Add claude docs
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# Animation System
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Source: `src/dusk/animation/`
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## Overview
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The animation system provides time-based keyframe interpolation with
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pluggable easing functions. It is intentionally minimal -- no skeleton,
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no blending, no state machine. Animations produce a single `float_t`
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value at a given time, which callers apply to whatever property they
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are animating.
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## Keyframes (`keyframe.h`)
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```c
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typedef struct {
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float_t time; // time in seconds this keyframe is at
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float_t value; // the value at this keyframe
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easingtype_t easing; // easing applied between this frame and the next
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} keyframe_t;
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```
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## Animation (`animation.h`)
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```c
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typedef struct {
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keyframe_t *keyframes; // caller-owned array
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uint16_t keyframeCount;
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} animation_t;
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void animationInit(
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animation_t *anim,
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keyframe_t *keyframes,
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uint16_t keyframeCount
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);
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float_t animationGetValue(animation_t *anim, float_t time);
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// Returns the interpolated value at the given time.
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// Before the first keyframe: returns the first keyframe's value.
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// After the last keyframe: returns the last keyframe's value.
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```
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## Easing functions (`easing.h`)
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```c
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typedef float_t (*easingfn_t)(float_t t); // t in [0, 1], out in [0, 1]
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extern const easingfn_t EASING_FUNCTIONS[EASING_COUNT];
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float_t easingApply(easingtype_t type, float_t t);
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```
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Available easing types:
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```
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EASING_LINEAR
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EASING_IN_SINE EASING_OUT_SINE EASING_IN_OUT_SINE
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EASING_IN_QUAD EASING_OUT_QUAD EASING_IN_OUT_QUAD
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EASING_IN_CUBIC EASING_OUT_CUBIC EASING_IN_OUT_CUBIC
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EASING_IN_QUART EASING_OUT_QUART EASING_IN_OUT_QUART
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EASING_IN_BACK EASING_OUT_BACK EASING_IN_OUT_BACK
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```
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## Usage pattern
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```c
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// Declare keyframes statically (no allocation):
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static keyframe_t kfs[] = {
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{ .time = 0.0f, .value = 0.0f, .easing = EASING_OUT_CUBIC },
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{ .time = 1.0f, .value = 1.0f, .easing = EASING_LINEAR },
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};
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animation_t anim;
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animationInit(&anim, kfs, 2);
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// In update loop:
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float_t alpha = animationGetValue(&anim, TIME.time);
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// Apply alpha to whatever is being animated.
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```
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## Design notes
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- Keyframe arrays are caller-owned and not copied. Use static or
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long-lived arrays; do not allocate per-frame.
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- The system has no notion of looping -- wrap `time` with `fmodf` if
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you need a repeating animation.
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- For multi-property animations, use multiple `animation_t` instances
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sharing the same time source.
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# Asset System
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Source: `src/dusk/asset/`
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## Overview
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All game assets are packed into a single ZIP archive named `dusk.dsk`
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(`ASSET_FILE_NAME`). The asset system loads entries from this archive
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asynchronously on a background thread, caches them, and provides
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synchronous blocking access when an asset is required immediately.
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## Key limits
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| Constant | Value | Meaning |
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|----------|-------|---------|
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| `ASSET_LOADING_COUNT_MAX` | 4 | Concurrent in-flight loads |
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| `ASSET_ENTRY_COUNT_MAX` | 128 | Cached entries |
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## Top-level API (`asset.h`)
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```c
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errorret_t assetInit(); // Open dusk.dsk, start background thread
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void assetUpdate(); // Dispatch completed-load callbacks (main thread)
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errorret_t assetDispose(); // Wait for loads, close archive
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assetentry_t *assetGetEntry(
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const char_t *path,
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assetloadertype_t type,
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assetloaderinput_t *input
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); // Get (or create) a cache entry; does NOT start loading
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errorret_t assetRequireLoaded(assetentry_t *entry);
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// Block the calling thread until this entry is fully loaded.
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// Only safe to call from the main thread.
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void assetLock(assetentry_t *entry);
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void assetUnlock(assetentry_t *entry);
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// Reference counting. Lock before using loaded data; unlock when done.
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// The entry will not be evicted while locked.
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```
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## Asset entry states
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Each cache entry goes through a state machine:
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```
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IDLE -> QUEUED -> READING (async) -> PROCESSING (sync, main thread) -> LOADED
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-> ERROR
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```
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- **READING** runs on the background loader thread (file I/O).
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- **PROCESSING** runs on the main thread (GPU uploads, parsing finalization).
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- Once LOADED, data is available in `entry->data`.
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## Loader types
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Loader types are registered in the `ASSET_LOADER_CALLBACKS[]` table.
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Each type implements three callbacks: `loadSync`, `loadAsync`, `dispose`.
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| `assetloadertype_t` | Data read | Description |
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|---------------------|-----------|-------------|
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| `ASSET_LOADER_TYPE_TEXTURE` | STB image | Loads image bytes async, creates GPU texture sync |
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| `ASSET_LOADER_TYPE_TILESET` | `.dtf` binary | Custom tile format (magic, version, grid, UVs) |
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| `ASSET_LOADER_TYPE_MESH` | `.stl` | STL mesh with configurable axis orientation |
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| `ASSET_LOADER_TYPE_JSON` | yyjson | Up to 256 KB; parsed async |
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| `ASSET_LOADER_TYPE_LOCALE` | Gettext `.po` | PO parser with plural-form expression evaluation |
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| `ASSET_LOADER_TYPE_SCRIPT` | JS source | JerryScript module |
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## Adding a new loader type
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1. Add an enum value before `_COUNT` in `assetloadertype_t`
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(`src/dusk/asset/loader/assetloader.h`).
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2. Add fields to the input/loading/output unions in `assetloader.h`.
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3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
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`assetXxxDispose` in `src/dusk/asset/loader/xxx/`.
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4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
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`src/dusk/asset/loader/assetloader.c`.
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5. If user-facing, create a JS module and a `.d.ts` file (see `CLAUDE.md`).
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## Asset batch (`assetbatch.h`)
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`assetbatch_t` groups multiple asset requests into a single logical
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load. All entries in the batch start loading concurrently. The batch
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fires a completion callback once every entry has reached LOADED (or
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ERROR).
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```c
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assetbatch_t batch;
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assetBatchInit(&batch, entries, count, onComplete, user);
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assetBatchStart(&batch);
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// ... later, after assetUpdate() fires the callback ...
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assetBatchDispose(&batch);
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```
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## Usage pattern
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```c
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// 1. Get or create the cache entry (no I/O yet).
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assetentry_t *tex = assetGetEntry(
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"textures/hero.png",
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ASSET_LOADER_TYPE_TEXTURE,
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NULL
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);
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assetLock(tex);
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// 2. Option A -- non-blocking: check tex->state each frame.
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// Option B -- blocking (main thread only):
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errorChain(assetRequireLoaded(tex));
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// 3. Use the loaded data.
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texture_t *t = &tex->data.texture;
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// 4. Release when done.
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assetUnlock(tex);
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```
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## Error macros (inside loader implementations)
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```c
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assetLoaderErrorThrow("msg %d", val); // errorThrow equivalent
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assetLoaderErrorChain(someCall()); // errorChain equivalent
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```
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Use these instead of the bare error macros inside loader callbacks so
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that failures include the loader context in the stack trace.
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# Build System
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Dusk uses CMake exclusively. Every source subdirectory owns its own
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`CMakeLists.txt`; the root file only wires them together.
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## Golden rule
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**Never add source files to the root `CMakeLists.txt` directly.**
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Every `.c` file is registered in the `CMakeLists.txt` that lives in
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the same directory (or a direct parent within the same module):
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```cmake
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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myfile.c
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)
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```
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## Configuration variables
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| Variable | Purpose |
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|------------------------|----------------------------------------------|
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| `DUSK_TARGET_SYSTEM` | Selects the platform (see `.claude/platforms.md`) |
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| `DUSK_BUILD_TESTS` | Enables the test suite (`ON` / `OFF`) |
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| `CMAKE_TOOLCHAIN_FILE` | Cross-compiler toolchain for console targets |
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| `CMAKE_BUILD_TYPE` | `Debug` / `Release` / `RelWithDebInfo` |
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## Typical configure + build
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```sh
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# Linux debug build
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cmake -B build -DDUSK_TARGET_SYSTEM=linux -DCMAKE_BUILD_TYPE=Debug
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cmake --build build
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# Linux with tests
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cmake -B build \
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-DDUSK_TARGET_SYSTEM=linux \
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-DDUSK_BUILD_TESTS=ON \
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-DCMAKE_BUILD_TYPE=Debug
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cmake --build build
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ctest --test-dir build
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```
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## Module layout convention
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Each logical module under `src/` gets its own directory:
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```
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src/dusk/ Platform-agnostic core
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src/dusk<platform>/ Platform-specific impl (one dir per target)
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```
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Within a module, subdirectories mirror subsystem boundaries
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(`asset/`, `entity/`, `script/`, etc.). Each subdirectory has its own
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`CMakeLists.txt` that is `add_subdirectory()`-included by its parent.
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## Adding a new source file
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1. Create `src/.../myfile.c` (and `myfile.h` if needed).
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2. Open the `CMakeLists.txt` in the same directory.
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3. Add `myfile.c` to the `target_sources(...)` block.
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4. Do **not** touch any parent or root `CMakeLists.txt`.
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## Platform-conditional sources
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Wrap platform-only files in a generator expression or `if()` block:
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```cmake
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if(DUSK_TARGET_SYSTEM STREQUAL "psp")
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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mypspfile.c
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)
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endif()
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```
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## Tests
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- Test files live in `test/` mirroring the `src/dusk/` structure.
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- Enable with `-DDUSK_BUILD_TESTS=ON`.
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- Uses cmocka; include `dusktest.h` in every test file.
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- Every test must assert `memoryGetAllocatedCount() == 0` at teardown
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to catch allocator leaks.
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- Test function signature: `static void test_something(void **state)`
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# Display -- Screen, Framebuffer, and Size Modes
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Source: `src/dusk/display/`
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See also: `.claude/display-texture.md`, `.claude/display-shader.md`
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---
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## Display size modes
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Two compile-time configurations exist:
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### Fixed size (`DUSK_DISPLAY_WIDTH` + `DUSK_DISPLAY_HEIGHT`)
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The render resolution is constant. Set both defines at CMake configure
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time. `SCREEN.width` and `SCREEN.height` are compile-time constants.
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### Dynamic size (`DUSK_DISPLAY_SIZE_DYNAMIC`)
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The window can be resized (desktop targets). Instead of fixed defines,
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set `DUSK_DISPLAY_WIDTH_DEFAULT` and `DUSK_DISPLAY_HEIGHT_DEFAULT`.
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The screen system renders to an internal framebuffer at a logical
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resolution and scales/letterboxes to the actual window.
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Screen modes available only with `DUSK_DISPLAY_SIZE_DYNAMIC`:
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| Mode | Behaviour |
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|------|-----------|
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| `SCREEN_MODE_BACKBUFFER` | Render directly to the window backbuffer |
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| `SCREEN_MODE_FIXED_SIZE` | Fixed pixel dimensions; letterboxed |
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| `SCREEN_MODE_ASPECT_RATIO` | Maintain aspect ratio at all cost |
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| `SCREEN_MODE_FIXED_HEIGHT` | Fixed height; width expands/contracts |
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| `SCREEN_MODE_FIXED_WIDTH` | Fixed width; height expands/contracts |
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| `SCREEN_MODE_FIXED_VIEWPORT_HEIGHT` | Fixed height at higher resolution |
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|
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Configure via `SCREEN.mode` and the corresponding union field before
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calling `screenInit()`.
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---
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## Framebuffer (`framebuffer.h`)
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```c
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extern framebuffer_t FRAMEBUFFER_BACKBUFFER;
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extern const framebuffer_t *FRAMEBUFFER_BOUND;
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// Bind/unbind:
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frameBufferBind(fb);
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frameBufferUnbind();
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// Clear (pass flag combination):
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frameBufferClear(fb, FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH);
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// Dimensions of the currently bound framebuffer:
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int32_t w = frameBufferGetWidth();
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int32_t h = frameBufferGetHeight();
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```
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`FRAMEBUFFER_BACKBUFFER` is the window surface. Off-screen framebuffers
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are used by the screen system when `DUSK_DISPLAY_SIZE_DYNAMIC` is on.
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|
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||||||
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---
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|
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## Screen (`screen.h`)
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||||||
|
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||||||
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```c
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extern screen_t SCREEN;
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// SCREEN.width, SCREEN.height -- logical render dimensions
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// SCREEN.aspect -- width / height
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// SCREEN.background -- clear colour
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|
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||||||
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errorret_t screenInit();
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errorret_t screenBind(); // call before rendering game content
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errorret_t screenUnbind(); // call after game content, before UI
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||||||
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errorret_t screenRender(); // blit the internal framebuffer to the window
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||||||
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errorret_t screenDispose();
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||||||
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```
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||||||
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`screenBind` / `screenUnbind` / `screenRender` are called by the scene
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system automatically each frame. Game code normally does not call them
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||||||
|
directly -- use the JS `render()` hook instead.
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@@ -0,0 +1,73 @@
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# Display -- Shader, Material, and Display State
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||||||
|
|
||||||
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Source: `src/dusk/display/`
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||||||
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||||||
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See also: `.claude/display-core.md`, `.claude/display-texture.md`
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||||||
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||||||
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---
|
||||||
|
|
||||||
|
## Shader (`shader.h` + `shaderlist.h`)
|
||||||
|
|
||||||
|
Shaders are platform-abstracted. The current shader list is defined
|
||||||
|
in `shaderlist.h`. Currently only one shader is implemented:
|
||||||
|
|
||||||
|
| Enum | Description |
|
||||||
|
|------|-------------|
|
||||||
|
| `SHADER_LIST_SHADER_UNLIT` | Unlit / flat colour + texture shader |
|
||||||
|
|
||||||
|
```c
|
||||||
|
extern shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT];
|
||||||
|
// SHADER_LIST_DEFS[n].shader is the platform shader object.
|
||||||
|
|
||||||
|
// Bind a shader before drawing:
|
||||||
|
errorret_t shaderBind(shader_t *shader);
|
||||||
|
|
||||||
|
// Upload a mat4 uniform by name:
|
||||||
|
errorret_t shaderSetMatrix(shader_t *shader, const char_t *name, mat4 m);
|
||||||
|
```
|
||||||
|
|
||||||
|
Adding a new shader means adding an entry to `shaderlist.h`, providing
|
||||||
|
platform-specific vertex/fragment sources, and implementing the
|
||||||
|
corresponding material type in `shadermaterial_t`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Shader material (`shadermaterial.h`)
|
||||||
|
|
||||||
|
`shadermaterial_t` is a union over per-shader material structs.
|
||||||
|
Currently contains only the unlit material:
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef union shadermaterial_u {
|
||||||
|
shaderunlitmaterial_t unlit;
|
||||||
|
} shadermaterial_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
`shaderunlitmaterial_t` typically holds a `texture_t *` and a
|
||||||
|
tint colour. Check `shaderunlitmaterial.h` for the exact fields.
|
||||||
|
|
||||||
|
To use a shader material on a renderable entity:
|
||||||
|
|
||||||
|
1. Set `renderable.type = ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL`.
|
||||||
|
2. Set `renderable.data.material.shaderType` to the desired
|
||||||
|
`shaderlistshadertype_t` value (e.g. `SHADER_LIST_SHADER_UNLIT`).
|
||||||
|
3. Fill in the corresponding union field:
|
||||||
|
`renderable.data.material.material.unlit`.
|
||||||
|
4. Set `renderable.data.material.state.flags` for rasterizer state.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Display state (`displaystate.h`)
|
||||||
|
|
||||||
|
`displaystate_t` controls per-draw rasterizer state flags:
|
||||||
|
|
||||||
|
```c
|
||||||
|
DISPLAY_STATE_FLAG_CULL // back-face culling
|
||||||
|
DISPLAY_STATE_FLAG_DEPTH_TEST // depth testing
|
||||||
|
DISPLAY_STATE_FLAG_BLEND // alpha blending
|
||||||
|
```
|
||||||
|
|
||||||
|
Set flags via `data.material.state.flags` on the renderable's material.
|
||||||
|
The default for an uninitialised state is all flags clear (no culling,
|
||||||
|
no depth test, no blending). Most opaque geometry should set at least
|
||||||
|
`CULL | DEPTH_TEST`.
|
||||||
@@ -0,0 +1,86 @@
|
|||||||
|
# Display -- Texture, Tileset, and Font
|
||||||
|
|
||||||
|
Source: `src/dusk/display/`
|
||||||
|
|
||||||
|
See also: `.claude/display-core.md`, `.claude/display-shader.md`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Texture (`texture.h`)
|
||||||
|
|
||||||
|
```c
|
||||||
|
extern texture_t TEXTURE_WHITE; // 4x4 opaque white; always available
|
||||||
|
|
||||||
|
errorret_t textureInit(
|
||||||
|
texture_t *texture,
|
||||||
|
int32_t width,
|
||||||
|
int32_t height,
|
||||||
|
textureformat_t format,
|
||||||
|
texturedata_t data
|
||||||
|
);
|
||||||
|
errorret_t textureDispose(texture_t *texture);
|
||||||
|
```
|
||||||
|
|
||||||
|
`textureformat_t` and `texture_t` are platform aliases
|
||||||
|
(`textureformatplatform_t`, `textureplatform_t`). On OpenGL targets
|
||||||
|
the format maps to GL texture format constants.
|
||||||
|
|
||||||
|
`texturedata_t` is a union:
|
||||||
|
- `.paletted.indices` + `.paletted.palette` -- for paletted formats
|
||||||
|
- `.rgbaColors` -- for RGBA formats
|
||||||
|
|
||||||
|
### Texture rules
|
||||||
|
|
||||||
|
- Dimensions must be powers of two on PSP and GameCube/Wii. Use
|
||||||
|
`mathNextPowTwo` from `util/math.h` if needed.
|
||||||
|
- Texture upload must happen on the main thread. In the asset loader,
|
||||||
|
this means `loadSync` (not `loadAsync`).
|
||||||
|
- `TEXTURE_WHITE` is always available without loading; use it as a
|
||||||
|
placeholder or for untextured geometry.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Tileset (`tileset.h`)
|
||||||
|
|
||||||
|
A tileset subdivides a texture into a uniform grid of tiles.
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef struct {
|
||||||
|
uint16_t tileWidth, tileHeight;
|
||||||
|
uint16_t tileCount;
|
||||||
|
uint16_t columns, rows;
|
||||||
|
vec2 uv; // UV size per tile (pre-computed from grid dimensions)
|
||||||
|
} tileset_t;
|
||||||
|
|
||||||
|
// Get UV rect for a tile by index:
|
||||||
|
void tilesetTileGetUV(
|
||||||
|
const tileset_t *ts, uint16_t tileIndex, vec4 outUV
|
||||||
|
);
|
||||||
|
|
||||||
|
// Get UV rect for a tile by grid position:
|
||||||
|
void tilesetPositionGetUV(
|
||||||
|
const tileset_t *ts, uint16_t column, uint16_t row, vec4 outUV
|
||||||
|
);
|
||||||
|
```
|
||||||
|
|
||||||
|
`outUV` is `{u, v, u2, v2}` in normalised [0, 1] texture space.
|
||||||
|
|
||||||
|
Tilesets are loaded from `.dtf` binary files via
|
||||||
|
`ASSET_LOADER_TYPE_TILESET`. The DTF format stores tile width/height,
|
||||||
|
grid dimensions, and per-tile UV offsets (magic + version header).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Font (`font.h`)
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef struct {
|
||||||
|
texture_t *texture;
|
||||||
|
tileset_t *tileset;
|
||||||
|
} font_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
A font is a tileset-backed texture atlas where each tile is a character
|
||||||
|
glyph. No heap allocation -- both pointers are owned by the caller.
|
||||||
|
Character lookup is by glyph index into the tileset grid. Rendering is
|
||||||
|
handled by the spritebatch system using the tileset UV helpers.
|
||||||
@@ -0,0 +1,19 @@
|
|||||||
|
# Display System
|
||||||
|
|
||||||
|
Source: `src/dusk/display/`
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
The display system is a platform-abstracted rendering layer. Each
|
||||||
|
subsystem (texture, shader, framebuffer, screen) is defined by a core
|
||||||
|
header that requires the platform layer to provide concrete types and
|
||||||
|
hook macros. The OpenGL implementation lives in `src/duskgl/`; the
|
||||||
|
Dolphin (GX) implementation in `src/duskdolphin/`.
|
||||||
|
|
||||||
|
## Subsystem documentation
|
||||||
|
|
||||||
|
| Subsystem | Reference |
|
||||||
|
|-----------|-----------|
|
||||||
|
| Screen size modes, framebuffer, screen | `.claude/display-core.md` |
|
||||||
|
| Texture, tileset, font | `.claude/display-texture.md` |
|
||||||
|
| Shader, shader material, display state | `.claude/display-shader.md` |
|
||||||
+179
@@ -0,0 +1,179 @@
|
|||||||
|
# Entity Component System (ECS)
|
||||||
|
|
||||||
|
Source: `src/dusk/entity/`
|
||||||
|
|
||||||
|
## Core concepts
|
||||||
|
|
||||||
|
- **Entity** (`entityid_t` = `uint8_t`) -- a numeric ID. No data of
|
||||||
|
its own; just an index into the entity manager pool.
|
||||||
|
- **Component** -- a plain data struct registered in `componentlist.h`.
|
||||||
|
Stores state; no behaviour.
|
||||||
|
- **System** -- functions that query all entities with a given component
|
||||||
|
type and act on them each tick.
|
||||||
|
|
||||||
|
## Hard limits
|
||||||
|
|
||||||
|
| Constant | Value |
|
||||||
|
|----------|-------|
|
||||||
|
| `ENTITY_COUNT_MAX` | 64 |
|
||||||
|
| `ENTITY_COMPONENT_COUNT_MAX` | 16 per entity |
|
||||||
|
| Total component slots | 1024 (64 x 16) |
|
||||||
|
| Update callbacks per entity | 5 |
|
||||||
|
| Dispose callbacks per entity | 5 |
|
||||||
|
|
||||||
|
`ENTITY_ID_INVALID = 0xFF`, `COMPONENT_ID_INVALID = 0xFF`.
