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libakgl/examples/jrpg/jrpg.c
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Move outstanding work from TODO.md into the issue tracker
TODO.md carried two records in one file: what had been done, with the
measurements behind it, and what was left. The second half is what a tracker
is for, and keeping it here has already cost something -- AGENTS.md records a
round where eleven entries described code that had already changed, and this
file admitted to three more.

Every open item is now an issue on source.starfort.tech/andrew/libakgl,
labelled by kind and blast radius and milestoned by what it can land in: 0.9.x
for anything that breaks no ABI, 0.10.0 for new or changed public symbols,
1.0.0 for the design work. Four are epics: the performance plan (#60),
coverage (#61), actor rotation (#62), and the false header comments (#63).

Verified against the tree before filing rather than transcribed. Three entries
were already fixed and were not filed: the akgl_path_relative context leak, the
akgl_draw_background test extension, and the SDL enumeration audit -- keyboards,
gamepads and mappings are all freed in CLEANUP today. Two were reworded because
the code had moved: the fonts item is a missing teardown entry point rather than
a missing API, since akgl_text_unloadallfonts exists, and draw_world's tilemap
call is already bounded by numlayers, so only the per-layer actor rescan remains.

TODO.md keeps the part a tracker has no place for: why a decision went the way
it did, what the measurement was, and which arguments turned out to be wrong.

TODO.txt is deleted. Four of its eight entries had shipped -- actor-to-actor
collision, actor-to-world collision, automatic facing, image layers -- and the
four that had not are #74 through #77, with the GPU renderer's research links
kept because that is the part that took the time.

Every reference that named an item number or a moved section is repointed, in
the manual, the headers, the tests and the examples.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-02 18:47:34 -04:00

