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@@ -0,0 +1,74 @@
|
||||
# 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.
|
||||
@@ -0,0 +1,81 @@
|
||||
# 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.
|
||||
@@ -0,0 +1,115 @@
|
||||
# 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.
|
||||
@@ -0,0 +1,92 @@
|
||||
# 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.
|
||||
@@ -0,0 +1,215 @@
|
||||
# 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).
|
||||
|
||||
---
|
||||
|
||||
## 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.
|
||||
@@ -0,0 +1,93 @@
|
||||
# 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/`.
|
||||
@@ -0,0 +1,149 @@
|
||||
# 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.
|
||||
@@ -0,0 +1,140 @@
|
||||
# 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.
|
||||
@@ -0,0 +1,18 @@
|
||||
# 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`.
|
||||
@@ -0,0 +1,124 @@
|
||||
# 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.
|
||||
@@ -0,0 +1,114 @@
|
||||
# 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.
|
||||
@@ -0,0 +1,96 @@
|
||||
# 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.
|
||||
@@ -0,0 +1,382 @@
|
||||
# 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);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 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.
|
||||
@@ -0,0 +1,177 @@
|
||||
# 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) // 0–23
|
||||
timeEpochGetMinutes(e) // 0–59
|
||||
timeEpochGetSeconds(e) // 0–59
|
||||
timeEpochGetDayOfMonth(e) // 0–30
|
||||
timeEpochGetMonth(e) // 0–11
|
||||
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
@@ -0,0 +1,123 @@
|
||||
# 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
@@ -0,0 +1,162 @@
|
||||
# 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`.
|
||||
+63
-22
@@ -1,11 +1,8 @@
|
||||
name: Build Dusk
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- main
|
||||
pull_request:
|
||||
branches:
|
||||
- main
|
||||
tags:
|
||||
- '*'
|
||||
jobs:
|
||||
run-tests:
|
||||
runs-on: ubuntu-latest
|
||||
@@ -53,21 +50,21 @@ jobs:
|
||||
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-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
|
||||
@@ -110,6 +107,28 @@ jobs:
|
||||
path: ./git-artifcats/Dusk
|
||||
if-no-files-found: error
|
||||
|
||||
build-gamecube-iso:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v6
|
||||
- name: Set up Docker
|
||||
uses: docker/setup-docker-action@v5
|
||||
- name: Build GameCube ISO
|
||||
run: ./scripts/build-gamecube-iso-docker.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
|
||||
with:
|
||||
name: dusk-gamecube-iso
|
||||
path: ./git-artifcats/Dusk
|
||||
if-no-files-found: error
|
||||
|
||||
build-wii:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
@@ -122,12 +141,34 @@ jobs:
|
||||
- name: Copy output files.
|
||||
run: |
|
||||
mkdir -p ./git-artifcats/Dusk/apps/Dusk
|
||||
cp build-wii/Dusk.dol ./git-artifcats/Dusk/apps/Dusk/boot.dol
|
||||
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 docker/dolphin/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml
|
||||
cp build-wii/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml
|
||||
- name: Upload Wii binary
|
||||
uses: actions/upload-artifact@v6
|
||||
with:
|
||||
name: dusk-wii
|
||||
path: ./git-artifcats/Dusk
|
||||
if-no-files-found: error
|
||||
|
||||
build-wii-iso:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v6
|
||||
- name: Set up Docker
|
||||
uses: docker/setup-docker-action@v5
|
||||
- name: Build Wii ISO
|
||||
run: ./scripts/build-wii-iso-docker.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
|
||||
with:
|
||||
name: dusk-wii-iso
|
||||
path: ./git-artifcats/Dusk
|
||||
if-no-files-found: error
|
||||
@@ -106,3 +106,4 @@ yarn.lock
|
||||
/build*
|
||||
/assets/test
|
||||
/tools_old
|
||||
/assets/test.png
|
||||
@@ -0,0 +1,65 @@
|
||||
# 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) |
|
||||
+18
-1
@@ -4,14 +4,22 @@
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Setup
|
||||
cmake_minimum_required(VERSION 3.18)
|
||||
cmake_minimum_required(VERSION 3.13)
|
||||
|
||||
set(CMAKE_C_STANDARD 11)
|
||||
set(CMAKE_C_STANDARD_REQUIRED ON)
|
||||
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
|
||||
cmake_policy(SET CMP0079 NEW)
|
||||
# set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
|
||||
|
||||
option(DUSK_BUILD_TESTS "Enable tests" OFF)
|
||||
|
||||
# Game identity — override these per-project
|
||||
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
|
||||
set(DUSK_GAME_AUTHOR "YouWish" CACHE STRING "Game author / coder")
|
||||
set(DUSK_GAME_SHORT_DESCRIPTION "Dusk game" CACHE STRING "One-line description")
|
||||
set(DUSK_GAME_LONG_DESCRIPTION "No description yet." CACHE STRING "Full description")
|
||||
|
||||
# Prep cache
|
||||
set(DUSK_CACHE_TARGET "dusk-target")
|
||||
|
||||
@@ -68,10 +76,19 @@ else()
|
||||
set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}" CACHE INTERNAL ${DUSK_CACHE_TARGET})
|
||||
endif()
|
||||
|
||||
if(NOT DEFINED DUSK_VERSION)
|
||||
string(TIMESTAMP DUSK_VERSION "debug-%y%m%d%H%M%S")
|
||||
endif()
|
||||
|
||||
# Definitions
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
DUSK_TARGET_SYSTEM="${DUSK_TARGET_SYSTEM}"
|
||||
DUSK_GAME_NAME="${DUSK_GAME_NAME}"
|
||||
DUSK_GAME_AUTHOR="${DUSK_GAME_AUTHOR}"
|
||||
DUSK_GAME_SHORT_DESCRIPTION="${DUSK_GAME_SHORT_DESCRIPTION}"
|
||||
DUSK_GAME_LONG_DESCRIPTION="${DUSK_GAME_LONG_DESCRIPTION}"
|
||||
DUSK_VERSION="${DUSK_VERSION}"
|
||||
)
|
||||
|
||||
# Toolchains
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
# 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)
|
||||
@@ -0,0 +1,23 @@
|
||||
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
|
||||
|
@@ -0,0 +1,116 @@
|
||||
/**
|
||||
* 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();
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
/**
|
||||
* 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);
|
||||
@@ -0,0 +1,17 @@
|
||||
/**
|
||||
* 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;
|
||||
+12
-1
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
@@ -40,6 +40,17 @@ uint32_t frameBufferGetHeight(const framebuffer_t *framebuffer) {
|
||||
return frameBufferPlatformGetHeight(framebuffer);
|
||||
}
|
||||
|
||||
float_t frameBufferGetAspect(const framebuffer_t *framebuffer) {
|
||||
#ifdef frameBufferPlatformGetAspect
|
||||
return frameBufferPlatformGetAspect(framebuffer);
|
||||
#endif
|
||||
|
||||
uint32_t width = frameBufferGetWidth(framebuffer);
|
||||
uint32_t height = frameBufferGetHeight(framebuffer);
|
||||
if(height == 0) return 1.0f; // Avoid divide by zero, just return 1:1 aspect.
|
||||
return (float_t)width / (float_t)height;
|
||||
}
|
||||
|
||||
void frameBufferClear(const uint8_t flags, const color_t color) {
|
||||
frameBufferPlatformClear(flags, color);
|
||||
}
|
||||
+11
-1
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
@@ -58,6 +58,16 @@ uint32_t frameBufferGetWidth(const framebuffer_t *framebuffer);
|
||||
*/
|
||||
uint32_t frameBufferGetHeight(const framebuffer_t *framebuffer);
|
||||
|
||||
/**
|
||||
* Returns the aspect ratio of the framebuffer. This is ALMOST always just
|
||||
* the width / height, however some platforms may choose to override this if
|
||||
* they have stretched styled back buffers, e.g. 640x480 stretched.
|
||||
*
|
||||
* @param framebuffer The framebuffer to get the aspect ratio of.
|
||||
* @return The aspect ratio of the framebuffer.
|
||||
*/
|
||||
float_t frameBufferGetAspect(const framebuffer_t *framebuffer);
|
||||
|
||||
/**
|
||||
* Binds the framebuffer for rendering, or the backbuffer if the framebuffer
|
||||
* provided is NULL.
