189 Commits

Author SHA1 Message Date
YourWishes d9beb647c1 Fix PSP MP3 TopUp trusting requested frame count over actual on short reads
audioStreamPSPTopUp() advanced readPosition/ringFilled/framesEnqueued by
the requested framesToRead regardless of how many frames a short read
actually produced - a leftover assumption from the WAV/PCM design, where
a short read only ever means "truly corrupt file, at the real end."
That doesn't hold for MP3: a hardware decoder backend can plausibly
report "nothing ready this instant" without that meaning no more content
exists. Every such short read silently inflated readPosition ahead of
real decode progress, triggering the loop-segment-end check far too
early - restarting the pass again and again well short of the real
runtime, heard as the clip racing through its own content.

Now only ever advances by the actual frames produced (matching
dusklinux's audioStreamLinuxFeed(), which already did this correctly),
and bases the loop/end decision on real position instead of the
originally-requested read size.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-01 09:16:42 -05:00
YourWishes f8f8a80a21 Add MP3 audio stream support with hardware/software decoder backends
New ASSET_LOADER_TYPE_MP3 (hand-rolled MPEG-1/2/2.5 Layer III header
parser - no third-party dependency needed just for metadata, since PSP's
hardware path doesn't need one at all) plus a shared audiostreammp3.c
stream layer mirroring audiostreampcm.c's shape. Generalized the stream
dispatch (hoisted sampleRate/channels onto audiostream_t, added
audioStreamGetTotalFrames()/Seek()/Read()) so all three platform audio
backends keep working unchanged, just calling the generic names instead
of PCM-specific ones.

Two decoder backends behind one interface: PSP uses the real sceMp3
hardware decoder (firmware-offloaded, lazily initialized on first use);
Linux and Dolphin share one minimp3-based software decoder (public
domain, vendored via CMake FetchContent) - libogc's own MP3Player wraps
libmad (GPL) and drives its own output pipeline, not a fit for the
ansnd-based architecture already in place, so skipped in favor of the
shared minimp3 path.

Fixed three real bugs found via hardware/runtime testing along the way:
- LAME's Xing header counts its own placeholder frame in the declared
  total, which made playback stall permanently one frame short of the
  declared end (looked like "never loops") - fixed by subtracting it.
- sceMp3Decode() can return more PCM than one MPEG frame's worth in a
  single call (PSP's pcmBuf is provisioned for 2x), overflowing the
  shared per-frame decode buffer with no bound check - very intermittent
  corruption/clicking on real hardware. Widened the buffer to the real
  worst case and added an assertion.
- sceMp3ResetPlayPosition()'s exact internal reset semantics aren't
  documented precisely enough to trust for looping - occasionally
  disagreed with the fresh stream position fed right after, clicking at
  the loop boundary about 1 in 3-4 loops. Rewind now fully tears down and
  recreates the decoder instead, the same path already proven correct at
  first Init. Also widened the PSP ring buffer to absorb that now-heavier
  operation, capping each top-up call's own work so the bigger buffer
  doesn't turn into one long blocking decode burst instead.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-01 08:21:30 -05:00
YourWishes ac8023d50f Rework PSP audio into a single output thread + main-thread top-up
The reader+player two-thread design (previous commit) still crackled -
both threads shared the same elevated real-time priority and could
contend for the PSP's single core right at the moment the player thread
needed to resume after its blocking output call returned, worse the
bigger the hardware chunk. Confirmed fixed on real hardware (Memory Stick
and pspsh) by removing the second real-time thread entirely.

PCM data now lives in a ring buffer topped up from the MAIN thread once
per engine Update(), mirroring dusklinux's own already-working
audioStreamLinuxFeed()/IsFinished() pattern (same lead/window sizing)
instead of a bespoke second thread. The sole remaining PSP-specific
thread only drains the ring and calls sceAudioOutputPannedBlocking(),
never touching the asset/PCM layer. Loop wraps are now just a transparent
seek-and-continue while filling the ring (it holds one seamless sample
stream, no per-chunk splicing needed) - a small FIFO of loop markers is
the only thing still needed to fire onLoop at the correct audible moment.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-31 20:09:15 -05:00
YourWishes 769f2f5702 Split PSP audio feeder into reader + player threads to fix crackle
sceAudioOutputPannedBlocking() occupies the calling thread for the full
duration of the chunk it just submitted. That was fine while PCM chunks
came out of a fully-resident buffer (a near-instant memcpy), but now that
they're read from the asset on demand, that same read happens in between
output calls on the same thread - any read slower than a memcpy opens a
real gap in the hardware channel, heard as crackle.

Split the single feeder thread in two: a reader thread that does all PCM
I/O (seek/read, loop-wrap, fade prep) ahead of playback into a small
3-slot queue, and a player thread that only pulls ready chunks off the
queue and outputs them. This overlaps I/O with hardware playback instead
of serializing them.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-31 19:38:50 -05:00
YourWishes 2f6839bcc4 Serialize all libzip access behind one mutex - fixes PSP read corruption
Reverting the whole-PSAR buffer (previous commit) reintroduced real read
corruption on hardware (EINVAL, then zlib data errors) - but this time it
hit an unrelated asset (chunks/1_0_0.dcf) at the same moment as the WAV
load, which pointed at concurrency rather than the seek pattern itself:
the asset system genuinely calls libzip from three real threads at once
(main, the background asset load thread, and PSP's own audio feeder
thread), and libzip is documented as not thread-safe. Buffering the whole
PSAR "worked" only by accident, since it stopped touching sceIo after
init entirely. Adding ASSET.zipLock around every zip_fopen/zip_fread/
zip_fclose/zip_fseek/zip_stat/zip_name_locate call serializes hardware
I/O properly without needing the whole archive resident in memory.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-31 19:17:16 -05:00
YourWishes d37109f5f7 Fixed PSP trying to load entirely into memory 2026-08-31 19:07:51 -05:00
YourWishes 15bd9fc43c Clean up audio subsystem duplication, implement seeking and loop regions
- Extract audioStreamGetPanFactors() into the shared layer, replacing
  identical pan-to-LR math duplicated in the PSP and Dolphin backends
  (and dropping a dead clamp - directionality's int8_t range already
  guarantees pan stays in [-1, 1]).
- Implement audioStreamSetPosition() for real (was previously a no-op
  that computed a value and threw it away) and add
  audioStreamSetLoopPoints() to actually drive loopStart/loopTo, which
  were previously dead fields with no setter at all. Both are threaded
  through all three platform backends:
  - PSP: the feeder thread now bounds each pass by the loop segment
    and wraps to loopTo instead of always frame 0, while still filling
    hardware chunks gaplessly.
  - Dolphin: loopTo/loopStart map directly onto ansnd's existing
    loop_start_offset/loop_end_offset, and startFrame onto start_offset.
  - Linux: Buffer() now queues only the current segment, clearing the
    SDL queue on an explicit seek but preserving the existing
    overlap-based gapless loop restart otherwise.
- Linux: skip the mix scratch-buffer entirely at full volume, queuing
  stream->data directly instead of allocating/zeroing/copying into one
  every buffer call for no reason.

Verified no regression in the default (no seek, no loop points) case on
Linux/PPSSPP/Dolphin (-a LLE), and verified seek + loop-region behavior
manually via a temporary engine.c smoke-test tweak (reverted) showing
the expected faster loop cadence and seek-then-loop sequencing.
2026-08-31 17:18:49 -05:00
YourWishes 8049e90853 Fix Dolphin ansnd audio failing to configure on GameCube/Wii
ansnd_configure_pcm_voice requires frame_data_ptr to be a physical
address - it rejects cached virtual pointers (0x8xxxxxxx) as
ANSND_ERROR_INVALID_MEMORY. Convert via MEM_VIRTUAL_TO_PHYSICAL and flush
the CPU cache first so the DSP's DMA read sees what was actually written.

Root-caused by disassembling libansnd's ansnd_configure_pcm_voice (no
source available, only the static lib) and confirming via a temporary
debug print that frame_data_ptr's top bit being set was what tripped the
check. Confirmed fixed by running the Wii DOL build in Dolphin under -a
LLE - voice configure/start now succeed with no errors.
2026-08-31 15:43:29 -05:00
YourWishes e47a2c3e5c Redesign dusk.dsk into a dual-archive DSK2 format
Splits the asset archive into a compressed (DEFLATE) zip and an
uncompressed (STORED) zip back to back behind a small header, instead of
one plain zip. DEFLATE-compressed zip entries aren't reliably seekable in
libzip, which caused locale string lookups (repeated rewind/reopen of the
same entry) to silently skip content on Dolphin specifically. Uncompressed
entries don't have that problem, so locale files now go in the stored
archive without needing to buffer the whole thing in memory.

Adds tools/asset/pack as the new packer (replacing the plain
`tar --format=zip`), a shared assetdsk.h/.c opener used by all platforms,
and a second ASSET.zipStored handle with fallback lookup in assetfile.c.

Confirmed working: Linux, PSP (PPSSPP), and Dolphin-FAT (Wii DOL under
-a LLE) - the original Dolphin locale lookup failure no longer reproduces.
2026-08-31 15:33:45 -05:00
YourWishes 9512c22e1f Fix loud PSP loop crackle + make Dolphin loop natively in hardware
Root cause of the crackle (confirmed on real PSP hardware): the
persistent feeder thread called stream->onLoop directly in the middle
of its tight chunk-feeding loop. onLoop can do arbitrary work (the
test callback does consolePrint, which locks a mutex, moves the
console history buffer, and fflushes stdout) - if that takes anywhere
close to one chunk's playback time (~23ms), the next chunk isn't
ready and the hardware channel starves. Audio callbacks must never be
invoked directly from a real-time audio thread.

Fixed generically: audiostream_t gains loopCount (incremented by
platform code from whatever context it runs in) and lastLoopCount
(main-thread-only bookkeeping). audioStreamUpdate() detects the
change and fires onLoop safely from the main thread, regardless of
which thread/interrupt actually noticed the loop. PSP's feeder thread
now increments the counter instead of calling onLoop inline.

Also eliminated the ~21.7ms of real silence padding baked into every
PSP loop pass (found while chasing the timing gap that preceded the
crackle fix): the final chunk's padding is now filled with the start
of the next loop instead of zero, avoiding sceAudioSetChannelDataLen
(the likely real cause of an earlier, separate click) while keeping
every output call the same constant size. Loop period measured via
PPSSPP is now ~1.000-1.002s for a 1.000s tone, down from a consistent
~1.02-1.03s before.

The PSP feeder thread is also now persistent for the stream's whole
lifetime (created once in Init, idles between plays) rather than
respawned via threadStartRequest on every single loop restart - real,
avoidable OS thread creation overhead that was contributing to the
gap before the padding was identified as the dominant cause.

Brought Dolphin in line architecturally rather than mirroring PSP/
Linux's restart-and-detect approach: ansnd_pcm_voice_config_t has
native loop_start_offset/loop_end_offset fields, so a looping Dolphin
voice loops entirely in DSP hardware with zero host involvement at
the loop boundary - no restart latency to create a gap in the first
place. Trade-off, clearly documented in code: onLoop never fires for
Dolphin this way (no ANSND_VOICE_STATE for "wrapped") and it requires
cleanly-authored loop content (no per-wrap fade like PSP's, matching
the same assumption). Compiles cleanly for both gamecube and wii;
not yet verified on real hardware.

Confirmed on real PSP hardware: no more gap, crackle fix pending
final hardware confirmation.
2026-08-31 13:02:51 -05:00
YourWishes 8a77001016 Fix audio loop gaps: same-tick re-buffer + Linux lead-margin refill
Two independent gap sources, both confirmed fixed on Linux:

1. audiostream.c's Update() used if/else-if, so a loop restart
   (clearing BUFFERED) couldn't re-trigger Buffer() until the *next*
   frame's Update() noticed - up to one frame of dead air on every
   loop, on every platform. Restructured to two sequential ifs so a
   loop falls straight through into re-buffering in the same call.

2. audioStreamLinuxIsFinished only reported true once SDL's queue was
   completely empty - meaning silence had already started by the time
   "empty" could be observed, guaranteeing a gap by construction.
   Changed it to report ready-to-refill once the queue drops to a
   4096-frame lead margin (matching the SDL device's own internal
   buffer size) instead of waiting for zero. SDL_QueueAudio only ever
   appends to a FIFO, so refilling that early never causes overlap -
   it just means the device's callback never runs dry.

Confirmed looping gaplessly on Linux.
2026-08-31 12:33:33 -05:00
YourWishes 9b0214ee55 Add audio stream looping (restart-from-start only)
audioStreamSetLooping() sets AUDIO_STREAM_STATE_LOOPING; when a
looping stream finishes, audioStreamUpdate() clears BUFFERED (not
PLAYING) and fires onLoop instead of onEnd, causing the next Update()
to naturally re-trigger the platform Buffer() call on the same
unmodified stream->data/dataSize - full restart from position 0,
with no platform-specific code needed. loopTo (looping to a point
other than the start) isn't honored yet - would need slicing the
buffer, flagged as a follow-up.

Also fixed the shared test tone's frequency (440Hz -> 441Hz): 44100Hz
doesn't divide evenly by 440Hz (100.23 samples/cycle), so the buffer's
last sample didn't exactly match its first - a small discontinuity at
every loop boundary independent of PSP's own click fixes. 441Hz
divides evenly into exactly 100 samples/cycle, closing that gap for
every platform, not just the ones with their own tail-handling.

Verified end-to-end on Linux (5 onLoop firings over ~9s for a 1s
tone, no errors) and confirmed compiling for PSP.
2026-08-31 12:20:50 -05:00
YourWishes 7ad735552a Fix PSP end-of-playback click: constant chunk size + trailing silence
The previous fix (shrinking the final chunk's declared length via
sceAudioSetChannelDataLen) still clicked on real hardware. Reverted
that in favor of two changes that don't rely on that call's
undocumented mid-stream behavior: every call now sends a full,
constant AUDIO_PSP_CHUNK_FRAMES buffer with the tail simply
zero-padded (channel length is never changed after the initial
reserve), and a couple of extra all-silence chunks are fed after the
real audio + fade so the channel keeps being actively driven at zero
for a moment rather than stopping outright, in case some of the click
was the channel/DAC settling rather than a pure sample-domain
discontinuity.

Confirmed fixed on real PSP hardware.
2026-08-31 12:16:03 -05:00
YourWishes ea35472ef8 Fix PSP end-of-playback click via tail fade + exact final chunk length
The feeder's final chunk zero-padded up to the full 1024-frame
reserved size (e.g. 956 padding samples for a 68-sample remainder),
jumping straight from whatever amplitude the waveform ended at down
to silence - an audible click. Fixed two ways: fade the last 32 real
frames linearly to zero before any padding begins (also covers the
case where total length is an exact multiple of the chunk size, where
the waveform would otherwise just stop abruptly with no padding at
all), and declare only the real sample count via
sceAudioSetChannelDataLen (64-aligned) for the final chunk instead of
padding out to the full reserved length, shrinking the leftover
padding to under 64 samples. Channel length gets reset to the full
chunk size at the start of each feed pass in case a previous
playback left it shortened.

Verified via PPSSPP: sceAudioSetChannelDataLen(7, 1024) then (7, 128)
for the tone's 68-sample remainder, onEnd still fires once.
2026-08-31 12:12:32 -05:00
YourWishes 50c5621d8a Fix PSP audio jitter: raise feeder thread priority above main thread
Root cause of the residual jitter (correlating with framerate, per
real-hardware testing): this project never overrides
PSP_MAIN_THREAD_PRIORITY, so the main/render thread runs at PSPSDK's
default of 32. A pthread created with default attributes (as
thread_t/threadStartRequest does) runs at priority 60 - numerically
higher, meaning LOWER scheduling priority on PSP's inverted scale.
Under load the feeder thread was structurally guaranteed to lose
scheduling contention to the main thread, starving the hardware
channel's double buffer and producing audible jitter that worsens
exactly when frames get slower - confirmed via disassembling
PSPSDK's precompiled pthread glue (pte_osThreadGetDefaultPriority
returns 60) rather than guessing.

audioStreamPSPThreadFeed now self-prioritizes via
sceKernelChangeThreadPriority(sceKernelGetThreadId(), 18) as the
first thing it does, matching the elevated-priority pattern PSP SDK
samples use for their own timing-sensitive auxiliary threads.
2026-08-31 11:14:20 -05:00
YourWishes da275cfd52 Fix crackling PSP audio: feed hardware in small chunks from a thread
The original implementation reserved a channel sized to the whole
buffer (~44160 samples) and sent it in one sceAudioOutputPannedBlocking
call. Confirmed against the PSP SDK's own samples (pspaudiolib,
the mp3 sample) that this deviates from how PSP audio hardware is
actually meant to be driven: small fixed-size chunks (1024 frames,
matching pspaudiolib's own convention) fed continuously, decoupled
from the render loop. Reproduced as crackling on real hardware.

Now reserves a 1024-frame channel and runs a dedicated thread (the
project's existing thread_t abstraction, already used by asset.c and
already working on PSP via DUSK_THREAD_PTHREAD) that streams the
buffer chunk-by-chunk until exhausted, re-reading volume/pan every
chunk so live changes take effect mid-playback. Finish detection
switched from polling sceAudioGetChannelRestLength (which can't tell
"between chunks" from "actually done" once chunked) to a flag the
feeder thread sets on completion, same shape as the Dolphin voice
callback.

Verified via the dusk-psp toolchain and PPSSPP headless (channel now
reserved at 1024 frames instead of 44160, onEnd still fires once).
Real-hardware crackle-free confirmation pending.
2026-08-31 11:03:30 -05:00
YourWishes 0f4ee5d965 Implement GameCube/Wii audio playback via libansnd
Allocates an ansnd voice per stream and configures/starts it in
single-buffer mode (no continuous re-feed needed yet, matching the
PSP/Linux single-shot approach). Real linear panning from
directionality via left/right voice volume. ansnd has no polling API
for voice state, so finish detection uses a voice_callback (fired
from ansnd's own audio DMA interrupt, not the main thread) that sets
a flag audioStreamDolphinIsFinished() reads.

Links libansnd (new for this project) and wires duskdolphin/audio
into the CMake build for the first time.

Verified via the dusk-dolphin toolchain: both GameCube and Wii
targets compile and link cleanly. Runtime verification in headless
Dolphin was inconclusive - confirmed via an A/B test against a
pre-audio baseline build that a pre-existing MMIO flood (unrelated
to this change, reproduces identically with zero audio code present)
keeps the harness from reaching the game's own steady state before
timing out.
2026-08-31 10:53:22 -05:00
YourWishes af8c0f5ccd Implement PSP audio playback via native sceAudio
Reserves a hardware channel per stream (64-aligned sample count,
mono/stereo format) and outputs through sceAudioOutputPannedBlocking,
giving PSP real stereo panning from directionality. Enforces the
44100Hz hardware-channel constraint with a clear error instead of
silently mispitching, and drops the shared test tone to 44100Hz to
match. Verified via the dusk-psp toolchain and a headless PPSSPP run
(correct channel reservation, onEnd firing once, no errors).
2026-08-31 10:36:51 -05:00
YourWishes 8ea370a1d1 Add audio subsystem skeleton with a working Linux PCM playback path
Cross-platform audiostream/audio API with per-platform hooks for
PSP/Dolphin/Linux. Linux is fully wired end-to-end through SDL2
(device open, volume-mixed queueing, finish detection via
SDL_GetQueuedAudioSize) and verified playing a generated test tone
in engine.c. PSP and Dolphin hooks are stubbed for now.
2026-08-31 10:24:02 -05:00
YourWishes fcf0de72af Fixed a bunch of code inconsistencies 2026-08-31 07:02:19 -05:00
YourWishes 320c5e6ce5 Cache locale string lookups instead of re-scanning the PO file every call
assetLocaleGetString rewinds and linearly scans/re-decompresses the
whole locale file from byte 0 on every single call, with no caching -
a text-heavy screen can easily make 10+ of these in a row (e.g. opening
the game menu), and on PSP the containing archive is already fully
resident in RAM, so the repeated cost is pure CPU (decompression +
scanning), not I/O.

Adds a fixed 128-entry move-to-front LRU cache keyed by
(messageId, pluralCount), capped at 64/256 bytes per key/value (~40KB
total) so the cost stays bounded no matter how large the game's script
ends up being, rather than caching the whole locale file's text.

The cache is a lazily-allocated pointer on assetlocalefile_t, not
embedded inline - that struct lives inside the assetloaderoutput_t
union shared by every asset type, and all ASSET_ENTRY_COUNT_MAX asset
slots carry that union directly, so embedding it would have sized every
slot up by ~40KB regardless of what asset type occupies it.

Also fixes a bug this surfaced in test_assetlocale.c's own fixture:
locale_teardown zeroed the locale struct directly instead of going
through assetLocaleDispose, which would have leaked the new cache
allocation across tests.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-30 16:16:52 -05:00
YourWishes 7a858cc424 Add a real test suite for the save system (previously had none)
Covers save.c (device discovery/orchestration), savedevice.c (the
generic device state machine and platform dispatch), and the Linux
platform backend (path building, availability checks, JSON read/write,
corrupt/missing-file handling), plus saveslot.c/savesettings.c JSON
round-trips. 88 tests across 5 files, all run against the real Linux
filesystem backend sandboxed to a temp $HOME (there's no mockable
platform layer - the hooks are compile-time macros, not function
pointers).

Deliberately locks in two existing behaviors rather than working around
them: saveSaveSettings() is a permanent no-op because nothing anywhere
ever sets SAVE.settingsDirty = true, and saveUpdate() unconditionally
rewrites settings back out the moment a device is found regardless of
that same dirty flag. Both are pre-existing, not introduced here.

Does not cover the SAVE_DEVICE_DATA_RAW blob codec (PSP/GameCube/Wii
only) or GameCube's 2-device fallback chain - neither compiles into the
Linux host test build.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-30 12:33:20 -05:00
YourWishes c0292842a5 Fix stale include re-enabling test/item, fix dead sort-by-type coverage
test/item/test_inventory.c was disabled via a commented-out
add_subdirectory(item) with no explanation - the actual cause was a stale
"item/inventory.h" include left over from before the rpg/ reorg (real path
is rpg/item/inventory.h). The current inventory.h/.c API it tests hasn't
drifted; only the include path had rotted.

Also fixes a copy-paste bug in test_inventorySort: the "sort by type"
assertions were calling INVENTORY_SORT_BY_ID again instead of
INVENTORY_SORT_BY_TYPE, so inventorySortByType/Reverse had zero real
coverage. Asserts on type grouping only (not the tied FOOD-vs-FOOD order),
since the underlying sort() is qsort and not stable.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-30 12:33:00 -05:00
YourWishes 717902462b Fix fatal async asset load errors, remove unused event system
An async asset load failure crashed the whole game via errorThrow,
while the identical sync failure just logged and continued - a single
missing/corrupted asset could take down the process. assetUpdate now
handles the async error path the same way as sync (invoke onError,
keep running).

Also removes event.h/event.c and assetbatch, which existed only to
support multiple subscribers per asset event but had no real caller
that ever used more than one (assetbatch itself had zero callers
anywhere). Asset entries, uifullbox, and uiloading now use plain
single-callback + user-pointer fields instead of the generic
array-backed event_t.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-30 10:14:38 -05:00
YourWishes 1d73b9d224 Fix PSP asset loading: stale EBOOT.PBP packing, unreliable zip file reads
EBOOT.PBP packing was a POST_BUILD step with no dependency on the asset
pak, so an assets-only rebuild could silently leave a stale dusk.dsk
embedded. cmake/targets/psp.cmake now repacks EBOOT.PBP via a properly
tracked custom command depending on the executable, PARAM.SFO, and
dusk.dsk (and correctly embeds Dusk.prx rather than the raw ELF when
BUILD_PRX is on).

Separately, libzip's zip_source_filep_create (lazy seeked FILE* reads)
proved unreliable on real PSP hardware, corrupting reads of the embedded
PSAR (first EINVAL, then zlib data errors) even though the packaged data
was verified byte-perfect. assetInitPBP now reads the whole PSAR into
memory once and uses zip_source_buffer_create instead. Confirmed working
on real hardware.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 09:31:44 -05:00
YourWishes 51f262efa0 Wire keyboard into save naming, add fatal error overlay, cutscene keyboard item
- uimainmenu: removed the temporary keyboard test entry now that the
  keyboard has a real caller.
- uiselectsave: picking an empty save slot now opens the keyboard to
  name it (localized title "Enter game save file name"), writes the
  named slot to disk (mirroring the existing delete-confirm write
  pattern), and on a write failure opens the new fatal error overlay.
- uikeyboardopen_t gains a title override (NULL keeps the default
  "ENTER YOUR TEXT").
- New ui/overlay/uifatalerror: a minimal fullscreen, non-dismissible
  overlay (message + QUIT button, back disabled) for unrecoverable
  errors - a nicer alternative to a raw assert crash. Draws above
  everything else in the UI element list.
- New CUTSCENE_ITEM_TYPE_KEYBOARD cutscene item: opens the keyboard
  with an embedded uikeyboardopen_t, blocks the cutscene until it
  closes, then caches the entered text via a new general-purpose
  cutscenesystem_t.textCache (CUTSCENE_TEXT_CACHE_MAX, with get/set
  accessors) mirroring the existing entity/area/text-mini id caching
  pattern.
2026-08-28 08:29:07 -05:00
YourWishes a6e4e3f71f Add cancel confirmation, blinking cursor, custom keyboard icon glyphs
- uikeyboardopen_t gains cancelConfirm/cancelConfirmLabel, mirroring
  confirm/confirmLabel: cancelling (CANCEL button or back-with-nothing-
  left-to-delete) can now open an "are you sure?" dialog before closing.
- Added a blinking text-entry cursor, rendered as a separate label
  positioned at the end of the current text (accounting for newlines);
  it now stops at the last character rather than past it once maxLength
  is reached, matching uiKeyboardAppendChar's override-last-char
  behavior there.
- uibutton_t gains an `active` flag, independent of the focus-driven
  `highlighted` state, for a toggled-on indicator that survives focus
  moving elsewhere (used by the keyboard's CAPS/SHIFT keys).
- Added several custom icon glyphs to the default font by repurposing
  otherwise-blank/unused glyph slots (backtick, pipe, tilde, backslash,
  and the DEL trailing tile) - up arrows for Caps Lock/Shift, a return
  arrow for newline, a spacebar symbol, a left arrow for backspace, and
  a real underscore - replacing the keyboard's old text-abbreviation key
  labels ("CL"/"SL"/"NL"/"<") with single-glyph icons.
2026-08-27 22:17:00 -05:00
YourWishes 4387d223b9 Fullscreen keyboard dialog, nearest-cell vertical navigation, overwrite-at-max-length
- Keyboard dialog now fills the whole screen (no dimming backdrop); key
  cells use a fixed font-tile-based size instead of scaling to a
  percentage of the screen.
- uiMenuFocusSkipBlanks: UP/DOWN now search every non-blank cell strictly
  further in the pressed direction and land on the smallest combined
  row+column distance (ties favor the smaller column distance), instead
  of only scanning straight down the same column. Neither axis wraps
  during that search - only once the edge row is reached with nothing
  further to search does it fall back to wrapping to the opposite edge.
- Typing a new character while the keyboard's text is already at
  maxLength now overrides the last character instead of being ignored.
2026-08-27 21:14:19 -05:00
YourWishes 00bfaf6360 Fix cutscene/focus bugs found on PSP hardware, rework keyboard layout
Cutscene loader: a MODAL item's optionCount byte was read directly
inside an assertTrue() condition. On the PSP release build
(DUSK_ASSERTIONS_FAKED), assertTrue expands to a no-op and never
evaluates its argument, so that read - and the offset advance it was
responsible for - silently never happened, desyncing every item after
it in the stream. Moved the read out to its own statement and replaced
the assert with a real error throw, since this is untrusted file
content.

uifocus: fixed a wraparound bug in uiFocusMoveDirection - moving left/up
from position 0 truncated to uint8_t before the modulo wrap (0-1 => 255,
then 255 % cols), landing on the wrong column instead of the row's last
one. Only ever visible on a grid wider than a handful of columns, which
nothing but the new keyboard has.

Keyboard: merged uikeyboardqwerty into uikeyboard (only one layout
exists, so the split no longer earned its keep) and deleted the unused
numbers/symbols placeholder files. Reshaped the grid to a tighter 11x5
layout with per-mode key tables (unshifted/caps/shift) instead of
computing case transforms, and fixed the reserved NEWLINE/CONFIRM/CANCEL
slot indices to match. Added shift-symbols for digits and -/=, and
uimenu's directional navigation now skips blank filler cells (wrapping
around a row/column as if they weren't there) instead of landing on
them - a generic fix in uimenu.c, not keyboard-specific, since nothing
else uses blank cells.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 19:26:07 -05:00
YourWishes 709bd7be52 Add validation options and a full physical layout to the keyboard
uikeyboardopen_t grows: maxLength (auto-focuses confirm once full),
lineCount for multi-line entry with a NEWLINE key, trimmed/allowBlank
validation on confirm, and a second "are you sure" uiConfirm step.

Reworks uikeyboardqwerty from a packed flat list into a fixed 14x5 grid
shaped like a real keyboard - number row with -, =, ~ and backspace,
caps and shift (one-shot, XORed with caps for real-keyboard behavior),
and a bottom row with cancel/space/confirm in their normal corners.
Shorter rows are padded with invisible filler cells so every key lands
in its physical position; NEWLINE/CONFIRM/CANCEL are reserved slots
uikeyboard.c patches in conditionally, otherwise left as inert blanks.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-26 18:44:07 -05:00
YourWishes 80f4348e21 Implement on-screen keyboard dialog with QWERTY layout
Builds out uikeyboard/uikeyboardqwerty from placeholders into a working
controller-navigable text entry dialog: title/current-text labels, a flat
QWERTY key grid (letters, space, backspace), and confirm/cancel buttons in
one combined menu so d-pad navigation flows across all of it.

uikeyboardopen_t configures each dialog: onInput/onKeyPress callbacks,
optional cancel button, maxLength (auto-focuses confirm once full),
lineCount for multi-line entry (adds a NEWLINE key, reserves vertical
space up front), a second "are you sure" uiConfirm step, and
trimmed/allowBlank validation on confirm.

Back now deletes the last character first, falling through to close only
when cancel is allowed and the buffer is empty - this needed a general
cancel-intercept callback added to uifocusitem_t/uimenu_t
(uiMenuSetCancelCallback), since the focus system previously only
supported popping or fully swallowing back.

Wired a temporary "LOAD GAME (TEST)" entry into the main menu with
console-logging test callbacks for interactive testing; marked TODO for
removal once the keyboard is wired up somewhere real.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-26 15:26:57 -05:00
YourWishes e630827b34 Add runtime-loaded cutscene files, convert initial/main menu to use them
New ASSET_LOADER_TYPE_CUTSCENE (assetcutsceneloader.c) reads a versioned
binary .cts format decoded into a heap-allocated cutsceneitem_t array + a
string/data pool, both sized to the file's actual content rather than a
fixed capacity, so the shared assetloaderoutput_t union doesn't bloat for
every asset slot regardless of type. Authoring pipeline mirrors the chunk
asset pattern: assetsraw/cutscenes/*.jsonc (JSON plus // and /* */
comments) -> tools/asset/cutscene -> assets/cutscenes/*.cts.

cutsceneSystemSetOnComplete() lets the caller arm a native callback that
fires when a cutscene finishes normally, so a file (which can't store a
function pointer) can end plainly and still hand off to native code -
cutsceneRestart() preserves it across a retry loop rather than clearing it,
since a restart is the same logical run trying again.

The initial and main-menu start-game cutscenes are now loaded from files
instead of compiled in via the CUTSCENE(...) macro.

Fixed a real bug found while converting these: the sync loader read the
file's total size from assetfile_t.size to locate the trailing pool
region, but assetFileDispose() (called at the end of the async phase)
zeroes that whole struct first, so the size was always 0 and the pool
offset computation underflowed into an out-of-bounds read - intermittent
depending on heap layout. Fixed by saving the size before disposal; also
fixed the read-completeness assert being checked after that same zeroing
(a no-op 0 == 0 check).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-25 09:51:26 -05:00
YourWishes 106d9b0fc0 Move main menu start-game cutscene from ui panel to scene
The load-all-slots/no-device cutscene and its helper callbacks belong to
scene-level game flow, not the uimainmenu UI panel. Moved them into
scenemainmenu.c/h behind a new sceneMainMenuStartGame() entry point;
uimainmenu.c's Start Game handler now just calls that.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-24 20:30:33 -05:00
YourWishes 4a26f79945 Add uimenu disableBack flag, apply to main menu and all modal options
uifocusitem_t/uimenu_t gain a disableBack flag that makes back/cancel a
no-op while that item is focused, set via uiMenuSetDisableBack. Applied
centrally in uimodal.c so every modal with option buttons (confirm
dialogs, cutscene modals) must be dismissed by picking an option rather
than backing out, and to the main menu so it no longer bounces back to
the initial scene on cancel - replacing the suppressClosedSceneChange
hack entirely. Updated docs that described the now-unreachable
back/cancel dismissal path. Also adds
cutsceneSystemStartCutsceneAndGoToMarker for starting a cutscene
straight at a given marker instead of its first item.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 22:11:27 -05:00
YourWishes 1a199f6ce3 Add declarative cutscene items for save checks and marker-based modals
CUTSCENE_SAVE_DEVICE_CHECK and CUTSCENE_SAVE_LOAD_ALL_SLOTS wrap the
existing device-lookup/slot-load calls and jump straight to a
success/failure marker, and CUTSCENE_MODAL_OPTIONS_ONE/TWO do the same
for one/two-option modals, removing the need for a hand-written
goTo-only callback per use. Main menu's "Start Game" now runs a
cutscene (mirroring the initial scene's save-check flow) that loads all
slots before opening the load-game picker, retrying on error; the
initial scene's own device check is migrated onto the same items.
Backing out of the main menu now returns to the initial scene.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 20:29:57 -05:00
YourWishes ec59e77867 Moved files around 2026-08-23 10:14:39 -05:00
YourWishes cb28d2b611 Add save slot picker (uiselectsave/uisaveslot), fix focus stack reentrancy
uiselectsave is a Save/Load/Delete slot picker built on save/save.h's
SAVE_SLOT_COUNT: a scrolling list of framed uisaveslot_t rows (slot
number + file name, or an "Empty Slot" placeholder), navigated via the
same uimenu_t/focus-stack convention as every other menu. Load and
Delete modes add a trailing action row (switch to delete / cancel)
fixed below the scrollable area. Selecting a slot in Delete mode routes
through uiConfirmOpen before actually blanking the slot via
saveSlotInit + saveDeviceSlotWrite. uiScrollingEnsureVisible in
uiscrolling.c is now a real implementation instead of the earlier
placeholder.

Main menu collapses New Game/Load Game into a single Start Game entry
that opens uiselectsave in Load mode; backing out reopens the main
menu via uiselectsave's result callback.

Also fixes a real reentrancy bug in uiFocusPop: it invoked the popped
item's closed callback before decrementing UI_FOCUS.count, so a push
triggered from within that callback (e.g. reopening the main menu once
select-save reports no result) landed one slot past the true stack top
and got silently dropped, stranding the new item outside navigation.
Count is now decremented first.

Adds a uikeyboard placeholder widget, registered in uielementlist with
no behavior yet.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-21 14:16:39 -05:00
YourWishes 27b6ddf5cb Rebuild uiconfirm on top of uimodal, add quit confirmation
uiconfirm no longer duplicates its own backdrop/frame/text/menu drawing
- it now just opens the shared uimodal_t with a Confirm/Cancel option
pair and translates the result back to a bool. uimodal itself gains an
optional title (NULL skips the title row entirely) so a title-less
confirm dialog doesn't reserve blank space.

Main menu's Quit option now opens a confirm dialog instead of exiting
immediately.

Drops es_MX.po/jp_JP.po locale files.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 22:41:06 -05:00
YourWishes 475c865e33 Move uimodal to ui/widget, make main menu its own scene
uimodal.c/.h now live in ui/widget alongside the other widgets rather
than ui/frame. The main menu now has a real scene (scene/mainmenu)
whose init just calls the new uiMainMenuOpen(), replacing the
SCENE.current-polling uiMainMenuUpdate with an explicit open call like
uiGameMenuOpen/uiBackpackOpen. Also renames the ui.main_menu.* locale
keys to main_menu.* and groups them under a Main Menu Scene heading in
en_US.po, alongside the existing Initial Scene keys.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 19:18:50 -05:00
YourWishes 0b4ba062bb Translate and word-wrap cutscene modal text
uiModalOpen now resolves title/message/option strings as locale
message IDs first, falling back to the literal string if no match is
found, and word-wraps the result to stay within the screen's scan
width via the new shared textWrap helper. sceneinitial.c's no-device
modal now uses locale keys instead of hardcoded English strings.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 18:53:47 -05:00
YourWishes 28f5e66662 Fix PSP memory stick availability check on real hardware
sceIoGetstat on a bare device root ("ms0:/") returns EINVAL on real
PSP hardware even when a memory stick is present - confirmed via a
diagnostic print during hardware testing. Switched to sceIoDopen/
sceIoDclose, the SDK's own documented way to probe a device root,
which real hardware handles correctly.

Also adds a temporary unconditional settings write once a save device
is selected, to confirm the write path itself works on hardware now
that availability detection is fixed.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 17:22:24 -05:00
YourWishes e225a076f0 Add cutscene flow control and a scriptable modal dialog item
uimodal gains an onOpen hook and lets uiModalClose take a one-shot
callback, since options are now stored as raw (uncopied) string
pointers instead of a fixed char buffer.

New cutscene items:
- CUTSCENE_MODAL / CUTSCENE_MODAL_OPTIONS / CUTSCENE_MODAL_CLOSE: opens
  a message-only or option-driven uimodal. A message-only modal
  advances the cutscene immediately; one with options blocks
  indefinitely since only its option callback (or something it
  triggers) should decide what happens next.
- CUTSCENE_MARKER + cutsceneGoTo: a named, otherwise no-op position
  that execution can jump straight to from anywhere in the same
  cutscene (e.g. from a CUTSCENE_CALLBACK), matched by name rather
  than pointer identity.
- CUTSCENE_RESTART + cutsceneRestart: restarts the running cutscene
  from its first item, preserving its interact/interacted entities.
- CUTSCENE_SCENE: requests a scene switch via sceneSet as a cutscene
  step.
- CUTSCENE_PRINT: prints a line to the console as a cutscene step.

sceneinitial.c's boot-time save device check is rebuilt on top of
these: show a modal, kick off the async device search, then branch
via markers/goto to a retry/continue prompt depending on the result.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 14:35:41 -05:00
YourWishes 774c8ad0f8 Add uimodal dialog; uibutton reuses uilabel
uibutton now embeds a uilabel instead of drawing its text directly,
caching glyph sprites since a button's label never changes after
init. uimenu.c's item pointer in uiMenuDraw drops its unnecessary
const so uiButtonDraw can update the button's cache.

Also fixes remaining #include "ui/frame/uiframe.h" references left
over from uiframe's move to ui/widget/.

uimodal is a new generalized dialog (title + message + up to
UI_MODAL_OPTIONS_MAX option buttons) built the same way uiconfirm is,
but driven by a caller-supplied option list instead of a fixed
confirm/cancel pair.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 12:44:01 -05:00
YourWishes 52d1e7414d Convert debug UI overlays to uilabel
uiconsole, uifps, and uiplayerpos now render through uilabel instead
of calling textDraw per character every frame. Each owns its label(s)
plus backing text/sprite buffers and marks them dirty only when their
content or position actually changes. Also drops console.h's per-line
buffer from 512 to 128 chars, since the sprite cache backing each
console line label scales with it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 12:43:43 -05:00
YourWishes af4cb53e5f Simplify uilabel to caller-owned buffers
uilabel no longer owns fixed-size text/sprite arrays or copies text
internally - callers pass in their own buffers and write text
directly, then mark the label dirty. This drops SetText/GetText and
the textMax bound in favor of a single Rebuffer entry point, and lets
widgets like uibutton alias an existing (possibly immutable) label
string instead of duplicating it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 12:43:02 -05:00
YourWishes c019271e12 Add uilabel widget and chunked text buffering
textDraw now batches glyphs via a new textBuffer helper instead of
buffering one sprite at a time. Fixes spriteBatchBuffer dropping/
duplicating sprites when a single call spans multiple internal
flush batches, which surfaced as cut-off characters. Adds uilabel,
a widget that caches its glyph sprites and only rebuilds/rebuffers
them when its text or position actually changes.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 09:18:35 -05:00
YourWishes 82ae2bce9d Add compressed combined save format for PSP and Dolphin
Memory sticks/cards don't suit N+1 separate save files the way Linux's
filesystem does, so add an opt-in SAVE_DEVICE_DATA_RAW mode: settings and
all save slots get serialized to JSON, concatenated, zlib-compressed, and
framed with a magic/version/checksum/generation header, then read/written
as a single blob through one combined platform hook instead of four.

