667 Commits

Author SHA1 Message Date
YourWishes 43d0593872 Final docs 2026-06-16 13:07:21 -05:00
YourWishes c0a2ae234f Add claude docs 2026-06-16 12:29:36 -05:00
YourWishes ed5c60ac30 Add claude docs 2026-06-16 10:15:59 -05:00
YourWishes 8131bcd4d4 Build on github tag 2026-06-09 15:43:31 -05:00
YourWishes 4ba11e3363 Test
Build Dusk / run-tests (push) Failing after 15m50s
2026-06-08 18:01:19 -05:00
YourWishes acf2be3f66 Try set
Build Dusk / run-tests (push) Failing after 7s
2026-06-08 17:04:07 -05:00
YourWishes f5df0195e2 Docker compose
Build Dusk / run-tests (push) Failing after 7s
2026-06-08 17:02:58 -05:00
YourWishes d26995b48d pwd
Build Dusk / run-tests (push) Failing after 6s
2026-06-08 16:59:39 -05:00
YourWishes 617f8120ae Docker exec
Build Dusk / run-tests (push) Failing after 14s
2026-06-08 16:48:17 -05:00
YourWishes 06c517c9aa chmod
Build Dusk / run-tests (push) Failing after 7s
2026-06-08 16:47:45 -05:00
YourWishes 593ed6408c test2
Build Dusk / run-tests (push) Successful in 7s
2026-06-08 16:47:03 -05:00
YourWishes fb7d3ed122 LS stuff
Build Dusk / run-tests (push) Successful in 7s
2026-06-08 16:45:59 -05:00
YourWishes 19b88ec858 Test linux?
Build Dusk / run-tests (push) Failing after 6s
2026-06-08 16:08:24 -05:00
YourWishes 160e65be7f Run on ubuntu-latest
Build Dusk / run-tests (push) Failing after 16s
2026-06-08 15:34:31 -05:00
YourWishes 079b0d2cf6 Update test script back to what it was
Build Dusk / run-tests (push) Has been cancelled
2026-06-08 15:18:40 -05:00
YourWishes 78f1310f41 Update test script
Build Dusk / run-tests (push) Failing after 7s
2026-06-08 15:14:53 -05:00
YourWishes eb1974c113 Update to docker-host
Build Dusk / run-tests (push) Failing after 6m15s
2026-06-08 14:55:31 -05:00
YourWishes 551409a023 Force run again
Build Dusk / run-tests (push) Failing after 9m15s
2026-06-08 13:58:11 -05:00
YourWishes a11e14daac Try without setup docker
Build Dusk / run-tests (push) Failing after 8m28s
2026-06-08 13:15:15 -05:00
YourWishes 7441e15e76 Run on ubuntu-latest
Build Dusk / run-tests (push) Failing after 3m15s
2026-06-08 13:09:53 -05:00
YourWishes 46506228a6 One thing at a time
Build Dusk / run-tests (push) Has been cancelled
2026-06-08 12:46:38 -05:00
YourWishes 17c49c74cf Try tests updated
Build Dusk / build-linux (push) Failing after 29s
Build Dusk / build-psp (push) Failing after 1m13s
Build Dusk / run-tests (push) Has been cancelled
Build Dusk / build-gamecube (push) Has been cancelled
Build Dusk / build-gamecube-iso (push) Has been cancelled
Build Dusk / build-knulli (push) Has been cancelled
Build Dusk / build-wii (push) Has been cancelled
Build Dusk / build-wii-iso (push) Has been cancelled
2026-06-08 12:44:22 -05:00
YourWishes 3f8024d4db Workflows
Build Dusk / run-tests (push) Failing after 58s
Build Dusk / build-linux (push) Failing after 1m11s
Build Dusk / build-psp (push) Failing after 46s
Build Dusk / build-knulli (push) Failing after 53s
Build Dusk / build-gamecube (push) Failing after 47s
Build Dusk / build-gamecube-iso (push) Failing after 49s
Build Dusk / build-wii (push) Failing after 49s
Build Dusk / build-wii-iso (push) Failing after 1m14s
2026-06-08 12:25:48 -05:00
YourWishes 8675e44d28 GitTea actions 2026-06-08 12:24:09 -05:00
YourWishes 1301d9a718 idk why I btoher with github actions 2026-06-08 12:23:18 -05:00
YourWishes da3db50ca8 Want to test this in PSP 2026-06-08 11:32:59 -05:00
YourWishes 2ca6780305 Just trying to fix things now 2026-06-08 09:39:09 -05:00
YourWishes be68fe5a35 Emdashless 2026-06-07 21:27:59 -05:00
YourWishes dc41c0e302 Cleanup 2026-06-07 21:16:46 -05:00
YourWishes 51388c90d5 we ball I guess 2026-06-07 19:51:54 -05:00
YourWishes f8c9d33df2 Fix some script bugs 2026-06-07 18:47:34 -05:00
YourWishes ed0420fdce Cleanup of script modules. 2026-06-07 12:59:17 -05:00
YourWishes 47a6f396fa Fix typedefs 2026-06-06 19:06:52 -05:00
YourWishes 9edb2aa0c1 Example scene working 2026-06-06 18:46:08 -05:00
YourWishes 003b647d83 Fix tests 2026-06-06 17:36:13 -05:00
YourWishes 2849ff8844 Fix linux? 2026-06-06 17:14:42 -05:00
YourWishes 9f3089742a Fixed ISO builds. 2026-06-06 17:07:30 -05:00
YourWishes b286a9bbcd Fixed wii build 2026-06-06 16:53:06 -05:00
YourWishes 6204e745ba Fixed gamecube building. 2026-06-06 16:47:07 -05:00
YourWishes bbe0e48d23 Builds again? 2026-06-06 16:42:12 -05:00
YourWishes 79054080c0 Cleanup a bit. 2026-06-06 16:39:27 -05:00
YourWishes 81024c4c09 Require async 2026-06-06 10:55:10 -05:00
YourWishes 9068d96130 Add timeouts 2026-06-06 10:38:10 -05:00
YourWishes 6f47543720 Update jerryscript each frame. 2026-06-06 10:30:22 -05:00
YourWishes 5a08384ae1 start async 2026-06-05 19:42:24 -05:00
YourWishes 45d8fda0e4 require() working as I like 2026-06-05 18:49:10 -05:00
YourWishes a9e664492f First round of asset refactoring 2026-06-05 13:18:08 -05:00
YourWishes 3c8b6cb2cc Scene script code 2026-06-04 13:36:35 -05:00
YourWishes 2b3abbe13b ABout to try scene and script merger 2026-06-02 16:46:39 -05:00
YourWishes 241a52b94a nuke unused overworld code 2026-06-02 13:23:11 -05:00
YourWishes 82c300b077 Add some script modules 2026-06-02 12:55:32 -05:00
YourWishes 0f8b629e20 Add logging to Wii 2026-06-02 11:01:54 -05:00
YourWishes 36f6ac65f2 Builds and works on Gamecube 2026-06-02 09:53:56 -05:00
YourWishes a25871a849 Test sprite from script 2026-06-02 09:32:07 -05:00
YourWishes 57766a9104 Merge branch 'main' into scriptentity 2026-06-02 07:36:44 -05:00
YourWishes 3770ae1645 Fix tests? 2026-06-02 07:35:28 -05:00
YourWishes d73edb403f Example Camera 2026-06-01 23:04:55 -05:00
YourWishes b14196ff0d Basic entity script 2026-06-01 22:56:37 -05:00
YourWishes 88903fee94 No need for asset batching on text.c 2026-06-01 22:36:02 -05:00
YourWishes 1e8311fc04 Add asset batch 2026-06-01 22:34:44 -05:00
YourWishes 2b78370cb8 Add asset reaping 2026-06-01 22:20:57 -05:00
YourWishes 8f78bba9e9 Restoring JerryScript a bit cleaner 2026-06-01 21:52:36 -05:00
YourWishes 41a4be678e Added a tiny sleep on assets to stop pegging the CPU 2026-06-01 15:48:10 -05:00
YourWishes 8b2b4b7c3d Fixed JSON loader, added some tests 2026-06-01 15:31:22 -05:00
YourWishes 1f3a29f89d Asyncify other loaders 2026-06-01 15:10:58 -05:00
YourWishes c4c93097cd Add async texture loading 2026-06-01 14:53:18 -05:00
YourWishes eedb7769e6 Add some extra tests 2026-06-01 13:48:29 -05:00
YourWishes 98db62a4bc Add some more tests, prepping for asset testing 2026-06-01 13:37:14 -05:00
YourWishes df48c8e500 Consistency and fixing thread unit tests 2026-06-01 11:33:27 -05:00
YourWishes db9cc0f4c6 Add thread tests 2026-06-01 10:59:56 -05:00
YourWishes a79ee429b4 Prepping for async 2026-06-01 10:57:40 -05:00
YourWishes 6acfca6d48 Consistent 2026-05-30 20:30:13 -05:00
YourWishes 1cd6f4cb72 First refactor of new asset system 2026-05-30 08:21:58 -05:00
YourWishes 3271e8c7d6 FInished porting last asset loader types 2026-05-30 07:59:06 -05:00
YourWishes 0bcde064af Asset refactor, phase one. 2026-05-29 14:27:40 -05:00
YourWishes 957980b3c5 Updating event handler 2026-05-28 14:22:13 -05:00
YourWishes 03eb328d81 Allow dynamic trace on any platform that can support it. 2026-05-28 11:21:36 -05:00
YourWishes e1716a741f Trigger test 2026-05-26 22:18:41 -05:00
YourWishes e24707c847 Scene loading example 2026-05-26 21:42:37 -05:00
YourWishes 7c4b8c307f Fix flocking bug 2026-05-26 20:24:34 -05:00
YourWishes 109318aeaf Remove useless void checks 2026-05-26 19:24:17 -05:00
YourWishes 1f2657cea0 Spritebatch cleanup 2026-05-26 19:07:07 -05:00
YourWishes 382c435bac Entity refactoring 2026-05-22 23:01:45 -05:00
YourWishes 130fe4ca5d Delete JS assets 2026-05-22 00:00:23 -05:00
YourWishes 31ba3fe127 add build to corner of screen 2026-05-21 23:59:26 -05:00
YourWishes f68b31158f Asset refactor 2026-05-21 23:42:56 -05:00
YourWishes 653ca9a72d PSP rendering fix 2026-05-21 22:07:56 -05:00
YourWishes ba7857f4df Fix rendering 2026-05-21 18:24:18 -05:00
YourWishes 23e617ea21 Optimizing entityposition as much as possible. 2026-05-21 13:17:48 -05:00
YourWishes cdf5a5229c Refactor cleaned a few things 2026-05-21 12:52:23 -05:00
YourWishes f841a35a53 Revert "Disable old ent code"
This reverts commit efd31237be.
2026-05-21 11:07:21 -05:00
YourWishes efd31237be Disable old ent code 2026-05-21 10:18:20 -05:00
YourWishes 6502822583 Update render, spritebatch and input stuffs. 2026-05-21 09:51:56 -05:00
YourWishes a9e6f2b2a5 Scene rendering native. 2026-05-20 23:45:27 -05:00
YourWishes 510a94b42c Remove Jerryscript further 2026-05-20 21:34:00 -05:00
YourWishes d805be47ce No script 2026-05-20 20:58:56 -05:00
YourWishes f9ea8e380a Temporarily disable save code 2026-05-20 09:52:07 -05:00
YourWishes 5cb05beb30 Fix dolphin compile 2026-05-19 23:24:27 -05:00
YourWishes 677768e6ab Map Base 2026-05-19 23:13:41 -05:00
YourWishes ed6c951783 Script improvements 2026-05-17 23:40:42 -05:00
YourWishes 54254348b8 Add parent/child 2026-05-17 21:46:08 -05:00
YourWishes 782fd07a8d Savestream update 2026-05-16 17:51:00 -05:00
YourWishes a8fd55cb38 Save file update (incomplete) 2026-05-10 11:20:09 -05:00
YourWishes d7f515575a Working on burned DVD for gamecube 2026-05-09 00:14:28 -05:00
YourWishes bafbf2ec2f Fix compile error 2026-05-08 23:11:20 -05:00
YourWishes 7415944e0a scripting improvements 2026-05-08 22:46:24 -05:00
YourWishes 1ff990ff44 Add strided memory pushing and improved spritebatching 2026-05-08 20:53:05 -05:00
YourWishes 73e73d8772 Cleanup animation 2026-05-08 15:44:55 -05:00
YourWishes 6d876bb767 Anim tweak 2026-05-07 19:37:30 -05:00
YourWishes 2be0fe9f06 Fix wii build 2026-05-07 17:54:10 -05:00
YourWishes e1fb082927 Increase spritebatch flushing count 2026-05-07 17:47:39 -05:00
YourWishes 65ca5ae4c4 Dolphin Bootable ISO working! 2026-05-07 17:38:41 -05:00
YourWishes 2cea43dc70 Switch to ogc2 2026-05-07 17:21:52 -05:00
YourWishes 44a0700800 Fixed memalign again 2026-05-07 14:11:59 -05:00
YourWishes 1613a378f1 Added memalign 2026-05-07 12:39:07 -05:00
YourWishes deed98a27d 2026-05-07 12:31:22 -05:00
YourWishes 9d0cb8fb46 ISO build (partial) 2026-05-07 12:18:30 -05:00
YourWishes d8fe0f6923 textbox 2026-05-06 22:42:28 -05:00
YourWishes 581dbc2b3c Update linux docker 2026-05-06 20:31:50 -05:00
YourWishes 7301d2ad76 luce bree 2026-05-06 20:24:16 -05:00
YourWishes 3232a14d1d Consistent build 2026-05-06 14:40:06 -05:00
YourWishes 84c1f88d42 Fix PSP blending issues 2026-05-06 11:17:34 -05:00
YourWishes 3695b10e4b Easing test 2026-05-05 22:24:25 -05:00
YourWishes 6da02b25fa Testing cutscenes 2026-05-05 22:10:47 -05:00
YourWishes 3bc544fba1 Re-enable build pulling fetched modules 2026-05-05 19:29:48 -05:00
YourWishes 368d370f49 Cleanup modules 2026-05-05 19:29:29 -05:00
YourWishes bb29c0edef Working on some script modules 2026-05-05 16:22:04 -05:00
YourWishes 6edcf75a0c add display state 2026-05-04 22:16:30 -05:00
YourWishes 31cc186424 Fixed small compile bugs 2026-05-04 08:39:47 -05:00
YourWishes 0e94c1fa6d Fixed a bunch of messy over 80 char lines 2026-05-04 08:29:43 -05:00
YourWishes 6d9e2dd3e1 UI first pass 2026-05-03 21:52:12 -05:00
YourWishes 4a4adeb3c8 Finally fixed linux asset weirdness 2026-05-02 15:18:49 -05:00
YourWishes ff77f8cfa0 Fix dolphin rendering 2026-05-01 23:11:59 -05:00
YourWishes 36db89c36e Nuke the old input system, use the new UI system 2026-05-01 15:21:46 -05:00
YourWishes a9948142ad Fix linux warning 2026-05-01 14:00:24 -05:00
YourWishes 8d05510584 Fix linux building 2026-05-01 13:58:05 -05:00
YourWishes d373de7a29 Some adjustments 2026-05-01 13:44:51 -05:00
YourWishes 1efa9a9f7b More cleanup 2026-05-01 09:43:50 -05:00
YourWishes 0fb3ba2f91 Cleanup, prepping for example game stuff 2026-04-30 23:43:49 -05:00
YourWishes 3b4c5b5153 Added FPS meter 2026-04-30 23:34:32 -05:00
YourWishes 9293aeeec8 Fix position 2026-04-30 23:18:36 -05:00
YourWishes 03ae83b119 More cleanup? 2026-04-30 23:07:17 -05:00
YourWishes abd63cc6cf More cleanup 2026-04-30 22:40:32 -05:00
YourWishes 2e43aa2c44 Bit more cleanup 2026-04-30 20:03:44 -05:00
YourWishes 3d984e13c2 Module input improvements 2026-04-29 23:40:01 -05:00
YourWishes 010900fe21 Better again. 2026-04-29 23:26:21 -05:00
YourWishes ffed626447 More cleanup 2026-04-29 22:39:47 -05:00
YourWishes 61f69af35a Refactor pass 1 2026-04-29 14:53:35 -05:00