|
||||
+12
-4
@@ -119,8 +119,12 @@ void capsuleBuffer(
|
||||
{
|
||||
const float_t yTop = cy + halfHeight;
|
||||
const float_t yBot = cy - halfHeight;
|
||||
const float_t vTop = 1.0f - (float_t)capRings / (float_t)(2 * capRings + 1);
|
||||
const float_t vBot = 1.0f - (float_t)(capRings + 1) / (float_t)(2 * capRings + 1);
|
||||
const float_t vTop = (
|
||||
1.0f - (float_t)capRings / (float_t)(2 * capRings + 1)
|
||||
);
|
||||
const float_t vBot = (
|
||||
1.0f - (float_t)(capRings + 1) / (float_t)(2 * capRings + 1)
|
||||
);
|
||||
|
||||
for(int32_t j = 0; j < sectors; j++) {
|
||||
const float_t t1 = (float_t)j * sectorStep;
|
||||
@@ -152,8 +156,12 @@ void capsuleBuffer(
|
||||
const float_t lxz1 = radius * cosf(phi1);
|
||||
const float_t lxz2 = radius * cosf(phi2);
|
||||
|
||||
const float_t v1 = 1.0f - (float_t)(capRings + 1 + i) / (float_t)(2 * capRings + 1);
|
||||
const float_t v2 = 1.0f - (float_t)(capRings + 1 + i + 1) / (float_t)(2 * capRings + 1);
|
||||
const float_t v1 = (
|
||||
1.0f - (float_t)(capRings + 1 + i) / (float_t)(2 * capRings + 1)
|
||||
);
|
||||
const float_t v2 = (
|
||||
1.0f - (float_t)(capRings + 1 + i + 1) / (float_t)(2 * capRings + 1)
|
||||
);
|
||||
|
||||
for(int32_t j = 0; j < sectors; j++) {
|
||||
const float_t t1 = (float_t)j * sectorStep;
|
||||
@@ -28,7 +28,7 @@ errorret_t cubeInit();
|
||||
* Buffers a 3D axis-aligned cube into the provided vertex array.
|
||||
* Writes CUBE_VERTEX_COUNT vertices (6 faces x 6 vertices, CCW winding).
|
||||
*
|
||||
* @param vertices The vertex array to buffer into (must hold CUBE_VERTEX_COUNT).
|
||||
* @param vertices The vertex array to buffer into.
|
||||
* @param min The minimum XYZ corner of the cube.
|
||||
* @param max The maximum XYZ corner of the cube.
|
||||
* @param color The color applied to all vertices.
|
||||
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
@@ -34,10 +34,14 @@ errorret_t meshFlush(
|
||||
#ifdef meshFlushPlatform
|
||||
assertNotNull(mesh, "Mesh cannot be NULL");
|
||||
assertTrue(vertexOffset >= 0, "Vertex offset must be non-negative.");
|
||||
assertTrue(vertexCount == -1 || vertexCount > 0, "Vertex count incorrect.");
|
||||
assertTrue(
|
||||
vertexCount == -1 || vertexCount > 0, "Vertex count incorrect."
|
||||
);
|
||||
|
||||
int32_t vertCount = meshGetVertexCount(mesh);
|
||||
assertTrue(vertexOffset < (vertCount - 1), "Need at least one vert to draw");
|
||||
assertTrue(
|
||||
vertexOffset < (vertCount - 1), "Need at least one vert to draw"
|
||||
);
|
||||
|
||||
int32_t drawCount = vertexCount;
|
||||
if(vertexCount == -1) {
|
||||
@@ -1,4 +1,4 @@
|
||||
// Copyright (c) 2025 Dominic Masters
|
||||
// Copyright (c) 2026 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
@@ -74,7 +74,7 @@ void planeBuffer(
|
||||
const float_t u0 = uvMin[0], u1 = uvMax[0];
|
||||
const float_t v0 = uvMin[1], v1 = uvMax[1];
|
||||
|
||||
switch (axis) {
|
||||
switch(axis) {
|
||||
case PLANE_AXIS_XY: {
|
||||
/* Flat in XY at z = min[2]; spans X and Y. */
|
||||
const float_t z = min[2];
|
||||
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
+1
-7
@@ -9,12 +9,6 @@
|
||||
#include "display/mesh/mesh.h"
|
||||
#include "display/color.h"
|
||||
|
||||
/**
|
||||
* Vertex layout:
|
||||
* 2 triangular end-caps (3 verts each) = 6
|
||||
* 3 rectangular side faces (6 verts each) = 18
|
||||
* Total = 24
|
||||
*/
|
||||
#define TRIPRISM_VERTEX_COUNT 24
|
||||
#define TRIPRISM_PRIMITIVE_TYPE MESH_PRIMITIVE_TYPE_TRIANGLES
|
||||
|
||||
@@ -35,7 +29,7 @@ errorret_t triPrismInit();
|
||||
* the prism is extruded along the Z axis between minZ and maxZ.
|
||||
* Writes TRIPRISM_VERTEX_COUNT (24) vertices (CCW winding).
|
||||
*
|
||||
* @param vertices Vertex array to write into (must hold TRIPRISM_VERTEX_COUNT).
|
||||
* @param vertices Vertex array to write into.
|
||||
* @param x0,y0 First triangle vertex (XY).
|
||||
* @param x1,y1 Second triangle vertex (XY).
|
||||
* @param x2,y2 Third triangle vertex (XY).
|
||||
+5
-5
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
@@ -52,7 +52,7 @@ errorret_t screenBind() {
|
||||
// Screen mode backbuffer uses the full display size
|
||||
SCREEN.width = frameBufferGetWidth(FRAMEBUFFER_BOUND);
|
||||
SCREEN.height = frameBufferGetHeight(FRAMEBUFFER_BOUND);
|
||||
SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
|
||||
SCREEN.aspect = frameBufferGetAspect(FRAMEBUFFER_BOUND);
|
||||
|
||||
// No needd for a framebuffer.
|
||||
#ifdef DUSK_DISPLAY_SIZE_DYNAMIC
|
||||
@@ -100,8 +100,7 @@ errorret_t screenBind() {
|
||||
int32_t fbWidth, fbHeight;
|
||||
fbWidth = frameBufferGetWidth(FRAMEBUFFER_BOUND);
|
||||
fbHeight = frameBufferGetHeight(FRAMEBUFFER_BOUND);
|
||||
|
||||
float_t currentAspect = (float_t)fbWidth / (float_t)fbHeight;
|
||||
float_t currentAspect = frameBufferGetAspect(FRAMEBUFFER_BOUND);
|
||||
if(currentAspect == SCREEN.aspectRatio.ratio) {
|
||||
// No need to use framebuffer.
|
||||
SCREEN.width = fbWidth;
|
||||
@@ -129,13 +128,14 @@ errorret_t screenBind() {
|
||||
if(SCREEN.framebufferReady) {
|
||||
// Is current framebuffer the correct size?
|
||||
int32_t curFbWidth, curFbHeight;
|
||||
float_t curFbAspect = frameBufferGetAspect(&SCREEN.framebuffer);
|
||||
curFbWidth = frameBufferGetWidth(&SCREEN.framebuffer);
|
||||
curFbHeight = frameBufferGetHeight(&SCREEN.framebuffer);
|
||||
if(curFbWidth == newFbWidth && curFbHeight == newFbHeight) {
|
||||
// Correct size, nothing to do.