- PSP and Dolphin's SD/NAND backends write via a temp file + atomic rename,
  so a crash mid-write can never leave a half-written save behind.
- GameCube memory cards have no rename or resize primitive, so they
  ping-pong between two fixed files instead, picking whichever is valid and
  has the higher generation counter on load.
- Linux is untouched (still four separate JSON files); saveslot.h/
  savesettings.h drop their now-unnecessary pack(1) now that nothing
  persists them as raw bytes.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-17 21:28:56 -05:00
YourWishes 092e259a06 First pass of actual saving 2026-08-17 09:18:44 -05:00
YourWishes 08b4bbfe91 Added savestatus 2026-08-17 00:17:23 -05:00
YourWishes 560c51cf27 Drop default-skip behavior from savejson write macros
Only reads should fall back to a default when a key is missing; writes
should always emit the field so the saved JSON is a complete record.
2026-08-16 20:20:34 -05:00
YourWishes 674f86b18a Add JSON (de)serialization for save slots/settings and device write/read hooks
Introduces saveslot/savesettings structs with a shared savejson.h macro
toolkit (has/require/write/read per common type) for populating and
parsing yyjson objects, wires saveManager save/load calls through new
saveDevice slot/settings write/read entry points (still stubbed at the
device level), and drops the old binary-format scaffolding in favor of
JSON only.
2026-08-16 20:14:16 -05:00
YourWishes e3f10e0926 Fix GameCube memory card slot B detection and free-space check
CARD_Mount() alone reliably reports CARD_ERROR_NOCARD for a card physically
present in slot B - unlike slot A, which the IPL polls automatically at
boot, slot B needs an explicit CARD_Probe() first (the standard pattern in
every official devkitPro CARD sample). Also fixes
saveDeviceDolphinCardHasFreeSpace() treating CARD_GetDirectory()'s
CARD_ERROR_NOFILE (a totally empty card, not an actual error) as a hard
failure, which made any card with zero existing save files - slot B's in
this case, since slot A already had leftover test data on it - get
reported as full.

Confirmed via Dolphin with slot A disabled/slot B set to a memory card:
previously reported "no save device found", now correctly detects it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-14 16:49:18 -05:00
YourWishes d7223d7387 Add PSP/GameCube/Wii save-device availability checks
PSP checks memory-stick reachability via sceIoGetstat. GameCube gets two
devices (CARD_SLOTA/CARD_SLOTB), each mounted via CARD_Init/CARD_Mount and
checked for free space via CARD_GetDirectory/CARD_GetBlockCount. Wii picks
between three storage methods at compile time (DUSK_SAVE_WII_METHOD =
NAND/CARD/SD in wii.cmake, default NAND via ISFS) since real hardware
behavior for the default is unverified.

Also fixes two pre-existing bugs found while build/runtime-testing this
across PPSSPP and Dolphin: wrong libogc language macros in
systemGetLocaleDolphin, and a missing SYS_STDIO_Report(true) call that
silently swallowed all guest console output in Dolphin.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-14 16:20:28 -05:00
YourWishes 45331c2a60 First pass of save 2026-08-14 14:19:44 -05:00
YourWishes 33f50a2c69 Strip legacy save/settings systems for a unified savemanager rewrite; split uielement list out of uielement.c
Removes the per-platform save/savestream/autosave implementations, the settings UI frames, and the autosave overlay, replacing them with a savemanager.c/h + savefile.h/savedevice.h scaffold to build the new save system on top of. Also separates the concrete UI_ELEMENTS registration into uielementlist.h/.c so uielement.c only holds the generic per-element lifecycle logic.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-14 12:56:02 -05:00
YourWishes 6c8e4d5cbd Route remaining hardcoded UI strings through the locale system
Main menu buttons, the confirm dialog, battle menu/HUD text, backpack
tab labels, the loading/autosave indicators, and the settings tab
placeholders were all raw English literals bypassing translation.
Loads each through assetLocaleGetString like the rest of the UI, adding
new Init hooks for uibattlehud/uiautosave/uiloading where none existed,
and adds the corresponding message ids to en_US/es_MX/jp_JP.po.

Also widens the settings placeholder buffers to 64 bytes - the es_MX
and jp_JP translations overflowed the previous 32-byte size.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-10 09:12:57 -05:00
YourWishes 3b7215876a Move test battle setup out of uimainmenu into rpg/battle/testbattle
Keeps the temporary hardcoded-battle hook alongside the rest of the
battle module instead of the main menu UI, so the UI frame only
triggers it rather than owning battle setup code.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-08 16:28:00 -05:00
YourWishes c74f5890bd Remove event for input 2026-08-08 16:25:36 -05:00
YourWishes fbd3c71ba7 Move network code into its own dusknetwork module, gate behind DUSK_NETWORK
Splits the platform-agnostic network core out of dusk into a top-level
dusknetwork module, mirroring the duskgl/dusksdl2 pattern. Adds a
DUSK_NETWORK cmake option (default ON) so builds can exclude all
networking code, including the per-platform implementations.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-08 16:13:09 -05:00
YourWishes 128f9ab9d4 some random fixes 2026-08-08 01:18:07 -05:00
YourWishes 36fb359aa2 Finish animation update loop with loop/pingpong/reverse/stop flags, clean up keyframe sampling, add coverage
- animationUpdate now advances and resolves boundary crossings for
  ANIMATION_FLAG_LOOP, ANIMATION_FLAG_PINGPONG, ANIMATION_FLAG_REVERSE, and
  the STOP_BEGINNING/STOP_END flags, firing onLoop/onComplete appropriately;
  guards against LOOP+PINGPONG being set together and moves the
  duration-must-be-positive check into animationInit
- keyframeGetValue clamps to the last keyframe's value instead of dividing
  by zero once time reaches it, and its keyframe walk drops a branch that's
  unreachable after that clamp
- Adds test/animation/test_animation.c covering init, per-layer sampling,
  and the full animationUpdate flag matrix
2026-08-06 15:29:14 -05:00
YourWishes 1bd73d69fe Clamp keyframe interpolation to last value, add main menu scene/UI, battle HUD, and expanded test coverage
- keyframeGetValue now returns the last keyframe's value for times at or
  beyond it, fixes a missing util/math.h include, and asserts keyframes are
  sorted by time; adds test/animation/test_keyframe.c
- Adds mainmenu scene/UI and a battle HUD UI frame
- Adds save autosave-related fields and battle scene tweaks
- Adds headless test coverage for cutscenes, entities, and map areas
2026-08-06 12:58:07 -05:00
YourWishes fb48285143 Rebuild battle flow as an explicit state machine with cutscene hooks
Replace the one-fighter-at-a-time turn model with an OPENING/PRE_ROUND/
PLAYER_SELECTION/AI_SELECTION/MOVES_EXECUTING/POST_ROUND/ENDED state
machine and a per-fighter action queue, so actions are decided before any
of them execute (needed for speed-ordered resolution) and so a cutscene
can pause the battle, wait for a specific state, and force a fighter's
action -- enabling automated, fully-scripted, and partially-scripted
battles. Adds CUTSCENE_PAUSE_BATTLE plus CUTSCENE_BATTLE_WAIT_STATE and
CUTSCENE_BATTLE_FORCE_ACTION cutscene items, and generic onStateChanged/
onActionDecided callbacks on battle_t. Re-enables the long-dormant
test/rpg suite and adds test/rpg/battle covering the state machine and
the new cutscene hooks end-to-end.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-06 08:49:42 -05:00
YourWishes 3de50b8370 Lock in Chapter 1's literal opening scene
The village square at the mountain's foot, party roles established
(tank/paladin leader, ranged ranger, support mage, melee rogue), the
funds bicker, and the cowgirl teleporter's too-good-to-question,
one-way-only offer up the mountain - the innocent-sounding line that
seeds the whole chapter's central complication. Adds character stubs
for the three other party members and the teleporter, and confirms
the bubbly ranger as the first to abandon the mission.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-05 08:11:54 -05:00
YourWishes e61cbe25b7 Add three of the mentor's other former squadron members
Introduces Strider (a merc who protects those who can't afford real
protection, and has found genuine peace in it), Downes (retired to
farming and family, forced back into one last fight), and Egor (Royal
Guard, honor curdled into blind devotion, dies still certain of
himself). Together with the party leader, they give the same
mentor/same night four distinct answers to what honor means. Updates
themes and open questions accordingly.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-05 06:54:49 -05:00
YourWishes 8395830be6 Introduce the Detective, kept deliberately thin by design
Reveals him as the presence following the party since Chapter 1 - a
king's agent who frees the protagonist from execution in early
Chapter 2, drops a small, cagey lead to the newly-dismissed party
leader, and then vanishes to chase other threads. Documents these
early Chapter 2 beats, notes culinary magic is now branded "the
forbidden magic" per the king's cover story, and updates open
questions/themes accordingly. His entry is intentionally sparse -
the character is meant to stay a mystery for as long as possible.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 23:47:50 -05:00
YourWishes 6e4ec2b9d8 Add the party leader's backstory and his mentor
Ties the party leader's rigid, orders-above-all sense of honor back
to a mentor he idolized as a young soldier - one who broke orders on
the night of the Great Explosion to keep his squadron out of the
massacre, then died in it. The party leader doesn't know why at the
time; his eventual realization that his mentor's disobedience was
itself the honorable act becomes his arc's throughline. Also notes
the rest of that squadron, now scattered, as a future plot thread.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 23:37:18 -05:00
YourWishes f501bb8e28 Detail the true events of the Great Explosion
Replaces the vague placeholder with the full account: the king's
personal, in-person purge of the culinary mages' hometown, the failed
hostage surrender, the town's collective final spell (built on a
shared folk song) that becomes the Great Explosion, and the
protagonist's survival via her mother's protective spell. Also adds
the king's official cover story (framing the mages as insurgents),
new characters (the Great Mage and the protagonist's mother), and
updates themes/open questions accordingly.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 23:29:39 -05:00
YourWishes d07cd3397d Start documenting the story: premise, structure, and Chapter 1
Adds story.md covering the overarching premise (a prophecy caused by
the attempt to prevent it), the eight-movement story structure, the
Great Explosion backstory, core characters, and a detailed breakdown
of Chapter 1's opening - the bounty party's retrieval of the
protagonist, the mountain teleportation-logistics trap that splits
the party, and the confrontation with the king.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 23:16:46 -05:00
YourWishes e008fb108a Embed default font as a hard-coded bitmap instead of loading it as an asset
Moves FONT_DEFAULT and its init/dispose into their own font.h/font.c,
and rebuilds it from a static glyph bit array + a runtime-generated
texture/tileset rather than loading ui/minogram.png/.dtf through the
asset system. The engine now always has a usable font to render with,
even if asset loading fails. The now-unused minogram assets are removed.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 22:37:22 -05:00
YourWishes 9aaffff7a8 Add autosave system with forced no-save-device prompt on failure
autoSaveQueue() is a single callable entry point for requesting an
autosave; autoSaveUpdate() pumps the queue each frame and, if the write
fails (e.g. no memory card), forces the existing no-card modal back
open and pauses world simulation until the player retries or accepts a
temporary session. A small overlay shows "SAVING" while a write is in
flight.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 22:05:43 -05:00
YourWishes 7357b4a5df Localize remaining hardcoded UI strings and persist language preference
Replaces the last hardcoded English strings (initial-scene modals, game
menu save status messages) with locale-loaded text, adds a shared
LOCALE_LIST so the settings dropdown and locale manager stay in sync,
and persists the chosen language into savemeta_t across all platforms.
Also fixes two message buffers that were too small for their longest
translations.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 21:39:24 -05:00
YourWishes 1ddc298a74 Only update overworld entities while the overworld scene is active
Entities (and the player's pause-to-open-game-menu handling with them)
previously kept updating every frame regardless of the active scene,
matching an existing TODO in rpgUpdate(). Gating the entity loop itself
means the game menu (and any other entity-driven input) naturally can't
trigger mid-battle or before the initial scene hands off to the
overworld, without needing a scene check at each individual call site.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 20:54:58 -05:00
YourWishes e2a9442aa6 Add initial boot scene to check/prompt for save data before overworld
A new SCENE_TYPE_INITIAL now runs before the overworld: it checks
save-device availability and existing save data, then shows one of two
new dedicated modals - "no save device found" (Retry / Continue Anyway)
or "no save data found, create one?" (Yes / No) - before handing off to
the overworld. Both modals are self-contained UI elements mirroring
uiconfirm.h's shape, registered like any other global UI element.

Choosing "Continue Anyway" marks the session temporary (SAVE.temporary,
folded into saveIsAvailable()) so saving stays disabled for the rest of
the session instead of silently retrying, and the game menu's Save
action now reports that distinctly instead of the generic "no device"
message.

Also removes rpg.c's leftover TEST block (unconditional player-name
stamp + save write on every boot) now that this real flow owns save
creation.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 20:53:01 -05:00
YourWishes aa0180571e Unify save system into one save.h/.c; diverge storage format per platform
Renames savefile_t to saveslot_t and folds last session's standalone
settings.h/.c module back in as savemeta_t, so there's one save system
(SAVE.slots[] + SAVE.meta) instead of two parallel ones - while letting
each platform pick its own physical format for the two concepts:

- Linux now writes human-editable JSON (slot0.json, settings.json, ...)
  via yyjson's mutable writer API, so players can hand-fix a bad setting.
- PSP folds meta into the same sceUtilitySavedata binary payload as its
  one save slot (SAVE_SLOT_COUNT_MAX=1 there - a future save picker will
  let players manage multiple named saves via the OS's own browser).
- GameCube consolidates the 3 per-slot memory card files and the separate
  settings file into one combined card file.

Also fixes two bugs surfaced while building this: the CRC finalize step
seeked to a hardcoded offset (only safe for one section per file, breaks
once meta+slots share a buffer), and save.c's async/sync dispatch left an
unconditional fallback call that doesn't exist on PSP-only platforms.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 18:35:06 -05:00
YourWishes 7f7be39230 Split device settings out of the per-slot save file
Deadzone (and future prefs like locale) now live in their own
settingsfile_t/settings.c, loaded eagerly at boot and saved immediately
on Apply, instead of inside savefile_t - a setting shouldn't reset or
diverge just because the player is on a different save slot, and this
also fixes settings changes not actually reaching disk until the next
full game Save.

PSP settings use a new plain sceIo path rather than sceUtilitySavedata,
since that dialog would flash its native icon on every settings tweak.
GameCube reuses the save system's existing memory card mount rather than
mounting it twice (settingsInit() now runs after saveInit()).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 13:54:15 -05:00
YourWishes 4d95415232 Move global item collected-state, deadzone, and story flags into save file
Adds three new pieces of save-file state, all following the same shape:
the save file is the single source of truth, not a separate live runtime
copy that gets synced in/out.

- globalitemstore.h/.c: per-global-entity-ID "collected" flags
  (savefile_t.globalItemCollected), so a global item entity's init
  callback can check whether it was already picked up in a prior session
  without needing to keep the entity itself alive to remember that.

- Gamepad deadzone: removed input_t.deadzone entirely. The setting UI and
  every platform's actual deadzone-applying code (inputGetDeadzoneDolphin/
  SDL2, previously hardcoded per-platform literals that the settings menu
  didn't actually affect) now read savefile_t.deadzone directly via
  saveGet(SAVE_ACTIVE_SLOT). Default lives in savefile.h
  (SAVE_DEADZONE_DEFAULT), stamped onto every slot in saveInit().

- Story flags: STORY_FLAG_VALUES (a live, codegen-initialized array) is
  replaced by savefile_t.storyFlags, read/written via the existing
  storyFlagGet()/storyFlagSet() call sites (now macros/functions over the
  active save file instead of a separate array). tools/story.py now
  generates STORY_FLAG_DEFAULTS (const) instead; storyFlagInitDefaults()
  stamps those onto a save the first time it's used (file->exists false),
  called from rpgInit().

Added SAVE_ACTIVE_SLOT (0) to savefile.h as the one shared "which slot is
actually being played" constant, replacing three different local/implicit
0s (uigamemenu.c, rpg.c, and now the settings/input call sites).

Verified round-trip on Linux (all three together in one save/load cycle);
both Linux and PSP build clean.
2026-08-04 11:10:44 -05:00
YourWishes 2cbd80a004 Check for existing save data before saving, confirm before creating new
uiGameMenuSave() now attempts a real load first (via the existing generic
saveLoad()/saveExists() primitives) instead of writing blind. If a save
already exists, it saves straight over it as before. If not, it prompts
via the existing uiConfirm dialog ("No save data found. Create a new
save?") before writing - this is exactly the flow GameCube needs (no
native OS save browser to lean on, unlike PSP), but implemented generically
so it also applies correctly on every other platform without any
platform-specific UI code: saveIsAvailable()/saveExists() already reflect
each platform's real state (e.g. Dolphin's memory-card presence and
existing-file checks), so the same logic just does the right thing
everywhere.

Verified the two branches directly on Linux (temporarily wiring the same
saveLoad -> check -> uiConfirmOpen sequence into rpgInit): with no save
file, saveExists() is false and the confirm dialog opens; with one already
written, it's true and the confirm dialog is correctly skipped. Not
verified via actual menu navigation (no input-injection tooling available
here) or on Dolphin (no devkitPPC toolchain in this environment).
2026-08-04 10:33:57 -05:00
YourWishes 9abf8101da PSP: save through the real sceUtilitySavedata API, not raw file I/O
Rewrote savepsp.c/savestreampsp.c to use sceUtilitySavedataInitStart/
Update/GetStatus/ShutdownStart instead of sceIoOpen/Read/Write, so PSP
saves get a proper OS-generated PARAM.SFO (title/savedataTitle/detail) and
show up correctly in the native save browser.

This dialog spans multiple frames and, per this project's prior experience
with the network config dialog, must be pumped non-blocking one step per
real engine frame rather than blocked on synchronously - a raw-sceGu
blocking loop already froze the app on real hardware for that dialog,
since pspGL owns the GU context. So save.h's saveWrite()/saveLoad() are
now callback-based (savecallback_t onComplete) instead of returning a
result directly, mirroring networkRequestConnection()'s shape, with a new
saveUpdate() (wired into engineUpdate()) pumping the active op each frame.
Linux/Dolphin behavior is unchanged - their fallback path in save.c still
completes synchronously, just via an immediate callback call instead of a
direct return.

Two real bugs found via PPSSPP testing (not just code review): SAVE/LOAD
modes show a confirm screen even for brand-new data, which blocks forever
headlessly - switched to AUTOSAVE/AUTOLOAD, which write/read silently and
generate the identical PARAM.SFO. And PPSSPP's dialog status goes straight
from QUIT to NONE without a separately observable FINISHED in between,
which the first version misread as "disappeared without a result" even on
a successful save - fixed by tracking whether QUIT was already seen.

Confirmed end-to-end in PPSSPP: write, dialog completes, PARAM.SFO +
encrypted save.bin appear on the virtual memory stick, and a subsequent
load decrypts/deserializes back to the exact original data. Not tested on
real PSP hardware.
2026-08-04 09:54:45 -05:00
YourWishes 24badd06a5 Add player name field to save file, save it out as a round-trip test
Adds savefile_t.playerName (SAVE_PLAYER_NAME_MAX) serialized via the
existing saveFileReadString/WriteString helpers, and stamps + saves it in
rpgInit() as a test that the save system now persists actual game data,
not just the header/version. Verified manually: written bytes end in
"Dusk\0" immediately after the version field, and loading it back returns
the same string.
2026-08-04 08:59:29 -05:00
YourWishes 7a03ef8eaf Re-enable save system, fix header/version stamping, handle missing media
- Fixed the actual reason saving never worked on any platform: saveWrite()
  never stamped file->header/file->version before serializing, so every
  written save file had a zeroed magic header and failed its own
  validation on the next load. Confirmed via a manual write/load round
  trip that this alone fully explains "saving doesn't work."
- Re-enabled saveInit()/saveDispose() in engine.c (previously commented out
  under "Temporarily disable save code").
- Added SAVE.available + saveIsAvailable(), refreshed by every real
  save/load/delete attempt. saveInit() no longer treats an unreachable
  save medium as fatal to booting - it logs and continues, since a missing
  memory card/stick shouldn't prevent playing.
- Hardened PSP's saveInitPSP() to actually detect a missing memory stick
  (sceIoGetstat on ms0:/) instead of assuming success, and fixed
  single-level sceIoMkdir to build the full PSP/SAVEDATA directory chain.
- Added busy-retry (CARD_ERROR_BUSY) and a not-mounted guard to Dolphin's
  live savestreamdolphin.c path, extending the same handling already
  backported into savedolphin.c.
- Added a "Save" entry to the game menu wired to saveWrite(0), showing a
  clear message on success, on failure, and when saveIsAvailable() is false.
2026-08-04 08:30:24 -05:00
YourWishes f3ea507313 Fixed save crash
Backported from branch ac2 (commit 85b61097) - CARD_Mount was being called
without CARD_Init first, leaving per-channel control blocks and the DSP
unlock sequence unset. On real Dolphin/hardware this surfaced as a hard
MMIO crash instead of a clean CARD_ERROR_* failure.

