200 Commits

Author SHA1 Message Date
YourWishes 24631990bd Fixed dolphin aspect ratio 2026-06-25 22:47:23 -05:00
YourWishes 0c8c0d24ba fix chunk loading based on player position 2026-06-25 22:29:13 -05:00
YourWishes 454b8a91ba Fixed dolphin ratioing 2026-06-25 22:21:12 -05:00
YourWishes a74f1568e9 Small improvements to performance 2026-06-25 21:30:44 -05:00
YourWishes 3f35d56be4 UI Frame finally doing things 2026-06-25 20:58:44 -05:00
YourWishes 722fe2ccfb Some label fixes 2026-06-25 19:56:14 -05:00
YourWishes d85737cc08 UI menu 2026-06-25 19:35:33 -05:00
YourWishes ce29435831 Example settings more or less done, showing full ui example basically. 2026-06-25 18:34:49 -05:00
YourWishes d3715eece8 Time and tick helpers 2026-06-25 18:16:46 -05:00
YourWishes 335d79f2c4 NUked archive 2026-06-25 18:01:11 -05:00
YourWishes a9e33660cb UI Frame 2026-06-25 15:33:17 -05:00
YourWishes 8faf881399 Bit if UI cleanup 2026-06-25 14:56:48 -05:00
YourWishes c4969a36cc Add UI cropping 2026-06-25 12:13:04 -05:00
YourWishes 26fcaf6e75 Restored some stuff 2026-06-25 11:53:15 -05:00
YourWishes a162002af2 Show player pos, fix chunks off screen 2026-06-18 10:24:45 -05:00
YourWishes 9810fd51ab Compiles again 2026-06-18 10:17:53 -05:00
YourWishes 857c6b3d47 Fuck 2026-06-16 09:18:13 -05:00
YourWishes e1498f538d Optimize chunk tile mesh 2026-06-11 14:45:53 -05:00
YourWishes aa246eff94 RPG stuff 2026-06-11 12:18:13 -05:00
YourWishes 5be21a21d5 prog 2026-06-10 19:06:19 -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
625 changed files with 18688 additions and 14304 deletions
+63 -22
View File
@@ -1,11 +1,8 @@
name: Build Dusk
on:
push:
branches:
- main
pull_request:
branches:
- main
tags:
- '*'
jobs:
run-tests:
runs-on: ubuntu-latest
@@ -53,21 +50,21 @@ jobs:
path: ./git-artifcats/Dusk
if-no-files-found: error
build-vita:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build Vita
run: ./scripts/build-vita-docker.sh
- name: Upload Vita binary
uses: actions/upload-artifact@v6
with:
name: dusk-vita
path: build-vita/Dusk.vpk
if-no-files-found: error
# build-vita:
# runs-on: ubuntu-latest
# steps:
# - name: Checkout repository
# uses: actions/checkout@v6
# - name: Set up Docker
# uses: docker/setup-docker-action@v5
# - name: Build Vita
# run: ./scripts/build-vita-docker.sh
# - name: Upload Vita binary
# uses: actions/upload-artifact@v6
# with:
# name: dusk-vita
# path: build-vita/Dusk.vpk
# if-no-files-found: error
build-knulli:
runs-on: ubuntu-latest
@@ -110,6 +107,28 @@ jobs:
path: ./git-artifcats/Dusk
if-no-files-found: error
build-gamecube-iso:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build GameCube ISO
run: ./scripts/build-gamecube-iso-docker.sh
- name: Copy output files.
run: |
mkdir -p ./git-artifcats/Dusk
cp build-gamecube-iso/Dusk-NTSC-J.iso ./git-artifcats/Dusk/Dusk-NTSC-J.iso
cp build-gamecube-iso/Dusk-NTSC-U.iso ./git-artifcats/Dusk/Dusk-NTSC-U.iso
cp build-gamecube-iso/Dusk-PAL.iso ./git-artifcats/Dusk/Dusk-PAL.iso
- name: Upload GameCube ISO
uses: actions/upload-artifact@v6
with:
name: dusk-gamecube-iso
path: ./git-artifcats/Dusk
if-no-files-found: error
build-wii:
runs-on: ubuntu-latest
steps:
@@ -122,12 +141,34 @@ jobs:
- name: Copy output files.
run: |
mkdir -p ./git-artifcats/Dusk/apps/Dusk
cp build-wii/Dusk.dol ./git-artifcats/Dusk/apps/Dusk/boot.dol
cp build-wii/boot.dol ./git-artifcats/Dusk/apps/Dusk/boot.dol
cp build-wii/dusk.dsk ./git-artifcats/Dusk/apps/Dusk/dusk.dsk
cp docker/dolphin/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml
cp build-wii/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml
- name: Upload Wii binary
uses: actions/upload-artifact@v6
with:
name: dusk-wii
path: ./git-artifcats/Dusk
if-no-files-found: error
build-wii-iso:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build Wii ISO
run: ./scripts/build-wii-iso-docker.sh
- name: Copy output files.
run: |
mkdir -p ./git-artifcats/Dusk
cp build-wii-iso/Dusk-NTSC-J.iso ./git-artifcats/Dusk/Dusk-NTSC-J.iso
cp build-wii-iso/Dusk-NTSC-U.iso ./git-artifcats/Dusk/Dusk-NTSC-U.iso
cp build-wii-iso/Dusk-PAL.iso ./git-artifcats/Dusk/Dusk-PAL.iso
- name: Upload Wii ISO
uses: actions/upload-artifact@v6
with:
name: dusk-wii-iso
path: ./git-artifcats/Dusk
if-no-files-found: error
+2 -1
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@@ -105,4 +105,5 @@ yarn.lock
/build2
/build*
/assets/test
/tools_old
/tools_old
/assets/test.png
+432
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@@ -0,0 +1,432 @@
# Dusk — Claude Code rules
## 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
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
### 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 asset loader type
1. Add an enum value to `assetloadertype_t` (before `_COUNT`) in
`src/dusk/asset/loader/assetloader.h`.
2. Add fields to the input/loading/output unions in `assetloader.h`.
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
`assetXxxDispose` in a new `src/dusk/asset/loader/xxx/` directory.
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
`src/dusk/asset/loader/assetloader.c`.
5. If user-facing, create a JS module (see below) and a `.d.ts` file.
---
## Adding a new entity component
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 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`.
+17 -1
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@@ -4,14 +4,21 @@
# https://opensource.org/licenses/MIT
# Setup
cmake_minimum_required(VERSION 3.18)
cmake_minimum_required(VERSION 3.13)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED ON)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
cmake_policy(SET CMP0079 NEW)
# set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
option(DUSK_BUILD_TESTS "Enable tests" OFF)
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder")
set(DUSK_GAME_SHORT_DESCRIPTION "Dusk game" CACHE STRING "One-line description")
set(DUSK_GAME_LONG_DESCRIPTION "No description yet." CACHE STRING "Full description")
# Prep cache
set(DUSK_CACHE_TARGET "dusk-target")
@@ -68,10 +75,19 @@ else()
set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}" CACHE INTERNAL ${DUSK_CACHE_TARGET})
endif()
if(NOT DEFINED DUSK_VERSION)
string(TIMESTAMP DUSK_VERSION "debug-%y%m%d%H%M%S")
endif()
# Definitions
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
DUSK_TARGET_SYSTEM="${DUSK_TARGET_SYSTEM}"
DUSK_GAME_NAME="${DUSK_GAME_NAME}"
DUSK_GAME_AUTHOR="${DUSK_GAME_AUTHOR}"
DUSK_GAME_SHORT_DESCRIPTION="${DUSK_GAME_SHORT_DESCRIPTION}"
DUSK_GAME_LONG_DESCRIPTION="${DUSK_GAME_LONG_DESCRIPTION}"
DUSK_VERSION="${DUSK_VERSION}"
)
# Toolchains
-12
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@@ -1,12 +0,0 @@
import sys, os
import argparse
# Check if the script is run with the correct arguments
parser = argparse.ArgumentParser(description="Generate chunk header files")
parser.add_argument('--assets', required=True, help='Dir to output built assets')
parser.add_argument('--headers-dir', required=True, help='Directory to output individual asset headers (required for header build)')
parser.add_argument('--output-headers', help='Output header file for built assets (required for header build)')
parser.add_argument('--output-assets', required=True, help='Output directory for built assets')
parser.add_argument('--output-file', required=True, help='Output file for built assets (required for wad build)')
parser.add_argument('--input', required=True, help='Input assets to process', nargs='+')
args = parser.parse_args()
-66
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@@ -1,66 +0,0 @@
import sys, os
from tools.asset.args import args
from tools.asset.process.asset import processAsset
from tools.asset.process.palette import processPaletteList
from tools.asset.process.tileset import processTilesetList
from tools.asset.process.language import processLanguageList
from tools.asset.path import getBuiltAssetsRelativePath
import zipfile
# Parse input file args.
inputAssets = []
for inputArg in args.input:
files = inputArg.split('$')
for file in files:
if str(file).strip() == '':
continue
pieces = file.split('#')
if len(pieces) < 2:
print(f"Error: Invalid input asset format '{file}'. Expected format: type#path[#option1%option2...]")
sys.exit(1)
options = {}
if len(pieces) > 2:
optionParts = pieces[2].split('%')
for part in optionParts:
partSplit = part.split('=')
if len(partSplit) < 1:
continue
if len(partSplit) == 2:
options[partSplit[0]] = partSplit[1]
else:
options[partSplit[0]] = True
inputAssets.append({
'type': pieces[0],
'path': pieces[1],
'options': options
})
if not inputAssets:
print("Error: No input assets provided.")
sys.exit(1)
# Process each asset.
files = []
for asset in inputAssets:
asset = processAsset(asset)
files.extend(asset['files'])
# Generate additional files
files.extend(processLanguageList()['files'])
# Take assets and add to a zip archive.
outputFileName = args.output_file
print(f"Creating output file: {outputFileName}")
with zipfile.ZipFile(outputFileName, 'w') as zipf:
for file in files:
relativeOutputPath = getBuiltAssetsRelativePath(file)
zipf.write(file, arcname=relativeOutputPath)
# Generate additional headers.
processPaletteList()
processTilesetList()
-12
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@@ -1,12 +0,0 @@
processedAssets = {}
def assetGetCache(assetPath):
if assetPath in processedAssets:
return processedAssets[assetPath]
return None
def assetCache(assetPath, processedData):
if assetPath in processedAssets:
return processedAssets[assetPath]
processedAssets[assetPath] = processedData
return processedData
-10
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@@ -1,10 +0,0 @@
import os
from tools.asset.args import args
def getAssetRelativePath(fullPath):
# Get the relative path to the asset
return os.path.relpath(fullPath, start=args.assets).replace('\\', '/')
def getBuiltAssetsRelativePath(fullPath):
# Get the relative path to the built asset
return os.path.relpath(fullPath, start=args.output_assets).replace('\\', '/')
-33
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@@ -1,33 +0,0 @@
import sys
# from processtileset import processTileset
from tools.asset.process.image import processImage
from tools.asset.process.palette import processPalette
from tools.asset.process.tileset import processTileset
from tools.asset.process.map import processMap
from tools.asset.process.language import processLanguage
from tools.asset.process.script import processScript
processedAssets = []
def processAsset(asset):
if asset['path'] in processedAssets:
return
processedAssets.append(asset['path'])
# Handle tiled tilesets
t = asset['type'].lower()
if t == 'palette':
return processPalette(asset)
elif t == 'image':
return processImage(asset)
elif t == 'tileset':
return processTileset(asset)
elif t == 'map':
return processMap(asset)
elif t == 'language':
return processLanguage(asset)
elif t == 'script':
return processScript(asset)
else:
print(f"Error: Unknown asset type '{asset['type']}' for path '{asset['path']}'")
sys.exit(1)
-134
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@@ -1,134 +0,0 @@
import os
import sys
from PIL import Image
from tools.asset.process.palette import extractPaletteFromImage, palettes
from tools.asset.args import args
from tools.asset.path import getAssetRelativePath
from tools.asset.cache import assetGetCache, assetCache
images = []
def processImage(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
type = None
if 'type' in asset['options']:
type = asset['options'].get('type', 'PALETTIZED').upper()
if type == 'PALETTIZED' or type is None:
return assetCache(asset['path'], processPalettizedImage(asset))
elif type == 'ALPHA':
return assetCache(asset['path'], processAlphaImage(asset))
else:
print(f"Error: Unknown image type {type} for asset {asset['path']}")
sys.exit(1)
def processPalettizedImage(asset):
assetPath = asset['path']
cache = assetGetCache(assetPath)
if cache is not None:
return cache
image = Image.open(assetPath)
imagePalette = extractPaletteFromImage(image)
# Find palette that contains every color
palette = None
for p in palettes:
hasAllColors = True
for color in imagePalette:
for palColor in p['pixels']:
if color[0] == palColor[0] and color[1] == palColor[1] and color[2] == palColor[2] and color[3] == palColor[3]:
break
elif color[3] == 0 and palColor[3] == 0:
break
else:
print('Pallete {} does not contain color #{}'.format(p['paletteName'], '{:02x}{:02x}{:02x}{:02x}'.format(color[0], color[1], color[2], color[3])))
hasAllColors = False
break
if hasAllColors:
palette = p
break
if palette is None:
palette = palettes[0] # Just to avoid reference error
print(f"No matching palette found for {assetPath}!")
# Find which pixel is missing
for color in imagePalette:
if color in palette['pixels']:
continue
# Convert to hex (with alpha)
hexColor = '#{:02x}{:02x}{:02x}{:02x}'.format(color[0], color[1], color[2], color[3])
print(f"Missing color: {hexColor} in palette {palette['paletteName']}")
sys.exit(1)
print(f"Converting image {assetPath} to use palette")
paletteIndexes = []
for pixel in list(image.getdata()):
if pixel[3] == 0:
pixel = (0, 0, 0, 0)
paletteIndex = palette['pixels'].index(pixel)
paletteIndexes.append(paletteIndex)
data = bytearray()
data.extend(b"DPI") # Dusk Palettized Image
data.extend(image.width.to_bytes(4, 'little')) # Width
data.extend(image.height.to_bytes(4, 'little')) # Height
data.append(palette['paletteIndex']) # Palette index
for paletteIndex in paletteIndexes:
if paletteIndex > 255 or paletteIndex < 0:
print(f"Error: Palette index {paletteIndex} exceeds 255!")
sys.exit(1)
data.append(paletteIndex.to_bytes(1, 'little')[0]) # Pixel index
relative = getAssetRelativePath(assetPath)
fileNameWithoutExt = os.path.splitext(os.path.basename(assetPath))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dpi")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(data)
outImage = {
"imagePath": outputFileRelative,
"files": [ outputFilePath ],
'width': image.width,
'height': image.height,
}
return assetCache(assetPath, outImage)
def processAlphaImage(asset):
assetPath = asset['path']
cache = assetGetCache(assetPath)
if cache is not None:
return cache
print(f"Processing alpha image: {assetPath}")
data = bytearray()
data.extend(b"DAI") # Dusk Alpha Image
image = Image.open(assetPath).convert("RGBA")
data.extend(image.width.to_bytes(4, 'little')) # Width
data.extend(image.height.to_bytes(4, 'little')) # Height
for pixel in list(image.getdata()):
# Only write alpha channel
data.append(pixel[3].to_bytes(1, 'little')[0]) # Pixel alpha
relative = getAssetRelativePath(assetPath)
fileNameWithoutExt = os.path.splitext(os.path.basename(assetPath))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dai")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(data)
outImage = {
"imagePath": outputFileRelative,
"files": [ outputFilePath ],
'width': image.width,
'height': image.height,
}
return assetCache(assetPath, outImage)
-228
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@@ -1,228 +0,0 @@
import sys
import os
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
from tools.asset.path import getAssetRelativePath
from tools.dusk.defs import defs
import polib
import re
LANGUAGE_CHUNK_CHAR_COUNT = int(defs.get('ASSET_LANG_CHUNK_CHAR_COUNT'))
LANGUAGE_DATA = {}
LANGUAGE_KEYS = []
def processLanguageList():
# Language keys header data
headerKeys = "// Auto-generated language keys header file.\n"
headerKeys += "#pragma once\n"
headerKeys += "#include \"dusk.h\"\n\n"
