Add the akgl_ui subsystem: clay-backed menus, HUDs and dialogs #3

Merged
andrew merged 15 commits from clay-ui into main 2026-08-02 16:14:50 -04:00
11 changed files with 494 additions and 6 deletions
Showing only changes of commit b7ff54b09f - Show all commits

4
.gitmodules vendored
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@@ -28,3 +28,7 @@
[submodule "deps/tg"]
path = deps/tg
url = https://github.com/tidwall/tg.git
[submodule "clay"]
path = deps/clay
url = https://github.com/nicbarker/clay.git
branch = v0.14

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@@ -217,6 +217,7 @@ set(AKGL_PUBLIC_HEADERS
text
tilemap
types
ui
util
)
@@ -317,6 +318,8 @@ add_library(akgl SHARED
src/sprite.c
src/staticstring.c
src/tilemap.c
src/ui.c
src/ui_clay.c
src/util.c
src/version.c
)
@@ -368,6 +371,26 @@ set_source_files_properties(${AKGL_CCD_SOURCES} PROPERTIES
COMPILE_OPTIONS "-w;-fvisibility=hidden;-include;${CMAKE_CURRENT_SOURCE_DIR}/src/ccd_arena_shim.h"
COMPILE_DEFINITIONS "CCD_STATIC_DEFINE")
# clay supplies the UI layout engine. Its sources are listed rather than
# add_subdirectory()'d, on the semver/libccd precedent, because
# deps/clay/CMakeLists.txt is unusable as a subproject and none of it is ours
# to fix in a submodule:
#
# - it declares no library target at all -- clay is a single header, and the
# add_library(INTERFACE) lines at the bottom are commented out upstream.
# - option(CLAY_INCLUDE_ALL_EXAMPLES ... ON) add_subdirectory()s every
# example by default, dragging raylib, cairo and sokol into our configure.
# - cmake_minimum_required(VERSION 3.27) against this project's 3.10.
#
# src/ui_clay.c is the one translation unit that defines CLAY_IMPLEMENTATION;
# it is 99% vendored code, so it gets -w on the same terms as semver and
# libccd. Deliberately NOT -fvisibility=hidden, unlike libccd: the CLAY()
# macros in a consuming game expand to Clay__OpenElement() and friends, which
# must resolve against libakgl.so, so clay's symbols are part of the ABI on
# purpose. The matching obligation -- a consumer must not link a second clay --
# is documented in akgl/ui.h.
set_source_files_properties(src/ui_clay.c PROPERTIES COMPILE_OPTIONS "-w")
# PRIVATE, so that ccd/*.h never reaches a consumer's include path. The `headers`
# suite compiles each public header as the first include of a translation unit
# with only include/ available, so a public header that pulled in <ccd/ccd.h>
@@ -406,6 +429,7 @@ set(AKGL_TEST_SUITES
staticstring
text
tilemap
ui
util
version
)
@@ -516,6 +540,11 @@ set_tests_properties(
target_include_directories(akgl PUBLIC
include/
deps/semver/
# PUBLIC, unlike libccd's PRIVATE include above, because akgl/ui.h includes
# <clay.h> in its public interface -- consumers write CLAY() blocks, so
# hiding the header would hide the point. clay.h is installed beside
# semver.h for the same reason.
deps/clay/
# 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/
@@ -882,11 +911,14 @@ install(FILES ${CMAKE_CURRENT_BINARY_DIR}/akgl.pc DESTINATION "lib/pkgconfig/")
install(FILES ${CMAKE_CURRENT_BINARY_DIR}/include/akgl/version.h DESTINATION "include/akgl/")
install(TARGETS akgl DESTINATION "lib/")
install(FILES "deps/semver/semver.h" DESTINATION "include/")
# libccd is compiled into libakgl.so, and its BSD-3 licence requires the notice
# to travel with the binary form. Nothing else in deps/ is linked in statically
# -- SDL, jansson, libakerror and libakstdlib are all separate shared objects
# that ship their own -- so this is the only third-party notice we owe.
install(FILES "deps/clay/clay.h" DESTINATION "include/")
# libccd and clay are compiled into libakgl.so, and their licences (BSD-3 and
# zlib respectively) ask that the notice travel with the binary form. Nothing
# else in deps/ is linked in statically -- SDL, jansson, libakerror and
# libakstdlib are all separate shared objects that ship their own -- so these
# are the only third-party notices we owe.
install(FILES "deps/libccd/BSD-LICENSE" DESTINATION "share/doc/akgl/" RENAME "BSD-LICENSE.libccd")
install(FILES "deps/clay/LICENSE.md" DESTINATION "share/doc/akgl/" RENAME "LICENSE.clay")
foreach(header IN LISTS AKGL_PUBLIC_HEADERS)
install(FILES "include/akgl/${header}.h" DESTINATION "include/akgl/")
endforeach()