|
||||||
|
|
||||||
|
## Global state
|
||||||
|
|
||||||
|
```c
|
||||||
|
extern entitymanager_t ENTITY_MANAGER;
|
||||||
|
// .entities[64] -- entity structs
|
||||||
|
// .components[1024] -- all component data (entity * 16 + comp)
|
||||||
|
// .entitiesWithComponent -- O(1) lookup indexed by [type * 64 + entityId]
|
||||||
|
```
|
||||||
|
|
||||||
|
## Entity lifecycle
|
||||||
|
|
||||||
|
```c
|
||||||
|
entityid_t id = entityManagerAdd(); // reserve first inactive slot
|
||||||
|
entityInit(id); // zero the entity, mark active
|
||||||
|
|
||||||
|
componentid_t posId = entityAddComponent(id, COMPONENT_TYPE_POSITION);
|
||||||
|
componentid_t rendId = entityAddComponent(id, COMPONENT_TYPE_RENDERABLE);
|
||||||
|
|
||||||
|
// Per-frame update (called by entityManagerUpdate):
|
||||||
|
entityUpdate(id);
|
||||||
|
|
||||||
|
// Cleanup:
|
||||||
|
entityDispose(id); // dispose components, mark inactive
|
||||||
|
entityDisposeDeep(id); // dispose self + entire position hierarchy
|
||||||
|
```
|
||||||
|
|
||||||
|
## Component registration (X-macro)
|
||||||
|
|
||||||
|
All component types are declared in a single table in
|
||||||
|
`src/dusk/entity/componentlist.h`:
|
||||||
|
|
||||||
|
```c
|
||||||
|
X(NAME, type_t, fieldName, initFn, disposeFn, renderFn)
|
||||||
|
```
|
||||||
|
|
||||||
|
This generates:
|
||||||
|
- `COMPONENT_TYPE_NAME` enum value
|
||||||
|
- Union field `fieldName` in `componentdata_t`
|
||||||
|
- Entry in `COMPONENT_DEFINITIONS[]` with `init` / `dispose` /
|
||||||
|
`render` function pointers (any may be `NULL`)
|
||||||
|
|
||||||
|
Current registered components:
|
||||||
|
|
||||||
|
| Enum suffix | Struct | Notes |
|
||||||
|
|-------------|--------|-------|
|
||||||
|
| `POSITION` | `entityposition_t` | Transform + parent/child hierarchy |
|
||||||
|
| `CAMERA` | `entitycamera_t` | View matrix setup |
|
||||||
|
| `RENDERABLE` | `entityrenderable_t` | Sprite batch, shader material, or custom draw |
|
||||||
|
| `PHYSICS` | `entityphysics_t` | Physics body (see `.claude/physics.md`) |
|
||||||
|
| `TRIGGER` | `entitytrigger_t` | Collision trigger zone |
|
||||||
|
|
||||||
|
## Accessing component data
|
||||||
|
|
||||||
|
```c
|
||||||
|
void *componentGetData(
|
||||||
|
entityid_t entityId,
|
||||||
|
componentid_t componentId,
|
||||||
|
componenttype_t type
|
||||||
|
);
|
||||||
|
// Returns pointer into the preallocated components pool.
|
||||||
|
// Never NULL for a valid (id, type) pair.
|
||||||
|
```
|
||||||
|
|
||||||
|
Querying all entities with a given type:
|
||||||
|
|
||||||
|
```c
|
||||||
|
entityid_t ids[ENTITY_COUNT_MAX];
|
||||||
|
componentid_t comps[ENTITY_COUNT_MAX];
|
||||||
|
entityid_t count = componentGetEntitiesWithComponent(
|
||||||
|
COMPONENT_TYPE_PHYSICS, ids, comps
|
||||||
|
);
|
||||||
|
```
|
||||||
|
|
||||||
|
## Adding a new component -- checklist
|
||||||
|
|
||||||
|
1. Create `src/dusk/entity/component/<category>/entity<Name>.h/.c`.
|
||||||
|
- Struct: `entity<Name>_t`
|
||||||
|
- `entity<Name>Init(entityid_t, componentid_t)` (required)
|
||||||
|
- `entity<Name>Dispose(entityid_t, componentid_t)` (if needed)
|
||||||
|
2. `#include` the new header in the header block of `componentlist.h`.
|
||||||
|
3. Add an `X(...)` row in `componentlist.h`.
|
||||||
|
4. If JS-facing, add a script module (see `CLAUDE.md`).
|
||||||
|
|
||||||
|
## Position component (`entityposition_t`)
|
||||||
|
|
||||||
|
The position component implements the transform hierarchy and uses lazy
|
||||||
|
evaluation with dirty flags to avoid redundant matrix rebuilds.
|
||||||
|
|
||||||
|
**Dirty flags:**
|
||||||
|
|
||||||
|
| Flag | Meaning |
|
||||||
|
|------|---------|
|
||||||
|
| `ENTITY_POSITION_FLAG_PRS_DIRTY` | Cached position/rotation/scale stale vs localTransform |
|
||||||
|
| `ENTITY_POSITION_FLAG_ROTATION_DIRTY` | Rotation columns of localTransform stale |
|
||||||
|
| `ENTITY_POSITION_FLAG_POSITION_DIRTY` | Position column of localTransform stale |
|
||||||
|
| `ENTITY_POSITION_FLAG_WORLD_DIRTY` | World matrix stale |
|
||||||
|
|
||||||
|
**Hierarchy:** up to 8 children per entity. `entityPositionSetParent()`
|
||||||
|
reparents and maintains the child list. `entityDisposeDeep()` /
|
||||||
|
`entityPositionDisposeDeep()` recursively disposes the entire subtree.
|
||||||
|
|
||||||
|
**Key functions:**
|
||||||
|
|
||||||
|
```c
|
||||||
|
// Local space getters/setters (mark local dirty):
|
||||||
|
entityPositionGetLocalPosition / SetLocalPosition
|
||||||
|
entityPositionGetLocalRotation / SetLocalRotation
|
||||||
|
entityPositionGetLocalScale / SetLocalScale
|
||||||
|
|
||||||
|
// World space getters/setters (ensure world updated):
|
||||||
|
entityPositionGetWorldPosition / SetWorldPosition
|
||||||
|
entityPositionGetWorldRotation / SetWorldRotation
|
||||||
|
entityPositionGetWorldScale / SetWorldScale
|
||||||
|
|
||||||
|
entityPositionSetParent(entityId, parentEntityId, parentComponentId);
|
||||||
|
entityPositionLookAt(entityId, componentId, eye, target, up);
|
||||||
|
entityPositionRebuild(pos); // force immediate matrix rebuild
|
||||||
|
```
|
||||||
|
|
||||||
|
## Renderable component (`entityrenderable_t`)
|
||||||
|
|
||||||
|
Three rendering modes selected via `entityrenderabletype_t`:
|
||||||
|
|
||||||
|
| Mode | Description |
|
||||||
|
|------|-------------|
|
||||||
|
| `ENTITY_RENDERABLE_TYPE_CUSTOM` | User-supplied `draw` callback |
|
||||||
|
| `ENTITY_RENDERABLE_TYPE_SPRITEBATCH` | Up to 64 sprites + texture |
|
||||||
|
| `ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL` | Up to 8 meshes, shader, material, display state |
|
||||||
|
|
||||||
|
Default on init: shader material (white, unlit, depth-tested cube).
|
||||||
|
`priority` (int8_t) controls render order; 0 = automatic.
|
||||||
|
|
||||||
|
## Callback hooks on entities
|
||||||
|
|
||||||
|
Entities support up to 5 registered update callbacks and 5 dispose
|
||||||
|
callbacks. These are used by systems that need per-entity ticks without
|
||||||
|
building a full query loop every frame:
|
||||||
|
|
||||||
|
```c
|
||||||
|
entityUpdateAdd(entityId, updateFn, componentId, user);
|
||||||
|
entityUpdateRemove(entityId, updateFn);
|
||||||
|
|
||||||
|
entityDisposeAdd(entityId, disposeFn, componentId, user);
|
||||||
|
entityDisposeRemove(entityId, disposeFn);
|
||||||
|
```
|
||||||
|
|
||||||
|
## Design rules
|
||||||
|
|
||||||
|
- Components store **data only**. No logic in a component struct or
|
||||||
|
its init beyond setting default values.
|
||||||
|
- Keep components small and focused.
|
||||||
|
- Cross-component access is fine from a system, but a component must
|
||||||
|
never hold a pointer to another component -- use entity IDs.
|
||||||
|
- Systems must not assume component ordering. Use `componentGetEntitiesWithComponent`.
|
||||||
@@ -0,0 +1,95 @@
|
|||||||
|
# Engine, System, and Log
|
||||||
|
|
||||||
|
Sources: `src/dusk/engine/`, `src/dusk/system/`, `src/dusk/log/`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Engine (`engine.h`)
|
||||||
|
|
||||||
|
The engine owns the top-level init / update / dispose loop. Every
|
||||||
|
platform's `main()` calls these three functions in order.
|
||||||
|
|
||||||
|
```c
|
||||||
|
extern engine_t ENGINE;
|
||||||
|
// ENGINE.running -- false causes the main loop to exit
|
||||||
|
// ENGINE.argc / ENGINE.argv -- passed from main()
|
||||||
|
// ENGINE.version -- version string
|
||||||
|
|
||||||
|
errorret_t engineInit(int32_t argc, const char_t **argv);
|
||||||
|
errorret_t engineUpdate(void); // called once per tick
|
||||||
|
errorret_t engineDispose(void);
|
||||||
|
```
|
||||||
|
|
||||||
|
`engineInit` initialises subsystems in order: system, log, assert,
|
||||||
|
display, time, asset, input, physics, script, etc.
|
||||||
|
|
||||||
|
`engineUpdate` steps each subsystem: time, input, physics, script, ECS
|
||||||
|
entities, rendering, audio, network, asset completion callbacks.
|
||||||
|
|
||||||
|
`engineDispose` shuts everything down in reverse order.
|
||||||
|
|
||||||
|
**To exit gracefully:** set `ENGINE.running = false` -- the platform
|
||||||
|
main loop checks this each tick and calls `engineDispose` before
|
||||||
|
returning.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## System (`system.h`)
|
||||||
|
|
||||||
|
The system module is initialised very early (before most other
|
||||||
|
subsystems) and provides two things:
|
||||||
|
|
||||||
|
### Platform identity
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef enum { SYSTEM_PLATFORM_LIST } systemplatform_t;
|
||||||
|
|
||||||
|
systemplatform_t systemGetPlatform(void);
|
||||||
|
```
|
||||||
|
|
||||||
|
Platform names come from `systemplatformlist.h` via an X-macro. This
|
||||||
|
lets game code query the runtime platform when compile-time guards are
|
||||||
|
not sufficient (e.g. serializing platform name to a log).
|
||||||
|
|
||||||
|
### Dialog blocking
|
||||||
|
|
||||||
|
Some platforms (PSP, Wii) show OS-level dialogs (Wi-Fi setup, save
|
||||||
|
management) that block the normal game loop. The system module exposes
|
||||||
|
the current dialog state so the engine main loop can adjust:
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef enum {
|
||||||
|
SYSTEM_DIALOG_TYPE_NONE,
|
||||||
|
SYSTEM_DIALOG_TYPE_RENDER_BLOCKING, // skip render but still tick
|
||||||
|
SYSTEM_DIALOG_TYPE_TICK_BLOCKING, // skip both render and tick
|
||||||
|
} systemdialogtype_t;
|
||||||
|
|
||||||
|
systemdialogtype_t systemGetActiveDialogType(void);
|
||||||
|
```
|
||||||
|
|
||||||
|
`engineUpdate` checks this before calling render / update code.
|
||||||
|
Most platforms always return `SYSTEM_DIALOG_TYPE_NONE`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Log (`log.h`)
|
||||||
|
|
||||||
|
Simple printf-style logging with two levels. Always use these instead
|
||||||
|
of `printf` / `fprintf`.
|
||||||
|
|
||||||
|
```c
|
||||||
|
void logDebug(const char_t *message, ...);
|
||||||
|
// Writes to the debug output (stdout on desktop, platform console
|
||||||
|
// on handhelds). No-op in release builds on some platforms.
|
||||||
|
|
||||||
|
void logError(const char_t *message, ...);
|
||||||
|
// Writes to the error output. On some platforms (PSP) this may
|
||||||
|
// pause execution to ensure the message is visible before continuing.
|
||||||
|
```
|
||||||
|
|
||||||
|
**Do not** use `logDebug` / `logError` for structured error handling --
|
||||||
|
that is what `errorThrow` / `errorChain` are for. Log calls are for
|
||||||
|
human-readable diagnostics only.
|
||||||
|
|
||||||
|
The error system calls `logError` internally when printing a caught
|
||||||
|
error via `errorPrint()`.
|
||||||
@@ -0,0 +1,133 @@
|
|||||||
|
# Error Handling System
|
||||||
|
|
||||||
|
Source: `src/dusk/error/`
|
||||||
|
|
||||||
|
## Philosophy
|
||||||
|
|
||||||
|
Error handling is return-value based. Functions that can fail return
|
||||||
|
`errorret_t`. There are no exceptions, `errno`, `setjmp`, or global
|
||||||
|
error codes. Each thread has its own isolated error state.
|
||||||
|
|
||||||
|
## Types
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef uint8_t errorcode_t;
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
errorcode_t code;
|
||||||
|
char_t *message; // allocated; freed by errorCatch
|
||||||
|
char_t *lines; // call-stack trace; allocated; freed by errorCatch
|
||||||
|
} errorstate_t;
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
errorcode_t code;
|
||||||
|
errorstate_t *state; // NULL on success
|
||||||
|
} errorret_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
**Constants:** `ERROR_OK = 0`, `ERROR_NOT_OK = 1`.
|
||||||
|
|
||||||
|
Error state is thread-local:
|
||||||
|
|
||||||
|
```c
|
||||||
|
extern THREAD_LOCAL errorstate_t ERROR_STATE;
|
||||||
|
```
|
||||||
|
|
||||||
|
Each thread has its own `ERROR_STATE` so concurrent errors never
|
||||||
|
interfere.
|
||||||
|
|
||||||
|
## Macros
|
||||||
|
|
||||||
|
### Throwing an error
|
||||||
|
|
||||||
|
```c
|
||||||
|
errorThrow("message %d", value);
|
||||||
|
// Throws with ERROR_NOT_OK, captures __FILE__ / __func__ / __LINE__.
|
||||||
|
|
||||||
|
errorThrowWithCode(code, "message %d", value);
|
||||||
|
// Same but with a specific error code.
|
||||||
|
```
|
||||||
|
|
||||||
|
Both macros **return from the current function** with an `errorret_t`.
|
||||||
|
Do not call them in void functions.
|
||||||
|
|
||||||
|
### Propagating up the call stack
|
||||||
|
|
||||||
|
```c
|
||||||
|
errorChain(someCall());
|
||||||
|
```
|
||||||
|
|
||||||
|
If `someCall()` returned an error, appends the current location to the
|
||||||
|
stack trace and **returns** that error from the current function.
|
||||||
|
If `someCall()` returned success, execution continues normally.
|
||||||
|
|
||||||
|
### Returning success
|
||||||
|
|
||||||
|
```c
|
||||||
|
errorOk();
|
||||||
|
```
|
||||||
|
|
||||||
|
Returns `errorret_t` with `code == ERROR_OK` and asserts the thread's
|
||||||
|
`ERROR_STATE` is clean (no leftover error). Must be the last statement
|
||||||
|
in a fallible function.
|
||||||
|
|
||||||
|
### Inspecting a result
|
||||||
|
|
||||||
|
```c
|
||||||
|
if(errorIsOk(ret)) { ... }
|
||||||
|
if(errorIsNotOk(ret)) { ... }
|
||||||
|
```
|
||||||
|
|
||||||
|
### Cleaning up
|
||||||
|
|
||||||
|
```c
|
||||||
|
errorCatch(ret);
|
||||||
|
```
|
||||||
|
|
||||||
|
Frees `ret.state->message` and `ret.state->lines`, resets the thread's
|
||||||
|
`ERROR_STATE.code` to `ERROR_OK`. Safe to call on a success return
|
||||||
|
(no-op). **Always call `errorCatch` on errors you are handling** --
|
||||||
|
otherwise the allocated message and stack-trace leak.
|
||||||
|
|
||||||
|
### Logging
|
||||||
|
|
||||||
|
```c
|
||||||
|
errorPrint(ret); // prints code + message + stack trace, returns ret
|
||||||
|
```
|
||||||
|
|
||||||
|
## Typical patterns
|
||||||
|
|
||||||
|
### Fallible function
|
||||||
|
|
||||||
|
```c
|
||||||
|
errorret_t myFunction(int_t x) {
|
||||||
|
if(x < 0) errorThrow("x must be non-negative, got %d", x);
|
||||||
|
errorChain(someOtherFallibleCall(x));
|
||||||
|
errorOk();
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Caller that handles errors
|
||||||
|
|
||||||
|
```c
|
||||||
|
errorret_t ret = myFunction(-1);
|
||||||
|
if(errorIsNotOk(ret)) {
|
||||||
|
errorCatch(errorPrint(ret));
|
||||||
|
// ... fallback logic ...
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Stack trace accumulation
|
||||||
|
|
||||||
|
Each `errorChain()` call appends a line to `ret.state->lines` in the
|
||||||
|
format ` at file:line in function\n`. A deeply chained error produces
|
||||||
|
a full call path readable from `ret.state->lines`.
|
||||||
|
|
||||||
|
## What NOT to do
|
||||||
|
|
||||||
|
- Do not use raw `errno` for in-engine errors.
|
||||||
|
- Do not return an error code integer -- always return `errorret_t`.
|
||||||
|
- Do not ignore an error return without calling `errorCatch` on it if
|
||||||
|
you are not propagating it.
|
||||||
|
- Do not mix assertions with error handling. Assertions are for
|
||||||
|
programmer mistakes; `errorThrow` is for expected failure paths.
|
||||||
@@ -0,0 +1,102 @@
|
|||||||
|
# Event System
|
||||||
|
|
||||||
|
Source: `src/dusk/event/`
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
The event system is a simple publish-subscribe mechanism backed by
|
||||||
|
caller-owned static arrays. There is no heap allocation in the event
|
||||||
|
system itself -- the caller provides the backing storage.
|
||||||
|
|
||||||
|
## API
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef void (*eventcallback_t)(void *params, void *user);
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
eventcallback_t *callbacks;
|
||||||
|
void **users;
|
||||||
|
size_t size;
|
||||||
|
uint32_t count;
|
||||||
|
} event_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
### Initialise
|
||||||
|
|
||||||
|
```c
|
||||||
|
void eventInit(
|
||||||
|
event_t *event,
|
||||||
|
eventcallback_t *callbacks,
|
||||||
|
void **users,
|
||||||
|
size_t size
|
||||||
|
);
|
||||||
|
```
|
||||||
|
|
||||||
|
`callbacks` and `users` are caller-owned arrays of length `size`. Both
|
||||||
|
are zeroed by `eventInit`. `users` may be `NULL` if no subscriber needs
|
||||||
|
a user pointer.
|
||||||
|
|
||||||
|
### Subscribe / unsubscribe
|
||||||
|
|
||||||
|
```c
|
||||||
|
void eventSubscribe(event_t *event, eventcallback_t callback, void *user);
|
||||||
|
void eventUnsubscribe(event_t *event, eventcallback_t callback);
|
||||||
|
```
|
||||||
|
|
||||||
|
The same `(callback, user)` pair may only be subscribed once --
|
||||||
|
`eventSubscribe` asserts on a duplicate. `eventUnsubscribe` is a no-op
|
||||||
|
if the pair is not found. Unsubscribing uses swap-with-last to keep the
|
||||||
|
array packed; ordering is not preserved.
|
||||||
|
|
||||||
|
### Fire
|
||||||
|
|
||||||
|
```c
|
||||||
|
void eventInvoke(const event_t *event, void *params);
|
||||||
|
```
|
||||||
|
|
||||||
|
Calls every subscriber in registration order, passing `params` and
|
||||||
|
each subscriber's `user` pointer.
|
||||||
|
|
||||||
|
## Usage pattern
|
||||||
|
|
||||||
|
Declare the backing arrays alongside the event struct, typically as
|
||||||
|
struct fields or static variables:
|
||||||
|
|
||||||
|
```c
|
||||||
|
#define MY_EVENT_CAPACITY 4
|
||||||
|
|
||||||
|
typedef struct {
|
||||||
|
event_t onComplete;
|
||||||
|
eventcallback_t _completeCbs[MY_EVENT_CAPACITY];
|
||||||
|
void *_completeUsers[MY_EVENT_CAPACITY];
|
||||||
|
} mystate_t;
|
||||||
|
|
||||||
|
// Init:
|
||||||
|
eventInit(
|
||||||
|
&state.onComplete,
|
||||||
|
state._completeCbs,
|
||||||
|
state._completeUsers,
|
||||||
|
MY_EVENT_CAPACITY
|
||||||
|
);
|
||||||
|
|
||||||
|
// Publish:
|
||||||
|
eventInvoke(&state.onComplete, &someParams);
|
||||||
|
|
||||||
|
// Subscribe from outside:
|
||||||
|
eventSubscribe(&state.onComplete, myHandler, myUserPtr);
|
||||||
|
```
|
||||||
|
|
||||||
|
## Constraints
|
||||||
|
|
||||||
|
- Capacity is fixed at init time. Exceeding it is a runtime assertion.
|
||||||
|
- Subscriber order is not stable after an unsubscribe.
|
||||||
|
- `eventInvoke` is synchronous -- all callbacks run on the calling
|
||||||
|
thread before it returns.
|
||||||
|
- Do not subscribe or unsubscribe from inside a callback -- the array
|
||||||
|
may shift during iteration.
|
||||||
|
|
||||||
|
## Where events are used
|
||||||
|
|
||||||
|
- `inputactiondata_t`: `onPressed`, `onReleased` per action
|
||||||
|
- Any engine subsystem that exposes hooks (network connect/disconnect,
|
||||||
|
asset batch completion, etc.)
|
||||||
@@ -0,0 +1,130 @@
|
|||||||
|
# Input System
|
||||||
|
|
||||||
|
Source: `src/dusk/input/`, platform layers in `src/dusk<platform>/input/`
|
||||||
|
|
||||||
|
## Architecture
|
||||||
|
|
||||||
|
The input system has two layers:
|
||||||
|
|
||||||
|
1. **Action layer** (`inputaction_t`) -- named gameplay inputs, e.g.
|
||||||
|
UP, DOWN, ACCEPT, CANCEL. This is what game code reads.
|
||||||
|
2. **Button layer** (`inputbutton_t`) -- physical hardware inputs, e.g.
|
||||||
|
keyboard key, gamepad button, analog axis, mouse axis. Multiple
|
||||||
|
buttons can bind to the same action (the highest value wins).