Co-Authored-By: Dominic Masters <dominic@domsplace.com>
2026-08-04 08:12:57 -05:00
YourWishes 4b0388a0e1 Chunk streaming concurrency, entity slot fix, and map-data-driven spawns
- Allow 2 chunks to be mid-load concurrently instead of 1 (MAP_CHUNK_LOAD_CONCURRENCY).
- Fix entitySetChunk silently losing track of an entity when its target chunk's
  entity slots are full - it now stays detached (and retries later) instead of
  claiming a chunk that never actually registered it.
- DCF format bumped to v5: chunks can now declare entity spawns (global/NPC via
  the existing entityglobal registry, or one-shot item pickups) and map area
  triggers, resolved via a new callback-ID registry (mapareagloballist.h)
  mirroring the entity one. rpg.c's hardcoded TEST entity/item/area spawns are
  gone - chunk_0_0_0.json now carries that data instead. The player is still
  bootstrapped in code since it isn't map-authored content.
2026-08-04 07:37:48 -05:00
YourWishes a84137b5ff del md 2026-08-04 06:58:03 -05:00
YourWishes ca02ee0352 Add camera shake 2026-07-11 11:02:09 -05:00
YourWishes fbaa54145e Fixed dolphin rendering. 2026-07-10 20:15:26 -05:00
YourWishes 28754ffbf2 Removed old scripted types 2026-07-10 13:24:21 -05:00
YourWishes 470c0eba7a Whatever, some minor map chunking improvements 2026-07-10 12:57:31 -05:00
YourWishes 7098dcec43 Cleaned some log 2026-07-09 23:25:43 -05:00
YourWishes 07137f57af Assets are slightly optimized 2026-07-09 23:25:26 -05:00
YourWishes 8b7491a3d3 Emoji support to characters 2026-07-09 13:18:48 -05:00
YourWishes 8cfa8ddfeb Weaather baseline 2026-07-08 12:57:13 -05:00
YourWishes ef284a15a1 pre-cache shader matrices 2026-07-08 12:36:40 -05:00
YourWishes 3723921573 Render culling on sceneoverworld.h 2026-07-08 12:02:41 -05:00
YourWishes 195399635e Updating mini textbox 2026-07-08 11:45:10 -05:00
YourWishes 46e2a924d3 Mini textboxes 2026-07-08 10:53:53 -05:00
YourWishes b693ea4102 Starting item and battle stuff 2026-07-08 10:05:21 -05:00
YourWishes a73f55beb0 Battle stuff
Build Dusk / build-linux (push) Successful in 7m5s
Build Dusk / build-psp (push) Successful in 1m33s
Build Dusk / build-knulli (push) Successful in 4m0s
Build Dusk / build-gamecube (push) Successful in 3m31s
Build Dusk / build-gamecube-iso (push) Successful in 3m39s
Build Dusk / build-wii (push) Successful in 3m5s
Build Dusk / build-wii-iso (push) Successful in 3m25s
2026-07-08 07:55:15 -05:00
YourWishes 0bd2491ab7 Dropdown test. 2026-07-07 15:18:33 -05:00
YourWishes 860c797c9c Last round of cleanup for settings for now. 2026-07-07 14:56:08 -05:00
YourWishes 38c5080f9f Collapsing more ui settings code 2026-07-07 14:36:19 -05:00
YourWishes fae191d8fe Settings improvements 2026-07-07 14:00:37 -05:00
YourWishes d83a953e2d First pass of language 2026-07-07 11:14:02 -05:00
YourWishes 2dcf0d0f0d UI Confirm 2026-07-07 10:12:22 -05:00
YourWishes 6dee37d8c1 Slider widget and some cleanup 2026-07-07 09:58:10 -05:00
YourWishes 3bad03afb3 Item entity 2026-07-07 07:52:22 -05:00
YourWishes 6a6d8448f7 Area cutscene controls 2026-07-07 07:28:12 -05:00
YourWishes 189babd2cf Trigger types on areas 2026-07-07 07:07:32 -05:00
YourWishes 988a0f2294 Area basics 2026-07-06 23:19:05 -05:00
YourWishes 85bf455731 entity pos sets chunk now 2026-07-04 18:43:09 -05:00
YourWishes 589e4224f3 Example global ent 2026-07-04 13:03:24 -05:00
YourWishes bd7fa154b4 Add user data to callbacks 2026-07-04 09:13:37 -05:00
YourWishes a292f1992b Change to use the Z tile system 2026-07-04 08:40:53 -05:00
YourWishes 88ddf429b7 add some entity management in prep for global entities. 2026-07-03 12:25:24 -05:00
YourWishes 7a1f6662df More cutscene tools 2026-07-03 09:17:49 -05:00
YourWishes afc68bccc6 Update test runner
Build Dusk / build-linux (push) Successful in 5m36s
Build Dusk / build-psp (push) Successful in 1m15s
Build Dusk / build-knulli (push) Successful in 4m53s
Build Dusk / build-gamecube (push) Successful in 3m51s
Build Dusk / build-gamecube-iso (push) Successful in 3m52s
Build Dusk / build-wii (push) Successful in 3m17s
Build Dusk / build-wii-iso (push) Successful in 4m54s
2026-07-02 19:20:17 -05:00
YourWishes b4cdc4a64f Add remove event
Build Dusk / run-tests (push) Failing after 5m7s
Build Dusk / build-linux (push) Successful in 5m41s
Build Dusk / build-psp (push) Successful in 1m17s
Build Dusk / build-knulli (push) Successful in 4m22s
Build Dusk / build-gamecube (push) Successful in 3m43s
Build Dusk / build-gamecube-iso (push) Successful in 3m36s
Build Dusk / build-wii (push) Successful in 3m36s
Build Dusk / build-wii-iso (push) Successful in 3m22s
2026-07-02 16:10:47 -05:00
YourWishes 3ad5afb81c Fix item crash 2026-07-02 16:04:41 -05:00
YourWishes bed3f20118 Lot of cutscene cleanup 2026-07-02 15:53:02 -05:00
YourWishes de67315178 Cutscene cleanup 2026-07-02 14:59:41 -05:00
YourWishes 8d5c0c7cad Path finding (first pass) 2026-07-02 14:08:59 -05:00
YourWishes a8271e01bd Fade cutscene items 2026-07-02 13:26:41 -05:00
YourWishes 900b3f8558 More cutscene stuff 2026-07-02 12:54:12 -05:00
YourWishes fdc4e056f9 Cutscene defs 2026-07-02 11:32:31 -05:00
YourWishes 7b98e40ccf Cutscene tests 2026-07-02 11:18:36 -05:00
YourWishes 01d89cf22c Map tweaks 2026-07-01 21:07:24 -05:00
YourWishes 503a3c799a Grid to editor 2026-07-01 20:51:46 -05:00
YourWishes 0b21388844 Fixing bugs, one at a time 2026-07-01 20:23:44 -05:00
YourWishes 117bdf0c00 Fov tweaks 2026-07-01 20:18:32 -05:00
YourWishes 172dc5d37b Tile Z is now hypotenused to 1 rather than stretching to have Z of 1. 2026-07-01 16:27:59 -05:00
YourWishes 874c6258ab New ramp types
Build Dusk / run-tests (push) Failing after 5m33s
Build Dusk / build-linux (push) Successful in 5m3s
Build Dusk / build-psp (push) Successful in 1m17s
Build Dusk / build-knulli (push) Successful in 4m45s
Build Dusk / build-gamecube (push) Successful in 3m49s
Build Dusk / build-gamecube-iso (push) Successful in 3m50s
Build Dusk / build-wii (push) Successful in 3m29s
Build Dusk / build-wii-iso (push) Successful in 4m4s
2026-07-01 16:05:02 -05:00
YourWishes a2d0a12c1a more editor stuff 2026-07-01 15:58:59 -05:00
YourWishes 38b24e1c3d editor first pass 2026-07-01 15:48:59 -05:00
YourWishes 5ecbbe296b Chunk load skin 2026-07-01 13:29:01 -05:00
YourWishes 9d7a769d8f Disable console printing on map chunk loading 2026-07-01 13:03:54 -05:00
YourWishes 9b75e5ed83 Async chunk loading 2026-07-01 12:58:33 -05:00
YourWishes a9ab8dc1d8 Chunks, models, and more 2026-07-01 08:35:01 -05:00
YourWishes a34831aa02 Add entity turn lockout 2026-06-30 21:23:34 -05:00
YourWishes 84ebaa0751 A lot of PSP optimizations 2026-06-30 21:01:11 -05:00
YourWishes 55352805ee Efficient loading of chunks now and PSP is slighty more optimized 2026-06-30 20:00:34 -05:00
YourWishes c0a3f2e16a Add scene scaling 2026-06-30 19:30:13 -05:00
YourWishes 28ff331a28 Create some test chunks and buildings 2026-06-30 19:08:39 -05:00
YourWishes f9a53ec719 Ramps fixed 2026-06-30 18:30:10 -05:00
YourWishes 6a403e6caf Add test hill 2026-06-30 18:21:46 -05:00
YourWishes a6f449bb93 example building 2 2026-06-30 16:21:47 -05:00
YourWishes 0614bfc446 example building 2026-06-30 16:21:46 -05:00
YourWishes bb020c36c1 CHUNK STUFF 2026-06-27 17:19:44 -05:00
YourWishes f17b0bfcfb Tiles 2026-06-27 08:50:55 -05:00
YourWishes 2a85c9503f npc interact turn to face player 2026-06-27 06:30:45 -05:00
YourWishes 182428d6d6 Merge branch 'cutscene'
Build Dusk / build-linux (push) Successful in 5m53s
Build Dusk / run-tests (push) Failing after 16m6s
Build Dusk / build-psp (push) Successful in 3m38s
Build Dusk / build-knulli (push) Successful in 3m50s
Build Dusk / build-gamecube (push) Successful in 3m7s
Build Dusk / build-gamecube-iso (push) Successful in 3m22s
Build Dusk / build-wii (push) Successful in 3m58s
Build Dusk / build-wii-iso (push) Successful in 2m57s
2026-06-26 19:43:30 -05:00
YourWishes 8181a28557 Bunch of stuff done 2026-06-26 19:42:34 -05:00
YourWishes 88aed11d98 Blocked path 2026-06-26 14:42:35 -05:00
YourWishes 67010592b8 Fixing some performance 2026-06-26 14:41:30 -05:00
YourWishes dd22d6424a testing some performance stuff 2026-06-26 14:29:55 -05:00
YourWishes e53775b97f Fixed player turn bug 2026-06-26 14:24:13 -05:00
YourWishes d326f6c1ac NPC movements 2026-06-26 14:21:48 -05:00
YourWishes 556111c00a Merge pull request 'Gitea actions' (#5) from gitea-actions into main
Build Dusk / run-tests (push) Successful in 5m39s
Build Dusk / build-linux (push) Successful in 5m20s
Build Dusk / build-psp (push) Successful in 1m22s
Build Dusk / build-knulli (push) Successful in 3m51s
Build Dusk / build-gamecube (push) Successful in 3m27s
Build Dusk / build-gamecube-iso (push) Successful in 3m25s
Build Dusk / build-wii (push) Successful in 3m2s
Build Dusk / build-wii-iso (push) Successful in 3m7s
Reviewed-on: #5
2026-06-26 13:39:21 -05:00
YourWishes ebc7110e63 Restrict CI trigger to tags only
Remove gitea-actions branch trigger now that the runner setup is stable.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 13:37:28 -05:00
YourWishes af49d1c8bb Restore all builds; update gamecube/wii/wii-iso to use container
Build Dusk / run-tests (push) Successful in 5m44s
Build Dusk / build-linux (push) Successful in 5m10s
Build Dusk / build-psp (push) Successful in 1m27s
Build Dusk / build-knulli (push) Successful in 3m51s
Build Dusk / build-gamecube (push) Successful in 3m15s
Build Dusk / build-gamecube-iso (push) Successful in 3m25s
Build Dusk / build-wii (push) Successful in 3m5s
Build Dusk / build-wii-iso (push) Successful in 3m1s
All jobs re-enabled except vita. gamecube, wii, and wii-iso now use
the ghcr.io/extremscorner/libogc2 container with Node.js pre-installed,
matching the working gamecube-iso pattern.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:49:33 -05:00
YourWishes c71dbb1dfc Enable build-knulli using debian:trixie container
Build Dusk / build-knulli (push) Successful in 3m59s
Build Dusk / build-gamecube-iso (push) Successful in 3m11s
Runs the job inside debian:trixie (same as the Dockerfile) with
Node.js pre-installed before checkout. Installs arm64 cross-compilation
deps and runs build-knulli.sh directly.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:43:13 -05:00
YourWishes 432aa3c4fa Fix gamecube-iso container: install Node.js before checkout
Build Dusk / build-gamecube-iso (push) Successful in 3m36s
actions/checkout requires Node.js. Install it via apt as a plain shell
step (no Node needed) before the checkout action runs.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:17:30 -05:00
YourWishes 5c93503710 Fix gamecube-iso: use docker run instead of job container
Build Dusk / build-gamecube-iso (push) Failing after 5s
actions/checkout requires Node.js which the libogc2 container lacks.
Checkout on the runner, then run the full build inside the container
via docker run with the workspace mounted.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:16:21 -05:00
YourWishes 0d58050def Switch gamecube-iso to run inside extremscorner/libogc2 container
Build Dusk / build-gamecube-iso (push) Failing after 4m0s
Avoids devkitPro apt server rate-limiting in CI by using the pre-built
ghcr.io/extremscorner/libogc2 container (same base as the Dockerfile).
Toolchain is already installed; only apt/dkp extras are added per-run.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:10:43 -05:00
YourWishes 27bb78209a Debug devkitPro install: print installer script before running
Build Dusk / build-gamecube-iso (push) Failing after 1m11s
Print the installer script contents in CI log so we can see what URLs
it tries to fetch. Also add /etc/mtab symlink as the devkitPro base
Docker image does.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:04:00 -05:00
YourWishes 3201f5a25b Fix devkitPro install by setting up apt repo manually
Build Dusk / build-gamecube-iso (push) Failing after 1m14s
The installer script exits with code 8 on Ubuntu. Replace with manual
GPG key + apt source setup followed by apt-get install devkitpro-pacman.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 11:53:26 -05:00
YourWishes d3df8a96d3 Add setup-pspdev and setup-devkitpro composite actions; enable gamecube-iso
Build Dusk / build-gamecube-iso (push) Failing after 1m9s
Extracts toolchain setup into reusable composite actions under
.github/actions/. Comments out build-psp, adds build-gamecube-iso
job using the new setup-devkitpro action directly on the runner.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 11:51:06 -05:00
YourWishes 7ec5266b1f Disabled other actions for now
Build Dusk / build-psp (push) Successful in 1m27s
2026-06-26 11:42:50 -05:00
YourWishes e74ff7c805 Add cmake to PSP runner dependencies
Build Dusk / build-linux (push) Has been cancelled
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Build Dusk / build-wii-iso (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
The pspdev/pspdev base image bundles cmake; the bare runner needs it
installed explicitly.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 11:40:18 -05:00
YourWishes 1d5f3c2959 Update PSP job to build directly on runner
Build Dusk / run-tests (push) Successful in 5m20s
Build Dusk / build-linux (push) Successful in 5m6s
Build Dusk / build-psp (push) Failing after 53s
Build Dusk / build-knulli (push) Failing after 51s
Build Dusk / build-gamecube (push) Failing after 43s
Build Dusk / build-gamecube-iso (push) Failing after 43s
Build Dusk / build-wii (push) Failing after 45s
Build Dusk / build-wii-iso (push) Failing after 48s
Replaces Docker build with direct pspdev toolchain installation from
GitHub releases and runs build-psp.sh natively on the Ubuntu runner.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 10:55:52 -05:00
YourWishes 469034b223 Fix action versions for Gitea compatibility
Build Dusk / run-tests (push) Successful in 5m43s
Build Dusk / build-linux (push) Successful in 5m25s
Build Dusk / build-knulli (push) Has been cancelled
Build Dusk / build-gamecube (push) Has been cancelled
Build Dusk / build-gamecube-iso (push) Has been cancelled
Build Dusk / build-wii (push) Has been cancelled
Build Dusk / build-wii-iso (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Downgrade upload-artifact to v3 (v4+ not supported on GHES/Gitea).
Fix checkout from non-existent v6 to v4.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 10:55:00 -05:00
YourWishes f3a394de21 Update CI to build tests and Linux directly on runner
Build Dusk / run-tests (push) Successful in 5m41s
Build Dusk / build-linux (push) Failing after 5m10s
Build Dusk / build-psp (push) Failing after 44s
Build Dusk / build-knulli (push) Failing after 45s
Build Dusk / build-gamecube (push) Failing after 57s
Build Dusk / build-gamecube-iso (push) Failing after 1m3s
Build Dusk / build-wii (push) Failing after 39s
Build Dusk / build-wii-iso (push) Failing after 35s
Replaces Docker-based builds for run-tests and build-linux jobs with
direct apt-get dependency installation and inner build scripts.
Also triggers on pushes to gitea-actions branch.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 10:41:38 -05:00
YourWishes cb23d4c11b Add missing assert on backpack 2026-06-26 10:38:57 -05:00
YourWishes bbf5b706f0 Cutscene combined 2026-06-26 10:24:39 -05:00
YourWishes 1e890f6d86 Backpack changes 2026-06-26 09:04:57 -05:00
YourWishes 2fe543a603 UI Transition 2026-06-26 08:44:26 -05:00
YourWishes 24631990bd Fixed dolphin aspect ratio 2026-06-25 22:47:23 -05:00
YourWishes 0c8c0d24ba fix chunk loading based on player position 2026-06-25 22:29:13 -05:00
YourWishes 454b8a91ba Fixed dolphin ratioing 2026-06-25 22:21:12 -05:00
YourWishes a74f1568e9 Small improvements to performance 2026-06-25 21:30:44 -05:00
YourWishes 3f35d56be4 UI Frame finally doing things 2026-06-25 20:58:44 -05:00
YourWishes 722fe2ccfb Some label fixes 2026-06-25 19:56:14 -05:00
YourWishes d85737cc08 UI menu 2026-06-25 19:35:33 -05:00
YourWishes ce29435831 Example settings more or less done, showing full ui example basically. 2026-06-25 18:34:49 -05:00
YourWishes d3715eece8 Time and tick helpers 2026-06-25 18:16:46 -05:00
YourWishes 335d79f2c4 NUked archive 2026-06-25 18:01:11 -05:00
YourWishes a9e33660cb UI Frame 2026-06-25 15:33:17 -05:00
YourWishes 8faf881399 Bit if UI cleanup 2026-06-25 14:56:48 -05:00
YourWishes c4969a36cc Add UI cropping 2026-06-25 12:13:04 -05:00
YourWishes 26fcaf6e75 Restored some stuff 2026-06-25 11:53:15 -05:00
1112 changed files with 55122 additions and 24577 deletions
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# Animation System
Source: `src/dusk/animation/`
Lightweight keyframe-based value interpolation using fixed-point math throughout.
---
## Easing (`animation/easing.h`)
`easingApply(type, t)` applies an easing function to a normalized time value `t ∈ [0, FIXED_ONE]` and returns the eased value in the same range.
All functions are also callable directly:
```c
fixed_t t = FIXED(0.5f);
fixed_t out = easingApply(EASING_IN_OUT_CUBIC, t);
```
Available easing types (all in `easingtype_t`):
| Enum value | Curve |
|---|---|
| `EASING_LINEAR` | straight line |
| `EASING_IN_SINE` / `OUT` / `IN_OUT` | sinusoidal |
| `EASING_IN_QUAD` / `OUT` / `IN_OUT` | quadratic |
| `EASING_IN_CUBIC` / `OUT` / `IN_OUT` | cubic |
| `EASING_IN_QUART` / `OUT` / `IN_OUT` | quartic |
| `EASING_IN_BACK` / `OUT` / `IN_OUT` | overshoots slightly |
`EASING_FUNCTIONS[EASING_COUNT]` is a table of `easingfn_t` function pointers for when you need to pick an easing at runtime without a switch.
---
## Keyframes (`animation/keyframe.h`)
```c
typedef struct {
fixed_t time; // time point this keyframe is at
fixed_t value; // output value at this time
easingtype_t easing; // easing to apply when interpolating toward the NEXT keyframe
} keyframe_t;
```
Keyframe arrays should be sorted ascending by `time`.
---
## Animation (`animation/animation.h`)
`animation_t` wraps a keyframe array and provides value lookup:
```c
keyframe_t frames[] = {
{ FIXED(0.0f), FIXED(0.0f), EASING_LINEAR },
{ FIXED(1.0f), FIXED(1.0f), EASING_IN_OUT_CUBIC },
{ FIXED(2.0f), FIXED(0.0f), EASING_LINEAR },
};
animation_t anim;
animationInit(&anim, frames, 3);
fixed_t value = animationGetValue(&anim, FIXED(0.75f)); // interpolated
```
`animationGetValue` finds the surrounding keyframes for the given `time`, computes the local `t` within that segment, applies the keyframe's easing, and linearly interpolates between the two keyframe values.
The animation does not own the keyframe array — it holds a pointer. Pass a static or long-lived array.
---
## Usage in the engine
Entity animations (`entityanim_t`) do NOT use this system — they use a simple countdown timer (`animTime`) and a state enum. The `animation_t` system is intended for property animation: UI transitions, camera easing, visual effects, anything that needs a time → value curve.
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# Architecture
## Platform abstraction
Every subsystem that differs across platforms (display, input, asset loading, save, time, network, log) follows the same pattern:
1. `src/dusk/<subsystem>/<subsystem>platform.h` — included by the public header. Contains `#include "path/to/platform-specific-header.h"` resolved by the build system include path.
2. `src/dusk{platform}/<subsystem>/<subsystem>platform.h` — the actual platform-specific header included above (e.g. `src/duskgl/display/framebuffer/framebufferplatform.h`).
3. The shared header (`src/dusk/<subsystem>/<subsystem>.h`) `#error`s at compile time if the platform doesn't define the expected macros/types.
The active platform backends are selected by `DUSK_TARGET_SYSTEM` in CMake, which includes `cmake/targets/<system>.cmake`. That file sets compile definitions (`DUSK_LINUX`, `DUSK_SDL2`, `DUSK_OPENGL`, …) and links platform libraries.
Platform source directories:
- `src/duskgl/` — OpenGL rendering (used on Linux and as the GL layer for SDL2)
- `src/dusksdl2/` — SDL2 window/input/time (Linux desktop)
- `src/dusklinux/` — Linux filesystem/save/network
- `src/duskdolphin/` — GameCube & Wii (GX renderer, libogc)
- `src/duskpsp/` — PSP (GU renderer, PSPSDK)
- `src/duskvita/` — PS Vita
## Subsystem lifecycle
All subsystems follow `init → update (per frame) → dispose`. Engine initialization order matters and is centralized in `engine.c`:
```
systemInit → timeInit → consoleInit → inputInit → assetInit →
localeManagerInit → displayInit → uiInit → uiTextboxInit →
cutsceneInit → rpgInit → networkInit → sceneInit
```
Dispose runs in reverse. Each call uses `errorChain()` to propagate failures.
## Error handling
Functions that can fail return `errorret_t` (a code + pointer to thread-local error state). Three core macros:
```c
errorThrow("message %s", arg); // sets error, returns from current function
errorChain(someCall()); // if someCall() fails, propagates and returns
errorOk(); // returns success
```
Check with `errorIsOk(ret)` / `errorIsNotOk(ret)`. The error state carries file/function/line info for a stack-like trace.
## Fixed-point math
`fixed_t` is `int32_t` with Q24.8 format (8 fractional bits, ~0.004 resolution). Use it for all world/game values:
```c
fixed_t x = FIXED(1.5); // compile-time literal
fixed_t y = fixedFromI32(3); // runtime conversion
fixed_t z = fixedMul(x, y); // arithmetic
float_t f = fixedToFloat(z); // only where float is needed (e.g. GL uniforms)
```
## Code generation from CSV
Several subsystems define their data in CSV files and have corresponding Python tools that generate C headers at build time (via CMake `add_custom_command`):
| CSV | Tool | Output |
|-----|------|--------|
| `src/dusk/input/input.csv` | `tools/input/csv/` | input action enum + names |
| `src/dusk/display/color.csv` | `tools/color/csv/` | color constants |
| `src/dusk/rpg/item/item.csv` | `tools/item/csv/` | item enum + metadata |
| `src/dusk/rpg/story/storyflag.csv` | `tools/story/csv/` | story flag enum + initial values |
Generated headers are written to `build-<target>/generated/` and included via `target_include_directories`.
## Asset system
Assets are packed into `dusk.dsk` (a zip archive) at build time from the `assets/` directory. At runtime `asset.c` opens the archive and serves files from it.
Loading is asynchronous: `assetLock()` registers a load request; the background thread calls the appropriate loader; call `assetRequireLoaded()` to block until ready. `assetUnlock()` / `assetUnlockEntry()` releases the entry so it can be reclaimed.
Loaders are registered per type (`assetloadertype_t`) and live under `src/dusk/asset/loader/`. Platform-specific asset init (finding the .dsk file) is in `src/dusk{platform}/asset/`.
## Display subsystem
The display system is currently organized around immediate GPU-style rendering: `mesh_t` (vertex buffers), `shader_t` (GLSL on GL / TEV state on Dolphin), `texture_t`, and `framebuffer_t`. See [display-refactor.md](display-refactor.md) for the planned move to a render-queue model (needed for a future Saturn port).
The `spritebatch_t` (`display/spritebatch/`) accumulates 2D quads and flushes in batches — the primary 2D drawing primitive used by the RPG layer.
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# Asset System
Source: `src/dusk/asset/`
All game assets are packed into `dusk.dsk` (a zip archive) at build time and served from it at runtime. The asset system manages async loading, reference counting, and platform-specific archive location.
See [architecture.md](architecture.md#asset-system) for the high-level overview.
---
## Asset archive
The archive is opened at `assetInit()`. `assetFileExists(filename)` checks for a file without loading it. The file path format inside the archive matches the layout of the `assets/` source directory.
On each platform, `assetInitPlatform()` locates the `.dsk` file (e.g. adjacent to the binary on Linux, on the SD card on PSP).
---
## Entry lifecycle
An `assetentry_t` represents one file being managed by the system. States:
```
NOT_STARTED → PENDING_ASYNC → LOADING_ASYNC → PENDING_SYNC → LOADING_SYNC → LOADED
└→ ERROR
```
- **PENDING_ASYNC / LOADING_ASYNC**: the background thread is handling I/O (file reads, decompression).
- **PENDING_SYNC / LOADING_SYNC**: the main thread needs to finish loading (e.g. uploading to GPU), triggered during `assetUpdate()`.
The async/sync split exists because GPU operations must happen on the main thread.
---
## Using assets
```c
// Acquire a loaded entry (blocks until loaded):
assetentry_t *entry = assetLock(filename, ASSET_LOADER_TYPE_TEXTURE, &input);
errorChain(assetRequireLoaded(entry));
// Use the loaded data:
texture_t *tex = &entry->data.texture.texture;
// Release when done:
assetUnlockEntry(entry);
```
`assetLock` finds-or-creates an entry and increments its reference count. `assetUnlock` / `assetUnlockEntry` decrements it; when it reaches zero the entry is reclaimed at the next `assetUpdate()`.
To subscribe to async completion instead of blocking:
```c
eventSubscribe(&entry->onLoaded, myCallback, myUser);
```
---
## Loader types
| Type constant | File | Output struct accessed via |
|---|---|---|
| `ASSET_LOADER_TYPE_TEXTURE` | `.png` etc. | `entry->data.texture.texture` |
| `ASSET_LOADER_TYPE_TILESET` | tileset descriptor | `entry->data.tileset.tileset` |
| `ASSET_LOADER_TYPE_MESH` | mesh data | `entry->data.mesh.mesh` |
| `ASSET_LOADER_TYPE_LOCALE` | `.po` file | internal to locale manager |
| `ASSET_LOADER_TYPE_JSON` | `.json` | `entry->data.json.*` |
Each loader type registers `loadAsync`, `loadSync`, and `dispose` callbacks in `ASSET_LOADER_CALLBACKS[]`.
The async callback runs on the loader thread; the sync callback runs on the main thread during `assetUpdate()`. Most loaders do file I/O async and GPU upload sync.
### Error handling inside loaders
Use these macros instead of `errorThrow` / `errorChain` inside loader callbacks — they also set the entry state to ERROR:
```c
assetLoaderErrorChain(loading, someCall());
assetLoaderErrorThrow(loading, "Descriptive message");
```
---
## Low-level file I/O (`asset/assetfile.h`)
`assetfile_t` wraps a `zip_file_t` handle and provides streaming reads:
```c
assetFileInit(&file, "textures/player.png", NULL, NULL);
assetFileOpen(&file);
assetFileRead(&file, buffer, size);
assetFileClose(&file);
assetFileDispose(&file);
// Read entire file into a malloc'd buffer:
uint8_t *buf; size_t size;
assetFileReadEntire(&file, &buf, &size); // caller frees buf
```
For line-by-line text parsing (`assetfilelinereader_t`):
```c
assetFileLineReaderInit(&reader, &file, readBuf, readBufSize, outBuf, outBufSize);
while(!reader.eof) {
errorChain(assetFileLineReaderNext(&reader));
// reader.outBuffer contains the line, reader.lineLength its length
}
```
---
## Background loader thread
`assetUpdateAsync(thread)` is the thread entry point. It calls `assetUpdate()` in a loop, sleeping briefly between iterations, until `threadShouldStop()` returns true. The main thread also calls `assetUpdate()` once per frame to process the sync phase.
Up to `ASSET_LOADING_COUNT_MAX` (4) entries can be loading concurrently.
Up to `ASSET_ENTRY_COUNT_MAX` (128) entries can exist at once.
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# Display Refactor Progress
## Immediate Goal
Render a 32x32 white square through the new render opcode stack on Linux.
## Architecture (summary)
See `.claude/display-refactor.md` for the full design.
- `src/dusk/render/` -- opcode format + buffer + submission API (the *contract*).
- Platform backends (e.g. `src/duskgl/`) consume the buffer and translate to native API calls.
- `src/dusk/display/` -- orchestration shell only: `displayInit`, `displayUpdate`, `displayDispose`.
- Scenes call `renderSprite(...)`, `renderClear(...)`. The backend executes the intent.
## Opcode format (32 bytes)
Every command starts with a 4-byte `ropheader_t` (opcode, flags, depth). Two commands defined:
- `ROP_CLEAR` (32 bytes) -- clear with a color.
- `ROP_DRAW_SPRITE` (32 bytes) -- screen-space int16 x/y/w/h + tint color.
## Milestone 1 -- Archive + strip existing display deps ✓
- [x] Old `src/dusk/display/` archived (now deleted from working tree via git).
- [x] Old `src/duskgl/display/` removed (new GL renderer replaces it).
- [x] `engine.c` stripped to minimal subsystems, set to `SCENE_TYPE_TEST`.
- [x] `scene.c` stripped of old display/shader/screen references.
- [x] `console.c` stripped of display deps.
- [x] `ui/CMakeLists.txt` gutted (re-implementation deferred).
- [x] `asset/loader/CMakeLists.txt` -- display loaders disabled.
- [x] `asset/loader/assetloader.h` -- display loader types removed.
- [x] `rpg/overworld/chunk.h` -- mesh_t / meshvertex_t removed.
- [x] `rpg/overworld/map.c` -- mesh/spritebatch calls removed.
- [x] `scene/overworld/sceneoverworld.c` -- stubbed to empty callbacks.
- [x] Test suite display tests disabled.
## Milestone 2 -- Render opcode system ✓
- [x] `src/dusk/render/rop.h` -- `ropheader_t`, `ropclear_t`, `ropsprite_t`.
- [x] `src/dusk/render/ropbuffer.h/.c` -- `ROPBUFFER` global, reset, alloc.
- [x] `src/dusk/render/render.h/.c` -- `renderClear()`, `renderSprite()`.
- [x] `src/dusk/render/CMakeLists.txt`.
## Milestone 3 -- New minimal display shell ✓
- [x] `src/dusk/display/display.h/.c` -- init/update/dispose, calls platform hooks.
- [x] `src/dusk/display/displaystate.h` -- cull/depth/blend flags.
- [x] `src/dusk/display/color.csv` + `CMakeLists.txt` -- color generation kept.
## Milestone 4 -- GL backend ✓
- [x] `src/duskgl/render/rendergl.h/.c`:
- GL 3.3 core shader (ortho projection, solid color, no texture yet).
- `renderGLInit` -- creates VAO/VBO/shader.
- `renderGLFlush(buf, w, h)` -- walks ROPBUFFER, GL calls per opcode.
- `ROP_CLEAR``glClearColor` + `glClear`.
- `ROP_DRAW_SPRITE` → 6-vertex quad, `glDrawArrays`.
- [x] `src/duskgl/error/errorgl.h/.c` -- `errorGLCheck`.
- [x] `src/duskgl/CMakeLists.txt`.
- [x] `src/dusksdl2/display/displaysdl2.h/.c` updated:
- `displaySDL2Init` -- SDL2 window + GL 3.3 context + `renderGLInit`.
- `displaySDL2Flush(ropbuffer_t *)` -- MakeCurrent + `renderGLFlush`.
- `displaySDL2Swap` -- SDL_GL_SwapWindow.
- [x] `src/dusklinux/display/displayplatform.h` updated with new macros.
## Milestone 5 -- Test scene ✓
- [x] `SCENE_TYPE_TEST` added to `scenetype.h/.c`.
- [x] `src/dusk/scene/test/scenetest.h/.c`:
- `renderClear(color(32, 32, 48, 255))` -- dark blue-grey background.
- `renderSprite(100, 100, 32, 32, COLOR_WHITE)` -- 32x32 white square.
- [x] `engine.c` starts with `SCENE_TYPE_TEST`.
## Milestone 6 -- Verified ✓
- [x] Build succeeds with no errors (2026-06-18).
- [x] Engine initializes: SDL window + GL context + shader + test scene.
- [x] No crashes running for 5+ seconds.
- [ ] 32x32 white square visually confirmed on screen.
---
## Status: BUILD PASSING -- awaiting visual confirmation
---
## Decisions log
**2026-06-18** -- `color_t = color4b_t` (from generated `display/color.h`). The color generation pipeline (color.csv + Python tool) is kept in the new minimal `src/dusk/display/CMakeLists.txt`.
**2026-06-18** -- `ROP_SIZE = 32`. All opcodes fixed 32 bytes. 3D quads will be 64 bytes when added later.
**2026-06-18** -- Depth sort deferred. Buffer stores unsorted commands; painter platforms sort on flush. GL uses Z-buffer.
**2026-06-18** -- Texture system not yet wired into the opcode pipeline. `ROP_DRAW_SPRITE` with `texture=0` uses solid tint color only (no sampler). Texture handle system comes next.
**2026-06-18** -- GL backend uses GL 3.3 Core profile. Shader takes screen-space pixel coordinates and converts to clip space using window size queried from SDL each frame.
**2026-06-18** -- `ROPBUFFER` is a global (4096 slots × 32 bytes = 128 KB). Reset at start of each frame in `displayUpdate`.
**2026-06-18** -- `ui/`, `rpg/overworld` display code, asset display loaders all temporarily stubbed/disabled. Will be rewritten against the new render API.
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# Display System
Source: `src/dusk/display/`
The display system is the rendering pipeline. It is abstracted across platforms via `displayplatform.h` — see [architecture.md](architecture.md) for the abstraction pattern. The current concrete backends are OpenGL (`src/duskgl/`) and GX/Dolphin (`src/duskdolphin/`).
For the planned render-queue refactor (required for Saturn), see [display-refactor.md](display-refactor.md).
---
## Render / ROP system (`display/render/`)
The ROP (Render OPcode) system is the low-level, backend-agnostic drawing API. All game drawing goes through this layer; backends (`rendergl.c`, `renderpsp.c`, `renderdolphin.c`) execute the commands at display flush time.
### API (`display/render/render.h`)
```c
/* Clear the framebuffer */
void renderClear(color_t color);
/* 2D textured quad at pixel coordinates */
void renderSprite(
int16_t x, int16_t y, int16_t w, int16_t h,
int16_t depth, /* 0=front … 32767=back */
rtexture_t texture, color_t tint
);
/* Set perspective projection for subsequent 3D draws */
void renderSetProjection(
fixed_t fovY, fixed_t aspect, fixed_t nearZ, fixed_t farZ
);
/* Set camera position/target for subsequent 3D draws */
void renderSetView(
int16_t eyeX, int16_t eyeY, int16_t eyeZ,
int16_t tgtX, int16_t tgtY, int16_t tgtZ
);
/* World-space quad: center point + right half-extent + up half-extent */
void renderQuad3D(
int16_t cx, int16_t cy, int16_t cz,
int16_t rx, int16_t ry, int16_t rz,
int16_t ux, int16_t uy, int16_t uz,
int16_t depth,
rtexture_t texture, color_t tint
);
/* Create / dispose an 8-bit indexed palette texture */
rtexture_t renderTextureCreate(
uint16_t w, uint16_t h,
const uint8_t *indices, /* w×h pixel indices (0-255) */
const color_t *palette /* 256 RGBA colour entries */
);
void renderTextureDispose(rtexture_t tex);
/* Mutable pointers to the texture's CPU-side data.
* Write directly to these; the next draw call picks up the changes.
* GL: dirty flag set on getter call; glTexSubImage2D at next bind.
* PSP: re-pads indices and converts palette → ABGR at bind time.
* Dolphin: re-tiles CI8 and converts palette → RGB5A3 at bind time. */
color_t *renderTextureGetPalette(rtexture_t tex); /* color_t[256] */
uint8_t *renderTextureGetIndices(rtexture_t tex); /* uint8_t[w*h] */
```
### Coordinate conventions
| Domain | Type | Scale | Notes |
|---|---|---|---|
| 3D world positions | `int16_t` | 1 unit = 1 cm | Matches PS1 GTE / N64 RSP native format |
| Camera/projection params | `fixed_t` | Q24.8 | `FIXED(x)` for literals |
| 2D screen positions | `int16_t` | pixels | Origin top-left |
| UV coords | `uint8_t` | 0255 → 0.01.0 | Stored in ROP structs |
### Palettized textures
All textures are 8-bit indexed. `renderTextureCreate` takes:
- `indices`: one `uint8_t` per pixel (0255), row-major
- `palette`: exactly **256** `color_t` RGBA entries
**Per-platform storage:**
| Platform | CPU source of truth | GPU/native format | When derived |
|---|---|---|---|
| GL (Linux/Vita) | `color_t palette[256]` + `uint8_t *cpuIndices` in slot | `GL_R8` index tex + `GL_RGBA` 256×1 palette tex | Lazy: dirty flag set by getter, `glTexSubImage2D` at next bind |
| PSP | `color_t palette[256]` + unpadded `uint8_t *cpuIndices` | Stride-padded indices (POT ≥ 8) + ABGR8888 CLUT in shared `pspAbgrBuf` | Every `bindTexture` call; dcache-flushed before GU reads |
| Dolphin/GC/Wii | `color_t palette[256]` + unpadded `uint8_t *cpuIndices` | CI8 tiled (8×4 tiles, 32 B/tile) + RGB5A3 TLUT in `tlutData` | Every `bindTexture` call; `DCFlushRange` before GX load |
**GL palette shader detail**: The fragment shader samples the R8 index texture, converts the normalised float back to an exact texel centre with `raw*(255/256) + 0.5/256`, then looks up the 256×1 palette texture. This gives pixel-exact results for all 256 index values and allows independent real-time updates to indices or palette.
**Dolphin RGB5A3 encoding**:
- Opaque (`a == 255`): bit 15 = 1, RGB555
- Transparent: bit 15 = 0, A3RGB4 (alpha quantised to 3 bits — dithered transparency is planned for a future pass)
### ROP buffer (`display/render/ropbuffer.h` / `rop.h`)
Commands are written into `ROPBUFFER` (a static byte array) then replayed by the backend at flush time. All ops are fixed-size aligned structs:
| Op | Struct | Size |
|---|---|---|
| `ROP_CLEAR` | `ropclear_t` | 32 bytes |
| `ROP_DRAW_SPRITE` | `ropsprite_t` | 32 bytes |
| `ROP_SET_PROJECTION` | `ropprojection_t` | 32 bytes |
| `ROP_SET_VIEW` | `ropview_t` | 32 bytes |
| `ROP_DRAW_QUAD_3D` | `ropquad3d_t` | 64 bytes |
| `ROP_DRAW_TILEMAP_CHUNK` | `roptilemapc_t` | 32 bytes |
`ropOpSize(op)` returns the byte size for any op. Backends iterate with `offset += ropOpSize(op)`.
### Texture handles (`display/render/rtexture.h`)
`rtexture_t` is a `uint16_t` index into the platform's texture table. `RTEXTURE_NONE` (0 or a sentinel) means "white fallback". Tables are platform-static; handles are valid until `renderTextureDispose` is called.
### Tilemap chunk handles (`display/render/rtilemapchunk.h`)
`rtilemapchunk_t` is a `uint16_t` index into the platform's chunk table. `RTILEMAPCHUNK_INVALID` (0) means no-op. Chunks are pre-built at map load time; each backend constructs its native draw structure once (VAO+VBO on GL, display list on PSP/GX/N64) and the ROP entry costs only a handle lookup + single native draw call per frame.
```c
/* Build once at map load */
rtilemapchunk_t chunk = renderTilemapChunkCreate(
chunkW, chunkH, /* size in tiles */
tileW, tileH, /* pixels per tile */
tileset, /* rtexture_t of the packed tileset */
tileIndices /* uint8_t[chunkW*chunkH], row-major tile indices */
);
/* Each frame for visible chunks */
renderTilemapChunk(screenX, screenY, depth, chunk);
/* At map unload */
renderTilemapChunkDispose(chunk);
```
Animated tiles should be drawn on top as separate `renderSprite()` calls; the chunk itself is treated as static geometry and never rebuilt at runtime.
**Per-platform build:**
| Platform | What's built at create time | Draw cost per frame |
|---|---|---|
| GL (Linux/Vita) | VAO + VBO (`GL_STATIC_DRAW`), `uOffset` uniform translates to screen pos | 1 `glDrawArrays` |
| PSP | GU display list in uncached EDRAM | 1 `sceGuCallList` |
| GC/Wii | Compiled GX display list | 1 `GX_CallDispList` |
| PS1 | Pre-linked POLY_FT4/SPRT chain | Linked into OT at one slot |
| N64 | RDP display list with pre-scheduled `LOAD_TILE` batches (TMEM-aware) | 1 `gSPDisplayList` |
| Saturn | VDP2 plane config + VRAM tilemap data | Scroll register write only |
---
## Initialization order
Within the display system, init must follow this order (enforced in `engine.c`):
```
displayInit → uiInit → uiTextboxInit
```
Within `displayInit`, the platform typically initialises: framebuffer → screen → shader list → textures → spritebatch → text system.
---
## `display_t` / `displaystate_t`
`display_t DISPLAY` is the global display instance (type alias for `displayplatform_t`).