# This is the desired chunk groups list.. if a language key STARTS with any
# of the keys in this list we would "like to" put it in that chunk group.
# If there is no match, or the list is full then we will add it to the next
# available chunk group (that isn't a 'desired' one). If the chunk becomes
# full, then we attempt to make another chunk with the same prefix so that
# a second batching can occur.
desiredChunkGroups = {
'ui': 0
}
# Now, for each language key, create the header reference and index.
keyIndex = 0
languageKeyIndexes = {}
languageKeyChunk = {}
languageKeyChunkIndexes = {}
languageKeyChunkOffsets = {}
for key in LANGUAGE_KEYS:
headerKeys += f"#define {getLanguageVariableName(key)} {keyIndex}\n"
languageKeyIndexes[key] = keyIndex
keyIndex += 1
# Find desired chunk group
assignedChunk = None
for desiredKey in desiredChunkGroups:
if key.lower().startswith(desiredKey):
assignedChunk = desiredChunkGroups[desiredKey]
break
# If no desired chunk group matched, assign to -1
if assignedChunk is None:
assignedChunk = -1
languageKeyChunk[key] = assignedChunk
# Setup header.
for lang in LANGUAGE_DATA:
if key not in LANGUAGE_DATA[lang]:
print(f"Warning: Missing translation for key '{key}' in language '{lang}'")
sys.exit(1)
# Seal the header.
headerKeys += f"\n#define LANG_KEY_COUNT {len(LANGUAGE_KEYS)}\n"
# Now we can generate the language string chunks.
nextChunkIndex = max(desiredChunkGroups.values()) + 1
files = []
for lang in LANGUAGE_DATA:
langData = LANGUAGE_DATA[lang]
# Key = chunkIndex, value = chunkInfo
languageChunks = {}
for key in LANGUAGE_KEYS:
keyIndex = languageKeyIndexes[key]
chunkIndex = languageKeyChunk[key]
wasSetChunk = chunkIndex != -1
# This will keep looping until we find a chunk
while True:
# Determine the next chunkIndex IF chunkIndex is -1
if chunkIndex == -1:
chunkIndex = nextChunkIndex
# Is the chunk full?
curLen = languageChunks.get(chunkIndex, {'len': 0})['len']
newLen = curLen + len(langData[key])
if newLen > LANGUAGE_CHUNK_CHAR_COUNT:
# Chunk is full, need to create a new chunk.
chunkIndex = -1
if wasSetChunk:
wasSetChunk = False
else:
nextChunkIndex += 1
continue
# Chunk is not full, we can use it.
if chunkIndex not in languageChunks:
languageChunks[chunkIndex] = {
'len': 0,
'keys': []
}
languageChunks[chunkIndex]['len'] = newLen
languageChunks[chunkIndex]['keys'].append(key)
languageKeyChunkIndexes[key] = chunkIndex
languageKeyChunkOffsets[key] = curLen
break
# We have now chunked all the keys for this language!
langBuffer = b""
# Write header info
langBuffer += b'DLF' # Dusk Language File
for key in LANGUAGE_KEYS:
# Write the chunk that this key belongs to as uint32_t
chunkIndex = languageKeyChunkIndexes[key]
langBuffer += chunkIndex.to_bytes(4, byteorder='little')
# Write the offset for this key as uint32_t
offset = languageKeyChunkOffsets[key]
langBuffer += offset.to_bytes(4, byteorder='little')
# Write the length of the string as uint32_t
strData = langData[key].encode('utf-8')
langBuffer += len(strData).to_bytes(4, byteorder='little')
# Now write out each chunk's string data, packed tight and no null term.
for chunkIndex in sorted(languageChunks.keys()):
chunkInfo = languageChunks[chunkIndex]
for key in chunkInfo['keys']:
strData = langData[key].encode('utf-8')
langBuffer += strData
# Now pad the chunk to full size
curLen = chunkInfo['len']
if curLen < LANGUAGE_CHUNK_CHAR_COUNT:
padSize = LANGUAGE_CHUNK_CHAR_COUNT - curLen
langBuffer += b'\0' * padSize
# Write out the language data file
outputFile = os.path.join(args.output_assets, "language", f"{lang}.dlf")
files.append(outputFile)
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "wb") as f:
f.write(langBuffer)
# Write out the language keys header file
outputFile = os.path.join(args.headers_dir, "locale", "language", "keys.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "w") as f:
f.write(headerKeys)
# Generate language list.
langValues = {}
headerLocale = "#pragma once\n#include \"locale/localeinfo.h\"\n\n"
headerLocale += "typedef enum {\n"
count = 0
headerLocale += f" DUSK_LOCALE_NULL = {count},\n"
count += 1
for lang in LANGUAGE_DATA:
langKey = lang.replace('-', '_').replace(' ', '_').upper()
langValues[lang] = count
headerLocale += f" DUSK_LOCALE_{langKey} = {count},\n"
count += 1
headerLocale += f" DUSK_LOCALE_COUNT = {count}\n"
headerLocale += "} dusklocale_t;\n\n"
headerLocale += f"static const localeinfo_t LOCALE_INFOS[DUSK_LOCALE_COUNT] = {{\n"
for lang in LANGUAGE_DATA:
langKey = lang.replace('-', '_').replace(' ', '_').upper()
headerLocale += f" [DUSK_LOCALE_{langKey}] = {{\n"
headerLocale += f" .file = \"{lang}\"\n"
headerLocale += f" }},\n"
headerLocale += "};\n"
headerLocale += f"static const char_t *LOCALE_SCRIPT = \n"
for lang in LANGUAGE_DATA:
langKey = lang.replace('-', '_').replace(' ', '_').upper()
langValue = langValues[lang]
headerLocale += f" \"DUSK_LOCALE_{langKey} = {langValue}\\n\"\n"
headerLocale += ";\n"
# Write out the locale enum header file
outputFile = os.path.join(args.headers_dir, "locale", "locale.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "w") as f:
f.write(headerLocale)
return {
'files': files
}
def getLanguageVariableName(languageKey):
# Take the language key, prepend LANG_, uppercase, replace any non symbols
# with _
key = languageKey.strip().upper()
key = re.sub(r'[^A-Z0-9]', '_', key)
return f"LANG_{key}"
def processLanguage(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
# Load PO File
po = polib.pofile(asset['path'])
langName = po.metadata.get('Language')
if langName not in LANGUAGE_DATA:
LANGUAGE_DATA[langName] = {}
for entry in po:
key = entry.msgid
val = entry.msgstr
if key not in LANGUAGE_KEYS:
LANGUAGE_KEYS.append(key)
if key not in LANGUAGE_DATA[langName]:
LANGUAGE_DATA[langName][key] = val
else:
print(f"Error: Duplicate translation key '{key}' in language '{langName}'")
sys.exit(1)
outLanguageData = {
'data': po,
'path': asset['path'],
'files': []
}
return assetCache(asset['path'], outLanguageData)
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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)
-43
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import sys
import os
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
from tools.asset.path import getAssetRelativePath
from tools.dusk.defs import fileDefs
def processScript(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
# Load the lua file as a string
with open(asset['path'], 'r', encoding='utf-8') as f:
luaCode = f.read()
# TODO: I will precompile or minify the Lua code here in the future
# Replace all definitions in the code
for key, val in fileDefs.items():
luaCode = luaCode.replace(key, str(val))
# Create output Dusk Script File (DSF) data
data = ""
data += "DSF"
data += luaCode
# Write to relative output file path.
relative = getAssetRelativePath(asset['path'])
fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dsf")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(data.encode('utf-8'))
outScript = {
'data': data,
'path': asset['path'],
'files': [ outputFilePath ],
'scriptPath': outputFileRelative,
}
return assetCache(asset['path'], outScript)
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import json
import sys
import os
import datetime
from xml.etree import ElementTree
from tools.asset.process.image import processImage
from tools.asset.path import getAssetRelativePath
from tools.asset.args import args
from tools.asset.cache import assetGetCache, assetCache
tilesets = []
def loadTilesetFromTSX(asset):
# Load the TSX file
tree = ElementTree.parse(asset['path'])
root = tree.getroot()
# Expect tileheight, tilewidth, columns and tilecount attributes
if 'tilewidth' not in root.attrib or 'tileheight' not in root.attrib or 'columns' not in root.attrib or 'tilecount' not in root.attrib:
print(f"Error: TSX file {asset['path']} is missing required attributes (tilewidth, tileheight, columns, tilecount)")
sys.exit(1)
tileWidth = int(root.attrib['tilewidth'])
tileHeight = int(root.attrib['tileheight'])
columns = int(root.attrib['columns'])
tileCount = int(root.attrib['tilecount'])
rows = (tileCount + columns - 1) // columns # Calculate rows based on tileCount and columns
# Find the image element
imageElement = root.find('image')
if imageElement is None or 'source' not in imageElement.attrib:
print(f"Error: TSX file {asset['path']} is missing an image element with a source attribute")
sys.exit(1)
imagePath = imageElement.attrib['source']
# Image is relative to the TSX file
imageAssetPath = os.path.join(os.path.dirname(asset['path']), imagePath)
image = processImage({
'path': imageAssetPath,
'options': asset['options'],
})
return {
"image": image,
"tileWidth": tileWidth,
"tileHeight": tileHeight,
"columns": columns,
"rows": rows,
"originalWidth": tileWidth * columns,
"originalHeight": tileHeight * rows,
}
def loadTilesetFromArgs(asset):
# We need to determine how big each tile is. This can either be provided as
# an arg of tileWidth/tileHeight or as a count of rows/columns.
# Additionally, if the image has been factored, then the user can provide both
# tile sizes AND cols/rows to indicate the original size of the image.
image = processImage(asset)
tileWidth, tileHeight = None, None
columns, rows = None, None
originalWidth, originalHeight = image['width'], image['height']
if 'tileWidth' in asset['options'] and 'columns' in asset['options']:
tileWidth = int(asset['options']['tileWidth'])
columns = int(asset['options']['columns'])
originalWidth = tileWidth * columns
elif 'tileWidth' in asset['options']:
tileWidth = int(asset['options']['tileWidth'])
columns = image['width'] // tileWidth
elif 'columns' in asset['options']:
columns = int(asset['options']['columns'])
tileWidth = image['width'] // columns
else:
print(f"Error: Tileset {asset['path']} must specify either tileWidth or columns")
sys.exit(1)
if 'tileHeight' in asset['options'] and 'rows' in asset['options']:
tileHeight = int(asset['options']['tileHeight'])
rows = int(asset['options']['rows'])
originalHeight = tileHeight * rows
elif 'tileHeight' in asset['options']:
tileHeight = int(asset['options']['tileHeight'])
rows = image['height'] // tileHeight
elif 'rows' in asset['options']:
rows = int(asset['options']['rows'])
tileHeight = image['height'] // rows
else:
print(f"Error: Tileset {asset['path']} must specify either tileHeight or rows")
sys.exit(1)
return {
"image": image,
"tileWidth": tileWidth,
"tileHeight": tileHeight,
"columns": columns,
"rows": rows,
"originalWidth": originalWidth,
"originalHeight": originalHeight,
}
def processTileset(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
print(f"Processing tileset: {asset['path']}")
tilesetData = None
if asset['path'].endswith('.tsx'):
tilesetData = loadTilesetFromTSX(asset)
else:
tilesetData = loadTilesetFromArgs(asset)
fileNameWithoutExtension = os.path.splitext(os.path.basename(asset['path']))[0]
now = datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
tilesetName = fileNameWithoutExtension
tilesetNameUpper = tilesetName.upper()
widthScale = tilesetData['originalWidth'] / tilesetData['image']['width']
heightScale = tilesetData['originalHeight'] / tilesetData['image']['height']
# Create header
data = f"// Tileset Generated for {asset['path']} at {now}\n"
data += f"#pragma once\n"
data += f"#include \"display/tileset/tileset.h\"\n\n"
data += f"static const tileset_t TILESET_{tilesetNameUpper} = {{\n"
data += f" .name = {json.dumps(tilesetName)},\n"
data += f" .tileWidth = {tilesetData['tileWidth']},\n"
data += f" .tileHeight = {tilesetData['tileHeight']},\n"
data += f" .tileCount = {tilesetData['columns'] * tilesetData['rows']},\n"
data += f" .columns = {tilesetData['columns']},\n"
data += f" .rows = {tilesetData['rows']},\n"
data += f" .uv = {{ {widthScale / tilesetData['columns']}f, {heightScale / tilesetData['rows']}f }},\n"
data += f" .image = {json.dumps(tilesetData['image']['imagePath'])},\n"
data += f"}};\n"
# Write Header
outputFile = os.path.join(args.headers_dir, "display", "tileset", f"tileset_{tilesetName}.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, 'w') as f:
f.write(data)
print(f"Write header for tileset: {outputFile}")
tileset = {
"files": [],
"image": tilesetData['image'],
"headerFile": os.path.relpath(outputFile, args.headers_dir),
"tilesetName": tilesetName,
"tilesetNameUpper": tilesetNameUpper,
"tilesetIndex": len(tilesets),
"tilesetData": tilesetData,
"files": tilesetData['image']['files'],
}
tilesets.append(tileset)
return assetCache(asset['path'], tileset)
def processTilesetList():
data = f"// Tileset List Generated at {datetime.datetime.now().strftime('%Y-%m-%d %H:%M:%S')}\n"
data += f"#pragma once\n"
for tileset in tilesets:
data += f"#include \"{tileset['headerFile']}\"\n"
data += f"\n"
data += f"#define TILESET_LIST_COUNT {len(tilesets)}\n\n"
data += f"static const tileset_t* TILESET_LIST[TILESET_LIST_COUNT] = {{\n"
for tileset in tilesets:
data += f" &TILESET_{tileset['tilesetNameUpper']},\n"
data += f"}};\n"
# Write header.
outputFile = os.path.join(args.headers_dir, "display", "tileset", f"tilesetlist.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, 'w') as f:
f.write(data)
-47
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetpalette.h"
#include "asset/assettype.h"
#include "assert/assert.h"
errorret_t assetPaletteLoad(assetentire_t entire) {
assertNotNull(entire.data, "Data pointer cannot be NULL.");
assertNotNull(entire.output, "Output pointer cannot be NULL.");
assetpalette_t *assetData = (assetpalette_t *)entire.data;
palette_t *palette = (palette_t *)entire.output;
// Read header and version (first 4 bytes)
if(
assetData->header[0] != 'D' ||
assetData->header[1] != 'P' ||
assetData->header[2] != 'F'
) {
errorThrow("Invalid palette header");
}
// Version (can only be 1 atm)
if(assetData->version != 0x01) {
errorThrow("Unsupported palette version");
}
// Check color count.
if(
assetData->colorCount == 0 ||
assetData->colorCount > PALETTE_COLOR_COUNT_MAX
) {
errorThrow("Invalid palette color count");
}
paletteInit(
palette,
assetData->colorCount,
assetData->colors
);
errorOk();
}
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "display/texture/palette.h"
typedef struct assetentire_s assetentire_t;
#pragma pack(push, 1)
typedef struct {
char_t header[3];
uint8_t version;
uint8_t colorCount;
color_t colors[PALETTE_COLOR_COUNT_MAX];
} assetpalette_t;
#pragma pack(pop)
/**
* Loads a palette from the given data pointer into the output palette.
*
* @param entire Data received from the asset loader system.
* @return An error code.
*/
errorret_t assetPaletteLoad(assetentire_t entire);
-107
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "camera.h"
#include "display/display.h"
#include "assert/assert.h"
#include "display/framebuffer/framebuffer.h"
#include "display/screen/screen.h"
void cameraInit(camera_t *camera) {
cameraInitPerspective(camera);
}
void cameraInitPerspective(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
camera->projType = CAMERA_PROJECTION_TYPE_PERSPECTIVE;
camera->perspective.fov = glm_rad(45.0f);
camera->nearClip = 0.1f;
camera->farClip = 10000.0f;
camera->viewType = CAMERA_VIEW_TYPE_LOOKAT;
glm_vec3_copy((vec3){ 5.0f, 5.0f, 5.0f }, camera->lookat.position);
glm_vec3_copy((vec3){ 0.0f, 1.0f, 0.0f }, camera->lookat.up);
glm_vec3_copy((vec3){ 0.0f, 0.0f, 0.0f }, camera->lookat.target);
}
void cameraInitOrthographic(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
camera->projType = CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC;
camera->orthographic.left = 0.0f;
camera->orthographic.right = SCREEN.width;
camera->orthographic.top = SCREEN.height;
camera->orthographic.bottom = 0.0f;
camera->nearClip = 0.1f;
camera->farClip = 1.0f;
camera->viewType = CAMERA_VIEW_TYPE_2D;
glm_vec2_copy((vec2){ 0.0f, 0.0f }, camera->_2d.position);
camera->_2d.zoom = 1.0f;
}
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Not a camera component");
assertNotNull(dest, "Destination matrix must not be null");
if(
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE ||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED
) {
glm_mat4_identity(dest);
glm_perspective(
camera->perspective.fov,
SCREEN.aspect,
camera->nearClip,
camera->farClip,
dest
);
if(camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED) {
dest[1][1] *= -1.0f;
}
} else if(camera->projType == CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC) {
glm_mat4_identity(dest);
glm_ortho(
camera->orthographic.left,
camera->orthographic.right,
camera->orthographic.top,
camera->orthographic.bottom,
camera->nearClip,
camera->farClip,
dest
);
}
}
void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Not a camera component");
assertNotNull(dest, "Destination matrix must not be null");
if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) {
glm_mat4_ucopy(camera->view, dest);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT) {
glm_mat4_identity(dest);
glm_lookat(
camera->lookat.position,
camera->lookat.target,
camera->lookat.up,
dest
);
} else if(camera->viewType == CAMERA_VIEW_TYPE_2D) {
glm_mat4_identity(dest);
glm_lookat(
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.5f },
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.0f },
(vec3){ 0.0f, 1.0f, 0.0f },
dest
);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT) {
assertUnreachable("LOOKAT_PIXEL_PERFECT view type is not implemented yet");
}
}
-97
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "display/color.h"
#include "display/camera/cameraplatform.h"
#ifndef cameraPushMatrixPlatform
#error "cameraPushMatrixPlatform must be defined"
#endif
typedef enum {
CAMERA_VIEW_TYPE_MATRIX,
CAMERA_VIEW_TYPE_LOOKAT,
CAMERA_VIEW_TYPE_2D,
CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT
} cameraviewtype_t;
typedef struct camera_s {
union {
mat4 view;
struct {
vec3 position;
vec3 target;
vec3 up;
} lookat;
struct {
vec3 offset;
vec3 target;
vec3 up;
float_t pixelsPerUnit;
} lookatPixelPerfect;
struct {
vec2 position;
float_t zoom;
} _2d;
};
union {
struct {
float_t fov;
} perspective;
struct {
float_t left;
float_t right;
float_t top;
float_t bottom;
} orthographic;
};
float_t nearClip;
float_t farClip;
cameraprojectiontype_t projType;
cameraviewtype_t viewType;
} camera_t;
/**
* Initializes a camera to default values. This calls cameraInitPerspective.