YourWishes bd248ee91c Build script on PSP, Dolphin and Engine. 2026-04-28 21:34:09 -05:00
YourWishes 194255bffe Fix merge conflcits 2026-04-28 14:02:59 -05:00
YourWishes 52ee627079 Merge branch 'jerryscript' into playertest 2026-04-28 14:02:53 -05:00
YourWishes bd4200e707 Finished getting JerryScript on all the platforms. 2026-04-28 13:59:46 -05:00
YourWishes 73e7d6c7f3 Add epoch 2026-04-28 10:33:23 -05:00
YourWishes a41b0e916b prog 2026-04-28 08:04:01 -05:00
YourWishes 19f2a2c616 Bit more consistent but still far from perfect 2026-04-27 09:14:14 -05:00
YourWishes 998601f722 Playertest: scene/script system refactor and Wii ABI fix
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 23:30:08 -05:00
YourWishes 7c3386cf3e Add entity scripting 2026-04-20 17:01:12 -05:00
YourWishes d161182997 Entity modules 2026-04-20 16:50:16 -05:00
YourWishes 1646dc2dbd Fixed build 2026-04-20 15:43:18 -05:00
YourWishes b640295be2 Scene script 2026-04-20 15:34:24 -05:00
YourWishes b89ae2391b Reg console. 2026-04-20 14:31:22 -05:00
YourWishes a0fad441d0 Updated bind command 2026-04-20 12:59:25 -05:00
YourWishes 340084dac3 Removed console aliases 2026-04-20 12:49:06 -05:00
YourWishes c78135aa09 Fixed bugs with console 2026-04-20 12:05:35 -05:00
YourWishes d19f8bbd30 Restored console, has a bug 2026-04-20 09:26:25 -05:00
YourWishes 4205899f5a No idea why gamecube is crashing, disabling this for now 2026-04-18 21:57:57 -05:00
YourWishes 7dd3940770 Moved code to dolphin for network 2026-04-18 17:41:30 -05:00
YourWishes 00d94e3015 Slight wii improvements 2026-04-18 16:01:53 -05:00
YourWishes 7bacb3ee2b Testing on real wii hardware some more 2026-04-18 15:59:25 -05:00
YourWishes 8e49be5ac4 Testing some wii rendering bugs 2026-04-18 15:29:40 -05:00
YourWishes 3b94598d2c Fixed dolphin matricies the ugly way 2026-04-18 00:36:35 -05:00
YourWishes bddc9af3b6 "Improved" Dolphin matricies slightly 2026-04-18 00:32:50 -05:00
YourWishes 2451d73a7c Improved Wii aspect ratio significantly 2026-04-17 23:49:39 -05:00
YourWishes 1dd2efa182 Dolphin compiles, network untested 2026-04-17 22:53:49 -05:00
YourWishes acea610773 Disable curl on linux 2026-04-17 22:53:29 -05:00
YourWishes 8f2f1fd496 Added network info 2026-04-17 17:00:03 -05:00
YourWishes 39c775872a PSP networking matches linux now. 2026-04-17 16:32:45 -05:00
YourWishes bdb3cbd109 Fixed crash for cross/cancel logic 2026-04-17 16:02:45 -05:00
YourWishes ff84ce2b04 Added PSP Accept/Cance 2026-04-17 15:28:03 -05:00
YourWishes 225f405592 PSP Networking refactor 2026-04-17 14:57:10 -05:00
YourWishes 715ecffa18 Taking a break on net 2026-04-16 06:38:56 -05:00
YourWishes e51cdc8992 PSP net code first pass 2026-04-15 15:50:43 -05:00
YourWishes 133685ea37 Linux HTTP implementation 2026-04-15 15:11:44 -05:00
YourWishes 6aff98d555 Fix PSP build 2026-04-15 06:10:38 -05:00
YourWishes acdc524284 bit more accurate 2026-04-15 06:04:30 -05:00
YourWishes 1ee5ec7b43 Vita builds for the first time 2026-04-15 05:52:30 -05:00
YourWishes 46a5403511 Optimized entity memory. 2026-04-14 14:48:26 -05:00
YourWishes 87bfb92576 Physics position optimization 2026-04-14 14:46:07 -05:00
YourWishes c7a3e5601c De-ugifying 2026-04-14 14:29:48 -05:00
YourWishes 4009130f6e Refactor Physics further 2026-04-14 13:55:48 -05:00
YourWishes c91243f6e9 Physics refactor 2026-04-14 13:45:16 -05:00
YourWishes 0e3871ac26 Reset position 2026-04-14 09:47:17 -05:00
YourWishes 55baafec8a Fixed some of the rendering problems on Dolphin, things still look wrong though. 2026-04-14 09:40:58 -05:00
YourWishes b5a66993ca Phyiscs engine first pass 2026-04-14 09:34:57 -05:00
YourWishes 0b570b5fd6 Add a few more mesh types 2026-04-14 08:38:50 -05:00
YourWishes 378227c377 Fixed more memory tests 2026-04-13 22:55:59 -05:00
YourWishes 650645eaff Fixing memory tests 2026-04-13 22:42:39 -05:00
YourWishes 62c71f3fe6 Remove malloc log 2026-04-13 20:36:48 -05:00
YourWishes 041ec3d710 Add texture padder tool 2026-04-13 20:34:54 -05:00
YourWishes 5f2d871bad Cleaned a bit more 2026-04-13 20:05:34 -05:00
YourWishes a30b151e4d Bit of cleanup 2026-04-13 20:03:02 -05:00
YourWishes 5a651d2d1f Dusk texture creator 2026-04-13 19:51:11 -05:00
YourWishes 4b3826edd9 Cleanup the test mesh 2026-04-13 13:05:39 -05:00
YourWishes bae1ff3759 Allow reaxising mesh 2026-04-13 12:58:54 -05:00
YourWishes fd82486431 Fix dolphin color-less 2026-04-13 12:37:54 -05:00
YourWishes c9cd91cbd8 Make color optional 2026-04-13 12:29:06 -05:00
YourWishes c8abd374fe STL Loader 2026-04-13 11:41:51 -05:00
YourWishes 2b9ee8f721 Entity does not own mesh. 2026-04-13 09:40:40 -05:00
YourWishes d02673e04a 3D OBJ loading 2026-04-10 22:09:01 -05:00
YourWishes f0117b8e6e Renders on PSP but it's inconsistent 2026-04-10 20:59:38 -05:00
YourWishes bb7c41c754 Rotation 2026-04-10 18:47:46 -05:00
YourWishes efa583c154 Fixed Dolphin culling 2026-04-10 18:37:27 -05:00
YourWishes d16ea13c14 Dolphin shader handler 2026-04-10 18:34:58 -05:00
YourWishes 673d8e0a18 Shader material ECS example 2026-04-10 12:48:05 -05:00
YourWishes 37cfdde1ee Mesh component 2026-04-10 10:19:44 -05:00
YourWishes 0778ffb57a ECS POC 2026-04-10 07:31:31 -05:00
YourWishes 42099f7241 ECS Enhancements 2026-04-10 07:09:25 -05:00
YourWishes c52e1d22b7 Basic ECS 2026-04-09 22:07:17 -05:00
YourWishes 0d7b0aadd1 ECS 2026-04-09 11:53:11 -05:00
YourWishes 4cd3355ef1 Fix memory tests 2026-04-04 19:45:29 -05:00
YourWishes 98d70b96d1 Added proper plural support 2026-04-04 15:21:27 -05:00
YourWishes 64735bdf43 Implemented lua locale gettext 2026-04-04 11:32:46 -05:00
YourWishes 7b87347b77 Fixed small bug with parsing plurals 2026-04-04 10:19:07 -05:00
YourWishes b5b29d7061 locale parsing done 2026-04-04 10:11:46 -05:00
YourWishes 9ec21f85a0 Asset moved some code around 2026-04-03 14:41:38 -05:00
YourWishes da1a5a3f1b Asset refactor 2026-04-03 12:56:04 -05:00
YourWishes 0885da8d44 Fixed dynamic updates on scene rendering 2026-03-29 19:08:58 -05:00
YourWishes 8af961c6d3 Fixed knulli rendering 2026-03-29 18:53:42 -05:00
YourWishes ef5febdde3 Fixed dolphin rendering. 2026-03-29 18:42:59 -05:00
YourWishes 6d7fbd3926 Change to square only 2026-03-29 17:58:13 -05:00
YourWishes 2680d373d8 Fixed boot.dol in wii 2026-03-29 16:51:54 -05:00
YourWishes 2b2ddb3cf2 Fixed spritebatch flickering on Dolphin 2026-03-29 16:10:39 -05:00
YourWishes 85ff95296b Fix Linux again 2026-03-29 15:19:15 -05:00
YourWishes 314a2de41a Fixed text on PSP 2026-03-29 14:45:40 -05:00
YourWishes 26fafab47a Fix copy issues 2026-03-29 14:25:10 -05:00
YourWishes e56ff20e2d Attempting to fix PSP alpha textures 2026-03-29 13:38:55 -05:00
YourWishes 55d44f229d Fixed crash on PSP 2026-03-29 10:35:57 -05:00
YourWishes 1c5e50cc4d Test text rendering 2026-03-29 10:15:22 -05:00
YourWishes ea898da6c2 Fix compile 2026-03-28 21:52:52 -05:00
YourWishes dbb7e9f53c Getting shaders working with lua. 2026-03-28 21:50:59 -05:00
YourWishes cbb68a399d Fix compile error 2026-03-28 15:43:38 -05:00
YourWishes 0e794f28b1 Disable paletted textures for now 2026-03-28 15:40:30 -05:00
YourWishes 87d2d9123e Re-implement RGBA textures 2026-03-28 15:21:33 -05:00
YourWishes 6823a4ddb5 Try again again 2026-03-28 11:35:11 -05:00
YourWishes 20a7c70081 Fixiing weird action path missing? 2026-03-28 11:26:25 -05:00
YourWishes 9caa33b3bb Restore all builds 2026-03-28 11:14:15 -05:00
YourWishes 2d7e61460a fix 2026-03-28 11:05:36 -05:00
YourWishes a4b7fb3f44 Try again 2026-03-28 11:04:42 -05:00
YourWishes 70056cf4ca Temp only build knulli
Build Dusk / build-knulli (push) Failing after 21s
2026-03-28 11:02:43 -05:00
YourWishes 5f4ab71ade Add knulli build 2026-03-28 11:02:34 -05:00
YourWishes f3adb3257b Cleanup knulli 2026-03-28 11:00:18 -05:00
YourWishes 438edda7fd Fixed knulli 2026-03-28 10:56:40 -05:00
YourWishes d5b0441e6f Fixed GLES support (partially), PSP still not working 2026-03-28 10:51:50 -05:00
YourWishes 9ba0ceb000 Moved texture setting around 2026-03-28 09:48:24 -05:00
YourWishes 9474a68995 Slightly more accurate, likely going to have to change how paletted textures work 2026-03-27 21:01:29 -05:00
YourWishes 09c35f0aa6 Builds on knulli 2026-03-27 20:48:43 -05:00
YourWishes a2113442cb Builds on knulli 2026-03-27 15:59:26 -05:00
YourWishes d91808487f Allow texture to be NULL.
Build Dusk / run-tests (push) Failing after 14s
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2026-03-27 13:46:18 -05:00
YourWishes 933949cc19 Progress on PSP paletted textures
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2026-03-27 08:04:34 -05:00
YourWishes 407620387d Test paletted stuff
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2026-03-26 14:48:20 -05:00
YourWishes 98947dea26 starting textures
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2026-03-23 19:42:24 -05:00
YourWishes ebff7af9b5 fix
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2026-03-23 15:37:53 -05:00
YourWishes b23c4b83ae played around with color, will likely stick to textures.
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2026-03-22 23:53:23 -05:00
YourWishes c0cff40628 Merge pull request 'shader' (#2) from shader into main
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Reviewed-on: #2
2026-03-23 04:33:20 +00:00
YourWishes 97513e354c Dolphin shaders
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2026-03-22 23:32:43 -05:00
YourWishes c277ae7aff DOlphin shader prog 2026-03-22 18:14:56 -05:00
YourWishes e1835e6282 Merge pull request 'Pull shader code into main' (#1) from shader into main
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
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Build Dusk / build-gamecube (push) Has been cancelled
Build Dusk / build-wii (push) Has been cancelled
Reviewed-on: #1
2026-03-22 15:46:37 +00:00
YourWishes 5ac21db997 Shaders adapted for Legacy GL
Build Dusk / run-tests (pull_request) Failing after 24s
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2026-03-22 10:44:28 -05:00
YourWishes ca0e9fc3b2 Implement spritebatch properly. 2026-03-22 09:13:42 -05:00
YourWishes 66ebcb1608 shader prog 2026-03-17 17:05:39 -05:00
YourWishes ff92a78dda Shader first pass 2026-03-17 08:42:43 -05:00
YourWishes 7356286fe0 Adjust how deadzones work
Build Dusk / run-tests (push) Failing after 15s
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2026-03-11 13:00:11 -05:00
YourWishes 54e8e68f86 Update build to use checkout v6
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2026-03-11 10:42:54 -05:00
YourWishes d21cd7f78b Update error and debug logging methods
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2026-03-11 10:33:43 -05:00
YourWishes 1d7516982a Fixed dolphin input
Build Dusk / run-tests (push) Failing after 15s
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2026-03-11 08:11:49 -05:00
YourWishes c77a11442c Fix input on linux 2026-03-11 07:56:03 -05:00
YourWishes 5bd43a4643 Fix Dolphin crash 2026-03-11 07:27:06 -05:00
YourWishes 9b87dfa1a9 Only exec action on main 2026-03-10 21:59:15 -05:00
YourWishes 2e3173ea40 Enable all jobs.
Build Dusk / run-tests (push) Failing after 14s
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2026-03-10 21:53:13 -05:00
YourWishes 68eac7cf83 Build wii
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2026-03-10 21:48:12 -05:00
YourWishes 6709505630 Build gamecube
Build Dusk / build-gamecube (push) Failing after 16s
2026-03-10 21:43:59 -05:00
YourWishes af6e962a5d Try rename
Build Dusk / build-psp (push) Failing after 13s
2026-03-10 21:39:00 -05:00
YourWishes 18e6bdabaa test 2
Build Dusk / build-psp (push) Failing after 14s
2026-03-10 21:35:50 -05:00
YourWishes 9743942eae Try zip PSP
Build Dusk / build-psp (push) Failing after 17s
2026-03-10 21:33:27 -05:00
YourWishes 23062137a8 Disable tests for now.
Build Dusk / build-linux (push) Failing after 14s
2026-03-10 21:23:08 -05:00
YourWishes 46f7fb5ccd Use v6
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2026-03-10 21:21:37 -05:00
YourWishes 9c90c49a6b Test build linux
Build Dusk / run-tests (push) Failing after 14s
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2026-03-10 21:19:55 -05:00
YourWishes 4517b63557 Fixed compiling
Build Dusk / run-tests (push) Failing after 15s
2026-03-10 21:11:12 -05:00
YourWishes 58c239f4b4 Fixing tests more.