|
||||
SCREEN.width = newFbWidth;
|
||||
SCREEN.height = newFbHeight;
|
||||
SCREEN.aspect = (float_t)SCREEN.width / (float_t)SCREEN.height;
|
||||
SCREEN.aspect = curFbAspect;
|
||||
errorChain(frameBufferBind(&SCREEN.framebuffer));
|
||||
errorOk();
|
||||
}
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
+1
@@ -7,5 +7,6 @@
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
shader.c
|
||||
shaderlist.c
|
||||
shaderunlit.c
|
||||
)
|
||||
@@ -8,6 +8,7 @@
|
||||
#include "shader.h"
|
||||
#include "shadermaterial.h"
|
||||
#include "assert/assert.h"
|
||||
#include "log/log.h"
|
||||
|
||||
shader_t *bound = NULL;
|
||||
|
||||
@@ -57,6 +58,7 @@ errorret_t shaderSetColor(
|
||||
) {
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
assertStrLenMin(name, 1, "Uniform name cannot be empty");
|
||||
assertTrue(bound == shader, "Shader must be bound.");
|
||||
errorChain(shaderSetColorPlatform(shader, name, color));
|
||||
errorOk();
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "shaderlist.h"
|
||||
#include "display/screen/screen.h"
|
||||
#include "assert/assert.h"
|
||||
|
||||
shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT] = {
|
||||
[SHADER_LIST_SHADER_UNLIT] = {
|
||||
.shader = &SHADER_UNLIT,
|
||||
.definition = &SHADER_UNLIT_DEFINITION
|
||||
},
|
||||
};
|
||||
|
||||
errorret_t shaderListInit() {
|
||||
mat4 view, proj, model;
|
||||
glm_lookat(
|
||||
(vec3){ 0.0f, 0.0f, 1.0f },
|
||||
(vec3){ 0.0f, 0.0f, 0.0f },
|
||||
(vec3){ 0.0f, 1.0f, 0.0f },
|
||||
view
|
||||
);
|
||||
|
||||
glm_perspective(
|
||||
glm_rad(45.0f),
|
||||
SCREEN.aspect,
|
||||
0.1f,
|
||||
100.0f,
|
||||
proj
|
||||
);
|
||||
|
||||
glm_mat4_identity(model);
|
||||
|
||||
for(shaderlistshader_t i = 0; i < SHADER_LIST_SHADER_COUNT; i++) {
|
||||
if(i == SHADER_LIST_SHADER_NULL) {
|
||||
continue;
|
||||
}
|
||||
|
||||
assertNotNull(
|
||||
SHADER_LIST_DEFS[i].shader, "Shader cannot be null"
|
||||
);
|
||||
assertNotNull(
|
||||
SHADER_LIST_DEFS[i].definition, "Shader definition cannot be null"
|
||||
);
|
||||
|
||||
errorChain(shaderInit(
|
||||
SHADER_LIST_DEFS[i].shader, SHADER_LIST_DEFS[i].definition
|
||||
));
|
||||
errorChain(shaderBind(SHADER_LIST_DEFS[i].shader));
|
||||
errorChain(shaderSetMatrix(
|
||||
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_PROJECTION, proj
|
||||
));
|
||||
errorChain(shaderSetMatrix(
|
||||
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_VIEW, view
|
||||
));
|
||||
errorChain(shaderSetMatrix(
|
||||
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_MODEL, model
|
||||
));
|
||||
errorChain(shaderSetTexture(
|
||||
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_TEXTURE, NULL
|
||||
));
|
||||
errorChain(shaderSetColor(
|
||||
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_COLOR, COLOR_WHITE
|
||||
));
|
||||
}
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t shaderListDispose(void) {
|
||||
for(shaderlistshader_t i = 0; i < SHADER_LIST_SHADER_COUNT; i++) {
|
||||
if(i == SHADER_LIST_SHADER_NULL) {
|
||||
continue;
|
||||
}
|
||||
|
||||
assertNotNull(
|
||||
SHADER_LIST_DEFS[i].shader, "Shader cannot be null"
|
||||
);
|
||||
|
||||
errorChain(shaderDispose(SHADER_LIST_DEFS[i].shader));
|
||||
}
|
||||
errorOk();
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/shader.h"
|
||||
#include "display/shader/shaderunlit.h"
|
||||
|
||||
typedef enum {
|
||||
SHADER_LIST_SHADER_NULL,
|
||||
|
||||
SHADER_LIST_SHADER_UNLIT,
|
||||
|
||||
SHADER_LIST_SHADER_COUNT
|
||||
} shaderlistshader_t;
|
||||
|
||||
typedef struct {
|
||||
shader_t *shader;
|
||||
shaderdefinition_t *definition;
|
||||
} shaderlistdef_t;
|
||||
|
||||
extern shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT];
|
||||
|
||||
/**
|
||||
* Initializes all default shaders and uploads the initial view, projection,
|
||||
* and model matrices to each.
|
||||
*
|
||||
* @return Error state.
|
||||
*/
|
||||
errorret_t shaderListInit();
|
||||
|
||||
/**
|
||||
* Disposes all default shaders.
|
||||
*
|
||||
* @return Error state.
|
||||
*/
|
||||
errorret_t shaderListDispose(void);
|
||||
+1
-1
@@ -6,7 +6,7 @@
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "display/shader/shaderunlit.h"
|
||||
#include "display/shader/shaderlist.h"
|
||||
|
||||
typedef union shadermaterial_u {
|
||||
shaderunlitmaterial_t unlit;
|
||||
@@ -0,0 +1,179 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "spritebatch.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "util/math.h"
|
||||
#include "display/shader/shadermaterial.h"
|
||||
|
||||
meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT];
|
||||
spritebatch_t SPRITEBATCH;
|
||||
|
||||
errorret_t spriteBatchInit() {
|
||||
memoryZero(&SPRITEBATCH, sizeof(spritebatch_t));
|
||||
errorChain(meshInit(
|
||||
&SPRITEBATCH.mesh,
|
||||
QUAD_PRIMITIVE_TYPE,
|
||||
SPRITEBATCH_VERTEX_COUNT,
|
||||
SPRITEBATCH_VERTICES
|
||||
));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t spriteBatchBuffer(
|
||||
const spritebatchsprite_t *sprites,
|
||||
const uint32_t count,
|
||||
shader_t *shader,
|
||||
const shadermaterial_t material
|
||||
) {
|
||||
assertNotNull(sprites, "Sprites cannot be null");
|
||||
assertTrue(count > 0, "Count must be greater than zero");
|
||||
assertNotNull(shader, "Shader cannot be null");
|
||||
|
||||
// Did the shader or material data change?
|
||||
if(shader != SPRITEBATCH.shader) {
|
||||
errorChain(spriteBatchFlush());
|
||||
SPRITEBATCH.shader = shader;
|
||||
SPRITEBATCH.material = material;
|
||||
} else if(memoryCompare(
|
||||
&material, &SPRITEBATCH.material, sizeof(shadermaterial_t)
|
||||
) != 0) {
|
||||
// Did the material data change?
|
||||
errorChain(spriteBatchFlush());
|
||||
SPRITEBATCH.shader = shader;
|
||||
SPRITEBATCH.material = material;
|
||||
}
|
||||
|
||||
// Buffer the vertices.
|
||||
uint32_t remaining = count;
|
||||
do {
|
||||
uint32_t spritesBeforeFlush = (
|
||||
SPRITEBATCH_SPRITES_MAX_PER_FLUSH - SPRITEBATCH.spriteCount
|
||||
);
|
||||
|
||||
if(spritesBeforeFlush == 0) {
|
||||
// Flush if we have no capacity before flushing.
|
||||
errorChain(spriteBatchFlush());
|
||||
spritesBeforeFlush = SPRITEBATCH_SPRITES_MAX_PER_FLUSH;
|
||||
}
|
||||
|
||||
// Many we buffering?
|
||||
const uint32_t batchCount = mathMin(
|
||||
remaining,
|
||||
spritesBeforeFlush
|
||||
);
|
||||
|
||||
// Destination
|
||||
meshvertex_t *v = &SPRITEBATCH_VERTICES[
|
||||
(SPRITEBATCH.spriteCount + (SPRITEBATCH.spriteFlush *
|
||||
SPRITEBATCH_SPRITES_MAX_PER_FLUSH)) * QUAD_VERTEX_COUNT
|
||||
];
|
||||
|
||||
// Buffer to the mesh vertices.
