Compare commits
667 Commits
329925ea54
...
segment
| Author | SHA1 | Date | |
|---|---|---|---|
| 43d0593872 | |||
| c0a2ae234f | |||
| ed5c60ac30 | |||
| 8131bcd4d4 | |||
| 4ba11e3363 | |||
| acf2be3f66 | |||
| f5df0195e2 | |||
| d26995b48d | |||
| 617f8120ae | |||
| 06c517c9aa | |||
| 593ed6408c | |||
| fb7d3ed122 | |||
| 19b88ec858 | |||
| 160e65be7f | |||
| 079b0d2cf6 | |||
| 78f1310f41 | |||
| eb1974c113 | |||
| 551409a023 | |||
| a11e14daac | |||
| 7441e15e76 | |||
| 46506228a6 | |||
| 17c49c74cf | |||
| 3f8024d4db | |||
| 8675e44d28 | |||
| 1301d9a718 | |||
| da3db50ca8 | |||
| 2ca6780305 | |||
| be68fe5a35 | |||
| dc41c0e302 | |||
| 51388c90d5 | |||
| f8c9d33df2 | |||
| ed0420fdce | |||
| 47a6f396fa | |||
| 9edb2aa0c1 | |||
| 003b647d83 | |||
| 2849ff8844 | |||
| 9f3089742a | |||
| b286a9bbcd | |||
| 6204e745ba | |||
| bbe0e48d23 | |||
| 79054080c0 | |||
| 81024c4c09 | |||
| 9068d96130 | |||
| 6f47543720 | |||
| 5a08384ae1 | |||
| 45d8fda0e4 | |||
| a9e664492f | |||
| 3c8b6cb2cc | |||
| 2b3abbe13b | |||
| 241a52b94a | |||
| 82c300b077 | |||
| 0f8b629e20 | |||
| 36f6ac65f2 | |||
| a25871a849 | |||
| 57766a9104 | |||
| 3770ae1645 | |||
| d73edb403f | |||
| b14196ff0d | |||
| 88903fee94 | |||
| 1e8311fc04 | |||
| 2b78370cb8 | |||
| 8f78bba9e9 | |||
| 41a4be678e | |||
| 8b2b4b7c3d | |||
| 1f3a29f89d | |||
| c4c93097cd | |||
| eedb7769e6 | |||
| 98db62a4bc | |||
| df48c8e500 | |||
| db9cc0f4c6 | |||
| a79ee429b4 | |||
| 6acfca6d48 | |||
| 1cd6f4cb72 | |||
| 3271e8c7d6 | |||
| 0bcde064af | |||
| 957980b3c5 | |||
| 03eb328d81 | |||
| e1716a741f | |||
| e24707c847 | |||
| 7c4b8c307f | |||
| 109318aeaf | |||
| 1f2657cea0 | |||
| 382c435bac | |||
| 130fe4ca5d | |||
| 31ba3fe127 | |||
| f68b31158f | |||
| 653ca9a72d | |||
| ba7857f4df | |||
| 23e617ea21 | |||
| cdf5a5229c | |||
| f841a35a53 | |||
| efd31237be | |||
| 6502822583 | |||
| a9e6f2b2a5 | |||
| 510a94b42c | |||
| d805be47ce | |||
| f9ea8e380a | |||
| 5cb05beb30 | |||
| 677768e6ab | |||
| ed6c951783 | |||
| 54254348b8 | |||
| 782fd07a8d | |||
| a8fd55cb38 | |||
| d7f515575a | |||
| bafbf2ec2f | |||
| 7415944e0a | |||
| 1ff990ff44 | |||
| 73e73d8772 | |||
| 6d876bb767 | |||
| 2be0fe9f06 | |||
| e1fb082927 | |||
| 65ca5ae4c4 | |||
| 2cea43dc70 | |||
| 44a0700800 | |||
| 1613a378f1 | |||
| deed98a27d | |||
| 9d0cb8fb46 | |||
| d8fe0f6923 | |||
| 581dbc2b3c | |||
| 7301d2ad76 | |||
| 3232a14d1d | |||
| 84c1f88d42 | |||
| 3695b10e4b | |||
| 6da02b25fa | |||
| 3bc544fba1 | |||
| 368d370f49 | |||
| bb29c0edef | |||
| 6edcf75a0c | |||
| 31cc186424 | |||
| 0e94c1fa6d | |||
| 6d9e2dd3e1 | |||
| 4a4adeb3c8 | |||
| ff77f8cfa0 | |||
| 36db89c36e | |||
| a9948142ad | |||
| 8d05510584 | |||
| d373de7a29 | |||
| 1efa9a9f7b | |||
| 0fb3ba2f91 | |||
| 3b4c5b5153 | |||
| 9293aeeec8 | |||
| 03ae83b119 | |||
| abd63cc6cf | |||
| 2e43aa2c44 | |||
| 3d984e13c2 | |||
| 010900fe21 | |||
| ffed626447 | |||
| 61f69af35a | |||
| bd248ee91c | |||
| 194255bffe | |||
| 52ee627079 | |||
| bd4200e707 | |||
| 73e7d6c7f3 | |||
| a41b0e916b | |||
| 19f2a2c616 | |||
| 998601f722 | |||
| 7c3386cf3e | |||
| d161182997 | |||
| 1646dc2dbd | |||
| b640295be2 | |||
| b89ae2391b | |||
| a0fad441d0 | |||
| 340084dac3 | |||
| c78135aa09 | |||
| d19f8bbd30 | |||
| 4205899f5a | |||
| 7dd3940770 | |||
| 00d94e3015 | |||
| 7bacb3ee2b | |||
| 8e49be5ac4 | |||
| 3b94598d2c | |||
| bddc9af3b6 | |||
| 2451d73a7c | |||
| 1dd2efa182 | |||
| acea610773 | |||
| 8f2f1fd496 | |||
| 39c775872a | |||
| bdb3cbd109 | |||
| ff84ce2b04 | |||
| 225f405592 | |||
| 715ecffa18 | |||
| e51cdc8992 | |||
| 133685ea37 | |||
| 6aff98d555 | |||
| acdc524284 | |||
| 1ee5ec7b43 | |||
| 46a5403511 | |||
| 87bfb92576 | |||
| c7a3e5601c | |||
| 4009130f6e | |||
| c91243f6e9 | |||
| 0e3871ac26 | |||
| 55baafec8a | |||
| b5a66993ca | |||
| 0b570b5fd6 | |||
| 378227c377 | |||
| 650645eaff | |||
| 62c71f3fe6 | |||
| 041ec3d710 | |||
| 5f2d871bad | |||
| a30b151e4d | |||
| 5a651d2d1f | |||
| 4b3826edd9 | |||
| bae1ff3759 | |||
| fd82486431 | |||
| c9cd91cbd8 | |||
| c8abd374fe | |||
| 2b9ee8f721 | |||
| d02673e04a | |||
| f0117b8e6e | |||
| bb7c41c754 | |||
| efa583c154 | |||
| d16ea13c14 | |||
| 673d8e0a18 | |||
| 37cfdde1ee | |||
| 0778ffb57a | |||
| 42099f7241 | |||
| c52e1d22b7 | |||
| 0d7b0aadd1 | |||
| 4cd3355ef1 | |||
| 98d70b96d1 | |||
| 64735bdf43 | |||
| 7b87347b77 | |||
| b5b29d7061 | |||
| 9ec21f85a0 | |||
| da1a5a3f1b | |||
| 0885da8d44 | |||
| 8af961c6d3 | |||
| ef5febdde3 | |||
| 6d7fbd3926 | |||
| 2680d373d8 | |||
| 2b2ddb3cf2 | |||
| 85ff95296b | |||
| 314a2de41a | |||
| 26fafab47a | |||
| e56ff20e2d | |||
| 55d44f229d | |||
| 1c5e50cc4d | |||
| ea898da6c2 | |||
| dbb7e9f53c | |||
| cbb68a399d | |||
| 0e794f28b1 | |||
| 87d2d9123e | |||
| 6823a4ddb5 | |||
| 20a7c70081 | |||
| 9caa33b3bb | |||
| 2d7e61460a | |||
| a4b7fb3f44 | |||
| 70056cf4ca | |||
| 5f4ab71ade | |||
| f3adb3257b | |||
| 438edda7fd | |||
| d5b0441e6f | |||
| 9ba0ceb000 | |||
| 9474a68995 | |||
| 09c35f0aa6 | |||
| a2113442cb | |||
| d91808487f | |||
| 933949cc19 | |||
| 407620387d | |||
| 98947dea26 | |||
| ebff7af9b5 | |||
| b23c4b83ae | |||
| c0cff40628 | |||
| 97513e354c | |||
| c277ae7aff | |||
| e1835e6282 | |||
| 5ac21db997 | |||
| ca0e9fc3b2 | |||
| 66ebcb1608 | |||
| ff92a78dda | |||
| 7356286fe0 | |||
| 54e8e68f86 | |||
| d21cd7f78b | |||
| 1d7516982a | |||
| c77a11442c | |||
| 5bd43a4643 | |||
| 9b87dfa1a9 | |||
| 2e3173ea40 | |||
| 68eac7cf83 | |||
| 6709505630 | |||
| af6e962a5d | |||
| 18e6bdabaa | |||
| 9743942eae | |||
| 23062137a8 | |||
| 46f7fb5ccd | |||
| 9c90c49a6b | |||
| 4517b63557 | |||
| 58c239f4b4 | |||
| cc8845ba3e | |||
| 6b69ce2901 | |||
| 55300ed21c | |||
| 7346dd4339 | |||
| 2caf3b92ce | |||
| af2cd72a1f | |||
| 3d455ec1f8 | |||
| 15982d7735 | |||
| 5ae3542bd9 | |||
| b1b02ae24b | |||
| f0964e2c92 | |||
| e9661d2998 | |||
| ea6468f2a9 | |||
| a2b38d3b83 | |||
| d67ef02941 | |||
| 549ebe25d8 | |||
| 9a98348582 | |||
| c5f5b025a6 | |||
| 23eaffa3a7 | |||
| c161809248 | |||
| 4bf26dc818 | |||
| 5dd22fad6c | |||
| 2c3fdf7803 | |||
| e984b9f5d7 | |||
| a3c2e37b17 | |||
| edf1b5a0a3 | |||
| 8efdf59ebd | |||
| 5c4537b2fa | |||
| 71e6079054 | |||
| dd048d9b0d | |||
| 93074d653e | |||
| 9139c4350a | |||
| 38ce768168 | |||
| 82b3dc576c | |||
| 2167889f48 | |||
| e9b02c2acf | |||
| 9ee446431b | |||
| df106e3988 | |||
| d0a057e0ee | |||
| 8b49902bf6 | |||
| 71c1e56564 | |||
| 1b12e67de2 | |||
| 291bb4bb81 | |||
| 342ddb19f8 | |||
| 9c9d2d548e | |||
| d7a0bb4509 | |||
| 2b1a3323a8 | |||
| 99d030003c | |||
| 92a753560b | |||
| af9904c892 | |||
| e5e8c49f6c | |||
| b37e5f45ca | |||
| e1f08b07aa | |||
| 073ee8dca9 | |||
| a26e51cf46 | |||
| dfed732825 | |||
| 87aa70c6d2 | |||
| aa2979ffe7 | |||
| 236e16aa6d | |||
| 184bb970e6 | |||
| bd54469891 | |||
| 2f5dccc3ef | |||
| 592edb90a0 | |||
| 3db7e6b1b9 | |||
| 13c4df0d85 | |||
| ef25fb09da | |||
| 03cf4a9efe | |||
| 53dd36efdd | |||
| ad9e841a42 | |||
| 14f3f464c7 | |||
| cbe51cc8d0 | |||
| efaa3f6eea | |||
| 52cce9a3b0 | |||
| b7b390311e | |||
| c1eeddd14b | |||
| 1a7a55dfc3 | |||
| fe5927ea6a | |||
| 119c794ad7 | |||
| e2076b2c1c | |||
| 5208c5148e | |||
| d80660b097 | |||
| b916d0278b | |||
| d51e13e620 | |||
| 40ad4326ef | |||
| b8afc1684a | |||
| 8348b31ac8 | |||
| 411f2dbcce | |||
| ee89c08160 | |||
| 357607a89f | |||
| 8d6dc2df44 | |||
| 5207582ab3 | |||
| 71768e6154 | |||
| ecbe235523 | |||
| afef079d1e | |||
| df17696c69 | |||
| 065bf0908f | |||
| 5b6755e9cf | |||
| b08482acf1 | |||
| 80c9c1d389 | |||
| bb7db57bda | |||
| 6a83ac767c | |||
| 7e47ef9d74 | |||
| e7ec603526 | |||
| 2d8ae09bd8 | |||
| b2affbc0a7 | |||
| d50bc61ada | |||
| ec6b032b45 | |||
| bc72f48496 | |||
| dcf06fbd36 | |||
| 96311d72c2 | |||
| 07938cccc7 | |||
| 097c8c00f9 | |||
| aa5b41fe31 | |||
| 0d56859d94 | |||
| 1af5f238e4 | |||
| dd697d5650 | |||
| 5cf299a1c7 | |||
| 67bf825cc9 | |||
| 56e1696cd4 | |||
| d955fb6430 | |||
| dd910a31aa | |||
| 708c4d0ec3 | |||
| ad13d6c6a1 | |||
| 1c32158142 | |||
| 5cea284906 | |||
| 13dba8b604 | |||
| 22398ddcef | |||
| 94e2cc6210 | |||
| da3513f63d | |||
| 2c83e4ba9f | |||
| c862071126 | |||
| fed819e9b2 | |||
| c6f4518684 | |||
| 053778a502 | |||
| 78e1ae885a | |||
| 982d28a3e0 | |||
| c2cad858a5 | |||
| 794e0574ad | |||
| c190271565 | |||
| ae8a869f64 | |||
| 69d64eb8e4 | |||
| b2f2df650a | |||
| 6af570fab2 | |||
| 9ed902017c | |||
| 32b41c98e1 | |||
| 6bdb4ae30d | |||
| 25dc97e3cc | |||
| cc85983736 | |||
| 6e78ee188d | |||
| 9b73f1717f | |||
| c7b9a53535 | |||
| 2b9be6675c | |||
| fb93453482 | |||
| 81b08b2eba | |||
| d1b03c4cb3 | |||
| 9544d15a18 | |||
| 0392dd0e7f | |||
| 9c25fde548 | |||
| 2c9d0c6cff | |||
| 9897dbe031 | |||
| e78f117cfd | |||
| 07afc3813a | |||
| d788de8637 | |||
| d749ac8a91 | |||
| f71c271c97 | |||
| e1d7b7308f | |||
| 26a71a823a | |||
| 5e39097faa | |||
| 0df7845f2c | |||
| af5bf987c8 | |||
| 024ace1078 | |||
| 8d00fe9d16 | |||
| ab422b14dd | |||
| 95c0690216 | |||
| 6cb80e9e23 | |||
| 83b799caa8 | |||
| a793ac2ff7 | |||
| aec937b04b | |||
| 8ee46fd204 | |||
| 726233e55f | |||
| 7940f4c487 | |||
| b16dbaceec | |||
| f39b2060a8 | |||
| aed202ebf9 | |||
| a495179e5f | |||
| 4e1b404820 | |||
| 8c74ee31e0 | |||
| 77d3c54ebb | |||
| b5de39926b | |||
| 3a8dafbb91 | |||
| 6b22f547fe | |||
| de78be3e25 | |||
| 9f507be7bc | |||
| 9aaf271996 | |||
| b01c0d37b0 | |||
| 538079880d | |||
| fe0529d021 | |||
| d068f0f2c3 | |||
| f9a64b8d54 | |||
| 01cbfaae95 | |||
| f9006a90d5 | |||
| 7daeaee6b5 | |||
| 03218ce20f | |||
| 6f33522c1c | |||
| 3697cc3eef | |||
| 51a1077fda | |||
| 8740c2b165 | |||
| 6ed2bdd4c5 | |||
| c32df89490 | |||
| bd5a67676b | |||
| 903dab49e3 | |||
| 1668c4b0d2 | |||
| 2179a27bf5 | |||
| 6e7a0cba76 | |||
| 69b37b30bc | |||
| ae941a0fdb | |||
| 1b741a81e5 | |||
| edf321515b | |||
| c874e6c197 | |||
| 9a59c22288 | |||
| 750e8840f0 | |||
| cf59989167 | |||
| 7c194ab4b4 | |||
| be422d0a1e | |||
| 68b63d3007 | |||
| 8525138594 | |||
| 7b9f8b190e | |||
| 67f62daa9f | |||
| 0ec701f30b | |||
| c53439066e | |||
| 7278bd0c6f | |||
| b842e5821a | |||
| f7d4cce485 | |||
| 4f502b707f | |||
| 09f182228f | |||
| 69ce48a8b9 | |||
| 5c2788efe4 | |||
| 768323b5b6 | |||
| e203f225e2 | |||
| ab1e2476a0 | |||
| 312f32e786 | |||
| 397466f0a8 | |||
| 1a773cb8ba | |||
| 8441c325fa | |||
| cd4a1afbba | |||
| ae75a932bf | |||
| 0fa2beede4 | |||
| 8e5d5ca1d7 | |||
| 2a68414eec | |||
| 3f1c8e28e9 | |||
| 348531352e | |||
| 6770cc422a | |||
| 7c157e22c7 | |||
| 0cfc6d0503 | |||
| f7fbd16e57 | |||
| 542aeadf0f | |||
| 84593867dc | |||
| 9f23533069 | |||
| 4f8f6a47cb | |||
| 7d7a3f30e6 | |||
| d39ed1ea5a | |||
| 5c8b314689 | |||
| 9953d7d388 | |||
| 5adf8a0773 | |||
| 26bfb912f1 | |||
| c07d0b32a9 | |||
| 562da971e9 | |||
| 3eb24da475 | |||
| 8977d50992 | |||
| 13365dd390 | |||
| aee06f51f0 | |||
| d6c497731f | |||
| f23e26d9da | |||
| ec324e02f2 | |||
| e2ce809762 | |||
| d054cf9e36 | |||
| 943e775364 | |||
| b9ec6523d6 | |||
| 5206d47b43 | |||
| aaa8622956 | |||
| 587d716aae | |||
| 5a8710cc76 | |||
| 307f3a9dec | |||
| eff5fc3d9a | |||
| 5a3004f1d1 | |||
| db589b7d91 | |||
| 0a83175b66 | |||
| bc4776f096 | |||
| ab534bb998 | |||
| cf2aacd75b | |||
| 9f88374627 | |||
| b7d898b505 | |||
| 12c1fb6000 | |||
| 1ce1fdff8d | |||
| 7c11a7e5bc | |||
| 7d46b98310 | |||
| 68c4834a62 | |||
| c9608ad7a7 | |||
| 6ea4132ff9 | |||
| be79356f42 | |||
| d4a2e059d7 | |||
| f3d985ecbc | |||
| bcba693afb | |||
| b4fb7bf99f | |||
| 3ef6205ea3 | |||
| 3feb43fdad | |||
| d74226dab1 | |||
| 5c3db5d991 | |||
| bcb8bea0fe | |||
| 0c0650a2c3 | |||
| 2c0fd84c72 | |||
| 81cd03e0c3 | |||
| 349e6e7c94 | |||
| c4c43b23ad | |||
| 7622f81309 | |||
| c31bcf7f6a | |||
| fef31b9102 | |||
| 20cf016b06 | |||
| 67604eca8d | |||
| 46f820690d | |||
| e36256abe3 | |||
| b00ca3d48c | |||
| cf2e6bf382 | |||
| fc52afdb00 | |||
| 85434b4edb | |||
| f3a6c8df71 | |||
| 6e5c5f61db | |||
| 12c31ba9d1 | |||
| ea50d893d4 | |||
| bacd0e6e39 | |||
| c0cd4ead04 | |||
| 4b04fc65ad | |||
| 83243ba32f | |||
| a734ecaa10 | |||
| 22e2f703db | |||
| 28174b8dc8 | |||
| 061352bcff | |||
| 2f40724258 | |||
| a45a2a5bd7 | |||
| 08221af3f8 | |||
| f799690d3c | |||
| 07ab2b4b02 | |||
| cafeda4368 | |||
| 517b39649c | |||
| 067b0d2e9f | |||
| 9b98181d28 | |||
| 46a94ecacd | |||
| 964a9f64f2 | |||
| b4d94c2cbe | |||
| 268e9ffefd | |||
| c8f8170ec2 | |||
| 8b20f0bf31 | |||
| fe9af039fc | |||
| 6fad5bef4a | |||
| 16a0403fd4 | |||
| e32d1f0900 | |||
| 3f37b7cdb5 | |||
| 059ccf41b6 | |||
| 1af2b8f47b | |||
| 87f18d0e13 | |||
| 8de12da1ec | |||
| 71080682cc | |||
| f915a4208b | |||
| 14c41d33a7 | |||
| 3e61d6f84d | |||
| 4541d5219b | |||
| 3ce1566a2e | |||
| 368729f0f3 | |||
| 127392a1ae | |||
| af1329710d | |||
| 30232d1275 | |||
| 31fa4948d5 | |||
| 6c11096fd2 | |||
| 7a90d2d38f | |||
| a543bc7c00 | |||
| 8af2f044ed | |||
| 947f21cac7 | |||
| 479aad2f06 |
@@ -0,0 +1,88 @@
|
||||
# Animation System
|
||||
|
||||
Source: `src/dusk/animation/`
|
||||
|
||||
## Overview
|
||||
|
||||
The animation system provides time-based keyframe interpolation with
|
||||
pluggable easing functions. It is intentionally minimal -- no skeleton,
|
||||
no blending, no state machine. Animations produce a single `float_t`
|
||||
value at a given time, which callers apply to whatever property they
|
||||
are animating.
|
||||
|
||||
## Keyframes (`keyframe.h`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
float_t time; // time in seconds this keyframe is at
|
||||
float_t value; // the value at this keyframe
|
||||
easingtype_t easing; // easing applied between this frame and the next
|
||||
} keyframe_t;
|
||||
```
|
||||
|
||||
## Animation (`animation.h`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
keyframe_t *keyframes; // caller-owned array
|
||||
uint16_t keyframeCount;
|
||||
} animation_t;
|
||||
|
||||
void animationInit(
|
||||
animation_t *anim,
|
||||
keyframe_t *keyframes,
|
||||
uint16_t keyframeCount
|
||||
);
|
||||
|
||||
float_t animationGetValue(animation_t *anim, float_t time);
|
||||
// Returns the interpolated value at the given time.
|
||||
// Before the first keyframe: returns the first keyframe's value.
|
||||
// After the last keyframe: returns the last keyframe's value.
|
||||
```
|
||||
|
||||
## Easing functions (`easing.h`)
|
||||
|
||||
```c
|
||||
typedef float_t (*easingfn_t)(float_t t); // t in [0, 1], out in [0, 1]
|
||||
|
||||
extern const easingfn_t EASING_FUNCTIONS[EASING_COUNT];
|
||||
|
||||
float_t easingApply(easingtype_t type, float_t t);
|
||||
```
|
||||
|
||||
Available easing types:
|
||||
|
||||
```
|
||||
EASING_LINEAR
|
||||
EASING_IN_SINE EASING_OUT_SINE EASING_IN_OUT_SINE
|
||||
EASING_IN_QUAD EASING_OUT_QUAD EASING_IN_OUT_QUAD
|
||||
EASING_IN_CUBIC EASING_OUT_CUBIC EASING_IN_OUT_CUBIC
|
||||
EASING_IN_QUART EASING_OUT_QUART EASING_IN_OUT_QUART
|
||||
EASING_IN_BACK EASING_OUT_BACK EASING_IN_OUT_BACK
|
||||
```
|
||||
|
||||
## Usage pattern
|
||||
|
||||
```c
|
||||
// Declare keyframes statically (no allocation):
|
||||
static keyframe_t kfs[] = {
|
||||
{ .time = 0.0f, .value = 0.0f, .easing = EASING_OUT_CUBIC },
|
||||
{ .time = 1.0f, .value = 1.0f, .easing = EASING_LINEAR },
|
||||
};
|
||||
|
||||
animation_t anim;
|
||||
animationInit(&anim, kfs, 2);
|
||||
|
||||
// In update loop:
|
||||
float_t alpha = animationGetValue(&anim, TIME.time);
|
||||
// Apply alpha to whatever is being animated.
|
||||
```
|
||||
|
||||
## Design notes
|
||||
|
||||
- Keyframe arrays are caller-owned and not copied. Use static or
|
||||
long-lived arrays; do not allocate per-frame.
|
||||
- The system has no notion of looping -- wrap `time` with `fmodf` if
|
||||
you need a repeating animation.
|
||||
- For multi-property animations, use multiple `animation_t` instances
|
||||
sharing the same time source.
|
||||
@@ -0,0 +1,125 @@
|
||||
# Asset System
|
||||
|
||||
Source: `src/dusk/asset/`
|
||||
|
||||
## Overview
|
||||
|
||||
All game assets are packed into a single ZIP archive named `dusk.dsk`
|
||||
(`ASSET_FILE_NAME`). The asset system loads entries from this archive
|
||||
asynchronously on a background thread, caches them, and provides
|
||||
synchronous blocking access when an asset is required immediately.
|
||||
|
||||
## Key limits
|
||||
|
||||
| Constant | Value | Meaning |
|
||||
|----------|-------|---------|
|
||||
| `ASSET_LOADING_COUNT_MAX` | 4 | Concurrent in-flight loads |
|
||||
| `ASSET_ENTRY_COUNT_MAX` | 128 | Cached entries |
|
||||
|
||||
## Top-level API (`asset.h`)
|
||||
|
||||
```c
|
||||
errorret_t assetInit(); // Open dusk.dsk, start background thread
|
||||
void assetUpdate(); // Dispatch completed-load callbacks (main thread)
|
||||
errorret_t assetDispose(); // Wait for loads, close archive
|
||||
|
||||
assetentry_t *assetGetEntry(
|
||||
const char_t *path,
|
||||
assetloadertype_t type,
|
||||
assetloaderinput_t *input
|
||||
); // Get (or create) a cache entry; does NOT start loading
|
||||
|
||||
errorret_t assetRequireLoaded(assetentry_t *entry);
|
||||
// Block the calling thread until this entry is fully loaded.
|
||||
// Only safe to call from the main thread.
|
||||
|
||||
void assetLock(assetentry_t *entry);
|
||||
void assetUnlock(assetentry_t *entry);
|
||||
// Reference counting. Lock before using loaded data; unlock when done.
|
||||
// The entry will not be evicted while locked.
|
||||
```
|
||||
|
||||
## Asset entry states
|
||||
|
||||
Each cache entry goes through a state machine:
|
||||
|
||||
```
|
||||
IDLE -> QUEUED -> READING (async) -> PROCESSING (sync, main thread) -> LOADED
|
||||
-> ERROR
|
||||
```
|
||||
|
||||
- **READING** runs on the background loader thread (file I/O).
|
||||
- **PROCESSING** runs on the main thread (GPU uploads, parsing finalization).
|
||||
- Once LOADED, data is available in `entry->data`.
|
||||
|
||||
## Loader types
|
||||
|
||||
Loader types are registered in the `ASSET_LOADER_CALLBACKS[]` table.
|
||||
Each type implements three callbacks: `loadSync`, `loadAsync`, `dispose`.
|
||||
|
||||
| `assetloadertype_t` | Data read | Description |
|
||||
|---------------------|-----------|-------------|
|
||||
| `ASSET_LOADER_TYPE_TEXTURE` | STB image | Loads image bytes async, creates GPU texture sync |
|
||||
| `ASSET_LOADER_TYPE_TILESET` | `.dtf` binary | Custom tile format (magic, version, grid, UVs) |
|
||||
| `ASSET_LOADER_TYPE_MESH` | `.stl` | STL mesh with configurable axis orientation |
|
||||
| `ASSET_LOADER_TYPE_JSON` | yyjson | Up to 256 KB; parsed async |
|
||||
| `ASSET_LOADER_TYPE_LOCALE` | Gettext `.po` | PO parser with plural-form expression evaluation |
|
||||
| `ASSET_LOADER_TYPE_SCRIPT` | JS source | JerryScript module |
|
||||
|
||||
## Adding a new loader type
|
||||
|
||||
1. Add an enum value before `_COUNT` in `assetloadertype_t`
|
||||
(`src/dusk/asset/loader/assetloader.h`).
|
||||
2. Add fields to the input/loading/output unions in `assetloader.h`.
|
||||
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
|
||||
`assetXxxDispose` in `src/dusk/asset/loader/xxx/`.
|
||||
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
|
||||
`src/dusk/asset/loader/assetloader.c`.
|
||||
5. If user-facing, create a JS module and a `.d.ts` file (see `CLAUDE.md`).
|
||||
|
||||
## Asset batch (`assetbatch.h`)
|
||||
|
||||
`assetbatch_t` groups multiple asset requests into a single logical
|
||||
load. All entries in the batch start loading concurrently. The batch
|
||||
fires a completion callback once every entry has reached LOADED (or
|
||||
ERROR).
|
||||
|
||||
```c
|
||||
assetbatch_t batch;
|
||||
assetBatchInit(&batch, entries, count, onComplete, user);
|
||||
assetBatchStart(&batch);
|
||||
// ... later, after assetUpdate() fires the callback ...
|
||||
assetBatchDispose(&batch);
|
||||
```
|
||||
|
||||
## Usage pattern
|
||||
|
||||
```c
|
||||
// 1. Get or create the cache entry (no I/O yet).
|
||||
assetentry_t *tex = assetGetEntry(
|
||||
"textures/hero.png",
|
||||
ASSET_LOADER_TYPE_TEXTURE,
|
||||
NULL
|
||||
);
|
||||
assetLock(tex);
|
||||
|
||||
// 2. Option A -- non-blocking: check tex->state each frame.
|
||||
// Option B -- blocking (main thread only):
|
||||
errorChain(assetRequireLoaded(tex));
|
||||
|
||||
// 3. Use the loaded data.
|
||||
texture_t *t = &tex->data.texture;
|
||||
|
||||
// 4. Release when done.
|
||||
assetUnlock(tex);
|
||||
```
|
||||
|
||||
## Error macros (inside loader implementations)
|
||||
|
||||
```c
|
||||
assetLoaderErrorThrow("msg %d", val); // errorThrow equivalent
|
||||
assetLoaderErrorChain(someCall()); // errorChain equivalent
|
||||
```
|
||||
|
||||
Use these instead of the bare error macros inside loader callbacks so
|
||||
that failures include the loader context in the stack trace.
|
||||
@@ -0,0 +1,116 @@
|
||||
# Build System
|
||||
|
||||
Dusk uses CMake exclusively. Every source subdirectory owns its own
|
||||
`CMakeLists.txt`; the root file only wires them together.
|
||||
|
||||
## Golden rule
|
||||
|
||||
**Never add source files to the root `CMakeLists.txt` directly.**
|
||||
|
||||
Every `.c` file is registered in the `CMakeLists.txt` that lives in
|
||||
the same directory (or a direct parent within the same module):
|
||||
|
||||
```cmake
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
myfile.c
|
||||
)
|
||||
```
|
||||
|
||||
## Configuration variables
|
||||
|
||||
| Variable | Purpose |
|
||||
|------------------------|----------------------------------------------|
|
||||
| `DUSK_TARGET_SYSTEM` | Selects the platform (see `.claude/platforms.md`) |
|
||||
| `DUSK_BUILD_TESTS` | Enables the test suite (`ON` / `OFF`) |
|
||||
| `CMAKE_TOOLCHAIN_FILE` | Cross-compiler toolchain for console targets |
|
||||
| `CMAKE_BUILD_TYPE` | `Debug` / `Release` / `RelWithDebInfo` |
|
||||
|
||||
## Typical configure + build
|
||||
|
||||
```sh
|
||||
# Linux debug build
|
||||
cmake -B build -DDUSK_TARGET_SYSTEM=linux -DCMAKE_BUILD_TYPE=Debug
|
||||
cmake --build build
|
||||
|
||||
# Linux with tests
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=linux \
|
||||
-DDUSK_BUILD_TESTS=ON \
|
||||
-DCMAKE_BUILD_TYPE=Debug
|
||||
cmake --build build
|
||||
ctest --test-dir build
|
||||
```
|
||||
|
||||
## Module layout convention
|
||||
|
||||
Each logical module under `src/` gets its own directory:
|
||||
|
||||
```
|
||||
src/dusk/ Platform-agnostic core
|
||||
src/dusk<platform>/ Platform-specific impl (one dir per target)
|
||||
```
|
||||
|
||||
Within a module, subdirectories mirror subsystem boundaries
|
||||
(`asset/`, `entity/`, `script/`, etc.). Each subdirectory has its own
|
||||
`CMakeLists.txt` that is `add_subdirectory()`-included by its parent.
|
||||
|
||||
## Adding a new source file
|
||||
|
||||
1. Create `src/.../myfile.c` (and `myfile.h` if needed).
|
||||
2. Open the `CMakeLists.txt` in the same directory.
|
||||
3. Add `myfile.c` to the `target_sources(...)` block.
|
||||
4. Do **not** touch any parent or root `CMakeLists.txt`.
|
||||
|
||||
## Platform-conditional sources
|
||||
|
||||
Wrap platform-only files in a generator expression or `if()` block:
|
||||
|
||||
```cmake
|
||||
if(DUSK_TARGET_SYSTEM STREQUAL "psp")
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
mypspfile.c
|
||||
)
|
||||
endif()
|
||||
```
|
||||
|
||||
## Embedding JS files (`dusk_embed_js`)
|
||||
|
||||
Source: `cmake/modules/duskjs2c.cmake`
|
||||
|
||||
The `dusk_embed_js()` CMake function embeds a `.js` source file as a
|
||||
C string constant in a generated header. It is used to ship script
|
||||
module code alongside the engine binary without a separate file load.
|
||||
|
||||
```cmake
|
||||
dusk_embed_js(
|
||||
TARGET ${DUSK_LIBRARY_TARGET_NAME}
|
||||
JS_FILE path/to/mymodule.js
|
||||
# NAME is optional; defaults to uppercase stem + "_JS"
|
||||
# e.g. "mymodule.js" -> "MYMODULE_JS"
|
||||
NAME MY_CUSTOM_NAME
|
||||
)
|
||||
```
|
||||
|
||||
The generated header is placed in
|
||||
`${DUSK_GENERATED_HEADERS_DIR}/<stem>_js.h` and defines:
|
||||
|
||||
```c
|
||||
static const char MY_CUSTOM_NAME[] = "... js source ...";
|
||||
static const size_t MY_CUSTOM_NAME_SIZE = sizeof(MY_CUSTOM_NAME) - 1;
|
||||
```
|
||||
|
||||
Under the hood it calls `python -m tools.js2c` from the repo root.
|
||||
The header is generated at build time; include it in the `.c` file
|
||||
that registers the JS module, then pass `NAME` and `NAME_SIZE` to
|
||||
`jerry_eval()` (or the equivalent module load helper).
|
||||
|
||||
## Tests
|
||||
|
||||
- Test files live in `test/` mirroring the `src/dusk/` structure.
|
||||
- Enable with `-DDUSK_BUILD_TESTS=ON`.
|
||||
- Uses cmocka; include `dusktest.h` in every test file.
|
||||
- Every test must assert `memoryGetAllocatedCount() == 0` at teardown
|
||||
to catch allocator leaks.
|
||||
- Test function signature: `static void test_something(void **state)`
|
||||
@@ -0,0 +1,92 @@
|
||||
# Console
|
||||
|
||||
Source: `src/dusk/console/`
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The console is a lightweight in-engine debug overlay. It maintains a
|
||||
fixed-size ring buffer of text lines and can render them to the screen
|
||||
as an overlay. On Linux (where `DUSK_CONSOLE_POSIX` is defined), it
|
||||
also reads commands from stdin on a background thread, allowing
|
||||
interactive input during development without pausing the game loop.
|
||||
|
||||
---
|
||||
|
||||
## Limits
|
||||
|
||||
| Constant | Value |
|
||||
|----------|-------|
|
||||
| `CONSOLE_LINE_MAX` | 512 chars per line |
|
||||
| `CONSOLE_HISTORY_MAX` | 16 lines in the ring buffer |
|
||||
| `CONSOLE_EXEC_BUFFER_MAX` | 32 pending execution slots |
|
||||
|
||||
---
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
char_t line[CONSOLE_HISTORY_MAX][CONSOLE_LINE_MAX]; // ring buffer
|
||||
bool_t visible;
|
||||
|
||||
#ifdef DUSK_CONSOLE_POSIX
|
||||
threadmutex_t printMutex; // guards ring buffer on POSIX targets
|
||||
#endif
|
||||
} console_t;
|
||||
|
||||
extern console_t CONSOLE;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## API
|
||||
|
||||
```c
|
||||
void consoleInit(void);
|
||||
|
||||
// printf-style print into the ring buffer.
|
||||
// Thread-safe on POSIX (uses printMutex).
|
||||
void consolePrint(const char_t *message, ...);
|
||||
|
||||
// Process any queued script input lines. Must be called from the
|
||||
// main thread once per frame.
|
||||
void consoleUpdate(void);
|
||||
|
||||
// Draw the ring buffer as an overlay in UI space.
|
||||
errorret_t consoleDraw(void);
|
||||
|
||||
void consoleDispose(void);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## POSIX stdin mode (`DUSK_CONSOLE_POSIX`)
|
||||
|
||||
On Linux only (`DUSK_CONSOLE_POSIX`), the console launches a background
|
||||
thread that polls stdin using `poll()` at 75 ms intervals
|
||||
(`CONSOLE_POSIX_POLL_RATE`). Lines typed at the terminal are queued
|
||||
and dispatched on the main thread by `consoleUpdate()`.
|
||||
|
||||
This allows typing commands or JS expressions into the running game
|
||||
without blocking the render loop. The ring buffer is protected by
|
||||
`CONSOLE.printMutex` so `consolePrint` is safe to call from either
|
||||
thread.
|
||||
|
||||
POSIX mode is not available on PSP, Vita, or Dolphin targets.
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- `CONSOLE.visible` controls whether `consoleDraw` renders anything.
|
||||
Toggle it from a debug keybind or always set it to `true` in
|
||||
development builds.
|
||||
- `consolePrint` wraps lines at `CONSOLE_LINE_MAX` -- long messages are
|
||||
truncated. Use multiple calls for long output.
|
||||
- The console is distinct from the error system (`errorThrow` /
|
||||
`errorPrint`). Use `consolePrint` for diagnostic output; use
|
||||
`errorThrow` for recoverable failures.
|
||||
- Log calls (`logDebug`, `logError`) go to the platform's debug output
|
||||
(stdout/stderr), not to the console ring buffer.
|
||||
@@ -0,0 +1,88 @@
|
||||
# Display -- Color
|
||||
|
||||
Source: `build/generated/display/color.h` (generated at build time)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
`color.h` is a generated header. It is not hand-edited -- the source
|
||||
lives in the CMake generator that produces it from platform configuration.
|
||||
Include it via `"display/color.h"`.
|
||||
|
||||
---
|
||||
|
||||
## Types
|
||||
|
||||
```c
|
||||
typedef float_t colorchannelf_t; // float channel [0.0, 1.0]
|
||||
typedef uint8_t colorchannel8_t; // 8-bit channel [0, 255]
|
||||
|
||||
typedef struct { colorchannelf_t r, g, b; } color3f_t;
|
||||
typedef struct { colorchannelf_t r, g, b, a; } color4f_t;
|
||||
typedef struct { colorchannel8_t r, g, b; } color3b_t;
|
||||
typedef struct { colorchannel8_t r, g, b, a; } color4b_t;
|
||||
|
||||
typedef color4b_t color_t; // default: RGBA uint8
|
||||
```
|
||||
|
||||
`color_t` is always `color4b_t` -- four `uint8_t` channels.
|
||||
Most engine APIs (text rendering, UI, mesh vertices) take `color_t`.
|
||||
|
||||
---
|
||||
|
||||
## Constructors
|
||||
|
||||
```c
|
||||
color3f(r, g, b) // float RGB
|
||||
color4f(r, g, b, a) // float RGBA
|
||||
color3b(r, g, b) // uint8 RGB
|
||||
color4b(r, g, b, a) // uint8 RGBA
|
||||
color(r, g, b, a) // alias for color4b
|
||||
colorHex(0xRRGGBBAA) // unpack 32-bit hex into color4b
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Predefined constants
|
||||
|
||||
Each named colour comes in four variants: `_4B` (uint8 RGBA, default),
|
||||
`_3B` (uint8 RGB), `_4F` (float RGBA), `_3F` (float RGB). The bare
|
||||
name (e.g. `COLOR_BLACK`) always resolves to the `_4B` variant.
|
||||
|
||||
| Constant | RGBA (uint8) |
|
||||
|----------|-------------|
|
||||
| `COLOR_BLACK` | 0, 0, 0, 255 |
|
||||
| `COLOR_WHITE` | 255, 255, 255, 255 |
|
||||
| `COLOR_RED` | 255, 0, 0, 255 |
|
||||
| `COLOR_GREEN` | 0, 255, 0, 255 |
|
||||
| `COLOR_BLUE` | 0, 0, 255, 255 |
|
||||
| `COLOR_YELLOW` | 255, 255, 0, 255 |
|
||||
| `COLOR_CYAN` | 0, 255, 255, 255 |
|
||||
| `COLOR_MAGENTA` | 255, 0, 255, 255 |
|
||||
| `COLOR_ORANGE` | 255, 165, 0, 255 |
|
||||
| `COLOR_PURPLE` | 127, 0, 127, 255 |
|
||||
| `COLOR_GRAY` | 127, 127, 127, 255 |
|
||||
| `COLOR_LIGHT_GRAY` | 191, 191, 191, 255 |
|
||||
| `COLOR_DARK_GRAY` | 63, 63, 63, 255 |
|
||||
| `COLOR_BROWN` | 153, 102, 51, 255 |
|
||||
| `COLOR_PINK` | 255, 191, 204, 255 |
|
||||
| `COLOR_LIME` | 191, 255, 0, 255 |
|
||||
| `COLOR_NAVY` | 0, 0, 127, 255 |
|
||||
| `COLOR_TEAL` | 0, 127, 127, 255 |
|
||||
| `COLOR_CORNFLOWER_BLUE` | 99, 147, 237, 255 |
|
||||
| `COLOR_TRANSPARENT` | 0, 0, 0, 0 |
|
||||
| `COLOR_TRANSPARENT_WHITE` | 255, 255, 255, 0 |
|
||||
| `COLOR_TRANSPARENT_BLACK` | 0, 0, 0, 0 |
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- `color_t` uses premultiplied-friendly `uint8_t` channels for
|
||||
compatibility with both OpenGL texture uploads and GX on Dolphin.
|
||||
- For shader uniforms that expect float colours, convert manually:
|
||||
`(float_t)col.r / 255.0f` etc.
|
||||
- The `COLOR_SCRIPT` macro is a C string containing the JS Color class
|
||||
static methods. It is concatenated into the embedded JS runtime
|
||||
during module init (see `.claude/script.md`).
|
||||
@@ -0,0 +1,81 @@
|
||||
# Display -- Screen, Framebuffer, and Size Modes
|
||||
|
||||
Source: `src/dusk/display/`
|
||||
|
||||
See also: `.claude/display-texture.md`, `.claude/display-shader.md`
|
||||
|
||||
---
|
||||
|
||||
## Display size modes
|
||||
|
||||
Two compile-time configurations exist:
|
||||
|
||||
### Fixed size (`DUSK_DISPLAY_WIDTH` + `DUSK_DISPLAY_HEIGHT`)
|
||||
|
||||
The render resolution is constant. Set both defines at CMake configure
|
||||
time. `SCREEN.width` and `SCREEN.height` are compile-time constants.
|
||||
|
||||
### Dynamic size (`DUSK_DISPLAY_SIZE_DYNAMIC`)
|
||||
|
||||
The window can be resized (desktop targets). Instead of fixed defines,
|
||||
set `DUSK_DISPLAY_WIDTH_DEFAULT` and `DUSK_DISPLAY_HEIGHT_DEFAULT`.
|
||||
The screen system renders to an internal framebuffer at a logical
|
||||
resolution and scales/letterboxes to the actual window.
|
||||
|
||||
Screen modes available only with `DUSK_DISPLAY_SIZE_DYNAMIC`:
|
||||
|
||||
| Mode | Behaviour |
|
||||
|------|-----------|
|
||||
| `SCREEN_MODE_BACKBUFFER` | Render directly to the window backbuffer |
|
||||
| `SCREEN_MODE_FIXED_SIZE` | Fixed pixel dimensions; letterboxed |
|
||||
| `SCREEN_MODE_ASPECT_RATIO` | Maintain aspect ratio at all cost |
|
||||
| `SCREEN_MODE_FIXED_HEIGHT` | Fixed height; width expands/contracts |
|
||||
| `SCREEN_MODE_FIXED_WIDTH` | Fixed width; height expands/contracts |
|
||||
| `SCREEN_MODE_FIXED_VIEWPORT_HEIGHT` | Fixed height at higher resolution |
|
||||
|
||||
Configure via `SCREEN.mode` and the corresponding union field before
|
||||
calling `screenInit()`.
|
||||
|
||||
---
|
||||
|
||||
## Framebuffer (`framebuffer.h`)
|
||||
|
||||
```c
|
||||
extern framebuffer_t FRAMEBUFFER_BACKBUFFER;
|
||||
extern const framebuffer_t *FRAMEBUFFER_BOUND;
|
||||
|
||||
// Bind/unbind:
|
||||
frameBufferBind(fb);
|
||||
frameBufferUnbind();
|
||||
|
||||
// Clear (pass flag combination):
|
||||
frameBufferClear(fb, FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH);
|
||||
|
||||
// Dimensions of the currently bound framebuffer:
|
||||
int32_t w = frameBufferGetWidth();
|
||||
int32_t h = frameBufferGetHeight();
|
||||
```
|
||||
|
||||
`FRAMEBUFFER_BACKBUFFER` is the window surface. Off-screen framebuffers
|
||||
are used by the screen system when `DUSK_DISPLAY_SIZE_DYNAMIC` is on.
|
||||
|
||||
---
|
||||
|
||||
## Screen (`screen.h`)
|
||||
|
||||
```c
|
||||
extern screen_t SCREEN;
|
||||
// SCREEN.width, SCREEN.height -- logical render dimensions
|
||||
// SCREEN.aspect -- width / height
|
||||
// SCREEN.background -- clear colour
|
||||
|
||||
errorret_t screenInit();
|
||||
errorret_t screenBind(); // call before rendering game content
|
||||
errorret_t screenUnbind(); // call after game content, before UI
|
||||
errorret_t screenRender(); // blit the internal framebuffer to the window
|
||||
errorret_t screenDispose();
|
||||
```
|
||||
|
||||
`screenBind` / `screenUnbind` / `screenRender` are called by the scene
|
||||
system automatically each frame. Game code normally does not call them
|
||||
directly -- use the JS `render()` hook instead.
|
||||
@@ -0,0 +1,240 @@
|
||||
# Display -- Mesh
|
||||
|
||||
Source: `src/dusk/display/mesh/`
|
||||
|
||||
See also: `.claude/display-spritebatch.md`, `.claude/display-shader.md`
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The mesh system wraps platform-specific GPU geometry buffers behind a
|
||||
common `mesh_t` type. Geometry is described as an array of
|
||||
`meshvertex_t` values and a primitive type. The platform layer
|
||||
(`meshplatform.h`) provides the concrete buffer and draw implementation
|
||||
(VBO on OpenGL, display list or immediate-mode on Dolphin GX).
|
||||
|
||||
---
|
||||
|
||||
## Vertex format (`meshvertex.h`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
#if MESH_ENABLE_COLOR
|
||||
color_t color; // optional per-vertex colour (disabled by default)
|
||||
#endif
|
||||
float_t uv[2]; // texture coordinates (U, V)
|
||||
float_t pos[3]; // position (X, Y, Z)
|
||||
} meshvertex_t;
|
||||
```
|
||||
|
||||
`MESH_ENABLE_COLOR` is a compile-time flag (default 0). Enable it with
|
||||
`-DMESH_ENABLE_COLOR=1` at CMake configure time if per-vertex colouring
|
||||
is needed; be aware this changes the struct size and breaks binary
|
||||
compatibility with pre-built mesh data.
|
||||
|
||||
---
|
||||
|
||||
## Core API (`mesh.h`)
|
||||
|
||||
```c
|
||||
// Platform alias -- do not use meshplatform_t directly.
|
||||
typedef meshplatform_t mesh_t;
|
||||
typedef meshprimitivetypeplatform_t meshprimitivetype_t;
|
||||
|
||||
// Upload vertices to the GPU. Must be called from the main thread.
|
||||
errorret_t meshInit(
|
||||
mesh_t *mesh,
|
||||
const meshprimitivetype_t primitiveType,
|
||||
const int32_t vertexCount,
|
||||
const meshvertex_t *vertices
|
||||
);
|
||||
|
||||
// Flush a range of updated vertices to the GPU (modern targets only).
|
||||
// vertexCount == -1 flushes all vertices.
|
||||
errorret_t meshFlush(
|
||||
mesh_t *mesh,
|
||||
const int32_t vertexOffset,
|
||||
const int32_t vertexCount
|
||||
);
|
||||
|
||||
// Draw the mesh. vertexCount == -1 draws all vertices.
|
||||
errorret_t meshDraw(
|
||||
const mesh_t *mesh,
|
||||
const int32_t vertexOffset,
|
||||
const int32_t vertexCount
|
||||
);
|
||||
|
||||
// Compute the axis-aligned bounding box.
|
||||
void meshGetBounds(const mesh_t *mesh, vec3 outMin, vec3 outMax);
|
||||
|
||||
int32_t meshGetVertexCount(const mesh_t *mesh);
|
||||
|
||||
errorret_t meshDispose(mesh_t *mesh);
|
||||
```
|
||||
|
||||
On constrained targets (GameCube/Wii) `meshFlush` is a no-op -- the
|
||||
hardware reads vertices from main memory directly. Always call it on
|
||||
desktop/mobile targets after modifying vertex data.
|
||||
|
||||
---
|
||||
|
||||
## Primitive generators
|
||||
|
||||
Each generator provides:
|
||||
- A `*Buffer(vertices, ...)` function that writes into a caller-supplied
|
||||
`meshvertex_t` array (no allocation).
|
||||
- A global pre-built `*_MESH_SIMPLE` singleton + `*_MESH_SIMPLE_VERTICES`
|
||||
array initialised at engine startup (for common one-off uses).
|
||||
|
||||
All generators use CCW winding and `MESH_PRIMITIVE_TYPE_TRIANGLES`.
|
||||
|
||||
### Quad (`quad.h`)
|
||||
|
||||
```c
|
||||
#define QUAD_VERTEX_COUNT 6 // two triangles
|
||||
|
||||
// 2D quad in XY plane:
|
||||
void quadBuffer(
|
||||
meshvertex_t *vertices,
|
||||
const float_t minX, const float_t minY,
|
||||
const float_t maxX, const float_t maxY,
|
||||
const float_t u0, const float_t v0,
|
||||
const float_t u1, const float_t v1
|
||||
);
|
||||
|
||||
// 3D quad using full vec3 min/max:
|
||||
void quadBuffer3D(
|
||||
meshvertex_t *vertices,
|
||||
const vec3 min, const vec3 max,
|
||||
const vec2 uvMin, const vec2 uvMax
|
||||
);
|
||||
|
||||
extern mesh_t QUAD_MESH_SIMPLE;
|
||||
```
|
||||
|
||||
The SpriteBatch is built on `quadBuffer3D` internally.
|
||||
|
||||
### Cube (`cube.h`)
|
||||
|
||||
```c
|
||||
#define CUBE_VERTEX_COUNT 36 // 6 faces x 6 vertices
|
||||
|
||||
// Axis-aligned box from min to max:
|
||||
void cubeBuffer(
|
||||
meshvertex_t *vertices,
|
||||
const vec3 min, const vec3 max
|
||||
);
|
||||
|
||||
extern mesh_t CUBE_MESH_SIMPLE; // unit cube (0,0,0) to (1,1,1)
|
||||
```
|
||||
|
||||
### Plane (`plane.h`)
|
||||
|
||||
```c
|
||||
#define PLANE_VERTEX_COUNT 6
|
||||
|
||||
typedef enum {
|
||||
PLANE_AXIS_XY, // flat in XY, normal along +Z (billboard / wall face)
|
||||
PLANE_AXIS_XZ, // flat in XZ, normal along +Y (ground / floor)
|
||||
PLANE_AXIS_YZ, // flat in YZ, normal along +X (side wall)
|
||||
} planeaxis_t;
|
||||
|
||||
void planeBuffer(
|
||||
meshvertex_t *vertices,
|
||||
const planeaxis_t axis,
|
||||
const vec3 min, const vec3 max,
|
||||
const vec2 uvMin, const vec2 uvMax
|
||||
);
|
||||
|
||||
extern mesh_t PLANE_MESH_SIMPLE; // unit XZ plane (0,0,0) to (1,0,1)
|
||||
```
|
||||
|
||||
### Sphere (`sphere.h`)
|
||||
|
||||
```c
|
||||
#define SPHERE_STACKS 8
|
||||
#define SPHERE_SECTORS 16
|
||||
#define SPHERE_VERTEX_COUNT (SPHERE_STACKS * SPHERE_SECTORS * 6)
|
||||
|
||||
void sphereBuffer(
|
||||
meshvertex_t *vertices,
|
||||
const vec3 center,
|
||||
const float_t radius,
|
||||
const int32_t stacks,
|
||||
const int32_t sectors
|
||||
);
|
||||
|
||||
extern mesh_t SPHERE_MESH_SIMPLE; // unit sphere centered at (0,0,0), r=0.5
|
||||
```
|
||||
|
||||
### Capsule (`capsule.h`)
|
||||
|
||||
```c
|
||||
#define CAPSULE_CAP_RINGS 4
|
||||
#define CAPSULE_SECTORS 16
|
||||
// Total vertex count = (2 * capRings + 1) * sectors * 6
|
||||
|
||||
void capsuleBuffer(
|
||||
meshvertex_t *vertices,
|
||||
const vec3 center,
|
||||
const float_t radius,
|
||||
const float_t halfHeight, // half-height of the cylindrical section only
|
||||
const int32_t capRings,
|
||||
const int32_t sectors
|
||||
);
|
||||
|
||||
extern mesh_t CAPSULE_MESH_SIMPLE; // r=0.5, halfHeight=0.5 (total h=2.0)
|
||||
```
|
||||
|
||||
The long axis is always Y. This mirrors the physics capsule body (see
|
||||
`.claude/physics.md`).
|
||||
|
||||
### Triangular prism (`triprism.h`)
|
||||
|
||||
```c
|
||||
#define TRIPRISM_VERTEX_COUNT 24
|
||||
|
||||
// Cross-section triangle defined by three 2D points in XY;
|
||||
// extruded along Z from minZ to maxZ.
|
||||
void triPrismBuffer(
|
||||
meshvertex_t *vertices,
|
||||
const float_t x0, const float_t y0,
|
||||
const float_t x1, const float_t y1,
|
||||
const float_t x2, const float_t y2,
|
||||
const float_t minZ, const float_t maxZ
|
||||
);
|
||||
|
||||
extern mesh_t TRIPRISM_MESH_SIMPLE;
|
||||
// Unit prism: triangle (0,0),(1,0),(0.5,1) extruded z=0 to z=1.