Build Dusk / run-tests (push) Failing after 14s
2026-03-10 20:53:28 -05:00
YourWishes cc8845ba3e Run linux tests
Build Dusk / run-tests (push) Failing after 14s
2026-03-10 20:51:58 -05:00
YourWishes 6b69ce2901 Try github
Build Dusk / run-tests (push) Failing after 36s
2026-03-10 20:46:29 -05:00
YourWishes 55300ed21c test2
Build Dusk / run-tests (push) Successful in 30s
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2026-03-10 16:48:14 -05:00
YourWishes 7346dd4339 Test
Build Dusk / run-tests (push) Successful in 25s
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2026-03-10 16:45:24 -05:00
YourWishes 2caf3b92ce Try github workspace
Build Dusk / run-tests (push) Successful in 6s
Build Dusk / build-linux (push) Failing after 7s
2026-03-10 16:30:46 -05:00
YourWishes af2cd72a1f Try mount rather than volume
Build Dusk / run-tests (push) Successful in 4s
Build Dusk / build-linux (push) Failing after 4s
2026-03-10 16:30:08 -05:00
YourWishes 3d455ec1f8 Remove volume
Build Dusk / run-tests (push) Failing after 3s
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2026-03-10 16:26:29 -05:00
YourWishes 15982d7735 Try realpath over pwd
Build Dusk / run-tests (push) Failing after 4s
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2026-03-10 16:24:41 -05:00
YourWishes 5ae3542bd9 where am I?
Build Dusk / run-tests (push) Failing after 4s
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2026-03-10 16:23:32 -05:00
YourWishes b1b02ae24b Test lsla
Build Dusk / run-tests (push) Successful in 4s
Build Dusk / build-linux (push) Failing after 4s
2026-03-10 16:21:31 -05:00
YourWishes f0964e2c92 Test runner
Build Dusk / run-tests (push) Failing after 2m18s
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2026-03-10 16:16:53 -05:00
YourWishes e9661d2998 ADd check
Build Dusk / run-tests (push) Failing after 2m21s
2026-03-10 16:01:44 -05:00
YourWishes ea6468f2a9 Use git runner temp
Build Dusk / run-tests (push) Failing after 29s
2026-03-10 15:36:28 -05:00
YourWishes a2b38d3b83 Test Docker user
Build Dusk / run-tests (push) Failing after 25s
2026-03-10 15:34:53 -05:00
YourWishes d67ef02941 Use script system
Build Dusk / run-tests (push) Successful in 1m15s
Build Dusk / build-linux (push) Successful in 1m6s
2026-03-10 15:15:31 -05:00
YourWishes 549ebe25d8 Let's get it building on linux in gitea
Build Dusk / run-tests (push) Successful in 2m16s
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2026-03-10 15:10:18 -05:00
YourWishes 9a98348582 Renders on Dolphin also. 2026-03-10 15:07:50 -05:00
YourWishes c5f5b025a6 Game no longer crashes on Dolphin 2026-03-09 08:05:26 -05:00
YourWishes 23eaffa3a7 Fix some dolphin stuff. 2026-03-08 19:55:48 -05:00
YourWishes c161809248 Renders on PSP identically. 2026-03-08 19:51:00 -05:00
YourWishes 4bf26dc818 Let's get this rendering on PSP and Dolphin. 2026-03-08 15:46:38 -05:00
YourWishes 5dd22fad6c Fixed some bugs. 2026-03-08 13:55:11 -05:00
YourWishes 2c3fdf7803 Add compile time endianess 2026-03-08 13:44:52 -05:00
YourWishes e984b9f5d7 Asset compartmentalized 2026-03-08 13:29:40 -05:00
YourWishes a3c2e37b17 Fixed errors 2026-03-08 12:01:22 -05:00
YourWishes edf1b5a0a3 Technically working 2026-03-08 11:35:21 -05:00
YourWishes 8efdf59ebd More fixes 2026-03-08 10:20:55 -05:00
YourWishes 5c4537b2fa input prog 2026-03-07 22:11:11 -06:00
YourWishes 71e6079054 More code moving 2026-03-07 12:09:40 -06:00
YourWishes dd048d9b0d Moved a bunch of code around 2026-03-07 09:35:56 -06:00
YourWishes 93074d653e idk 2026-03-06 16:34:45 -06:00
YourWishes 9139c4350a Moved all files. 2026-03-06 14:01:21 -06:00
YourWishes 38ce768168 kms 2026-03-06 13:40:27 -06:00
YourWishes 82b3dc576c remove un-needed files 2026-03-03 12:29:04 -06:00
YourWishes 2167889f48 Merge branch 'main' into break-literally-everything 2026-03-03 12:28:48 -06:00
YourWishes e9b02c2acf Whatewver
Build Dusk / run-tests (push) Successful in 1m26s
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2026-03-02 20:14:21 -06:00
YourWishes 9ee446431b Moved build stuff to docker 2026-03-02 06:59:51 -06:00
YourWishes df106e3988 "progress" 2026-02-28 09:55:21 -06:00
YourWishes d0a057e0ee Moved all defs into main file. 2026-02-17 11:33:00 -06:00
YourWishes 8b49902bf6 Moved some files around 2026-02-17 10:59:21 -06:00
YourWishes 71c1e56564 Fix endian again
Build Dusk / run-tests (push) Successful in 1m35s
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2026-02-16 19:15:29 -06:00
YourWishes 1b12e67de2 Use internal endian tool
Build Dusk / run-tests (push) Successful in 1m27s
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2026-02-16 13:34:20 -06:00
YourWishes 291bb4bb81 Build?
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2026-02-16 13:21:04 -06:00
YourWishes 342ddb19f8 Finally got text rendering again. 2026-02-16 13:12:12 -06:00
YourWishes 9c9d2d548e Fixed whatever problem was with texture loading. 2026-02-16 12:29:25 -06:00
YourWishes d7a0bb4509 Fix palette indexer bytes 2026-02-16 12:01:06 -06:00
YourWishes 2b1a3323a8 Tileset creator done 2026-02-16 12:00:55 -06:00
YourWishes 99d030003c DEbug not working so moving pcs 2026-02-15 16:41:33 -06:00
YourWishes 92a753560b prog 2026-02-15 01:09:28 -06:00
YourWishes af9904c892 Scripts work again.
Build Dusk / run-tests (push) Successful in 1m40s
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2026-02-13 19:36:59 -06:00
YourWishes e5e8c49f6c Mostly nuking old system
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2026-02-13 19:13:26 -06:00
YourWishes b37e5f45ca Sweeper
Build Dusk / run-tests (push) Successful in 1m28s
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2026-02-10 21:06:09 -06:00
YourWishes e1f08b07aa Need a break from Dolphin
Build Dusk / run-tests (push) Successful in 1m36s
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2026-02-09 22:18:44 -06:00
YourWishes 073ee8dca9 Trying to find dolphin texture bug
Build Dusk / run-tests (push) Successful in 1m37s
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2026-02-09 14:53:27 -06:00
YourWishes a26e51cf46 Use local mirror for cglm
Build Dusk / run-tests (push) Successful in 1m26s
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2026-02-09 13:19:13 -06:00
YourWishes dfed732825 Try different branch for upload binary action
Build Dusk / run-tests (push) Successful in 1m46s
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2026-02-09 12:13:48 -06:00
YourWishes 87aa70c6d2 Push userdata?
Build Dusk / run-tests (push) Successful in 1m43s
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2026-02-09 12:03:35 -06:00
YourWishes aa2979ffe7 Fix main
Build Dusk / run-tests (push) Failing after 1m15s
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2026-02-09 11:54:53 -06:00
YourWishes 236e16aa6d Fix url format
Build Dusk / run-tests (push) Failing after 1s
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2026-02-09 11:51:04 -06:00
YourWishes 184bb970e6 Update to not rely on third party actions
Build Dusk / run-tests (push) Failing after 2s
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2026-02-09 10:59:34 -06:00
YourWishes bd54469891 test some stuff
Build Dusk / run-tests (push) Failing after 2m48s
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2026-02-09 10:39:46 -06:00
YourWishes 2f5dccc3ef Texture loading
Build Dusk / run-tests (push) Successful in 1m44s
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2026-02-09 09:29:16 -06:00
YourWishes 592edb90a0 Test lua rgb rainbow
Build Dusk / run-tests (push) Successful in 1m15s
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2026-02-08 22:30:53 -06:00
YourWishes 3db7e6b1b9 Fixed palette lookup
Build Dusk / run-tests (push) Successful in 1m18s
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2026-02-08 21:26:42 -06:00
YourWishes 13c4df0d85 Compiles on dolphin, finally
Build Dusk / run-tests (push) Successful in 1m39s
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Build Dusk / build-psp (push) Successful in 2m7s
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2026-02-08 19:30:02 -06:00
YourWishes ef25fb09da Fix linux building
Build Dusk / run-tests (push) Successful in 2m20s
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Build Dusk / build-psp (push) Successful in 2m19s
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2026-02-08 10:14:52 -06:00
YourWishes 03cf4a9efe See if dolphin will render the floating text demo
Build Dusk / run-tests (push) Successful in 1m6s
Build Dusk / build-linux (push) Failing after 1m12s
Build Dusk / build-psp (push) Successful in 2m0s
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2026-02-08 10:09:45 -06:00
YourWishes 53dd36efdd Fixed alpha textures properly on PSP
Build Dusk / run-tests (push) Successful in 1m25s
Build Dusk / build-linux (push) Failing after 1m13s
Build Dusk / build-psp (push) Successful in 2m2s
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2026-02-08 09:54:40 -06:00
YourWishes ad9e841a42 Removed CXX target
Build Dusk / run-tests (push) Successful in 1m46s
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Build Dusk / build-psp (push) Successful in 2m56s
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2026-02-07 17:08:03 -06:00
YourWishes 14f3f464c7 Prog on fixing psp alpha textures
Build Dusk / run-tests (push) Successful in 1m20s
Build Dusk / build-linux (push) Successful in 1m39s
Build Dusk / build-psp (push) Successful in 1m51s
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2026-02-07 15:29:29 -06:00
YourWishes cbe51cc8d0 Speedup build
Build Dusk / run-tests (push) Successful in 1m10s
Build Dusk / build-linux (push) Successful in 1m4s
Build Dusk / build-psp (push) Successful in 1m36s
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2026-02-06 16:50:50 -06:00
YourWishes efaa3f6eea Fix building on PSP
Build Dusk / run-tests (push) Successful in 1m26s
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Build Dusk / build-psp (push) Successful in 1m44s
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2026-02-06 16:29:12 -06:00
YourWishes 52cce9a3b0 ADd meta.xml
Build Dusk / build-dolphin (push) Successful in 3m6s
Build Dusk / run-tests (push) Successful in 1m38s
Build Dusk / build-linux (push) Failing after 2m15s
Build Dusk / build-psp (push) Failing after 2m23s
2026-02-06 16:14:54 -06:00
YourWishes b7b390311e Forgor wii stuff
Build Dusk / build-dolphin (push) Failing after 3m13s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 16:09:31 -06:00
YourWishes c1eeddd14b Fix dir spelling
Build Dusk / build-dolphin (push) Failing after 2m22s
Build Dusk / run-tests (push) Successful in 2m4s
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / build-linux (push) Has been cancelled
2026-02-06 16:03:47 -06:00
YourWishes 1a7a55dfc3 Fix missing mkdirp
Build Dusk / build-dolphin (push) Failing after 4m14s
Build Dusk / run-tests (push) Successful in 3m24s
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / build-linux (push) Has been cancelled
2026-02-06 15:54:06 -06:00
YourWishes fe5927ea6a Add more bin
Build Dusk / build-dolphin (push) Failing after 3m41s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 15:49:52 -06:00
YourWishes 119c794ad7 Add bin
Build Dusk / build-dolphin (push) Failing after 4m13s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 15:44:11 -06:00
YourWishes e2076b2c1c Also build wii
Build Dusk / build-dolphin (push) Failing after 3m55s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 15:39:33 -06:00
YourWishes 5208c5148e Fix cmake?
Build Dusk / build-dolphin (push) Failing after 5m18s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 15:32:00 -06:00
YourWishes d80660b097 cur dir
Build Dusk / build-dolphin (push) Failing after 3m30s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 15:27:33 -06:00
YourWishes b916d0278b install cmake
Build Dusk / build-dolphin (push) Failing after 3m5s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has started running
2026-02-06 15:21:24 -06:00
YourWishes d51e13e620 Update
Build Dusk / build-gamecube (push) Failing after 1m36s
Build Dusk / run-tests (push) Successful in 4m9s
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / build-linux (push) Has started running
2026-02-06 15:13:03 -06:00
YourWishes 40ad4326ef Do it all ourselves
Build Dusk / build-gamecube (push) Failing after 12s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 15:11:50 -06:00
YourWishes b8afc1684a with --yes
Build Dusk / build-gamecube (push) Failing after 41s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 15:10:47 -06:00
YourWishes 8348b31ac8 re
Build Dusk / build-gamecube (push) Failing after 20s
Build Dusk / run-tests (push) Has started running
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
2026-02-06 15:08:58 -06:00
YourWishes 411f2dbcce 403 fix?
Build Dusk / run-tests (push) Waiting to run
Build Dusk / build-gamecube (push) Failing after 18s
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / build-linux (push) Has been cancelled
2026-02-06 15:02:41 -06:00
YourWishes ee89c08160 Manually setup ppc
Build Dusk / build-gamecube (push) Failing after 6s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has started running
2026-02-06 15:00:28 -06:00
YourWishes 357607a89f more echoing
Build Dusk / build-gamecube (push) Failing after 1m13s
Build Dusk / run-tests (push) Successful in 3m11s
Build Dusk / build-linux (push) Failing after 2m36s
Build Dusk / build-psp (push) Has been cancelled
2026-02-06 14:52:45 -06:00
YourWishes 8d6dc2df44 Try sudo
Build Dusk / build-gamecube (push) Failing after 1m16s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 14:50:49 -06:00
YourWishes 5207582ab3 Try more
Build Dusk / build-gamecube (push) Failing after 1m15s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 14:47:44 -06:00
YourWishes 71768e6154 Try outside
Build Dusk / build-gamecube (push) Failing after 1m33s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 14:45:07 -06:00
YourWishes ecbe235523 Try try again
Build Dusk / build-gamecube (push) Failing after 53s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 14:43:10 -06:00
YourWishes afef079d1e Fix cli order
Build Dusk / build-gamecube (push) Failing after 1m0s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 14:40:07 -06:00
YourWishes df17696c69 try append u
Build Dusk / build-gamecube (push) Failing after 52s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 14:38:49 -06:00
YourWishes 065bf0908f Fix crap
Build Dusk / build-gamecube (push) Failing after 42s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 14:34:53 -06:00
YourWishes 5b6755e9cf Try fix workdir
Build Dusk / build-gamecube (push) Failing after 1m38s
Build Dusk / run-tests (push) Successful in 4m0s
Build Dusk / build-linux (push) Failing after 2m53s
Build Dusk / build-psp (push) Failing after 3m30s
2026-02-06 14:19:59 -06:00
YourWishes b08482acf1 Build cube again
Build Dusk / build-gamecube (push) Failing after 1m11s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 14:15:29 -06:00
YourWishes 80c9c1d389 Try mount differently.
Build Dusk / build-gamecube (push) Failing after 1m12s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 14:12:05 -06:00
YourWishes bb7db57bda yes
Build Dusk / build-gamecube (push) Failing after 50s
Build Dusk / run-tests (push) Successful in 2m5s
Build Dusk / build-linux (push) Failing after 2m17s
Build Dusk / build-psp (push) Has been cancelled
2026-02-06 14:05:28 -06:00
YourWishes 6a83ac767c cli 2026-02-06 14:05:18 -06:00
YourWishes 7e47ef9d74 try official docker steps
Build Dusk / build-gamecube (push) Failing after 38s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 14:03:34 -06:00
YourWishes e7ec603526 yet another
Build Dusk / build-gamecube (push) Failing after 44s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 14:00:49 -06:00
YourWishes 2d8ae09bd8 Test again?
