Files
libakgl/docs/README.md
Andrew Kesterson b938460127 Add the manual: nineteen chapters and a corrected README
docs/ is a narrative manual, not a second reference. Every header already
carries a substantial @file/@brief block and Doxyfile sets WARN_IF_UNDOCUMENTED
with WARN_AS_ERROR, so an undocumented symbol already fails CI. The gap was
navigation and worked examples. Chapters teach a task and link to the Doxygen
output; where a declaration or a constant table has to be in front of the
reader it arrives as a `c excerpt=` block, so the text *is* the header and
cannot diverge from it. That also preserves the hand-aligned bit-flag tables
scripts/reindent.el goes out of its way not to destroy.

The manual does not re-document its dependencies. libakerror owns the
ATTEMPT/CLEANUP/PROCESS/HANDLE/FINISH protocol, SDL3 owns renderers and events,
Tiled owns the map format, jansson owns json_t. A chapter that restated any of
them would be wrong the day upstream changed and nothing here would notice --
the same drift this work exists to fix, arriving from a different direction. So
each chapter says what libakgl adds or constrains and links out for the rest.

Chapter 4 is the exception and the reason for it: libakerror documents the
mechanism, but only libakgl can say which statuses its own functions raise and
what they mean here, and that was written down nowhere. It carries three tables
-- libakgl's five status codes, the libakerror statuses libakgl actually raises
with their meaning in this library, and the exit-status trap where
`exit(AKGL_ERR_SDL)` is a wait status of 0 because the band starts at 256.

Every chapter was written against src/ rather than against the header comments,
which is how 27 false claims in those comments came to light. Where a chapter
documents a known defect rather than a design decision it says so and points at
TODO.md.

README.md keeps the development process and hands the reader to docs/. Its
task-oriented FAQ is deleted rather than moved, because one source of truth per
topic is the whole point and that FAQ's examples did not compile.

Census: 39 compiled snippets, 89 verbatim header excerpts, 4 JSON documents run
through the real loaders, one linked-and-executed program with its output
compared byte for byte, one generated figure. 11 norun blocks, each justified.

Co-Authored-By: Claude Code <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-01 20:58:37 -04:00

4.9 KiB

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 five 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 six 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. Input Control maps, push-not-poll dispatch, the keystroke ring, gamepads
16. Text and fonts Loading, drawing, measuring, and the teardown order that matters
17. Audio The three-voice synthesizer, and the separate background-music path
18. Utilities Collision helpers, path resolution, the JSON accessors, static strings
19. Tutorial: a 2D sidescroller Gravity, a jump, collision you write yourself, coins and hazards
20. Tutorial: a top-down JRPG A town map, NPCs spawned from map objects, four-way animation, a text box, a follower
21. 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.