Files
Andrew Kesterson 0972472cfa Take the tutorial figures out of the games themselves
Both examples gain --screenshot PATH and --screenshot-frame N. The capture sits
between the world being drawn and the frame being presented, because
SDL_RenderPresent is where the target stops being readable, and it works under
the dummy video driver and the software renderer like the rest of the headless
path does.

`cmake --build build --target docs_game_figures` regenerates
docs/images/sidescroller.png and docs/images/jrpg.png by running each game to a
chosen frame. Same contract as docs_screenshots: deliberate, never part of a
build, because the PNGs are tracked. There is no --check counterpart, and the
target says why -- the sidescroller drives its physics from the wall clock, so a
byte comparison would fail for reasons that have nothing to do with the
documentation.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
2026-08-02 08:38:18 -04:00

548 lines
20 KiB
C

/**
* @file main.c
* @brief Startup, the frame loop, and teardown for the sidescroller tutorial.
*
* The order everything happens in is the point of this file. libakgl has one
* startup sequence that works, documented at the top of `include/akgl/game.h`,
* and three of its steps are ones a reader gets wrong the first time:
*
* - the configuration properties have to be set *before* the renderer and the
* physics backend are initialized, because both read them;
* - `akgl_game_init` does **not** choose a physics backend, so the application
* has to;
* - characters name sprites and maps name characters, so the assets load
* sprites, then characters, then the map -- and the map creates the actors.
*/
#include <string.h>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_mixer/SDL_mixer.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <akerror.h>
#include <akstdlib.h>
#include <akgl/character.h>
#include <akgl/controller.h>
#include <akgl/heap.h>
#include <akgl/physics.h>
#include <akgl/registry.h>
#include <akgl/renderer.h>
#include <akgl/sprite.h>
#include <akgl/text.h>
#include <akgl/tilemap.h>
#include "sidescroller.h"
/** @brief Where the tutorial assets live. CMake defines it; `--assets` overrides it. */
#ifndef SS_ASSET_DIR
#define SS_ASSET_DIR "."
#endif
/** @brief Longest asset path this program will build. */
#define SS_PATH_MAX 1024
ss_Game ss_game;
akgl_CollisionWorld ss_collision;
/** @brief Where `--screenshot` writes, and on which frame. NULL means never. */
static char *ss_shotpath = NULL;
static int ss_shotframe = 0;
/**
* @brief Read the render target back and write it out as a PNG.
*
* Called between the world being drawn and the frame being presented, because
* SDL_RenderPresent is where the target stops being readable. This is how the
* figure in chapter 20 is generated: it is output from this program rather than
* a picture somebody took once, so it cannot show a version of the game that no
* longer exists.
*/
static akerr_ErrorContext *save_screenshot(char *path)
{
SDL_Surface *shot = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, path, AKERR_NULLPOINTER, "path");
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
FAIL_ZERO_RETURN(errctx, shot, AKGL_ERR_SDL, "SDL_RenderReadPixels: %s", SDL_GetError());
ATTEMPT {
FAIL_ZERO_BREAK(errctx, IMG_SavePNG(shot, path), AKGL_ERR_SDL,
"IMG_SavePNG(%s): %s", path, SDL_GetError());
} CLEANUP {
SDL_DestroySurface(shot);
} PROCESS(errctx) {
} FINISH(errctx, true);
SDL_Log("Wrote %s", path);
SUCCEED_RETURN(errctx);
}
akerr_ErrorContext *ss_grounded(akgl_CollisionShape *shape, float32_t x, float32_t y, bool *dest)
{
SDL_FRect feet;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, shape, AKERR_NULLPOINTER, "shape");
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");
/* One pixel down, and only one: a taller probe reports a floor the actor is
* still falling towards, and a jump that fires off it looks like the player
* jumped out of thin air. */
PASS(errctx, akgl_collision_shape_bounds(shape, x, y + 1.0f, &feet));
PASS(errctx, akgl_collision_box_blocked(&ss_collision, &feet, AKGL_COLLISION_LAYER_STATIC, dest));
SUCCEED_RETURN(errctx);
}
/**
* @brief The sprites, loaded in this order.
*
* Sprites first and characters second is not a preference. A character's JSON
* names its sprites by registry name and `akgl_character_load_json` looks each
* one up as it reads the mapping, so a character loaded first fails with
* `AKERR_NULLPOINTER` on the first sprite it cannot find.