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Custom dynamic mesh
|
||||
|
||||
If you need to update geometry each frame (e.g. a procedural mesh):
|
||||
|
||||
```c
|
||||
static meshvertex_t myVerts[MY_VERT_COUNT];
|
||||
static mesh_t myMesh;
|
||||
|
||||
// On init:
|
||||
// Fill myVerts, then:
|
||||
errorChain(meshInit(&myMesh, MESH_PRIMITIVE_TYPE_TRIANGLES,
|
||||
MY_VERT_COUNT, myVerts));
|
||||
|
||||
// Each frame (after modifying myVerts):
|
||||
errorChain(meshFlush(&myMesh, 0, -1));
|
||||
errorChain(meshDraw(&myMesh, 0, -1));
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- `meshInit` must be called on the **main thread** (GPU upload).
|
||||
- `meshFlush` is required on OpenGL targets when vertices change
|
||||
after init. It is a no-op on Dolphin.
|
||||
- All `_MESH_SIMPLE` globals are initialised during engine startup --
|
||||
do not call `meshInit` on them manually.
|
||||
@@ -0,0 +1,86 @@
|
||||
# Display -- Shader, Material, and Display State
|
||||
|
||||
Source: `src/dusk/display/`
|
||||
|
||||
See also: `.claude/display-core.md`, `.claude/display-texture.md`
|
||||
|
||||
---
|
||||
|
||||
## Shader (`shader.h` + `shaderlist.h`)
|
||||
|
||||
Shaders are platform-abstracted. The current shader list is defined
|
||||
in `shaderlist.h`. Currently only one shader is implemented:
|
||||
|
||||
| Enum | Description |
|
||||
|------|-------------|
|
||||
| `SHADER_LIST_SHADER_UNLIT` | Unlit / flat colour + texture shader |
|
||||
|
||||
```c
|
||||
extern shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT];
|
||||
// SHADER_LIST_DEFS[n].shader is the platform shader object.
|
||||
|
||||
// Bind a shader before drawing:
|
||||
errorret_t shaderBind(shader_t *shader);
|
||||
|
||||
// Upload a mat4 uniform by name:
|
||||
errorret_t shaderSetMatrix(shader_t *shader, const char_t *name, mat4 m);
|
||||
```
|
||||
|
||||
Adding a new shader means adding an entry to `shaderlist.h`, providing
|
||||
platform-specific vertex/fragment sources, and implementing the
|
||||
corresponding material type in `shadermaterial_t`.
|
||||
|
||||
---
|
||||
|
||||
## Shader material (`shadermaterial.h`)
|
||||
|
||||
`shadermaterial_t` is a union over per-shader material structs.
|
||||
Currently contains only the unlit material:
|
||||
|
||||
```c
|
||||
typedef union shadermaterial_u {
|
||||
shaderunlitmaterial_t unlit;
|
||||
} shadermaterial_t;
|
||||
```
|
||||
|
||||
`shaderunlitmaterial_t` fields:
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
color_t color; // tint colour (multiplied with the texture sample)
|
||||
texture_t *texture; // NULL uses TEXTURE_WHITE (solid colour draw)
|
||||
} shaderunlitmaterial_t;
|
||||
```
|
||||
|
||||
The shader exposes uniforms `u_Proj`, `u_View`, `u_Model` (mat4),
|
||||
`u_Texture` (sampler), and `u_Color` (vec4). They are uploaded via
|
||||
`shaderUnlitSetMaterial(shader, material)`.
|
||||
|
||||
A global singleton `SHADER_UNLIT` is the live shader object;
|
||||
`SHADER_UNLIT_DEFINITION` is its platform definition descriptor.
|
||||
|
||||
To use a shader material on a renderable entity:
|
||||
|
||||
1. Set `renderable.type = ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL`.
|
||||
2. Set `renderable.data.material.shaderType` to the desired
|
||||
`shaderlistshadertype_t` value (e.g. `SHADER_LIST_SHADER_UNLIT`).
|
||||
3. Fill in the corresponding union field:
|
||||
`renderable.data.material.material.unlit`.
|
||||
4. Set `renderable.data.material.state.flags` for rasterizer state.
|
||||
|
||||
---
|
||||
|
||||
## Display state (`displaystate.h`)
|
||||
|
||||
`displaystate_t` controls per-draw rasterizer state flags:
|
||||
|
||||
```c
|
||||
DISPLAY_STATE_FLAG_CULL // back-face culling
|
||||
DISPLAY_STATE_FLAG_DEPTH_TEST // depth testing
|
||||
DISPLAY_STATE_FLAG_BLEND // alpha blending
|
||||
```
|
||||
|
||||
Set flags via `data.material.state.flags` on the renderable's material.
|
||||
The default for an uninitialised state is all flags clear (no culling,
|
||||
no depth test, no blending). Most opaque geometry should set at least
|
||||
`CULL | DEPTH_TEST`.
|
||||
@@ -0,0 +1,133 @@
|
||||
# Display -- SpriteBatch
|
||||
|
||||
Source: `src/dusk/display/spritebatch/`
|
||||
|
||||
See also: `.claude/display-mesh.md`, `.claude/display-texture.md`
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The SpriteBatch is the primary 2D rendering primitive. It accumulates
|
||||
axis-aligned quads (sprites) into a shared vertex buffer and draws them
|
||||
in batches. All 2D rendering in the engine -- UI frames, text, tilemaps,
|
||||
HUD -- goes through the global `SPRITEBATCH`.
|
||||
|
||||
The batch flushes automatically when the per-flush limit is reached, or
|
||||
explicitly via `spriteBatchFlush()`.
|
||||
|
||||
---
|
||||
|
||||
## Limits
|
||||
|
||||
| Constant | Value | Meaning |
|
||||
|----------|-------|---------|
|
||||
| `SPRITEBATCH_SPRITES_MAX` | 512 | Total sprites in the vertex buffer |
|
||||
| `SPRITEBATCH_FLUSH_COUNT` | 16 | Number of auto-flush segments |
|
||||
| `SPRITEBATCH_SPRITES_MAX_PER_FLUSH` | 32 | Sprites per auto-flush segment |
|
||||
| `SPRITEBATCH_VERTEX_COUNT` | 3072 | Total vertices (512 * QUAD_VERTEX_COUNT) |
|
||||
|
||||
---
|
||||
|
||||
## Sprite structure
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
vec3 min; // minimum XYZ corner of the quad in world/screen space
|
||||
vec3 max; // maximum XYZ corner of the quad in world/screen space
|
||||
vec2 uvMin; // minimum UV (top-left in [0,1] texture space)
|
||||
vec2 uvMax; // maximum UV (bottom-right in [0,1] texture space)
|
||||
} spritebatchsprite_t;
|
||||
```
|
||||
|
||||
Z in `min` and `max` controls draw depth (further from camera = higher Z
|
||||
in a typical orthographic setup). For flat 2D, set `min.z = max.z = 0`.
|
||||
|
||||
---
|
||||
|
||||
## SpriteBatch struct
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
mesh_t mesh;
|
||||
int32_t spriteCount;
|
||||
int32_t spriteFlush;
|
||||
shader_t *shader;
|
||||
shadermaterial_t material;
|
||||
} spritebatch_t;
|
||||
|
||||
extern spritebatch_t SPRITEBATCH;
|
||||
extern meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT];
|
||||
```
|
||||
|
||||
`SPRITEBATCH_VERTICES` is a separate global (not embedded in the struct)
|
||||
for platform alignment requirements.
|
||||
|
||||
---
|
||||
|
||||
## API
|
||||
|
||||
```c
|
||||
errorret_t spriteBatchInit();
|
||||
errorret_t spriteBatchDispose();
|
||||
|
||||
// Clear the buffer and reset state. Call before starting a new batch.
|
||||
void spriteBatchClear();
|
||||
|
||||
// Append sprites to the buffer. Flushes automatically when the per-flush
|
||||
// segment fills. shader + material are used on the next flush.
|
||||
errorret_t spriteBatchBuffer(
|
||||
const spritebatchsprite_t *sprites,
|
||||
const uint32_t count,
|
||||
shader_t *shader,
|
||||
const shadermaterial_t material
|
||||
);
|
||||
|
||||
// Upload and draw all buffered sprites. Binds shader and applies
|
||||
// material if set. No-op if the buffer is empty.
|
||||
errorret_t spriteBatchFlush();
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Typical usage
|
||||
|
||||
```c
|
||||
// Beginning of a 2D render pass:
|
||||
spriteBatchClear();
|
||||
|
||||
// Build sprites (e.g. via tilesetTileGetUV, then fill spritebatchsprite_t):
|
||||
spritebatchsprite_t s;
|
||||
glm_vec3_copy((vec3){ x, y, 0 }, s.min);
|
||||
glm_vec3_copy((vec3){ x + w, y + h, 0 }, s.max);
|
||||
glm_vec2_copy(uvMin, s.uvMin);
|
||||
glm_vec2_copy(uvMax, s.uvMax);
|
||||
|
||||
shadermaterial_t mat = { .unlit = { .texture = myTexture } };
|
||||
spriteBatchBuffer(&s, 1, myShader, mat);
|
||||
|
||||
// End of pass -- flush remaining sprites:
|
||||
spriteBatchFlush();
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Relationship to other systems
|
||||
|
||||
- **Text rendering** (`textDraw`) internally calls `spriteBatchBuffer`
|
||||
for each glyph and requires a final `spriteBatchFlush()` after drawing.
|
||||
- **UI frames** (`uiFrameDraw`) push 9 quads to the batch without
|
||||
flushing -- the caller or `uitextboxDraw` is responsible for the flush.
|
||||
- **ECS renderables** of type `ENTITY_RENDERABLE_TYPE_SPRITEBATCH` are
|
||||
drawn via the spritebatch in the scene render pipeline.
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- `spriteBatchBuffer` changes the batch's `shader` and `material` fields.
|
||||
If you mix different shaders or textures in one batch, add an explicit
|
||||
`spriteBatchFlush()` call between groups to avoid draws with the wrong
|
||||
material.
|
||||
- The vertex buffer is a static global -- `SPRITEBATCH_VERTICES` must
|
||||
not be written from multiple threads.
|
||||
@@ -0,0 +1,115 @@
|
||||
# Display -- Text Rendering
|
||||
|
||||
Source: `src/dusk/display/text/`
|
||||
|
||||
See also: `.claude/display-spritebatch.md`, `.claude/display-texture.md`
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Text rendering is layered on top of the SpriteBatch. Each character
|
||||
maps to a glyph tile in a bitmap font atlas; `textDraw` builds the
|
||||
corresponding `spritebatchsprite_t` values and pushes them to the
|
||||
global `SPRITEBATCH`. The caller is responsible for flushing the batch.
|
||||
|
||||
---
|
||||
|
||||
## Font type (`font.h`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
texture_t *texture; // glyph atlas texture
|
||||
tileset_t *tileset; // grid describing glyph size + UV layout
|
||||
} font_t;
|
||||
```
|
||||
|
||||
Both pointers are caller-owned. The text system does not allocate or
|
||||
free them.
|
||||
|
||||
```c
|
||||
extern font_t FONT_DEFAULT;
|
||||
```
|
||||
|
||||
`FONT_DEFAULT` is the engine's built-in bitmap font. It is initialised
|
||||
during `textInit()` and available for the engine lifetime.
|
||||
|
||||
---
|
||||
|
||||
## Character range
|
||||
|
||||
```c
|
||||
#define TEXT_CHAR_START '!' // ASCII 33
|
||||
```
|
||||
|
||||
The glyph atlas begins at `'!'` (ASCII 33). Characters below this value
|
||||
-- space, control characters -- are handled specially:
|
||||
|
||||
- `' '` (space) advances the cursor by one tile width without drawing.
|
||||
- Characters below `TEXT_CHAR_START` other than space are skipped.
|
||||
|
||||
---
|
||||
|
||||
## API (`text.h`)
|
||||
|
||||
```c
|
||||
// Initialises the text system and FONT_DEFAULT.
|
||||
errorret_t textInit(void);
|
||||
|
||||
// Disposes of the text system.
|
||||
errorret_t textDispose(void);
|
||||
|
||||
// Draw a null-terminated string at (x, y) in screen/world space.
|
||||
// Pushes sprites to SPRITEBATCH. Caller must call spriteBatchFlush()
|
||||
// after all text has been drawn.
|
||||
errorret_t textDraw(
|
||||
const float_t x,
|
||||
const float_t y,
|
||||
const char_t *text,
|
||||
const color_t color,
|
||||
font_t *font
|
||||
);
|
||||
|
||||
// Measure the bounding box of a string without drawing it.
|
||||
void textMeasure(
|
||||
const char_t *text,
|
||||
const font_t *font,
|
||||
int32_t *outWidth,
|
||||
int32_t *outHeight
|
||||
);
|
||||
|
||||
// Low-level: build a single glyph sprite at position pos.
|
||||
// Returns a spritebatchsprite_t ready for spriteBatchBuffer.
|
||||
spritebatchsprite_t textGetSprite(
|
||||
const vec2 pos,
|
||||
const char_t c,
|
||||
const font_t *font
|
||||
);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Typical usage
|
||||
|
||||
```c
|
||||
// Inside a render callback:
|
||||
errorChain(textDraw(10.0f, 10.0f, "Hello", COLOR_WHITE, &FONT_DEFAULT));
|
||||
errorChain(spriteBatchFlush());
|
||||
```
|
||||
|
||||
If you are also drawing UI frames or other sprites in the same pass,
|
||||
batch all the `textDraw` and `spriteBatchBuffer` calls first, then call
|
||||
`spriteBatchFlush()` once at the end.
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- Text coordinates are in the same space as the scene render (screen
|
||||
space for UI, or world space if placed in the scene).
|
||||
- `textMeasure` returns pixel dimensions based on the font's
|
||||
`tileset.tileWidth` and `tileset.tileHeight`. Use it to centre or
|
||||
right-align text before drawing.
|
||||
- For UI-attached text (dialogue, labels), prefer the `uitextbox_t`
|
||||
system which handles word-wrap and paging automatically
|
||||
(see `.claude/ui.md`).
|
||||
@@ -0,0 +1,86 @@
|
||||
# Display -- Texture, Tileset, and Font
|
||||
|
||||
Source: `src/dusk/display/`
|
||||
|
||||
See also: `.claude/display-core.md`, `.claude/display-shader.md`
|
||||
|
||||
---
|
||||
|
||||
## Texture (`texture.h`)
|
||||
|
||||
```c
|
||||
extern texture_t TEXTURE_WHITE; // 4x4 opaque white; always available
|
||||
|
||||
errorret_t textureInit(
|
||||
texture_t *texture,
|
||||
int32_t width,
|
||||
int32_t height,
|
||||
textureformat_t format,
|
||||
texturedata_t data
|
||||
);
|
||||
errorret_t textureDispose(texture_t *texture);
|
||||
```
|
||||
|
||||
`textureformat_t` and `texture_t` are platform aliases
|
||||
(`textureformatplatform_t`, `textureplatform_t`). On OpenGL targets
|
||||
the format maps to GL texture format constants.
|
||||
|
||||
`texturedata_t` is a union:
|
||||
- `.paletted.indices` + `.paletted.palette` -- for paletted formats
|
||||
- `.rgbaColors` -- for RGBA formats
|
||||
|
||||
### Texture rules
|
||||
|
||||
- Dimensions must be powers of two on PSP and GameCube/Wii. Use
|
||||
`mathNextPowTwo` from `util/math.h` if needed.
|
||||
- Texture upload must happen on the main thread. In the asset loader,
|
||||
this means `loadSync` (not `loadAsync`).
|
||||
- `TEXTURE_WHITE` is always available without loading; use it as a
|
||||
placeholder or for untextured geometry.
|
||||
|
||||
---
|
||||
|
||||
## Tileset (`tileset.h`)
|
||||
|
||||
A tileset subdivides a texture into a uniform grid of tiles.
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
uint16_t tileWidth, tileHeight;
|
||||
uint16_t tileCount;
|
||||
uint16_t columns, rows;
|
||||
vec2 uv; // UV size per tile (pre-computed from grid dimensions)
|
||||
} tileset_t;
|
||||
|
||||
// Get UV rect for a tile by index:
|
||||
void tilesetTileGetUV(
|
||||
const tileset_t *ts, uint16_t tileIndex, vec4 outUV
|
||||
);
|
||||
|
||||
// Get UV rect for a tile by grid position:
|
||||
void tilesetPositionGetUV(
|
||||
const tileset_t *ts, uint16_t column, uint16_t row, vec4 outUV
|
||||
);
|
||||
```
|
||||
|
||||
`outUV` is `{u, v, u2, v2}` in normalised [0, 1] texture space.
|
||||
|
||||
Tilesets are loaded from `.dtf` binary files via
|
||||
`ASSET_LOADER_TYPE_TILESET`. The DTF format stores tile width/height,
|
||||
grid dimensions, and per-tile UV offsets (magic + version header).
|
||||
|
||||
---
|
||||
|
||||
## Font (`font.h`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
texture_t *texture;
|
||||
tileset_t *tileset;
|
||||
} font_t;
|
||||
```
|
||||
|
||||
A font is a tileset-backed texture atlas where each tile is a character
|
||||
glyph. No heap allocation -- both pointers are owned by the caller.
|
||||
Character lookup is by glyph index into the tileset grid. Rendering is
|
||||
handled by the spritebatch system using the tileset UV helpers.
|
||||
@@ -0,0 +1,23 @@
|
||||
# Display System
|
||||
|
||||
Source: `src/dusk/display/`
|
||||
|
||||
## Overview
|
||||
|
||||
The display system is a platform-abstracted rendering layer. Each
|
||||
subsystem (texture, shader, framebuffer, screen) is defined by a core
|
||||
header that requires the platform layer to provide concrete types and
|
||||
hook macros. The OpenGL implementation lives in `src/duskgl/`; the
|
||||
Dolphin (GX) implementation in `src/duskdolphin/`.
|
||||
|
||||
## Subsystem documentation
|
||||
|
||||
| Subsystem | Reference |
|
||||
|-----------|-----------|
|
||||
| Screen size modes, framebuffer, screen | `.claude/display-core.md` |
|
||||
| Texture, tileset, font | `.claude/display-texture.md` |
|
||||
| Shader, shader material, display state | `.claude/display-shader.md` |
|
||||
| Mesh, vertex format, primitive generators | `.claude/display-mesh.md` |
|
||||
| SpriteBatch (2D quad renderer) | `.claude/display-spritebatch.md` |
|
||||
| Text rendering, font, FONT_DEFAULT | `.claude/display-text.md` |
|
||||
| Color types, macros, named constants | `.claude/display-color.md` |
|
||||
+179
@@ -0,0 +1,179 @@
|
||||
# Entity Component System (ECS)
|
||||
|
||||
Source: `src/dusk/entity/`
|
||||
|
||||
## Core concepts
|
||||
|
||||
- **Entity** (`entityid_t` = `uint8_t`) -- a numeric ID. No data of
|
||||
its own; just an index into the entity manager pool.
|
||||
- **Component** -- a plain data struct registered in `componentlist.h`.
|
||||
Stores state; no behaviour.
|
||||
- **System** -- functions that query all entities with a given component
|
||||
type and act on them each tick.
|
||||
|
||||
## Hard limits
|
||||
|
||||
| Constant | Value |
|
||||
|----------|-------|
|
||||
| `ENTITY_COUNT_MAX` | 64 |
|
||||
| `ENTITY_COMPONENT_COUNT_MAX` | 16 per entity |
|
||||
| Total component slots | 1024 (64 x 16) |
|
||||
| Update callbacks per entity | 5 |
|
||||
| Dispose callbacks per entity | 5 |
|
||||
|
||||
`ENTITY_ID_INVALID = 0xFF`, `COMPONENT_ID_INVALID = 0xFF`.
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
extern entitymanager_t ENTITY_MANAGER;
|
||||
// .entities[64] -- entity structs
|
||||
// .components[1024] -- all component data (entity * 16 + comp)
|
||||
// .entitiesWithComponent -- O(1) lookup indexed by [type * 64 + entityId]
|
||||
```
|
||||
|
||||
## Entity lifecycle
|
||||
|
||||
```c
|
||||
entityid_t id = entityManagerAdd(); // reserve first inactive slot
|
||||
entityInit(id); // zero the entity, mark active
|
||||
|
||||
componentid_t posId = entityAddComponent(id, COMPONENT_TYPE_POSITION);
|
||||
componentid_t rendId = entityAddComponent(id, COMPONENT_TYPE_RENDERABLE);
|
||||
|
||||
// Per-frame update (called by entityManagerUpdate):
|
||||
entityUpdate(id);
|
||||
|
||||
// Cleanup:
|
||||
entityDispose(id); // dispose components, mark inactive
|
||||
entityDisposeDeep(id); // dispose self + entire position hierarchy
|
||||
```
|
||||
|
||||
## Component registration (X-macro)
|
||||
|
||||
All component types are declared in a single table in
|
||||
`src/dusk/entity/componentlist.h`:
|
||||
|
||||
```c
|
||||
X(NAME, type_t, fieldName, initFn, disposeFn, renderFn)
|
||||
```
|
||||
|
||||
This generates:
|
||||
- `COMPONENT_TYPE_NAME` enum value
|
||||
- Union field `fieldName` in `componentdata_t`
|
||||
- Entry in `COMPONENT_DEFINITIONS[]` with `init` / `dispose` /
|
||||
`render` function pointers (any may be `NULL`)
|
||||
|
||||
Current registered components:
|
||||
|
||||
| Enum suffix | Struct | Notes |
|
||||
|-------------|--------|-------|
|
||||
| `POSITION` | `entityposition_t` | Transform + parent/child hierarchy |
|
||||
| `CAMERA` | `entitycamera_t` | View matrix setup |
|
||||
| `RENDERABLE` | `entityrenderable_t` | Sprite batch, shader material, or custom draw |
|
||||
| `PHYSICS` | `entityphysics_t` | Physics body (see `.claude/physics.md`) |
|
||||
| `TRIGGER` | `entitytrigger_t` | Collision trigger zone |
|
||||
|
||||
## Accessing component data
|
||||
|
||||
```c
|
||||
void *componentGetData(
|
||||
entityid_t entityId,
|
||||
componentid_t componentId,
|
||||
componenttype_t type
|
||||
);
|
||||
// Returns pointer into the preallocated components pool.
|
||||
// Never NULL for a valid (id, type) pair.
|
||||
```
|
||||
|
||||
Querying all entities with a given type:
|
||||
|
||||
```c
|
||||
entityid_t ids[ENTITY_COUNT_MAX];
|
||||
componentid_t comps[ENTITY_COUNT_MAX];
|
||||
entityid_t count = componentGetEntitiesWithComponent(
|
||||
COMPONENT_TYPE_PHYSICS, ids, comps
|
||||
);
|
||||
```
|
||||
|
||||
## Adding a new component -- checklist
|
||||
|
||||
1. Create `src/dusk/entity/component/<category>/entity<Name>.h/.c`.
|
||||
- Struct: `entity<Name>_t`
|
||||
- `entity<Name>Init(entityid_t, componentid_t)` (required)
|
||||
- `entity<Name>Dispose(entityid_t, componentid_t)` (if needed)
|
||||
2. `#include` the new header in the header block of `componentlist.h`.
|
||||
3. Add an `X(...)` row in `componentlist.h`.
|
||||
4. If JS-facing, add a script module (see `CLAUDE.md`).
|
||||
|
||||
## Position component (`entityposition_t`)
|
||||
|
||||
The position component implements the transform hierarchy and uses lazy
|
||||
evaluation with dirty flags to avoid redundant matrix rebuilds.
|
||||
|
||||
**Dirty flags:**
|
||||
|
||||
| Flag | Meaning |
|
||||
|------|---------|
|
||||
| `ENTITY_POSITION_FLAG_PRS_DIRTY` | Cached position/rotation/scale stale vs localTransform |
|
||||
| `ENTITY_POSITION_FLAG_ROTATION_DIRTY` | Rotation columns of localTransform stale |
|
||||
| `ENTITY_POSITION_FLAG_POSITION_DIRTY` | Position column of localTransform stale |
|
||||
| `ENTITY_POSITION_FLAG_WORLD_DIRTY` | World matrix stale |
|
||||
|
||||
**Hierarchy:** up to 8 children per entity. `entityPositionSetParent()`
|
||||
reparents and maintains the child list. `entityDisposeDeep()` /
|
||||
`entityPositionDisposeDeep()` recursively disposes the entire subtree.
|
||||
|
||||
**Key functions:**
|
||||
|
||||
```c
|
||||
// Local space getters/setters (mark local dirty):
|
||||
entityPositionGetLocalPosition / SetLocalPosition
|
||||
entityPositionGetLocalRotation / SetLocalRotation
|
||||
entityPositionGetLocalScale / SetLocalScale
|
||||
|
||||
// World space getters/setters (ensure world updated):
|
||||
entityPositionGetWorldPosition / SetWorldPosition
|
||||
entityPositionGetWorldRotation / SetWorldRotation
|
||||
entityPositionGetWorldScale / SetWorldScale
|
||||
|
||||
entityPositionSetParent(entityId, parentEntityId, parentComponentId);
|
||||
entityPositionLookAt(entityId, componentId, eye, target, up);
|
||||
entityPositionRebuild(pos); // force immediate matrix rebuild
|
||||
```
|
||||
|
||||
## Renderable component (`entityrenderable_t`)
|
||||
|
||||
Three rendering modes selected via `entityrenderabletype_t`:
|
||||
|
||||
| Mode | Description |
|
||||
|------|-------------|
|
||||
| `ENTITY_RENDERABLE_TYPE_CUSTOM` | User-supplied `draw` callback |
|
||||
| `ENTITY_RENDERABLE_TYPE_SPRITEBATCH` | Up to 64 sprites + texture |
|
||||
| `ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL` | Up to 8 meshes, shader, material, display state |
|
||||
|
||||
Default on init: shader material (white, unlit, depth-tested cube).
|
||||
`priority` (int8_t) controls render order; 0 = automatic.
|
||||
|
||||
## Callback hooks on entities
|
||||
|
||||
Entities support up to 5 registered update callbacks and 5 dispose
|
||||
callbacks. These are used by systems that need per-entity ticks without
|
||||
building a full query loop every frame:
|
||||
|
||||
```c
|
||||
entityUpdateAdd(entityId, updateFn, componentId, user);
|
||||
entityUpdateRemove(entityId, updateFn);
|
||||
|
||||
entityDisposeAdd(entityId, disposeFn, componentId, user);
|
||||
entityDisposeRemove(entityId, disposeFn);
|
||||
```
|
||||
|
||||
## Design rules
|
||||
|
||||
- Components store **data only**. No logic in a component struct or
|
||||
its init beyond setting default values.
|
||||
- Keep components small and focused.
|
||||
- Cross-component access is fine from a system, but a component must
|
||||
never hold a pointer to another component -- use entity IDs.
|
||||
- Systems must not assume component ordering. Use `componentGetEntitiesWithComponent`.
|
||||
@@ -0,0 +1,95 @@
|
||||
# Engine, System, and Log
|
||||
|
||||
Sources: `src/dusk/engine/`, `src/dusk/system/`, `src/dusk/log/`
|
||||
|
||||
---
|
||||
|
||||
## Engine (`engine.h`)
|
||||
|
||||
The engine owns the top-level init / update / dispose loop. Every
|
||||
platform's `main()` calls these three functions in order.
|
||||
|
||||
```c
|
||||
extern engine_t ENGINE;
|
||||
// ENGINE.running -- false causes the main loop to exit
|
||||
// ENGINE.argc / ENGINE.argv -- passed from main()
|
||||
// ENGINE.version -- version string
|
||||
|
||||
errorret_t engineInit(int32_t argc, const char_t **argv);
|
||||
errorret_t engineUpdate(void); // called once per tick
|
||||
errorret_t engineDispose(void);
|
||||
```
|
||||
|
||||
`engineInit` initialises subsystems in order: system, log, assert,
|
||||
display, time, asset, input, physics, script, etc.
|
||||
|
||||
`engineUpdate` steps each subsystem: time, input, physics, script, ECS
|
||||
entities, rendering, audio, network, asset completion callbacks.
|
||||
|
||||
`engineDispose` shuts everything down in reverse order.
|
||||
|
||||
**To exit gracefully:** set `ENGINE.running = false` -- the platform
|
||||
main loop checks this each tick and calls `engineDispose` before
|
||||
returning.
|
||||
|
||||
---
|
||||
|
||||
## System (`system.h`)
|
||||
|
||||
The system module is initialised very early (before most other
|
||||
subsystems) and provides two things:
|
||||
|
||||
### Platform identity
|
||||
|
||||
```c
|
||||
typedef enum { SYSTEM_PLATFORM_LIST } systemplatform_t;
|
||||
|
||||
systemplatform_t systemGetPlatform(void);
|
||||
```
|
||||
|
||||
Platform names come from `systemplatformlist.h` via an X-macro. This
|
||||
lets game code query the runtime platform when compile-time guards are
|
||||
not sufficient (e.g. serializing platform name to a log).
|
||||
|
||||
### Dialog blocking
|
||||
|
||||
Some platforms (PSP, Wii) show OS-level dialogs (Wi-Fi setup, save
|
||||
management) that block the normal game loop. The system module exposes
|
||||
the current dialog state so the engine main loop can adjust:
|
||||
|
||||
```c
|
||||
typedef enum {
|
||||
SYSTEM_DIALOG_TYPE_NONE,
|
||||
SYSTEM_DIALOG_TYPE_RENDER_BLOCKING, // skip render but still tick
|
||||
SYSTEM_DIALOG_TYPE_TICK_BLOCKING, // skip both render and tick
|
||||
} systemdialogtype_t;
|
||||
|
||||
systemdialogtype_t systemGetActiveDialogType(void);
|
||||
```
|
||||
|
||||
`engineUpdate` checks this before calling render / update code.
|
||||
Most platforms always return `SYSTEM_DIALOG_TYPE_NONE`.
|
||||
|
||||
---
|
||||
|
||||
## Log (`log.h`)
|
||||
|
||||
Simple printf-style logging with two levels. Always use these instead
|
||||
of `printf` / `fprintf`.
|
||||
|
||||
```c
|
||||
void logDebug(const char_t *message, ...);
|
||||
// Writes to the debug output (stdout on desktop, platform console
|
||||
// on handhelds). No-op in release builds on some platforms.
|
||||
|
||||
void logError(const char_t *message, ...);
|
||||
// Writes to the error output. On some platforms (PSP) this may
|
||||
// pause execution to ensure the message is visible before continuing.
|
||||
```
|
||||
|
||||
**Do not** use `logDebug` / `logError` for structured error handling --
|
||||
that is what `errorThrow` / `errorChain` are for. Log calls are for
|
||||
human-readable diagnostics only.
|
||||
|
||||
The error system calls `logError` internally when printing a caught
|
||||
error via `errorPrint()`.
|
||||
@@ -0,0 +1,133 @@
|
||||
# Error Handling System
|
||||
|
||||
Source: `src/dusk/error/`
|
||||
|
||||
## Philosophy
|
||||
|
||||
Error handling is return-value based. Functions that can fail return
|
||||
`errorret_t`. There are no exceptions, `errno`, `setjmp`, or global
|
||||
error codes. Each thread has its own isolated error state.
|
||||
|
||||
## Types
|
||||
|
||||
```c
|
||||
typedef uint8_t errorcode_t;
|
||||
|
||||
typedef struct {
|
||||
errorcode_t code;
|
||||
char_t *message; // allocated; freed by errorCatch
|
||||
char_t *lines; // call-stack trace; allocated; freed by errorCatch
|
||||
} errorstate_t;
|
||||
|
||||
typedef struct {
|
||||
errorcode_t code;
|
||||
errorstate_t *state; // NULL on success
|
||||
} errorret_t;
|
||||
```
|
||||
|
||||
**Constants:** `ERROR_OK = 0`, `ERROR_NOT_OK = 1`.
|
||||
|
||||
Error state is thread-local:
|
||||
|
||||
```c
|
||||
extern THREAD_LOCAL errorstate_t ERROR_STATE;
|
||||
```
|
||||
|
||||
Each thread has its own `ERROR_STATE` so concurrent errors never
|
||||
interfere.
|
||||
|
||||
## Macros
|
||||
|
||||
### Throwing an error
|
||||
|
||||
```c
|
||||
errorThrow("message %d", value);
|
||||
// Throws with ERROR_NOT_OK, captures __FILE__ / __func__ / __LINE__.
|
||||
|
||||
errorThrowWithCode(code, "message %d", value);
|
||||
// Same but with a specific error code.
|
||||
```
|
||||
|
||||
Both macros **return from the current function** with an `errorret_t`.
|
||||
Do not call them in void functions.
|
||||
|
||||
### Propagating up the call stack
|
||||
|
||||
```c
|
||||
errorChain(someCall());
|
||||
```
|
||||
|
||||
If `someCall()` returned an error, appends the current location to the
|
||||
stack trace and **returns** that error from the current function.
|
||||
If `someCall()` returned success, execution continues normally.
|
||||
|
||||
### Returning success
|
||||
|
||||
```c
|
||||
errorOk();
|
||||
```
|
||||
|
||||
Returns `errorret_t` with `code == ERROR_OK` and asserts the thread's
|
||||
`ERROR_STATE` is clean (no leftover error). Must be the last statement
|
||||
in a fallible function.
|
||||
|
||||
### Inspecting a result
|
||||
|
||||
```c
|
||||
if(errorIsOk(ret)) { ... }
|
||||
if(errorIsNotOk(ret)) { ... }
|
||||
```
|
||||
|
||||
### Cleaning up
|
||||
|
||||
```c
|
||||
errorCatch(ret);
|
||||
```
|
||||
|
||||
Frees `ret.state->message` and `ret.state->lines`, resets the thread's
|
||||
`ERROR_STATE.code` to `ERROR_OK`. Safe to call on a success return
|
||||
(no-op). **Always call `errorCatch` on errors you are handling** --
|
||||
otherwise the allocated message and stack-trace leak.
|
||||
|
||||
### Logging
|
||||
|
||||
```c
|
||||
errorPrint(ret); // prints code + message + stack trace, returns ret
|
||||
```
|
||||
|
||||
## Typical patterns
|
||||
|
||||
### Fallible function
|
||||
|
||||
```c
|
||||
errorret_t myFunction(int_t x) {
|
||||
if(x < 0) errorThrow("x must be non-negative, got %d", x);
|
||||
errorChain(someOtherFallibleCall(x));
|
||||
errorOk();
|
||||
}
|
||||
```
|
||||
|
||||
### Caller that handles errors
|
||||
|
||||
```c
|
||||
errorret_t ret = myFunction(-1);
|
||||
if(errorIsNotOk(ret)) {
|
||||
errorCatch(errorPrint(ret));
|
||||
// ... fallback logic ...
|
||||
}
|
||||
```
|
||||
|
||||
### Stack trace accumulation
|
||||
|
||||
Each `errorChain()` call appends a line to `ret.state->lines` in the
|
||||
format ` at file:line in function\n`. A deeply chained error produces
|
||||
a full call path readable from `ret.state->lines`.
|
||||
|
||||
## What NOT to do
|
||||
|
||||
- Do not use raw `errno` for in-engine errors.
|
||||
- Do not return an error code integer -- always return `errorret_t`.
|
||||
- Do not ignore an error return without calling `errorCatch` on it if
|
||||
you are not propagating it.
|
||||
- Do not mix assertions with error handling. Assertions are for
|
||||
programmer mistakes; `errorThrow` is for expected failure paths.
|
||||
@@ -0,0 +1,109 @@
|
||||
# Event System
|
||||
|
||||
Source: `src/dusk/event/`
|
||||
|
||||
## Overview
|
||||
|
||||
The event system is a simple publish-subscribe mechanism backed by
|
||||
caller-owned static arrays. There is no heap allocation in the event
|
||||
system itself -- the caller provides the backing storage.
|
||||
|
||||
## API
|
||||
|
||||
```c
|
||||
typedef void (*eventcallback_t)(void *params, void *user);
|
||||
|
||||
typedef struct {
|
||||
eventcallback_t *callbacks;
|
||||
void **users;
|
||||
size_t size;
|
||||
uint32_t count;
|
||||
} event_t;
|
||||
```
|
||||
|
||||
### Initialise
|
||||
|
||||
```c
|
||||
void eventInit(
|
||||
event_t *event,
|
||||
eventcallback_t *callbacks,
|
||||
void **users,
|
||||
size_t size
|
||||
);
|
||||
```
|
||||
|
||||
`callbacks` and `users` are caller-owned arrays of length `size`. Both
|
||||
are zeroed by `eventInit`. `users` may be `NULL` if no subscriber needs
|
||||
a user pointer.
|
||||
|
||||
### Subscribe / unsubscribe
|
||||
|
||||
```c
|
||||
void eventSubscribe(event_t *event, eventcallback_t callback, void *user);
|
||||
void eventUnsubscribe(event_t *event, eventcallback_t callback);
|
||||
```
|
||||
|
||||
The same `(callback, user)` pair may only be subscribed once --
|
||||
`eventSubscribe` asserts on a duplicate. `eventUnsubscribe` is a no-op
|
||||
if the pair is not found. Unsubscribing uses swap-with-last to keep the
|
||||
array packed; ordering is not preserved.
|
||||
|
||||
### Fire
|
||||
|
||||
```c
|
||||
void eventInvoke(const event_t *event, void *params);
|
||||
```
|
||||
|
||||
Calls every subscriber in registration order, passing `params` and
|
||||
each subscriber's `user` pointer.
|
||||
|
||||
## Usage pattern
|
||||
|
||||
Declare the backing arrays alongside the event struct, typically as
|
||||
struct fields or static variables:
|
||||
|
||||
```c
|
||||
#define MY_EVENT_CAPACITY 4
|
||||
|
||||
typedef struct {
|
||||
event_t onComplete;
|
||||
eventcallback_t _completeCbs[MY_EVENT_CAPACITY];
|
||||
void *_completeUsers[MY_EVENT_CAPACITY];
|
||||
} mystate_t;
|
||||
|
||||
// Init:
|
||||
eventInit(
|
||||
&state.onComplete,
|
||||
state._completeCbs,
|
||||
state._completeUsers,
|
||||
MY_EVENT_CAPACITY
|
||||
);
|
||||
|
||||
// Publish:
|
||||
eventInvoke(&state.onComplete, &someParams);
|
||||
|
||||
// Subscribe from outside:
|
||||
eventSubscribe(&state.onComplete, myHandler, myUserPtr);
|
||||
```
|
||||
|
||||
## Constraints
|
||||
|
||||
- Capacity is fixed at init time. Exceeding it is a runtime assertion.
|
||||
- Subscriber order is not stable after an unsubscribe.
|
||||
- `eventInvoke` is synchronous -- all callbacks run on the calling
|
||||
thread before it returns.
|
||||
- Do not subscribe or unsubscribe from inside a callback -- the array
|
||||
may shift during iteration.
|
||||
|
||||
## Where events are used
|
||||
|
||||
| Subsystem | Event | Fires when |
|
||||
|-----------|-------|-----------|
|
||||
| `inputactiondata_t` | `onPressed`, `onReleased` | Action button state changes |
|
||||
| `uitextbox_t` | `onPageComplete` | Typewriter scroll reveals the full page |
|
||||
| `uitextbox_t` | `onLastPage` | Last page is fully scrolled |
|
||||
| `uifullbox_t` | `onTransitionEnd` | Colour transition animation completes |
|
||||
| `uiloading_t` | `onShow` / `onHide` | Loading indicator fade completes |
|
||||
| Asset system | `assetbatch_t` callback | All entries in a batch reach LOADED/ERROR |
|
||||
|
||||
See `.claude/ui.md` for the UI event details.
|
||||
@@ -0,0 +1,187 @@
|
||||
# Input System
|
||||
|
||||
Source: `src/dusk/input/`, platform layers in `src/dusk<platform>/input/`
|
||||
|
||||
## Architecture
|
||||
|
||||
The input system has two layers:
|
||||
|
||||
1. **Action layer** (`inputaction_t`) -- named gameplay inputs, e.g.
|
||||
UP, DOWN, ACCEPT, CANCEL. This is what game code reads.
|
||||
2. **Button layer** (`inputbutton_t`) -- physical hardware inputs, e.g.
|
||||
keyboard key, gamepad button, analog axis, mouse axis. Multiple
|
||||
buttons can bind to the same action (the highest value wins).
|
||||
|
||||
The platform layer implements two hooks:
|
||||
- `inputUpdatePlatform()` -- read hardware state once per frame
|
||||
- `inputButtonGetValuePlatform()` -- return the analog value [0.0, 1.0]
|
||||
for a given button
|
||||
|
||||
## Defined actions
|
||||
|
||||
Actions are defined in `src/dusk/input/input.csv` and code-generated
|
||||
into the `inputaction_t` enum. Current values:
|
||||
|
||||
| Constant | Meaning |
|
||||
|----------|---------|
|
||||
| `INPUT_ACTION_NULL` | Invalid / sentinel (0) |
|
||||
| `INPUT_ACTION_UP` | Up direction |
|
||||
| `INPUT_ACTION_DOWN` | Down direction |
|
||||
| `INPUT_ACTION_LEFT` | Left direction |
|
||||
| `INPUT_ACTION_RIGHT` | Right direction |
|
||||
| `INPUT_ACTION_ACCEPT` | Confirm / primary action |
|
||||
| `INPUT_ACTION_CANCEL` | Back / secondary action |
|
||||
| `INPUT_ACTION_RAGEQUIT` | Quit the application |
|
||||
| `INPUT_ACTION_CONSOLE` | Toggle debug console |
|
||||
| `INPUT_ACTION_POINTERX` | Mouse / pointer X axis |
|
||||
| `INPUT_ACTION_POINTERY` | Mouse / pointer Y axis |
|
||||
| `INPUT_ACTION_COUNT` | Total count (not a valid action) |
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
extern input_t INPUT;
|
||||
// INPUT.actions[INPUT_ACTION_COUNT] -- all action states
|
||||
// INPUT.platform -- platform-specific data
|
||||
```
|
||||
|
||||
## Reading actions (game code)
|
||||
|
||||
```c
|
||||
// Analog value this frame (0.0 - 1.0)
|
||||
float_t inputGetCurrentValue(inputaction_t action);
|
||||
|
||||
// Analog value last frame
|
||||
float_t inputGetLastValue(inputaction_t action);
|
||||
|
||||
// Boolean helpers (built on current/last values)
|
||||
bool_t inputIsDown(inputaction_t action);
|
||||
bool_t inputWasDown(inputaction_t action);
|
||||
bool_t inputPressed(inputaction_t action); // was up, now down
|
||||
bool_t inputReleased(inputaction_t action); // was down, now up
|
||||
|
||||
// Single axis from a neg + pos pair of actions (returns [-1, 1]):
|
||||
float_t inputAxis(inputaction_t neg, inputaction_t pos);
|
||||
|
||||
// 2D axis from four actions (negX/posX/negY/posY):
|
||||
void inputAxis2D(
|
||||
inputaction_t negX, inputaction_t posX,
|
||||
inputaction_t negY, inputaction_t posY,
|
||||
vec2 result
|
||||
);
|
||||
|
||||
// Same four-action axis, normalized to a unit vector via atan2:
|
||||
void inputAngle2D(
|
||||
inputaction_t negX, inputaction_t posX,
|
||||
inputaction_t negY, inputaction_t posY,
|
||||
vec2 result
|
||||
);
|
||||
|
||||
// Deadzone filter (applied to raw axis values)
|
||||
float_t inputDeadzone(float_t value, float_t deadzone);
|
||||
```
|
||||
|
||||
## Binding buttons to actions
|
||||
|
||||
```c
|
||||
void inputBind(inputaction_t action, inputbutton_t button);
|
||||
```
|
||||
|
||||
Each platform's init function calls `inputBind` to wire its hardware
|
||||
buttons to the standard action IDs. Game code should never need to call
|
||||
`inputBind` -- it is set up once during platform init.
|
||||
|
||||
## Button types
|
||||
|
||||
```c
|
||||
INPUT_BUTTON_TYPE_KEYBOARD // SDL scancode (SDL2 targets only)
|
||||
INPUT_BUTTON_TYPE_POINTER // Mouse axes: X, Y, Z, WHEEL_X, WHEEL_Y
|
||||
INPUT_BUTTON_TYPE_TOUCH // Touch (defined, not fully implemented)
|
||||
INPUT_BUTTON_TYPE_GAMEPAD // Digital gamepad buttons
|
||||
INPUT_BUTTON_TYPE_GAMEPAD_AXIS // Analog axes (-1.0 to 1.0 internally)
|
||||
```
|
||||
|
||||
## Events
|
||||
|
||||
Each action has `onPressed` and `onReleased` event callbacks. Subscribe
|
||||
via the event system (see `.claude/events.md`):
|
||||
|
||||
```c
|
||||
eventSubscribe(&INPUT.actions[ACTION_ACCEPT].onPressed, myCallback, NULL);
|
||||
```
|
||||
|
||||
## Platform implementations
|
||||
|
||||
### SDL2 (`src/dusksdl2/input/`)
|
||||
|
||||
Handles Linux, Knulli, and PSP (PSP adds its own button mapping layer
|
||||
on top of SDL2).
|
||||
|
||||
- Keyboard: SDL scancode array from `SDL_GetKeyboardState()`
|
||||
- Pointer: normalized mouse position (0.0-1.0), scroll axes
|
||||
- Gamepad: first available `SDL_GameController`; axis values normalized
|
||||
to [-1.0, 1.0] with deadzone (default 0.2f via `inputGetDeadzoneSDL2`)
|
||||
|
||||
### Dolphin -- GameCube / Wii (`src/duskdolphin/input/`)
|
||||
|
||||
Uses `libogc` PAD API. No keyboard or pointer input -- trying to use
|
||||
those button types is a compile-time `#error`.
|
||||
|
||||
- Gamepad: `PAD_ScanPads()` + `PAD_ButtonsHeld()` for pad 0
|
||||
- Axes: left stick X/Y, C-stick X/Y, L/R triggers (6 total)
|
||||
- Deadzone: hardcoded 0.2f
|
||||
- Default bindings set at init: D-pad/L-stick = directional actions,
|
||||
A = ACCEPT, B = CANCEL, X = CONSOLE, Start = RAGEQUIT
|
||||
|
||||
### PSP (`src/duskpsp/input/`)
|
||||
|
||||
Layered on top of SDL2. `inputInitPSP()` remaps SDL2 controller button
|
||||
constants to PSP button names, then calls `inputBind` to wire them:
|
||||
|
||||
| PSP button | SDL2 constant |
|
||||
|------------|---------------|
|
||||
| Cross | `SDL_CONTROLLER_BUTTON_A` |
|
||||
| Circle | `SDL_CONTROLLER_BUTTON_B` |
|
||||
| Triangle | `SDL_CONTROLLER_BUTTON_Y` |
|
||||
| Square | `SDL_CONTROLLER_BUTTON_X` |
|
||||
| L / R | `SDL_CONTROLLER_BUTTON_LEFTSHOULDER` / `RIGHTSHOULDER` |
|
||||
| L-Stick | `SDL_CONTROLLER_AXIS_LEFTX/Y` |
|
||||
|
||||
### Vita (`src/duskvita/input/`)
|
||||
|
||||
Layered on top of SDL2 (via vitaSDL2). Behaviour is similar to PSP --
|
||||
no keyboard, no pointer, gamepad only.
|
||||
|
||||
## JS module (`Input`)
|
||||
|
||||
The input system is exposed to JS as the global `Input` object with
|
||||
static methods. Action constants are pre-defined as numeric properties
|
||||
on the `Input` object (e.g. `Input.ACCEPT`, `Input.UP`):
|
||||
|
||||
```js
|
||||
// Check if the accept button is held this frame:
|
||||
if(Input.isDown(Input.ACCEPT)) { ... }
|
||||
|
||||
// Was the cancel button just pressed?
|
||||
if(Input.pressed(Input.CANCEL)) { ... }
|
||||
|
||||
// Analog value for the right trigger:
|
||||
var val = Input.getValue(Input.RIGHT);
|
||||
|
||||
// Single axis (-1 to 1) from a neg/pos pair:
|
||||
var h = Input.axis(Input.LEFT, Input.RIGHT);
|
||||
```
|
||||
|
||||
All `Input.*` action constants match the `INPUT_ACTION_*` enum values
|
||||
from the C layer (UP, DOWN, LEFT, RIGHT, ACCEPT, CANCEL, RAGEQUIT,
|
||||
CONSOLE, POINTERX, POINTERY).
|
||||
|
||||
## Platform capability notes
|
||||
|
||||
| Feature | Linux/Knulli | PSP | Vita | GameCube/Wii |
|
||||
|---------|-------------|-----|------|--------------|
|
||||
| Keyboard | Yes (SDL2) | No | No | No |
|
||||
| Pointer/Mouse | Yes (SDL2) | No | No | No |
|
||||
| Gamepad | Yes (SDL2) | Yes (SDL2) | Yes (SDL2) | Yes (PAD) |
|
||||
| Analog axes | Yes | L-Stick only | L-Stick, R-Stick | L-Stick, C-Stick, Triggers |
|
||||
| Touch | Defined, not implemented | -- | -- | -- |
|
||||
@@ -0,0 +1,90 @@
|
||||
# Locale System
|
||||
|
||||
Source: `src/dusk/locale/`, asset loader at
|
||||
`src/dusk/asset/loader/locale/`
|
||||
|
||||
## Overview
|
||||
|
||||
The locale system loads Gettext PO files from the asset archive and
|
||||
provides string lookup with plural-form support and printf-style
|
||||
argument substitution. Locale files live in `locale/` inside `dusk.dsk`.
