accessor on a NULL object");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_string_value(fixture, NULL, &reused),
"string accessor with a NULL key");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_string_value(fixture, "name", NULL),
"string accessor with a NULL destination");
} CLEANUP {
IGNORE(akgl_heap_release_string(allocated));
IGNORE(akgl_heap_release_string(reused));
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_json_array_index_accessors(void)
{
PREPARE_ERROR(e);
json_t *integers = NULL;
json_t *strings = NULL;
json_t *objects = NULL;
json_t *mixed = NULL;
json_t *element = NULL;
akgl_String *strval = NULL;
int intval = 0;
ATTEMPT {
CATCH(e, akgl_get_json_array_value(fixture, "integers", &integers));
CATCH(e, akgl_get_json_array_value(fixture, "strings", &strings));
CATCH(e, akgl_get_json_array_value(fixture, "objects", &objects));
CATCH(e, akgl_get_json_array_value(fixture, "mixed", &mixed));
TEST_EXPECT_OK(e, akgl_get_json_array_index_integer(integers, 0, &intval), "integers[0]");
TEST_ASSERT(e, intval == 10, "integers[0] read as %d, expected 10", intval);
TEST_EXPECT_OK(e, akgl_get_json_array_index_integer(integers, 2, &intval), "integers[2]");
TEST_ASSERT(e, intval == 30, "integers[2] read as %d, expected 30", intval);
TEST_EXPECT_OK(e, akgl_get_json_array_index_string(strings, 1, &strval), "strings[1]");
TEST_ASSERT(e, strcmp((char *)&strval->data, "beta") == 0,
"strings[1] read as \"%s\", expected \"beta\"", (char *)&strval->data);
TEST_EXPECT_OK(e, akgl_get_json_array_index_object(objects, 1, &element), "objects[1]");
TEST_EXPECT_OK(e, akgl_get_json_integer_value(element, "id", &intval), "objects[1].id");
TEST_ASSERT(e, intval == 2, "objects[1].id read as %d, expected 2", intval);
// One past the end, and far past the end, are both out of bounds.
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS, akgl_get_json_array_index_integer(integers, 3, &intval),
"integers[3] is one past the end");
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS, akgl_get_json_array_index_integer(integers, 99, &intval),
"integers[99] is far past the end");
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS, akgl_get_json_array_index_object(objects, 5, &element),
"objects[5] is past the end");
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS, akgl_get_json_array_index_string(strings, 5, &strval),
"strings[5] is past the end");
// The mixed array holds one of each type, so every accessor can be shown
// to reject the entries that are not its own.
TEST_EXPECT_STATUS(e, AKERR_TYPE, akgl_get_json_array_index_integer(mixed, 1, &intval),
"integer accessor on a string element");
TEST_EXPECT_STATUS(e, AKERR_TYPE, akgl_get_json_array_index_string(mixed, 0, &strval),
"string accessor on an integer element");
TEST_EXPECT_STATUS(e, AKERR_TYPE, akgl_get_json_array_index_object(mixed, 0, &element),
"object accessor on an integer element");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_array_index_integer(NULL, 0, &intval),
"integer index accessor on a NULL array");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_array_index_object(NULL, 0, &element),
"object index accessor on a NULL array");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_array_index_string(NULL, 0, &strval),
"string index accessor on a NULL array");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_array_index_string(strings, 0, NULL),
"string index accessor with a NULL destination");
} CLEANUP {
IGNORE(akgl_heap_release_string(strval));
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_json_type_and_key_errors(void)
{
PREPARE_ERROR(e);
int intval = 0;
float floatval = 0;
bool boolval = false;
json_t *objval = NULL;
json_t *arrayval = NULL;
ATTEMPT {
// Missing keys.
TEST_EXPECT_STATUS(e, AKERR_KEY, akgl_get_json_integer_value(fixture, "absent", &intval),
"integer accessor on a missing key");
TEST_EXPECT_STATUS(e, AKERR_KEY, akgl_get_json_number_value(fixture, "absent", &floatval),
"number accessor on a missing key");
TEST_EXPECT_STATUS(e, AKERR_KEY, akgl_get_json_boolean_value(fixture, "absent", &boolval),
"boolean accessor on a missing key");
TEST_EXPECT_STATUS(e, AKERR_KEY, akgl_get_json_object_value(fixture, "absent", &objval),
"object accessor on a missing key");
TEST_EXPECT_STATUS(e, AKERR_KEY, akgl_get_json_array_value(fixture, "absent", &arrayval),
"array accessor on a missing key");
// Wrong types.
TEST_EXPECT_STATUS(e, AKERR_TYPE, akgl_get_json_integer_value(fixture, "name", &intval),
"integer accessor on a string");
TEST_EXPECT_STATUS(e, AKERR_TYPE, akgl_get_json_integer_value(fixture, "ratio", &intval),
"integer accessor on a real");
TEST_EXPECT_STATUS(e, AKERR_TYPE, akgl_get_json_number_value(fixture, "name", &floatval),
"number accessor on a string");
TEST_EXPECT_STATUS(e, AKERR_TYPE, akgl_get_json_boolean_value(fixture, "count", &boolval),
"boolean accessor on an integer");
TEST_EXPECT_STATUS(e, AKERR_TYPE, akgl_get_json_object_value(fixture, "integers", &objval),
"object accessor on an array");
TEST_EXPECT_STATUS(e, AKERR_TYPE, akgl_get_json_array_value(fixture, "nested", &arrayval),
"array accessor on an object");
// NULL containers.