|
||||||
|
|
||||||
|
The platform layer implements two hooks:
|
||||||
|
- `inputUpdatePlatform()` -- read hardware state once per frame
|
||||||
|
- `inputButtonGetValuePlatform()` -- return the analog value [0.0, 1.0]
|
||||||
|
for a given button
|
||||||
|
|
||||||
|
## Global state
|
||||||
|
|
||||||
|
```c
|
||||||
|
extern input_t INPUT;
|
||||||
|
// INPUT.actions[INPUT_ACTION_COUNT] -- all action states
|
||||||
|
// INPUT.platform -- platform-specific data
|
||||||
|
```
|
||||||
|
|
||||||
|
## Reading actions (game code)
|
||||||
|
|
||||||
|
```c
|
||||||
|
// Analog value this frame (0.0 - 1.0)
|
||||||
|
float_t inputGetCurrentValue(inputaction_t action);
|
||||||
|
|
||||||
|
// Analog value last frame
|
||||||
|
float_t inputGetLastValue(inputaction_t action);
|
||||||
|
|
||||||
|
// Boolean helpers (built on current/last values)
|
||||||
|
bool_t inputIsDown(inputaction_t action);
|
||||||
|
bool_t inputWasDown(inputaction_t action);
|
||||||
|
bool_t inputPressed(inputaction_t action); // was up, now down
|
||||||
|
bool_t inputReleased(inputaction_t action); // was down, now up
|
||||||
|
|
||||||
|
// 2D axis helpers
|
||||||
|
void inputAxis2D(
|
||||||
|
inputaction_t horiz,
|
||||||
|
inputaction_t vert,
|
||||||
|
vec2 out
|
||||||
|
);
|
||||||
|
float_t inputAngle2D(inputaction_t horiz, inputaction_t vert);
|
||||||
|
void inputAxis(inputaction_t action, float_t *out);
|
||||||
|
|
||||||
|
// Deadzone filter (applied to raw axis values)
|
||||||
|
float_t inputDeadzone(float_t value, float_t deadzone);
|
||||||
|
```
|
||||||
|
|
||||||
|
## Binding buttons to actions
|
||||||
|
|
||||||
|
```c
|
||||||
|
void inputBind(inputaction_t action, inputbutton_t button);
|
||||||
|
```
|
||||||
|
|
||||||
|
Each platform's init function calls `inputBind` to wire its hardware
|
||||||
|
buttons to the standard action IDs. Game code should never need to call
|
||||||
|
`inputBind` -- it is set up once during platform init.
|
||||||
|
|
||||||
|
## Button types
|
||||||
|
|
||||||
|
```c
|
||||||
|
INPUT_BUTTON_TYPE_KEYBOARD // SDL scancode (SDL2 targets only)
|
||||||
|
INPUT_BUTTON_TYPE_POINTER // Mouse axes: X, Y, Z, WHEEL_X, WHEEL_Y
|
||||||
|
INPUT_BUTTON_TYPE_TOUCH // Touch (defined, not fully implemented)
|
||||||
|
INPUT_BUTTON_TYPE_GAMEPAD // Digital gamepad buttons
|
||||||
|
INPUT_BUTTON_TYPE_GAMEPAD_AXIS // Analog axes (-1.0 to 1.0 internally)
|
||||||
|
```
|
||||||
|
|
||||||
|
## Events
|
||||||
|
|
||||||
|
Each action has `onPressed` and `onReleased` event callbacks. Subscribe
|
||||||
|
via the event system (see `.claude/events.md`):
|
||||||
|
|
||||||
|
```c
|
||||||
|
eventSubscribe(&INPUT.actions[ACTION_ACCEPT].onPressed, myCallback, NULL);
|
||||||
|
```
|
||||||
|
|
||||||
|
## Platform implementations
|
||||||
|
|
||||||
|
### SDL2 (`src/dusksdl2/input/`)
|
||||||
|
|
||||||
|
Handles Linux, Knulli, and PSP (PSP adds its own button mapping layer
|
||||||
|
on top of SDL2).
|
||||||
|
|
||||||
|
- Keyboard: SDL scancode array from `SDL_GetKeyboardState()`
|
||||||
|
- Pointer: normalized mouse position (0.0-1.0), scroll axes
|
||||||
|
- Gamepad: first available `SDL_GameController`; axis values normalized
|
||||||
|
to [-1.0, 1.0] with deadzone (default 0.2f via `inputGetDeadzoneSDL2`)
|
||||||
|
|
||||||
|
### Dolphin -- GameCube / Wii (`src/duskdolphin/input/`)
|
||||||
|
|
||||||
|
Uses `libogc` PAD API. No keyboard or pointer input -- trying to use
|
||||||
|
those button types is a compile-time `#error`.
|
||||||
|
|
||||||
|
- Gamepad: `PAD_ScanPads()` + `PAD_ButtonsHeld()` for pad 0
|
||||||
|
- Axes: left stick X/Y, C-stick X/Y, L/R triggers (6 total)
|
||||||
|
- Deadzone: hardcoded 0.2f
|
||||||
|
- Default bindings set at init: D-pad/L-stick = directional actions,
|
||||||
|
A = ACCEPT, B = CANCEL, X = CONSOLE, Start = RAGEQUIT
|
||||||
|
|
||||||
|
### PSP (`src/duskpsp/input/`)
|
||||||
|
|
||||||
|
Layered on top of SDL2. `inputInitPSP()` remaps SDL2 controller button
|
||||||
|
constants to PSP button names, then calls `inputBind` to wire them:
|
||||||
|
|
||||||
|
| PSP button | SDL2 constant |
|
||||||
|
|------------|---------------|
|
||||||
|
| Cross | `SDL_CONTROLLER_BUTTON_A` |
|
||||||
|
| Circle | `SDL_CONTROLLER_BUTTON_B` |
|
||||||
|
| Triangle | `SDL_CONTROLLER_BUTTON_Y` |
|
||||||
|
| Square | `SDL_CONTROLLER_BUTTON_X` |
|
||||||
|
| L / R | `SDL_CONTROLLER_BUTTON_LEFTSHOULDER` / `RIGHTSHOULDER` |
|
||||||
|
| L-Stick | `SDL_CONTROLLER_AXIS_LEFTX/Y` |
|
||||||
|
|
||||||
|
## Platform capability notes
|
||||||
|
|
||||||
|
| Feature | Linux/Knulli | PSP | GameCube/Wii |
|
||||||
|
|---------|-------------|-----|--------------|
|
||||||
|
| Keyboard | Yes (SDL2) | No | No |
|
||||||
|
| Pointer/Mouse | Yes (SDL2) | No | No |
|
||||||
|
| Gamepad | Yes (SDL2) | Yes (SDL2) | Yes (PAD) |
|
||||||
|
| Analog axes | Yes | L-Stick only | L-Stick, C-Stick, Triggers |
|
||||||
|
| Touch | Defined, not implemented | -- | -- |
|
||||||
@@ -0,0 +1,90 @@
|
|||||||
|
# Locale System
|
||||||
|
|
||||||
|
Source: `src/dusk/locale/`, asset loader at
|
||||||
|
`src/dusk/asset/loader/locale/`
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
The locale system loads Gettext PO files from the asset archive and
|
||||||
|
provides string lookup with plural-form support and printf-style
|
||||||
|
argument substitution. Locale files live in `locale/` inside `dusk.dsk`.
|
||||||
|
|
||||||
|
## Global state
|
||||||
|
|
||||||
|
```c
|
||||||
|
extern localemanager_t LOCALE;
|
||||||
|
// LOCALE.locale -- currently active localeinfo_t
|
||||||
|
// LOCALE.entry -- locked assetentry_t for the current PO file
|
||||||
|
```
|
||||||
|
|
||||||
|
## Initialise and switch locale
|
||||||
|
|
||||||
|
```c
|
||||||
|
errorret_t localeManagerInit();
|
||||||
|
// Defaults to LOCALE_EN_US (locale/en_US.po).
|
||||||
|
|
||||||
|
errorret_t localeManagerSetLocale(const localeinfo_t *locale);
|
||||||
|
// Unlocks the old entry, loads and locks the new one.
|
||||||
|
// Blocks until the new PO file is fully parsed.
|
||||||
|
|
||||||
|
void localeManagerDispose();
|
||||||
|
```
|
||||||
|
|
||||||
|
## Getting a localised string
|
||||||
|
|
||||||
|
```c
|
||||||
|
// Variadic (printf-style args):
|
||||||
|
localeManagerGetText(id, buffer, bufferSize, plural, ...);
|
||||||
|
|
||||||
|
// With a pre-built args array:
|
||||||
|
localeManagerGetTextArgs(id, buffer, bufferSize, plural, args, argCount);
|
||||||
|
```
|
||||||
|
|
||||||
|
Both are macros that delegate to `assetLocaleGetStringWithVA` /
|
||||||
|
`assetLocaleGetStringWithArgs`.
|
||||||
|
|
||||||
|
- `id` -- message ID string (the English key in the PO file)
|
||||||
|
- `plural` -- plural index (0 for singular, 1+ per PO plural rules)
|
||||||
|
- `buffer` -- destination `char_t` array
|
||||||
|
- `bufferSize` -- size of the destination buffer
|
||||||
|
- `...` -- format arguments matching `%s`, `%d`, `%f` placeholders
|
||||||
|
|
||||||
|
## Locale descriptors (`localeinfo_t`)
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef struct {
|
||||||
|
const char_t *name; // e.g. "en-US"
|
||||||
|
const char_t *file; // path inside dusk.dsk, e.g. "locale/en_US.po"
|
||||||
|
} localeinfo_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
The built-in descriptor is:
|
||||||
|
|
||||||
|
```c
|
||||||
|
static const localeinfo_t LOCALE_EN_US = {
|
||||||
|
.name = "en-US",
|
||||||
|
.file = "locale/en_US.po",
|
||||||
|
};
|
||||||
|
```
|
||||||
|
|
||||||
|
Add new locales by declaring another `localeinfo_t` constant and
|
||||||
|
shipping the corresponding `.po` file in the asset archive.
|
||||||
|
|
||||||
|
## PO file format notes
|
||||||
|
|
||||||
|
The loader (`assetlocaleloader`) parses standard Gettext PO syntax:
|
||||||
|
- `msgid` / `msgstr` pairs
|
||||||
|
- `msgid_plural` / `msgstr[n]` for plural forms
|
||||||
|
- The `Plural-Forms:` header (e.g. `nplurals=2; plural=(n != 1);`)
|
||||||
|
is parsed and evaluated at lookup time
|
||||||
|
|
||||||
|
Argument substitution uses `%s`, `%d`, `%f` placeholders (not
|
||||||
|
standard Gettext `%1` positional args).
|
||||||
|
|
||||||
|
## Adding a new locale
|
||||||
|
|
||||||
|
1. Create `locale/<lang_COUNTRY>.po` with a valid `Plural-Forms:`
|
||||||
|
header and the translated `msgid`/`msgstr` entries.
|
||||||
|
2. Pack it into `dusk.dsk`.
|
||||||
|
3. Add a `localeinfo_t` constant in `localeinfo.h`.
|
||||||
|
4. Call `localeManagerSetLocale()` with the new descriptor to activate.
|
||||||
@@ -0,0 +1,132 @@
|
|||||||
|
# Network System
|
||||||
|
|
||||||
|
Source: `src/dusk/network/`, platform layers in
|
||||||
|
`src/dusk<platform>/network/`
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
The network system provides a platform-agnostic API for detecting and
|
||||||
|
managing a network connection. Higher-level functionality (HTTP, sockets)
|
||||||
|
is not yet implemented in any platform. The system handles the
|
||||||
|
connection lifecycle -- connect, detect disconnect, disconnect -- and
|
||||||
|
reports the current IP address.
|
||||||
|
|
||||||
|
## Implementation status by platform
|
||||||
|
|
||||||
|
| Platform | Connection | IP info | HTTP/Requests | Notes |
|
||||||
|
|----------|-----------|---------|--------------|-------|
|
||||||
|
| **Linux** | Auto (OS) | IPv4 + IPv6 | Not implemented | `getifaddrs()` |
|
||||||
|
| **Knulli** | Auto (OS) | IPv4 + IPv6 | Not implemented | same as Linux |
|
||||||
|
| **PSP** | Manual dialog | IPv4 only | Not implemented | `sceUtilityNetconf`; SSL/HTTP modules commented out |
|
||||||
|
| **GameCube** | Manual DHCP | IPv4 only | Not implemented | `if_config()` stubbed; `net_init()` commented out |
|
||||||
|
| **Wii** | Manual DHCP | IPv4 only | Not implemented | blocking `if_config()` via System Menu Wi-Fi settings |
|
||||||
|
|
||||||
|
## Connection states
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef enum {
|
||||||
|
NETWORK_STATE_DISCONNECTED,
|
||||||
|
NETWORK_STATE_CONNECTING,
|
||||||
|
NETWORK_STATE_CONNECTED,
|
||||||
|
NETWORK_STATE_DISCONNECTING,
|
||||||
|
} networkstate_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
## Global state
|
||||||
|
|
||||||
|
```c
|
||||||
|
extern network_t NETWORK;
|
||||||
|
// NETWORK.state -- current connection state
|
||||||
|
// NETWORK.platform -- platform-specific data
|
||||||
|
// NETWORK.onDisconnect -- callback fired on unexpected disconnect
|
||||||
|
```
|
||||||
|
|
||||||
|
## Core API (`network.h`)
|
||||||
|
|
||||||
|
```c
|
||||||
|
errorret_t networkInit();
|
||||||
|
errorret_t networkUpdate(); // call each frame; detects dropped connections
|
||||||
|
errorret_t networkDispose();
|
||||||
|
|
||||||
|
bool_t networkIsConnected();
|
||||||
|
|
||||||
|
void networkRequestConnection(
|
||||||
|
void (*onConnected)(void *user),
|
||||||
|
void (*onFailed)(errorret_t error, void *user),
|
||||||
|
void (*onDisconnect)(errorret_t error, void *user),
|
||||||
|
void *user
|
||||||
|
);
|
||||||
|
|
||||||
|
void networkRequestDisconnection(
|
||||||
|
void (*onComplete)(void *user),
|
||||||
|
void *user
|
||||||
|
);
|
||||||
|
```
|
||||||
|
|
||||||
|
On platforms that manage their own connection (Linux, macOS, Windows),
|
||||||
|
`networkRequestConnection` immediately calls `onConnected` if a network
|
||||||
|
interface is up, or `onFailed` if not. No `networkPlatformRequestConnection`
|
||||||
|
macro is needed.
|
||||||
|
|
||||||
|
On platforms that require explicit connection (PSP, Wii), the platform
|
||||||
|
implements `networkPlatformRequestConnection` and
|
||||||
|
`networkPlatformRequestDisconnection`.
|
||||||
|
|
||||||
|
## Network info
|
||||||
|
|
||||||
|
```c
|
||||||
|
networkinfo_t networkGetInfo();
|
||||||
|
// Only valid when NETWORK.state == NETWORK_STATE_CONNECTED.
|
||||||
|
```
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef struct {
|
||||||
|
networktype_t type; // NETWORK_TYPE_IPV4 or (ifdef) NETWORK_TYPE_IPV6
|
||||||
|
union {
|
||||||
|
networkinfoipv4_t ipv4; // uint8_t ip[4]
|
||||||
|
networkinfoipv6_t ipv6; // uint8_t ip[16] (requires DUSK_NETWORK_IPV6)
|
||||||
|
};
|
||||||
|
} networkinfo_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
IPv6 support requires the `DUSK_NETWORK_IPV6` compile-time define.
|
||||||
|
|
||||||
|
## Platform-specific notes
|
||||||
|
|
||||||
|
### Linux / Knulli
|
||||||
|
|
||||||
|
Fully functional for connection detection and IP querying. No explicit
|
||||||
|
connect/disconnect step needed -- the OS manages the interface. Uses
|
||||||
|
`getifaddrs()` to find the first non-loopback running interface.
|
||||||
|
|
||||||
|
### PSP
|
||||||
|
|
||||||
|
Connection is asynchronous and driven by a state machine in
|
||||||
|
`networkPSPUpdate()`. The PSP shows the built-in network configuration
|
||||||
|
dialog (`sceUtilityNetconfInitStart`) to let the user pick a Wi-Fi
|
||||||
|
access point.
|
||||||
|
|
||||||
|
HTTP/SSL modules (`psphttp`, `pspssl`) are loaded in commented-out code
|
||||||
|
-- the infrastructure for HTTP exists but is disabled.
|
||||||
|
|
||||||
|
### GameCube
|
||||||
|
|
||||||
|
`net_init()` is commented out. Networking on GameCube is non-functional
|
||||||
|
in the current build.
|
||||||
|
|
||||||
|
### Wii
|
||||||
|
|
||||||
|
Uses `if_config()` (DHCP via libogc) to connect using the Wi-Fi settings
|
||||||
|
stored in Wii System Menu. This call **blocks** the main thread. The
|
||||||
|
connection only works when `DUSK_WII` is defined; the GameCube path
|
||||||
|
always fails.
|
||||||
|
|
||||||
|
## Adding a new platform implementation
|
||||||
|
|
||||||
|
1. Create `src/dusk<platform>/network/network<platform>.h/.c`.
|
||||||
|
2. Implement the five required functions:
|
||||||
|
`Init`, `Update`, `Dispose`, `IsConnected`, `GetInfo`.
|
||||||
|
3. Optionally implement `RequestConnection` and `RequestDisconnection`
|
||||||
|
if the platform requires an explicit connection step.
|
||||||
|
4. Create `networkplatform.h` mapping each `networkPlatform*` macro to
|
||||||
|
your functions, and defining `networkplatform_t`.
|
||||||
@@ -0,0 +1,83 @@
|
|||||||
|
# Optimization Guidelines
|
||||||
|
|
||||||
|
Dusk must run well on severely resource-constrained hardware. The PSP
|
||||||
|
has 32 MB of RAM and a 333 MHz MIPS CPU. The GameCube has 24 MB of RAM
|
||||||
|
and a 485 MHz PowerPC CPU with no FPU for integer paths. Optimization
|
||||||
|
is not an afterthought -- it is a first-class design constraint.
|
||||||
|
|
||||||
|
## General principles
|
||||||
|
|
||||||
|
- **Measure before optimizing.** Don't guess where bottlenecks are.
|
||||||
|
Profile on the actual target hardware when possible.
|
||||||
|
- **Data-oriented design.** The ECS exists to enable cache-friendly
|
||||||
|
iteration over components. Keep hot data tightly packed (SoA over
|
||||||
|
AoS where it matters).
|
||||||
|
- **Minimize allocations.** Dynamic allocation at runtime is expensive
|
||||||
|
and causes fragmentation. Prefer fixed-size pools, arenas, and
|
||||||
|
pre-allocated arrays.
|
||||||
|
- **Avoid per-frame allocations.** Anything allocated and freed every
|
||||||
|
tick is a red flag. Use scratch buffers or static pools.
|
||||||
|
- **Avoid recursion** on constrained targets -- stack is small.
|
||||||
|
|
||||||
|
## Memory
|
||||||
|
|
||||||
|
| Platform | Total RAM | Notes |
|
||||||
|
|------------|-------------|-----------------------------------|
|
||||||
|
| GameCube | 24 MB | 16 MB main + 8 MB "Aram" (audio) |
|
||||||
|
| Wii | 88 MB | 24 MB MEM1 + 64 MB MEM2 |
|
||||||
|
| PSP | 32 MB | 4 MB reserved for OS |
|
||||||
|
| Vita | 512 MB | Much more headroom |
|
||||||
|
| Linux | Host RAM | Effectively unlimited |
|
||||||
|
|
||||||
|
Treat the GameCube 16 MB main RAM as the worst-case constraint when
|
||||||
|
designing data structures and budgets.
|
||||||
|
|
||||||
|
Always use `memoryAllocate` / `memoryFree` -- never `malloc` / `free`.
|
||||||
|
The engine allocator tracks usage and can enforce budgets per platform.
|
||||||
|
|
||||||
|
## Math
|
||||||
|
|
||||||
|
- Prefer integer math over floating-point on platforms without an FPU.
|
||||||
|
- Use fixed-point arithmetic (`int32_t` with a known scale) for physics
|
||||||
|
and animation on PSP/GameCube where FPU throughput is limited.
|
||||||
|
- SIMD / VFPU (PSP) and paired-singles (GameCube) are available but
|
||||||
|
require platform-guarded code paths under `#ifdef DUSK_PSP` etc.
|
||||||
|
- Avoid `double` entirely -- use `float_t` (32-bit) throughout.
|
||||||
|
|
||||||
|
## Rendering
|
||||||
|
|
||||||
|
- Batch draw calls aggressively. Every draw call has overhead on all
|
||||||
|
platforms; consoles are especially sensitive.
|
||||||
|
- Minimize state changes (texture binds, shader switches, etc.).
|
||||||
|
- Use display lists (GameCube/Wii) and vertex buffer objects (OpenGL)
|
||||||
|
to offload geometry to GPU memory.
|
||||||
|
- Keep texture sizes powers of two. Non-PoT textures are unsupported
|
||||||
|
or have penalties on PSP and GameCube.
|
||||||
|
|
||||||
|
## Asset loading
|
||||||
|
|
||||||
|
- Assets are loaded asynchronously via the asset loader system. Do not
|
||||||
|
block the game loop waiting for assets.
|
||||||
|
- Compress textures to the native format for each platform at build
|
||||||
|
time, not at runtime.
|
||||||
|
- Stream large assets from the filesystem rather than loading them all
|
||||||
|
at startup.
|
||||||
|
|
||||||
|
## Platform-specific notes
|
||||||
|
|
||||||
|
### PSP
|
||||||
|
- The Media Engine (ME) is a second CPU core -- use it for audio and
|
||||||
|
background decompression, not general logic.
|
||||||
|
- VFPU gives 4-wide SIMD floats; use it for matrix and vector math.
|
||||||
|
- Keep the uncached scratchpad (4 KB at 0x00010000) in mind for hot
|
||||||
|
temporary data.
|
||||||
|
|
||||||
|
### GameCube / Wii
|
||||||
|
- The GX display list pipeline is the primary rendering path; avoid
|
||||||
|
immediate-mode GX calls in the hot path.
|
||||||
|
- Texture Compression (CMPR / S3TC equivalent) halves texture memory.
|
||||||
|
- Wii: prefer MEM1 for GPU-accessed data; MEM2 for CPU-only buffers.
|
||||||
|
|
||||||
|
### PSP / Vita
|
||||||
|
- OpenGL ES has a subset of desktop OpenGL. Avoid extensions and
|
||||||
|
features that are not in the ES 1.1 / ES 2.0 core.
|
||||||
@@ -0,0 +1,127 @@
|
|||||||
|
# Physics System
|
||||||
|
|
||||||
|
Source: `src/dusk/physics/`, entity component at
|
||||||
|
`src/dusk/entity/component/physics/entityphysics.h/.c`
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
Dusk uses a lightweight, custom 3D physics simulation with no external
|
||||||
|
library dependency. It is integrated with the ECS: only entities that
|
||||||
|
have both a `COMPONENT_TYPE_PHYSICS` and a `COMPONENT_TYPE_POSITION`
|
||||||
|
component participate in the simulation.
|
||||||
|
|
||||||
|
## Shapes
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef enum {
|
||||||
|
PHYSICS_SHAPE_CUBE, // Axis-aligned bounding box (AABB)
|
||||||
|
PHYSICS_SHAPE_SPHERE,
|
||||||
|
PHYSICS_SHAPE_CAPSULE, // Y-axis aligned; radius + halfHeight
|
||||||
|
PHYSICS_SHAPE_PLANE, // Infinite plane; normal + distance
|
||||||
|
} physicshapetype_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
All shape pairs are supported by the collision dispatch
|
||||||
|
(`physicsTestShapeVsShape`). See `physicstest.h` for the individual
|
||||||
|
test functions.