*/
void cameraInit(camera_t *camera);
/**
* Initializes a camera for perspective projection.
*/
void cameraInitPerspective(camera_t *camera);
/**
* Initializes a camera for orthographic projection.
*/
void cameraInitOrthographic(camera_t *camera);
/**
* Gets the projection matrix for a camera.
*
* @param camera Camera to get the projection matrix for
* @param dest Matrix to store the projection matrix in
*/
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest);
/**
* Gets the view matrix for a camera.
*
* @param camera Camera to get the view matrix for
* @param dest Matrix to store the view matrix in
*/
void cameraGetViewMatrix(camera_t *camera, mat4 dest);
-158
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import json
import os
from tools.dusk.event import Event
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, CHUNK_VERTEX_COUNT_MAX, TILE_SHAPE_NULL
from tools.dusk.tile import Tile
from tools.dusk.entity import Entity
from tools.dusk.region import Region
from tools.editor.map.vertexbuffer import VertexBuffer
from OpenGL.GL import *
class Chunk:
def __init__(self, map, x, y, z):
self.map = map
self.x = x
self.y = y
self.z = z
self.current = {}
self.original = {}
self.entities = {}
self.regions = {}
self.onChunkData = Event()
self.dirty = False
self.tiles = {}
self.vertexBuffer = VertexBuffer()
# Test Region
region = self.regions[0] = Region(self)
region.minX = 0
region.minY = 0
region.minZ = 0
region.maxX = 32
region.maxY = 32
region.maxZ = 32
region.updateVertexs()
# Gen tiles.
tileIndex = 0
for tz in range(CHUNK_DEPTH):
for ty in range(CHUNK_HEIGHT):
for tx in range(CHUNK_WIDTH):
self.tiles[tileIndex] = Tile(self, tx, ty, tz, tileIndex)
tileIndex += 1
# Update vertices
self.tileUpdateVertices()
def reload(self, newX, newY, newZ):
self.x = newX
self.y = newY
self.z = newZ
self.entities = {}
for tile in self.tiles.values():
tile.chunkReload(newX, newY, newZ)
self.load()
def tileUpdateVertices(self):
self.vertexBuffer.clear()
for tile in self.tiles.values():
tile.buffer(self.vertexBuffer)
self.vertexBuffer.buildData()
def load(self):
fname = self.getFilename()
if not fname or not os.path.exists(fname):
self.new()
return
try:
with open(fname, 'r') as f:
data = json.load(f)
if not 'shapes' in data:
data['shapes'] = []
# For each tile.
for tile in self.tiles.values():
tile.load(data)
# For each entity.
self.entities = {}
if 'entities' in data:
for id, entData in enumerate(data['entities']):
ent = Entity(self)
ent.load(entData)
self.entities[id] = ent
self.tileUpdateVertices()
self.dirty = False
self.onChunkData.invoke(self)
self.map.onEntityData.invoke()
except Exception as e:
raise RuntimeError(f"Failed to load chunk file: {e}")
def save(self):
if not self.isDirty():
return
dataOut = {
'shapes': [],
'entities': []
}
for tile in self.tiles.values():
dataOut['shapes'].append(tile.shape)
for ent in self.entities.values():
entData = {}
ent.save(entData)
dataOut['entities'].append(entData)
fname = self.getFilename()
if not fname:
raise ValueError("No filename specified for saving chunk.")
try:
with open(fname, 'w') as f:
json.dump(dataOut, f)
self.dirty = False
self.onChunkData.invoke(self)
except Exception as e:
raise RuntimeError(f"Failed to save chunk file: {e}")
def new(self):
for tile in self.tiles.values():
tile.shape = TILE_SHAPE_NULL
self.tileUpdateVertices()
self.dirty = False
self.onChunkData.invoke(self)
def isDirty(self):
return self.dirty
def getFilename(self):
if not self.map or not hasattr(self.map, 'getChunkDirectory'):
return None
dirPath = self.map.getChunkDirectory()
if dirPath is None:
return None
return f"{dirPath}/{self.x}_{self.y}_{self.z}.json"
def draw(self):
self.vertexBuffer.draw()
def addEntity(self, localX=0, localY=0, localZ=0):
ent = Entity(self, localX, localY, localZ)
self.entities[len(self.entities)] = ent
self.map.onEntityData.invoke()
self.dirty = True
return ent
def removeEntity(self, entity):
for key, val in list(self.entities.items()):
if val == entity:
del self.entities[key]
self.map.onEntityData.invoke()
self.dirty = True
return True
return False
-49
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@@ -1,49 +0,0 @@
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))
-90
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@@ -1,90 +0,0 @@
from tools.dusk.defs import ENTITY_TYPE_NULL, ENTITY_TYPE_NPC, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
from tools.editor.map.vertexbuffer import VertexBuffer
class Entity:
def __init__(self, chunk, localX=0, localY=0, localZ=0):
self.type = ENTITY_TYPE_NPC
self.name = "Unititled"
self.localX = localX % CHUNK_WIDTH
self.localY = localY % CHUNK_HEIGHT
self.localZ = localZ % CHUNK_DEPTH
self.chunk = chunk
self.vertexBuffer = VertexBuffer()
pass
def load(self, obj):
self.type = obj.get('type', ENTITY_TYPE_NULL)
self.localX = obj.get('x', 0)
self.localY = obj.get('y', 0)
self.localZ = obj.get('z', 0)
self.name = obj.get('name', "Untitled")
pass
def save(self, obj):
obj['type'] = self.type
obj['name'] = self.name
obj['x'] = self.localX
obj['y'] = self.localY
obj['z'] = self.localZ
pass
def setType(self, entityType):
if self.type == entityType:
return
self.type = entityType
self.chunk.dirty = True
self.chunk.map.onEntityData.invoke()
def setName(self, name):
if self.name == name:
return
self.name = name
self.chunk.dirty = True
self.chunk.map.onEntityData.invoke()
def draw(self):
self.vertexBuffer.clear()
startX = (self.chunk.x * CHUNK_WIDTH + self.localX) * TILE_WIDTH
startY = (self.chunk.y * CHUNK_HEIGHT + self.localY) * TILE_HEIGHT
startZ = (self.chunk.z * CHUNK_DEPTH + self.localZ) * TILE_DEPTH
w = TILE_WIDTH
h = TILE_HEIGHT
d = TILE_DEPTH
# Center
startX -= w / 2
startY -= h / 2
startZ -= d / 2
# Offset upwards a little
startZ += 1
# Buffer simple quad at current position (need 6 positions)
self.vertexBuffer.vertices = [
startX, startY, startZ,
startX + w, startY, startZ,
startX + w, startY + h, startZ,
startX, startY, startZ,
startX + w, startY + h, startZ,
startX, startY + h, startZ,
]
self.vertexBuffer.colors = [
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
]
self.vertexBuffer.uvs = [
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 1.0,
]
self.vertexBuffer.buildData()
self.vertexBuffer.draw()
-18
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@@ -1,18 +0,0 @@
class Event:
def __init__(self):
self._subscribers = []
def sub(self, callback):
"""Subscribe a callback to the event."""
if callback not in self._subscribers:
self._subscribers.append(callback)
def unsub(self, callback):
"""Unsubscribe a callback from the event."""
if callback in self._subscribers:
self._subscribers.remove(callback)
def invoke(self, *args, **kwargs):
"""Invoke all subscribers with the given arguments."""
for callback in self._subscribers:
callback(*args, **kwargs)
-259
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@@ -1,259 +0,0 @@
import json
import sys
from tools.dusk.event import Event
from PyQt5.QtWidgets import QFileDialog, QMessageBox
from PyQt5.QtCore import QTimer
import os
from tools.dusk.chunk import Chunk
from tools.dusk.defs import MAP_WIDTH, MAP_HEIGHT, MAP_DEPTH, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH
import traceback
MAP_DEFAULT_PATH = os.path.join(os.path.dirname(__file__), '../../assets/map/')
EDITOR_CONFIG_PATH = os.path.join(os.path.dirname(__file__), '.editor')
class Map:
def __init__(self, parent):
self.parent = parent
self.data = {}
self.dataOriginal = {}
self.position = [None, None, None] # x, y, z
self.topLeftX = None
self.topLeftY = None
self.topLeftZ = None
self.chunks = {}
self.onMapData = Event()
self.onPositionChange = Event()
self.onEntityData = Event()
self.mapFileName = None
self.lastFile = None
self.firstLoad = True
index = 0
for x in range(MAP_WIDTH):
for y in range(MAP_HEIGHT):
for z in range(MAP_DEPTH):
self.chunks[index] = Chunk(self, x, y, z)
index += 1
# Only in editor instances:
self.moveTo(0, 0, 0)
if parent is not None:
QTimer.singleShot(16, self.loadLastFile)
def loadLastFile(self):
if not os.path.exists(EDITOR_CONFIG_PATH):
return
try:
with open(EDITOR_CONFIG_PATH, 'r') as f:
config = json.load(f)
lastFile = config.get('lastFile')
lastPosition = config.get('lastPosition')
leftPanelIndex = config.get('leftPanelIndex')
if lastFile and os.path.exists(lastFile):
self.load(lastFile)
if lastPosition and isinstance(lastPosition, list) and len(lastPosition) == 3:
self.moveTo(*lastPosition)
if leftPanelIndex is not None:
self.parent.leftPanel.tabs.setCurrentIndex(leftPanelIndex)
except Exception:
traceback.print_exc()
def updateEditorConfig(self):
if self.parent is None:
return
try:
mapFileName = self.getMapFilename()
config = {
'lastFile': mapFileName if mapFileName else "",
'lastPosition': self.position,
'leftPanelIndex': self.parent.leftPanel.tabs.currentIndex()
}
config_dir = os.path.dirname(EDITOR_CONFIG_PATH)
if not os.path.exists(config_dir):
os.makedirs(config_dir, exist_ok=True)
with open(EDITOR_CONFIG_PATH, 'w') as f:
json.dump(config, f, indent=2)
except Exception:
traceback.print_exc()
def newFile(self):
self.data = {}
self.dataOriginal = {}
self.mapFileName = None
self.lastFile = None
for chunk in self.chunks.values():
chunk.new()
self.moveTo(0, 0, 0)
self.onMapData.invoke(self.data)
self.updateEditorConfig()
def save(self, fname=None):
if not self.getMapFilename() and fname is None:
filePath, _ = QFileDialog.getSaveFileName(None, "Save Map File", MAP_DEFAULT_PATH, "Map Files (*.json)")
if not filePath:
return
self.mapFileName = filePath
if fname:
self.mapFileName = fname
try:
with open(self.getMapFilename(), 'w') as f:
json.dump(self.data, f, indent=2)
self.dataOriginal = json.loads(json.dumps(self.data)) # Deep copy
for chunk in self.chunks.values():
chunk.save()
self.updateEditorConfig()
except Exception as e:
traceback.print_exc()
QMessageBox.critical(None, "Save Error", f"Failed to save map file:\n{e}")
def load(self, fileName):
try:
with open(fileName, 'r') as f:
self.data = json.load(f)
self.mapFileName = fileName
self.dataOriginal = json.loads(json.dumps(self.data)) # Deep copy
for chunk in self.chunks.values():
chunk.load()
self.onMapData.invoke(self.data)
self.updateEditorConfig()
except Exception as e:
traceback.print_exc()
QMessageBox.critical(None, "Load Error", f"Failed to load map file:\n{e}")
def isMapFileDirty(self):
return json.dumps(self.data, sort_keys=True) != json.dumps(self.dataOriginal, sort_keys=True)
def isDirty(self):
return self.isMapFileDirty() or self.anyChunksDirty()
def getMapFilename(self):
return self.mapFileName if self.mapFileName and os.path.exists(self.mapFileName) else None
def getMapDirectory(self):
if self.mapFileName is None:
return None
dirname = os.path.dirname(self.mapFileName)
return dirname
def getChunkDirectory(self):
dirName = self.getMapDirectory()
if dirName is None:
return None
return os.path.join(dirName, 'chunks')
def anyChunksDirty(self):
for chunk in self.chunks.values():
if chunk.isDirty():
return True
return False
def moveTo(self, x, y, z):
if self.position == [x, y, z]:
return
# We need to decide if the chunks should be unloaded here or not.
newTopLeftChunkX = x // CHUNK_WIDTH - (MAP_WIDTH // 2)
newTopLeftChunkY = y // CHUNK_HEIGHT - (MAP_HEIGHT // 2)
newTopLeftChunkZ = z // CHUNK_DEPTH - (MAP_DEPTH // 2)
if(newTopLeftChunkX != self.topLeftX or
newTopLeftChunkY != self.topLeftY or
newTopLeftChunkZ != self.topLeftZ):
chunksToUnload = []
chunksToKeep = []
for chunk in self.chunks.values():
chunkWorldX = chunk.x
chunkWorldY = chunk.y
chunkWorldZ = chunk.z
if(chunkWorldX < newTopLeftChunkX or
chunkWorldX >= newTopLeftChunkX + MAP_WIDTH or
chunkWorldY < newTopLeftChunkY or
chunkWorldY >= newTopLeftChunkY + MAP_HEIGHT or
chunkWorldZ < newTopLeftChunkZ or
chunkWorldZ >= newTopLeftChunkZ + MAP_DEPTH):
chunksToUnload.append(chunk)
else:
chunksToKeep.append(chunk)
# Unload chunks that are out of the new bounds.
for chunk in chunksToUnload:
if chunk.isDirty():
print(f"Can't move map, some chunks are dirty: ({chunk.x}, {chunk.y}, {chunk.z})")
return
# Now we can safely unload the chunks.
chunkIndex = 0
newChunks = {}
for chunk in chunksToKeep:
newChunks[chunkIndex] = chunk
chunkIndex += 1
for xPos in range(newTopLeftChunkX, newTopLeftChunkX + MAP_WIDTH):
for yPos in range(newTopLeftChunkY, newTopLeftChunkY + MAP_HEIGHT):
for zPos in range(newTopLeftChunkZ, newTopLeftChunkZ + MAP_DEPTH):
# Check if we already have this chunk.
found = False
for chunk in chunksToKeep:
if chunk.x == xPos and chunk.y == yPos and chunk.z == zPos:
found = True
break
if not found:
# Create a new chunk.
newChunk = chunksToUnload.pop()
newChunk.reload(xPos, yPos, zPos)
newChunks[chunkIndex] = newChunk
chunkIndex += 1
self.chunks = newChunks
self.topLeftX = newTopLeftChunkX
self.topLeftY = newTopLeftChunkY
self.topLeftZ = newTopLeftChunkZ
self.position = [x, y, z]
self.onPositionChange.invoke(self.position)
if not self.firstLoad:
self.updateEditorConfig()
self.firstLoad = False
def moveRelative(self, x, y, z):
self.moveTo(
self.position[0] + x,
self.position[1] + y,
self.position[2] + z
)
def draw(self):
for chunk in self.chunks.values():
chunk.draw()
for chunk in self.chunks.values():
for entity in chunk.entities.values():
entity.draw()
# Only render on Region tab
if self.parent.leftPanel.tabs.currentWidget() == self.parent.leftPanel.regionPanel:
for chunk in self.chunks.values():
for region in chunk.regions.values():
region.draw()
def getChunkAtWorldPos(self, x, y, z):
chunkX = x // CHUNK_WIDTH
chunkY = y // CHUNK_HEIGHT
chunkZ = z // CHUNK_DEPTH
for chunk in self.chunks.values():
if chunk.x == chunkX and chunk.y == chunkY and chunk.z == chunkZ:
return chunk
return None
def getTileAtWorldPos(self, x, y, z):
chunk = self.getChunkAtWorldPos(x, y, z)
if not chunk:
print("No chunk found at position:", (x, y, z))
return None
tileX = x % CHUNK_WIDTH
tileY = y % CHUNK_HEIGHT
tileZ = z % CHUNK_DEPTH
tileIndex = tileX + tileY * CHUNK_WIDTH + tileZ * CHUNK_WIDTH * CHUNK_HEIGHT
return chunk.tiles.get(tileIndex)
-141
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@@ -1,141 +0,0 @@
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
from tools.editor.map.vertexbuffer import VertexBuffer
from OpenGL.GL import *
from OpenGL.GLU import *
class Region:
def __init__(self, chunk):
self.minX = 0
self.minY = 0
self.minZ = 0
self.maxX = 0
self.maxY = 0
self.maxZ = 0
self.chunk = chunk
self.vertexBuffer = VertexBuffer()
self.color = (1.0, 0.0, 0.0)
self.updateVertexs()
pass
def updateVertexs(self):
# Draw a quad, semi transparent with solid outlines
vminX = (self.minX * CHUNK_WIDTH) * TILE_WIDTH
vminY = (self.minY * CHUNK_HEIGHT) * TILE_HEIGHT
vminZ = (self.minZ * CHUNK_DEPTH) * TILE_DEPTH
vmaxX = (self.maxX * CHUNK_WIDTH) * TILE_WIDTH
vmaxY = (self.maxY * CHUNK_HEIGHT) * TILE_HEIGHT
vmaxZ = (self.maxZ * CHUNK_DEPTH) * TILE_DEPTH
alpha = 0.25
# Move back half a tile width
vminX -= TILE_WIDTH / 2
vmaxX -= TILE_WIDTH / 2
vminY -= TILE_HEIGHT / 2
vmaxY -= TILE_HEIGHT / 2
vminZ -= TILE_DEPTH / 2
vmaxZ -= TILE_DEPTH / 2
# Cube (6 verts per face)
self.vertexBuffer.vertices = [
# Front face
vminX, vminY, vmaxZ,
vmaxX, vminY, vmaxZ,
vmaxX, vmaxY, vmaxZ,
vminX, vminY, vmaxZ,
vmaxX, vmaxY, vmaxZ,
vminX, vmaxY, vmaxZ,
# Back face
vmaxX, vminY, vminZ,
vminX, vminY, vminZ,
vminX, vmaxY, vminZ,
vmaxX, vminY, vminZ,
vminX, vmaxY, vminZ,
vmaxX, vmaxY, vminZ,
# Left face
vminX, vminY, vminZ,
vminX, vminY, vmaxZ,
vminX, vmaxY, vmaxZ,
vminX, vminY, vminZ,
vminX, vmaxY, vmaxZ,
vminX, vmaxY, vminZ,
# Right face
vmaxX, vminY, vmaxZ,
vmaxX, vminY, vminZ,
vmaxX, vmaxY, vminZ,
vmaxX, vminY, vmaxZ,
vmaxX, vmaxY, vminZ,
vmaxX, vmaxY, vmaxZ,
# Top face
vminX, vmaxY, vmaxZ,
vmaxX, vmaxY, vmaxZ,
vmaxX, vmaxY, vminZ,
vminX, vmaxY, vmaxZ,
vmaxX, vmaxY, vminZ,
vminX, vmaxY, vminZ,
# Bottom face
vminX, vminY, vminZ,
vmaxX, vminY, vminZ,
vmaxX, vminY, vmaxZ,
vminX, vminY, vminZ,
vmaxX, vminY, vmaxZ,
vminX, vminY, vmaxZ,
]
self.vertexBuffer.colors = [
# Front face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Back face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Left face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Right face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Top face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Bottom face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
]
self.vertexBuffer.buildData()
def draw(self):
self.vertexBuffer.draw()
-206
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@@ -1,206 +0,0 @@
from OpenGL.GL import *
from tools.dusk.defs import (
TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH,
CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH,
TILE_SHAPE_NULL, TILE_SHAPE_FLOOR,
TILE_SHAPE_RAMP_NORTH, TILE_SHAPE_RAMP_SOUTH,
TILE_SHAPE_RAMP_EAST, TILE_SHAPE_RAMP_WEST,
TILE_SHAPE_RAMP_SOUTHWEST, TILE_SHAPE_RAMP_SOUTHEAST,
TILE_SHAPE_RAMP_NORTHWEST, TILE_SHAPE_RAMP_NORTHEAST
)
def getItem(arr, index, default):
if index < len(arr):
return arr[index]
return default
class Tile:
def __init__(self, chunk, x, y, z, tileIndex):
self.shape = TILE_SHAPE_NULL
self.chunk = chunk
self.x = x
self.y = y
self.z = z
self.index = tileIndex
self.posX = x * TILE_WIDTH + chunk.x * CHUNK_WIDTH * TILE_WIDTH
self.posY = y * TILE_HEIGHT + chunk.y * CHUNK_HEIGHT * TILE_HEIGHT
self.posZ = z * TILE_DEPTH + chunk.z * CHUNK_DEPTH * TILE_DEPTH
def chunkReload(self, newX, newY, newZ):
self.posX = self.x * TILE_WIDTH + newX * CHUNK_WIDTH * TILE_WIDTH
self.posY = self.y * TILE_HEIGHT + newY * CHUNK_HEIGHT * TILE_HEIGHT
self.posZ = self.z * TILE_DEPTH + newZ * CHUNK_DEPTH * TILE_DEPTH
def load(self, chunkData):
self.shape = getItem(chunkData['shapes'], self.index, TILE_SHAPE_NULL)
def setShape(self, shape):
if shape == self.shape:
return
self.shape = shape
self.chunk.dirty = True
self.chunk.tileUpdateVertices()
self.chunk.onChunkData.invoke(self.chunk)
def getBaseTileModel(self):
vertices = []
indices = []
uvs = []
colors = []
if self.shape == TILE_SHAPE_NULL:
pass
elif self.shape == TILE_SHAPE_FLOOR:
vertices = [
(self.posX, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
(self.posX, self.posY + TILE_HEIGHT, self.posZ)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 255, 255, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_NORTH:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
(self.posX, self.posY + TILE_HEIGHT, self.posZ)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 0, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_SOUTH:
vertices = [
(self.posX, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (0, 255, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_EAST:
vertices = [
(self.posX, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (0, 0, 255, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_WEST:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 255, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_SOUTHWEST:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 128, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_NORTHWEST:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (128, 255, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_NORTHEAST:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (0, 255, 128, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_SOUTHEAST:
vertices = [
(self.posX, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 128, 255, 255) ] * 4
else:
# Solid black cube for unknown shape
x0, y0, z0 = self.posX, self.posY, self.posZ
x1, y1, z1 = self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH
vertices = [
(x0, y0, z0), (x1, y0, z0), (x1, y1, z0), (x0, y1, z0), # bottom
(x0, y0, z1), (x1, y0, z1), (x1, y1, z1), (x0, y1, z1) # top
]
indices = [
0,1,2, 0,2,3, # bottom
4,5,6, 4,6,7, # top
0,1,5, 0,5,4, # front
2,3,7, 2,7,6, # back
1,2,6, 1,6,5, # right
3,0,4, 3,4,7 # left
]
uvs = [ (0,0) ] * 8
colors = [ (0,0,0,255) ] * 8
return {
'vertices': vertices,
'indices': indices,
'uvs': uvs,
'colors': colors
}
def buffer(self, vertexBuffer):
if self.shape == TILE_SHAPE_NULL:
return
# New code:
baseData = self.getBaseTileModel()
# Base data is indiced but we need to buffer unindiced data
for index in baseData['indices']:
verts = baseData['vertices'][index]
uv = baseData['uvs'][index]
color = baseData['colors'][index]
vertexBuffer.vertices.extend([
verts[0] - (TILE_WIDTH / 2.0),
verts[1] - (TILE_HEIGHT / 2.0),
verts[2] - (TILE_DEPTH / 2.0)
])
vertexBuffer.colors.extend([
color[0] / 255.0,
color[1] / 255.0,
color[2] / 255.0,
color[3] / 255.0
])
-57
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@@ -1,57 +0,0 @@
#!/usr/bin/env python3
import sys
from PyQt5.QtWidgets import (
QApplication, QVBoxLayout, QPushButton,
QDialog
)
from OpenGL.GL import *
from OpenGL.GLU import *
from tools.editor.maptool import MapWindow
from tools.editor.langtool import LangToolWindow
from tools.editor.cutscenetool import CutsceneToolWindow
DEFAULT_TOOL = None
DEFAULT_TOOL = "map"
# DEFAULT_TOOL = "cutscene"
TOOLS = [
("Map Editor", "map", MapWindow),
("Language Editor", "language", LangToolWindow),
("Cutscene Editor", "cutscene", CutsceneToolWindow),
]
class EditorChoiceDialog(QDialog):
def __init__(self):
super().__init__()
self.setWindowTitle("Choose Tool")
layout = QVBoxLayout(self)
self.selected = None
for label, key, win_cls in TOOLS:
btn = QPushButton(label)
btn.clicked.connect(lambda checked, w=win_cls: self.choose_tool(w))
layout.addWidget(btn)
def choose_tool(self, win_cls):
self.selected = win_cls
self.accept()
def get_choice(self):
return self.selected
def main():
app = QApplication(sys.argv)
tool_map = { key: win_cls for _, key, win_cls in TOOLS }
if DEFAULT_TOOL in tool_map:
win_cls = tool_map[DEFAULT_TOOL]
else:
choice_dialog = EditorChoiceDialog()
if choice_dialog.exec_() == QDialog.Accepted:
win_cls = choice_dialog.get_choice()
else:
sys.exit(0)
win = win_cls()
win.show()
sys.exit(app.exec_())
if __name__ == "__main__":
main()
@@ -1,58 +0,0 @@
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLineEdit, QLabel, QSizePolicy, QComboBox, QHBoxLayout, QSpacerItem
from PyQt5.QtCore import Qt, pyqtSignal
from .cutscenewait import CutsceneWaitEditor
from .cutscenetext import CutsceneTextEditor
EDITOR_MAP = (
( "wait", "Wait", CutsceneWaitEditor ),
( "text", "Text", CutsceneTextEditor )
)
class CutsceneItemEditor(QWidget):
def __init__(self, parent=None):
super().__init__(parent)
self.layout = QVBoxLayout(self)
self.layout.setAlignment(Qt.AlignTop | Qt.AlignLeft)
self.layout.addWidget(QLabel("Item Properties:"))
rowLayout = QHBoxLayout()
rowLayout.setSpacing(8)
rowLayout.addWidget(QLabel("Name:"))
self.nameInput = QLineEdit()
rowLayout.addWidget(self.nameInput)
rowLayout.addWidget(QLabel("Type:"))
self.typeDropdown = QComboBox()
self.typeDropdown.addItems([typeName for typeKey, typeName, editorClass in EDITOR_MAP])
rowLayout.addWidget(self.typeDropdown)
self.layout.addLayout(rowLayout)
self.activeEditor = None
# Events
self.nameInput.textChanged.connect(self.onNameChanged)
self.typeDropdown.currentTextChanged.connect(self.onTypeChanged)
# First load
self.onNameChanged(self.nameInput.text())
self.onTypeChanged(self.typeDropdown.currentText())
def onNameChanged(self, nameText):
pass
def onTypeChanged(self, typeText):
typeKey = typeText.lower()
# Remove existing editor
if self.activeEditor:
self.layout.removeWidget(self.activeEditor)
self.activeEditor.deleteLater()
self.activeEditor = None
# Create new editor
for key, name, editorClass in EDITOR_MAP:
if key == typeKey:
self.activeEditor = editorClass()
self.layout.addWidget(self.activeEditor)
break
@@ -1,54 +0,0 @@
from PyQt5.QtWidgets import QMenuBar, QAction, QFileDialog, QMessageBox
from PyQt5.QtGui import QKeySequence
class CutsceneMenuBar(QMenuBar):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
fileMenu = self.addMenu("File")
self.newAction = QAction("New", self)
self.newAction.setShortcut(QKeySequence.New)
self.newAction.triggered.connect(self.newFile)
fileMenu.addAction(self.newAction)
self.openAction = QAction("Open", self)
self.openAction.setShortcut(QKeySequence.Open)
self.openAction.triggered.connect(self.openFile)
fileMenu.addAction(self.openAction)
self.saveAction = QAction("Save", self)
self.saveAction.setShortcut(QKeySequence.Save)
self.saveAction.triggered.connect(self.saveFile)
fileMenu.addAction(self.saveAction)
self.saveAsAction = QAction("Save As", self)
self.saveAsAction.setShortcut(QKeySequence.SaveAs)
self.saveAsAction.triggered.connect(self.saveFileAs)
fileMenu.addAction(self.saveAsAction)
def newFile(self):
self.parent.clearCutscene()
def openFile(self):
path, _ = QFileDialog.getOpenFileName(self.parent, "Open Cutscene File", "", "JSON Files (*.json);;All Files (*)")
if not path:
return
# TODO: Load file contents into timeline
self.parent.currentFile = path
pass
def saveFile(self):
if not self.parent.currentFile:
self.saveFileAs()
return
# TODO: Save timeline to self.parent.currentFile
pass
def saveFileAs(self):
path, _ = QFileDialog.getSaveFileName(self.parent, "Save Cutscene File As", "", "JSON Files (*.json);;All Files (*)")
if path:
self.parent.currentFile = path
self.saveFile()
-21
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@@ -1,21 +0,0 @@
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QTextEdit
from PyQt5.QtCore import Qt
class CutsceneTextEditor(QWidget):
def __init__(self, parent=None):
super().__init__(parent)
layout = QVBoxLayout(self)
layout.setContentsMargins(0, 0, 0, 0)
layout.setSpacing(0)
label = QLabel("Text:")
label.setSizePolicy(label.sizePolicy().Expanding, label.sizePolicy().Fixed)
layout.addWidget(label)
self.textInput = QTextEdit()
self.textInput.setSizePolicy(self.textInput.sizePolicy().Expanding, self.textInput.sizePolicy().Expanding)
layout.addWidget(self.textInput, stretch=1)
def setText(self, text):
self.textInput.setPlainText(text)
def getText(self):
return self.textInput.toPlainText()
-20
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@@ -1,20 +0,0 @@
from PyQt5.QtWidgets import QWidget, QFormLayout, QDoubleSpinBox, QLabel
class CutsceneWaitEditor(QWidget):
def __init__(self, parent=None):
super().__init__(parent)
layout = QFormLayout(self)
layout.setContentsMargins(0, 0, 0, 0)
layout.setSpacing(0)
self.waitTimeInput = QDoubleSpinBox()
self.waitTimeInput.setMinimum(0.0)
self.waitTimeInput.setMaximum(9999.0)
self.waitTimeInput.setDecimals(2)
self.waitTimeInput.setSingleStep(0.1)
layout.addRow(QLabel("Wait Time (seconds):"), self.waitTimeInput)
def setWaitTime(self, value):
self.waitTimeInput.setValue(value)
def getWaitTime(self):
return self.waitTimeInput.value()
-101
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@@ -1,101 +0,0 @@
from PyQt5.QtWidgets import QMainWindow, QApplication, QWidget, QVBoxLayout, QHBoxLayout, QLabel, QPushButton, QListWidget, QListWidgetItem, QMenuBar, QAction, QFileDialog, QMessageBox
from PyQt5.QtGui import QKeySequence
from tools.editor.cutscene.cutsceneitemeditor import CutsceneItemEditor
from tools.editor.cutscene.cutscenemenubar import CutsceneMenuBar
import sys
class CutsceneToolWindow(QMainWindow):
def __init__(self):
super().__init__()
self.setWindowTitle("Dusk Cutscene Editor")
self.setGeometry(100, 100, 800, 600)
self.nextItemNumber = 1 # Track next available number
self.currentFile = None
self.dirty = False # Track unsaved changes
# File menu (handled by CutsceneMenuBar)
menubar = CutsceneMenuBar(self)
self.setMenuBar(menubar)
# Main layout: horizontal split
central = QWidget()
mainLayout = QHBoxLayout(central)
self.setCentralWidget(central)
# Timeline
leftPanel = QWidget()
leftLayout = QVBoxLayout(leftPanel)
self.timelineList = QListWidget()
self.timelineList.setSelectionMode(QListWidget.SingleSelection)
leftLayout.addWidget(QLabel("Cutscene Timeline"))
leftLayout.addWidget(self.timelineList)
btnLayout = QHBoxLayout()
self.addBtn = QPushButton("Add")
self.removeBtn = QPushButton("Remove")
btnLayout.addWidget(self.addBtn)
btnLayout.addWidget(self.removeBtn)
leftLayout.addLayout(btnLayout)
mainLayout.addWidget(leftPanel, 2)
# Property editor
self.editorPanel = QWidget()
self.editorLayout = QVBoxLayout(self.editorPanel)
self.itemEditor = None # Only create when needed
mainLayout.addWidget(self.editorPanel, 3)
# Events
self.timelineList.currentItemChanged.connect(self.onItemSelected)
self.addBtn.clicked.connect(self.addCutsceneItem)
self.removeBtn.clicked.connect(self.removeCutsceneItem)
def addCutsceneItem(self):
name = f"Cutscene item {self.nextItemNumber}"
timelineItem = QListWidgetItem(name)
self.timelineList.addItem(timelineItem)
self.timelineList.setCurrentItem(timelineItem)
self.nextItemNumber += 1
self.dirty = True
def removeCutsceneItem(self):
row = self.timelineList.currentRow()
if row < 0:
return
self.timelineList.takeItem(row)
self.dirty = True
# Remove editor if nothing selected
if self.timelineList.currentItem() is None or self.itemEditor is None:
return
self.editorLayout.removeWidget(self.itemEditor)
self.itemEditor.deleteLater()
self.itemEditor = None
def clearCutscene(self):
self.timelineList.clear()
self.nextItemNumber = 1
self.currentFile = None
self.dirty = False
if self.itemEditor:
self.editorLayout.removeWidget(self.itemEditor)
def onItemSelected(self, current, previous):
if current:
if not self.itemEditor:
self.itemEditor = CutsceneItemEditor()
self.editorLayout.addWidget(self.itemEditor)
return
if not self.itemEditor:
return
self.editorLayout.removeWidget(self.itemEditor)
self.itemEditor.deleteLater()
self.itemEditor = None
if __name__ == "__main__":
app = QApplication(sys.argv)
window = CutsceneToolWindow()
window.show()
sys.exit(app.exec_())
-202
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@@ -1,202 +0,0 @@
#!/usr/bin/env python3
from PyQt5.QtWidgets import QMainWindow, QApplication, QAction, QMenuBar, QMessageBox, QFileDialog, QWidget, QVBoxLayout, QHBoxLayout, QLabel, QLineEdit, QTableWidget, QTableWidgetItem, QHeaderView, QPushButton, QTabWidget, QFormLayout
from PyQt5.QtCore import Qt
import sys
import os
import polib
class LangToolWindow(QMainWindow):
def __init__(self):
super().__init__()
self.setWindowTitle("Dusk Language Editor")
self.setGeometry(100, 100, 800, 600)
self.current_file = None
self.dirty = False
self.init_menu()
self.init_ui()
def init_ui(self):
central = QWidget()
layout = QVBoxLayout(central)
tabs = QTabWidget()
# Header Tab
header_tab = QWidget()
header_layout = QFormLayout(header_tab)
self.language_edit = QLineEdit()
self.language_edit.setMaximumWidth(220)
header_layout.addRow(QLabel("Language:"), self.language_edit)
self.plural_edit = QLineEdit()
self.plural_edit.setMaximumWidth(320)
header_layout.addRow(QLabel("Plural-Forms:"), self.plural_edit)
self.content_type_edit = QLineEdit("text/plain; charset=UTF-8")