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_integer_value(NULL, "count", &intval),
"integer accessor on a NULL object");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_number_value(NULL, "ratio", &floatval),
"number accessor on a NULL object");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_boolean_value(NULL, "enabled", &boolval),
"boolean accessor on a NULL object");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_object_value(NULL, "nested", &objval),
"object accessor on a NULL object");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_get_json_array_value(NULL, "integers", &arrayval),
"array accessor on a NULL object");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_json_with_default(void)
{
PREPARE_ERROR(e);
int dest = 0;
int defval = 99;
akerr_ErrorContext *keyerr = NULL;
akerr_ErrorContext *typeerr = NULL;
int junk = 0;
ATTEMPT {
// A NULL error means the read succeeded, so the default is not applied.
dest = 1;
TEST_EXPECT_OK(e, akgl_get_json_with_default(NULL, (void *)&defval, (void *)&dest, sizeof(int)),
"with_default on a NULL error");
TEST_ASSERT(e, dest == 1, "with_default overwrote a successful read (dest is now %d)", dest);
// An AKERR_KEY failure substitutes the default.
dest = 1;
keyerr = akgl_get_json_integer_value(fixture, "absent", &junk);
TEST_ASSERT(e, keyerr != NULL, "the missing-key read unexpectedly succeeded");
TEST_EXPECT_OK(e, akgl_get_json_with_default(keyerr, (void *)&defval, (void *)&dest, sizeof(int)),
"with_default on an AKERR_KEY error");
TEST_ASSERT(e, dest == 99, "with_default did not apply the default (dest is %d)", dest);
keyerr = NULL;
// An unrelated failure is not swallowed, so the caller still sees it.
dest = 1;
typeerr = akgl_get_json_integer_value(fixture, "name", &junk);
TEST_ASSERT(e, typeerr != NULL, "the wrong-type read unexpectedly succeeded");
TEST_EXPECT_STATUS(e, AKERR_TYPE,
akgl_get_json_with_default(typeerr, (void *)&defval, (void *)&dest, sizeof(int)),
"with_default must propagate an unrelated error");
TEST_ASSERT(e, dest == 1, "with_default applied the default for an unrelated error");
typeerr = NULL;
// NULL arguments alongside a real error are a contract violation.
keyerr = akgl_get_json_integer_value(fixture, "absent", &junk);
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
akgl_get_json_with_default(keyerr, NULL, (void *)&dest, sizeof(int)),
"with_default with a NULL default value");
keyerr = NULL;
keyerr = akgl_get_json_integer_value(fixture, "absent", &junk);
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER,
akgl_get_json_with_default(keyerr, (void *)&defval, NULL, sizeof(int)),
"with_default with a NULL destination");
keyerr = NULL;
} CLEANUP {
if ( keyerr != NULL ) {
keyerr->handled = true;
keyerr = akerr_release_error(keyerr);
}
if ( typeerr != NULL ) {
typeerr->handled = true;
typeerr = akerr_release_error(typeerr);
}
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
int main(void)
{
PREPARE_ERROR(errctx);
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
ATTEMPT {
CATCH(errctx, akgl_error_init());
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
CATCH(errctx, load_fixture());
CATCH(errctx, test_json_scalar_accessors());
CATCH(errctx, test_json_double_value());
CATCH(errctx, test_json_string_accessor());
CATCH(errctx, test_json_array_index_accessors());
CATCH(errctx, test_json_type_and_key_errors());
CATCH(errctx, test_json_with_default());
} CLEANUP {
if ( fixture != NULL ) {
json_decref(fixture);
}
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}

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tests/physics.c Normal file
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/**
* @file physics.c
* @brief Unit tests for the physics backends and the simulation loop.
*
* None of these tests need a renderer or a window. The simulation loop walks
* HEAP_ACTOR directly, so each test rebuilds the actor heap rather than relying
* on state left behind by an earlier one.
*/
#include <SDL3/SDL.h>
#include <string.h>
#include <akerror.h>
#include <akgl/error.h>
#include <akgl/physics.h>
#include <akgl/actor.h>
#include <akgl/character.h>
#include <akgl/game.h>
#include <akgl/heap.h>
#include <akgl/registry.h>
#include <akgl/staticstring.h>
#include "testutil.h"
/** @brief Records whether the stub movement logic ran, and with what dt. */
static int stub_movement_calls = 0;
static float32_t stub_movement_last_dt = 0;
/** @brief Movement logic stub that records its invocation and does nothing else. */
static akerr_ErrorContext *stub_movement_noop(akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
stub_movement_calls += 1;
stub_movement_last_dt = dt;
SUCCEED_RETURN(e);
}
/** @brief Movement logic stub that raises the interrupt the simulator must swallow. */
static akerr_ErrorContext *stub_movement_interrupt(akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
stub_movement_calls += 1;
FAIL_RETURN(e, AKGL_ERR_LOGICINTERRUPT, "deliberate interrupt from test stub");
}
/** @brief Movement logic stub that raises an error the simulator must propagate. */
static akerr_ErrorContext *stub_movement_error(akgl_Actor *actor, float32_t dt)
{
PREPARE_ERROR(e);
stub_movement_calls += 1;
FAIL_RETURN(e, AKERR_VALUE, "deliberate error from test stub");
}
/**
* @brief Build a character and an actor bound to it, ready for simulation.
*
* The actor is placed on the heap with a nonzero refcount and a movement logic
* stub, which is the minimum the simulation loop requires to process it.