Build Dusk / build-gamecube (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
2026-02-06 13:58:48 -06:00
YourWishes b2affbc0a7 Try something else?
Build Dusk / build-gamecube (push) Failing after 39s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 13:56:39 -06:00
YourWishes d50bc61ada Prog
Build Dusk / build-linux (push) Waiting to run
Build Dusk / build-psp (push) Waiting to run
Build Dusk / build-gamecube (push) Failing after 29s
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 13:54:53 -06:00
YourWishes ec6b032b45 Take sH out
Build Dusk / build-gamecube (push) Failing after 56s
Build Dusk / build-wii (push) Failing after 44s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 13:51:07 -06:00
YourWishes bc72f48496 Try again?
Build Dusk / build-gamecube (push) Failing after 44s
Build Dusk / run-tests (push) Has been cancelled
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / build-wii (push) Has been cancelled
2026-02-06 13:48:11 -06:00
YourWishes dcf06fbd36 Update shell
Build Dusk / build-gamecube (push) Failing after 1m3s
Build Dusk / run-tests (push) Has been cancelled
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / build-wii (push) Has been cancelled
2026-02-06 13:46:15 -06:00
YourWishes 96311d72c2 Retry build
Build Dusk / build-gamecube (push) Failing after 1m26s
Build Dusk / build-wii (push) Failing after 1m19s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 13:41:27 -06:00
YourWishes 07938cccc7 Build dolphin first while I test.
Build Dusk / build-dolphin (push) Failing after 5m38s
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-06 13:34:56 -06:00
YourWishes 097c8c00f9 Fixed flickering
Build Dusk / run-tests (push) Successful in 1m42s
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-dolphin (push) Has been cancelled
2026-02-06 13:31:15 -06:00
YourWishes aa5b41fe31 First texture rendering (if broken) 2026-02-06 12:48:49 -06:00
YourWishes 0d56859d94 Alpha textures 2026-02-05 23:28:26 -06:00
YourWishes 1af5f238e4 RGBA textures 2026-02-05 21:57:56 -06:00
YourWishes dd697d5650 Emu vs Real! 2026-02-05 08:43:49 -06:00
YourWishes 5cf299a1c7 Mesh working, lua broken 2026-02-05 08:21:19 -06:00
YourWishes 67bf825cc9 Camera 2026-02-05 00:42:04 -06:00
YourWishes 56e1696cd4 Asset loading 2026-02-04 21:52:14 -06:00
YourWishes d955fb6430 Debugging functions. 2026-02-04 18:32:20 -06:00
YourWishes dd910a31aa Actually compiled 2026-02-04 17:44:53 -06:00
YourWishes 708c4d0ec3 "Improved" 2026-02-04 15:54:09 -06:00
YourWishes ad13d6c6a1 SDL2 example builds. 2026-02-04 11:17:25 -06:00
YourWishes 1c32158142 DOlphin progress 2026-02-04 10:16:16 -06:00
YourWishes 5cea284906 Map loading
Build Dusk / run-tests (push) Successful in 1m15s
Build Dusk / build-linux (push) Successful in 1m33s
Build Dusk / build-psp (push) Successful in 1m56s
2026-02-03 19:20:50 -06:00
YourWishes 13dba8b604 Restore some map stuff
Build Dusk / run-tests (push) Successful in 1m44s
Build Dusk / build-linux (push) Successful in 1m35s
Build Dusk / build-psp (push) Successful in 1m53s
2026-02-03 15:40:56 -06:00
YourWishes 22398ddcef Added story flags
Build Dusk / run-tests (push) Successful in 1m27s
Build Dusk / build-linux (push) Successful in 1m13s
Build Dusk / build-psp (push) Successful in 1m46s
2026-02-03 15:16:21 -06:00
YourWishes 94e2cc6210 Screen background
Build Dusk / run-tests (push) Successful in 1m33s
Build Dusk / build-linux (push) Successful in 1m40s
Build Dusk / build-psp (push) Successful in 1m50s
2026-02-03 13:37:00 -06:00
YourWishes da3513f63d Fix 1
Build Dusk / run-tests (push) Successful in 1m28s
Build Dusk / build-linux (push) Successful in 1m50s
Build Dusk / build-psp (push) Successful in 2m37s
2026-02-03 13:18:40 -06:00
YourWishes 2c83e4ba9f mkdirs
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-02-03 13:18:32 -06:00
YourWishes c862071126 Text
Build Dusk / run-tests (push) Failing after 1m47s
Build Dusk / build-linux (push) Failing after 1m47s
Build Dusk / build-psp (push) Failing after 1m53s
2026-02-03 10:22:39 -06:00
YourWishes fed819e9b2 renders
Build Dusk / run-tests (push) Failing after 1m10s
Build Dusk / build-linux (push) Failing after 1m22s
Build Dusk / build-psp (push) Failing after 1m31s
2026-02-01 22:04:07 -06:00
YourWishes c6f4518684 More lua stuff, yay.
Build Dusk / run-tests (push) Failing after 1m18s
Build Dusk / build-linux (push) Failing after 1m43s
Build Dusk / build-psp (push) Failing after 1m46s
2026-02-01 21:54:33 -06:00
YourWishes 053778a502 Refactored and simplified lua stuff a lot.
Build Dusk / run-tests (push) Failing after 1m23s
Build Dusk / build-linux (push) Failing after 1m47s
Build Dusk / build-psp (push) Failing after 1m41s
2026-02-01 21:28:21 -06:00
YourWishes 78e1ae885a Add color support.
Build Dusk / run-tests (push) Failing after 1m35s
Build Dusk / build-linux (push) Failing after 1m34s
Build Dusk / build-psp (push) Failing after 1m53s
2026-02-01 11:16:52 -06:00
YourWishes 982d28a3e0 prog
Build Dusk / run-tests (push) Successful in 1m39s
Build Dusk / build-linux (push) Successful in 1m36s
Build Dusk / build-psp (push) Successful in 1m52s
2026-01-31 21:20:33 -06:00
YourWishes c2cad858a5 Allow strings to be returned from structs
Build Dusk / run-tests (push) Successful in 1m33s
Build Dusk / build-linux (push) Successful in 1m53s
Build Dusk / build-psp (push) Successful in 1m51s
2026-01-28 18:34:23 -06:00
YourWishes 794e0574ad Moved a few things around, definitely not clean but better.
Build Dusk / run-tests (push) Failing after 2m3s
Build Dusk / build-linux (push) Successful in 2m13s
Build Dusk / build-psp (push) Successful in 1m56s
2026-01-28 15:00:59 -06:00
YourWishes c190271565 Builds on PSP properly.
Build Dusk / run-tests (push) Failing after 2m16s
Build Dusk / build-linux (push) Successful in 2m0s
Build Dusk / build-psp (push) Successful in 1m53s
2026-01-28 12:28:27 -06:00
YourWishes ae8a869f64 Sort fix
Build Dusk / run-tests (push) Successful in 3m44s
Build Dusk / build-linux (push) Successful in 4m34s
Build Dusk / build-psp (push) Successful in 2m43s
2026-01-28 11:44:25 -06:00
YourWishes 69d64eb8e4 Update PSP toolchain
Build Dusk / run-tests (push) Failing after 3m35s
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / build-linux (push) Has been cancelled
2026-01-28 11:40:07 -06:00
YourWishes b2f2df650a restored build
Build Dusk / run-tests (push) Failing after 1m43s
Build Dusk / build-linux (push) Successful in 1m50s
Build Dusk / build-psp (push) Has been cancelled
2026-01-28 11:34:42 -06:00
YourWishes 6af570fab2 See why PSP fails on ubuntu vm 2026-01-28 11:33:12 -06:00
YourWishes 9ed902017c Cleanup scene.
Build Dusk / run-tests (push) Failing after 2m9s
Build Dusk / build-linux (push) Successful in 1m50s
Build Dusk / build-psp (push) Failing after 1m49s
2026-01-28 11:02:53 -06:00
YourWishes 32b41c98e1 Rendering a moving square entirely from lua.
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-01-28 11:01:07 -06:00
YourWishes 6bdb4ae30d Scene methods
Build Dusk / run-tests (push) Failing after 2m14s
Build Dusk / build-linux (push) Successful in 2m12s
Build Dusk / build-psp (push) Failing after 1m30s
2026-01-28 10:31:31 -06:00
YourWishes 25dc97e3cc Update some script stuff.
Build Dusk / run-tests (push) Failing after 2m12s
Build Dusk / build-linux (push) Successful in 2m3s
Build Dusk / build-psp (push) Failing after 1m28s
2026-01-27 23:48:46 -06:00
YourWishes cc85983736 Add struct metafield
Build Dusk / run-tests (push) Failing after 1m55s
Build Dusk / build-linux (push) Successful in 1m58s
Build Dusk / build-psp (push) Failing after 1m26s
2026-01-27 21:16:53 -06:00
YourWishes 6e78ee188d Event in lua (partial)
Build Dusk / run-tests (push) Failing after 2m30s
Build Dusk / build-linux (push) Failing after 2m37s
Build Dusk / build-psp (push) Failing after 1m54s
2026-01-27 12:47:15 -06:00
YourWishes 9b73f1717f Event
Build Dusk / run-tests (push) Failing after 1m44s
Build Dusk / build-linux (push) Successful in 1m50s
Build Dusk / build-psp (push) Failing after 1m53s
2026-01-27 10:41:32 -06:00
YourWishes c7b9a53535 Locale script
Build Dusk / run-tests (push) Failing after 2m12s
Build Dusk / build-linux (push) Successful in 1m49s
Build Dusk / build-psp (push) Failing after 1m39s
2026-01-27 09:52:08 -06:00
YourWishes 2b9be6675c Locale
Build Dusk / run-tests (push) Failing after 2m3s
Build Dusk / build-linux (push) Successful in 1m50s
Build Dusk / build-psp (push) Failing after 1m48s
2026-01-27 09:24:16 -06:00
YourWishes fb93453482 Cleaned some tools up
Build Dusk / run-tests (push) Failing after 2m13s
Build Dusk / build-linux (push) Successful in 2m4s
Build Dusk / build-psp (push) Failing after 1m47s
2026-01-27 08:40:13 -06:00
YourWishes 81b08b2eba idk
Build Dusk / run-tests (push) Successful in 1m57s
Build Dusk / build-linux (push) Successful in 2m9s
Build Dusk / build-psp (push) Failing after 1m39s
2026-01-26 22:54:05 -06:00
YourWishes d1b03c4cb3 prog
Build Dusk / run-tests (push) Failing after 1m58s
Build Dusk / build-linux (push) Failing after 1m26s
Build Dusk / build-psp (push) Failing after 1m41s
2026-01-26 18:27:12 -06:00
YourWishes 9544d15a18 Dynamically assign script values for items and inputs
Build Dusk / run-tests (push) Failing after 1m22s
Build Dusk / build-linux (push) Successful in 2m8s
Build Dusk / build-psp (push) Failing after 1m38s
2026-01-26 08:48:17 -06:00
YourWishes 0392dd0e7f Added csv_to_array tool
Build Dusk / run-tests (push) Failing after 1m41s
Build Dusk / build-linux (push) Failing after 1m26s
Build Dusk / build-psp (push) Failing after 1m46s
2026-01-26 08:37:36 -06:00
YourWishes 9c25fde548 Fixed ints
Build Dusk / run-tests (push) Successful in 2m10s
Build Dusk / build-linux (push) Successful in 2m22s
Build Dusk / build-psp (push) Failing after 1m39s
2026-01-26 00:19:25 -06:00
YourWishes 2c9d0c6cff Fixed duskdefs
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-01-26 00:18:43 -06:00
YourWishes 9897dbe031 env_to_h cleaned
Build Dusk / run-tests (push) Failing after 1m40s
Build Dusk / build-linux (push) Failing after 1m34s
Build Dusk / build-psp (push) Failing after 1m41s
2026-01-25 23:00:11 -06:00
YourWishes e78f117cfd Switched env to python
Build Dusk / run-tests (push) Failing after 1m20s
Build Dusk / build-linux (push) Failing after 1m25s
Build Dusk / build-psp (push) Failing after 1m25s
2026-01-25 22:52:12 -06:00
YourWishes 07afc3813a Refactor
Build Dusk / run-tests (push) Successful in 1m55s
Build Dusk / build-linux (push) Successful in 2m0s
Build Dusk / build-psp (push) Failing after 1m40s
2026-01-25 21:23:09 -06:00
YourWishes d788de8637 Starting refactor of tools, thank gosh
Build Dusk / run-tests (push) Successful in 1m56s
Build Dusk / build-linux (push) Successful in 1m44s
Build Dusk / build-psp (push) Failing after 1m35s
2026-01-25 21:07:31 -06:00
YourWishes d749ac8a91 Add missing dnfs
Build Dusk / run-tests (push) Failing after 1m28s
Build Dusk / build-linux (push) Failing after 1m24s
Build Dusk / build-psp (push) Failing after 1m53s
2026-01-25 16:07:44 -06:00
YourWishes f71c271c97 item
Build Dusk / run-tests (push) Failing after 1m31s
Build Dusk / build-linux (push) Failing after 1m8s
Build Dusk / build-psp (push) Failing after 1m32s
2026-01-25 15:01:25 -06:00
YourWishes e1d7b7308f Progness
Build Dusk / run-tests (push) Successful in 2m32s
Build Dusk / build-linux (push) Successful in 2m3s
Build Dusk / build-psp (push) Failing after 1m41s
2026-01-24 10:07:50 -06:00
YourWishes 26a71a823a Test assert
Build Dusk / run-tests (push) Successful in 2m6s
Build Dusk / build-linux (push) Successful in 1m56s
Build Dusk / build-psp (push) Failing after 1m48s
2026-01-06 21:23:39 -06:00
YourWishes 5e39097faa Improve sorting
Build Dusk / run-tests (push) Successful in 1m53s
Build Dusk / build-linux (push) Successful in 1m35s
Build Dusk / build-psp (push) Failing after 1m50s
2026-01-06 11:30:26 -06:00
YourWishes 0df7845f2c Added memory checks
Build Dusk / run-tests (push) Successful in 2m6s
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Build Dusk / build-psp (push) Failing after 1m47s
2026-01-06 11:02:26 -06:00
YourWishes af5bf987c8 Add inventory.
Build Dusk / run-tests (push) Successful in 2m12s
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2026-01-06 07:47:16 -06:00
YourWishes 024ace1078 Fixed PSP building
Build Dusk / run-tests (push) Successful in 1m18s
Build Dusk / build-linux (push) Successful in 1m53s
Build Dusk / build-psp (push) Successful in 2m8s
2026-01-05 20:13:11 -06:00
YourWishes 8d00fe9d16 Test PSP update
Build Dusk / run-tests (push) Successful in 1m50s
Build Dusk / build-linux (push) Successful in 1m43s
Build Dusk / build-psp (push) Failing after 1m27s
2026-01-05 20:00:26 -06:00
YourWishes ab422b14dd Update PSP SDK
Build Dusk / run-tests (push) Successful in 2m0s
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Build Dusk / build-psp (push) Failing after 1m43s
2026-01-05 19:19:16 -06:00
YourWishes 95c0690216 Add extra time checks.
Build Dusk / run-tests (push) Successful in 1m51s
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Build Dusk / build-psp (push) Failing after 1m47s
2026-01-05 18:11:02 -06:00
YourWishes 6cb80e9e23 Testing time (and found some bugs!)