|
||||
spriteBatchBufferToMesh(
|
||||
sprites, batchCount, v, batchCount * QUAD_VERTEX_COUNT
|
||||
);
|
||||
SPRITEBATCH.spriteCount += batchCount;
|
||||
remaining -= batchCount;
|
||||
} while(remaining > 0);
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void spriteBatchBufferToMesh(
|
||||
const spritebatchsprite_t *sprites,
|
||||
const uint32_t count,
|
||||
meshvertex_t *vertices,
|
||||
const uint32_t verticesSize
|
||||
) {
|
||||
assertNotNull(sprites, "Sprites cannot be null");
|
||||
assertTrue(count > 0, "Count must be greater than zero");
|
||||
assertNotNull(vertices, "Vertices cannot be null");
|
||||
assertTrue(
|
||||
verticesSize >= count * QUAD_VERTEX_COUNT, "Vertices array too small"
|
||||
);
|
||||
|
||||
for(uint32_t i = 0; i < count; i++ ){
|
||||
spritebatchsprite_t sprite = sprites[i];
|
||||
meshvertex_t *v = &vertices[i * QUAD_VERTEX_COUNT];
|
||||
|
||||
// Buffer the quad
|
||||
v[0].pos[0] = sprite.min[0];
|
||||
v[0].pos[1] = sprite.min[1];
|
||||
v[0].pos[2] = sprite.min[2];
|
||||
v[0].uv[0] = sprite.uvMin[0];
|
||||
v[0].uv[1] = sprite.uvMin[1];
|
||||
|
||||
v[1].pos[0] = sprite.max[0];
|
||||
v[1].pos[1] = sprite.min[1];
|
||||
v[1].pos[2] = sprite.min[2];
|
||||
v[1].uv[0] = sprite.uvMax[0];
|
||||
v[1].uv[1] = sprite.uvMin[1];
|
||||
|
||||
v[2].pos[0] = sprite.max[0];
|
||||
v[2].pos[1] = sprite.max[1];
|
||||
v[2].pos[2] = sprite.max[2];
|
||||
v[2].uv[0] = sprite.uvMax[0];
|
||||
v[2].uv[1] = sprite.uvMax[1];
|
||||
|
||||
v[3].pos[0] = sprite.min[0];
|
||||
v[3].pos[1] = sprite.min[1];
|
||||
v[3].pos[2] = sprite.min[2];
|
||||
v[3].uv[0] = sprite.uvMin[0];
|
||||
v[3].uv[1] = sprite.uvMin[1];
|
||||
|
||||
v[4].pos[0] = sprite.max[0];
|
||||
v[4].pos[1] = sprite.max[1];
|
||||
v[4].pos[2] = sprite.max[2];
|
||||
v[4].uv[0] = sprite.uvMax[0];
|
||||
v[4].uv[1] = sprite.uvMax[1];
|
||||
|
||||
v[5].pos[0] = sprite.min[0];
|
||||
v[5].pos[1] = sprite.max[1];
|
||||
v[5].pos[2] = sprite.max[2];
|
||||
v[5].uv[0] = sprite.uvMin[0];
|
||||
v[5].uv[1] = sprite.uvMax[1];
|
||||
}
|
||||
}
|
||||
|
||||
void spriteBatchClear() {
|
||||
SPRITEBATCH.spriteCount = 0;
|
||||
SPRITEBATCH.spriteFlush = 0;
|
||||
SPRITEBATCH.shader = NULL;
|
||||
memoryZero(&SPRITEBATCH.material, sizeof(shadermaterial_t));
|
||||
}
|
||||
|
||||
errorret_t spriteBatchFlush() {
|
||||
if(SPRITEBATCH.spriteCount == 0) {
|
||||
errorOk();
|
||||
}
|
||||
|
||||
size_t vertexCount = QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount;
|
||||
size_t vertexOffset = (
|
||||
SPRITEBATCH.spriteFlush * SPRITEBATCH_SPRITES_MAX_PER_FLUSH *
|
||||
QUAD_VERTEX_COUNT
|
||||
);
|
||||
|
||||
errorChain(shaderBind(SPRITEBATCH.shader));
|
||||
errorChain(shaderSetMaterial(SPRITEBATCH.shader, &SPRITEBATCH.material));
|
||||
errorChain(meshFlush(&SPRITEBATCH.mesh, vertexOffset, vertexCount));
|
||||
errorChain(meshDraw(&SPRITEBATCH.mesh, vertexOffset, vertexCount));
|
||||
|
||||
SPRITEBATCH.spriteFlush++;
|
||||
if(SPRITEBATCH.spriteFlush >= SPRITEBATCH_FLUSH_COUNT) {
|
||||
SPRITEBATCH.spriteFlush = 0;
|
||||
}
|
||||
SPRITEBATCH.spriteCount = 0;
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t spriteBatchDispose() {
|
||||
errorChain(meshDispose(&SPRITEBATCH.mesh));
|
||||
errorOk();
|
||||
}
|
||||
@@ -0,0 +1,107 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "display/mesh/quad.h"
|
||||
#include "display/texture/texture.h"
|
||||
#include "display/shader/shadermaterial.h"
|
||||
|
||||
#define SPRITEBATCH_SPRITES_MAX 512
|
||||
#define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT)
|
||||
#define SPRITEBATCH_FLUSH_COUNT 16
|
||||
#define SPRITEBATCH_SPRITES_MAX_PER_FLUSH (\
|
||||
SPRITEBATCH_SPRITES_MAX / SPRITEBATCH_FLUSH_COUNT \
|
||||
)
|
||||
|
||||
typedef struct {
|
||||
vec3 min;
|
||||
vec3 max;
|
||||
vec2 uvMin;
|
||||
vec2 uvMax;
|
||||
} spritebatchsprite_t;
|
||||
|
||||
typedef struct {
|
||||
mesh_t mesh;
|
||||
int32_t spriteCount;
|
||||
int32_t spriteFlush;
|
||||
|
||||
shader_t *shader;
|
||||
shadermaterial_t material;
|
||||
} spritebatch_t;
|
||||
|
||||
// Have to define these separately because of alignment on certain platforms.
|
||||
extern meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT];
|
||||
extern spritebatch_t SPRITEBATCH;
|
||||
|
||||
/**
|
||||
* Initializes the global sprite batch and its internal mesh buffer.
|
||||
*
|
||||
* @return Error state.
|
||||
*/
|
||||
errorret_t spriteBatchInit();
|
||||
|
||||
/**
|
||||
* Lowest-level buffer function. Writes sprites into the internal vertex buffer.
|
||||
* Flushes automatically when the per-flush capacity is reached. Does not
|
||||
* modify material state - call spriteBatchSetState or use a high-level push
|
||||
* function before buffering.
|
||||
*
|
||||
* @param sprites Pointer to the sprite array.
|
||||
* @param count Number of sprites to buffer.
|
||||
* @param shader Shader to use when flushing.
|
||||
* @param material Material information passed to the shader when flushing.
|
||||
* @return Error state.
|
||||
*/
|
||||
errorret_t spriteBatchBuffer(
|
||||
const spritebatchsprite_t *sprites,
|
||||
const uint32_t count,
|
||||
shader_t *shader,
|
||||
const shadermaterial_t material
|
||||
);
|
||||
|
||||
/**
|
||||
* Buffers an array of sprites to a given array of mesh vertices. This is the
|
||||
* internal method that is used to buffer to the internal spritebatch mesh, but
|
||||
* you can use it to achieve sprite buffering to a mesh you own.
|
||||
*
|
||||
* verticesSize is the size of the vertices array, we use this to ensure no
|
||||
* buffer overflows.
|
||||
*
|
||||
* @param sprites Pointer to the sprite array.
|
||||
* @param count Number of sprites to buffer.
|
||||
* @param vertices Pointer to the vertex array to write to.
|
||||
* @param verticesSize Size of the vertex array, in number of vertices.
|
||||
*/
|
||||
void spriteBatchBufferToMesh(
|
||||
const spritebatchsprite_t *sprites,
|
||||
const uint32_t count,
|
||||
meshvertex_t *vertices,
|
||||
const uint32_t verticesSize
|
||||
);
|
||||
|
||||
/**
|
||||
* Resets sprite and flush counters and clears the current material state.
|
||||
* Calling spriteBatchFlush after this renders nothing.
|
||||
*/
|
||||
void spriteBatchClear();
|
||||
|
||||
/**
|
||||
* Uploads and draws all buffered sprites. If a material type has been set via
|
||||
* spriteBatchSetState or spriteBatchCheckState, the shader is bound and the
|
||||
* material is applied first. If matType is NULL the caller is responsible for
|
||||
* having the correct shader already bound. Does nothing if the buffer is empty.
|
||||
*
|
||||
* @return Error state.
|
||||
*/
|
||||
errorret_t spriteBatchFlush();
|
||||
|
||||
/**
|
||||
* Disposes of the sprite batch and frees its internal mesh buffer.
|
||||
*
|
||||
* @return Error state.
|
||||
*/
|
||||
errorret_t spriteBatchDispose();
|
||||
@@ -0,0 +1,15 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "display/texture/texture.h"
|
||||
#include "display/texture/tileset.h"
|
||||
|
||||
typedef struct {
|
||||
texture_t *texture;
|
||||
tileset_t *tileset;
|
||||
} font_t;
|
||||
@@ -0,0 +1,148 @@
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
@@ -7,13 +7,12 @@
|
||||
|
||||
#pragma once
|
||||
#include "asset/asset.h"
|
||||
#include "display/texture/texture.h"
|
||||
#include "display/texture/tileset.h"
|
||||
#include "display/text/font.h"
|
||||
#include "display/spritebatch/spritebatch.h"
|
||||
|
||||
#define TEXT_CHAR_START '!'
|
||||
|
||||
extern texture_t DEFAULT_FONT_TEXTURE;
|
||||
extern tileset_t DEFAULT_FONT_TILESET;
|
||||
extern font_t FONT_DEFAULT;
|
||||
|
||||
/**
|
||||
* Initializes the text system.
|
||||
@@ -30,25 +29,17 @@ errorret_t textInit(void);
|
||||
errorret_t textDispose(void);
|
||||
|
||||
/**
|
||||
* Draws a single character at the specified position.