1
deps/clay vendored Submodule

Submodule deps/clay added at b25a31c1a1

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@@ -76,11 +76,12 @@
#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 */
#define AKGL_ERR_COLLISION (AKGL_ERR_BASE + 5) /**< A collision query could not be answered; the message says why */
#define AKGL_ERR_UI (AKGL_ERR_BASE + 6) /**< The UI subsystem refused, or clay reported a layout error; the message says which */
// 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 + 6)
#define AKGL_ERR_LIMIT (AKGL_ERR_BASE + 7)
#define AKGL_ERR_COUNT (AKGL_ERR_LIMIT - AKGL_ERR_BASE)
/**

161
include/akgl/ui.h Normal file
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@@ -0,0 +1,161 @@
/**
* @file ui.h
* @brief Screen-space user interface layouts, built on the clay layout engine.
*
* This subsystem exists because every game eventually wants a dialog box, a
* HUD counter, or a menu, and hand-rolling them out of rectangles and
* akgl_text_rendertextat() is tedious the first time and unmaintainable by the
* fourth (`examples/jrpg/textbox.c` is the honest record of the first time).
* clay computes the layout; libakgl owns everything that has to touch SDL or
* the rest of the library -- the arena clay allocates from, the text
* measurement it calls back into, the render commands it emits, and the
* pointer state it is fed.
*
* There are two ways in, and they compose:
*
* - Write clay's declarative `CLAY({...}) { ... }` blocks yourself between
* akgl_ui_frame_begin() and akgl_ui_frame_end(). The whole of clay's API
* is available -- this header includes `<clay.h>` on purpose, the same way
* SDL types appear undisguised elsewhere in this library.
* - Call the widget helpers, which emit those blocks for you.
*
* The subsystem is optional the way collision is optional: always compiled in,
* inert until akgl_ui_init() runs, and costing nothing but static storage
* before that.
*
* @warning libakgl compiles clay into `libakgl.so` (the `CLAY_IMPLEMENTATION`
* translation unit is `src/ui_clay.c`) and exports its symbols,
* because the `CLAY()` macros in *your* translation units expand to
* calls into them. Do not define `CLAY_IMPLEMENTATION` yourself and
* do not link another copy of clay: two definitions of the same
* symbols and the loader picks one silently, which is the exact
* defect AGENTS.md records against an exported `renderer`.
*/
#ifndef _AKGL_UI_H_
#define _AKGL_UI_H_
#include <stddef.h>
#include <stdint.h>
#include <akerror.h>
#include <clay.h>
/**
* @brief Most elements one layout may declare.
*
* Passed to `Clay_SetMaxElementCount` before the arena is sized, so it is a
* compile-time ceiling in the same sense as the `AKGL_MAX_HEAP_*` family:
* define it before including this header to raise it, and see
* #AKGL_UI_ARENA_BYTES, which must grow with it.
*/
#ifndef AKGL_UI_MAX_ELEMENTS
#define AKGL_UI_MAX_ELEMENTS 1024
#endif
/**
* @brief Most whitespace-separated words clay's text measurement cache holds.
*
* Clay measures text one word at a time and caches the result; a cache miss
* costs one call back into SDL_ttf. This bounds the cache, not the text -- a
* layout with more distinct words than this still renders, it just measures
* some of them every frame and clay reports the overflow through the error
* handler.
*/
#ifndef AKGL_UI_MAX_MEASURE_WORDS
#define AKGL_UI_MAX_MEASURE_WORDS 4096
#endif
/**
* @brief Bytes of static storage clay lays its internal structures out in.
*
* The arena is a fixed array in `src/ui.c` -- libakgl does not call `malloc`
* at runtime, and clay never allocates behind the arena's back. What clay
* needs is a function of #AKGL_UI_MAX_ELEMENTS and #AKGL_UI_MAX_MEASURE_WORDS
* and is only computable at runtime, so akgl_ui_init() checks
* `Clay_MinMemorySize()` against this and refuses with both numbers in the
* message when it does not fit. A too-small arena is a loud failure at