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
extern localemanager_t LOCALE;
|
||||
// LOCALE.locale -- currently active localeinfo_t
|
||||
// LOCALE.entry -- locked assetentry_t for the current PO file
|
||||
```
|
||||
|
||||
## Initialise and switch locale
|
||||
|
||||
```c
|
||||
errorret_t localeManagerInit();
|
||||
// Defaults to LOCALE_EN_US (locale/en_US.po).
|
||||
|
||||
errorret_t localeManagerSetLocale(const localeinfo_t *locale);
|
||||
// Unlocks the old entry, loads and locks the new one.
|
||||
// Blocks until the new PO file is fully parsed.
|
||||
|
||||
void localeManagerDispose();
|
||||
```
|
||||
|
||||
## Getting a localised string
|
||||
|
||||
```c
|
||||
// Variadic (printf-style args):
|
||||
localeManagerGetText(id, buffer, bufferSize, plural, ...);
|
||||
|
||||
// With a pre-built args array:
|
||||
localeManagerGetTextArgs(id, buffer, bufferSize, plural, args, argCount);
|
||||
```
|
||||
|
||||
Both are macros that delegate to `assetLocaleGetStringWithVA` /
|
||||
`assetLocaleGetStringWithArgs`.
|
||||
|
||||
- `id` -- message ID string (the English key in the PO file)
|
||||
- `plural` -- plural index (0 for singular, 1+ per PO plural rules)
|
||||
- `buffer` -- destination `char_t` array
|
||||
- `bufferSize` -- size of the destination buffer
|
||||
- `...` -- format arguments matching `%s`, `%d`, `%f` placeholders
|
||||
|
||||
## Locale descriptors (`localeinfo_t`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
const char_t *name; // e.g. "en-US"
|
||||
const char_t *file; // path inside dusk.dsk, e.g. "locale/en_US.po"
|
||||
} localeinfo_t;
|
||||
```
|
||||
|
||||
The built-in descriptor is:
|
||||
|
||||
```c
|
||||
static const localeinfo_t LOCALE_EN_US = {
|
||||
.name = "en-US",
|
||||
.file = "locale/en_US.po",
|
||||
};
|
||||
```
|
||||
|
||||
Add new locales by declaring another `localeinfo_t` constant and
|
||||
shipping the corresponding `.po` file in the asset archive.
|
||||
|
||||
## PO file format notes
|
||||
|
||||
The loader (`assetlocaleloader`) parses standard Gettext PO syntax:
|
||||
- `msgid` / `msgstr` pairs
|
||||
- `msgid_plural` / `msgstr[n]` for plural forms
|
||||
- The `Plural-Forms:` header (e.g. `nplurals=2; plural=(n != 1);`)
|
||||
is parsed and evaluated at lookup time
|
||||
|
||||
Argument substitution uses `%s`, `%d`, `%f` placeholders (not
|
||||
standard Gettext `%1` positional args).
|
||||
|
||||
## Adding a new locale
|
||||
|
||||
1. Create `locale/<lang_COUNTRY>.po` with a valid `Plural-Forms:`
|
||||
header and the translated `msgid`/`msgstr` entries.
|
||||
2. Pack it into `dusk.dsk`.
|
||||
3. Add a `localeinfo_t` constant in `localeinfo.h`.
|
||||
4. Call `localeManagerSetLocale()` with the new descriptor to activate.
|
||||
@@ -0,0 +1,132 @@
|
||||
# Network System
|
||||
|
||||
Source: `src/dusk/network/`, platform layers in
|
||||
`src/dusk<platform>/network/`
|
||||
|
||||
## Overview
|
||||
|
||||
The network system provides a platform-agnostic API for detecting and
|
||||
managing a network connection. Higher-level functionality (HTTP, sockets)
|
||||
is not yet implemented in any platform. The system handles the
|
||||
connection lifecycle -- connect, detect disconnect, disconnect -- and
|
||||
reports the current IP address.
|
||||
|
||||
## Implementation status by platform
|
||||
|
||||
| Platform | Connection | IP info | HTTP/Requests | Notes |
|
||||
|----------|-----------|---------|--------------|-------|
|
||||
| **Linux** | Auto (OS) | IPv4 + IPv6 | Not implemented | `getifaddrs()` |
|
||||
| **Knulli** | Auto (OS) | IPv4 + IPv6 | Not implemented | same as Linux |
|
||||
| **PSP** | Manual dialog | IPv4 only | Not implemented | `sceUtilityNetconf`; SSL/HTTP modules commented out |
|
||||
| **GameCube** | Manual DHCP | IPv4 only | Not implemented | `if_config()` stubbed; `net_init()` commented out |
|
||||
| **Wii** | Manual DHCP | IPv4 only | Not implemented | blocking `if_config()` via System Menu Wi-Fi settings |
|
||||
|
||||
## Connection states
|
||||
|
||||
```c
|
||||
typedef enum {
|
||||
NETWORK_STATE_DISCONNECTED,
|
||||
NETWORK_STATE_CONNECTING,
|
||||
NETWORK_STATE_CONNECTED,
|
||||
NETWORK_STATE_DISCONNECTING,
|
||||
} networkstate_t;
|
||||
```
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
extern network_t NETWORK;
|
||||
// NETWORK.state -- current connection state
|
||||
// NETWORK.platform -- platform-specific data
|
||||
// NETWORK.onDisconnect -- callback fired on unexpected disconnect
|
||||
```
|
||||
|
||||
## Core API (`network.h`)
|
||||
|
||||
```c
|
||||
errorret_t networkInit();
|
||||
errorret_t networkUpdate(); // call each frame; detects dropped connections
|
||||
errorret_t networkDispose();
|
||||
|
||||
bool_t networkIsConnected();
|
||||
|
||||
void networkRequestConnection(
|
||||
void (*onConnected)(void *user),
|
||||
void (*onFailed)(errorret_t error, void *user),
|
||||
void (*onDisconnect)(errorret_t error, void *user),
|
||||
void *user
|
||||
);
|
||||
|
||||
void networkRequestDisconnection(
|
||||
void (*onComplete)(void *user),
|
||||
void *user
|
||||
);
|
||||
```
|
||||
|
||||
On platforms that manage their own connection (Linux, macOS, Windows),
|
||||
`networkRequestConnection` immediately calls `onConnected` if a network
|
||||
interface is up, or `onFailed` if not. No `networkPlatformRequestConnection`
|
||||
macro is needed.
|
||||
|
||||
On platforms that require explicit connection (PSP, Wii), the platform
|
||||
implements `networkPlatformRequestConnection` and
|
||||
`networkPlatformRequestDisconnection`.
|
||||
|
||||
## Network info
|
||||
|
||||
```c
|
||||
networkinfo_t networkGetInfo();
|
||||
// Only valid when NETWORK.state == NETWORK_STATE_CONNECTED.
|
||||
```
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
networktype_t type; // NETWORK_TYPE_IPV4 or (ifdef) NETWORK_TYPE_IPV6
|
||||
union {
|
||||
networkinfoipv4_t ipv4; // uint8_t ip[4]
|
||||
networkinfoipv6_t ipv6; // uint8_t ip[16] (requires DUSK_NETWORK_IPV6)
|
||||
};
|
||||
} networkinfo_t;
|
||||
```
|
||||
|
||||
IPv6 support requires the `DUSK_NETWORK_IPV6` compile-time define.
|
||||
|
||||
## Platform-specific notes
|
||||
|
||||
### Linux / Knulli
|
||||
|
||||
Fully functional for connection detection and IP querying. No explicit
|
||||
connect/disconnect step needed -- the OS manages the interface. Uses
|
||||
`getifaddrs()` to find the first non-loopback running interface.
|
||||
|
||||
### PSP
|
||||
|
||||
Connection is asynchronous and driven by a state machine in
|
||||
`networkPSPUpdate()`. The PSP shows the built-in network configuration
|
||||
dialog (`sceUtilityNetconfInitStart`) to let the user pick a Wi-Fi
|
||||
access point.
|
||||
|
||||
HTTP/SSL modules (`psphttp`, `pspssl`) are loaded in commented-out code
|
||||
-- the infrastructure for HTTP exists but is disabled.
|
||||
|
||||
### GameCube
|
||||
|
||||
`net_init()` is commented out. Networking on GameCube is non-functional
|
||||
in the current build.
|
||||
|
||||
### Wii
|
||||
|
||||
Uses `if_config()` (DHCP via libogc) to connect using the Wi-Fi settings
|
||||
stored in Wii System Menu. This call **blocks** the main thread. The
|
||||
connection only works when `DUSK_WII` is defined; the GameCube path
|
||||
always fails.
|
||||
|
||||
## Adding a new platform implementation
|
||||
|
||||
1. Create `src/dusk<platform>/network/network<platform>.h/.c`.
|
||||
2. Implement the five required functions:
|
||||
`Init`, `Update`, `Dispose`, `IsConnected`, `GetInfo`.
|
||||
3. Optionally implement `RequestConnection` and `RequestDisconnection`
|
||||
if the platform requires an explicit connection step.
|
||||
4. Create `networkplatform.h` mapping each `networkPlatform*` macro to
|
||||
your functions, and defining `networkplatform_t`.
|
||||
@@ -0,0 +1,83 @@
|
||||
# Optimization Guidelines
|
||||
|
||||
Dusk must run well on severely resource-constrained hardware. The PSP
|
||||
has 32 MB of RAM and a 333 MHz MIPS CPU. The GameCube has 24 MB of RAM
|
||||
and a 485 MHz PowerPC CPU with no FPU for integer paths. Optimization
|
||||
is not an afterthought -- it is a first-class design constraint.
|
||||
|
||||
## General principles
|
||||
|
||||
- **Measure before optimizing.** Don't guess where bottlenecks are.
|
||||
Profile on the actual target hardware when possible.
|
||||
- **Data-oriented design.** The ECS exists to enable cache-friendly
|
||||
iteration over components. Keep hot data tightly packed (SoA over
|
||||
AoS where it matters).
|
||||
- **Minimize allocations.** Dynamic allocation at runtime is expensive
|
||||
and causes fragmentation. Prefer fixed-size pools, arenas, and
|
||||
pre-allocated arrays.
|
||||
- **Avoid per-frame allocations.** Anything allocated and freed every
|
||||
tick is a red flag. Use scratch buffers or static pools.
|
||||
- **Avoid recursion** on constrained targets -- stack is small.
|
||||
|
||||
## Memory
|
||||
|
||||
| Platform | Total RAM | Notes |
|
||||
|------------|-------------|-----------------------------------|
|
||||
| GameCube | 24 MB | 16 MB main + 8 MB "Aram" (audio) |
|
||||
| Wii | 88 MB | 24 MB MEM1 + 64 MB MEM2 |
|
||||
| PSP | 32 MB | 4 MB reserved for OS |
|
||||
| Vita | 512 MB | Much more headroom |
|
||||
| Linux | Host RAM | Effectively unlimited |
|
||||
|
||||
Treat the GameCube 16 MB main RAM as the worst-case constraint when
|
||||
designing data structures and budgets.
|
||||
|
||||
Always use `memoryAllocate` / `memoryFree` -- never `malloc` / `free`.
|
||||
The engine allocator tracks usage and can enforce budgets per platform.
|
||||
|
||||
## Math
|
||||
|
||||
- Prefer integer math over floating-point on platforms without an FPU.
|
||||
- Use fixed-point arithmetic (`int32_t` with a known scale) for physics
|
||||
and animation on PSP/GameCube where FPU throughput is limited.
|
||||
- SIMD / VFPU (PSP) and paired-singles (GameCube) are available but
|
||||
require platform-guarded code paths under `#ifdef DUSK_PSP` etc.
|
||||
- Avoid `double` entirely -- use `float_t` (32-bit) throughout.
|
||||
|
||||
## Rendering
|
||||
|
||||
- Batch draw calls aggressively. Every draw call has overhead on all
|
||||
platforms; consoles are especially sensitive.
|
||||
- Minimize state changes (texture binds, shader switches, etc.).
|
||||
- Use display lists (GameCube/Wii) and vertex buffer objects (OpenGL)
|
||||
to offload geometry to GPU memory.
|
||||
- Keep texture sizes powers of two. Non-PoT textures are unsupported
|
||||
or have penalties on PSP and GameCube.
|
||||
|
||||
## Asset loading
|
||||
|
||||
- Assets are loaded asynchronously via the asset loader system. Do not
|
||||
block the game loop waiting for assets.
|
||||
- Compress textures to the native format for each platform at build
|
||||
time, not at runtime.
|
||||
- Stream large assets from the filesystem rather than loading them all
|
||||
at startup.
|
||||
|
||||
## Platform-specific notes
|
||||
|
||||
### PSP
|
||||
- The Media Engine (ME) is a second CPU core -- use it for audio and
|
||||
background decompression, not general logic.
|
||||
- VFPU gives 4-wide SIMD floats; use it for matrix and vector math.
|
||||
- Keep the uncached scratchpad (4 KB at 0x00010000) in mind for hot
|
||||
temporary data.
|
||||
|
||||
### GameCube / Wii
|
||||
- The GX display list pipeline is the primary rendering path; avoid
|
||||
immediate-mode GX calls in the hot path.
|
||||
- Texture Compression (CMPR / S3TC equivalent) halves texture memory.
|
||||
- Wii: prefer MEM1 for GPU-accessed data; MEM2 for CPU-only buffers.
|
||||
|
||||
### PSP / Vita
|
||||
- OpenGL ES has a subset of desktop OpenGL. Avoid extensions and
|
||||
features that are not in the ES 1.1 / ES 2.0 core.
|
||||
@@ -0,0 +1,127 @@
|
||||
# Physics System
|
||||
|
||||
Source: `src/dusk/physics/`, entity component at
|
||||
`src/dusk/entity/component/physics/entityphysics.h/.c`
|
||||
|
||||
## Overview
|
||||
|
||||
Dusk uses a lightweight, custom 3D physics simulation with no external
|
||||
library dependency. It is integrated with the ECS: only entities that
|
||||
have both a `COMPONENT_TYPE_PHYSICS` and a `COMPONENT_TYPE_POSITION`
|
||||
component participate in the simulation.
|
||||
|
||||
## Shapes
|
||||
|
||||
```c
|
||||
typedef enum {
|
||||
PHYSICS_SHAPE_CUBE, // Axis-aligned bounding box (AABB)
|
||||
PHYSICS_SHAPE_SPHERE,
|
||||
PHYSICS_SHAPE_CAPSULE, // Y-axis aligned; radius + halfHeight
|
||||
PHYSICS_SHAPE_PLANE, // Infinite plane; normal + distance
|
||||
} physicshapetype_t;
|
||||
```
|
||||
|
||||
All shape pairs are supported by the collision dispatch
|
||||
(`physicsTestShapeVsShape`). See `physicstest.h` for the individual
|
||||
test functions.
|
||||
|
||||
## Body types
|
||||
|
||||
```c
|
||||
typedef enum {
|
||||
PHYSICS_BODY_STATIC, // Never moves; immovable collision surface
|
||||
PHYSICS_BODY_DYNAMIC, // Driven by gravity, velocity, collisions
|
||||
PHYSICS_BODY_KINEMATIC, // Moved programmatically; collides but not
|
||||
// driven by the simulation (e.g. player)
|
||||
} physicsbodytype_t;
|
||||
```
|
||||
|
||||
## World and gravity
|
||||
|
||||
```c
|
||||
extern physicsworld_t PHYSICS_WORLD;
|
||||
// PHYSICS_WORLD.gravity -- default {0, -9.81, 0}
|
||||
```
|
||||
|
||||
The simulation step is driven by `physicsManagerUpdate()`, which is
|
||||
called each fixed-timestep game loop tick. It skips dynamic-timestep
|
||||
sub-steps (`DUSK_TIME_DYNAMIC`).
|
||||
|
||||
## Simulation phases (each step)
|
||||
|
||||
1. **Integrate dynamics** -- apply gravity scaled by `gravityScale`,
|
||||
advance velocity, update position.
|
||||
2. **Dynamic vs static/kinematic** -- resolve penetration and cancel
|
||||
the normal velocity component.
|
||||
3. **Dynamic vs dynamic** -- split penetration 50/50; exchange
|
||||
relative normal velocity.
|
||||
4. **Rebuild transforms** -- call `entityPositionRebuild()` for all
|
||||
affected dynamic bodies.
|
||||
|
||||
`PHYSICS_GROUND_THRESHOLD = 0.707f` -- a collision normal with a Y
|
||||
component above this value sets `onGround = true` on the dynamic body.
|
||||
|
||||
## Entity component (`entityphysics_t`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
physicsbodytype_t type;
|
||||
physicsshape_t shape;
|
||||
vec3 velocity;
|
||||
float_t gravityScale; // default 1.0
|
||||
bool_t onGround; // set by the solver each step
|
||||
} entityphysics_t;
|
||||
```
|
||||
|
||||
Default on init: DYNAMIC body, 0.5m half-extents AABB cube,
|
||||
`gravityScale = 1.0f`.
|
||||
|
||||
### Component API
|
||||
|
||||
```c
|
||||
entityphysics_t *entityPhysicsGet(entityid_t, componentid_t);
|
||||
|
||||
void entityPhysicsSetShape(entityid_t, componentid_t, physicsshape_t);
|
||||
physicsshape_t entityPhysicsGetShape(entityid_t, componentid_t);
|
||||
|
||||
void entityPhysicsSetVelocity(entityid_t, componentid_t, vec3);
|
||||
void entityPhysicsGetVelocity(entityid_t, componentid_t, vec3 dest);
|
||||
void entityPhysicsApplyImpulse(entityid_t, componentid_t, vec3);
|
||||
// No-op on STATIC bodies.
|
||||
|
||||
bool_t entityPhysicsIsOnGround(entityid_t, componentid_t);
|
||||
void entityPhysicsSetBodyType(entityid_t, componentid_t, physicsbodytype_t);
|
||||
physicsbodytype_t entityPhysicsGetBodyType(entityid_t, componentid_t);
|
||||
```
|
||||
|
||||
## Collision detection primitives (`physicstest.h`)
|
||||
|
||||
Each function returns `true` if overlapping and writes the push-out
|
||||
normal (pointing from B toward A) and penetration depth.
|
||||
|
||||
| Function | Shapes |
|
||||
|----------|--------|
|
||||
| `physicsTestAabbVsAabb` | CUBE vs CUBE |
|
||||
| `physicsTestSphereVsSphere` | SPHERE vs SPHERE |
|
||||
| `physicsTestSphereVsAabb` | SPHERE vs CUBE |
|
||||
| `physicsTestSphereVsPlane` | SPHERE vs PLANE |
|
||||
| `physicsTestAabbVsPlane` | CUBE vs PLANE |
|
||||
| `physicsTestCapsuleVsSphere` | CAPSULE vs SPHERE |
|
||||
| `physicsTestCapsuleVsAabb` | CAPSULE vs CUBE |
|
||||
| `physicsTestCapsuleVsPlane` | CAPSULE vs PLANE |
|
||||
| `physicsTestCapsuleVsCapsule` | CAPSULE vs CAPSULE |
|
||||
| `physicsTestShapeVsShape` | Any pair via dispatch |
|
||||
|
||||
Capsules are always Y-axis aligned. Planes are infinite (not half-spaces).
|
||||
|
||||
## Limitations and known gaps
|
||||
|
||||
- No rotation simulation -- bodies do not rotate from collisions.
|
||||
- No friction or damping model yet.
|
||||
- No sleeping / deactivation for resting bodies.
|
||||
- No broad-phase culling: the solver is O(n^2) per phase.
|
||||
This is acceptable up to the ECS entity limit (64 entities) but must
|
||||
be revisited if the entity count grows.
|
||||
- Capsule vs plane uses the bottom/top hemisphere centers as a
|
||||
degenerate approximation -- accurate for large planes but
|
||||
not for thin surfaces.
|
||||
@@ -0,0 +1,288 @@
|
||||
# Platform -- Dolphin (GameCube and Wii)
|
||||
|
||||
`DUSK_TARGET_SYSTEM`: `gamecube` / `wii`
|
||||
Source layer: `src/duskdolphin/`
|
||||
Renderer: libogc GX (native Nintendo hardware)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
GameCube and Wii are collectively called the **Dolphin** targets. They
|
||||
share a single source layer (`src/duskdolphin/`) and a shared CMake base
|
||||
(`cmake/targets/dolphin.cmake`). Individual targets add `DUSK_GAMECUBE`
|
||||
or `DUSK_WII` on top.
|
||||
|
||||
Both are **big-endian** PowerPC platforms. They do **not** use SDL2 or
|
||||
OpenGL -- rendering and input go through `libogc` (the open-source
|
||||
GameCube/Wii SDK) and the GX hardware API directly.
|
||||
|
||||
---
|
||||
|
||||
## Hardware
|
||||
|
||||
| Attribute | GameCube | Wii |
|
||||
|-----------|---------|-----|
|
||||
| CPU | IBM PowerPC 750CL (Gekko), 485 MHz | IBM Broadway (Wii CPU), 729 MHz |
|
||||
| RAM | 24 MB (16 MB MEM1 + 8 MB ARAM) | 88 MB (24 MB MEM1 + 64 MB MEM2) |
|
||||
| GPU | ATI Flipper (GX) | ATI Hollywood (GX) |
|
||||
| Display | 640x480 (480p max) | 640x480 (480p/576i), 480p/1080i via component |
|
||||
| Storage | Memory Card (slots A/B), SD Gecko | SD card, USB, NAND |
|
||||
| Endian | Big-endian | Big-endian |
|
||||
|
||||
Treat the **GameCube 16 MB MEM1** as the worst-case RAM budget for data
|
||||
structures shared between both targets.
|
||||
|
||||
---
|
||||
|
||||
## Compile-time macros
|
||||
|
||||
| Macro | GameCube | Wii | Notes |
|
||||
|-------|---------|-----|-------|
|
||||
| `DUSK_DOLPHIN` | yes | yes | Set by `dolphin.cmake` |
|
||||
| `DUSK_GAMECUBE` | yes | no | |
|
||||
| `DUSK_WII` | no | yes | |
|
||||
| `DUSK_INPUT_GAMEPAD` | yes | yes | |
|
||||
| `DUSK_DISPLAY_WIDTH` | 640 | 640 | |
|
||||
| `DUSK_DISPLAY_HEIGHT` | 480 | 480 | |
|
||||
| `DUSK_THREAD_PTHREAD` | yes | yes | devkitPPC pthreads |
|
||||
| `DUSK_PLATFORM_ENDIAN_BIG` | yes | yes | Not set by cmake -- apply manually |
|
||||
| `DOL` | 1 | 1 | Build type token |
|
||||
| `ISO` | 2 | 2 | Build type token |
|
||||
| `DUSK_DOLPHIN_BUILD_TYPE` | `DOL` or `ISO` | `DOL` or `ISO` | |
|
||||
| `DUSK_DOLPHIN_BUILD_ISO` | if ISO mode | if ISO mode | |
|
||||
|
||||
No `DUSK_SDL2`, no `DUSK_OPENGL`, no `DUSK_INPUT_KEYBOARD`,
|
||||
no `DUSK_INPUT_POINTER`, no `DUSK_TIME_DYNAMIC`.
|
||||
|
||||
Attempting to use `DUSK_INPUT_KEYBOARD` or `DUSK_INPUT_POINTER` causes
|
||||
a compile-time `#error` in `inputdolphin.h`.
|
||||
|
||||
---
|
||||
|
||||
## Endianness
|
||||
|
||||
**Both GameCube and Wii are big-endian.** This is the most critical
|
||||
platform difference from all other targets.
|
||||
|
||||
- All binary asset data (`.dtf` tilesets, STL meshes, DTF headers, etc.)
|
||||
must be byte-swapped when read on Dolphin.
|
||||
- Use `endianLittleToHost32` / `endianLittleToHost16` etc. from
|
||||
`util/endian.h` when reading any multi-byte value from a file.
|
||||
- Save files are stored in little-endian order; the save stream handles
|
||||
this transparently via the `saveFile*` macros.
|
||||
- Network data likewise needs endian conversion.
|
||||
|
||||
See `.claude/util.md` (Endian section) for the full API.
|
||||
|
||||
---
|
||||
|
||||
## Display
|
||||
|
||||
- Fixed 640x480 resolution, driven by GX (the hardware rasteriser).
|
||||
- Uses double-buffered framebuffers:
|
||||
```c
|
||||
typedef struct {
|
||||
void *frameBuffer[2]; // double-buffered
|
||||
int_t whichFrameBuffer;
|
||||
GXRModeObj *screenMode;
|
||||
void *fifoBuffer; // GX command FIFO, 256 KB
|
||||
} displaydolphin_t;
|
||||
```
|
||||
- The GX pipeline uses display lists for efficient draw call batching --
|
||||
avoid immediate-mode GX calls in the hot path.
|
||||
- `CONF_GetAspectRatio()` returns `CONF_ASPECT_4_3` on GameCube (always)
|
||||
and the user's setting on Wii. Use `systemGetAspectRatioDolphin()`.
|
||||
|
||||
---
|
||||
|
||||
## Asset loading
|
||||
|
||||
Two modes are selected at CMake configure time via
|
||||
`DUSK_DOLPHIN_BUILD_TYPE`:
|
||||
|
||||
### DOL mode (default -- `DUSK_DOLPHIN_BUILD_TYPE=DOL`)
|
||||
|
||||
Assets are loaded from `dusk.dsk` on a FAT filesystem -- SD card on Wii
|
||||
(via SD slot), or SD Gecko / SD adapter on GameCube. The loader searches
|
||||
these paths in order:
|
||||
|
||||
```c
|
||||
"/", "/Dusk", "/dusk", "/DUSK",
|
||||
"/apps", "/apps/Dusk", "/apps/dusk", "/apps/DUSK",
|
||||
".", "./Dusk", "./dusk", ...
|
||||
```
|
||||
|
||||
Uses `libfat` for filesystem access.
|
||||
|
||||
### ISO mode (`DUSK_DOLPHIN_BUILD_TYPE=ISO`)
|
||||
|
||||
`dusk.dsk` is read directly off the DVD disc via the libogc DVD driver
|
||||
(`assetdolphindvd.c`). Reads are 32-byte aligned:
|
||||
|
||||
```c
|
||||
#define ASSET_DOLPHIN_DVD_ALIGN 32u
|
||||
```
|
||||
|
||||
The DVD FST (file-system table) is parsed at init to locate the data
|
||||
file. All reads go through `assetDolphinDVDRead(offset, size)` which
|
||||
returns an aligned heap buffer that the caller must free.
|
||||
|
||||
Post-build in ISO mode, `makedolphiniso.py` produces **three disc
|
||||
images** (NTSC-J, NTSC-U, PAL).
|
||||
|
||||
---
|
||||
|
||||
## Input
|
||||
|
||||
Uses libogc `PAD` API. Only GameCube controllers are supported (port 0
|
||||
by default; up to 4 via `PAD_CHANMAX`).
|
||||
|
||||
Available axes (6 total per controller):
|
||||
|
||||
| Axis | Enum |
|
||||
|------|------|
|
||||
| Left stick X/Y | `INPUT_GAMEPAD_AXIS_LEFT_X/Y` |
|
||||
| C-stick X/Y | `INPUT_GAMEPAD_AXIS_C_X/Y` |
|
||||
| L trigger | `INPUT_GAMEPAD_AXIS_TRIGGER_LEFT` |
|
||||
| R trigger | `INPUT_GAMEPAD_AXIS_TRIGGER_RIGHT` |
|
||||
|
||||
Axis values are normalised by dividing the raw 8-bit value by 128.0.
|
||||
Deadzone: 0.2 (hardcoded).
|
||||
|
||||
Default bindings set at init: D-pad/left stick = directional actions,
|
||||
A = ACCEPT, B = CANCEL, X = CONSOLE, Start = RAGEQUIT.
|
||||
|
||||
Wii Remote / Nunchuk / Classic Controller / Pro Controller are not yet
|
||||
implemented (noted as TODO in `inputdolphin.h`).
|
||||
|
||||
---
|
||||
|
||||
## Save system
|
||||
|
||||
Uses the libogc Memory Card API (`CARD_*`) to read/write save slots.
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
card_file cardFile;
|
||||
uint8_t cardBuffer[CARD_WORKAREA] __attribute__((aligned(32)));
|
||||
bool_t mounted;
|
||||
} savedolphin_t;
|
||||
```
|
||||
|
||||
- Default channel: `CARD_SLOTA` (Memory Card slot A).
|
||||
Override via `SAVE_DOLPHIN_CHANNEL`.
|
||||
- Sector size: 8192 bytes (`SAVE_DOLPHIN_SECTOR_SIZE`).
|
||||
- Buffers must be 32-byte aligned (enforced by `__attribute__((aligned(32)))`).
|
||||
- Game code: `DUSK` (4 chars, override via `SAVE_DOLPHIN_GAME_CODE`).
|
||||
- The card must be mounted before any read/write. `saveInitDolphin()`
|
||||
mounts slot A; failures are treated as "no save present".
|
||||
- Save stream handles little-endian encoding transparently -- all data
|
||||
stored little-endian on the card even though the CPU is big-endian.
|
||||
|
||||
---
|
||||
|
||||
## Network
|
||||
|
||||
### GameCube
|
||||
|
||||
`net_init()` is commented out. Networking is **non-functional** on
|
||||
GameCube in the current codebase. The BBA (Broadband Adapter) link
|
||||
library is in a commented `# bba` in `gamecube.cmake`.
|
||||
|
||||
### Wii
|
||||
|
||||
Uses `if_config()` from libogc which reads Wi-Fi settings saved in the
|
||||
Wii System Menu. The call **blocks** the main thread until DHCP
|
||||
completes or fails. Wii network is available only when `DUSK_WII` is
|
||||
defined; the GameCube path always fails immediately.
|
||||
|
||||
IPv6 is not supported on either Dolphin target.
|
||||
|
||||
---
|
||||
|
||||
## Time
|
||||
|
||||
- No `DUSK_TIME_DYNAMIC`. All ticks are fixed 16 ms steps.
|
||||
- Tick source: `__SYS_GetSystemTime()` returns PowerPC bus ticks.
|
||||
- Real time: ticks converted to microseconds via `ticks_to_microsecs()`,
|
||||
then offset from the GameCube epoch (2000-01-01 00:00:00) to the UNIX
|
||||
epoch (1970-01-01 00:00:00) by adding **946 684 800 seconds**.
|
||||
- Timezone: always returned as 0 -- no timezone data without network time.
|
||||
|
||||
---
|
||||
|
||||
## System
|
||||
|
||||
Language and aspect ratio queries:
|
||||
|
||||
```c
|
||||
// Language (used for locale selection):
|
||||
systemGetLanguageDolphin();
|
||||
// -> SYS_GetLanguage() on GameCube
|
||||
// -> CONF_GetLanguage() on Wii
|
||||
|
||||
// Aspect ratio:
|
||||
systemGetAspectRatioDolphin();
|
||||
// -> CONF_ASPECT_4_3 always on GameCube
|
||||
// -> CONF_GetAspectRatio() on Wii (4:3 or 16:9)
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Build and toolchain
|
||||
|
||||
Requires [devkitPro](https://devkitpro.org/) with `devkitPPC` and
|
||||
`libogc` installed.
|
||||
|
||||
```sh
|
||||
# GameCube (SD card / DOL mode)
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=gamecube \
|
||||
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/GameCube.cmake \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
|
||||
# Wii (SD card / DOL mode)
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=wii \
|
||||
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/Wii.cmake \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
|
||||
# Either target in ISO mode
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=gamecube \
|
||||
-DCMAKE_TOOLCHAIN_FILE=/opt/devkitpro/cmake/GameCube.cmake \
|
||||
-DDUSK_DOLPHIN_BUILD_TYPE=ISO \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
```
|
||||
|
||||
Post-build outputs (DOL mode): `Dusk.elf` + `Dusk.dol` (generated by
|
||||
`elf2dol`). Copy `Dusk.dol` and `dusk.dsk` to the SD card.
|
||||
|
||||
Post-build outputs (ISO mode): `Dusk.dol` + disc images in
|
||||
`NTSC-J/`, `NTSC-U/`, `PAL/` subdirectories.
|
||||
|
||||
Dependencies: libogc, devkitPPC, `fat` (DOL mode), cglm, zip, bz2,
|
||||
zstd, z, lzma, m.
|
||||
|
||||
---
|
||||
|
||||
## Gotchas
|
||||
|
||||
- **Big-endian is the most common source of bugs** when porting code
|
||||
from Linux. Always use `endian.h` utilities for file I/O and network.
|
||||
- Memory is tight on GameCube -- 16 MB MEM1 must hold code, stack, heap,
|
||||
framebuffers (2x 640x480x2 bytes), and the GX FIFO (256 KB).
|
||||
- GX display lists are the correct rendering path; immediate-mode GX
|
||||
calls carry heavy CPU overhead on the short FIFO pipeline.
|
||||
- The GameCube has no FPU for integer paths. Avoid `double`; use
|
||||
`float_t` throughout.
|
||||
- `consoleInit` is shadowed to `consoleInitDolphin` to avoid conflicts
|
||||
with the devkitPPC console API.
|
||||
- On GameCube `CONF_GetAspectRatio()` is always 4:3; the macro is
|
||||
defined to return `CONF_ASPECT_4_3` unconditionally.
|
||||
- DVD reads must be 32-byte aligned and padded -- use
|
||||
`ASSET_DOLPHIN_DVD_ALIGN_UP(n)` when computing read sizes in ISO mode.
|
||||
@@ -0,0 +1,162 @@
|
||||
# Platform -- Linux and Knulli
|
||||
|
||||
`DUSK_TARGET_SYSTEM`: `linux` / `knulli`
|
||||
Source layer: `src/dusklinux/`
|
||||
Renderer: OpenGL (Linux) / OpenGL ES via EGL (Knulli)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Linux is the primary development target. Knulli is a Linux-based handheld
|
||||
OS (e.g. Anbernic devices); it shares the `src/dusklinux/` layer entirely
|
||||
and differs only in the CMake target (OpenGL ES instead of desktop OpenGL,
|
||||
EGL instead of GLX, and no backtrace support).
|
||||
|
||||
Both targets use SDL2 for windowing and input. The window is resizable on
|
||||
both (`DUSK_DISPLAY_SIZE_DYNAMIC`).
|
||||
|
||||
---
|
||||
|
||||
## Compile-time macros
|
||||
|
||||
| Macro | Linux | Knulli |
|
||||
|-------|-------|--------|
|
||||
| `DUSK_LINUX` | yes | yes |
|
||||
| `DUSK_KNULLI` | no | yes |
|
||||
| `DUSK_SDL2` | yes | yes |
|
||||
| `DUSK_OPENGL` | yes | yes |
|
||||
| `DUSK_OPENGL_ES` | no | yes |
|
||||
| `DUSK_DISPLAY_SIZE_DYNAMIC` | yes | yes |
|
||||
| `DUSK_INPUT_KEYBOARD` | yes | yes |
|
||||
| `DUSK_INPUT_POINTER` | yes | yes |
|
||||
| `DUSK_INPUT_GAMEPAD` | yes | yes |
|
||||
| `DUSK_TIME_DYNAMIC` | yes | yes |
|
||||
| `DUSK_NETWORK_IPV6` | yes | no |
|
||||
| `DUSK_THREAD_PTHREAD` | yes | yes |
|
||||
| `DUSK_CONSOLE_POSIX` | yes | no |
|
||||
|
||||
---
|
||||
|
||||
## Display
|
||||
|
||||
- Default logical resolution: **640x480** (`DUSK_DISPLAY_WIDTH_DEFAULT` /
|
||||
`DUSK_DISPLAY_HEIGHT_DEFAULT`); game content renders at
|
||||
`DUSK_DISPLAY_SCREEN_HEIGHT=240`.
|
||||
- Dynamic resize: the window can be resized at any time; the engine
|
||||
letterboxes/scales the logical framebuffer to fit.
|
||||
- Screen mode is configurable via `SCREEN.mode` (see
|
||||
`.claude/display-core.md`).
|
||||
- Knulli uses OpenGL ES (GLES2) linked via EGL. Avoid any desktop
|
||||
OpenGL extensions that are not in the ES2 core.
|
||||
|
||||
---
|
||||
|
||||
## Asset loading
|
||||
|
||||
`dusk.dsk` is located by searching a list of paths relative to the
|
||||
current working directory:
|
||||
|
||||
```c
|
||||
static const char_t *ASSET_LINUX_SEARCH_PATHS[] = {
|
||||
"%s",
|
||||
"../%s",
|
||||
"../../%s",
|
||||
"data/%s",
|
||||
"../data/%s",
|
||||
NULL
|
||||
};
|
||||
```
|
||||
|
||||
The first path where `dusk.dsk` is found wins. No packaging step is
|
||||
required on Linux -- run from the build directory or the project root.
|
||||
|
||||
---
|
||||
|
||||
## Input
|
||||
|
||||
All three input types are supported:
|
||||
|
||||
- **Keyboard** -- SDL scancode array via `SDL_GetKeyboardState()`.
|
||||
- **Pointer** -- mouse position normalized to [0, 1], scroll axes.
|
||||
- **Gamepad** -- first available `SDL_GameController`; axes normalized
|
||||
to [-1, 1] with a 0.2 deadzone.
|
||||
|
||||
See `.claude/input.md` for the full action/button API.
|
||||
|
||||
---
|
||||
|
||||
## Save system
|
||||
|
||||
Save files are plain files written to disk.
|
||||
|
||||
- Path: `./saves/save_N.dat` (override `SAVE_LINUX_PATH` to change the
|
||||
directory at CMake configure time).
|
||||
- Format: `SAVE_LINUX_FILE_FORMAT = "%s/save_%u.dat"` where `%u` is the
|
||||
slot index.
|
||||
- No OS-level dialog blocking -- saves are synchronous filesystem calls.
|
||||
- Endian: host byte order (little-endian on x86/ARM).
|
||||
|
||||
---
|
||||
|
||||
## Network
|
||||
|
||||
- Connection is detected automatically via `getifaddrs()`. No explicit
|
||||
connect step is needed.
|
||||
- `networkRequestConnection` immediately calls `onConnected` if any
|
||||
non-loopback interface is up, `onFailed` otherwise.
|
||||
- IPv4 and IPv6 supported (`DUSK_NETWORK_IPV6`).
|
||||
|
||||
---
|
||||
|
||||
## Time
|
||||
|
||||
- Tick source: `SDL_GetTicks64()`.
|
||||
- Real time: `clock_gettime(CLOCK_REALTIME)`.
|
||||
- Dynamic timestep enabled (`DUSK_TIME_DYNAMIC`).
|
||||
|
||||
---
|
||||
|
||||
## Threading
|
||||
|
||||
pthreads (`DUSK_THREAD_PTHREAD`). Thread-local storage via `__thread`.
|
||||
|
||||
---
|
||||
|
||||
## Build and toolchain
|
||||
|
||||
No cross-compiler needed -- use the host GCC/Clang.
|
||||
|
||||
```sh
|
||||
# Debug build
|
||||
cmake -B build -DDUSK_TARGET_SYSTEM=linux -DCMAKE_BUILD_TYPE=Debug
|
||||
cmake --build build
|
||||
|
||||
# Knulli (cross-compile to aarch64)
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=knulli \
|
||||
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/aarch64-linux-gnu.cmake \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
```
|
||||
|
||||
Dependencies: `SDL2`, `OpenGL` (Linux) or `GLES2` + `EGL` (Knulli),
|
||||
`pthread`, `m`.
|
||||
|
||||
---
|
||||
|
||||
## Endianness
|
||||
|
||||
Little-endian. Detected at CMake configure time via `TestBigEndian` and
|
||||
set as `DUSK_PLATFORM_ENDIAN_LITTLE` or `DUSK_PLATFORM_ENDIAN_BIG`.
|
||||
|
||||
---
|
||||
|
||||
## Gotchas
|
||||
|
||||
- `DUSK_CONSOLE_POSIX` enables POSIX-specific assert backtracing (Linux
|
||||
only; Knulli does not set it).
|
||||
- Knulli does not set `DUSK_NETWORK_IPV6` -- IPv6 may not be available
|
||||
on handheld devices.
|
||||
- `DUSK_TIME_DYNAMIC` is set, so physics/networking skip dynamic sub-steps
|
||||
by checking `if(TIME.dynamicUpdate) return;`.
|
||||
@@ -0,0 +1,46 @@
|
||||
# Platform -- macOS
|
||||
|
||||
`DUSK_TARGET_SYSTEM`: `macos`
|
||||
Source layer: `src/duskmacos/` (planned, does not exist yet)
|
||||
Status: **Planned -- not yet implemented**
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
macOS desktop is a planned target. No source layer, CMake target file,
|
||||
or toolchain exists yet. The intended architecture mirrors Linux: SDL2
|
||||
for windowing/input, OpenGL (or Metal via MoltenVK/SDL2) for rendering.
|
||||
|
||||
---
|
||||
|
||||
## Expected macros (when implemented)
|
||||
|
||||
| Macro | Expected |
|
||||
|-------|---------|
|
||||
| `DUSK_MACOS` | yes |
|
||||
| `DUSK_SDL2` | yes |
|
||||
| `DUSK_OPENGL` | yes |
|
||||
| `DUSK_DISPLAY_SIZE_DYNAMIC` | yes |
|
||||
| `DUSK_INPUT_KEYBOARD` | yes |
|
||||
| `DUSK_INPUT_POINTER` | yes |
|
||||
| `DUSK_INPUT_GAMEPAD` | yes |
|
||||
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
|
||||
| `DUSK_TIME_DYNAMIC` | yes |
|
||||
| `DUSK_THREAD_PTHREAD` | yes |
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- Will be little-endian (Apple Silicon and Intel x86-64).
|
||||
- Apple deprecated OpenGL on macOS in 10.14 (Mojave). The implementation
|
||||
will need to either target the deprecated OpenGL path or use MoltenVK
|
||||
(Vulkan-over-Metal) with an SDL2 OpenGL layer. This decision is
|
||||
pending.
|
||||
- Save files will likely live in `~/Library/Application Support/`.
|
||||
- Expected to share `src/dusksdl2/` and `src/duskgl/` with Linux.
|
||||
- Toolchain: native Clang via Xcode Command Line Tools, or a
|
||||
cross-compile from Linux with osxcross.
|
||||
|
||||
Update this document when the macOS target is implemented.
|
||||
@@ -0,0 +1,200 @@
|
||||
# Platform -- Sony PSP
|
||||
|
||||
`DUSK_TARGET_SYSTEM`: `psp`
|
||||
Source layer: `src/duskpsp/`
|
||||
Renderer: OpenGL ES (legacy, via PSPGL/SDL2)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The PSP is a 32 MB MIPS-based handheld console running at up to 333 MHz.
|
||||
It uses SDL2 (ported to PSP) for windowing and OpenGL in legacy/fixed-
|
||||
function mode. The game binary and all assets are packaged together inside
|
||||
a `.pbp` file -- the PSP's native executable format.
|
||||
|
||||
---
|
||||
|
||||
## Hardware
|
||||
|
||||
| Attribute | Value |
|
||||
|-----------|-------|
|
||||
| CPU | MIPS R4000 (Allegrex), up to 333 MHz |
|
||||
| RAM | 32 MB (4 MB reserved for OS) |
|
||||
| Display | 480x272, 16/32-bit colour |
|
||||
| Storage | Memory Stick (UMD for retail; MS for homebrew) |
|
||||
| Endian | Little-endian |
|
||||
|
||||
---
|
||||
|
||||
## Compile-time macros
|
||||
|
||||
| Macro | Set |
|
||||
|-------|-----|
|
||||
| `DUSK_PSP` | yes |
|
||||
| `DUSK_SDL2` | yes |
|
||||
| `DUSK_OPENGL` | yes |
|
||||
| `DUSK_OPENGL_LEGACY` | yes |
|
||||
| `DUSK_INPUT_GAMEPAD` | yes |
|
||||
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
|
||||
| `DUSK_DISPLAY_WIDTH` | 480 |
|
||||
| `DUSK_DISPLAY_HEIGHT` | 272 |
|
||||
| `DUSK_THREAD_PTHREAD` | yes |
|
||||
|
||||
No `DUSK_DISPLAY_SIZE_DYNAMIC` -- the resolution is fixed.
|
||||
No `DUSK_INPUT_KEYBOARD`, no `DUSK_INPUT_POINTER`.
|
||||
|
||||
---
|
||||
|
||||
## Display
|
||||
|
||||
- Fixed 480x272 resolution.
|
||||
- OpenGL legacy (fixed-function pipeline, `DUSK_OPENGL_LEGACY`).
|
||||
- Texture dimensions **must** be powers of two (use `mathNextPowTwo`).
|
||||
- VFPU (4-wide float SIMD) is available -- use it for matrix/vector hot
|
||||
paths under `#ifdef DUSK_PSP`.
|
||||
|
||||
---
|
||||
|
||||
## Asset loading
|
||||
|
||||
Assets are packed into the **PSAR** section of the `.pbp` file by the
|
||||
post-build `create_pbp_file()` CMake command. At runtime,
|
||||
`assetInitPBP()` locates and opens the PSAR from the running executable's
|
||||
path.
|
||||
|
||||
The PBP format header:
|
||||
```c
|
||||
typedef struct {
|
||||
char_t signature[4]; // "\0PBP"
|
||||
uint32_t version;
|
||||
uint32_t sfoOffset;
|
||||
uint32_t icon0Offset;
|
||||
uint32_t icon1Offset;
|
||||
uint32_t pic0Offset;
|
||||
uint32_t pic1Offset;
|
||||
uint32_t snd0Offset;
|
||||
uint32_t pspOffset;
|
||||
uint32_t psarOffset; // dusk.dsk starts here
|
||||
} assetpbpheader_t;
|
||||
```
|
||||
|
||||
`assetpbp_t` holds the open file handle and parsed header. Asset paths
|
||||
inside the PSAR are ZIP paths within `dusk.dsk`.
|
||||
|
||||
---
|
||||
|
||||
## Input
|
||||
|
||||
Layered on SDL2. `inputInitPSP()` maps PSP physical buttons to SDL2
|
||||
`SDL_CONTROLLER_BUTTON_*` constants:
|
||||
|
||||
| PSP button | Action |
|
||||
|------------|--------|
|
||||
| Cross | Accept |
|
||||
| Circle | Cancel |
|
||||
| Triangle | - |
|
||||
| Square | - |
|
||||
| L / R | Shoulder buttons |
|
||||
| D-pad | Directional |
|
||||
| L-Stick | Analog axes |
|
||||
|
||||
No keyboard or pointer input available. Attempting to use
|
||||
`INPUT_BUTTON_TYPE_KEYBOARD` on PSP is undefined behaviour.