`displaystate_t` carries per-draw-call render state flags:
```c
DISPLAY_STATE_FLAG_CULL // face culling
DISPLAY_STATE_FLAG_DEPTH_TEST // depth testing
DISPLAY_STATE_FLAG_BLEND // alpha blending
```
Set state before drawing with `displaySetState(state)`.
---
## Screen (`display/screen/`)
`screen_t SCREEN` manages the logical viewport that game content renders into. On dynamic-size platforms (Linux/SDL2) the screen can differ from the native window/framebuffer resolution.
Screen modes:
```
SCREEN_MODE_BACKBUFFER — maps 1:1 to backbuffer
SCREEN_MODE_FIXED_SIZE — fixed pixel dimensions
SCREEN_MODE_ASPECT_RATIO — fixed aspect, scale to fit
SCREEN_MODE_FIXED_HEIGHT — fixed height, width scales
SCREEN_MODE_FIXED_WIDTH — fixed width, height scales
SCREEN_MODE_FIXED_VIEWPORT_HEIGHT — fixed viewport height
```
The linux target defines `DUSK_DISPLAY_SCREEN_HEIGHT=240`, producing a 240p fixed-height viewport.
Render loop usage:
```c
screenBind(); // set up viewport, projection
// ... draw game content ...
screenUnbind();
screenRender(); // blit to backbuffer / current framebuffer
```
`SCREEN.width` / `SCREEN.height` are the logical dimensions used for world-to-screen math — always prefer these over the framebuffer dimensions.
---
## Framebuffer (`display/framebuffer/`)
`framebuffer_t FRAMEBUFFER_BACKBUFFER` is the platform backbuffer. `FRAMEBUFFER_BOUND` points to the currently-bound framebuffer (or `NULL` for backbuffer).
```c
frameBufferInitBackBuffer(); // called once at startup
frameBufferBind(fb); // NULL → backbuffer
frameBufferClear(FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH, COLOR_BLACK);
frameBufferGetWidth(fb) / frameBufferGetHeight(fb) / frameBufferGetAspect(fb);
```
On platforms with `DUSK_DISPLAY_SIZE_DYNAMIC`, off-screen framebuffers can be created with `frameBufferInit(fb, w, h)` and disposed with `frameBufferDispose(fb)`. Fixed-resolution platforms (PSP, GameCube) only ever use the backbuffer.
---
## Mesh (`display/mesh/`)
`mesh_t` is a vertex buffer. The type is `meshplatform_t` (e.g. a VAO+VBO on GL, a GX display list on Dolphin).
```c
meshInit(&mesh, MESH_PRIMITIVE_TYPE_TRIANGLES, vertexCount, verticesPtr);
meshFlush(&mesh, offset, count); // upload CPU vertices → GPU
meshDraw(&mesh, offset, count); // draw; pass -1 for count to draw all
meshDispose(&mesh);
```
**Key distinction**: `meshFlush` uploads data to GPU memory; `meshDraw` issues the draw call. For static geometry (chunk meshes) you call `meshFlush` once on load, then `meshDraw` every frame. For dynamic geometry (spritebatch) you `meshFlush` + `meshDraw` each frame.
`meshvertex_t` (`display/mesh/meshvertex.h`) contains:
- `float_t uv[2]` — texture coordinates
- `float_t pos[3]` — position
- Optionally `color_t color` if `MESH_ENABLE_COLOR` is defined (off by default)
Primitive mesh generators live alongside `mesh.h`: `quad.h`, `plane.h`, `cube.h`, `sphere.h`, `capsule.h`, `triprism.h`.
---
## Shader (`display/shader/`)
`shader_t` is `shaderplatform_t` (GLSL program on GL, TEV state block on Dolphin).
```c
shaderInit(&shader, &definition);
shaderBind(&shader);
shaderSetMatrix(&shader, "uModel", modelMat);
shaderSetTexture(&shader, "uTexture", &texture);
shaderSetColor(&shader, "uColor", COLOR_WHITE);
shaderSetMaterial(&shader, &material);
shaderDispose(&shader);
```
### Shader list (`display/shader/shaderlist.h`)
The engine maintains a small set of built-in shaders in `SHADER_LIST_DEFS[]`. Currently only one is defined:
- `SHADER_LIST_SHADER_UNLIT``SHADER_UNLIT` — unlit textured/colored rendering, used for all world and entity drawing.
`shaderListInit()` compiles/uploads all built-in shaders and sets shared projection/view matrices. Call once after display init.
### Materials (`display/shader/shadermaterial.h`)
`shadermaterial_t` is a union of all shader-specific material structs. Currently only `shaderunlitmaterial_t`:
```c
shadermaterial_t mat = {
.unlit = {
.color = COLOR_WHITE,
.texture = &myTexture, // NULL for solid color
}
};
shaderSetMaterial(&SHADER_UNLIT, &mat);
```
---
## Texture (`display/texture/`)
```c
textureInit(&texture, width, height, format, data);
textureDispose(&texture);
```
Width and height **must be powers of two** (asserted at init time).
`textureformat_t` is `textureformatplatform_t`. Supported formats vary by platform; the common ones are `TEXTURE_FORMAT_RGBA` and `TEXTURE_FORMAT_PALETTE`.
`texturedata_t` is a union:
```c
// RGBA:
data.rgbaColors = colorArray;
// Paletted:
data.paletted.indices = indexArray;
data.paletted.palette = &palette; // palette color count must be power of two
```
**Built-in textures** (defined in `texture.c`, no asset loading needed):
- `TEXTURE_WHITE` — 4×4 solid white
- `TEXTURE_TEST` — 4×4 black/magenta checkerboard
### Palette (`display/texture/palette.h`)
Up to `PALETTE_COUNT` (6) global palettes in `PALETTES[]`, each holding up to `PALETTE_COLOR_COUNT` (255) `color_t` entries.
### Tileset (`display/texture/tileset.h`)
A tileset slices a texture into a grid of equal-sized tiles. Used by fonts and UI frames. The tileset does not own the texture — it references a `texture_t *`.
---
## SpriteBatch (`display/spritebatch/`)
The primary 2D/billboard drawing primitive. Accumulates `spritebatchsprite_t` quads and flushes them in batches of `SPRITEBATCH_FLUSH_COUNT` (16) sprites at a time.
```c
// Per frame:
spriteBatchClear();
spriteBatchBuffer(sprites, count, &SHADER_UNLIT, material); // auto-flushes when batch full
spriteBatchFlush(); // flush remaining
// Low-level: write directly to an external mesh (for baking static geometry):
spriteBatchBufferToMesh(sprites, count, vertices, verticesSize);
```
`spritebatchsprite_t`:
```c
typedef struct {
vec3 min, max; // 3D bounding box
vec2 uvMin, uvMax; // texture region
} spritebatchsprite_t;
```
The global `SPRITEBATCH` and its vertex backing array `SPRITEBATCH_VERTICES[]` are defined externally to the struct to satisfy alignment requirements on certain platforms.
---
## Text (`display/text/`)
Text rendering uses `FONT_DEFAULT` (loaded during `textInit()`), which references a texture and a tileset. Characters start at ASCII `!` (`TEXT_CHAR_START`).
```c
textDraw(x, y, "Hello", COLOR_WHITE, &FONT_DEFAULT);
textMeasure("Hello", &FONT_DEFAULT, &outWidth, &outHeight);
// Single-char sprite for manual layout:
spritebatchsprite_t s = textGetSprite(pos, 'A', &FONT_DEFAULT);
```
`font_t` holds a `texture_t *` and a `tileset_t *` — both are owned by the asset system, not the font struct.
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# Input System
Source: `src/dusk/input/`
The input system decouples physical hardware buttons from logical game actions via a binding layer. Actions are defined in `src/dusk/input/input.csv` and code-generated into `inputaction_t` enum values — see [architecture.md](architecture.md#code-generation-from-csv).
---
## Concepts
**Button** (`inputbutton_t`) — a physical input source: a keyboard scancode, gamepad button, gamepad axis, or pointer axis. The available button types depend on which `DUSK_INPUT_*` defines are active for the target platform.
**Action** (`inputaction_t`) — a logical game input (e.g. `INPUT_ACTION_UP`, `INPUT_ACTION_CONFIRM`, `INPUT_ACTION_RAGEQUIT`). Each action accumulates a float value `[0.0, 1.0]` from all buttons bound to it.
**Binding** — a many-to-one mapping from buttons to actions. Bindings are registered at runtime with `inputBind(button, action)`.
---
## Querying actions
```c
// Boolean helpers (current frame):
inputIsDown(action) // value > 0 this frame
inputPressed(action) // down this frame but not last
inputReleased(action) // down last frame but not this
// Last frame state:
inputWasDown(action)
// Raw float value:
inputGetCurrentValue(action) // [0.0, 1.0]
inputGetLastValue(action)
// Axis helpers — combine two opposing actions into a signed float:
float_t h = inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT); // -1.0 to 1.0
inputAxis2D(negX, posX, negY, posY, result); // fills vec2
inputAngle2D(negX, posX, negY, posY, result); // atan2-based normalized direction
// Deadzone:
float_t clean = inputDeadzone(rawValue, 0.1f);
```
---
## Dynamic values (`DUSK_TIME_DYNAMIC`)
On platforms with variable frame rates, each action also tracks `dynamicDelta`-scaled values:
```c
inputGetCurrentValueDynamic(action)
inputGetLastValueDynamic(action)
```
These account for the actual time elapsed since the last frame, so movement calculated from them is frame-rate independent.
---
## Events on actions
Each `inputactiondata_t` exposes `onPressed` and `onReleased` events:
```c
eventSubscribe(&INPUT.actions[INPUT_ACTION_CONFIRM].onPressed, myCallback, myUser);
```
The callback signature is `void cb(void *params, void *user)`. `params` is always `NULL` for input events.
---
## Buttons and bindings
Physical buttons are typed via `inputbuttontype_t`:
| Constant | When available | Payload |
|---|---|---|
| `INPUT_BUTTON_TYPE_KEYBOARD` | `DUSK_INPUT_KEYBOARD` | `inputscancode_t` |
| `INPUT_BUTTON_TYPE_GAMEPAD` | `DUSK_INPUT_GAMEPAD` | `inputgamepadbutton_t` |
| `INPUT_BUTTON_TYPE_GAMEPAD_AXIS` | `DUSK_INPUT_GAMEPAD` | axis + positive direction flag |
| `INPUT_BUTTON_TYPE_POINTER` | `DUSK_INPUT_POINTER` | `inputpointeraxis_t` |
Button names and default bindings are defined in `input.csv`. Look up a button by name:
```c
inputbutton_t btn = inputButtonGetByName("keyboard_w");
inputBind(btn, INPUT_ACTION_UP);
```
`INPUT_BUTTON_DATA[]` holds runtime state (current/last raw values) for every physical button.
---
## Platform platform-specific reads
`inputButtonGetValuePlatform(button)` is the one required platform function — it returns the current raw `[0.0, 1.0]` value for a button. The platform implementations live in `src/dusk{platform}/input/`.
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# Cutscenes
Two distinct layers: a low-level engine sequencer (`src/dusk/cutscene/`) and a higher-level RPG wrapper (`src/dusk/rpg/cutscene/`). Almost all game code works with the RPG layer.
---
## Engine sequencer (`src/dusk/cutscene/`)
`cutscene_t CUTSCENE` is a minimal event runner with up to `CUTSCENE_EVENT_COUNT_MAX` (16) `cutsceneevent_t` slots. Each event has three callbacks:
```c
typedef struct {
errorret_t (*onStart)(void);
errorret_t (*onUpdate)(void);
errorret_t (*onEnd)(void);
} cutsceneevent_t;
```
API:
```c
cutscenePlay(events, count); // copy events array and start from index 0
cutsceneAdvance(); // end current event, start next (deactivates after last)
cutsceneStop(); // abort immediately
cutsceneIsActive(); // bool
```
This layer is primarily used by the RPG cutscene system — game code doesn't normally touch it directly.
---
## RPG cutscene layer (`src/dusk/rpg/cutscene/`)
### Data structures
A `cutscene_t` is just a pointer to an item array and a count:
```c
typedef struct cutscene_s {
const cutsceneitem_t *items;
uint8_t itemCount;
} cutscene_t;
```
A `cutsceneitem_t` is a tagged union of all item types:
```c
typedef struct cutsceneitem_s {
cutsceneitemtype_t type;
union {
cutscenetext_t text; // display text in textbox
cutscenecallback_t callback; // call a void(*)(void) function
cutscenewait_t wait; // pause for a fixed_t duration (seconds)
const cutscene_t *cutscene; // nest another cutscene
};
} cutsceneitem_t;
```
### Item types
| Type constant | Payload | Behaviour |
|---|---|---|
| `CUTSCENE_ITEM_TYPE_TEXT` | `cutscenetext_t``text[256]` + `rpgtextboxpos_t position` | Shows textbox; advances on player confirm input |
| `CUTSCENE_ITEM_TYPE_CALLBACK` | `cutscenecallback_t` (function pointer) | Calls the function once, then immediately advances |
| `CUTSCENE_ITEM_TYPE_WAIT` | `cutscenewait_t` (a `fixed_t` in seconds) | Counts down `animTime` each frame, then advances |
| `CUTSCENE_ITEM_TYPE_CUTSCENE` | `const cutscene_t *` | Plays the nested cutscene before continuing |
### Runtime state
`cutscenesystem_t CUTSCENE_SYSTEM` tracks:
- `scene` — pointer to the active `cutscene_t`
- `currentItem` — index into `scene->items[]`
- `data` — per-item runtime data (`cutsceneitemdata_t`, currently just `cutscenewaitdata_t`)
- `mode` — the current `cutscenemode_t`
API:
```c
cutsceneSystemStartCutscene(cutscene); // begin playing a cutscene
cutsceneSystemNext(); // advance to next item
cutsceneSystemUpdate(); // called each frame from rpgUpdate
cutsceneSystemGetCurrentItem(); // inspect active item
```
### Cutscene mode (`cutscenemode.h`)
Each item can run in one of three modes:
```c
CUTSCENE_MODE_NONE // no cutscene active
CUTSCENE_MODE_FULL_FREEZE // pause everything (not yet used)
CUTSCENE_MODE_INPUT_FREEZE // player input blocked (default: CUTSCENE_MODE_INITIAL)
CUTSCENE_MODE_GAMEPLAY // player can still move during cutscene
```
`cutsceneModeIsInputAllowed()` is checked by `entityUpdate()` before invoking the movement callback — the player cannot walk when in INPUT_FREEZE mode.
### Defining a cutscene
Cutscenes are defined as `static const` arrays in header files under `rpg/cutscene/scene/`. Example (`testcutscene.h`):
```c
static const cutsceneitem_t MY_CUTSCENE_ITEMS[] = {
{
.type = CUTSCENE_ITEM_TYPE_TEXT,
.text = { .text = "Hello!", .position = RPG_TEXTBOX_POS_BOTTOM }
},
{
.type = CUTSCENE_ITEM_TYPE_WAIT,
.wait = FIXED(1.5f)
},
{
.type = CUTSCENE_ITEM_TYPE_CUTSCENE,
.cutscene = &ANOTHER_CUTSCENE
},
};
static const cutscene_t MY_CUTSCENE = {
.items = MY_CUTSCENE_ITEMS,
.itemCount = sizeof(MY_CUTSCENE_ITEMS) / sizeof(cutsceneitem_t)
};
```
Attach to an NPC via its interact component:
```c
entity->interact.type = ENTITY_INTERACT_CUTSCENE;
entity->interact.data.cutscene = &MY_CUTSCENE;
```
---
## Textbox (`src/dusk/rpg/rpgtextbox.h`)
`rpgtextbox_t RPG_TEXTBOX` is the global textbox state:
```c
typedef struct {
rpgtextboxpos_t position; // RPG_TEXTBOX_POS_TOP or RPG_TEXTBOX_POS_BOTTOM
bool_t visible;
char_t text[RPG_TEXTBOX_MAX_CHARS]; // 256 chars
} rpgtextbox_t;
```
API:
```c
rpgTextboxShow(position, text); // copies text, sets visible = true
rpgTextboxHide(); // sets visible = false
rpgTextboxIsVisible(); // bool
```
The textbox state is read by `ui/uitextbox.c` during the UI render pass to draw the dialogue box on screen. `rpgtextbox.c` itself does no rendering.
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# Entities
Source: `src/dusk/rpg/entity/`
---
## Storage
Entities live in a single fixed global array:
```c
entity_t ENTITIES[ENTITY_COUNT]; // ENTITY_COUNT = 64
```
A slot is "empty" when `entity->type == ENTITY_TYPE_NULL`. Never allocate entity memory dynamically — always find a free slot with `entityGetAvailable()`, which returns its index (`0xFF` if none free).
---
## `entity_t` structure
```c
typedef struct entity_s {
uint8_t id; // index in ENTITIES[]
entitytype_t type; // ENTITY_TYPE_NULL / PLAYER / NPC
entitytypedata_t data; // union: player_t | npc_t
entitydir_t direction; // facing direction (N/S/E/W)
fixed_t position[3]; // current sub-tile position (x, y, z)
fixed_t lastPosition[3]; // position before last move (for interpolation)
entityanim_t animation; // IDLE / TURN / WALK
fixed_t animTime; // countdown timer for current animation
entityinteract_t interact; // optional interact component
} entity_t;
```
---
## Type system
Entity types are defined in `entitytype.h` using the enum+integer-typedef pattern:
```c
typedef enum { ENTITY_TYPE_NULL, ENTITY_TYPE_PLAYER, ENTITY_TYPE_NPC, ENTITY_TYPE_COUNT } entitytype_enum_t;
typedef uint8_t entitytype_t;
```
Each type has a `entitycallback_t` entry in the `ENTITY_CALLBACKS[ENTITY_TYPE_COUNT]` static table:
```c
typedef struct {
void (*init)(entity_t *entity);
void (*movement)(entity_t *entity);
bool_t (*interact)(entity_t *player, entity_t *entity);
} entitycallback_t;
```
Callbacks not applicable to a type are `NULL`; `entityUpdate()` guards against this before calling.
Type-specific data sits in `entitytypedata_t` (a union of `player_t` and `npc_t`). Currently both are stubs (`void *nothing`).
---
## Direction (`entitydir.h`)
```c
ENTITY_DIR_NORTH / EAST / SOUTH / WEST
```
Aliases: `UP = NORTH`, `DOWN = SOUTH`, `LEFT = WEST`, `RIGHT = EAST`.
Utilities:
- `entityDirGetOpposite(dir)` — returns the opposite direction.
- `entityDirGetRelative(dir, &relX, &relY)` — fills in the ±1 XY delta for that direction.
- `assertValidEntityDir(dir, msg)` — assertion macro.
---
## Animation (`entityanim.h`)
```c
ENTITY_ANIM_IDLE // standing still
ENTITY_ANIM_TURN // turning to a new direction (ENTITY_ANIM_TURN_DURATION = FIXED(0.06))
ENTITY_ANIM_WALK // mid-step (ENTITY_ANIM_WALK_DURATION = FIXED(0.1))
```
`entityAnimUpdate(entity)` decrements `animTime` each frame and transitions back to `IDLE` when it reaches zero.
`entityCanWalk(entity)` / `entityCanTurn(entity)` both return true only when `animation == ENTITY_ANIM_IDLE`.
The renderer interpolates between `lastPosition` and `position` using `animTime / WALK_DURATION` to produce smooth motion even at low frame rates.
---
## Movement
`entityWalk(entity, direction)`:
1. Converts `entity->position` to a `worldpos_t` (truncates fractional part).
2. Applies the directional delta to get `newPos`.
3. Checks the current and target tiles for ramp raise/fall logic (see [world.md](world.md)).
4. Checks `ENTITIES[]` for another entity occupying `newPos` — blocks if found.
5. On success: copies `position` to `lastPosition`, updates `position` to `newPos` (via `worldPosToFixed`), sets `animation = ENTITY_ANIM_WALK`.
`entityTurn(entity, direction)`: sets `direction` and starts a brief turn animation.
---
## Interaction (`entityinteract.h`)
The `entityinteract_t` component is embedded in every entity. It is optional — set `type = ENTITY_INTERACT_NULL` for non-interactable entities.
```c
typedef enum {
ENTITY_INTERACT_NULL,
ENTITY_INTERACT_CUTSCENE, // plays a cutscene_t *
ENTITY_INTERACT_PRINT, // prints a short message[32]
} entityinteracttype_t;
```
`entityInteractWith(player, target)` dispatches:
1. If the interact component's `type != NULL`, handles it (starts the cutscene or prints the message).
2. Otherwise falls back to `ENTITY_CALLBACKS[type].interact` if set.
---
## Player (`player.h` / `player.c`)
`playerInit()` is called via `ENTITY_CALLBACKS[ENTITY_TYPE_PLAYER].init`.
`playerInput(entity)` is the movement callback. It reads `PLAYER_INPUT_DIR_MAP[]` — a static table mapping input actions (`INPUT_ACTION_UP/DOWN/LEFT/RIGHT`) to entity directions — and calls `entityWalk` or `entityTurn` accordingly.
The player entity is normally `ENTITIES[0]` but there is no hardcoded assumption about its index beyond being initialized with `ENTITY_TYPE_PLAYER`.
---
## NPC (`npc.h` / `npc.c`)
`npcInit()`, `npcMovement()`, and `npcInteract()` provide the NPC type callbacks. Currently stubs; movement does nothing, interact returns false.
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# RPG Layer
The RPG layer lives in `src/dusk/rpg/` and is the game-logic tier above the engine. It is initialized and ticked by `engine.c` via `rpgInit` / `rpgUpdate` / `rpgDispose`. The `rpg_t` struct is currently a stub; all meaningful state lives in the subsystems below.
## Contents
- [world.md](world.md) — scene manager, overworld map, chunks, tiles, coordinate system, camera
- [entity.md](entity.md) — entity pool, types, direction, animation, interaction, player, NPC
- [cutscene.md](cutscene.md) — cutscene system, item types, mode control, textbox
- [story.md](story.md) — story flags, items, inventory, backpack, save system
## Scene system
The scene manager (`src/dusk/scene/`) sits above the RPG layer and owns the single active scene. Scenes are identified by `scenetype_t` and registered in `SCENE_TYPES[]` (`scene/scenetype.c`) as `scenecallbacks_t` (init / update / render / dispose).
`scenedata_t` is a union so all scene structs share memory. `sceneSet(type)` defers the transition — the old scene disposes before the new one inits.
Currently the only scene is `SCENE_TYPE_OVERWORLD``src/dusk/scene/overworld/sceneoverworld.c`.
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# Story, Items & Save
---
## Story flags (`src/dusk/rpg/story/`)
Story flags are the primary mechanism for tracking game-world state (quest progress, one-time events, unlocks). Each flag is a `uint8_t` value (`storyflagvalue_t`), so they can hold booleans or small counts.
### Defining flags
Flags are defined in `src/dusk/rpg/story/storyflag.csv`:
```
id,description,initial
test,"Test flag for debugging purposes",1
```
The build tool generates:
- A `storyflag_t` enum (e.g. `STORY_FLAG_TEST`) in the generated header.
- `STORY_FLAG_VALUES[]` — the runtime array, pre-populated with the `initial` column values.
To add a flag: add a row to the CSV. The build re-runs the Python tool automatically on the next CMake build.
### Access
```c
storyflagvalue_t v = storyFlagGet(STORY_FLAG_TEST); // macro: array read
storyFlagSet(STORY_FLAG_TEST, 1); // function: also marks save dirty
```
`storyFlagGet` is a macro that directly indexes `STORY_FLAG_VALUES[]` — no function call overhead.
---
## Items (`src/dusk/rpg/item/`)
### Item definitions
Items are defined in `src/dusk/rpg/item/item.csv`. The build tool generates `itemid_t` enum values and item metadata. `itemid_t` is a generated `uint8_t` typedef.
### Inventory (`inventory.h`)
`inventory_t` is a generic container backed by a caller-supplied `inventorystack_t` array:
```c
typedef struct {
itemid_t item;
uint8_t quantity; // max ITEM_STACK_QUANTITY_MAX (255)
} inventorystack_t;
typedef struct {
inventorystack_t *storage;
uint8_t storageSize;
} inventory_t;
```
Key operations:
```c
inventoryInit(&inv, storageArray, size);
inventoryAdd(&inv, ITEM_POTION, 3);
inventoryRemove(&inv, ITEM_POTION);
inventorySet(&inv, ITEM_POTION, 10);
inventoryGetCount(&inv, ITEM_POTION); // returns 0 if not present
inventoryItemExists(&inv, ITEM_POTION);
inventoryIsFull(&inv);
inventorySort(&inv, INVENTORY_SORT_BY_ID, false);
```
`inventory_t` itself holds no data — the backing array is always external. This avoids fixed-size struct limits and lets different inventories (backpack, shop, chest) share the same logic.
### Backpack (`backpack.h`)
The player's inventory is the global `BACKPACK` instance:
```c
extern inventorystack_t BACKPACK_STORAGE[BACKPACK_STORAGE_SIZE_MAX]; // 20 slots
extern inventory_t BACKPACK;
backpackInit(); // wires BACKPACK_STORAGE into BACKPACK
```
---
## Save system (`src/dusk/save/`)
The save system is stubbed out — it exists and compiles but is commented out of engine init (`engine.c`). What follows describes the design as implemented.
### Slots
`save_t SAVE` holds `SAVE_FILE_COUNT_MAX` slots:
```c
typedef struct {
savefile_t files[SAVE_FILE_COUNT_MAX];
saveplatform_t platform; // platform-specific state (paths, card handles)
} save_t;
```
### Streams
`savestream_t` (`save/savestream.h`) is a raw byte cursor used to serialize/deserialize `savefile_t`. Platform backends in `src/dusk{platform}/save/` implement the actual I/O:
- Linux: filesystem files in a save directory.
- GameCube/Wii: memory card via libogc.
### API
```c
saveInit();
saveLoad(slot); // reads platform storage → savefile_t
saveWrite(slot); // writes savefile_t → platform storage
saveDelete(slot);
saveExists(slot); // bool
saveGet(slot); // returns savefile_t *
saveDispose();
```
---
## Locale / i18n (`src/dusk/locale/`)
Translations are loaded from `.po` files in `assets/locale/` (e.g. `en_US.po`). `localemanager.c` manages the active locale and exposes a key→string lookup. `assetlocaleloader.c` parses the PO format via the asset system.
All player-visible strings must go through the locale system rather than being hardcoded. The locale is loaded asynchronously via the asset system so it is available before the first scene renders.
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# World
Source: `src/dusk/rpg/overworld/`
---
## Coordinate system
Three nested coordinate spaces, each defined in `worldpos.h`:
| Type | Description | Unit |
|---|---|---|
| `worldpos_t` | Tile-level absolute position `{x, y, z}` | `worldunit_t` (int16) |
| `chunkpos_t` | Chunk-grid position `{x, y, z}` | `chunkunit_t` (int16) |
| `fixed_t[3]` | Smooth sub-tile position used by entities | Q24.8 fixed-point |
One chunk = `CHUNK_WIDTH × CHUNK_HEIGHT × CHUNK_DEPTH` tiles (16 × 16 × 8).
The loaded world window = `MAP_CHUNK_WIDTH × MAP_CHUNK_HEIGHT × MAP_CHUNK_DEPTH` chunks (5 × 5 × 3).
Conversion helpers (all in `worldpos.c`):
```c
worldPosToChunkPos(&worldPos, &chunkPos); // tile → chunk grid
chunkPosToWorldPos(&chunkPos, &worldPos); // chunk grid → tile origin
worldPosToChunkTileIndex(&worldPos); // tile → index within its chunk
chunkPosToIndex(&chunkPos); // chunk grid → linear index in MAP.chunks[]
worldPosToFixed(&worldPos, fixedOut); // tile → entity fixed position
fixedToWorldPos(fixedPos); // entity fixed → tile (truncates frac)
```
---
## Tiles
Defined in `tile.h` as a plain `tile_t` enum:
```
TILE_SHAPE_NULL — empty / unloaded
TILE_SHAPE_GROUND — solid flat tile
TILE_SHAPE_RAMP_* — directional ramps (N/S/E/W + diagonals NE/NW/SE/SW)
```
Key predicates:
- `tileIsWalkable(tile)` — true for GROUND and all ramp shapes.
- `tileIsRamp(tile)` — true only for ramp shapes.
Entity walk code (`entity.c`) checks both the current tile and the target tile to decide whether the entity steps forward flat, raises one Z level (walking up a ramp), or falls one Z level (stepping onto a downward ramp from above).
---
## Chunks
`chunk_t` (`chunk.h`) holds:
- `position` — its `chunkpos_t` in the world grid
- `tiles[CHUNK_TILE_COUNT]` — flat array of `tile_t`, indexed by `chunkGetTileIndex()`
- `vertices[CHUNK_VERTEX_COUNT]` / `mesh` — pre-baked mesh uploaded to GPU on load
- `entities[CHUNK_ENTITY_COUNT_MAX]` — indices into `ENTITIES[]` currently in this chunk (sentinel `0xFF`)
- `testColor` — temporary debug color (checkerboard), will be replaced by real tileset data
Tile layout within a chunk is `z * W*H + y * W + x` (Z-major, row-major in XY).
---
## Map
`map_t MAP` (`map.h`) is the single global map instance.
```c
chunk_t chunks[MAP_CHUNK_COUNT]; // flat storage — index is NOT world position
chunk_t *chunkOrder[MAP_CHUNK_COUNT]; // draw-order sorted pointers into chunks[]
chunkpos_t chunkPosition; // world-grid origin of the loaded window
bool_t loaded;
```
### Load / unload
`mapInit()` allocates chunk meshes and performs the initial load of all chunks in the starting window.
`mapPositionSet(newPos)` shifts the window:
1. Determines which of the `MAP_CHUNK_COUNT` slots remain within the new window vs. fall outside it.
2. Calls `mapChunkUnload()` on every chunk that falls outside (nulls its entity slots, zeroes `vertCount`).
3. Reuses freed slots for newly-in-range chunks; calls `mapChunkLoad()` on each.
4. Rebuilds `chunkOrder[]` in XYZ order for the new position.
### Chunk load (current stub)
`mapChunkLoad()` currently:
- Fills all tiles with `TILE_SHAPE_GROUND`
- Assigns a checkerboard debug color based on chunk XY parity
- Bakes a flat sprite-batch quad mesh for the z=0 layer and uploads it via `meshFlush()`
- Skips mesh generation for z > 0 chunks (they're empty)
### Tile lookup
```c
tile_t mapGetTile(const worldpos_t position);
```
Converts `position` to its chunk, looks up the chunk in `chunkOrder`, then indexes into `chunk->tiles[]`. Returns `TILE_SHAPE_NULL` for any out-of-bounds position or when the map is not loaded.
---
## Camera
`rpgcamera_t RPG_CAMERA` (`rpgcamera.h`) has two modes:
```c
RPG_CAMERA_MODE_FREE // free worldpos; camera.free holds the position
RPG_CAMERA_MODE_FOLLOW_ENTITY // tracks ENTITIES[followEntityId]
```
`rpgCameraGetPosition()` returns the active world tile position in either mode.
The scene renderer (`sceneoverworld.c`) uses `rpgCameraGetPosition()` to build the `glm_lookat` view matrix. When following an entity, it sub-tile interpolates between `entity->lastPosition` and `entity->position` using `entity->animTime / ENTITY_ANIM_WALK_DURATION` to smooth movement.
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# Save & Locale
---
## Save system (`src/dusk/save/`)
Slot-based persistent storage. Currently disabled in engine init (commented out in `engine.c`) — the system is fully implemented but not yet wired up.
### Slots
Up to `SAVE_FILE_COUNT_MAX` (3) save slots. The global `SAVE` holds all slots:
```c
saveInit();
saveExists(slot); // bool_t — check before load
saveLoad(slot); // read from platform storage → SAVE.files[slot]
saveWrite(slot); // write SAVE.files[slot] → platform storage
saveDelete(slot);
savefile_t *f = saveGet(slot);
saveDispose();
```
### Save file format
`savefile_t` is the serialized struct stored per slot. Currently minimal:
```c
typedef struct {
char_t header[3]; // "DSK"
uint32_t version; // SAVE_FILE_VERSION = 1
bool_t exists;
} savefile_t;
```
Extend this struct to add game-specific save data (player position, story flags, etc.).
### Stream serialization (`save/savestream.h`)
`savestream_t` is a cursor used to read/write a save slot's bytes. It CRC32-checksums all data written through it and verifies the checksum on read.
Write a save:
```c
savestream_t stream;
// (platform opens stream for slot)
saveFileWriteHeader(&stream, SAVE_FILE_HEADER);
saveFileWriteVersion(&stream, SAVE_FILE_VERSION);
saveFileWriteBool(&stream, myFlag);
saveFileWriteInt32(&stream, myInt);
saveFileWriteString(&stream, myString, sizeof(myString));
saveStreamFinalizeWriteImpl(&stream); // writes CRC
```
Read a save:
```c
saveFileReadHeader(&stream, headerBuf);
saveFileReadVersion(&stream, &version);
saveFileReadBool(&stream, &myFlag);
saveFileReadInt32(&stream, &myInt);
saveFileReadString(&stream, myString, sizeof(myString));
saveStreamVerifyChecksumImpl(&stream, slot); // returns error if CRC mismatch
```
All multi-byte values are stored in little-endian byte order. The `saveFile*` macros are thin wrappers over the `*Impl` functions that integrate `errorChain` — always use the macros.
### Platform backends
Each `src/dusk{platform}/save/` provides `saveplatform_t` (e.g. a file path on Linux, a memory-card handle on GameCube). The stream implementations (`savestream{platform}.c`) do the actual I/O.
---
## Locale / i18n (`src/dusk/locale/`)
Translations are stored as GNU `.po` files in `assets/locale/`. Only `en_US.po` currently exists.
### Loading
`localemanager_t LOCALE` tracks the active locale and its in-progress asset entry:
```c
localeManagerInit(); // loads en_US by default
localeManagerSetLocale(&LOCALE_EN_US); // switch locale (async load)
localeManagerDispose();
```
`LOCALE_EN_US` is a predefined `localeinfo_t` constant (`name = "en-US"`, `file = "locale/en_US.po"`).
### Looking up strings
```c
char_t buf[128];
localeManagerGetText("my.key", buf, sizeof(buf), 1, /* format args */ );
```
The macro handles plural forms and `printf`-style format arguments. Pass plural `1` for singular, any other value for plural.
`assetlocaleloader.c` parses the `.po` format (msgid / msgstr pairs) into a key→string table during the async asset load phase.
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# Coding Style
All source is C11. Everything below is derived from the existing codebase — match it exactly.
---
## File structure
### Headers (`.h`)
```c
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "direct/dependency.h"
```
- `#pragma once` always, never `#ifndef` guards.
- No blank line between the license block and `#pragma once`.
- One blank line between `#pragma once` and the first `#include`.
### Sources (`.c`)
```c
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "thisfile.h"
#include "assert/assert.h"
#include "util/memory.h"
```
- First include is always the matching `.h` for this `.c` file.
- Remaining includes follow with no separator unless logically grouped (then one blank line between groups — see [Include order](#include-order)).
---
## Include order
In `.c` files, include in this order with a blank line between each group:
1. The matching header (e.g. `#include "entity.h"`)
2. Core utilities (`assert/assert.h`, `util/memory.h`, `util/math.h`, etc.)
3. Engine subsystems (`display/...`, `input/...`, etc.)
4. Domain subsystems (`rpg/...`, `scene/...`, etc.)
In `.h` files, only include what the header directly requires. Never include more than necessary to make the type definitions in that header compile.
All include paths are relative to `src/dusk/` (the root include directory). Use the full path:
```c
#include "rpg/overworld/map.h" // correct
#include "map.h" // wrong
```
---
## Line length
80-character limit. Break before it, not after.
Multi-parameter function signatures break one param per line, with 2-space indent, closing `)` on its own line before `{`:
```c
errorret_t textureInit(
texture_t *texture,
const int32_t width,
const int32_t height,
const textureformat_t format,
const texturedata_t data
) {
```
Same rule for calls that don't fit on one line:
```c
assertTrue(
data.paletted.palette->count ==
mathNextPowTwo(data.paletted.palette->count),
"Palette color count must be a power of 2"
);
```
---
## Indentation and spacing
- **2 spaces** per indent level. No tabs.
- No space between a control keyword and its `(`:
```c
if(x) { // correct
if (x) { // wrong
```
- No space between a function name and its `(` in either declarations or calls.
- Opening brace on the same line:
```c
void entityUpdate(entity_t *entity) {
if(x) {
for(int i = 0; i < n; i++) {
```
- Closing brace always on its own line, except `} else {` and `} while(...)`.
- One blank line between function definitions in `.c` files.
- No trailing whitespace.
---
## Naming
| Kind | Convention | Example |
|---|---|---|
| Types (struct/union/typedef) | `snake_case_t` | `entity_t`, `worldpos_t` |
| Struct tags | `struct name_s` | `struct entity_s` |
| Union tags | `union name_u` | `union texturedata_u` |
| Enum tags (when typedef'd separately) | `name_enum_t` | `entitytype_enum_t` |
| Functions | `subsystemVerb` (camelCase, noun-first) | `entityInit`, `mapGetTile` |
| Macro constants | `UPPER_SNAKE_CASE` | `CHUNK_WIDTH`, `FIXED_ONE` |
| Function-like macros | `camelCase` (same as functions) | `errorThrow`, `assertNotNull` |
| Global subsystem instances | `UPPER_SNAKE_CASE` | `ENGINE`, `MAP`, `ENTITIES` |
| Local variables | `camelCase` | `tileNew`, `spriteCount` |
| Parameters | `camelCase` | `texture`, `worldPos` |
Subsystem prefix always comes first in function names: `textureInit`, `shaderBind`, `spriteBatchFlush`. The verb describes the action: `Init`, `Update`, `Dispose`, `Get`, `Set`, `Is`, etc.
---
## Typedefs
### Structs
```c
typedef struct {
uint8_t id;
entitytype_t type;
} entity_t;
```
Use a named tag (`struct entity_s`) only when forward declaration is required:
```c
typedef struct entity_s {
// ...
} entity_t;
```
### Unions
```c
typedef union texturedata_u {
struct {
uint8_t *indices;
palette_t *palette;
} paletted;
color_t *rgbaColors;
} texturedata_t;
```
### Enums
When the enum values need to be a compact integer (common for arrays and flags), declare the enum separately and typedef an integer type:
```c
typedef enum {
ENTITY_TYPE_NULL,
ENTITY_TYPE_PLAYER,
ENTITY_TYPE_NPC,
ENTITY_TYPE_COUNT
} entitytype_enum_t;
typedef uint8_t entitytype_t; // actual type used everywhere
```
Always include `_NULL` as the first value (zero) and `_COUNT` as the last value.
---
## `#define` constants
All-caps, underscores. Wrap multi-token expressions in parentheses:
```c
#define CHUNK_WIDTH 16
#define CHUNK_HEIGHT CHUNK_WIDTH
#define CHUNK_TILE_COUNT (CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH)
```
Multi-line macros: backslash continuation, body indented 2 spaces, closing line has no backslash:
```c
#define errorThrow(message, ...) \
return errorThrowImpl(\
&ERROR_STATE, ERROR_NOT_OK, __FILE__, __func__, __LINE__, (message), \
##__VA_ARGS__ \
)
```
---
## `const` usage
Mark every pointer and value parameter `const` unless the function modifies it:
```c
void entityTurn(entity_t *entity, const entitydir_t direction);
errorret_t textureInit(texture_t *texture, const int32_t width, ...);
```
`entity_t *entity` is non-const because the function writes to it; `direction` is const because it is read-only.
---
## `void` in no-argument functions
Use `(void)` in definitions and declarations of zero-parameter functions:
```c
errorret_t engineUpdate(void);
errorret_t spriteBatchFlush(void);
```
---
## Unused parameters
Do **not** use `(void)param;` casts to suppress unused-parameter warnings. They are
redundant noise. If a callback signature is fixed by a function-pointer type and the
parameter is genuinely unused, just leave it — do not suppress:
```c
// correct — parameter unused, no cast
errorret_t sceneTestUpdate(scenedata_t *data) {
errorOk();
}
// wrong
errorret_t sceneTestUpdate(scenedata_t *data) {
(void)data;
errorOk();
}
```
---
## Global subsystem state
Each subsystem exposes a single global instance declared `extern` in the header and defined (once) in the `.c` file:
```c
// entity.h
extern entity_t ENTITIES[ENTITY_COUNT];
// entity.c
entity_t ENTITIES[ENTITY_COUNT];
```
Never define a subsystem global as `static` in a header.
---
## Assertions
Place assertions at the very top of a function, before any logic:
```c
void entityInit(entity_t *entity, const entitytype_t type) {
assertNotNull(entity, "Entity pointer cannot be NULL");
assertTrue(type < ENTITY_TYPE_COUNT, "Invalid entity type");
// ... actual logic
}
```
Available assertion macros (from `assert/assert.h`):
- `assertNotNull(ptr, msg)`
- `assertNull(ptr, msg)`
- `assertTrue(expr, msg)`
- `assertFalse(expr, msg)`
- `assertUnreachable(msg)`
- `assertStringEqual(a, b, msg)`
- `assertIsMainThread(msg)` / `assertNotMainThread(msg)`
---
## Error handling style
Functions that can fail return `errorret_t`. Three patterns:
```c
// Propagate a child call's failure and return from this function:
errorChain(someCall());
// Return success:
errorOk();
// Return failure:
errorThrow("Descriptive message %s", variable);
```
`errorChain` is used inline — do not capture the result first:
```c
errorChain(textureInitPlatform(texture, width, height, format, data)); // correct
errorret_t r = textureInitPlatform(...); errorChain(r); // wrong
```
---
## Struct initialization
Use C99 designated initializers for any struct literal with more than one field:
```c
static const entitycallback_t ENTITY_CALLBACKS[ENTITY_TYPE_COUNT] = {
[ENTITY_TYPE_NULL] = { NULL },
[ENTITY_TYPE_PLAYER] = {
.init = playerInit,
.movement = playerInput
},
};
```
```c
shadermaterial_t material = {
.unlit = {
.color = COLOR_WHITE,
.texture = NULL
}
};
```
---
## Fixed-size array iteration
Prefer pointer arithmetic with `do/while` over index loops for iterating through fixed global arrays:
```c
entity_t *ent = ENTITIES;
do {
if(ent->type == ENTITY_TYPE_NULL) continue;
// ...
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
```