* startup, never a corruption at frame forty thousand.
*/
#ifndef AKGL_UI_ARENA_BYTES
#define AKGL_UI_ARENA_BYTES (1024 * 1024)
#endif
/**
* @brief Bring the UI subsystem up.
*
* Bounds clay to the `AKGL_UI_*` ceilings, checks that the arena is big
* enough for them, and hands it to `Clay_Initialize` with an error handler
* that routes clay's layout-time complaints into the libakgl error protocol
* (they surface from akgl_ui_frame_end(), which is the first call after they
* can happen).
*
* The layout dimensions are taken as parameters rather than read from the
* camera or the window, so a headless program -- a test, a layout tool -- can
* bring the UI up without a renderer existing at all. A windowed game passes
* its screen size and lets akgl_ui_handle_event() track resizes from there.
*
* @param width Layout width in pixels. Must be positive.
* @param height Layout height in pixels. Must be positive.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_OUTOFBOUNDS If @p width or @p height is not positive.
* @throws AKGL_ERR_UI If the subsystem is already initialized -- call
* akgl_ui_shutdown() first; if the arena cannot hold clay's
* structures at the current ceilings -- the message carries the bytes
* required and the bytes available, so the operator knows what to
* raise #AKGL_UI_ARENA_BYTES to; or if `Clay_Initialize` refuses,
* which the preceding checks should make unreachable.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_init(int width, int height);
/**
* @brief Return the UI subsystem to the inert state.
*
* clay has no teardown of its own -- everything it built lives in the arena,
* and the next akgl_ui_init() lays a new context out over it. This forgets
* the context and clears the stashed error state, and is idempotent, because
* shutdown paths run after partial startups.
*
* @warning Anything that captured clay state -- and any `CLAY()` block that
* runs after this -- is left talking to a context this subsystem has
* disowned. Stop declaring layouts before shutting down, the same
* way fonts stop being drawn before akgl_text_unloadallfonts().
*
* @return `NULL`. Shutting down an uninitialized subsystem is success.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_shutdown(void);
/**
* @brief Tell the layout engine the render target changed size.
*
* akgl_ui_handle_event() calls this for `SDL_EVENT_WINDOW_RESIZED`, so a game
* that routes its events through there never calls it directly. It is public
* for the host that owns its own event loop.
*
* @param width New layout width in pixels. Must be positive.
* @param height New layout height in pixels. Must be positive.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKGL_ERR_UI If the subsystem is not initialized.
* @throws AKERR_OUTOFBOUNDS If @p width or @p height is not positive.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_ui_resize(int width, int height);
/*
* The following is part of the internal API. It is exposed so the test suite
* can reach it and is not meant to be called by a game.
*/
/**
* @brief Narrow the arena, so a test can drive akgl_ui_init() into refusal.
*
* The interesting behaviour is the refusal message naming both numbers, and
* the only other way to reach it is rebuilding the library with a smaller
* #AKGL_UI_ARENA_BYTES, which CI cannot do and a reader cannot repeat. Same
* contract as akgl_ccd_arena_set_limit().
*
* @param limit Usable bytes. 0, or anything above #AKGL_UI_ARENA_BYTES,
* restores the full arena.
*/
void akgl_ui_arena_limit(size_t limit);
#endif // _AKGL_UI_H_

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@@ -21,5 +21,6 @@ akerr_ErrorContext *akgl_error_init(void)
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"));
PASS(errctx, akerr_register_status_name(AKGL_ERR_OWNER, AKGL_ERR_COLLISION, "Collision Error"));
PASS(errctx, akerr_register_status_name(AKGL_ERR_OWNER, AKGL_ERR_UI, "UI Error"));
SUCCEED_RETURN(errctx);
}

