Scene.set() JS lifecycle, UI sprite caching, emulator test scripts
- Add Scene.set(module) so JerryScript can switch scenes via
require()'d {init, update, dispose} modules; wire it into
engineUpdate() and rework overworldscene.js/init.js to the new shape.
- Fix scriptManagerExecFile() never pushing its own file's directory
onto the require() dir stack, breaking relative require() calls from
a top-level entry script (e.g. init.js -> ./overworldscene.js).
- Cache sprite geometry across frames for uislider/uitab/uiframe
(dialogs/textbox/settings) and give uitextbox a per-page glyph cache
instead of one spriteBatchBuffer call per visible character. uiconsole
drops its alloc/free vertex buffer for a fixed-size one. uifps skips
rebuilding its label when the text hasn't changed.
- Add PSP_OPTIMIZATION_PLAN.md and a handful of UI/spritebatch unit
tests covering the new caching logic.
- Add Dolphin/PPSSPP emulator smoke-test scripts (+ Docker variants and
CI jobs) for GameCube/Wii/PSP.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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/**
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* Copyright (c) 2026 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 "dusktest.h"
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#include "ui/frame/uiframe.h"
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static void test_uiFrameBuildSprites_layout(void **state) {
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UI_FRAME.tileset = (tileset_t){
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.tileWidth = 1,
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.tileHeight = 1,
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.tileCount = 9,
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.columns = 3,
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.rows = 3,
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.uv = { 0.25f, 0.25f }
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};
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const float_t x = 100.0f;
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const float_t y = 50.0f;
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const float_t width = 40.0f;
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const float_t height = 30.0f;
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const float_t tileW = (float_t)UI_FRAME_BORDER_WIDTH;
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const float_t tileH = (float_t)UI_FRAME_BORDER_HEIGHT;
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spritebatchsprite_t sprites[9];
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uiFrameBuildSprites(sprites, x, y, width, height);
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// Top-left corner sits exactly at the rect's origin.
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assert_float_equal(sprites[0].min[0], x, 0.0001f);
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assert_float_equal(sprites[0].min[1], y, 0.0001f);
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assert_float_equal(sprites[0].max[0], x + tileW, 0.0001f);
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assert_float_equal(sprites[0].max[1], y + tileH, 0.0001f);
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assert_float_equal(sprites[0].uvMin[0], 0.0f, 0.0001f);
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assert_float_equal(sprites[0].uvMin[1], 0.0f, 0.0001f);
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assert_float_equal(sprites[0].uvMax[0], 0.25f, 0.0001f);
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assert_float_equal(sprites[0].uvMax[1], 0.25f, 0.0001f);
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// Top-middle edge stretches to fill the width minus both corners.
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assert_float_equal(sprites[1].min[0], x + tileW, 0.0001f);
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assert_float_equal(sprites[1].max[0], x + width - tileW, 0.0001f);
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assert_float_equal(sprites[1].max[1], y + tileH, 0.0001f);
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// Center tile fills the remaining interior on both axes.
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assert_float_equal(sprites[4].min[0], x + tileW, 0.0001f);
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assert_float_equal(sprites[4].min[1], y + tileH, 0.0001f);
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assert_float_equal(sprites[4].max[0], x + width - tileW, 0.0001f);
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assert_float_equal(sprites[4].max[1], y + height - tileH, 0.0001f);
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// Bottom-right corner sits exactly at the rect's far corner, sampling
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// tileset column 2, row 2.
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assert_float_equal(sprites[8].min[0], x + width - tileW, 0.0001f);
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assert_float_equal(sprites[8].min[1], y + height - tileH, 0.0001f);
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assert_float_equal(sprites[8].max[0], x + width, 0.0001f);
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assert_float_equal(sprites[8].max[1], y + height, 0.0001f);
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assert_float_equal(sprites[8].uvMin[0], 0.5f, 0.0001f);
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assert_float_equal(sprites[8].uvMin[1], 0.5f, 0.0001f);
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}
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int main(int argc, char **argv) {
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const struct CMUnitTest tests[] = {
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cmocka_unit_test(test_uiFrameBuildSprites_layout),
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};
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return cmocka_run_group_tests(tests, NULL, NULL);
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}
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