Files
libakgl/examples/jrpg/CMakeLists.txt
Andrew Kesterson d8458d1e68
Some checks failed
libakgl CI Build / cmake_build (push) Failing after 8m56s
libakgl CI Build / memory_check (push) Has been cancelled
libakgl CI Build / mutation_test (push) Has been cancelled
libakgl CI Build / performance (push) Has been cancelled
Stop set_tests_properties from eating the test environment lists
The example games failed on the CI runner with "ALSA: Couldn't open audio
device" despite SDL_AUDIODRIVER=dummy sitting right there in their CMake --
because it never reached the process. set_tests_properties parses its
PROPERTIES arguments as name/value pairs, so a semicolon-separated value
list is split and every element after the first is consumed as a bogus
property name: ENVIRONMENT kept only SDL_VIDEODRIVER=dummy, and the
LD_LIBRARY_PATH prepend list kept only its first directory. ctest
--show-only=json-v1 shows the truncation plainly.

Nobody could see it. Video survived because SDL3 falls through its driver
list to dummy on a headless machine with no hint at all; audio survived on
every developer machine because the real device works there; the library
paths survived because RPATH covered them. A runner with no sound card was
the first environment where any of it mattered.

Every list-valued test property now goes through set_property(TEST ...),
which takes real list arguments -- the examples' ENVIRONMENT triplets and
vendored-path modifications, the suites' LD_LIBRARY_PATH prepends, and the
docs harness's driver variables. Verified by property dump (3 environment
entries and all 7 prepends present) and by running the example tests with
ALSA_CONFIG_PATH=/dev/null, which now pass where a real ALSA open would
fail: the dummy driver is finally the one being asked.

Co-Authored-By: Claude Code (Claude Fable 5, claude-fable-5) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KzBDV2fqgnUAcqCKqKvc71
2026-08-02 14:19:05 -04:00

78 lines
3.6 KiB
CMake

# The top-down JRPG tutorial game, quoted by docs/20-tutorial-jrpg.md.
#
# It is a real target built by `all`, not a snippet: a tutorial whose program
# does not compile is the failure this whole documentation effort exists to
# stop, and the chapter's `c excerpt=` blocks fail the moment this source moves
# under them.
add_executable(jrpg
jrpg.c
world.c
textbox.c
)
target_link_libraries(jrpg
PRIVATE akstdlib::akstdlib akerror::akerror akgl
SDL3::SDL3 SDL3_ttf::SDL3_ttf SDL3_image::SDL3_image SDL3_mixer::SDL3_mixer
jansson::jansson -lm)
target_include_directories(jrpg PRIVATE "${CMAKE_CURRENT_SOURCE_DIR}")
target_compile_options(jrpg PRIVATE ${AKGL_WARNING_FLAGS})
# The game finds its data through two absolute paths baked in here. A game that
# ships would install its assets and resolve them against SDL_GetBasePath(); a
# tutorial has to run from the build tree, from the source tree, and from
# whatever working directory CTest hands it, so the paths are compiled in.
get_filename_component(JRPG_REPO_ROOT "${CMAKE_CURRENT_SOURCE_DIR}/../.." ABSOLUTE)
target_compile_definitions(jrpg PRIVATE
JRPG_ASSET_DIR="${JRPG_REPO_ROOT}/docs/tutorials/assets/jrpg"
# tests/assets/akgl_test_mono.ttf, which ships beside its licence file.
JRPG_FONT_FILE="${JRPG_REPO_ROOT}/tests/assets/akgl_test_mono.ttf"
)
# The vendored SDL satellite libraries land in per-project subdirectories that
# are not on the loader's default search path, exactly as they do for the test
# suites. AKGL_VENDORED_RPATH is set by the top-level CMakeLists.txt and is only
# defined when something was actually vendored.
if(AKGL_VENDORED_DEPENDENCIES)
set_target_properties(jrpg PROPERTIES BUILD_RPATH "${AKGL_VENDORED_RPATH}")
endif()
# The headless smoke run. `--demo` drives the arrow keys from a script and steps
# the physics clock by a fixed 1/60 s, so the run is deterministic and finishes
# in well under a second; `--frames` bounds it. Between them the run walks the
# player into a wall, opens the text box, and exercises the follower's render
# hook -- rather than just proving that main() returns.
#
# add_test() reaches the real command here: the top-level CMakeLists.txt shadows
# it to suppress the vendored projects' registrations and lifts the suppression
# again long before examples/ is added.
add_test(NAME example_jrpg COMMAND jrpg --frames 320 --demo)
set_tests_properties(example_jrpg PROPERTIES TIMEOUT 120)
# set_property, not set_tests_properties: the latter parses its PROPERTIES
# arguments as name/value *pairs*, so a semicolon-separated value is split and
# every element after the first is consumed as a bogus property name. The
# audio and render entries of this list were silently lost that way --
# invisible on any machine whose real audio device works, and found the first
# time CI ran on a runner without one.
set_property(TEST example_jrpg PROPERTY ENVIRONMENT
"SDL_VIDEODRIVER=dummy"
"SDL_RENDER_DRIVER=software"
"SDL_AUDIODRIVER=dummy"
)
# LD_LIBRARY_PATH for the vendored satellite libraries. Only needed when they
# were vendored; an installed build resolves them normally.
if(AKGL_VENDORED_DEPENDENCIES)
if(CMAKE_VERSION VERSION_GREATER_EQUAL "3.22")
set(JRPG_TEST_ENV_MOD "")
foreach(dir IN LISTS AKGL_TEST_LIBPATH)
list(APPEND JRPG_TEST_ENV_MOD "LD_LIBRARY_PATH=path_list_prepend:${dir}")
endforeach()
set_property(TEST example_jrpg PROPERTY ENVIRONMENT_MODIFICATION ${JRPG_TEST_ENV_MOD})
else()
string(REPLACE ";" ":" JRPG_TEST_LIBPATH_JOINED "${AKGL_TEST_LIBPATH}")
set_property(TEST example_jrpg APPEND PROPERTY ENVIRONMENT
"LD_LIBRARY_PATH=${JRPG_TEST_LIBPATH_JOINED}:$ENV{LD_LIBRARY_PATH}")
endif()
endif()