7 Commits

Author SHA1 Message Date
a90badbcd5 A camera nothing looked through was a camera nothing tested
begin-mode-2d and end-mode-2d have been bound since Camera2D went in and
called by nothing, which is the same as not having bound them. The grid now
draws through a camera the arrow keys pan and comma and period zoom, and
paint has to undo that transform with get-screen-to-world-2d — so a camera
plumbed in wrongly is visible at once as grains landing somewhere other than
the cursor, rather than as nothing at all.

The shapes, the text and the timing come with it, and none of them can be
asserted: every one needs a GL context, and measure-text needs init-window
too — the default font is loaded there and nowhere else, so headless it
answers 0 for every string. Measured against libraylib.so.550, not assumed,
which is why it is absent from the acceptance table despite looking exactly
like a call that belongs in it.

So the HUD is built to be looked at instead: each shape binding appears once
and each is asymmetric enough that crossed arguments show. The ellipse is
wider than it is tall, the ring's sweep comes from get-time, the triangle has
its counter-clockwise winding with an outline over it as a control, and the
panel is sized by measure-text rather than by a guess.

draw-rectangle-rounded-lines takes no thickness in raylib 5.5 — it moved to
the -ex form, and both are here. The 5.1 header on this machine still shows
the five-argument version; nm -D on the library is what settled it.

Font loading stays unbound and says so: a Font carries a Texture2D, a
Rectangle* and a GlyphInfo*, and a GlyphInfo carries an Image.
2026-09-11 19:44:25 +07:00
9700eeafb4 Images, because pixels in RAM are what a headless test can argue with
Every other struct in the package is handed to raylib and handed back, and
that proves nothing: store-and-return is symmetric, so C writes and reads the
same wrong slots for any field order. An Image is different. raylib computes
with it, and two computations answer differently per axis.

gen-image-color takes two scalars and returns a struct reading 4, 2, 1, 7 —
four distinct values in four adjacent i32 slots, with no input struct for a
permutation to cancel against. Texture2D never got that: nothing without a GPU
reads its width, height or mipmaps at all.

And get-image-color indexes y*width + x, so on a 4-wide, 2-tall image (3,0)
exists and its transpose does not. That is the axis discriminator the
collision family could not be — exchange x and y in the wrapper and the read
goes out of bounds. The two flips say it twice more: on two rows, one moves a
mark the other leaves alone.

The PNG round trip is not the symmetric trap either. stb's encoder and decoder
are external ground truth; they agree with each other, not with whatever field
order Flan believes in.

Verified to fail, each restored after: width against height, mipmaps against
format, x against y in the shim, the two flips bound to each other, and the
crop rectangle's width against its height.
2026-09-11 19:35:19 +07:00
27172d260f Collision bindings, and what a headless FFI test cannot pin
Finishing the 2D lane's unfinished work: the collision family was written and
had no tests when the session ended. It is the best material a headless table
gets, since every one of these is pure and needs no GL context.

Two plausible tests in a row turned out to check nothing, and that is the part
worth keeping. A struct round trip is symmetric and passes for any field order -
the texture lane found that one. The second is subtler: no axis-aligned geometry
can pin Vector2's fields, because exchanging x and y is a reflection that is
applied on the way in and undone on the way out. Swapping the shim's own typedef
leaves every collision case passing. Distances never even see it.

What does pin Vector2 is the rotated camera, because a rotation is not
axis-aligned and does not commute with the reflection. That case is load-bearing
and the comment now says so, because the collision cases look like they cover
the same ground and do not.

What the new cases do pin is Rectangle, completely: swapping width and height
turns three of the four predicates the wrong way. Verified by doing it.

collision-lines answers (Option Vector2) rather than a bool and an
out-parameter, because raylib leaves the out-parameter untouched when the
segments do not meet and a caller who forgets reads whatever was there.
2026-09-11 19:01:32 +07:00
856f7dad7b A camera whose layout a round trip could not have pinned
GetScreenToWorld2D and GetWorldToScreen2D are pure arithmetic over every
field of a Camera2D, so they run with no window at all — the best headless
material the package has had. Both directions are asserted as absolute
answers rather than as a round trip, because an inverse cancels a permuted
layout exactly the way store-and-return does.

The rotated case earns its awkwardness: exchanging x and y in Vector2
mirrors every component-wise formula and the answer comes back mirrored
too, so nothing until now could tell the two floats apart. A rotation mixes
them. It reports ok/bad against a tolerance because 90 degrees goes through
sinf and the answer is 27.9999981, and the table compares stdout byte for
byte at -O0 and -O2.
2026-09-11 18:48:57 +07:00
a178135143 Textures, which cannot be tested without a GPU
LoadTexture, UnloadTexture, the four DrawTexture variants and IsTextureValid.
Nothing about them pushes against the aggregate rule: every raylib signature
here takes its structs by value, and every one has an obvious pointer form the
shim dereferences, so the declarations are scalars and pointers as before.

The predicate is IsTextureValid and not IsTextureReady, which this version of
raylib does not export at all — 5.5 renamed it, and calling the old name would
be a link error rather than a silent miss. It is bound because the failure it
reports is otherwise invisible: LoadTexture on a missing file returns a texture
with an id of 0 and says so only on the trace log, and then every draw with it
is a no-op that looks like a drawing bug.

cstr's one caller used to be the window title, and its comment said so. A path
is the second caller and wants far more than 256 bytes, so each caller now
passes a buffer sized for what it holds. Truncating still beats reading past
the end: a truncated path simply fails to open, and texture-valid? is how the
program notices.

None of this is in the acceptance table, and deliberately. Loading a texture
needs a GL context, so anything headless would be asserting on the failure
path while appearing to test the working one. It is exercised by sand.flan.
2026-09-11 17:52:51 +07:00
07d068d297 A struct that comes back unchanged proves nothing
Texture2D and Rectangle are the two structs the texture calls need, and they
are the ones whose layout can be silently wrong: five 4-byte fields in a row,
and four floats in a row, so a permutation still reads as plausible numbers
everywhere.

The obvious test — hand raylib a struct, read it back, compare — is worthless
here, and I only found that out by trying it. Storing and returning is
symmetric: swap two fields in the Flan defstruct and the round trip still
agrees with itself, because C writes and reads the same wrong slots. That test
passes whatever the layout is, which is the kind of test this project would
rather not have at all.

So the headless case uses the two things raylib computes from the fields
without a GPU. GetCollisionRec turns (0,0,10,4) and (6,1,10,10) into
(6,1,4,3), four different numbers each derived from a different pair of
fields, and no permutation of Rectangle survives it. SetShapesTexture keeps a
Texture2D without touching GL and substitutes 1 1 1 1 7 when the id is zero,
so a zero id pins the first field, the 7 pins the last, and a zero width
stored rather than substituted is what stops that pair from passing with id
and width swapped. Each of those was checked by permuting the defstruct and
watching the case fail.

What is left unpinned is width, height and mipmaps against each other; nothing
raylib does without a GL context reads them. That is stated in the program
rather than papered over, because the alternative is a case that looks like it
covers them.

set-shapes-texture, get-shapes-texture, get-shapes-texture-rectangle and
get-collision-rec are real bindings, not test scaffolding — they are bound
here because they are also the only pure consumers of these two structs.
2026-09-11 17:52:04 +07:00
60a1928ee3 Raylib runs, Heckin yeah 2026-09-10 18:55:55 +07:00