153
src/ui.c Normal file
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@@ -0,0 +1,153 @@
/**
* @file ui.c
* @brief Implements the UI subsystem: clay's arena, lifecycle and error stash.
*/
#include <stddef.h>
#include <stdint.h>
#include <akerror.h>
#include <akstdlib.h>
#include <clay.h>
#include <SDL3/SDL.h>
#include <akgl/error.h>
#include <akgl/ui.h>
/**
* @brief Bytes of the first clay error's text kept for reporting.
*
* Sized to hold every message clay 0.14 actually emits -- they are one
* sentence each -- with room for a longer one to truncate into rather than
* overflow.
*/
#define UI_ERROR_TEXT_LENGTH 256
/** @brief The arena clay lays its structures out in. Static storage, so this file allocates nothing. */
static uint8_t ui_arena_bytes[AKGL_UI_ARENA_BYTES];
/** @brief Usable bytes. #AKGL_UI_ARENA_BYTES unless a test has narrowed it. */
static size_t ui_arena_usable = AKGL_UI_ARENA_BYTES;
/** @brief The context Clay_Initialize handed back, or NULL before init / after shutdown. */
static Clay_Context *ui_context;
/**
* @brief First error clay reported since the stash was last cleared.
*
* clay's error handler is a void callback with no way to refuse or return, so
* a layout error cannot surface at the call that caused it -- it fires in the
* middle of Clay_EndLayout with libakgl nowhere on the stack. The handler
* stashes the first message here and akgl_ui_frame_end raises it, which is
* the earliest point the error protocol can carry it. Later errors in the
* same frame are counted but not kept: the first one is almost always the
* cause and the rest its consequences.
*/
static char ui_clay_error_text[UI_ERROR_TEXT_LENGTH];
/** @brief How many errors clay has reported since the stash was cleared. */
static uint32_t ui_clay_error_count;
/**
* @brief The error handler given to Clay_Initialize.
*
* Logs every report as it happens -- an operator watching the log should not
* have to wait for frame_end -- and stashes the first for the error protocol.
* Clay_String is a length and a pointer, not a C string, so the copy is
* bounded by hand before aksl_strncpy sees it.
*/
static void ui_clay_error(Clay_ErrorData error)
{
size_t length = 0;
SDL_Log("clay: %.*s", (int)error.errorText.length, error.errorText.chars);
ui_clay_error_count += 1;
if ( ui_clay_error_count > 1 ) {
return;
}
length = (size_t)error.errorText.length;
if ( length > (sizeof(ui_clay_error_text) - 1) ) {
length = sizeof(ui_clay_error_text) - 1;
}
IGNORE(aksl_strncpy(ui_clay_error_text, sizeof(ui_clay_error_text), error.errorText.chars, length));
}
akerr_ErrorContext *akgl_ui_init(int width, int height)
{
uint32_t needed = 0;
Clay_Arena arena;
Clay_ErrorHandler handler = { &ui_clay_error, NULL };
Clay_Dimensions dimensions;
PREPARE_ERROR(errctx);
FAIL_NONZERO_RETURN(errctx, (width <= 0), AKERR_OUTOFBOUNDS, "Layout width %d is not positive", width);
FAIL_NONZERO_RETURN(errctx, (height <= 0), AKERR_OUTOFBOUNDS, "Layout height %d is not positive", height);
FAIL_NONZERO_RETURN(
errctx,
(ui_context != NULL),
AKGL_ERR_UI,
"The UI subsystem is already initialized; akgl_ui_shutdown first");
// Ceilings before measurement: Clay_MinMemorySize reports what the
// *current* ceilings need, so they must be set first. Element count
// before word count, and not the other way around -- with no context
// yet, Clay_SetMaxElementCount also overwrites the word-cache default
// with elements * 2, and would silently undo a word count set before it.
Clay_SetMaxElementCount(AKGL_UI_MAX_ELEMENTS);
Clay_SetMaxMeasureTextCacheWordCount(AKGL_UI_MAX_MEASURE_WORDS);
needed = Clay_MinMemorySize();
FAIL_NONZERO_RETURN(
errctx,
((size_t)needed > ui_arena_usable),
AKGL_ERR_UI,
"clay needs %u bytes for %d elements and %d measured words; the arena holds %u. Raise AKGL_UI_ARENA_BYTES.",
needed,
AKGL_UI_MAX_ELEMENTS,
AKGL_UI_MAX_MEASURE_WORDS,
(uint32_t)ui_arena_usable);
ui_clay_error_text[0] = '\0';
ui_clay_error_count = 0;
arena = Clay_CreateArenaWithCapacityAndMemory(ui_arena_usable, ui_arena_bytes);
dimensions.width = (float)width;
dimensions.height = (float)height;
ui_context = Clay_Initialize(arena, dimensions, handler);
// The capacity check above is the one that should fail; this one exists
// because Clay_Initialize reports refusal by returning NULL and a NULL
// context would otherwise surface as a crash inside the first CLAY()
// block, far from the cause.
FAIL_ZERO_RETURN(errctx, ui_context, AKGL_ERR_UI, "Clay_Initialize refused: %s", ui_clay_error_text);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_ui_shutdown(void)
{
PREPARE_ERROR(errctx);
// clay holds no resource but the arena, and the arena is ours: there is
// nothing to hand back, so shutdown is forgetting. The next init lays a
// fresh context over the same bytes.
ui_context = NULL;
ui_clay_error_text[0] = '\0';
ui_clay_error_count = 0;
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *akgl_ui_resize(int width, int height)
{
Clay_Dimensions dimensions;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, ui_context, AKGL_ERR_UI, "The UI subsystem is not initialized");
FAIL_NONZERO_RETURN(errctx, (width <= 0), AKERR_OUTOFBOUNDS, "Layout width %d is not positive", width);
FAIL_NONZERO_RETURN(errctx, (height <= 0), AKERR_OUTOFBOUNDS, "Layout height %d is not positive", height);
dimensions.width = (float)width;
dimensions.height = (float)height;
Clay_SetLayoutDimensions(dimensions);
SUCCEED_RETURN(errctx);
}
void akgl_ui_arena_limit(size_t limit)
{
if ( (limit == 0) || (limit > AKGL_UI_ARENA_BYTES) ) {
ui_arena_usable = AKGL_UI_ARENA_BYTES;
} else {
ui_arena_usable = limit;
}
}