*/
static char *ss_sprite_files[] = {
"sprite_ss_player_idle_left.json", /* one frame, held */
"sprite_ss_player_idle_right.json",
"sprite_ss_player_run_left.json", /* four frames at 90 ms */
"sprite_ss_player_run_right.json",
"sprite_ss_player_jump_left.json", /* one frame, held for the whole arc */
"sprite_ss_player_jump_right.json",
"sprite_ss_coin.json",
"sprite_ss_hazard_blob.json",
"sprite_ss_hazard_moth.json",
NULL
};
/** @brief The characters. Each one binds state bitmasks to the sprites above. */
static char *ss_character_files[] = {
"character_ss_player.json",
"character_ss_coin.json",
"character_ss_hazard_blob.json",
"character_ss_hazard_moth.json",
NULL
};
/** @brief Set in HANDLE_DEFAULT and read after FINISH; see the note in main. */
static int ss_failed = 0;
/**
* @brief Replacement for `akgl_game.lowfpsfunc`, which logs a line per frame.
*
* The default is `akgl_game_lowfps`, and it fires on **every frame** the frame
* rate is under 30 -- including every frame of the first second of the process,
* because `akgl_game.fps` is a completed-second average and reads 0 until the
* first second is up. The hook exists to be replaced; the point of it is that a
* game can shed work rather than log about it. This one has nothing to shed.
*/
static void ss_lowfps(void)
{
}
/**
* @brief Join the asset directory and a file name into @p dest.
*
* `aksl_snprintf` rather than `snprintf`, because a path that does not fit has
* to arrive as `AKERR_OUTOFBOUNDS` naming both lengths. Truncated silently, it
* reports itself later as a missing file with a name nobody wrote.
*/
static akerr_ErrorContext *asset_path(char *dir, char *name, char *dest, size_t size)
{
int count = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, dir, AKERR_NULLPOINTER, "dir");
FAIL_ZERO_RETURN(errctx, name, AKERR_NULLPOINTER, "name");
FAIL_ZERO_RETURN(errctx, dest, AKERR_NULLPOINTER, "dest");
PASS(errctx, aksl_snprintf(&count, dest, size, "%s/%s", dir, name));
SUCCEED_RETURN(errctx);
}
/**
* @brief Bring the library up and open the window.
*
* `akgl_game.name`, `.version` and `.uri` are filled in first because
* `akgl_game_init` refuses to run without all three: the window title, SDL's
* application metadata and the savegame compatibility check are built from them.
*/
static akerr_ErrorContext *startup(void)
{
PREPARE_ERROR(errctx);
PASS(errctx, aksl_strncpy(
(char *)&akgl_game.name,
sizeof(akgl_game.name),
"libakgl sidescroller tutorial",
sizeof(akgl_game.name) - 1));
PASS(errctx, aksl_strncpy(
(char *)&akgl_game.version,
sizeof(akgl_game.version),
"1.0.0",
sizeof(akgl_game.version) - 1));
PASS(errctx, aksl_strncpy(
(char *)&akgl_game.uri,
sizeof(akgl_game.uri),
"net.aklabs.libakgl.sidescroller",
sizeof(akgl_game.uri) - 1));
PASS(errctx, akgl_game_init());
akgl_game.lowfpsfunc = &ss_lowfps;
/* Properties before the renderer: akgl_render_2d_init reads both of these
* out of the registry, and an unset one defaults to the string "0", which
* asks SDL for a zero-sized window. */
PASS(errctx, akgl_set_property("game.screenwidth", "960"));
PASS(errctx, akgl_set_property("game.screenheight", "480"));
PASS(errctx, akgl_render_2d_init(akgl_renderer));
/*
* libakgl draws in map pixels and has no scale factor of its own -- the only
* scaling it applies is the tilemap's perspective band, which this map does
* not use. So a 16-pixel tile is 16 screen pixels, and pixel art wants more
* than that. SDL's logical presentation is the answer: the game renders a
* 480x240 view and SDL scales it up by whole multiples to fill the window.