|
||||
* Builds a sprite for a single character at the given position.
|
||||
*
|
||||
* @param x The x-coordinate to draw the character at.
|
||||
* @param y The y-coordinate to draw the character at.
|
||||
* @param c The character to draw.
|
||||
* @param color The color to draw the character in.
|
||||
* @param tileset Font tileset to use for rendering.
|
||||
* @param texture Texture containing the font tileset image.
|
||||
* @return Either an error or success result.
|
||||
* @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.
|
||||
*/
|
||||
errorret_t textDrawChar(
|
||||
const float_t x,
|
||||
const float_t y,
|
||||
spritebatchsprite_t textGetSprite(
|
||||
const vec2 pos,
|
||||
const char_t c,
|
||||
#if MESH_ENABLE_COLOR
|
||||
const color_t color,
|
||||
#endif
|
||||
const tileset_t *tileset,
|
||||
texture_t *texture
|
||||
const font_t *font
|
||||
);
|
||||
|
||||
/**
|
||||
@@ -58,32 +49,28 @@ errorret_t textDrawChar(
|
||||
* @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 tileset Font tileset to use for rendering.
|
||||
* @param texture Texture containing the font tileset image.
|
||||
* @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,
|
||||
#if MESH_ENABLE_COLOR
|
||||
const color_t color,
|
||||
#endif
|
||||
const tileset_t *tileset,
|
||||
texture_t *texture
|
||||
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 tileset Font tileset to use for measurement.
|
||||
* @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 tileset_t *tileset,
|
||||
const font_t *font,
|
||||
int32_t *outWidth,
|
||||
int32_t *outHeight
|
||||
);
|
||||
+9
-1
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
@@ -19,6 +19,14 @@ color_t TEXTURE_WHITE_PIXELS[4*4] = {
|
||||
COLOR_WHITE, COLOR_WHITE, COLOR_WHITE, COLOR_WHITE,
|
||||
};
|
||||
|
||||
texture_t TEXTURE_TEST;
|
||||
color_t TEXTURE_TEST_PIXELS[4*4] = {
|
||||
COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA,
|
||||
COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK,
|
||||
COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA,
|
||||
COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK,
|
||||
};
|
||||
|
||||
errorret_t textureInit(
|
||||
texture_t *texture,
|
||||
const int32_t width,
|
||||
+3
-1
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
@@ -30,6 +30,8 @@ typedef union texturedata_u {
|
||||
|
||||
extern texture_t TEXTURE_WHITE;
|
||||
extern color_t TEXTURE_WHITE_PIXELS[4*4];
|
||||
extern texture_t TEXTURE_TEST;
|
||||
extern color_t TEXTURE_TEST_PIXELS[4*4];
|
||||
|
||||
/**
|
||||
* Initializes a texture.
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
@@ -16,7 +16,6 @@ typedef enum {
|
||||
|
||||
typedef struct {
|
||||
rpgcameramode_t mode;
|
||||
|
||||
union {
|
||||
worldpos_t free;
|
||||
struct {
|
||||
|
||||
@@ -0,0 +1,21 @@
|
||||
// Copyright (c) 2026 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
const platformNames = {
|
||||
[System.PLATFORM_LINUX]: 'Linux',
|
||||
[System.PLATFORM_KNULLI]: 'Knulli',
|
||||
[System.PLATFORM_PSP]: 'PSP',
|
||||
[System.PLATFORM_GAMECUBE]: 'GameCube',
|
||||
[System.PLATFORM_WII]: 'Wii',
|
||||
};
|
||||
|
||||
Console.print('Platform: ' + (platformNames[System.platform] || 'Unknown'));
|
||||
|
||||
UIFullboxOver.setColor(Color.BLACK);
|
||||
|
||||
requireAsync('testscene.js').then(Scene.set).catch(err => {
|
||||
Console.print('Error loading scene: ' + err);
|
||||
Engine.exit();
|
||||
});
|
||||
@@ -1,76 +0,0 @@
|
||||
module('input')
|
||||
module('platform')
|
||||
module('scene')
|
||||
module('locale')
|
||||
|
||||
-- Default Input bindings.
|
||||
if PSP then
|
||||
inputBind("up", INPUT_ACTION_UP)
|
||||
inputBind("down", INPUT_ACTION_DOWN)
|
||||
inputBind("left", INPUT_ACTION_LEFT)
|
||||
inputBind("right", INPUT_ACTION_RIGHT)
|
||||
inputBind("accept", INPUT_ACTION_ACCEPT)
|
||||
inputBind("cancel", INPUT_ACTION_CANCEL)
|
||||
inputBind("select", INPUT_ACTION_RAGEQUIT)
|
||||
inputBind("lstick_up", INPUT_ACTION_UP)
|
||||
inputBind("lstick_down", INPUT_ACTION_DOWN)
|
||||
inputBind("lstick_left", INPUT_ACTION_LEFT)
|
||||
inputBind("lstick_right", INPUT_ACTION_RIGHT)
|
||||
|
||||
elseif DOLPHIN then
|
||||
inputBind("up", INPUT_ACTION_UP)
|
||||
inputBind("down", INPUT_ACTION_DOWN)
|
||||
inputBind("left", INPUT_ACTION_LEFT)
|
||||
inputBind("right", INPUT_ACTION_RIGHT)
|
||||
inputBind("b", INPUT_ACTION_CANCEL)
|
||||
inputBind("a", INPUT_ACTION_ACCEPT)
|
||||
inputBind("z", INPUT_ACTION_RAGEQUIT)
|
||||
inputBind("lstick_up", INPUT_ACTION_UP)
|
||||
inputBind("lstick_down", INPUT_ACTION_DOWN)
|
||||
inputBind("lstick_left", INPUT_ACTION_LEFT)
|
||||
inputBind("lstick_right", INPUT_ACTION_RIGHT)
|
||||
|
||||
elseif LINUX then
|
||||
if INPUT_KEYBOARD then
|
||||
inputBind("w", INPUT_ACTION_UP)
|
||||
inputBind("s", INPUT_ACTION_DOWN)
|
||||
inputBind("a", INPUT_ACTION_LEFT)
|
||||
inputBind("d", INPUT_ACTION_RIGHT)
|
||||
|
||||
inputBind("left", INPUT_ACTION_LEFT)
|
||||
inputBind("right", INPUT_ACTION_RIGHT)
|
||||
inputBind("up", INPUT_ACTION_UP)
|
||||
inputBind("down", INPUT_ACTION_DOWN)
|
||||
|
||||
inputBind("enter", INPUT_ACTION_ACCEPT)
|
||||
inputBind("e", INPUT_ACTION_ACCEPT)
|
||||
|
||||
inputBind("q", INPUT_ACTION_CANCEL)
|
||||
|
||||
inputBind("escape", INPUT_ACTION_RAGEQUIT)
|
||||
end
|
||||
|
||||
if INPUT_GAMEPAD then
|
||||
inputBind("gamepad_up", INPUT_ACTION_UP)
|
||||
inputBind("gamepad_down", INPUT_ACTION_DOWN)
|
||||
inputBind("gamepad_left", INPUT_ACTION_LEFT)
|
||||
inputBind("gamepad_right", INPUT_ACTION_RIGHT)
|
||||
|
||||
inputBind("gamepad_a", INPUT_ACTION_ACCEPT)
|
||||
inputBind("gamepad_b", INPUT_ACTION_CANCEL)
|
||||
inputBind("gamepad_back", INPUT_ACTION_RAGEQUIT)
|
||||
|
||||
inputBind("gamepad_lstick_up", INPUT_ACTION_UP)
|
||||
inputBind("gamepad_lstick_down", INPUT_ACTION_DOWN)
|
||||
inputBind("gamepad_lstick_left", INPUT_ACTION_LEFT)
|
||||
inputBind("gamepad_lstick_right", INPUT_ACTION_RIGHT)
|
||||
end
|
||||
|
||||
if INPUT_POINTER then
|
||||
inputBind("mouse_x", INPUT_ACTION_POINTERX)
|
||||
inputBind("mouse_y", INPUT_ACTION_POINTERY)
|
||||
end
|
||||
|
||||
else
|
||||
print("Unknown platform, no default input bindings set.")
|
||||
end
|
||||
@@ -0,0 +1,63 @@
|
||||
// Copyright (c) 2026 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
const PLAYER_SPEED = 5.0;
|
||||
// 1 world unit = 16 pixels.
|
||||
const PIXEL_SCALE = 1.0 / 16.0;
|
||||
// Player sprite is 32x32 px (test.png dimensions).