*/
static akerr_ErrorContext *make_sim_actor(akgl_Actor **actor, akgl_Character **basechar, char *name)
{
PREPARE_ERROR(e);
ATTEMPT {
CATCH(e, akgl_heap_next_character(basechar));
CATCH(e, akgl_character_initialize(*basechar, name));
CATCH(e, akgl_heap_next_actor(actor));
CATCH(e, akgl_actor_initialize(*actor, name));
(*actor)->basechar = *basechar;
(*actor)->movementlogicfunc = &stub_movement_noop;
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/** @brief Reset the actor heap so each simulation test starts from a clean slate. */
static akerr_ErrorContext *reset_sim_heap(void)
{
PREPARE_ERROR(e);
ATTEMPT {
CATCH(e, akgl_registry_init_actor());
CATCH(e, akgl_registry_init_character());
CATCH(e, akgl_heap_init());
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
stub_movement_calls = 0;
stub_movement_last_dt = 0;
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_init_null(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
ATTEMPT {
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
TEST_EXPECT_OK(e, akgl_physics_init_null(&backend), "akgl_physics_init_null");
TEST_ASSERT(e, backend.gravity == &akgl_physics_null_gravity,
"init_null did not install the null gravity function");
TEST_ASSERT(e, backend.collide == &akgl_physics_null_collide,
"init_null did not install the null collide function");
TEST_ASSERT(e, backend.move == &akgl_physics_null_move,
"init_null did not install the null move function");
TEST_ASSERT(e, backend.simulate == &akgl_physics_simulate,
"init_null did not install the shared simulate function");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_init_null(NULL),
"akgl_physics_init_null(NULL)");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_null_backend_is_inert(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
akgl_Actor actor;
akgl_Actor reference;
ATTEMPT {
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
memset(&actor, 0x00, sizeof(akgl_Actor));
TEST_EXPECT_OK(e, akgl_physics_init_null(&backend), "akgl_physics_init_null");
actor.x = 3.0f; actor.y = 5.0f; actor.z = 7.0f;
actor.vx = 11.0f; actor.vy = 13.0f; actor.vz = 17.0f;
actor.ex = 19.0f; actor.ey = 23.0f; actor.ez = 29.0f;
memcpy(&reference, &actor, sizeof(akgl_Actor));
TEST_EXPECT_OK(e, backend.gravity(&backend, &actor, 1.0f), "null gravity");
TEST_EXPECT_OK(e, backend.move(&backend, &actor, 1.0f), "null move");
TEST_EXPECT_OK(e, backend.collide(&backend, &actor, &reference), "null collide");
TEST_ASSERT(e, memcmp(&actor, &reference, sizeof(akgl_Actor)) == 0,
"the null backend modified the actor");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_null_gravity(NULL, &actor, 1.0f),
"null gravity with NULL self");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_null_move(NULL, &actor, 1.0f),
"null move with NULL self");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_null_collide(NULL, &actor, &reference),
"null collide with NULL self");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_arcade_gravity(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
akgl_Actor actor;
ATTEMPT {
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
// X gravity subtracts, because the X origin is screen-left.
memset(&actor, 0x00, sizeof(akgl_Actor));
backend.gravity_x = 10.0;
TEST_EXPECT_OK(e, akgl_physics_arcade_gravity(&backend, &actor, 0.5f), "arcade gravity x");
TEST_ASSERT_FEQ(e, actor.ex, -5.0f, "gravity_x 10 over dt 0.5 gave ex %f, expected -5", actor.ex);
TEST_ASSERT_FEQ(e, actor.ey, 0.0f, "gravity_x leaked into ey (%f)", actor.ey);
TEST_ASSERT_FEQ(e, actor.ez, 0.0f, "gravity_x leaked into ez (%f)", actor.ez);
// Y gravity adds, because the Y origin is down-screen.
memset(&actor, 0x00, sizeof(akgl_Actor));
backend.gravity_x = 0;
backend.gravity_y = 10.0;
TEST_EXPECT_OK(e, akgl_physics_arcade_gravity(&backend, &actor, 0.5f), "arcade gravity y");
TEST_ASSERT_FEQ(e, actor.ey, 5.0f, "gravity_y 10 over dt 0.5 gave ey %f, expected 5", actor.ey);
TEST_ASSERT_FEQ(e, actor.ex, 0.0f, "gravity_y leaked into ex (%f)", actor.ex);
// Z gravity subtracts, because the Z origin is behind the camera.
memset(&actor, 0x00, sizeof(akgl_Actor));
backend.gravity_y = 0;
backend.gravity_z = 4.0;
TEST_EXPECT_OK(e, akgl_physics_arcade_gravity(&backend, &actor, 0.25f), "arcade gravity z");
TEST_ASSERT_FEQ(e, actor.ez, -1.0f, "gravity_z 4 over dt 0.25 gave ez %f, expected -1", actor.ez);
// Negative gravity reverses each axis.
memset(&actor, 0x00, sizeof(akgl_Actor));
backend.gravity_x = -10.0;
backend.gravity_y = -10.0;
backend.gravity_z = -10.0;
TEST_EXPECT_OK(e, akgl_physics_arcade_gravity(&backend, &actor, 1.0f), "arcade gravity negative");
TEST_ASSERT_FEQ(e, actor.ex, 10.0f, "negative gravity_x gave ex %f, expected 10", actor.ex);
TEST_ASSERT_FEQ(e, actor.ey, -10.0f, "negative gravity_y gave ey %f, expected -10", actor.ey);
TEST_ASSERT_FEQ(e, actor.ez, 10.0f, "negative gravity_z gave ez %f, expected 10", actor.ez);
// A zero dt applies no force even when gravity is set.