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
2026-01-05 18:09:31 -06:00
YourWishes 83b799caa8 String.h
Build Dusk / run-tests (push) Successful in 2m2s
Build Dusk / build-linux (push) Successful in 2m1s
Build Dusk / build-psp (push) Failing after 1m21s
2026-01-05 17:20:17 -06:00
YourWishes a793ac2ff7 Add runner for testing
Build Dusk / run-tests (push) Successful in 1m58s
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Build Dusk / build-psp (push) Failing after 1m56s
2026-01-05 16:14:12 -06:00
YourWishes aec937b04b Add some tests
Build Dusk / build-psp (push) Has been cancelled
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2026-01-05 16:13:14 -06:00
YourWishes 8ee46fd204 add tests.
Build Dusk / build-linux (push) Successful in 2m5s
Build Dusk / build-psp (push) Failing after 1m44s
2026-01-05 13:25:39 -06:00
YourWishes 726233e55f Map exec
Build Dusk / build-linux (push) Successful in 1m40s
Build Dusk / build-psp (push) Failing after 1m38s
2025-12-26 20:38:24 +10:00
YourWishes 7940f4c487 Map refactoring to prep for loading
Build Dusk / build-linux (push) Successful in 1m35s
Build Dusk / build-psp (push) Failing after 1m46s
2025-12-26 15:01:43 +10:00
YourWishes b16dbaceec Modules
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Build Dusk / build-psp (push) Failing after 1m27s
2025-12-25 08:02:11 +10:00
YourWishes f39b2060a8 iuno just screwing around tbh
Build Dusk / build-linux (push) Failing after 1m5s
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2025-12-24 10:44:53 +10:00
YourWishes aed202ebf9 Add include()
Build Dusk / build-linux (push) Successful in 1m16s
Build Dusk / build-psp (push) Failing after 1m14s
2025-12-24 09:41:05 +10:00
YourWishes a495179e5f Prog
Build Dusk / build-linux (push) Successful in 1m19s
Build Dusk / build-psp (push) Failing after 1m36s
2025-12-05 14:41:13 -06:00
YourWishes 4e1b404820 Add script context
Build Dusk / build-linux (push) Successful in 1m41s
Build Dusk / build-psp (push) Failing after 2m36s
2025-12-04 20:57:12 -06:00
YourWishes 8c74ee31e0 Add lua diff
Build Dusk / build-linux (push) Successful in 1m51s
Build Dusk / build-psp (push) Successful in 2m2s
2025-12-04 00:39:09 -06:00
YourWishes 77d3c54ebb Fixed PSP build
Build Dusk / build-linux (push) Failing after 1m53s
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2025-12-04 00:33:42 -06:00
YourWishes b5de39926b Lua 2025-12-04 00:30:44 -06:00
YourWishes 3a8dafbb91 Fix compile issue
Build Dusk / build-linux (push) Failing after 2m13s
Build Dusk / build-psp (push) Failing after 2m36s
2025-12-04 00:26:49 -06:00
YourWishes 6b22f547fe PyGL
Build Dusk / build-linux (push) Failing after 2m5s
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2025-12-04 00:23:50 -06:00
YourWishes de78be3e25 Attempt install pyqt5
Build Dusk / build-linux (push) Failing after 1m48s
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2025-12-04 00:12:04 -06:00
YourWishes 9f507be7bc Lua script something
Build Dusk / build-linux (push) Failing after 2m56s
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2025-12-04 00:02:26 -06:00
YourWishes 9aaf271996 fixing some stuff but nothing really.
Build Dusk / build-linux (push) Failing after 50s
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2025-11-28 10:45:07 -06:00
YourWishes b01c0d37b0 Region editor
Build Dusk / build-linux (push) Failing after 51s
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2025-11-28 08:48:42 -06:00
YourWishes 538079880d Abt to cutscene
Build Dusk / build-linux (push) Failing after 6m26s
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2025-11-25 08:45:12 -06:00
YourWishes fe0529d021 Fixed initial chunk load buggy
Build Dusk / build-linux (push) Failing after 2m15s
Build Dusk / build-psp (push) Failing after 1m48s
2025-11-25 08:27:43 -06:00
YourWishes d068f0f2c3 Fixed double clicking to ent
Build Dusk / build-linux (push) Failing after 1m8s
Build Dusk / build-psp (push) Has been cancelled
2025-11-25 08:23:27 -06:00
YourWishes f9a64b8d54 Fixed entity positioning
Build Dusk / build-linux (push) Failing after 57s
Build Dusk / build-psp (push) Has been cancelled
2025-11-25 08:21:56 -06:00
YourWishes 01cbfaae95 Trying to find entity editor bug
Build Dusk / build-linux (push) Failing after 41s
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2025-11-24 13:13:49 -06:00
YourWishes f9006a90d5 Editor has chunk loading
Build Dusk / build-linux (push) Failing after 57s
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2025-11-23 22:44:31 -06:00
YourWishes 7daeaee6b5 Basically entity editing done
Build Dusk / build-linux (push) Failing after 43s
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2025-11-22 11:56:08 -06:00
YourWishes 03218ce20f Ent saving and loading
Build Dusk / build-linux (push) Failing after 49s
Build Dusk / build-psp (push) Failing after 59s
2025-11-22 11:20:07 -06:00
YourWishes 6f33522c1c Begin adding entities to editor
Build Dusk / build-linux (push) Failing after 56s
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2025-11-22 10:38:16 -06:00
YourWishes 3697cc3eef Prep ent
Build Dusk / build-linux (push) Failing after 55s
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2025-11-20 16:45:50 -06:00
YourWishes 51a1077fda Finally merged map asset and map tool
Build Dusk / build-linux (push) Failing after 39s
Build Dusk / build-psp (push) Failing after 54s
2025-11-19 20:25:25 -06:00
YourWishes 8740c2b165 Fixed underflow error on worldpos.
Build Dusk / build-linux (push) Successful in 55s
Build Dusk / build-psp (push) Successful in 1m4s
2025-11-19 15:59:44 -06:00
YourWishes 6ed2bdd4c5 Added some extra checks around world positions, revealing bug. Likely going to sign all world coordinates.
Build Dusk / build-linux (push) Successful in 48s
Build Dusk / build-psp (push) Successful in 59s
2025-11-19 15:52:43 -06:00
YourWishes c32df89490 Added diagonal ramps
Build Dusk / build-linux (push) Successful in 55s
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2025-11-19 15:40:37 -06:00
YourWishes bd5a67676b Minor improvements, add east and west ramp
Build Dusk / build-linux (push) Successful in 48s
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2025-11-19 13:25:58 -06:00
YourWishes 903dab49e3 Editor partially started.
Build Dusk / build-linux (push) Successful in 44s
Build Dusk / build-psp (push) Successful in 55s
2025-11-19 13:00:35 -06:00
YourWishes 1668c4b0d2 Bit more rendering
Build Dusk / build-linux (push) Failing after 53s
Build Dusk / build-psp (push) Failing after 47s
2025-11-19 09:52:31 -06:00
YourWishes 2179a27bf5 Prog
Build Dusk / build-linux (push) Successful in 1m3s
Build Dusk / build-psp (push) Successful in 1m10s
2025-11-19 09:14:32 -06:00
YourWishes 6e7a0cba76 Readme
Build Dusk / build-linux (push) Successful in 54s
Build Dusk / build-psp (push) Successful in 1m8s
2025-11-17 11:28:10 -06:00
YourWishes 69b37b30bc Finally ready to merge the two tool codebases
Build Dusk / build-linux (push) Successful in 54s
Build Dusk / build-psp (push) Successful in 1m3s
2025-11-16 23:52:52 -06:00
YourWishes ae941a0fdb Fixed crash
Build Dusk / build-linux (push) Successful in 51s
Build Dusk / build-psp (push) Successful in 56s
2025-11-16 17:24:54 -06:00
YourWishes 1b741a81e5 Add .editor to ignore
Build Dusk / build-linux (push) Successful in 42s
Build Dusk / build-psp (push) Successful in 51s
2025-11-16 16:26:59 -06:00
YourWishes edf321515b Remove .editor
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / build-linux (push) Has been cancelled
2025-11-16 16:26:49 -06:00
YourWishes c874e6c197 Fixed some stuff, procrastinating the real problem
Build Dusk / build-linux (push) Successful in 47s
Build Dusk / build-psp (push) Successful in 1m6s
2025-11-16 16:18:01 -06:00
YourWishes 9a59c22288 Try load chunk data.
Build Dusk / build-linux (push) Successful in 53s
Build Dusk / build-psp (push) Successful in 56s
2025-11-16 15:02:18 -06:00
YourWishes 750e8840f0 Prepping editor more...
Build Dusk / build-linux (push) Successful in 39s
Build Dusk / build-psp (push) Successful in 1m6s
2025-11-16 14:43:29 -06:00
YourWishes cf59989167 Closer to actually editing
Build Dusk / build-linux (push) Successful in 50s
Build Dusk / build-psp (push) Successful in 59s
2025-11-16 10:40:20 -06:00
YourWishes 7c194ab4b4 About to draw chunk
Build Dusk / build-linux (push) Successful in 1m5s
Build Dusk / build-psp (push) Successful in 1m5s
2025-11-16 09:11:58 -06:00
YourWishes be422d0a1e More langtool improvements
Build Dusk / build-linux (push) Successful in 1m2s
Build Dusk / build-psp (push) Successful in 1m5s
2025-11-16 00:04:28 -06:00
YourWishes 68b63d3007 Start work on editor
Build Dusk / build-linux (push) Successful in 54s
Build Dusk / build-psp (push) Successful in 1m10s
2025-11-15 23:38:31 -06:00
YourWishes 8525138594 test
Build Dusk / build-linux (push) Successful in 54s
Build Dusk / build-psp (push) Successful in 1m9s
2025-11-15 22:31:08 -06:00
YourWishes 7b9f8b190e Fix?
Build Dusk / build-linux (push) Failing after 52s
Build Dusk / build-psp (push) Failing after 55s
2025-11-15 22:29:07 -06:00
YourWishes 67f62daa9f Cmake fix
Build Dusk / build-linux (push) Failing after 38s
Build Dusk / build-psp (push) Failing after 43s
2025-11-15 22:27:09 -06:00
YourWishes 0ec701f30b Libs
Build Dusk / build-linux (push) Failing after 41s
Build Dusk / build-psp (push) Failing after 46s
2025-11-15 22:23:56 -06:00
YourWishes c53439066e Cleanup, prep for editor
Build Dusk / build-linux (push) Failing after 40s
Build Dusk / build-psp (push) Failing after 1m7s
2025-11-15 22:21:03 -06:00
YourWishes 7278bd0c6f Remove file
Build Dusk / build-linux (push) Failing after 43s
Build Dusk / build-psp (push) Failing after 1m6s
2025-11-15 20:06:44 -06:00
YourWishes b842e5821a Add defs generator.
Build Dusk / build-linux (push) Failing after 52s
Build Dusk / build-psp (push) Failing after 1m9s
2025-11-12 19:25:10 -06:00
YourWishes f7d4cce485 Remove release for now
Build Dusk / build-linux (push) Successful in 47s
Build Dusk / build-psp (push) Successful in 56s
2025-11-12 15:41:48 -06:00
YourWishes 4f502b707f Test4
Build Dusk / build-linux (push) Successful in 42s
Build Dusk / build-psp (push) Successful in 49s
Build Dusk / release (push) Successful in 6s
2025-11-12 15:38:39 -06:00
YourWishes 09f182228f Test3? 2025-11-12 15:38:23 -06:00
YourWishes 69ce48a8b9 Test2
Build Dusk / build-linux (push) Successful in 47s
Build Dusk / build-psp (push) Successful in 52s
Build Dusk / release (push) Successful in 7s
2025-11-12 15:33:46 -06:00
YourWishes 5c2788efe4 Test
Build Dusk / build-linux (push) Successful in 48s
Build Dusk / build-psp (push) Successful in 53s
Build Dusk / release (push) Failing after 7s
2025-11-12 15:31:18 -06:00
YourWishes 768323b5b6 Fix GHES error
Build Dusk / build-linux (push) Successful in 50s
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Build Dusk / release (push) Failing after 15s
2025-11-12 15:25:36 -06:00
YourWishes e203f225e2 Fix build
Build Dusk / build-linux (push) Failing after 1m1s
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Build Dusk / release (push) Has been skipped
2025-11-12 15:20:41 -06:00
YourWishes ab1e2476a0 PSP
Build Dusk / build-linux (push) Successful in 48s
Build Dusk / build-psp (push) Failing after 56s
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2025-11-12 15:15:46 -06:00
YourWishes 312f32e786 Add PSP build
Build Dusk / build-linux (push) Successful in 43s
Build Dusk / build-psp (push) Successful in 58s
Build Dusk / release (push) Failing after 6s
2025-11-12 15:11:00 -06:00
YourWishes 397466f0a8 Fix ubuntu compiling
Build Dusk / build-linux (push) Successful in 43s
Build Dusk / release (push) Failing after 12s
2025-11-12 15:09:17 -06:00
YourWishes 1a773cb8ba TEST
Build Dusk / build-linux (push) Failing after 1m32s
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2025-11-12 14:54:32 -06:00
YourWishes 8441c325fa Add pthread
Build Dusk / build-linux (push) Failing after 42s
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2025-11-12 14:51:38 -06:00
YourWishes cd4a1afbba add case
Build Dusk / build-linux (push) Failing after 50s
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2025-11-12 14:48:45 -06:00
YourWishes ae75a932bf WSrap switch with braces
Build Dusk / build-linux (push) Failing after 51s
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2025-11-12 14:46:20 -06:00
YourWishes 0fa2beede4 Init error state
Build Dusk / build-linux (push) Failing after 37s
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2025-11-12 14:12:57 -06:00
YourWishes 8e5d5ca1d7 Try affixing to const in initialization
Build Dusk / build-linux (push) Failing after 49s
Build Dusk / release (push) Has been skipped
2025-11-12 14:11:48 -06:00
YourWishes 2a68414eec Try fix error state (s)
Build Dusk / build-linux (push) Failing after 49s
Build Dusk / release (push) Has been skipped
2025-11-12 14:10:17 -06:00
YourWishes 3f1c8e28e9 Try fix error state?