|
||||
const PLAYER_W = 32 * PIXEL_SCALE;
|
||||
const PLAYER_H = 32 * PIXEL_SCALE;
|
||||
|
||||
var player = {};
|
||||
|
||||
player.getAssets = () => {
|
||||
return [
|
||||
{ path: 'test.png', type: Asset.TYPE_TEXTURE, format: Texture.FORMAT_RGBA }
|
||||
];
|
||||
}
|
||||
|
||||
player.init = function(scene) {
|
||||
var texture = scene.assets.getAssetByPath('test.png');
|
||||
Console.print('Player init: got texture ' + texture);
|
||||
|
||||
_entity = Entity.create();
|
||||
_position = _entity.add(Component.POSITION);
|
||||
_physics = _entity.add(Component.PHYSICS);
|
||||
|
||||
_physics.bodyType = Physics.DYNAMIC;
|
||||
_physics.shape = Physics.SHAPE_CUBE;
|
||||
_physics.gravityScale = 1.0;
|
||||
|
||||
var r = _entity.add(Component.RENDERABLE);
|
||||
r.texture = texture.texture;
|
||||
r.type = Renderable.SPRITEBATCH;
|
||||
r.color = new Color(220, 80, 80);
|
||||
// Upright quad centered on X, bottom-aligned on Y.
|
||||
r.sprites = [[-PLAYER_W/2, 0, 0, PLAYER_W/2, PLAYER_H, 0, 0, 1, 1, 0]];
|
||||
|
||||
_position.localPosition = new Vec3(0, PLAYER_H, 0);
|
||||
};
|
||||
|
||||
player.getPosition = function() {
|
||||
return _position;
|
||||
};
|
||||
|
||||
player.update = function() {
|
||||
if(!_physics) return;
|
||||
var vx = Input.axis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT) * PLAYER_SPEED;
|
||||
var vz = Input.axis(INPUT_ACTION_DOWN, INPUT_ACTION_UP) * PLAYER_SPEED;
|
||||
// Preserve vertical velocity so gravity and landing work correctly.
|
||||
var vy = _physics.velocity.y;
|
||||
_physics.velocity = new Vec3(vx, vy, vz);
|
||||
};
|
||||
|
||||
player.dispose = function() {
|
||||
Entity.dispose(_entity);
|
||||
_entity = null;
|
||||
_position = null;
|
||||
_physics = null;
|
||||
};
|
||||
|
||||
module.exports = player;
|
||||
@@ -0,0 +1,42 @@
|
||||
// Copyright (c) 2026 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
var scene = {};
|
||||
|
||||
// Pokemon DS-style camera: ~34 degrees elevation (atan(6/9)).
|
||||
// CAM_HEIGHT / CAM_DIST ratio controls the tilt - keep it under 0.7 for
|
||||
// the characteristically shallow DS angle.
|
||||
const CAM_HEIGHT = 6;
|
||||
const CAM_DIST = 9;
|
||||
|
||||
scene.init = async function() {
|
||||
// Camera
|
||||
scene.cam = Entity.create();
|
||||
var camPos = scene.cam.add(Component.POSITION);
|
||||
var cam = scene.cam.add(Component.CAMERA);
|
||||
camPos.localPosition = new Vec3(3, 3, 3);
|
||||
camPos.lookAt(new Vec3(0, 0, 0));
|
||||
|
||||
// Floor - large flat slab, no texture needed.
|
||||
scene.floor = Entity.create();
|
||||
var floorPos = scene.floor.add(Component.POSITION);
|
||||
var floorR = scene.floor.add(Component.RENDERABLE);
|
||||
floorR.type = Renderable.SHADER_MATERIAL;
|
||||
floorR.color = Color.BLUE;
|
||||
// floorPos.localScale = new Vec3(16, 0.2, 16);
|
||||
// floorPos.localPosition = new Vec3(0, -0.1, 0);
|
||||
|
||||
await UIFullboxOver.transition(Color.BLACK, Color.TRANSPARENT, 1.0);
|
||||
};
|
||||
|
||||
scene.update = function() {
|
||||
};
|
||||
|
||||
scene.dispose = function() {
|
||||
Entity.dispose(scene.floor);
|
||||
Entity.dispose(scene.cam);
|
||||
};
|
||||
|
||||
module.exports = scene;
|
||||
@@ -0,0 +1,6 @@
|
||||
module = {
|
||||
render() {
|
||||
Text.draw(0, 0, "Hello World");
|
||||
SpriteBatch.flush();
|
||||
}
|
||||
};
|
||||
+45
-33
@@ -1,57 +1,69 @@
|
||||
# Target definitions
|
||||
# Build type: DOL (SD/USB via libfat) or ISO (DVD disc via libogc DVD driver)
|
||||
set(DUSK_DOLPHIN_BUILD_TYPE "DOL" CACHE STRING "Dolphin asset source: DOL (SD/USB) or ISO (DVD disc)")
|
||||
set_property(CACHE DUSK_DOLPHIN_BUILD_TYPE PROPERTY STRINGS "DOL" "ISO")
|
||||
|
||||
# Numeric tokens so #if DUSK_DOLPHIN_BUILD_TYPE == DOL works in C.
|
||||
# DUSK_DOLPHIN_BUILD_TYPE is passed without quotes so it expands to the identifier.
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_DOLPHIN
|
||||
DUSK_INPUT_GAMEPAD
|
||||
DUSK_DISPLAY_WIDTH=640
|
||||
DUSK_DISPLAY_HEIGHT=480
|
||||
DUSK_THREAD_PTHREAD
|
||||
DOL=1
|
||||
ISO=2
|
||||
DUSK_DOLPHIN_BUILD_TYPE=${DUSK_DOLPHIN_BUILD_TYPE}
|
||||
)
|
||||
|
||||
# Custom compiler flags
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-rtti -fno-exceptions")
|
||||
|
||||
# Need PkgConfig
|
||||
find_package(PkgConfig REQUIRED)
|
||||
pkg_check_modules(zip IMPORTED_TARGET libzip)
|
||||
|
||||
# Disable all warnings
|
||||
target_compile_options(${DUSK_LIBRARY_TARGET_NAME} PRIVATE -w)
|
||||
|
||||
# Custom flags for cglm
|
||||
set(CGLM_SHARED OFF CACHE BOOL "Build cglm shared" FORCE)
|
||||
set(CGLM_STATIC ON CACHE BOOL "Build cglm static" FORCE)
|
||||
# cglm: fetched at source level via Findcglm.cmake (FetchContent, headers only)
|
||||
find_package(cglm REQUIRED)
|
||||
|
||||
# Compile lua
|
||||
include(FetchContent)
|
||||
FetchContent_Declare(
|
||||
liblua
|
||||
URL https://www.lua.org/ftp/lua-5.5.0.tar.gz
|
||||
)
|
||||
FetchContent_MakeAvailable(liblua)
|
||||
set(LUA_SRC_DIR "${liblua_SOURCE_DIR}/src")
|
||||
set(LUA_C_FILES
|
||||
lapi.c lauxlib.c lbaselib.c lcode.c lcorolib.c lctype.c ldblib.c ldebug.c
|
||||
ldo.c ldump.c lfunc.c lgc.c linit.c liolib.c llex.c lmathlib.c lmem.c
|
||||
loadlib.c lobject.c lopcodes.c loslib.c lparser.c lstate.c lstring.c
|
||||
lstrlib.c ltable.c ltablib.c ltm.c lundump.c lutf8lib.c lvm.c lzio.c
|
||||
)
|
||||
list(TRANSFORM LUA_C_FILES PREPEND "${LUA_SRC_DIR}/")
|
||||
add_library(liblua STATIC ${LUA_C_FILES})
|
||||
target_include_directories(liblua PUBLIC "${LUA_SRC_DIR}")
|
||||
target_compile_definitions(liblua PRIVATE LUA_USE_C89)
|
||||
add_library(lua::lua ALIAS liblua)
|
||||
set(Lua_FOUND TRUE CACHE BOOL "Lua found" FORCE)
|
||||
# Pre-create ZLIB::ZLIB so any downstream cmake module that resolves it
|
||||
# (FindZLIB, pkg-config IMPORTED_TARGET Requires processing) gets plain -lz
|
||||
# rather than an unresolvable IMPORTED target that the PPC linker rejects.
|
||||
if(NOT TARGET ZLIB::ZLIB)
|
||||
add_library(ZLIB::ZLIB INTERFACE IMPORTED GLOBAL)
|
||||
set_target_properties(ZLIB::ZLIB PROPERTIES INTERFACE_LINK_LIBRARIES "z")
|
||||
endif()
|
||||
|
||||
# Link libraries
|
||||
# Mark libzip as found so src/dusk/CMakeLists.txt skips Findlibzip.cmake.
|
||||
# Findlibzip.cmake calls find_package(ZLIB) which can recreate a broken
|
||||
# ZLIB::ZLIB IMPORTED target, bypassing the shim above.
|
||||
set(libzip_FOUND TRUE CACHE BOOL "libzip found (devkitpro portlibs)" FORCE)
|
||||
|
||||
# Locate zip.h in the devkitpro sysroot (respects CMAKE_FIND_ROOT_PATH).
|
||||
find_path(_dusk_zip_inc NAMES zip.h)
|
||||
if(_dusk_zip_inc)
|
||||
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PRIVATE "${_dusk_zip_inc}")
|
||||
endif()