memset(&actor, 0x00, sizeof(akgl_Actor));
backend.gravity_x = 10.0;
backend.gravity_y = 10.0;
backend.gravity_z = 10.0;
TEST_EXPECT_OK(e, akgl_physics_arcade_gravity(&backend, &actor, 0.0f), "arcade gravity dt 0");
TEST_ASSERT_FEQ(e, actor.ex, 0.0f, "dt 0 still moved ex (%f)", actor.ex);
TEST_ASSERT_FEQ(e, actor.ey, 0.0f, "dt 0 still moved ey (%f)", actor.ey);
TEST_ASSERT_FEQ(e, actor.ez, 0.0f, "dt 0 still moved ez (%f)", actor.ez);
// All-zero gravity leaves every axis alone.
memset(&actor, 0x00, sizeof(akgl_Actor));
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
actor.ex = 1.0f; actor.ey = 2.0f; actor.ez = 3.0f;
TEST_EXPECT_OK(e, akgl_physics_arcade_gravity(&backend, &actor, 1.0f), "arcade gravity all zero");
TEST_ASSERT_FEQ(e, actor.ex, 1.0f, "zero gravity_x changed ex (%f)", actor.ex);
TEST_ASSERT_FEQ(e, actor.ey, 2.0f, "zero gravity_y changed ey (%f)", actor.ey);
TEST_ASSERT_FEQ(e, actor.ez, 3.0f, "zero gravity_z changed ez (%f)", actor.ez);
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_arcade_gravity(NULL, &actor, 1.0f),
"arcade gravity with NULL self");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_arcade_gravity(&backend, NULL, 1.0f),
"arcade gravity with NULL actor");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_arcade_move(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
akgl_Actor actor;
ATTEMPT {
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
memset(&actor, 0x00, sizeof(akgl_Actor));
actor.x = 100.0f; actor.y = 200.0f; actor.z = 300.0f;
actor.vx = 10.0f; actor.vy = -20.0f; actor.vz = 30.0f;
TEST_EXPECT_OK(e, akgl_physics_arcade_move(&backend, &actor, 0.5f), "arcade move");
TEST_ASSERT_FEQ(e, actor.x, 105.0f, "x moved to %f, expected 105", actor.x);
TEST_ASSERT_FEQ(e, actor.y, 190.0f, "y moved to %f, expected 190", actor.y);
TEST_ASSERT_FEQ(e, actor.z, 315.0f, "z moved to %f, expected 315", actor.z);
// dt of zero is a no-op regardless of velocity.
TEST_EXPECT_OK(e, akgl_physics_arcade_move(&backend, &actor, 0.0f), "arcade move dt 0");
TEST_ASSERT_FEQ(e, actor.x, 105.0f, "dt 0 moved x to %f", actor.x);
TEST_ASSERT_FEQ(e, actor.y, 190.0f, "dt 0 moved y to %f", actor.y);
TEST_ASSERT_FEQ(e, actor.z, 315.0f, "dt 0 moved z to %f", actor.z);
// Zero velocity is a no-op regardless of dt.
actor.vx = 0; actor.vy = 0; actor.vz = 0;
TEST_EXPECT_OK(e, akgl_physics_arcade_move(&backend, &actor, 10.0f), "arcade move zero velocity");
TEST_ASSERT_FEQ(e, actor.x, 105.0f, "zero velocity moved x to %f", actor.x);
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_arcade_move(NULL, &actor, 1.0f),
"arcade move with NULL self");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_arcade_move(&backend, NULL, 1.0f),
"arcade move with NULL actor");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_arcade_collide_unimplemented(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
akgl_Actor a1;
akgl_Actor a2;
ATTEMPT {
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
memset(&a1, 0x00, sizeof(akgl_Actor));
memset(&a2, 0x00, sizeof(akgl_Actor));
// Pins the stub so that implementing collision has to update this test.
TEST_EXPECT_STATUS(e, AKERR_API, akgl_physics_arcade_collide(&backend, &a1, &a2),
"arcade collide is still a stub");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_arcade_collide(NULL, &a1, &a2),
"arcade collide with NULL self");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_factory(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
akgl_String typestr;
ATTEMPT {
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
CATCH(e, akgl_string_initialize(&typestr, "null"));
TEST_EXPECT_OK(e, akgl_physics_factory(&backend, &typestr), "factory(\"null\")");
TEST_ASSERT(e, backend.move == &akgl_physics_null_move,
"factory(\"null\") did not install the null backend");
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
CATCH(e, akgl_string_initialize(&typestr, "arcade"));
TEST_EXPECT_OK(e, akgl_physics_factory(&backend, &typestr), "factory(\"arcade\")");
TEST_ASSERT(e, backend.move == &akgl_physics_arcade_move,
"factory(\"arcade\") did not install the arcade backend");
CATCH(e, akgl_string_initialize(&typestr, "newtonian"));
TEST_EXPECT_STATUS(e, AKERR_KEY, akgl_physics_factory(&backend, &typestr),
"factory with an unknown backend name");
// An empty name must not match either prefix.
