Lua script something
This commit is contained in:
@@ -12,5 +12,6 @@ add_subdirectory(palette)
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add_subdirectory(locale)
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add_subdirectory(entity)
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add_subdirectory(script)
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add_subdirectory(map)
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add_subdirectory(ui)
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6
assets/script/CMakeLists.txt
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6
assets/script/CMakeLists.txt
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@@ -0,0 +1,6 @@
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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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add_asset(SCRIPT test.lua)
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1
assets/script/test.lua
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1
assets/script/test.lua
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@@ -0,0 +1 @@
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print("Test Lua script")
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59
cmake/modules/Findlua.cmake
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59
cmake/modules/Findlua.cmake
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@@ -0,0 +1,59 @@
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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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if(NOT TARGET lua)
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message(STATUS "Looking for Lua...")
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set(LUA_FOUND FALSE CACHE INTERNAL "Lua found")
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set(LUA_DOWNLOAD_DIR "${CMAKE_BINARY_DIR}/_lua")
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set(LUA_SEARCH_ROOTS
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"${LUA_ROOT}"
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"$ENV{LUADEV}"
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"$ENV{HOME}/luadev"
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"/usr/local/luadev"
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"/opt/luadev"
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"/usr/luadev"
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"${LUA_DOWNLOAD_DIR}/luadev"
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)
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foreach(root IN LISTS LUA_SEARCH_ROOTS)
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list(APPEND LUA_BIN_HINTS "${root}/bin")
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list(APPEND LUA_INCLUDE_HINTS "${root}/include")
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list(APPEND LUA_LIB_HINTS "${root}/lib")
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endforeach()
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# Find Lua interpreter
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find_program(LUA_EXECUTABLE NAMES lua HINTS ${LUA_BIN_HINTS})
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# Find Lua headers and library
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find_path(LUA_INCLUDE_DIR lua.h HINTS ${LUA_INCLUDE_HINTS})
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find_library(LUA_LIBRARY NAMES lua HINTS ${LUA_LIB_HINTS})
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# If not found, use FetchContent to download and build Lua
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if(NOT LUA_EXECUTABLE OR NOT LUA_INCLUDE_DIR OR NOT LUA_LIBRARY)
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message(STATUS "Lua not found in system paths. Using FetchContent to download and build Lua.")
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include(FetchContent)
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FetchContent_Declare(
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lua
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GIT_REPOSITORY https://github.com/lua/lua.git
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GIT_TAG v5.4.6 # Change to desired version
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)
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FetchContent_MakeAvailable(lua)
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# Try to locate built Lua
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set(LUA_INCLUDE_DIR "${lua_SOURCE_DIR}")
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set(LUA_LIBRARY "${lua_BINARY_DIR}/liblua.a")
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set(LUA_EXECUTABLE "${lua_BINARY_DIR}/lua")
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endif()
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if(LUA_EXECUTABLE AND LUA_INCLUDE_DIR AND LUA_LIBRARY)
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set(LUA_FOUND TRUE CACHE INTERNAL "Lua found")
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add_library(lua INTERFACE IMPORTED)
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set_target_properties(lua PROPERTIES
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INTERFACE_INCLUDE_DIRECTORIES "${LUA_INCLUDE_DIR}"
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INTERFACE_LINK_LIBRARIES "${LUA_LIBRARY}"
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)
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message(STATUS "Lua found: ${LUA_EXECUTABLE}")
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endif()
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endif()
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@@ -5,6 +5,7 @@
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find_package(cglm REQUIRED)
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find_package(libzip REQUIRED)
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find_package(lua REQUIRED)
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# Libs
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target_link_libraries(${DUSK_TARGET_NAME}
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@@ -12,6 +13,7 @@ target_link_libraries(${DUSK_TARGET_NAME}
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m
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cglm
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zip
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lua
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pthread
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)
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@@ -41,6 +43,7 @@ add_subdirectory(input)
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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(script)
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add_subdirectory(thread)
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add_subdirectory(time)
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add_subdirectory(ui)
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@@ -11,6 +11,7 @@
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#include "type/assetlanguage.h"
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#include "type/assetmap.h"
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#include "type/assetchunk.h"
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#include "type/assetscript.h"
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#include <zip.h>
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typedef enum {
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@@ -21,6 +22,7 @@ typedef enum {
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ASSET_TYPE_LANGUAGE,
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ASSET_TYPE_MAP,
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ASSET_TYPE_CHUNK,
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ASSET_TYPE_SCRIPT,
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ASSET_TYPE_COUNT,
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} assettype_t;
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@@ -81,5 +83,11 @@ static const assettypedef_t ASSET_TYPE_DEFINITIONS[ASSET_TYPE_COUNT] = {
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.header = "DCF",
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.loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
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.custom = assetChunkLoad
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}
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},
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[ASSET_TYPE_SCRIPT] = {
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.header = "DSF",
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.loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
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.custom = assetScriptHandler
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}
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};
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@@ -11,4 +11,5 @@ target_sources(${DUSK_TARGET_NAME}
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assetlanguage.c
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assetmap.c
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assetchunk.c
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assetscript.c
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)
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58
src/asset/type/assetscript.c
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58
src/asset/type/assetscript.c
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@@ -0,0 +1,58 @@
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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/asset.h"
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#include "assert/assert.h"
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errorret_t assetScriptHandler(assetcustom_t custom) {
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assertNotNull(custom.zipFile, "Custom asset zip file cannot be NULL");
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assertNotNull(custom.output, "Custom asset output cannot be NULL");
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assetscript_t *script = (assetscript_t *)custom.output;
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errorChain(assetScriptInit(script, custom.zipFile));
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errorOk();
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}
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errorret_t assetScriptInit(
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assetscript_t *script,
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zip_file_t *zipFile
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) {
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assertNotNull(script, "Script asset cannot be NULL");
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assertNotNull(zipFile, "Zip file cannot be NULL");
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// We now own the zip file handle.