|
||||
|
||||
# Link libraries.
|
||||
# zip/z/lzma use target_link_options (raw flags) to bypass cmake target
|
||||
# resolution — pkg-config-generated targets for these carry ZLIB::ZLIB in
|
||||
# INTERFACE_LINK_LIBRARIES which breaks the PPC link step.
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
|
||||
cglm
|
||||
liblua
|
||||
m
|
||||
fat
|
||||
PkgConfig::zip
|
||||
zip
|
||||
bz2
|
||||
zstd
|
||||
z
|
||||
lzma
|
||||
)
|
||||
|
||||
# Postbuild
|
||||
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC DUSK_DOLPHIN_BUILD_ISO)
|
||||
else()
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE fat)
|
||||
endif()
|
||||
|
||||
# Postbuild: ELF -> DOL
|
||||
set(DUSK_BINARY_TARGET_NAME_DOL "${DUSK_BUILD_DIR}/Dusk.dol")
|
||||
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
|
||||
COMMAND elf2dol
|
||||
|
||||
@@ -3,3 +3,22 @@ include(cmake/targets/dolphin.cmake)
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_GAMECUBE
|
||||
)
|
||||
|
||||
# Link libraries
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
|
||||
# bba
|
||||
)
|
||||
|
||||
# ISO post-build: produce NTSC-J, NTSC-U and PAL disc images
|
||||
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
|
||||
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
|
||||
COMMAND ${Python3_EXECUTABLE}
|
||||
"${CMAKE_SOURCE_DIR}/tools/makedolphiniso.py"
|
||||
"GCN"
|
||||
"${DUSK_BINARY_TARGET_NAME_DOL}"
|
||||
"${DUSK_ASSETS_ZIP}"
|
||||
"${DUSK_GAME_NAME}"
|
||||
"${DUSK_BUILD_DIR}"
|
||||
COMMENT "Building GameCube ISO images (NTSC-J, NTSC-U, PAL)"
|
||||
)
|
||||
endif()
|
||||
|
||||
@@ -34,6 +34,7 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_OPENGL
|
||||
DUSK_OPENGL_ES
|
||||
DUSK_LINUX
|
||||
DUSK_KNULLI
|
||||
DUSK_DISPLAY_SIZE_DYNAMIC
|
||||
DUSK_DISPLAY_WIDTH_DEFAULT=640
|
||||
DUSK_DISPLAY_HEIGHT_DEFAULT=480
|
||||
|
||||
@@ -26,10 +26,13 @@ target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
# CURL::libcurl
|
||||
)
|
||||
|
||||
set(DUSK_BACKTRACE ON CACHE BOOL "Enable backtrace support for assert failures.")
|
||||
|
||||
# Define platform-specific macros.
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_SDL2
|
||||
DUSK_OPENGL
|
||||
DUSK_CONSOLE_POSIX
|
||||
# DUSK_OPENGL_LEGACY
|
||||
DUSK_LINUX
|
||||
DUSK_DISPLAY_SIZE_DYNAMIC
|
||||
@@ -41,5 +44,5 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_INPUT_GAMEPAD
|
||||
DUSK_TIME_DYNAMIC
|
||||
DUSK_NETWORK_IPV6
|
||||
THREAD_PTHREAD=1
|
||||
DUSK_THREAD_PTHREAD
|
||||
)
|
||||
+14
-4
@@ -1,6 +1,16 @@
|
||||
set(CMAKE_AR "$ENV{PSPDEV}/bin/psp-ar" CACHE FILEPATH "" FORCE)
|
||||
set(CMAKE_RANLIB "$ENV{PSPDEV}/bin/psp-ranlib" CACHE FILEPATH "" FORCE)
|
||||
set(CMAKE_C_COMPILER_AR "$ENV{PSPDEV}/bin/psp-ar" CACHE FILEPATH "" FORCE)
|
||||
set(CMAKE_C_COMPILER_RANLIB "$ENV{PSPDEV}/bin/psp-ranlib" CACHE FILEPATH "" FORCE)
|
||||
set(CMAKE_C_ARCHIVE_CREATE "$ENV{PSPDEV}/bin/psp-ar qc <TARGET> <LINK_FLAGS> <OBJECTS>")
|
||||
set(CMAKE_C_ARCHIVE_APPEND "$ENV{PSPDEV}/bin/psp-ar q <TARGET> <LINK_FLAGS> <OBJECTS>")
|
||||
set(CMAKE_C_ARCHIVE_FINISH "$ENV{PSPDEV}/bin/psp-ranlib <TARGET>")
|
||||
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION OFF CACHE BOOL "" FORCE)
|
||||
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION_C OFF CACHE BOOL "" FORCE)
|
||||
|
||||
find_package(SDL2 REQUIRED)
|
||||
find_package(OpenGL REQUIRED)
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
target_link_libraries(${DUSK_BINARY_TARGET_NAME} PUBLIC
|
||||
${SDL2_LIBRARIES}
|
||||
SDL2
|
||||
pthread
|
||||
@@ -31,11 +41,11 @@ target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
pspssl
|
||||
)
|
||||
|
||||
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
|
||||
target_include_directories(${DUSK_BINARY_TARGET_NAME} PRIVATE
|
||||
${SDL2_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
|
||||
DUSK_SDL2
|
||||
DUSK_OPENGL
|
||||
DUSK_PSP
|
||||
@@ -44,7 +54,7 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_OPENGL_LEGACY
|
||||
DUSK_DISPLAY_WIDTH=480
|
||||
DUSK_DISPLAY_HEIGHT=272
|
||||
THREAD_PTHREAD=1
|
||||
DUSK_THREAD_PTHREAD
|
||||
)