CATCH(e, akgl_string_initialize(&typestr, ""));
TEST_EXPECT_STATUS(e, AKERR_KEY, akgl_physics_factory(&backend, &typestr),
"factory with an empty backend name");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_factory(NULL, &typestr),
"factory with NULL self");
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_factory(&backend, NULL),
"factory with NULL type");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_init_arcade_properties(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
ATTEMPT {
CATCH(e, akgl_registry_init_properties());
// With nothing configured, every environmental constant defaults to zero.
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
TEST_EXPECT_OK(e, akgl_physics_init_arcade(&backend), "init_arcade with no properties set");
TEST_ASSERT_FEQ(e, backend.gravity_y, 0.0f,
"unset physics.gravity.y defaulted to %f, expected 0", backend.gravity_y);
TEST_ASSERT_FEQ(e, backend.drag_x, 0.0f,
"unset physics.drag.x defaulted to %f, expected 0", backend.drag_x);
TEST_ASSERT(e, backend.gravity == &akgl_physics_arcade_gravity,
"init_arcade did not install the arcade gravity function");
TEST_ASSERT(e, backend.simulate == &akgl_physics_simulate,
"init_arcade did not install the shared simulate function");
// Configured values are read out of the property registry.
CATCH(e, akgl_set_property("physics.gravity.x", "1.5"));
CATCH(e, akgl_set_property("physics.gravity.y", "9.8"));
CATCH(e, akgl_set_property("physics.gravity.z", "2.25"));
CATCH(e, akgl_set_property("physics.drag.x", "0.5"));
CATCH(e, akgl_set_property("physics.drag.y", "0.25"));
CATCH(e, akgl_set_property("physics.drag.z", "0.125"));
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
TEST_EXPECT_OK(e, akgl_physics_init_arcade(&backend), "init_arcade with properties set");
TEST_ASSERT_FEQ(e, backend.gravity_x, 1.5f, "physics.gravity.x read as %f", backend.gravity_x);
TEST_ASSERT_FEQ(e, backend.gravity_y, 9.8f, "physics.gravity.y read as %f", backend.gravity_y);
TEST_ASSERT_FEQ(e, backend.gravity_z, 2.25f, "physics.gravity.z read as %f", backend.gravity_z);
TEST_ASSERT_FEQ(e, backend.drag_x, 0.5f, "physics.drag.x read as %f", backend.drag_x);
TEST_ASSERT_FEQ(e, backend.drag_y, 0.25f, "physics.drag.y read as %f", backend.drag_y);
TEST_ASSERT_FEQ(e, backend.drag_z, 0.125f, "physics.drag.z read as %f", backend.drag_z);
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_init_arcade(NULL),
"init_arcade with NULL self");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_simulate_skips_inactive(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
akgl_Actor *actor = NULL;
akgl_Character *basechar = NULL;
ATTEMPT {
CATCH(e, reset_sim_heap());
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
CATCH(e, akgl_physics_init_null(&backend));
// A released actor (refcount 0) is skipped entirely.
CATCH(e, make_sim_actor(&actor, &basechar, "inactive"));
actor->refcount = 0;
stub_movement_calls = 0;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with a released actor");
TEST_ASSERT(e, stub_movement_calls == 0,
"simulate ran movement logic for an actor with refcount 0 (%d calls)",
stub_movement_calls);
// An actor with no base character is skipped.
CATCH(e, reset_sim_heap());
CATCH(e, make_sim_actor(&actor, &basechar, "nochar"));
actor->basechar = NULL;
stub_movement_calls = 0;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with a character-less actor");
TEST_ASSERT(e, stub_movement_calls == 0,
"simulate ran movement logic for an actor with no base character (%d calls)",
stub_movement_calls);
// A fully wired actor is processed.
CATCH(e, reset_sim_heap());
CATCH(e, make_sim_actor(&actor, &basechar, "active"));
stub_movement_calls = 0;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with an active actor");
TEST_ASSERT(e, stub_movement_calls == 1,
"simulate ran movement logic %d times for one active actor, expected 1",
stub_movement_calls);
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_simulate_children_follow_parents(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
akgl_Actor *parent = NULL;
akgl_Actor *child = NULL;
akgl_Character *basechar = NULL;
akgl_Character *childchar = NULL;
ATTEMPT {
CATCH(e, reset_sim_heap());
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
CATCH(e, akgl_physics_init_null(&backend));
CATCH(e, make_sim_actor(&parent, &basechar, "parent"));
CATCH(e, make_sim_actor(&child, &childchar, "child"));
parent->x = 100.0f; parent->y = 200.0f; parent->z = 300.0f;
// For a child, vx/vy/vz are read as a fixed offset from the parent.
child->vx = 5.0f; child->vy = -5.0f; child->vz = 2.0f;
child->x = -999.0f; child->y = -999.0f; child->z = -999.0f;
CATCH(e, akgl_actor_add_child(parent, child));
stub_movement_calls = 0;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with a parented child");
TEST_ASSERT_FEQ(e, child->x, 105.0f, "child x resolved to %f, expected parent 100 + offset 5", child->x);
TEST_ASSERT_FEQ(e, child->y, 195.0f, "child y resolved to %f, expected parent 200 - offset 5", child->y);
TEST_ASSERT_FEQ(e, child->z, 302.0f, "child z resolved to %f, expected parent 300 + offset 2", child->z);
// Only the parent goes through the movement logic; the child is positional only.