|
||||||
|
|
||||||
|
## Body types
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef enum {
|
||||||
|
PHYSICS_BODY_STATIC, // Never moves; immovable collision surface
|
||||||
|
PHYSICS_BODY_DYNAMIC, // Driven by gravity, velocity, collisions
|
||||||
|
PHYSICS_BODY_KINEMATIC, // Moved programmatically; collides but not
|
||||||
|
// driven by the simulation (e.g. player)
|
||||||
|
} physicsbodytype_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
## World and gravity
|
||||||
|
|
||||||
|
```c
|
||||||
|
extern physicsworld_t PHYSICS_WORLD;
|
||||||
|
// PHYSICS_WORLD.gravity -- default {0, -9.81, 0}
|
||||||
|
```
|
||||||
|
|
||||||
|
The simulation step is driven by `physicsManagerUpdate()`, which is
|
||||||
|
called each fixed-timestep game loop tick. It skips dynamic-timestep
|
||||||
|
sub-steps (`DUSK_TIME_DYNAMIC`).
|
||||||
|
|
||||||
|
## Simulation phases (each step)
|
||||||
|
|
||||||
|
1. **Integrate dynamics** -- apply gravity scaled by `gravityScale`,
|
||||||
|
advance velocity, update position.
|
||||||
|
2. **Dynamic vs static/kinematic** -- resolve penetration and cancel
|
||||||
|
the normal velocity component.
|
||||||
|
3. **Dynamic vs dynamic** -- split penetration 50/50; exchange
|
||||||
|
relative normal velocity.
|
||||||
|
4. **Rebuild transforms** -- call `entityPositionRebuild()` for all
|
||||||
|
affected dynamic bodies.
|
||||||
|
|
||||||
|
`PHYSICS_GROUND_THRESHOLD = 0.707f` -- a collision normal with a Y
|
||||||
|
component above this value sets `onGround = true` on the dynamic body.
|
||||||
|
|
||||||
|
## Entity component (`entityphysics_t`)
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef struct {
|
||||||
|
physicsbodytype_t type;
|
||||||
|
physicsshape_t shape;
|
||||||
|
vec3 velocity;
|
||||||
|
float_t gravityScale; // default 1.0
|
||||||
|
bool_t onGround; // set by the solver each step
|
||||||
|
} entityphysics_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
Default on init: DYNAMIC body, 0.5m half-extents AABB cube,
|
||||||
|
`gravityScale = 1.0f`.
|
||||||
|
|
||||||
|
### Component API
|
||||||
|
|
||||||
|
```c
|
||||||
|
entityphysics_t *entityPhysicsGet(entityid_t, componentid_t);
|
||||||
|
|
||||||
|
void entityPhysicsSetShape(entityid_t, componentid_t, physicsshape_t);
|
||||||
|
physicsshape_t entityPhysicsGetShape(entityid_t, componentid_t);
|
||||||
|
|
||||||
|
void entityPhysicsSetVelocity(entityid_t, componentid_t, vec3);
|
||||||
|
void entityPhysicsGetVelocity(entityid_t, componentid_t, vec3 dest);
|
||||||
|
void entityPhysicsApplyImpulse(entityid_t, componentid_t, vec3);
|
||||||
|
// No-op on STATIC bodies.
|
||||||
|
|
||||||
|
bool_t entityPhysicsIsOnGround(entityid_t, componentid_t);
|
||||||
|
void entityPhysicsSetBodyType(entityid_t, componentid_t, physicsbodytype_t);
|
||||||
|
physicsbodytype_t entityPhysicsGetBodyType(entityid_t, componentid_t);
|
||||||
|
```
|
||||||
|
|
||||||
|
## Collision detection primitives (`physicstest.h`)
|
||||||
|
|
||||||
|
Each function returns `true` if overlapping and writes the push-out
|
||||||
|
normal (pointing from B toward A) and penetration depth.
|
||||||
|
|
||||||
|
| Function | Shapes |
|
||||||
|
|----------|--------|
|
||||||
|
| `physicsTestAabbVsAabb` | CUBE vs CUBE |
|
||||||
|
| `physicsTestSphereVsSphere` | SPHERE vs SPHERE |
|
||||||
|
| `physicsTestSphereVsAabb` | SPHERE vs CUBE |
|
||||||
|
| `physicsTestSphereVsPlane` | SPHERE vs PLANE |
|
||||||
|
| `physicsTestAabbVsPlane` | CUBE vs PLANE |
|
||||||
|
| `physicsTestCapsuleVsSphere` | CAPSULE vs SPHERE |
|
||||||
|
| `physicsTestCapsuleVsAabb` | CAPSULE vs CUBE |
|
||||||
|
| `physicsTestCapsuleVsPlane` | CAPSULE vs PLANE |
|
||||||
|
| `physicsTestCapsuleVsCapsule` | CAPSULE vs CAPSULE |
|
||||||
|
| `physicsTestShapeVsShape` | Any pair via dispatch |
|
||||||
|
|
||||||
|
Capsules are always Y-axis aligned. Planes are infinite (not half-spaces).
|
||||||
|
|
||||||
|
## Limitations and known gaps
|
||||||
|
|
||||||
|
- No rotation simulation -- bodies do not rotate from collisions.
|
||||||
|
- No friction or damping model yet.
|
||||||
|
- No sleeping / deactivation for resting bodies.
|
||||||
|
- No broad-phase culling: the solver is O(n^2) per phase.
|
||||||
|
This is acceptable up to the ECS entity limit (64 entities) but must
|
||||||
|
be revisited if the entity count grows.
|
||||||
|
- Capsule vs plane uses the bottom/top hemisphere centers as a
|
||||||
|
degenerate approximation -- accurate for large planes but
|
||||||
|
not for thin surfaces.
|
||||||
@@ -0,0 +1,288 @@
|
|||||||
|
# Platform -- Dolphin (GameCube and Wii)
|
||||||
|
|
||||||
|
`DUSK_TARGET_SYSTEM`: `gamecube` / `wii`
|
||||||
|
Source layer: `src/duskdolphin/`
|
||||||
|
Renderer: libogc GX (native Nintendo hardware)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
GameCube and Wii are collectively called the **Dolphin** targets. They
|
||||||
|
share a single source layer (`src/duskdolphin/`) and a shared CMake base
|
||||||
|
(`cmake/targets/dolphin.cmake`). Individual targets add `DUSK_GAMECUBE`
|
||||||
|
or `DUSK_WII` on top.
|
||||||
|
|
||||||
|
Both are **big-endian** PowerPC platforms. They do **not** use SDL2 or
|
||||||
|
OpenGL -- rendering and input go through `libogc` (the open-source
|
||||||
|
GameCube/Wii SDK) and the GX hardware API directly.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Hardware
|
||||||
|
|
||||||
|
| Attribute | GameCube | Wii |
|
||||||
|
|-----------|---------|-----|
|
||||||
|
| CPU | IBM PowerPC 750CL (Gekko), 485 MHz | IBM Broadway (Wii CPU), 729 MHz |
|
||||||
|
| RAM | 24 MB (16 MB MEM1 + 8 MB ARAM) | 88 MB (24 MB MEM1 + 64 MB MEM2) |
|
||||||
|
| GPU | ATI Flipper (GX) | ATI Hollywood (GX) |
|
||||||
|
| Display | 640x480 (480p max) | 640x480 (480p/576i), 480p/1080i via component |
|
||||||
|
| Storage | Memory Card (slots A/B), SD Gecko | SD card, USB, NAND |
|
||||||
|
| Endian | Big-endian | Big-endian |
|
||||||
|
|
||||||
|
Treat the **GameCube 16 MB MEM1** as the worst-case RAM budget for data
|
||||||
|
structures shared between both targets.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Compile-time macros
|
||||||
|
|
||||||
|
| Macro | GameCube | Wii | Notes |
|
||||||
|
|-------|---------|-----|-------|
|
||||||
|
| `DUSK_DOLPHIN` | yes | yes | Set by `dolphin.cmake` |
|
||||||
|
| `DUSK_GAMECUBE` | yes | no | |
|
||||||
|
| `DUSK_WII` | no | yes | |
|
||||||
|
| `DUSK_INPUT_GAMEPAD` | yes | yes | |
|
||||||
|
| `DUSK_DISPLAY_WIDTH` | 640 | 640 | |
|
||||||
|
| `DUSK_DISPLAY_HEIGHT` | 480 | 480 | |
|
||||||
|
| `DUSK_THREAD_PTHREAD` | yes | yes | devkitPPC pthreads |
|
||||||
|
| `DUSK_PLATFORM_ENDIAN_BIG` | yes | yes | Not set by cmake -- apply manually |
|
||||||
|
| `DOL` | 1 | 1 | Build type token |
|
||||||
|
| `ISO` | 2 | 2 | Build type token |
|
||||||
|
| `DUSK_DOLPHIN_BUILD_TYPE` | `DOL` or `ISO` | `DOL` or `ISO` | |
|
||||||
|
| `DUSK_DOLPHIN_BUILD_ISO` | if ISO mode | if ISO mode | |
|
||||||
|
|
||||||
|
No `DUSK_SDL2`, no `DUSK_OPENGL`, no `DUSK_INPUT_KEYBOARD`,
|
||||||
|
no `DUSK_INPUT_POINTER`, no `DUSK_TIME_DYNAMIC`.
|
||||||
|
|
||||||
|
Attempting to use `DUSK_INPUT_KEYBOARD` or `DUSK_INPUT_POINTER` causes
|
||||||
|
a compile-time `#error` in `inputdolphin.h`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Endianness
|
||||||
|
|
||||||
|
**Both GameCube and Wii are big-endian.** This is the most critical
|
||||||
|
platform difference from all other targets.
|
||||||
|
|
||||||
|
- All binary asset data (`.dtf` tilesets, STL meshes, DTF headers, etc.)
|
||||||
|
must be byte-swapped when read on Dolphin.
|
||||||
|
- Use `endianLittleToHost32` / `endianLittleToHost16` etc. from
|
||||||
|
`util/endian.h` when reading any multi-byte value from a file.
|
||||||
|
- Save files are stored in little-endian order; the save stream handles
|
||||||
|
this transparently via the `saveFile*` macros.
|
||||||
|
- Network data likewise needs endian conversion.
|
||||||
|
|
||||||
|
See `.claude/util.md` (Endian section) for the full API.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Display
|
||||||
|
|
||||||
|
- Fixed 640x480 resolution, driven by GX (the hardware rasteriser).
|
||||||
|
- Uses double-buffered framebuffers:
|
||||||
|
```c
|
||||||
|
typedef struct {
|
||||||
|
void *frameBuffer[2]; // double-buffered
|
||||||
|
int_t whichFrameBuffer;
|
||||||
|
GXRModeObj *screenMode;
|
||||||
|
void *fifoBuffer; // GX command FIFO, 256 KB
|
||||||
|
} displaydolphin_t;
|
||||||
|
```
|
||||||
|
- The GX pipeline uses display lists for efficient draw call batching --
|
||||||
|
avoid immediate-mode GX calls in the hot path.
|
||||||
|
- `CONF_GetAspectRatio()` returns `CONF_ASPECT_4_3` on GameCube (always)
|
||||||
|
and the user's setting on Wii. Use `systemGetAspectRatioDolphin()`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Asset loading
|
||||||
|
|
||||||
|
Two modes are selected at CMake configure time via
|
||||||
|
`DUSK_DOLPHIN_BUILD_TYPE`:
|
||||||
|
|
||||||
|
### DOL mode (default -- `DUSK_DOLPHIN_BUILD_TYPE=DOL`)
|
||||||
|
|
||||||
|
Assets are loaded from `dusk.dsk` on a FAT filesystem -- SD card on Wii
|
||||||
|
(via SD slot), or SD Gecko / SD adapter on GameCube. The loader searches
|
||||||
|
these paths in order:
|
||||||
|
|
||||||
|
```c
|
||||||
|
"/", "/Dusk", "/dusk", "/DUSK",
|
||||||
|
"/apps", "/apps/Dusk", "/apps/dusk", "/apps/DUSK",
|
||||||
|
".", "./Dusk", "./dusk", ...
|
||||||
|
```
|
||||||
|
|
||||||
|
Uses `libfat` for filesystem access.
|
||||||
|
|
||||||
|
### ISO mode (`DUSK_DOLPHIN_BUILD_TYPE=ISO`)
|
||||||
|
|
||||||
|
`dusk.dsk` is read directly off the DVD disc via the libogc DVD driver
|
||||||
|
(`assetdolphindvd.c`). Reads are 32-byte aligned:
|
||||||
|
|
||||||
|
```c
|
||||||
|
#define ASSET_DOLPHIN_DVD_ALIGN 32u
|
||||||
|
```
|
||||||
|
|
||||||
|
The DVD FST (file-system table) is parsed at init to locate the data
|
||||||
|
file. All reads go through `assetDolphinDVDRead(offset, size)` which
|
||||||
|
returns an aligned heap buffer that the caller must free.
|
||||||
|
|
||||||
|
Post-build in ISO mode, `makedolphiniso.py` produces **three disc
|
||||||
|
images** (NTSC-J, NTSC-U, PAL).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Input
|
||||||
|
|
||||||
|
Uses libogc `PAD` API. Only GameCube controllers are supported (port 0
|
||||||
|
by default; up to 4 via `PAD_CHANMAX`).
|
||||||
|
|
||||||
|
Available axes (6 total per controller):
|
||||||
|
|
||||||
|
| Axis | Enum |
|
||||||
|
|------|------|
|
||||||
|
| Left stick X/Y | `INPUT_GAMEPAD_AXIS_LEFT_X/Y` |
|
||||||
|
| C-stick X/Y | `INPUT_GAMEPAD_AXIS_C_X/Y` |
|
||||||
|
| L trigger | `INPUT_GAMEPAD_AXIS_TRIGGER_LEFT` |
|
||||||
|
| R trigger | `INPUT_GAMEPAD_AXIS_TRIGGER_RIGHT` |
|
||||||
|
|
||||||
|
Axis values are normalised by dividing the raw 8-bit value by 128.0.
|
||||||
|
Deadzone: 0.2 (hardcoded).
|
||||||
|
|
||||||
|
Default bindings set at init: D-pad/left stick = directional actions,
|
||||||
|
A = ACCEPT, B = CANCEL, X = CONSOLE, Start = RAGEQUIT.
|
||||||
|
|
||||||
|
Wii Remote / Nunchuk / Classic Controller / Pro Controller are not yet
|
||||||
|
implemented (noted as TODO in `inputdolphin.h`).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Save system
|
||||||
|
|
||||||
|
Uses the libogc Memory Card API (`CARD_*`) to read/write save slots.
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef struct {
|
||||||
|
card_file cardFile;
|
||||||
|
uint8_t cardBuffer[CARD_WORKAREA] __attribute__((aligned(32)));
|
||||||
|
bool_t mounted;
|
||||||
|
} savedolphin_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
- Default channel: `CARD_SLOTA` (Memory Card slot A).
|
||||||
|
Override via `SAVE_DOLPHIN_CHANNEL`.
|
||||||
|
- Sector size: 8192 bytes (`SAVE_DOLPHIN_SECTOR_SIZE`).
|
||||||
|
- Buffers must be 32-byte aligned (enforced by `__attribute__((aligned(32)))`).
|
||||||
|
- Game code: `DUSK` (4 chars, override via `SAVE_DOLPHIN_GAME_CODE`).
|
||||||
|
- The card must be mounted before any read/write. `saveInitDolphin()`
|
||||||
|
mounts slot A; failures are treated as "no save present".
|
||||||
|
- Save stream handles little-endian encoding transparently -- all data
|
||||||
|
stored little-endian on the card even though the CPU is big-endian.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Network
|
||||||
|
|
||||||
|
### GameCube
|
||||||
|
|
||||||
|
`net_init()` is commented out. Networking is **non-functional** on
|
||||||
|
GameCube in the current codebase. The BBA (Broadband Adapter) link
|
||||||
|
library is in a commented `# bba` in `gamecube.cmake`.
|
||||||
|
|
||||||
|
### Wii
|
||||||
|
|
||||||
|
Uses `if_config()` from libogc which reads Wi-Fi settings saved in the
|
||||||
|
Wii System Menu. The call **blocks** the main thread until DHCP
|
||||||
|
completes or fails. Wii network is available only when `DUSK_WII` is
|
||||||
|
defined; the GameCube path always fails immediately.
|
||||||
|
|
||||||
|
IPv6 is not supported on either Dolphin target.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Time
|
||||||
|
|
||||||
|
- No `DUSK_TIME_DYNAMIC`. All ticks are fixed 16 ms steps.
|
||||||
|
- Tick source: `__SYS_GetSystemTime()` returns PowerPC bus ticks.
|
||||||
|
- Real time: ticks converted to microseconds via `ticks_to_microsecs()`,
|
||||||
|
then offset from the GameCube epoch (2000-01-01 00:00:00) to the UNIX
|
||||||
|
epoch (1970-01-01 00:00:00) by adding **946 684 800 seconds**.
|
||||||
|
- Timezone: always returned as 0 -- no timezone data without network time.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## System
|
||||||
|
|
||||||
|
Language and aspect ratio queries:
|
||||||
|
|
||||||
|
```c
|
||||||
|
// Language (used for locale selection):
|
||||||
|
systemGetLanguageDolphin();
|
||||||
|
// -> SYS_GetLanguage() on GameCube
|
||||||
|
// -> CONF_GetLanguage() on Wii
|
||||||
|
|
||||||
|
// Aspect ratio:
|
||||||
|
systemGetAspectRatioDolphin();
|
||||||
|
// -> CONF_ASPECT_4_3 always on GameCube
|
||||||
|
// -> CONF_GetAspectRatio() on Wii (4:3 or 16:9)
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Build and toolchain
|
||||||
|
|
||||||
|
Requires [devkitPro](https://devkitpro.org/) with `devkitPPC` and
|
||||||
|
`libogc` installed.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
# GameCube (SD card / DOL mode)
|
||||||
|
cmake -B build \
|
||||||
|
-DDUSK_TARGET_SYSTEM=gamecube \
|
||||||
|
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/GameCube.cmake \
|
||||||
|
-DCMAKE_BUILD_TYPE=Release
|
||||||
|
cmake --build build
|
||||||
|
|
||||||
|
# Wii (SD card / DOL mode)
|
||||||
|
cmake -B build \
|
||||||
|
-DDUSK_TARGET_SYSTEM=wii \
|
||||||
|
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Wii.cmake \
|
||||||
|
-DCMAKE_BUILD_TYPE=Release
|
||||||
|
cmake --build build
|
||||||
|
|
||||||
|
# Either target in ISO mode
|
||||||
|
cmake -B build \
|
||||||
|
-DDUSK_TARGET_SYSTEM=gamecube \
|
||||||
|
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/GameCube.cmake \
|
||||||
|
-DDUSK_DOLPHIN_BUILD_TYPE=ISO \
|
||||||
|
-DCMAKE_BUILD_TYPE=Release
|
||||||
|
cmake --build build
|
||||||
|
```
|
||||||
|
|
||||||
|
Post-build outputs (DOL mode): `Dusk.elf` + `Dusk.dol` (generated by
|
||||||
|
`elf2dol`). Copy `Dusk.dol` and `dusk.dsk` to the SD card.
|
||||||
|
|
||||||
|
Post-build outputs (ISO mode): `Dusk.dol` + disc images in
|
||||||
|
`NTSC-J/`, `NTSC-U/`, `PAL/` subdirectories.
|
||||||
|
|
||||||
|
Dependencies: libogc, devkitPPC, `fat` (DOL mode), cglm, zip, bz2,
|
||||||
|
zstd, z, lzma, m.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Gotchas
|
||||||
|
|
||||||
|
- **Big-endian is the most common source of bugs** when porting code
|
||||||
|
from Linux. Always use `endian.h` utilities for file I/O and network.
|
||||||
|
- Memory is tight on GameCube -- 16 MB MEM1 must hold code, stack, heap,
|
||||||
|
framebuffers (2x 640x480x2 bytes), and the GX FIFO (256 KB).
|
||||||
|
- GX display lists are the correct rendering path; immediate-mode GX
|
||||||
|
calls carry heavy CPU overhead on the short FIFO pipeline.
|
||||||
|
- The GameCube has no FPU for integer paths. Avoid `double`; use
|
||||||
|
`float_t` throughout.
|
||||||
|
- `consoleInit` is shadowed to `consoleInitDolphin` to avoid conflicts
|
||||||
|
with the devkitPPC console API.
|
||||||
|
- On GameCube `CONF_GetAspectRatio()` is always 4:3; the macro is
|
||||||
|
defined to return `CONF_ASPECT_4_3` unconditionally.
|
||||||
|
- DVD reads must be 32-byte aligned and padded -- use
|
||||||
|
`ASSET_DOLPHIN_DVD_ALIGN_UP(n)` when computing read sizes in ISO mode.
|
||||||
@@ -0,0 +1,162 @@
|
|||||||
|
# Platform -- Linux and Knulli
|
||||||
|
|
||||||
|
`DUSK_TARGET_SYSTEM`: `linux` / `knulli`
|
||||||
|
Source layer: `src/dusklinux/`
|
||||||
|
Renderer: OpenGL (Linux) / OpenGL ES via EGL (Knulli)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
Linux is the primary development target. Knulli is a Linux-based handheld
|
||||||
|
OS (e.g. Anbernic devices); it shares the `src/dusklinux/` layer entirely
|
||||||
|
and differs only in the CMake target (OpenGL ES instead of desktop OpenGL,
|
||||||
|
EGL instead of GLX, and no backtrace support).
|
||||||
|
|
||||||
|
Both targets use SDL2 for windowing and input. The window is resizable on
|
||||||
|
both (`DUSK_DISPLAY_SIZE_DYNAMIC`).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Compile-time macros
|
||||||
|
|
||||||
|
| Macro | Linux | Knulli |
|
||||||
|
|-------|-------|--------|
|
||||||
|
| `DUSK_LINUX` | yes | yes |
|
||||||
|
| `DUSK_KNULLI` | no | yes |
|
||||||
|
| `DUSK_SDL2` | yes | yes |
|
||||||
|
| `DUSK_OPENGL` | yes | yes |
|
||||||
|
| `DUSK_OPENGL_ES` | no | yes |
|
||||||
|
| `DUSK_DISPLAY_SIZE_DYNAMIC` | yes | yes |
|
||||||
|
| `DUSK_INPUT_KEYBOARD` | yes | yes |
|
||||||
|
| `DUSK_INPUT_POINTER` | yes | yes |
|
||||||
|
| `DUSK_INPUT_GAMEPAD` | yes | yes |
|
||||||
|
| `DUSK_TIME_DYNAMIC` | yes | yes |
|
||||||
|
| `DUSK_NETWORK_IPV6` | yes | no |
|
||||||
|
| `DUSK_THREAD_PTHREAD` | yes | yes |
|
||||||
|
| `DUSK_CONSOLE_POSIX` | yes | no |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Display
|
||||||
|
|
||||||
|
- Default logical resolution: **640x480** (`DUSK_DISPLAY_WIDTH_DEFAULT` /
|
||||||
|
`DUSK_DISPLAY_HEIGHT_DEFAULT`); game content renders at
|
||||||
|
`DUSK_DISPLAY_SCREEN_HEIGHT=240`.
|
||||||
|
- Dynamic resize: the window can be resized at any time; the engine
|
||||||
|
letterboxes/scales the logical framebuffer to fit.
|
||||||
|
- Screen mode is configurable via `SCREEN.mode` (see
|
||||||
|
`.claude/display-core.md`).
