Started asset refact
This commit is contained in:
14
archive/asset/CMakeLists.txt
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14
archive/asset/CMakeLists.txt
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@@ -0,0 +1,14 @@
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# Copyright (c) 2025 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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asset.c
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assetmanager.c
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)
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# Subdirs
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add_subdirectory(type)
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139
archive/asset/asset.c
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139
archive/asset/asset.c
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@@ -0,0 +1,139 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "asset.h"
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#include "assetmanager.h"
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#include "util/memory.h"
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#include "assert/assert.h"
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assetdef_t ASSET_DEFINITIONS[ASSET_TYPE_COUNT] = {
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[ASSET_TYPE_PALETTE_IMAGE] = {
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"DPI", assetPaletteImageLoad, assetPaletteImageDispose
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},
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[ASSET_TYPE_ALPHA_IMAGE] = {
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"DAI", assetAlphaImageLoad, assetAlphaImageDispose
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},
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};
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errorret_t assetInit(asset_t *asset, const char_t *filename) {
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assertNotNull(asset, "Asset cannot be NULL.");
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assertNotNull(filename, "Filename cannot be NULL.");
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assertTrue(strlen(filename) < FILENAME_MAX, "Filename too long.");
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assertTrue(strlen(filename) > 0, "Filename cannot be empty.");
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memoryZero(asset, sizeof(asset_t));
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memoryCopy(asset->filename, filename, strlen(filename) + 1);
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// Initialze the reference list.
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refListInit(
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&asset->refList,
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asset->refListArray,
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ASSET_REFERENCE_COUNT_MAX
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);
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// Test the file can be opened. In future I may make the handle stay open for
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// a while to see if it increases performance and stops disk thrashing.
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asset->file = zip_fopen(ASSET_MANAGER.zip, filename, 0);
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if(asset->file == NULL) errorThrow("Failed to open asset file: %s", filename);
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zip_fclose(asset->file);
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asset->file = NULL;
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errorOk();
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}
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ref_t assetLock(asset_t *asset) {
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assertNotNull(asset, "Asset cannot be NULL.");
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return refListLock(&asset->refList);
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}
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void assetUnlock(asset_t *asset, const ref_t ref) {
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assertNotNull(asset, "Asset cannot be NULL.");
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// Just unlock the reference in the reference list.
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refListUnlock(&asset->refList, ref);
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}
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errorret_t assetLoad(asset_t *asset) {
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assertNotNull(asset, "Asset cannot be NULL.");
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assertTrue(
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asset->state == ASSET_STATE_NOT_LOADED,
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"Asset is already loaded or loading."
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);
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// Mark as loading.
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asset->state = ASSET_STATE_LOADING;
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// Open the file.
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if(asset->file == NULL) {
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asset->file = zip_fopen(ASSET_MANAGER.zip, asset->filename, 0);
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if(asset->file == NULL) {
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asset->state = ASSET_STATE_ERROR;
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errorThrow("Failed to open asset file: %s", asset->filename);
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}
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}
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// Read header.
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char_t header[ASSET_HEADER_SIZE + 1];
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memoryZero(header, ASSET_HEADER_SIZE + 1);
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zip_int64_t bytesRead = zip_fread(asset->file, header, ASSET_HEADER_SIZE);
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if(bytesRead != ASSET_HEADER_SIZE) {
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asset->state = ASSET_STATE_ERROR;
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zip_fclose(asset->file);
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asset->file = NULL;
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errorThrow("Failed to read asset header for: %s", asset->filename);
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}
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// Check header.
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if(strlen(header) != ASSET_HEADER_SIZE) {
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asset->state = ASSET_STATE_ERROR;
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zip_fclose(asset->file);
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asset->file = NULL;
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errorThrow("Invalid asset header for: %s", asset->filename);
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}
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// Get the asset definition based on the header.