TEST_ASSERT(e, stub_movement_calls == 1,
"simulate ran movement logic %d times, expected 1 (parent only)",
stub_movement_calls);
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_simulate_layer_mask(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
akgl_Actor *layer0 = NULL;
akgl_Actor *layer3 = NULL;
akgl_Character *char0 = NULL;
akgl_Character *char3 = NULL;
akgl_Iterator opflags;
ATTEMPT {
CATCH(e, reset_sim_heap());
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
CATCH(e, akgl_physics_init_null(&backend));
CATCH(e, make_sim_actor(&layer0, &char0, "onlayer0"));
CATCH(e, make_sim_actor(&layer3, &char3, "onlayer3"));
layer0->layer = 0;
layer3->layer = 3;
// Masking to layer 3 processes only the layer 3 actor.
opflags.flags = AKGL_ITERATOR_OP_LAYERMASK;
opflags.layerid = 3;
stub_movement_calls = 0;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, &opflags), "simulate masked to layer 3");
TEST_ASSERT(e, stub_movement_calls == 1,
"layer mask 3 processed %d actors, expected 1", stub_movement_calls);
// Masking to a layer with no actors processes nothing.
opflags.layerid = 7;
stub_movement_calls = 0;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, &opflags), "simulate masked to an empty layer");
TEST_ASSERT(e, stub_movement_calls == 0,
"empty layer mask processed %d actors, expected 0", stub_movement_calls);
// Without the mask flag, layerid is ignored and both actors are processed.
opflags.flags = 0;
opflags.layerid = 7;
stub_movement_calls = 0;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, &opflags), "simulate with the layer mask off");
TEST_ASSERT(e, stub_movement_calls == 2,
"unmasked simulate processed %d actors, expected 2", stub_movement_calls);
// A NULL iterator selects the documented defaults, which mask nothing.
stub_movement_calls = 0;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with NULL opflags");
TEST_ASSERT(e, stub_movement_calls == 2,
"NULL opflags processed %d actors, expected 2", stub_movement_calls);
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_simulate_thrust_and_clamp(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
akgl_Actor *actor = NULL;
akgl_Character *basechar = NULL;
ATTEMPT {
CATCH(e, reset_sim_heap());
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
CATCH(e, akgl_physics_init_null(&backend));
CATCH(e, make_sim_actor(&actor, &basechar, "thruster"));
// Thrust beyond the actor's max speed clamps to +sx, preserving sign.
actor->sx = 50.0f; actor->sy = 40.0f; actor->sz = 30.0f;
actor->tx = 500.0f; actor->ty = 400.0f; actor->tz = 300.0f;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with positive over-thrust");
TEST_ASSERT_FEQ(e, actor->tx, 50.0f, "tx clamped to %f, expected 50", actor->tx);
TEST_ASSERT_FEQ(e, actor->ty, 40.0f, "ty clamped to %f, expected 40", actor->ty);
TEST_ASSERT_FEQ(e, actor->tz, 30.0f, "tz clamped to %f, expected 30", actor->tz);
// Negative over-thrust clamps to -sx.
actor->tx = -500.0f; actor->ty = -400.0f; actor->tz = -300.0f;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with negative over-thrust");
TEST_ASSERT_FEQ(e, actor->tx, -50.0f, "tx clamped to %f, expected -50", actor->tx);
TEST_ASSERT_FEQ(e, actor->ty, -40.0f, "ty clamped to %f, expected -40", actor->ty);
TEST_ASSERT_FEQ(e, actor->tz, -30.0f, "tz clamped to %f, expected -30", actor->tz);
// Thrust inside the limit is left alone.
actor->tx = 10.0f; actor->ty = -10.0f; actor->tz = 5.0f;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with in-range thrust");
TEST_ASSERT_FEQ(e, actor->tx, 10.0f, "in-range tx changed to %f", actor->tx);
TEST_ASSERT_FEQ(e, actor->ty, -10.0f, "in-range ty changed to %f", actor->ty);
TEST_ASSERT_FEQ(e, actor->tz, 5.0f, "in-range tz changed to %f", actor->tz);
// Velocity is the sum of environmental force and thrust.
actor->ex = 3.0f; actor->ey = 4.0f; actor->ez = 5.0f;
actor->tx = 1.0f; actor->ty = 2.0f; actor->tz = 3.0f;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate velocity composition");
TEST_ASSERT_FEQ(e, actor->vx, 4.0f, "vx composed to %f, expected ex 3 + tx 1", actor->vx);
TEST_ASSERT_FEQ(e, actor->vy, 6.0f, "vy composed to %f, expected ey 4 + ty 2", actor->vy);
TEST_ASSERT_FEQ(e, actor->vz, 8.0f, "vz composed to %f, expected ez 5 + tz 3", actor->vz);
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_simulate_drag(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
akgl_Actor *actor = NULL;
akgl_Character *basechar = NULL;
ATTEMPT {
CATCH(e, reset_sim_heap());
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
CATCH(e, akgl_physics_init_null(&backend));
CATCH(e, make_sim_actor(&actor, &basechar, "dragged"));
// Zero drag leaves environmental velocity untouched.
actor->ex = 100.0f; actor->ey = 100.0f; actor->ez = 100.0f;
actor->sx = 1000.0f; actor->sy = 1000.0f; actor->sz = 1000.0f;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with zero drag");
TEST_ASSERT_FEQ(e, actor->ex, 100.0f, "zero drag changed ex to %f", actor->ex);
TEST_ASSERT_FEQ(e, actor->ey, 100.0f, "zero drag changed ey to %f", actor->ey);
TEST_ASSERT_FEQ(e, actor->ez, 100.0f, "zero drag changed ez to %f", actor->ez);
// Nonzero drag bleeds off environmental velocity in proportion to dt.