|
||||||
|
- Knulli uses OpenGL ES (GLES2) linked via EGL. Avoid any desktop
|
||||||
|
OpenGL extensions that are not in the ES2 core.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Asset loading
|
||||||
|
|
||||||
|
`dusk.dsk` is located by searching a list of paths relative to the
|
||||||
|
current working directory:
|
||||||
|
|
||||||
|
```c
|
||||||
|
static const char_t *ASSET_LINUX_SEARCH_PATHS[] = {
|
||||||
|
"%s",
|
||||||
|
"../%s",
|
||||||
|
"../../%s",
|
||||||
|
"data/%s",
|
||||||
|
"../data/%s",
|
||||||
|
NULL
|
||||||
|
};
|
||||||
|
```
|
||||||
|
|
||||||
|
The first path where `dusk.dsk` is found wins. No packaging step is
|
||||||
|
required on Linux -- run from the build directory or the project root.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Input
|
||||||
|
|
||||||
|
All three input types are supported:
|
||||||
|
|
||||||
|
- **Keyboard** -- SDL scancode array via `SDL_GetKeyboardState()`.
|
||||||
|
- **Pointer** -- mouse position normalized to [0, 1], scroll axes.
|
||||||
|
- **Gamepad** -- first available `SDL_GameController`; axes normalized
|
||||||
|
to [-1, 1] with a 0.2 deadzone.
|
||||||
|
|
||||||
|
See `.claude/input.md` for the full action/button API.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Save system
|
||||||
|
|
||||||
|
Save files are plain files written to disk.
|
||||||
|
|
||||||
|
- Path: `./saves/save_N.dat` (override `SAVE_LINUX_PATH` to change the
|
||||||
|
directory at CMake configure time).
|
||||||
|
- Format: `SAVE_LINUX_FILE_FORMAT = "%s/save_%u.dat"` where `%u` is the
|
||||||
|
slot index.
|
||||||
|
- No OS-level dialog blocking -- saves are synchronous filesystem calls.
|
||||||
|
- Endian: host byte order (little-endian on x86/ARM).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Network
|
||||||
|
|
||||||
|
- Connection is detected automatically via `getifaddrs()`. No explicit
|
||||||
|
connect step is needed.
|
||||||
|
- `networkRequestConnection` immediately calls `onConnected` if any
|
||||||
|
non-loopback interface is up, `onFailed` otherwise.
|
||||||
|
- IPv4 and IPv6 supported (`DUSK_NETWORK_IPV6`).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Time
|
||||||
|
|
||||||
|
- Tick source: `SDL_GetTicks64()`.
|
||||||
|
- Real time: `clock_gettime(CLOCK_REALTIME)`.
|
||||||
|
- Dynamic timestep enabled (`DUSK_TIME_DYNAMIC`).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Threading
|
||||||
|
|
||||||
|
pthreads (`DUSK_THREAD_PTHREAD`). Thread-local storage via `__thread`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Build and toolchain
|
||||||
|
|
||||||
|
No cross-compiler needed -- use the host GCC/Clang.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
# Debug build
|
||||||
|
cmake -B build -DDUSK_TARGET_SYSTEM=linux -DCMAKE_BUILD_TYPE=Debug
|
||||||
|
cmake --build build
|
||||||
|
|
||||||
|
# Knulli (cross-compile to aarch64)
|
||||||
|
cmake -B build \
|
||||||
|
-DDUSK_TARGET_SYSTEM=knulli \
|
||||||
|
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/aarch64-linux-gnu.cmake \
|
||||||
|
-DCMAKE_BUILD_TYPE=Release
|
||||||
|
cmake --build build
|
||||||
|
```
|
||||||
|
|
||||||
|
Dependencies: `SDL2`, `OpenGL` (Linux) or `GLES2` + `EGL` (Knulli),
|
||||||
|
`pthread`, `m`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Endianness
|
||||||
|
|
||||||
|
Little-endian. Detected at CMake configure time via `TestBigEndian` and
|
||||||
|
set as `DUSK_PLATFORM_ENDIAN_LITTLE` or `DUSK_PLATFORM_ENDIAN_BIG`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Gotchas
|
||||||
|
|
||||||
|
- `DUSK_CONSOLE_POSIX` enables POSIX-specific assert backtracing (Linux
|
||||||
|
only; Knulli does not set it).
|
||||||
|
- Knulli does not set `DUSK_NETWORK_IPV6` -- IPv6 may not be available
|
||||||
|
on handheld devices.
|
||||||
|
- `DUSK_TIME_DYNAMIC` is set, so physics/networking skip dynamic sub-steps
|
||||||
|
by checking `if(TIME.dynamicUpdate) return;`.
|
||||||
@@ -0,0 +1,46 @@
|
|||||||
|
# Platform -- macOS
|
||||||
|
|
||||||
|
`DUSK_TARGET_SYSTEM`: `macos`
|
||||||
|
Source layer: `src/duskmacos/` (planned, does not exist yet)
|
||||||
|
Status: **Planned -- not yet implemented**
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
macOS desktop is a planned target. No source layer, CMake target file,
|
||||||
|
or toolchain exists yet. The intended architecture mirrors Linux: SDL2
|
||||||
|
for windowing/input, OpenGL (or Metal via MoltenVK/SDL2) for rendering.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Expected macros (when implemented)
|
||||||
|
|
||||||
|
| Macro | Expected |
|
||||||
|
|-------|---------|
|
||||||
|
| `DUSK_MACOS` | yes |
|
||||||
|
| `DUSK_SDL2` | yes |
|
||||||
|
| `DUSK_OPENGL` | yes |
|
||||||
|
| `DUSK_DISPLAY_SIZE_DYNAMIC` | yes |
|
||||||
|
| `DUSK_INPUT_KEYBOARD` | yes |
|
||||||
|
| `DUSK_INPUT_POINTER` | yes |
|
||||||
|
| `DUSK_INPUT_GAMEPAD` | yes |
|
||||||
|
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
|
||||||
|
| `DUSK_TIME_DYNAMIC` | yes |
|
||||||
|
| `DUSK_THREAD_PTHREAD` | yes |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Notes
|
||||||
|
|
||||||
|
- Will be little-endian (Apple Silicon and Intel x86-64).
|
||||||
|
- Apple deprecated OpenGL on macOS in 10.14 (Mojave). The implementation
|
||||||
|
will need to either target the deprecated OpenGL path or use MoltenVK
|
||||||
|
(Vulkan-over-Metal) with an SDL2 OpenGL layer. This decision is
|
||||||
|
pending.
|
||||||
|
- Save files will likely live in `~/Library/Application Support/`.
|
||||||
|
- Expected to share `src/dusksdl2/` and `src/duskgl/` with Linux.
|
||||||
|
- Toolchain: native Clang via Xcode Command Line Tools, or a
|
||||||
|
cross-compile from Linux with osxcross.
|
||||||
|
|
||||||
|
Update this document when the macOS target is implemented.
|
||||||
@@ -0,0 +1,200 @@
|
|||||||
|
# Platform -- Sony PSP
|
||||||
|
|
||||||
|
`DUSK_TARGET_SYSTEM`: `psp`
|
||||||
|
Source layer: `src/duskpsp/`
|
||||||
|
Renderer: OpenGL ES (legacy, via PSPGL/SDL2)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
The PSP is a 32 MB MIPS-based handheld console running at up to 333 MHz.
|
||||||
|
It uses SDL2 (ported to PSP) for windowing and OpenGL in legacy/fixed-
|
||||||
|
function mode. The game binary and all assets are packaged together inside
|
||||||
|
a `.pbp` file -- the PSP's native executable format.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Hardware
|
||||||
|
|
||||||
|
| Attribute | Value |
|
||||||
|
|-----------|-------|
|
||||||
|
| CPU | MIPS R4000 (Allegrex), up to 333 MHz |
|
||||||
|
| RAM | 32 MB (4 MB reserved for OS) |
|
||||||
|
| Display | 480x272, 16/32-bit colour |
|
||||||
|
| Storage | Memory Stick (UMD for retail; MS for homebrew) |
|
||||||
|
| Endian | Little-endian |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Compile-time macros
|
||||||
|
|
||||||
|
| Macro | Set |
|
||||||
|
|-------|-----|
|
||||||
|
| `DUSK_PSP` | yes |
|
||||||
|
| `DUSK_SDL2` | yes |
|
||||||
|
| `DUSK_OPENGL` | yes |
|
||||||
|
| `DUSK_OPENGL_LEGACY` | yes |
|
||||||
|
| `DUSK_INPUT_GAMEPAD` | yes |
|
||||||
|
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
|
||||||
|
| `DUSK_DISPLAY_WIDTH` | 480 |
|
||||||
|
| `DUSK_DISPLAY_HEIGHT` | 272 |
|
||||||
|
| `DUSK_THREAD_PTHREAD` | yes |
|
||||||
|
|
||||||
|
No `DUSK_DISPLAY_SIZE_DYNAMIC` -- the resolution is fixed.
|
||||||
|
No `DUSK_INPUT_KEYBOARD`, no `DUSK_INPUT_POINTER`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Display
|
||||||
|
|
||||||
|
- Fixed 480x272 resolution.
|
||||||
|
- OpenGL legacy (fixed-function pipeline, `DUSK_OPENGL_LEGACY`).
|
||||||
|
- Texture dimensions **must** be powers of two (use `mathNextPowTwo`).
|
||||||
|
- VFPU (4-wide float SIMD) is available -- use it for matrix/vector hot
|
||||||
|
paths under `#ifdef DUSK_PSP`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Asset loading
|
||||||
|
|
||||||
|
Assets are packed into the **PSAR** section of the `.pbp` file by the
|
||||||
|
post-build `create_pbp_file()` CMake command. At runtime,
|
||||||
|
`assetInitPBP()` locates and opens the PSAR from the running executable's
|
||||||
|
path.
|
||||||
|
|
||||||
|
The PBP format header:
|
||||||
|
```c
|
||||||
|
typedef struct {
|
||||||
|
char_t signature[4]; // "\0PBP"
|
||||||
|
uint32_t version;
|
||||||
|
uint32_t sfoOffset;
|
||||||
|
uint32_t icon0Offset;
|
||||||
|
uint32_t icon1Offset;
|
||||||
|
uint32_t pic0Offset;
|
||||||
|
uint32_t pic1Offset;
|
||||||
|
uint32_t snd0Offset;
|
||||||
|
uint32_t pspOffset;
|
||||||
|
uint32_t psarOffset; // dusk.dsk starts here
|
||||||
|
} assetpbpheader_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
`assetpbp_t` holds the open file handle and parsed header. Asset paths
|
||||||
|
inside the PSAR are ZIP paths within `dusk.dsk`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Input
|
||||||
|
|
||||||
|
Layered on SDL2. `inputInitPSP()` maps PSP physical buttons to SDL2
|
||||||
|
`SDL_CONTROLLER_BUTTON_*` constants:
|
||||||
|
|
||||||
|
| PSP button | Action |
|
||||||
|
|------------|--------|
|
||||||
|
| Cross | Accept |
|
||||||
|
| Circle | Cancel |
|
||||||
|
| Triangle | - |
|
||||||
|
| Square | - |
|
||||||
|
| L / R | Shoulder buttons |
|
||||||
|
| D-pad | Directional |
|
||||||
|
| L-Stick | Analog axes |
|
||||||
|
|
||||||
|
No keyboard or pointer input available. Attempting to use
|
||||||
|
`INPUT_BUTTON_TYPE_KEYBOARD` on PSP is undefined behaviour.
|
||||||
|
|
||||||
|
The PSP system setting `PSP_UTILITY_ACCEPT_CROSS` / `ACCEPT_CIRCLE`
|
||||||
|
swaps the Cross and Circle button roles in OS dialogs -- read this via
|
||||||
|
`systemPSPGetCrossButtonSetting()` if you need to match the system
|
||||||
|
convention.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Save system
|
||||||
|
|
||||||
|
- Path: `ms0:/PSP/SAVEDATA/<TITLE_ID><slot>/save.dat`
|
||||||
|
(default title ID `DUSK00001`, configurable via `SAVE_PSP_TITLE_ID`).
|
||||||
|
- Uses `sceIo` for file I/O -- no extra dialog required for raw reads.
|
||||||
|
- PSP OS-level save/load dialogs (via `sceUtility`) are separate and
|
||||||
|
block the main loop when open (`systemGetActiveDialogType()` returns
|
||||||
|
`SYSTEM_DIALOG_TYPE_TICK_BLOCKING`).
|
||||||
|
- Do not call save functions directly from game code during a dialog.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Network
|
||||||
|
|
||||||
|
Connection requires an explicit user Wi-Fi selection step via the PSP
|
||||||
|
system network dialog (`sceUtilityNetconfInitStart`).
|
||||||
|
|
||||||
|
```
|
||||||
|
networkRequestConnection(onConnected, onFailed, onDisconnect, user);
|
||||||
|
// -> shows PSP Wi-Fi selection dialog (blocking dialog type)
|
||||||
|
// -> calls onConnected or onFailed when the dialog closes
|
||||||
|
```
|
||||||
|
|
||||||
|
HTTP and SSL modules (`psphttp`, `pspssl`, `pspnet_resolver`) are
|
||||||
|
linked in `psp.cmake` but the HTTP implementation code is commented out.
|
||||||
|
The infrastructure exists for future use.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Time
|
||||||
|
|
||||||
|
- Tick source: `SDL_GetTicks64()`.
|
||||||
|
- Real time: `sceRtcGetCurrentTick()` (returns microseconds).
|
||||||
|
- Dynamic timestep is **not** enabled (`DUSK_TIME_DYNAMIC` not set).
|
||||||
|
Every tick is a fixed 16 ms step.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## System dialogs
|
||||||
|
|
||||||
|
PSP shows OS-level dialogs for:
|
||||||
|
- Wi-Fi configuration (`networkRequestConnection`)
|
||||||
|
- Save management (if using `sceUtility` save dialogs)
|
||||||
|
|
||||||
|
Check `systemGetActiveDialogTypePSP()` to know whether the main loop
|
||||||
|
should skip rendering or ticking.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Build and toolchain
|
||||||
|
|
||||||
|
Requires the [PSPDEV toolchain](https://github.com/pspdev/pspdev).
|
||||||
|
Set `PSPDEV` in your environment before configuring.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cmake -B build \
|
||||||
|
-DDUSK_TARGET_SYSTEM=psp \
|
||||||
|
-DCMAKE_TOOLCHAIN_FILE=${PSPDEV}/lib/cmake/psp.cmake \
|
||||||
|
-DCMAKE_BUILD_TYPE=Release
|
||||||
|
cmake --build build
|
||||||
|
```
|
||||||
|
|
||||||
|
Post-build output: `Dusk.pbp` (executable + assets combined).
|
||||||
|
|
||||||
|
Dependencies: SDL2-PSP, OpenGL-PSP, pspgu, pspctrl, pspdisplay,
|
||||||
|
pspaudio, pspaudiolib, psputility, pspvfpu, pspvram, pspnet,
|
||||||
|
pspnet_inet, pspnet_apctl, psphttp, pspssl, pspdebug, psphprm,
|
||||||
|
mbedtls, mbedcrypto, lzma, zip, bz2, z.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Endianness
|
||||||
|
|
||||||
|
Little-endian. `DUSK_PLATFORM_ENDIAN_LITTLE` is set at compile time.
|
||||||
|
No runtime endian check is needed.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Gotchas
|
||||||
|
|
||||||
|
- The PSP has only 28 MB of usable RAM after the OS. Keep asset budgets
|
||||||
|
tight -- see `.claude/optimization.md`.
|
||||||
|
- VFPU instructions are not valid on threads other than the main thread
|
||||||
|
on some firmware versions. Use `assertIsMainThread` on any code that
|
||||||
|
calls VFPU intrinsics.
|
||||||
|
- OpenGL legacy mode means no vertex/fragment shaders; rendering uses
|
||||||
|
the fixed-function pipeline via `pspgl`.
|
||||||
|
- `DUSK_TIME_DYNAMIC` is absent -- physics always runs at exactly the
|
||||||
|
fixed step rate.
|
||||||
@@ -0,0 +1,173 @@
|
|||||||
|
# Platform -- PlayStation Vita
|
||||||
|
|
||||||
|
`DUSK_TARGET_SYSTEM`: `vita`
|
||||||
|
Source layer: `src/duskvita/`
|
||||||
|
Renderer: vitaGL (OpenGL-over-GXM compatibility layer)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
The PlayStation Vita is an ARM-based handheld with 512 MB of RAM and a
|
||||||
|
960x544 OLED/LCD display. It uses SDL2 (ported to Vita) for input
|
||||||
|
abstraction, but the graphics layer is vitaGL -- an OpenGL compatibility
|
||||||
|
shim that translates OpenGL calls to Sony's native GXM API.
|
||||||
|
|
||||||
|
The distribution format is a `.vpk` (Vita Package) file containing the
|
||||||
|
signed executable and `dusk.dsk` bundled as `dusk.dsk` at the package
|
||||||
|
root, accessible at `app0:/dusk.dsk` at runtime.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Hardware
|
||||||
|
|
||||||
|
| Attribute | Value |
|
||||||
|
|-----------|-------|
|
||||||
|
| CPU | ARM Cortex-A9 quad-core, ~444 MHz |
|
||||||
|
| RAM | 512 MB |
|
||||||
|
| Display | 960x544 |
|
||||||
|
| Storage | Vita game card / memory card / internal flash |
|
||||||
|
| Endian | Little-endian |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Compile-time macros
|
||||||
|
|
||||||
|
| Macro | Set |
|
||||||
|
|-------|-----|
|
||||||
|
| `DUSK_VITA` | yes |
|
||||||
|
| `DUSK_SDL2` | yes |
|
||||||
|
| `DUSK_OPENGL` | yes |
|
||||||
|
| `DUSK_OPENGL_LEGACY` | yes |
|
||||||
|
| `DUSK_INPUT_GAMEPAD` | yes |
|
||||||
|
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
|
||||||
|
| `DUSK_DISPLAY_WIDTH` | 960 |
|
||||||
|
| `DUSK_DISPLAY_HEIGHT` | 544 |
|
||||||
|
|
||||||
|
No `DUSK_DISPLAY_SIZE_DYNAMIC`, no `DUSK_TIME_DYNAMIC`,
|
||||||
|
no `DUSK_INPUT_KEYBOARD`, no `DUSK_INPUT_POINTER`,
|
||||||
|
no `DUSK_NETWORK_IPV6`.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Display
|
||||||
|
|
||||||
|
- Fixed 960x544 resolution.
|
||||||
|
- vitaGL translates OpenGL calls to GXM. Some OpenGL calls are stubbed
|
||||||
|
out in `duskplatform.h` where vitaGL does not support them:
|
||||||
|
|
||||||
|
```c
|
||||||
|
#define glDrawArrays(type, first, count) ((void)0)
|
||||||
|
#define glDepthFunc(func) ((void)0)
|
||||||
|
#define glBlendFunc(sfactor, dfactor) ((void)0)
|
||||||
|
#define glColorTableEXT(...) ((void)0)
|
||||||
|
```
|
||||||
|
|
||||||
|
These stubs mean the Vita uses the fixed-function pipeline through
|
||||||
|
vitaGL. Do not rely on `glDrawArrays` or depth/blend state changes
|
||||||
|
being applied -- use the engine's `displaystate_t` flags instead
|
||||||
|
(see `.claude/display-shader.md`).
|
||||||
|
- `DUSK_OPENGL_LEGACY` is set. Avoid shader-based features that are
|
||||||
|
not in the fixed-function ES1 subset.
|
||||||
|
- Texture dimensions **must** be powers of two.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Asset loading
|
||||||
|
|
||||||
|
`dusk.dsk` is bundled inside the `.vpk` and mounted at `app0:/` by the
|
||||||
|
Vita OS. The asset system opens it at the fixed path:
|
||||||
|
|
||||||
|
```c
|
||||||
|
#define ASSET_VITA_DSK_PATH "app0:/" ASSET_FILE_NAME
|
||||||
|
```
|
||||||
|
|
||||||
|
No path search is needed -- the file is always at that location.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Input
|
||||||
|
|
||||||
|
Uses SDL2 with Vita button mapping. Buttons map to SDL2 gamepad
|
||||||
|
constants:
|
||||||
|
|
||||||
|
| Vita button | SDL2 constant |
|
||||||
|
|-------------|---------------|
|
||||||
|
| Triangle | `SDL_CONTROLLER_BUTTON_Y` |
|
||||||
|
| Cross | `SDL_CONTROLLER_BUTTON_A` |
|
||||||
|
| Circle | `SDL_CONTROLLER_BUTTON_B` |
|
||||||
|
| Square | `SDL_CONTROLLER_BUTTON_X` |
|
||||||
|
| Start | `SDL_CONTROLLER_BUTTON_START` |
|
||||||
|
| Select | `SDL_CONTROLLER_BUTTON_BACK` |
|
||||||
|
| D-pad | `SDL_CONTROLLER_BUTTON_DPAD_*` |
|
||||||
|
| L / R | `SDL_CONTROLLER_BUTTON_LEFTSHOULDER / RIGHTSHOULDER` |
|
||||||
|
| L-Stick | `SDL_CONTROLLER_AXIS_LEFTX/Y` |
|
||||||
|
|
||||||
|
Vita also has L2, R2, L3, R3 and touch surfaces -- not currently wired
|
||||||
|
into the input system.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Save system
|
||||||
|
|
||||||
|
Uses `SceIofilemgr` (Vita filesystem API) for file I/O. Save data lives
|
||||||
|
in the application's sandbox on the memory card. The stream API
|
||||||
|
(`savestream_t`) handles all serialization with automatic CRC32 and
|
||||||
|
little-endian encoding (see `.claude/save.md`).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Network
|
||||||
|
|
||||||
|
No network implementation exists in `src/duskvita/`. Network
|
||||||
|
functionality is not currently available on Vita.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Time
|
||||||
|
|
||||||
|
No `src/duskvita/time/` directory exists -- the Vita time implementation
|
||||||
|
falls back to the SDL2 time layer if available, or is not yet
|
||||||
|
implemented.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Build and toolchain
|
||||||
|
|
||||||
|
Requires the [VITASDK](https://vitasdk.org/). Set `VITASDK` in your
|
||||||
|
environment before configuring.
|
||||||
|
|
||||||
|
```sh
|
||||||
|
cmake -B build \
|
||||||
|
-DDUSK_TARGET_SYSTEM=vita \
|
||||||
|
-DCMAKE_TOOLCHAIN_FILE=$VITASDK/share/vita.cmake \
|
||||||
|
-DCMAKE_BUILD_TYPE=Release
|
||||||
|
cmake --build build
|
||||||
|
```
|
||||||
|
|
||||||
|
Post-build output: `Dusk.self` (signed executable) and `Dusk.vpk`
|
||||||
|
(installable package containing the SELF + `dusk.dsk`).
|
||||||
|
|
||||||
|
Title ID: `DUSK00001` (configurable via `VITA_TITLEID`).
