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>
66 lines
3.9 KiB
C
66 lines
3.9 KiB
C
/**
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* @file iterator.h
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* @brief The work order handed to a registry sweep.
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*
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* There is no iterator object with a `next()` on it. Traversal is SDL's --
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* `SDL_EnumerateProperties` over a registry -- and this struct is the `userdata`
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* carried into each callback, telling it *which* entries to touch and *what* to
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* do to each one. akgl_registry_iterate_actor and
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* akgl_registry_iterate_character are the callbacks that read it;
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* akgl_game_update, akgl_physics_simulate, and akgl_render_2d_draw_world are the
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* entry points that take one.
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*
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* The operations are independent bits, not an enum: a single sweep can update,
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* scale, and render, and they run in that fixed order regardless of how the bits
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* were set. Passing `NULL` where an `akgl_Iterator *` is expected is not an
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* error at the top-level entry points -- each substitutes its own default set --
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* but it *is* an error once inside a callback.
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*/
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#ifndef _AKGL_ITERATOR_H_
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#define _AKGL_ITERATOR_H_
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#include <stdint.h>
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/** @brief Selects operations and an optional layer for actor traversal. */
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typedef struct {
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uint32_t flags; /**< Bitwise OR of the `AKGL_ITERATOR_OP_*` values below. */
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uint8_t layerid; /**< Layer to restrict the sweep to. Read only when #AKGL_ITERATOR_OP_LAYERMASK is set. */
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} akgl_Iterator;
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#define AKGL_ITERATOR_OP_UPDATE 1 // 1 Call the actor's updatefunc
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#define AKGL_ITERATOR_OP_RENDER 1 << 1 // 2 Call the actor's renderfunc
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#define AKGL_ITERATOR_OP_RELEASE 1 << 2 // 4 Release the object back to its heap layer
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#define AKGL_ITERATOR_OP_LAYERMASK 1 << 3 // 8 Skip anything whose layer != layerid
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#define AKGL_ITERATOR_OP_TILEMAPSCALE 1 << 4 // 16 Scale actors to the tilemap; otherwise force scale 1.0
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#define AKGL_ITERATOR_OP_UNDEFINED_5 1 << 5 // 32
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#define AKGL_ITERATOR_OP_UNDEFINED_6 1 << 6 // 64
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#define AKGL_ITERATOR_OP_UNDEFINED_7 1 << 7 // 128
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#define AKGL_ITERATOR_OP_UNDEFINED_8 1 << 8 // 256
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#define AKGL_ITERATOR_OP_UNDEFINED_9 1 << 9 // 512
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#define AKGL_ITERATOR_OP_UNDEFINED_10 1 << 10 // 1024
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#define AKGL_ITERATOR_OP_UNDEFINED_11 1 << 11 // 2048
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#define AKGL_ITERATOR_OP_UNDEFINED_12 1 << 12 // 4096
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#define AKGL_ITERATOR_OP_UNDEFINED_13 1 << 13 // 8192
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#define AKGL_ITERATOR_OP_UNDEFINED_14 1 << 14 // 16384
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#define AKGL_ITERATOR_OP_UNDEFINED_15 1 << 15 // 32768
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#define AKGL_ITERATOR_OP_UNDEFINED_16 1 << 16 // 65536
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#define AKGL_ITERATOR_OP_UNDEFINED_17 1 << 17 // 131072
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#define AKGL_ITERATOR_OP_UNDEFINED_18 1 << 18 // 262144
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#define AKGL_ITERATOR_OP_UNDEFINED_19 1 << 19 // 524288
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#define AKGL_ITERATOR_OP_UNDEFINED_20 1 << 20 // 1048576
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#define AKGL_ITERATOR_OP_UNDEFINED_21 1 << 21 // 2097152
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#define AKGL_ITERATOR_OP_UNDEFINED_22 1 << 22 // 4194304
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#define AKGL_ITERATOR_OP_UNDEFINED_23 1 << 23 // 8388608
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#define AKGL_ITERATOR_OP_UNDEFINED_24 1 << 24 // 16777216
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#define AKGL_ITERATOR_OP_UNDEFINED_25 1 << 25 // 33554432
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#define AKGL_ITERATOR_OP_UNDEFINED_26 1 << 26 // 67108864
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#define AKGL_ITERATOR_OP_UNDEFINED_27 1 << 27 // 134217728
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#define AKGL_ITERATOR_OP_UNDEFINED_28 1 << 28 // 268435456
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#define AKGL_ITERATOR_OP_UNDEFINED_29 1 << 29 // 536870912
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#define AKGL_ITERATOR_OP_UNDEFINED_30 1 << 30 // 1073741824
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#define AKGL_ITERATOR_OP_UNDEFINED_31 1 << 31 // 2147483648
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#endif // _AKGL_ITERATOR_H_
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