*/
FAIL_ZERO_RETURN(
errctx,
SDL_SetRenderLogicalPresentation(
akgl_renderer->sdl_renderer,
SS_VIEW_WIDTH,
SS_VIEW_HEIGHT,
SDL_LOGICAL_PRESENTATION_INTEGER_SCALE),
AKGL_ERR_SDL,
"%s",
SDL_GetError()
);
/* akgl_render_2d_init sized the camera from the window. The view is what the
* camera looks through, so it has to say the same thing. */
akgl_camera->x = 0.0f;
akgl_camera->y = 0.0f;
akgl_camera->w = (float32_t)SS_VIEW_WIDTH;
akgl_camera->h = (float32_t)SS_VIEW_HEIGHT;
/*
* akgl_game_init does NOT choose a physics backend. It points akgl_physics
* at akgl_default_physics, which is zeroed storage -- all four of its method
* pointers are NULL -- and never initializes it. There is no
* `physics.engine` property either, whatever physics.h says. Skip this call
* and the first akgl_game_update calls through a NULL `simulate`.
*
* The map replaces this backend below with one of its own. It is still done
* here, because a game that loads a map without physics properties gets a
* working backend rather than a crash.
*/
PASS(errctx, akgl_physics_init_arcade(akgl_physics));
SUCCEED_RETURN(errctx);
}
/**
* @brief Load the sprites, the characters and the level, in that order.
*/
static akerr_ErrorContext *load_level(char *assetdir)
{
char path[SS_PATH_MAX];
akgl_Actor *player = NULL;
int i = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, assetdir, AKERR_NULLPOINTER, "assetdir");
for ( i = 0; ss_sprite_files[i] != NULL; i++ ) {
PASS(errctx, asset_path(assetdir, ss_sprite_files[i], (char *)&path, sizeof(path)));
PASS(errctx, akgl_sprite_load_json((char *)&path));
}
for ( i = 0; ss_character_files[i] != NULL; i++ ) {
PASS(errctx, asset_path(assetdir, ss_character_files[i], (char *)&path, sizeof(path)));
PASS(errctx, akgl_character_load_json((char *)&path));
}
/*
* `akgl_gamemap` already points at `akgl_default_gamemap`, 25 MiB of static
* storage in the library. That is not an accident and it is not a
* micro-optimisation: sizeof(akgl_Tilemap) is three times a default 8 MiB
* thread stack, so a local one is a segfault before the loader writes a
* byte.
*
* Loading the map creates every `actor` object in its object layers, binds
* each to the character its properties name, and publishes it in
* AKGL_REGISTRY_ACTOR -- which is why the characters had to be loaded first.
*/
PASS(errctx, asset_path(assetdir, "level1.tmj", (char *)&path, sizeof(path)));
PASS(errctx, akgl_tilemap_load((char *)&path, akgl_gamemap));
/*
* The map carried `physics.model`, `physics.gravity.y` and `physics.drag.y`,
* so the loader built a backend of its own and set `use_own_physics`.
* Nothing in the library acts on that flag: akgl_game_update steps the
* global akgl_physics and never looks at the map's. Honouring it is this
* line, and it is what lets a swimming level and a walking level differ by
* data rather than by code.
*/
if ( akgl_gamemap->use_own_physics == true ) {
akgl_physics = &akgl_gamemap->physics;
SDL_Log(
"Using the map's own physics: gravity %.1f, drag %.1f, terminal fall %.1f px/s",
akgl_physics->gravity_y,
akgl_physics->drag_y,
(akgl_physics->gravity_y / akgl_physics->drag_y));
}
/*
* Collision is opt-in: a backend with no world attached moves an actor and
* consults nothing, which is what this game used to rely on and then spend
* 383 lines of its own working around. The cell arguments are placeholders
* -- akgl_collision_bind_tilemap overwrites them from the map's own tile
* size, and reads which layers are solid off each layer's `collidable`
* property rather than a layer id compiled into the game.
*/
PASS(errctx, akgl_collision_world_init(&ss_collision, NULL, (float32_t)SS_TILE_SIZE, (float32_t)SS_TILE_SIZE));
PASS(errctx, akgl_collision_bind_tilemap(&ss_collision, akgl_gamemap));
akgl_physics->collision = &ss_collision;
player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
FAIL_ZERO_RETURN(errctx, player, AKERR_KEY, "The map placed no actor called player");
PASS(errctx, ss_player_bind(player));
PASS(errctx, ss_actors_bind());
PASS(errctx, ss_player_controls(0, "player"));
/*
* Re-stamp the clock the simulation measures against. Everything above --
* nine sprite files, four characters, a map and its tileset image -- happened
* between the backend being created and the first step, and dt is measured
* from `gravity_time`. The bound on `physics.max_timestep` would catch it,
* at the cost of one visibly slow-motion frame.