|
||||||
|
|
||||||
|
Dependencies: SDL2, vitaGL, mathneon, vitashark, kubridge, SceGxm,
|
||||||
|
SceCtrl, SceAudio, SceTouch, SceRtc, SceAppUtil, zip, bz2, z, lzma.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Endianness
|
||||||
|
|
||||||
|
Little-endian. `DUSK_PLATFORM_ENDIAN_LITTLE` is set at compile time.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Gotchas
|
||||||
|
|
||||||
|
- vitaGL stubs several OpenGL calls. Always use the engine display state
|
||||||
|
API rather than calling `glBlendFunc` / `glDepthFunc` directly.
|
||||||
|
- `DUSK_TIME_DYNAMIC` is not set -- all ticks are fixed-step 16 ms.
|
||||||
|
- Threading: `pthread` is linked but `DUSK_THREAD_PTHREAD` is not
|
||||||
|
explicitly defined in `vita.cmake`. Verify threading behaviour before
|
||||||
|
relying on it.
|
||||||
|
- The Vita implementation is less complete than Linux and PSP -- network
|
||||||
|
and time platform layers are absent. Contributions welcome.
|
||||||
@@ -0,0 +1,46 @@
|
|||||||
|
# Platform -- Windows
|
||||||
|
|
||||||
|
`DUSK_TARGET_SYSTEM`: `windows`
|
||||||
|
Source layer: `src/duskwindows/` (planned, does not exist yet)
|
||||||
|
Status: **Planned -- not yet implemented**
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
Windows desktop is a planned target. No source layer, CMake target file,
|
||||||
|
or toolchain exists yet. The intended architecture closely mirrors Linux:
|
||||||
|
SDL2 for windowing/input, desktop OpenGL for rendering, pthreads (via
|
||||||
|
MinGW or MSVC pthreads shim) for threading.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Expected macros (when implemented)
|
||||||
|
|
||||||
|
| Macro | Expected |
|
||||||
|
|-------|---------|
|
||||||
|
| `DUSK_WINDOWS` | yes |
|
||||||
|
| `DUSK_SDL2` | yes |
|
||||||
|
| `DUSK_OPENGL` | yes |
|
||||||
|
| `DUSK_DISPLAY_SIZE_DYNAMIC` | yes |
|
||||||
|
| `DUSK_INPUT_KEYBOARD` | yes |
|
||||||
|
| `DUSK_INPUT_POINTER` | yes |
|
||||||
|
| `DUSK_INPUT_GAMEPAD` | yes |
|
||||||
|
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
|
||||||
|
| `DUSK_TIME_DYNAMIC` | yes |
|
||||||
|
| `DUSK_THREAD_PTHREAD` | yes |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Notes
|
||||||
|
|
||||||
|
- Will be little-endian (x86-64 Windows).
|
||||||
|
- Expected to share `src/dusksdl2/` and `src/duskgl/` with Linux and
|
||||||
|
Knulli; only a thin `src/duskwindows/` layer for OS-specific
|
||||||
|
functionality (save paths, system dialogs) should be needed.
|
||||||
|
- Save files will likely live in `%APPDATA%` or a sibling `saves/`
|
||||||
|
directory.
|
||||||
|
- No cross-compiler needed; MSVC or MinGW-w64 on Windows or a
|
||||||
|
cross-compile from Linux.
|
||||||
|
|
||||||
|
Update this document when the Windows target is implemented.
|
||||||
@@ -0,0 +1,98 @@
|
|||||||
|
# Platform Support
|
||||||
|
|
||||||
|
Dusk targets a wide range of platforms, from modern desktops to classic
|
||||||
|
handheld and home consoles. New platform targets will be added over time.
|
||||||
|
|
||||||
|
## Platform index
|
||||||
|
|
||||||
|
| Platform | `DUSK_TARGET_SYSTEM` | Status | Reference |
|
||||||
|
|----------|----------------------|--------|-----------|
|
||||||
|
| Linux | `linux` | Supported | `.claude/platform-linux.md` |
|
||||||
|
| Knulli | `knulli` | Supported | `.claude/platform-linux.md` |
|
||||||
|
| Windows | `windows` | Planned | `.claude/platform-windows.md` |
|
||||||
|
| macOS | `macos` | Planned | `.claude/platform-macos.md` |
|
||||||
|
| Sony PSP | `psp` | Supported | `.claude/platform-psp.md` |
|
||||||
|
| PlayStation Vita | `vita` | Supported | `.claude/platform-vita.md` |
|
||||||
|
| Nintendo GameCube | `gamecube` | Supported | `.claude/platform-dolphin.md` |
|
||||||
|
| Nintendo Wii | `wii` | Supported | `.claude/platform-dolphin.md` |
|
||||||
|
|
||||||
|
GameCube and Wii share the `src/duskdolphin/` layer and are collectively
|
||||||
|
referred to as **Dolphin** targets throughout the codebase.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Layer structure
|
||||||
|
|
||||||
|
```
|
||||||
|
src/dusk/ Core -- platform-agnostic game logic and ECS
|
||||||
|
src/duskgl/ OpenGL abstraction (Linux, Knulli, PSP, Vita)
|
||||||
|
src/dusksdl2/ SDL2 window + input (Linux, Knulli, PSP, Vita)
|
||||||
|
src/dusklinux/ Linux + Knulli platform impl
|
||||||
|
src/duskpsp/ PSP platform impl
|
||||||
|
src/duskvita/ Vita platform impl
|
||||||
|
src/duskdolphin/ GameCube + Wii platform impl
|
||||||
|
```
|
||||||
|
|
||||||
|
Dolphin is the only target that bypasses SDL2 and OpenGL entirely --
|
||||||
|
it uses native libogc GX for rendering and PAD for input.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Capability macros
|
||||||
|
|
||||||
|
Each target sets a combination of these macros. Do not assume a
|
||||||
|
capability is present without checking the appropriate macro.
|
||||||
|
|
||||||
|
| Macro | Meaning |
|
||||||
|
|-------|---------|
|
||||||
|
| `DUSK_SDL2` | SDL2 is available |
|
||||||
|
| `DUSK_OPENGL` | OpenGL is available |
|
||||||
|
| `DUSK_OPENGL_ES` | OpenGL ES variant (Knulli) |
|
||||||
|
| `DUSK_OPENGL_LEGACY` | Fixed-function OpenGL (PSP, Vita) |
|
||||||
|
| `DUSK_INPUT_GAMEPAD` | Gamepad / controller input |
|
||||||
|
| `DUSK_INPUT_KEYBOARD` | Keyboard input (Linux, Knulli only) |
|
||||||
|
| `DUSK_INPUT_POINTER` | Mouse / pointer input (Linux, Knulli only) |
|
||||||
|
| `DUSK_DISPLAY_SIZE_DYNAMIC` | Window is resizable (Linux, Knulli) |
|
||||||
|
| `DUSK_TIME_DYNAMIC` | Dynamic timestep available (Linux, Knulli) |
|
||||||
|
| `DUSK_THREAD_PTHREAD` | pthreads available |
|
||||||
|
| `DUSK_NETWORK_IPV6` | IPv6 supported (Linux only) |
|
||||||
|
| `DUSK_PLATFORM_ENDIAN_BIG` | Big-endian byte order |
|
||||||
|
| `DUSK_PLATFORM_ENDIAN_LITTLE` | Little-endian byte order |
|
||||||
|
| `DUSK_DOLPHIN` | Any Dolphin target |
|
||||||
|
| `DUSK_DOLPHIN_BUILD_ISO` | Dolphin DVD-ISO asset mode |
|
||||||
|
| `DUSK_CONSOLE_POSIX` | POSIX assert backtrace (Linux only) |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Quick comparison
|
||||||
|
|
||||||
|
| | Linux | Knulli | PSP | Vita | GameCube | Wii |
|
||||||
|
|-|-------|--------|-----|------|----------|-----|
|
||||||
|
| SDL2 | yes | yes | yes | yes | no | no |
|
||||||
|
| OpenGL | desktop | ES2 | legacy | vitaGL | no | no |
|
||||||
|
| Endian | little | little | little | little | **big** | **big** |
|
||||||
|
| Dynamic resize | yes | yes | no | no | no | no |
|
||||||
|
| Dynamic timestep | yes | yes | no | no | no | no |
|
||||||
|
| Keyboard | yes | yes | no | no | no | no |
|
||||||
|
| Pointer/mouse | yes | yes | no | no | no | no |
|
||||||
|
| Network | full | full | partial | no | no | partial |
|
||||||
|
| Save storage | file | file | MS/SAVEDATA | SceIo | Mem Card | SD/NAND |
|
||||||
|
| Asset source | dsk file | dsk file | inside .pbp | inside .vpk | SD or DVD | SD or DVD |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Abstraction pattern
|
||||||
|
|
||||||
|
Platform-specific implementations are wired in via `#define` macros in
|
||||||
|
each platform's `displayplatform.h`, `inputplatform.h`, etc., which the
|
||||||
|
core calls through. Functions that a platform does not support are
|
||||||
|
simply left undefined -- the core guards calls with `#ifdef`.
|
||||||
|
|
||||||
|
## Adding platform-specific code
|
||||||
|
|
||||||
|
- Put new code under `src/dusk<platform>/` in the matching subsystem
|
||||||
|
folder.
|
||||||
|
- Gate any core call-site with `#ifdef DUSK_<PLATFORM>` or the
|
||||||
|
relevant capability macro.
|
||||||
|
- Keep `src/dusk/` free of platform `#ifdef`s -- delegate through
|
||||||
|
the platform header macros instead.
|
||||||
+148
@@ -0,0 +1,148 @@
|
|||||||
|
# Save System
|
||||||
|
|
||||||
|
Source: `src/dusk/save/`, platform layers in `src/dusk<platform>/save/`
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
The save system provides multi-slot persistent storage. Each slot
|
||||||
|
maps to one `savefile_t`. Platform implementations handle the actual
|
||||||
|
read/write (memory card on GameCube/Wii, EEPROM/flash on PSP,
|
||||||
|
filesystem on Linux).
|
||||||
|
|
||||||
|
## Global state
|
||||||
|
|
||||||
|
```c
|
||||||
|
extern save_t SAVE;
|
||||||
|
// SAVE.files[SAVE_FILE_COUNT_MAX] -- one per slot
|
||||||
|
// SAVE.platform -- platform-specific state
|
||||||
|
```
|
||||||
|
|
||||||
|
## API
|
||||||
|
|
||||||
|
```c
|
||||||
|
errorret_t saveInit(void);
|
||||||
|
errorret_t saveDispose(void);
|
||||||
|
|
||||||
|
errorret_t saveLoad(uint8_t slot); // read slot from storage -> SAVE.files[slot]
|
||||||
|
errorret_t saveWrite(uint8_t slot); // write SAVE.files[slot] -> storage
|
||||||
|
errorret_t saveDelete(uint8_t slot); // delete slot from storage
|
||||||
|
|
||||||
|
bool_t saveExists(uint8_t slot); // true if a save file is present
|
||||||
|
|
||||||
|
savefile_t *saveGet(uint8_t slot); // pointer to the in-memory slot data
|
||||||
|
```
|
||||||
|
|
||||||
|
Slot indices are 0-based, range `[0, SAVE_FILE_COUNT_MAX - 1]`.
|
||||||
|
|
||||||
|
## Save file structure (`savefile.h`)
|
||||||
|
|
||||||
|
`savefile_t` is a plain struct written verbatim to storage. Keep it
|
||||||
|
small and use fixed-width integer types (`uint8_t`, `int32_t`, etc.)
|
||||||
|
to ensure cross-platform binary compatibility.
|
||||||
|
|
||||||
|
**Endianness:** storage is always written in little-endian byte order.
|
||||||
|
Use the `endian.h` utilities when reading fields on big-endian targets
|
||||||
|
(GameCube, Wii). See `.claude/util.md`.
|
||||||
|
|
||||||
|
**Versioning:** include a version field at the start of `savefile_t`.
|
||||||
|
Check it on load and handle mismatches gracefully (reset to defaults
|
||||||
|
rather than crashing on corrupt data).
|
||||||
|
|
||||||
|
## Save stream (`savestream.h`)
|
||||||
|
|
||||||
|
`savestream_t` is a cursor-based reader/writer used to serialize
|
||||||
|
`savefile_t` to/from a raw byte buffer. Platform implementations
|
||||||
|
use it to abstract the I/O layer.
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef struct {
|
||||||
|
bool_t found;
|
||||||
|
uint32_t checksum;
|
||||||
|
uint32_t expectedChecksum;
|
||||||
|
saveplatformstream_t platform;
|
||||||
|
} savestream_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
### Typed read/write macros
|
||||||
|
|
||||||
|
Use the `saveFile*` macros inside `saveFileLoad` and `saveFileWrite`.
|
||||||
|
All multi-byte values are stored in little-endian order; endian
|
||||||
|
conversion is handled automatically.
|
||||||
|
|
||||||
|
```c
|
||||||
|
saveFileReadHeader(stream, headerBuf)
|
||||||
|
saveFileWriteHeader(stream, headerBuf)
|
||||||
|
|
||||||
|
saveFileReadVersion(stream, &version)
|
||||||
|
saveFileWriteVersion(stream, &version)
|
||||||
|
|
||||||
|
saveFileReadBool(stream, &boolField)
|
||||||
|
saveFileWriteBool(stream, &boolField)
|
||||||
|
|
||||||
|
saveFileReadInt8(stream, &i8) saveFileWriteInt8(stream, &i8)
|
||||||
|
saveFileReadUInt8(stream, &u8) saveFileWriteUInt8(stream, &u8)
|
||||||
|
saveFileReadInt16(stream, &i16) saveFileWriteInt16(stream, &i16)
|
||||||
|
saveFileReadUInt16(stream, &u16) saveFileWriteUInt16(stream, &u16)
|
||||||
|
saveFileReadInt32(stream, &i32) saveFileWriteInt32(stream, &i32)
|
||||||
|
saveFileReadUInt32(stream, &u32) saveFileWriteUInt32(stream, &u32)
|
||||||
|
saveFileReadInt64(stream, &i64) saveFileWriteInt64(stream, &i64)
|
||||||
|
saveFileReadUInt64(stream, &u64) saveFileWriteUInt64(stream, &u64)
|
||||||
|
saveFileReadFloat(stream, &f) saveFileWriteFloat(stream, &f)
|
||||||
|
|
||||||
|
saveFileReadString(stream, buf, maxLen)
|
||||||
|
saveFileWriteString(stream, str, maxLen)
|
||||||
|
|
||||||
|
saveFileReadDate(stream, &epoch)
|
||||||
|
saveFileWriteDate(stream, &epoch)
|
||||||
|
```
|
||||||
|
|
||||||
|
Each macro expands to `errorChain(saveStreamRead/WriteXxxImpl(...))`.
|
||||||
|
A failing read/write propagates the error up from `saveFileLoad` /
|
||||||
|
`saveFileWrite`.
|
||||||
|
|
||||||
|
### Typical saveFileLoad / saveFileWrite pattern
|
||||||
|
|
||||||
|
```c
|
||||||
|
errorret_t saveFileLoad(savestream_t *stream, savefile_t *file) {
|
||||||
|
char_t header[SAVE_FILE_HEADER_SIZE];
|
||||||
|
saveFileReadHeader(stream, header);
|
||||||
|
saveFileReadVersion(stream, &file->version);
|
||||||
|
saveFileReadInt32(stream, &file->score);
|
||||||
|
// ... remaining fields ...
|
||||||
|
errorOk();
|
||||||
|
}
|
||||||
|
|
||||||
|
errorret_t saveFileWrite(savestream_t *stream, savefile_t *file) {
|
||||||
|
char_t header[SAVE_FILE_HEADER_SIZE] = SAVE_FILE_HEADER;
|
||||||
|
saveFileWriteHeader(stream, header);
|
||||||
|
saveFileWriteVersion(stream, &file->version);
|
||||||
|
saveFileWriteInt32(stream, &file->score);
|
||||||
|
// ... remaining fields ...
|
||||||
|
errorOk();
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
After `saveFileWrite` completes, the platform layer calls
|
||||||
|
`saveStreamFinalizeWriteImpl` which seeks back and writes the CRC32.
|
||||||
|
After `saveFileLoad`, the platform calls `saveStreamVerifyChecksumImpl`
|
||||||
|
to confirm the CRC matches.
|
||||||
|
|
||||||
|
## Platform notes
|
||||||
|
|
||||||
|
| Platform | Storage mechanism |
|
||||||
|
|----------|------------------|
|
||||||
|
| Linux | File in user home / working directory |
|
||||||
|
| Knulli | File on filesystem |
|
||||||
|
| PSP | EEPROM / memory stick via `sceIo` |
|
||||||
|
| GameCube | Memory Card via libogc `CARD_*` API |
|
||||||
|
| Wii | NAND filesystem via libogc or SD card |
|
||||||
|
|
||||||
|
Platform-specific save implementations go in `src/dusk<platform>/save/`
|
||||||
|
and are wired in via `save/saveplatform.h` macros.
|
||||||
|
|
||||||
|
## PSP note
|
||||||
|
|
||||||
|
PSP save dialogs are OS-level UI shown via `sceUtility`. When a dialog
|
||||||
|
is open, `systemGetActiveDialogType()` returns a blocking type so the
|
||||||
|
engine pauses the main loop. Never call save functions directly from
|
||||||
|
game code without going through the engine's dialog guard.
|
||||||
@@ -0,0 +1,110 @@
|
|||||||
|
# Scene System
|
||||||
|
|
||||||
|
Source: `src/dusk/scene/`
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
The scene system is the top-level coordinator for a running game state.
|
||||||
|
It manages one active scene at a time. Scenes are JS scripts -- each
|
||||||
|
scene is a `.js` asset file that exports an object with lifecycle hooks.
|
||||||
|
The scene system loads, ticks, and tears down these scripts, while the
|
||||||
|
C side runs the ECS and render pipeline on each tick.
|
||||||
|
|
||||||
|
## Scene lifecycle (C side)
|
||||||
|
|
||||||
|
```c
|
||||||
|
extern scene_t SCENE;
|
||||||
|
|
||||||
|
errorret_t sceneInit(void); // initialise the scene manager
|
||||||
|
errorret_t sceneUpdate(void); // process pending transition, tick active scene
|
||||||
|
errorret_t sceneRender(void); // render entities + render pipeline + UI
|
||||||
|
errorret_t sceneDispose(void); // dispose the active scene immediately
|
||||||
|
```
|
||||||
|
|
||||||
|
`sceneUpdate` each tick:
|
||||||
|
1. Checks for a pending scene transition and performs it (dispose old,
|
||||||
|
load and init new).
|
||||||
|
2. Calls the JS scene's `update()` hook.
|
||||||
|
3. Calls `entityManagerUpdate()` to fire all entity update callbacks.
|
||||||
|
|
||||||
|
`sceneRender` each tick:
|
||||||
|
1. Binds the screen.
|
||||||
|
2. Calls `sceneRenderPipeline()` -- renders all entities with a
|
||||||
|
`COMPONENT_TYPE_RENDERABLE` in priority order.
|
||||||
|
3. Renders UI.
|
||||||
|
4. Calls the JS scene's `render()` hook (for any custom drawing).
|
||||||
|
5. Unbinds the screen.
|
||||||
|
|
||||||
|
## Scene lifecycle (JS side)
|
||||||
|
|
||||||
|
A scene file exports a plain object with these optional hooks:
|
||||||
|
|
||||||
|
```js
|
||||||
|
var scene = {};
|
||||||
|
|
||||||
|
scene.init = async function() {
|
||||||
|
// Load assets, create entities, set up state.
|
||||||
|
// May be async -- await asset loads here.
|
||||||
|
};
|
||||||
|
|
||||||
|
scene.update = function() {
|
||||||
|
// Called each fixed-timestep tick.
|
||||||
|
};
|
||||||
|
|
||||||
|
scene.render = function() {
|
||||||
|
// Called each render tick, after ECS renderables.
|
||||||
|
};
|
||||||
|
|
||||||
|
scene.dispose = function() {
|
||||||
|
// Clean up entities and state.
|
||||||
|
};
|
||||||
|
|
||||||
|
module.exports = scene;
|
||||||
|
```
|
||||||
|
|
||||||
|
See `CLAUDE.md` -- "JavaScript (asset scripts)" for JS style rules.
|
||||||
|
|
||||||
|
## Render pipeline (`scenerenderpipeline.h`)
|
||||||
|
|
||||||
|
`sceneRenderPipeline(cameraEntityId)` gathers all active
|
||||||
|
`COMPONENT_TYPE_RENDERABLE` components, sorts them by effective
|
||||||
|
priority, and draws each one using its shader.
|
||||||
|
|
||||||
|
**Priority rules:**
|
||||||
|
- `renderable.priority != 0` -- use that value directly.
|
||||||
|
- `renderable.priority == 0` -- auto-derive: opaque geometry sorts
|
||||||
|
before transparent geometry; sprite batches sort before shader
|
||||||
|
materials; etc.
|
||||||
|
- Lower priority number = drawn first (behind); higher = drawn last
|
||||||
|
(on top).
|
||||||
|
|
||||||
|
The shader used for each renderable:
|
||||||
|
- `ENTITY_RENDERABLE_TYPE_SPRITEBATCH` and `CUSTOM` default to
|
||||||
|
`SHADER_LIST_SHADER_UNLIT`.
|
||||||
|
- `ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL` uses the shader indexed by
|
||||||
|
`renderable.data.material.shaderType` in `SHADER_LIST_DEFS`.
|
||||||
|
|
||||||
|
## Transitioning between scenes
|
||||||
|
|
||||||
|
To move to a new scene from JS, call the scene module's transition
|
||||||
|
function (exact API in the `scene` JS module). The C side defers the
|
||||||
|
actual switch to the start of the next `sceneUpdate` call so the
|
||||||
|
current tick completes cleanly before any dispose runs.