Build Dusk / build-linux (push) Failing after 42s
Build Dusk / release (push) Has been skipped
2025-11-12 14:08:41 -06:00
YourWishes 348531352e libzip dev
Build Dusk / build-linux (push) Failing after 48s
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2025-11-12 13:10:01 -06:00
YourWishes 6770cc422a polib
Build Dusk / build-linux (push) Failing after 45s
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2025-11-12 13:07:41 -06:00
YourWishes 7c157e22c7 Test linux build first
Build Dusk / build-linux (push) Failing after 41s
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2025-11-12 13:05:06 -06:00
YourWishes 0cfc6d0503 Omit sudo
Build Dusk / build-linux (push) Failing after 36s
Build Dusk / build-psp (push) Failing after 31s
Build Dusk / release (push) Has been skipped
2025-11-12 13:03:13 -06:00
YourWishes f7fbd16e57 TEst
Build Dusk / build-linux (push) Failing after 48s
Build Dusk / build-psp (push) Failing after 6s
Build Dusk / release (push) Has been skipped
2025-11-12 12:59:12 -06:00
YourWishes 542aeadf0f Handle stairs better 2025-11-11 23:40:50 -06:00
YourWishes 84593867dc Realized why so much vram was being used. 2025-11-11 22:54:02 -06:00
YourWishes 9f23533069 Make stairs work 2025-11-11 22:12:08 -06:00
YourWishes 4f8f6a47cb Fixed some memory things on PSP 2025-11-11 20:07:28 -06:00
YourWishes 7d7a3f30e6 Test 2025-11-11 19:52:09 -06:00
YourWishes d39ed1ea5a Chunk loading improvements 2025-11-11 19:36:04 -06:00
YourWishes 5c8b314689 basically chunk loading 2025-11-11 19:24:56 -06:00
YourWishes 9953d7d388 Prog 2025-11-11 15:50:57 -06:00
YourWishes 5adf8a0773 Prepping map stuff 2025-11-11 12:25:46 -06:00
YourWishes 26bfb912f1 Tiles 2025-11-11 07:50:20 -06:00
YourWishes c07d0b32a9 qucik fx 2025-11-10 16:41:15 -06:00
YourWishes 562da971e9 Tile under foot 2025-11-10 11:01:41 -06:00
YourWishes 3eb24da475 idk2 2025-11-09 22:17:26 -06:00
YourWishes 8977d50992 idk 2025-11-09 22:09:22 -06:00
YourWishes 13365dd390 Couple world pos fixes/improvements. 2025-11-09 21:19:28 -06:00
YourWishes aee06f51f0 Improve worldpos.h 2025-11-09 20:55:41 -06:00
YourWishes d6c497731f Fix PSP compiled 2025-11-09 20:42:03 -06:00
YourWishes f23e26d9da Add ragequit 2025-11-09 19:21:00 -06:00
YourWishes ec324e02f2 Fix PSP Deadzones 2025-11-09 19:19:36 -06:00
YourWishes e2ce809762 Add more debug 2025-11-09 19:04:40 -06:00
YourWishes d054cf9e36 Fixed animation 2025-11-09 18:50:02 -06:00
YourWishes 943e775364 Time is better. 2025-11-09 18:32:33 -06:00
YourWishes b9ec6523d6 Back to work 2025-11-09 16:41:54 -06:00
YourWishes 5206d47b43 PSP now reads data directly from EBOOT if requested 2025-11-09 15:42:26 -06:00
YourWishes aaa8622956 Fixed PSP rendering 2025-11-09 14:54:33 -06:00
YourWishes 587d716aae Fix PSP build issues 2025-11-09 13:23:15 -06:00
YourWishes 5a8710cc76 Map loading and rendering 2025-11-09 13:00:43 -06:00
YourWishes 307f3a9dec Chunk loading example 2025-11-09 12:50:15 -06:00
YourWishes eff5fc3d9a Fixed asset header compare incosistenty 2025-11-09 10:24:45 -06:00
YourWishes 5a3004f1d1 map 2025-11-09 09:52:47 -06:00
YourWishes db589b7d91 Textbox example. 2025-11-08 17:26:25 -06:00
YourWishes 0a83175b66 Brought over microjrpg cutscene system (partially implemented) 2025-11-08 15:23:22 -06:00
YourWishes bc4776f096 Language finished. 2025-11-08 11:12:04 -06:00
YourWishes ab534bb998 Asset custom ready. 2025-11-08 08:41:32 -06:00
YourWishes cf2aacd75b About to implement load strategy 2025-11-08 08:32:21 -06:00
YourWishes 9f88374627 Language chunking script done (untested) 2025-11-08 08:17:11 -06:00
YourWishes b7d898b505 working on asset still 2025-11-07 23:04:40 -06:00
YourWishes 12c1fb6000 lang 2025-11-07 19:19:17 -06:00
YourWishes 1ce1fdff8d Refactor asset loading 2025-11-04 22:23:44 -06:00
YourWishes 7c11a7e5bc Started asset refact 2025-11-04 10:15:19 -06:00
YourWishes 7d46b98310 Ent movement 2025-11-04 09:03:36 -06:00
YourWishes 68c4834a62 Cursed input update 2025-11-04 08:46:47 -06:00
YourWishes c9608ad7a7 Made input work on fixed timesteps primarily. 2025-11-04 08:41:18 -06:00
YourWishes 6ea4132ff9 Interact 2025-11-03 22:35:40 -06:00
YourWishes be79356f42 Ent movement fixed. 2025-11-03 21:35:21 -06:00
YourWishes d4a2e059d7 Entity 2025-11-03 19:50:23 -06:00
YourWishes f3d985ecbc Starting ent stuff 2025-11-03 17:04:07 -06:00
YourWishes bcba693afb Initial scene 2025-11-03 14:45:05 -06:00
YourWishes b4fb7bf99f default binds 2025-11-03 14:33:42 -06:00
YourWishes 3ef6205ea3 Nuked console 2025-11-03 09:22:18 -06:00
YourWishes 3feb43fdad idk 2025-10-26 08:06:39 -05:00
YourWishes d74226dab1 Ent 2025-10-25 21:15:13 -05:00
YourWishes 5c3db5d991 Fix vec3 copy 2025-10-24 11:30:09 -05:00
YourWishes bcb8bea0fe Fixes build on the laptop? dunno why 2025-10-14 15:44:38 -05:00
YourWishes 0c0650a2c3 Fixed camera 2025-10-13 12:26:59 -05:00
YourWishes 2c0fd84c72 commit deez 2025-10-12 18:24:09 -05:00
YourWishes 81cd03e0c3 pixel? 2025-10-10 16:28:44 -05:00
YourWishes 349e6e7c94 Back to floats. 2025-10-10 09:16:08 -05:00
YourWishes c4c43b23ad prog 2025-10-09 15:07:07 -05:00
YourWishes 7622f81309 Friction, velocity, rendering 2025-10-09 09:44:17 -05:00
YourWishes c31bcf7f6a cam test 2025-10-08 23:06:39 -05:00
YourWishes fef31b9102 Example rendering 2025-10-08 22:34:27 -05:00
YourWishes 20cf016b06 scene stuff 2025-10-08 15:18:38 -05:00
YourWishes 67604eca8d FPS 2025-10-08 14:17:58 -05:00
YourWishes 46f820690d Setup rpg stuff 2025-10-08 07:11:53 -05:00
YourWishes e36256abe3 Scene fixing 2025-10-08 06:53:37 -05:00
YourWishes b00ca3d48c scene crap 2025-10-06 23:16:19 -05:00
YourWishes cf2e6bf382 cmd screen 2025-10-06 19:18:30 -05:00
YourWishes fc52afdb00 Refator pass 1 2025-10-06 19:14:52 -05:00
YourWishes 85434b4edb aspect 2025-10-06 16:30:44 -05:00
YourWishes f3a6c8df71 More screen modes. 2025-10-06 16:23:36 -05:00
YourWishes 6e5c5f61db screen mode 2025-10-06 16:18:53 -05:00
YourWishes 12c31ba9d1 screen 2025-10-06 15:43:27 -05:00
YourWishes ea50d893d4 prog 2025-10-06 13:59:59 -05:00
YourWishes bacd0e6e39 Minesweeper prog 2025-10-06 09:35:05 -05:00
YourWishes c0cd4ead04 Frame 2025-10-02 18:53:47 -05:00
YourWishes 4b04fc65ad scerne stuff 2025-10-01 19:21:20 -05:00
YourWishes 83243ba32f Draw FPS 2025-10-01 17:59:41 -05:00
YourWishes a734ecaa10 Game updates 2025-10-01 17:07:29 -05:00
YourWishes 22e2f703db Refact 2025-10-01 13:20:34 -05:00
YourWishes 28174b8dc8 Show Frame time 2025-09-24 19:33:10 -05:00
YourWishes 061352bcff load map first pass 2025-09-19 12:43:57 -05:00
YourWishes 2f40724258 Map saving first pass 2025-09-18 17:01:10 -05:00
YourWishes a45a2a5bd7 Basic interaction 2025-09-17 18:54:12 -05:00
YourWishes 08221af3f8 entity dir 2025-09-17 18:38:14 -05:00
YourWishes f799690d3c Physics I guess 2025-09-15 19:37:01 -05:00
YourWishes 07ab2b4b02 Gave up on editor 2025-09-15 09:53:34 -05:00
YourWishes cafeda4368 Subdirize assets, add TSX support 2025-09-15 09:28:12 -05:00
YourWishes 517b39649c npc start 2025-09-14 08:58:54 -05:00
YourWishes 067b0d2e9f Added screen 2025-09-12 15:56:21 -05:00
YourWishes 9b98181d28 Process tileset. 2025-09-12 12:43:56 -05:00
YourWishes 46a94ecacd Renders on PSP again 2025-09-12 00:25:17 -05:00
YourWishes 964a9f64f2 Overworld render test. 2025-09-11 23:33:24 -05:00
YourWishes b4d94c2cbe FPS toggle 2025-09-11 22:25:57 -05:00
YourWishes 268e9ffefd Render is color not uint8_t 2025-09-11 22:20:21 -05:00
YourWishes c8f8170ec2 Command aliasing 2025-09-11 22:07:51 -05:00
YourWishes 8b20f0bf31 Allowed binds to execute commands. 2025-09-11 12:58:04 -05:00
YourWishes fe9af039fc Add kb defs 2025-09-10 22:01:00 -05:00
YourWishes 6fad5bef4a Input bind complete. 2025-09-08 13:30:27 -05:00
YourWishes 16a0403fd4 Working on cmd bind 2025-09-07 23:53:21 -05:00
YourWishes e32d1f0900 Add exec command 2025-09-07 23:24:21 -05:00
YourWishes 3f37b7cdb5 Beginning input refactor 2025-09-03 11:57:48 -05:00
YourWishes 059ccf41b6 draw text. 2025-09-02 23:01:15 -05:00
YourWishes 1af2b8f47b Render text working. 2025-09-02 22:47:07 -05:00
YourWishes 87f18d0e13 Rendering on PSP again. 2025-09-02 21:14:07 -05:00
YourWishes 8de12da1ec Palettized image test. 2025-09-02 18:57:28 -05:00
YourWishes 71080682cc Fixed an error bug 2025-09-02 09:23:46 -05:00
YourWishes f915a4208b Roughly planning asset locking 2025-09-01 22:07:36 -05:00
YourWishes 14c41d33a7 Asset manager refactor begin. 2025-09-01 21:00:50 -05:00
YourWishes 3e61d6f84d Palette assets improved. 2025-09-01 20:07:12 -05:00
YourWishes 4541d5219b About to refator tools... again 2025-09-01 17:22:33 -05:00
YourWishes 3ce1566a2e Merge 2025-09-01 11:10:28 -05:00
YourWishes 368729f0f3 Fixed some camera bugs. 2025-09-01 11:02:30 -05:00
YourWishes 127392a1ae Added findzip 2025-09-01 09:39:38 -05:00
YourWishes af1329710d Made a big mess of the codebase 2025-08-28 07:14:13 -05:00
YourWishes 30232d1275 Palette image (incomplete) 2025-08-27 22:55:47 -05:00
YourWishes 31fa4948d5 Image generation? 2025-08-27 22:43:38 -05:00
YourWishes 6c11096fd2 Palette loading done. 2025-08-27 19:59:55 -05:00
YourWishes 7a90d2d38f prog 2025-08-27 07:46:11 -05:00
YourWishes a543bc7c00 commit asset prog 2025-08-26 16:23:08 -05:00
YourWishes 8af2f044ed Asset prog 2025-08-25 10:16:55 -05:00
YourWishes 947f21cac7 Relative 2025-08-24 15:18:01 -05:00
YourWishes 479aad2f06 Going to redo assets. 2025-08-24 13:57:12 -05:00
1053 changed files with 58385 additions and 12241 deletions
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# 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.
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# 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.
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# 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)`
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# 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.
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# 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`).
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# 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.
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# 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.
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# 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`.
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# 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.
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# 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`).
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# 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.
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# 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` |
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# 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`.
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# 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()`.
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# 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.
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# 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.
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# 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 | -- | -- | -- |
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# 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.
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# 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`.
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# 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.
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# 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.
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# 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.
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# 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;`.
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# 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.
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# 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.
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# 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.
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# 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.
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# 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.
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# 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.
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# 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
```
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# 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.
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# 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`
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# 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.
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# 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.
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# 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.
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# 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.
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# 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.
+174
View File
@@ -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
View File
@@ -83,7 +83,6 @@ assets/borrowed
.VSCode* .VSCode*
/vita /vita
._* ._*
*~ *~
@@ -95,3 +94,16 @@ assets/borrowed
# /archive # /archive
__pycache__ __pycache__
package-lock.json
yarn-error.log
yarn.lock
.editor
.venv
/build2
/build*
/assets/test
/tools_old
/assets/test.png
+519
View File
@@ -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+0000U+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
View File
@@ -5,14 +5,20 @@
# Setup # Setup
cmake_minimum_required(VERSION 3.13) cmake_minimum_required(VERSION 3.13)
set(CMAKE_C_STANDARD 99)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED ON) set(CMAKE_C_STANDARD_REQUIRED ON)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules) set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
cmake_policy(SET CMP0079 NEW)
# set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
if(NOT DEFINED DUSK_TARGET_SYSTEM) option(DUSK_BUILD_TESTS "Enable tests" OFF)
set(DUSK_TARGET_SYSTEM "linux")
# set(DUSK_TARGET_SYSTEM "psp") # Game identity — override these per-project
endif() set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
set(DUSK_GAME_AUTHOR "YouWish" CACHE STRING "Game author / coder")
set(DUSK_GAME_SHORT_DESCRIPTION "Dusk game" CACHE STRING "One-line description")
set(DUSK_GAME_LONG_DESCRIPTION "No description yet." CACHE STRING "Full description")
# Prep cache # Prep cache
set(DUSK_CACHE_TARGET "dusk-target") set(DUSK_CACHE_TARGET "dusk-target")
@@ -21,76 +27,105 @@ set(DUSK_CACHE_TARGET "dusk-target")
set(DUSK_ROOT_DIR "${CMAKE_SOURCE_DIR}") set(DUSK_ROOT_DIR "${CMAKE_SOURCE_DIR}")
set(DUSK_BUILD_DIR "${CMAKE_BINARY_DIR}") set(DUSK_BUILD_DIR "${CMAKE_BINARY_DIR}")
set(DUSK_SOURCES_DIR "${DUSK_ROOT_DIR}/src") set(DUSK_SOURCES_DIR "${DUSK_ROOT_DIR}/src")
set(DUSK_TEST_DIR "${DUSK_ROOT_DIR}/test")
set(DUSK_TEMP_DIR "${DUSK_BUILD_DIR}/temp") set(DUSK_TEMP_DIR "${DUSK_BUILD_DIR}/temp")
set(DUSK_TOOLS_DIR "${DUSK_ROOT_DIR}/tools") set(DUSK_TOOLS_DIR "${DUSK_ROOT_DIR}/tools")
set(DUSK_DATA_DIR "${DUSK_ROOT_DIR}/data") set(DUSK_DATA_DIR "${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_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_BUILD_BINARY ${DUSK_BUILD_DIR}/Dusk CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_ASSETS "" 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 # Create directories
file(MAKE_DIRECTORY ${DUSK_GENERATED_HEADERS_DIR}) file(MAKE_DIRECTORY ${DUSK_GENERATED_HEADERS_DIR})
file(MAKE_DIRECTORY ${DUSK_ASSETS_BUILD_DIR}) file(MAKE_DIRECTORY ${DUSK_TEMP_DIR})
file(MAKE_DIRECTORY ${DUSK_BUILT_ASSETS_DIR})
# Compilers # Required build packages
if(DUSK_TARGET_SYSTEM STREQUAL "psp") find_package(Python3 COMPONENTS Interpreter REQUIRED)
find_package(pspsdk REQUIRED)
endif()
# Init Project # Init Project.
project(${DUSK_TARGET_NAME} project(${DUSK_LIBRARY_TARGET_NAME}
VERSION 1.0.0 VERSION 1.0.0
LANGUAGES C LANGUAGES C
) )
# Executable # Either, create library and binary separately (used for tests), or make them
add_executable(${DUSK_TARGET_NAME}) # 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/${DUSK_TARGET_SYSTEM}.cmake)
# Add tools # Add tools
add_subdirectory(tools) add_subdirectory(tools)
