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Repoint every stale TODO.md citation in the tree
A sweep of all 265 tracked files, not just the ones the migration touched.

Two cross-repository citations named deps/libakerror/TODO.md item 8, a
numbering that has not existed for two releases; both now name libakerror
issue #18. Three tutorial and plan references pointed at TODO.md for defects
that are tracked: the invisible-on-frame-one actor is #39, the control map
traps are #81, and the pkg-config gap is #17.

plan.md is a live instruction document for writing the manual and still told
its reader to file findings in TODO.md; it says the tracker now.

Filed while sweeping: a zeroed akgl_ControlMap matches gamepad South, because
SDL_GAMEPAD_BUTTON_SOUTH is 0 and the two arms of the match are one
expression, and handler_on/handler_off are called without a NULL check. Both
are documented as workarounds in chapter 21 and neither had an issue. #81.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Co-Authored-By: Andrew Kesterson <andrew@aklabs.net>
2026-08-02 22:01:27 -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 Thirteen steps from an empty directory to a game with gravity, a jump, coins and hazards. Start here
21. Tutorial: a top-down JRPG Thirteen more, for four-way movement, NPCs, a text box, a follower, and freezing the world
22. User interfaces Menus, HUDs and dialogs on the clay layout engine: the widgets, the frame bracket, and writing CLAY() yourself
23. Appendix Every limit, every status, every configuration property

If you are new, read chapter 20 first and read it in order. It builds a working game from an empty directory and teaches the library as it needs each piece; chapter 21 assumes it. Both 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. The picture at the top of each chapter is a frame out of the game itself, regenerated by cmake --build build --target docs_game_figures.

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 its issue. 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.