Use `for` loops when an index variable is actually needed.
---
## Comments
Comments explain *why*, not *what*. One short inline comment is fine; multi-line block comments for non-obvious invariants only.
```c
// Walking up a ramp — only the direction the ramp faces is valid.
if(tileIsRamp(tileCurrent) && ...) {
```
Section labels inside long functions are acceptable:
```c
// Chunks
{
...
}
// Entities
{
...
}
```
Doc comments on public functions use Javadoc style with `@param` / `@return`:
```c
/**
* Gets the tile at the given world position.
*
* @param position The world position.
* @return The tile at that position, or TILE_NULL if the chunk is unloaded.
*/
tile_t mapGetTile(const worldpos_t position);
```
---
## Platform-conditional code
Use the `DUSK_*` compile-definition macros set by `cmake/targets/<target>.cmake`:
```c
#ifdef DUSK_THREAD_PTHREAD
#include "thread/thread.h"
extern pthread_t ASSERT_MAIN_THREAD_ID;
#endif
```
Never use `#ifdef __linux__`, `#ifdef _WIN32`, etc. directly — go through the engine macros.
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# Engine Systems
Smaller systems that support the engine but don't warrant their own file each.
---
## Time (`src/dusk/time/`)
`dusktime_t TIME` tracks fixed and dynamic delta time.
```c
TIME.delta // fixed_t: always DUSK_TIME_STEP (16ms default) on fixed-rate platforms
TIME.time // fixed_t: total elapsed time in seconds
```
On platforms with `DUSK_TIME_DYNAMIC` (Linux/SDL2):
```c
TIME.dynamicDelta // fixed_t: actual time since last frame
TIME.dynamicTime // fixed_t: total elapsed (dynamic)
TIME.dynamicUpdate // bool_t: true when a real tick occurred
```
Call `timeUpdate()` once per frame (before input/logic). `timeGetEpoch()` returns the current wall-clock time as a `dusktimeepoch_t`.
### Epoch time (`time/timeepoch.h`)
`dusktimeepoch_t` stores a Unix timestamp (double) with timezone offset. Utilities:
```c
dusktimeepoch_t e = timeGetEpoch();
timeEpochGetHours(e) // 023
timeEpochGetMinutes(e) // 059
timeEpochGetSeconds(e) // 059
timeEpochGetDayOfMonth(e) // 030
timeEpochGetMonth(e) // 011
timeEpochGetYear(e)
// Format: %Y year, %m month, %d day, %H hour, %M minute, %S second
timeEpochFormat(e, "%Y-%m-%d %H:%M:%S", buf, sizeof(buf));
// Compare: returns -1, 0, 1
timeEpochCompare(a, b);
// Timezone shift:
dusktimeepoch_t local = timeEpochSwitchTimeZone(e, offsetHours);
```
---
## Thread (`src/dusk/thread/`)
Currently only the pthread backend (`DUSK_THREAD_PTHREAD`) exists. Thread objects are `thread_t` — used primarily by the asset loader.
```c
threadInit(&thread, myCallback); // myCallback: void (*)(thread_t *)
threadStart(&thread); // blocks until thread is RUNNING
threadStop(&thread); // requests stop, blocks until STOPPED
// Inside the thread callback:
while(!threadShouldStop(&thread)) { /* work */ }
```
State flow: `STOPPED → STARTING → RUNNING → (STOP_REQUESTED) → STOPPED`.
### Mutex (`thread/threadmutex.h`)
```c
threadMutexInit(&lock);
threadMutexLock(&lock);
threadMutexUnlock(&lock);
threadMutexTryLock(&lock); // non-blocking; returns false if already held
threadMutexWaitLock(&lock); // release lock and sleep until signalled
threadMutexSignal(&lock); // wake a thread waiting on this mutex
threadMutexDispose(&lock);
```
### Thread-local storage
`THREAD_LOCAL` expands to `__thread` (GCC) on pthread platforms. Used for the per-thread error state (`ERROR_STATE` in `error/error.h`).
---
## Event (`src/dusk/event/`)
A fixed-capacity multicast callback list.
```c
// Declare backing arrays (choose a size):
eventcallback_t cbs[4];
void *users[4];
event_t myEvent;
eventInit(&myEvent, cbs, users, 4);
eventSubscribe(&myEvent, myCallback, myUser);
eventUnsubscribe(&myEvent, myCallback);
eventInvoke(&myEvent, params); // calls all subscribers; params passed as-is
```
Callback signature: `void cb(void *params, void *user)`.
`event_t` does not own its callback/user arrays. Always declare them alongside the event in the same struct or as static arrays.
---
## Console (`src/dusk/console/`)
`CONSOLE` is a scrolling in-game terminal for debug output. On POSIX platforms (`DUSK_CONSOLE_POSIX`) it also polls stdin in a thread so commands can be typed during a running session.
```c
consolePrint("Value is %d", x); // printf-style; thread-safe
consoleDraw(); // renders visible history lines to screen
```
Configuration constants (`consoledefs.h`):
- `CONSOLE_LINE_MAX` — 512 chars per line
- `CONSOLE_HISTORY_MAX` — 16 lines of scrollback
- `CONSOLE_EXEC_BUFFER_MAX` — 32 pending exec commands
`CONSOLE.visible` controls whether `consoleDraw()` actually renders anything.
---
## Log (`src/dusk/log/`)
Two simple output functions, implemented per-platform:
```c
logDebug("format %s", arg); // debug output (stdout on Linux, debug channel on consoles)
logError("format %s", arg); // error output; may pause execution on some platforms
```
These go directly to the platform's native output and are not buffered by the console history.
---
## System / Platform (`src/dusk/system/`)
`systemInit()` runs platform-specific startup (e.g. Wii PAD init, PSP kernel setup). Must be the first call in `engineInit()`.
```c
systemplatform_t p = systemGetPlatform(); // SYSTEM_PLATFORM_LINUX, _PSP, etc.
systemdialogtype_t d = systemGetActiveDialogType();
// SYSTEM_DIALOG_TYPE_NONE / RENDER_BLOCKING / TICK_BLOCKING
```
The full platform list is defined via X-macro in `system/systemplatformlist.h`:
| Constant | Value |
|---|---|
| `SYSTEM_PLATFORM_LINUX` | 0 |
| `SYSTEM_PLATFORM_KNULLI` | 1 |
| `SYSTEM_PLATFORM_PSP` | 2 |
| `SYSTEM_PLATFORM_GAMECUBE` | 3 |
| `SYSTEM_PLATFORM_WII` | 4 |
---
## Network (`src/dusk/network/`)
`network_t NETWORK` manages platform connection state. The engine calls `networkInit` / `networkUpdate` / `networkDispose`; game code uses the request API:
```c
networkRequestConnection(onConnected, onFailed, onDisconnect, user);
networkRequestDisconnection(onComplete, user);
networkIsConnected(); // bool_t
```
State machine: `DISCONNECTED → CONNECTING → CONNECTED → DISCONNECTING → DISCONNECTED`.
Network address info (after connection):
```c
networkinfo_t info = networkGetInfo();
// info.type = NETWORK_TYPE_IPV4 / IPV6
// info.ipv4.ip[4] or info.ipv6.ip[16]
```
Platform backends implement `networkPlatformInit/Update/Dispose/IsConnected`. Currently only Linux (socket-based) and PSP/Vita are implemented.
-123
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@@ -1,123 +0,0 @@
# UI System
Source: `src/dusk/ui/`
The UI system is an immediate-mode layer drawn on top of the game scene each frame. Elements register themselves; `uiUpdate()` ticks all elements and `uiRender()` draws them. All coordinates are in screen pixels.
---
## Lifecycle
```
uiInit() → uiTextboxInit() // init order matters — textbox depends on display being ready
uiUpdate() // each frame, before rendering
uiRender() // each frame, after scene render
uiDispose()
uiTextboxDispose()
```
---
## Element registration (`ui/uielement.h`)
Elements are stored in `UI_ELEMENTS[]`. Each has a type and a `draw` callback:
```c
typedef struct {
uielementtype_t type;
errorret_t (*draw)();
} uielement_t;
```
Currently `UI_ELEMENT_TYPE_NATIVE` elements call their `draw` function directly. New debug/HUD elements are registered by adding to this array.
---
## Textbox (`ui/uitextbox.h`)
`UI_TEXTBOX` is the global dialogue box. It word-wraps text, paginates it, and plays a typewriter scroll effect.
```c
uiTextboxSetText("Long dialogue string..."); // wraps to charsPerLine, paginates
uiTextboxUpdate(); // each frame: advance scroll, check input
uiTextboxDraw(); // draw box + text
// Pagination:
uiTextboxPageIsComplete() // true when all chars of current page are visible
uiTextboxHasNextPage()
uiTextboxNextPage()
// Subscibe to page events:
eventSubscribe(&UI_TEXTBOX.onPageComplete, cb, user);
eventSubscribe(&UI_TEXTBOX.onLastPage, cb, user);
```
`UI_TEXTBOX.advanceAction` defaults to the input action that advances dialogue — set it before calling `uiTextboxInit()` if the default doesn't suit.
Layout constants:
- `UI_TEXTBOX_TEXT_MAX` — 1024 chars
- `UI_TEXTBOX_LINES_MAX` — 64 lines
- `UI_TEXTBOX_LINES_PER_PAGE_MAX` — 3 lines visible at once
- `UI_TEXTBOX_SCROLL_CHARS_PER_TICK` — 1 char per tick (typewriter speed)
The textbox uses `UI_TEXTBOX.frame` (a `uiframe_t`) for its border rendering and `UI_TEXTBOX.font` for text.
---
## UI Frame (`ui/uiframe.h`)
9-slice bordered box rendered with a tileset:
```c
uiFrameInit(&frame);
uiFrameDraw(&frame, x, y, width, height);
uiFrameDispose(&frame);
```
The tileset is loaded from the asset system during `uiFrameInit()`. The 9 slices are arranged in the tileset grid as: top-left corner, top edge, top-right corner, left edge, fill, right edge, bottom-left, bottom edge, bottom-right.
---
## Loading overlay (`ui/uiloading.h`)
`UI_LOADING` is a full-screen loading indicator with fade-in/fade-out transitions:
```c
uiLoadingShow(onShownCallback, user); // fade in; calls callback when fully opaque
uiLoadingHide(onHiddenCallback, user); // fade out; calls callback when fully transparent
uiLoadingUpdate(delta); // each frame
uiLoadingDraw(); // each frame, over everything
```
`UI_LOADING_FADE_DURATION` is `FIXED(0.5f)` seconds. Subscribe to `UI_LOADING.onTransitionEnd` for completion events.
---
## Full-box overlay (`ui/uifullbox.h`)
Two global full-screen color overlays: `UI_FULLBOX_UNDER` (drawn before game content) and `UI_FULLBOX_OVER` (drawn after). Used for scene transitions (fade to black, etc.):
```c
uiFullboxTransition(
&UI_FULLBOX_OVER,
COLOR_TRANSPARENT, COLOR_BLACK,
FIXED(0.5f),
EASING_IN_OUT_CUBIC
);
eventSubscribe(&UI_FULLBOX_OVER.onTransitionEnd, myCallback, NULL);
uiFullboxUnderDraw(); // draw under layer
uiFullboxOverDraw(); // draw over layer
```
---
## FPS counter (`ui/uifps.h`)
`UIFPS` tracks a rolling average FPS. `uiFPSDraw()` renders it in the corner. Currently drawn as part of the debug HUD (not wired to an element slot).
---
## Player position HUD (`ui/uiplayerpos.h`)
`uiplayerpos.c` draws the player's current world tile coordinates. Debug overlay, currently drawn directly in the scene render.
-162
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@@ -1,162 +0,0 @@
# Utilities
Source: `src/dusk/util/`
---
## String (`util/string.h`)
**Always use these instead of stdlib equivalents** (`strcmp`, `strcpy`, `sprintf`, etc.).
```c
stringCopy(dest, src, destSize); // safe strncpy; always null-terminates
stringCompare(a, b); // -1 / 0 / 1
stringEquals(a, b); // bool_t
stringCompareInsensitive(a, b); // case-insensitive -1 / 0 / 1
stringTrim(str); // in-place strip leading/trailing whitespace
stringFindLastChar(str, c); // last occurrence pointer or NULL
stringFormat(dest, destSize, fmt, ...); // snprintf wrapper; pass NULL dest to get length
stringFormatVA(dest, destSize, fmt, args); // va_list version
stringIsWhitespace(c); // bool_t
// Parse:
stringToI32(str, &out) bool_t
stringToI64(str, &out) bool_t
stringToI16(str, &out) bool_t
stringToU16(str, &out) bool_t
stringToF32(str, &out) bool_t
// Suffix checks:
stringEndsWith(str, suffix) bool_t
stringEndsWithCaseInsensitive(str, suffix) bool_t
stringIncludesString(haystack, needle) bool_t
```
---
## Memory (`util/memory.h`)
**Always use these instead of `malloc`/`free`/`memcpy`/`memset` directly.**
```c
memoryAllocate(size) void * // malloc + tracks pointer count
memoryAlign(alignment, size) void * // aligned malloc
memoryFree(ptr) // free + decrements count
memoryReallocate(&ptr, size) // realloc
memoryResize(&ptr, oldSize, newSize) // realloc + copy (safe reshape)
memoryTrack(ptr) // track externally-malloc'd pointer
memoryCopy(dest, src, size) // memcpy
memoryMove(dest, src, size) // memmove
memorySet(dest, value, size) // memset
memoryZero(dest, size) // memset 0
memoryCompare(a, b, size) int_t // memcmp
// Useful for uploading vertex data with different source/dest layouts:
memoryCopyInterleaved(dest, destStride, src, srcStride, elementSize, count);
memoryCopyRangeSafe(dest, start, end, sizeMax); // copy with bounds check
memoryGetAllocatedCount() size_t // current malloc'd block count
```
---
## Math (`util/math.h`)
```c
mathNextPowTwo(value) uint32_t // next power of two >= value
mathMax(a, b) // macro
mathMin(a, b) // macro
mathClamp(x, lower, upper) // macro
mathAbs(amt) // macro
mathModFloat(x, y) float_t // always non-negative modulo
mathLerp(a, b, t) float_t // linear interpolation (floats)
```
For fixed-point lerp use `fixedLerp(a, b, t)` from `util/fixed.h`.
`MATH_PI` is defined as `M_PI`.
---
## Fixed-point (`util/fixed.h`)
Q24.8 format: 24-bit integer part, 8-bit fractional part (`int32_t`). See [architecture.md](architecture.md#fixed-point-math) for the full API.
Quick reference:
```c
FIXED(1.5f) // compile-time literal
fixedFromI32(3) // runtime int → fixed
fixedToFloat(f) // fixed → float (only for GL/platform APIs)
fixedMul(a, b) // multiplication (not just addition)
fixedDiv(a, b) // division
fixedLerp(a, b, t) // lerp where t ∈ [0, FIXED_ONE]
```
---
## Array (`util/array.h`)
```c
arrayReverse(array, count, size); // in-place reverse; size = sizeof(element)
```
---
## Sort (`util/sort.h`)
```c
sortQuick(array, count, size, compare); // quicksort
sortBubble(array, count, size, compare); // bubble sort (small arrays)
sort(array, count, size, compare); // macro alias for sortQuick
// Convenience uint8_t sorter:
sortArrayU8(array, count);
int sortArrayU8Compare(const void *a, const void *b); // comparator
```
`sortcompare_t` matches `qsort` comparator signature: `int (*)(const void *, const void *)`.
---
## Reference counting (`util/ref.h`)
```c
refInit(&ref, dataPtr, onLock, onUnlock, onAllUnlocked);
refLock(&ref); // increments count, calls onLock
bool_t hit_zero = refUnlock(&ref); // decrements; calls onAllUnlocked when 0
```
Used internally by the asset entry system to track how many callers hold a reference to a loaded asset entry.
---
## CRC32 (`util/crypt.h`)
```c
// One-shot:
uint32_t crc = cryptCRC32(data, size);
// Streaming:
uint32_t acc = cryptCRC32Begin();
cryptCRC32Update(&acc, chunk1, len1);
cryptCRC32Update(&acc, chunk2, len2);
uint32_t final = cryptCRC32End(acc);
```
Used by the save stream to checksum save files.
---
## Endian (`util/endian.h`)
All serialized data (save files, asset headers) is little-endian. Convert to/from host byte order:
```c
uint32_t val = endianLittleToHost32(rawU32);
uint16_t val = endianLittleToHost16(rawU16);
float_t val = endianLittleToHostFloat(rawFloat);
```
`isHostLittleEndian()` returns a bool at runtime. The compile-time defines `DUSK_PLATFORM_ENDIAN_LITTLE` / `DUSK_PLATFORM_ENDIAN_BIG` are set by `cmake/targets/<target>.cmake`.
@@ -0,0 +1,49 @@
name: Setup devkitPro
description: Install devkitPro with GameCube/Wii packages on an Ubuntu runner
runs:
using: composite
steps:
- name: Install apt dependencies
shell: bash
run: |
sudo apt-get update
sudo apt-get install -y \
cmake \
python3 \
python3-pip \
python3-polib \
python3-pil \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
xorriso
- name: Install devkitPro pacman
shell: bash
run: |
sudo ln -sf /proc/self/mounts /etc/mtab
wget https://apt.devkitpro.org/install-devkitpro-pacman \
-O /tmp/install-devkitpro-pacman
echo "=== installer script contents ==="
cat /tmp/install-devkitpro-pacman
echo "================================="
chmod +x /tmp/install-devkitpro-pacman
sudo /tmp/install-devkitpro-pacman
echo "DEVKITPRO=/opt/devkitpro" >> $GITHUB_ENV
echo "DEVKITPPC=/opt/devkitpro/devkitPPC" >> $GITHUB_ENV
echo "/opt/devkitpro/tools/bin" >> $GITHUB_PATH
echo "/opt/devkitpro/devkitPPC/bin" >> $GITHUB_PATH
- name: Install devkitPro GameCube/Wii packages
shell: bash
run: |
sudo dkp-pacman -S --needed --noconfirm \
gamecube-dev \
gamecube-sdl2 \
ppc-liblzma \
ppc-libzip \
libogc2 \
gamecube-tools \
ppc-libmad \
ppc-zlib-ng \
ppc-bzip2 \
ppc-zstd
+20
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@@ -0,0 +1,20 @@
name: Setup pspdev
description: Install the pspdev PSP toolchain on an Ubuntu runner
runs:
using: composite
steps:
- name: Install dependencies
shell: bash
run: |
sudo apt-get update
sudo apt-get install -y cmake python3 python3-pip python3-dotenv
- name: Install pspdev toolchain
shell: bash
run: |
wget -q \
https://github.com/pspdev/pspdev/releases/latest/download/pspdev-ubuntu-latest-x86_64.tar.gz \
-O /tmp/pspdev.tar.gz
sudo tar -xzf /tmp/pspdev.tar.gz -C /usr/local
echo "PSPDEV=/usr/local/pspdev" >> $GITHUB_ENV
echo "/usr/local/pspdev/bin" >> $GITHUB_PATH
+142 -69
View File
@@ -4,27 +4,37 @@ on:
tags:
- '*'
jobs:
run-tests:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Run tests in Docker
run: ./scripts/test-linux-docker.sh
build-linux:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
uses: actions/checkout@v4
- name: Install dependencies
run: |
sudo apt-get update
sudo apt-get install -y \
build-essential \
cmake \
python3 \
python3-pip \
python3-polib \
python3-pil \
libsdl2-dev \
libgl1-mesa-dev \
libzip-dev \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
xz-utils \
liblzma-dev \
libbz2-dev \
zlib1g-dev \
git \
libssl-dev
- name: Build Linux
run: ./scripts/build-linux-docker.sh
run: ./scripts/build-linux.sh
- name: Upload Linux binary
uses: actions/upload-artifact@v6
uses: actions/upload-artifact@v3
with:
name: dusk-linux
path: build-linux/Dusk
@@ -34,53 +44,72 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build psp
run: ./scripts/build-psp-docker.sh
uses: actions/checkout@v4
- name: Setup pspdev
uses: ./.github/actions/setup-pspdev
- name: Build PSP
run: ./scripts/build-psp.sh
- name: Move EBOOT.PBP to Dusk subfolder
run: |
mkdir -p ./git-artifcats/Dusk/PSP/GAME/Dusk
cp build-psp/EBOOT.PBP ./git-artifcats/Dusk/PSP/GAME/Dusk/EBOOT.PBP
- name: Upload psp binary
uses: actions/upload-artifact@v6
- name: Upload PSP binary
uses: actions/upload-artifact@v3
with:
name: dusk-psp
path: ./git-artifcats/Dusk
if-no-files-found: error
# build-vita:
# runs-on: ubuntu-latest
# steps:
# - name: Checkout repository
# uses: actions/checkout@v6
# - name: Set up Docker
# uses: docker/setup-docker-action@v5
# - name: Build Vita
# run: ./scripts/build-vita-docker.sh
# - name: Upload Vita binary
# uses: actions/upload-artifact@v6
# with:
# name: dusk-vita
# path: build-vita/Dusk.vpk
# if-no-files-found: error
build-knulli:
runs-on: ubuntu-latest
container:
image: debian:trixie
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build knulli
run: ./scripts/build-knulli-docker.sh
uses: actions/checkout@v4
- name: Install dependencies
run: |
dpkg --add-architecture arm64
apt-get update
apt-get install -y --no-install-recommends \
crossbuild-essential-arm64 \
ca-certificates \
pkg-config \
cmake \
make \
ninja-build \
git \
file \
python3 \
python3-pip \
python3-polib \
python3-pil \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
liblua5.4-dev:arm64 \
xz-utils:arm64 \
libbz2-dev:arm64 \
zlib1g-dev:arm64 \
libzip-dev:arm64 \
libssl-dev:arm64 \
libsdl2-dev:arm64 \
liblzma-dev:arm64 \
libopengl0:arm64 \
libgl1:arm64 \
libegl1:arm64 \
libgles2:arm64 \
libgl1-mesa-dev:arm64
- name: Build Knulli
run: ./scripts/build-knulli.sh
- name: Move output to Dusk subfolder
run: |
mkdir -p ./git-artifcats/Dusk
cp -r build-knulli/dusk ./git-artifcats/Dusk
- name: Upload knulli binary
uses: actions/upload-artifact@v6
- name: Upload Knulli binary
uses: actions/upload-artifact@v3
with:
name: dusk-knulli
path: ./git-artifcats/Dusk
@@ -88,20 +117,31 @@ jobs:
build-gamecube:
runs-on: ubuntu-latest
container:
image: ghcr.io/extremscorner/libogc2:latest
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
uses: actions/checkout@v4
- name: Install additional dependencies
run: |
apt-get install -y \
python3-pip python3-polib python3-pil \
python3-dotenv python3-pyqt5 python3-opengl
dkp-pacman -Syu --noconfirm
dkp-pacman -S --needed --noconfirm \
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build GameCube
run: ./scripts/build-gamecube-docker.sh
- name: Copy output files.
run: ./scripts/build-gamecube.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk
cp build-gamecube/Dusk.dol ./git-artifcats/Dusk/Dusk.dol
cp build-gamecube/dusk.dsk ./git-artifcats/Dusk/dusk.dsk
- name: Upload GameCube binary
uses: actions/upload-artifact@v6
uses: actions/upload-artifact@v3
with:
name: dusk-gamecube
path: ./git-artifcats/Dusk
@@ -109,21 +149,32 @@ jobs:
build-gamecube-iso:
runs-on: ubuntu-latest
container:
image: ghcr.io/extremscorner/libogc2:latest
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
uses: actions/checkout@v4
- name: Install additional dependencies
run: |
apt-get install -y \
python3-pip python3-polib python3-pil \
python3-dotenv python3-pyqt5 python3-opengl xorriso
dkp-pacman -Syu --noconfirm
dkp-pacman -S --needed --noconfirm \
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build GameCube ISO
run: ./scripts/build-gamecube-iso-docker.sh
- name: Copy output files.
run: ./scripts/build-gamecube-iso.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk
cp build-gamecube-iso/Dusk-NTSC-J.iso ./git-artifcats/Dusk/Dusk-NTSC-J.iso
cp build-gamecube-iso/Dusk-NTSC-U.iso ./git-artifcats/Dusk/Dusk-NTSC-U.iso
cp build-gamecube-iso/Dusk-PAL.iso ./git-artifcats/Dusk/Dusk-PAL.iso
- name: Upload GameCube ISO
uses: actions/upload-artifact@v6
uses: actions/upload-artifact@v3
with:
name: dusk-gamecube-iso
path: ./git-artifcats/Dusk
@@ -131,21 +182,32 @@ jobs:
build-wii:
runs-on: ubuntu-latest
container:
image: ghcr.io/extremscorner/libogc2:latest
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
uses: actions/checkout@v4
- name: Install additional dependencies
run: |
apt-get install -y \
python3-pip python3-polib python3-pil \
python3-dotenv python3-pyqt5 python3-opengl
dkp-pacman -Syu --noconfirm
dkp-pacman -S --needed --noconfirm \
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build Wii
run: ./scripts/build-wii-docker.sh
- name: Copy output files.
run: ./scripts/build-wii.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk/apps/Dusk
cp build-wii/boot.dol ./git-artifcats/Dusk/apps/Dusk/boot.dol
cp build-wii/dusk.dsk ./git-artifcats/Dusk/apps/Dusk/dusk.dsk
cp build-wii/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml
- name: Upload Wii binary
uses: actions/upload-artifact@v6
uses: actions/upload-artifact@v3
with:
name: dusk-wii
path: ./git-artifcats/Dusk
@@ -153,21 +215,32 @@ jobs:
build-wii-iso:
runs-on: ubuntu-latest
container:
image: ghcr.io/extremscorner/libogc2:latest
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
uses: actions/checkout@v4
- name: Install additional dependencies
run: |
apt-get install -y \
python3-pip python3-polib python3-pil \
python3-dotenv python3-pyqt5 python3-opengl xorriso
dkp-pacman -Syu --noconfirm
dkp-pacman -S --needed --noconfirm \
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build Wii ISO
run: ./scripts/build-wii-iso-docker.sh
- name: Copy output files.
run: ./scripts/build-wii-iso.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk
cp build-wii-iso/Dusk-NTSC-J.iso ./git-artifcats/Dusk/Dusk-NTSC-J.iso
cp build-wii-iso/Dusk-NTSC-U.iso ./git-artifcats/Dusk/Dusk-NTSC-U.iso
cp build-wii-iso/Dusk-PAL.iso ./git-artifcats/Dusk/Dusk-PAL.iso
- name: Upload Wii ISO
uses: actions/upload-artifact@v6
uses: actions/upload-artifact@v3
with:
name: dusk-wii-iso
path: ./git-artifcats/Dusk
+35
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@@ -0,0 +1,35 @@
name: Test Dusk
on:
pull_request:
branches:
- main
jobs:
run-tests:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Install dependencies
run: |
sudo apt-get update
sudo apt-get install -y \
build-essential \
cmake \
python3 \
python3-pip \
python3-polib \
python3-pil \
libsdl2-dev \
libgl1-mesa-dev \
libzip-dev \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
xz-utils \
liblzma-dev \
libbz2-dev \
zlib1g-dev \
git \
libssl-dev
- name: Run tests
run: ./scripts/test-linux.sh
-65
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@@ -1,65 +0,0 @@
# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project
Dusk is a C11 RPG game targeting resource-constrained hardware (PSP, GameCube, Wii, PS Vita, Knulli handhelds) and Linux/OpenGL. All game code lives in `src/dusk/`; platform-specific backends live in `src/dusk{platform}/` (e.g. `src/duskgl/`, `src/duskpsp/`, `src/duskdolphin/`).
Assets are zipped into `dusk.dsk` at build time and loaded at runtime via the asset system.
## Build
```bash
# Linux (host)
./scripts/build-linux.sh # outputs build-linux/Dusk
# Other targets (require Docker)
./scripts/build-psp-docker.sh
./scripts/build-gamecube-docker.sh
./scripts/build-wii-docker.sh
./scripts/build-knulli-docker.sh
```
Each script is a thin wrapper around:
```bash
cmake -S . -B build-<target> -DDUSK_TARGET_SYSTEM=<target>
cmake --build build-<target> -- -j$(nproc)
```
## Tests
```bash
./scripts/test-linux.sh # builds and runs all tests
# Manually run a single test binary after building:
./build-tests/test/<module>/test_<name>
```
Tests use [cmocka](https://cmocka.org/) and are only compiled when `DUSK_BUILD_TESTS=ON`. Test sources live under `test/`.
## Key conventions
- Use `stringCompare`, `stringCopy`, `stringEquals`, etc. from `util/string.h` — never `strcmp`, `strcpy`, and friends directly.
- All functions that can fail return `errorret_t`. Use `errorThrow(...)`, `errorChain(call())`, and `errorOk()` macros — see `error/error.h`.
- Positions and game-world values use `fixed_t` (Q24.8 fixed-point, `int32_t`) — not `float`. Use `FIXED(x)` for literals and the `fixedFrom*`/`fixedTo*` helpers in `util/fixed.h`.
## Coding style
See [`.claude/style.md`](.claude/style.md) for the full style guide: indentation, line length, naming, typedefs, defines, include order, `const` usage, assertion placement, error handling, struct initialization, and platform conditionals.
## Architecture & systems
| Doc | Covers |
|---|---|
| [`.claude/architecture.md`](.claude/architecture.md) | Platform abstraction pattern, subsystem lifecycle, error handling, code-generation pipeline |
| [`.claude/display.md`](.claude/display.md) | Rendering pipeline: display state, screen, framebuffer, mesh, shader, texture, spritebatch, text |
| [`.claude/input.md`](.claude/input.md) | Input actions, buttons, bindings, axis helpers, events |
| [`.claude/asset.md`](.claude/asset.md) | Asset archive, entry lifecycle, loader types, async/sync split, low-level file I/O |
| [`.claude/ui.md`](.claude/ui.md) | UI element system, textbox, frames, loading overlay, fullbox transitions, FPS counter |
| [`.claude/animation.md`](.claude/animation.md) | Keyframe animation, easing functions |
| [`.claude/systems.md`](.claude/systems.md) | Time, threading, mutex, events, console, logging, system/platform, network |
| [`.claude/util.md`](.claude/util.md) | String, memory, math, fixed-point, array, sort, ref counting, CRC32, endian |
| [`.claude/save.md`](.claude/save.md) | Save slots, stream serialization with CRC, locale/i18n |
| [`.claude/rpg/index.md`](.claude/rpg/index.md) | RPG layer overview → [world](.claude/rpg/world.md), [entities](.claude/rpg/entity.md), [cutscenes](.claude/rpg/cutscene.md), [story/items](.claude/rpg/story.md) |
| [`.claude/display-refactor.md`](.claude/display-refactor.md) | Planned render-queue refactor (Saturn port context) |
+12 -4
View File
@@ -13,10 +13,10 @@ cmake_policy(SET CMP0079 NEW)
# set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
option(DUSK_BUILD_TESTS "Enable tests" OFF)
option(DUSK_NETWORK "Enable network support" ON)
# Game identity — override these per-project
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
set(DUSK_GAME_AUTHOR "YouWish" CACHE STRING "Game author / coder")
set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder")
set(DUSK_GAME_SHORT_DESCRIPTION "Dusk game" CACHE STRING "One-line description")
set(DUSK_GAME_LONG_DESCRIPTION "No description yet." CACHE STRING "Full description")
@@ -91,6 +91,12 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
DUSK_VERSION="${DUSK_VERSION}"
)
if(DUSK_NETWORK)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_NETWORK
)
endif()
# Toolchains
include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake)
@@ -122,8 +128,10 @@ add_custom_command(
OUTPUT "${DUSK_ASSETS_ZIP}"
COMMAND ${CMAKE_COMMAND} -E make_directory "${DUSK_ASSETS_DIR}"
COMMAND ${CMAKE_COMMAND} -E rm -f "${DUSK_ASSETS_ZIP}"
COMMAND ${CMAKE_COMMAND} -E tar "cf" "${DUSK_ASSETS_ZIP}" --format=zip -- .
WORKING_DIRECTORY "${DUSK_ASSETS_DIR}"
COMMAND ${Python3_EXECUTABLE} -m tools.asset.pack
--input "${DUSK_ASSETS_DIR}"
--output "${DUSK_ASSETS_ZIP}"
WORKING_DIRECTORY "${DUSK_ROOT_DIR}"
DEPENDS ${DUSK_ASSET_FILES}
VERBATIM
)
-12
View File
@@ -1,12 +0,0 @@
import sys, os
import argparse
# Check if the script is run with the correct arguments
parser = argparse.ArgumentParser(description="Generate chunk header files")
parser.add_argument('--assets', required=True, help='Dir to output built assets')
parser.add_argument('--headers-dir', required=True, help='Directory to output individual asset headers (required for header build)')
parser.add_argument('--output-headers', help='Output header file for built assets (required for header build)')
parser.add_argument('--output-assets', required=True, help='Output directory for built assets')
parser.add_argument('--output-file', required=True, help='Output file for built assets (required for wad build)')
parser.add_argument('--input', required=True, help='Input assets to process', nargs='+')
args = parser.parse_args()
-66
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@@ -1,66 +0,0 @@
import sys, os
from tools.asset.args import args
from tools.asset.process.asset import processAsset
from tools.asset.process.palette import processPaletteList
from tools.asset.process.tileset import processTilesetList
from tools.asset.process.language import processLanguageList
from tools.asset.path import getBuiltAssetsRelativePath
import zipfile
# Parse input file args.
inputAssets = []
for inputArg in args.input:
files = inputArg.split('$')
for file in files:
if str(file).strip() == '':
continue
pieces = file.split('#')
if len(pieces) < 2:
print(f"Error: Invalid input asset format '{file}'. Expected format: type#path[#option1%option2...]")
sys.exit(1)
options = {}
if len(pieces) > 2:
optionParts = pieces[2].split('%')
for part in optionParts:
partSplit = part.split('=')
if len(partSplit) < 1:
continue
if len(partSplit) == 2:
options[partSplit[0]] = partSplit[1]
else:
options[partSplit[0]] = True
inputAssets.append({
'type': pieces[0],
'path': pieces[1],
'options': options
})
if not inputAssets:
print("Error: No input assets provided.")
sys.exit(1)
# Process each asset.
files = []
for asset in inputAssets:
asset = processAsset(asset)
files.extend(asset['files'])
# Generate additional files
files.extend(processLanguageList()['files'])
# Take assets and add to a zip archive.
outputFileName = args.output_file
print(f"Creating output file: {outputFileName}")
with zipfile.ZipFile(outputFileName, 'w') as zipf:
for file in files:
relativeOutputPath = getBuiltAssetsRelativePath(file)
zipf.write(file, arcname=relativeOutputPath)
# Generate additional headers.
processPaletteList()
processTilesetList()
-12
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@@ -1,12 +0,0 @@
processedAssets = {}
def assetGetCache(assetPath):
if assetPath in processedAssets:
return processedAssets[assetPath]
return None
def assetCache(assetPath, processedData):
if assetPath in processedAssets:
return processedAssets[assetPath]
processedAssets[assetPath] = processedData
return processedData
-10
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@@ -1,10 +0,0 @@
import os
from tools.asset.args import args
def getAssetRelativePath(fullPath):
# Get the relative path to the asset
return os.path.relpath(fullPath, start=args.assets).replace('\\', '/')
def getBuiltAssetsRelativePath(fullPath):
# Get the relative path to the built asset
return os.path.relpath(fullPath, start=args.output_assets).replace('\\', '/')
-33
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@@ -1,33 +0,0 @@
import sys
# from processtileset import processTileset
from tools.asset.process.image import processImage
from tools.asset.process.palette import processPalette
from tools.asset.process.tileset import processTileset
from tools.asset.process.map import processMap
from tools.asset.process.language import processLanguage
from tools.asset.process.script import processScript
processedAssets = []
def processAsset(asset):
if asset['path'] in processedAssets:
return
processedAssets.append(asset['path'])
# Handle tiled tilesets
t = asset['type'].lower()
if t == 'palette':
return processPalette(asset)
elif t == 'image':
return processImage(asset)
elif t == 'tileset':
return processTileset(asset)
elif t == 'map':
return processMap(asset)
elif t == 'language':
return processLanguage(asset)
elif t == 'script':
return processScript(asset)
else:
print(f"Error: Unknown asset type '{asset['type']}' for path '{asset['path']}'")
sys.exit(1)
-134
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@@ -1,134 +0,0 @@
import os
import sys
from PIL import Image
from tools.asset.process.palette import extractPaletteFromImage, palettes
from tools.asset.args import args
from tools.asset.path import getAssetRelativePath
from tools.asset.cache import assetGetCache, assetCache
images = []
def processImage(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
type = None
if 'type' in asset['options']:
type = asset['options'].get('type', 'PALETTIZED').upper()
if type == 'PALETTIZED' or type is None:
return assetCache(asset['path'], processPalettizedImage(asset))
elif type == 'ALPHA':
return assetCache(asset['path'], processAlphaImage(asset))
else:
print(f"Error: Unknown image type {type} for asset {asset['path']}")
sys.exit(1)
def processPalettizedImage(asset):
assetPath = asset['path']
cache = assetGetCache(assetPath)
if cache is not None:
return cache
image = Image.open(assetPath)
imagePalette = extractPaletteFromImage(image)
# Find palette that contains every color
palette = None
for p in palettes:
hasAllColors = True
for color in imagePalette:
for palColor in p['pixels']:
if color[0] == palColor[0] and color[1] == palColor[1] and color[2] == palColor[2] and color[3] == palColor[3]:
break
elif color[3] == 0 and palColor[3] == 0:
break
else:
print('Pallete {} does not contain color #{}'.format(p['paletteName'], '{:02x}{:02x}{:02x}{:02x}'.format(color[0], color[1], color[2], color[3])))
hasAllColors = False
break
if hasAllColors:
palette = p
break
if palette is None:
palette = palettes[0] # Just to avoid reference error
print(f"No matching palette found for {assetPath}!")
# Find which pixel is missing
for color in imagePalette:
if color in palette['pixels']:
continue
# Convert to hex (with alpha)
hexColor = '#{:02x}{:02x}{:02x}{:02x}'.format(color[0], color[1], color[2], color[3])
print(f"Missing color: {hexColor} in palette {palette['paletteName']}")
sys.exit(1)
print(f"Converting image {assetPath} to use palette")
paletteIndexes = []
for pixel in list(image.getdata()):
if pixel[3] == 0:
pixel = (0, 0, 0, 0)
paletteIndex = palette['pixels'].index(pixel)
paletteIndexes.append(paletteIndex)
data = bytearray()
data.extend(b"DPI") # Dusk Palettized Image
data.extend(image.width.to_bytes(4, 'little')) # Width
data.extend(image.height.to_bytes(4, 'little')) # Height
data.append(palette['paletteIndex']) # Palette index
for paletteIndex in paletteIndexes:
if paletteIndex > 255 or paletteIndex < 0:
print(f"Error: Palette index {paletteIndex} exceeds 255!")
sys.exit(1)
data.append(paletteIndex.to_bytes(1, 'little')[0]) # Pixel index
relative = getAssetRelativePath(assetPath)
fileNameWithoutExt = os.path.splitext(os.path.basename(assetPath))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dpi")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(data)
outImage = {
"imagePath": outputFileRelative,
"files": [ outputFilePath ],
'width': image.width,
'height': image.height,
}
return assetCache(assetPath, outImage)
def processAlphaImage(asset):
assetPath = asset['path']
cache = assetGetCache(assetPath)
if cache is not None:
return cache
print(f"Processing alpha image: {assetPath}")
data = bytearray()
data.extend(b"DAI") # Dusk Alpha Image
image = Image.open(assetPath).convert("RGBA")
data.extend(image.width.to_bytes(4, 'little')) # Width
data.extend(image.height.to_bytes(4, 'little')) # Height
for pixel in list(image.getdata()):
# Only write alpha channel
data.append(pixel[3].to_bytes(1, 'little')[0]) # Pixel alpha
relative = getAssetRelativePath(assetPath)
fileNameWithoutExt = os.path.splitext(os.path.basename(assetPath))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dai")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(data)
outImage = {
"imagePath": outputFileRelative,
"files": [ outputFilePath ],
'width': image.width,
'height': image.height,
}
return assetCache(assetPath, outImage)
-228
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@@ -1,228 +0,0 @@
import sys
import os
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
from tools.asset.path import getAssetRelativePath
from tools.dusk.defs import defs
import polib
import re
LANGUAGE_CHUNK_CHAR_COUNT = int(defs.get('ASSET_LANG_CHUNK_CHAR_COUNT'))
LANGUAGE_DATA = {}
LANGUAGE_KEYS = []
def processLanguageList():
# Language keys header data
headerKeys = "// Auto-generated language keys header file.\n"
headerKeys += "#pragma once\n"
headerKeys += "#include \"dusk.h\"\n\n"
# This is the desired chunk groups list.. if a language key STARTS with any
# of the keys in this list we would "like to" put it in that chunk group.
# If there is no match, or the list is full then we will add it to the next
# available chunk group (that isn't a 'desired' one). If the chunk becomes
# full, then we attempt to make another chunk with the same prefix so that
# a second batching can occur.
desiredChunkGroups = {
'ui': 0
}
# Now, for each language key, create the header reference and index.
keyIndex = 0
languageKeyIndexes = {}
languageKeyChunk = {}
languageKeyChunkIndexes = {}
languageKeyChunkOffsets = {}
for key in LANGUAGE_KEYS:
headerKeys += f"#define {getLanguageVariableName(key)} {keyIndex}\n"
languageKeyIndexes[key] = keyIndex
keyIndex += 1
# Find desired chunk group
assignedChunk = None
for desiredKey in desiredChunkGroups:
if key.lower().startswith(desiredKey):
assignedChunk = desiredChunkGroups[desiredKey]
break
# If no desired chunk group matched, assign to -1
if assignedChunk is None:
assignedChunk = -1
languageKeyChunk[key] = assignedChunk
# Setup header.
for lang in LANGUAGE_DATA:
if key not in LANGUAGE_DATA[lang]:
print(f"Warning: Missing translation for key '{key}' in language '{lang}'")
sys.exit(1)
# Seal the header.
headerKeys += f"\n#define LANG_KEY_COUNT {len(LANGUAGE_KEYS)}\n"