# Add libraries # Include generated headers from tools.
if(DUSK_TARGET_SYSTEM STREQUAL "linux") target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
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
${DUSK_GENERATED_HEADERS_DIR} ${DUSK_GENERATED_HEADERS_DIR}
) )
# Postbuild, create PBP file for PSP. # Add main code
if(DUSK_TARGET_SYSTEM STREQUAL "psp") add_subdirectory(${DUSK_SOURCES_DIR})
create_pbp_file(
TARGET "${DUSK_TARGET_NAME}" # Include generated headers
ICON_PATH NULL target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
BACKGROUND_PATH NULL ${DUSK_GENERATED_HEADERS_DIR}
PREVIEW_PATH NULL )
TITLE "${DUSK_TARGET_NAME}"
VERSION 01.00 # Handle tests
) if(DUSK_BUILD_TESTS)
enable_testing()
add_subdirectory(test)
endif() 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)
+23
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@@ -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
```
+12
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@@ -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()
+66
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@@ -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()
+12
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@@ -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
+10
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import os
from tools.asset.args import args
def getAssetRelativePath(fullPath):
# Get the relative path to the asset
return os.path.relpath(fullPath, start=args.assets).replace('\\', '/')
def getBuiltAssetsRelativePath(fullPath):
# Get the relative path to the built asset
return os.path.relpath(fullPath, start=args.output_assets).replace('\\', '/')
+33
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@@ -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)
+134
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import os
import sys
from PIL import Image
from tools.asset.process.palette import extractPaletteFromImage, palettes
from tools.asset.args import args
from tools.asset.path import getAssetRelativePath
from tools.asset.cache import assetGetCache, assetCache
images = []
def processImage(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
type = None
if 'type' in asset['options']:
type = asset['options'].get('type', 'PALETTIZED').upper()
if type == 'PALETTIZED' or type is None:
return assetCache(asset['path'], processPalettizedImage(asset))
elif type == 'ALPHA':
return assetCache(asset['path'], processAlphaImage(asset))
else:
print(f"Error: Unknown image type {type} for asset {asset['path']}")
sys.exit(1)
def processPalettizedImage(asset):
assetPath = asset['path']
cache = assetGetCache(assetPath)
if cache is not None:
return cache
image = Image.open(assetPath)
imagePalette = extractPaletteFromImage(image)
# Find palette that contains every color
palette = None
for p in palettes:
hasAllColors = True
for color in imagePalette:
for palColor in p['pixels']:
if color[0] == palColor[0] and color[1] == palColor[1] and color[2] == palColor[2] and color[3] == palColor[3]:
break
elif color[3] == 0 and palColor[3] == 0:
break
else:
print('Pallete {} does not contain color #{}'.format(p['paletteName'], '{:02x}{:02x}{:02x}{:02x}'.format(color[0], color[1], color[2], color[3])))
hasAllColors = False
break
if hasAllColors:
palette = p
break
if palette is None:
palette = palettes[0] # Just to avoid reference error
print(f"No matching palette found for {assetPath}!")
# Find which pixel is missing
for color in imagePalette:
if color in palette['pixels']:
continue
# Convert to hex (with alpha)
hexColor = '#{:02x}{:02x}{:02x}{:02x}'.format(color[0], color[1], color[2], color[3])
print(f"Missing color: {hexColor} in palette {palette['paletteName']}")
sys.exit(1)
print(f"Converting image {assetPath} to use palette")
paletteIndexes = []
for pixel in list(image.getdata()):
if pixel[3] == 0:
pixel = (0, 0, 0, 0)
paletteIndex = palette['pixels'].index(pixel)
paletteIndexes.append(paletteIndex)
data = bytearray()
data.extend(b"DPI") # Dusk Palettized Image
data.extend(image.width.to_bytes(4, 'little')) # Width
data.extend(image.height.to_bytes(4, 'little')) # Height
data.append(palette['paletteIndex']) # Palette index
for paletteIndex in paletteIndexes:
if paletteIndex > 255 or paletteIndex < 0:
print(f"Error: Palette index {paletteIndex} exceeds 255!")
sys.exit(1)
data.append(paletteIndex.to_bytes(1, 'little')[0]) # Pixel index
relative = getAssetRelativePath(assetPath)
fileNameWithoutExt = os.path.splitext(os.path.basename(assetPath))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dpi")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(data)
outImage = {
"imagePath": outputFileRelative,
"files": [ outputFilePath ],
'width': image.width,
'height': image.height,
}
return assetCache(assetPath, outImage)
def processAlphaImage(asset):
assetPath = asset['path']
cache = assetGetCache(assetPath)
if cache is not None:
return cache
print(f"Processing alpha image: {assetPath}")
data = bytearray()
data.extend(b"DAI") # Dusk Alpha Image
image = Image.open(assetPath).convert("RGBA")
data.extend(image.width.to_bytes(4, 'little')) # Width
data.extend(image.height.to_bytes(4, 'little')) # Height
for pixel in list(image.getdata()):
# Only write alpha channel
data.append(pixel[3].to_bytes(1, 'little')[0]) # Pixel alpha
relative = getAssetRelativePath(assetPath)
fileNameWithoutExt = os.path.splitext(os.path.basename(assetPath))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dai")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(data)
outImage = {
"imagePath": outputFileRelative,
"files": [ outputFilePath ],
'width': image.width,
'height': image.height,
}
return assetCache(assetPath, outImage)
+228
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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)
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import struct
import sys
import os
import json
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
from tools.asset.path import getAssetRelativePath
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, CHUNK_TILE_COUNT
from tools.dusk.map import Map
from tools.dusk.chunk import Chunk
def convertModelData(modelData):
# TLDR; Model data stores things efficiently with indices, but we buffer it
# out to 6 vertex quads for simplicity.
outVertices = []
outUVs = []
outColors = []
for indice in modelData['indices']:
vertex = modelData['vertices'][indice]
uv = modelData['uvs'][indice]
color = modelData['colors'][indice]
outVertices.append(vertex)
outUVs.append(uv)
outColors.append(color)
return {
'vertices': outVertices,
'uvs': outUVs,
'colors': outColors
}
def processChunk(chunk):
cache = assetGetCache(chunk.getFilename())
if cache:
return cache
baseModel = {
'vertices': [],
'colors': [],
'uvs': []
}
models = [ baseModel ]
for tileIndex, tile in chunk.tiles.items():
tileBase = tile.getBaseTileModel()
convertedBase = convertModelData(tileBase)
baseModel['vertices'].extend(convertedBase['vertices'])
baseModel['colors'].extend(convertedBase['colors'])
baseModel['uvs'].extend(convertedBase['uvs'])
# Generate binary buffer for efficient output
buffer = bytearray()
buffer.extend(b'DMC')# Header
buffer.extend(len(chunk.tiles).to_bytes(4, 'little')) # Number of tiles
buffer.extend(len(models).to_bytes(1, 'little')) # Number of models
buffer.extend(len(chunk.entities).to_bytes(1, 'little')) # Number of entities
# Buffer tile data as array of uint8_t
for tileIndex, tile in chunk.tiles.items():
buffer.extend(tile.shape.to_bytes(1, 'little'))
# # For each model
for model in models:
vertexCount = len(model['vertices'])
buffer.extend(vertexCount.to_bytes(4, 'little'))
for i in range(vertexCount):
vertex = model['vertices'][i]
uv = model['uvs'][i]
color = model['colors'][i]
buffer.extend(color[0].to_bytes(1, 'little'))
buffer.extend(color[1].to_bytes(1, 'little'))
buffer.extend(color[2].to_bytes(1, 'little'))
buffer.extend(color[3].to_bytes(1, 'little'))
buffer.extend(bytearray(struct.pack('<f', uv[0])))
buffer.extend(bytearray(struct.pack('<f', uv[1])))
buffer.extend(bytearray(struct.pack('<f', vertex[0])))
buffer.extend(bytearray(struct.pack('<f', vertex[1])))
buffer.extend(bytearray(struct.pack('<f', vertex[2])))
# For each entity
for entity in chunk.entities.values():
buffer.extend(entity.type.to_bytes(1, 'little'))
buffer.extend(entity.localX.to_bytes(1, 'little'))
buffer.extend(entity.localY.to_bytes(1, 'little'))
buffer.extend(entity.localZ.to_bytes(1, 'little'))
pass
# Write out map file
relative = getAssetRelativePath(chunk.getFilename())
fileNameWithoutExt = os.path.splitext(os.path.basename(relative))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dmc")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(buffer)
outChunk = {
'files': [ outputFilePath ],
'chunk': chunk
}
return assetCache(chunk.getFilename(), outChunk)
def processMap(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
map = Map(None)
map.load(asset['path'])
chunksDir = map.getChunkDirectory()
files = os.listdir(chunksDir)
if len(files) == 0:
print(f"Error: No chunk files found in {chunksDir}.")
sys.exit(1)
chunkFiles = []
for fileName in files:
if not fileName.endswith('.json'):
continue
fNameNoExt = os.path.splitext(fileName)[0]
fnPieces = fNameNoExt.split('_')
if len(fnPieces) != 3:
print(f"Error: Chunk filename {fileName} does not contain valid chunk coordinates.")
sys.exit(1)
chunk = Chunk(map, int(fnPieces[0]), int(fnPieces[1]), int(fnPieces[2]))
chunk.load()
result = processChunk(chunk)
chunkFiles.extend(result['files'])
# Map file
outBuffer = bytearray()
outBuffer.extend(b'DMF')
outBuffer.extend(len(chunkFiles).to_bytes(4, 'little'))
# DMF (Dusk Map file)
fileRelative = getAssetRelativePath(asset['path'])
fileNameWithoutExt = os.path.splitext(os.path.basename(fileRelative))[0]
outputMapRelative = os.path.join(os.path.dirname(fileRelative), f"{fileNameWithoutExt}.dmf")
outputMapPath = os.path.join(args.output_assets, outputMapRelative)
os.makedirs(os.path.dirname(outputMapPath), exist_ok=True)
with open(outputMapPath, "wb") as f:
f.write(outBuffer)
outMap = {
'files': chunkFiles
}
outMap['files'].append(outputMapPath)
return assetCache(asset['path'], outMap)
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import json
import os
from PIL import Image
import datetime
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
palettes = []
def extractPaletteFromImage(image):
# goes through and finds all unique colors in the image
if image.mode != 'RGBA':
image = image.convert('RGBA')
pixels = list(image.getdata())
uniqueColors = []
for color in pixels:
# We treat all alpha 0 as rgba(0,0,0,0) for palette purposes
if color[3] == 0:
color = (0, 0, 0, 0)
if color not in uniqueColors:
uniqueColors.append(color)
return uniqueColors
def processPalette(asset):
print(f"Processing palette: {asset['path']}")
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
paletteIndex = len(palettes)
image = Image.open(asset['path'])
pixels = extractPaletteFromImage(image)
fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
fileNameWithoutPalette = os.path.splitext(fileNameWithoutExt)[0]
# PSP requires that the palette size be a power of two, so we will pad the
# palette with transparent colors if needed.
def mathNextPowTwo(x):
return 1 << (x - 1).bit_length()
nextPowTwo = mathNextPowTwo(len(pixels))
while len(pixels) < nextPowTwo:
pixels.append((0, 0, 0, 0))
# Header
now = datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
data = f"// Palette Generated for {asset['path']} at {now}\n"
data += f"#include \"display/palette/palette.h\"\n\n"
data += f"#define PALETTE_{paletteIndex}_COLOR_COUNT {len(pixels)}\n\n"
data += f"#pragma pack(push, 1)\n"
data += f"static const color_t PALETTE_{paletteIndex}_COLORS[PALETTE_{paletteIndex}_COLOR_COUNT] = {{\n"
for pixel in pixels:
data += f" {{ 0x{pixel[0]:02X}, 0x{pixel[1]:02X}, 0x{pixel[2]:02X}, 0x{pixel[3]:02X} }},\n"
data += f"}};\n"
data += f"#pragma pack(pop)\n\n"
data += f"static const palette_t PALETTE_{paletteIndex} = {{\n"
data += f" .colorCount = PALETTE_{paletteIndex}_COLOR_COUNT,\n"
data += f" .colors = PALETTE_{paletteIndex}_COLORS,\n"
data += f"}};\n"
# Write Header
outputFile = os.path.join(args.headers_dir, "display", "palette", f"palette_{paletteIndex}.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "w") as f:
f.write(data)
palette = {
"paletteIndex": paletteIndex,
"paletteName": fileNameWithoutPalette,
"pixels": pixels,
"headerFile": os.path.relpath(outputFile, args.headers_dir),
"asset": asset,
"files": [ ],# No zippable files.
}
palettes.append(palette)
return assetCache(asset['path'], palette)
def processPaletteList():
data = f"// Auto-generated palette list\n"
print(f"Generating palette list with {len(palettes)} palettes.")
for palette in palettes:
data += f"#include \"{palette['headerFile']}\"\n"
data += f"\n"
data += f"#define PALETTE_LIST_COUNT {len(palettes)}\n\n"
data += f"static const palette_t* PALETTE_LIST[PALETTE_LIST_COUNT] = {{\n"
for palette in palettes:
data += f" &PALETTE_{palette['paletteIndex']},\n"
data += f"}};\n"
# Write the palette list to a header file
outputFile = os.path.join(args.headers_dir, "display", "palette", "palettelist.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "w") as f:
f.write(data)
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import sys
import os
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
from tools.asset.path import getAssetRelativePath
from tools.dusk.defs import fileDefs
def processScript(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
# Load the lua file as a string
with open(asset['path'], 'r', encoding='utf-8') as f:
luaCode = f.read()
# TODO: I will precompile or minify the Lua code here in the future
# Replace all definitions in the code
for key, val in fileDefs.items():
luaCode = luaCode.replace(key, str(val))
# Create output Dusk Script File (DSF) data
data = ""
data += "DSF"
data += luaCode
# Write to relative output file path.
relative = getAssetRelativePath(asset['path'])
fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dsf")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(data.encode('utf-8'))
outScript = {
'data': data,
'path': asset['path'],
'files': [ outputFilePath ],
'scriptPath': outputFileRelative,
}
return assetCache(asset['path'], outScript)
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import json
import sys
import os
import datetime
from xml.etree import ElementTree
from tools.asset.process.image import processImage
from tools.asset.path import getAssetRelativePath
from tools.asset.args import args
from tools.asset.cache import assetGetCache, assetCache
tilesets = []
def loadTilesetFromTSX(asset):
# Load the TSX file
tree = ElementTree.parse(asset['path'])
root = tree.getroot()
# Expect tileheight, tilewidth, columns and tilecount attributes
if 'tilewidth' not in root.attrib or 'tileheight' not in root.attrib or 'columns' not in root.attrib or 'tilecount' not in root.attrib:
print(f"Error: TSX file {asset['path']} is missing required attributes (tilewidth, tileheight, columns, tilecount)")
sys.exit(1)
tileWidth = int(root.attrib['tilewidth'])
tileHeight = int(root.attrib['tileheight'])
columns = int(root.attrib['columns'])
tileCount = int(root.attrib['tilecount'])
rows = (tileCount + columns - 1) // columns # Calculate rows based on tileCount and columns
# Find the image element
imageElement = root.find('image')
if imageElement is None or 'source' not in imageElement.attrib:
print(f"Error: TSX file {asset['path']} is missing an image element with a source attribute")
sys.exit(1)
imagePath = imageElement.attrib['source']
# Image is relative to the TSX file
imageAssetPath = os.path.join(os.path.dirname(asset['path']), imagePath)
image = processImage({
'path': imageAssetPath,
'options': asset['options'],
})
return {
"image": image,
"tileWidth": tileWidth,
"tileHeight": tileHeight,
"columns": columns,
"rows": rows,
"originalWidth": tileWidth * columns,
"originalHeight": tileHeight * rows,
}
def loadTilesetFromArgs(asset):