self.content_type_edit.setMaximumWidth(320)
header_layout.addRow(QLabel("Content-Type:"), self.content_type_edit)
tabs.addTab(header_tab, "Header")
# Strings Tab
strings_tab = QWidget()
strings_layout = QVBoxLayout(strings_tab)
self.po_table = QTableWidget()
self.po_table.setColumnCount(2)
self.po_table.setHorizontalHeaderLabels(["msgid", "msgstr"])
self.po_table.horizontalHeader().setSectionResizeMode(QHeaderView.Stretch)
self.po_table.verticalHeader().setMinimumWidth(22)
self.po_table.verticalHeader().setDefaultAlignment(Qt.AlignRight | Qt.AlignVCenter)
strings_layout.addWidget(self.po_table)
row_btn_layout = QHBoxLayout()
add_row_btn = QPushButton("Add Row")
remove_row_btn = QPushButton("Remove Row")
row_btn_layout.addWidget(add_row_btn)
row_btn_layout.addWidget(remove_row_btn)
strings_layout.addLayout(row_btn_layout)
tabs.addTab(strings_tab, "Strings")
layout.addWidget(tabs)
add_row_btn.clicked.connect(self.add_row)
remove_row_btn.clicked.connect(self.remove_row)
self.add_row_btn = add_row_btn
self.remove_row_btn = remove_row_btn
self.setCentralWidget(central)
# Connect edits to dirty flag
self.language_edit.textChanged.connect(self.set_dirty)
self.plural_edit.textChanged.connect(self.set_dirty)
self.content_type_edit.textChanged.connect(self.set_dirty)
self.po_table.itemChanged.connect(self.set_dirty)
def set_dirty(self):
self.dirty = True
self.update_save_action()
def init_menu(self):
menubar = self.menuBar()
file_menu = menubar.addMenu("File")
new_action = QAction("New", self)
open_action = QAction("Open", self)
save_action = QAction("Save", self)
save_as_action = QAction("Save As", self)
new_action.triggered.connect(lambda: self.handle_file_action("new"))
open_action.triggered.connect(lambda: self.handle_file_action("open"))
save_action.triggered.connect(self.handle_save)
save_as_action.triggered.connect(self.handle_save_as)
file_menu.addAction(new_action)
file_menu.addAction(open_action)
file_menu.addAction(save_action)
file_menu.addAction(save_as_action)
self.save_action = save_action # Store reference for enabling/disabling
self.update_save_action()
def update_save_action(self):
self.save_action.setEnabled(self.current_file is not None)
def handle_file_action(self, action):
if self.dirty:
reply = QMessageBox.question(self, "Save Changes?", "Do you want to save changes before proceeding?", QMessageBox.Yes | QMessageBox.No | QMessageBox.Cancel)
if reply == QMessageBox.Cancel:
return
elif reply == QMessageBox.Yes:
self.handle_save()
if action == "new":
self.new_file()
elif action == "open":
default_dir = os.path.abspath(os.path.join(os.path.dirname(__file__), "../../assets/locale"))
file_path, _ = QFileDialog.getOpenFileName(self, "Open Language File", default_dir, "PO Files (*.po)")
if file_path:
self.open_file(file_path)
def new_file(self):
self.current_file = None
self.dirty = False
self.language_edit.setText("")
self.plural_edit.setText("")
self.po_table.setRowCount(0)
self.update_save_action()
def open_file(self, file_path):
self.current_file = file_path
self.dirty = False
self.update_save_action()
self.load_po_file(file_path)
def load_po_file(self, file_path):
po = polib.pofile(file_path)
language = po.metadata.get('Language', '')
plural = po.metadata.get('Plural-Forms', '')
content_type = po.metadata.get('Content-Type', 'text/plain; charset=UTF-8')
self.language_edit.setText(language)
self.plural_edit.setText(plural)
self.content_type_edit.setText(content_type)
self.po_table.setRowCount(len(po))
for row, entry in enumerate(po):
self.po_table.setItem(row, 0, QTableWidgetItem(entry.msgid))
self.po_table.setItem(row, 1, QTableWidgetItem(entry.msgstr))
def save_file(self, file_path):
po = polib.POFile()
po.metadata = {
'Language': self.language_edit.text(),
'Content-Type': self.content_type_edit.text(),
'Plural-Forms': self.plural_edit.text(),
}
for row in range(self.po_table.rowCount()):
msgid_item = self.po_table.item(row, 0)
msgstr_item = self.po_table.item(row, 1)
msgid = msgid_item.text() if msgid_item else ''
msgstr = msgstr_item.text() if msgstr_item else ''
if msgid or msgstr:
entry = polib.POEntry(msgid=msgid, msgstr=msgstr)
po.append(entry)
po.save(file_path)
self.dirty = False
self.update_save_action()
def handle_save(self):
if self.current_file:
self.save_file(self.current_file)
else:
self.handle_save_as()
def handle_save_as(self):
default_dir = os.path.abspath(os.path.join(os.path.dirname(__file__), "../../assets/locale"))
file_path, _ = QFileDialog.getSaveFileName(self, "Save Language File As", default_dir, "PO Files (*.po)")
if file_path:
self.current_file = file_path
self.update_save_action()
self.save_file(file_path)
def add_row(self):
row = self.po_table.rowCount()
self.po_table.insertRow(row)
self.po_table.setItem(row, 0, QTableWidgetItem(""))
self.po_table.setItem(row, 1, QTableWidgetItem(""))
self.po_table.setCurrentCell(row, 0)
self.set_dirty()
def remove_row(self):
row = self.po_table.currentRow()
if row >= 0:
self.po_table.removeRow(row)
self.set_dirty()
def closeEvent(self, event):
if self.dirty:
reply = QMessageBox.question(self, "Save Changes?", "Do you want to save changes before exiting?", QMessageBox.Yes | QMessageBox.No | QMessageBox.Cancel)
if reply == QMessageBox.Cancel:
event.ignore()
return
elif reply == QMessageBox.Yes:
self.handle_save()
event.accept()
if __name__ == "__main__":
app = QApplication(sys.argv)
window = LangToolWindow()
window.show()
sys.exit(app.exec_())
-55
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import math
import time
from OpenGL.GL import *
from OpenGL.GLU import *
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH, RPG_CAMERA_PIXELS_PER_UNIT, RPG_CAMERA_Z_OFFSET, RPG_CAMERA_FOV
class Camera:
def __init__(self, parent):
self.parent = parent
self.pixelsPerUnit = RPG_CAMERA_PIXELS_PER_UNIT
self.yOffset = RPG_CAMERA_Z_OFFSET
self.fov = RPG_CAMERA_FOV
self.scale = 8.0
self.lastTime = time.time()
self.lookAtTarget = [0.0, 0.0, 0.0]
def setup(self, vw, vh, duration=0.1):
now = time.time()
delta = now - self.lastTime
self.lastTime = now
# Calculate ease factor for exponential smoothing over 'duration' seconds
ease = 1 - math.exp(-delta / duration)
z = (vh / 2.0) / (
(self.pixelsPerUnit * self.scale) * math.tan(math.radians(self.fov / 2.0))
)
lookAt = [
self.parent.map.position[0] * TILE_WIDTH,
self.parent.map.position[1] * TILE_HEIGHT,
self.parent.map.position[2] * TILE_DEPTH,
]
aspectRatio = vw / vh
# Ease the lookAt target
for i in range(3):
self.lookAtTarget[i] += (lookAt[i] - self.lookAtTarget[i]) * ease
# Camera position is now based on the eased lookAtTarget
cameraPosition = (
self.lookAtTarget[0],
self.lookAtTarget[1] + self.yOffset,
self.lookAtTarget[2] + z
)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(self.fov, aspectRatio, 0.1, 1000.0)
glScalef(1.0, -1.0, 1.0) # Flip the projection matrix upside down
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(
cameraPosition[0], cameraPosition[1], cameraPosition[2],
self.lookAtTarget[0], self.lookAtTarget[1], self.lookAtTarget[2],
0.0, 1.0, 0.0
)
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from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QGridLayout, QTreeWidget, QTreeWidgetItem, QComboBox
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_SHAPES
class ChunkPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
layout = QVBoxLayout(self)
# Tile shape dropdown
self.tileShapeDropdown = QComboBox()
self.tileShapeDropdown.addItems(TILE_SHAPES.keys())
self.tileShapeDropdown.setToolTip("Tile Shape")
layout.addWidget(self.tileShapeDropdown)
# Add expandable tree list
self.tree = QTreeWidget()
self.tree.setHeaderLabel("Chunks")
self.tree.expandAll() # Expand by default, remove if you want collapsed
layout.addWidget(self.tree) # Removed invalid stretch factor
# Add stretch so tree expands
layout.setStretchFactor(self.tree, 1)
# Event subscriptions
self.parent.map.onMapData.sub(self.onMapData)
self.parent.map.onPositionChange.sub(self.onPositionChange)
self.tileShapeDropdown.currentTextChanged.connect(self.onTileShapeChanged)
# For each chunk
for chunk in self.parent.map.chunks.values():
# Create tree element
item = QTreeWidgetItem(self.tree, ["Chunk ({}, {}, {})".format(chunk.x, chunk.y, chunk.z)])
chunk.chunkPanelTree = item
chunk.chunkPanelTree.setExpanded(True)
item.setData(0, 0, chunk) # Store chunk reference
chunk.onChunkData.sub(self.onChunkData)
def onMapData(self, data):
pass
def onPositionChange(self, pos):
self.updateChunkList()
tile = self.parent.map.getTileAtWorldPos(*self.parent.map.position)
if tile is None:
return
key = "TILE_SHAPE_NULL"
for k, v in TILE_SHAPES.items():
if v != tile.shape:
continue
key = k
break
self.tileShapeDropdown.setCurrentText(key)
def onTileShapeChanged(self, shape_key):
tile = self.parent.map.getTileAtWorldPos(*self.parent.map.position)
if tile is None or shape_key not in TILE_SHAPES:
return
tile.setShape(TILE_SHAPES[shape_key])
def updateChunkList(self):
# Clear existing items
currentChunk = self.parent.map.getChunkAtWorldPos(*self.parent.map.position)
# Example tree items
for chunk in self.parent.map.chunks.values():
title = "Chunk ({}, {}, {})".format(chunk.x, chunk.y, chunk.z)
if chunk == currentChunk:
title += " [C]"
if chunk.isDirty():
title += " *"
item = chunk.chunkPanelTree
item.setText(0, title)
def onChunkData(self, chunk):
self.updateChunkList()
-154
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from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QComboBox, QHBoxLayout, QPushButton, QLineEdit, QListWidget, QListWidgetItem
from PyQt5.QtCore import Qt
from tools.dusk.entity import Entity
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, ENTITY_TYPES, ENTITY_TYPE_NULL
class EntityPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
layout = QVBoxLayout(self)
self.setLayout(layout)
# Top panel placeholder
topWidget = QLabel("Entity Editor")
layout.addWidget(topWidget)
# Name input
nameLayout = QHBoxLayout()
nameLabel = QLabel("Name:")
self.nameInput = QLineEdit()
nameLayout.addWidget(nameLabel)
nameLayout.addWidget(self.nameInput)
layout.addLayout(nameLayout)
# Entity Type dropdown (single selection)
typeLayout = QHBoxLayout()
typeLabel = QLabel("Type:")
self.typeDropdown = QComboBox()
self.typeDropdown.addItems(ENTITY_TYPES)
typeLayout.addWidget(typeLabel)
typeLayout.addWidget(self.typeDropdown)
layout.addLayout(typeLayout)
# Entity list and buttons
self.entityList = QListWidget()
self.entityList.addItems([])
layout.addWidget(self.entityList, stretch=1)
btnLayout = QHBoxLayout()
self.btnAdd = QPushButton("Add")
self.btnRemove = QPushButton("Remove")
btnLayout.addWidget(self.btnAdd)
btnLayout.addWidget(self.btnRemove)
layout.addLayout(btnLayout)
# Events
self.btnAdd.clicked.connect(self.onAddEntity)
self.btnRemove.clicked.connect(self.onRemoveEntity)
self.parent.map.onEntityData.sub(self.onEntityData)
self.parent.map.onPositionChange.sub(self.onPositionChange)
self.entityList.itemClicked.connect(self.onEntityClicked)
self.entityList.itemDoubleClicked.connect(self.onEntityDoubleClicked)
self.typeDropdown.currentIndexChanged.connect(self.onTypeSelected)
self.nameInput.textChanged.connect(self.onNameChanged)
# Call once to populate
self.onEntityData()
self.onEntityUnselect()
def onEntityUnselect(self):
self.entityList.setCurrentItem(None)
self.nameInput.setText("")
self.typeDropdown.setCurrentIndex(ENTITY_TYPE_NULL)
def onEntitySelect(self, entity):
self.entityList.setCurrentItem(entity.item)
self.nameInput.setText(entity.name)
self.typeDropdown.setCurrentIndex(entity.type)
def onEntityDoubleClicked(self, item):
entity = item.data(Qt.UserRole)
chunk = entity.chunk
worldX = (chunk.x * CHUNK_WIDTH) + entity.localX
worldY = (chunk.y * CHUNK_HEIGHT) + entity.localY
worldZ = (chunk.z * CHUNK_DEPTH) + entity.localZ
self.parent.map.moveTo(worldX, worldY, worldZ)
def onEntityClicked(self, item):
pass
def onAddEntity(self):
chunk = self.parent.map.getChunkAtWorldPos(*self.parent.map.position)
if chunk is None:
return
localX = (self.parent.map.position[0] - (chunk.x * CHUNK_WIDTH)) % CHUNK_WIDTH
localY = (self.parent.map.position[1] - (chunk.y * CHUNK_HEIGHT)) % CHUNK_HEIGHT
localZ = (self.parent.map.position[2] - (chunk.z * CHUNK_DEPTH)) % CHUNK_DEPTH
# Make sure there's not already an entity here
for ent in chunk.entities.values():
if ent.localX == localX and ent.localY == localY and ent.localZ == localZ:
print("Entity already exists at this location")
return
ent = chunk.addEntity(localX, localY, localZ)
def onRemoveEntity(self):
item = self.entityList.currentItem()
if item is None:
return
entity = item.data(Qt.UserRole)
if entity:
chunk = entity.chunk
chunk.removeEntity(entity)
pass
def onEntityData(self):
self.onEntityUnselect()
self.entityList.clear()
for chunk in self.parent.map.chunks.values():
for id, entity in chunk.entities.items():
item = QListWidgetItem(entity.name)
item.setData(Qt.UserRole, entity) # Store the entity object
entity.item = item
self.entityList.addItem(item)
# Select if there is something at current position
self.onPositionChange(self.parent.map.position)
def onPositionChange(self, position):
self.onEntityUnselect()
# Get Entity at..
chunk = self.parent.map.getChunkAtWorldPos(*position)
if chunk is None:
return
localX = (position[0] - (chunk.x * CHUNK_WIDTH)) % CHUNK_WIDTH
localY = (position[1] - (chunk.y * CHUNK_HEIGHT)) % CHUNK_HEIGHT
localZ = (position[2] - (chunk.z * CHUNK_DEPTH)) % CHUNK_DEPTH
for ent in chunk.entities.values():
if ent.localX != localX or ent.localY != localY or ent.localZ != localZ:
continue
self.onEntitySelect(ent)
self.entityList.setCurrentItem(ent.item)
break
def onTypeSelected(self, index):
item = self.entityList.currentItem()
if item is None:
return
entity = item.data(Qt.UserRole)
if entity:
entity.setType(index)
def onNameChanged(self, text):
item = self.entityList.currentItem()
if item is None:
return
entity = item.data(Qt.UserRole)
if entity:
entity.setName(text)
-41
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from PyQt5.QtCore import QTimer
from PyQt5.QtWidgets import QOpenGLWidget
from OpenGL.GL import *
from OpenGL.GLU import *
class GLWidget(QOpenGLWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
self.timer = QTimer(self)
self.timer.timeout.connect(self.update)
self.timer.start(16) # ~60 FPS
def initializeGL(self):
glClearColor(0.392, 0.584, 0.929, 1.0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_POLYGON_OFFSET_FILL)
glPolygonOffset(1.0, 1.0)
glDisable(GL_POLYGON_OFFSET_FILL)
def resizeGL(self, w, h):
pass
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
w = self.width()
h = self.height()
if h <= 0:
h = 1
if w <= 0:
w = 1
glViewport(0, 0, w, h)
self.parent.camera.setup(w, h)
self.parent.grid.draw()
self.parent.map.draw()
self.parent.selectBox.draw()
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from OpenGL.GL import *
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
class Grid:
def __init__(self, lines=1000):
self.cellWidth = TILE_WIDTH
self.cellHeight = TILE_HEIGHT
self.lines = lines
self.enabled = True
def draw(self):
if not self.enabled:
return
center = [0.01,0.01,0.01]
halfWidth = self.cellWidth * self.lines // 2
halfHeight = self.cellHeight * self.lines // 2
# Draw origin axes
glBegin(GL_LINES)
# X axis - RED
glColor3f(1.0, 0.0, 0.0)
glVertex3f(center[0] - halfWidth, center[1], center[2])
glVertex3f(center[0] + halfWidth, center[1], center[2])
# Y axis - GREEN
glColor3f(0.0, 1.0, 0.0)
glVertex3f(center[0], center[1] - halfHeight, center[2])
glVertex3f(center[0], center[1] + halfHeight, center[2])
# Z axis - BLUE
glColor3f(0.0, 0.0, 1.0)
glVertex3f(center[0], center[1], center[2] - halfWidth)
glVertex3f(center[0], center[1], center[2] + halfWidth)
glEnd()
# Draw grid
glColor3f(0.8, 0.8, 0.8)
glBegin(GL_LINES)
for i in range(-self.lines // 2, self.lines // 2 + 1):
# Vertical lines
glVertex3f(center[0] + i * self.cellWidth, center[1] - halfHeight, center[2])
glVertex3f(center[0] + i * self.cellWidth, center[1] + halfHeight, center[2])
# Horizontal lines
glVertex3f(center[0] - halfWidth, center[1] + i * self.cellHeight, center[2])
glVertex3f(center[0] + halfWidth, center[1] + i * self.cellHeight, center[2])
glEnd()
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from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QLineEdit, QPushButton, QHBoxLayout, QMessageBox
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH
class MapInfoPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
# Components
layout = QVBoxLayout()
mapTitleLabel = QLabel("Map Title")
self.mapTitleInput = QLineEdit()
layout.addWidget(mapTitleLabel)
layout.addWidget(self.mapTitleInput)
tilePositionLabel = QLabel("Tile Position")
layout.addWidget(tilePositionLabel)
tilePositionRow = QHBoxLayout()
self.tileXInput = QLineEdit()
self.tileXInput.setPlaceholderText("X")
tilePositionRow.addWidget(self.tileXInput)
self.tileYInput = QLineEdit()
self.tileYInput.setPlaceholderText("Y")
tilePositionRow.addWidget(self.tileYInput)
self.tileZInput = QLineEdit()
self.tileZInput.setPlaceholderText("Z")
tilePositionRow.addWidget(self.tileZInput)
self.tileGo = QPushButton("Go")
tilePositionRow.addWidget(self.tileGo)
layout.addLayout(tilePositionRow)
self.chunkPosLabel = QLabel()
layout.addWidget(self.chunkPosLabel)
self.chunkLabel = QLabel()
layout.addWidget(self.chunkLabel)
layout.addStretch()
self.setLayout(layout)
# Events
self.tileGo.clicked.connect(self.goToPosition)
self.tileXInput.returnPressed.connect(self.goToPosition)
self.tileYInput.returnPressed.connect(self.goToPosition)
self.tileZInput.returnPressed.connect(self.goToPosition)
self.parent.map.onPositionChange.sub(self.updatePositionLabels)
self.parent.map.onMapData.sub(self.onMapData)
self.mapTitleInput.textChanged.connect(self.onMapNameChange)
# Initial label setting
self.updatePositionLabels(self.parent.map.position)
def goToPosition(self):
try:
x = int(self.tileXInput.text())
y = int(self.tileYInput.text())
z = int(self.tileZInput.text())
self.parent.map.moveTo(x, y, z)
except ValueError:
QMessageBox.warning(self, "Invalid Input", "Please enter valid integer coordinates.")