|
||||
|
||||
The PSP system setting `PSP_UTILITY_ACCEPT_CROSS` / `ACCEPT_CIRCLE`
|
||||
swaps the Cross and Circle button roles in OS dialogs -- read this via
|
||||
`systemPSPGetCrossButtonSetting()` if you need to match the system
|
||||
convention.
|
||||
|
||||
---
|
||||
|
||||
## Save system
|
||||
|
||||
- Path: `ms0:/PSP/SAVEDATA/<TITLE_ID><slot>/save.dat`
|
||||
(default title ID `DUSK00001`, configurable via `SAVE_PSP_TITLE_ID`).
|
||||
- Uses `sceIo` for file I/O -- no extra dialog required for raw reads.
|
||||
- PSP OS-level save/load dialogs (via `sceUtility`) are separate and
|
||||
block the main loop when open (`systemGetActiveDialogType()` returns
|
||||
`SYSTEM_DIALOG_TYPE_TICK_BLOCKING`).
|
||||
- Do not call save functions directly from game code during a dialog.
|
||||
|
||||
---
|
||||
|
||||
## Network
|
||||
|
||||
Connection requires an explicit user Wi-Fi selection step via the PSP
|
||||
system network dialog (`sceUtilityNetconfInitStart`).
|
||||
|
||||
```
|
||||
networkRequestConnection(onConnected, onFailed, onDisconnect, user);
|
||||
// -> shows PSP Wi-Fi selection dialog (blocking dialog type)
|
||||
// -> calls onConnected or onFailed when the dialog closes
|
||||
```
|
||||
|
||||
HTTP and SSL modules (`psphttp`, `pspssl`, `pspnet_resolver`) are
|
||||
linked in `psp.cmake` but the HTTP implementation code is commented out.
|
||||
The infrastructure exists for future use.
|
||||
|
||||
---
|
||||
|
||||
## Time
|
||||
|
||||
- Tick source: `SDL_GetTicks64()`.
|
||||
- Real time: `sceRtcGetCurrentTick()` (returns microseconds).
|
||||
- Dynamic timestep is **not** enabled (`DUSK_TIME_DYNAMIC` not set).
|
||||
Every tick is a fixed 16 ms step.
|
||||
|
||||
---
|
||||
|
||||
## System dialogs
|
||||
|
||||
PSP shows OS-level dialogs for:
|
||||
- Wi-Fi configuration (`networkRequestConnection`)
|
||||
- Save management (if using `sceUtility` save dialogs)
|
||||
|
||||
Check `systemGetActiveDialogTypePSP()` to know whether the main loop
|
||||
should skip rendering or ticking.
|
||||
|
||||
---
|
||||
|
||||
## Build and toolchain
|
||||
|
||||
Requires the [PSPDEV toolchain](https://github.com/pspdev/pspdev).
|
||||
Set `PSPDEV` in your environment before configuring.
|
||||
|
||||
```sh
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=psp \
|
||||
-DCMAKE_TOOLCHAIN_FILE=${PSPDEV}/lib/cmake/psp.cmake \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
```
|
||||
|
||||
Post-build output: `Dusk.pbp` (executable + assets combined).
|
||||
|
||||
Dependencies: SDL2-PSP, OpenGL-PSP, pspgu, pspctrl, pspdisplay,
|
||||
pspaudio, pspaudiolib, psputility, pspvfpu, pspvram, pspnet,
|
||||
pspnet_inet, pspnet_apctl, psphttp, pspssl, pspdebug, psphprm,
|
||||
mbedtls, mbedcrypto, lzma, zip, bz2, z.
|
||||
|
||||
---
|
||||
|
||||
## Endianness
|
||||
|
||||
Little-endian. `DUSK_PLATFORM_ENDIAN_LITTLE` is set at compile time.
|
||||
No runtime endian check is needed.
|
||||
|
||||
---
|
||||
|
||||
## Gotchas
|
||||
|
||||
- The PSP has only 28 MB of usable RAM after the OS. Keep asset budgets
|
||||
tight -- see `.claude/optimization.md`.
|
||||
- VFPU instructions are not valid on threads other than the main thread
|
||||
on some firmware versions. Use `assertIsMainThread` on any code that
|
||||
calls VFPU intrinsics.
|
||||
- OpenGL legacy mode means no vertex/fragment shaders; rendering uses
|
||||
the fixed-function pipeline via `pspgl`.
|
||||
- `DUSK_TIME_DYNAMIC` is absent -- physics always runs at exactly the
|
||||
fixed step rate.
|
||||
@@ -0,0 +1,173 @@
|
||||
# Platform -- PlayStation Vita
|
||||
|
||||
`DUSK_TARGET_SYSTEM`: `vita`
|
||||
Source layer: `src/duskvita/`
|
||||
Renderer: vitaGL (OpenGL-over-GXM compatibility layer)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The PlayStation Vita is an ARM-based handheld with 512 MB of RAM and a
|
||||
960x544 OLED/LCD display. It uses SDL2 (ported to Vita) for input
|
||||
abstraction, but the graphics layer is vitaGL -- an OpenGL compatibility
|
||||
shim that translates OpenGL calls to Sony's native GXM API.
|
||||
|
||||
The distribution format is a `.vpk` (Vita Package) file containing the
|
||||
signed executable and `dusk.dsk` bundled as `dusk.dsk` at the package
|
||||
root, accessible at `app0:/dusk.dsk` at runtime.
|
||||
|
||||
---
|
||||
|
||||
## Hardware
|
||||
|
||||
| Attribute | Value |
|
||||
|-----------|-------|
|
||||
| CPU | ARM Cortex-A9 quad-core, ~444 MHz |
|
||||
| RAM | 512 MB |
|
||||
| Display | 960x544 |
|
||||
| Storage | Vita game card / memory card / internal flash |
|
||||
| Endian | Little-endian |
|
||||
|
||||
---
|
||||
|
||||
## Compile-time macros
|
||||
|
||||
| Macro | Set |
|
||||
|-------|-----|
|
||||
| `DUSK_VITA` | yes |
|
||||
| `DUSK_SDL2` | yes |
|
||||
| `DUSK_OPENGL` | yes |
|
||||
| `DUSK_OPENGL_LEGACY` | yes |
|
||||
| `DUSK_INPUT_GAMEPAD` | yes |
|
||||
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
|
||||
| `DUSK_DISPLAY_WIDTH` | 960 |
|
||||
| `DUSK_DISPLAY_HEIGHT` | 544 |
|
||||
|
||||
No `DUSK_DISPLAY_SIZE_DYNAMIC`, no `DUSK_TIME_DYNAMIC`,
|
||||
no `DUSK_INPUT_KEYBOARD`, no `DUSK_INPUT_POINTER`,
|
||||
no `DUSK_NETWORK_IPV6`.
|
||||
|
||||
---
|
||||
|
||||
## Display
|
||||
|
||||
- Fixed 960x544 resolution.
|
||||
- vitaGL translates OpenGL calls to GXM. Some OpenGL calls are stubbed
|
||||
out in `duskplatform.h` where vitaGL does not support them:
|
||||
|
||||
```c
|
||||
#define glDrawArrays(type, first, count) ((void)0)
|
||||
#define glDepthFunc(func) ((void)0)
|
||||
#define glBlendFunc(sfactor, dfactor) ((void)0)
|
||||
#define glColorTableEXT(...) ((void)0)
|
||||
```
|
||||
|
||||
These stubs mean the Vita uses the fixed-function pipeline through
|
||||
vitaGL. Do not rely on `glDrawArrays` or depth/blend state changes
|
||||
being applied -- use the engine's `displaystate_t` flags instead
|
||||
(see `.claude/display-shader.md`).
|
||||
- `DUSK_OPENGL_LEGACY` is set. Avoid shader-based features that are
|
||||
not in the fixed-function ES1 subset.
|
||||
- Texture dimensions **must** be powers of two.
|
||||
|
||||
---
|
||||
|
||||
## Asset loading
|
||||
|
||||
`dusk.dsk` is bundled inside the `.vpk` and mounted at `app0:/` by the
|
||||
Vita OS. The asset system opens it at the fixed path:
|
||||
|
||||
```c
|
||||
#define ASSET_VITA_DSK_PATH "app0:/" ASSET_FILE_NAME
|
||||
```
|
||||
|
||||
No path search is needed -- the file is always at that location.
|
||||
|
||||
---
|
||||
|
||||
## Input
|
||||
|
||||
Uses SDL2 with Vita button mapping. Buttons map to SDL2 gamepad
|
||||
constants:
|
||||
|
||||
| Vita button | SDL2 constant |
|
||||
|-------------|---------------|
|
||||
| Triangle | `SDL_CONTROLLER_BUTTON_Y` |
|
||||
| Cross | `SDL_CONTROLLER_BUTTON_A` |
|
||||
| Circle | `SDL_CONTROLLER_BUTTON_B` |
|
||||
| Square | `SDL_CONTROLLER_BUTTON_X` |
|
||||
| Start | `SDL_CONTROLLER_BUTTON_START` |
|
||||
| Select | `SDL_CONTROLLER_BUTTON_BACK` |
|
||||
| D-pad | `SDL_CONTROLLER_BUTTON_DPAD_*` |
|
||||
| L / R | `SDL_CONTROLLER_BUTTON_LEFTSHOULDER / RIGHTSHOULDER` |
|
||||
| L-Stick | `SDL_CONTROLLER_AXIS_LEFTX/Y` |
|
||||
|
||||
Vita also has L2, R2, L3, R3 and touch surfaces -- not currently wired
|
||||
into the input system.
|
||||
|
||||
---
|
||||
|
||||
## Save system
|
||||
|
||||
Uses `SceIofilemgr` (Vita filesystem API) for file I/O. Save data lives
|
||||
in the application's sandbox on the memory card. The stream API
|
||||
(`savestream_t`) handles all serialization with automatic CRC32 and
|
||||
little-endian encoding (see `.claude/save.md`).
|
||||
|
||||
---
|
||||
|
||||
## Network
|
||||
|
||||
No network implementation exists in `src/duskvita/`. Network
|
||||
functionality is not currently available on Vita.
|
||||
|
||||
---
|
||||
|
||||
## Time
|
||||
|
||||
No `src/duskvita/time/` directory exists -- the Vita time implementation
|
||||
falls back to the SDL2 time layer if available, or is not yet
|
||||
implemented.
|
||||
|
||||
---
|
||||
|
||||
## Build and toolchain
|
||||
|
||||
Requires the [VITASDK](https://vitasdk.org/). Set `VITASDK` in your
|
||||
environment before configuring.
|
||||
|
||||
```sh
|
||||
cmake -B build \
|
||||
-DDUSK_TARGET_SYSTEM=vita \
|
||||
-DCMAKE_TOOLCHAIN_FILE=$VITASDK/share/vita.cmake \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build
|
||||
```
|
||||
|
||||
Post-build output: `Dusk.self` (signed executable) and `Dusk.vpk`
|
||||
(installable package containing the SELF + `dusk.dsk`).
|
||||
|
||||
Title ID: `DUSK00001` (configurable via `VITA_TITLEID`).
|
||||
|
||||
Dependencies: SDL2, vitaGL, mathneon, vitashark, kubridge, SceGxm,
|
||||
SceCtrl, SceAudio, SceTouch, SceRtc, SceAppUtil, zip, bz2, z, lzma.
|
||||
|
||||
---
|
||||
|
||||
## Endianness
|
||||
|
||||
Little-endian. `DUSK_PLATFORM_ENDIAN_LITTLE` is set at compile time.
|
||||
|
||||
---
|
||||
|
||||
## Gotchas
|
||||
|
||||
- vitaGL stubs several OpenGL calls. Always use the engine display state
|
||||
API rather than calling `glBlendFunc` / `glDepthFunc` directly.
|
||||
- `DUSK_TIME_DYNAMIC` is not set -- all ticks are fixed-step 16 ms.
|
||||
- Threading: `pthread` is linked but `DUSK_THREAD_PTHREAD` is not
|
||||
explicitly defined in `vita.cmake`. Verify threading behaviour before
|
||||
relying on it.
|
||||
- The Vita implementation is less complete than Linux and PSP -- network
|
||||
and time platform layers are absent. Contributions welcome.
|
||||
@@ -0,0 +1,46 @@
|
||||
# Platform -- Windows
|
||||
|
||||
`DUSK_TARGET_SYSTEM`: `windows`
|
||||
Source layer: `src/duskwindows/` (planned, does not exist yet)
|
||||
Status: **Planned -- not yet implemented**
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Windows desktop is a planned target. No source layer, CMake target file,
|
||||
or toolchain exists yet. The intended architecture closely mirrors Linux:
|
||||
SDL2 for windowing/input, desktop OpenGL for rendering, pthreads (via
|
||||
MinGW or MSVC pthreads shim) for threading.
|
||||
|
||||
---
|
||||
|
||||
## Expected macros (when implemented)
|
||||
|
||||
| Macro | Expected |
|
||||
|-------|---------|
|
||||
| `DUSK_WINDOWS` | yes |
|
||||
| `DUSK_SDL2` | yes |
|
||||
| `DUSK_OPENGL` | yes |
|
||||
| `DUSK_DISPLAY_SIZE_DYNAMIC` | yes |
|
||||
| `DUSK_INPUT_KEYBOARD` | yes |
|
||||
| `DUSK_INPUT_POINTER` | yes |
|
||||
| `DUSK_INPUT_GAMEPAD` | yes |
|
||||
| `DUSK_PLATFORM_ENDIAN_LITTLE` | yes |
|
||||
| `DUSK_TIME_DYNAMIC` | yes |
|
||||
| `DUSK_THREAD_PTHREAD` | yes |
|
||||
|
||||
---
|
||||
|
||||
## Notes
|
||||
|
||||
- Will be little-endian (x86-64 Windows).
|
||||
- Expected to share `src/dusksdl2/` and `src/duskgl/` with Linux and
|
||||
Knulli; only a thin `src/duskwindows/` layer for OS-specific
|
||||
functionality (save paths, system dialogs) should be needed.
|
||||
- Save files will likely live in `%APPDATA%` or a sibling `saves/`
|
||||
directory.
|
||||
- No cross-compiler needed; MSVC or MinGW-w64 on Windows or a
|
||||
cross-compile from Linux.
|
||||
|
||||
Update this document when the Windows target is implemented.
|
||||
@@ -0,0 +1,98 @@
|
||||
# Platform Support
|
||||
|
||||
Dusk targets a wide range of platforms, from modern desktops to classic
|
||||
handheld and home consoles. New platform targets will be added over time.
|
||||
|
||||
## Platform index
|
||||
|
||||
| Platform | `DUSK_TARGET_SYSTEM` | Status | Reference |
|
||||
|----------|----------------------|--------|-----------|
|
||||
| Linux | `linux` | Supported | `.claude/platform-linux.md` |
|
||||
| Knulli | `knulli` | Supported | `.claude/platform-linux.md` |
|
||||
| Windows | `windows` | Planned | `.claude/platform-windows.md` |
|
||||
| macOS | `macos` | Planned | `.claude/platform-macos.md` |
|
||||
| Sony PSP | `psp` | Supported | `.claude/platform-psp.md` |
|
||||
| PlayStation Vita | `vita` | Supported | `.claude/platform-vita.md` |
|
||||
| Nintendo GameCube | `gamecube` | Supported | `.claude/platform-dolphin.md` |
|
||||
| Nintendo Wii | `wii` | Supported | `.claude/platform-dolphin.md` |
|
||||
|
||||
GameCube and Wii share the `src/duskdolphin/` layer and are collectively
|
||||
referred to as **Dolphin** targets throughout the codebase.
|
||||
|
||||
---
|
||||
|
||||
## Layer structure
|
||||
|
||||
```
|
||||
src/dusk/ Core -- platform-agnostic game logic and ECS
|
||||
src/duskgl/ OpenGL abstraction (Linux, Knulli, PSP, Vita)
|
||||
src/dusksdl2/ SDL2 window + input (Linux, Knulli, PSP, Vita)
|
||||
src/dusklinux/ Linux + Knulli platform impl
|
||||
src/duskpsp/ PSP platform impl
|
||||
src/duskvita/ Vita platform impl
|
||||
src/duskdolphin/ GameCube + Wii platform impl
|
||||
```
|
||||
|
||||
Dolphin is the only target that bypasses SDL2 and OpenGL entirely --
|
||||
it uses native libogc GX for rendering and PAD for input.
|
||||
|
||||
---
|
||||
|
||||
## Capability macros
|
||||
|
||||
Each target sets a combination of these macros. Do not assume a
|
||||
capability is present without checking the appropriate macro.
|
||||
|
||||
| Macro | Meaning |
|
||||
|-------|---------|
|
||||
| `DUSK_SDL2` | SDL2 is available |
|
||||
| `DUSK_OPENGL` | OpenGL is available |
|
||||
| `DUSK_OPENGL_ES` | OpenGL ES variant (Knulli) |
|
||||
| `DUSK_OPENGL_LEGACY` | Fixed-function OpenGL (PSP, Vita) |
|
||||
| `DUSK_INPUT_GAMEPAD` | Gamepad / controller input |
|
||||
| `DUSK_INPUT_KEYBOARD` | Keyboard input (Linux, Knulli only) |
|
||||
| `DUSK_INPUT_POINTER` | Mouse / pointer input (Linux, Knulli only) |
|
||||
| `DUSK_DISPLAY_SIZE_DYNAMIC` | Window is resizable (Linux, Knulli) |
|
||||
| `DUSK_TIME_DYNAMIC` | Dynamic timestep available (Linux, Knulli) |
|
||||
| `DUSK_THREAD_PTHREAD` | pthreads available |
|
||||
| `DUSK_NETWORK_IPV6` | IPv6 supported (Linux only) |
|
||||
| `DUSK_PLATFORM_ENDIAN_BIG` | Big-endian byte order |
|
||||
| `DUSK_PLATFORM_ENDIAN_LITTLE` | Little-endian byte order |
|
||||
| `DUSK_DOLPHIN` | Any Dolphin target |
|
||||
| `DUSK_DOLPHIN_BUILD_ISO` | Dolphin DVD-ISO asset mode |
|
||||
| `DUSK_CONSOLE_POSIX` | POSIX assert backtrace (Linux only) |
|
||||
|
||||
---
|
||||
|
||||
## Quick comparison
|
||||
|
||||
| | Linux | Knulli | PSP | Vita | GameCube | Wii |
|
||||
|-|-------|--------|-----|------|----------|-----|
|
||||
| SDL2 | yes | yes | yes | yes | no | no |
|
||||
| OpenGL | desktop | ES2 | legacy | vitaGL | no | no |
|
||||
| Endian | little | little | little | little | **big** | **big** |
|
||||
| Dynamic resize | yes | yes | no | no | no | no |
|
||||
| Dynamic timestep | yes | yes | no | no | no | no |
|
||||
| Keyboard | yes | yes | no | no | no | no |
|
||||
| Pointer/mouse | yes | yes | no | no | no | no |
|
||||
| Network | full | full | partial | no | no | partial |
|
||||
| Save storage | file | file | MS/SAVEDATA | SceIo | Mem Card | SD/NAND |
|
||||
| Asset source | dsk file | dsk file | inside .pbp | inside .vpk | SD or DVD | SD or DVD |
|
||||
|
||||
---
|
||||
|
||||
## Abstraction pattern
|
||||
|
||||
Platform-specific implementations are wired in via `#define` macros in
|
||||
each platform's `displayplatform.h`, `inputplatform.h`, etc., which the
|
||||
core calls through. Functions that a platform does not support are
|
||||
simply left undefined -- the core guards calls with `#ifdef`.
|
||||
|
||||
## Adding platform-specific code
|
||||
|
||||
- Put new code under `src/dusk<platform>/` in the matching subsystem
|
||||
folder.
|
||||
- Gate any core call-site with `#ifdef DUSK_<PLATFORM>` or the
|
||||
relevant capability macro.
|
||||
- Keep `src/dusk/` free of platform `#ifdef`s -- delegate through
|
||||
the platform header macros instead.
|
||||
+148
@@ -0,0 +1,148 @@
|
||||
# Save System
|
||||
|
||||
Source: `src/dusk/save/`, platform layers in `src/dusk<platform>/save/`
|
||||
|
||||
## Overview
|
||||
|
||||
The save system provides multi-slot persistent storage. Each slot
|
||||
maps to one `savefile_t`. Platform implementations handle the actual
|
||||
read/write (memory card on GameCube/Wii, EEPROM/flash on PSP,
|
||||
filesystem on Linux).
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
extern save_t SAVE;
|
||||
// SAVE.files[SAVE_FILE_COUNT_MAX] -- one per slot
|
||||
// SAVE.platform -- platform-specific state
|
||||
```
|
||||
|
||||
## API
|
||||
|
||||
```c
|
||||
errorret_t saveInit(void);
|
||||
errorret_t saveDispose(void);
|
||||
|
||||
errorret_t saveLoad(uint8_t slot); // read slot from storage -> SAVE.files[slot]
|
||||
errorret_t saveWrite(uint8_t slot); // write SAVE.files[slot] -> storage
|
||||
errorret_t saveDelete(uint8_t slot); // delete slot from storage
|
||||
|
||||
bool_t saveExists(uint8_t slot); // true if a save file is present
|
||||
|
||||
savefile_t *saveGet(uint8_t slot); // pointer to the in-memory slot data
|
||||
```
|
||||
|
||||
Slot indices are 0-based, range `[0, SAVE_FILE_COUNT_MAX - 1]`.
|
||||
|
||||
## Save file structure (`savefile.h`)
|
||||
|
||||
`savefile_t` is a plain struct written verbatim to storage. Keep it
|
||||
small and use fixed-width integer types (`uint8_t`, `int32_t`, etc.)
|
||||
to ensure cross-platform binary compatibility.
|
||||
|
||||
**Endianness:** storage is always written in little-endian byte order.
|
||||
Use the `endian.h` utilities when reading fields on big-endian targets
|
||||
(GameCube, Wii). See `.claude/util.md`.
|
||||
|
||||
**Versioning:** include a version field at the start of `savefile_t`.
|
||||
Check it on load and handle mismatches gracefully (reset to defaults
|
||||
rather than crashing on corrupt data).
|
||||
|
||||
## Save stream (`savestream.h`)
|
||||
|
||||
`savestream_t` is a cursor-based reader/writer used to serialize
|
||||
`savefile_t` to/from a raw byte buffer. Platform implementations
|
||||
use it to abstract the I/O layer.
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
bool_t found;
|
||||
uint32_t checksum;
|
||||
uint32_t expectedChecksum;
|
||||
saveplatformstream_t platform;
|
||||
} savestream_t;
|
||||
```
|
||||
|
||||
### Typed read/write macros
|
||||
|
||||
Use the `saveFile*` macros inside `saveFileLoad` and `saveFileWrite`.
|
||||
All multi-byte values are stored in little-endian order; endian
|
||||
conversion is handled automatically.
|
||||
|
||||
```c
|
||||
saveFileReadHeader(stream, headerBuf)
|
||||
saveFileWriteHeader(stream, headerBuf)
|
||||
|
||||
saveFileReadVersion(stream, &version)
|
||||
saveFileWriteVersion(stream, &version)
|
||||
|
||||
saveFileReadBool(stream, &boolField)
|
||||
saveFileWriteBool(stream, &boolField)
|
||||
|
||||
saveFileReadInt8(stream, &i8) saveFileWriteInt8(stream, &i8)
|
||||
saveFileReadUInt8(stream, &u8) saveFileWriteUInt8(stream, &u8)
|
||||
saveFileReadInt16(stream, &i16) saveFileWriteInt16(stream, &i16)
|
||||
saveFileReadUInt16(stream, &u16) saveFileWriteUInt16(stream, &u16)
|
||||
saveFileReadInt32(stream, &i32) saveFileWriteInt32(stream, &i32)
|
||||
saveFileReadUInt32(stream, &u32) saveFileWriteUInt32(stream, &u32)
|
||||
saveFileReadInt64(stream, &i64) saveFileWriteInt64(stream, &i64)
|
||||
saveFileReadUInt64(stream, &u64) saveFileWriteUInt64(stream, &u64)
|
||||
saveFileReadFloat(stream, &f) saveFileWriteFloat(stream, &f)
|
||||
|
||||
saveFileReadString(stream, buf, maxLen)
|
||||
saveFileWriteString(stream, str, maxLen)
|
||||
|
||||
saveFileReadDate(stream, &epoch)
|
||||
saveFileWriteDate(stream, &epoch)
|
||||
```
|
||||
|
||||
Each macro expands to `errorChain(saveStreamRead/WriteXxxImpl(...))`.
|
||||
A failing read/write propagates the error up from `saveFileLoad` /
|
||||
`saveFileWrite`.
|
||||
|
||||
### Typical saveFileLoad / saveFileWrite pattern
|
||||
|
||||
```c
|
||||
errorret_t saveFileLoad(savestream_t *stream, savefile_t *file) {
|
||||
char_t header[SAVE_FILE_HEADER_SIZE];
|
||||
saveFileReadHeader(stream, header);
|
||||
saveFileReadVersion(stream, &file->version);
|
||||
saveFileReadInt32(stream, &file->score);
|
||||
// ... remaining fields ...
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t saveFileWrite(savestream_t *stream, savefile_t *file) {
|
||||
char_t header[SAVE_FILE_HEADER_SIZE] = SAVE_FILE_HEADER;
|
||||
saveFileWriteHeader(stream, header);
|
||||
saveFileWriteVersion(stream, &file->version);
|
||||
saveFileWriteInt32(stream, &file->score);
|
||||
// ... remaining fields ...
|
||||
errorOk();
|
||||
}
|
||||
```
|
||||
|
||||
After `saveFileWrite` completes, the platform layer calls
|
||||
`saveStreamFinalizeWriteImpl` which seeks back and writes the CRC32.
|
||||
After `saveFileLoad`, the platform calls `saveStreamVerifyChecksumImpl`
|
||||
to confirm the CRC matches.
|
||||
|
||||
## Platform notes
|
||||
|
||||
| Platform | Storage mechanism |
|
||||
|----------|------------------|
|
||||
| Linux | File in user home / working directory |
|
||||
| Knulli | File on filesystem |
|
||||
| PSP | EEPROM / memory stick via `sceIo` |
|
||||
| GameCube | Memory Card via libogc `CARD_*` API |
|
||||
| Wii | NAND filesystem via libogc or SD card |
|
||||
|
||||
Platform-specific save implementations go in `src/dusk<platform>/save/`
|
||||
and are wired in via `save/saveplatform.h` macros.
|
||||
|
||||
## PSP note
|
||||
|
||||
PSP save dialogs are OS-level UI shown via `sceUtility`. When a dialog
|
||||
is open, `systemGetActiveDialogType()` returns a blocking type so the
|
||||
engine pauses the main loop. Never call save functions directly from
|
||||
game code without going through the engine's dialog guard.
|
||||
@@ -0,0 +1,138 @@
|
||||
# Scene System
|
||||
|
||||
Source: `src/dusk/scene/`
|
||||
|
||||
## Overview
|
||||
|
||||
The scene system is the top-level coordinator for a running game state.
|
||||
It manages one active scene at a time. Scenes are JS scripts -- each
|
||||
scene is a `.js` asset file that exports an object with lifecycle hooks.
|
||||
The scene system loads, ticks, and tears down these scripts, while the
|
||||
C side runs the ECS and render pipeline on each tick.
|
||||
|
||||
## Scene lifecycle (C side)
|
||||
|
||||
```c
|
||||
extern scene_t SCENE;
|
||||
|
||||
errorret_t sceneInit(void); // initialise the scene manager
|
||||
errorret_t sceneUpdate(void); // process pending transition, tick active scene
|
||||
errorret_t sceneRender(void); // render entities + render pipeline + UI
|
||||
errorret_t sceneDispose(void); // dispose the active scene immediately
|
||||
```
|
||||
|
||||
`sceneUpdate` each tick:
|
||||
1. Checks for a pending scene transition and performs it (dispose old,
|
||||
load and init new).
|
||||
2. Calls the JS scene's `update()` hook.
|
||||
3. Calls `entityManagerUpdate()` to fire all entity update callbacks.
|
||||
|
||||
`sceneRender` each tick:
|
||||
1. Binds the screen.
|
||||
2. Calls `sceneRenderPipeline()` -- renders all entities with a
|
||||
`COMPONENT_TYPE_RENDERABLE` in priority order.
|
||||
3. Renders UI.
|
||||
4. Calls the JS scene's `render()` hook (for any custom drawing).
|
||||
5. Unbinds the screen.
|
||||
|
||||
## Scene lifecycle (JS side)
|
||||
|
||||
A scene file exports a plain object with these optional hooks:
|
||||
|
||||
```js
|
||||
var scene = {};
|
||||
|
||||
scene.init = async function() {
|
||||
// Load assets, create entities, set up state.
|
||||
// May be async -- await asset loads here.
|
||||
};
|
||||
|
||||
scene.update = function() {
|
||||
// Called each fixed-timestep tick.
|
||||
};
|
||||
|
||||
scene.render = function() {
|
||||
// Called each render tick, after ECS renderables.
|
||||
};
|
||||
|
||||
scene.dispose = function() {
|
||||
// Clean up entities and state.
|
||||
};
|
||||
|
||||
module.exports = scene;
|
||||
```
|
||||
|
||||
See `CLAUDE.md` -- "JavaScript (asset scripts)" for JS style rules.
|
||||
|
||||
## Render pipeline (`scenerenderpipeline.h`)
|
||||
|
||||
`sceneRenderPipeline(cameraEntityId)` gathers all active
|
||||
`COMPONENT_TYPE_RENDERABLE` components, sorts them by effective
|
||||
priority, and draws each one using its shader.
|
||||
|
||||
**Priority rules:**
|
||||
- `renderable.priority != 0` -- use that value directly.
|
||||
- `renderable.priority == 0` -- auto-derive: opaque geometry sorts
|
||||
before transparent geometry; sprite batches sort before shader
|
||||
materials; etc.
|
||||
- Lower priority number = drawn first (behind); higher = drawn last
|
||||
(on top).
|
||||
|
||||
The shader used for each renderable:
|
||||
- `ENTITY_RENDERABLE_TYPE_SPRITEBATCH` and `CUSTOM` default to
|
||||
`SHADER_LIST_SHADER_UNLIT`.
|
||||
- `ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL` uses the shader indexed by
|
||||
`renderable.data.material.shaderType` in `SHADER_LIST_DEFS`.
|
||||
|
||||
## Transitioning between scenes
|
||||
|
||||
Scene transitions are handled entirely in JS via the `Scene` global.
|
||||
The `Scene` object is a singleton with:
|
||||
|
||||
```js
|
||||
// Switch to a new scene. Calls dispose() on the current scene, then
|
||||
// init() on the new one. Both happen synchronously this tick.
|
||||
Scene.set(newSceneObject);
|
||||
|
||||
// The current scene object (may be null):
|
||||
Scene.current
|
||||
```
|
||||
|
||||
Typical scene-switch pattern:
|
||||
|
||||
```js
|
||||
// Inside a scene's update or event handler:
|
||||
const nextScene = require("scenes/gameplay.js");
|
||||
Scene.set(nextScene);
|
||||
```
|
||||
|
||||
`Scene.set` is synchronous -- it calls `dispose` on the old scene and
|
||||
`init` on the new scene before returning. If `init` needs async work
|
||||
(loading assets), use an async function and `await` inside `init`:
|
||||
|
||||
```js
|
||||
nextScene.init = async function() {
|
||||
await batch.load(); // wait for assets before proceeding
|
||||
};
|
||||
```
|
||||
|
||||
The C side does not defer the transition; the switch happens inside
|
||||
the current `sceneUpdate` call.
|
||||
|
||||
## Relationship to the engine loop
|
||||
|
||||
```
|
||||
engineUpdate()
|
||||
timeUpdate()
|
||||
inputUpdate()
|
||||
physicsManagerUpdate()
|
||||
scriptUpdate() <- runs JS microjobs
|
||||
sceneUpdate() <- JS update + ECS entity updates
|
||||
|
||||
engineUpdate() -> sceneRender()
|
||||
screenBind()
|
||||
sceneRenderPipeline() <- ECS renderables sorted by priority
|
||||
uiRender()
|
||||
sceneRender (JS hook)
|
||||
screenUnbind / screenRender
|
||||
```
|
||||
@@ -0,0 +1,104 @@
|
||||
# Script -- Async Promises (`scriptpromisepend_t`)
|
||||
|
||||
Source: `src/dusk/script/scriptpromisepend.h`
|
||||
|
||||
See also: `.claude/script.md`
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
When a C module needs to resolve a JS `Promise` from an asynchronous
|
||||
C event (e.g. an asset finishing loading, a network response arriving),
|
||||
use `scriptpromisepend_t`. The pattern avoids heap allocation by using
|
||||
a fixed-size pending slot array declared in the module.
|
||||
|
||||
---
|
||||
|
||||
## Declaring the pending array
|
||||
|
||||
```c
|
||||
#define MY_MODULE_PENDING_MAX 8
|
||||
static scriptpromisepend_t MY_PENDING[MY_MODULE_PENDING_MAX];
|
||||
static uint32_t MY_PENDING_COUNT = 0;
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Add a pending promise
|
||||
|
||||
Called from the JS-facing function that returns the Promise:
|
||||
|
||||
```c
|
||||
jerry_value_t promise = jerry_create_promise();
|
||||
scriptPromisePendAdd(
|
||||
MY_PENDING, &MY_PENDING_COUNT, MY_MODULE_PENDING_MAX,
|
||||
key, // opaque void * used to match the resolve/reject later
|
||||
promise
|
||||
);
|
||||
return jerry_acquire_value(promise); // return a copy to the caller
|
||||
```
|
||||
|
||||
The `key` should be a stable pointer that uniquely identifies the
|
||||
async operation -- e.g. an `assetentry_t *`, a network request handle,
|
||||
or a pointer to a fixed-size slot in the module.
|
||||
|
||||
---
|
||||
|
||||
## Resolve or reject
|
||||
|
||||
Called when the C event fires, typically from `moduleUpdate` or an
|
||||
event callback:
|
||||
|
||||
```c
|
||||
// On success:
|
||||
scriptPromisePendResolve(
|
||||
MY_PENDING, &MY_PENDING_COUNT,
|
||||
key, jerry_undefined() // or a result value
|
||||
);
|
||||
|
||||
// On failure:
|
||||
jerry_value_t err = jerry_create_error(
|
||||
JERRY_ERROR_COMMON, (const jerry_char_t *)"reason"
|
||||
);
|
||||
scriptPromisePendReject(MY_PENDING, &MY_PENDING_COUNT, key, err);
|
||||
jerry_release_value(err);
|
||||
```
|
||||
|
||||
Both macros remove the slot from the pending array after settling.
|
||||
|
||||
---
|
||||
|
||||
## Guard against double-submit
|
||||
|
||||
```c
|
||||
if(scriptPromisePendHas(MY_PENDING, MY_PENDING_COUNT, key)) {
|
||||
// already waiting -- return the existing promise or an error
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Module teardown
|
||||
|
||||
Free all pending promises before cleaning up events or other state:
|
||||
|
||||
```c
|
||||
scriptPromisePendFreeAll(MY_PENDING, &MY_PENDING_COUNT);
|
||||
```
|
||||
|
||||
This rejects all still-pending promises and resets the count to 0.
|
||||
Call it from the module's `Dispose` function, **before** any backing
|
||||
data (asset entries, event subscriptions) is torn down.
|
||||
|
||||
---
|
||||
|
||||
## Design notes
|
||||
|
||||
- `MY_MODULE_PENDING_MAX` sets a hard cap on concurrent async ops.
|
||||
Exceeding it is a runtime assertion -- size the array to the maximum
|
||||
realistic concurrency for the module.
|
||||
- The key is opaque (`void *`); the system does not dereference it.
|
||||
A raw integer cast to `void *` is fine if no pointer is available.
|
||||
- `scriptUpdate()` runs the JerryScript microjob queue each frame,
|
||||
which is what processes `.then()` chains after a resolve/reject.
|
||||
@@ -0,0 +1,167 @@
|
||||
# Script System (JerryScript)
|
||||
|
||||
Source: `src/dusk/script/`, modules at `src/dusk/script/module/`
|
||||
|
||||
## Overview
|
||||
|
||||
The engine embeds **JerryScript** as its scripting runtime. Game scenes
|
||||
and logic are authored in JavaScript (ES5 subset). The script system
|
||||
initialises JerryScript, registers all built-in C modules as JS globals,
|
||||
and runs the event loop each tick.
|
||||
|
||||
The full rules for writing JS asset scripts are in `CLAUDE.md` under
|
||||
"JavaScript (asset scripts)". This doc covers the C-side module system.
|
||||
|
||||
## Script lifecycle
|
||||
|
||||
```c
|
||||
errorret_t scriptInit(); // start JerryScript, register all modules
|
||||
errorret_t scriptUpdate(); // run pending microjobs (call once per frame)
|
||||
errorret_t scriptDispose(); // shut down JerryScript
|
||||
|
||||
errorret_t scriptExecString(const char_t *source);
|
||||
// Evaluate a JS source string in global scope.
|
||||
|
||||
errorret_t scriptExecFile(const char_t *path);
|
||||
// Load + eval a script from the asset archive. Result cached by asset
|
||||
// system -- repeated calls with the same path do not re-execute.
|
||||
```
|
||||
|
||||
## Module registration
|
||||
|
||||
All C modules are initialised in `src/dusk/script/module/modulelist.c`:
|
||||
|
||||
```c
|
||||
void moduleListInit(void); // called by scriptInit
|
||||
void moduleListDispose(void); // called by scriptDispose
|
||||
```
|
||||
|
||||
Each module's `Init` is called once. The module registers its
|
||||
properties and methods on `scriptproto_t` objects (see below), which
|
||||
become JS globals.
|
||||
|
||||
## Writing a C module -- the `scriptproto_t` pattern
|
||||
|
||||
A `scriptproto_t` represents a JS class prototype backed by a C struct.
|
||||
|
||||
### 1. Declare in the header
|
||||
|
||||
```c
|
||||
// moduleMything.h
|
||||
extern scriptproto_t MODULE_MYTHING_PROTO;
|
||||
|
||||
// Init and dispose for the module itself:
|
||||
void moduleMyThingInit(void);
|
||||
void moduleMyThingDispose(void);
|
||||
```
|
||||
|
||||
### 2. Implement
|
||||
|
||||
```c
|
||||
// moduleMything.c
|
||||
scriptproto_t MODULE_MYTHING_PROTO;
|
||||
|
||||
// JS-callable function using the convenience macro:
|
||||
moduleBaseFunction(myThingDoSomething) {
|
||||
moduleBaseRequireArgs(1);
|
||||
moduleBaseRequireNumber(0);
|
||||
float_t x = moduleBaseArgFloat(0);
|
||||
// ... do work ...
|
||||
return jerry_undefined();
|
||||
}
|
||||
|
||||
void moduleMyThingInit(void) {
|
||||
scriptProtoInit(
|
||||
&MODULE_MYTHING_PROTO,
|
||||
"MyThing", // JS global name; NULL to skip registration
|
||||
sizeof(mything_t),
|
||||
myThingCtor // constructor handler, or NULL
|
||||
);
|
||||
|
||||
// Instance methods:
|
||||
scriptProtoDefineFunc(
|
||||
&MODULE_MYTHING_PROTO, "doSomething", myThingDoSomething
|
||||
);
|
||||
|
||||
// Instance property (get/set):
|
||||
scriptProtoDefineProp(
|
||||
&MODULE_MYTHING_PROTO, "x", myThingGetX, myThingSetX
|
||||
);
|
||||
|
||||
// Static method:
|
||||
scriptProtoDefineStaticFunc(
|
||||
&MODULE_MYTHING_PROTO, "create", myThingCreate
|
||||
);
|
||||
}
|
||||
```
|
||||
|
||||
### 3. Register
|
||||
|
||||
In `modulelist.c`: `#include` the header and call `moduleMyThingInit()`
|
||||
in `moduleListInit()` (and `Dispose` in `moduleListDispose()`).
|
||||
|
||||
## `moduleBaseFunction` macro
|
||||
|
||||
```c
|
||||
moduleBaseFunction(myFn) {
|
||||
// callInfo, args[], argc available
|
||||
moduleBaseRequireArgs(2);
|
||||
moduleBaseRequireNumber(0);
|
||||
moduleBaseRequireString(1);
|
||||
|
||||
float_t x = moduleBaseArgFloat(0);
|
||||
int32_t n = moduleBaseArgInt(0);
|
||||
bool_t b = moduleBaseArgBool(0);
|
||||
float_t opt = moduleBaseOptFloat(2, 0.0f); // optional with default
|
||||
|
||||
// Error propagation:
|
||||
errorret_t ret = someCall();
|
||||
if(errorIsNotOk(ret)) return moduleBaseThrowError(ret);
|
||||
|
||||
return jerry_undefined(); // or jerry_boolean(true) etc.
|
||||
}
|
||||
```
|
||||
|
||||
## Wrapping C values in JS objects
|
||||
|
||||
```c
|
||||
// Create a JS object wrapping a copy of a C value:
|
||||
jerry_value_t obj = scriptProtoCreateValue(&MY_PROTO, &myValue);
|
||||
|
||||
// Unwrap back to C pointer:
|
||||
mything_t *ptr = scriptProtoGetValue(&MY_PROTO, jsObj);
|
||||
// ptr is NULL if jsObj is not an instance of MY_PROTO.
|
||||
```
|
||||
|
||||
## Utility helpers (`modulebase.h`)
|
||||
|
||||
| Helper | Purpose |
|
||||
|--------|---------|
|
||||
| `moduleBaseThrow(msg)` | Return a JS TypeError |
|
||||
| `moduleBaseThrowError(ret)` | Convert `errorret_t` -> JS error |
|
||||
| `moduleBaseToString(val, buf, len)` | Jerry value -> C string |
|
||||
| `moduleBaseGetProp(obj, name)` | Get object property by name |
|
||||
| `moduleBaseWrapPointer(ptr)` | Wrap a raw pointer in a JS object |
|
||||
| `moduleBaseUnwrapPointer(val)` | Unwrap a raw pointer |
|
||||
| `moduleBaseSetValue(name, val)` | Set a global JS variable |
|
||||
| `moduleBaseSetNumber(name, n)` | Set a global JS number |
|
||||
| `moduleBaseSetInt(name, n)` | Set a global JS integer |
|
||||
| `moduleBaseDefineMethod(obj, name, fn)` | Add method to any JS object |
|
||||
| `moduleBaseDefineGlobalMethod(name, fn)` | Add method to global scope |
|
||||
|
||||
## Async JS -- pending promises (`scriptpromisepend.h`)
|
||||
|
||||
When a C module needs to resolve a JS `Promise` from an asynchronous
|
||||
C event, use `scriptpromisepend_t`. Each module declares a fixed-size
|
||||
pending slot array; the helpers add/resolve/reject by an opaque key.
|
||||
|
||||
Full API and design notes: `.claude/script-promises.md`
|
||||
|
||||
## Type declarations (`.d.ts`)
|
||||
|
||||
Every module that is accessible from JS **must** have a corresponding
|
||||
TypeScript declaration file in `types/`. The CLAUDE.md checklist
|
||||
requires updating these whenever a `.c` module file changes.
|
||||
|
||||
- Add `types/<category>/mymod.d.ts`
|
||||
- Add `/// <reference path="..." />` to `types/index.d.ts`
|
||||
@@ -0,0 +1,111 @@
|
||||
# Tests and Assertions
|
||||
|
||||
## Test infrastructure
|
||||
|
||||
Tests live in `test/` and mirror the `src/dusk/` directory structure.
|
||||
Enable with `-DDUSK_BUILD_TESTS=ON`. The test runner is **cmocka**.
|
||||
|
||||
### Entry point
|
||||
|
||||
Every test file includes `dusktest.h`, which pulls in `dusk.h` and
|
||||
`assert/assert.h`. When `DUSK_TEST_ASSERT` is defined, `assert.h`
|
||||
includes `cmocka.h` and redirects assertion failures through
|
||||
`mock_assert()` instead of calling `abort()`.
|
||||
|
||||
### Test function signature
|
||||
|
||||
```c
|
||||
static void test_something(void **state) {
|
||||
// ... setup ...
|
||||
// ... exercise ...
|
||||
// ... assert ...
|
||||
assert_int_equal(memoryGetAllocatedCount(), 0); // leak check
|
||||
}
|
||||
```
|
||||
|
||||
### Registering and running tests
|
||||
|
||||
```c
|
||||
int main(void) {
|
||||
const struct CMUnitTest tests[] = {
|
||||
cmocka_unit_test(test_errorThrow),
|
||||
cmocka_unit_test(test_errorOk),
|
||||
};
|
||||
return cmocka_run_group_tests(tests, NULL, NULL);
|
||||
}
|
||||
```
|
||||
|
||||
Use `cmocka_unit_test_setup_teardown()` when a test needs per-test
|
||||
setup or teardown callbacks.
|
||||
|
||||
### Assertion mix
|
||||
|
||||
Tests use **two** sets of assertion macros:
|
||||
|
||||
| Origin | When to use |
|
||||
|--------|-------------|
|
||||
| cmocka: `assert_int_equal()`, `assert_non_null()` etc. | Validate results inside test functions |
|
||||
| Dusk: `assertTrue()`, `assertNotNull()` etc. | Exercise the code under test (these may fire and need catching) |
|
||||
|
||||
To assert that a Dusk assertion fires, use cmocka's mock system:
|
||||
|
||||
```c
|
||||
expect_assert_failure(assertTrueImpl(__FILE__, __LINE__, false, "msg"));
|
||||
```
|
||||
|
||||
### Memory leak discipline
|
||||
|
||||
Every test function must end by asserting:
|
||||
|
||||
```c
|
||||
assert_int_equal(memoryGetAllocatedCount(), 0);
|
||||
```
|
||||
|
||||
This ensures all allocations from the code under test were freed.
|
||||
|
||||
---
|
||||
|
||||
## Assertion system
|
||||
|
||||
Source: `src/dusk/assert/`
|
||||
|
||||
### Runtime vs test mode
|
||||
|
||||
| Mode | Trigger | Effect on failure |
|
||||
|------|---------|-------------------|
|
||||
| Runtime (default) | Release / non-test builds | Logs the message + backtrace, then calls `abort()` |
|
||||
| Test (`DUSK_TEST_ASSERT`) | `-DDUSK_TEST_ASSERT` build flag | Routes through cmocka `mock_assert()` for controlled catching |
|
||||
| Faked (`DUSK_ASSERTIONS_FAKED`) | Defined by platform or test | All macros become no-ops (`((void)0)`) |
|
||||
|
||||
### Available macros
|
||||
|
||||
| Macro | Description |
|
||||
|-------|-------------|
|
||||
| `assertTrue(x, msg)` | Fails if `x` is false |
|
||||
| `assertFalse(x, msg)` | Fails if `x` is true |
|
||||
| `assertNotNull(ptr, msg)` | Fails if `ptr` is NULL |
|
||||
| `assertNull(ptr, msg)` | Fails if `ptr` is not NULL |
|
||||
| `assertUnreachable(msg)` | Unconditional failure; marks unreachable code |
|
||||
| `assertDeprecated(msg)` | Marks a code path as deprecated |
|
||||
| `assertStringEqual(a, b, msg)` | Fails if strings differ |
|
||||
| `assertStrLenMax(str, len, msg)` | Fails if `strlen(str) >= len` |
|
||||
| `assertStrLenMin(str, len, msg)` | Fails if `strlen(str) < len` |
|
||||
| `assertIsMainThread(msg)` | Fails if called from a non-main thread |
|
||||
| `assertNotMainThread(msg)` | Fails if called from the main thread |
|
||||
| `assertStructSize(type, size)` | Compile-time size check via `_Static_assert` |
|
||||
|
||||
### Thread tracking
|
||||
|
||||
`assertInit()` records the main thread ID (pthreads). The main-thread
|
||||
assertions compare against this stored ID. Call `assertInit()` once at
|
||||
startup before spawning any threads.
|
||||
|
||||
### Usage guidelines
|
||||
|
||||
- Prefer the specific macro over a bare `assertTrue` for clarity
|
||||
(e.g. use `assertNotNull` instead of `assertTrue(ptr != NULL, ...)`).
|
||||
- Use `assertUnreachable` in `default:` cases of exhaustive switches.
|
||||
- Use `assertStructSize` to guard struct layouts that must match
|
||||
a known binary format or a platform ABI.
|
||||
- Do not use asserts for expected error paths -- use `errorThrow`
|
||||
instead. Asserts are for programmer mistakes, not runtime errors.
|
||||
@@ -0,0 +1,100 @@
|
||||
# Threading System
|
||||
|
||||
Source: `src/dusk/thread/`
|
||||
|
||||
## Platform support
|
||||
|
||||
Threading currently requires **pthreads** (`DUSK_THREAD_PTHREAD`). The
|
||||
implementation lives in the core thread files and is guarded by that
|
||||
compile-time flag -- there are no separate per-platform thread
|
||||
directories.
|
||||
|
||||
Thread-local storage uses the `THREAD_LOCAL` macro, which maps to
|
||||
`__thread` when pthreads is available. This is used by the error system
|
||||
to give each thread its own `ERROR_STATE`.
|
||||
|
||||
## Thread lifecycle
|
||||
|
||||
Threads follow a strict state machine:
|
||||
|
||||
```
|
||||
STOPPED -> STARTING -> RUNNING -> STOP_REQUESTED -> STOPPED
|
||||
```
|
||||
|
||||
- `threadStart()` -- blocking: starts the thread and waits until it
|
||||
reaches RUNNING.
|
||||
- `threadStop()` -- blocking: requests stop and waits until STOPPED.
|
||||
- `threadStartRequest()` -- non-blocking equivalent of `threadStart`.
|
||||
- `threadStopRequest()` -- non-blocking equivalent of `threadStop`.
|
||||
|
||||
The thread callback polls `threadShouldStop()` to know when to exit.
|
||||
Never kill a thread forcefully -- always let it stop cooperatively.
|
||||
|
||||
## Thread API
|
||||
|
||||
```c
|
||||
void threadInit(thread_t *thread, errorret_t (*callback)(thread_t *t));
|
||||
// Initialise; callback is the thread entry point.
|
||||
|
||||
errorret_t threadStart(thread_t *thread);
|
||||
// Start and block until RUNNING.