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assetdef_t *def;
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for(uint_fast8_t i = 0; i < ASSET_TYPE_COUNT; i++) {
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if(strcmp(header, ASSET_DEFINITIONS[i].header) == 0) {
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def = &ASSET_DEFINITIONS[i];
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asset->type = i;
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break;
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}
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}
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assertNotNull(def, "Failed to find asset definition for header.");
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// Load the asset
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errorret_t ret = def->load(asset);
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if(ret.code != ERROR_OK) {
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asset->state = ASSET_STATE_ERROR;
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zip_fclose(asset->file);
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asset->file = NULL;
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errorChain(ret);
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}
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// Finished loading.
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asset->state = ASSET_STATE_LOADED;
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zip_fclose(asset->file);
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asset->file = NULL;
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errorOk();
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}
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errorret_t assetDispose(asset_t *asset) {
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assertNotNull(asset, "Asset cannot be NULL.");
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if(asset->state == ASSET_STATE_LOADED) {
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// Dispose of the asset based on its type.
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assetdef_t *def = &ASSET_DEFINITIONS[asset->type];
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if(def->dispose) errorChain(def->dispose(asset));
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asset->state = ASSET_STATE_NOT_LOADED;
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}
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if(asset->file) {
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zip_fclose(asset->file);
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asset->file = NULL;
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}
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}
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104
archive/asset/asset.h
Normal file
104
archive/asset/asset.h
Normal file
@@ -0,0 +1,104 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "error/error.h"
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#include "util/reflist.h"
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#include <zip.h>
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#include "asset/type/assetpaletteimage.h"
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#include "asset/type/assetalphaimage.h"
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#define ASSET_HEADER_SIZE 3
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#define ASSET_REFERENCE_COUNT_MAX 8
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typedef struct {
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void (*load)();
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} assetcallback_t;
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typedef enum {
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ASSET_STATE_NOT_LOADED,
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ASSET_STATE_LOADING,
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ASSET_STATE_LOADED,
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ASSET_STATE_ERROR,
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} assetstate_t;
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typedef enum {
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ASSET_TYPE_UNKNOWN,
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ASSET_TYPE_PALETTE_IMAGE,
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ASSET_TYPE_ALPHA_IMAGE,
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ASSET_TYPE_COUNT
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} assettype_t;
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typedef struct asset_s {
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char_t filename[FILENAME_MAX];
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ref_t refListArray[ASSET_REFERENCE_COUNT_MAX];
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reflist_t refList;
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assetstate_t state;
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assettype_t type;
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zip_file_t *file;
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union {
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assetpaletteimage_t paletteImage;
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assetalphaimage_t alphaImage;
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};
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} asset_t;
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typedef struct {
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const char_t header[ASSET_HEADER_SIZE + 1];
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errorret_t (*load)(asset_t *asset);
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errorret_t (*dispose)(asset_t *asset);
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} assetdef_t;
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extern assetdef_t ASSET_DEFINITIONS[ASSET_TYPE_COUNT];
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/**
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* Initializes an asset structure. This should be called by the asset manager
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* only.
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*
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* @param asset The asset structure to initialize.
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* @param filename The filename of the asset.
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* @return An error code.
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*/
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errorret_t assetInit(asset_t *asset, const char_t *filename);
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/**
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* Requests a lock on the given asset. This will increase the reference count
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* of the asset, and prevent it from being unloaded until all locks are
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* released.
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*
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* @param asset The asset to lock.
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* @return A unique reference ID for the lock.
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*/
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ref_t assetLock(asset_t *asset);
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/**
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* Releases a lock on the given asset. This will decrease the reference count
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* of the asset, and allow it to be unloaded if there are no more locks.
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*
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* @param asset The asset to unlock.
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* @param ref The reference ID of the lock to release.
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*/
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void assetUnlock(asset_t *asset, const ref_t ref);
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/**
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* Permission has been granted to load the asset data from disk. This should
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* only be called by the asset manager.
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*
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* @param asset The asset to load.
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* @return An error code.
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*/
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errorret_t assetLoad(asset_t *asset);
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/**
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* Disposes of the asset, freeing any allocated memory and closing any open
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* file handles. This should only be called by the asset manager.
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*
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* @param asset The asset to dispose of.