def updatePositionLabels(self, pos):
self.tileXInput.setText(str(pos[0]))
self.tileYInput.setText(str(pos[1]))
self.tileZInput.setText(str(pos[2]))
chunkTileX = pos[0] % CHUNK_WIDTH
chunkTileY = pos[1] % CHUNK_HEIGHT
chunkTileZ = pos[2] % CHUNK_DEPTH
chunkTileIndex = chunkTileX + chunkTileY * CHUNK_WIDTH + chunkTileZ * CHUNK_WIDTH * CHUNK_HEIGHT
self.chunkPosLabel.setText(f"Chunk Position: {chunkTileX}, {chunkTileY}, {chunkTileZ} ({chunkTileIndex})")
chunkX = pos[0] // CHUNK_WIDTH
chunkY = pos[1] // CHUNK_HEIGHT
chunkZ = pos[2] // CHUNK_DEPTH
self.chunkLabel.setText(f"Chunk: {chunkX}, {chunkY}, {chunkZ}")
def onMapData(self, data):
self.updatePositionLabels(self.parent.map.position)
self.mapTitleInput.setText(data.get("mapName", ""))
def onMapNameChange(self, text):
self.parent.map.data['mapName'] = text
-51
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from PyQt5.QtWidgets import QWidget, QVBoxLayout, QGridLayout, QPushButton, QTabWidget, QLabel
from tools.editor.map.chunkpanel import ChunkPanel
from tools.editor.map.entitypanel import EntityPanel
from tools.editor.map.regionpanel import RegionPanel
class MapLeftPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
layout = QVBoxLayout(self)
self.setLayout(layout)
# Nav buttons
self.chunkInfoLabel = QLabel("Tile Information")
layout.addWidget(self.chunkInfoLabel)
grid = QGridLayout()
self.btnUp = QPushButton("U")
self.btnN = QPushButton("N")
self.btnDown = QPushButton("D")
self.btnW = QPushButton("W")
self.btnS = QPushButton("S")
self.btnE = QPushButton("E")
grid.addWidget(self.btnUp, 0, 0)
grid.addWidget(self.btnN, 0, 1)
grid.addWidget(self.btnDown, 0, 2)
grid.addWidget(self.btnW, 1, 0)
grid.addWidget(self.btnS, 1, 1)
grid.addWidget(self.btnE, 1, 2)
layout.addLayout(grid)
# Panels
self.chunkPanel = ChunkPanel(self.parent)
self.entityPanel = EntityPanel(self.parent)
self.regionPanel = RegionPanel(self.parent)
# Tabs
self.tabs = QTabWidget()
self.tabs.addTab(self.chunkPanel, "Tiles")
self.tabs.addTab(self.entityPanel, "Entities")
self.tabs.addTab(self.regionPanel, "Regions")
self.tabs.addTab(None, "Triggers")
layout.addWidget(self.tabs)
# Event subscriptions
self.btnN.clicked.connect(lambda: self.parent.map.moveRelative(0, -1, 0))
self.btnS.clicked.connect(lambda: self.parent.map.moveRelative(0, 1, 0))
self.btnE.clicked.connect(lambda: self.parent.map.moveRelative(1, 0, 0))
self.btnW.clicked.connect(lambda: self.parent.map.moveRelative(-1, 0, 0))
self.btnUp.clicked.connect(lambda: self.parent.map.moveRelative(0, 0, 1))
self.btnDown.clicked.connect(lambda: self.parent.map.moveRelative(0, 0, -1))
-46
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@@ -1,46 +0,0 @@
import os
from PyQt5.QtWidgets import QAction, QMenuBar, QFileDialog
from PyQt5.QtGui import QKeySequence
from tools.dusk.map import MAP_DEFAULT_PATH
class MapMenubar:
def __init__(self, parent):
self.parent = parent
self.menubar = QMenuBar(parent)
parent.setMenuBar(self.menubar)
self.fileMenu = self.menubar.addMenu("File")
self.actionNew = QAction("New", parent)
self.actionOpen = QAction("Open", parent)
self.actionSave = QAction("Save", parent)
self.actionSaveAs = QAction("Save As", parent)
self.actionNew.setShortcut(QKeySequence("Ctrl+N"))
self.actionOpen.setShortcut(QKeySequence("Ctrl+O"))
self.actionSave.setShortcut(QKeySequence("Ctrl+S"))
self.actionSaveAs.setShortcut(QKeySequence("Ctrl+Shift+S"))
self.actionNew.triggered.connect(self.newFile)
self.actionOpen.triggered.connect(self.openFile)
self.actionSave.triggered.connect(self.saveFile)
self.actionSaveAs.triggered.connect(self.saveAsFile)
self.fileMenu.addAction(self.actionNew)
self.fileMenu.addAction(self.actionOpen)
self.fileMenu.addAction(self.actionSave)
self.fileMenu.addAction(self.actionSaveAs)
def newFile(self):
self.parent.map.newFile()
def openFile(self):
filePath, _ = QFileDialog.getOpenFileName(self.menubar, "Open Map File", MAP_DEFAULT_PATH, "Map Files (*.json)")
if filePath:
self.parent.map.load(filePath)
def saveFile(self):
self.parent.map.save()
def saveAsFile(self):
filePath, _ = QFileDialog.getSaveFileName(self.menubar, "Save Map File As", MAP_DEFAULT_PATH, "Map Files (*.json)")
if filePath:
self.parent.map.save(filePath)
-15
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@@ -1,15 +0,0 @@
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QComboBox, QHBoxLayout, QPushButton, QLineEdit, QListWidget, QListWidgetItem
from PyQt5.QtCore import Qt
from tools.dusk.entity import Entity
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, ENTITY_TYPES, ENTITY_TYPE_NULL
class RegionPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
layout = QVBoxLayout(self)
self.setLayout(layout)
# Top panel placeholder
topWidget = QLabel("Region Editor")
layout.addWidget(topWidget)
-44
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@@ -1,44 +0,0 @@
import OpenGL.GL as gl
from tools.dusk.defs import defs
import colorsys
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
class SelectBox:
def __init__(self, parent):
self.parent = parent
self.hue = 0.0
def draw(self):
position = [
self.parent.map.position[0] * TILE_WIDTH - (TILE_WIDTH / 2.0),
self.parent.map.position[1] * TILE_HEIGHT - (TILE_HEIGHT / 2.0),
self.parent.map.position[2] * TILE_DEPTH - (TILE_DEPTH / 2.0)
]
vertices = [
(position[0], position[1], position[2]),
(position[0]+TILE_WIDTH, position[1], position[2]),
(position[0]+TILE_WIDTH, position[1]+TILE_HEIGHT, position[2]),
(position[0], position[1]+TILE_HEIGHT, position[2]),
(position[0], position[1], position[2]+TILE_DEPTH),
(position[0]+TILE_WIDTH, position[1], position[2]+TILE_DEPTH),
(position[0]+TILE_WIDTH, position[1]+TILE_HEIGHT, position[2]+TILE_DEPTH),
(position[0], position[1]+TILE_HEIGHT, position[2]+TILE_DEPTH)
]
edges = [
(0, 1), (1, 2), (2, 3), (3, 0), # bottom face
(4, 5), (5, 6), (6, 7), (7, 4), # top face
(4, 5), (5, 6), (6, 7), (7, 4), # top face
(0, 4), (1, 5), (2, 6), (3, 7) # vertical edges
]
# Cycle hue
self.hue = (self.hue + 0.01) % 1.0
r, g, b = colorsys.hsv_to_rgb(self.hue, 1.0, 1.0)
gl.glColor3f(r, g, b)
gl.glLineWidth(2.0)
gl.glBegin(gl.GL_LINES)
for edge in edges:
for vertex in edge:
gl.glVertex3f(*vertices[vertex])
gl.glEnd()
-18
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@@ -1,18 +0,0 @@
from PyQt5.QtWidgets import QStatusBar, QLabel
class StatusBar(QStatusBar):
def __init__(self, parent=None):
super().__init__(parent)
self.parent = parent
self.leftLabel = QLabel("")
self.rightLabel = QLabel("")
self.addWidget(self.leftLabel, 1)
self.addPermanentWidget(self.rightLabel)
parent.map.onMapData.sub(self.onMapData)
def setStatus(self, message):
self.leftLabel.setText(message)
def onMapData(self, data):
self.rightLabel.setText(self.parent.map.mapFileName if self.parent.map.mapFileName else "Untitled.json")
-80
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@@ -1,80 +0,0 @@
from OpenGL.GL import *
import array
class VertexBuffer:
def __init__(self, componentsPerVertex=3):
self.componentsPerVertex = componentsPerVertex
self.vertices = []
self.colors = []
self.uvs = []
self.data = None
self.colorData = None
self.uvData = None
def buildData(self):
hasColors = len(self.colors) > 0
hasUvs = len(self.uvs) > 0
vertexCount = len(self.vertices) // self.componentsPerVertex
dataList = []
colorList = []
uvList = []
for i in range(vertexCount):
vStart = i * self.componentsPerVertex
dataList.extend(self.vertices[vStart:vStart+self.componentsPerVertex])
if hasColors:
cStart = i * 4 # Assuming RGBA
colorList.extend(self.colors[cStart:cStart+4])
if hasUvs:
uStart = i * 2 # Assuming UV
uvList.extend(self.uvs[uStart:uStart+2])
self.data = array.array('f', dataList)
if hasColors:
self.colorData = array.array('f', colorList)
else:
self.colorData = None
if hasUvs:
self.uvData = array.array('f', uvList)
else:
self.uvData = None
def draw(self, mode=GL_TRIANGLES, count=-1):
if count == -1:
count = len(self.data) // self.componentsPerVertex
if count == 0:
return
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointer(self.componentsPerVertex, GL_FLOAT, 0, self.data.tobytes())
if self.colorData:
glEnableClientState(GL_COLOR_ARRAY)
glColorPointer(4, GL_FLOAT, 0, self.colorData.tobytes())
if self.uvData:
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glTexCoordPointer(2, GL_FLOAT, 0, self.uvData.tobytes())
glDrawArrays(mode, 0, count)
glDisableClientState(GL_VERTEX_ARRAY)
if self.colorData:
glDisableClientState(GL_COLOR_ARRAY)
if self.uvData:
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
def clear(self):
self.vertices = []
self.colors = []
self.uvs = []
self.data = array.array('f')
self.colorData = None
self.uvData = None
-143
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@@ -1,143 +0,0 @@
import os
from PyQt5.QtWidgets import QMainWindow, QWidget, QHBoxLayout, QMessageBox
from PyQt5.QtCore import Qt
from tools.editor.map.glwidget import GLWidget
from tools.editor.map.mapleftpanel import MapLeftPanel
from tools.editor.map.mapinfopanel import MapInfoPanel
from tools.editor.map.menubar import MapMenubar
from tools.editor.map.statusbar import StatusBar
from tools.dusk.map import Map
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_SHAPE_NULL, TILE_SHAPE_FLOOR
from tools.editor.map.selectbox import SelectBox
from tools.editor.map.camera import Camera
from tools.editor.map.grid import Grid
class MapWindow(QMainWindow):
def __init__(self):
super().__init__()
self.insertPressed = False
self.deletePressed = False
# Subclasses
self.map = Map(self)
self.camera = Camera(self)
self.grid = Grid()
self.selectBox = SelectBox(self)
# Window setup
self.setWindowTitle("Dusk Map Editor")
self.resize(1600, 900)
# Menubar (TESTING)
self.menubar = MapMenubar(self)
central = QWidget()
self.setCentralWidget(central)
mainLayout = QHBoxLayout(central)
# Left panel (tabs + nav buttons)
self.leftPanel = MapLeftPanel(self)
self.leftPanel.setFixedWidth(350)
mainLayout.addWidget(self.leftPanel)
# Center panel (GLWidget + controls)
self.glWidget = GLWidget(self)
mainLayout.addWidget(self.glWidget, stretch=3)
# Right panel (MapInfoPanel)
self.mapInfoPanel = MapInfoPanel(self)
rightWidget = self.mapInfoPanel
rightWidget.setFixedWidth(250)
mainLayout.addWidget(rightWidget)
# Status bar
self.statusBar = StatusBar(self)
self.setStatusBar(self.statusBar)
self.installEventFilter(self)
self.installEventFilterRecursively(self)
def installEventFilterRecursively(self, widget):
for child in widget.findChildren(QWidget):
child.installEventFilter(self)
self.installEventFilterRecursively(child)
def closeEvent(self, event):
if not self.map.isDirty():
event.accept()
return
reply = QMessageBox.question(
self,
"Unsaved Changes",
"You have unsaved changes. Do you want to save before closing?",
QMessageBox.Save | QMessageBox.Discard | QMessageBox.Cancel,
QMessageBox.Save
)
if reply == QMessageBox.Save:
self.map.save()
elif reply == QMessageBox.Cancel:
event.ignore()
return
event.accept()
def eventFilter(self, obj, event):
if event.type() == event.KeyPress:
amtX, amtY, amtZ = 0, 0, 0
key = event.key()
if key == Qt.Key_Left:
amtX = -1
elif key == Qt.Key_Right:
amtX = 1
elif key == Qt.Key_Up:
amtY = -1
elif key == Qt.Key_Down:
amtY = 1
elif key == Qt.Key_PageUp:
amtZ = 1
elif key == Qt.Key_PageDown:
amtZ = -1
if event.modifiers() & Qt.ShiftModifier:
amtX *= CHUNK_WIDTH
amtY *= CHUNK_HEIGHT
amtZ *= CHUNK_DEPTH
if amtX != 0 or amtY != 0 or amtZ != 0:
self.map.moveRelative(amtX, amtY, amtZ)
if self.insertPressed:
tile = self.map.getTileAtWorldPos(*self.map.position)
if tile is not None and tile.shape == TILE_SHAPE_NULL:
tile.setShape(TILE_SHAPE_FLOOR)
if self.deletePressed:
tile = self.map.getTileAtWorldPos(*self.map.position)
if tile is not None:
tile.setShape(TILE_SHAPE_NULL)
event.accept()
return True
if key == Qt.Key_Delete:
tile = self.map.getTileAtWorldPos(*self.map.position)
self.deletePressed = True
if tile is not None:
tile.setShape(TILE_SHAPE_NULL)
event.accept()
return True
if key == Qt.Key_Insert:
tile = self.map.getTileAtWorldPos(*self.map.position)
self.insertPressed = True
if tile is not None and tile.shape == TILE_SHAPE_NULL:
tile.setShape(TILE_SHAPE_FLOOR)
event.accept()
elif event.type() == event.KeyRelease:
key = event.key()
if key == Qt.Key_Delete:
self.deletePressed = False
event.accept()
return True
if key == Qt.Key_Insert:
self.insertPressed = False
event.accept()
return super().eventFilter(obj, event)
-13
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@@ -1,13 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
assettexture.c
assettileset.c
assetlanguage.c
assetscript.c
)
-45
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@@ -1,45 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset/asset.h"
#include "assert/assert.h"
#include "locale/localemanager.h"
errorret_t assetLanguageHandler(assetcustom_t custom) {
assertNotNull(custom.zipFile, "Custom asset zip file cannot be NULL");
assertNotNull(custom.output, "Custom asset output cannot be NULL");
assetlanguage_t *lang = (assetlanguage_t *)custom.output;
errorChain(assetLanguageInit(lang, custom.zipFile));
errorOk();
}
errorret_t assetLanguageInit(
assetlanguage_t *lang,
zip_file_t *zipFile
) {
errorThrow("Language asset initialization is not yet implemented.");
}
errorret_t assetLanguageRead(
assetlanguage_t *lang,
const uint32_t key,
char_t *buffer,
const uint32_t bufferSize,
uint32_t *outLength
) {
errorThrow("Language string reading is not yet implemented.");
}
void assetLanguageDispose(assetlanguage_t *lang) {
assertNotNull(lang, "Language asset cannot be NULL");
if(lang->zip) {
zip_fclose(lang->zip);
}
}
-61
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@@ -1,61 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "duskdefs.h"
#include <zip.h>
typedef struct {
zip_file_t *zip;
zip_int64_t chunksOffset;
} assetlanguage_t;
typedef struct assetcustom_s assetcustom_t;
/**
* Receiving function from the asset manager to handle language assets.