422 lines
16 KiB
C

/**
* @file jrpg.c
* @brief A small top-down JRPG: startup, the frame loop, and teardown.
*
* Chapter 20 of the manual quotes this program rather than restating it, so
* what is here is what the chapter teaches. Run it with no arguments for a
* window you can walk around in:
*
* ./examples/jrpg/jrpg
*
* Arrow keys walk, space talks to whoever is standing next to you and dismisses
* the box again. `--frames N` stops after N frames, which is what makes this
* runnable as a headless smoke test; `--demo` drives the arrow keys from a
* script and steps the physics clock by a fixed interval so the run is
* deterministic and takes no wall-clock time.
*/
#include <stdbool.h>
#include <stdio.h>
#include <string.h>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <SDL3_ttf/SDL_ttf.h>
#include <akerror.h>
#include <akstdlib.h>
#include <akgl/controller.h>
#include <akgl/error.h>
#include <akgl/game.h>
#include <akgl/iterator.h>
#include <akgl/physics.h>
#include <akgl/registry.h>
#include <akgl/renderer.h>
#include <akgl/text.h>
#include <akgl/tilemap.h>
#include "jrpg.h"
/** @brief Nanoseconds in one 60 Hz step. What `--demo` advances the clock by. */
#define JRPG_FIXED_STEP_NS (AKGL_TIME_ONESEC_NS / 60)
/** @brief Milliseconds one 60 Hz frame is allowed to take, for the interactive loop. */
#define JRPG_FRAME_BUDGET_MS 16
/*
* The scripted walk `--demo` drives. The player starts at (224, 256) and the
* elder stands at (272, 112), so this is: right for a second, up for two and a
* bit, talk, try to walk while frozen, dismiss, walk away. Every one of those
* is a path the interactive game has and a headless run would otherwise never
* touch.
*
* Frame Key Down What it is for
*/
static const jrpg_ScriptStep JRPG_DEMO_SCRIPT[] = {
{ 10, SDLK_RIGHT, true }, /* the per-facing walk animation */
{ 70, SDLK_RIGHT, false },
{ 75, SDLK_UP, true }, /* up the map, past the buildings */
{ 205, SDLK_UP, false },
{ 215, SDLK_SPACE, true }, /* the elder is in range: open the box */
{ 216, SDLK_SPACE, false },
{ 225, SDLK_LEFT, true }, /* frozen: AKGL_ERR_LOGICINTERRUPT eats this */
{ 245, SDLK_LEFT, false },
{ 255, SDLK_SPACE, true }, /* dismiss */
{ 256, SDLK_SPACE, false },
{ 265, SDLK_DOWN, true }, /* and walk away */
{ 285, SDLK_DOWN, false }
};
#define JRPG_DEMO_STEPS (sizeof(JRPG_DEMO_SCRIPT) / sizeof(JRPG_DEMO_SCRIPT[0]))
static long frame_limit = 0;
/** @brief Where `--screenshot` writes, and on which frame. NULL means never. */
static char *shotpath = NULL;
static long shotframe = 0;
static bool demo = false;
static bool running = true;
static int exitstatus = 0;
static bool lowfps_warned = false;
/**
* @brief Replacement `akgl_game.lowfpsfunc`: say it once, not sixty times a second.
*
* akgl_game.fps is a completed-second average, so it reads 0 for the first
* second of every process -- which is under the threshold, so the default hook
* logs a line on every frame until the first second is up. The hook exists to
* be replaced; a real game sheds work here rather than talking about it.
*/
static void lowfps_quiet(void)
{
if ( lowfps_warned == false ) {
lowfps_warned = true;
SDL_Log("Frame rate is under 30 and this game does nothing about it");
}
}
/**
* @brief Read `--frames N` and `--demo` off the command line.
*
* @param argc Argument count, from `main`.
* @param argv Argument vector, from `main`. Required.
* @return `NULL` on success, otherwise an error context owned by the caller.
* @throws AKERR_NULLPOINTER If @p argv is `NULL`.
* @throws AKERR_VALUE If `--frames` is last, or its argument is not a number.
*/
static akerr_ErrorContext *parse_args(int argc, char *argv[])
{
PREPARE_ERROR(errctx);
int i = 0;
int frames = 0;
FAIL_ZERO_RETURN(errctx, argv, AKERR_NULLPOINTER, "argv");
for ( i = 1; i < argc; i++ ) {
if ( strcmp(argv[i], "--demo") == 0 ) {
demo = true;
} else if ( strcmp(argv[i], "--frames") == 0 ) {
if ( (i + 1) >= argc ) {
FAIL_RETURN(errctx, AKERR_VALUE, "--frames needs a frame count");
}
i += 1;
PASS(errctx, aksl_atoi(argv[i], &frames));
frame_limit = frames;
} else if ( strcmp(argv[i], "--screenshot") == 0 ) {
if ( (i + 1) >= argc ) {
FAIL_RETURN(errctx, AKERR_VALUE, "--screenshot needs a path");
}
i += 1;
shotpath = argv[i];
} else if ( strcmp(argv[i], "--screenshot-frame") == 0 ) {
if ( (i + 1) >= argc ) {
FAIL_RETURN(errctx, AKERR_VALUE, "--screenshot-frame needs a number");
}
i += 1;
PASS(errctx, aksl_atoi(argv[i], &frames));
shotframe = frames;
} else {
FAIL_RETURN(errctx, AKERR_VALUE,
"usage: jrpg [--frames N] [--demo]"
" [--screenshot PATH] [--screenshot-frame N]");
}
}
SUCCEED_RETURN(errctx);
}
/**
* @brief Bring the library up, load the town, and bind the controls.
*
* The order below is the one game.h documents and the only one that works.
* Three things in it are not obvious and are what chapter 20 spends its time
* on: the properties have to be set between akgl_game_init and
* akgl_render_2d_init, because that is what reads them; the physics backend has
* to be initialized by hand, because akgl_game_init does not; and the assets