|
||||
|
||||
errorret_t threadStop(thread_t *thread);
|
||||
// Request stop, block until STOPPED.
|
||||
|
||||
void threadStartRequest(thread_t *thread);
|
||||
void threadStopRequest(thread_t *thread);
|
||||
// Non-blocking variants.
|
||||
|
||||
bool_t threadShouldStop(const thread_t *thread);
|
||||
// Call from inside the thread callback to know when to exit.
|
||||
```
|
||||
|
||||
## Mutex API (`threadmutex.h`)
|
||||
|
||||
Each `threadmutex_t` wraps a pthread mutex and a condition variable.
|
||||
|
||||
```c
|
||||
void threadMutexInit(threadmutex_t *mutex);
|
||||
void threadMutexDispose(threadmutex_t *mutex);
|
||||
|
||||
void threadMutexLock(threadmutex_t *mutex);
|
||||
void threadMutexUnlock(threadmutex_t *mutex);
|
||||
bool_t threadMutexTryLock(threadmutex_t *mutex);
|
||||
// Returns true if the lock was acquired; false if already held.
|
||||
|
||||
void threadMutexWaitLock(threadmutex_t *mutex);
|
||||
// Block until signalled (like pthread_cond_wait).
|
||||
// Must be called while holding the lock.
|
||||
|
||||
void threadMutexSignal(threadmutex_t *mutex);
|
||||
// Wake one waiter.
|
||||
```
|
||||
|
||||
## Usage example
|
||||
|
||||
```c
|
||||
static errorret_t workerCallback(thread_t *t) {
|
||||
while(!threadShouldStop(t)) {
|
||||
// do work
|
||||
}
|
||||
errorOk();
|
||||
}
|
||||
|
||||
thread_t worker;
|
||||
threadInit(&worker, workerCallback);
|
||||
errorChain(threadStart(&worker));
|
||||
// ... later ...
|
||||
errorChain(threadStop(&worker));
|
||||
```
|
||||
|
||||
## Thread safety rules
|
||||
|
||||
- The error system (`ERROR_STATE`) is thread-local -- each thread has
|
||||
its own error state. Do not pass `errorret_t` across thread
|
||||
boundaries without copying the message and lines strings first.
|
||||
- Asset loading: the background thread calls `loadAsync`; the main
|
||||
thread calls `loadSync`. Never call GPU or SDL functions from the
|
||||
loader background thread.
|
||||
- Use `assertIsMainThread()` / `assertNotMainThread()` to guard
|
||||
functions that have thread affinity requirements.
|
||||
+115
@@ -0,0 +1,115 @@
|
||||
# Time System
|
||||
|
||||
Source: `src/dusk/time/`, platform layers in `src/dusk<platform>/time/`
|
||||
|
||||
## Global state
|
||||
|
||||
```c
|
||||
extern dusktime_t TIME;
|
||||
```
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
float_t delta; // Fixed step size in seconds (DUSK_TIME_STEP)
|
||||
float_t time; // Accumulated game time in seconds
|
||||
|
||||
// Only present when DUSK_TIME_DYNAMIC is defined:
|
||||
float_t lastNonDynamic;
|
||||
bool_t dynamicUpdate; // true on sub-step ticks
|
||||
float_t dynamicDelta; // real elapsed seconds this frame
|
||||
float_t dynamicTime; // accumulated real time
|
||||
} dusktime_t;
|
||||
```
|
||||
|
||||
## Fixed vs dynamic timestep
|
||||
|
||||
### Fixed timestep (default)
|
||||
|
||||
`DUSK_TIME_STEP` defaults to `16ms / 1000 = 0.016f` seconds (62.5 Hz).
|
||||
Every call to `timeUpdate()` advances `TIME.time` by exactly
|
||||
`DUSK_TIME_STEP` and sets `TIME.delta = DUSK_TIME_STEP`. This is the
|
||||
safe, deterministic mode for physics and game logic.
|
||||
|
||||
### Dynamic timestep (`DUSK_TIME_DYNAMIC`)
|
||||
|
||||
When enabled, `timeUpdate()` calls the platform tick hook to measure
|
||||
actual elapsed time. It fires a "non-dynamic" step (`dynamicUpdate =
|
||||
false`, `delta = DUSK_TIME_STEP`) once per fixed interval, and
|
||||
"dynamic" sub-steps (`dynamicUpdate = true`) in between. Systems that
|
||||
must run on the fixed interval (physics, networking) skip the dynamic
|
||||
sub-steps by checking:
|
||||
|
||||
```c
|
||||
if(TIME.dynamicUpdate) return;
|
||||
```
|
||||
|
||||
## Platform hooks
|
||||
|
||||
Each platform provides three macros in its `time/timeplatform.h`:
|
||||
|
||||
| Macro | Purpose |
|
||||
|-------|---------|
|
||||
| `timeTickPlatform()` | Sample the hardware timer |
|
||||
| `timeGetDeltaPlatform()` | Return seconds since last tick |
|
||||
| `timeGetRealPlatform()` | Return epoch seconds since 1970 |
|
||||
| `timeGetRealTimeZonePlatform()` | Return local timezone offset (seconds) |
|
||||
|
||||
`timeTickPlatform` and `timeGetDeltaPlatform` are only required when
|
||||
`DUSK_TIME_DYNAMIC` is defined.
|
||||
|
||||
## Platform implementations
|
||||
|
||||
| Platform | Tick source | Real time source |
|
||||
|----------|------------|-----------------|
|
||||
| Linux | `SDL_GetTicks64()` (via SDL2) | `clock_gettime(CLOCK_REALTIME)` |
|
||||
| Knulli | `SDL_GetTicks64()` (via SDL2) | `clock_gettime(CLOCK_REALTIME)` |
|
||||
| PSP | `SDL_GetTicks64()` (via SDL2) | `sceRtcGetCurrentTick()` (microseconds) |
|
||||
| GameCube | none (fixed step only) | `ticks_to_microsecs(__SYS_GetSystemTime())` + 2000->1970 offset |
|
||||
| Wii | none (fixed step only) | same as GameCube |
|
||||
|
||||
GameCube / Wii note: the hardware timer returns ticks since
|
||||
2000-01-01, so an offset of 946684800 seconds is added to convert to
|
||||
UNIX epoch. The timezone offset is always returned as 0.0 on Dolphin
|
||||
(timezone is not available without network time).
|
||||
|
||||
## Epoch time (`timeepoch.h`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
double_t time; // raw UTC seconds since 1970
|
||||
double_t timeZone; // timezone offset in seconds
|
||||
double_t offsetTime; // time + timeZone
|
||||
} dusktimeepoch_t;
|
||||
|
||||
dusktimeepoch_t timeGetEpoch(void);
|
||||
// Returns current time in local timezone.
|
||||
```
|
||||
|
||||
### Epoch helpers
|
||||
|
||||
```c
|
||||
int32_t timeEpochGetYear(epoch);
|
||||
int32_t timeEpochGetMonth(epoch); // 1-12
|
||||
int32_t timeEpochGetDayOfMonth(epoch); // 1-31
|
||||
int32_t timeEpochGetHours(epoch); // 0-23
|
||||
int32_t timeEpochGetMinutes(epoch); // 0-59
|
||||
int32_t timeEpochGetSeconds(epoch); // 0-59
|
||||
bool_t timeEpochIsLeapYear(year);
|
||||
|
||||
size_t timeEpochFormat(
|
||||
dusktimeepoch_t epoch,
|
||||
const char_t *format, // %Y %m %d %H %M %S
|
||||
char_t *buffer,
|
||||
size_t bufferSize
|
||||
);
|
||||
```
|
||||
|
||||
## Adding a new platform time implementation
|
||||
|
||||
1. Create `src/dusk<platform>/time/time<platform>.h/.c`.
|
||||
2. Implement `timeGetReal<Platform>()` and
|
||||
`timeGetRealTimeZone<Platform>()`.
|
||||
3. If `DUSK_TIME_DYNAMIC`: also implement `timeTick<Platform>()` and
|
||||
`timeGetDelta<Platform>()`.
|
||||
4. Create `src/dusk<platform>/time/timeplatform.h` with the `#define`
|
||||
macros pointing to your functions.
|
||||
+226
@@ -0,0 +1,226 @@
|
||||
# UI System
|
||||
|
||||
Source: `src/dusk/ui/`
|
||||
|
||||
See also: `.claude/display-spritebatch.md`, `.claude/display-text.md`,
|
||||
`.claude/display-color.md`
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
The UI system renders overlaid interface elements on top of the scene
|
||||
each frame. It is called by the engine after the scene render pipeline
|
||||
and before the screen unbind -- game code does not drive it directly.
|
||||
|
||||
All UI elements render through the global SpriteBatch.
|
||||
|
||||
---
|
||||
|
||||
## Lifecycle
|
||||
|
||||
```c
|
||||
extern ui_t UI;
|
||||
|
||||
errorret_t uiInit(void);
|
||||
void uiUpdate(void);
|
||||
errorret_t uiRender(void);
|
||||
void uiDispose(void);
|
||||
```
|
||||
|
||||
`uiUpdate` is called each game tick; `uiRender` is called each render
|
||||
tick. The engine calls both automatically -- do not call them from
|
||||
game scripts.
|
||||
|
||||
---
|
||||
|
||||
## Element registration (`uielement.h`)
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
uielementtype_t type; // UI_ELEMENT_TYPE_NULL or UI_ELEMENT_TYPE_NATIVE
|
||||
errorret_t (*draw)(); // draw callback
|
||||
} uielement_t;
|
||||
|
||||
extern uielement_t UI_ELEMENTS[]; // registered element array
|
||||
```
|
||||
|
||||
`uiRender` iterates `UI_ELEMENTS` and calls each element's `draw`
|
||||
callback. Elements register themselves during `uiInit`.
|
||||
|
||||
---
|
||||
|
||||
## Elements
|
||||
|
||||
### uiframe_t -- 9-slice border (`uiframe.h`)
|
||||
|
||||
A resizable bordered panel rendered using 9-slice (9-patch) technique
|
||||
from a 3x3 tileset.
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
tileset_t tileset;
|
||||
texture_t *texture;
|
||||
} uiframe_t;
|
||||
|
||||
errorret_t uiFrameInit(uiframe_t *frame);
|
||||
|
||||
errorret_t uiFrameDraw(
|
||||
const uiframe_t *frame,
|
||||
const float_t x,
|
||||
const float_t y,
|
||||
const float_t width,
|
||||
const float_t height
|
||||
);
|
||||
|
||||
void uiFrameDispose(uiframe_t *frame); // does not dispose texture
|
||||
```
|
||||
|
||||
`uiFrameDraw` pushes 9 quads (corners + edges + centre) to the
|
||||
SpriteBatch without flushing. The caller must call `spriteBatchFlush()`
|
||||
after all sprites for a draw pass are buffered.
|
||||
|
||||
---
|
||||
|
||||
### uitextbox_t -- typewriter dialogue box (`uitextbox.h`)
|
||||
|
||||
A global single-instance dialogue box that displays text one character
|
||||
at a time with word-wrap and multi-page support.
|
||||
|
||||
```c
|
||||
extern uitextbox_t UI_TEXTBOX;
|
||||
|
||||
errorret_t uiTextboxInit(void);
|
||||
void uiTextboxDispose(void);
|
||||
```
|
||||
|
||||
**Setting text:**
|
||||
|
||||
```c
|
||||
uiTextboxSetText("Hello, world!");
|
||||
// Automatically word-wraps and paginates.
|
||||
// Resets currentPage and scroll to 0.
|
||||
```
|
||||
|
||||
**Tick update (called from script `update` or uiUpdate):**
|
||||
|
||||
```c
|
||||
uiTextboxUpdate();
|
||||
// Advances typewriter by UI_TEXTBOX_SCROLL_CHARS_PER_TICK (1) each
|
||||
// fixed tick. Skipped on dynamic sub-ticks.
|
||||
```
|
||||
|
||||
**Page control:**
|
||||
|
||||
```c
|
||||
bool_t uiTextboxPageIsComplete(void); // scroll revealed full page
|
||||
bool_t uiTextboxHasNextPage(void); // more pages remain
|
||||
void uiTextboxNextPage(void); // advance; no-op on last page
|
||||
int32_t uiTextboxGetPageCharCount(void);
|
||||
```
|
||||
|
||||
**Events:**
|
||||
|
||||
```c
|
||||
// Fires when the current page is fully scrolled into view:
|
||||
UI_TEXTBOX.onPageComplete
|
||||
|
||||
// Fires when the last page has been fully scrolled:
|
||||
UI_TEXTBOX.onLastPage
|
||||
```
|
||||
|
||||
Subscribe via the event system (see `.claude/events.md`).
|
||||
|
||||
**Limits:**
|
||||
|
||||
| Constant | Value |
|
||||
|----------|-------|
|
||||
| `UI_TEXTBOX_TEXT_MAX` | 1024 chars |
|
||||
| `UI_TEXTBOX_LINES_MAX` | 64 lines |
|
||||
| `UI_TEXTBOX_LINES_PER_PAGE_MAX` | 3 lines per page |
|
||||
| `UI_TEXTBOX_SCROLL_CHARS_PER_TICK` | 1 char per tick |
|
||||
|
||||
---
|
||||
|
||||
### uifullbox_t -- full-screen colour overlay (`uifullbox.h`)
|
||||
|
||||
An animated solid-colour overlay that covers the entire screen. Used
|
||||
for fade-to-black, scene transitions, and flash effects.
|
||||
|
||||
Two global instances are provided:
|
||||
|
||||
```c
|
||||
extern uifullbox_t UI_FULLBOX_UNDER; // draws below scene content
|
||||
extern uifullbox_t UI_FULLBOX_OVER; // draws above all content
|
||||
```
|
||||
|
||||
```c
|
||||
void uiFullboxInit(uifullbox_t *fullbox);
|
||||
|
||||
// Start a colour-to-colour transition:
|
||||
void uiFullboxTransition(
|
||||
uifullbox_t *fullbox,
|
||||
color_t from,
|
||||
color_t to,
|
||||
float_t duration,
|
||||
easingtype_t easing
|
||||
);
|
||||
|
||||
void uiFullboxUpdate(uifullbox_t *fullbox, float_t delta);
|
||||
errorret_t uiFullboxDraw(uifullbox_t *fullbox);
|
||||
// Draw is skipped entirely when alpha == 0.
|
||||
```
|
||||
|
||||
`fullbox.onTransitionEnd` event fires once when the transition
|
||||
completes. Subscribe to it to chain scene transitions:
|
||||
|
||||
```c
|
||||
// Typical fade-out before a scene change:
|
||||
uiFullboxTransition(
|
||||
&UI_FULLBOX_OVER,
|
||||
COLOR_TRANSPARENT, COLOR_BLACK,
|
||||
0.5f, EASING_OUT_QUAD
|
||||
);
|
||||
eventSubscribe(&UI_FULLBOX_OVER.onTransitionEnd, onFadeComplete, NULL);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### uiloading_t -- loading indicator (`uiloading.h`)
|
||||
|
||||
An animated loading indicator with fade-in / fade-out transitions.
|
||||
Shown while asset batches are loading.
|
||||
|
||||
```c
|
||||
extern uiloading_t UI_LOADING;
|
||||
|
||||
void uiLoadingInit(void);
|
||||
void uiLoadingUpdate(float_t delta);
|
||||
errorret_t uiLoadingDraw(void);
|
||||
|
||||
// Fade in; callback fires when fully visible:
|
||||
void uiLoadingShow(eventcallback_t callback, void *user);
|
||||
|
||||
// Fade out; callback fires when fully hidden:
|
||||
void uiLoadingHide(eventcallback_t callback, void *user);
|
||||
```
|
||||
|
||||
`UI_LOADING_FADE_DURATION` is 0.5 seconds. `UI_LOADING_MARGIN` is 8px.
|
||||
`uiLoadingDraw` is a no-op when the indicator is fully transparent.
|
||||
|
||||
---
|
||||
|
||||
### uifps_t -- FPS counter (`uifps.h`)
|
||||
|
||||
Debug FPS display. Measures real elapsed time between ticks and draws
|
||||
the average frame rate as text in the corner of the screen.
|
||||
|
||||
```c
|
||||
extern uifps_t UIFPS;
|
||||
|
||||
errorret_t uiFPSDraw(); // also performs the measurement update
|
||||
```
|
||||
|
||||
Intended for debug builds only. Draw it explicitly from a JS `render`
|
||||
hook or from a UI element -- it is not registered in `UI_ELEMENTS` by
|
||||
default.
|
||||
+191
@@ -0,0 +1,191 @@
|
||||
# Utility Library
|
||||
|
||||
Source: `src/dusk/util/`
|
||||
|
||||
All C code in the project must use these utilities instead of their
|
||||
standard library equivalents. Do not use `malloc`, `free`, `strcmp`,
|
||||
`strcpy`, `memcpy`, `memset`, etc. directly.
|
||||
|
||||
---
|
||||
|
||||
## Memory (`memory.h`)
|
||||
|
||||
```c
|
||||
void *memoryAllocate(size_t size);
|
||||
void *memoryAlign(size_t alignment, size_t size); // aligned alloc
|
||||
void memoryFree(void *ptr);
|
||||
void memoryCopy(void *dest, const void *src, size_t size);
|
||||
void memoryZero(void *dest, size_t size);
|
||||
errorret_t memoryCompare(const void *a, const void *b, size_t size);
|
||||
|
||||
size_t memoryGetAllocatedCount(void);
|
||||
// Returns the number of live allocations. Must be 0 at test teardown.
|
||||
|
||||
void memoryTrack(void *ptr);
|
||||
// Register a pointer that was malloc'd outside the engine (e.g. by a
|
||||
// third-party library) so it counts toward the allocation tracker.
|
||||
```
|
||||
|
||||
`MEMORY_POINTERS_IN_USE` is a file-scope static tracking the live count.
|
||||
It is incremented by `memoryAllocate` / `memoryTrack` and decremented by
|
||||
`memoryFree`. Tests assert this is 0 at teardown to catch leaks.
|
||||
|
||||
---
|
||||
|
||||
## String (`string.h`)
|
||||
|
||||
Use these instead of `<string.h>` / `<ctype.h>` functions:
|
||||
|
||||
```c
|
||||
void stringCopy(char_t *dest, const char_t *src, size_t destSize);
|
||||
int stringCompare(const char_t *a, const char_t *b);
|
||||
bool_t stringEquals(const char_t *a, const char_t *b);
|
||||
int stringCompareInsensitive(const char_t *a, const char_t *b);
|
||||
size_t stringLength(const char_t *str);
|
||||
void stringTrim(char_t *str);
|
||||
bool_t stringIsWhitespace(char_t c);
|
||||
bool_t stringStartsWith(const char_t *str, const char_t *prefix);
|
||||
bool_t stringEndsWith(const char_t *str, const char_t *suffix);
|
||||
bool_t stringContains(const char_t *haystack, const char_t *needle);
|
||||
char_t *stringFind(const char_t *haystack, const char_t *needle);
|
||||
void stringFormat(char_t *dest, size_t destSize, const char_t *fmt, ...);
|
||||
int32_t stringToInt(const char_t *str);
|
||||
float_t stringToFloat(const char_t *str);
|
||||
void stringFromInt(char_t *dest, size_t destSize, int32_t value);
|
||||
void stringFromFloat(char_t *dest, size_t destSize, float_t value);
|
||||
```
|
||||
|
||||
`destSize` in `stringCopy` / `stringFormat` is the buffer capacity
|
||||
**excluding** the null terminator.
|
||||
|
||||
---
|
||||
|
||||
## Math (`math.h`)
|
||||
|
||||
```c
|
||||
#define MATH_PI M_PI
|
||||
|
||||
#define mathMax(a, b)
|
||||
#define mathMin(a, b)
|
||||
#define mathClamp(x, lower, upper)
|
||||
#define mathAbs(amt)
|
||||
|
||||
uint32_t mathNextPowTwo(uint32_t value);
|
||||
float_t mathModFloat(float_t x, float_t y); // always non-negative
|
||||
float_t mathLerp(float_t a, float_t b, float_t t);
|
||||
// plus additional trig / remap helpers
|
||||
```
|
||||
|
||||
The project uses **cglm** for vector and matrix math (`vec3`, `mat4`,
|
||||
`glm_vec3_*`, `glm_mat4_*`, etc.). `math.h` provides scalar helpers
|
||||
that complement cglm.
|
||||
|
||||
---
|
||||
|
||||
## Endian (`endian.h`)
|
||||
|
||||
GameCube and Wii are big-endian. Any binary data format (asset files,
|
||||
network packets) must use the endian utilities when reading multi-byte
|
||||
values.
|
||||
|
||||
```c
|
||||
bool_t isHostLittleEndian(void);
|
||||
uint16_t endianLittleToHost16(uint16_t value);
|
||||
uint32_t endianLittleToHost32(uint32_t value);
|
||||
uint64_t endianLittleToHost64(uint64_t value);
|
||||
float_t endianLittleToHostFloat(float_t value);
|
||||
```
|
||||
|
||||
If neither `DUSK_PLATFORM_ENDIAN_LITTLE` nor `DUSK_PLATFORM_ENDIAN_BIG`
|
||||
is defined, the implementation falls back to a runtime check
|
||||
(`ENDIAN_MAGIC` probe). Prefer setting the compile-time macro for new
|
||||
platform targets.
|
||||
|
||||
---
|
||||
|
||||
## Reference counting (`ref.h`)
|
||||
|
||||
`ref_t` is a generic reference-counted handle with optional lock /
|
||||
unlock / all-unlocked callbacks.
|
||||
|
||||
```c
|
||||
void refInit(
|
||||
ref_t *ref,
|
||||
void *data,
|
||||
refcallback_t onLock,
|
||||
refcallback_t onUnlock,
|
||||
refcallback_t onAllUnlocked // called when count -> 0; do cleanup here
|
||||
);
|
||||
|
||||
void refLock(ref_t *ref); // increment count
|
||||
bool_t refUnlock(ref_t *ref); // decrement; returns true if count == 0
|
||||
```
|
||||
|
||||
The asset entry system uses `ref_t` internally to track how many
|
||||
subsystems have locked a loaded asset.
|
||||
|
||||
---
|
||||
|
||||
## Array (`array.h`)
|
||||
|
||||
```c
|
||||
void arrayReverse(void *array, size_t count, size_t elementSize);
|
||||
```
|
||||
|
||||
Generic in-place reverse using the element stride.
|
||||
|
||||
---
|
||||
|
||||
## Sort (`sort.h`)
|
||||
|
||||
Use these instead of `qsort` for portability across all platforms.
|
||||
|
||||
```c
|
||||
typedef int_t (*sortcompare_t)(const void *, const void *);
|
||||
|
||||
void sortBubble(
|
||||
void *array,
|
||||
const size_t count,
|
||||
const size_t size,
|
||||
const sortcompare_t compare
|
||||
);
|
||||
|
||||
void sortQuick(
|
||||
void *array,
|
||||
const size_t count,
|
||||
const size_t size,
|
||||
const sortcompare_t compare
|
||||
);
|
||||
|
||||
#define sort sortQuick // preferred; use this in new code
|
||||
```
|
||||
|
||||
Typed convenience helpers for `uint8_t` arrays:
|
||||
|
||||
```c
|
||||
int sortArrayU8Compare(const void *a, const void *b);
|
||||
void sortArrayU8(uint8_t *array, const size_t count);
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Crypt (`crypt.h`)
|
||||
|
||||
CRC32 checksum for save file integrity. Not cryptographically secure --
|
||||
do not use for security purposes.
|
||||
|
||||
```c
|
||||
// One-shot checksum:
|
||||
uint32_t cryptCRC32(const void *data, const size_t size);
|
||||
|
||||
// Streaming (incremental) CRC32:
|
||||
uint32_t cryptCRC32Begin(void);
|
||||
void cryptCRC32Update(
|
||||
uint32_t *crc, const void *data, const size_t size
|
||||
);
|
||||
uint32_t cryptCRC32End(const uint32_t crc);
|
||||
```
|
||||
|
||||
The streaming API allows computing a checksum across multiple buffers
|
||||
or while interleaving other reads -- the save system uses this to
|
||||
verify the whole save slot in a single pass.
|
||||
@@ -0,0 +1,174 @@
|
||||
name: Build Dusk
|
||||
on:
|
||||
push:
|
||||
tags:
|
||||
- '*'
|
||||
jobs:
|
||||
run-tests:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v6
|
||||
- name: Set up Docker
|
||||
uses: docker/setup-docker-action@v5
|
||||
- name: Run tests in Docker
|
||||
run: ./scripts/test-linux-docker.sh
|
||||
|
||||
build-linux:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v6
|
||||
- name: Set up Docker
|
||||
uses: docker/setup-docker-action@v5
|
||||
- name: Build Linux
|
||||
run: ./scripts/build-linux-docker.sh
|
||||
- name: Upload Linux binary
|
||||
uses: actions/upload-artifact@v6
|
||||
with:
|
||||
name: dusk-linux
|
||||
path: build-linux/Dusk
|
||||
if-no-files-found: error
|
||||
|
||||
build-psp:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v6
|
||||
- name: Set up Docker
|
||||
uses: docker/setup-docker-action@v5
|
||||
- name: Build psp
|
||||
run: ./scripts/build-psp-docker.sh
|
||||
- name: Move EBOOT.PBP to Dusk subfolder
|
||||
run: |
|
||||
mkdir -p ./git-artifcats/Dusk/PSP/GAME/Dusk
|
||||
cp build-psp/EBOOT.PBP ./git-artifcats/Dusk/PSP/GAME/Dusk/EBOOT.PBP
|
||||
- name: Upload psp binary
|
||||
uses: actions/upload-artifact@v6
|
||||
with:
|
||||
name: dusk-psp
|
||||
path: ./git-artifcats/Dusk
|
||||
if-no-files-found: error
|
||||
|
||||
# build-vita:
|
||||
# runs-on: ubuntu-latest
|
||||
# steps:
|
||||
# - name: Checkout repository
|
||||
# uses: actions/checkout@v6
|
||||
# - name: Set up Docker
|
||||
# uses: docker/setup-docker-action@v5
|
||||
# - name: Build Vita
|
||||
# run: ./scripts/build-vita-docker.sh
|
||||
# - name: Upload Vita binary
|
||||
# uses: actions/upload-artifact@v6
|
||||
# with:
|
||||
# name: dusk-vita
|
||||
# path: build-vita/Dusk.vpk
|
||||
# if-no-files-found: error
|
||||
|
||||
build-knulli:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v6
|
||||
- name: Set up Docker
|
||||
uses: docker/setup-docker-action@v5
|
||||
- name: Build knulli
|
||||
run: ./scripts/build-knulli-docker.sh
|
||||
- name: Move output to Dusk subfolder
|
||||
run: |
|
||||
mkdir -p ./git-artifcats/Dusk
|
||||
cp -r build-knulli/dusk ./git-artifcats/Dusk
|
||||
- name: Upload knulli binary
|
||||
uses: actions/upload-artifact@v6
|
||||
with:
|
||||
name: dusk-knulli
|
||||
path: ./git-artifcats/Dusk
|
||||
if-no-files-found: error
|
||||
|
||||
build-gamecube:
|
||||
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
|
||||
run: ./scripts/build-gamecube-docker.sh
|
||||
- name: Copy output files.
|
||||
run: |
|
||||
mkdir -p ./git-artifcats/Dusk
|
||||
cp build-gamecube/Dusk.dol ./git-artifcats/Dusk/Dusk.dol
|
||||
cp build-gamecube/dusk.dsk ./git-artifcats/Dusk/dusk.dsk
|
||||
- name: Upload GameCube binary
|
||||
uses: actions/upload-artifact@v6
|
||||
with:
|
||||
name: dusk-gamecube
|
||||
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:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v6
|
||||
- name: Set up Docker
|
||||
uses: docker/setup-docker-action@v5
|
||||
- name: Build Wii
|
||||
run: ./scripts/build-wii-docker.sh
|
||||
- name: Copy output files.
|
||||
run: |
|
||||
mkdir -p ./git-artifcats/Dusk/apps/Dusk
|
||||
cp build-wii/boot.dol ./git-artifcats/Dusk/apps/Dusk/boot.dol
|
||||
cp build-wii/dusk.dsk ./git-artifcats/Dusk/apps/Dusk/dusk.dsk
|
||||
cp build-wii/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml
|
||||
- name: Upload Wii binary
|
||||
uses: actions/upload-artifact@v6
|
||||
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
|
||||
+13
-1
@@ -83,7 +83,6 @@ assets/borrowed
|
||||
.VSCode*
|
||||
|
||||
/vita
|
||||
|
||||
._*
|
||||
|
||||
*~
|
||||
@@ -95,3 +94,16 @@ assets/borrowed
|
||||
# /archive
|
||||
|
||||
__pycache__
|
||||
|
||||
package-lock.json
|
||||
yarn-error.log
|
||||
yarn.lock
|
||||
|
||||
.editor
|
||||
.venv
|
||||
|
||||
/build2
|
||||
/build*
|
||||
/assets/test
|
||||
/tools_old
|
||||
/assets/test.png
|
||||
@@ -0,0 +1,519 @@
|
||||
# Dusk -- Claude Code rules
|
||||
|
||||
## About Dusk
|
||||
|
||||
Dusk is a pure C game and game engine. There is no C++ anywhere in the
|
||||
codebase. The engine is built around a data-oriented Entity Component
|
||||
System (ECS) and is designed for heavy optimization across a wide range
|
||||
of hardware targets, including platforms with very limited RAM and CPU.
|
||||
|
||||
**Current and planned platforms:** Linux, Windows, macOS, Sony PSP,
|
||||
PlayStation Vita, Nintendo GameCube, Nintendo Wii. Additional platforms
|
||||
will be added over time. GameCube and Wii are collectively referred to
|
||||
as the **Dolphin** targets throughout the codebase and docs.
|
||||
|
||||
**Build system:** CMake exclusively. Every source subdirectory owns its
|
||||
own `CMakeLists.txt`.
|
||||
|
||||
**Architecture:** Entity Component System (ECS) as the primary pattern.
|
||||
All game objects are entities; behaviour and state are attached via
|
||||
components. No inheritance hierarchies -- favour composition.
|
||||
|
||||
**Optimization:** Performance is a first-class constraint, not an
|
||||
afterthought. The engine must run well on hardware as constrained as
|
||||
the GameCube (16 MB main RAM, 485 MHz PowerPC) and PSP (32 MB RAM,
|
||||
333 MHz MIPS). Every design and implementation decision should consider
|
||||
the most constrained target.
|
||||
|
||||
**Coding style:** All C code must strictly follow the project style
|
||||
rules documented in the [Coding style](#coding-style) section below.
|
||||
Deviations are not acceptable.
|
||||
|
||||
### Further reading
|
||||
|
||||
Detailed documentation on specific topics lives in `.claude/`:
|
||||
|
||||
| Topic | File |
|
||||
|-------|------|
|
||||
| Platform overview, capability macros, quick comparison | `.claude/platforms.md` |
|
||||
| Platform -- Linux and Knulli | `.claude/platform-linux.md` |
|
||||
| Platform -- Sony PSP | `.claude/platform-psp.md` |
|
||||
| Platform -- PlayStation Vita | `.claude/platform-vita.md` |
|
||||
| Platform -- GameCube and Wii (Dolphin) | `.claude/platform-dolphin.md` |
|
||||
| Platform -- Windows (planned) | `.claude/platform-windows.md` |
|
||||
| Platform -- macOS (planned) | `.claude/platform-macos.md` |
|
||||
| ECS architecture and conventions | `.claude/ecs.md` |
|
||||
| CMake build system and toolchain setup | `.claude/build.md` |
|
||||
| Optimization guidelines and platform budgets | `.claude/optimization.md` |
|
||||
| Test infrastructure and assertion macros | `.claude/tests.md` |
|
||||
| Error handling system (`errorret_t`, macros) | `.claude/errors.md` |
|
||||
| Asset system (loading, caching, loaders) | `.claude/assets.md` |
|
||||
| Threading (`thread_t`, mutex, thread-local) | `.claude/threading.md` |
|
||||
| Input system (actions, buttons, platforms) | `.claude/input.md` |
|
||||
| Physics simulation and collision shapes | `.claude/physics.md` |
|
||||
| Event system (pub/sub) | `.claude/events.md` |
|
||||
| Locale / localisation system | `.claude/locale.md` |
|
||||
| Time system (fixed/dynamic, epoch) | `.claude/time.md` |
|
||||
| Network system (per-platform status) | `.claude/network.md` |
|
||||
| Utility library (memory, string, math, endian, ref) | `.claude/util.md` |
|
||||
| Script system (JerryScript, module proto API) | `.claude/script.md` |
|
||||
| Script async promises (`scriptpromisepend_t`) | `.claude/script-promises.md` |
|
||||
| Engine main loop, system platform API, log | `.claude/engine.md` |
|
||||
| Save system (multi-slot, platform storage) | `.claude/save.md` |
|
||||
| Animation (keyframes, easing functions) | `.claude/animation.md` |
|
||||
| Display (index) | `.claude/display.md` |
|
||||
| Display -- screen, framebuffer, size modes | `.claude/display-core.md` |
|
||||
| Display -- texture, tileset, font | `.claude/display-texture.md` |
|
||||
| Display -- shader, material, display state | `.claude/display-shader.md` |
|
||||
| Display -- mesh, vertex format, primitives | `.claude/display-mesh.md` |
|
||||
| Display -- SpriteBatch (2D quad renderer) | `.claude/display-spritebatch.md` |
|
||||
| Display -- text rendering, FONT_DEFAULT | `.claude/display-text.md` |
|
||||
| Display -- color types, macros, constants | `.claude/display-color.md` |
|
||||
| UI system (frame, textbox, fullbox, loading, FPS) | `.claude/ui.md` |
|
||||
| Console (debug overlay, POSIX stdin mode) | `.claude/console.md` |
|
||||
| Scene system (lifecycle, render pipeline, JS hooks) | `.claude/scene.md` |
|
||||
|
||||
---
|
||||
|
||||
## File headers
|
||||
Every C, H, and JS file starts with:
|
||||
|
||||
```c
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
```
|
||||
|
||||
JS files use `//` comment style instead.
|
||||
|
||||
---
|
||||
|
||||
## C conventions
|
||||
|
||||
### Types
|
||||
Always use the project-defined aliases instead of bare C primitives:
|
||||
|
||||
| Use | Not |
|
||||
|-----------|--------------|
|
||||
| `bool_t` | `bool` |
|
||||
| `int_t` | `int` |
|
||||
| `float_t` | `float` |
|
||||
| `char_t` | `char` |
|
||||
|
||||
Use `uint8_t`, `uint16_t`, `int32_t`, etc. for fixed-width integers.
|
||||
All struct and enum types end in `_t` (`animation_t`, `errorret_t`, …).
|
||||
|
||||
### Naming
|
||||
- **Functions** — snake_case, prefixed with their module:
|
||||
`assetLock()`, `entityPositionInit()`, `moduleAssetBatchCtor()`
|
||||
- **Struct fields** — camelCase: `keyframeCount`, `localPosition`
|
||||
- **Macros / constants** — UPPER_SNAKE_CASE:
|
||||
`ENTITY_ID_INVALID`, `ERROR_OK`, `COMPONENT_TYPE_COUNT`
|
||||
- **Files** — snake_case matching the primary type: `entityposition.c`,
|
||||
`moduleassetbatch.c`
|
||||
|
||||
### Header files (`.h`)
|
||||
- Use `#pragma once` — no include guards.
|
||||
- Declare every public function, `#define`, and `extern` global.
|
||||
- Write a JSDoc block (`/** … */`) above every declaration explaining
|
||||
purpose, `@param`s, and `@returns`.
|
||||
- Only include headers that the `.h` file itself strictly requires for
|
||||
the types it exposes. Move everything else to the `.c` file.
|
||||
Do not use forward declarations as a workaround — use the real
|
||||
include in the `.c` file instead.
|
||||
|
||||
### Implementation files (`.c`)
|
||||
- Contain function bodies only; no declarations.
|
||||
- Pull in whatever additional includes the implementation needs.
|
||||
- Do not use `static` or `inline` on **functions**. Every function,
|
||||
including internal helpers, must be declared in the matching `.h` and
|
||||
defined in the `.c` file. Internal helpers belong near the bottom of
|
||||
the `.c` file, not at the top with a `static` qualifier.
|
||||
`static` and `inline` on functions are only appropriate when the
|
||||
function body is written directly inside a `.h` file.
|
||||
`static` on **variables** (file-scope state) is fine and expected.
|
||||
|
||||
### Formatting
|
||||
- Hard-wrap all lines at **80 characters**.
|
||||
|
||||
### Error handling
|
||||
Return `errorret_t` from fallible functions. Use these macros:
|
||||
|
||||
```c
|
||||
errorOk(); // return success
|
||||
errorThrow("msg %d", val); // return failure with message
|
||||
errorChain(someCall()); // propagate failure, continue on success
|
||||
errorIsOk(ret) / errorIsNotOk(ret) // test a result
|
||||
errorCatch(ret); // handle + free an error
|
||||
```
|
||||
|
||||
Never return raw error codes or use `errno` for in-engine errors.
|
||||
|
||||
### Memory
|
||||
Use the project allocator — never raw `malloc`/`free`:
|
||||
|
||||
```c
|
||||
memoryAllocate(size) // allocate
|
||||
memoryFree(ptr) // free
|
||||
memoryZero(dest, size) // zero a block
|
||||
memoryCopy(dest, src, size) // copy
|
||||
```
|
||||
|
||||
### Asserts
|
||||
Prefer specific assert macros over bare `assert()`:
|
||||
|
||||
```c
|
||||
assertNotNull(ptr, "msg");
|
||||
assertTrue(cond, "msg");
|
||||
assertFalse(cond, "msg");
|
||||
assertUnreachable("msg");
|
||||
assertIsMainThread("msg");
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Build system
|
||||
|
||||
See `.claude/build.md` for extended CMake conventions, platform
|
||||
toolchain setup, and adding platform-conditional sources.
|
||||
|
||||
Each subdirectory has its own `CMakeLists.txt` that adds sources with:
|
||||
|
||||
```cmake
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
myfile.c
|
||||
)
|
||||
```
|
||||
|
||||
Never add source files to the root `CMakeLists.txt` directly.
|
||||
|
||||
---
|
||||
|
||||
## Platform support
|
||||
|
||||
See `.claude/platforms.md` for the full platform table (including
|
||||
planned Windows / macOS targets), capability macros, toolchain setup,
|
||||
and endianness notes.
|
||||
|
||||
### Targets
|
||||
Set `DUSK_TARGET_SYSTEM` at CMake configure time to select a platform:
|
||||
|
||||
| `DUSK_TARGET_SYSTEM` | Macro defined | Platform |
|
||||
|----------------------|-------------------|------------------|
|
||||
| `linux` | `DUSK_LINUX` | Linux desktop |
|
||||
| `knulli` | `DUSK_KNULLI` | Knulli (handheld)|
|
||||
| `psp` | `DUSK_PSP` | Sony PSP |
|
||||
| `vita` | `DUSK_VITA` | PlayStation Vita |
|
||||
| `gamecube` | `DUSK_GAMECUBE` | Nintendo GameCube|
|
||||
| `wii` | `DUSK_WII` | Nintendo Wii |
|
||||
|
||||
### Layer structure
|
||||
```
|
||||
src/dusk/ core, platform-agnostic game logic
|
||||
src/duskgl/ OpenGL abstraction (Linux, Knulli, PSP, Vita)
|
||||
src/dusksdl2/ SDL2 window + input (Linux, Knulli, PSP, Vita)
|
||||
src/dusklinux/ Linux + Knulli platform impl
|
||||
src/duskpsp/ PSP platform impl
|
||||
src/duskvita/ Vita platform impl
|
||||
src/duskdolphin/ GameCube / Wii platform impl (no SDL2/OpenGL)
|
||||
```
|
||||
|
||||
Dolphin is the only target that bypasses SDL2 and OpenGL entirely —
|
||||
it uses native GameCube/Wii rendering and input APIs.
|
||||
|
||||
### Platform guards
|
||||
Use the compile-time macros for platform-specific code:
|
||||
|
||||
```c
|
||||
#ifdef DUSK_PSP
|
||||
// PSP-only path
|
||||
#elif defined(DUSK_GAMECUBE) || defined(DUSK_WII)
|
||||
// GameCube / Wii path
|
||||
#else
|
||||
// Generic / Linux fallback
|
||||
#endif
|
||||
```
|
||||
|
||||
Additional capability macros set per-target:
|
||||
`DUSK_SDL2`, `DUSK_OPENGL`, `DUSK_OPENGL_ES`, `DUSK_OPENGL_LEGACY`,
|
||||
`DUSK_INPUT_GAMEPAD`, `DUSK_INPUT_KEYBOARD`, `DUSK_INPUT_POINTER`,
|
||||
`DUSK_PLATFORM_ENDIAN_BIG` / `DUSK_PLATFORM_ENDIAN_LITTLE`.
|
||||
|
||||
### Abstraction pattern
|
||||
Platform-specific implementations are wired in via `#define` macros in
|
||||
each platform's `displayplatform.h` / `inputplatform.h` etc., which
|
||||
the core calls through. Functions that a platform does not support are
|
||||
simply left undefined — the core guards calls with `#ifdef`.
|
||||
|
||||
### Adding platform-specific code
|
||||
- Put it under `src/dusk<platform>/` in the matching subsystem folder.
|
||||
- Gate any core call-site with the appropriate `#ifdef DUSK_<PLATFORM>`
|
||||
or capability macro.
|
||||
- Keep the `src/dusk/` core free of platform ifdefs — delegate through
|
||||
the platform header macros instead.
|
||||
|
||||
---
|
||||
|
||||
## Adding a new entity component
|
||||
|
||||
See `.claude/ecs.md` for ECS design rules, component categories, and
|
||||
entity lifecycle details.
|
||||
|
||||
1. Create `src/dusk/entity/component/<category>/entityMyComp.h/.c` with
|
||||
struct `entityMyComp_t`, `entityMyCompInit()`, and optionally
|
||||
`entityMyCompDispose()`.
|
||||
2. Add the include to `src/dusk/entity/componentlist.h` header block.
|
||||
3. Add a row to `src/dusk/entity/componentlist.h`:
|
||||
```c
|
||||
X(MYCOMP, entityMyComp_t, myComp, entityMyCompInit, NULL, NULL)
|
||||
```
|
||||
This auto-generates the enum, union field, and definition entry.
|
||||
4. If JS-facing, create the script module and `.d.ts` (see below).
|
||||
|
||||
---
|
||||
|
||||
## Adding a new asset loader type
|
||||
1. Add an enum value to `assetloadertype_t` (before `_COUNT`) in
|
||||
`src/dusk/asset/loader/assetloader.h`.
|
||||
2. Add fields to the input/loading/output unions in `assetloader.h`.
|
||||
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
|
||||
`assetXxxDispose` in a new `src/dusk/asset/loader/xxx/` directory.
|
||||
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
|
||||
`src/dusk/asset/loader/assetloader.c`.
|
||||
5. If user-facing, create a JS module (see below) and a `.d.ts` file.
|
||||
|
||||
---
|
||||
|
||||
## Adding a new script (JS) module
|
||||
1. Create `src/dusk/script/module/<category>/moduleMyMod.h/.c`.
|
||||
- Declare `extern scriptproto_t MODULE_MYMOD_PROTO;` in the header.
|
||||
- Use `moduleBaseFunction(name)` to define JS-callable functions.
|
||||
- Register props/funcs in `moduleMyModInit()` with
|
||||
`scriptProtoDefineProp` / `scriptProtoDefineFunc` /
|
||||
`scriptProtoDefineStaticFunc`.
|
||||
2. `#include` the header in
|
||||
`src/dusk/script/module/modulelist.c` and call
|
||||
`moduleMyModInit()` in `moduleListInit()` (and `Dispose` in
|
||||
`moduleListDispose()`).
|
||||
3. For component modules also register in
|
||||
`src/dusk/script/module/entity/component/modulecomponentlist.c`
|
||||
so `entity.add()` returns the typed wrapper.
|
||||
4. Create `types/<category>/mymod.d.ts` and add a
|
||||
`/// <reference path="..." />` line to `types/index.d.ts`.
|
||||
|
||||
---
|
||||
|
||||
## Script module type declarations
|
||||
Whenever a `src/dusk/script/module/**/*.c` file is created or modified,
|
||||
check whether the corresponding `types/**/*.d.ts` needs updating and
|
||||
apply any changes before finishing the task.
|
||||
|
||||
---
|
||||
|
||||
## JavaScript (asset scripts)
|
||||
- Use `var` for module-level state; `const` for values that never
|
||||
change.
|
||||
- Always use semicolons.
|
||||
- Scene objects are plain objects (`var scene = {}`) with assigned
|
||||
methods.
|
||||
- Export via `module.exports = scene`.
|
||||
- Async scene init should use `async function` and `await`.
|
||||
|
||||
---
|
||||
|
||||
## Coding style
|
||||
|
||||
### ASCII only
|
||||
Source files (`.c`, `.h`, `.js`) must contain only ASCII characters (U+0000–U+007F).
|
||||
Non-ASCII characters are banned even in comments and string literals.
|
||||
Use ASCII-only substitutes instead:
|
||||
- `--` or `-` instead of `—` (em dash)
|
||||
- `->` instead of `→` (arrow)
|
||||
- `x` or `*` instead of `×` (multiplication)
|
||||
|
||||
Only non-script asset files (e.g. `.po` locale files) may contain non-ASCII text.
|
||||
|
||||
### Indentation
|
||||
2 spaces. No tabs.
|
||||
|
||||
### Keyword and operator spacing
|
||||
No space between a keyword or function name and its opening parenthesis:
|
||||
|
||||
```c
|
||||
if(!ptr) return;
|
||||
for(uint8_t i = 0; i < count; i++) {
|
||||
while(entry->state != DONE) {
|
||||
switch(type) {
|
||||
sizeof(assetbatch_t)
|
||||
memoryZero(ptr, size)
|
||||
```
|
||||
|
||||
Spaces around all binary operators and after every comma:
|
||||
|
||||
```c
|
||||
pos->flags |= ENTITY_POSITION_FLAG_WORLD_DIRTY;
|
||||
(size_t)end - (size_t)start
|
||||
foo(a, b, c)
|
||||
```
|
||||
|
||||
### Braces
|
||||
Opening brace on the **same line** as the statement (K&R style) for all
|
||||
constructs — functions, `if`, `else`, `for`, `while`, `switch`:
|
||||
|
||||
```c
|
||||
void assetEntryLock(assetentry_t *entry) {
|
||||
...
|
||||
}
|
||||
|
||||
if(dirty) {
|
||||
...
|
||||
} else {
|
||||
...
|
||||
}
|
||||
```
|
||||
|
||||
### Guard returns
|
||||
Short guards go on one line with no braces:
|
||||
|
||||
```c
|
||||
if(!ptr) return;
|
||||
if(!b || !b->batch) return jerry_undefined();
|
||||
if(!(flags & DIRTY)) return;
|
||||
```
|
||||
|
||||
### Blank lines
|
||||
- One blank line between functions; no blank line at the start or end of
|
||||
a function body.
|
||||
- One blank line between logical blocks inside a function body.
|
||||
- No trailing blank lines at the end of a file.
|
||||
|
||||
### Pointer placement
|
||||
`*` is attached to the variable name, not the type:
|
||||
|
||||
```c
|
||||
assetentry_t *entry
|
||||
const char_t *name
|
||||
void *ptr
|
||||
uint8_t *d = (uint8_t *)dest;
|
||||
```
|
||||
|
||||
### Casts
|
||||
Space between cast and operand:
|
||||
|
||||
```c
|
||||
(assetbatch_t *)user
|
||||
(uint8_t *)dest
|
||||
(textureformat_t)v
|
||||
```
|
||||
|
||||
### Return
|
||||
No parentheses around the return value:
|
||||
|
||||
```c
|
||||
return ptr;
|
||||
return MEMORY_POINTERS_IN_USE;
|
||||
```
|
||||
|
||||
### switch / case
|
||||
`case` indented 2 spaces from `switch`; body indented 2 more from `case`:
|
||||
|
||||
```c
|
||||
switch(type) {
|
||||
case ASSET_LOADER_TYPE_TEXTURE:
|
||||
descs[i].input.texture = (textureformat_t)v;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
```
|
||||
|
||||
### Multi-line function signatures
|
||||
When parameters don't fit on one line, put each on its own line indented
|
||||
2 spaces; the closing `) {` (definition) or `);` (declaration) goes on
|
||||
its own line at column 0:
|
||||
|
||||
```c
|
||||
void assetEntryInit(
|
||||
assetentry_t *entry,
|
||||
const char_t *name,
|
||||
const assetloadertype_t type,
|
||||
assetloaderinput_t *input
|
||||
) {
|
||||
|
||||
errorret_t memoryCompare(
|
||||
const void *a,
|
||||
const void *b,
|
||||
const size_t size
|
||||
);
|
||||
```
|
||||
|
||||
### Structs and enums
|
||||
Anonymous inner struct or enum with a `typedef`, `_t` suffix, closing
|
||||
brace and name on the same line:
|
||||
|
||||
```c
|
||||
typedef struct {
|
||||
errorcode_t code;
|
||||
char_t *message;
|
||||
} errorstate_t;
|
||||
|
||||
typedef enum {
|
||||
ASSET_LOADER_TYPE_NULL,
|
||||
ASSET_LOADER_TYPE_COUNT
|
||||
} assetloadertype_t;
|
||||
```
|
||||
|
||||
### Designated initialisers
|
||||
Spaces inside braces; `.field = value`:
|
||||
|
||||
```c
|
||||
jsassetentry_t e = { .entry = entry };
|
||||
assetbatchloadedpend_t init = { .batch = batch };
|
||||
```
|
||||
|
||||
### Ternary operator
|
||||
Spaces around `?` and `:`:
|
||||
|
||||
```c
|
||||
const float val = psx > 0.0f ? pt[0][0] / psx : 0.0f;
|
||||
```
|
||||
|
||||
### const placement
|
||||
`const` before the type, `*` attached to the variable:
|
||||
|
||||
```c
|
||||
const char_t *name
|
||||
const void *src
|
||||
const size_t size
|
||||
```
|
||||
|
||||
### Comments in `.c` files
|
||||
- Do not use section dividers (`/* ---- ... ---- */`). Just let the
|
||||
functions follow one another with a single blank line between them.
|
||||
- Multi-line explanatory comments inside function bodies use `//` lines:
|
||||
```c
|
||||
// Script modules are freed; orphaned JS wrapper objects now get GC'd
|
||||
// so their finalizers fire before assetDispose() checks ref counts.