# Now we can generate the language string chunks.
nextChunkIndex = max(desiredChunkGroups.values()) + 1
files = []
for lang in LANGUAGE_DATA:
langData = LANGUAGE_DATA[lang]
# Key = chunkIndex, value = chunkInfo
languageChunks = {}
for key in LANGUAGE_KEYS:
keyIndex = languageKeyIndexes[key]
chunkIndex = languageKeyChunk[key]
wasSetChunk = chunkIndex != -1
# This will keep looping until we find a chunk
while True:
# Determine the next chunkIndex IF chunkIndex is -1
if chunkIndex == -1:
chunkIndex = nextChunkIndex
# Is the chunk full?
curLen = languageChunks.get(chunkIndex, {'len': 0})['len']
newLen = curLen + len(langData[key])
if newLen > LANGUAGE_CHUNK_CHAR_COUNT:
# Chunk is full, need to create a new chunk.
chunkIndex = -1
if wasSetChunk:
wasSetChunk = False
else:
nextChunkIndex += 1
continue
# Chunk is not full, we can use it.
if chunkIndex not in languageChunks:
languageChunks[chunkIndex] = {
'len': 0,
'keys': []
}
languageChunks[chunkIndex]['len'] = newLen
languageChunks[chunkIndex]['keys'].append(key)
languageKeyChunkIndexes[key] = chunkIndex
languageKeyChunkOffsets[key] = curLen
break
# We have now chunked all the keys for this language!
langBuffer = b""
# Write header info
langBuffer += b'DLF' # Dusk Language File
for key in LANGUAGE_KEYS:
# Write the chunk that this key belongs to as uint32_t
chunkIndex = languageKeyChunkIndexes[key]
langBuffer += chunkIndex.to_bytes(4, byteorder='little')
# Write the offset for this key as uint32_t
offset = languageKeyChunkOffsets[key]
langBuffer += offset.to_bytes(4, byteorder='little')
# Write the length of the string as uint32_t
strData = langData[key].encode('utf-8')
langBuffer += len(strData).to_bytes(4, byteorder='little')
# Now write out each chunk's string data, packed tight and no null term.
for chunkIndex in sorted(languageChunks.keys()):
chunkInfo = languageChunks[chunkIndex]
for key in chunkInfo['keys']:
strData = langData[key].encode('utf-8')
langBuffer += strData
# Now pad the chunk to full size
curLen = chunkInfo['len']
if curLen < LANGUAGE_CHUNK_CHAR_COUNT:
padSize = LANGUAGE_CHUNK_CHAR_COUNT - curLen
langBuffer += b'\0' * padSize
# Write out the language data file
outputFile = os.path.join(args.output_assets, "language", f"{lang}.dlf")
files.append(outputFile)
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "wb") as f:
f.write(langBuffer)
# Write out the language keys header file
outputFile = os.path.join(args.headers_dir, "locale", "language", "keys.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "w") as f:
f.write(headerKeys)
# Generate language list.
langValues = {}
headerLocale = "#pragma once\n#include \"locale/localeinfo.h\"\n\n"
headerLocale += "typedef enum {\n"
count = 0
headerLocale += f" DUSK_LOCALE_NULL = {count},\n"
count += 1
for lang in LANGUAGE_DATA:
langKey = lang.replace('-', '_').replace(' ', '_').upper()
langValues[lang] = count
headerLocale += f" DUSK_LOCALE_{langKey} = {count},\n"
count += 1
headerLocale += f" DUSK_LOCALE_COUNT = {count}\n"
headerLocale += "} dusklocale_t;\n\n"
headerLocale += f"static const localeinfo_t LOCALE_INFOS[DUSK_LOCALE_COUNT] = {{\n"
for lang in LANGUAGE_DATA:
langKey = lang.replace('-', '_').replace(' ', '_').upper()
headerLocale += f" [DUSK_LOCALE_{langKey}] = {{\n"
headerLocale += f" .file = \"{lang}\"\n"
headerLocale += f" }},\n"
headerLocale += "};\n"
headerLocale += f"static const char_t *LOCALE_SCRIPT = \n"
for lang in LANGUAGE_DATA:
langKey = lang.replace('-', '_').replace(' ', '_').upper()
langValue = langValues[lang]
headerLocale += f" \"DUSK_LOCALE_{langKey} = {langValue}\\n\"\n"
headerLocale += ";\n"
# Write out the locale enum header file
outputFile = os.path.join(args.headers_dir, "locale", "locale.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "w") as f:
f.write(headerLocale)
return {
'files': files
}
def getLanguageVariableName(languageKey):
# Take the language key, prepend LANG_, uppercase, replace any non symbols
# with _
key = languageKey.strip().upper()
key = re.sub(r'[^A-Z0-9]', '_', key)
return f"LANG_{key}"
def processLanguage(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
# Load PO File
po = polib.pofile(asset['path'])
langName = po.metadata.get('Language')
if langName not in LANGUAGE_DATA:
LANGUAGE_DATA[langName] = {}
for entry in po:
key = entry.msgid
val = entry.msgstr
if key not in LANGUAGE_KEYS:
LANGUAGE_KEYS.append(key)
if key not in LANGUAGE_DATA[langName]:
LANGUAGE_DATA[langName][key] = val
else:
print(f"Error: Duplicate translation key '{key}' in language '{langName}'")
sys.exit(1)
outLanguageData = {
'data': po,
'path': asset['path'],
'files': []
}
return assetCache(asset['path'], outLanguageData)
-154
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@@ -1,154 +0,0 @@
import struct
import sys
import os
import json
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
from tools.asset.path import getAssetRelativePath
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, CHUNK_TILE_COUNT
from tools.dusk.map import Map
from tools.dusk.chunk import Chunk
def convertModelData(modelData):
# TLDR; Model data stores things efficiently with indices, but we buffer it
# out to 6 vertex quads for simplicity.
outVertices = []
outUVs = []
outColors = []
for indice in modelData['indices']:
vertex = modelData['vertices'][indice]
uv = modelData['uvs'][indice]
color = modelData['colors'][indice]
outVertices.append(vertex)
outUVs.append(uv)
outColors.append(color)
return {
'vertices': outVertices,
'uvs': outUVs,
'colors': outColors
}
def processChunk(chunk):
cache = assetGetCache(chunk.getFilename())
if cache:
return cache
baseModel = {
'vertices': [],
'colors': [],
'uvs': []
}
models = [ baseModel ]
for tileIndex, tile in chunk.tiles.items():
tileBase = tile.getBaseTileModel()
convertedBase = convertModelData(tileBase)
baseModel['vertices'].extend(convertedBase['vertices'])
baseModel['colors'].extend(convertedBase['colors'])
baseModel['uvs'].extend(convertedBase['uvs'])
# Generate binary buffer for efficient output
buffer = bytearray()
buffer.extend(b'DMC')# Header
buffer.extend(len(chunk.tiles).to_bytes(4, 'little')) # Number of tiles
buffer.extend(len(models).to_bytes(1, 'little')) # Number of models
buffer.extend(len(chunk.entities).to_bytes(1, 'little')) # Number of entities
# Buffer tile data as array of uint8_t
for tileIndex, tile in chunk.tiles.items():
buffer.extend(tile.shape.to_bytes(1, 'little'))
# # For each model
for model in models:
vertexCount = len(model['vertices'])
buffer.extend(vertexCount.to_bytes(4, 'little'))
for i in range(vertexCount):
vertex = model['vertices'][i]
uv = model['uvs'][i]
color = model['colors'][i]
buffer.extend(color[0].to_bytes(1, 'little'))
buffer.extend(color[1].to_bytes(1, 'little'))
buffer.extend(color[2].to_bytes(1, 'little'))
buffer.extend(color[3].to_bytes(1, 'little'))
buffer.extend(bytearray(struct.pack('<f', uv[0])))
buffer.extend(bytearray(struct.pack('<f', uv[1])))
buffer.extend(bytearray(struct.pack('<f', vertex[0])))
buffer.extend(bytearray(struct.pack('<f', vertex[1])))
buffer.extend(bytearray(struct.pack('<f', vertex[2])))
# For each entity
for entity in chunk.entities.values():
buffer.extend(entity.type.to_bytes(1, 'little'))
buffer.extend(entity.localX.to_bytes(1, 'little'))
buffer.extend(entity.localY.to_bytes(1, 'little'))
buffer.extend(entity.localZ.to_bytes(1, 'little'))
pass
# Write out map file
relative = getAssetRelativePath(chunk.getFilename())
fileNameWithoutExt = os.path.splitext(os.path.basename(relative))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dmc")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(buffer)
outChunk = {
'files': [ outputFilePath ],
'chunk': chunk
}
return assetCache(chunk.getFilename(), outChunk)
def processMap(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
map = Map(None)
map.load(asset['path'])
chunksDir = map.getChunkDirectory()
files = os.listdir(chunksDir)
if len(files) == 0:
print(f"Error: No chunk files found in {chunksDir}.")
sys.exit(1)
chunkFiles = []
for fileName in files:
if not fileName.endswith('.json'):
continue
fNameNoExt = os.path.splitext(fileName)[0]
fnPieces = fNameNoExt.split('_')
if len(fnPieces) != 3:
print(f"Error: Chunk filename {fileName} does not contain valid chunk coordinates.")
sys.exit(1)
chunk = Chunk(map, int(fnPieces[0]), int(fnPieces[1]), int(fnPieces[2]))
chunk.load()
result = processChunk(chunk)
chunkFiles.extend(result['files'])
# Map file
outBuffer = bytearray()
outBuffer.extend(b'DMF')
outBuffer.extend(len(chunkFiles).to_bytes(4, 'little'))
# DMF (Dusk Map file)
fileRelative = getAssetRelativePath(asset['path'])
fileNameWithoutExt = os.path.splitext(os.path.basename(fileRelative))[0]
outputMapRelative = os.path.join(os.path.dirname(fileRelative), f"{fileNameWithoutExt}.dmf")
outputMapPath = os.path.join(args.output_assets, outputMapRelative)
os.makedirs(os.path.dirname(outputMapPath), exist_ok=True)
with open(outputMapPath, "wb") as f:
f.write(outBuffer)
outMap = {
'files': chunkFiles
}
outMap['files'].append(outputMapPath)
return assetCache(asset['path'], outMap)
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import json
import os
from PIL import Image
import datetime
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
palettes = []
def extractPaletteFromImage(image):
# goes through and finds all unique colors in the image
if image.mode != 'RGBA':
image = image.convert('RGBA')
pixels = list(image.getdata())
uniqueColors = []
for color in pixels:
# We treat all alpha 0 as rgba(0,0,0,0) for palette purposes
if color[3] == 0:
color = (0, 0, 0, 0)
if color not in uniqueColors:
uniqueColors.append(color)
return uniqueColors
def processPalette(asset):
print(f"Processing palette: {asset['path']}")
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
paletteIndex = len(palettes)
image = Image.open(asset['path'])
pixels = extractPaletteFromImage(image)
fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
fileNameWithoutPalette = os.path.splitext(fileNameWithoutExt)[0]
# PSP requires that the palette size be a power of two, so we will pad the
# palette with transparent colors if needed.
def mathNextPowTwo(x):
return 1 << (x - 1).bit_length()
nextPowTwo = mathNextPowTwo(len(pixels))
while len(pixels) < nextPowTwo:
pixels.append((0, 0, 0, 0))
# Header
now = datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
data = f"// Palette Generated for {asset['path']} at {now}\n"
data += f"#include \"display/palette/palette.h\"\n\n"
data += f"#define PALETTE_{paletteIndex}_COLOR_COUNT {len(pixels)}\n\n"
data += f"#pragma pack(push, 1)\n"
data += f"static const color_t PALETTE_{paletteIndex}_COLORS[PALETTE_{paletteIndex}_COLOR_COUNT] = {{\n"
for pixel in pixels:
data += f" {{ 0x{pixel[0]:02X}, 0x{pixel[1]:02X}, 0x{pixel[2]:02X}, 0x{pixel[3]:02X} }},\n"
data += f"}};\n"
data += f"#pragma pack(pop)\n\n"
data += f"static const palette_t PALETTE_{paletteIndex} = {{\n"
data += f" .colorCount = PALETTE_{paletteIndex}_COLOR_COUNT,\n"
data += f" .colors = PALETTE_{paletteIndex}_COLORS,\n"
data += f"}};\n"
# Write Header
outputFile = os.path.join(args.headers_dir, "display", "palette", f"palette_{paletteIndex}.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "w") as f:
f.write(data)
palette = {
"paletteIndex": paletteIndex,
"paletteName": fileNameWithoutPalette,
"pixels": pixels,
"headerFile": os.path.relpath(outputFile, args.headers_dir),
"asset": asset,
"files": [ ],# No zippable files.
}
palettes.append(palette)
return assetCache(asset['path'], palette)
def processPaletteList():
data = f"// Auto-generated palette list\n"
print(f"Generating palette list with {len(palettes)} palettes.")
for palette in palettes:
data += f"#include \"{palette['headerFile']}\"\n"
data += f"\n"
data += f"#define PALETTE_LIST_COUNT {len(palettes)}\n\n"
data += f"static const palette_t* PALETTE_LIST[PALETTE_LIST_COUNT] = {{\n"
for palette in palettes:
data += f" &PALETTE_{palette['paletteIndex']},\n"
data += f"}};\n"
# Write the palette list to a header file
outputFile = os.path.join(args.headers_dir, "display", "palette", "palettelist.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "w") as f:
f.write(data)
-43
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import sys
import os
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
from tools.asset.path import getAssetRelativePath
from tools.dusk.defs import fileDefs
def processScript(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
# Load the lua file as a string
with open(asset['path'], 'r', encoding='utf-8') as f:
luaCode = f.read()
# TODO: I will precompile or minify the Lua code here in the future
# Replace all definitions in the code
for key, val in fileDefs.items():
luaCode = luaCode.replace(key, str(val))
# Create output Dusk Script File (DSF) data
data = ""
data += "DSF"
data += luaCode
# Write to relative output file path.
relative = getAssetRelativePath(asset['path'])
fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dsf")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(data.encode('utf-8'))
outScript = {
'data': data,
'path': asset['path'],
'files': [ outputFilePath ],
'scriptPath': outputFileRelative,
}
return assetCache(asset['path'], outScript)
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import json
import sys
import os
import datetime
from xml.etree import ElementTree
from tools.asset.process.image import processImage
from tools.asset.path import getAssetRelativePath
from tools.asset.args import args
from tools.asset.cache import assetGetCache, assetCache
tilesets = []
def loadTilesetFromTSX(asset):
# Load the TSX file
tree = ElementTree.parse(asset['path'])
root = tree.getroot()
# Expect tileheight, tilewidth, columns and tilecount attributes
if 'tilewidth' not in root.attrib or 'tileheight' not in root.attrib or 'columns' not in root.attrib or 'tilecount' not in root.attrib:
print(f"Error: TSX file {asset['path']} is missing required attributes (tilewidth, tileheight, columns, tilecount)")
sys.exit(1)
tileWidth = int(root.attrib['tilewidth'])
tileHeight = int(root.attrib['tileheight'])
columns = int(root.attrib['columns'])
tileCount = int(root.attrib['tilecount'])
rows = (tileCount + columns - 1) // columns # Calculate rows based on tileCount and columns
# Find the image element
imageElement = root.find('image')
if imageElement is None or 'source' not in imageElement.attrib:
print(f"Error: TSX file {asset['path']} is missing an image element with a source attribute")
sys.exit(1)
imagePath = imageElement.attrib['source']
# Image is relative to the TSX file
imageAssetPath = os.path.join(os.path.dirname(asset['path']), imagePath)
image = processImage({
'path': imageAssetPath,
'options': asset['options'],
})
return {
"image": image,
"tileWidth": tileWidth,
"tileHeight": tileHeight,
"columns": columns,
"rows": rows,
"originalWidth": tileWidth * columns,
"originalHeight": tileHeight * rows,
}
def loadTilesetFromArgs(asset):
# We need to determine how big each tile is. This can either be provided as
# an arg of tileWidth/tileHeight or as a count of rows/columns.
# Additionally, if the image has been factored, then the user can provide both
# tile sizes AND cols/rows to indicate the original size of the image.
image = processImage(asset)
tileWidth, tileHeight = None, None
columns, rows = None, None
originalWidth, originalHeight = image['width'], image['height']
if 'tileWidth' in asset['options'] and 'columns' in asset['options']:
tileWidth = int(asset['options']['tileWidth'])
columns = int(asset['options']['columns'])
originalWidth = tileWidth * columns
elif 'tileWidth' in asset['options']:
tileWidth = int(asset['options']['tileWidth'])
columns = image['width'] // tileWidth
elif 'columns' in asset['options']:
columns = int(asset['options']['columns'])
tileWidth = image['width'] // columns
else:
print(f"Error: Tileset {asset['path']} must specify either tileWidth or columns")
sys.exit(1)
if 'tileHeight' in asset['options'] and 'rows' in asset['options']:
tileHeight = int(asset['options']['tileHeight'])
rows = int(asset['options']['rows'])
originalHeight = tileHeight * rows
elif 'tileHeight' in asset['options']:
tileHeight = int(asset['options']['tileHeight'])
rows = image['height'] // tileHeight
elif 'rows' in asset['options']:
rows = int(asset['options']['rows'])
tileHeight = image['height'] // rows
else:
print(f"Error: Tileset {asset['path']} must specify either tileHeight or rows")
sys.exit(1)
return {
"image": image,
"tileWidth": tileWidth,
"tileHeight": tileHeight,
"columns": columns,
"rows": rows,
"originalWidth": originalWidth,
"originalHeight": originalHeight,
}
def processTileset(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
print(f"Processing tileset: {asset['path']}")
tilesetData = None
if asset['path'].endswith('.tsx'):
tilesetData = loadTilesetFromTSX(asset)
else:
tilesetData = loadTilesetFromArgs(asset)
fileNameWithoutExtension = os.path.splitext(os.path.basename(asset['path']))[0]
now = datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
tilesetName = fileNameWithoutExtension
tilesetNameUpper = tilesetName.upper()
widthScale = tilesetData['originalWidth'] / tilesetData['image']['width']
heightScale = tilesetData['originalHeight'] / tilesetData['image']['height']
# Create header
data = f"// Tileset Generated for {asset['path']} at {now}\n"
data += f"#pragma once\n"
data += f"#include \"display/tileset/tileset.h\"\n\n"
data += f"static const tileset_t TILESET_{tilesetNameUpper} = {{\n"
data += f" .name = {json.dumps(tilesetName)},\n"
data += f" .tileWidth = {tilesetData['tileWidth']},\n"
data += f" .tileHeight = {tilesetData['tileHeight']},\n"
data += f" .tileCount = {tilesetData['columns'] * tilesetData['rows']},\n"
data += f" .columns = {tilesetData['columns']},\n"
data += f" .rows = {tilesetData['rows']},\n"
data += f" .uv = {{ {widthScale / tilesetData['columns']}f, {heightScale / tilesetData['rows']}f }},\n"
data += f" .image = {json.dumps(tilesetData['image']['imagePath'])},\n"
data += f"}};\n"
# Write Header
outputFile = os.path.join(args.headers_dir, "display", "tileset", f"tileset_{tilesetName}.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, 'w') as f:
f.write(data)
print(f"Write header for tileset: {outputFile}")
tileset = {
"files": [],
"image": tilesetData['image'],
"headerFile": os.path.relpath(outputFile, args.headers_dir),
"tilesetName": tilesetName,
"tilesetNameUpper": tilesetNameUpper,
"tilesetIndex": len(tilesets),
"tilesetData": tilesetData,
"files": tilesetData['image']['files'],
}
tilesets.append(tileset)
return assetCache(asset['path'], tileset)
def processTilesetList():
data = f"// Tileset List Generated at {datetime.datetime.now().strftime('%Y-%m-%d %H:%M:%S')}\n"
data += f"#pragma once\n"
for tileset in tilesets:
data += f"#include \"{tileset['headerFile']}\"\n"
data += f"\n"
data += f"#define TILESET_LIST_COUNT {len(tilesets)}\n\n"
data += f"static const tileset_t* TILESET_LIST[TILESET_LIST_COUNT] = {{\n"
for tileset in tilesets:
data += f" &TILESET_{tileset['tilesetNameUpper']},\n"
data += f"}};\n"
# Write header.
outputFile = os.path.join(args.headers_dir, "display", "tileset", f"tilesetlist.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, 'w') as f:
f.write(data)
-47
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetpalette.h"
#include "asset/assettype.h"
#include "assert/assert.h"
errorret_t assetPaletteLoad(assetentire_t entire) {
assertNotNull(entire.data, "Data pointer cannot be NULL.");
assertNotNull(entire.output, "Output pointer cannot be NULL.");
assetpalette_t *assetData = (assetpalette_t *)entire.data;
palette_t *palette = (palette_t *)entire.output;
// Read header and version (first 4 bytes)
if(
assetData->header[0] != 'D' ||
assetData->header[1] != 'P' ||
assetData->header[2] != 'F'
) {
errorThrow("Invalid palette header");
}
// Version (can only be 1 atm)
if(assetData->version != 0x01) {
errorThrow("Unsupported palette version");
}
// Check color count.
if(
assetData->colorCount == 0 ||
assetData->colorCount > PALETTE_COLOR_COUNT_MAX
) {
errorThrow("Invalid palette color count");
}
paletteInit(
palette,
assetData->colorCount,
assetData->colors
);
errorOk();
}
-30
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "display/texture/palette.h"
typedef struct assetentire_s assetentire_t;
#pragma pack(push, 1)
typedef struct {
char_t header[3];
uint8_t version;
uint8_t colorCount;
color_t colors[PALETTE_COLOR_COUNT_MAX];
} assetpalette_t;
#pragma pack(pop)
/**
* Loads a palette from the given data pointer into the output palette.
*
* @param entire Data received from the asset loader system.
* @return An error code.
*/
errorret_t assetPaletteLoad(assetentire_t entire);
-107
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "camera.h"
#include "display/display.h"
#include "assert/assert.h"
#include "display/framebuffer/framebuffer.h"
#include "display/screen/screen.h"
void cameraInit(camera_t *camera) {
cameraInitPerspective(camera);
}
void cameraInitPerspective(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
camera->projType = CAMERA_PROJECTION_TYPE_PERSPECTIVE;
camera->perspective.fov = glm_rad(45.0f);
camera->nearClip = 0.1f;
camera->farClip = 10000.0f;
camera->viewType = CAMERA_VIEW_TYPE_LOOKAT;
glm_vec3_copy((vec3){ 5.0f, 5.0f, 5.0f }, camera->lookat.position);
glm_vec3_copy((vec3){ 0.0f, 1.0f, 0.0f }, camera->lookat.up);
glm_vec3_copy((vec3){ 0.0f, 0.0f, 0.0f }, camera->lookat.target);
}
void cameraInitOrthographic(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
camera->projType = CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC;
camera->orthographic.left = 0.0f;
camera->orthographic.right = SCREEN.width;
camera->orthographic.top = SCREEN.height;
camera->orthographic.bottom = 0.0f;
camera->nearClip = 0.1f;
camera->farClip = 1.0f;
camera->viewType = CAMERA_VIEW_TYPE_2D;
glm_vec2_copy((vec2){ 0.0f, 0.0f }, camera->_2d.position);
camera->_2d.zoom = 1.0f;
}
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Not a camera component");
assertNotNull(dest, "Destination matrix must not be null");
if(
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE ||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED
) {
glm_mat4_identity(dest);
glm_perspective(
camera->perspective.fov,
SCREEN.aspect,
camera->nearClip,
camera->farClip,
dest
);
if(camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED) {
dest[1][1] *= -1.0f;
}
} else if(camera->projType == CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC) {
glm_mat4_identity(dest);
glm_ortho(
camera->orthographic.left,
camera->orthographic.right,
camera->orthographic.top,
camera->orthographic.bottom,
camera->nearClip,
camera->farClip,
dest
);
}
}
void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Not a camera component");
assertNotNull(dest, "Destination matrix must not be null");
if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) {
glm_mat4_ucopy(camera->view, dest);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT) {
glm_mat4_identity(dest);
glm_lookat(
camera->lookat.position,
camera->lookat.target,
camera->lookat.up,
dest
);
} else if(camera->viewType == CAMERA_VIEW_TYPE_2D) {
glm_mat4_identity(dest);
glm_lookat(
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.5f },
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.0f },
(vec3){ 0.0f, 1.0f, 0.0f },
dest
);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT) {
assertUnreachable("LOOKAT_PIXEL_PERFECT view type is not implemented yet");
}
}
-97
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "display/color.h"
#include "display/camera/cameraplatform.h"
#ifndef cameraPushMatrixPlatform
#error "cameraPushMatrixPlatform must be defined"
#endif
typedef enum {
CAMERA_VIEW_TYPE_MATRIX,
CAMERA_VIEW_TYPE_LOOKAT,
CAMERA_VIEW_TYPE_2D,
CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT
} cameraviewtype_t;
typedef struct camera_s {
union {
mat4 view;
struct {
vec3 position;
vec3 target;
vec3 up;
} lookat;
struct {
vec3 offset;
vec3 target;
vec3 up;
float_t pixelsPerUnit;
} lookatPixelPerfect;
struct {
vec2 position;
float_t zoom;
} _2d;
};
union {
struct {
float_t fov;
} perspective;
struct {
float_t left;
float_t right;
float_t top;
float_t bottom;
} orthographic;
};
float_t nearClip;
float_t farClip;
cameraprojectiontype_t projType;
cameraviewtype_t viewType;
} camera_t;
/**
* Initializes a camera to default values. This calls cameraInitPerspective.
*/
void cameraInit(camera_t *camera);
/**
* Initializes a camera for perspective projection.
*/
void cameraInitPerspective(camera_t *camera);
/**
* Initializes a camera for orthographic projection.
*/
void cameraInitOrthographic(camera_t *camera);
/**
* Gets the projection matrix for a camera.
*
* @param camera Camera to get the projection matrix for
* @param dest Matrix to store the projection matrix in
*/
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest);
/**
* Gets the view matrix for a camera.
*
* @param camera Camera to get the view matrix for
* @param dest Matrix to store the view matrix in
*/
void cameraGetViewMatrix(camera_t *camera, mat4 dest);
-158
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import json
import os
from tools.dusk.event import Event
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, CHUNK_VERTEX_COUNT_MAX, TILE_SHAPE_NULL
from tools.dusk.tile import Tile
from tools.dusk.entity import Entity
from tools.dusk.region import Region
from tools.editor.map.vertexbuffer import VertexBuffer
from OpenGL.GL import *
class Chunk:
def __init__(self, map, x, y, z):
self.map = map
self.x = x
self.y = y
self.z = z
self.current = {}
self.original = {}
self.entities = {}
self.regions = {}
self.onChunkData = Event()
self.dirty = False
self.tiles = {}
self.vertexBuffer = VertexBuffer()
# Test Region
region = self.regions[0] = Region(self)
region.minX = 0
region.minY = 0
region.minZ = 0
region.maxX = 32
region.maxY = 32
region.maxZ = 32
region.updateVertexs()
# Gen tiles.
tileIndex = 0
for tz in range(CHUNK_DEPTH):
for ty in range(CHUNK_HEIGHT):
for tx in range(CHUNK_WIDTH):
self.tiles[tileIndex] = Tile(self, tx, ty, tz, tileIndex)
tileIndex += 1
# Update vertices
self.tileUpdateVertices()
def reload(self, newX, newY, newZ):
self.x = newX
self.y = newY
self.z = newZ
self.entities = {}
for tile in self.tiles.values():
tile.chunkReload(newX, newY, newZ)
self.load()
def tileUpdateVertices(self):
self.vertexBuffer.clear()
for tile in self.tiles.values():
tile.buffer(self.vertexBuffer)
self.vertexBuffer.buildData()
def load(self):
fname = self.getFilename()
if not fname or not os.path.exists(fname):
self.new()
return
try:
with open(fname, 'r') as f:
data = json.load(f)
if not 'shapes' in data:
data['shapes'] = []
# For each tile.
for tile in self.tiles.values():
tile.load(data)
# For each entity.
self.entities = {}
if 'entities' in data:
for id, entData in enumerate(data['entities']):
ent = Entity(self)
ent.load(entData)
self.entities[id] = ent
self.tileUpdateVertices()
self.dirty = False
self.onChunkData.invoke(self)
self.map.onEntityData.invoke()
except Exception as e:
raise RuntimeError(f"Failed to load chunk file: {e}")
def save(self):
if not self.isDirty():
return
dataOut = {
'shapes': [],
'entities': []
}
for tile in self.tiles.values():
dataOut['shapes'].append(tile.shape)
for ent in self.entities.values():
entData = {}
ent.save(entData)
dataOut['entities'].append(entData)
fname = self.getFilename()
if not fname:
raise ValueError("No filename specified for saving chunk.")
try:
with open(fname, 'w') as f:
json.dump(dataOut, f)
self.dirty = False
self.onChunkData.invoke(self)
except Exception as e:
raise RuntimeError(f"Failed to save chunk file: {e}")
def new(self):
for tile in self.tiles.values():
tile.shape = TILE_SHAPE_NULL
self.tileUpdateVertices()
self.dirty = False
self.onChunkData.invoke(self)
def isDirty(self):
return self.dirty
def getFilename(self):
if not self.map or not hasattr(self.map, 'getChunkDirectory'):
return None
dirPath = self.map.getChunkDirectory()
if dirPath is None:
return None
return f"{dirPath}/{self.x}_{self.y}_{self.z}.json"
def draw(self):
self.vertexBuffer.draw()
def addEntity(self, localX=0, localY=0, localZ=0):
ent = Entity(self, localX, localY, localZ)
self.entities[len(self.entities)] = ent
self.map.onEntityData.invoke()
self.dirty = True
return ent
def removeEntity(self, entity):
for key, val in list(self.entities.items()):
if val == entity:
del self.entities[key]
self.map.onEntityData.invoke()
self.dirty = True
return True
return False
-49
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from dotenv import load_dotenv, dotenv_values
import os
import sys
current_file_path = os.path.abspath(__file__)
duskDefsPath = os.path.join(os.path.dirname(current_file_path), "..", "..", "src", "duskdefs.env")
# Ensure the .env file exists
if not os.path.isfile(duskDefsPath):
print(f"Error: .env file not found at {duskDefsPath}")
sys.exit(1)
load_dotenv(dotenv_path=duskDefsPath)
defs = {key: os.getenv(key) for key in os.environ.keys()}
fileDefs = dotenv_values(dotenv_path=duskDefsPath)
# Parsed out definitions
CHUNK_WIDTH = int(defs.get('CHUNK_WIDTH'))
CHUNK_HEIGHT = int(defs.get('CHUNK_HEIGHT'))
CHUNK_DEPTH = int(defs.get('CHUNK_DEPTH'))
CHUNK_TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH
CHUNK_VERTEX_COUNT_MAX = int(defs.get('CHUNK_VERTEX_COUNT_MAX'))
TILE_WIDTH = float(defs.get('TILE_WIDTH'))
TILE_HEIGHT = float(defs.get('TILE_HEIGHT'))
TILE_DEPTH = float(defs.get('TILE_DEPTH'))
RPG_CAMERA_PIXELS_PER_UNIT = float(defs.get('RPG_CAMERA_PIXELS_PER_UNIT'))
RPG_CAMERA_Z_OFFSET = float(defs.get('RPG_CAMERA_Z_OFFSET'))
RPG_CAMERA_FOV = float(defs.get('RPG_CAMERA_FOV'))
MAP_WIDTH = 5
MAP_HEIGHT = 5
MAP_DEPTH = 3
MAP_CHUNK_COUNT = MAP_WIDTH * MAP_HEIGHT * MAP_DEPTH
TILE_SHAPES = {}
for key in defs.keys():
if key.startswith('TILE_SHAPE_'):
globals()[key] = int(defs.get(key))
TILE_SHAPES[key] = int(defs.get(key))
ENTITY_TYPES = {}
for key in defs.keys():
if key.startswith('ENTITY_TYPE_'):
globals()[key] = int(defs.get(key))
if key != 'ENTITY_TYPE_COUNT':
ENTITY_TYPES[key] = int(defs.get(key))
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from tools.dusk.defs import ENTITY_TYPE_NULL, ENTITY_TYPE_NPC, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
from tools.editor.map.vertexbuffer import VertexBuffer
class Entity:
def __init__(self, chunk, localX=0, localY=0, localZ=0):
self.type = ENTITY_TYPE_NPC
self.name = "Unititled"
self.localX = localX % CHUNK_WIDTH
self.localY = localY % CHUNK_HEIGHT
self.localZ = localZ % CHUNK_DEPTH
self.chunk = chunk
self.vertexBuffer = VertexBuffer()
pass
def load(self, obj):
self.type = obj.get('type', ENTITY_TYPE_NULL)
self.localX = obj.get('x', 0)
self.localY = obj.get('y', 0)
self.localZ = obj.get('z', 0)
self.name = obj.get('name', "Untitled")
pass
def save(self, obj):
obj['type'] = self.type
obj['name'] = self.name
obj['x'] = self.localX
obj['y'] = self.localY
obj['z'] = self.localZ
pass
def setType(self, entityType):
if self.type == entityType:
return
self.type = entityType
self.chunk.dirty = True
self.chunk.map.onEntityData.invoke()
def setName(self, name):
if self.name == name:
return
self.name = name
self.chunk.dirty = True
self.chunk.map.onEntityData.invoke()
def draw(self):
self.vertexBuffer.clear()
startX = (self.chunk.x * CHUNK_WIDTH + self.localX) * TILE_WIDTH
startY = (self.chunk.y * CHUNK_HEIGHT + self.localY) * TILE_HEIGHT
startZ = (self.chunk.z * CHUNK_DEPTH + self.localZ) * TILE_DEPTH
w = TILE_WIDTH
h = TILE_HEIGHT
d = TILE_DEPTH
# Center
startX -= w / 2
startY -= h / 2
startZ -= d / 2
# Offset upwards a little
startZ += 1
# Buffer simple quad at current position (need 6 positions)
self.vertexBuffer.vertices = [
startX, startY, startZ,
startX + w, startY, startZ,
startX + w, startY + h, startZ,
startX, startY, startZ,
startX + w, startY + h, startZ,
startX, startY + h, startZ,
]
self.vertexBuffer.colors = [
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
]
self.vertexBuffer.uvs = [
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 1.0,
]
self.vertexBuffer.buildData()
self.vertexBuffer.draw()
-18
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@@ -1,18 +0,0 @@
class Event:
def __init__(self):
self._subscribers = []
def sub(self, callback):
"""Subscribe a callback to the event."""
if callback not in self._subscribers:
self._subscribers.append(callback)
def unsub(self, callback):
"""Unsubscribe a callback from the event."""
if callback in self._subscribers:
self._subscribers.remove(callback)
def invoke(self, *args, **kwargs):
"""Invoke all subscribers with the given arguments."""
for callback in self._subscribers:
callback(*args, **kwargs)
-259
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@@ -1,259 +0,0 @@
import json
import sys
from tools.dusk.event import Event
from PyQt5.QtWidgets import QFileDialog, QMessageBox
from PyQt5.QtCore import QTimer
import os
from tools.dusk.chunk import Chunk
from tools.dusk.defs import MAP_WIDTH, MAP_HEIGHT, MAP_DEPTH, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH
import traceback
MAP_DEFAULT_PATH = os.path.join(os.path.dirname(__file__), '../../assets/map/')
EDITOR_CONFIG_PATH = os.path.join(os.path.dirname(__file__), '.editor')
class Map:
def __init__(self, parent):
self.parent = parent
self.data = {}
self.dataOriginal = {}
self.position = [None, None, None] # x, y, z
self.topLeftX = None
self.topLeftY = None
self.topLeftZ = None
self.chunks = {}
self.onMapData = Event()
self.onPositionChange = Event()
self.onEntityData = Event()
self.mapFileName = None
self.lastFile = None
self.firstLoad = True
index = 0
for x in range(MAP_WIDTH):
for y in range(MAP_HEIGHT):
for z in range(MAP_DEPTH):
self.chunks[index] = Chunk(self, x, y, z)
index += 1
# Only in editor instances:
self.moveTo(0, 0, 0)
if parent is not None:
QTimer.singleShot(16, self.loadLastFile)
def loadLastFile(self):
if not os.path.exists(EDITOR_CONFIG_PATH):
return
try:
with open(EDITOR_CONFIG_PATH, 'r') as f:
config = json.load(f)
lastFile = config.get('lastFile')
lastPosition = config.get('lastPosition')
leftPanelIndex = config.get('leftPanelIndex')
if lastFile and os.path.exists(lastFile):
self.load(lastFile)
if lastPosition and isinstance(lastPosition, list) and len(lastPosition) == 3:
self.moveTo(*lastPosition)
if leftPanelIndex is not None:
self.parent.leftPanel.tabs.setCurrentIndex(leftPanelIndex)
except Exception:
traceback.print_exc()
def updateEditorConfig(self):
if self.parent is None:
return
try:
mapFileName = self.getMapFilename()
config = {
'lastFile': mapFileName if mapFileName else "",
'lastPosition': self.position,
'leftPanelIndex': self.parent.leftPanel.tabs.currentIndex()
}
config_dir = os.path.dirname(EDITOR_CONFIG_PATH)
if not os.path.exists(config_dir):
os.makedirs(config_dir, exist_ok=True)
with open(EDITOR_CONFIG_PATH, 'w') as f:
json.dump(config, f, indent=2)
except Exception:
traceback.print_exc()
def newFile(self):
self.data = {}
self.dataOriginal = {}
self.mapFileName = None
self.lastFile = None
for chunk in self.chunks.values():
chunk.new()
self.moveTo(0, 0, 0)
self.onMapData.invoke(self.data)
self.updateEditorConfig()
def save(self, fname=None):
if not self.getMapFilename() and fname is None:
filePath, _ = QFileDialog.getSaveFileName(None, "Save Map File", MAP_DEFAULT_PATH, "Map Files (*.json)")
if not filePath:
return
self.mapFileName = filePath
if fname:
self.mapFileName = fname
try:
with open(self.getMapFilename(), 'w') as f:
json.dump(self.data, f, indent=2)
self.dataOriginal = json.loads(json.dumps(self.data)) # Deep copy
for chunk in self.chunks.values():
chunk.save()
self.updateEditorConfig()
except Exception as e:
traceback.print_exc()
QMessageBox.critical(None, "Save Error", f"Failed to save map file:\n{e}")
def load(self, fileName):
try:
with open(fileName, 'r') as f:
self.data = json.load(f)
self.mapFileName = fileName
self.dataOriginal = json.loads(json.dumps(self.data)) # Deep copy
for chunk in self.chunks.values():
chunk.load()
self.onMapData.invoke(self.data)
self.updateEditorConfig()
except Exception as e:
traceback.print_exc()
QMessageBox.critical(None, "Load Error", f"Failed to load map file:\n{e}")
def isMapFileDirty(self):
return json.dumps(self.data, sort_keys=True) != json.dumps(self.dataOriginal, sort_keys=True)
def isDirty(self):
return self.isMapFileDirty() or self.anyChunksDirty()
def getMapFilename(self):
return self.mapFileName if self.mapFileName and os.path.exists(self.mapFileName) else None
def getMapDirectory(self):
if self.mapFileName is None:
return None
dirname = os.path.dirname(self.mapFileName)
return dirname
def getChunkDirectory(self):
dirName = self.getMapDirectory()
if dirName is None:
return None
return os.path.join(dirName, 'chunks')
def anyChunksDirty(self):
for chunk in self.chunks.values():
if chunk.isDirty():
return True
return False
def moveTo(self, x, y, z):
if self.position == [x, y, z]:
return
# We need to decide if the chunks should be unloaded here or not.
newTopLeftChunkX = x // CHUNK_WIDTH - (MAP_WIDTH // 2)
newTopLeftChunkY = y // CHUNK_HEIGHT - (MAP_HEIGHT // 2)
newTopLeftChunkZ = z // CHUNK_DEPTH - (MAP_DEPTH // 2)
if(newTopLeftChunkX != self.topLeftX or
newTopLeftChunkY != self.topLeftY or
newTopLeftChunkZ != self.topLeftZ):
chunksToUnload = []
chunksToKeep = []
for chunk in self.chunks.values():
chunkWorldX = chunk.x
chunkWorldY = chunk.y
chunkWorldZ = chunk.z
if(chunkWorldX < newTopLeftChunkX or
chunkWorldX >= newTopLeftChunkX + MAP_WIDTH or
chunkWorldY < newTopLeftChunkY or
chunkWorldY >= newTopLeftChunkY + MAP_HEIGHT or
chunkWorldZ < newTopLeftChunkZ or
chunkWorldZ >= newTopLeftChunkZ + MAP_DEPTH):
chunksToUnload.append(chunk)
else:
chunksToKeep.append(chunk)
# Unload chunks that are out of the new bounds.
for chunk in chunksToUnload:
if chunk.isDirty():
print(f"Can't move map, some chunks are dirty: ({chunk.x}, {chunk.y}, {chunk.z})")
return
# Now we can safely unload the chunks.
chunkIndex = 0
newChunks = {}
for chunk in chunksToKeep:
newChunks[chunkIndex] = chunk
chunkIndex += 1
for xPos in range(newTopLeftChunkX, newTopLeftChunkX + MAP_WIDTH):
for yPos in range(newTopLeftChunkY, newTopLeftChunkY + MAP_HEIGHT):
for zPos in range(newTopLeftChunkZ, newTopLeftChunkZ + MAP_DEPTH):
# Check if we already have this chunk.
found = False
for chunk in chunksToKeep:
if chunk.x == xPos and chunk.y == yPos and chunk.z == zPos:
found = True
break
if not found:
# Create a new chunk.
newChunk = chunksToUnload.pop()
newChunk.reload(xPos, yPos, zPos)
newChunks[chunkIndex] = newChunk
chunkIndex += 1
self.chunks = newChunks
self.topLeftX = newTopLeftChunkX
self.topLeftY = newTopLeftChunkY
self.topLeftZ = newTopLeftChunkZ
self.position = [x, y, z]
self.onPositionChange.invoke(self.position)
if not self.firstLoad:
self.updateEditorConfig()
self.firstLoad = False
def moveRelative(self, x, y, z):
self.moveTo(
self.position[0] + x,
self.position[1] + y,
self.position[2] + z
)
def draw(self):
for chunk in self.chunks.values():
