akgl_text_rendertextat() called renderer->draw_texture() with no check on the global renderer, its sdl_renderer or the function pointer itself, so a backend that has an SDL_Renderer but was never bound segfaults on the first line of text -- the state akgl_render_bind2d() exists to get a host out of. All three are now checked, with AKERR_NULLPOINTER as the draw entry points report, and checked before anything is rasterized rather than after. tests/text.c grows a software renderer with a bound backend and covers all three refusals plus the successful draw, wrapped and unwrapped: src/text.c goes from 58% to 100% line coverage. A made-up SDL_Renderer pointer is not enough to test this -- SDL refuses the bogus handle on its own and the call fails for the wrong reason, which a deleted check survives. Also documents what the tests found: SDL_ttf refuses the empty string, so drawing an empty line is an error while measuring one is not. Filed in TODO.md rather than pinned in the suite. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
How do I initialize a game
Initialize the global game object with info about your game
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
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.
PASS(e, akgl_registry_load_properties(YOUR_REGISTR_FILEPATH));
Initialize your physics engine and renderer of choice
PASS(e, akgl_render_init2d(renderer));
PASS(e, akgl_physics_init_arcade(physics));
Unlock the game state
PASS(e, akgl_game_state_unlock());
What is in a properties file (or, What properties must I set if I don't have one?)
{
"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
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.
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.
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.
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.
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.
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.
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:
{
"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
]
}
framesreferences 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 spritesheetframe_widthandframe_height.loopsays whether or not we should loop the animationloopReversesays 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.speedis the number of milliseconds each frame in the animation should appear on the screen
Character files:
{
"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"
}[, ...]
]
}
speedtimeappears to be legacy and unused.speed_[xy]andacceleration_[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_mappingsmap a set of actor state flag bitmasks (assume everything instateisORed 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.
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.
"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
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.
"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.
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:
git config core.hooksPath scripts/hooks
Confirm it took effect:
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:
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:
git commit --no-verify
Remove it entirely:
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:
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:
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.
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.