|
||||
jerry_heap_gc(JERRY_GC_PRESSURE_HIGH);
|
||||
```
|
||||
- Do not use `/* */` for inline or inline-block comments inside `.c`
|
||||
function bodies.
|
||||
|
||||
### Comments in `.h` files
|
||||
Every public declaration gets a Javadoc block (`/** … */`) with
|
||||
`@param` and `@returns` where relevant. Keep it on the lines immediately
|
||||
above the declaration with no blank line in between.
|
||||
|
||||
---
|
||||
|
||||
## Tests
|
||||
- Tests live in `test/` mirroring `src/dusk/` structure.
|
||||
- Use cmocka; include `dusktest.h`.
|
||||
- Test functions: `static void test_something(void **state)`.
|
||||
- After each test, assert `memoryGetAllocatedCount() == 0` to catch
|
||||
leaks.
|
||||
- Build with `-DDUSK_BUILD_TESTS=ON`.
|
||||
+89
-54
@@ -5,14 +5,20 @@
|
||||
|
||||
# Setup
|
||||
cmake_minimum_required(VERSION 3.13)
|
||||
set(CMAKE_C_STANDARD 99)
|
||||
|
||||
set(CMAKE_C_STANDARD 11)
|
||||
set(CMAKE_C_STANDARD_REQUIRED ON)
|
||||
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
|
||||
cmake_policy(SET CMP0079 NEW)
|
||||
# set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
|
||||
|
||||
if(NOT DEFINED DUSK_TARGET_SYSTEM)
|
||||
set(DUSK_TARGET_SYSTEM "linux")
|
||||
# set(DUSK_TARGET_SYSTEM "psp")
|
||||
endif()
|
||||
option(DUSK_BUILD_TESTS "Enable tests" OFF)
|
||||
|
||||
# Game identity — override these per-project
|
||||
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
|
||||
set(DUSK_GAME_AUTHOR "YouWish" CACHE STRING "Game author / coder")
|
||||
set(DUSK_GAME_SHORT_DESCRIPTION "Dusk game" CACHE STRING "One-line description")
|
||||
set(DUSK_GAME_LONG_DESCRIPTION "No description yet." CACHE STRING "Full description")
|
||||
|
||||
# Prep cache
|
||||
set(DUSK_CACHE_TARGET "dusk-target")
|
||||
@@ -21,76 +27,105 @@ set(DUSK_CACHE_TARGET "dusk-target")
|
||||
set(DUSK_ROOT_DIR "${CMAKE_SOURCE_DIR}")
|
||||
set(DUSK_BUILD_DIR "${CMAKE_BINARY_DIR}")
|
||||
set(DUSK_SOURCES_DIR "${DUSK_ROOT_DIR}/src")
|
||||
set(DUSK_TEST_DIR "${DUSK_ROOT_DIR}/test")
|
||||
set(DUSK_TEMP_DIR "${DUSK_BUILD_DIR}/temp")
|
||||
set(DUSK_TOOLS_DIR "${DUSK_ROOT_DIR}/tools")
|
||||
set(DUSK_DATA_DIR "${DUSK_ROOT_DIR}/data")
|
||||
set(DUSK_ASSETS_DIR "${DUSK_ROOT_DIR}/assets")
|
||||
set(DUSK_BUILT_ASSETS_DIR "${DUSK_BUILD_DIR}/built_assets" CACHE INTERNAL ${DUSK_CACHE_TARGET})
|
||||
set(DUSK_GENERATED_HEADERS_DIR "${DUSK_BUILD_DIR}/generated")
|
||||
set(DUSK_TARGET_NAME "Dusk" CACHE INTERNAL ${DUSK_CACHE_TARGET})
|
||||
set(DUSK_BUILD_BINARY ${DUSK_BUILD_DIR}/Dusk CACHE INTERNAL ${DUSK_CACHE_TARGET})
|
||||
set(DUSK_ASSETS "" CACHE INTERNAL ${DUSK_CACHE_TARGET})
|
||||
set(DUSK_LIBRARY_TARGET_NAME "DuskCore" CACHE INTERNAL ${DUSK_CACHE_TARGET})
|
||||
set(DUSK_BINARY_TARGET_NAME "Dusk" CACHE INTERNAL ${DUSK_CACHE_TARGET})
|
||||
set(DUSK_ASSETS_ZIP "${DUSK_BUILD_DIR}/dusk.dsk" CACHE INTERNAL ${DUSK_CACHE_TARGET})
|
||||
|
||||
# Toolchain
|
||||
if(NOT DEFINED DUSK_TARGET_SYSTEM)
|
||||
set(DUSK_TARGET_SYSTEM "linux")
|
||||
endif()
|
||||
|
||||
# Create directories
|
||||
file(MAKE_DIRECTORY ${DUSK_GENERATED_HEADERS_DIR})
|
||||
file(MAKE_DIRECTORY ${DUSK_ASSETS_BUILD_DIR})
|
||||
file(MAKE_DIRECTORY ${DUSK_TEMP_DIR})
|
||||
file(MAKE_DIRECTORY ${DUSK_BUILT_ASSETS_DIR})
|
||||
|
||||
# Compilers
|
||||
if(DUSK_TARGET_SYSTEM STREQUAL "psp")
|
||||
find_package(pspsdk REQUIRED)
|
||||
endif()
|
||||
# Required build packages
|
||||
find_package(Python3 COMPONENTS Interpreter REQUIRED)
|
||||
|
||||
# Init Project
|
||||
project(${DUSK_TARGET_NAME}
|
||||
# Init Project.
|
||||
project(${DUSK_LIBRARY_TARGET_NAME}
|
||||
VERSION 1.0.0
|
||||
LANGUAGES C
|
||||
)
|
||||
|
||||
# Executable
|
||||
add_executable(${DUSK_TARGET_NAME})
|
||||
# Either, create library and binary separately (used for tests), or make them
|
||||
# one in the same so all code is in the binary only.
|
||||
# Binary Executable
|
||||
add_executable(${DUSK_BINARY_TARGET_NAME} ${DUSK_SOURCES_DIR}/dusk/null.c)
|
||||
|
||||
if(DUSK_BUILD_TESTS)
|
||||
# MainLibrary
|
||||
add_library(${DUSK_LIBRARY_TARGET_NAME} STATIC)
|
||||
|
||||
# Link library to binary
|
||||
target_link_libraries(${DUSK_BINARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
${DUSK_LIBRARY_TARGET_NAME}
|
||||
)
|
||||
else()
|
||||
set(DUSK_LIBRARY_TARGET_NAME "${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
|
||||
include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake)
|
||||
|
||||
# Add tools
|
||||
add_subdirectory(tools)
|
||||
|
||||
# Add libraries
|
||||
if(DUSK_TARGET_SYSTEM STREQUAL "linux")
|
||||
find_package(SDL2 REQUIRED)
|
||||
find_package(OpenGL REQUIRED)
|
||||
target_link_libraries(${DUSK_TARGET_NAME} PRIVATE
|
||||
SDL2
|
||||
OpenGL::GL
|
||||
GL
|
||||
)
|
||||
|
||||
elseif(DUSK_TARGET_SYSTEM STREQUAL "psp")
|
||||
find_package(SDL2 REQUIRED)
|
||||
target_link_libraries(${DUSK_TARGET_NAME}
|
||||
PRIVATE
|
||||
# pspsdk
|
||||
${SDL2_LIBRARIES}
|
||||
)
|
||||
target_include_directories(${DUSK_TARGET_NAME}
|
||||
PRIVATE
|
||||
${SDL2_INCLUDE_DIRS}
|
||||
)
|
||||
endif()
|
||||
|
||||
# Add code
|
||||
add_subdirectory(src)
|
||||
|
||||
# Include generated headers
|
||||
target_include_directories(${DUSK_TARGET_NAME} PUBLIC
|
||||
# Include generated headers from tools.
|
||||
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
${DUSK_GENERATED_HEADERS_DIR}
|
||||
)
|
||||
|
||||
# Postbuild, create PBP file for PSP.
|
||||
if(DUSK_TARGET_SYSTEM STREQUAL "psp")
|
||||
create_pbp_file(
|
||||
TARGET "${DUSK_TARGET_NAME}"
|
||||
ICON_PATH NULL
|
||||
BACKGROUND_PATH NULL
|
||||
PREVIEW_PATH NULL
|
||||
TITLE "${DUSK_TARGET_NAME}"
|
||||
VERSION 01.00
|
||||
)
|
||||
# Add main code
|
||||
add_subdirectory(${DUSK_SOURCES_DIR})
|
||||
|
||||
# Include generated headers
|
||||
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
${DUSK_GENERATED_HEADERS_DIR}
|
||||
)
|
||||
|
||||
# Handle tests
|
||||
if(DUSK_BUILD_TESTS)
|
||||
enable_testing()
|
||||
add_subdirectory(test)
|
||||
endif()
|
||||
|
||||
# Build assets
|
||||
file(GLOB_RECURSE DUSK_ASSET_FILES CONFIGURE_DEPENDS "${DUSK_ASSETS_DIR}/*")
|
||||
add_custom_command(
|
||||
OUTPUT "${DUSK_ASSETS_ZIP}"
|
||||
COMMAND ${CMAKE_COMMAND} -E make_directory "${DUSK_ASSETS_DIR}"
|
||||
COMMAND ${CMAKE_COMMAND} -E rm -f "${DUSK_ASSETS_ZIP}"
|
||||
COMMAND ${CMAKE_COMMAND} -E tar "cf" "${DUSK_ASSETS_ZIP}" --format=zip -- .
|
||||
WORKING_DIRECTORY "${DUSK_ASSETS_DIR}"
|
||||
DEPENDS ${DUSK_ASSET_FILES}
|
||||
VERBATIM
|
||||
)
|
||||
add_custom_target(DUSK_ASSETS_BUILT DEPENDS "${DUSK_ASSETS_ZIP}")
|
||||
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} DUSK_ASSETS_BUILT)
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
# Dusk
|
||||
RPG Game Project, small and able to run on a PSP.
|
||||
|
||||
# Building
|
||||
Each build target has different requirements. You can take a look at the git
|
||||
workflow to see how the builds are done for each target. In addition, for
|
||||
accessing the editor and building the game on your host system, install the
|
||||
following packages, depending on your system;
|
||||
|
||||
Fedora;
|
||||
```
|
||||
sudo dnf install git make gcc cmake python python-polib python3-pillow python3-dotenv python3-numpy python-qt5 python3-pyopengl SDL2-devel zlib-devel libzip-devel bzip2-devel openssl-devel lzma-sdk-devel xz xz-devel lua-devel
|
||||
```
|
||||
|
||||
Ubuntu;
|
||||
```
|
||||
sudo apt-get install git build-essential gcc python python-polib python3-pillow python3-dotenv python3-numpy python3-pyqt5 python3-opengl
|
||||
```
|
||||
|
||||
Arch Linux;
|
||||
```
|
||||
sudo pacman -S git base-devel gcc python python-polib python-pillow python-dotenv python-numpy python-pyqt5 python-opengl
|
||||
```
|
||||
@@ -0,0 +1,12 @@
|
||||
import sys, os
|
||||
import argparse
|
||||
|
||||
# Check if the script is run with the correct arguments
|
||||
parser = argparse.ArgumentParser(description="Generate chunk header files")
|
||||
parser.add_argument('--assets', required=True, help='Dir to output built assets')
|
||||
parser.add_argument('--headers-dir', required=True, help='Directory to output individual asset headers (required for header build)')
|
||||
parser.add_argument('--output-headers', help='Output header file for built assets (required for header build)')
|
||||
parser.add_argument('--output-assets', required=True, help='Output directory for built assets')
|
||||
parser.add_argument('--output-file', required=True, help='Output file for built assets (required for wad build)')
|
||||
parser.add_argument('--input', required=True, help='Input assets to process', nargs='+')
|
||||
args = parser.parse_args()
|
||||
@@ -0,0 +1,66 @@
|
||||
import sys, os
|
||||
from tools.asset.args import args
|
||||
from tools.asset.process.asset import processAsset
|
||||
from tools.asset.process.palette import processPaletteList
|
||||
from tools.asset.process.tileset import processTilesetList
|
||||
from tools.asset.process.language import processLanguageList
|
||||
from tools.asset.path import getBuiltAssetsRelativePath
|
||||
import zipfile
|
||||
|
||||
# Parse input file args.
|
||||
inputAssets = []
|
||||
for inputArg in args.input:
|
||||
files = inputArg.split('$')
|
||||
for file in files:
|
||||
if str(file).strip() == '':
|
||||
continue
|
||||
|
||||
pieces = file.split('#')
|
||||
|
||||
if len(pieces) < 2:
|
||||
print(f"Error: Invalid input asset format '{file}'. Expected format: type#path[#option1%option2...]")
|
||||
sys.exit(1)
|
||||
|
||||
options = {}
|
||||
if len(pieces) > 2:
|
||||
optionParts = pieces[2].split('%')
|
||||
for part in optionParts:
|
||||
partSplit = part.split('=')
|
||||
|
||||
if len(partSplit) < 1:
|
||||
continue
|
||||
if len(partSplit) == 2:
|
||||
options[partSplit[0]] = partSplit[1]
|
||||
else:
|
||||
options[partSplit[0]] = True
|
||||
|
||||
inputAssets.append({
|
||||
'type': pieces[0],
|
||||
'path': pieces[1],
|
||||
'options': options
|
||||
})
|
||||
|
||||
if not inputAssets:
|
||||
print("Error: No input assets provided.")
|
||||
sys.exit(1)
|
||||
|
||||
# Process each asset.
|
||||
files = []
|
||||
for asset in inputAssets:
|
||||
asset = processAsset(asset)
|
||||
files.extend(asset['files'])
|
||||
|
||||
# Generate additional files
|
||||
files.extend(processLanguageList()['files'])
|
||||
|
||||
# Take assets and add to a zip archive.
|
||||
outputFileName = args.output_file
|
||||
print(f"Creating output file: {outputFileName}")
|
||||
with zipfile.ZipFile(outputFileName, 'w') as zipf:
|
||||
for file in files:
|
||||
relativeOutputPath = getBuiltAssetsRelativePath(file)
|
||||
zipf.write(file, arcname=relativeOutputPath)
|
||||
|
||||
# Generate additional headers.
|
||||
processPaletteList()
|
||||
processTilesetList()
|
||||
@@ -0,0 +1,12 @@
|
||||
processedAssets = {}
|
||||
|
||||
def assetGetCache(assetPath):
|
||||
if assetPath in processedAssets:
|
||||
return processedAssets[assetPath]
|
||||
return None
|
||||
|
||||
def assetCache(assetPath, processedData):
|
||||
if assetPath in processedAssets:
|
||||
return processedAssets[assetPath]
|
||||
processedAssets[assetPath] = processedData
|
||||
return processedData
|
||||
@@ -0,0 +1,10 @@
|
||||
import os
|
||||
from tools.asset.args import args
|
||||
|
||||
def getAssetRelativePath(fullPath):
|
||||
# Get the relative path to the asset
|
||||
return os.path.relpath(fullPath, start=args.assets).replace('\\', '/')
|
||||
|
||||
def getBuiltAssetsRelativePath(fullPath):
|
||||
# Get the relative path to the built asset
|
||||
return os.path.relpath(fullPath, start=args.output_assets).replace('\\', '/')
|
||||
@@ -0,0 +1,33 @@
|
||||
import sys
|
||||
# from processtileset import processTileset
|
||||
from tools.asset.process.image import processImage
|
||||
from tools.asset.process.palette import processPalette
|
||||
from tools.asset.process.tileset import processTileset
|
||||
from tools.asset.process.map import processMap
|
||||
from tools.asset.process.language import processLanguage
|
||||
from tools.asset.process.script import processScript
|
||||
|
||||
processedAssets = []
|
||||
|
||||
def processAsset(asset):
|
||||
if asset['path'] in processedAssets:
|
||||
return
|
||||
processedAssets.append(asset['path'])
|
||||
|
||||
# Handle tiled tilesets
|
||||
t = asset['type'].lower()
|
||||
if t == 'palette':
|
||||
return processPalette(asset)
|
||||
elif t == 'image':
|
||||
return processImage(asset)
|
||||
elif t == 'tileset':
|
||||
return processTileset(asset)
|
||||
elif t == 'map':
|
||||
return processMap(asset)
|
||||
elif t == 'language':
|
||||
return processLanguage(asset)
|
||||
elif t == 'script':
|
||||
return processScript(asset)
|
||||
else:
|
||||
print(f"Error: Unknown asset type '{asset['type']}' for path '{asset['path']}'")
|
||||
sys.exit(1)
|
||||
@@ -0,0 +1,134 @@
|
||||
import os
|
||||
import sys
|
||||
from PIL import Image
|
||||
from tools.asset.process.palette import extractPaletteFromImage, palettes
|
||||
from tools.asset.args import args
|
||||
from tools.asset.path import getAssetRelativePath
|
||||
from tools.asset.cache import assetGetCache, assetCache
|
||||
|
||||
images = []
|
||||
|
||||
def processImage(asset):
|
||||
cache = assetGetCache(asset['path'])
|
||||
if cache is not None:
|
||||
return cache
|
||||
|
||||
type = None
|
||||
if 'type' in asset['options']:
|
||||
type = asset['options'].get('type', 'PALETTIZED').upper()
|
||||
|
||||
if type == 'PALETTIZED' or type is None:
|
||||
return assetCache(asset['path'], processPalettizedImage(asset))
|
||||
elif type == 'ALPHA':
|
||||
return assetCache(asset['path'], processAlphaImage(asset))
|
||||
else:
|
||||
print(f"Error: Unknown image type {type} for asset {asset['path']}")
|
||||
sys.exit(1)
|
||||
|
||||
def processPalettizedImage(asset):
|
||||
assetPath = asset['path']
|
||||
cache = assetGetCache(assetPath)
|
||||
if cache is not None:
|
||||
return cache
|
||||
|
||||
image = Image.open(assetPath)
|
||||
imagePalette = extractPaletteFromImage(image)
|
||||
|
||||
# Find palette that contains every color
|
||||
palette = None
|
||||
for p in palettes:
|
||||
hasAllColors = True
|
||||
for color in imagePalette:
|
||||
for palColor in p['pixels']:
|
||||
if color[0] == palColor[0] and color[1] == palColor[1] and color[2] == palColor[2] and color[3] == palColor[3]:
|
||||
break
|
||||
elif color[3] == 0 and palColor[3] == 0:
|
||||
break
|
||||
else:
|
||||
print('Pallete {} does not contain color #{}'.format(p['paletteName'], '{:02x}{:02x}{:02x}{:02x}'.format(color[0], color[1], color[2], color[3])))
|
||||
hasAllColors = False
|
||||
break
|
||||
if hasAllColors:
|
||||
palette = p
|
||||
break
|
||||
|
||||
if palette is None:
|
||||
palette = palettes[0] # Just to avoid reference error
|
||||
print(f"No matching palette found for {assetPath}!")
|
||||
# Find which pixel is missing
|
||||
for color in imagePalette:
|
||||
if color in palette['pixels']:
|
||||
continue
|
||||
# Convert to hex (with alpha)
|
||||
hexColor = '#{:02x}{:02x}{:02x}{:02x}'.format(color[0], color[1], color[2], color[3])
|
||||
print(f"Missing color: {hexColor} in palette {palette['paletteName']}")
|
||||
sys.exit(1)
|
||||
|
||||
print(f"Converting image {assetPath} to use palette")
|
||||
|
||||
paletteIndexes = []
|
||||
for pixel in list(image.getdata()):
|
||||
if pixel[3] == 0:
|
||||
pixel = (0, 0, 0, 0)
|
||||
paletteIndex = palette['pixels'].index(pixel)
|
||||
paletteIndexes.append(paletteIndex)
|
||||
|
||||
data = bytearray()
|
||||
data.extend(b"DPI") # Dusk Palettized Image
|
||||
data.extend(image.width.to_bytes(4, 'little')) # Width
|
||||
data.extend(image.height.to_bytes(4, 'little')) # Height
|
||||
data.append(palette['paletteIndex']) # Palette index
|
||||
for paletteIndex in paletteIndexes:
|
||||
if paletteIndex > 255 or paletteIndex < 0:
|
||||
print(f"Error: Palette index {paletteIndex} exceeds 255!")
|
||||
sys.exit(1)
|
||||
data.append(paletteIndex.to_bytes(1, 'little')[0]) # Pixel index
|
||||
|
||||
relative = getAssetRelativePath(assetPath)
|
||||
fileNameWithoutExt = os.path.splitext(os.path.basename(assetPath))[0]
|
||||
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dpi")
|
||||
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
|
||||
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
|
||||
with open(outputFilePath, "wb") as f:
|
||||
f.write(data)
|
||||
|
||||
outImage = {
|
||||
"imagePath": outputFileRelative,
|
||||
"files": [ outputFilePath ],
|
||||
'width': image.width,
|
||||
'height': image.height,
|
||||
}
|
||||
return assetCache(assetPath, outImage)
|
||||
|
||||
def processAlphaImage(asset):
|
||||
assetPath = asset['path']
|
||||
cache = assetGetCache(assetPath)
|
||||
if cache is not None:
|
||||
return cache
|
||||
|
||||
print(f"Processing alpha image: {assetPath}")
|
||||
|
||||
data = bytearray()
|
||||
data.extend(b"DAI") # Dusk Alpha Image
|
||||
image = Image.open(assetPath).convert("RGBA")
|
||||
data.extend(image.width.to_bytes(4, 'little')) # Width
|
||||
data.extend(image.height.to_bytes(4, 'little')) # Height
|
||||
for pixel in list(image.getdata()):
|
||||
# Only write alpha channel
|
||||
data.append(pixel[3].to_bytes(1, 'little')[0]) # Pixel alpha
|
||||
|
||||
relative = getAssetRelativePath(assetPath)
|
||||
fileNameWithoutExt = os.path.splitext(os.path.basename(assetPath))[0]
|
||||
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dai")
|
||||
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
|
||||
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
|
||||
with open(outputFilePath, "wb") as f:
|
||||
f.write(data)
|
||||
|
||||
outImage = {
|
||||
"imagePath": outputFileRelative,
|
||||
"files": [ outputFilePath ],
|
||||
'width': image.width,
|
||||
'height': image.height,
|
||||
}
|
||||
return assetCache(assetPath, outImage)
|
||||
@@ -0,0 +1,228 @@
|
||||
import sys
|
||||
import os
|
||||
from tools.asset.args import args
|
||||
from tools.asset.cache import assetCache, assetGetCache
|
||||
from tools.asset.path import getAssetRelativePath
|
||||
from tools.dusk.defs import defs
|
||||
import polib
|
||||
import re
|
||||
|
||||
LANGUAGE_CHUNK_CHAR_COUNT = int(defs.get('ASSET_LANG_CHUNK_CHAR_COUNT'))
|
||||
|
||||
LANGUAGE_DATA = {}
|
||||
LANGUAGE_KEYS = []
|
||||
|
||||
def processLanguageList():
|
||||
# Language keys header data
|
||||
headerKeys = "// Auto-generated language keys header file.\n"
|
||||
headerKeys += "#pragma once\n"
|
||||
headerKeys += "#include \"dusk.h\"\n\n"
|
||||
|
||||
# This is the desired chunk groups list.. if a language key STARTS with any
|
||||
# of the keys in this list we would "like to" put it in that chunk group.
|
||||
# If there is no match, or the list is full then we will add it to the next
|
||||
# available chunk group (that isn't a 'desired' one). If the chunk becomes
|
||||
# full, then we attempt to make another chunk with the same prefix so that
|
||||
# a second batching can occur.
|
||||
desiredChunkGroups = {
|
||||
'ui': 0
|
||||
}
|
||||
|
||||
# Now, for each language key, create the header reference and index.
|
||||
keyIndex = 0
|
||||
languageKeyIndexes = {}
|
||||
languageKeyChunk = {}
|
||||
languageKeyChunkIndexes = {}
|
||||
languageKeyChunkOffsets = {}
|
||||
for key in LANGUAGE_KEYS:
|
||||
headerKeys += f"#define {getLanguageVariableName(key)} {keyIndex}\n"
|
||||
languageKeyIndexes[key] = keyIndex
|
||||
keyIndex += 1
|
||||
|
||||
# Find desired chunk group
|
||||
assignedChunk = None
|
||||
for desiredKey in desiredChunkGroups:
|
||||
if key.lower().startswith(desiredKey):
|
||||
assignedChunk = desiredChunkGroups[desiredKey]
|
||||
break
|
||||
# If no desired chunk group matched, assign to -1
|
||||
if assignedChunk is None:
|
||||
assignedChunk = -1
|
||||
languageKeyChunk[key] = assignedChunk
|
||||
|
||||
# Setup header.
|
||||
for lang in LANGUAGE_DATA:
|
||||
if key not in LANGUAGE_DATA[lang]:
|
||||
print(f"Warning: Missing translation for key '{key}' in language '{lang}'")
|
||||
sys.exit(1)
|
||||
|
||||
# Seal the header.
|
||||
headerKeys += f"\n#define LANG_KEY_COUNT {len(LANGUAGE_KEYS)}\n"
|
||||
|
||||
# Now we can generate the language string chunks.
|
||||
nextChunkIndex = max(desiredChunkGroups.values()) + 1
|
||||
files = []
|
||||
|
||||
for lang in LANGUAGE_DATA:
|
||||
langData = LANGUAGE_DATA[lang]
|
||||
|
||||
# Key = chunkIndex, value = chunkInfo
|
||||
languageChunks = {}
|
||||
for key in LANGUAGE_KEYS:
|
||||
keyIndex = languageKeyIndexes[key]
|
||||
chunkIndex = languageKeyChunk[key]
|
||||
wasSetChunk = chunkIndex != -1
|
||||
|
||||
# This will keep looping until we find a chunk
|
||||
while True:
|
||||
# Determine the next chunkIndex IF chunkIndex is -1
|
||||
if chunkIndex == -1:
|
||||
chunkIndex = nextChunkIndex
|
||||
|
||||
# Is the chunk full?
|
||||
curLen = languageChunks.get(chunkIndex, {'len': 0})['len']
|
||||
newLen = curLen + len(langData[key])
|
||||
if newLen > LANGUAGE_CHUNK_CHAR_COUNT:
|
||||
# Chunk is full, need to create a new chunk.
|
||||
chunkIndex = -1
|
||||
if wasSetChunk:
|
||||
wasSetChunk = False
|
||||
else:
|
||||
nextChunkIndex += 1
|
||||
continue
|
||||
|
||||
# Chunk is not full, we can use it.
|
||||
if chunkIndex not in languageChunks:
|
||||
languageChunks[chunkIndex] = {
|
||||
'len': 0,
|
||||
'keys': []
|
||||
}
|
||||
languageChunks[chunkIndex]['len'] = newLen
|
||||
languageChunks[chunkIndex]['keys'].append(key)
|
||||
languageKeyChunkIndexes[key] = chunkIndex
|
||||
languageKeyChunkOffsets[key] = curLen
|
||||
break
|
||||
|
||||
# We have now chunked all the keys for this language!
|
||||
langBuffer = b""
|
||||
|
||||
# Write header info
|
||||
langBuffer += b'DLF' # Dusk Language File
|
||||
|
||||
for key in LANGUAGE_KEYS:
|
||||
# Write the chunk that this key belongs to as uint32_t
|
||||
chunkIndex = languageKeyChunkIndexes[key]
|
||||
langBuffer += chunkIndex.to_bytes(4, byteorder='little')
|
||||
|
||||
# Write the offset for this key as uint32_t
|
||||
offset = languageKeyChunkOffsets[key]
|
||||
langBuffer += offset.to_bytes(4, byteorder='little')
|
||||
|
||||
# Write the length of the string as uint32_t
|
||||
strData = langData[key].encode('utf-8')
|
||||
langBuffer += len(strData).to_bytes(4, byteorder='little')
|
||||
|
||||
# Now write out each chunk's string data, packed tight and no null term.
|
||||
for chunkIndex in sorted(languageChunks.keys()):
|
||||
chunkInfo = languageChunks[chunkIndex]
|
||||
for key in chunkInfo['keys']:
|
||||
strData = langData[key].encode('utf-8')
|
||||
langBuffer += strData
|
||||
|
||||
# Now pad the chunk to full size
|
||||
curLen = chunkInfo['len']
|
||||
if curLen < LANGUAGE_CHUNK_CHAR_COUNT:
|
||||
padSize = LANGUAGE_CHUNK_CHAR_COUNT - curLen
|
||||
langBuffer += b'\0' * padSize
|
||||
|
||||
# Write out the language data file
|
||||
outputFile = os.path.join(args.output_assets, "language", f"{lang}.dlf")
|
||||
files.append(outputFile)
|
||||
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
|
||||
with open(outputFile, "wb") as f:
|
||||
f.write(langBuffer)
|
||||
|
||||
# Write out the language keys header file
|
||||
outputFile = os.path.join(args.headers_dir, "locale", "language", "keys.h")
|
||||
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
|
||||
with open(outputFile, "w") as f:
|
||||
f.write(headerKeys)
|
||||
|
||||
# Generate language list.
|
||||
langValues = {}
|
||||
headerLocale = "#pragma once\n#include \"locale/localeinfo.h\"\n\n"
|
||||
headerLocale += "typedef enum {\n"
|
||||
count = 0
|
||||
headerLocale += f" DUSK_LOCALE_NULL = {count},\n"
|
||||
count += 1
|
||||
for lang in LANGUAGE_DATA:
|
||||
langKey = lang.replace('-', '_').replace(' ', '_').upper()
|
||||
langValues[lang] = count
|
||||
headerLocale += f" DUSK_LOCALE_{langKey} = {count},\n"
|
||||
count += 1
|
||||
headerLocale += f" DUSK_LOCALE_COUNT = {count}\n"
|
||||
headerLocale += "} dusklocale_t;\n\n"
|
||||
|
||||
headerLocale += f"static const localeinfo_t LOCALE_INFOS[DUSK_LOCALE_COUNT] = {{\n"
|
||||
for lang in LANGUAGE_DATA:
|
||||
langKey = lang.replace('-', '_').replace(' ', '_').upper()
|
||||
headerLocale += f" [DUSK_LOCALE_{langKey}] = {{\n"
|
||||
headerLocale += f" .file = \"{lang}\"\n"
|
||||
headerLocale += f" }},\n"
|
||||
headerLocale += "};\n"
|
||||
|
||||
headerLocale += f"static const char_t *LOCALE_SCRIPT = \n"
|
||||
for lang in LANGUAGE_DATA:
|
||||
langKey = lang.replace('-', '_').replace(' ', '_').upper()
|
||||
langValue = langValues[lang]
|
||||
headerLocale += f" \"DUSK_LOCALE_{langKey} = {langValue}\\n\"\n"
|
||||
headerLocale += ";\n"
|
||||
|
||||
# Write out the locale enum header file
|
||||
outputFile = os.path.join(args.headers_dir, "locale", "locale.h")
|
||||
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
|
||||
with open(outputFile, "w") as f:
|
||||
f.write(headerLocale)
|
||||
|
||||
return {
|
||||
'files': files
|
||||
}
|
||||
|
||||
def getLanguageVariableName(languageKey):
|
||||
# Take the language key, prepend LANG_, uppercase, replace any non symbols
|
||||
# with _
|
||||
key = languageKey.strip().upper()
|
||||
key = re.sub(r'[^A-Z0-9]', '_', key)
|
||||
return f"LANG_{key}"
|
||||
|
||||
def processLanguage(asset):
|
||||
cache = assetGetCache(asset['path'])
|
||||
if cache is not None:
|
||||
return cache
|
||||
|
||||
# Load PO File
|
||||
po = polib.pofile(asset['path'])
|
||||
|
||||
langName = po.metadata.get('Language')
|
||||
if langName not in LANGUAGE_DATA:
|
||||
LANGUAGE_DATA[langName] = {}
|
||||
|
||||
for entry in po:
|
||||
key = entry.msgid
|
||||
val = entry.msgstr
|
||||
|
||||
if key not in LANGUAGE_KEYS:
|
||||
LANGUAGE_KEYS.append(key)
|
||||
|
||||
if key not in LANGUAGE_DATA[langName]:
|
||||
LANGUAGE_DATA[langName][key] = val
|
||||
else:
|
||||
print(f"Error: Duplicate translation key '{key}' in language '{langName}'")
|
||||
sys.exit(1)
|
||||
|
||||
outLanguageData = {
|
||||
'data': po,
|
||||
'path': asset['path'],
|
||||
'files': []
|
||||
}
|
||||
return assetCache(asset['path'], outLanguageData)
|
||||
@@ -0,0 +1,154 @@
|
||||
import struct
|
||||
import sys
|
||||
import os
|
||||
import json
|
||||
from tools.asset.args import args
|
||||
from tools.asset.cache import assetCache, assetGetCache
|
||||
from tools.asset.path import getAssetRelativePath
|
||||
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, CHUNK_TILE_COUNT
|
||||
from tools.dusk.map import Map
|
||||
from tools.dusk.chunk import Chunk
|
||||
|
||||
def convertModelData(modelData):
|
||||
# TLDR; Model data stores things efficiently with indices, but we buffer it
|
||||
# out to 6 vertex quads for simplicity.
|
||||
outVertices = []
|
||||
outUVs = []
|
||||
outColors = []
|
||||
for indice in modelData['indices']:
|
||||
vertex = modelData['vertices'][indice]
|
||||
uv = modelData['uvs'][indice]
|
||||
color = modelData['colors'][indice]
|
||||
outVertices.append(vertex)
|
||||
outUVs.append(uv)
|
||||
outColors.append(color)
|
||||
|
||||
return {
|
||||
'vertices': outVertices,
|
||||
'uvs': outUVs,
|
||||
'colors': outColors
|
||||
}
|
||||
|
||||
def processChunk(chunk):
|
||||
cache = assetGetCache(chunk.getFilename())
|
||||
if cache:
|
||||
return cache
|
||||
|
||||
baseModel = {
|
||||
'vertices': [],
|
||||
'colors': [],
|
||||
'uvs': []
|
||||
}
|
||||
models = [ baseModel ]
|
||||
|
||||
for tileIndex, tile in chunk.tiles.items():
|
||||
tileBase = tile.getBaseTileModel()
|
||||
|
||||
convertedBase = convertModelData(tileBase)
|
||||
baseModel['vertices'].extend(convertedBase['vertices'])
|
||||
baseModel['colors'].extend(convertedBase['colors'])
|
||||
baseModel['uvs'].extend(convertedBase['uvs'])
|
||||
|
||||
# Generate binary buffer for efficient output
|
||||
buffer = bytearray()
|
||||
buffer.extend(b'DMC')# Header
|
||||
buffer.extend(len(chunk.tiles).to_bytes(4, 'little')) # Number of tiles
|
||||
buffer.extend(len(models).to_bytes(1, 'little')) # Number of models
|
||||
buffer.extend(len(chunk.entities).to_bytes(1, 'little')) # Number of entities
|
||||
|
||||
# Buffer tile data as array of uint8_t
|
||||
for tileIndex, tile in chunk.tiles.items():
|
||||
buffer.extend(tile.shape.to_bytes(1, 'little'))
|
||||
|
||||
# # For each model
|
||||
for model in models:
|
||||
vertexCount = len(model['vertices'])
|
||||
buffer.extend(vertexCount.to_bytes(4, 'little'))
|
||||
for i in range(vertexCount):
|
||||
vertex = model['vertices'][i]
|
||||
uv = model['uvs'][i]
|
||||
color = model['colors'][i]
|
||||
|
||||
buffer.extend(color[0].to_bytes(1, 'little'))
|
||||
buffer.extend(color[1].to_bytes(1, 'little'))
|
||||
buffer.extend(color[2].to_bytes(1, 'little'))
|
||||
buffer.extend(color[3].to_bytes(1, 'little'))
|
||||
|
||||
buffer.extend(bytearray(struct.pack('<f', uv[0])))
|
||||
buffer.extend(bytearray(struct.pack('<f', uv[1])))
|
||||
|
||||
buffer.extend(bytearray(struct.pack('<f', vertex[0])))
|
||||
buffer.extend(bytearray(struct.pack('<f', vertex[1])))
|
||||
buffer.extend(bytearray(struct.pack('<f', vertex[2])))
|
||||
|
||||
# For each entity
|
||||
for entity in chunk.entities.values():
|
||||
buffer.extend(entity.type.to_bytes(1, 'little'))
|
||||
buffer.extend(entity.localX.to_bytes(1, 'little'))
|
||||
buffer.extend(entity.localY.to_bytes(1, 'little'))
|
||||
buffer.extend(entity.localZ.to_bytes(1, 'little'))
|
||||
pass
|
||||
|
||||
# Write out map file
|
||||
relative = getAssetRelativePath(chunk.getFilename())
|
||||
fileNameWithoutExt = os.path.splitext(os.path.basename(relative))[0]
|
||||
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dmc")
|
||||
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
|
||||
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
|
||||
with open(outputFilePath, "wb") as f:
|
||||
f.write(buffer)
|
||||
|
||||
outChunk = {
|
||||
'files': [ outputFilePath ],
|
||||
'chunk': chunk
|
||||
}
|
||||
return assetCache(chunk.getFilename(), outChunk)
|
||||
|
||||
def processMap(asset):
|
||||
cache = assetGetCache(asset['path'])
|
||||
if cache is not None:
|
||||
return cache
|
||||
|
||||
map = Map(None)
|
||||
map.load(asset['path'])
|
||||
chunksDir = map.getChunkDirectory()
|
||||
|
||||
files = os.listdir(chunksDir)
|
||||
if len(files) == 0:
|
||||
print(f"Error: No chunk files found in {chunksDir}.")
|
||||
sys.exit(1)
|
||||
|
||||
chunkFiles = []
|
||||
for fileName in files:
|
||||
if not fileName.endswith('.json'):
|
||||
continue
|
||||
|
||||
fNameNoExt = os.path.splitext(fileName)[0]
|
||||
fnPieces = fNameNoExt.split('_')
|
||||
if len(fnPieces) != 3:
|
||||
print(f"Error: Chunk filename {fileName} does not contain valid chunk coordinates.")
|
||||
sys.exit(1)
|
||||
chunk = Chunk(map, int(fnPieces[0]), int(fnPieces[1]), int(fnPieces[2]))
|
||||
chunk.load()
|
||||
result = processChunk(chunk)
|
||||
chunkFiles.extend(result['files'])
|
||||
|
||||
# Map file
|
||||
outBuffer = bytearray()
|
||||
outBuffer.extend(b'DMF')
|
||||
outBuffer.extend(len(chunkFiles).to_bytes(4, 'little'))
|
||||
|
||||
# DMF (Dusk Map file)
|
||||
fileRelative = getAssetRelativePath(asset['path'])
|
||||
fileNameWithoutExt = os.path.splitext(os.path.basename(fileRelative))[0]
|
||||
outputMapRelative = os.path.join(os.path.dirname(fileRelative), f"{fileNameWithoutExt}.dmf")
|
||||
outputMapPath = os.path.join(args.output_assets, outputMapRelative)
|
||||
os.makedirs(os.path.dirname(outputMapPath), exist_ok=True)
|
||||
with open(outputMapPath, "wb") as f:
|
||||
f.write(outBuffer)
|
||||
|
||||
outMap = {
|
||||
'files': chunkFiles
|
||||
}
|
||||
outMap['files'].append(outputMapPath)
|
||||
return assetCache(asset['path'], outMap)
|
||||
@@ -0,0 +1,96 @@
|
||||
import json
|
||||
import os
|
||||
from PIL import Image
|
||||
import datetime
|
||||
from tools.asset.args import args
|
||||
from tools.asset.cache import assetCache, assetGetCache
|
||||
|
||||
palettes = []
|
||||
|
||||
def extractPaletteFromImage(image):
|
||||
# goes through and finds all unique colors in the image
|
||||
if image.mode != 'RGBA':
|
||||
image = image.convert('RGBA')
|
||||
pixels = list(image.getdata())
|
||||
uniqueColors = []
|
||||
for color in pixels:
|
||||
# We treat all alpha 0 as rgba(0,0,0,0) for palette purposes
|
||||
if color[3] == 0:
|
||||
color = (0, 0, 0, 0)
|
||||
if color not in uniqueColors:
|
||||
uniqueColors.append(color)
|
||||
return uniqueColors
|
||||
|
||||
def processPalette(asset):
|
||||
print(f"Processing palette: {asset['path']}")
|
||||
cache = assetGetCache(asset['path'])
|
||||
if cache is not None:
|
||||
return cache
|
||||
|
||||
paletteIndex = len(palettes)
|
||||
image = Image.open(asset['path'])
|
||||
pixels = extractPaletteFromImage(image)
|
||||
|
||||
fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
|
||||
fileNameWithoutPalette = os.path.splitext(fileNameWithoutExt)[0]
|
||||
|
||||
# PSP requires that the palette size be a power of two, so we will pad the
|
||||
# palette with transparent colors if needed.
|
||||
def mathNextPowTwo(x):
|
||||
return 1 << (x - 1).bit_length()
|
||||
|
||||
nextPowTwo = mathNextPowTwo(len(pixels))
|
||||
while len(pixels) < nextPowTwo:
|
||||
pixels.append((0, 0, 0, 0))
|
||||
|
||||
# Header
|
||||
now = datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
|
||||
data = f"// Palette Generated for {asset['path']} at {now}\n"
|
||||
data += f"#include \"display/palette/palette.h\"\n\n"
|
||||
data += f"#define PALETTE_{paletteIndex}_COLOR_COUNT {len(pixels)}\n\n"
|
||||
data += f"#pragma pack(push, 1)\n"
|
||||
data += f"static const color_t PALETTE_{paletteIndex}_COLORS[PALETTE_{paletteIndex}_COLOR_COUNT] = {{\n"
|
||||
for pixel in pixels:
|
||||
data += f" {{ 0x{pixel[0]:02X}, 0x{pixel[1]:02X}, 0x{pixel[2]:02X}, 0x{pixel[3]:02X} }},\n"
|
||||
data += f"}};\n"
|
||||
data += f"#pragma pack(pop)\n\n"
|
||||
data += f"static const palette_t PALETTE_{paletteIndex} = {{\n"
|
||||
data += f" .colorCount = PALETTE_{paletteIndex}_COLOR_COUNT,\n"
|
||||
data += f" .colors = PALETTE_{paletteIndex}_COLORS,\n"
|
||||
data += f"}};\n"
|
||||
|
||||
# Write Header
|
||||
outputFile = os.path.join(args.headers_dir, "display", "palette", f"palette_{paletteIndex}.h")
|
||||
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
|
||||
with open(outputFile, "w") as f:
|
||||
f.write(data)
|
||||
|
||||
palette = {
|
||||
"paletteIndex": paletteIndex,
|
||||
"paletteName": fileNameWithoutPalette,
|
||||
"pixels": pixels,
|
||||
"headerFile": os.path.relpath(outputFile, args.headers_dir),
|
||||
"asset": asset,
|
||||
"files": [ ],# No zippable files.
|
||||
}
|
||||
|
||||
palettes.append(palette)
|
||||
return assetCache(asset['path'], palette)
|
||||
|
||||
def processPaletteList():
|
||||
data = f"// Auto-generated palette list\n"
|
||||
print(f"Generating palette list with {len(palettes)} palettes.")
|
||||
for palette in palettes:
|
||||
data += f"#include \"{palette['headerFile']}\"\n"
|
||||
data += f"\n"
|
||||
data += f"#define PALETTE_LIST_COUNT {len(palettes)}\n\n"
|
||||
data += f"static const palette_t* PALETTE_LIST[PALETTE_LIST_COUNT] = {{\n"
|
||||
for palette in palettes:
|
||||
data += f" &PALETTE_{palette['paletteIndex']},\n"
|
||||
data += f"}};\n"
|
||||
|
||||
# Write the palette list to a header file
|
||||
outputFile = os.path.join(args.headers_dir, "display", "palette", "palettelist.h")
|
||||
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
|
||||
with open(outputFile, "w") as f:
|
||||
f.write(data)
|
||||
@@ -0,0 +1,43 @@
|
||||
import sys
|
||||
import os
|
||||
from tools.asset.args import args
|
||||
from tools.asset.cache import assetCache, assetGetCache
|
||||
from tools.asset.path import getAssetRelativePath
|
||||
from tools.dusk.defs import fileDefs
|
||||
|
||||
def processScript(asset):
|
||||
cache = assetGetCache(asset['path'])
|
||||
if cache is not None:
|
||||
return cache
|
||||
|
||||
# Load the lua file as a string
|
||||
with open(asset['path'], 'r', encoding='utf-8') as f:
|
||||
luaCode = f.read()
|
||||
|
||||
# TODO: I will precompile or minify the Lua code here in the future
|
||||
|
||||
# Replace all definitions in the code
|
||||
for key, val in fileDefs.items():
|
||||
luaCode = luaCode.replace(key, str(val))
|
||||
|
||||
# Create output Dusk Script File (DSF) data
|
||||
data = ""
|
||||
data += "DSF"
|
||||
data += luaCode
|
||||
|
||||
# Write to relative output file path.
|
||||
relative = getAssetRelativePath(asset['path'])
|
||||
fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
|
||||
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dsf")
|
||||
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
|
||||
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
|
||||
with open(outputFilePath, "wb") as f:
|
||||
f.write(data.encode('utf-8'))
|
||||
|
||||
outScript = {
|
||||
'data': data,
|
||||
'path': asset['path'],
|
||||
'files': [ outputFilePath ],
|
||||
'scriptPath': outputFileRelative,
|
||||
}
|
||||
return assetCache(asset['path'], outScript)
|
||||
@@ -0,0 +1,178 @@
|
||||
import json
|
||||
import sys
|
||||
import os
|
||||
import datetime
|
||||
from xml.etree import ElementTree
|
||||
from tools.asset.process.image import processImage
|
||||
from tools.asset.path import getAssetRelativePath
|
||||
from tools.asset.args import args
|
||||
from tools.asset.cache import assetGetCache, assetCache
|
||||
|
||||
tilesets = []
|
||||
|
||||
def loadTilesetFromTSX(asset):
|
||||
# Load the TSX file
|
||||
tree = ElementTree.parse(asset['path'])
|
||||
root = tree.getroot()
|
||||
|
||||
# Expect tileheight, tilewidth, columns and tilecount attributes
|
||||
if 'tilewidth' not in root.attrib or 'tileheight' not in root.attrib or 'columns' not in root.attrib or 'tilecount' not in root.attrib:
|
||||
print(f"Error: TSX file {asset['path']} is missing required attributes (tilewidth, tileheight, columns, tilecount)")
|
||||
sys.exit(1)
|
||||
|
||||
tileWidth = int(root.attrib['tilewidth'])
|
||||
tileHeight = int(root.attrib['tileheight'])
|
||||
columns = int(root.attrib['columns'])
|
||||
tileCount = int(root.attrib['tilecount'])
|
||||
rows = (tileCount + columns - 1) // columns # Calculate rows based on tileCount and columns
|
||||
|
||||
# Find the image element
|
||||
imageElement = root.find('image')
|
||||
if imageElement is None or 'source' not in imageElement.attrib:
|
||||
print(f"Error: TSX file {asset['path']} is missing an image element with a source attribute")
|
||||
sys.exit(1)
|
||||
|
||||
imagePath = imageElement.attrib['source']
|
||||
|
||||
# Image is relative to the TSX file
|
||||
imageAssetPath = os.path.join(os.path.dirname(asset['path']), imagePath)
|
||||
|
||||
image = processImage({
|
||||
'path': imageAssetPath,
|
||||
'options': asset['options'],
|
||||
})
|
||||
|
||||
return {
|
||||
"image": image,
|
||||
"tileWidth": tileWidth,
|
||||
"tileHeight": tileHeight,
|
||||
"columns": columns,
|
||||
"rows": rows,
|
||||
"originalWidth": tileWidth * columns,
|
||||
"originalHeight": tileHeight * rows,
|
||||
}
|
||||
|
||||
def loadTilesetFromArgs(asset):
|
||||
# We need to determine how big each tile is. This can either be provided as
|
||||
# an arg of tileWidth/tileHeight or as a count of rows/columns.
|
||||
# Additionally, if the image has been factored, then the user can provide both
|
||||
# tile sizes AND cols/rows to indicate the original size of the image.
|
||||
image = processImage(asset)
|
||||
|
||||
tileWidth, tileHeight = None, None
|
||||
columns, rows = None, None
|
||||
originalWidth, originalHeight = image['width'], image['height']
|
||||
|
||||
if 'tileWidth' in asset['options'] and 'columns' in asset['options']:
|
||||
tileWidth = int(asset['options']['tileWidth'])
|
||||
columns = int(asset['options']['columns'])
|
||||
originalWidth = tileWidth * columns
|
||||
elif 'tileWidth' in asset['options']:
|
||||
tileWidth = int(asset['options']['tileWidth'])
|
||||
columns = image['width'] // tileWidth
|
||||
elif 'columns' in asset['options']:
|
||||
columns = int(asset['options']['columns'])
|
||||
tileWidth = image['width'] // columns
|
||||
else:
|
||||
print(f"Error: Tileset {asset['path']} must specify either tileWidth or columns")
|
||||
sys.exit(1)
|
||||
|
||||
if 'tileHeight' in asset['options'] and 'rows' in asset['options']:
|
||||
tileHeight = int(asset['options']['tileHeight'])
|
||||
rows = int(asset['options']['rows'])
|
||||
originalHeight = tileHeight * rows
|
||||
elif 'tileHeight' in asset['options']:
|
||||
tileHeight = int(asset['options']['tileHeight'])
|
||||
rows = image['height'] // tileHeight
|
||||
elif 'rows' in asset['options']:
|
||||
rows = int(asset['options']['rows'])
|
||||
tileHeight = image['height'] // rows
|
||||
else:
|
||||
print(f"Error: Tileset {asset['path']} must specify either tileHeight or rows")
|
||||
sys.exit(1)
|
||||
|
||||
return {
|
||||
"image": image,
|
||||
"tileWidth": tileWidth,
|
||||
"tileHeight": tileHeight,
|
||||
"columns": columns,
|
||||
"rows": rows,
|
||||
"originalWidth": originalWidth,
|
||||
"originalHeight": originalHeight,
|
||||
}
|
||||
|
||||
def processTileset(asset):
|
||||
cache = assetGetCache(asset['path'])
|
||||
if cache is not None:
|
||||
return cache
|
||||
|
||||
print(f"Processing tileset: {asset['path']}")
|
||||
tilesetData = None
|
||||
if asset['path'].endswith('.tsx'):
|
||||
tilesetData = loadTilesetFromTSX(asset)
|
||||
else:
|
||||
tilesetData = loadTilesetFromArgs(asset)
|
||||
|
||||
fileNameWithoutExtension = os.path.splitext(os.path.basename(asset['path']))[0]
|
||||
now = datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
|
||||
tilesetName = fileNameWithoutExtension
|
||||
tilesetNameUpper = tilesetName.upper()
|
||||
|
||||
widthScale = tilesetData['originalWidth'] / tilesetData['image']['width']
|
||||
heightScale = tilesetData['originalHeight'] / tilesetData['image']['height']
|
||||
|
||||
# Create header
|
||||
data = f"// Tileset Generated for {asset['path']} at {now}\n"
|
||||
data += f"#pragma once\n"
|
||||
data += f"#include \"display/tileset/tileset.h\"\n\n"
|
||||
data += f"static const tileset_t TILESET_{tilesetNameUpper} = {{\n"
|
||||
data += f" .name = {json.dumps(tilesetName)},\n"
|
||||
data += f" .tileWidth = {tilesetData['tileWidth']},\n"
|
||||
data += f" .tileHeight = {tilesetData['tileHeight']},\n"
|
||||
data += f" .tileCount = {tilesetData['columns'] * tilesetData['rows']},\n"
|
||||
data += f" .columns = {tilesetData['columns']},\n"
|
||||
data += f" .rows = {tilesetData['rows']},\n"
|
||||
data += f" .uv = {{ {widthScale / tilesetData['columns']}f, {heightScale / tilesetData['rows']}f }},\n"
|
||||
data += f" .image = {json.dumps(tilesetData['image']['imagePath'])},\n"
|
||||
data += f"}};\n"
|
||||
|
||||
|
||||
# Write Header
|
||||
outputFile = os.path.join(args.headers_dir, "display", "tileset", f"tileset_{tilesetName}.h")
|
||||
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
|
||||
with open(outputFile, 'w') as f:
|
||||
f.write(data)
|
||||
|
||||
print(f"Write header for tileset: {outputFile}")
|
||||
|
||||
tileset = {
|
||||
"files": [],
|
||||
"image": tilesetData['image'],
|
||||
"headerFile": os.path.relpath(outputFile, args.headers_dir),
|
||||
"tilesetName": tilesetName,
|
||||
"tilesetNameUpper": tilesetNameUpper,
|
||||
"tilesetIndex": len(tilesets),
|
||||
"tilesetData": tilesetData,
|
||||
"files": tilesetData['image']['files'],
|
||||
}
|
||||
|
||||
tilesets.append(tileset)
|
||||
return assetCache(asset['path'], tileset)
|
||||
|
||||
def processTilesetList():
|
||||
data = f"// Tileset List Generated at {datetime.datetime.now().strftime('%Y-%m-%d %H:%M:%S')}\n"
|
||||
data += f"#pragma once\n"
|
||||
for tileset in tilesets:
|
||||
data += f"#include \"{tileset['headerFile']}\"\n"
|
||||
data += f"\n"
|
||||
data += f"#define TILESET_LIST_COUNT {len(tilesets)}\n\n"
|
||||
data += f"static const tileset_t* TILESET_LIST[TILESET_LIST_COUNT] = {{\n"
|
||||
for tileset in tilesets:
|
||||
data += f" &TILESET_{tileset['tilesetNameUpper']},\n"
|
||||
data += f"}};\n"
|
||||
|
||||
# Write header.
|
||||
outputFile = os.path.join(args.headers_dir, "display", "tileset", f"tilesetlist.h")
|
||||
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
|
||||
with open(outputFile, 'w') as f:
|
||||
f.write(data)
|
||||
@@ -0,0 +1,47 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "assetpalette.h"
|
||||
#include "asset/assettype.h"
|
||||
#include "assert/assert.h"
|
||||
|
||||
errorret_t assetPaletteLoad(assetentire_t entire) {
|
||||
assertNotNull(entire.data, "Data pointer cannot be NULL.");
|
||||
assertNotNull(entire.output, "Output pointer cannot be NULL.");
|
||||
|
||||
assetpalette_t *assetData = (assetpalette_t *)entire.data;
|
||||
palette_t *palette = (palette_t *)entire.output;
|
||||
|
||||
// Read header and version (first 4 bytes)
|
||||
if(
|
||||
assetData->header[0] != 'D' ||
|
||||
assetData->header[1] != 'P' ||
|
||||
assetData->header[2] != 'F'
|
||||
) {
|
||||
errorThrow("Invalid palette header");
|
||||
}
|
||||
|
||||
// Version (can only be 1 atm)
|
||||
if(assetData->version != 0x01) {
|
||||
errorThrow("Unsupported palette version");
|
||||
}
|
||||
|
||||
// Check color count.