*
* @param custom Custom asset loading data.
* @return Error code.
*/
errorret_t assetLanguageHandler(assetcustom_t custom);
/**
* Initializes a language asset and loads the header data into memory.
*
* @param lang Language asset to initialize.
* @param zipFile Zip file handle for the language asset.
* @return Error code.
*/
errorret_t assetLanguageInit(assetlanguage_t *lang, zip_file_t *zipFile);
/**
* Reads a string from the language asset into the provided buffer.
*
* @param lang Language asset to read from.
* @param key Language key to read.
* @param buffer Buffer to read the string into.
* @param bufferSize Size of the provided buffer.
* @param outLength Pointer to store the length of the string read.
* @return Error code.
*/
errorret_t assetLanguageRead(
assetlanguage_t *lang,
const uint32_t key,
char_t *buffer,
const uint32_t bufferSize,
uint32_t *outLength
);
/**
* Disposes of language asset resources.
*
* @param custom Custom asset loading data.
* @return Error code.
*/
void assetLanguageDispose(assetlanguage_t *lang);
-58
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@@ -1,58 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset/asset.h"
#include "assert/assert.h"
errorret_t assetScriptHandler(assetcustom_t custom) {
assertNotNull(custom.zipFile, "Custom asset zip file cannot be NULL");
assertNotNull(custom.output, "Custom asset output cannot be NULL");
assetscript_t *script = (assetscript_t *)custom.output;
errorChain(assetScriptInit(script, custom.zipFile));
errorOk();
}
errorret_t assetScriptInit(
assetscript_t *script,
zip_file_t *zipFile
) {
assertNotNull(script, "Script asset cannot be NULL");
assertNotNull(zipFile, "Zip file cannot be NULL");
// We now own the zip file handle.
script->zip = zipFile;
errorOk();
}
const char_t * assetScriptReader(lua_State* lState, void* data, size_t* size) {
assetscript_t *script = (assetscript_t *)data;
zip_int64_t bytesRead = zip_fread(
script->zip, script->buffer, sizeof(script->buffer)
);
if(bytesRead < 0) {
*size = 0;
return NULL;
}
*size = (size_t)bytesRead;
return script->buffer;
}
errorret_t assetScriptDispose(assetscript_t *script) {
assertNotNull(script, "Script asset cannot be NULL");
if(script->zip != NULL) {
zip_fclose(script->zip);
script->zip = NULL;
}
errorOk();
}
-57
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@@ -1,57 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "duskdefs.h"
#include <zip.h>
#include "script/scriptcontext.h"
#define ASSET_SCRIPT_BUFFER_SIZE 1024
typedef struct assetscript_s {
zip_file_t *zip;
char_t buffer[ASSET_SCRIPT_BUFFER_SIZE];
} assetscript_t;
typedef struct assetcustom_s assetcustom_t;
/**
* Receiving function from the asset manager to handle script assets.
*
* @param custom Custom asset loading data.
* @return Error code.
*/
errorret_t assetScriptHandler(assetcustom_t custom);
/**
* Initializes a script asset.
*
* @param script Script asset to initialize.
* @param zipFile Zip file handle for the script asset.
* @return Error code.
*/
errorret_t assetScriptInit(assetscript_t *script, zip_file_t *zipFile);
/**
* Reader function for Lua to read script data from the asset.
*
* @param L Lua state.
* @param data Pointer to the assetscript_t structure.
* @param size Pointer to store the size of the read data.
* @return Pointer to the read data buffer.
*/
const char_t * assetScriptReader(lua_State* L, void* data, size_t* size);
/**
* Disposes of a script asset, freeing any allocated resources.
*
* @param script Script asset to dispose of.
* @return Error code.
*/
errorret_t assetScriptDispose(assetscript_t *script);
-78
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assettexture.h"
#include "asset/assettype.h"
#include "assert/assert.h"
#include "display/texture/texture.h"
#include "util/endian.h"
errorret_t assetTextureLoad(assetentire_t entire) {
assertNotNull(entire.data, "Data pointer cannot be NULL.");
assertNotNull(entire.output, "Output pointer cannot be NULL.");
assettexture_t *assetData = (assettexture_t *)entire.data;
texture_t *texture = (texture_t *)entire.output;
// Read header and version (first 4 bytes)
if(
assetData->header[0] != 'D' ||
assetData->header[1] != 'T' ||
assetData->header[2] != 'X'
) {
errorThrow("Invalid texture header");
}
// Version (can only be 1 atm)
if(assetData->version != 0x01) {
errorThrow("Unsupported texture version");
}
// Fix endian
assetData->width = endianLittleToHost32(assetData->width);
assetData->height = endianLittleToHost32(assetData->height);
// Check dimensions.
if(
assetData->width == 0 || assetData->width > ASSET_TEXTURE_WIDTH_MAX ||
assetData->height == 0 || assetData->height > ASSET_TEXTURE_HEIGHT_MAX
) {
errorThrow("Invalid texture dimensions");
}
// Validate format
textureformat_t format;
texturedata_t data;
switch(assetData->type) {
case 0x00: // RGBA8888
format = TEXTURE_FORMAT_RGBA;
data.rgbaColors = (color_t *)assetData->data;
break;
// case 0x01:
// format = TEXTURE_FORMAT_RGB;
// break;
// case 0x02:
// format = TEXTURE_FORMAT_RGB565;
// break;
// case 0x03:
// format = TEXTURE_FORMAT_RGB5A3;
// break;
default:
errorThrow("Unsupported texture format");
}
errorChain(textureInit(
texture, assetData->width, assetData->height, format, data
));
errorOk();
}
-39
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@@ -1,39 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "display/color.h"
#define ASSET_TEXTURE_WIDTH_MAX 2048
#define ASSET_TEXTURE_HEIGHT_MAX 2048
#define ASSET_TEXTURE_SIZE_MAX ( \
ASSET_TEXTURE_WIDTH_MAX * ASSET_TEXTURE_HEIGHT_MAX \
)
typedef struct assetentire_s assetentire_t;
#pragma pack(push, 1)
typedef struct {
char_t header[3];
uint8_t version;
uint8_t type;
uint32_t width;
uint32_t height;
uint8_t data[ASSET_TEXTURE_SIZE_MAX * sizeof(color4b_t)];
} assettexture_t;
#pragma pack(pop)
/**
* Loads a palettized texture from the given data pointer into the output
* texture.
*
* @param data Pointer to the raw assettexture_t data.
* @param output Pointer to the texture_t to load the image into.
* @return An error code.
*/
errorret_t assetTextureLoad(assetentire_t entire);
-70
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@@ -1,70 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset/asset.h"
#include "assert/assert.h"
#include "display/texture/tileset.h"
#include "util/memory.h"
#include "util/endian.h"
errorret_t assetTilesetLoad(assetentire_t entire) {
assertNotNull(entire.data, "Asset data cannot be null");
assertNotNull(entire.output, "Asset output cannot be null");
assettileset_t *tilesetData = (assettileset_t *)entire.data;
tileset_t *tileset = (tileset_t *)entire.output;
if(
tilesetData->header[0] != 'D' ||
tilesetData->header[1] != 'T' ||
tilesetData->header[2] != 'F'
) {
errorThrow("Invalid tileset header");
}
if(tilesetData->version != 0x00) {
errorThrow("Unsupported tileset version");
}
// Fix endianness
tilesetData->tileWidth = endianLittleToHost16(tilesetData->tileWidth);
tilesetData->tileHeight = endianLittleToHost16(tilesetData->tileHeight);
tilesetData->columnCount = endianLittleToHost16(tilesetData->columnCount);
tilesetData->rowCount = endianLittleToHost16(tilesetData->rowCount);
tilesetData->right = endianLittleToHost16(tilesetData->right);
tilesetData->bottom = endianLittleToHost16(tilesetData->bottom);
if(tilesetData->tileWidth == 0) {
errorThrow("Tile width cannot be 0");
}
if(tilesetData->tileHeight == 0) {
errorThrow("Tile height cannot be 0");
}
if(tilesetData->columnCount == 0) {
errorThrow("Column count cannot be 0");
}
if(tilesetData->rowCount == 0) {
errorThrow("Row count cannot be 0");
}
tilesetData->u0 = endianLittleToHostFloat(tilesetData->u0);
tilesetData->v0 = endianLittleToHostFloat(tilesetData->v0);
if(tilesetData->v0 < 0.0f || tilesetData->v0 > 1.0f) {
errorThrow("Invalid v0 value in tileset");
}
// Setup tileset
tileset->tileWidth = tilesetData->tileWidth;
tileset->tileHeight = tilesetData->tileHeight;
tileset->tileCount = tilesetData->columnCount * tilesetData->rowCount;
tileset->columns = tilesetData->columnCount;
tileset->rows = tilesetData->rowCount;
tileset->uv[0] = tilesetData->u0;
tileset->uv[1] = tilesetData->v0;
errorOk();
}
-32
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@@ -1,32 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#pragma pack(push, 1)
typedef struct {
char_t header[3];
uint8_t version;
uint16_t tileWidth;
uint16_t tileHeight;
uint16_t columnCount;
uint16_t rowCount;
uint16_t right;
uint16_t bottom;
float_t u0;
float_t v0;
} assettileset_t;
#pragma pack(pop)
/**
* Loads a tileset from the given data pointer into the output tileset.
*
* @param entire Data received from the asset loader system.
* @return An error code.
*/
errorret_t assetTilesetLoad(assetentire_t entire);
-6
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@@ -1,6 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_subdirectory(testmap)
-6
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@@ -1,6 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_asset(MAP testmap.json)
-1
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-1
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-1
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-3
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@@ -1,3 +0,0 @@
{
"name": "Test"
}
-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 "script/scriptcontext.h"
#include "debug/debug.h"
#include "assert/assert.h"
#include "rpg/overworld/map.h"
int moduleMapLoad(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
if(!lua_isstring(L, 1)) {
luaL_error(L, "Expected string map filename");
return 0;
}
// Potentially provide up to 3 params
chunkpos_t initial = { .x = 0, .y = 0, .z = 0 };
if(lua_isnumber(L, 2)) {
initial.x = (chunkunit_t)lua_tonumber(L, 2);
}
if(lua_isnumber(L, 3)) {
initial.y = (chunkunit_t)lua_tonumber(L, 3);
}
if(lua_isnumber(L, 4)) {
initial.z = (chunkunit_t)lua_tonumber(L, 4);
}
// Load the map.
errorret_t ret = mapLoad(luaL_checkstring(L, 1), initial);
if(ret.code != ERROR_OK) {
luaL_error(L, "Failed to load map");
errorCatch(errorPrint(ret));
return 0;
}
return 0;
}
void moduleMapSystem(scriptcontext_t *context) {
assertNotNull(context, "Script context cannot be NULL");
lua_register(context->luaState, "mapLoad", moduleMapLoad);
}
-12
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# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
sdl2.c
psp.c
dolphin.c
)
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "dolphin.h"
void displayInitDolphin(void) {
VIDEO_Init();
DISPLAY.screenMode = VIDEO_GetPreferredMode(NULL);
DISPLAY.frameBuffer[0] = MEM_K0_TO_K1(
SYS_AllocateFramebuffer(DISPLAY.screenMode)
);
DISPLAY.frameBuffer[1] = MEM_K0_TO_K1(
SYS_AllocateFramebuffer(DISPLAY.screenMode)
);
VIDEO_Configure(DISPLAY.screenMode);
VIDEO_SetNextFramebuffer(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer]);
// VIDEO_SetPostRetraceCallback(copy_buffers);
VIDEO_SetBlack(FALSE);
VIDEO_Flush();
VIDEO_WaitVSync();
if(DISPLAY.screenMode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync();
DISPLAY.fifoBuffer = memalign(32, DISPLAY_FIFO_SIZE);
memoryZero(DISPLAY.fifoBuffer, DISPLAY_FIFO_SIZE);
GX_Init(DISPLAY.fifoBuffer, DISPLAY_FIFO_SIZE);
// This seems to be mostly related to interlacing vs progressive
GX_SetViewport(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight,
0, 1
);
float_t yscale = GX_GetYScaleFactor(
DISPLAY.screenMode->efbHeight, DISPLAY.screenMode->xfbHeight
);
uint32_t xfbHeight = GX_SetDispCopyYScale(yscale);
GX_SetScissor(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight
);
GX_SetDispCopySrc(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight
);
GX_SetDispCopyDst(DISPLAY.screenMode->fbWidth, xfbHeight);
GX_SetCopyFilter(
DISPLAY.screenMode->aa,
DISPLAY.screenMode->sample_pattern,
GX_TRUE,
DISPLAY.screenMode->vfilter
);
GX_SetFieldMode(
DISPLAY.screenMode->field_rendering,
(
(DISPLAY.screenMode->viHeight == 2 * DISPLAY.screenMode->xfbHeight) ?
GX_ENABLE :
GX_DISABLE
)
);
// Setup cull modes
GX_SetCullMode(GX_CULL_NONE);
GX_SetZMode(GX_FALSE, GX_ALWAYS, GX_FALSE);
GX_CopyDisp(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer], GX_TRUE);
GX_SetDispCopyGamma(GX_GM_1_0);
GX_ClearVtxDesc();
GX_SetVtxDesc(GX_VA_POS, GX_INDEX16);
GX_SetVtxDesc(GX_VA_CLR0, GX_INDEX16);
GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX16);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_U8, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
}
void displayDolphinSwap(void) {
GX_DrawDone();
DISPLAY.whichFrameBuffer ^= 1;
GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate(GX_TRUE);
GX_CopyDisp(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer], GX_TRUE);
VIDEO_SetNextFramebuffer(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer]);
VIDEO_Flush();
VIDEO_WaitVSync();
}
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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 "dusk.h"
#include "display/displaydefs.h"
typedef struct {
void *frameBuffer[2];// Double-Bufferred
int whichFrameBuffer;
GXRModeObj *screenMode;
void *fifoBuffer;
} displaydolphin_t;
/**
* Initializes the display for Dolphin.
*/
void displayDolphinInit(void);
/**
* Swaps the back buffer to the front for Dolphin.
*/
void displayDolphinSwap(void);
-32
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "sdl2.h"
void displaySDL2Update(void) {
}
void displaySDL2Swap(void) {
SDL_GL_SwapWindow(DISPLAY.window);
GLenum err;
while((err = glGetError()) != GL_NO_ERROR) {
debugPrint("GL Error: %d\n", err);
}
}
void displaySDL2Dispose(void) {
if(DISPLAY.glContext) {
SDL_GL_DeleteContext(DISPLAY.glContext);
DISPLAY.glContext = NULL;
}
if(DISPLAY.window) {
SDL_DestroyWindow(DISPLAY.window);
DISPLAY.window = NULL;
}
SDL_Quit();
}
-35
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@@ -1,35 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
SDL_Window *window;
SDL_GLContext glContext;
bool_t usingShaderedPalettes;
} displaysdl2_t;
/**
* Initializes the display for SDL2.
*/
void displaySDL2Init(void);
/**
* Updates the display for SDL2.
*/
void displaySDL2Update(void);
/**
* Swaps the display buffers for SDL2.
*/
void displaySDL2Swap(void);
/**
* Disposes of the display for SDL2.