* have to be loaded sprites-then-characters-then-map.
*
* @return `NULL` on success, otherwise an error context owned by the caller.
*/
static akerr_ErrorContext *startup(void)
{
PREPARE_ERROR(errctx);
akgl_Control talk;
// Required before akgl_game_init, which refuses to run without all three:
// the window title, SDL's application metadata and the savegame
// compatibility check are built from them.
PASS(errctx, aksl_strncpy(akgl_game.name, sizeof(akgl_game.name), "libakgl JRPG tutorial", sizeof(akgl_game.name) - 1));
PASS(errctx, aksl_strncpy(akgl_game.version, sizeof(akgl_game.version), "1.0.0", sizeof(akgl_game.version) - 1));
PASS(errctx, aksl_strncpy(akgl_game.uri, sizeof(akgl_game.uri), "net.aklabs.libakgl.examples.jrpg", sizeof(akgl_game.uri) - 1));
PASS(errctx, akgl_game_init());
akgl_game.lowfpsfunc = &lowfps_quiet;
PASS(errctx, akgl_set_property("game.screenwidth", JRPG_SCREEN_WIDTH));
PASS(errctx, akgl_set_property("game.screenheight", JRPG_SCREEN_HEIGHT));
PASS(errctx, akgl_render_2d_init(akgl_renderer));
// akgl_game_init points akgl_physics at akgl_default_physics and stops
// there. That storage is BSS, so all four of its method pointers are NULL,
// and akgl_game_update calls `akgl_physics->simulate(...)` without checking
// it: a NULL function pointer, and a segmentation fault on frame one rather
// than an error context.
//
// town.tmj happens to declare its own physics, and jrpg_world_load switches
// to the backend that builds -- so removing this line alone leaves *this*
// program working, and removing it along with that switch is a SIGSEGV on
// frame one. Measured, by removing both. This line is what makes the
// program correct for a map that declares no physics, which is most of
// them. Nothing calls the factory for you either way. A top-down game wants
// the arcade backend with no gravity, which is what the property defaults
// already give.
PASS(errctx, akgl_physics_init_arcade(akgl_physics));
PASS(errctx, akgl_text_loadfont(JRPG_FONT_NAME, JRPG_FONT_FILE, JRPG_FONT_SIZE));
PASS(errctx, jrpg_world_load());
PASS(errctx, jrpg_world_populate());
// The arrow keys and the D-pad, wired to the akgl_actor_cmhf_* pairs, in
// one call. Keyboard id 0 and gamepad id 0 mean "the first of each".
PASS(errctx, akgl_controller_default(0, "player", 0, 0));
// And one binding of our own on the same map. A binding is a struct, copied
// in, so a stack local is fine. handler_off has to be non-NULL --
// akgl_controller_handle_event does not check it before calling it -- and
// the button is set to something no gamepad reports, because the gamepad
// and keyboard arms of the match are evaluated together.
PASS(errctx, aksl_memset((void *)&talk, 0x00, sizeof(talk)));
talk.event_on = SDL_EVENT_KEY_DOWN;
talk.event_off = SDL_EVENT_KEY_UP;
talk.key = SDLK_SPACE;
talk.button = (uint8_t)SDL_GAMEPAD_BUTTON_INVALID;
talk.handler_on = &jrpg_cmhf_talk;
talk.handler_off = &jrpg_cmhf_ignore;
PASS(errctx, akgl_controller_pushmap(0, &talk));
SUCCEED_RETURN(errctx);
}
/**
* @brief Feed the scripted keystrokes due on this frame into the control maps.
*
* Synthesized `SDL_Event`s rather than direct calls to the handlers, so the
* demo goes through akgl_controller_handle_event, the control map lookup and
* the binding -- the same path a real key takes. A test that skipped that would
* not be testing the thing that breaks.
*
* @param frameno The frame about to be drawn.
* @return `NULL` on success, otherwise an error context owned by the caller.
*/
static akerr_ErrorContext *demo_step(long frameno)
{
PREPARE_ERROR(errctx);
SDL_Event event;
size_t i = 0;
for ( i = 0; i < JRPG_DEMO_STEPS; i++ ) {
if ( JRPG_DEMO_SCRIPT[i].frame != frameno ) {
continue;
}
PASS(errctx, aksl_memset((void *)&event, 0x00, sizeof(event)));
if ( JRPG_DEMO_SCRIPT[i].down ) {
event.type = SDL_EVENT_KEY_DOWN;
} else {
event.type = SDL_EVENT_KEY_UP;
}
event.key.which = 0;
event.key.key = JRPG_DEMO_SCRIPT[i].key;
PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &event));
}
SUCCEED_RETURN(errctx);
}
/**
* @brief Read the render target back and write it out as a PNG.
*
* Called between the box being drawn and the frame being presented, because
* SDL_RenderPresent is where the target stops being readable. This is how the
* figure in chapter 21 is generated: it is output from this program rather than
* a picture somebody took once, so it cannot show a version of the game that no
* longer exists.
*/
static akerr_ErrorContext *save_screenshot(char *path)
{
SDL_Surface *shot = NULL;
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, path, AKERR_NULLPOINTER, "path");
shot = SDL_RenderReadPixels(akgl_renderer->sdl_renderer, NULL);
FAIL_ZERO_RETURN(errctx, shot, AKGL_ERR_SDL, "SDL_RenderReadPixels: %s", SDL_GetError());
ATTEMPT {
FAIL_ZERO_BREAK(errctx, IMG_SavePNG(shot, path), AKGL_ERR_SDL,
"IMG_SavePNG(%s): %s", path, SDL_GetError());
} CLEANUP {
SDL_DestroySurface(shot);
} PROCESS(errctx) {
} FINISH(errctx, true);
SDL_Log("Wrote %s", path);
SUCCEED_RETURN(errctx);
}
/**
* @brief One frame: events, camera, the library's own update, the box, present.