|
||||||
|
|
||||||
|
## Relationship to the engine loop
|
||||||
|
|
||||||
|
```
|
||||||
|
engineUpdate()
|
||||||
|
timeUpdate()
|
||||||
|
inputUpdate()
|
||||||
|
physicsManagerUpdate()
|
||||||
|
scriptUpdate() <- runs JS microjobs
|
||||||
|
sceneUpdate() <- JS update + ECS entity updates
|
||||||
|
|
||||||
|
engineUpdate() -> sceneRender()
|
||||||
|
screenBind()
|
||||||
|
sceneRenderPipeline() <- ECS renderables sorted by priority
|
||||||
|
uiRender()
|
||||||
|
sceneRender (JS hook)
|
||||||
|
screenUnbind / screenRender
|
||||||
|
```
|
||||||
@@ -0,0 +1,104 @@
|
|||||||
|
# Script -- Async Promises (`scriptpromisepend_t`)
|
||||||
|
|
||||||
|
Source: `src/dusk/script/scriptpromisepend.h`
|
||||||
|
|
||||||
|
See also: `.claude/script.md`
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
When a C module needs to resolve a JS `Promise` from an asynchronous
|
||||||
|
C event (e.g. an asset finishing loading, a network response arriving),
|
||||||
|
use `scriptpromisepend_t`. The pattern avoids heap allocation by using
|
||||||
|
a fixed-size pending slot array declared in the module.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Declaring the pending array
|
||||||
|
|
||||||
|
```c
|
||||||
|
#define MY_MODULE_PENDING_MAX 8
|
||||||
|
static scriptpromisepend_t MY_PENDING[MY_MODULE_PENDING_MAX];
|
||||||
|
static uint32_t MY_PENDING_COUNT = 0;
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Add a pending promise
|
||||||
|
|
||||||
|
Called from the JS-facing function that returns the Promise:
|
||||||
|
|
||||||
|
```c
|
||||||
|
jerry_value_t promise = jerry_create_promise();
|
||||||
|
scriptPromisePendAdd(
|
||||||
|
MY_PENDING, &MY_PENDING_COUNT, MY_MODULE_PENDING_MAX,
|
||||||
|
key, // opaque void * used to match the resolve/reject later
|
||||||
|
promise
|
||||||
|
);
|
||||||
|
return jerry_acquire_value(promise); // return a copy to the caller
|
||||||
|
```
|
||||||
|
|
||||||
|
The `key` should be a stable pointer that uniquely identifies the
|
||||||
|
async operation -- e.g. an `assetentry_t *`, a network request handle,
|
||||||
|
or a pointer to a fixed-size slot in the module.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Resolve or reject
|
||||||
|
|
||||||
|
Called when the C event fires, typically from `moduleUpdate` or an
|
||||||
|
event callback:
|
||||||
|
|
||||||
|
```c
|
||||||
|
// On success:
|
||||||
|
scriptPromisePendResolve(
|
||||||
|
MY_PENDING, &MY_PENDING_COUNT,
|
||||||
|
key, jerry_undefined() // or a result value
|
||||||
|
);
|
||||||
|
|
||||||
|
// On failure:
|
||||||
|
jerry_value_t err = jerry_create_error(
|
||||||
|
JERRY_ERROR_COMMON, (const jerry_char_t *)"reason"
|
||||||
|
);
|
||||||
|
scriptPromisePendReject(MY_PENDING, &MY_PENDING_COUNT, key, err);
|
||||||
|
jerry_release_value(err);
|
||||||
|
```
|
||||||
|
|
||||||
|
Both macros remove the slot from the pending array after settling.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Guard against double-submit
|
||||||
|
|
||||||
|
```c
|
||||||
|
if(scriptPromisePendHas(MY_PENDING, MY_PENDING_COUNT, key)) {
|
||||||
|
// already waiting -- return the existing promise or an error
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Module teardown
|
||||||
|
|
||||||
|
Free all pending promises before cleaning up events or other state:
|
||||||
|
|
||||||
|
```c
|
||||||
|
scriptPromisePendFreeAll(MY_PENDING, &MY_PENDING_COUNT);
|
||||||
|
```
|
||||||
|
|
||||||
|
This rejects all still-pending promises and resets the count to 0.
|
||||||
|
Call it from the module's `Dispose` function, **before** any backing
|
||||||
|
data (asset entries, event subscriptions) is torn down.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Design notes
|
||||||
|
|
||||||
|
- `MY_MODULE_PENDING_MAX` sets a hard cap on concurrent async ops.
|
||||||
|
Exceeding it is a runtime assertion -- size the array to the maximum
|
||||||
|
realistic concurrency for the module.
|
||||||
|
- The key is opaque (`void *`); the system does not dereference it.
|
||||||
|
A raw integer cast to `void *` is fine if no pointer is available.
|
||||||
|
- `scriptUpdate()` runs the JerryScript microjob queue each frame,
|
||||||
|
which is what processes `.then()` chains after a resolve/reject.
|
||||||
@@ -0,0 +1,167 @@
|
|||||||
|
# Script System (JerryScript)
|
||||||
|
|
||||||
|
Source: `src/dusk/script/`, modules at `src/dusk/script/module/`
|
||||||
|
|
||||||
|
## Overview
|
||||||
|
|
||||||
|
The engine embeds **JerryScript** as its scripting runtime. Game scenes
|
||||||
|
and logic are authored in JavaScript (ES5 subset). The script system
|
||||||
|
initialises JerryScript, registers all built-in C modules as JS globals,
|
||||||
|
and runs the event loop each tick.
|
||||||
|
|
||||||
|
The full rules for writing JS asset scripts are in `CLAUDE.md` under
|
||||||
|
"JavaScript (asset scripts)". This doc covers the C-side module system.
|
||||||
|
|
||||||
|
## Script lifecycle
|
||||||
|
|
||||||
|
```c
|
||||||
|
errorret_t scriptInit(); // start JerryScript, register all modules
|
||||||
|
errorret_t scriptUpdate(); // run pending microjobs (call once per frame)
|
||||||
|
errorret_t scriptDispose(); // shut down JerryScript
|
||||||
|
|
||||||
|
errorret_t scriptExecString(const char_t *source);
|
||||||
|
// Evaluate a JS source string in global scope.
|
||||||
|
|
||||||
|
errorret_t scriptExecFile(const char_t *path);
|
||||||
|
// Load + eval a script from the asset archive. Result cached by asset
|
||||||
|
// system -- repeated calls with the same path do not re-execute.
|
||||||
|
```
|
||||||
|
|
||||||
|
## Module registration
|
||||||
|
|
||||||
|
All C modules are initialised in `src/dusk/script/module/modulelist.c`:
|
||||||
|
|
||||||
|
```c
|
||||||
|
void moduleListInit(void); // called by scriptInit
|
||||||
|
void moduleListDispose(void); // called by scriptDispose
|
||||||
|
```
|
||||||
|
|
||||||
|
Each module's `Init` is called once. The module registers its
|
||||||
|
properties and methods on `scriptproto_t` objects (see below), which
|
||||||
|
become JS globals.
|
||||||
|
|
||||||
|
## Writing a C module -- the `scriptproto_t` pattern
|
||||||
|
|
||||||
|
A `scriptproto_t` represents a JS class prototype backed by a C struct.
|
||||||
|
|
||||||
|
### 1. Declare in the header
|
||||||
|
|
||||||
|
```c
|
||||||
|
// moduleMything.h
|
||||||
|
extern scriptproto_t MODULE_MYTHING_PROTO;
|
||||||
|
|
||||||
|
// Init and dispose for the module itself:
|
||||||
|
void moduleMyThingInit(void);
|
||||||
|
void moduleMyThingDispose(void);
|
||||||
|
```
|
||||||
|
|
||||||
|
### 2. Implement
|
||||||
|
|
||||||
|
```c
|
||||||
|
// moduleMything.c
|
||||||
|
scriptproto_t MODULE_MYTHING_PROTO;
|
||||||
|
|
||||||
|
// JS-callable function using the convenience macro:
|
||||||
|
moduleBaseFunction(myThingDoSomething) {
|
||||||
|
moduleBaseRequireArgs(1);
|
||||||
|
moduleBaseRequireNumber(0);
|
||||||
|
float_t x = moduleBaseArgFloat(0);
|
||||||
|
// ... do work ...
|
||||||
|
return jerry_undefined();
|
||||||
|
}
|
||||||
|
|
||||||
|
void moduleMyThingInit(void) {
|
||||||
|
scriptProtoInit(
|
||||||
|
&MODULE_MYTHING_PROTO,
|
||||||
|
"MyThing", // JS global name; NULL to skip registration
|
||||||
|
sizeof(mything_t),
|
||||||
|
myThingCtor // constructor handler, or NULL
|
||||||
|
);
|
||||||
|
|
||||||
|
// Instance methods:
|
||||||
|
scriptProtoDefineFunc(
|
||||||
|
&MODULE_MYTHING_PROTO, "doSomething", myThingDoSomething
|
||||||
|
);
|
||||||
|
|
||||||
|
// Instance property (get/set):
|
||||||
|
scriptProtoDefineProp(
|
||||||
|
&MODULE_MYTHING_PROTO, "x", myThingGetX, myThingSetX
|
||||||
|
);
|
||||||
|
|
||||||
|
// Static method:
|
||||||
|
scriptProtoDefineStaticFunc(
|
||||||
|
&MODULE_MYTHING_PROTO, "create", myThingCreate
|
||||||
|
);
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### 3. Register
|
||||||
|
|
||||||
|
In `modulelist.c`: `#include` the header and call `moduleMyThingInit()`
|
||||||
|
in `moduleListInit()` (and `Dispose` in `moduleListDispose()`).
|
||||||
|
|
||||||
|
## `moduleBaseFunction` macro
|
||||||
|
|
||||||
|
```c
|
||||||
|
moduleBaseFunction(myFn) {
|
||||||
|
// callInfo, args[], argc available
|
||||||
|
moduleBaseRequireArgs(2);
|
||||||
|
moduleBaseRequireNumber(0);
|
||||||
|
moduleBaseRequireString(1);
|
||||||
|
|
||||||
|
float_t x = moduleBaseArgFloat(0);
|
||||||
|
int32_t n = moduleBaseArgInt(0);
|
||||||
|
bool_t b = moduleBaseArgBool(0);
|
||||||
|
float_t opt = moduleBaseOptFloat(2, 0.0f); // optional with default
|
||||||
|
|
||||||
|
// Error propagation:
|
||||||
|
errorret_t ret = someCall();
|
||||||
|
if(errorIsNotOk(ret)) return moduleBaseThrowError(ret);
|
||||||
|
|
||||||
|
return jerry_undefined(); // or jerry_boolean(true) etc.
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
## Wrapping C values in JS objects
|
||||||
|
|
||||||
|
```c
|
||||||
|
// Create a JS object wrapping a copy of a C value:
|
||||||
|
jerry_value_t obj = scriptProtoCreateValue(&MY_PROTO, &myValue);
|
||||||
|
|
||||||
|
// Unwrap back to C pointer:
|
||||||
|
mything_t *ptr = scriptProtoGetValue(&MY_PROTO, jsObj);
|
||||||
|
// ptr is NULL if jsObj is not an instance of MY_PROTO.
|
||||||
|
```
|
||||||
|
|
||||||
|
## Utility helpers (`modulebase.h`)
|
||||||
|
|
||||||
|
| Helper | Purpose |
|
||||||
|
|--------|---------|
|
||||||
|
| `moduleBaseThrow(msg)` | Return a JS TypeError |
|
||||||
|
| `moduleBaseThrowError(ret)` | Convert `errorret_t` -> JS error |
|
||||||
|
| `moduleBaseToString(val, buf, len)` | Jerry value -> C string |
|
||||||
|
| `moduleBaseGetProp(obj, name)` | Get object property by name |
|
||||||
|
| `moduleBaseWrapPointer(ptr)` | Wrap a raw pointer in a JS object |
|
||||||
|
| `moduleBaseUnwrapPointer(val)` | Unwrap a raw pointer |
|
||||||
|
| `moduleBaseSetValue(name, val)` | Set a global JS variable |
|
||||||
|
| `moduleBaseSetNumber(name, n)` | Set a global JS number |
|
||||||
|
| `moduleBaseSetInt(name, n)` | Set a global JS integer |
|
||||||
|
| `moduleBaseDefineMethod(obj, name, fn)` | Add method to any JS object |
|
||||||
|
| `moduleBaseDefineGlobalMethod(name, fn)` | Add method to global scope |
|
||||||
|
|
||||||
|
## Async JS -- pending promises (`scriptpromisepend.h`)
|
||||||
|
|
||||||
|
When a C module needs to resolve a JS `Promise` from an asynchronous
|
||||||
|
C event, use `scriptpromisepend_t`. Each module declares a fixed-size
|
||||||
|
pending slot array; the helpers add/resolve/reject by an opaque key.
|
||||||
|
|
||||||
|
Full API and design notes: `.claude/script-promises.md`
|
||||||
|
|
||||||
|
## Type declarations (`.d.ts`)
|
||||||
|
|
||||||
|
Every module that is accessible from JS **must** have a corresponding
|
||||||
|
TypeScript declaration file in `types/`. The CLAUDE.md checklist
|
||||||
|
requires updating these whenever a `.c` module file changes.
|
||||||
|
|
||||||
|
- Add `types/<category>/mymod.d.ts`
|
||||||
|
- Add `/// <reference path="..." />` to `types/index.d.ts`
|
||||||
@@ -0,0 +1,111 @@
|
|||||||
|
# Tests and Assertions
|
||||||
|
|
||||||
|
## Test infrastructure
|
||||||
|
|
||||||
|
Tests live in `test/` and mirror the `src/dusk/` directory structure.
|
||||||
|
Enable with `-DDUSK_BUILD_TESTS=ON`. The test runner is **cmocka**.
|
||||||
|
|
||||||
|
### Entry point
|
||||||
|
|
||||||
|
Every test file includes `dusktest.h`, which pulls in `dusk.h` and
|
||||||
|
`assert/assert.h`. When `DUSK_TEST_ASSERT` is defined, `assert.h`
|
||||||
|
includes `cmocka.h` and redirects assertion failures through
|
||||||
|
`mock_assert()` instead of calling `abort()`.
|
||||||
|
|
||||||
|
### Test function signature
|
||||||
|
|
||||||
|
```c
|
||||||
|
static void test_something(void **state) {
|
||||||
|
// ... setup ...
|
||||||
|
// ... exercise ...
|
||||||
|
// ... assert ...
|
||||||
|
assert_int_equal(memoryGetAllocatedCount(), 0); // leak check
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Registering and running tests
|
||||||
|
|
||||||
|
```c
|
||||||
|
int main(void) {
|
||||||
|
const struct CMUnitTest tests[] = {
|
||||||
|
cmocka_unit_test(test_errorThrow),
|
||||||
|
cmocka_unit_test(test_errorOk),
|
||||||
|
};
|
||||||
|
return cmocka_run_group_tests(tests, NULL, NULL);
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Use `cmocka_unit_test_setup_teardown()` when a test needs per-test
|
||||||
|
setup or teardown callbacks.
|
||||||
|
|
||||||
|
### Assertion mix
|
||||||
|
|
||||||
|
Tests use **two** sets of assertion macros:
|
||||||
|
|
||||||
|
| Origin | When to use |
|
||||||
|
|--------|-------------|
|
||||||
|
| cmocka: `assert_int_equal()`, `assert_non_null()` etc. | Validate results inside test functions |
|
||||||
|
| Dusk: `assertTrue()`, `assertNotNull()` etc. | Exercise the code under test (these may fire and need catching) |
|
||||||
|
|
||||||
|
To assert that a Dusk assertion fires, use cmocka's mock system:
|
||||||
|
|
||||||
|
```c
|
||||||
|
expect_assert_failure(assertTrueImpl(__FILE__, __LINE__, false, "msg"));
|
||||||
|
```
|
||||||
|
|
||||||
|
### Memory leak discipline
|
||||||
|
|
||||||
|
Every test function must end by asserting:
|
||||||
|
|
||||||
|
```c
|
||||||
|
assert_int_equal(memoryGetAllocatedCount(), 0);
|
||||||
|
```
|
||||||
|
|
||||||
|
This ensures all allocations from the code under test were freed.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Assertion system
|
||||||
|
|
||||||
|
Source: `src/dusk/assert/`
|
||||||
|
|
||||||
|
### Runtime vs test mode
|
||||||
|
|
||||||
|
| Mode | Trigger | Effect on failure |
|
||||||
|
|------|---------|-------------------|
|
||||||
|
| Runtime (default) | Release / non-test builds | Logs the message + backtrace, then calls `abort()` |
|
||||||
|
| Test (`DUSK_TEST_ASSERT`) | `-DDUSK_TEST_ASSERT` build flag | Routes through cmocka `mock_assert()` for controlled catching |
|
||||||
|
| Faked (`DUSK_ASSERTIONS_FAKED`) | Defined by platform or test | All macros become no-ops (`((void)0)`) |
|
||||||
|
|
||||||
|
### Available macros
|
||||||
|
|
||||||
|
| Macro | Description |
|
||||||
|
|-------|-------------|
|
||||||
|
| `assertTrue(x, msg)` | Fails if `x` is false |
|
||||||
|
| `assertFalse(x, msg)` | Fails if `x` is true |
|
||||||
|
| `assertNotNull(ptr, msg)` | Fails if `ptr` is NULL |
|
||||||
|
| `assertNull(ptr, msg)` | Fails if `ptr` is not NULL |
|
||||||
|
| `assertUnreachable(msg)` | Unconditional failure; marks unreachable code |
|
||||||
|
| `assertDeprecated(msg)` | Marks a code path as deprecated |
|
||||||
|
| `assertStringEqual(a, b, msg)` | Fails if strings differ |
|
||||||
|
| `assertStrLenMax(str, len, msg)` | Fails if `strlen(str) >= len` |
|
||||||
|
| `assertStrLenMin(str, len, msg)` | Fails if `strlen(str) < len` |
|
||||||
|
| `assertIsMainThread(msg)` | Fails if called from a non-main thread |
|
||||||
|
| `assertNotMainThread(msg)` | Fails if called from the main thread |
|
||||||
|
| `assertStructSize(type, size)` | Compile-time size check via `_Static_assert` |
|
||||||
|
|
||||||
|
### Thread tracking
|
||||||
|
|
||||||
|
`assertInit()` records the main thread ID (pthreads). The main-thread
|
||||||
|
assertions compare against this stored ID. Call `assertInit()` once at
|
||||||
|
startup before spawning any threads.
|
||||||
|
|
||||||
|
### Usage guidelines
|
||||||
|
|
||||||
|
- Prefer the specific macro over a bare `assertTrue` for clarity
|
||||||
|
(e.g. use `assertNotNull` instead of `assertTrue(ptr != NULL, ...)`).
|
||||||
|
- Use `assertUnreachable` in `default:` cases of exhaustive switches.
|
||||||
|
- Use `assertStructSize` to guard struct layouts that must match
|
||||||
|
a known binary format or a platform ABI.
|
||||||
|
- Do not use asserts for expected error paths -- use `errorThrow`
|
||||||
|
instead. Asserts are for programmer mistakes, not runtime errors.
|
||||||
@@ -0,0 +1,100 @@
|
|||||||
|
# Threading System
|
||||||
|
|
||||||
|
Source: `src/dusk/thread/`
|
||||||
|
|
||||||
|
## Platform support
|
||||||
|
|
||||||
|
Threading currently requires **pthreads** (`DUSK_THREAD_PTHREAD`). The
|
||||||
|
implementation lives in the core thread files and is guarded by that
|
||||||
|
compile-time flag -- there are no separate per-platform thread
|
||||||
|
directories.
|
||||||
|
|
||||||
|
Thread-local storage uses the `THREAD_LOCAL` macro, which maps to
|
||||||
|
`__thread` when pthreads is available. This is used by the error system
|
||||||
|
to give each thread its own `ERROR_STATE`.
|
||||||
|
|
||||||
|
## Thread lifecycle
|
||||||
|
|
||||||
|
Threads follow a strict state machine:
|
||||||
|
|
||||||
|
```
|
||||||
|
STOPPED -> STARTING -> RUNNING -> STOP_REQUESTED -> STOPPED
|
||||||
|
```
|
||||||
|
|
||||||
|
- `threadStart()` -- blocking: starts the thread and waits until it
|
||||||
|
reaches RUNNING.
|
||||||
|
- `threadStop()` -- blocking: requests stop and waits until STOPPED.
|
||||||
|
- `threadStartRequest()` -- non-blocking equivalent of `threadStart`.
|
||||||
|
- `threadStopRequest()` -- non-blocking equivalent of `threadStop`.
|
||||||
|
|
||||||
|
The thread callback polls `threadShouldStop()` to know when to exit.
|
||||||
|
Never kill a thread forcefully -- always let it stop cooperatively.
|
||||||
|
|
||||||
|
## Thread API
|
||||||
|
|
||||||
|
```c
|
||||||
|
void threadInit(thread_t *thread, errorret_t (*callback)(thread_t *t));
|
||||||
|
// Initialise; callback is the thread entry point.
|
||||||
|
|
||||||
|
errorret_t threadStart(thread_t *thread);
|
||||||
|
// Start and block until RUNNING.
|
||||||
|
|
||||||
|
errorret_t threadStop(thread_t *thread);
|
||||||
|
// Request stop, block until STOPPED.
|
||||||
|
|
||||||
|
void threadStartRequest(thread_t *thread);
|
||||||
|
void threadStopRequest(thread_t *thread);
|
||||||
|
// Non-blocking variants.
|
||||||
|
|
||||||
|
bool_t threadShouldStop(const thread_t *thread);
|
||||||
|
// Call from inside the thread callback to know when to exit.
|
||||||
|
```
|
||||||
|
|
||||||
|
## Mutex API (`threadmutex.h`)
|
||||||
|
|
||||||
|
Each `threadmutex_t` wraps a pthread mutex and a condition variable.
|
||||||
|
|
||||||
|
```c
|
||||||
|
void threadMutexInit(threadmutex_t *mutex);
|
||||||
|
void threadMutexDispose(threadmutex_t *mutex);
|
||||||
|
|
||||||
|
void threadMutexLock(threadmutex_t *mutex);
|
||||||
|
void threadMutexUnlock(threadmutex_t *mutex);
|
||||||
|
bool_t threadMutexTryLock(threadmutex_t *mutex);
|
||||||
|
// Returns true if the lock was acquired; false if already held.
|
||||||
|
|
||||||
|
void threadMutexWaitLock(threadmutex_t *mutex);
|
||||||
|
// Block until signalled (like pthread_cond_wait).
|
||||||
|
// Must be called while holding the lock.
|
||||||
|
|
||||||
|
void threadMutexSignal(threadmutex_t *mutex);
|
||||||
|
// Wake one waiter.
|
||||||
|
```
|
||||||
|
|
||||||
|
## Usage example
|
||||||
|
|
||||||
|
```c
|
||||||
|
static errorret_t workerCallback(thread_t *t) {
|
||||||
|
while(!threadShouldStop(t)) {
|
||||||
|
// do work
|
||||||
|
}
|
||||||
|
errorOk();
|
||||||
|
}
|
||||||
|
|
||||||
|
thread_t worker;
|
||||||
|
threadInit(&worker, workerCallback);
|
||||||
|
errorChain(threadStart(&worker));
|
||||||
|
// ... later ...
|
||||||
|
errorChain(threadStop(&worker));
|
||||||
|
```
|
||||||
|
|
||||||
|
## Thread safety rules
|
||||||
|
|
||||||
|
- The error system (`ERROR_STATE`) is thread-local -- each thread has
|
||||||
|
its own error state. Do not pass `errorret_t` across thread
|
||||||
|
boundaries without copying the message and lines strings first.
|
||||||
|
- Asset loading: the background thread calls `loadAsync`; the main
|
||||||
|
thread calls `loadSync`. Never call GPU or SDL functions from the
|
||||||
|
loader background thread.
|
||||||
|
- Use `assertIsMainThread()` / `assertNotMainThread()` to guard
|
||||||
|
functions that have thread affinity requirements.
|
||||||
+115
@@ -0,0 +1,115 @@
|
|||||||
|
# Time System
|
||||||
|
|
||||||
|
Source: `src/dusk/time/`, platform layers in `src/dusk<platform>/time/`
|
||||||
|
|
||||||
|
## Global state
|
||||||
|
|
||||||
|
```c
|
||||||
|
extern dusktime_t TIME;
|
||||||
|
```
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef struct {
|
||||||
|
float_t delta; // Fixed step size in seconds (DUSK_TIME_STEP)
|
||||||
|
float_t time; // Accumulated game time in seconds
|
||||||
|
|
||||||
|
// Only present when DUSK_TIME_DYNAMIC is defined:
|
||||||
|
float_t lastNonDynamic;
|
||||||
|
bool_t dynamicUpdate; // true on sub-step ticks
|
||||||
|
float_t dynamicDelta; // real elapsed seconds this frame
|
||||||
|
float_t dynamicTime; // accumulated real time
|
||||||
|
} dusktime_t;
|
||||||
|
```
|
||||||
|
|
||||||
|
## Fixed vs dynamic timestep
|
||||||
|
|
||||||
|
### Fixed timestep (default)
|
||||||
|
|
||||||
|
`DUSK_TIME_STEP` defaults to `16ms / 1000 = 0.016f` seconds (62.5 Hz).