21
src/ui_clay.c Normal file
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@@ -0,0 +1,21 @@
/**
* @file ui_clay.c
* @brief The one translation unit that compiles clay's implementation.
*
* clay is a single-header library: every other file that includes <clay.h>
* gets declarations only, and exactly one file in the whole program defines
* CLAY_IMPLEMENTATION before the include to get the definitions. This is that
* file, and it must stay the only one -- a second definition anywhere,
* including in a consuming game, is two copies of clay's globals and the
* loader picking between them silently. The warning in akgl/ui.h says so to
* consumers; this comment says so to us.
*
* Nothing else belongs here. libakgl's own UI code is src/ui.c, which
* includes <clay.h> like any other consumer. CMakeLists.txt compiles this
* file with -w on the same terms as deps/semver and deps/libccd: 99% of what
* this TU contains is vendored code, and a future clay bump must not be able
* to fail the build on a warning we do not own.
*/
#define CLAY_IMPLEMENTATION
#include <clay.h>

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@@ -50,6 +50,7 @@
#include <akgl/text.h>
#include <akgl/tilemap.h>
#include <akgl/types.h>
#include <akgl/ui.h>
#include <akgl/util.h>
/**

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@@ -33,7 +33,8 @@ akerr_ErrorContext *test_error_init_owns_the_status_band(void)
{ AKGL_ERR_HEAP, "Heap Error" },
{ AKGL_ERR_BEHAVIOR, "Behavior Error" },
{ AKGL_ERR_LOGICINTERRUPT, "Logic Interrupt" },
{ AKGL_ERR_COLLISION, "Collision Error" }
{ AKGL_ERR_COLLISION, "Collision Error" },
{ AKGL_ERR_UI, "UI Error" }
};
bool named = true;
int i = 0;