|
||||
|
||||
# Postbuild, create .pbp file for PSP.
|
||||
|
||||
@@ -20,31 +20,9 @@ set(CGLM_SHARED OFF CACHE BOOL "Build cglm shared" FORCE)
|
||||
set(CGLM_STATIC ON CACHE BOOL "Build cglm static" FORCE)
|
||||
find_package(cglm REQUIRED)
|
||||
|
||||
# Compile lua
|
||||
include(FetchContent)
|
||||
FetchContent_Declare(
|
||||
liblua
|
||||
URL https://www.lua.org/ftp/lua-5.5.0.tar.gz
|
||||
)
|
||||
FetchContent_MakeAvailable(liblua)
|
||||
set(LUA_SRC_DIR "${liblua_SOURCE_DIR}/src")
|
||||
set(LUA_C_FILES
|
||||
lapi.c lauxlib.c lbaselib.c lcode.c lcorolib.c lctype.c ldblib.c ldebug.c
|
||||
ldo.c ldump.c lfunc.c lgc.c linit.c liolib.c llex.c lmathlib.c lmem.c
|
||||
loadlib.c lobject.c lopcodes.c loslib.c lparser.c lstate.c lstring.c
|
||||
lstrlib.c ltable.c ltablib.c ltm.c lundump.c lutf8lib.c lvm.c lzio.c
|
||||
)
|
||||
list(TRANSFORM LUA_C_FILES PREPEND "${LUA_SRC_DIR}/")
|
||||
add_library(liblua STATIC ${LUA_C_FILES})
|
||||
target_include_directories(liblua PUBLIC "${LUA_SRC_DIR}")
|
||||
target_compile_definitions(liblua PRIVATE LUA_USE_C89)
|
||||
add_library(lua::lua ALIAS liblua)
|
||||
set(Lua_FOUND TRUE CACHE BOOL "Lua found" FORCE)
|
||||
|
||||
# Link libraries
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
${SDL2_LIBRARIES}
|
||||
liblua
|
||||
cglm
|
||||
SDL2
|
||||
SDL2main
|
||||
|
||||
@@ -3,3 +3,25 @@ include(cmake/targets/dolphin.cmake)
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_WII
|
||||
)
|
||||
|
||||
# Generate Homebrew Channel meta.xml from project identity variables
|
||||
string(TIMESTAMP DUSK_BUILD_DATE "%Y%m%d000000" UTC)
|
||||
configure_file(
|
||||
"${CMAKE_SOURCE_DIR}/docker/dolphin/meta.xml.in"
|
||||
"${DUSK_BUILD_DIR}/meta.xml"
|
||||
@ONLY
|
||||
)
|
||||
|
||||
# ISO post-build: produce NTSC-J, NTSC-U and PAL disc images
|
||||
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
|
||||
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
|
||||
COMMAND ${Python3_EXECUTABLE}
|
||||
"${CMAKE_SOURCE_DIR}/tools/makedolphiniso.py"
|
||||
"WII"
|
||||
"${DUSK_BINARY_TARGET_NAME_DOL}"
|
||||
"${DUSK_ASSETS_ZIP}"
|
||||
"${DUSK_GAME_NAME}"
|
||||
"${DUSK_BUILD_DIR}"
|
||||
COMMENT "Building Wii ISO images (NTSC-J, NTSC-U, PAL)"
|
||||
)
|
||||
endif()
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
FROM devkitpro/devkitppc
|
||||
FROM ghcr.io/extremscorner/libogc2
|
||||
WORKDIR /workdir
|
||||
RUN apt update && \
|
||||
apt install -y python3 python3-pip python3-polib python3-pil python3-dotenv python3-pyqt5 python3-opengl && \
|
||||
dkp-pacman -S --needed --noconfirm gamecube-sdl2 ppc-liblzma ppc-libzip
|
||||
dkp-pacman -Syu --noconfirm && \
|
||||
apt install -y python3 python3-pip python3-polib python3-pil python3-dotenv python3-pyqt5 python3-opengl xorriso && \
|
||||
dkp-pacman -S --needed --noconfirm gamecube-sdl2 ppc-liblzma ppc-libzip libogc2 gamecube-tools ppc-libmad ppc-zlib-ng ppc-liblzma ppc-bzip2 ppc-zstd
|
||||
VOLUME ["/workdir"]
|
||||
@@ -1,10 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<app version="1">
|
||||
<name>Dusk</name>
|
||||
<version>1.00</version>
|
||||
<release_date></release_date>
|
||||
<coder>YouWish</coder>
|
||||
<short_description>Dusk game</short_description>
|
||||
<long_description>No description yet.</long_description>
|
||||
<ahb_access/>
|
||||
</app>
|
||||
@@ -0,0 +1,10 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<app version="1">
|
||||
<name>@DUSK_GAME_NAME@</name>
|
||||
<version>@PROJECT_VERSION@</version>
|
||||
<release_date>@DUSK_BUILD_DATE@</release_date>
|
||||
<coder>@DUSK_GAME_AUTHOR@</coder>
|
||||
<short_description>@DUSK_GAME_SHORT_DESCRIPTION@</short_description>
|
||||
<long_description>@DUSK_GAME_LONG_DESCRIPTION@</long_description>
|
||||
<ahb_access/>
|
||||
</app>
|
||||
@@ -14,8 +14,8 @@ RUN apt-get install -y \
|
||||
python3-dotenv \
|
||||
python3-pyqt5 \
|
||||
python3-opengl \
|
||||
liblua5.3-dev \
|
||||
xz-utils \
|
||||
liblzma-dev \
|
||||
libbz2-dev \
|
||||
zlib1g-dev \
|
||||
libzip-dev \
|
||||
|
||||
@@ -1,3 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
|
||||
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-gamecube.sh"
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-gamecube.sh"
|
||||
Executable
+3
@@ -0,0 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-gamecube-iso.sh"
|
||||
Executable
+13
@@ -0,0 +1,13 @@
|
||||
#!/bin/bash
|
||||
if [ -z "$DEVKITPRO" ]; then
|
||||
echo "DEVKITPRO environment variable is not set. Please set it to the path of your DEVKITPRO installation."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
mkdir -p build-gamecube-iso
|
||||
cmake -S. -Bbuild-gamecube-iso \
|
||||
-DDUSK_TARGET_SYSTEM=gamecube \
|
||||
-DDUSK_DOLPHIN_BUILD_TYPE=ISO \
|
||||
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake"
|
||||
cd build-gamecube-iso
|
||||
make -j$(nproc) VERBOSE=1
|
||||
@@ -5,6 +5,10 @@ if [ -z "$DEVKITPRO" ]; then
|
||||
fi
|
||||
|
||||
mkdir -p build-gamecube
|
||||
cmake -S. -Bbuild-gamecube -DDUSK_TARGET_SYSTEM=gamecube -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake"
|
||||
cmake -S. -Bbuild-gamecube \
|
||||
-DDUSK_TARGET_SYSTEM=gamecube \
|
||||
-DDUSK_DOLPHIN_BUILD_TYPE=DOL \
|
||||
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake" \
|
||||
-DDKP_OGC_PLATFORM_LIBRARY=libogc2
|
||||
cd build-gamecube
|
||||
make -j$(nproc) VERBOSE=1
|
||||
@@ -1,3 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-knulli -f docker/knulli/Dockerfile .
|
||||
docker run --rm -v $(pwd):/workdir dusk-knulli /bin/bash -c "./scripts/build-knulli.sh"
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-knulli /bin/bash -c "./scripts/build-knulli.sh"
|
||||
@@ -1,3 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-linux -f docker/linux/Dockerfile .
|
||||
docker run --rm -v $(pwd):/workdir dusk-linux /bin/bash -c "./scripts/build-linux.sh"
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-linux /bin/bash -c "./scripts/build-linux.sh"
|
||||
@@ -1,3 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-psp -f docker/psp/Dockerfile .
|
||||
docker run --rm -v $(pwd):/workdir dusk-psp /bin/bash -c "./scripts/build-psp.sh"
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-psp /bin/bash -c "./scripts/build-psp.sh"
|
||||
@@ -1,3 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-vita -f docker/vita/Dockerfile .
|
||||
docker run --rm -v $(pwd):/workdir dusk-vita /bin/bash -c "./scripts/build-vita.sh"
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-vita /bin/bash -c "./scripts/build-vita.sh"
|
||||
|
||||
@@ -1,3 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
|
||||
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-wii.sh"
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-wii.sh"
|
||||
Executable
+3
@@ -0,0 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-wii-iso.sh"
|
||||
Executable
+13
@@ -0,0 +1,13 @@
|
||||
#!/bin/bash
|
||||
if [ -z "$DEVKITPRO" ]; then
|
||||
echo "DEVKITPRO environment variable is not set. Please set it to the path of your DEVKITPRO installation."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
mkdir -p build-wii-iso
|
||||
cmake -S. -Bbuild-wii-iso \
|
||||
-DDUSK_TARGET_SYSTEM=wii \
|
||||
-DDUSK_DOLPHIN_BUILD_TYPE=ISO \
|
||||
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake"
|
||||
cd build-wii-iso
|
||||
make -j$(nproc) VERBOSE=1
|
||||
@@ -5,6 +5,10 @@ if [ -z "$DEVKITPRO" ]; then
|
||||
fi
|
||||
|
||||
mkdir -p build-wii
|
||||
cmake -S. -Bbuild-wii -DDUSK_TARGET_SYSTEM=wii -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake"
|
||||
cmake -S. -Bbuild-wii \
|
||||
-DDUSK_TARGET_SYSTEM=wii \
|
||||
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake" \
|
||||
-DDUSK_DOLPHIN_BUILD_TYPE=DOL
|
||||
cd build-wii
|
||||
make -j$(nproc) VERBOSE=1
|
||||
mv Dusk.dol boot.dol
|
||||
@@ -1,3 +1,7 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-linux -f docker/linux/Dockerfile .
|
||||
docker run --rm -v $(pwd):/workdir dusk-linux /bin/bash -c "./scripts/test-linux.sh"
|
||||
docker run \
|
||||
--rm \
|
||||
-v "${GITHUB_WORKSPACE}:/workdir" \
|
||||
dusk-linux \
|
||||
/bin/bash -c "./scripts/test-linux.sh"
|
||||
@@ -1,4 +1,6 @@
|
||||
#!/bin/bash
|
||||
set -e
|
||||
rm -rf build-tests
|
||||
cmake -S . -B build-tests -DDUSK_BUILD_TESTS=ON -DDUSK_TARGET_SYSTEM=linux
|
||||
cmake --build build-tests -- -j$(nproc)
|
||||
ctest --output-on-failure --test-dir build-tests
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user