Files
libakgl/docs
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
..

The libakgl manual

libakgl is a C library for building 2D games on SDL3. It is not an engine: there is no editor, no scripting layer, no inheritance and no runtime malloc. Behaviour attaches to a struct as function pointers, objects come from fixed pools, and every call reports failure through an error context you cannot silently ignore.

This manual teaches the library. It deliberately does not re-document its dependencies — libakerror owns the error-handling protocol, SDL3 owns renderers and events, Tiled owns the map format, jansson owns the JSON API. Each chapter says what libakgl adds or constrains, shows what a caller actually writes, and links out for the rest. For per-function reference, build the Doxygen output with doxygen Doxyfile.

1. Introduction What libakgl is, what it refuses to be, the frame budget, and who owns which documentation
2. Design philosophy Bounded pools, pluggable backends, bit flags, name-based registries, one world at a time
3. Getting started Dependencies, add_subdirectory vs akgl.pc, and the smallest program that opens a window
4. Errors and status codes The status tables, what each code means here, and the traps that fail silently
5. The heap The eight pools, akgl_heap_next_*, akgl_String, and why exhaustion usually means a missing release
6. The registry The eight registries, configuration properties, and the id-0 silent no-op
7. The game and the frame Startup order, akgl_game_update, the state lock, iterators, savegames
8. Rendering The backend vtable, the frame contract, cameras, and embedding a host's own SDL_Renderer
9. Drawing Points, lines, rectangles, circles, flood fill, and saving a region
10. Spritesheets and sprites One texture shared by path, the sprite JSON format, frame animation
11. Characters State-to-sprite mappings, movement constants, the character JSON format
12. Actors The state bitmask, the seven behaviour hooks, parents and children, layers
13. Tilemaps Tiled TMJ, libakgl's three extensions, and the limits that bind a map
14. Physics Thrust, environment and velocity; the null and arcade backends; what is not implemented
15. Collision Shapes, masks, tiles as geometry, the response hook, and the two partitioners
16. Input Control maps, push-not-poll dispatch, the keystroke ring, gamepads
17. Text and fonts Loading, drawing, measuring, and the teardown order that matters
18. Audio The three-voice synthesizer, and the separate background-music path
19. Utilities Rectangle overlap, path resolution, the JSON accessors, static strings
20. Tutorial: a 2D sidescroller Gravity, a jump, collision, coins and hazards
21. Tutorial: a top-down JRPG A town map, NPCs spawned from map objects, four-way animation, a text box, a follower
22. Appendix Every limit, every status, every configuration property

Both tutorials are complete programs under examples/. They build with the library and run headless in CI, and the chapters quote them rather than restating them — so a tutorial cannot drift from a program that compiles.

Every example here is checked

The examples in these chapters are compiled, linked, run, and cross-checked against the source tree by the test suite. A snippet that stops compiling, an excerpt that no longer matches the header it quotes, or a JSON document the loader would reject turns ctest -R docs_examples red.

This exists because the documentation it replaces had drifted badly: the previous FAQ's examples did not compile — two unbalanced PASS() calls, a sprite->frameids = [0, 1, 2, 3]; that is not C in any dialect, and, in the first snippet a reader ever saw, the exact strncpy call AGENTS.md forbids. The prose had drifted with it, and writing these chapters turned up twenty-seven header claims that were false against src/.

Where a chapter documents behaviour that is a known defect rather than a design decision, it says so and points at TODO.md. See MAINTENANCE.md if you are editing an example.

Assets

The tutorial art, tiles and music are CC0, vendored under tutorials/assets/ with provenance recorded per file in PROVENANCE.md and geometry documented in README.md. CC0 specifically, not merely free: a reader who copies a tutorial into their own game inherits no obligation.