*
* akgl_game_update is update-every-actor, step the physics, draw the world. It
* does *not* clear or present the target, so the frame is bracketed by the
* backend's own frame_start and frame_end, and anything drawn between the
* update and frame_end lands on top of the world.
*
* @param frameno The frame number, for the demo script.
* @return `NULL` on success, otherwise an error context owned by the caller.
*/
static akerr_ErrorContext *frame(long frameno)
{
PREPARE_ERROR(errctx);
SDL_Event event;
akgl_Iterator opflags = {
.flags = AKGL_ITERATOR_OP_UPDATE,
.layerid = 0
};
while ( SDL_PollEvent(&event) ) {
if ( event.type == SDL_EVENT_QUIT ) {
running = false;
}
PASS(errctx, akgl_controller_handle_event((void *)&akgl_game.state, &event));
}
if ( demo ) {
PASS(errctx, demo_step(frameno));
// Drive the clock rather than sleeping on it. akgl_physics_simulate
// measures dt from gravity_time, which is a public field, so setting it
// one fixed step into the past makes every frame worth exactly 1/60 of
// a second of simulated time no matter how fast the loop actually runs.
// tests/physics_sim.c does the same, for the same reason: a simulated
// second should not cost a real one.
akgl_physics->gravity_time = SDL_GetTicksNS() - JRPG_FIXED_STEP_NS;
}
PASS(errctx, jrpg_camera_follow());
PASS(errctx, akgl_renderer->frame_start(akgl_renderer));
// Every failure path out of akgl_game_update returns with the game state
// mutex still held. SDL's mutexes are recursive and this loop is single
// threaded, so the next frame would not deadlock -- but it would be running
// on top of a frame that did not finish. Treat a failed frame as terminal.
PASS(errctx, akgl_game_update(&opflags));
PASS(errctx, jrpg_textbox_draw());
if ( (shotpath != NULL) && (frameno == shotframe) ) {
PASS(errctx, save_screenshot(shotpath));
}
PASS(errctx, akgl_renderer->frame_end(akgl_renderer));
SUCCEED_RETURN(errctx);
}
/**
* @brief Give back what has to be given back, in the order that works.
*
* There is no `akgl_game_shutdown`; teardown is the caller's. Two of the three
* lines here are load-bearing and the third is a deliberate omission:
*
* - akgl_text_unloadallfonts must run **before** `SDL_Quit`. Fonts are kept in
* an SDL property registry, and `SDL_Quit` destroys the registry -- taking
* the last reference to every font still in it with no way left to close
* them.
* - akgl_tilemap_release is **not** called. Its layer loop destroys
* `tilesets[i].texture` rather than `layers[i].texture`, so it double-frees
* every tileset texture and never frees an image layer's, and it NULLs
* nothing, so a second call is a use-after-free. TODO.md, "Defects". `SDL_Quit` reclaims the textures correctly; calling the
* function that is supposed to would be worse than not.
* - The pools are static storage. There is nothing to free and the process is
* about to exit.
*/
static void teardown(void)
{
IGNORE(akgl_text_unloadallfonts());
if ( akgl_window != NULL ) {
SDL_DestroyWindow(akgl_window);
akgl_window = NULL;
}
SDL_Quit();
}
int main(int argc, char *argv[])
{
PREPARE_ERROR(errctx);
akgl_Actor *player = NULL;
long frameno = 0;
uint64_t started = 0;
uint64_t spent = 0;
ATTEMPT {
CATCH(errctx, parse_args(argc, argv));
CATCH(errctx, startup());
// Taken here rather than after FINISH: the registry is an SDL property
// set and `SDL_Quit` in teardown() destroys it, so a lookup afterwards
// finds nothing. The actor itself is in a static pool and outlives both.
player = SDL_GetPointerProperty(AKGL_REGISTRY_ACTOR, "player", NULL);
// The loop is the last thing in this ATTEMPT block on purpose. CATCH
// reports failure by `break`ing, and a `break` inside a loop binds to
// the loop rather than to the block -- so a failing frame leaves the
// loop and falls straight into CLEANUP, which is what is wanted. Put
// anything after this loop and it would run after a failure instead.
// src/tilemap.c carries the same note over the same shape.
while ( running ) {
started = SDL_GetTicks();
CATCH(errctx, frame(frameno));
frameno += 1;
if ( (frame_limit > 0) && (frameno >= frame_limit) ) {
running = false;
}
if ( demo == false ) {
spent = SDL_GetTicks() - started;
if ( spent < JRPG_FRAME_BUDGET_MS ) {
SDL_Delay((uint32_t)(JRPG_FRAME_BUDGET_MS - spent));
}
}
}
} CLEANUP {
teardown();
} PROCESS(errctx) {
} HANDLE_DEFAULT(errctx) {
LOG_ERROR_WITH_MESSAGE(errctx, "the JRPG example could not finish");
// Set a flag and act on it after FINISH. A bare `return` from inside a
// HANDLE block leaves before RELEASE_ERROR and leaks the context's pool
// slot; AGENTS.md spells that out, and an example is a bad place to
// teach it wrong.
exitstatus = 1;
} FINISH_NORETURN(errctx);
// Enough for the smoke run to be read rather than merely passed. A run that
// exits 0 having drawn nothing looks exactly like one that worked.
if ( player != NULL ) {
printf("jrpg: %ld frames, player at (%.0f, %.0f)\n", frameno, player->x, player->y);
} else {
printf("jrpg: %ld frames, no player\n", frameno);
}
return exitstatus;
}