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*/
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errorret_t assetDispose(asset_t *asset);
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@@ -34,7 +34,7 @@ add_subdirectory(display)
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add_subdirectory(engine)
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add_subdirectory(error)
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add_subdirectory(input)
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# add_subdirectory(locale)
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add_subdirectory(locale)
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add_subdirectory(rpg)
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add_subdirectory(scene)
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add_subdirectory(thread)
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@@ -6,9 +6,9 @@
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# Sources
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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asset.c
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assetmanager.c
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# asset.c
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# assetmanager.c
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)
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# Subdirs
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add_subdirectory(type)
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# add_subdirectory(type)
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@@ -6,134 +6,46 @@
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*/
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#include "asset.h"
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#include "assetmanager.h"
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#include "util/memory.h"
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#include "util/string.h"
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#include "assert/assert.h"
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assetdef_t ASSET_DEFINITIONS[ASSET_TYPE_COUNT] = {
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[ASSET_TYPE_PALETTE_IMAGE] = {
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"DPI", assetPaletteImageLoad, assetPaletteImageDispose
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},
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[ASSET_TYPE_ALPHA_IMAGE] = {
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"DAI", assetAlphaImageLoad, assetAlphaImageDispose
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},
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};
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errorret_t assetInit(void) {
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memoryZero(&ASSET_MANAGER, sizeof(assetmanager_t));
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errorret_t assetInit(asset_t *asset, const char_t *filename) {
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assertNotNull(asset, "Asset cannot be NULL.");
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assertNotNull(filename, "Filename cannot be NULL.");
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assertTrue(strlen(filename) < FILENAME_MAX, "Filename too long.");
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assertTrue(strlen(filename) > 0, "Filename cannot be empty.");
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// Default system path, intended to be overridden by the paltform
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stringCopy(ASSET_MANAGER.systemPath, ".", FILENAME_MAX);
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memoryZero(asset, sizeof(asset_t));
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memoryCopy(asset->filename, filename, strlen(filename) + 1);
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// Initialze the reference list.
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refListInit(
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&asset->refList,
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asset->refListArray,
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ASSET_REFERENCE_COUNT_MAX
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// Open zip file
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char_t searchPath[FILENAME_MAX];
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char_t **path = ASSET_SEARCH_PATHS;
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do {
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sprintf(
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searchPath,
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*path,
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ASSET_MANAGER.systemPath,
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ASSET_ASSET_FILE
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);
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// Test the file can be opened. In future I may make the handle stay open for
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// a while to see if it increases performance and stops disk thrashing.
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asset->file = zip_fopen(ASSET_MANAGER.zip, filename, 0);
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if(asset->file == NULL) errorThrow("Failed to open asset file: %s", filename);
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zip_fclose(asset->file);
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asset->file = NULL;
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// Try open
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ASSET.zip = zip_open(searchPath, ZIP_RDONLY, NULL);
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if(ASSET.zip == NULL) continue;
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break;// Found!
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} while(*(++path) != NULL);
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// Did we open the asset?
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if(ASSET.zip == NULL) errorThrow("Failed to open asset file.");
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errorOk();
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}
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ref_t assetLock(asset_t *asset) {
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assertNotNull(asset, "Asset cannot be NULL.");
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return refListLock(&asset->refList);
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}
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void assetUnlock(asset_t *asset, const ref_t ref) {
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assertNotNull(asset, "Asset cannot be NULL.");
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// Just unlock the reference in the reference list.
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refListUnlock(&asset->refList, ref);
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}
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errorret_t assetLoad(asset_t *asset) {
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assertNotNull(asset, "Asset cannot be NULL.");
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assertTrue(
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asset->state == ASSET_STATE_NOT_LOADED,
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"Asset is already loaded or loading."
|
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);
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// Mark as loading.
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asset->state = ASSET_STATE_LOADING;
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// Open the file.
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if(asset->file == NULL) {
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asset->file = zip_fopen(ASSET_MANAGER.zip, asset->filename, 0);
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if(asset->file == NULL) {
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asset->state = ASSET_STATE_ERROR;
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errorThrow("Failed to open asset file: %s", asset->filename);
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}
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}
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// Read header.