chunk.draw()
for chunk in self.chunks.values():
for entity in chunk.entities.values():
entity.draw()
# Only render on Region tab
if self.parent.leftPanel.tabs.currentWidget() == self.parent.leftPanel.regionPanel:
for chunk in self.chunks.values():
for region in chunk.regions.values():
region.draw()
def getChunkAtWorldPos(self, x, y, z):
chunkX = x // CHUNK_WIDTH
chunkY = y // CHUNK_HEIGHT
chunkZ = z // CHUNK_DEPTH
for chunk in self.chunks.values():
if chunk.x == chunkX and chunk.y == chunkY and chunk.z == chunkZ:
return chunk
return None
def getTileAtWorldPos(self, x, y, z):
chunk = self.getChunkAtWorldPos(x, y, z)
if not chunk:
print("No chunk found at position:", (x, y, z))
return None
tileX = x % CHUNK_WIDTH
tileY = y % CHUNK_HEIGHT
tileZ = z % CHUNK_DEPTH
tileIndex = tileX + tileY * CHUNK_WIDTH + tileZ * CHUNK_WIDTH * CHUNK_HEIGHT
return chunk.tiles.get(tileIndex)
-141
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@@ -1,141 +0,0 @@
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
from tools.editor.map.vertexbuffer import VertexBuffer
from OpenGL.GL import *
from OpenGL.GLU import *
class Region:
def __init__(self, chunk):
self.minX = 0
self.minY = 0
self.minZ = 0
self.maxX = 0
self.maxY = 0
self.maxZ = 0
self.chunk = chunk
self.vertexBuffer = VertexBuffer()
self.color = (1.0, 0.0, 0.0)
self.updateVertexs()
pass
def updateVertexs(self):
# Draw a quad, semi transparent with solid outlines
vminX = (self.minX * CHUNK_WIDTH) * TILE_WIDTH
vminY = (self.minY * CHUNK_HEIGHT) * TILE_HEIGHT
vminZ = (self.minZ * CHUNK_DEPTH) * TILE_DEPTH
vmaxX = (self.maxX * CHUNK_WIDTH) * TILE_WIDTH
vmaxY = (self.maxY * CHUNK_HEIGHT) * TILE_HEIGHT
vmaxZ = (self.maxZ * CHUNK_DEPTH) * TILE_DEPTH
alpha = 0.25
# Move back half a tile width
vminX -= TILE_WIDTH / 2
vmaxX -= TILE_WIDTH / 2
vminY -= TILE_HEIGHT / 2
vmaxY -= TILE_HEIGHT / 2
vminZ -= TILE_DEPTH / 2
vmaxZ -= TILE_DEPTH / 2
# Cube (6 verts per face)
self.vertexBuffer.vertices = [
# Front face
vminX, vminY, vmaxZ,
vmaxX, vminY, vmaxZ,
vmaxX, vmaxY, vmaxZ,
vminX, vminY, vmaxZ,
vmaxX, vmaxY, vmaxZ,
vminX, vmaxY, vmaxZ,
# Back face
vmaxX, vminY, vminZ,
vminX, vminY, vminZ,
vminX, vmaxY, vminZ,
vmaxX, vminY, vminZ,
vminX, vmaxY, vminZ,
vmaxX, vmaxY, vminZ,
# Left face
vminX, vminY, vminZ,
vminX, vminY, vmaxZ,
vminX, vmaxY, vmaxZ,
vminX, vminY, vminZ,
vminX, vmaxY, vmaxZ,
vminX, vmaxY, vminZ,
# Right face
vmaxX, vminY, vmaxZ,
vmaxX, vminY, vminZ,
vmaxX, vmaxY, vminZ,
vmaxX, vminY, vmaxZ,
vmaxX, vmaxY, vminZ,
vmaxX, vmaxY, vmaxZ,
# Top face
vminX, vmaxY, vmaxZ,
vmaxX, vmaxY, vmaxZ,
vmaxX, vmaxY, vminZ,
vminX, vmaxY, vmaxZ,
vmaxX, vmaxY, vminZ,
vminX, vmaxY, vminZ,
# Bottom face
vminX, vminY, vminZ,
vmaxX, vminY, vminZ,
vmaxX, vminY, vmaxZ,
vminX, vminY, vminZ,
vmaxX, vminY, vmaxZ,
vminX, vminY, vmaxZ,
]
self.vertexBuffer.colors = [
# Front face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Back face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Left face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Right face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Top face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Bottom face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
]
self.vertexBuffer.buildData()
def draw(self):
self.vertexBuffer.draw()
-206
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@@ -1,206 +0,0 @@
from OpenGL.GL import *
from tools.dusk.defs import (
TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH,
CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH,
TILE_SHAPE_NULL, TILE_SHAPE_FLOOR,
TILE_SHAPE_RAMP_NORTH, TILE_SHAPE_RAMP_SOUTH,
TILE_SHAPE_RAMP_EAST, TILE_SHAPE_RAMP_WEST,
TILE_SHAPE_RAMP_SOUTHWEST, TILE_SHAPE_RAMP_SOUTHEAST,
TILE_SHAPE_RAMP_NORTHWEST, TILE_SHAPE_RAMP_NORTHEAST
)
def getItem(arr, index, default):
if index < len(arr):
return arr[index]
return default
class Tile:
def __init__(self, chunk, x, y, z, tileIndex):
self.shape = TILE_SHAPE_NULL
self.chunk = chunk
self.x = x
self.y = y
self.z = z
self.index = tileIndex
self.posX = x * TILE_WIDTH + chunk.x * CHUNK_WIDTH * TILE_WIDTH
self.posY = y * TILE_HEIGHT + chunk.y * CHUNK_HEIGHT * TILE_HEIGHT
self.posZ = z * TILE_DEPTH + chunk.z * CHUNK_DEPTH * TILE_DEPTH
def chunkReload(self, newX, newY, newZ):
self.posX = self.x * TILE_WIDTH + newX * CHUNK_WIDTH * TILE_WIDTH
self.posY = self.y * TILE_HEIGHT + newY * CHUNK_HEIGHT * TILE_HEIGHT
self.posZ = self.z * TILE_DEPTH + newZ * CHUNK_DEPTH * TILE_DEPTH
def load(self, chunkData):
self.shape = getItem(chunkData['shapes'], self.index, TILE_SHAPE_NULL)
def setShape(self, shape):
if shape == self.shape:
return
self.shape = shape
self.chunk.dirty = True
self.chunk.tileUpdateVertices()
self.chunk.onChunkData.invoke(self.chunk)
def getBaseTileModel(self):
vertices = []
indices = []
uvs = []
colors = []
if self.shape == TILE_SHAPE_NULL:
pass
elif self.shape == TILE_SHAPE_FLOOR:
vertices = [
(self.posX, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
(self.posX, self.posY + TILE_HEIGHT, self.posZ)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 255, 255, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_NORTH:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
(self.posX, self.posY + TILE_HEIGHT, self.posZ)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 0, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_SOUTH:
vertices = [
(self.posX, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (0, 255, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_EAST:
vertices = [
(self.posX, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (0, 0, 255, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_WEST:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 255, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_SOUTHWEST:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 128, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_NORTHWEST:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (128, 255, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_NORTHEAST:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (0, 255, 128, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_SOUTHEAST:
vertices = [
(self.posX, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 128, 255, 255) ] * 4
else:
# Solid black cube for unknown shape
x0, y0, z0 = self.posX, self.posY, self.posZ
x1, y1, z1 = self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH
vertices = [
(x0, y0, z0), (x1, y0, z0), (x1, y1, z0), (x0, y1, z0), # bottom
(x0, y0, z1), (x1, y0, z1), (x1, y1, z1), (x0, y1, z1) # top
]
indices = [
0,1,2, 0,2,3, # bottom
4,5,6, 4,6,7, # top
0,1,5, 0,5,4, # front
2,3,7, 2,7,6, # back
1,2,6, 1,6,5, # right
3,0,4, 3,4,7 # left
]
uvs = [ (0,0) ] * 8
colors = [ (0,0,0,255) ] * 8
return {
'vertices': vertices,
'indices': indices,
'uvs': uvs,
'colors': colors
}
def buffer(self, vertexBuffer):
if self.shape == TILE_SHAPE_NULL:
return
# New code:
baseData = self.getBaseTileModel()
# Base data is indiced but we need to buffer unindiced data
for index in baseData['indices']:
verts = baseData['vertices'][index]
uv = baseData['uvs'][index]
color = baseData['colors'][index]
vertexBuffer.vertices.extend([
verts[0] - (TILE_WIDTH / 2.0),
verts[1] - (TILE_HEIGHT / 2.0),
verts[2] - (TILE_DEPTH / 2.0)
])
vertexBuffer.colors.extend([
color[0] / 255.0,
color[1] / 255.0,
color[2] / 255.0,
color[3] / 255.0
])
-57
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@@ -1,57 +0,0 @@
#!/usr/bin/env python3
import sys
from PyQt5.QtWidgets import (
QApplication, QVBoxLayout, QPushButton,
QDialog
)
from OpenGL.GL import *
from OpenGL.GLU import *
from tools.editor.maptool import MapWindow
from tools.editor.langtool import LangToolWindow
from tools.editor.cutscenetool import CutsceneToolWindow
DEFAULT_TOOL = None
DEFAULT_TOOL = "map"
# DEFAULT_TOOL = "cutscene"
TOOLS = [
("Map Editor", "map", MapWindow),
("Language Editor", "language", LangToolWindow),
("Cutscene Editor", "cutscene", CutsceneToolWindow),
]
class EditorChoiceDialog(QDialog):
def __init__(self):
super().__init__()
self.setWindowTitle("Choose Tool")
layout = QVBoxLayout(self)
self.selected = None
for label, key, win_cls in TOOLS:
btn = QPushButton(label)
btn.clicked.connect(lambda checked, w=win_cls: self.choose_tool(w))
layout.addWidget(btn)
def choose_tool(self, win_cls):
self.selected = win_cls
self.accept()
def get_choice(self):
return self.selected
def main():
app = QApplication(sys.argv)
tool_map = { key: win_cls for _, key, win_cls in TOOLS }
if DEFAULT_TOOL in tool_map:
win_cls = tool_map[DEFAULT_TOOL]
else:
choice_dialog = EditorChoiceDialog()
if choice_dialog.exec_() == QDialog.Accepted:
win_cls = choice_dialog.get_choice()
else:
sys.exit(0)
win = win_cls()
win.show()
sys.exit(app.exec_())
if __name__ == "__main__":
main()
@@ -1,58 +0,0 @@
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLineEdit, QLabel, QSizePolicy, QComboBox, QHBoxLayout, QSpacerItem
from PyQt5.QtCore import Qt, pyqtSignal
from .cutscenewait import CutsceneWaitEditor
from .cutscenetext import CutsceneTextEditor
EDITOR_MAP = (
( "wait", "Wait", CutsceneWaitEditor ),
( "text", "Text", CutsceneTextEditor )
)
class CutsceneItemEditor(QWidget):
def __init__(self, parent=None):
super().__init__(parent)
self.layout = QVBoxLayout(self)
self.layout.setAlignment(Qt.AlignTop | Qt.AlignLeft)
self.layout.addWidget(QLabel("Item Properties:"))
rowLayout = QHBoxLayout()
rowLayout.setSpacing(8)
rowLayout.addWidget(QLabel("Name:"))
self.nameInput = QLineEdit()
rowLayout.addWidget(self.nameInput)
rowLayout.addWidget(QLabel("Type:"))
self.typeDropdown = QComboBox()
self.typeDropdown.addItems([typeName for typeKey, typeName, editorClass in EDITOR_MAP])
rowLayout.addWidget(self.typeDropdown)
self.layout.addLayout(rowLayout)
self.activeEditor = None
# Events
self.nameInput.textChanged.connect(self.onNameChanged)
self.typeDropdown.currentTextChanged.connect(self.onTypeChanged)
# First load
self.onNameChanged(self.nameInput.text())
self.onTypeChanged(self.typeDropdown.currentText())
def onNameChanged(self, nameText):
pass
def onTypeChanged(self, typeText):
typeKey = typeText.lower()
# Remove existing editor
if self.activeEditor:
self.layout.removeWidget(self.activeEditor)
self.activeEditor.deleteLater()
self.activeEditor = None
# Create new editor
for key, name, editorClass in EDITOR_MAP:
if key == typeKey:
self.activeEditor = editorClass()
self.layout.addWidget(self.activeEditor)
break
@@ -1,54 +0,0 @@
from PyQt5.QtWidgets import QMenuBar, QAction, QFileDialog, QMessageBox
from PyQt5.QtGui import QKeySequence
class CutsceneMenuBar(QMenuBar):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
fileMenu = self.addMenu("File")
self.newAction = QAction("New", self)
self.newAction.setShortcut(QKeySequence.New)
self.newAction.triggered.connect(self.newFile)
fileMenu.addAction(self.newAction)
self.openAction = QAction("Open", self)
self.openAction.setShortcut(QKeySequence.Open)
self.openAction.triggered.connect(self.openFile)
fileMenu.addAction(self.openAction)
self.saveAction = QAction("Save", self)
self.saveAction.setShortcut(QKeySequence.Save)
self.saveAction.triggered.connect(self.saveFile)
fileMenu.addAction(self.saveAction)
self.saveAsAction = QAction("Save As", self)
self.saveAsAction.setShortcut(QKeySequence.SaveAs)
self.saveAsAction.triggered.connect(self.saveFileAs)
fileMenu.addAction(self.saveAsAction)
def newFile(self):
self.parent.clearCutscene()
def openFile(self):
path, _ = QFileDialog.getOpenFileName(self.parent, "Open Cutscene File", "", "JSON Files (*.json);;All Files (*)")
if not path:
return
# TODO: Load file contents into timeline
self.parent.currentFile = path
pass
def saveFile(self):
if not self.parent.currentFile:
self.saveFileAs()
return
# TODO: Save timeline to self.parent.currentFile
pass
def saveFileAs(self):
path, _ = QFileDialog.getSaveFileName(self.parent, "Save Cutscene File As", "", "JSON Files (*.json);;All Files (*)")
if path:
self.parent.currentFile = path
self.saveFile()
-21
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@@ -1,21 +0,0 @@
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QTextEdit
from PyQt5.QtCore import Qt
class CutsceneTextEditor(QWidget):
def __init__(self, parent=None):
super().__init__(parent)
layout = QVBoxLayout(self)
layout.setContentsMargins(0, 0, 0, 0)
layout.setSpacing(0)
label = QLabel("Text:")
label.setSizePolicy(label.sizePolicy().Expanding, label.sizePolicy().Fixed)
layout.addWidget(label)
self.textInput = QTextEdit()
self.textInput.setSizePolicy(self.textInput.sizePolicy().Expanding, self.textInput.sizePolicy().Expanding)
layout.addWidget(self.textInput, stretch=1)
def setText(self, text):
self.textInput.setPlainText(text)
def getText(self):
return self.textInput.toPlainText()
-20
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@@ -1,20 +0,0 @@
from PyQt5.QtWidgets import QWidget, QFormLayout, QDoubleSpinBox, QLabel
class CutsceneWaitEditor(QWidget):
def __init__(self, parent=None):
super().__init__(parent)
layout = QFormLayout(self)
layout.setContentsMargins(0, 0, 0, 0)
layout.setSpacing(0)
self.waitTimeInput = QDoubleSpinBox()
self.waitTimeInput.setMinimum(0.0)
self.waitTimeInput.setMaximum(9999.0)
self.waitTimeInput.setDecimals(2)
self.waitTimeInput.setSingleStep(0.1)
layout.addRow(QLabel("Wait Time (seconds):"), self.waitTimeInput)
def setWaitTime(self, value):
self.waitTimeInput.setValue(value)
def getWaitTime(self):
return self.waitTimeInput.value()
-101
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@@ -1,101 +0,0 @@
from PyQt5.QtWidgets import QMainWindow, QApplication, QWidget, QVBoxLayout, QHBoxLayout, QLabel, QPushButton, QListWidget, QListWidgetItem, QMenuBar, QAction, QFileDialog, QMessageBox
from PyQt5.QtGui import QKeySequence
from tools.editor.cutscene.cutsceneitemeditor import CutsceneItemEditor
from tools.editor.cutscene.cutscenemenubar import CutsceneMenuBar
import sys
class CutsceneToolWindow(QMainWindow):
def __init__(self):
super().__init__()
self.setWindowTitle("Dusk Cutscene Editor")
self.setGeometry(100, 100, 800, 600)
self.nextItemNumber = 1 # Track next available number
self.currentFile = None
self.dirty = False # Track unsaved changes
# File menu (handled by CutsceneMenuBar)
menubar = CutsceneMenuBar(self)
self.setMenuBar(menubar)
# Main layout: horizontal split
central = QWidget()
mainLayout = QHBoxLayout(central)
self.setCentralWidget(central)
# Timeline
leftPanel = QWidget()
leftLayout = QVBoxLayout(leftPanel)
self.timelineList = QListWidget()
self.timelineList.setSelectionMode(QListWidget.SingleSelection)
leftLayout.addWidget(QLabel("Cutscene Timeline"))
leftLayout.addWidget(self.timelineList)
btnLayout = QHBoxLayout()
self.addBtn = QPushButton("Add")
self.removeBtn = QPushButton("Remove")
btnLayout.addWidget(self.addBtn)
btnLayout.addWidget(self.removeBtn)
leftLayout.addLayout(btnLayout)
mainLayout.addWidget(leftPanel, 2)
# Property editor
self.editorPanel = QWidget()
self.editorLayout = QVBoxLayout(self.editorPanel)
self.itemEditor = None # Only create when needed
mainLayout.addWidget(self.editorPanel, 3)
# Events
self.timelineList.currentItemChanged.connect(self.onItemSelected)
self.addBtn.clicked.connect(self.addCutsceneItem)
self.removeBtn.clicked.connect(self.removeCutsceneItem)
def addCutsceneItem(self):
name = f"Cutscene item {self.nextItemNumber}"
timelineItem = QListWidgetItem(name)
self.timelineList.addItem(timelineItem)
self.timelineList.setCurrentItem(timelineItem)
self.nextItemNumber += 1
self.dirty = True
def removeCutsceneItem(self):
row = self.timelineList.currentRow()
if row < 0:
return
self.timelineList.takeItem(row)
self.dirty = True
# Remove editor if nothing selected
if self.timelineList.currentItem() is None or self.itemEditor is None:
return
self.editorLayout.removeWidget(self.itemEditor)
self.itemEditor.deleteLater()
self.itemEditor = None
def clearCutscene(self):
self.timelineList.clear()
self.nextItemNumber = 1
self.currentFile = None
self.dirty = False
if self.itemEditor:
self.editorLayout.removeWidget(self.itemEditor)
def onItemSelected(self, current, previous):
if current:
if not self.itemEditor:
self.itemEditor = CutsceneItemEditor()
self.editorLayout.addWidget(self.itemEditor)
return
if not self.itemEditor:
return
self.editorLayout.removeWidget(self.itemEditor)
self.itemEditor.deleteLater()
self.itemEditor = None
if __name__ == "__main__":
app = QApplication(sys.argv)
window = CutsceneToolWindow()
window.show()
sys.exit(app.exec_())
-202
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@@ -1,202 +0,0 @@
#!/usr/bin/env python3
from PyQt5.QtWidgets import QMainWindow, QApplication, QAction, QMenuBar, QMessageBox, QFileDialog, QWidget, QVBoxLayout, QHBoxLayout, QLabel, QLineEdit, QTableWidget, QTableWidgetItem, QHeaderView, QPushButton, QTabWidget, QFormLayout
from PyQt5.QtCore import Qt
import sys
import os
import polib
class LangToolWindow(QMainWindow):
def __init__(self):
super().__init__()
self.setWindowTitle("Dusk Language Editor")
self.setGeometry(100, 100, 800, 600)
self.current_file = None
self.dirty = False
self.init_menu()
self.init_ui()
def init_ui(self):
central = QWidget()
layout = QVBoxLayout(central)
tabs = QTabWidget()
# Header Tab
header_tab = QWidget()
header_layout = QFormLayout(header_tab)
self.language_edit = QLineEdit()
self.language_edit.setMaximumWidth(220)
header_layout.addRow(QLabel("Language:"), self.language_edit)
self.plural_edit = QLineEdit()
self.plural_edit.setMaximumWidth(320)
header_layout.addRow(QLabel("Plural-Forms:"), self.plural_edit)
self.content_type_edit = QLineEdit("text/plain; charset=UTF-8")
self.content_type_edit.setMaximumWidth(320)
header_layout.addRow(QLabel("Content-Type:"), self.content_type_edit)
tabs.addTab(header_tab, "Header")
# Strings Tab
strings_tab = QWidget()
strings_layout = QVBoxLayout(strings_tab)
self.po_table = QTableWidget()
self.po_table.setColumnCount(2)
self.po_table.setHorizontalHeaderLabels(["msgid", "msgstr"])
self.po_table.horizontalHeader().setSectionResizeMode(QHeaderView.Stretch)
self.po_table.verticalHeader().setMinimumWidth(22)
self.po_table.verticalHeader().setDefaultAlignment(Qt.AlignRight | Qt.AlignVCenter)
strings_layout.addWidget(self.po_table)
row_btn_layout = QHBoxLayout()
add_row_btn = QPushButton("Add Row")
remove_row_btn = QPushButton("Remove Row")
row_btn_layout.addWidget(add_row_btn)
row_btn_layout.addWidget(remove_row_btn)
strings_layout.addLayout(row_btn_layout)
tabs.addTab(strings_tab, "Strings")
layout.addWidget(tabs)
add_row_btn.clicked.connect(self.add_row)
remove_row_btn.clicked.connect(self.remove_row)
self.add_row_btn = add_row_btn
self.remove_row_btn = remove_row_btn
self.setCentralWidget(central)
# Connect edits to dirty flag
self.language_edit.textChanged.connect(self.set_dirty)
self.plural_edit.textChanged.connect(self.set_dirty)
self.content_type_edit.textChanged.connect(self.set_dirty)
self.po_table.itemChanged.connect(self.set_dirty)
def set_dirty(self):
self.dirty = True
self.update_save_action()
def init_menu(self):
menubar = self.menuBar()
file_menu = menubar.addMenu("File")
new_action = QAction("New", self)
open_action = QAction("Open", self)
save_action = QAction("Save", self)
save_as_action = QAction("Save As", self)
new_action.triggered.connect(lambda: self.handle_file_action("new"))
open_action.triggered.connect(lambda: self.handle_file_action("open"))
save_action.triggered.connect(self.handle_save)
save_as_action.triggered.connect(self.handle_save_as)
file_menu.addAction(new_action)
file_menu.addAction(open_action)
file_menu.addAction(save_action)
file_menu.addAction(save_as_action)
self.save_action = save_action # Store reference for enabling/disabling
self.update_save_action()
def update_save_action(self):
self.save_action.setEnabled(self.current_file is not None)
def handle_file_action(self, action):
if self.dirty:
reply = QMessageBox.question(self, "Save Changes?", "Do you want to save changes before proceeding?", QMessageBox.Yes | QMessageBox.No | QMessageBox.Cancel)
if reply == QMessageBox.Cancel:
return
elif reply == QMessageBox.Yes:
self.handle_save()
if action == "new":
self.new_file()
elif action == "open":
default_dir = os.path.abspath(os.path.join(os.path.dirname(__file__), "../../assets/locale"))
file_path, _ = QFileDialog.getOpenFileName(self, "Open Language File", default_dir, "PO Files (*.po)")
if file_path:
self.open_file(file_path)
def new_file(self):
self.current_file = None
self.dirty = False
self.language_edit.setText("")
self.plural_edit.setText("")
self.po_table.setRowCount(0)
self.update_save_action()
def open_file(self, file_path):
self.current_file = file_path
self.dirty = False
self.update_save_action()
self.load_po_file(file_path)
def load_po_file(self, file_path):
po = polib.pofile(file_path)
language = po.metadata.get('Language', '')
plural = po.metadata.get('Plural-Forms', '')
content_type = po.metadata.get('Content-Type', 'text/plain; charset=UTF-8')
self.language_edit.setText(language)
self.plural_edit.setText(plural)
self.content_type_edit.setText(content_type)
self.po_table.setRowCount(len(po))
for row, entry in enumerate(po):
self.po_table.setItem(row, 0, QTableWidgetItem(entry.msgid))
self.po_table.setItem(row, 1, QTableWidgetItem(entry.msgstr))
def save_file(self, file_path):
po = polib.POFile()
po.metadata = {
'Language': self.language_edit.text(),
'Content-Type': self.content_type_edit.text(),
'Plural-Forms': self.plural_edit.text(),
}
for row in range(self.po_table.rowCount()):
msgid_item = self.po_table.item(row, 0)
msgstr_item = self.po_table.item(row, 1)
msgid = msgid_item.text() if msgid_item else ''
msgstr = msgstr_item.text() if msgstr_item else ''
if msgid or msgstr:
entry = polib.POEntry(msgid=msgid, msgstr=msgstr)
po.append(entry)
po.save(file_path)
self.dirty = False
self.update_save_action()
def handle_save(self):
if self.current_file:
self.save_file(self.current_file)
else:
self.handle_save_as()
def handle_save_as(self):
default_dir = os.path.abspath(os.path.join(os.path.dirname(__file__), "../../assets/locale"))
file_path, _ = QFileDialog.getSaveFileName(self, "Save Language File As", default_dir, "PO Files (*.po)")
if file_path:
self.current_file = file_path
self.update_save_action()
self.save_file(file_path)
def add_row(self):
row = self.po_table.rowCount()
self.po_table.insertRow(row)
self.po_table.setItem(row, 0, QTableWidgetItem(""))
self.po_table.setItem(row, 1, QTableWidgetItem(""))
self.po_table.setCurrentCell(row, 0)
self.set_dirty()
def remove_row(self):
row = self.po_table.currentRow()
if row >= 0:
self.po_table.removeRow(row)
self.set_dirty()
def closeEvent(self, event):
if self.dirty:
reply = QMessageBox.question(self, "Save Changes?", "Do you want to save changes before exiting?", QMessageBox.Yes | QMessageBox.No | QMessageBox.Cancel)
if reply == QMessageBox.Cancel:
event.ignore()
return
elif reply == QMessageBox.Yes:
self.handle_save()
event.accept()
if __name__ == "__main__":
app = QApplication(sys.argv)
window = LangToolWindow()
window.show()
sys.exit(app.exec_())
-55
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@@ -1,55 +0,0 @@
import math
import time
from OpenGL.GL import *
from OpenGL.GLU import *
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH, RPG_CAMERA_PIXELS_PER_UNIT, RPG_CAMERA_Z_OFFSET, RPG_CAMERA_FOV
class Camera:
def __init__(self, parent):
self.parent = parent
self.pixelsPerUnit = RPG_CAMERA_PIXELS_PER_UNIT
self.yOffset = RPG_CAMERA_Z_OFFSET
self.fov = RPG_CAMERA_FOV
self.scale = 8.0
self.lastTime = time.time()
self.lookAtTarget = [0.0, 0.0, 0.0]
def setup(self, vw, vh, duration=0.1):
now = time.time()
delta = now - self.lastTime
self.lastTime = now
# Calculate ease factor for exponential smoothing over 'duration' seconds
ease = 1 - math.exp(-delta / duration)
z = (vh / 2.0) / (
(self.pixelsPerUnit * self.scale) * math.tan(math.radians(self.fov / 2.0))
)
lookAt = [
self.parent.map.position[0] * TILE_WIDTH,
self.parent.map.position[1] * TILE_HEIGHT,
self.parent.map.position[2] * TILE_DEPTH,
]
aspectRatio = vw / vh
# Ease the lookAt target
for i in range(3):
self.lookAtTarget[i] += (lookAt[i] - self.lookAtTarget[i]) * ease
# Camera position is now based on the eased lookAtTarget
cameraPosition = (
self.lookAtTarget[0],
self.lookAtTarget[1] + self.yOffset,
self.lookAtTarget[2] + z
)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(self.fov, aspectRatio, 0.1, 1000.0)
glScalef(1.0, -1.0, 1.0) # Flip the projection matrix upside down
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(
cameraPosition[0], cameraPosition[1], cameraPosition[2],
self.lookAtTarget[0], self.lookAtTarget[1], self.lookAtTarget[2],
0.0, 1.0, 0.0
)
-80
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@@ -1,80 +0,0 @@
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QGridLayout, QTreeWidget, QTreeWidgetItem, QComboBox
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_SHAPES
class ChunkPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
layout = QVBoxLayout(self)
# Tile shape dropdown
self.tileShapeDropdown = QComboBox()
self.tileShapeDropdown.addItems(TILE_SHAPES.keys())
self.tileShapeDropdown.setToolTip("Tile Shape")
layout.addWidget(self.tileShapeDropdown)
# Add expandable tree list
self.tree = QTreeWidget()
self.tree.setHeaderLabel("Chunks")
self.tree.expandAll() # Expand by default, remove if you want collapsed
layout.addWidget(self.tree) # Removed invalid stretch factor
# Add stretch so tree expands
layout.setStretchFactor(self.tree, 1)
# Event subscriptions
self.parent.map.onMapData.sub(self.onMapData)
self.parent.map.onPositionChange.sub(self.onPositionChange)
self.tileShapeDropdown.currentTextChanged.connect(self.onTileShapeChanged)
# For each chunk
for chunk in self.parent.map.chunks.values():
# Create tree element
item = QTreeWidgetItem(self.tree, ["Chunk ({}, {}, {})".format(chunk.x, chunk.y, chunk.z)])
chunk.chunkPanelTree = item
chunk.chunkPanelTree.setExpanded(True)
item.setData(0, 0, chunk) # Store chunk reference
chunk.onChunkData.sub(self.onChunkData)
def onMapData(self, data):
pass
def onPositionChange(self, pos):
self.updateChunkList()
tile = self.parent.map.getTileAtWorldPos(*self.parent.map.position)
if tile is None:
return
key = "TILE_SHAPE_NULL"
for k, v in TILE_SHAPES.items():
if v != tile.shape:
continue
key = k
break
self.tileShapeDropdown.setCurrentText(key)
def onTileShapeChanged(self, shape_key):
tile = self.parent.map.getTileAtWorldPos(*self.parent.map.position)
if tile is None or shape_key not in TILE_SHAPES:
return
tile.setShape(TILE_SHAPES[shape_key])
def updateChunkList(self):
# Clear existing items
currentChunk = self.parent.map.getChunkAtWorldPos(*self.parent.map.position)
# Example tree items
for chunk in self.parent.map.chunks.values():
title = "Chunk ({}, {}, {})".format(chunk.x, chunk.y, chunk.z)
if chunk == currentChunk:
title += " [C]"
if chunk.isDirty():
title += " *"
item = chunk.chunkPanelTree
item.setText(0, title)
def onChunkData(self, chunk):
self.updateChunkList()
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from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QComboBox, QHBoxLayout, QPushButton, QLineEdit, QListWidget, QListWidgetItem
from PyQt5.QtCore import Qt
from tools.dusk.entity import Entity
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, ENTITY_TYPES, ENTITY_TYPE_NULL
class EntityPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
layout = QVBoxLayout(self)
self.setLayout(layout)
# Top panel placeholder
topWidget = QLabel("Entity Editor")
layout.addWidget(topWidget)
# Name input
nameLayout = QHBoxLayout()
nameLabel = QLabel("Name:")
self.nameInput = QLineEdit()
nameLayout.addWidget(nameLabel)
nameLayout.addWidget(self.nameInput)
layout.addLayout(nameLayout)
# Entity Type dropdown (single selection)
typeLayout = QHBoxLayout()
typeLabel = QLabel("Type:")
self.typeDropdown = QComboBox()
self.typeDropdown.addItems(ENTITY_TYPES)
typeLayout.addWidget(typeLabel)
typeLayout.addWidget(self.typeDropdown)
layout.addLayout(typeLayout)
# Entity list and buttons
self.entityList = QListWidget()
self.entityList.addItems([])
layout.addWidget(self.entityList, stretch=1)
btnLayout = QHBoxLayout()
self.btnAdd = QPushButton("Add")
self.btnRemove = QPushButton("Remove")
btnLayout.addWidget(self.btnAdd)
btnLayout.addWidget(self.btnRemove)
layout.addLayout(btnLayout)
# Events
self.btnAdd.clicked.connect(self.onAddEntity)
self.btnRemove.clicked.connect(self.onRemoveEntity)
self.parent.map.onEntityData.sub(self.onEntityData)
self.parent.map.onPositionChange.sub(self.onPositionChange)
self.entityList.itemClicked.connect(self.onEntityClicked)
self.entityList.itemDoubleClicked.connect(self.onEntityDoubleClicked)
self.typeDropdown.currentIndexChanged.connect(self.onTypeSelected)
self.nameInput.textChanged.connect(self.onNameChanged)
# Call once to populate
self.onEntityData()
self.onEntityUnselect()
def onEntityUnselect(self):
self.entityList.setCurrentItem(None)
self.nameInput.setText("")
self.typeDropdown.setCurrentIndex(ENTITY_TYPE_NULL)
def onEntitySelect(self, entity):
self.entityList.setCurrentItem(entity.item)
self.nameInput.setText(entity.name)
self.typeDropdown.setCurrentIndex(entity.type)
def onEntityDoubleClicked(self, item):
entity = item.data(Qt.UserRole)
chunk = entity.chunk
worldX = (chunk.x * CHUNK_WIDTH) + entity.localX
worldY = (chunk.y * CHUNK_HEIGHT) + entity.localY
worldZ = (chunk.z * CHUNK_DEPTH) + entity.localZ
self.parent.map.moveTo(worldX, worldY, worldZ)
def onEntityClicked(self, item):
pass
def onAddEntity(self):
chunk = self.parent.map.getChunkAtWorldPos(*self.parent.map.position)
if chunk is None:
return
localX = (self.parent.map.position[0] - (chunk.x * CHUNK_WIDTH)) % CHUNK_WIDTH
localY = (self.parent.map.position[1] - (chunk.y * CHUNK_HEIGHT)) % CHUNK_HEIGHT
localZ = (self.parent.map.position[2] - (chunk.z * CHUNK_DEPTH)) % CHUNK_DEPTH
# Make sure there's not already an entity here
for ent in chunk.entities.values():
if ent.localX == localX and ent.localY == localY and ent.localZ == localZ:
print("Entity already exists at this location")
return
ent = chunk.addEntity(localX, localY, localZ)
def onRemoveEntity(self):
item = self.entityList.currentItem()
if item is None:
return
entity = item.data(Qt.UserRole)
if entity:
chunk = entity.chunk
chunk.removeEntity(entity)
pass
def onEntityData(self):
self.onEntityUnselect()
self.entityList.clear()
for chunk in self.parent.map.chunks.values():
for id, entity in chunk.entities.items():
item = QListWidgetItem(entity.name)
item.setData(Qt.UserRole, entity) # Store the entity object
entity.item = item
self.entityList.addItem(item)
# Select if there is something at current position
self.onPositionChange(self.parent.map.position)
def onPositionChange(self, position):
self.onEntityUnselect()
# Get Entity at..
chunk = self.parent.map.getChunkAtWorldPos(*position)
if chunk is None:
return
localX = (position[0] - (chunk.x * CHUNK_WIDTH)) % CHUNK_WIDTH
localY = (position[1] - (chunk.y * CHUNK_HEIGHT)) % CHUNK_HEIGHT
localZ = (position[2] - (chunk.z * CHUNK_DEPTH)) % CHUNK_DEPTH
for ent in chunk.entities.values():
if ent.localX != localX or ent.localY != localY or ent.localZ != localZ:
continue
self.onEntitySelect(ent)
self.entityList.setCurrentItem(ent.item)
break
def onTypeSelected(self, index):
item = self.entityList.currentItem()
if item is None:
return
entity = item.data(Qt.UserRole)
if entity:
entity.setType(index)
def onNameChanged(self, text):
item = self.entityList.currentItem()
if item is None:
return
entity = item.data(Qt.UserRole)
if entity:
entity.setName(text)
-41
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@@ -1,41 +0,0 @@
from PyQt5.QtCore import QTimer
from PyQt5.QtWidgets import QOpenGLWidget
from OpenGL.GL import *
from OpenGL.GLU import *
class GLWidget(QOpenGLWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
self.timer = QTimer(self)
self.timer.timeout.connect(self.update)
self.timer.start(16) # ~60 FPS
def initializeGL(self):
glClearColor(0.392, 0.584, 0.929, 1.0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_POLYGON_OFFSET_FILL)
glPolygonOffset(1.0, 1.0)
glDisable(GL_POLYGON_OFFSET_FILL)
def resizeGL(self, w, h):
pass
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
w = self.width()
h = self.height()
if h <= 0:
h = 1
if w <= 0:
w = 1
glViewport(0, 0, w, h)
self.parent.camera.setup(w, h)
self.parent.grid.draw()
self.parent.map.draw()
self.parent.selectBox.draw()
-46
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@@ -1,46 +0,0 @@
from OpenGL.GL import *
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
class Grid:
def __init__(self, lines=1000):
self.cellWidth = TILE_WIDTH
self.cellHeight = TILE_HEIGHT
self.lines = lines
self.enabled = True
def draw(self):
if not self.enabled:
return
center = [0.01,0.01,0.01]
halfWidth = self.cellWidth * self.lines // 2
halfHeight = self.cellHeight * self.lines // 2
# Draw origin axes
glBegin(GL_LINES)
# X axis - RED
glColor3f(1.0, 0.0, 0.0)
glVertex3f(center[0] - halfWidth, center[1], center[2])
glVertex3f(center[0] + halfWidth, center[1], center[2])
# Y axis - GREEN
glColor3f(0.0, 1.0, 0.0)
glVertex3f(center[0], center[1] - halfHeight, center[2])
glVertex3f(center[0], center[1] + halfHeight, center[2])
# Z axis - BLUE
glColor3f(0.0, 0.0, 1.0)
glVertex3f(center[0], center[1], center[2] - halfWidth)
glVertex3f(center[0], center[1], center[2] + halfWidth)
glEnd()
# Draw grid
glColor3f(0.8, 0.8, 0.8)
glBegin(GL_LINES)
for i in range(-self.lines // 2, self.lines // 2 + 1):
# Vertical lines
glVertex3f(center[0] + i * self.cellWidth, center[1] - halfHeight, center[2])
glVertex3f(center[0] + i * self.cellWidth, center[1] + halfHeight, center[2])
# Horizontal lines
glVertex3f(center[0] - halfWidth, center[1] + i * self.cellHeight, center[2])
glVertex3f(center[0] + halfWidth, center[1] + i * self.cellHeight, center[2])
glEnd()
-83
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from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QLineEdit, QPushButton, QHBoxLayout, QMessageBox
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH
class MapInfoPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
# Components
layout = QVBoxLayout()
mapTitleLabel = QLabel("Map Title")
self.mapTitleInput = QLineEdit()
layout.addWidget(mapTitleLabel)
layout.addWidget(self.mapTitleInput)
tilePositionLabel = QLabel("Tile Position")
layout.addWidget(tilePositionLabel)
tilePositionRow = QHBoxLayout()
self.tileXInput = QLineEdit()
self.tileXInput.setPlaceholderText("X")
tilePositionRow.addWidget(self.tileXInput)
self.tileYInput = QLineEdit()
self.tileYInput.setPlaceholderText("Y")
tilePositionRow.addWidget(self.tileYInput)
self.tileZInput = QLineEdit()
self.tileZInput.setPlaceholderText("Z")
tilePositionRow.addWidget(self.tileZInput)
self.tileGo = QPushButton("Go")
tilePositionRow.addWidget(self.tileGo)
layout.addLayout(tilePositionRow)
self.chunkPosLabel = QLabel()
layout.addWidget(self.chunkPosLabel)
self.chunkLabel = QLabel()
layout.addWidget(self.chunkLabel)
layout.addStretch()
self.setLayout(layout)
# Events
self.tileGo.clicked.connect(self.goToPosition)
self.tileXInput.returnPressed.connect(self.goToPosition)
self.tileYInput.returnPressed.connect(self.goToPosition)
self.tileZInput.returnPressed.connect(self.goToPosition)
self.parent.map.onPositionChange.sub(self.updatePositionLabels)
self.parent.map.onMapData.sub(self.onMapData)
self.mapTitleInput.textChanged.connect(self.onMapNameChange)
# Initial label setting
self.updatePositionLabels(self.parent.map.position)
def goToPosition(self):
try:
x = int(self.tileXInput.text())
y = int(self.tileYInput.text())
z = int(self.tileZInput.text())
self.parent.map.moveTo(x, y, z)
except ValueError:
QMessageBox.warning(self, "Invalid Input", "Please enter valid integer coordinates.")
def updatePositionLabels(self, pos):
self.tileXInput.setText(str(pos[0]))
self.tileYInput.setText(str(pos[1]))
self.tileZInput.setText(str(pos[2]))
chunkTileX = pos[0] % CHUNK_WIDTH
chunkTileY = pos[1] % CHUNK_HEIGHT
chunkTileZ = pos[2] % CHUNK_DEPTH
chunkTileIndex = chunkTileX + chunkTileY * CHUNK_WIDTH + chunkTileZ * CHUNK_WIDTH * CHUNK_HEIGHT
self.chunkPosLabel.setText(f"Chunk Position: {chunkTileX}, {chunkTileY}, {chunkTileZ} ({chunkTileIndex})")
chunkX = pos[0] // CHUNK_WIDTH
chunkY = pos[1] // CHUNK_HEIGHT
chunkZ = pos[2] // CHUNK_DEPTH
self.chunkLabel.setText(f"Chunk: {chunkX}, {chunkY}, {chunkZ}")
def onMapData(self, data):
self.updatePositionLabels(self.parent.map.position)
self.mapTitleInput.setText(data.get("mapName", ""))
def onMapNameChange(self, text):
self.parent.map.data['mapName'] = text
-51
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from PyQt5.QtWidgets import QWidget, QVBoxLayout, QGridLayout, QPushButton, QTabWidget, QLabel
from tools.editor.map.chunkpanel import ChunkPanel
from tools.editor.map.entitypanel import EntityPanel
from tools.editor.map.regionpanel import RegionPanel
class MapLeftPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
layout = QVBoxLayout(self)
self.setLayout(layout)
# Nav buttons
self.chunkInfoLabel = QLabel("Tile Information")
layout.addWidget(self.chunkInfoLabel)
grid = QGridLayout()
self.btnUp = QPushButton("U")
self.btnN = QPushButton("N")
self.btnDown = QPushButton("D")
self.btnW = QPushButton("W")
self.btnS = QPushButton("S")
self.btnE = QPushButton("E")
grid.addWidget(self.btnUp, 0, 0)
grid.addWidget(self.btnN, 0, 1)
grid.addWidget(self.btnDown, 0, 2)
grid.addWidget(self.btnW, 1, 0)
grid.addWidget(self.btnS, 1, 1)
grid.addWidget(self.btnE, 1, 2)
layout.addLayout(grid)
# Panels
self.chunkPanel = ChunkPanel(self.parent)
self.entityPanel = EntityPanel(self.parent)
self.regionPanel = RegionPanel(self.parent)
# Tabs
self.tabs = QTabWidget()
self.tabs.addTab(self.chunkPanel, "Tiles")
self.tabs.addTab(self.entityPanel, "Entities")
self.tabs.addTab(self.regionPanel, "Regions")
self.tabs.addTab(None, "Triggers")
layout.addWidget(self.tabs)
# Event subscriptions
self.btnN.clicked.connect(lambda: self.parent.map.moveRelative(0, -1, 0))
self.btnS.clicked.connect(lambda: self.parent.map.moveRelative(0, 1, 0))
self.btnE.clicked.connect(lambda: self.parent.map.moveRelative(1, 0, 0))
self.btnW.clicked.connect(lambda: self.parent.map.moveRelative(-1, 0, 0))
self.btnUp.clicked.connect(lambda: self.parent.map.moveRelative(0, 0, 1))
self.btnDown.clicked.connect(lambda: self.parent.map.moveRelative(0, 0, -1))
-46
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@@ -1,46 +0,0 @@
import os
from PyQt5.QtWidgets import QAction, QMenuBar, QFileDialog
from PyQt5.QtGui import QKeySequence
from tools.dusk.map import MAP_DEFAULT_PATH
class MapMenubar:
def __init__(self, parent):
self.parent = parent
self.menubar = QMenuBar(parent)
parent.setMenuBar(self.menubar)
self.fileMenu = self.menubar.addMenu("File")
self.actionNew = QAction("New", parent)
self.actionOpen = QAction("Open", parent)
self.actionSave = QAction("Save", parent)
