Files
libakgl/include/akgl/assets.h
Andrew Kesterson 9924d74dcc Namespace every exported symbol, and bump to 0.5.0
Closes internal-consistency items 1 through 6, 12 and 13. Every include guard
is _AKGL_<FILE>_H_, every in-project header include is angled, and every
exported function, type and global carries the akgl_ prefix. This is an ABI
break; the soname goes to libakgl.so.0.5. TODO.md carries the full rename
table.

The renames were driven by renaming each declaration and letting the compiler
find the uses, not by pattern substitution: renderer, physics and camera are
also parameter and struct-member names, and a sed would have rewritten
map->physics and every akgl_RenderBackend *renderer parameter without a word.

Item 4 turned out not to be cosmetic. The library exported a global called
renderer and tests/character.c defined an SDL_Renderer *renderer of its own;
the executable's definition preempted the library's, akgl_sprite_load_json
read a SDL_Renderer * through an akgl_RenderBackend *, and every texture load
in that suite failed. The suite reported success anyway, because libakerror's
unhandled-error handler ends in exit(errctx->status), exit keeps only the low
byte, and AKGL_ERR_SDL is exactly 256. So character had been green while
running one of its four tests, and every suite in the tree was unable to fail
on the most common status in a library built on SDL.

Both are fixed. tests/testutil.h gains TEST_TRAP_UNHANDLED_ERRORS(), which
collapses any status a byte cannot carry onto 1, and every suite installs it.
character binds a real backend with akgl_render_2d_bind. Its fourth test then
runs for the first time and fails on a defect it has asserted all along, so
akgl_heap_release_character now walks state_sprites with
AKGL_ITERATOR_OP_RELEASE and destroys the property set before zeroing the slot
-- TODO.md Defects item 21 and half of Carried over item 1.

AKGL_TIME_ONESEC_MS said "one second in milliseconds" and held 1000000, so
akgl_game_state_lock waited roughly sixteen minutes rather than one second. It
is AKGL_TIME_ONEMS_NS now, the budget is its own named constant, and
tests/game.c holds the mutex from a second thread to assert the wait -- the
contended path had no coverage at all.

Headers are self-contained and it is enforced: AKGL_PUBLIC_HEADERS drives both
install() and a generated translation unit per header, so a header that ships
is a header that is checked. Writing that found registry.h, which used
SDL_PropertiesID in eight declarations and included no SDL header.

23/23 suites pass, memcheck is clean, reindent --check is clean.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 07:33:35 -04:00

45 lines
2.0 KiB
C

/**
* @file assets.h
* @brief Loads the game's startup assets into the global mixer and track table.
*/
#ifndef _AKGL_ASSETS_H_
#define _AKGL_ASSETS_H_
#include <akerror.h>
/**
* @brief Load a music file, bind it to the background-music track, and start it playing.
*
* Loads @p fname through `akgl_mixer`, creates a track for it, stores that track
* in `akgl_tracks[AKGL_GAME_AUDIO_TRACK_BGM]`, and starts playback. The loaded
* audio is also published as the global `bgm`. This is a *startup* helper: it
* assumes the mixer already exists, so `akgl_game_init` (or a bare
* `akgl_audio_init`) has to have run first, and it overwrites whatever the BGM
* track slot held without releasing it.
*
* Loading is deferred inside SDL_mixer (`MIX_LoadAudio(..., true)` predecodes),
* so a large file costs its decode time here rather than at first play.
*
* On any failure after the audio loads, the audio is destroyed again before the
* error is returned; the track, if one was created, is not.
*
* @param fname Path to a music file in any format SDL_mixer can open. Required.
* Used verbatim -- it is not resolved against `SDL_GetBasePath()`,
* so a relative path is relative to the process working directory.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p fname is `NULL`, if SDL_mixer cannot load the
* file (missing, unreadable, or an unsupported format), or if it cannot
* allocate a track for it. The message carries `SDL_GetError()`.
* @throws AKGL_ERR_SDL If the loaded audio cannot be bound to the new track, or
* if playback fails to start.
*
* @note The infinite-loop request does not currently take effect:
* `MIX_PROP_PLAY_LOOPS_NUMBER` is set on property set 0, which is the
* "no properties" sentinel rather than a set this function owns, so the
* call is rejected and the music plays once.
*/
akerr_ErrorContext AKERR_NOIGNORE *akgl_load_start_bgm(char *fname);
#endif //_AKGL_ASSETS_H_