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char_t header[ASSET_HEADER_SIZE + 1];
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memoryZero(header, ASSET_HEADER_SIZE + 1);
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zip_int64_t bytesRead = zip_fread(asset->file, header, ASSET_HEADER_SIZE);
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if(bytesRead != ASSET_HEADER_SIZE) {
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asset->state = ASSET_STATE_ERROR;
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zip_fclose(asset->file);
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asset->file = NULL;
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errorThrow("Failed to read asset header for: %s", asset->filename);
|
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}
|
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// Check header.
|
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if(strlen(header) != ASSET_HEADER_SIZE) {
|
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asset->state = ASSET_STATE_ERROR;
|
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zip_fclose(asset->file);
|
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asset->file = NULL;
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errorThrow("Invalid asset header for: %s", asset->filename);
|
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}
|
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|
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// Get the asset definition based on the header.
|
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assetdef_t *def;
|
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for(uint_fast8_t i = 0; i < ASSET_TYPE_COUNT; i++) {
|
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if(strcmp(header, ASSET_DEFINITIONS[i].header) == 0) {
|
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def = &ASSET_DEFINITIONS[i];
|
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asset->type = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
assertNotNull(def, "Failed to find asset definition for header.");
|
||||
|
||||
// Load the asset
|
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errorret_t ret = def->load(asset);
|
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if(ret.code != ERROR_OK) {
|
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asset->state = ASSET_STATE_ERROR;
|
||||
zip_fclose(asset->file);
|
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asset->file = NULL;
|
||||
errorChain(ret);
|
||||
}
|
||||
|
||||
// Finished loading.
|
||||
asset->state = ASSET_STATE_LOADED;
|
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zip_fclose(asset->file);
|
||||
asset->file = NULL;
|
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erroret_t assetLoad(const char_t *filename, void *output) {
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetDispose(asset_t *asset) {
|
||||
assertNotNull(asset, "Asset cannot be NULL.");
|
||||
|
||||
if(asset->state == ASSET_STATE_LOADED) {
|
||||
// Dispose of the asset based on its type.
|
||||
assetdef_t *def = &ASSET_DEFINITIONS[asset->type];
|
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if(def->dispose) errorChain(def->dispose(asset));
|
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asset->state = ASSET_STATE_NOT_LOADED;
|
||||
}
|
||||
|
||||
if(asset->file) {
|
||||
zip_fclose(asset->file);
|
||||
asset->file = NULL;
|
||||
void assetDispose(void) {
|
||||
if(ASSET_MANAGER.zip != NULL) {
|
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zip_close(ASSET_MANAGER.zip);
|
||||
ASSET_MANAGER.zip = NULL;
|
||||
}
|
||||
}
|
||||
@@ -7,98 +7,48 @@
|
||||
|
||||
#pragma once
|
||||
#include "error/error.h"
|
||||
#include "util/reflist.h"
|
||||
#include <zip.h>
|
||||
|
||||
#include "asset/type/assetpaletteimage.h"
|
||||
#include "asset/type/assetalphaimage.h"
|
||||
#if ASSET_TYPE == wad
|
||||
#else
|
||||
#error "Unsupported ASSET_TYPE"