// The simulator derives dt from the wall clock, so assert the direction
// and bounds of the change rather than an exact figure.
backend.drag_x = 0.5;
backend.drag_y = 0.5;
backend.drag_z = 0.5;
backend.gravity_time = SDL_GetTicksNS();
SDL_Delay(20);
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate with drag applied");
TEST_ASSERT(e, actor->ex < 100.0f && actor->ex > 0.0f,
"drag left ex at %f, expected a value between 0 and 100", actor->ex);
TEST_ASSERT(e, actor->ey < 100.0f && actor->ey > 0.0f,
"drag left ey at %f, expected a value between 0 and 100", actor->ey);
TEST_ASSERT(e, actor->ez < 100.0f && actor->ez > 0.0f,
"drag left ez at %f, expected a value between 0 and 100", actor->ez);
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_simulate_movement_states(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
akgl_Actor *actor = NULL;
akgl_Character *basechar = NULL;
ATTEMPT {
CATCH(e, reset_sim_heap());
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
CATCH(e, akgl_physics_init_null(&backend));
CATCH(e, make_sim_actor(&actor, &basechar, "mover"));
actor->sx = 1000.0f; actor->sy = 1000.0f; actor->sz = 1000.0f;
actor->ax = 10.0f; actor->ay = 20.0f;
// An idle actor accumulates no thrust on either axis.
actor->state = 0;
actor->tx = 0; actor->ty = 0;
backend.gravity_time = SDL_GetTicksNS();
SDL_Delay(10);
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate an idle actor");
TEST_ASSERT_FEQ(e, actor->tx, 0.0f, "idle actor accumulated tx %f", actor->tx);
TEST_ASSERT_FEQ(e, actor->ty, 0.0f, "idle actor accumulated ty %f", actor->ty);
// Moving horizontally accumulates thrust on X only.
actor->state = AKGL_ACTOR_STATE_MOVING_LEFT;
actor->tx = 0; actor->ty = 0;
backend.gravity_time = SDL_GetTicksNS();
SDL_Delay(10);
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate a horizontally moving actor");
TEST_ASSERT(e, actor->tx > 0.0f, "MOVING_LEFT accumulated tx %f, expected a positive value", actor->tx);
TEST_ASSERT_FEQ(e, actor->ty, 0.0f, "MOVING_LEFT leaked thrust into ty (%f)", actor->ty);
// Moving vertically accumulates thrust on Y only.
actor->state = AKGL_ACTOR_STATE_MOVING_DOWN;
actor->tx = 0; actor->ty = 0;
backend.gravity_time = SDL_GetTicksNS();
SDL_Delay(10);
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate a vertically moving actor");
TEST_ASSERT(e, actor->ty > 0.0f, "MOVING_DOWN accumulated ty %f, expected a positive value", actor->ty);
TEST_ASSERT_FEQ(e, actor->tx, 0.0f, "MOVING_DOWN leaked thrust into tx (%f)", actor->tx);
// The right and up states drive the same accumulators.
actor->state = (AKGL_ACTOR_STATE_MOVING_RIGHT | AKGL_ACTOR_STATE_MOVING_UP);
actor->tx = 0; actor->ty = 0;
backend.gravity_time = SDL_GetTicksNS();
SDL_Delay(10);
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL), "simulate a diagonally moving actor");
TEST_ASSERT(e, actor->tx > 0.0f, "MOVING_RIGHT accumulated tx %f, expected a positive value", actor->tx);
TEST_ASSERT(e, actor->ty > 0.0f, "MOVING_UP accumulated ty %f, expected a positive value", actor->ty);
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_simulate_logic_interrupt(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
akgl_Actor *first = NULL;
akgl_Actor *second = NULL;
akgl_Character *char1 = NULL;
akgl_Character *char2 = NULL;
ATTEMPT {
CATCH(e, reset_sim_heap());
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
CATCH(e, akgl_physics_init_null(&backend));
CATCH(e, make_sim_actor(&first, &char1, "interrupter"));
CATCH(e, make_sim_actor(&second, &char2, "follower"));
first->movementlogicfunc = &stub_movement_interrupt;
// AKGL_ERR_LOGICINTERRUPT means "skip me this frame", not "abort the frame",
// so the second actor must still be reached.
stub_movement_calls = 0;
TEST_EXPECT_OK(e, akgl_physics_simulate(&backend, NULL),
"simulate must swallow AKGL_ERR_LOGICINTERRUPT");
TEST_ASSERT(e, stub_movement_calls == 2,
"an interrupting actor stopped the loop after %d of 2 actors",
stub_movement_calls);
// An unrelated error is not swallowed.
CATCH(e, reset_sim_heap());
CATCH(e, make_sim_actor(&first, &char1, "failer"));
first->movementlogicfunc = &stub_movement_error;
TEST_EXPECT_STATUS(e, AKERR_VALUE, akgl_physics_simulate(&backend, NULL),
"simulate must propagate a non-interrupt movement error");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
akerr_ErrorContext *test_physics_simulate_nullpointers(void)
{
PREPARE_ERROR(e);
akgl_PhysicsBackend backend;
ATTEMPT {
CATCH(e, reset_sim_heap());
// A backend with no move function cannot simulate.
memset(&backend, 0x00, sizeof(akgl_PhysicsBackend));
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_simulate(&backend, NULL),
"simulate with no move function installed");
// A NULL backend must be reported, not dereferenced.