self.actionSaveAs = QAction("Save As", parent)
self.actionNew.setShortcut(QKeySequence("Ctrl+N"))
self.actionOpen.setShortcut(QKeySequence("Ctrl+O"))
self.actionSave.setShortcut(QKeySequence("Ctrl+S"))
self.actionSaveAs.setShortcut(QKeySequence("Ctrl+Shift+S"))
self.actionNew.triggered.connect(self.newFile)
self.actionOpen.triggered.connect(self.openFile)
self.actionSave.triggered.connect(self.saveFile)
self.actionSaveAs.triggered.connect(self.saveAsFile)
self.fileMenu.addAction(self.actionNew)
self.fileMenu.addAction(self.actionOpen)
self.fileMenu.addAction(self.actionSave)
self.fileMenu.addAction(self.actionSaveAs)
def newFile(self):
self.parent.map.newFile()
def openFile(self):
filePath, _ = QFileDialog.getOpenFileName(self.menubar, "Open Map File", MAP_DEFAULT_PATH, "Map Files (*.json)")
if filePath:
self.parent.map.load(filePath)
def saveFile(self):
self.parent.map.save()
def saveAsFile(self):
filePath, _ = QFileDialog.getSaveFileName(self.menubar, "Save Map File As", MAP_DEFAULT_PATH, "Map Files (*.json)")
if filePath:
self.parent.map.save(filePath)
-15
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@@ -1,15 +0,0 @@
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QComboBox, QHBoxLayout, QPushButton, QLineEdit, QListWidget, QListWidgetItem
from PyQt5.QtCore import Qt
from tools.dusk.entity import Entity
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, ENTITY_TYPES, ENTITY_TYPE_NULL
class RegionPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
layout = QVBoxLayout(self)
self.setLayout(layout)
# Top panel placeholder
topWidget = QLabel("Region Editor")
layout.addWidget(topWidget)
-44
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@@ -1,44 +0,0 @@
import OpenGL.GL as gl
from tools.dusk.defs import defs
import colorsys
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
class SelectBox:
def __init__(self, parent):
self.parent = parent
self.hue = 0.0
def draw(self):
position = [
self.parent.map.position[0] * TILE_WIDTH - (TILE_WIDTH / 2.0),
self.parent.map.position[1] * TILE_HEIGHT - (TILE_HEIGHT / 2.0),
self.parent.map.position[2] * TILE_DEPTH - (TILE_DEPTH / 2.0)
]
vertices = [
(position[0], position[1], position[2]),
(position[0]+TILE_WIDTH, position[1], position[2]),
(position[0]+TILE_WIDTH, position[1]+TILE_HEIGHT, position[2]),
(position[0], position[1]+TILE_HEIGHT, position[2]),
(position[0], position[1], position[2]+TILE_DEPTH),
(position[0]+TILE_WIDTH, position[1], position[2]+TILE_DEPTH),
(position[0]+TILE_WIDTH, position[1]+TILE_HEIGHT, position[2]+TILE_DEPTH),
(position[0], position[1]+TILE_HEIGHT, position[2]+TILE_DEPTH)
]
edges = [
(0, 1), (1, 2), (2, 3), (3, 0), # bottom face
(4, 5), (5, 6), (6, 7), (7, 4), # top face
(4, 5), (5, 6), (6, 7), (7, 4), # top face
(0, 4), (1, 5), (2, 6), (3, 7) # vertical edges
]
# Cycle hue
self.hue = (self.hue + 0.01) % 1.0
r, g, b = colorsys.hsv_to_rgb(self.hue, 1.0, 1.0)
gl.glColor3f(r, g, b)
gl.glLineWidth(2.0)
gl.glBegin(gl.GL_LINES)
for edge in edges:
for vertex in edge:
gl.glVertex3f(*vertices[vertex])
gl.glEnd()
-18
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@@ -1,18 +0,0 @@
from PyQt5.QtWidgets import QStatusBar, QLabel
class StatusBar(QStatusBar):
def __init__(self, parent=None):
super().__init__(parent)
self.parent = parent
self.leftLabel = QLabel("")
self.rightLabel = QLabel("")
self.addWidget(self.leftLabel, 1)
self.addPermanentWidget(self.rightLabel)
parent.map.onMapData.sub(self.onMapData)
def setStatus(self, message):
self.leftLabel.setText(message)
def onMapData(self, data):
self.rightLabel.setText(self.parent.map.mapFileName if self.parent.map.mapFileName else "Untitled.json")
-80
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@@ -1,80 +0,0 @@
from OpenGL.GL import *
import array
class VertexBuffer:
def __init__(self, componentsPerVertex=3):
self.componentsPerVertex = componentsPerVertex
self.vertices = []
self.colors = []
self.uvs = []
self.data = None
self.colorData = None
self.uvData = None
def buildData(self):
hasColors = len(self.colors) > 0
hasUvs = len(self.uvs) > 0
vertexCount = len(self.vertices) // self.componentsPerVertex
dataList = []
colorList = []
uvList = []
for i in range(vertexCount):
vStart = i * self.componentsPerVertex
dataList.extend(self.vertices[vStart:vStart+self.componentsPerVertex])
if hasColors:
cStart = i * 4 # Assuming RGBA
colorList.extend(self.colors[cStart:cStart+4])
if hasUvs:
uStart = i * 2 # Assuming UV
uvList.extend(self.uvs[uStart:uStart+2])
self.data = array.array('f', dataList)
if hasColors:
self.colorData = array.array('f', colorList)
else:
self.colorData = None
if hasUvs:
self.uvData = array.array('f', uvList)
else:
self.uvData = None
def draw(self, mode=GL_TRIANGLES, count=-1):
if count == -1:
count = len(self.data) // self.componentsPerVertex
if count == 0:
return
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointer(self.componentsPerVertex, GL_FLOAT, 0, self.data.tobytes())
if self.colorData:
glEnableClientState(GL_COLOR_ARRAY)
glColorPointer(4, GL_FLOAT, 0, self.colorData.tobytes())
if self.uvData:
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glTexCoordPointer(2, GL_FLOAT, 0, self.uvData.tobytes())
glDrawArrays(mode, 0, count)
glDisableClientState(GL_VERTEX_ARRAY)
if self.colorData:
glDisableClientState(GL_COLOR_ARRAY)
if self.uvData:
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
def clear(self):
self.vertices = []
self.colors = []
self.uvs = []
self.data = array.array('f')
self.colorData = None
self.uvData = None
-143
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import os
from PyQt5.QtWidgets import QMainWindow, QWidget, QHBoxLayout, QMessageBox
from PyQt5.QtCore import Qt
from tools.editor.map.glwidget import GLWidget
from tools.editor.map.mapleftpanel import MapLeftPanel
from tools.editor.map.mapinfopanel import MapInfoPanel
from tools.editor.map.menubar import MapMenubar
from tools.editor.map.statusbar import StatusBar
from tools.dusk.map import Map
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_SHAPE_NULL, TILE_SHAPE_FLOOR
from tools.editor.map.selectbox import SelectBox
from tools.editor.map.camera import Camera
from tools.editor.map.grid import Grid
class MapWindow(QMainWindow):
def __init__(self):
super().__init__()
self.insertPressed = False
self.deletePressed = False
# Subclasses
self.map = Map(self)
self.camera = Camera(self)
self.grid = Grid()
self.selectBox = SelectBox(self)
# Window setup
self.setWindowTitle("Dusk Map Editor")
self.resize(1600, 900)
# Menubar (TESTING)
self.menubar = MapMenubar(self)
central = QWidget()
self.setCentralWidget(central)
mainLayout = QHBoxLayout(central)
# Left panel (tabs + nav buttons)
self.leftPanel = MapLeftPanel(self)
self.leftPanel.setFixedWidth(350)
mainLayout.addWidget(self.leftPanel)
# Center panel (GLWidget + controls)
self.glWidget = GLWidget(self)
mainLayout.addWidget(self.glWidget, stretch=3)
# Right panel (MapInfoPanel)
self.mapInfoPanel = MapInfoPanel(self)
rightWidget = self.mapInfoPanel
rightWidget.setFixedWidth(250)
mainLayout.addWidget(rightWidget)
# Status bar
self.statusBar = StatusBar(self)
self.setStatusBar(self.statusBar)
self.installEventFilter(self)
self.installEventFilterRecursively(self)
def installEventFilterRecursively(self, widget):
for child in widget.findChildren(QWidget):
child.installEventFilter(self)
self.installEventFilterRecursively(child)
def closeEvent(self, event):
if not self.map.isDirty():
event.accept()
return
reply = QMessageBox.question(
self,
"Unsaved Changes",
"You have unsaved changes. Do you want to save before closing?",
QMessageBox.Save | QMessageBox.Discard | QMessageBox.Cancel,
QMessageBox.Save
)
if reply == QMessageBox.Save:
self.map.save()
elif reply == QMessageBox.Cancel:
event.ignore()
return
event.accept()
def eventFilter(self, obj, event):
if event.type() == event.KeyPress:
amtX, amtY, amtZ = 0, 0, 0
key = event.key()
if key == Qt.Key_Left:
amtX = -1
elif key == Qt.Key_Right:
amtX = 1
elif key == Qt.Key_Up:
amtY = -1
elif key == Qt.Key_Down:
amtY = 1
elif key == Qt.Key_PageUp:
amtZ = 1
elif key == Qt.Key_PageDown:
amtZ = -1
if event.modifiers() & Qt.ShiftModifier:
amtX *= CHUNK_WIDTH
amtY *= CHUNK_HEIGHT
amtZ *= CHUNK_DEPTH
if amtX != 0 or amtY != 0 or amtZ != 0:
self.map.moveRelative(amtX, amtY, amtZ)
if self.insertPressed:
tile = self.map.getTileAtWorldPos(*self.map.position)
if tile is not None and tile.shape == TILE_SHAPE_NULL:
tile.setShape(TILE_SHAPE_FLOOR)
if self.deletePressed:
tile = self.map.getTileAtWorldPos(*self.map.position)
if tile is not None:
tile.setShape(TILE_SHAPE_NULL)
event.accept()
return True
if key == Qt.Key_Delete:
tile = self.map.getTileAtWorldPos(*self.map.position)
self.deletePressed = True
if tile is not None:
tile.setShape(TILE_SHAPE_NULL)
event.accept()
return True
if key == Qt.Key_Insert:
tile = self.map.getTileAtWorldPos(*self.map.position)
self.insertPressed = True
if tile is not None and tile.shape == TILE_SHAPE_NULL:
tile.setShape(TILE_SHAPE_FLOOR)
event.accept()
elif event.type() == event.KeyRelease:
key = event.key()
if key == Qt.Key_Delete:
self.deletePressed = False
event.accept()
return True
if key == Qt.Key_Insert:
self.insertPressed = False
event.accept()
return super().eventFilter(obj, event)
-13
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@@ -1,13 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
assettexture.c
assettileset.c
assetlanguage.c
assetscript.c
)
-45
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@@ -1,45 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset/asset.h"
#include "assert/assert.h"
#include "locale/localemanager.h"
errorret_t assetLanguageHandler(assetcustom_t custom) {
assertNotNull(custom.zipFile, "Custom asset zip file cannot be NULL");
assertNotNull(custom.output, "Custom asset output cannot be NULL");
assetlanguage_t *lang = (assetlanguage_t *)custom.output;
errorChain(assetLanguageInit(lang, custom.zipFile));
errorOk();
}
errorret_t assetLanguageInit(
assetlanguage_t *lang,
zip_file_t *zipFile
) {
errorThrow("Language asset initialization is not yet implemented.");
}
errorret_t assetLanguageRead(
assetlanguage_t *lang,
const uint32_t key,
char_t *buffer,
const uint32_t bufferSize,
uint32_t *outLength
) {
errorThrow("Language string reading is not yet implemented.");
}
void assetLanguageDispose(assetlanguage_t *lang) {
assertNotNull(lang, "Language asset cannot be NULL");
if(lang->zip) {
zip_fclose(lang->zip);
}
}
-61
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@@ -1,61 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "duskdefs.h"
#include <zip.h>
typedef struct {
zip_file_t *zip;
zip_int64_t chunksOffset;
} assetlanguage_t;
typedef struct assetcustom_s assetcustom_t;
/**
* Receiving function from the asset manager to handle language assets.
*
* @param custom Custom asset loading data.
* @return Error code.
*/
errorret_t assetLanguageHandler(assetcustom_t custom);
/**
* Initializes a language asset and loads the header data into memory.
*
* @param lang Language asset to initialize.
* @param zipFile Zip file handle for the language asset.
* @return Error code.
*/
errorret_t assetLanguageInit(assetlanguage_t *lang, zip_file_t *zipFile);
/**
* Reads a string from the language asset into the provided buffer.
*
* @param lang Language asset to read from.
* @param key Language key to read.
* @param buffer Buffer to read the string into.
* @param bufferSize Size of the provided buffer.
* @param outLength Pointer to store the length of the string read.
* @return Error code.
*/
errorret_t assetLanguageRead(
assetlanguage_t *lang,
const uint32_t key,
char_t *buffer,
const uint32_t bufferSize,
uint32_t *outLength
);
/**
* Disposes of language asset resources.
*
* @param custom Custom asset loading data.
* @return Error code.
*/
void assetLanguageDispose(assetlanguage_t *lang);
-58
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset/asset.h"
#include "assert/assert.h"
errorret_t assetScriptHandler(assetcustom_t custom) {
assertNotNull(custom.zipFile, "Custom asset zip file cannot be NULL");
assertNotNull(custom.output, "Custom asset output cannot be NULL");
assetscript_t *script = (assetscript_t *)custom.output;
errorChain(assetScriptInit(script, custom.zipFile));
errorOk();
}
errorret_t assetScriptInit(
assetscript_t *script,
zip_file_t *zipFile
) {
assertNotNull(script, "Script asset cannot be NULL");
assertNotNull(zipFile, "Zip file cannot be NULL");
// We now own the zip file handle.
script->zip = zipFile;
errorOk();
}
const char_t * assetScriptReader(lua_State* lState, void* data, size_t* size) {
assetscript_t *script = (assetscript_t *)data;
zip_int64_t bytesRead = zip_fread(
script->zip, script->buffer, sizeof(script->buffer)
);
if(bytesRead < 0) {
*size = 0;
return NULL;
}
*size = (size_t)bytesRead;
return script->buffer;
}
errorret_t assetScriptDispose(assetscript_t *script) {
assertNotNull(script, "Script asset cannot be NULL");
if(script->zip != NULL) {
zip_fclose(script->zip);
script->zip = NULL;
}
errorOk();
}
-57
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "duskdefs.h"
#include <zip.h>
#include "script/scriptcontext.h"
#define ASSET_SCRIPT_BUFFER_SIZE 1024
typedef struct assetscript_s {
zip_file_t *zip;
char_t buffer[ASSET_SCRIPT_BUFFER_SIZE];
} assetscript_t;
typedef struct assetcustom_s assetcustom_t;
/**
* Receiving function from the asset manager to handle script assets.
*
* @param custom Custom asset loading data.
* @return Error code.
*/
errorret_t assetScriptHandler(assetcustom_t custom);
/**
* Initializes a script asset.
*
* @param script Script asset to initialize.
* @param zipFile Zip file handle for the script asset.
* @return Error code.
*/
errorret_t assetScriptInit(assetscript_t *script, zip_file_t *zipFile);
/**
* Reader function for Lua to read script data from the asset.
*
* @param L Lua state.
* @param data Pointer to the assetscript_t structure.
* @param size Pointer to store the size of the read data.
* @return Pointer to the read data buffer.
*/
const char_t * assetScriptReader(lua_State* L, void* data, size_t* size);
/**
* Disposes of a script asset, freeing any allocated resources.
*
* @param script Script asset to dispose of.
* @return Error code.
*/
errorret_t assetScriptDispose(assetscript_t *script);
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assettexture.h"
#include "asset/assettype.h"
#include "assert/assert.h"
#include "display/texture/texture.h"
#include "util/endian.h"
errorret_t assetTextureLoad(assetentire_t entire) {
assertNotNull(entire.data, "Data pointer cannot be NULL.");
assertNotNull(entire.output, "Output pointer cannot be NULL.");
assettexture_t *assetData = (assettexture_t *)entire.data;
texture_t *texture = (texture_t *)entire.output;
// Read header and version (first 4 bytes)
if(
assetData->header[0] != 'D' ||
assetData->header[1] != 'T' ||
assetData->header[2] != 'X'
) {
errorThrow("Invalid texture header");
}
// Version (can only be 1 atm)
if(assetData->version != 0x01) {
errorThrow("Unsupported texture version");
}
// Fix endian
assetData->width = endianLittleToHost32(assetData->width);
assetData->height = endianLittleToHost32(assetData->height);
// Check dimensions.
if(
assetData->width == 0 || assetData->width > ASSET_TEXTURE_WIDTH_MAX ||
assetData->height == 0 || assetData->height > ASSET_TEXTURE_HEIGHT_MAX
) {
errorThrow("Invalid texture dimensions");
}
// Validate format
textureformat_t format;
texturedata_t data;
switch(assetData->type) {
case 0x00: // RGBA8888
format = TEXTURE_FORMAT_RGBA;
data.rgbaColors = (color_t *)assetData->data;
break;
// case 0x01:
// format = TEXTURE_FORMAT_RGB;
// break;
// case 0x02:
// format = TEXTURE_FORMAT_RGB565;
// break;
// case 0x03:
// format = TEXTURE_FORMAT_RGB5A3;
// break;
default:
errorThrow("Unsupported texture format");
}
errorChain(textureInit(
texture, assetData->width, assetData->height, format, data
));
errorOk();
}
-39
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@@ -1,39 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "display/color.h"
#define ASSET_TEXTURE_WIDTH_MAX 2048
#define ASSET_TEXTURE_HEIGHT_MAX 2048
#define ASSET_TEXTURE_SIZE_MAX ( \
ASSET_TEXTURE_WIDTH_MAX * ASSET_TEXTURE_HEIGHT_MAX \
)
typedef struct assetentire_s assetentire_t;
#pragma pack(push, 1)
typedef struct {
char_t header[3];
uint8_t version;
uint8_t type;
uint32_t width;
uint32_t height;
uint8_t data[ASSET_TEXTURE_SIZE_MAX * sizeof(color4b_t)];
} assettexture_t;
#pragma pack(pop)
/**
* Loads a palettized texture from the given data pointer into the output
* texture.
*
* @param data Pointer to the raw assettexture_t data.
* @param output Pointer to the texture_t to load the image into.
* @return An error code.
*/
errorret_t assetTextureLoad(assetentire_t entire);
-70
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@@ -1,70 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset/asset.h"
#include "assert/assert.h"
#include "display/texture/tileset.h"
#include "util/memory.h"
#include "util/endian.h"
errorret_t assetTilesetLoad(assetentire_t entire) {
assertNotNull(entire.data, "Asset data cannot be null");
assertNotNull(entire.output, "Asset output cannot be null");
assettileset_t *tilesetData = (assettileset_t *)entire.data;
tileset_t *tileset = (tileset_t *)entire.output;
if(
tilesetData->header[0] != 'D' ||
tilesetData->header[1] != 'T' ||
tilesetData->header[2] != 'F'
) {
errorThrow("Invalid tileset header");
}
if(tilesetData->version != 0x00) {
errorThrow("Unsupported tileset version");
}
// Fix endianness
tilesetData->tileWidth = endianLittleToHost16(tilesetData->tileWidth);
tilesetData->tileHeight = endianLittleToHost16(tilesetData->tileHeight);
tilesetData->columnCount = endianLittleToHost16(tilesetData->columnCount);
tilesetData->rowCount = endianLittleToHost16(tilesetData->rowCount);
tilesetData->right = endianLittleToHost16(tilesetData->right);
tilesetData->bottom = endianLittleToHost16(tilesetData->bottom);
if(tilesetData->tileWidth == 0) {
errorThrow("Tile width cannot be 0");
}
if(tilesetData->tileHeight == 0) {
errorThrow("Tile height cannot be 0");
}
if(tilesetData->columnCount == 0) {
errorThrow("Column count cannot be 0");
}
if(tilesetData->rowCount == 0) {
errorThrow("Row count cannot be 0");
}
tilesetData->u0 = endianLittleToHostFloat(tilesetData->u0);
tilesetData->v0 = endianLittleToHostFloat(tilesetData->v0);
if(tilesetData->v0 < 0.0f || tilesetData->v0 > 1.0f) {
errorThrow("Invalid v0 value in tileset");
}
// Setup tileset
tileset->tileWidth = tilesetData->tileWidth;
tileset->tileHeight = tilesetData->tileHeight;
tileset->tileCount = tilesetData->columnCount * tilesetData->rowCount;
tileset->columns = tilesetData->columnCount;
tileset->rows = tilesetData->rowCount;
tileset->uv[0] = tilesetData->u0;
tileset->uv[1] = tilesetData->v0;
errorOk();
}
-32
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@@ -1,32 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#pragma pack(push, 1)
typedef struct {
char_t header[3];
uint8_t version;
uint16_t tileWidth;
uint16_t tileHeight;
uint16_t columnCount;
uint16_t rowCount;
uint16_t right;
uint16_t bottom;
float_t u0;
float_t v0;
} assettileset_t;
#pragma pack(pop)
/**
* Loads a tileset from the given data pointer into the output tileset.
*
* @param entire Data received from the asset loader system.
* @return An error code.
*/
errorret_t assetTilesetLoad(assetentire_t entire);
-6
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@@ -1,6 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_subdirectory(testmap)
-6
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@@ -1,6 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_asset(MAP testmap.json)
-1
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@@ -1 +0,0 @@
{"shapes": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], "entities": []}
-1
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-1
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@@ -1 +0,0 @@
{"shapes": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]}
-3
View File
@@ -1,3 +0,0 @@
{
"name": "Test"
}
-49
View File
@@ -1,49 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "script/scriptcontext.h"
#include "debug/debug.h"
#include "assert/assert.h"
#include "rpg/overworld/map.h"
int moduleMapLoad(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
if(!lua_isstring(L, 1)) {
luaL_error(L, "Expected string map filename");
return 0;
}
// Potentially provide up to 3 params
chunkpos_t initial = { .x = 0, .y = 0, .z = 0 };
if(lua_isnumber(L, 2)) {
initial.x = (chunkunit_t)lua_tonumber(L, 2);
}
if(lua_isnumber(L, 3)) {
initial.y = (chunkunit_t)lua_tonumber(L, 3);
}
if(lua_isnumber(L, 4)) {
initial.z = (chunkunit_t)lua_tonumber(L, 4);
}
// Load the map.
errorret_t ret = mapLoad(luaL_checkstring(L, 1), initial);
if(ret.code != ERROR_OK) {
luaL_error(L, "Failed to load map");
errorCatch(errorPrint(ret));
return 0;
}
return 0;
}
void moduleMapSystem(scriptcontext_t *context) {
assertNotNull(context, "Script context cannot be NULL");
lua_register(context->luaState, "mapLoad", moduleMapLoad);
}
@@ -1,28 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
display.c
)
# Subdirectories
add_subdirectory(framebuffer)
add_subdirectory(mesh)
add_subdirectory(screen)
add_subdirectory(shader)
add_subdirectory(spritebatch)
add_subdirectory(text)
add_subdirectory(texture)
# Color definitions
dusk_run_python(
dusk_color_defs
tools.color.csv
--csv ${CMAKE_CURRENT_SOURCE_DIR}/color.csv
--output ${DUSK_GENERATED_HEADERS_DIR}/display/color.h
)
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} dusk_color_defs)
@@ -1,23 +0,0 @@
name,r,g,b,a
black,0,0,0,1
white,1,1,1,1
red,1,0,0,1
green,0,1,0,1
blue,0,0,1,1
yellow,1,1,0,1
cyan,0,1,1,1
magenta,1,0,1,1
transparent,0,0,0,0
transparent_white,1,1,1,0
transparent_black,0,0,0,0
gray,0.5,0.5,0.5,1
light_gray,0.75,0.75,0.75,1
dark_gray,0.25,0.25,0.25,1
orange,1,0.65,0,1
purple,0.5,0,0.5,1
brown,0.6,0.4,0.2,1
pink,1,0.75,0.8,1
lime,0.75,1,0,1
navy,0,0,0.5,1
teal,0,0.5,0.5,1
cornflower_blue,0.39,0.58,0.93,1
1 name r g b a
2 black 0 0 0 1
3 white 1 1 1 1
4 red 1 0 0 1
5 green 0 1 0 1
6 blue 0 0 1 1
7 yellow 1 1 0 1
8 cyan 0 1 1 1
9 magenta 1 0 1 1
10 transparent 0 0 0 0
11 transparent_white 1 1 1 0
12 transparent_black 0 0 0 0
13 gray 0.5 0.5 0.5 1
14 light_gray 0.75 0.75 0.75 1
15 dark_gray 0.25 0.25 0.25 1
16 orange 1 0.65 0 1
17 purple 0.5 0 0.5 1
18 brown 0.6 0.4 0.2 1
19 pink 1 0.75 0.8 1
20 lime 0.75 1 0 1
21 navy 0 0 0.5 1
22 teal 0 0.5 0.5 1
23 cornflower_blue 0.39 0.58 0.93 1
@@ -1,116 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "display/display.h"
#include "display/framebuffer/framebuffer.h"
#include "scene/scene.h"
#include "display/spritebatch/spritebatch.h"
#include "display/mesh/quad.h"
#include "display/mesh/cube.h"
#include "display/mesh/sphere.h"
#include "display/mesh/plane.h"
#include "display/mesh/capsule.h"
#include "display/mesh/triprism.h"
#include "display/screen/screen.h"
#include "ui/ui.h"
#include "display/text/text.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/string.h"
#include "asset/asset.h"
#include "display/shader/shaderlist.h"
#include "time/time.h"
display_t DISPLAY = { 0 };
errorret_t displayInit(void) {
memoryZero(&DISPLAY, sizeof(DISPLAY));
#ifdef displayPlatformInit
errorChain(displayPlatformInit());
#endif
errorChain(displaySetState((displaystate_t){ .flags = 0 }));
errorChain(textureInit(
&TEXTURE_WHITE, 4, 4,
TEXTURE_FORMAT_RGBA, (texturedata_t){ .rgbaColors = TEXTURE_WHITE_PIXELS }
));
errorChain(textureInit(
&TEXTURE_TEST, 4, 4,
TEXTURE_FORMAT_RGBA, (texturedata_t){ .rgbaColors = TEXTURE_TEST_PIXELS }
));
// Standard meshes
errorChain(quadInit());
errorChain(cubeInit());
errorChain(sphereInit());
errorChain(planeInit());
errorChain(capsuleInit());
errorChain(triPrismInit());
errorChain(frameBufferInitBackBuffer());
errorChain(spriteBatchInit());
errorChain(textInit());
errorChain(screenInit());
// Setup initial shader with default values
errorChain(shaderListInit());
errorOk();
}
errorret_t displayUpdate(void) {
#ifdef displayPlatformUpdate
errorChain(displayPlatformUpdate());
#endif
// Reset state
spriteBatchClear();
errorChain(frameBufferBind(NULL));
// Bind screen and render scene
errorChain(screenBind());
frameBufferClear(
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
SCREEN.background
);
errorChain(sceneRender());
// Finish up
screenUnbind();
screenRender();
// Swap and return.
#ifdef displayPlatformSwap
errorChain(displayPlatformSwap());
#endif
errorOk();
}
errorret_t displaySetState(displaystate_t state) {
#ifdef displayPlatformSetState
errorChain(displayPlatformSetState(state));
#endif
errorOk();
}
errorret_t displayDispose(void) {
errorChain(shaderListDispose());
errorChain(spriteBatchDispose());
screenDispose();
errorChain(textDispose());
errorChain(textureDispose(&TEXTURE_WHITE));
errorChain(textureDispose(&TEXTURE_TEST));
#ifdef displayPlatformDispose
displayPlatformDispose();
#endif
// For now, we just return an OK error.
errorOk();
}
@@ -1,65 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/displayplatform.h"
// Expecting some definitions to be provided
#ifndef DUSK_DISPLAY_SIZE_DYNAMIC
#ifndef DUSK_DISPLAY_WIDTH
#error "DUSK_DISPLAY_WIDTH must be defined."
#endif
#ifndef DUSK_DISPLAY_HEIGHT
#error "DUSK_DISPLAY_HEIGHT must be defined"
#endif
#define DUSK_DISPLAY_WIDTH_DEFAULT DUSK_DISPLAY_WIDTH
#define DUSK_DISPLAY_HEIGHT_DEFAULT DUSK_DISPLAY_HEIGHT
#else
#ifndef DUSK_DISPLAY_WIDTH_DEFAULT
#error "DUSK_DISPLAY_WIDTH_DEFAULT must be defined."
#endif
#ifndef DUSK_DISPLAY_HEIGHT_DEFAULT
#error "DUSK_DISPLAY_HEIGHT_DEFAULT must be defined."
#endif
#ifdef DUSK_DISPLAY_WIDTH
#error "DUSK_DISPLAY_WIDTH should not be defined."
#endif
#ifdef DUSK_DISPLAY_HEIGHT
#error "DUSK_DISPLAY_HEIGHT should not be defined."
#endif
#endif
// Main Display Struct, platform-speicifc
typedef displayplatform_t display_t;
extern display_t DISPLAY;
/**
* Initializes the display system.
* @return An errorret_t indicating success or failure.
*/
errorret_t displayInit(void);
/**
* Tells the display system to actually draw the frame.
* @return An errorret_t indicating success or failure.
*/
errorret_t displayUpdate(void);
/**
* Sets the display state.
*
* @param state The state to set.
* @return An errorret_t indicating success or failure.
*/
errorret_t displaySetState(displaystate_t state);
/**
* Disposes of the display system.
* @return An errorret_t indicating success or failure.
*/
errorret_t displayDispose(void);
@@ -1,17 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#define DISPLAY_STATE_FLAG_CULL (1 << 0)
#define DISPLAY_STATE_FLAG_DEPTH_TEST (1 << 1)
#define DISPLAY_STATE_FLAG_BLEND (1 << 2)
typedef struct {
uint8_t flags;
} displaystate_t;
@@ -1,219 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "quad.h"
#include "assert/assert.h"
mesh_t QUAD_MESH_SIMPLE;
meshvertex_t QUAD_MESH_SIMPLE_VERTICES[QUAD_VERTEX_COUNT] = {
{
#if MESH_ENABLE_COLOR
.color = COLOR_WHITE_4B,
#endif
.uv = { 0.0f, 0.0f },
.pos = { 0.0f, 0.0f, 0.0f }
},
{
#if MESH_ENABLE_COLOR
.color = COLOR_WHITE_4B,
#endif
.uv = { 1.0f, 0.0f },
.pos = { 1.0f, 0.0f, 0.0f }
},
{
#if MESH_ENABLE_COLOR
.color = COLOR_WHITE_4B,
#endif
.uv = { 1.0f, 1.0f },
.pos = { 1.0f, 1.0f, 0.0f }
},
{
#if MESH_ENABLE_COLOR
.color = COLOR_WHITE_4B,
#endif
.uv = { 0.0f, 0.0f },
.pos = { 0.0f, 0.0f, 0.0f }
},
{
#if MESH_ENABLE_COLOR
.color = COLOR_WHITE_4B,
#endif
.uv = { 1.0f, 1.0f },
.pos = { 1.0f, 1.0f, 0.0f }
},
{
#if MESH_ENABLE_COLOR
.color = COLOR_WHITE_4B,
#endif
.uv = { 0.0f, 1.0f },
.pos = { 0.0f, 1.0f, 0.0f }
}
};
errorret_t quadInit() {
errorChain(meshInit(
&QUAD_MESH_SIMPLE,
QUAD_PRIMITIVE_TYPE,
QUAD_VERTEX_COUNT,
QUAD_MESH_SIMPLE_VERTICES
));
errorOk();
}
void quadBuffer(
meshvertex_t *vertices,
const float_t minX,
const float_t minY,
const float_t maxX,
const float_t maxY,
const float_t u0,
const float_t v0,
const float_t u1,
const float_t v1
#if MESH_ENABLE_COLOR
, const color_t color
#endif
) {
const float_t z = 0.0f; // Z coordinate for 2D rendering
assertNotNull(vertices, "Vertices cannot be NULL");
// First triangle
#if MESH_ENABLE_COLOR
vertices[0].color = color;
#endif
vertices[0].uv[0] = u0;
vertices[0].uv[1] = v1;
vertices[0].pos[0] = minX;
vertices[0].pos[1] = maxY;
vertices[0].pos[2] = z;
#if MESH_ENABLE_COLOR
vertices[1].color = color;
#endif
vertices[1].uv[0] = u1;
vertices[1].uv[1] = v0;
vertices[1].pos[0] = maxX;
vertices[1].pos[1] = minY;
vertices[1].pos[2] = z;
#if MESH_ENABLE_COLOR
vertices[2].color = color;
#endif
vertices[2].uv[0] = u0;
vertices[2].uv[1] = v0;
vertices[2].pos[0] = minX;
vertices[2].pos[1] = minY;
vertices[2].pos[2] = z;
// Second triangle
#if MESH_ENABLE_COLOR
vertices[3].color = color;
#endif
vertices[3].uv[0] = u0;
vertices[3].uv[1] = v1;
vertices[3].pos[0] = minX;
vertices[3].pos[1] = maxY;
vertices[3].pos[2] = z;
#if MESH_ENABLE_COLOR
vertices[4].color = color;
#endif
vertices[4].uv[0] = u1;
vertices[4].uv[1] = v1;
vertices[4].pos[0] = maxX;
vertices[4].pos[1] = maxY;
vertices[4].pos[2] = z;
#if MESH_ENABLE_COLOR
vertices[5].color = color;
#endif
vertices[5].uv[0] = u1;
vertices[5].uv[1] = v0;
vertices[5].pos[0] = maxX;
vertices[5].pos[1] = minY;
vertices[5].pos[2] = z;
}
void quadBuffer3D(
meshvertex_t *vertices,
const vec3 min,
const vec3 max,
const vec2 uvMin,
const vec2 uvMax
#if MESH_ENABLE_COLOR
, const color_t color
#endif
) {
assertNotNull(vertices, "Vertices cannot be NULL");
assertNotNull(min, "Min vector cannot be NULL");
assertNotNull(max, "Max vector cannot be NULL");
assertNotNull(uvMin, "UV Min vector cannot be NULL");
assertNotNull(uvMax, "UV Max vector cannot be NULL");
// First triangle
#if MESH_ENABLE_COLOR
vertices[0].color = color;
#endif
vertices[0].uv[0] = uvMin[0];
vertices[0].uv[1] = uvMin[1];
vertices[0].pos[0] = min[0];
vertices[0].pos[1] = min[1];
vertices[0].pos[2] = min[2];
#if MESH_ENABLE_COLOR
vertices[1].color = color;
#endif
vertices[1].uv[0] = uvMax[0];
vertices[1].uv[1] = uvMin[1];
vertices[1].pos[0] = max[0];
vertices[1].pos[1] = min[1];
vertices[1].pos[2] = min[2];
#if MESH_ENABLE_COLOR
vertices[2].color = color;
#endif
vertices[2].uv[0] = uvMax[0];
vertices[2].uv[1] = uvMax[1];
vertices[2].pos[0] = max[0];
vertices[2].pos[1] = max[1];
vertices[2].pos[2] = min[2];
// Second triangle
#if MESH_ENABLE_COLOR
vertices[3].color = color;
#endif
vertices[3].uv[0] = uvMin[0];
vertices[3].uv[1] = uvMin[1];
vertices[3].pos[0] = min[0];
vertices[3].pos[1] = min[1];
vertices[3].pos[2] = min[2];
#if MESH_ENABLE_COLOR
vertices[4].color = color;
#endif
vertices[4].uv[0] = uvMax[0];
vertices[4].uv[1] = uvMax[1];
vertices[4].pos[0] = max[0];
vertices[4].pos[1] = max[1];
vertices[4].pos[2] = min[2];
#if MESH_ENABLE_COLOR
vertices[5].color = color;
#endif
vertices[5].uv[0] = uvMin[0];
vertices[5].uv[1] = uvMax[1];
vertices[5].pos[0] = min[0];
vertices[5].pos[1] = max[1];
vertices[5].pos[2] = min[2];
}
@@ -1,148 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "text.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "display/spritebatch/spritebatch.h"
#include "asset/asset.h"
#include "asset/loader/display/assettextureloader.h"
#include "asset/loader/display/assettilesetloader.h"
#include "display/shader/shaderunlit.h"
font_t FONT_DEFAULT;
errorret_t textInit(void) {
assetloaderinput_t input = { .texture = TEXTURE_FORMAT_RGBA };
assetentry_t *entryTexture = assetLock(
"ui/minogram.png", ASSET_LOADER_TYPE_TEXTURE, &input
);
assetentry_t *entryTileset = assetLock(
"ui/minogram.dtf", ASSET_LOADER_TYPE_TILESET, NULL
);
errorChain(assetRequireLoaded(entryTexture));
errorChain(assetRequireLoaded(entryTileset));
FONT_DEFAULT.texture = &entryTexture->data.texture;
FONT_DEFAULT.tileset = &entryTileset->data.tileset;
errorOk();
}
errorret_t textDispose(void) {
FONT_DEFAULT.texture = NULL;
FONT_DEFAULT.tileset = NULL;
assetUnlock("ui/minogram.png");
assetUnlock("ui/minogram.dtf");
errorOk();
}
spritebatchsprite_t textGetSprite(
const vec2 pos, const char_t c, const font_t *font
) {
assertNotNull(font, "Font cannot be NULL");
// Change char from ASCII to a tile index.
int32_t tileIndex = (int32_t)(c) - TEXT_CHAR_START;
if(tileIndex < 0 || tileIndex >= font->tileset->tileCount) {
tileIndex = ((int32_t)'@') - TEXT_CHAR_START;
}
assertTrue(
tileIndex >= 0 && tileIndex <= font->tileset->tileCount,
"Character is out of bounds for font tiles"
);
// Create sprite.
vec4 uv;
tilesetTileGetUV(font->tileset, tileIndex, uv);
spritebatchsprite_t sprite;
sprite.min[0] = pos[0];
sprite.min[1] = pos[1];
sprite.min[2] = 0.0f;
sprite.max[0] = pos[0] + font->tileset->tileWidth;
sprite.max[1] = pos[1] + font->tileset->tileHeight;
sprite.max[2] = 0.0f;
sprite.uvMin[0] = uv[0];
sprite.uvMin[1] = uv[1];
sprite.uvMax[0] = uv[2];
sprite.uvMax[1] = uv[3];
return sprite;
}
errorret_t textDraw(
const float_t x,
const float_t y,
const char_t *text,
const color_t color,
font_t *font
) {
assertNotNull(text, "Text cannot be NULL");
spritebatchsprite_t sprite;
shadermaterial_t material = {
.unlit = {
.color = color,
.texture = font->texture
}
};
float_t posX = x;
float_t posY = y;
char_t c;
int32_t i = 0;
while((c = text[i++]) != '\0') {
if(c == '\n') {
posX = x;
posY += font->tileset->tileHeight;
continue;
}
if(c == ' ') {
posX += font->tileset->tileWidth;
continue;
}
sprite = textGetSprite((vec2){posX, posY}, c, font);
errorChain(spriteBatchBuffer(&sprite, 1, &SHADER_UNLIT, material));
posX += font->tileset->tileWidth;
}
errorOk();
}
void textMeasure(
const char_t *text,
const font_t *font,
int32_t *outWidth,
int32_t *outHeight
) {
assertNotNull(text, "Text cannot be NULL");
assertNotNull(outWidth, "Output width pointer cannot be NULL");
assertNotNull(outHeight, "Output height pointer cannot be NULL");
int32_t width = 0;
int32_t height = font->tileset->tileHeight;
int32_t lineWidth = 0;
char_t c;
int32_t i = 0;
while((c = text[i++]) != '\0') {
if(c == '\n') {
if(lineWidth > width) width = lineWidth;
lineWidth = 0;
height += font->tileset->tileHeight;
continue;
}
lineWidth += font->tileset->tileWidth;
}
if(lineWidth > width) width = lineWidth;
*outWidth = width;
*outHeight = height;
}
@@ -1,76 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/asset.h"
#include "display/text/font.h"
#include "display/spritebatch/spritebatch.h"
#define TEXT_CHAR_START '!'
extern font_t FONT_DEFAULT;
/**
* Initializes the text system.
*
* @return Either an error or success result.
*/
errorret_t textInit(void);
/**
* Disposes of the text system.
*
* @return Either an error or success result.
*/
errorret_t textDispose(void);
/**
* Builds a sprite for a single character at the given position.
*
* @param pos The (x, y) position of the character in screen/world space.
* @param c The character to build a sprite for.
* @param font Font to use for tile lookup.
* @return The populated sprite ready for spriteBatchBuffer.
*/
spritebatchsprite_t textGetSprite(
const vec2 pos,
const char_t c,
const font_t *font
);
/**
* Draws a string of text at the specified position.
*
* @param x The x-coordinate to draw the text at.
* @param y The y-coordinate to draw the text at.
* @param text The null-terminated string of text to draw.
* @param color The color to draw the text in.
* @param font Font to use for rendering.
* @return Either an error or success result.
*/
errorret_t textDraw(
const float_t x,
const float_t y,
const char_t *text,
const color_t color,
font_t *font
);
/**
* Measures the width and height of the given text string when rendered.
*
* @param text The null-terminated string of text to measure.
* @param font Font to use for measurement.
* @param outWidth Pointer to store the measured width in pixels.
* @param outHeight Pointer to store the measured height in pixels.
*/
void textMeasure(
const char_t *text,
const font_t *font,
int32_t *outWidth,
int32_t *outHeight
);
-12
View File
@@ -1,12 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
sdl2.c
psp.c
dolphin.c
)
-92
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@@ -1,92 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "dolphin.h"
void displayInitDolphin(void) {
VIDEO_Init();
DISPLAY.screenMode = VIDEO_GetPreferredMode(NULL);
DISPLAY.frameBuffer[0] = MEM_K0_TO_K1(
SYS_AllocateFramebuffer(DISPLAY.screenMode)
);
DISPLAY.frameBuffer[1] = MEM_K0_TO_K1(
SYS_AllocateFramebuffer(DISPLAY.screenMode)
);
VIDEO_Configure(DISPLAY.screenMode);
VIDEO_SetNextFramebuffer(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer]);
// VIDEO_SetPostRetraceCallback(copy_buffers);
VIDEO_SetBlack(FALSE);
VIDEO_Flush();
VIDEO_WaitVSync();
if(DISPLAY.screenMode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync();
DISPLAY.fifoBuffer = memalign(32, DISPLAY_FIFO_SIZE);
memoryZero(DISPLAY.fifoBuffer, DISPLAY_FIFO_SIZE);
GX_Init(DISPLAY.fifoBuffer, DISPLAY_FIFO_SIZE);
// This seems to be mostly related to interlacing vs progressive
GX_SetViewport(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight,
0, 1
);
float_t yscale = GX_GetYScaleFactor(
DISPLAY.screenMode->efbHeight, DISPLAY.screenMode->xfbHeight
);
uint32_t xfbHeight = GX_SetDispCopyYScale(yscale);
GX_SetScissor(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight
);
GX_SetDispCopySrc(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight
);
GX_SetDispCopyDst(DISPLAY.screenMode->fbWidth, xfbHeight);
GX_SetCopyFilter(
DISPLAY.screenMode->aa,
DISPLAY.screenMode->sample_pattern,
GX_TRUE,
DISPLAY.screenMode->vfilter
);
GX_SetFieldMode(
DISPLAY.screenMode->field_rendering,
(
(DISPLAY.screenMode->viHeight == 2 * DISPLAY.screenMode->xfbHeight) ?
GX_ENABLE :
GX_DISABLE
)
);
// Setup cull modes
GX_SetCullMode(GX_CULL_NONE);
GX_SetZMode(GX_FALSE, GX_ALWAYS, GX_FALSE);
GX_CopyDisp(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer], GX_TRUE);
GX_SetDispCopyGamma(GX_GM_1_0);
GX_ClearVtxDesc();
GX_SetVtxDesc(GX_VA_POS, GX_INDEX16);
GX_SetVtxDesc(GX_VA_CLR0, GX_INDEX16);
GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX16);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_U8, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
}
void displayDolphinSwap(void) {
GX_DrawDone();
DISPLAY.whichFrameBuffer ^= 1;
GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate(GX_TRUE);
GX_CopyDisp(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer], GX_TRUE);
VIDEO_SetNextFramebuffer(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer]);
VIDEO_Flush();
VIDEO_WaitVSync();
}
-27
View File
@@ -1,27 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "display/displaydefs.h"
typedef struct {
void *frameBuffer[2];// Double-Bufferred
int whichFrameBuffer;
GXRModeObj *screenMode;
void *fifoBuffer;
} displaydolphin_t;
/**
* Initializes the display for Dolphin.
*/
void displayDolphinInit(void);
/**
* Swaps the back buffer to the front for Dolphin.
*/
void displayDolphinSwap(void);

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