# We need to determine how big each tile is. This can either be provided as
# an arg of tileWidth/tileHeight or as a count of rows/columns.
# Additionally, if the image has been factored, then the user can provide both
# tile sizes AND cols/rows to indicate the original size of the image.
image = processImage(asset)
tileWidth, tileHeight = None, None
columns, rows = None, None
originalWidth, originalHeight = image['width'], image['height']
if 'tileWidth' in asset['options'] and 'columns' in asset['options']:
tileWidth = int(asset['options']['tileWidth'])
columns = int(asset['options']['columns'])
originalWidth = tileWidth * columns
elif 'tileWidth' in asset['options']:
tileWidth = int(asset['options']['tileWidth'])
columns = image['width'] // tileWidth
elif 'columns' in asset['options']:
columns = int(asset['options']['columns'])
tileWidth = image['width'] // columns
else:
print(f"Error: Tileset {asset['path']} must specify either tileWidth or columns")
sys.exit(1)
if 'tileHeight' in asset['options'] and 'rows' in asset['options']:
tileHeight = int(asset['options']['tileHeight'])
rows = int(asset['options']['rows'])
originalHeight = tileHeight * rows
elif 'tileHeight' in asset['options']:
tileHeight = int(asset['options']['tileHeight'])
rows = image['height'] // tileHeight
elif 'rows' in asset['options']:
rows = int(asset['options']['rows'])
tileHeight = image['height'] // rows
else:
print(f"Error: Tileset {asset['path']} must specify either tileHeight or rows")
sys.exit(1)
return {
"image": image,
"tileWidth": tileWidth,
"tileHeight": tileHeight,
"columns": columns,
"rows": rows,
"originalWidth": originalWidth,
"originalHeight": originalHeight,
}
def processTileset(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
print(f"Processing tileset: {asset['path']}")
tilesetData = None
if asset['path'].endswith('.tsx'):
tilesetData = loadTilesetFromTSX(asset)
else:
tilesetData = loadTilesetFromArgs(asset)
fileNameWithoutExtension = os.path.splitext(os.path.basename(asset['path']))[0]
now = datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
tilesetName = fileNameWithoutExtension
tilesetNameUpper = tilesetName.upper()
widthScale = tilesetData['originalWidth'] / tilesetData['image']['width']
heightScale = tilesetData['originalHeight'] / tilesetData['image']['height']
# Create header
data = f"// Tileset Generated for {asset['path']} at {now}\n"
data += f"#pragma once\n"
data += f"#include \"display/tileset/tileset.h\"\n\n"
data += f"static const tileset_t TILESET_{tilesetNameUpper} = {{\n"
data += f" .name = {json.dumps(tilesetName)},\n"
data += f" .tileWidth = {tilesetData['tileWidth']},\n"
data += f" .tileHeight = {tilesetData['tileHeight']},\n"
data += f" .tileCount = {tilesetData['columns'] * tilesetData['rows']},\n"
data += f" .columns = {tilesetData['columns']},\n"
data += f" .rows = {tilesetData['rows']},\n"
data += f" .uv = {{ {widthScale / tilesetData['columns']}f, {heightScale / tilesetData['rows']}f }},\n"
data += f" .image = {json.dumps(tilesetData['image']['imagePath'])},\n"
data += f"}};\n"
# Write Header
outputFile = os.path.join(args.headers_dir, "display", "tileset", f"tileset_{tilesetName}.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, 'w') as f:
f.write(data)
print(f"Write header for tileset: {outputFile}")
tileset = {
"files": [],
"image": tilesetData['image'],
"headerFile": os.path.relpath(outputFile, args.headers_dir),
"tilesetName": tilesetName,
"tilesetNameUpper": tilesetNameUpper,
"tilesetIndex": len(tilesets),
"tilesetData": tilesetData,
"files": tilesetData['image']['files'],
}
tilesets.append(tileset)
return assetCache(asset['path'], tileset)
def processTilesetList():
data = f"// Tileset List Generated at {datetime.datetime.now().strftime('%Y-%m-%d %H:%M:%S')}\n"
data += f"#pragma once\n"
for tileset in tilesets:
data += f"#include \"{tileset['headerFile']}\"\n"
data += f"\n"
data += f"#define TILESET_LIST_COUNT {len(tilesets)}\n\n"
data += f"static const tileset_t* TILESET_LIST[TILESET_LIST_COUNT] = {{\n"
for tileset in tilesets:
data += f" &TILESET_{tileset['tilesetNameUpper']},\n"
data += f"}};\n"
# Write header.
outputFile = os.path.join(args.headers_dir, "display", "tileset", f"tilesetlist.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, 'w') as f:
f.write(data)
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetpalette.h"
#include "asset/assettype.h"
#include "assert/assert.h"
errorret_t assetPaletteLoad(assetentire_t entire) {
assertNotNull(entire.data, "Data pointer cannot be NULL.");
assertNotNull(entire.output, "Output pointer cannot be NULL.");
assetpalette_t *assetData = (assetpalette_t *)entire.data;
palette_t *palette = (palette_t *)entire.output;
// Read header and version (first 4 bytes)
if(
assetData->header[0] != 'D' ||
assetData->header[1] != 'P' ||
assetData->header[2] != 'F'
) {
errorThrow("Invalid palette header");
}
// Version (can only be 1 atm)
if(assetData->version != 0x01) {
errorThrow("Unsupported palette version");
}
// Check color count.
if(
assetData->colorCount == 0 ||
assetData->colorCount > PALETTE_COLOR_COUNT_MAX
) {
errorThrow("Invalid palette color count");
}
paletteInit(
palette,
assetData->colorCount,
assetData->colors
);
errorOk();
}
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "display/texture/palette.h"
typedef struct assetentire_s assetentire_t;
#pragma pack(push, 1)
typedef struct {
char_t header[3];
uint8_t version;
uint8_t colorCount;
color_t colors[PALETTE_COLOR_COUNT_MAX];
} assetpalette_t;
#pragma pack(pop)
/**
* Loads a palette from the given data pointer into the output palette.
*
* @param entire Data received from the asset loader system.
* @return An error code.
*/
errorret_t assetPaletteLoad(assetentire_t entire);
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# 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
)
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "camera.h"
#include "display/display.h"
#include "assert/assert.h"
#include "display/framebuffer/framebuffer.h"
#include "display/screen/screen.h"
void cameraInit(camera_t *camera) {
cameraInitPerspective(camera);
}
void cameraInitPerspective(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
camera->projType = CAMERA_PROJECTION_TYPE_PERSPECTIVE;
camera->perspective.fov = glm_rad(45.0f);
camera->nearClip = 0.1f;
camera->farClip = 10000.0f;
camera->viewType = CAMERA_VIEW_TYPE_LOOKAT;
glm_vec3_copy((vec3){ 5.0f, 5.0f, 5.0f }, camera->lookat.position);
glm_vec3_copy((vec3){ 0.0f, 1.0f, 0.0f }, camera->lookat.up);
glm_vec3_copy((vec3){ 0.0f, 0.0f, 0.0f }, camera->lookat.target);
}
void cameraInitOrthographic(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
camera->projType = CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC;
camera->orthographic.left = 0.0f;
camera->orthographic.right = SCREEN.width;
camera->orthographic.top = SCREEN.height;
camera->orthographic.bottom = 0.0f;
camera->nearClip = 0.1f;
camera->farClip = 1.0f;
camera->viewType = CAMERA_VIEW_TYPE_2D;
glm_vec2_copy((vec2){ 0.0f, 0.0f }, camera->_2d.position);
camera->_2d.zoom = 1.0f;
}
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Not a camera component");
assertNotNull(dest, "Destination matrix must not be null");
if(
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE ||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED
) {
glm_mat4_identity(dest);
glm_perspective(
camera->perspective.fov,
SCREEN.aspect,
camera->nearClip,
camera->farClip,
dest
);
if(camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED) {
dest[1][1] *= -1.0f;
}
} else if(camera->projType == CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC) {
glm_mat4_identity(dest);
glm_ortho(
camera->orthographic.left,
camera->orthographic.right,
camera->orthographic.top,
camera->orthographic.bottom,
camera->nearClip,
camera->farClip,
dest
);
}
}
void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Not a camera component");
assertNotNull(dest, "Destination matrix must not be null");
if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) {
glm_mat4_ucopy(camera->view, dest);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT) {
glm_mat4_identity(dest);
glm_lookat(
camera->lookat.position,
camera->lookat.target,
camera->lookat.up,
dest
);
} else if(camera->viewType == CAMERA_VIEW_TYPE_2D) {
glm_mat4_identity(dest);
glm_lookat(
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.5f },
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.0f },
(vec3){ 0.0f, 1.0f, 0.0f },
dest
);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT) {
assertUnreachable("LOOKAT_PIXEL_PERFECT view type is not implemented yet");
}
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "display/color.h"
#include "display/camera/cameraplatform.h"
#ifndef cameraPushMatrixPlatform
#error "cameraPushMatrixPlatform must be defined"
#endif
typedef enum {
CAMERA_VIEW_TYPE_MATRIX,
CAMERA_VIEW_TYPE_LOOKAT,
CAMERA_VIEW_TYPE_2D,
CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT
} cameraviewtype_t;
typedef struct camera_s {
union {
mat4 view;
struct {
vec3 position;
vec3 target;
vec3 up;
} lookat;
struct {
vec3 offset;
vec3 target;
vec3 up;
float_t pixelsPerUnit;
} lookatPixelPerfect;
struct {
vec2 position;
float_t zoom;
} _2d;
};
union {
struct {
float_t fov;
} perspective;
struct {
float_t left;
float_t right;
float_t top;
float_t bottom;
} orthographic;
};
float_t nearClip;
float_t farClip;
cameraprojectiontype_t projType;
cameraviewtype_t viewType;
} camera_t;
/**
* Initializes a camera to default values. This calls cameraInitPerspective.
*/
void cameraInit(camera_t *camera);
/**
* Initializes a camera for perspective projection.
*/
void cameraInitPerspective(camera_t *camera);
/**
* Initializes a camera for orthographic projection.
*/
void cameraInitOrthographic(camera_t *camera);
/**
* Gets the projection matrix for a camera.
*
* @param camera Camera to get the projection matrix for
* @param dest Matrix to store the projection matrix in
*/
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest);
/**
* Gets the view matrix for a camera.
*
* @param camera Camera to get the view matrix for
* @param dest Matrix to store the view matrix in
*/
void cameraGetViewMatrix(camera_t *camera, mat4 dest);
-37
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# 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)
-85
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@@ -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
-143
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@@ -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
+158
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@@ -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
-15
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@@ -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)
-18
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@@ -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]);
}
-25
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@@ -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]);
}
-15
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@@ -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;
}
-27
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@@ -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]);
}
-329
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@@ -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;
}
-106
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@@ -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);
-27
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@@ -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;
}
-39
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@@ -1,39 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "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
);
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/**
* 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
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/**
* 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;
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "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);
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from dotenv import load_dotenv, dotenv_values
import os
import sys
current_file_path = os.path.abspath(__file__)
duskDefsPath = os.path.join(os.path.dirname(current_file_path), "..", "..", "src", "duskdefs.env")
# Ensure the .env file exists
if not os.path.isfile(duskDefsPath):
print(f"Error: .env file not found at {duskDefsPath}")
sys.exit(1)
load_dotenv(dotenv_path=duskDefsPath)
defs = {key: os.getenv(key) for key in os.environ.keys()}
fileDefs = dotenv_values(dotenv_path=duskDefsPath)
# Parsed out definitions
CHUNK_WIDTH = int(defs.get('CHUNK_WIDTH'))
CHUNK_HEIGHT = int(defs.get('CHUNK_HEIGHT'))
CHUNK_DEPTH = int(defs.get('CHUNK_DEPTH'))
CHUNK_TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH
CHUNK_VERTEX_COUNT_MAX = int(defs.get('CHUNK_VERTEX_COUNT_MAX'))
TILE_WIDTH = float(defs.get('TILE_WIDTH'))
TILE_HEIGHT = float(defs.get('TILE_HEIGHT'))
TILE_DEPTH = float(defs.get('TILE_DEPTH'))
RPG_CAMERA_PIXELS_PER_UNIT = float(defs.get('RPG_CAMERA_PIXELS_PER_UNIT'))
RPG_CAMERA_Z_OFFSET = float(defs.get('RPG_CAMERA_Z_OFFSET'))
RPG_CAMERA_FOV = float(defs.get('RPG_CAMERA_FOV'))
MAP_WIDTH = 5
MAP_HEIGHT = 5
MAP_DEPTH = 3
MAP_CHUNK_COUNT = MAP_WIDTH * MAP_HEIGHT * MAP_DEPTH
TILE_SHAPES = {}
for key in defs.keys():
if key.startswith('TILE_SHAPE_'):
globals()[key] = int(defs.get(key))
TILE_SHAPES[key] = int(defs.get(key))
ENTITY_TYPES = {}
for key in defs.keys():
if key.startswith('ENTITY_TYPE_'):
globals()[key] = int(defs.get(key))
if key != 'ENTITY_TYPE_COUNT':
ENTITY_TYPES[key] = int(defs.get(key))
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/**
* 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);
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/**
* 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();
}
}
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
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);
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include <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;
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from tools.dusk.defs import ENTITY_TYPE_NULL, ENTITY_TYPE_NPC, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
from tools.editor.map.vertexbuffer import VertexBuffer
class Entity:
def __init__(self, chunk, localX=0, localY=0, localZ=0):
self.type = ENTITY_TYPE_NPC
self.name = "Unititled"
self.localX = localX % CHUNK_WIDTH
self.localY = localY % CHUNK_HEIGHT
self.localZ = localZ % CHUNK_DEPTH
self.chunk = chunk
self.vertexBuffer = VertexBuffer()
pass
def load(self, obj):
self.type = obj.get('type', ENTITY_TYPE_NULL)
self.localX = obj.get('x', 0)
self.localY = obj.get('y', 0)
self.localZ = obj.get('z', 0)
self.name = obj.get('name', "Untitled")
pass
def save(self, obj):
obj['type'] = self.type
obj['name'] = self.name
obj['x'] = self.localX
obj['y'] = self.localY
obj['z'] = self.localZ
pass
def setType(self, entityType):
if self.type == entityType:
return
self.type = entityType
self.chunk.dirty = True
self.chunk.map.onEntityData.invoke()
def setName(self, name):
if self.name == name:
return
self.name = name
self.chunk.dirty = True
self.chunk.map.onEntityData.invoke()
def draw(self):
self.vertexBuffer.clear()
startX = (self.chunk.x * CHUNK_WIDTH + self.localX) * TILE_WIDTH
startY = (self.chunk.y * CHUNK_HEIGHT + self.localY) * TILE_HEIGHT
startZ = (self.chunk.z * CHUNK_DEPTH + self.localZ) * TILE_DEPTH
w = TILE_WIDTH
h = TILE_HEIGHT
d = TILE_DEPTH
# Center
startX -= w / 2
startY -= h / 2
startZ -= d / 2
# Offset upwards a little
startZ += 1
# Buffer simple quad at current position (need 6 positions)
self.vertexBuffer.vertices = [
startX, startY, startZ,
startX + w, startY, startZ,
startX + w, startY + h, startZ,
startX, startY, startZ,
startX + w, startY + h, startZ,
startX, startY + h, startZ,
]
self.vertexBuffer.colors = [
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
]
self.vertexBuffer.uvs = [
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 1.0,
]
self.vertexBuffer.buildData()
self.vertexBuffer.draw()
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/**
* 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;
}
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
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
);
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/**
* 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;
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "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
);
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/**
* 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");
}
}
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#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);
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/**
* 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);
}
}
}
-43
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "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);
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/**
* 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;
}
-137
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@@ -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
+18
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@@ -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)
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@@ -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
)
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/**
* 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);
}
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "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();
-26
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@@ -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
-26
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@@ -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();
}
}
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@@ -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);
-57
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@@ -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();
}
-49
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@@ -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);
-39
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@@ -1,39 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#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);
}

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