|
||||
#endif
|
||||
|
||||
#define ASSET_HEADER_SIZE 3
|
||||
#define ASSET_REFERENCE_COUNT_MAX 8
|
||||
#define ASSET_FILE "dusk.dsk"
|
||||
|
||||
static const char_t *ASSET_SEARCH_PATHS[] = {
|
||||
"%s/%s",
|
||||
"%s",
|
||||
"../%s",
|
||||
"../../%s",
|
||||
"data/%s",
|
||||
"../data/%s",
|
||||
NULL
|
||||
};
|
||||
|
||||
typedef struct {
|
||||
void (*load)();
|
||||
} assetcallback_t;
|
||||
|
||||
typedef enum {
|
||||
ASSET_STATE_NOT_LOADED,
|
||||
ASSET_STATE_LOADING,
|
||||
ASSET_STATE_LOADED,
|
||||
ASSET_STATE_ERROR,
|
||||
} assetstate_t;
|
||||
|
||||
typedef enum {
|
||||
ASSET_TYPE_UNKNOWN,
|
||||
ASSET_TYPE_PALETTE_IMAGE,
|
||||
ASSET_TYPE_ALPHA_IMAGE,
|
||||
|
||||
ASSET_TYPE_COUNT
|
||||
} assettype_t;
|
||||
|
||||
typedef struct asset_s {
|
||||
char_t filename[FILENAME_MAX];
|
||||
ref_t refListArray[ASSET_REFERENCE_COUNT_MAX];
|
||||
reflist_t refList;
|
||||
assetstate_t state;
|
||||
assettype_t type;
|
||||
zip_file_t *file;
|
||||
|
||||
union {
|
||||
assetpaletteimage_t paletteImage;
|
||||
assetalphaimage_t alphaImage;
|
||||
};
|
||||
zip_t *zip;
|
||||
char_t systemPath[FILENAME_MAX];
|
||||
uint8_t assetCount;
|
||||
} asset_t;
|
||||
|
||||
typedef struct {
|
||||
const char_t header[ASSET_HEADER_SIZE + 1];
|
||||
errorret_t (*load)(asset_t *asset);
|
||||
errorret_t (*dispose)(asset_t *asset);
|
||||
} assetdef_t;
|
||||
|
||||
extern assetdef_t ASSET_DEFINITIONS[ASSET_TYPE_COUNT];
|
||||
static asset_t ASSET;
|
||||
|
||||
/**
|
||||
* Initializes an asset structure. This should be called by the asset manager
|
||||
* only.
|
||||
*
|
||||
* @param asset The asset structure to initialize.
|
||||
* @param filename The filename of the asset.
|
||||
* @return An error code.
|
||||
* Initializes the asset system.
|
||||
*/
|
||||
errorret_t assetInit(asset_t *asset, const char_t *filename);
|
||||
errorret_t assetInit(void);
|
||||
|
||||
/**
|
||||
* Requests a lock on the given asset. This will increase the reference count
|
||||
* of the asset, and prevent it from being unloaded until all locks are
|
||||
* released.
|
||||
* Loads an asset by its filename, the output type depends on the asset type.
|
||||
*
|
||||
* @param asset The asset to lock.
|
||||
* @return A unique reference ID for the lock.
|
||||
* @param filename The filename of the asset to retrieve.
|
||||
* @param output The output pointer to store the loaded asset data.
|
||||
* @return An error code if the asset could not be loaded.
|
||||
*/
|
||||
ref_t assetLock(asset_t *asset);
|
||||
errorret_t assetLoad(const char_t *filename, void *output);
|
||||
|
||||
/**
|
||||
* Releases a lock on the given asset. This will decrease the reference count
|
||||
* of the asset, and allow it to be unloaded if there are no more locks.
|
||||
*
|
||||
* @param asset The asset to unlock.
|
||||
* @param ref The reference ID of the lock to release.
|
||||
* Disposes/cleans up the asset system.
|
||||
*/
|
||||
void assetUnlock(asset_t *asset, const ref_t ref);
|
||||
|
||||
/**
|
||||
* Permission has been granted to load the asset data from disk. This should
|
||||
* only be called by the asset manager.
|
||||
*
|
||||
* @param asset The asset to load.
|
||||
* @return An error code.
|
||||
*/
|
||||
errorret_t assetLoad(asset_t *asset);
|
||||
|
||||
/**
|
||||
* Disposes of the asset, freeing any allocated memory and closing any open
|
||||
* file handles. This should only be called by the asset manager.
|
||||
*
|
||||
* @param asset The asset to dispose of.
|
||||
*/
|
||||
errorret_t assetDispose(asset_t *asset);
|
||||
void assetDispose(void);
|
||||
@@ -9,6 +9,7 @@
|
||||
#include "util/memory.h"
|
||||
#include "time/time.h"
|
||||
#include "input/input.h"
|
||||
#include "locale/localemanager.h"
|
||||
#include "display/display.h"
|
||||
#include "scene/scenemanager.h"
|
||||
#include "asset/assetmanager.h"
|
||||
@@ -27,6 +28,7 @@ errorret_t engineInit(void) {
|
||||
// Init systems. Order is important.