*/
akgl_physics->gravity_time = SDL_GetTicksNS();
SUCCEED_RETURN(errctx);
}
/**
* @brief Centre the camera on the player, clamped to the level.
*
* The camera is a plain `SDL_FRect` in map pixels that the library reads; moving
* it is the whole of scrolling. It is floored to a whole pixel because
* `akgl_tilemap_draw` truncates it when it works out how much of the edge tiles
* to show, and a camera that is fractionally different every frame makes the
* tile grid shimmer.
*/
static akerr_ErrorContext *update_camera(void)
{
float32_t limit = 0.0f;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, ss_game.player, AKERR_NULLPOINTER, "ss_game.player");
FAIL_ZERO_RETURN(errctx, akgl_camera, AKERR_NULLPOINTER, "akgl_camera");
limit = (float32_t)(akgl_gamemap->width * akgl_gamemap->tilewidth) - akgl_camera->w;
akgl_camera->x = (ss_game.player->x + 16.0f) - (akgl_camera->w / 2.0f);
if ( akgl_camera->x > limit ) {
akgl_camera->x = limit;
}
if ( akgl_camera->x < 0.0f ) {
akgl_camera->x = 0.0f;
}
akgl_camera->x = (float32_t)((int)akgl_camera->x);
akgl_camera->y = 0.0f;
SUCCEED_RETURN(errctx);
}
/**
* @brief One frame: events, then the camera, then the library's own tick.
*
* `akgl_game_update` is update-every-actor, step-the-physics, draw-the-world. It
* does not clear or present, so the frame is bracketed by the backend's
* `frame_start` and `frame_end` here.
*/
static akerr_ErrorContext *frame(bool *running)
{
SDL_Event event;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, running, AKERR_NULLPOINTER, "running");
while ( SDL_PollEvent(&event) == true ) {
if ( event.type == SDL_EVENT_QUIT ) {
*running = false;
}
/* Every event, unconditionally: one that no control map binds is not an
* error, it is a call that did nothing. */
PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &event));
}
ss_game.frame += 1;
if ( ss_game.autoplay == true ) {
PASS(errctx, ss_player_autoplay(ss_game.frame));
}
PASS(errctx, update_camera());
PASS(errctx, akgl_renderer->frame_start(akgl_renderer));
/*
* Note the failure contract: akgl_game_update takes the game state lock and
* every one of its failure paths returns with the lock still held. SDL
* mutexes are recursive so a single-threaded loop does not deadlock on the
* next frame, but a frame that failed has left the world half-stepped.
* Treat it as terminal, which is what PASS does here.
*/
PASS(errctx, akgl_game_update(NULL));
if ( (ss_shotpath != NULL) && (ss_game.frame == ss_shotframe) ) {
PASS(errctx, save_screenshot(ss_shotpath));
}
PASS(errctx, akgl_renderer->frame_end(akgl_renderer));
SUCCEED_RETURN(errctx);
}
static akerr_ErrorContext *run(int frames)
{
bool running = true;
PREPARE_ERROR(errctx);
while ( running == true ) {
PASS(errctx, frame(&running));
if ( (frames > 0) && (ss_game.frame >= frames) ) {
running = false;
}
/* A crude frame limiter. A game with a window on a real display should
* ask SDL for vsync instead; this one has to work under the dummy video
* driver, where there is nothing to sync to. */
SDL_Delay(16);
}
/* Recorded here and not in main(): shutdown_game() runs in main()'s CLEANUP
* block and releases the actor pool, so ss_game.player is stale by the time
* the summary is printed. */
if ( ss_game.player != NULL ) {
ss_game.final_x = ss_game.player->x;
ss_game.final_y = ss_game.player->y;
}
SUCCEED_RETURN(errctx);
}
/**
* @brief Give back what the process is holding.
*
* **There is no `akgl_game_shutdown`.** Teardown is the application's, and the
* order matters in one place: `akgl_text_unloadallfonts` has to run before
* `TTF_Quit` or `SDL_Quit`, because those destroy the fonts underneath the
* registry that still points at them.
*
* The pools are not walked beyond the actors. They are static storage in a
* process that is exiting, and the sprites and characters are still referenced
* by each other; a game that loads a second level has to unwind that properly,
* and this one does not pretend to.