112
tests/ui.c Normal file
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@@ -0,0 +1,112 @@
/**
* @file ui.c
* @brief Unit tests for the UI subsystem: lifecycle, arena sizing and validation.
*
* Everything here runs without a window, a renderer, or SDL_Init at all --
* akgl_ui_init takes its layout dimensions as parameters precisely so that a
* test can bring the subsystem up headless. Only akgl_error_init() is needed
* first, so that AKGL_ERR_UI carries its name into any trace these tests
* produce.
*/
#include <akerror.h>
#include <akgl/error.h>
#include <akgl/ui.h>
#include "testutil.h"
/**
* @brief Init must refuse bad dimensions and an uninitialized resize.
*
* Runs before anything initializes the subsystem, because the "not
* initialized" refusal is half of what it asserts.
*/
akerr_ErrorContext *test_ui_validation(void)
{
PREPARE_ERROR(e);
ATTEMPT {
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS, akgl_ui_init(0, 240),
"akgl_ui_init accepted a zero width");
TEST_EXPECT_STATUS(e, AKERR_OUTOFBOUNDS, akgl_ui_init(320, -1),
"akgl_ui_init accepted a negative height");
TEST_EXPECT_STATUS(e, AKGL_ERR_UI, akgl_ui_resize(320, 240),
"akgl_ui_resize worked on an uninitialized subsystem");
} CLEANUP {
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/**
* @brief Init, double-init refusal, idempotent shutdown, re-init.
*
* The double init has to be refused rather than absorbed: a second
* Clay_Initialize over a live context would silently discard every element id
* and scroll position the first one held, which is the kind of reset a game
* only notices as "the menu forgot where it was".
*/
akerr_ErrorContext *test_ui_lifecycle(void)
{
PREPARE_ERROR(e);
ATTEMPT {
TEST_EXPECT_OK(e, akgl_ui_init(320, 240), "first akgl_ui_init failed");
TEST_EXPECT_STATUS(e, AKGL_ERR_UI, akgl_ui_init(320, 240),
"a second akgl_ui_init was not refused");
TEST_EXPECT_OK(e, akgl_ui_resize(640, 480), "resize on a live subsystem failed");
TEST_EXPECT_OK(e, akgl_ui_shutdown(), "akgl_ui_shutdown failed");
TEST_EXPECT_OK(e, akgl_ui_shutdown(), "a second akgl_ui_shutdown was not a no-op");
TEST_EXPECT_OK(e, akgl_ui_init(320, 240), "re-init after shutdown failed");
TEST_EXPECT_OK(e, akgl_ui_shutdown(), "shutdown after re-init failed");
} CLEANUP {
IGNORE(akgl_ui_shutdown());
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
/**
* @brief A too-small arena must refuse at init, loudly, and recover.
*
* The narrowed limit stands in for a consumer who raised AKGL_UI_MAX_ELEMENTS
* without raising AKGL_UI_ARENA_BYTES: the refusal at startup, with both
* numbers in the message, is the whole safety story -- past init, clay trusts
* the arena completely. Same shape as the collision arena's exhaustion test,
* for the same reason: rebuilding with a smaller ceiling is not something CI
* can do.
*/
akerr_ErrorContext *test_ui_arena_exhaustion(void)
{
PREPARE_ERROR(e);
ATTEMPT {
akgl_ui_arena_limit(64);
TEST_EXPECT_STATUS(e, AKGL_ERR_UI, akgl_ui_init(320, 240),
"akgl_ui_init accepted an arena clay cannot fit in");
akgl_ui_arena_limit(0);
TEST_EXPECT_OK(e, akgl_ui_init(320, 240),
"akgl_ui_init failed after the arena limit was restored");
TEST_EXPECT_OK(e, akgl_ui_shutdown(), "shutdown after the exhaustion test failed");
} CLEANUP {
akgl_ui_arena_limit(0);
IGNORE(akgl_ui_shutdown());
} PROCESS(e) {
} FINISH(e, true);
SUCCEED_RETURN(e);
}
int main(void)
{
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, akgl_error_init());
CATCH(errctx, test_ui_validation());
CATCH(errctx, test_ui_lifecycle());
CATCH(errctx, test_ui_arena_exhaustion());
} CLEANUP {
} PROCESS(errctx) {
} FINISH_NORETURN(errctx);
}