TEST_EXPECT_STATUS(e, AKERR_NULLPOINTER, akgl_physics_simulate(NULL, NULL),
"simulate with NULL self");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
int main(void)
{
PREPARE_ERROR(errctx);
SDL_SetHint(SDL_HINT_VIDEO_DRIVER, "dummy");
SDL_SetHint(SDL_HINT_AUDIO_DRIVER, "dummy");
ATTEMPT {
CATCH(errctx, akgl_error_init());
CATCH(errctx, akgl_heap_init());
CATCH(errctx, akgl_registry_init());
CATCH(errctx, akgl_registry_init_properties());
CATCH(errctx, test_physics_init_null());
CATCH(errctx, test_physics_null_backend_is_inert());
CATCH(errctx, test_physics_arcade_gravity());
CATCH(errctx, test_physics_arcade_move());
CATCH(errctx, test_physics_arcade_collide_unimplemented());
CATCH(errctx, test_physics_factory());
CATCH(errctx, test_physics_init_arcade_properties());
CATCH(errctx, test_physics_simulate_skips_inactive());
CATCH(errctx, test_physics_simulate_children_follow_parents());
CATCH(errctx, test_physics_simulate_layer_mask());
CATCH(errctx, test_physics_simulate_thrust_and_clamp());
CATCH(errctx, test_physics_simulate_drag());
CATCH(errctx, test_physics_simulate_movement_states());
CATCH(errctx, test_physics_simulate_logic_interrupt());
CATCH(errctx, test_physics_simulate_nullpointers());
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}

View File

@@ -1,9 +1,9 @@
#include <SDL3/SDL.h> #include <SDL3/SDL.h>
#include <stdlib.h> #include <stdlib.h>
#include <sdlerror.h> #include <akerror.h>
#include <sdl3game/registry.h> #include <akgl/registry.h>
typedef ErrorContext *(*RegistryFuncPtr)(void); typedef akerr_ErrorContext *(*RegistryFuncPtr)(void);
void *sdl_calloc_always_fails(size_t a, size_t b) void *sdl_calloc_always_fails(size_t a, size_t b)
{ {
@@ -11,7 +11,7 @@ void *sdl_calloc_always_fails(size_t a, size_t b)
return NULL; return NULL;
} }
ErrorContext *test_registry_init(RegistryFuncPtr funcptr) akerr_ErrorContext *test_akgl_registry_init(RegistryFuncPtr funcptr)
{ {
SDL_malloc_func malloc_func; SDL_malloc_func malloc_func;
SDL_calloc_func calloc_func; SDL_calloc_func calloc_func;
@@ -43,42 +43,42 @@ ErrorContext *test_registry_init(RegistryFuncPtr funcptr)
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH(errctx, true); } FINISH(errctx, true);
FAIL_RETURN(errctx, ERR_BEHAVIOR, "SDL memory allocator fails but registry reports successful property creation"); FAIL_RETURN(errctx, AKGL_ERR_BEHAVIOR, "SDL memory allocator fails but registry reports successful property creation");
} }
ErrorContext *test_registry_init_creation_failures(void) akerr_ErrorContext *test_akgl_registry_init_creation_failures(void)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
ATTEMPT { ATTEMPT {
CATCH(errctx, test_registry_init(&registry_init_actor)); CATCH(errctx, test_akgl_registry_init(&akgl_registry_init_actor));
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} HANDLE(errctx, ERR_NULLPOINTER) { } HANDLE(errctx, AKERR_NULLPOINTER) {
printf("Sucess\n"); printf("Sucess\n");
} FINISH(errctx, true); } FINISH(errctx, true);
ATTEMPT { ATTEMPT {
CATCH(errctx, test_registry_init(&registry_init_sprite)); CATCH(errctx, test_akgl_registry_init(&akgl_registry_init_sprite));
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} HANDLE(errctx, ERR_NULLPOINTER) { } HANDLE(errctx, AKERR_NULLPOINTER) {
printf("Sucess\n"); printf("Sucess\n");
} FINISH(errctx, true); } FINISH(errctx, true);
ATTEMPT { ATTEMPT {
CATCH(errctx, test_registry_init(&registry_init_spritesheet)); CATCH(errctx, test_akgl_registry_init(&akgl_registry_init_spritesheet));
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} HANDLE(errctx, ERR_NULLPOINTER) { } HANDLE(errctx, AKERR_NULLPOINTER) {
printf("Sucess\n"); printf("Sucess\n");
} FINISH(errctx, true); } FINISH(errctx, true);
ATTEMPT { ATTEMPT {
CATCH(errctx, test_registry_init(&registry_init_character)); CATCH(errctx, test_akgl_registry_init(&akgl_registry_init_character));
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} HANDLE(errctx, ERR_NULLPOINTER) { } HANDLE(errctx, AKERR_NULLPOINTER) {
printf("Sucess\n"); printf("Sucess\n");
} FINISH(errctx, true); } FINISH(errctx, true);
SUCCEED_RETURN(errctx); SUCCEED_RETURN(errctx);
} }
@@ -87,7 +87,8 @@ int main(void)
{ {
PREPARE_ERROR(errctx); PREPARE_ERROR(errctx);
ATTEMPT { ATTEMPT {
CATCH(errctx, test_registry_init_creation_failures()); CATCH(errctx, akgl_error_init());
CATCH(errctx, test_akgl_registry_init_creation_failures());
} CLEANUP { } CLEANUP {
} PROCESS(errctx) { } PROCESS(errctx) {
} FINISH_NORETURN(errctx); } FINISH_NORETURN(errctx);

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