*/
static void shutdown_game(void)
{
int i = 0;
IGNORE(akgl_text_unloadallfonts());
for ( i = 0; i < AKGL_MAX_HEAP_ACTOR; i++ ) {
if ( akgl_heap_actors[i].refcount > 0 ) {
IGNORE(akgl_heap_release_actor(&akgl_heap_actors[i]));
}
}
/* Guarded: this runs from CLEANUP, which is reached even when startup failed
* before akgl_game_init pointed akgl_gamemap at anything. */
if ( akgl_gamemap != NULL ) {
IGNORE(akgl_tilemap_release(akgl_gamemap));
}
TTF_Quit();
MIX_Quit();
SDL_Quit();
}
static akerr_ErrorContext *parse_args(int argc, char *argv[], char **assetdir, int *frames)
{
const char *env = NULL;
int i = 0;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, assetdir, AKERR_NULLPOINTER, "assetdir");
FAIL_ZERO_RETURN(errctx, frames, AKERR_NULLPOINTER, "frames");
env = SDL_getenv("AKGL_SIDESCROLLER_FRAMES");
if ( env != NULL ) {
PASS(errctx, aksl_atoi((char *)env, frames));
}
for ( i = 1; i < argc; i++ ) {
if ( strcmp(argv[i], "--autoplay") == 0 ) {
ss_game.autoplay = true;
} else if ( strcmp(argv[i], "--frames") == 0 ) {
i += 1;
FAIL_NONZERO_RETURN(errctx, (i >= argc), AKERR_VALUE, "--frames needs a count");
PASS(errctx, aksl_atoi(argv[i], frames));
} else if ( strcmp(argv[i], "--assets") == 0 ) {
i += 1;
FAIL_NONZERO_RETURN(errctx, (i >= argc), AKERR_VALUE, "--assets needs a directory");
*assetdir = argv[i];
} else if ( strcmp(argv[i], "--screenshot") == 0 ) {
i += 1;
FAIL_NONZERO_RETURN(errctx, (i >= argc), AKERR_VALUE, "--screenshot needs a path");
ss_shotpath = argv[i];
} else if ( strcmp(argv[i], "--screenshot-frame") == 0 ) {
i += 1;
FAIL_NONZERO_RETURN(errctx, (i >= argc), AKERR_VALUE, "--screenshot-frame needs a number");
PASS(errctx, aksl_atoi(argv[i], &ss_shotframe));
} else {
FAIL_RETURN(
errctx,
AKERR_VALUE,
"usage: sidescroller [--assets DIR] [--frames N] [--autoplay]"
" [--screenshot PATH] [--screenshot-frame N]"
);
}
}
SUCCEED_RETURN(errctx);
}
int main(int argc, char *argv[])
{
char *assetdir = SS_ASSET_DIR;
int frames = 0;
PREPARE_ERROR(errctx);
ATTEMPT {
CATCH(errctx, parse_args(argc, argv, &assetdir, &frames));
CATCH(errctx, startup());
CATCH(errctx, load_level(assetdir));
CATCH(errctx, run(frames));
} CLEANUP {
shutdown_game();
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR_WITH_MESSAGE(errctx, "the sidescroller could not run");
/*
* Set a flag rather than returning: leaving a HANDLE block early skips
* FINISH's RELEASE_ERROR and leaks the context's pool slot, and the
* 129th such call aborts the process. AGENTS.md spells it out.
*/
ss_failed = 1;
/*
* FINISH_NORETURN rather than FINISH: FINISH expands a
* `return __err_context` that an int-returning function cannot compile,
* even on a branch that cannot be reached.
*/
} FINISH_NORETURN(errctx);
/*
* The position is in the summary because exiting 0 is not evidence that
* collision ran. The map is 240 pixels tall and gravity is 900 px/s^2: an
* unresolved player is hundreds of pixels below the floor within a second,
* and this line is what makes that visible in a CI log instead of passing.
*/
SDL_Log(
"sidescroller: %d frames, %d of %d coins, %d deaths, player at %.1f,%.1f%s",
ss_game.frame,
ss_game.coins_taken,
SS_COIN_COUNT,
ss_game.deaths,
ss_game.final_x,
ss_game.final_y,
((ss_game.grounded == true) ? " grounded" : " airborne"));
return ss_failed;
}