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script->zip = zipFile;
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errorOk();
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}
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const char_t * assetScriptReader(lua_State* lState, void* data, size_t* size) {
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assetscript_t *script = (assetscript_t *)data;
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zip_int64_t bytesRead = zip_fread(
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script->zip, script->buffer, sizeof(script->buffer)
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);
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if(bytesRead < 0) {
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*size = 0;
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return NULL;
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}
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*size = (size_t)bytesRead;
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return script->buffer;
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}
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errorret_t assetScriptDispose(assetscript_t *script) {
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assertNotNull(script, "Script asset cannot be NULL");
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if(script->zip != NULL) {
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zip_fclose(script->zip);
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script->zip = NULL;
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}
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errorOk();
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}
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57
src/asset/type/assetscript.h
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57
src/asset/type/assetscript.h
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@@ -0,0 +1,57 @@
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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 "duskdefs.h"
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#include <zip.h>
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#include <lua.h>
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#define ASSET_SCRIPT_BUFFER_SIZE 1024
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typedef struct assetscript_s {
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zip_file_t *zip;
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char_t buffer[ASSET_SCRIPT_BUFFER_SIZE];
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} assetscript_t;
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typedef struct assetcustom_s assetcustom_t;
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/**
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* Receiving function from the asset manager to handle script assets.
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*
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* @param custom Custom asset loading data.
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* @return Error code.
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*/
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errorret_t assetScriptHandler(assetcustom_t custom);
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/**
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* Initializes a script asset.
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*
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* @param script Script asset to initialize.
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* @param zipFile Zip file handle for the script asset.
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* @return Error code.
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*/
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errorret_t assetScriptInit(assetscript_t *script, zip_file_t *zipFile);
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/**
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* Reader function for Lua to read script data from the asset.
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*
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* @param L Lua state.
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* @param data Pointer to the assetscript_t structure.
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* @param size Pointer to store the size of the read data.
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* @return Pointer to the read data buffer.
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*/
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const char_t * assetScriptReader(lua_State* L, void* data, size_t* size);
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/**
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* Disposes of a script asset, freeing any allocated resources.
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*
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* @param script Script asset to dispose of.
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* @return Error code.
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*/
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errorret_t assetScriptDispose(assetscript_t *script);
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@@ -15,6 +15,7 @@
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#include "asset/asset.h"
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#include "ui/ui.h"
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#include "rpg/rpg.h"
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#include "script/scriptmanager.h"
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#include "debug/debug.h"
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engine_t ENGINE;
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@@ -35,6 +36,12 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
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errorChain(uiInit());
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errorChain(rpgInit());
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errorChain(sceneManagerInit());
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errorChain(scriptManagerInit());
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// scriptManagerExec(
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// "print('Hello from Lua!')\n"
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// "luaCallable()\n"
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// );
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errorOk();
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}
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@@ -11,6 +11,7 @@
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#include "input/input.h"
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int main(int argc, char **argv) {
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// Main applet
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errorret_t ret;
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// Init engine
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10
src/script/CMakeLists.txt
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10
src/script/CMakeLists.txt
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@@ -0,0 +1,10 @@
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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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scriptmanager.c
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)
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74
src/script/scriptmanager.c
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74
src/script/scriptmanager.c
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@@ -0,0 +1,74 @@
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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 "scriptmanager.h"
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#include "util/memory.h"
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#include "asset/asset.h"
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int luaCallable(lua_State *L) {
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printf("This function was called from Lua!\n");
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return 0;
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}
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scriptmanager_t SCRIPT_MANAGER;
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errorret_t scriptManagerInit() {
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memoryZero(&SCRIPT_MANAGER, sizeof(scriptmanager_t));
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SCRIPT_MANAGER.luaState = luaL_newstate();
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if(SCRIPT_MANAGER.luaState == NULL) {
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errorThrow("Failed to init Lua state");
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}
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luaL_openlibs(SCRIPT_MANAGER.luaState);
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lua_register(SCRIPT_MANAGER.luaState, "luaCallable", luaCallable);
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// SCript test
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assetscript_t script;