|
||||||
|
Every call to `timeUpdate()` advances `TIME.time` by exactly
|
||||||
|
`DUSK_TIME_STEP` and sets `TIME.delta = DUSK_TIME_STEP`. This is the
|
||||||
|
safe, deterministic mode for physics and game logic.
|
||||||
|
|
||||||
|
### Dynamic timestep (`DUSK_TIME_DYNAMIC`)
|
||||||
|
|
||||||
|
When enabled, `timeUpdate()` calls the platform tick hook to measure
|
||||||
|
actual elapsed time. It fires a "non-dynamic" step (`dynamicUpdate =
|
||||||
|
false`, `delta = DUSK_TIME_STEP`) once per fixed interval, and
|
||||||
|
"dynamic" sub-steps (`dynamicUpdate = true`) in between. Systems that
|
||||||
|
must run on the fixed interval (physics, networking) skip the dynamic
|
||||||
|
sub-steps by checking:
|
||||||
|
|
||||||
|
```c
|
||||||
|
if(TIME.dynamicUpdate) return;
|
||||||
|
```
|
||||||
|
|
||||||
|
## Platform hooks
|
||||||
|
|
||||||
|
Each platform provides three macros in its `time/timeplatform.h`:
|
||||||
|
|
||||||
|
| Macro | Purpose |
|
||||||
|
|-------|---------|
|
||||||
|
| `timeTickPlatform()` | Sample the hardware timer |
|
||||||
|
| `timeGetDeltaPlatform()` | Return seconds since last tick |
|
||||||
|
| `timeGetRealPlatform()` | Return epoch seconds since 1970 |
|
||||||
|
| `timeGetRealTimeZonePlatform()` | Return local timezone offset (seconds) |
|
||||||
|
|
||||||
|
`timeTickPlatform` and `timeGetDeltaPlatform` are only required when
|
||||||
|
`DUSK_TIME_DYNAMIC` is defined.
|
||||||
|
|
||||||
|
## Platform implementations
|
||||||
|
|
||||||
|
| Platform | Tick source | Real time source |
|
||||||
|
|----------|------------|-----------------|
|
||||||
|
| Linux | `SDL_GetTicks64()` (via SDL2) | `clock_gettime(CLOCK_REALTIME)` |
|
||||||
|
| Knulli | `SDL_GetTicks64()` (via SDL2) | `clock_gettime(CLOCK_REALTIME)` |
|
||||||
|
| PSP | `SDL_GetTicks64()` (via SDL2) | `sceRtcGetCurrentTick()` (microseconds) |
|
||||||
|
| GameCube | none (fixed step only) | `ticks_to_microsecs(__SYS_GetSystemTime())` + 2000->1970 offset |
|
||||||
|
| Wii | none (fixed step only) | same as GameCube |
|
||||||
|
|
||||||
|
GameCube / Wii note: the hardware timer returns ticks since
|
||||||
|
2000-01-01, so an offset of 946684800 seconds is added to convert to
|
||||||
|
UNIX epoch. The timezone offset is always returned as 0.0 on Dolphin
|
||||||
|
(timezone is not available without network time).
|
||||||
|
|
||||||
|
## Epoch time (`timeepoch.h`)
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef struct {
|
||||||
|
double_t time; // raw UTC seconds since 1970
|
||||||
|
double_t timeZone; // timezone offset in seconds
|
||||||
|
double_t offsetTime; // time + timeZone
|
||||||
|
} dusktimeepoch_t;
|
||||||
|
|
||||||
|
dusktimeepoch_t timeGetEpoch(void);
|
||||||
|
// Returns current time in local timezone.
|
||||||
|
```
|
||||||
|
|
||||||
|
### Epoch helpers
|
||||||
|
|
||||||
|
```c
|
||||||
|
int32_t timeEpochGetYear(epoch);
|
||||||
|
int32_t timeEpochGetMonth(epoch); // 1-12
|
||||||
|
int32_t timeEpochGetDayOfMonth(epoch); // 1-31
|
||||||
|
int32_t timeEpochGetHours(epoch); // 0-23
|
||||||
|
int32_t timeEpochGetMinutes(epoch); // 0-59
|
||||||
|
int32_t timeEpochGetSeconds(epoch); // 0-59
|
||||||
|
bool_t timeEpochIsLeapYear(year);
|
||||||
|
|
||||||
|
size_t timeEpochFormat(
|
||||||
|
dusktimeepoch_t epoch,
|
||||||
|
const char_t *format, // %Y %m %d %H %M %S
|
||||||
|
char_t *buffer,
|
||||||
|
size_t bufferSize
|
||||||
|
);
|
||||||
|
```
|
||||||
|
|
||||||
|
## Adding a new platform time implementation
|
||||||
|
|
||||||
|
1. Create `src/dusk<platform>/time/time<platform>.h/.c`.
|
||||||
|
2. Implement `timeGetReal<Platform>()` and
|
||||||
|
`timeGetRealTimeZone<Platform>()`.
|
||||||
|
3. If `DUSK_TIME_DYNAMIC`: also implement `timeTick<Platform>()` and
|
||||||
|
`timeGetDelta<Platform>()`.
|
||||||
|
4. Create `src/dusk<platform>/time/timeplatform.h` with the `#define`
|
||||||
|
macros pointing to your functions.
|
||||||
+191
@@ -0,0 +1,191 @@
|
|||||||
|
# Utility Library
|
||||||
|
|
||||||
|
Source: `src/dusk/util/`
|
||||||
|
|
||||||
|
All C code in the project must use these utilities instead of their
|
||||||
|
standard library equivalents. Do not use `malloc`, `free`, `strcmp`,
|
||||||
|
`strcpy`, `memcpy`, `memset`, etc. directly.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Memory (`memory.h`)
|
||||||
|
|
||||||
|
```c
|
||||||
|
void *memoryAllocate(size_t size);
|
||||||
|
void *memoryAlign(size_t alignment, size_t size); // aligned alloc
|
||||||
|
void memoryFree(void *ptr);
|
||||||
|
void memoryCopy(void *dest, const void *src, size_t size);
|
||||||
|
void memoryZero(void *dest, size_t size);
|
||||||
|
errorret_t memoryCompare(const void *a, const void *b, size_t size);
|
||||||
|
|
||||||
|
size_t memoryGetAllocatedCount(void);
|
||||||
|
// Returns the number of live allocations. Must be 0 at test teardown.
|
||||||
|
|
||||||
|
void memoryTrack(void *ptr);
|
||||||
|
// Register a pointer that was malloc'd outside the engine (e.g. by a
|
||||||
|
// third-party library) so it counts toward the allocation tracker.
|
||||||
|
```
|
||||||
|
|
||||||
|
`MEMORY_POINTERS_IN_USE` is a file-scope static tracking the live count.
|
||||||
|
It is incremented by `memoryAllocate` / `memoryTrack` and decremented by
|
||||||
|
`memoryFree`. Tests assert this is 0 at teardown to catch leaks.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## String (`string.h`)
|
||||||
|
|
||||||
|
Use these instead of `<string.h>` / `<ctype.h>` functions:
|
||||||
|
|
||||||
|
```c
|
||||||
|
void stringCopy(char_t *dest, const char_t *src, size_t destSize);
|
||||||
|
int stringCompare(const char_t *a, const char_t *b);
|
||||||
|
bool_t stringEquals(const char_t *a, const char_t *b);
|
||||||
|
int stringCompareInsensitive(const char_t *a, const char_t *b);
|
||||||
|
size_t stringLength(const char_t *str);
|
||||||
|
void stringTrim(char_t *str);
|
||||||
|
bool_t stringIsWhitespace(char_t c);
|
||||||
|
bool_t stringStartsWith(const char_t *str, const char_t *prefix);
|
||||||
|
bool_t stringEndsWith(const char_t *str, const char_t *suffix);
|
||||||
|
bool_t stringContains(const char_t *haystack, const char_t *needle);
|
||||||
|
char_t *stringFind(const char_t *haystack, const char_t *needle);
|
||||||
|
void stringFormat(char_t *dest, size_t destSize, const char_t *fmt, ...);
|
||||||
|
int32_t stringToInt(const char_t *str);
|
||||||
|
float_t stringToFloat(const char_t *str);
|
||||||
|
void stringFromInt(char_t *dest, size_t destSize, int32_t value);
|
||||||
|
void stringFromFloat(char_t *dest, size_t destSize, float_t value);
|
||||||
|
```
|
||||||
|
|
||||||
|
`destSize` in `stringCopy` / `stringFormat` is the buffer capacity
|
||||||
|
**excluding** the null terminator.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Math (`math.h`)
|
||||||
|
|
||||||
|
```c
|
||||||
|
#define MATH_PI M_PI
|
||||||
|
|
||||||
|
#define mathMax(a, b)
|
||||||
|
#define mathMin(a, b)
|
||||||
|
#define mathClamp(x, lower, upper)
|
||||||
|
#define mathAbs(amt)
|
||||||
|
|
||||||
|
uint32_t mathNextPowTwo(uint32_t value);
|
||||||
|
float_t mathModFloat(float_t x, float_t y); // always non-negative
|
||||||
|
float_t mathLerp(float_t a, float_t b, float_t t);
|
||||||
|
// plus additional trig / remap helpers
|
||||||
|
```
|
||||||
|
|
||||||
|
The project uses **cglm** for vector and matrix math (`vec3`, `mat4`,
|
||||||
|
`glm_vec3_*`, `glm_mat4_*`, etc.). `math.h` provides scalar helpers
|
||||||
|
that complement cglm.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Endian (`endian.h`)
|
||||||
|
|
||||||
|
GameCube and Wii are big-endian. Any binary data format (asset files,
|
||||||
|
network packets) must use the endian utilities when reading multi-byte
|
||||||
|
values.
|
||||||
|
|
||||||
|
```c
|
||||||
|
bool_t isHostLittleEndian(void);
|
||||||
|
uint16_t endianLittleToHost16(uint16_t value);
|
||||||
|
uint32_t endianLittleToHost32(uint32_t value);
|
||||||
|
uint64_t endianLittleToHost64(uint64_t value);
|
||||||
|
float_t endianLittleToHostFloat(float_t value);
|
||||||
|
```
|
||||||
|
|
||||||
|
If neither `DUSK_PLATFORM_ENDIAN_LITTLE` nor `DUSK_PLATFORM_ENDIAN_BIG`
|
||||||
|
is defined, the implementation falls back to a runtime check
|
||||||
|
(`ENDIAN_MAGIC` probe). Prefer setting the compile-time macro for new
|
||||||
|
platform targets.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Reference counting (`ref.h`)
|
||||||
|
|
||||||
|
`ref_t` is a generic reference-counted handle with optional lock /
|
||||||
|
unlock / all-unlocked callbacks.
|
||||||
|
|
||||||
|
```c
|
||||||
|
void refInit(
|
||||||
|
ref_t *ref,
|
||||||
|
void *data,
|
||||||
|
refcallback_t onLock,
|
||||||
|
refcallback_t onUnlock,
|
||||||
|
refcallback_t onAllUnlocked // called when count -> 0; do cleanup here
|
||||||
|
);
|
||||||
|
|
||||||
|
void refLock(ref_t *ref); // increment count
|
||||||
|
bool_t refUnlock(ref_t *ref); // decrement; returns true if count == 0
|
||||||
|
```
|
||||||
|
|
||||||
|
The asset entry system uses `ref_t` internally to track how many
|
||||||
|
subsystems have locked a loaded asset.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Array (`array.h`)
|
||||||
|
|
||||||
|
```c
|
||||||
|
void arrayReverse(void *array, size_t count, size_t elementSize);
|
||||||
|
```
|
||||||
|
|
||||||
|
Generic in-place reverse using the element stride.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Sort (`sort.h`)
|
||||||
|
|
||||||
|
Use these instead of `qsort` for portability across all platforms.
|
||||||
|
|
||||||
|
```c
|
||||||
|
typedef int_t (*sortcompare_t)(const void *, const void *);
|
||||||
|
|
||||||
|
void sortBubble(
|
||||||
|
void *array,
|
||||||
|
const size_t count,
|
||||||
|
const size_t size,
|
||||||
|
const sortcompare_t compare
|
||||||
|
);
|
||||||
|
|
||||||
|
void sortQuick(
|
||||||
|
void *array,
|
||||||
|
const size_t count,
|
||||||
|
const size_t size,
|
||||||
|
const sortcompare_t compare
|
||||||
|
);
|
||||||
|
|
||||||
|
#define sort sortQuick // preferred; use this in new code
|
||||||
|
```
|
||||||
|
|
||||||
|
Typed convenience helpers for `uint8_t` arrays:
|
||||||
|
|
||||||
|
```c
|
||||||
|
int sortArrayU8Compare(const void *a, const void *b);
|
||||||
|
void sortArrayU8(uint8_t *array, const size_t count);
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Crypt (`crypt.h`)
|
||||||
|
|
||||||
|
CRC32 checksum for save file integrity. Not cryptographically secure --
|
||||||
|
do not use for security purposes.
|
||||||
|
|
||||||
|
```c
|
||||||
|
// One-shot checksum:
|
||||||
|
uint32_t cryptCRC32(const void *data, const size_t size);
|
||||||
|
|
||||||
|
// Streaming (incremental) CRC32:
|
||||||
|
uint32_t cryptCRC32Begin(void);
|
||||||
|
void cryptCRC32Update(
|
||||||
|
uint32_t *crc, const void *data, const size_t size
|
||||||
|
);
|
||||||
|
uint32_t cryptCRC32End(const uint32_t crc);
|
||||||
|
```
|
||||||
|
|
||||||
|
The streaming API allows computing a checksum across multiple buffers
|
||||||
|
or while interleaving other reads -- the save system uses this to
|
||||||
|
verify the whole save slot in a single pass.
|
||||||
@@ -1,4 +1,73 @@
|
|||||||
# Dusk — Claude Code rules
|
# Dusk -- Claude Code rules
|
||||||
|
|
||||||
|
## About Dusk
|
||||||
|
|
||||||
|
Dusk is a pure C game and game engine. There is no C++ anywhere in the
|
||||||
|
codebase. The engine is built around a data-oriented Entity Component
|
||||||
|
System (ECS) and is designed for heavy optimization across a wide range
|
||||||
|
of hardware targets, including platforms with very limited RAM and CPU.
|
||||||
|
|
||||||
|
**Current and planned platforms:** Linux, Windows, macOS, Sony PSP,
|
||||||
|
PlayStation Vita, Nintendo GameCube, Nintendo Wii. Additional platforms
|
||||||
|
will be added over time. GameCube and Wii are collectively referred to
|
||||||
|
as the **Dolphin** targets throughout the codebase and docs.
|
||||||
|
|
||||||
|
**Build system:** CMake exclusively. Every source subdirectory owns its
|
||||||
|
own `CMakeLists.txt`.
|
||||||
|
|
||||||
|
**Architecture:** Entity Component System (ECS) as the primary pattern.
|
||||||
|
All game objects are entities; behaviour and state are attached via
|
||||||
|
components. No inheritance hierarchies -- favour composition.
|
||||||
|
|
||||||
|
**Optimization:** Performance is a first-class constraint, not an
|
||||||
|
afterthought. The engine must run well on hardware as constrained as
|
||||||
|
the GameCube (16 MB main RAM, 485 MHz PowerPC) and PSP (32 MB RAM,
|
||||||
|
333 MHz MIPS). Every design and implementation decision should consider
|
||||||
|
the most constrained target.
|
||||||
|
|
||||||
|
**Coding style:** All C code must strictly follow the project style
|
||||||
|
rules documented in the [Coding style](#coding-style) section below.
|
||||||
|
Deviations are not acceptable.
|
||||||
|
|
||||||
|
### Further reading
|
||||||
|
|
||||||
|
Detailed documentation on specific topics lives in `.claude/`:
|
||||||
|
|
||||||
|
| Topic | File |
|
||||||
|
|-------|------|
|
||||||
|
| Platform overview, capability macros, quick comparison | `.claude/platforms.md` |
|
||||||
|
| Platform -- Linux and Knulli | `.claude/platform-linux.md` |
|
||||||
|
| Platform -- Sony PSP | `.claude/platform-psp.md` |
|
||||||
|
| Platform -- PlayStation Vita | `.claude/platform-vita.md` |
|
||||||
|
| Platform -- GameCube and Wii (Dolphin) | `.claude/platform-dolphin.md` |
|
||||||
|
| Platform -- Windows (planned) | `.claude/platform-windows.md` |
|
||||||
|
| Platform -- macOS (planned) | `.claude/platform-macos.md` |
|
||||||
|
| ECS architecture and conventions | `.claude/ecs.md` |
|
||||||
|
| CMake build system and toolchain setup | `.claude/build.md` |
|
||||||
|
| Optimization guidelines and platform budgets | `.claude/optimization.md` |
|
||||||
|
| Test infrastructure and assertion macros | `.claude/tests.md` |
|
||||||
|
| Error handling system (`errorret_t`, macros) | `.claude/errors.md` |
|
||||||
|
| Asset system (loading, caching, loaders) | `.claude/assets.md` |
|
||||||
|
| Threading (`thread_t`, mutex, thread-local) | `.claude/threading.md` |
|
||||||
|
| Input system (actions, buttons, platforms) | `.claude/input.md` |
|
||||||
|
| Physics simulation and collision shapes | `.claude/physics.md` |
|
||||||
|
| Event system (pub/sub) | `.claude/events.md` |
|
||||||
|
| Locale / localisation system | `.claude/locale.md` |
|
||||||
|
| Time system (fixed/dynamic, epoch) | `.claude/time.md` |
|
||||||
|
| Network system (per-platform status) | `.claude/network.md` |
|
||||||
|
| Utility library (memory, string, math, endian, ref) | `.claude/util.md` |
|
||||||
|
| Script system (JerryScript, module proto API) | `.claude/script.md` |
|
||||||
|
| Script async promises (`scriptpromisepend_t`) | `.claude/script-promises.md` |
|
||||||
|
| Engine main loop, system platform API, log | `.claude/engine.md` |
|
||||||
|
| Save system (multi-slot, platform storage) | `.claude/save.md` |
|
||||||
|
| Animation (keyframes, easing functions) | `.claude/animation.md` |
|
||||||
|
| Display (index) | `.claude/display.md` |
|
||||||
|
| Display -- screen, framebuffer, size modes | `.claude/display-core.md` |
|
||||||
|
| Display -- texture, tileset, font | `.claude/display-texture.md` |
|
||||||
|
| Display -- shader, material, display state | `.claude/display-shader.md` |
|
||||||
|
| Scene system (lifecycle, render pipeline, JS hooks) | `.claude/scene.md` |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
## File headers
|
## File headers
|
||||||
Every C, H, and JS file starts with:
|
Every C, H, and JS file starts with:
|
||||||
@@ -101,6 +170,10 @@ assertIsMainThread("msg");
|
|||||||
---
|
---
|
||||||
|
|
||||||
## Build system
|
## Build system
|
||||||
|
|
||||||
|
See `.claude/build.md` for extended CMake conventions, platform
|
||||||
|
toolchain setup, and adding platform-conditional sources.
|
||||||
|
|
||||||
Each subdirectory has its own `CMakeLists.txt` that adds sources with:
|
Each subdirectory has its own `CMakeLists.txt` that adds sources with:
|
||||||
|
|
||||||
```cmake
|
```cmake
|
||||||
@@ -116,6 +189,10 @@ Never add source files to the root `CMakeLists.txt` directly.
|
|||||||
|
|
||||||
## Platform support
|
## Platform support
|
||||||
|
|
||||||
|
See `.claude/platforms.md` for the full platform table (including
|
||||||
|
planned Windows / macOS targets), capability macros, toolchain setup,
|
||||||
|
and endianness notes.
|
||||||
|
|
||||||
### Targets
|
### Targets
|
||||||
Set `DUSK_TARGET_SYSTEM` at CMake configure time to select a platform:
|
Set `DUSK_TARGET_SYSTEM` at CMake configure time to select a platform:
|
||||||
|
|
||||||
@@ -175,19 +252,11 @@ simply left undefined — the core guards calls with `#ifdef`.
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Adding a new asset loader type
|
|
||||||
1. Add an enum value to `assetloadertype_t` (before `_COUNT`) in
|
|
||||||
`src/dusk/asset/loader/assetloader.h`.
|
|
||||||
2. Add fields to the input/loading/output unions in `assetloader.h`.
|
|
||||||
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
|
|
||||||
`assetXxxDispose` in a new `src/dusk/asset/loader/xxx/` directory.
|
|
||||||
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
|
|
||||||
`src/dusk/asset/loader/assetloader.c`.
|
|
||||||
5. If user-facing, create a JS module (see below) and a `.d.ts` file.
|
|
||||||
|
|
||||||
---
|
|
||||||
|
|
||||||
## Adding a new entity component
|
## Adding a new entity component
|
||||||
|
|
||||||
|
See `.claude/ecs.md` for ECS design rules, component categories, and
|
||||||
|
entity lifecycle details.
|
||||||
|
|
||||||
1. Create `src/dusk/entity/component/<category>/entityMyComp.h/.c` with
|
1. Create `src/dusk/entity/component/<category>/entityMyComp.h/.c` with
|
||||||
struct `entityMyComp_t`, `entityMyCompInit()`, and optionally
|
struct `entityMyComp_t`, `entityMyCompInit()`, and optionally
|
||||||
`entityMyCompDispose()`.
|
`entityMyCompDispose()`.
|
||||||
@@ -201,6 +270,18 @@ simply left undefined — the core guards calls with `#ifdef`.
|
|||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
|
## Adding a new asset loader type
|
||||||
|
1. Add an enum value to `assetloadertype_t` (before `_COUNT`) in
|
||||||
|
`src/dusk/asset/loader/assetloader.h`.
|
||||||
|
2. Add fields to the input/loading/output unions in `assetloader.h`.
|
||||||
|
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
|
||||||
|
`assetXxxDispose` in a new `src/dusk/asset/loader/xxx/` directory.
|
||||||
|
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
|
||||||
|
`src/dusk/asset/loader/assetloader.c`.
|
||||||
|
5. If user-facing, create a JS module (see below) and a `.d.ts` file.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
## Adding a new script (JS) module
|
## Adding a new script (JS) module
|
||||||
1. Create `src/dusk/script/module/<category>/moduleMyMod.h/.c`.
|
1. Create `src/dusk/script/module/<category>/moduleMyMod.h/.c`.
|
||||||
- Declare `extern scriptproto_t MODULE_MYMOD_PROTO;` in the header.
|
- Declare `extern scriptproto_t MODULE_MYMOD_PROTO;` in the header.
|
||||||
|
|||||||
Reference in New Issue
Block a user