|
||||
if(
|
||||
assetData->colorCount == 0 ||
|
||||
assetData->colorCount > PALETTE_COLOR_COUNT_MAX
|
||||
) {
|
||||
errorThrow("Invalid palette color count");
|
||||
}
|
||||
|
||||
paletteInit(
|
||||
palette,
|
||||
assetData->colorCount,
|
||||
assetData->colors
|
||||
);
|
||||
errorOk();
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "error/error.h"
|
||||
#include "display/texture/palette.h"
|
||||
|
||||
typedef struct assetentire_s assetentire_t;
|
||||
|
||||
#pragma pack(push, 1)
|
||||
typedef struct {
|
||||
char_t header[3];
|
||||
uint8_t version;
|
||||
|
||||
uint8_t colorCount;
|
||||
color_t colors[PALETTE_COLOR_COUNT_MAX];
|
||||
} assetpalette_t;
|
||||
#pragma pack(pop)
|
||||
|
||||
/**
|
||||
* Loads a palette from the given data pointer into the output palette.
|
||||
*
|
||||
* @param entire Data received from the asset loader system.
|
||||
* @return An error code.
|
||||
*/
|
||||
errorret_t assetPaletteLoad(assetentire_t entire);
|
||||
@@ -0,0 +1,10 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
camera.c
|
||||
)
|
||||
@@ -0,0 +1,107 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "camera.h"
|
||||
#include "display/display.h"
|
||||
#include "assert/assert.h"
|
||||
#include "display/framebuffer/framebuffer.h"
|
||||
#include "display/screen/screen.h"
|
||||
|
||||
void cameraInit(camera_t *camera) {
|
||||
cameraInitPerspective(camera);
|
||||
}
|
||||
|
||||
void cameraInitPerspective(camera_t *camera) {
|
||||
assertNotNull(camera, "Not a camera component");
|
||||
|
||||
camera->projType = CAMERA_PROJECTION_TYPE_PERSPECTIVE;
|
||||
camera->perspective.fov = glm_rad(45.0f);
|
||||
camera->nearClip = 0.1f;
|
||||
camera->farClip = 10000.0f;
|
||||
|
||||
camera->viewType = CAMERA_VIEW_TYPE_LOOKAT;
|
||||
glm_vec3_copy((vec3){ 5.0f, 5.0f, 5.0f }, camera->lookat.position);
|
||||
glm_vec3_copy((vec3){ 0.0f, 1.0f, 0.0f }, camera->lookat.up);
|
||||
glm_vec3_copy((vec3){ 0.0f, 0.0f, 0.0f }, camera->lookat.target);
|
||||
}
|
||||
|
||||
void cameraInitOrthographic(camera_t *camera) {
|
||||
assertNotNull(camera, "Not a camera component");
|
||||
|
||||
camera->projType = CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC;
|
||||
camera->orthographic.left = 0.0f;
|
||||
camera->orthographic.right = SCREEN.width;
|
||||
camera->orthographic.top = SCREEN.height;
|
||||
camera->orthographic.bottom = 0.0f;
|
||||
camera->nearClip = 0.1f;
|
||||
camera->farClip = 1.0f;
|
||||
|
||||
camera->viewType = CAMERA_VIEW_TYPE_2D;
|
||||
glm_vec2_copy((vec2){ 0.0f, 0.0f }, camera->_2d.position);
|
||||
camera->_2d.zoom = 1.0f;
|
||||
}
|
||||
|
||||
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest) {
|
||||
assertNotNull(camera, "Not a camera component");
|
||||
assertNotNull(dest, "Destination matrix must not be null");
|
||||
|
||||
if(
|
||||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE ||
|
||||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED
|
||||
) {
|
||||
glm_mat4_identity(dest);
|
||||
glm_perspective(
|
||||
camera->perspective.fov,
|
||||
SCREEN.aspect,
|
||||
camera->nearClip,
|
||||
camera->farClip,
|
||||
dest
|
||||
);
|
||||
|
||||
if(camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED) {
|
||||
dest[1][1] *= -1.0f;
|
||||
}
|
||||
} else if(camera->projType == CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC) {
|
||||
glm_mat4_identity(dest);
|
||||
glm_ortho(
|
||||
camera->orthographic.left,
|
||||
camera->orthographic.right,
|
||||
camera->orthographic.top,
|
||||
camera->orthographic.bottom,
|
||||
camera->nearClip,
|
||||
camera->farClip,
|
||||
dest
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
|
||||
assertNotNull(camera, "Not a camera component");
|
||||
assertNotNull(dest, "Destination matrix must not be null");
|
||||
|
||||
if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) {
|
||||
glm_mat4_ucopy(camera->view, dest);
|
||||
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT) {
|
||||
glm_mat4_identity(dest);
|
||||
glm_lookat(
|
||||
camera->lookat.position,
|
||||
camera->lookat.target,
|
||||
camera->lookat.up,
|
||||
dest
|
||||
);
|
||||
} else if(camera->viewType == CAMERA_VIEW_TYPE_2D) {
|
||||
glm_mat4_identity(dest);
|
||||
glm_lookat(
|
||||
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.5f },
|
||||
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.0f },
|
||||
(vec3){ 0.0f, 1.0f, 0.0f },
|
||||
dest
|
||||
);
|
||||
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT) {
|
||||
assertUnreachable("LOOKAT_PIXEL_PERFECT view type is not implemented yet");
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,97 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
#include "display/color.h"
|
||||
#include "display/camera/cameraplatform.h"
|
||||
|
||||
#ifndef cameraPushMatrixPlatform
|
||||
#error "cameraPushMatrixPlatform must be defined"
|
||||
#endif
|
||||
|
||||
|
||||
typedef enum {
|
||||
CAMERA_VIEW_TYPE_MATRIX,
|
||||
CAMERA_VIEW_TYPE_LOOKAT,
|
||||
CAMERA_VIEW_TYPE_2D,
|
||||
CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT
|
||||
} cameraviewtype_t;
|
||||
|
||||
typedef struct camera_s {
|
||||
union {
|
||||
mat4 view;
|
||||
|
||||
struct {
|
||||
vec3 position;
|
||||
vec3 target;
|
||||
vec3 up;
|
||||
} lookat;
|
||||
|
||||
struct {
|
||||
vec3 offset;
|
||||
vec3 target;
|
||||
vec3 up;
|
||||
float_t pixelsPerUnit;
|
||||
} lookatPixelPerfect;
|
||||
|
||||
struct {
|
||||
vec2 position;
|
||||
float_t zoom;
|
||||
} _2d;
|
||||
};
|
||||
|
||||
union {
|
||||
struct {
|
||||
float_t fov;
|
||||
} perspective;
|
||||
|
||||
struct {
|
||||
float_t left;
|
||||
float_t right;
|
||||
float_t top;
|
||||
float_t bottom;
|
||||
} orthographic;
|
||||
};
|
||||
|
||||
float_t nearClip;
|
||||
float_t farClip;
|
||||
|
||||
cameraprojectiontype_t projType;
|
||||
cameraviewtype_t viewType;
|
||||
} camera_t;
|
||||
|
||||
/**
|
||||
* Initializes a camera to default values. This calls cameraInitPerspective.
|
||||
*/
|
||||
void cameraInit(camera_t *camera);
|
||||
|
||||
/**
|
||||
* Initializes a camera for perspective projection.
|
||||
*/
|
||||
void cameraInitPerspective(camera_t *camera);
|
||||
|
||||
/**
|
||||
* Initializes a camera for orthographic projection.
|
||||
*/
|
||||
void cameraInitOrthographic(camera_t *camera);
|
||||
|
||||
/**
|
||||
* Gets the projection matrix for a camera.
|
||||
*
|
||||
* @param camera Camera to get the projection matrix for
|
||||
* @param dest Matrix to store the projection matrix in
|
||||
*/
|
||||
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest);
|
||||
|
||||
/**
|
||||
* Gets the view matrix for a camera.
|
||||
*
|
||||
* @param camera Camera to get the view matrix for
|
||||
* @param dest Matrix to store the view matrix in
|
||||
*/
|
||||
void cameraGetViewMatrix(camera_t *camera, mat4 dest);
|
||||
@@ -1,37 +0,0 @@
|
||||
# Copyright (c) 2025 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Libs
|
||||
target_link_libraries(${DUSK_TARGET_NAME}
|
||||
PUBLIC
|
||||
m
|
||||
)
|
||||
|
||||
# Includes
|
||||
target_include_directories(${DUSK_TARGET_NAME}
|
||||
PRIVATE
|
||||
${CMAKE_CURRENT_LIST_DIR}
|
||||
)
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_TARGET_NAME}
|
||||
PRIVATE
|
||||
game.c
|
||||
input.c
|
||||
time.c
|
||||
)
|
||||
|
||||
# Subdirs
|
||||
add_subdirectory(assert)
|
||||
add_subdirectory(console)
|
||||
add_subdirectory(display)
|
||||
add_subdirectory(error)
|
||||
add_subdirectory(entity)
|
||||
add_subdirectory(event)
|
||||
add_subdirectory(item)
|
||||
add_subdirectory(locale)
|
||||
add_subdirectory(ui)
|
||||
add_subdirectory(util)
|
||||
add_subdirectory(world)
|
||||
@@ -1,85 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2023 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "assert.h"
|
||||
|
||||
#ifndef ASSERTIONS_FAKED
|
||||
void assertTrueImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const bool x,
|
||||
const char *message
|
||||
) {
|
||||
if(x != true) {
|
||||
fprintf(
|
||||
stderr,
|
||||
"Assertion Failed in %s:%i\n\n%s\n",
|
||||
file,
|
||||
line,
|
||||
message
|
||||
);
|
||||
abort();
|
||||
}
|
||||
}
|
||||
|
||||
void assertFalseImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
bool x,
|
||||
const char *message
|
||||
) {
|
||||
assertTrueImpl(file, line, !x, message);
|
||||
}
|
||||
|
||||
void assertUnreachableImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const char *message
|
||||
) {
|
||||
assertTrueImpl(file, line, false, message);
|
||||
}
|
||||
|
||||
void assertNotNullImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const void *pointer,
|
||||
const char *message
|
||||
) {
|
||||
assertTrueImpl(
|
||||
file,
|
||||
line,
|
||||
pointer != NULL,
|
||||
message
|
||||
);
|
||||
|
||||
// Ensure we can touch it
|
||||
volatile char temp;
|
||||
temp = *((char*)pointer);
|
||||
}
|
||||
|
||||
void assertNullImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const void *pointer,
|
||||
const char *message
|
||||
) {
|
||||
assertTrueImpl(
|
||||
file,
|
||||
line,
|
||||
pointer == NULL,
|
||||
message
|
||||
);
|
||||
}
|
||||
|
||||
void assertDeprecatedImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const char *message
|
||||
) {
|
||||
assertUnreachableImpl(file, line, message);
|
||||
}
|
||||
#endif
|
||||
@@ -1,143 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2023 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
#ifndef ASSERTIONS_FAKED
|
||||
/**
|
||||
* Assert a given value to be true.
|
||||
*
|
||||
* @param file File that the assertion is being made from.
|
||||
* @param line Line that the assertion is being made from.
|
||||
* @param x Value to assert as true.
|
||||
* @param message Message to throw against assertion failure.
|
||||
*/
|
||||
void assertTrueImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const bool_t x,
|
||||
const char *message
|
||||
);
|
||||
|
||||
/**
|
||||
* Asserts a given statement to be false.
|
||||
*
|
||||
* @param file File that the assertion is being made from.
|
||||
* @param line Line that the assertion is being made from.
|
||||
* @param x Value to assert as false.
|
||||
* @param message Message to throw against assertion failure.
|
||||
*/
|
||||
void assertFalseImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const bool_t x,
|
||||
const char *message
|
||||
);
|
||||
|
||||
/**
|
||||
* Asserts that a given line of code is unreachable. Essentially a forced
|
||||
* assertion failure, good for "edge cases"
|
||||
*
|
||||
* @param file File that the assertion is being made from.
|
||||
* @param line Line that the assertion is being made from.
|
||||
* @param message Message to throw against assertion failure.
|
||||
*/
|
||||
void assertUnreachableImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const char *message
|
||||
);
|
||||
|
||||
/**
|
||||
* Assert a given pointer to not point to a null pointer.
|
||||
*
|
||||
* @param file File that the assertion is being made from.
|
||||
* @param line Line that the assertion is being made from.
|
||||
* @param pointer Pointer to assert is not a null pointer.
|
||||
* @param message Message to throw against assertion failure.
|
||||
*/
|
||||
void assertNotNullImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const void *pointer,
|
||||
const char *message
|
||||
);
|
||||
|
||||
/**
|
||||
* Asserts a given pointer to be a nullptr.
|
||||
*
|
||||
* @param file File that the assertion is being made from.
|
||||
* @param line Line that the assertion is being made from.
|
||||
* @param pointer Pointer to assert is nullptr.
|
||||
* @param message Message to throw against assertion failure.
|
||||
*/
|
||||
void assertNullImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const void *pointer,
|
||||
const char *message
|
||||
);
|
||||
|
||||
/**
|
||||
* Asserts a function as being deprecated.
|
||||
*
|
||||
* @param file File that the assertion is being made from.
|
||||
* @param line Line that the assertion is being made from.
|
||||
* @param message Message to throw against assertion failure.
|
||||
*/
|
||||
void assertDeprecatedImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const char *message
|
||||
);
|
||||
|
||||
void assertMemoryRangeMatchesImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const void *start,
|
||||
const void *end,
|
||||
const size_t size,
|
||||
const char *message
|
||||
);
|
||||
|
||||
#define assertTrue(x, message) \
|
||||
assertTrueImpl(__FILE__, __LINE__, x, message)
|
||||
|
||||
#define assertFalse(x, message) \
|
||||
assertFalseImpl(__FILE__, __LINE__, x, message)
|
||||
|
||||
#define assertUnreachable(message) \
|
||||
assertUnreachableImpl(__FILE__, __LINE__, message)
|
||||
|
||||
#define assertNotNull(pointer, message) \
|
||||
assertNotNullImpl(__FILE__, __LINE__, pointer, message)
|
||||
|
||||
#define assertNull(pointer, message) \
|
||||
assertNullImpl(__FILE__, __LINE__, pointer, message)
|
||||
|
||||
#define assertDeprecated(message) \
|
||||
assertDeprecatedImpl(__FILE__, __LINE__, message)
|
||||
|
||||
#define assertStrLenMax(str, len, message) \
|
||||
assertTrue(strlen(str) < len, message)
|
||||
|
||||
#define assertStrLenMin(str, len, message) \
|
||||
assertTrue(strlen(str) >= len, message)
|
||||
|
||||
#else
|
||||
// If assertions are faked, we define the macros to do nothing.
|
||||
#define assertTrue(x, message) ((void)0)
|
||||
#define assertFalse(x, message) ((void)0)
|
||||
#define assertUnreachable(message) ((void)0)
|
||||
#define assertNotNull(pointer, message) ((void)0)
|
||||
#define assertNull(pointer, message) ((void)0)
|
||||
#define assertDeprecated(message) ((void)0)
|
||||
#define assertStrLenMax(str, len, message) ((void)0)
|
||||
#define assertStrLenMin(str, len, message) ((void)0)
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,158 @@
|
||||
import json
|
||||
import os
|
||||
from tools.dusk.event import Event
|
||||
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, CHUNK_VERTEX_COUNT_MAX, TILE_SHAPE_NULL
|
||||
from tools.dusk.tile import Tile
|
||||
from tools.dusk.entity import Entity
|
||||
from tools.dusk.region import Region
|
||||
from tools.editor.map.vertexbuffer import VertexBuffer
|
||||
from OpenGL.GL import *
|
||||
|
||||
class Chunk:
|
||||
def __init__(self, map, x, y, z):
|
||||
self.map = map
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.z = z
|
||||
self.current = {}
|
||||
self.original = {}
|
||||
self.entities = {}
|
||||
self.regions = {}
|
||||
self.onChunkData = Event()
|
||||
self.dirty = False
|
||||
|
||||
self.tiles = {}
|
||||
self.vertexBuffer = VertexBuffer()
|
||||
|
||||
# Test Region
|
||||
region = self.regions[0] = Region(self)
|
||||
region.minX = 0
|
||||
region.minY = 0
|
||||
region.minZ = 0
|
||||
region.maxX = 32
|
||||
region.maxY = 32
|
||||
region.maxZ = 32
|
||||
region.updateVertexs()
|
||||
|
||||
# Gen tiles.
|
||||
tileIndex = 0
|
||||
for tz in range(CHUNK_DEPTH):
|
||||
for ty in range(CHUNK_HEIGHT):
|
||||
for tx in range(CHUNK_WIDTH):
|
||||
self.tiles[tileIndex] = Tile(self, tx, ty, tz, tileIndex)
|
||||
tileIndex += 1
|
||||
|
||||
# Update vertices
|
||||
self.tileUpdateVertices()
|
||||
|
||||
def reload(self, newX, newY, newZ):
|
||||
self.x = newX
|
||||
self.y = newY
|
||||
self.z = newZ
|
||||
self.entities = {}
|
||||
for tile in self.tiles.values():
|
||||
tile.chunkReload(newX, newY, newZ)
|
||||
self.load()
|
||||
|
||||
def tileUpdateVertices(self):
|
||||
self.vertexBuffer.clear()
|
||||
for tile in self.tiles.values():
|
||||
tile.buffer(self.vertexBuffer)
|
||||
self.vertexBuffer.buildData()
|
||||
|
||||
def load(self):
|
||||
fname = self.getFilename()
|
||||
if not fname or not os.path.exists(fname):
|
||||
self.new()
|
||||
return
|
||||
try:
|
||||
with open(fname, 'r') as f:
|
||||
data = json.load(f)
|
||||
|
||||
if not 'shapes' in data:
|
||||
data['shapes'] = []
|
||||
|
||||
# For each tile.
|
||||
for tile in self.tiles.values():
|
||||
tile.load(data)
|
||||
|
||||
# For each entity.
|
||||
self.entities = {}
|
||||
if 'entities' in data:
|
||||
for id, entData in enumerate(data['entities']):
|
||||
ent = Entity(self)
|
||||
ent.load(entData)
|
||||
self.entities[id] = ent
|
||||
|
||||
self.tileUpdateVertices()
|
||||
self.dirty = False
|
||||
self.onChunkData.invoke(self)
|
||||
self.map.onEntityData.invoke()
|
||||
except Exception as e:
|
||||
raise RuntimeError(f"Failed to load chunk file: {e}")
|
||||
|
||||
def save(self):
|
||||
if not self.isDirty():
|
||||
return
|
||||
|
||||
dataOut = {
|
||||
'shapes': [],
|
||||
'entities': []
|
||||
}
|
||||
|
||||
for tile in self.tiles.values():
|
||||
dataOut['shapes'].append(tile.shape)
|
||||
|
||||
for ent in self.entities.values():
|
||||
entData = {}
|
||||
ent.save(entData)
|
||||
dataOut['entities'].append(entData)
|
||||
|
||||
fname = self.getFilename()
|
||||
if not fname:
|
||||
raise ValueError("No filename specified for saving chunk.")
|
||||
try:
|
||||
with open(fname, 'w') as f:
|
||||
json.dump(dataOut, f)
|
||||
self.dirty = False
|
||||
self.onChunkData.invoke(self)
|
||||
except Exception as e:
|
||||
raise RuntimeError(f"Failed to save chunk file: {e}")
|
||||
|
||||
def new(self):
|
||||
for tile in self.tiles.values():
|
||||
tile.shape = TILE_SHAPE_NULL
|
||||
|
||||
self.tileUpdateVertices()
|
||||
self.dirty = False
|
||||
self.onChunkData.invoke(self)
|
||||
|
||||
def isDirty(self):
|
||||
return self.dirty
|
||||
|
||||
def getFilename(self):
|
||||
if not self.map or not hasattr(self.map, 'getChunkDirectory'):
|
||||
return None
|
||||
dirPath = self.map.getChunkDirectory()
|
||||
if dirPath is None:
|
||||
return None
|
||||
return f"{dirPath}/{self.x}_{self.y}_{self.z}.json"
|
||||
|
||||
def draw(self):
|
||||
self.vertexBuffer.draw()
|
||||
|
||||
def addEntity(self, localX=0, localY=0, localZ=0):
|
||||
ent = Entity(self, localX, localY, localZ)
|
||||
self.entities[len(self.entities)] = ent
|
||||
self.map.onEntityData.invoke()
|
||||
self.dirty = True
|
||||
return ent
|
||||
|
||||
def removeEntity(self, entity):
|
||||
for key, val in list(self.entities.items()):
|
||||
if val == entity:
|
||||
del self.entities[key]
|
||||
self.map.onEntityData.invoke()
|
||||
self.dirty = True
|
||||
return True
|
||||
return False
|
||||
@@ -1,15 +0,0 @@
|
||||
# Copyright (c) 2025 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_TARGET_NAME}
|
||||
PRIVATE
|
||||
console.c
|
||||
consolecmd.c
|
||||
consolevar.c
|
||||
)
|
||||
|
||||
# Subdirectories
|
||||
add_subdirectory(cmd)
|
||||
@@ -1,18 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "console/console.h"
|
||||
|
||||
void cmdEcho(const consolecmdexec_t *exec) {
|
||||
assertTrue(
|
||||
exec->argc >= 1,
|
||||
"echo command requires 1 argument."
|
||||
);
|
||||
|
||||
consolePrint("%s", exec->argv[0]);
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "console/console.h"
|
||||
|
||||
void cmdGet(const consolecmdexec_t *exec) {
|
||||
assertTrue(
|
||||
exec->argc >= 1,
|
||||
"Get command requires 1 argument."
|
||||
);
|
||||
|
||||
for(uint32_t i = 0; i < CONSOLE.variableCount; i++) {
|
||||
consolevar_t *var = &CONSOLE.variables[i];
|
||||
if(stringCompare(var->name, exec->argv[0]) != 0) continue;
|
||||
consolePrint("%s", var->value);
|
||||
return;
|
||||
}
|
||||
|
||||
consolePrint("Error: Variable '%s' not found.", exec->argv[0]);
|
||||
}
|
||||
@@ -1,15 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "console/console.h"
|
||||
#include "game.h"
|
||||
|
||||
void cmdQuit(const consolecmdexec_t *exec) {
|
||||
consolePrint("Quitting application...");
|
||||
GAME.running = false;
|
||||
}
|
||||
@@ -1,27 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "console/console.h"
|
||||
|
||||
void cmdSet(const consolecmdexec_t *exec) {
|
||||
assertTrue(exec->argc >= 2, "set command requires 2 arguments.");
|
||||
|
||||
for(uint32_t i = 0; i < CONSOLE.variableCount; i++) {
|
||||
consolevar_t *var = &CONSOLE.variables[i];
|
||||
if(stringCompare(var->name, exec->argv[0]) != 0) continue;
|
||||
consoleVarSetValue(var, exec->argv[1]);
|
||||
consolePrint("%s %s", var->name, var->value);
|
||||
for(i = 0; i < var->eventCount; i++) {
|
||||
assertNotNull(var->events[i], "Event is NULL");
|
||||
var->events[i](var);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
consolePrint("Error: Variable '%s' not found.", exec->argv[0]);
|
||||
}
|
||||
@@ -1,329 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "console.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "util/string.h"
|
||||
#include "console/cmd/cmdquit.h"
|
||||
#include "console/cmd/cmdecho.h"
|
||||
#include "console/cmd/cmdset.h"
|
||||
#include "console/cmd/cmdget.h"
|
||||
|
||||
#include "input.h"
|
||||
|
||||
console_t CONSOLE;
|
||||
|
||||
void consoleInit() {
|
||||
memoryZero(&CONSOLE, sizeof(console_t));
|
||||
|
||||
// Register the get and set command.
|
||||
CONSOLE.cmdGet = consoleRegCmd("get", cmdGet);
|
||||
CONSOLE.cmdSet = consoleRegCmd("set", cmdSet);
|
||||
consoleRegCmd("quit", cmdQuit);
|
||||
consoleRegCmd("echo", cmdEcho);
|
||||
|
||||
consolePrint(" = Dawn Console = ");
|
||||
}
|
||||
|
||||
consolecmd_t * consoleRegCmd(const char_t *name, consolecmdfunc_t function) {
|
||||
consolecmd_t *cmd = &CONSOLE.commands[CONSOLE.commandCount++];
|
||||
consoleCmdInit(cmd, name, function);
|
||||
return cmd;
|
||||
}
|
||||
|
||||
consolevar_t * consoleRegVar(
|
||||
const char_t *name,
|
||||
const char_t *value,
|
||||
consolevarchanged_t event
|
||||
) {
|
||||
consolevar_t *var = &CONSOLE.variables[CONSOLE.variableCount++];
|
||||
consoleVarInitListener(var, name, value, event);
|
||||
return var;
|
||||
}
|
||||
|
||||
void consolePrint(const char_t *message, ...) {
|
||||
char_t buffer[CONSOLE_LINE_MAX];
|
||||
|
||||
va_list args;
|
||||
va_start(args, message);
|
||||
int32_t len = stringFormatVA(buffer, CONSOLE_LINE_MAX, message, args);
|
||||
va_end(args);
|
||||
|
||||
// Move all lines back
|
||||
memoryMove(
|
||||
CONSOLE.line[0],
|
||||
CONSOLE.line[1],
|
||||
(CONSOLE_HISTORY_MAX - 1) * CONSOLE_LINE_MAX
|
||||
);
|
||||
|
||||
// Copy the new line
|
||||
memoryCopy(
|
||||
CONSOLE.line[CONSOLE_HISTORY_MAX - 1],
|
||||
buffer,
|
||||
len + 1
|
||||
);
|
||||
printf("%s\n", buffer);
|
||||
}
|
||||
|
||||
void consoleExec(const char_t *line) {
|
||||
assertNotNull(line, "line must not be NULL");
|
||||
assertTrue(
|
||||
CONSOLE.execBufferCount < CONSOLE_EXEC_BUFFER_MAX,
|
||||
"Too many commands in the buffer."
|
||||
);
|
||||
|
||||
char_t buffer[CONSOLE_LINE_MAX];
|
||||
size_t i = 0, j = 0;
|
||||
char_t c;
|
||||
consoleexecstate_t state = CONSOLE_EXEC_STATE_INITIAL;
|
||||
consolecmdexec_t *exec = NULL;
|
||||
|
||||
while(state != CONSOLE_EXEC_STATE_FULLY_PARSED) {
|
||||
c = line[i];
|
||||
|
||||
switch(state) {
|
||||
case CONSOLE_EXEC_STATE_INITIAL:
|
||||
assertTrue(j == 0, "Buffer not empty?");
|
||||
|
||||
if(c == '\0') {
|
||||
state = CONSOLE_EXEC_STATE_FULLY_PARSED;
|
||||
break;
|
||||
}
|
||||
|
||||
if(stringIsWhitespace(c) || c == ';') {
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
|
||||
state = CONSOLE_EXEC_STATE_PARSE_CMD;
|
||||
break;
|
||||
|
||||
case CONSOLE_EXEC_STATE_PARSE_CMD:
|
||||
if(stringIsWhitespace(c) || c == '\0' || c == ';') {
|
||||
state = CONSOLE_EXEC_STATE_CMD_PARSED;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(c == '"') {
|
||||
// Can't handle quotes within the command.
|
||||
consolePrint("Invalid command");
|
||||
while(c != '\0' && c != ';') c = line[++i];
|
||||
continue;
|
||||
}
|
||||
|
||||
buffer[j++] = c;
|
||||
i++;
|
||||
|
||||
if(j >= CONSOLE_LINE_MAX) {
|
||||
consolePrint("Command too long");
|
||||
state = CONSOLE_EXEC_STATE_FULLY_PARSED;
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
|
||||
case CONSOLE_EXEC_STATE_CMD_PARSED:
|
||||
if(j == 0) {
|
||||
state = CONSOLE_EXEC_STATE_INITIAL;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Create exec
|
||||
assertNull(exec, "Existing command parsing?");
|
||||
|
||||
exec = &CONSOLE.execBuffer[CONSOLE.execBufferCount];
|
||||
memoryZero(exec, sizeof(consolecmdexec_t));
|
||||
|
||||
buffer[j] = '\0';
|
||||
stringCopy(exec->command, buffer, CONSOLE_LINE_MAX);
|
||||
state = CONSOLE_EXEC_STATE_FIND_ARG;
|
||||
|
||||
j = 0;// Free up buffer
|
||||
break;
|
||||
|
||||
case CONSOLE_EXEC_STATE_FIND_ARG:
|
||||
if(c == '\0' || c == ';') {
|
||||
state = CONSOLE_EXEC_STATE_CMD_FINISHED;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(stringIsWhitespace(c)) {
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(c == '"') {
|
||||
state = CONSOLE_EXEC_STATE_PARSE_ARG_QUOTED;
|
||||
i++;
|
||||
} else {
|
||||
state = CONSOLE_EXEC_STATE_PARSE_ARG;
|
||||
}
|
||||
break;
|
||||
|
||||
case CONSOLE_EXEC_STATE_PARSE_ARG:
|
||||
if(stringIsWhitespace(c) || c == '\0' || c == ';') {
|
||||
state = CONSOLE_EXEC_STATE_ARG_PARSED;
|
||||
continue;
|
||||
}
|
||||
|
||||
buffer[j++] = c;
|
||||
i++;
|
||||
|
||||
if(j >= CONSOLE_LINE_MAX) {
|
||||
consolePrint("Arg too long");
|
||||
state = CONSOLE_EXEC_STATE_FULLY_PARSED;
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
|
||||
case CONSOLE_EXEC_STATE_PARSE_ARG_QUOTED:
|
||||
if(c == '"') {
|
||||
state = CONSOLE_EXEC_STATE_ARG_PARSED;
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(c == '\0' || c == ';') {
|
||||
consolePrint("Unterminated quote");
|
||||
state = CONSOLE_EXEC_STATE_FULLY_PARSED;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(c == '\\') {
|
||||
c = line[++i];
|
||||
|
||||
if(c == '\0' || c == ';') {
|
||||
consolePrint("Unterminated quote");
|
||||
state = CONSOLE_EXEC_STATE_FULLY_PARSED;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
buffer[j++] = c;
|
||||
i++;
|
||||
|
||||
if(j >= CONSOLE_LINE_MAX) {
|
||||
consolePrint("Arg too long");
|
||||
state = CONSOLE_EXEC_STATE_FULLY_PARSED;
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
|
||||
case CONSOLE_EXEC_STATE_ARG_PARSED:
|
||||
buffer[j] = '\0';
|
||||
stringCopy(exec->argv[exec->argc++], buffer, CONSOLE_LINE_MAX);
|
||||
state = CONSOLE_EXEC_STATE_FIND_ARG;
|
||||
j = 0;// Free up buffer
|
||||
break;
|
||||
|
||||
case CONSOLE_EXEC_STATE_CMD_FINISHED:
|
||||
assertNotNull(exec, "No command found?");
|
||||
|
||||
// Now, is there a command that matches?
|
||||
for(uint32_t k = 0; k < CONSOLE.commandCount; k++) {
|
||||
consolecmd_t *cmd = &CONSOLE.commands[k];
|
||||
if(stringCompare(cmd->name, exec->command) != 0) continue;
|
||||
exec->cmd = cmd;
|
||||
break;
|
||||
}
|
||||
|
||||
if(exec->cmd == NULL) {
|
||||
// Command wasn't found, is there a variable that matches?
|
||||
for(uint32_t k = 0; k < CONSOLE.variableCount; k++) {
|
||||
consolevar_t *var = &CONSOLE.variables[k];
|
||||
if(stringCompare(var->name, exec->command) != 0) continue;
|
||||
|
||||
// Matching variable found, is this a GET or a SET?
|
||||
if(exec->argc == 0) {
|
||||
exec->cmd = CONSOLE.cmdGet;
|
||||
stringCopy(exec->argv[0], exec->command, CONSOLE_LINE_MAX);
|
||||
exec->argc = 1;
|
||||
} else {
|
||||
exec->cmd = CONSOLE.cmdSet;
|
||||
stringCopy(exec->argv[1], exec->argv[0], CONSOLE_LINE_MAX);
|
||||
stringCopy(exec->argv[0], exec->command, CONSOLE_LINE_MAX);
|
||||
exec->argc = 2;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if(exec->cmd == NULL) {
|
||||
consolePrint("Command not found", exec->command);
|
||||
exec = NULL;
|
||||
state = CONSOLE_EXEC_STATE_INITIAL;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Prep for next command.
|
||||
exec = NULL;
|
||||
state = CONSOLE_EXEC_STATE_INITIAL;
|
||||
CONSOLE.execBufferCount++;
|
||||
break;
|
||||
|
||||
default:
|
||||
assertUnreachable("Invalid state.");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// May move these later
|
||||
void consoleUpdate() {
|
||||
if(inputPressed(INPUT_BIND_CONSOLE)) {
|
||||
CONSOLE.visible = !CONSOLE.visible;
|
||||
if(CONSOLE.visible) {
|
||||
consolePrint("Console opened.");
|
||||
} else {
|
||||
consolePrint("Console closed.");
|
||||
}
|
||||
}
|
||||
|
||||
for(uint32_t i = 0; i < CONSOLE.execBufferCount; i++) {
|
||||
consolecmdexec_t *exec = &CONSOLE.execBuffer[i];
|
||||
assertNotNull(exec->cmd, "Command execution has no command.");
|
||||
exec->cmd->function(exec);
|
||||
}
|
||||
|
||||
// #if KEYBOARD_SUPPORT == 1
|
||||
// uint8_t key;
|
||||
// while((key = inputKeyboardPop()) != 0) {
|
||||
// printf("Key pressed: %c\n", key);
|
||||
// switch(key) {
|
||||
// case 0:
|
||||
// break;
|
||||
|
||||
// case INPUT_KEY_ENTER:
|
||||
// consoleExec(CONSOLE.inputBuffer);
|
||||
// CONSOLE.inputIndex = 0;
|
||||
// CONSOLE.inputBuffer[0] = '\0';
|
||||
// break;
|
||||
|
||||
// case INPUT_KEY_BACKSPACE:
|
||||
// if(CONSOLE.inputIndex > 0) {
|
||||
// CONSOLE.inputIndex--;
|
||||
// CONSOLE.inputBuffer[CONSOLE.inputIndex] = '\0';
|
||||
// }
|
||||
// break;
|
||||
|
||||
// default:
|
||||
// if(
|
||||
// key >= INPUT_KEY_ASCII_START && key <= INPUT_KEY_ASCII_END &&
|
||||
// CONSOLE.inputIndex < CONSOLE_LINE_MAX - 1
|
||||
// ) {
|
||||
// CONSOLE.inputBuffer[CONSOLE.inputIndex++] = key;
|
||||
// CONSOLE.inputBuffer[CONSOLE.inputIndex] = '\0';
|
||||
// }
|
||||
// break;
|
||||
|
||||
// }
|
||||
// }
|
||||
// #endif
|
||||
|
||||
// Clear the exec buffer
|
||||
CONSOLE.execBufferCount = 0;
|
||||
}
|
||||
@@ -1,106 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "consolevar.h"
|
||||
#include "consolecmd.h"
|
||||
|
||||
typedef enum {
|
||||
CONSOLE_EXEC_STATE_INITIAL,
|
||||
CONSOLE_EXEC_STATE_PARSE_CMD,
|
||||
CONSOLE_EXEC_STATE_CMD_PARSED,
|
||||
|
||||
CONSOLE_EXEC_STATE_FIND_ARG,
|
||||
CONSOLE_EXEC_STATE_PARSE_ARG,
|
||||
CONSOLE_EXEC_STATE_PARSE_ARG_QUOTED,
|
||||
CONSOLE_EXEC_STATE_ARG_PARSED,
|
||||
|
||||
CONSOLE_EXEC_STATE_CMD_FINISHED,
|
||||
CONSOLE_EXEC_STATE_FULLY_PARSED
|
||||
} consoleexecstate_t;
|
||||
|
||||
typedef struct {
|
||||
consolecmd_t commands[CONSOLE_COMMANDS_MAX];
|
||||
uint32_t commandCount;
|
||||
|
||||
consolevar_t variables[CONSOLE_VARIABLES_MAX];
|
||||
uint32_t variableCount;
|
||||
|
||||
char_t line[CONSOLE_HISTORY_MAX][CONSOLE_LINE_MAX];
|
||||
|
||||
consolecmdexec_t execBuffer[CONSOLE_EXEC_BUFFER_MAX];
|
||||
uint32_t execBufferCount;
|
||||
|
||||
consolecmd_t *cmdGet;
|
||||
consolecmd_t *cmdSet;
|
||||
|
||||
bool_t visible;
|
||||
|
||||
// May move these later
|
||||
// #if KEYBOARD_SUPPORT == 1
|
||||
// char_t inputBuffer[CONSOLE_LINE_MAX];
|
||||
// int32_t inputIndex;
|
||||
// #endif
|
||||
} console_t;
|
||||
|
||||
extern console_t CONSOLE;
|
||||
|
||||
/**
|
||||
* Initializes the console.
|
||||
*/
|
||||
void consoleInit();
|
||||
|
||||
/**
|
||||
* Registers a console command.
|
||||
*
|
||||
* @param name The name of the command.
|
||||
* @param function The function to execute when the command is called.
|
||||
* @return The registered command.
|
||||
*/
|
||||
consolecmd_t * consoleRegCmd(const char_t *name, consolecmdfunc_t function);
|
||||
|
||||
/**
|
||||
* Registers a console variable.
|
||||
*
|
||||
* @param name The name of the variable.
|
||||
* @param value The initial value of the variable.
|
||||
* @param event The event to register.
|
||||
* @return The registered variable.
|
||||
*/
|
||||
consolevar_t * consoleRegVar(
|
||||
const char_t *name,
|
||||
const char_t *value,
|
||||
consolevarchanged_t event
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the value of a console variable.
|
||||
*
|
||||
* @param name The name of the variable.
|
||||
* @param value The new value of the variable.
|
||||
*/
|
||||
void consolePrint(
|
||||
const char_t *message,
|
||||
...
|
||||
);
|
||||
|
||||
/**
|
||||
* Executes a console command.
|
||||
*
|
||||
* @param line The line to execute.
|
||||
*/
|
||||
void consoleExec(const char_t *line);
|
||||
|
||||
/**
|
||||
* Processes the console's pending commands.
|
||||
*/
|
||||
void consoleUpdate();
|
||||
|
||||
void cmdGet(const consolecmdexec_t *exec);
|
||||
void cmdSet(const consolecmdexec_t *exec);
|
||||
void cmdEcho(const consolecmdexec_t *exec);
|
||||
void cmdQuit(const consolecmdexec_t *exec);
|
||||
@@ -1,27 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "consolecmd.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "util/string.h"
|
||||
|
||||
void consoleCmdInit(
|
||||
consolecmd_t *cmd,
|
||||
const char_t *name,
|
||||
consolecmdfunc_t function
|
||||
) {
|
||||
assertNotNull(cmd, "Command is NULL.");
|
||||
assertNotNull(name, "Name is NULL.");
|
||||
assertNotNull(function, "Function is NULL.");
|
||||
assertStrLenMin(name, 1, "Name is empty.");
|
||||
assertStrLenMax(name, CONSOLE_CMD_NAME_MAX, "Name is too long.");
|
||||
|
||||
memoryZero(cmd, sizeof(consolecmd_t));
|
||||
stringCopy(cmd->name, name, CONSOLE_CMD_NAME_MAX);
|
||||
cmd->function = function;
|
||||
}
|
||||
@@ -1,39 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
#include "consoledefs.h"
|
||||
|
||||
typedef struct consolecmd_s consolecmd_t;
|
||||
|
||||
typedef struct {
|
||||
consolecmd_t *cmd;
|
||||
char_t command[CONSOLE_LINE_MAX];
|
||||
char_t argv[CONSOLE_CMD_ARGC_MAX][CONSOLE_LINE_MAX];
|
||||
uint32_t argc;
|
||||
} consolecmdexec_t;
|
||||
|
||||
typedef void (*consolecmdfunc_t)(const consolecmdexec_t *exec);
|
||||
|
||||
typedef struct consolecmd_s {
|
||||
char_t name[CONSOLE_CMD_NAME_MAX];
|
||||
consolecmdfunc_t function;
|
||||
} consolecmd_t;
|
||||
|
||||
/**
|
||||
* Initializes a console command.
|
||||
*
|
||||
* @param cmd Pointer to the console command.
|
||||
* @param name The name of the command.
|
||||
* @param function The function to execute when the command is called.
|
||||
*/
|
||||
void consoleCmdInit(
|
||||
consolecmd_t *cmd,
|
||||
const char_t *name,
|
||||
consolecmdfunc_t function
|
||||
);
|
||||
@@ -1,21 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#define CONSOLE_CMD_NAME_MAX 32
|
||||
#define CONSOLE_CMD_ARGC_MAX 16
|
||||
|
||||
#define CONSOLE_COMMANDS_MAX 128
|
||||
#define CONSOLE_VARIABLES_MAX 128
|
||||
#define CONSOLE_LINE_MAX 256
|
||||
#define CONSOLE_HISTORY_MAX 32
|
||||
#define CONSOLE_EXEC_BUFFER_MAX 16
|
||||
|
||||
#define CONSOLE_VAR_NAME_MAX 32
|
||||
#define CONSOLE_VAR_VALUE_MAX 128
|
||||
#define CONSOLE_VAR_EVENTS_MAX 8
|
||||
@@ -1,64 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "consolevar.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "util/string.h"
|
||||
|
||||
void consoleVarInit(
|
||||
consolevar_t *var,
|
||||
const char_t *name,
|
||||
const char_t *value
|
||||
) {
|
||||
assertNotNull(var, "var must not be NULL");
|
||||
assertNotNull(name, "name must not be NULL");
|
||||
assertNotNull(value, "value must not be NULL");
|
||||
|
||||
assertStrLenMin(name, 1, "name must not be empty");
|
||||
assertStrLenMax(name, CONSOLE_VAR_NAME_MAX, "name is too long");
|
||||
assertStrLenMax(value, CONSOLE_VAR_VALUE_MAX, "value is too long");
|
||||
|
||||
memoryZero(var, sizeof(consolevar_t));
|
||||
stringCopy(var->name, name, CONSOLE_VAR_NAME_MAX);
|
||||
stringCopy(var->value, value, CONSOLE_VAR_VALUE_MAX);
|
||||
}
|
||||
|
||||
void consoleVarInitListener(
|
||||
consolevar_t *var,
|
||||
const char_t *name,
|
||||
const char_t *value,
|
||||
consolevarchanged_t event
|
||||
) {
|
||||
consoleVarInit(var, name, value);
|
||||
if(event) consoleVarListen(var, event);
|
||||
}
|
||||
|
||||
void consoleVarSetValue(consolevar_t *var, const char_t *value) {
|
||||
assertNotNull(var, "var must not be NULL");
|
||||
assertNotNull(value, "value must not be NULL");
|
||||
assertStrLenMax(value, CONSOLE_VAR_VALUE_MAX, "value is too long");
|
||||
|
||||
stringCopy(var->value, value, CONSOLE_VAR_VALUE_MAX);
|
||||
|
||||
uint8_t i = 0;
|
||||
while (i < var->eventCount) {
|
||||
var->events[i](var);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
void consoleVarListen(consolevar_t *var, consolevarchanged_t event) {
|
||||
assertNotNull(var, "var must not be NULL");
|
||||
assertNotNull(event, "event must not be NULL");
|
||||
assertTrue(
|
||||
var->eventCount < CONSOLE_VAR_EVENTS_MAX,
|
||||
"Event count is too high"
|
||||
);
|
||||
var->events[var->eventCount++] = event;
|
||||
}
|
||||
|
||||
@@ -1,65 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
#include "consoledefs.h"
|
||||
|
||||
typedef struct consolevar_s consolevar_t;
|
||||
|
||||
typedef void (*consolevarchanged_t)(const consolevar_t *var);
|
||||
|
||||
typedef struct consolevar_s {
|
||||
char_t name[CONSOLE_VAR_NAME_MAX];
|
||||
char_t value[CONSOLE_VAR_VALUE_MAX];
|
||||
consolevarchanged_t events[CONSOLE_VAR_EVENTS_MAX];
|
||||
uint8_t eventCount;
|
||||
} consolevar_t;
|
||||
|
||||
/**
|
||||
* Initializes a console variable.
|
||||
*
|
||||
* @param var Pointer to the console variable.
|
||||
* @param name The name of the variable.
|
||||
* @param value The initial value of the variable.
|
||||
*/
|
||||
void consoleVarInit(
|
||||
consolevar_t *var,
|
||||
const char_t *name,
|
||||
const char_t *value
|
||||
);
|
||||
|
||||
/**
|
||||
* Initializes a console variable with a listener.
|
||||
*
|
||||
* @param var Pointer to the console variable.
|
||||
* @param name The name of the variable.
|
||||
* @param value The initial value of the variable.
|
||||
* @param event The event to register.
|
||||
*/
|
||||
void consoleVarInitListener(
|
||||
consolevar_t *var,
|
||||
const char_t *name,
|
||||
const char_t *value,
|
||||
consolevarchanged_t event
|
||||
);
|
||||
|
||||
/**
|
||||
* Sets the value of a console variable.
|
||||
*
|
||||
* @param var Pointer to the console variable.
|
||||
* @param value The new value of the variable.
|
||||
*/
|
||||
void consoleVarSetValue(consolevar_t *var, const char_t *value);
|
||||
|
||||
/**
|
||||
* Registers an event to be called when the value of a console variable changes.
|
||||
*
|
||||
* @param var Pointer to the console variable.
|
||||
* @param event The event to register.