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assetLoad("script/test.dsf", &script);
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if(lua_load(SCRIPT_MANAGER.luaState, assetScriptReader, &script, "script/test.dsf", NULL) != LUA_OK) {
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const char_t *strErr = lua_tostring(SCRIPT_MANAGER.luaState, -1);
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lua_pop(SCRIPT_MANAGER.luaState, 1);
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errorThrow("Failed to load Lua script: %s", strErr);
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}
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if(lua_pcall(SCRIPT_MANAGER.luaState, 0, LUA_MULTRET, 0) != LUA_OK) {
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const char_t *strErr = lua_tostring(SCRIPT_MANAGER.luaState, -1);
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lua_pop(SCRIPT_MANAGER.luaState, 1);
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errorThrow("Failed to execute Lua script: %s", strErr);
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}
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assetScriptDispose(&script);
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errorOk();
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}
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errorret_t scriptManagerExec(const char_t *script) {
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if(SCRIPT_MANAGER.luaState == NULL) {
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errorThrow("Lua state is not initialized");
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}
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if(luaL_dostring(SCRIPT_MANAGER.luaState, script) != LUA_OK) {
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const char_t *strErr = lua_tostring(SCRIPT_MANAGER.luaState, -1);
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lua_pop(SCRIPT_MANAGER.luaState, 1);
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errorThrow("Failed to execute Lua: ", strErr);
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}
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errorOk();
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}
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errorret_t scriptManagerDispose() {
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if(SCRIPT_MANAGER.luaState != NULL) {
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lua_close(SCRIPT_MANAGER.luaState);
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SCRIPT_MANAGER.luaState = NULL;
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}
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errorOk();
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}
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40
src/script/scriptmanager.h
Normal file
40
src/script/scriptmanager.h
Normal file
@@ -0,0 +1,40 @@
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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 <lua.h>
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#include <lauxlib.h>
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#include <lualib.h>
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typedef struct scriptmanager_s {
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lua_State *luaState;
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} scriptmanager_t;
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extern scriptmanager_t SCRIPT_MANAGER;
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/**
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* Initialize the script manager.
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*
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* @return The error return value.
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*/
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errorret_t scriptManagerInit();
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/**
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* Execute a Lua script.
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*
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* @param script The script to execute.
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* @return The error return value.
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*/
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errorret_t scriptManagerExec(const char_t *script);
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/**
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* Dispose of the script manager.
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*
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* @return The error return value.
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*/
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errorret_t scriptManagerDispose();
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@@ -5,6 +5,7 @@ from assetstool.processpalette import processPalette
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from assetstool.processtileset import processTileset
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from assetstool.processmap import processMap
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from assetstool.processlanguage import processLanguage
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from assetstool.processscript import processScript
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processedAssets = []
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@@ -25,6 +26,8 @@ def processAsset(asset):
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return processMap(asset)
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elif t == 'language':
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return processLanguage(asset)
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elif t == 'script':
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return processScript(asset)
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else:
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print(f"Error: Unknown asset type '{asset['type']}' for path '{asset['path']}'")
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sys.exit(1)
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39
tools/assetstool/processscript.py
Normal file
39
tools/assetstool/processscript.py
Normal file
@@ -0,0 +1,39 @@
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import sys
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import os
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from assetstool.args import args
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from assetstool.assetcache import assetCache, assetGetCache
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from assetstool.assethelpers import getAssetRelativePath
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from dusk.defs import defs
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def processScript(asset):
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cache = assetGetCache(asset['path'])
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if cache is not None:
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return cache
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# Load the lua file as a string
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with open(asset['path'], 'r', encoding='utf-8') as f:
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luaCode = f.read()
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# TODO: I will precompile or minify the Lua code here in the future
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# Create output Dusk Script File (DSF) data
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data = ""
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data += "DSF"
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data += luaCode
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# Write to relative output file path.
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relative = getAssetRelativePath(asset['path'])
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fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
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outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dsf")
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outputFilePath = os.path.join(args.output_assets, outputFileRelative)
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os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
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with open(outputFilePath, "wb") as f:
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f.write(data.encode('utf-8'))
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outScript = {
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'data': data,
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'path': asset['path'],
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'files': [ outputFilePath ],
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'scriptPath': outputFileRelative,
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}
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return assetCache(asset['path'], outScript)
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Reference in New Issue
Block a user