|
||||
timeInit();
|
||||
inputInit();
|
||||
localeManagerInit();
|
||||
errorChain(assetManagerInit());
|
||||
errorChain(displayInit());
|
||||
errorChain(uiInit());
|
||||
|
||||
@@ -21,7 +21,6 @@ typedef struct {
|
||||
errorstate_t *state;
|
||||
} errorret_t;
|
||||
|
||||
|
||||
static const errorcode_t ERROR_OK = 0;
|
||||
static const errorcode_t ERROR_NOT_OK = 1;
|
||||
|
||||
|
||||
@@ -6,5 +6,5 @@
|
||||
# Sources
|
||||
target_sources(${DUSK_TARGET_NAME}
|
||||
PRIVATE
|
||||
language.c
|
||||
localemanager.c
|
||||
)
|
||||
15
src/locale/localemanager.c
Normal file
15
src/locale/localemanager.c
Normal file
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "localemanager.h"
|
||||
#include "util/memory.h"
|
||||
|
||||
localemanager_t LOCALE;
|
||||
|
||||
void localeManagerInit() {
|
||||
memoryZero(&LOCALE, sizeof(localemanager_t));
|
||||
}
|
||||
20
src/locale/localemanager.h
Normal file
20
src/locale/localemanager.h
Normal file
@@ -0,0 +1,20 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef struct {
|
||||
void *nothing;
|
||||
} localemanager_t;
|
||||
|
||||
extern localemanager_t LOCALE;
|
||||
|
||||
/**
|
||||
* Initialize the locale system.
|
||||
*/
|
||||
void localeManagerInit();
|
||||
@@ -6,7 +6,7 @@
|
||||
*/
|
||||
|
||||
#include "engine/engine.h"
|
||||
#include "asset/assetmanager.h"
|
||||
#include "asset/asset.h"
|
||||
#include "util/string.h"
|
||||
#include "input/input.h"
|
||||
|
||||
@@ -23,8 +23,8 @@ int main(int argc, char **argv) {
|
||||
// Setup system path on asset manager
|
||||
if(argc > 0) {
|
||||
stringCopy(
|
||||
ASSET_MANAGER.systemPath, argv[0],
|
||||
sizeof(ASSET_MANAGER.systemPath) / sizeof(char_t)
|
||||
ASSET.systemPath, argv[0],
|
||||
sizeof(ASSET.systemPath) / sizeof(char_t)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
@@ -7,7 +7,7 @@
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
#include "asset/assetmanager.h"
|
||||
#include "asset/asset.h"
|
||||
#include "display/tileset/tileset.h"
|
||||
#include "display/camera.h"
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "asset/assetmanager.h"
|
||||
#include "asset/asset.h"
|
||||
#include "display/tileset/tileset_minogram.h"
|
||||
|
||||
#define UI_TEXT_CHAR_START '!'
|
||||
|
||||
@@ -36,7 +36,6 @@ def processPalette(asset):
|
||||
|
||||
# PSP requires that the palette size be a power of two, so we will pad the
|
||||
# palette with transparent colors if needed.
|
||||
# if args.platform == "psp":
|
||||
def mathNextPowTwo(x):
|
||||
return 1 << (x - 1).bit_length()
|
||||
|
||||
@@ -53,7 +52,7 @@ def processPalette(asset):
|
||||
data += f"static const color_t PALETTE_{paletteIndex}_COLORS[PALETTE_{paletteIndex}_COLOR_COUNT] = {{\n"
|
||||
for pixel in pixels:
|
||||
data += f" {{ 0x{pixel[0]:02X}, 0x{pixel[1]:02X}, 0x{pixel[2]:02X}, 0x{pixel[3]:02X} }},\n"
|
||||
data += f"}};\n\n"
|
||||
data += f"}};\n"
|
||||
data += f"#pragma pack(pop)\n\n"
|
||||
data += f"static const palette_t PALETTE_{paletteIndex} = {{\n"
|
||||
data += f" .colorCount = PALETTE_{paletteIndex}_COLOR_COUNT,\n"
|
||||
|
||||
Reference in New Issue
Block a user