|
||||
*/
|
||||
void consoleVarListen(consolevar_t *var, consolevarchanged_t event);
|
||||
@@ -0,0 +1,49 @@
|
||||
from dotenv import load_dotenv, dotenv_values
|
||||
import os
|
||||
import sys
|
||||
|
||||
current_file_path = os.path.abspath(__file__)
|
||||
duskDefsPath = os.path.join(os.path.dirname(current_file_path), "..", "..", "src", "duskdefs.env")
|
||||
|
||||
# Ensure the .env file exists
|
||||
if not os.path.isfile(duskDefsPath):
|
||||
print(f"Error: .env file not found at {duskDefsPath}")
|
||||
sys.exit(1)
|
||||
|
||||
load_dotenv(dotenv_path=duskDefsPath)
|
||||
defs = {key: os.getenv(key) for key in os.environ.keys()}
|
||||
|
||||
fileDefs = dotenv_values(dotenv_path=duskDefsPath)
|
||||
|
||||
# Parsed out definitions
|
||||
CHUNK_WIDTH = int(defs.get('CHUNK_WIDTH'))
|
||||
CHUNK_HEIGHT = int(defs.get('CHUNK_HEIGHT'))
|
||||
CHUNK_DEPTH = int(defs.get('CHUNK_DEPTH'))
|
||||
CHUNK_TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH
|
||||
CHUNK_VERTEX_COUNT_MAX = int(defs.get('CHUNK_VERTEX_COUNT_MAX'))
|
||||
|
||||
TILE_WIDTH = float(defs.get('TILE_WIDTH'))
|
||||
TILE_HEIGHT = float(defs.get('TILE_HEIGHT'))
|
||||
TILE_DEPTH = float(defs.get('TILE_DEPTH'))
|
||||
|
||||
RPG_CAMERA_PIXELS_PER_UNIT = float(defs.get('RPG_CAMERA_PIXELS_PER_UNIT'))
|
||||
RPG_CAMERA_Z_OFFSET = float(defs.get('RPG_CAMERA_Z_OFFSET'))
|
||||
RPG_CAMERA_FOV = float(defs.get('RPG_CAMERA_FOV'))
|
||||
|
||||
MAP_WIDTH = 5
|
||||
MAP_HEIGHT = 5
|
||||
MAP_DEPTH = 3
|
||||
MAP_CHUNK_COUNT = MAP_WIDTH * MAP_HEIGHT * MAP_DEPTH
|
||||
|
||||
TILE_SHAPES = {}
|
||||
for key in defs.keys():
|
||||
if key.startswith('TILE_SHAPE_'):
|
||||
globals()[key] = int(defs.get(key))
|
||||
TILE_SHAPES[key] = int(defs.get(key))
|
||||
|
||||
ENTITY_TYPES = {}
|
||||
for key in defs.keys():
|
||||
if key.startswith('ENTITY_TYPE_'):
|
||||
globals()[key] = int(defs.get(key))
|
||||
if key != 'ENTITY_TYPE_COUNT':
|
||||
ENTITY_TYPES[key] = int(defs.get(key))
|
||||
@@ -1,31 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "error/error.h"
|
||||
|
||||
#ifndef RENDER_WIDTH
|
||||
#define RENDER_WIDTH 320
|
||||
#endif
|
||||
#ifndef RENDER_HEIGHT
|
||||
#define RENDER_HEIGHT 240
|
||||
#endif
|
||||
|
||||
/**
|
||||
* Initializes the rendering system.
|
||||
*/
|
||||
errorret_t renderInit(void);
|
||||
|
||||
/**
|
||||
* Tells the rendering system to actually draw the frame.
|
||||
*/
|
||||
errorret_t renderDraw(void);
|
||||
|
||||
/**
|
||||
* Disposes of the rendering system.
|
||||
*/
|
||||
errorret_t renderDispose(void);
|
||||
@@ -1,51 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "scene.h"
|
||||
#include "world/overworld.h"
|
||||
|
||||
scene_t SCENE_CURRENT;
|
||||
scenecallback_t SCENE_CALLBACKS[SCENE_COUNT] = {
|
||||
[SCENE_INITIAL] = {
|
||||
.init = NULL,
|
||||
.update = NULL
|
||||
},
|
||||
|
||||
[SCENE_OVERWORLD] = {
|
||||
.init = overworldInit,
|
||||
.update = overworldUpdate,
|
||||
.dispose = NULL
|
||||
}
|
||||
};
|
||||
|
||||
void sceneInit(void) {
|
||||
for(uint8_t i = 0; i < SCENE_COUNT; i++) {
|
||||
if(SCENE_CALLBACKS[i].init) {
|
||||
SCENE_CALLBACKS[i].init();
|
||||
}
|
||||
}
|
||||
|
||||
SCENE_CURRENT = SCENE_OVERWORLD;
|
||||
}
|
||||
|
||||
void sceneSet(const scene_t scene) {
|
||||
SCENE_CURRENT = scene;
|
||||
}
|
||||
|
||||
void sceneUpdate(void) {
|
||||
if(SCENE_CALLBACKS[SCENE_CURRENT].update) {
|
||||
SCENE_CALLBACKS[SCENE_CURRENT].update();
|
||||
}
|
||||
}
|
||||
|
||||
void sceneDispose(void) {
|
||||
for(uint8_t i = 0; i < SCENE_COUNT; i++) {
|
||||
if(SCENE_CALLBACKS[i].dispose) {
|
||||
SCENE_CALLBACKS[i].dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,47 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef enum {
|
||||
SCENE_INITIAL,
|
||||
SCENE_OVERWORLD,
|
||||
|
||||
SCENE_COUNT
|
||||
} scene_t;
|
||||
|
||||
typedef struct {
|
||||
void (*init)(void);
|
||||
void (*update)(void);
|
||||
void (*dispose)(void);
|
||||
} scenecallback_t;
|
||||
|
||||
extern scene_t SCENE_CURRENT;
|
||||
extern scenecallback_t SCENE_CALLBACKS[SCENE_COUNT];
|
||||
|
||||
/**
|
||||
* Initializes the scene module.
|
||||
*/
|
||||
void sceneInit(void);
|
||||
|
||||
/**
|
||||
* Sets the current scene.
|
||||
*
|
||||
* @param scene The scene to set.
|
||||
*/
|
||||
void sceneSet(const scene_t scene);
|
||||
|
||||
/**
|
||||
* Updates the current scene.
|
||||
*/
|
||||
void sceneUpdate(void);
|
||||
|
||||
/**
|
||||
* Disposes of the current scene.
|
||||
*/
|
||||
void sceneDispose(void);
|
||||
@@ -1,23 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include <stdint.h>
|
||||
#include <stdio.h>
|
||||
#include <stdbool.h>
|
||||
#include <string.h>
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
#include <errno.h>
|
||||
#include <ctype.h>
|
||||
#include <stdarg.h>
|
||||
#include <float.h>
|
||||
|
||||
typedef bool bool_t;
|
||||
typedef int int_t;
|
||||
typedef float float_t;
|
||||
typedef char char_t;
|
||||
@@ -0,0 +1,90 @@
|
||||
from tools.dusk.defs import ENTITY_TYPE_NULL, ENTITY_TYPE_NPC, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
|
||||
from tools.editor.map.vertexbuffer import VertexBuffer
|
||||
|
||||
class Entity:
|
||||
def __init__(self, chunk, localX=0, localY=0, localZ=0):
|
||||
self.type = ENTITY_TYPE_NPC
|
||||
self.name = "Unititled"
|
||||
self.localX = localX % CHUNK_WIDTH
|
||||
self.localY = localY % CHUNK_HEIGHT
|
||||
self.localZ = localZ % CHUNK_DEPTH
|
||||
|
||||
self.chunk = chunk
|
||||
self.vertexBuffer = VertexBuffer()
|
||||
pass
|
||||
|
||||
def load(self, obj):
|
||||
self.type = obj.get('type', ENTITY_TYPE_NULL)
|
||||
self.localX = obj.get('x', 0)
|
||||
self.localY = obj.get('y', 0)
|
||||
self.localZ = obj.get('z', 0)
|
||||
self.name = obj.get('name', "Untitled")
|
||||
pass
|
||||
|
||||
def save(self, obj):
|
||||
obj['type'] = self.type
|
||||
obj['name'] = self.name
|
||||
obj['x'] = self.localX
|
||||
obj['y'] = self.localY
|
||||
obj['z'] = self.localZ
|
||||
pass
|
||||
|
||||
def setType(self, entityType):
|
||||
if self.type == entityType:
|
||||
return
|
||||
self.type = entityType
|
||||
self.chunk.dirty = True
|
||||
self.chunk.map.onEntityData.invoke()
|
||||
|
||||
def setName(self, name):
|
||||
if self.name == name:
|
||||
return
|
||||
self.name = name
|
||||
self.chunk.dirty = True
|
||||
self.chunk.map.onEntityData.invoke()
|
||||
|
||||
def draw(self):
|
||||
self.vertexBuffer.clear()
|
||||
|
||||
startX = (self.chunk.x * CHUNK_WIDTH + self.localX) * TILE_WIDTH
|
||||
startY = (self.chunk.y * CHUNK_HEIGHT + self.localY) * TILE_HEIGHT
|
||||
startZ = (self.chunk.z * CHUNK_DEPTH + self.localZ) * TILE_DEPTH
|
||||
w = TILE_WIDTH
|
||||
h = TILE_HEIGHT
|
||||
d = TILE_DEPTH
|
||||
|
||||
# Center
|
||||
startX -= w / 2
|
||||
startY -= h / 2
|
||||
startZ -= d / 2
|
||||
|
||||
# Offset upwards a little
|
||||
startZ += 1
|
||||
|
||||
# Buffer simple quad at current position (need 6 positions)
|
||||
self.vertexBuffer.vertices = [
|
||||
startX, startY, startZ,
|
||||
startX + w, startY, startZ,
|
||||
startX + w, startY + h, startZ,
|
||||
startX, startY, startZ,
|
||||
startX + w, startY + h, startZ,
|
||||
startX, startY + h, startZ,
|
||||
]
|
||||
self.vertexBuffer.colors = [
|
||||
1.0, 0.0, 1.0, 1.0,
|
||||
1.0, 0.0, 1.0, 1.0,
|
||||
1.0, 0.0, 1.0, 1.0,
|
||||
1.0, 0.0, 1.0, 1.0,
|
||||
1.0, 0.0, 1.0, 1.0,
|
||||
1.0, 0.0, 1.0, 1.0,
|
||||
]
|
||||
self.vertexBuffer.uvs = [
|
||||
0.0, 0.0,
|
||||
1.0, 0.0,
|
||||
1.0, 1.0,
|
||||
0.0, 0.0,
|
||||
1.0, 1.0,
|
||||
0.0, 1.0,
|
||||
]
|
||||
self.vertexBuffer.buildData()
|
||||
self.vertexBuffer.draw()
|
||||
@@ -1,53 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "direction.h"
|
||||
#include "assert/assert.h"
|
||||
|
||||
float_t directionToAngle(const direction_t dir) {
|
||||
switch(dir) {
|
||||
case DIRECTION_NORTH: return (M_PI_2);
|
||||
case DIRECTION_SOUTH: return -(M_PI_2);
|
||||
case DIRECTION_EAST: return 0;
|
||||
case DIRECTION_WEST: return (M_PI);
|
||||
default: return 0; // Should never happen
|
||||
}
|
||||
}
|
||||
|
||||
void directionGetCoordinates(
|
||||
const direction_t dir,
|
||||
int8_t *x, int8_t *y
|
||||
) {
|
||||
assertNotNull(x, "X coordinate pointer cannot be NULL");
|
||||
assertNotNull(y, "Y coordinate pointer cannot be NULL");
|
||||
|
||||
switch(dir) {
|
||||
case DIRECTION_NORTH:
|
||||
*x = 0;
|
||||
*y = -1;
|
||||
break;
|
||||
|
||||
case DIRECTION_SOUTH:
|
||||
*x = 0;
|
||||
*y = 1;
|
||||
break;
|
||||
|
||||
case DIRECTION_EAST:
|
||||
*x = 1;
|
||||
*y = 0;
|
||||
break;
|
||||
|
||||
case DIRECTION_WEST:
|
||||
*x = -1;
|
||||
*y = 0;
|
||||
break;
|
||||
|
||||
default:
|
||||
assertUnreachable("Invalid direction");
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1,41 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef enum {
|
||||
DIRECTION_SOUTH = 0,
|
||||
DIRECTION_EAST = 1,
|
||||
DIRECTION_WEST = 2,
|
||||
DIRECTION_NORTH = 3,
|
||||
|
||||
DIRECTION_UP = DIRECTION_NORTH,
|
||||
DIRECTION_DOWN = DIRECTION_SOUTH,
|
||||
DIRECTION_LEFT = DIRECTION_WEST,
|
||||
DIRECTION_RIGHT = DIRECTION_EAST,
|
||||
} direction_t;
|
||||
|
||||
/**
|
||||
* Converts a direction to an angle in float_t format.
|
||||
*
|
||||
* @param dir The direction to convert.
|
||||
* @return The angle corresponding to the direction.
|
||||
*/
|
||||
float_t directionToAngle(const direction_t dir);
|
||||
|
||||
/**
|
||||
* Gets the relative coordinates for a given direction.
|
||||
*
|
||||
* @param dir The direction to get coordinates for.
|
||||
* @param x Pointer to store the x coordinate.
|
||||
* @param y Pointer to store the y coordinate.
|
||||
*/
|
||||
void directionGetCoordinates(
|
||||
const direction_t dir,
|
||||
int8_t *x, int8_t *y
|
||||
);
|
||||
@@ -1,131 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entity.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "world/world.h"
|
||||
#include "world/tiledata.h"
|
||||
#include "time.h"
|
||||
|
||||
entity_t ENTITIES[ENTITY_COUNT_MAX] = {0};
|
||||
|
||||
entitycallback_t ENTITY_CALLBACKS[ENTITY_TYPE_COUNT] = {
|
||||
{NULL}, // ENTITY_TYPE_NULL
|
||||
{
|
||||
.load = playerEntityLoad,
|
||||
.update = playerEntityUpdate,
|
||||
},
|
||||
{
|
||||
.load = npcLoad,
|
||||
.update = npcUpdate,
|
||||
.interact = npcInteract,
|
||||
},
|
||||
};
|
||||
|
||||
void entityLoad(entity_t *entity, const entity_t *source) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
assertNotNull(source, "Source entity pointer cannot be NULL");
|
||||
assertTrue(source->type != ENTITY_TYPE_NULL, "Source entity type NULL");
|
||||
assertTrue(source->type < ENTITY_TYPE_COUNT, "Source entity type bad");
|
||||
assertNotNull(
|
||||
ENTITY_CALLBACKS[source->type].load,
|
||||
"Entity type has no i nit callback"
|
||||
);
|
||||
|
||||
memoryZero(entity, sizeof(entity_t));
|
||||
|
||||
entity->type = source->type;
|
||||
entity->x = source->x;
|
||||
entity->y = source->y;
|
||||
entity->dir = source->dir;
|
||||
entity->id = source->id;
|
||||
|
||||
ENTITY_CALLBACKS[entity->type].load(entity, source);
|
||||
}
|
||||
|
||||
void entityUpdate(entity_t *entity) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
assertTrue(entity->type != ENTITY_TYPE_NULL, "Entity type NULL");
|
||||
assertTrue(entity->type < ENTITY_TYPE_COUNT, "Entity type out of bounds");
|
||||
assertNotNull(
|
||||
ENTITY_CALLBACKS[entity->type].update,
|
||||
"Entity type has no update callback"
|
||||
);
|
||||
|
||||
ENTITY_CALLBACKS[entity->type].update(entity);
|
||||
|
||||
if(entity->subX > 0) {
|
||||
entity->subX -= entity->moveSpeed;
|
||||
} else if(entity->subX < 0) {
|
||||
entity->subX += entity->moveSpeed;
|
||||
}
|
||||
|
||||
if(entity->subY > 0) {
|
||||
entity->subY -= entity->moveSpeed;
|
||||
} else if(entity->subY < 0) {
|
||||
entity->subY += entity->moveSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
void entityMove(entity_t *entity, const uint8_t moveSpeed) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
assertTrue(entity->type != ENTITY_TYPE_NULL, "Entity type NULL");
|
||||
assertTrue(entity->type < ENTITY_TYPE_COUNT, "Entity type out of bounds");
|
||||
assertFalse(
|
||||
entityIsMoving(entity),
|
||||
"Entity is already moving, cannot move again"
|
||||
);
|
||||
|
||||
int8_t x = 0, y = 0;
|
||||
directionGetCoordinates(entity->dir, &x, &y);
|
||||
|
||||
// entity in way?
|
||||
entity_t *ent = entityGetAt(entity->x + x, entity->y + y);
|
||||
if(ent != NULL) return;
|
||||
|
||||
entity->x += x;
|
||||
entity->y += y;
|
||||
entity->subX = TILE_WIDTH_HEIGHT * -x;
|
||||
entity->subY = TILE_WIDTH_HEIGHT * -y;
|
||||
entity->moveSpeed = moveSpeed;
|
||||
}
|
||||
|
||||
void entityTurn(entity_t *entity, const direction_t dir) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
assertTrue(entity->type != ENTITY_TYPE_NULL, "Entity type NULL");
|
||||
assertTrue(entity->type < ENTITY_TYPE_COUNT, "Entity type out of bounds");
|
||||
assertTrue(
|
||||
dir >= DIRECTION_SOUTH && dir <= DIRECTION_NORTH, "Invalid direction"
|
||||
);
|
||||
assertFalse(
|
||||
entityIsMoving(entity), "Entity is already moving, cannot turn"
|
||||
);
|
||||
|
||||
entity->dir = dir;
|
||||
}
|
||||
|
||||
bool_t entityIsMoving(const entity_t *entity) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
assertTrue(entity->type != ENTITY_TYPE_NULL, "Entity type NULL");
|
||||
assertTrue(entity->type < ENTITY_TYPE_COUNT, "Entity type out of bounds");
|
||||
return entity->subX != 0 || entity->subY != 0;
|
||||
}
|
||||
|
||||
entity_t * entityGetAt(
|
||||
const uint32_t tileX,
|
||||
const uint32_t tileY
|
||||
) {
|
||||
entity_t *entity = ENTITIES;
|
||||
|
||||
do {
|
||||
if(entity->type == ENTITY_TYPE_NULL) continue;
|
||||
if(entity->x == tileX && entity->y == tileY) return entity;
|
||||
} while((entity++) < &ENTITIES[ENTITY_COUNT_MAX - 1]);
|
||||
|
||||
return NULL;
|
||||
}
|
||||
@@ -1,99 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "direction.h"
|
||||
#include "player.h"
|
||||
#include "npc.h"
|
||||
|
||||
#define ENTITY_COUNT_MAX 32
|
||||
#define ENTITY_TURN_DURATION 0.075f // Duration for turning in seconds
|
||||
#define ENTITY_MOVE_DURATION 0.1f // Duration for moving 1 tile, in seconds.
|
||||
|
||||
typedef enum {
|
||||
ENTITY_TYPE_NULL = 0,
|
||||
ENTITY_TYPE_PLAYER = 1,
|
||||
ENTITY_TYPE_NPC = 2,
|
||||
} entitytype_t;
|
||||
#define ENTITY_TYPE_COUNT 3
|
||||
|
||||
typedef struct _entity_t {
|
||||
uint32_t id;// Completely unique ID for this entity.
|
||||
uint32_t x, y;
|
||||
int8_t subX, subY;
|
||||
uint8_t moveSpeed;
|
||||
|
||||
entitytype_t type;
|
||||
direction_t dir;
|
||||
|
||||
|
||||
union {
|
||||
npc_t npc;
|
||||
playerentity_t player;
|
||||
};
|
||||
} entity_t;
|
||||
|
||||
typedef struct {
|
||||
void (*load) (entity_t *entity, const entity_t *source);
|
||||
void (*update) (entity_t *entity);
|
||||
void (*interact)(entity_t *player, entity_t *self);
|
||||
} entitycallback_t;
|
||||
|
||||
extern entity_t ENTITIES[ENTITY_COUNT_MAX];
|
||||
extern entitycallback_t ENTITY_CALLBACKS[ENTITY_TYPE_COUNT];
|
||||
|
||||
/**
|
||||
* Loads an entity from the generated entity data.
|
||||
*
|
||||
* @param entity Pointer to the entity to initialize.
|
||||
* @param source Pointer to the source entity data.
|
||||
*/
|
||||
void entityLoad(entity_t *entity, const entity_t *source);
|
||||
|
||||
/**
|
||||
* Updates the entity's state.
|
||||
*
|
||||
* @param entity Pointer to the entity to update.
|
||||
*/
|
||||
void entityUpdate(entity_t *entity);
|
||||
|
||||
/**
|
||||
* Moves the entity by the specified x and y offsets.
|
||||
*
|
||||
* @param entity Pointer to the entity to move.
|
||||
* @param moveSpeed The speed at which to move the entity.
|
||||
*/
|
||||
void entityMove(entity_t *entity, const uint8_t moveSpeed);
|
||||
|
||||
/**
|
||||
* Turns the entity to face the specified direction.
|
||||
*
|
||||
* @param entity Pointer to the entity to turn.
|
||||
* @param dir The direction to turn the entity to.
|
||||
*/
|
||||
void entityTurn(entity_t *entity, const direction_t dir);
|
||||
|
||||
/**
|
||||
* Returns whether or not an entity is currently moving.
|
||||
*
|
||||
* @param entity Pointer to the entity to check.
|
||||
* @return True if the entity is moving, false otherwise.
|
||||
*/
|
||||
bool_t entityIsMoving(const entity_t *entity);
|
||||
|
||||
/**
|
||||
* Gets the entity at the specified tile coordinates.
|
||||
*
|
||||
* @param tileX The x coordinate of the tile to get the entity from.
|
||||
* @param tileY The y coordinate of the tile to get the entity from.
|
||||
* @return Pointer to the entity at the specified coordinates, or NULL if no
|
||||
* entity exists there.
|
||||
*/
|
||||
entity_t *entityGetAt(
|
||||
const uint32_t tileX,
|
||||
const uint32_t tileY
|
||||
);
|
||||
@@ -1,45 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entity.h"
|
||||
#include "ui/uitextbox.h"
|
||||
#include "locale/language.h"
|
||||
#include "assert/assert.h"
|
||||
|
||||
void npcLoad(entity_t *entity, const entity_t *source) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
assertNotNull(source, "Source entity pointer cannot be NULL");
|
||||
assertTrue(source->type == ENTITY_TYPE_NPC, "Source entity type must be NPC");
|
||||
|
||||
entity->npc = source->npc;
|
||||
}
|
||||
|
||||
void npcUpdate(entity_t *entity) {
|
||||
}
|
||||
|
||||
void npcInteract(entity_t *player, entity_t *self) {
|
||||
assertTrue(self->type == ENTITY_TYPE_NPC, "Entity must be of type NPC");
|
||||
|
||||
switch(self->npc.interactType) {
|
||||
case NPC_INTERACT_TYPE_NONE:
|
||||
break;
|
||||
|
||||
case NPC_INTERACT_TYPE_TEXT:
|
||||
uiTextboxSetText(languageGet(self->npc.text));
|
||||
break;
|
||||
|
||||
case NPC_INTERACT_TYPE_CONVO:
|
||||
break;
|
||||
|
||||
case NPC_INTERACT_TYPE_EVENT:
|
||||
eventSetActive(self->npc.eventData);
|
||||
break;
|
||||
|
||||
default:
|
||||
assertUnreachable("Unknown NPC interaction type");
|
||||
}
|
||||
}
|
||||
@@ -1,44 +0,0 @@
|
||||
|
||||
#pragma once
|
||||
#include "event/eventlist.h"
|
||||
|
||||
typedef struct _entity_t entity_t;
|
||||
|
||||
typedef enum {
|
||||
NPC_INTERACT_TYPE_NONE = 0,
|
||||
NPC_INTERACT_TYPE_TEXT = 1,
|
||||
NPC_INTERACT_TYPE_CONVO = 2,
|
||||
NPC_INTERACT_TYPE_EVENT = 3,
|
||||
} npcinteracttype_t;
|
||||
|
||||
typedef struct {
|
||||
npcinteracttype_t interactType;
|
||||
|
||||
union {
|
||||
const char_t* text;
|
||||
const eventdata_t *eventData;
|
||||
};
|
||||
} npc_t;
|
||||
|
||||
/**
|
||||
* Initializes the NPC entity.
|
||||
*
|
||||
* @param entity The entity to initialize.
|
||||
* @param source The source entity to copy data from.
|
||||
*/
|
||||
void npcLoad(entity_t *entity, const entity_t *source);
|
||||
|
||||
/**
|
||||
* Updates the NPC entity.
|
||||
*
|
||||
* @param entity The entity to update.
|
||||
*/
|
||||
void npcUpdate(entity_t *entity);
|
||||
|
||||
/**
|
||||
* Handles interaction between the player and the NPC.
|
||||
*
|
||||
* @param player The player entity interacting with the NPC.
|
||||
* @param self The NPC entity being interacted with.
|
||||
*/
|
||||
void npcInteract(entity_t *player, entity_t *self);
|
||||
@@ -1,94 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "entity.h"
|
||||
#include "assert/assert.h"
|
||||
#include "input.h"
|
||||
#include "display/render.h"
|
||||
#include "world/world.h"
|
||||
|
||||
#include "ui/uitextbox.h"
|
||||
|
||||
inventory_t PLAYER_INVENTORY;
|
||||
|
||||
void playerInit() {
|
||||
entity_t *ent = &ENTITIES[0];
|
||||
|
||||
entity_t playerEntityData = {
|
||||
.id = PLAYER_ENTITY_ID,
|
||||
.type = ENTITY_TYPE_PLAYER,
|
||||
.x = WORLD_PLAYER_SPAWN_X,
|
||||
.y = WORLD_PLAYER_SPAWN_Y,
|
||||
};
|
||||
|
||||
entityLoad(ent, &playerEntityData);
|
||||
inventoryInit(&PLAYER_INVENTORY, INVENTORY_SIZE_MAX);
|
||||
}
|
||||
|
||||
void playerEntityLoad(entity_t *entity, const entity_t *source) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
assertNotNull(source, "Source entity pointer cannot be NULL");
|
||||
assertTrue(entity->type == ENTITY_TYPE_PLAYER, "Entity type must be PLAYER");
|
||||
assertTrue(source->type == entity->type, "Source/Entity type mismatch");
|
||||
}
|
||||
|
||||
void playerEntityUpdate(entity_t *entity) {
|
||||
assertNotNull(entity, "Entity pointer cannot be NULL");
|
||||
assertTrue(entity->type == ENTITY_TYPE_PLAYER, "Entity type must be PLAYER");
|
||||
|
||||
// TODO: make this just a method somewhere.
|
||||
if(UI_TEXTBOX.visible) return;
|
||||
if(entityIsMoving(entity)) return;
|
||||
|
||||
const uint8_t moveSpeed = inputIsDown(INPUT_BIND_CANCEL) ? PLAYER_SPEED_RUN : PLAYER_SPEED_WALK;
|
||||
|
||||
if(inputIsDown(INPUT_BIND_UP)) {
|
||||
if(entity->dir != DIRECTION_NORTH) {
|
||||
entityTurn(entity, DIRECTION_NORTH);
|
||||
return;
|
||||
}
|
||||
entityMove(entity, moveSpeed);
|
||||
return;
|
||||
|
||||
} else if(inputIsDown(INPUT_BIND_DOWN)) {
|
||||
if(entity->dir != DIRECTION_SOUTH) {
|
||||
entityTurn(entity, DIRECTION_SOUTH);
|
||||
return;
|
||||
}
|
||||
|
||||
entityMove(entity, moveSpeed);
|
||||
return;
|
||||
} else if(inputIsDown(INPUT_BIND_LEFT)) {
|
||||
if(entity->dir != DIRECTION_WEST) {
|
||||
entityTurn(entity, DIRECTION_WEST);
|
||||
return;
|
||||
}
|
||||
entityMove(entity, moveSpeed);
|
||||
return;
|
||||
|
||||
} else if(inputIsDown(INPUT_BIND_RIGHT)) {
|
||||
if(entity->dir != DIRECTION_EAST) {
|
||||
entityTurn(entity, DIRECTION_EAST);
|
||||
return;
|
||||
}
|
||||
|
||||
entityMove(entity, moveSpeed);
|
||||
return;
|
||||
}
|
||||
|
||||
// Interact
|
||||
if(inputPressed(INPUT_BIND_ACTION)) {
|
||||
int8_t x, y;
|
||||
directionGetCoordinates(entity->dir, &x, &y);
|
||||
entity_t *ent = entityGetAt(entity->x + x, entity->y + y);
|
||||
|
||||
if(ent != NULL && ENTITY_CALLBACKS[ent->type].interact != NULL) {
|
||||
assertTrue(ent->type < ENTITY_TYPE_COUNT, "Entity type out of bounds");
|
||||
ENTITY_CALLBACKS[ent->type].interact(entity, ent);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,43 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
#include "item/inventory.h"
|
||||
|
||||
#define PLAYER_SPEED_WALK 1
|
||||
#define PLAYER_SPEED_RUN 2
|
||||
|
||||
typedef struct _entity_t entity_t;
|
||||
|
||||
typedef struct {
|
||||
uint32_t nothing;
|
||||
} playerentity_t;
|
||||
|
||||
#define PLAYER_ENTITY_ID (UINT32_MAX-1)
|
||||
|
||||
extern inventory_t PLAYER_INVENTORY;
|
||||
|
||||
/**
|
||||
* Initializes the player and all player-related entities.
|
||||
*/
|
||||
void playerInit(void);
|
||||
|
||||
/**
|
||||
* Loads the player entity.
|
||||
*
|
||||
* @param entity The entity to initialize.
|
||||
* @param source The source entity to copy data from.
|
||||
*/
|
||||
void playerEntityLoad(entity_t *entity, const entity_t *source);
|
||||
|
||||
/**
|
||||
* Updates the player entity.
|
||||
*
|
||||
* @param entity The entity to update.
|
||||
*/
|
||||
void playerEntityUpdate(entity_t *entity);
|
||||
@@ -1,125 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "assert/assert.h"
|
||||
#include "error.h"
|
||||
#include "util/memory.h"
|
||||
#include "util/string.h"
|
||||
|
||||
errorret_t errorThrowImpl(
|
||||
errorstate_t *state,
|
||||
errorcode_t code,
|
||||
const char_t *file,
|
||||
const char_t *function,
|
||||
const int32_t line,
|
||||
const char_t *message,
|
||||
...
|
||||
) {
|
||||
assertNotNull(state, "Error state cannot be NULL");
|
||||
assertTrue(code != ERROR_OK, "Error code must not be OK");
|
||||
assertNotNull(file, "File cannot be NULL");
|
||||
assertNotNull(function, "Function cannot be NULL");
|
||||
assertTrue(line >= 0, "File pointer must be valid");
|
||||
assertNotNull(message, "Message cannot be NULL");
|
||||
|
||||
memoryZero(state, sizeof(errorstate_t));
|
||||
state->code = code;
|
||||
|
||||
// Format args.
|
||||
va_list args;
|
||||
va_start(args, message);
|
||||
|
||||
// Get length of formatted message
|
||||
va_list argsCopy;
|
||||
va_copy(argsCopy, args);
|
||||
int32_t len = stringFormatVA(NULL, 0, message, argsCopy);
|
||||
va_end(argsCopy);
|
||||
|
||||
// Create string to hold the formatted message
|
||||
state->message = (char_t *)memoryAllocate(len + 1);
|
||||
stringFormatVA(state->message, len + 1, message, args);
|
||||
va_end(args);
|
||||
|
||||
// Format lines
|
||||
len = stringFormat(NULL, 0, ERROR_LINE_FORMAT, file, line, function);
|
||||
assertTrue(len >= 0, "Line formatting failed");
|
||||
state->lines = (char_t *)memoryAllocate(len + 1);
|
||||
stringFormat(state->lines, len + 1, ERROR_LINE_FORMAT, file, line, function);
|
||||
|
||||
return (errorret_t) {
|
||||
.code = code,
|
||||
.state = state
|
||||
};
|
||||
}
|
||||
|
||||
errorret_t errorOkImpl() {
|
||||
return (errorret_t) {
|
||||
.code = ERROR_OK,
|
||||
.state = NULL
|
||||
};
|
||||
}
|
||||
|
||||
errorret_t errorChainImpl(
|
||||
const errorret_t retval,
|
||||
const char_t *file,
|
||||
const char_t *function,
|
||||
const int32_t line
|
||||
) {
|
||||
if (retval.code == ERROR_OK) return retval;
|
||||
|
||||
assertNotNull(retval.state, "Error state cannot be NULL");
|
||||
assertNotNull(retval.state->message, "Message cannot be NULL");
|
||||
|
||||
// Create a new line string.
|
||||
int32_t newLineLen = snprintf(NULL, 0, ERROR_LINE_FORMAT, file, line, function);
|
||||
assertTrue(newLineLen >= 0, "Line formatting failed");
|
||||
char_t *newLine = (char_t *)memoryAllocate(newLineLen + 1);
|
||||
snprintf(newLine, newLineLen + 1, ERROR_LINE_FORMAT, file, line, function);
|
||||
|
||||
// Resize the existing lines to accommodate the new line
|
||||
size_t existingLen = strlen(retval.state->lines);
|
||||
memoryResize(
|
||||
(void**)&retval.state->lines,
|
||||
existingLen,
|
||||
existingLen + newLineLen + 1
|
||||
);
|
||||
|
||||
// Now append the new line to the existing lines
|
||||
memoryCopy(
|
||||
retval.state->lines + existingLen,
|
||||
newLine,
|
||||
newLineLen + 1
|
||||
);
|
||||
|
||||
// Cleanup the temporary new line
|
||||
memoryFree(newLine);
|
||||
return retval;
|
||||
}
|
||||
|
||||
void errorCatch(const errorret_t retval) {
|
||||
if (retval.code == ERROR_OK) return;
|
||||
|
||||
assertNotNull(retval.state, "Error state cannot be NULL");
|
||||
assertNotNull(retval.state->message, "Message cannot be NULL");
|
||||
|
||||
memoryFree((void*)retval.state->message);
|
||||
}
|
||||
|
||||
errorret_t errorPrint(const errorret_t retval) {
|
||||
if (retval.code == ERROR_OK) return retval;
|
||||
|
||||
assertNotNull(retval.state, "Error state cannot be NULL");
|
||||
assertNotNull(retval.state->message, "Message cannot be NULL");
|
||||
|
||||
printf(
|
||||
ERROR_PRINT_FORMAT,
|
||||
retval.state->code,
|
||||
retval.state->message,
|
||||
retval.state->lines
|
||||
);
|
||||
return retval;
|
||||
}
|
||||
@@ -1,137 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef uint8_t errorcode_t;
|
||||
|
||||
typedef struct {
|
||||
errorcode_t code;
|
||||
char_t *message;
|
||||
char_t *lines;
|
||||
} errorstate_t;
|
||||
|
||||
typedef struct {
|
||||
errorcode_t code;
|
||||
errorstate_t *state;
|
||||
} errorret_t;
|
||||
|
||||
static const errorcode_t ERROR_OK = 0;
|
||||
static const errorcode_t ERROR_NOT_OK = 1;
|
||||
static const char_t *ERROR_PRINT_FORMAT = "Error (%d): %s\n%s";
|
||||
static const char_t *ERROR_LINE_FORMAT = " at %s:%d in function %s\n";
|
||||
static errorstate_t ERROR_STATE = {
|
||||
.code = ERROR_OK,
|
||||
.message = NULL,
|
||||
.lines = NULL
|
||||
};
|
||||
|
||||
/**
|
||||
* Sets the error state with the provided code and message.
|
||||
*
|
||||
* @param state The error state to initialize.
|
||||
* @param code The error code to set.
|
||||
* @param file The file where the error occurred.
|
||||
* @param function The function where the error occurred.
|
||||
* @param line The line number where the error occurred.
|
||||
* @param message The error message.
|
||||
* @param args The arguments for the error message.
|
||||
* @return The error code.
|
||||
*/
|
||||
errorret_t errorThrowImpl(
|
||||
errorstate_t *state,
|
||||
errorcode_t code,
|
||||
const char_t *file,
|
||||
const char_t *function,
|
||||
const int32_t line,
|
||||
const char_t *message,
|
||||
...
|
||||
);
|
||||
|
||||
/**
|
||||
* Returns an error state with no error.
|
||||
*
|
||||
* @return An error state with code ERROR_OK.
|
||||
*/
|
||||
errorret_t errorOkImpl();
|
||||
|
||||
/**
|
||||
* Chains an error state, allowing for error propagation.
|
||||
*
|
||||
* @param retval The return value containing the error state.
|
||||
* @param file The file where the error occurred.
|
||||
* @param function The function where the error occurred.
|
||||
* @param line The line number where the error occurred.
|
||||
* @return The error code if an error occurred, otherwise continues execution.
|
||||
*/
|
||||
errorret_t errorChainImpl(
|
||||
const errorret_t retval,
|
||||
const char_t *file,
|
||||
const char_t *function,
|
||||
const int32_t line
|
||||
);
|
||||
|
||||
/**
|
||||
* Catches an error and handles it.
|
||||
*
|
||||
* @param retval The return value containing the error state.
|
||||
*/
|
||||
void errorCatch(const errorret_t retval);
|
||||
|
||||
/**
|
||||
* Prints the error state to the console.
|
||||
*
|
||||
* @param retval The return value containing the error state.
|
||||
* @return Passed retval for chaining.
|
||||
*/
|
||||
errorret_t errorPrint(const errorret_t retval);
|
||||
|
||||
/**
|
||||
* Throws an error with a formatted message.
|
||||
*
|
||||
* @param code The error code to throw.
|
||||
* @param message The format string for the error message.
|
||||
* @param ... Additional arguments for the format string.
|
||||
* @return The error code.
|
||||
*/
|
||||
#define errorThrowWithCode(code, message, ... ) \
|
||||
return errorThrowImpl(\
|
||||
&ERROR_STATE, (code), __FILE__, __func__, __LINE__, (message), \
|
||||
__VA_ARGS__ \
|
||||
)
|
||||
|
||||
/**
|
||||
* Throws an error with a default error code of ERROR_NOT_OK.
|
||||
*
|
||||
* @param message The format string for the error message.
|
||||
* @param ... Additional arguments for the format string.
|
||||
* @return The error code.
|
||||
*/
|
||||
#define errorThrow(message, ...) \
|
||||
return errorThrowImpl(\
|
||||
&ERROR_STATE, ERROR_NOT_OK, __FILE__, __func__, __LINE__, (message), \
|
||||
__VA_ARGS__ \
|
||||
)
|
||||
|
||||
/**
|
||||
* Checks if a child method errored, and if it did, then send it up the chain.
|
||||
* @param retval The return value containing the error state.
|
||||
* @return The error code if an error occurred, otherwise continues execution.
|
||||
*/
|
||||
#define errorChain(retval) \
|
||||
if ((retval).code != ERROR_OK) { \
|
||||
return errorChainImpl(retval, __FILE__, __func__, __LINE__); \
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns without an error.
|
||||
*/
|
||||
#define errorOk() \
|
||||
return errorOkImpl()
|
||||
|
||||
// EOF
|
||||
@@ -0,0 +1,18 @@
|
||||
class Event:
|
||||
def __init__(self):
|
||||
self._subscribers = []
|
||||
|
||||
def sub(self, callback):
|
||||
"""Subscribe a callback to the event."""
|
||||
if callback not in self._subscribers:
|
||||
self._subscribers.append(callback)
|
||||
|
||||
def unsub(self, callback):
|
||||
"""Unsubscribe a callback from the event."""
|
||||
if callback in self._subscribers:
|
||||
self._subscribers.remove(callback)
|
||||
|
||||
def invoke(self, *args, **kwargs):
|
||||
"""Invoke all subscribers with the given arguments."""
|
||||
for callback in self._subscribers:
|
||||
callback(*args, **kwargs)
|
||||
@@ -1,11 +0,0 @@
|
||||
# Copyright (c) 2025 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_TARGET_NAME}
|
||||
PRIVATE
|
||||
event.c
|
||||
eventtext.c
|
||||
)
|
||||
@@ -1,73 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "event.h"
|
||||
#include "util/memory.h"
|
||||
#include "assert/assert.h"
|
||||
|
||||
eventcallback_t EVENT_CALLBACKS[] = {
|
||||
[EVENT_TYPE_NULL] = { NULL, NULL },
|
||||
[EVENT_TYPE_TEXT] = { eventTextStart, eventTextUpdate },
|
||||
};
|
||||
|
||||
event_t EVENT;
|
||||
|
||||
void eventInit() {
|
||||
memoryZero(&EVENT, sizeof(event_t));
|
||||
}
|
||||
|
||||
void eventUpdate() {
|
||||
if(EVENT.active == NULL) {
|
||||
return; // No active event to update
|
||||
}
|
||||
|
||||
const eventitem_t *item = &EVENT.active->items[EVENT.item];
|
||||
assertNotNull(
|
||||
EVENT_CALLBACKS[item->type].update,
|
||||
"Event type does not have an update callback"
|
||||
);
|
||||
|
||||
EVENT_CALLBACKS[item->type].update(item);
|
||||
}
|
||||
|
||||
void eventSetActive(const eventdata_t *event) {
|
||||
assertNotNull(event, "Event data cannot be NULL");
|
||||
assertTrue(
|
||||
event->itemCount <= EVENT_ITEM_COUNT_MAX,
|
||||
"Event count too high"
|
||||
);
|
||||
assertTrue(event->itemCount > 0, "Event must have at least one item");
|
||||
|
||||
EVENT.active = event;
|
||||
EVENT.item = 0;
|
||||
|
||||
const eventitem_t *firstItem = &EVENT.active->items[EVENT.item];
|
||||
|
||||
assertNotNull(
|
||||
EVENT_CALLBACKS[firstItem->type].start,
|
||||
"Event type does not have a start callback"
|
||||
);
|
||||
EVENT_CALLBACKS[firstItem->type].start(firstItem);
|
||||
}
|
||||
|
||||
void eventNext() {
|
||||
assertNotNull(EVENT.active, "No active event to proceed with");
|
||||
assertTrue(EVENT.item < EVENT.active->itemCount, "No more items in the event");
|
||||
|
||||
EVENT.item++;
|
||||
if (EVENT.item >= EVENT.active->itemCount) {
|
||||
EVENT.active = NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
const eventitem_t *nextItem = &EVENT.active->items[EVENT.item];
|
||||
assertNotNull(
|
||||
EVENT_CALLBACKS[nextItem->type].start,
|
||||
"Event type does not have a start callback"
|
||||
);
|
||||
EVENT_CALLBACKS[nextItem->type].start(nextItem);
|
||||
}
|
||||
@@ -1,46 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "eventdata.h"
|
||||
|
||||
typedef struct {
|
||||
eventdata_t data;
|
||||
const eventdata_t *active;
|
||||
uint8_t item;
|
||||
} event_t;
|
||||
|
||||
typedef struct {
|
||||
void (*start)(const eventitem_t *item);
|
||||
void (*update)(const eventitem_t *item);
|
||||
} eventcallback_t;
|
||||
|
||||
extern eventcallback_t EVENT_CALLBACKS[EVENT_TYPE_COUNT];
|
||||
extern event_t EVENT;
|
||||
|
||||
/**
|
||||
* Initializes the event system.
|
||||
*/
|
||||
void eventInit();
|
||||
|
||||
/**
|
||||
* Updates the active event.
|
||||
*/
|
||||
void eventUpdate();
|
||||
|
||||
/**
|
||||
* Sets the active event.
|
||||
*
|
||||
* @param event The event to set as active.
|
||||
*/
|
||||
void eventSetActive(const eventdata_t *eventData);
|
||||
|
||||
/**
|
||||
* Goes to the next item in the active event. Only meant to be called by
|
||||
* event items.
|
||||
*/
|
||||
void eventNext();
|
||||
@@ -1,26 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma ocne
|
||||
#include "eventtext.h"
|
||||
|
||||
typedef enum {
|
||||
EVENT_TYPE_NULL = 0,
|
||||
EVENT_TYPE_TEXT,
|
||||
} eventtype_t;
|
||||
|
||||
#define EVENT_TYPE_COUNT 2
|
||||
|
||||
typedef struct _eventitem_t {
|
||||
eventtype_t type;
|
||||
|
||||
union {
|
||||
eventtext_t text;
|
||||
};
|
||||
} eventitem_t;
|
||||
|
||||
#define EVENT_ITEM_COUNT_MAX 32
|
||||
@@ -1,26 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "event.h"
|
||||
#include "ui/uitextbox.h"
|
||||
#include "assert/assert.h"
|
||||
|
||||
void eventTextStart(const eventitem_t *item) {
|
||||
assertNotNull(item, "Event item cannot be NULL");
|
||||
assertTrue(item->type == EVENT_TYPE_TEXT, "Event item must be of type TEXT");
|
||||
assertNotNull(item->text, "Event item must have at least one text");
|
||||
uiTextboxSetText(item->text);
|
||||
}
|
||||
|
||||
void eventTextUpdate(const eventitem_t *item) {
|
||||
assertNotNull(item, "Event item cannot be NULL");
|
||||
assertTrue(item->type == EVENT_TYPE_TEXT, "Event item must be of type TEXT");
|
||||
|
||||
if(!UI_TEXTBOX.visible) {
|
||||
eventNext();
|
||||
}
|
||||
}
|
||||
@@ -1,36 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef struct _eventitem_t eventitem_t;
|
||||
|
||||
#define EVENT_TEXT_STRING_COUNT_MAX 8
|
||||
|
||||
typedef const char_t* eventtext_t;
|
||||
|
||||
/**
|
||||
* Starts the text event for the given item.
|
||||
*
|
||||
* @param item The event item to start.
|
||||
*/
|
||||
void eventTextStart(const eventitem_t *item);
|
||||
|
||||
/**
|
||||
* Updates the text event for the given item.
|
||||
*
|
||||
* @param item The event item to update.
|
||||
*/
|
||||
void eventTextUpdate(const eventitem_t *item);
|
||||
|
||||
/**
|
||||
* Query whether the text event is done or not.
|
||||
*
|
||||
* @param item The event item to check.
|
||||
*/
|
||||
bool_t eventTextIsDone(const eventitem_t *item);
|
||||
@@ -1,57 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "game.h"
|
||||
#include "util/memory.h"
|
||||
#include "world/chunk.h"
|
||||
#include "display/scene.h"
|
||||
#include "world/overworld.h"
|
||||
#include "input.h"
|
||||
#include "event/event.h"
|
||||
#include "ui/uitextbox.h"
|
||||
#include "console/console.h"
|
||||
#include "util/memory.h"
|
||||
#include "time.h"
|
||||
|
||||
game_t GAME;
|
||||
|
||||
void gameInit(void) {
|
||||
memoryZero(&GAME, sizeof(game_t));
|
||||
GAME.running = true;
|
||||
|
||||
timeInit();
|
||||
consoleInit();
|
||||
inputInit();
|
||||
eventInit();
|
||||
uiTextboxInit();
|
||||
sceneInit();
|
||||
}
|
||||
|
||||
void gameUpdate(void) {
|
||||
timeUpdate();
|
||||
|
||||
// Game logic is tied to 60FPS for now, saves me a lot of hassle with float
|
||||
// issues
|
||||
float_t timeSinceLastTick = TIME.time - TIME.lastTick;
|
||||
while(timeSinceLastTick >= TIME_STEP) {
|
||||
|
||||
sceneUpdate();
|
||||
uiTextboxUpdate();
|
||||
eventUpdate();
|
||||
inputUpdate();
|
||||
|
||||
timeSinceLastTick -= TIME_STEP;
|
||||
TIME.lastTick = TIME.time;
|
||||
}
|
||||
|
||||
if(inputPressed(INPUT_BIND_QUIT)) consoleExec("quit");
|
||||
consoleUpdate();
|
||||
}
|
||||
|
||||
void gameDispose(void) {
|
||||
sceneDispose();
|
||||
}
|
||||
@@ -1,49 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef struct {
|
||||
bool_t running;
|
||||
} game_t;
|
||||
|
||||
extern game_t GAME;
|
||||
|
||||
/**
|
||||
* Initializes the game, this should be called before any other game functions.
|
||||
* This should be called by the parent platform at a time that it deems
|
||||
* appropriate. Any game systems cannot be used until this function has
|
||||
* been called.
|
||||
*
|
||||
* By the point this is called, we expect;
|
||||
* - Rendering has initialized and is ready to draw.
|
||||
* - Input has been initialized and is ready to be read.
|
||||
* - If your system handles time dynamically, it should be ready to be used.
|
||||
*
|
||||
* The systems called (in order) are;
|
||||
* - Console.
|
||||
* - Input system (Not the platforms input, but the game's input system).
|
||||
* - Time system (if applicable).
|
||||
* - Event System
|
||||
* - UI Systems.
|
||||
* - Gameplay systems.
|
||||
*/
|
||||
void gameInit(void);
|
||||
|
||||
/**
|
||||
* Asks the game to update, this will not do any drawing and should be called
|
||||
* in the main loop of the system, ideally either after or before the rendering
|
||||
* has occured.
|
||||
*/
|
||||
void gameUpdate(void);
|
||||
|
||||
/**
|
||||
* Cleans up resources used by the game, rendering really should still be
|
||||
* available at this point because we want to cleanup nicely.
|
||||
*/
|
||||
void gameDispose(void);
|
||||
@@ -1,39 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "input.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
|
||||
input_t INPUT;
|
||||
|
||||
void inputInit(void) {
|
||||
memoryZero(&INPUT, sizeof(input_t));
|
||||
}
|
||||
|
||||
void inputUpdate(void) {
|
||||
INPUT.previous = INPUT.current;
|
||||
INPUT.current = inputStateGet();
|
||||
}
|
||||
|
||||
bool_t inputIsDown(const inputbind_t bind) {
|
||||
assertTrue(bind < INPUT_BIND_COUNT, "Input bind out of bounds");
|
||||
return (INPUT.current & bind) != 0;
|
||||
}
|
||||
|
||||
bool_t inputWasDown(const inputbind_t bind) {
|
||||
assertTrue(bind < INPUT_BIND_COUNT, "Input bind out of bounds");
|
||||
return (INPUT.previous & bind) != 0;
|
||||
}
|
||||
|
||||
bool_t inputPressed(const inputbind_t bind) {
|
||||
return inputIsDown(bind) && !inputWasDown(bind);
|
||||
}
|
||||
|
||||
bool_t inputReleased(const inputbind_t bind) {
|
||||
return !inputIsDown(bind) && inputWasDown(bind);
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user