*/
void displaySDL2Dispose(void);
-9
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@@ -1,9 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "entityanim.h"
-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 "dusk.h"
#define ENTITY_ANIM_TURN_DURATION 0.06f
#define ENTITY_ANIM_WALK_DURATION 0.1f
typedef enum {
ENTITY_ANIM_IDLE,
ENTITY_ANIM_TURN,
ENTITY_ANIM_WALK,
} entityanim_t;
-13
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@@ -1,13 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
void *nothing;
} inventory_t;
-13
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@@ -1,13 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
scenemanager.c
)
# Subdirs
add_subdirectory(scene)
-24
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@@ -1,24 +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 "error/error.h"
#include "display/color.h"
#define SCENE_FLAG_INITIALIZED (1 << 0)
typedef struct scenedata_s scenedata_t;
typedef struct {
const char_t *name;
errorret_t (*init)(scenedata_t *data);
void (*update)(scenedata_t *data);
void (*render)(scenedata_t *data);
void (*dispose)(scenedata_t *data);
uint8_t flags;
} scene_t;
-13
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@@ -1,13 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
scenetest.c
scenemap.c
)
# Subdirs
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "scenemap.h"
#include "scene/scenedata.h"
#include "display/spritebatch.h"
#include "assert/assert.h"
#include "asset/asset.h"
#include "rpg/entity/entity.h"
#include "rpg/overworld/map.h"
#include "display/screen.h"
#include "rpg/rpgcamera.h"
#include "util/memory.h"
#include "duskdefs.h"
errorret_t sceneMapInit(scenedata_t *data) {
// Init the camera.
cameraInitPerspective(&data->sceneMap.camera);
data->sceneMap.camera.projType = CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED;
data->sceneMap.camera.viewType = CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT;
glm_vec3_zero(data->sceneMap.camera.lookatPixelPerfect.offset);
data->sceneMap.camera.lookatPixelPerfect.offset[1] = RPG_CAMERA_Z_OFFSET;
glm_vec3_copy(
(vec3){ 0.0f, 0.0f, 0.0f },
data->sceneMap.camera.lookatPixelPerfect.target
);
glm_vec3_copy(
(vec3){ 0.0f, 1.0f, 0.0f },
data->sceneMap.camera.lookatPixelPerfect.up
);
data->sceneMap.camera.lookatPixelPerfect.pixelsPerUnit = (
RPG_CAMERA_PIXELS_PER_UNIT
);
data->sceneMap.camera.perspective.fov = glm_rad(RPG_CAMERA_FOV);
errorOk();
}
void sceneMapUpdate(scenedata_t *data) {
}
void sceneMapGetWorldPosition(const worldpos_t pos, vec3 outPosition) {
assertNotNull(outPosition, "Output position cannot be NULL");
outPosition[0] = pos.x * TILE_WIDTH;
outPosition[1] = pos.y * TILE_HEIGHT;
outPosition[2] = pos.z * TILE_DEPTH;
// Handle stair tiles.
tile_t tile = mapGetTile(pos);
if(tileIsRamp(tile)) {
outPosition[2] += TILE_DEPTH / 2.0f;
}
}
void sceneMapEntityGetPosition(const entity_t *entity, vec3 outPosition) {
assertNotNull(entity, "Entity cannot be NULL");
assertNotNull(outPosition, "Output position cannot be NULL");
// Get position
sceneMapGetWorldPosition(entity->position, outPosition);
// Add a small offset so we render above the tile
outPosition[2] += 0.1f;
// Add animation offset(s)
switch(entity->animation) {
case ENTITY_ANIM_WALK: {
float_t animPercentage = entity->animTime / ENTITY_ANIM_WALK_DURATION;
vec3 lastPosition;
sceneMapGetWorldPosition(entity->lastPosition, lastPosition);
vec3 offset;
glm_vec3_sub(outPosition, lastPosition, offset);
glm_vec3_scale(offset, -animPercentage, offset);
glm_vec3_add(outPosition, offset, outPosition);
break;
}
default:
break;
}
}
void sceneMapRender(scenedata_t *data) {
if(!mapIsLoaded()) return;
// Look at target.
vec3 cameraTarget;
switch(RPG_CAMERA.mode) {
case RPG_CAMERA_MODE_FREE:
sceneMapGetWorldPosition(RPG_CAMERA.free, cameraTarget);
break;
case RPG_CAMERA_MODE_FOLLOW_ENTITY: {
const entity_t *ent = &ENTITIES[RPG_CAMERA.followEntity.followEntityId];
sceneMapEntityGetPosition(ent, cameraTarget);
break;
}
default:
glm_vec3_zero(cameraTarget);
break;
}
glm_vec3_copy(
cameraTarget,
data->sceneMap.camera.lookatPixelPerfect.target
);
// Push camera
cameraPushMatrix(&data->sceneMap.camera);
// Render map probably.
sceneMapRenderMap();
// Render ents
entity_t *ent = ENTITIES;
do {
sceneMapRenderEntity(ent);
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
spriteBatchFlush();
// Finished, pop back camera.
cameraPopMatrix();
}
void sceneMapRenderEntity(entity_t *entity) {
assertNotNull(entity, "Entity cannot be NULL");
if(entity->type == ENTITY_TYPE_NULL) return;
vec3 posMin, posMax;
vec3 size = { TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH };
sceneMapEntityGetPosition(entity, posMin);
glm_vec3_add(posMin, size, posMax);
// TEST: Change color depending on dir.
color_t testColor;
switch(entity->direction) {
case ENTITY_DIR_NORTH:
testColor = COLOR_BLUE;
break;
case ENTITY_DIR_EAST:
testColor = COLOR_GREEN;
break;
case ENTITY_DIR_SOUTH:
testColor = COLOR_CYAN;
break;
case ENTITY_DIR_WEST:
testColor = COLOR_YELLOW;
break;
default:
testColor = COLOR_WHITE;
break;
}
vec2 uv0 = { 0.0f, 0.0f };
vec2 uv1 = { 1.0f, 1.0f };
spriteBatchPush3D(NULL, posMin, posMax, testColor, uv0, uv1);
}
void sceneMapRenderMap() {
assertTrue(mapIsLoaded(), "No map loaded to render");
// For each chunk.
for(uint32_t i = 0; i < MAP_CHUNK_COUNT; i++) {
chunk_t *chunk = MAP.chunkOrder[i];
for(uint8_t j = 0; j < chunk->meshCount; j++) {
mesh_t *mesh = &chunk->meshes[j];
if(mesh->vertexCount == 0) continue;
textureBind(NULL);
meshDraw(mesh, -1, -1);
}
// vec3 min, max;
// min[0] = chunk->position.x * CHUNK_WIDTH * TILE_WIDTH;
// min[1] = chunk->position.y * CHUNK_HEIGHT * TILE_HEIGHT;
// min[2] = chunk->position.z * CHUNK_DEPTH * TILE_DEPTH;
// max[0] = min[0] + (CHUNK_WIDTH * TILE_WIDTH);
// max[1] = min[1] + (CHUNK_HEIGHT * TILE_HEIGHT);
// max[2] = min[2];
// color_t color = COLOR_WHITE;
// if(chunk->position.x % 2 == 0) {
// color = (chunk->position.y % 2 == 0) ? COLOR_BLACK : COLOR_WHITE;
// } else {
// color = (chunk->position.y % 2 == 0) ? COLOR_WHITE : COLOR_BLACK;
// }
// spriteBatchPush3D(
// NULL,
// min,
// max,
// color,
// (vec2){ 0.0f, 0.0f },
// (vec2){ 1.0f, 1.0f }
// );
}
}
void sceneMapDispose(scenedata_t *data) {
}
-32
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@@ -1,32 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "scene/scene.h"
#include "rpg/entity/entity.h"
#include "display/camera/camera.h"
#include "asset/asset.h"
typedef struct {
camera_t camera;
} scenemap_t;
errorret_t sceneMapInit(scenedata_t *data);
void sceneMapUpdate(scenedata_t *data);
void sceneMapRender(scenedata_t *data);
void sceneMapRenderEntity(entity_t *entity);
void sceneMapRenderMap();
void sceneMapDispose(scenedata_t *data);
static scene_t SCENE_MAP = {
.name = "map",
.init = sceneMapInit,
.update = sceneMapUpdate,
.render = sceneMapRender,
.dispose = sceneMapDispose,
.flags = 0
};
-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 "scenetest.h"
#include "scene/scenedata.h"
errorret_t sceneTestInit(scenedata_t *data) {
data->sceneTest.nothing = 0;
errorOk();
}
void sceneTestUpdate(scenedata_t *data) {
}
void sceneTestRender(scenedata_t *data) {
}
void sceneTestDispose(scenedata_t *data) {
}
-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 "scene/scene.h"
typedef struct {
int32_t nothing;
} scenetest_t;
errorret_t sceneTestInit(scenedata_t *data);
void sceneTestUpdate(scenedata_t *data);
void sceneTestRender(scenedata_t *data);
void sceneTestDispose(scenedata_t *data);
static scene_t SCENE_TEST = {
.name = "test",
.init = sceneTestInit,
.update = sceneTestUpdate,
.render = sceneTestRender,
.dispose = sceneTestDispose,
.flags = 0
};
-12
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@@ -1,12 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "scene/scene.h"
#include "scene/scene/scenetest.h"
#include "scene/scene/scenemap.h"
-119
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@@ -1,119 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "scenemanager.h"
#include "util/memory.h"
#include "assert/assert.h"
#include "display/framebuffer.h"
#include "util/string.h"
#include "asset/asset.h"
#include "script/scriptmanager.h"
scenemanager_t SCENE_MANAGER;
errorret_t sceneManagerInit(void) {
memoryZero(&SCENE_MANAGER, sizeof(scenemanager_t));
sceneManagerRegisterScene(&SCENE_TEST);
sceneManagerRegisterScene(&SCENE_MAP);
errorOk();
}
scene_t * sceneManagerGetSceneByName(const char_t *name) {
assertNotNull(name, "Name is null");
for(uint8_t i = 0; i < SCENE_MANAGER.sceneCount; i++) {
if(strcmp(SCENE_MANAGER.scenes[i]->name, name) != 0) continue;
return SCENE_MANAGER.scenes[i];
}
return NULL;
}
void sceneManagerRegisterScene(scene_t *scene) {
assertNotNull(scene, "Scene is null");
assertTrue(
SCENE_MANAGER.sceneCount < SCENE_MANAGER_SCENE_COUNT_MAX,
"Scene count exceeded max"
);
assertNotNull(scene->name, "Scene name is null");
assertNull(
sceneManagerGetSceneByName(scene->name), "Scene name already registered"
);
SCENE_MANAGER.scenes[SCENE_MANAGER.sceneCount++] = scene;
}
errorret_t sceneManagerSetScene(scene_t *scene) {
if(
SCENE_MANAGER.current &&
(SCENE_MANAGER.current->flags & SCENE_FLAG_INITIALIZED) != 0
) {
SCENE_MANAGER.current->flags &= ~SCENE_FLAG_INITIALIZED;
if(SCENE_MANAGER.current->dispose) {
SCENE_MANAGER.current->dispose(&SCENE_MANAGER.sceneData);
}
}
SCENE_MANAGER.current = scene;
if(scene && (scene->flags & SCENE_FLAG_INITIALIZED) == 0) {
scene->flags |= SCENE_FLAG_INITIALIZED;
if(scene->init) errorChain(scene->init(&SCENE_MANAGER.sceneData));
// Execute scene script if it exists
char_t buffer[256];
snprintf(buffer, sizeof(buffer), "scene/%s.dsf", scene->name);
if(assetFileExists(buffer)) {
scriptcontext_t ctx;
scriptContextInit(&ctx);
errorChain(scriptContextExecFile(&ctx, buffer));
scriptContextDispose(&ctx);
}
}
errorOk();
}
void sceneManagerUpdate(void) {
if(!SCENE_MANAGER.current) return;
assertTrue(
SCENE_MANAGER.current->flags & SCENE_FLAG_INITIALIZED,
"Current scene not initialized"
);
if(SCENE_MANAGER.current->update) {
SCENE_MANAGER.current->update(&SCENE_MANAGER.sceneData);
}
}
void sceneManagerRender(void) {
if(!SCENE_MANAGER.current) return;
assertTrue(
SCENE_MANAGER.current->flags & SCENE_FLAG_INITIALIZED,
"Current scene not initialized"
);
if(SCENE_MANAGER.current->render) {
SCENE_MANAGER.current->render(&SCENE_MANAGER.sceneData);
}
}
void sceneManagerDispose(void) {
for(uint8_t i = 0; i < SCENE_MANAGER.sceneCount; i++) {
scene_t *scene = SCENE_MANAGER.scenes[i];
if(scene->flags & SCENE_FLAG_INITIALIZED) {
scene->dispose(&SCENE_MANAGER.sceneData);
}
}
SCENE_MANAGER.sceneCount = 0;
}
-63
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@@ -1,63 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "scene.h"
#include "scenedata.h"
#define SCENE_MANAGER_SCENE_COUNT_MAX 16
typedef struct {
scene_t *current;
scene_t *scenes[SCENE_MANAGER_SCENE_COUNT_MAX];
uint8_t sceneCount;
} scenemanager_t;
extern scenemanager_t SCENE_MANAGER;
/**
* Initializes the scene manager and the initial scene.
*/
errorret_t sceneManagerInit(void);
/**
* Retrieves a registered scene by its name.
*
* @param name The name of the scene to retrieve.
* @return The scene with the specified name, or NULL if not found.
*/
scene_t * sceneManagerGetSceneByName(const char_t *name);
/**
* Registers a scene with the scene manager.
*
* @param scene The scene to register.
*/
void sceneManagerRegisterScene(scene_t *scene);
/**
* Sets the current active scene.
*
* @param scene The scene to set as current.
* @return An error code indicating success or failure.
*/
errorret_t sceneManagerSetScene(scene_t *scene);
/**
* Updates all active scenes.
*/
void sceneManagerUpdate(void);
/**
* Renders all visible scenes.
*/
void sceneManagerRender(void);
/**
* Disposes of all scenes.
*/
void sceneManagerDispose(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 "script/scriptcontext.h"
#include "rpg/entity/entity.h"
#include "assert/assert.h"
int scriptFuncEntityAdd(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
assertTrue(lua_isnumber(L, 1), "Expected integer entity type");
entitytype_t entityType = (entitytype_t)luaL_checknumber(L, 1);
assertTrue(
entityType >= ENTITY_TYPE_NULL && entityType < ENTITY_TYPE_COUNT,
"Invalid entity type passed to scriptFuncEntityAdd"
);
// Pop entity
uint8_t available = entityGetAvailable();
if(available == 0xFF) {
lua_pushnil(L);
return 1;
}
entity_t *ent = &ENTITIES[available];
entityInit(ent, (entitytype_t)entityType);
// May include X, Y and/or Z
if(lua_isinteger(L, 2)) {
lua_Integer xPos = luaL_checkinteger(L, 2);
ent->position.x = (int32_t)xPos;
}
if(lua_isinteger(L, 3)) {
lua_Integer yPos = luaL_checkinteger(L, 3);
ent->position.y = (int32_t)yPos;
}
if(lua_isinteger(L, 4)) {
lua_Integer zPos = luaL_checkinteger(L, 4);
ent->position.z = (int32_t)zPos;
}
// Send entity id.
lua_pushinteger(L, ent->id);
return 1;
}
int scriptFuncEntitySetX(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
assertTrue(lua_isinteger(L, 1), "Expected integer entity id");
assertTrue(lua_isinteger(L, 2), "Expected integer x position");
lua_Integer entityId = luaL_checkinteger(L, 1);
lua_Integer xPos = luaL_checkinteger(L, 2);
assertTrue(
entityId >= 0 && entityId < ENTITY_COUNT,
"Invalid entity id passed to scriptFuncEntitySetX"
);
entity_t *ent = &ENTITIES[entityId];
assertTrue(
ent->type != ENTITY_TYPE_NULL,
"Cannot set position of NULL entity in scriptFuncEntitySetX"
);
ent->position.x = (int32_t)xPos;
return 0;
}
int scriptFuncEntitySetY(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
assertTrue(lua_isinteger(L, 1), "Expected integer entity id");
assertTrue(lua_isinteger(L, 2), "Expected integer y position");
lua_Integer entityId = luaL_checkinteger(L, 1);
lua_Integer yPos = luaL_checkinteger(L, 2);
assertTrue(
entityId >= 0 && entityId < ENTITY_COUNT,
"Invalid entity id passed to scriptFuncEntitySetY"
);
entity_t *ent = &ENTITIES[entityId];
assertTrue(
ent->type != ENTITY_TYPE_NULL,
"Cannot set position of NULL entity in scriptFuncEntitySetY"
);
ent->position.y = (int32_t)yPos;
return 0;
}
int scriptFuncEntitySetZ(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
assertTrue(lua_isinteger(L, 1), "Expected integer entity id");
assertTrue(lua_isinteger(L, 2), "Expected integer z position");
lua_Integer entityId = luaL_checkinteger(L, 1);
lua_Integer zPos = luaL_checkinteger(L, 2);
assertTrue(
entityId >= 0 && entityId < ENTITY_COUNT,
"Invalid entity id passed to scriptFuncEntitySetZ"
);
entity_t *ent = &ENTITIES[entityId];
assertTrue(
ent->type != ENTITY_TYPE_NULL,
"Cannot set position of NULL entity in scriptFuncEntitySetZ"
);
ent->position.z = (int32_t)zPos;
return 0;
}
void scriptFuncEntity(scriptcontext_t *context) {
assertNotNull(context, "Script context cannot be NULL");
lua_register(context->luaState, "entityAdd", scriptFuncEntityAdd);
lua_register(context->luaState, "entitySetX", scriptFuncEntitySetX);
lua_register(context->luaState, "entitySetY", scriptFuncEntitySetY);
lua_register(context->luaState, "entitySetZ", scriptFuncEntitySetZ);
}
-17
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@@ -1,17 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
ui.c
uitext.c
uidebug.c
uiframe.c
uitextbox.c
)
# Subdirs
add_subdirectory(element)
-9
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@@ -1,9 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
)
-16
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@@ -1,16 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
typedef enum {
UI_ELEMENT_TYPE_NULL,
UI_ELEMENT_TYPE_TEXT,
UI_ELEMENT_TYPE_COUNT,
} uielementtype_t;
-67
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@@ -1,67 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "ui.h"
#include "assert/assert.h"
#include "ui/uidebug.h"
#include "util/memory.h"
#include "display/tileset/tileset_minogram.h"
#include "display/screen.h"
// #include "ui/uitextbox.h"
ui_t UI;
errorret_t uiInit(void) {
memoryZero(&UI, sizeof(ui_t));
cameraInitOrthographic(&UI.camera);
// Initialize UI components here
uiSetFont(&TILESET_MINOGRAM);
errorOk();
}
void uiUpdate(void) {
// Update UI state here
UI.camera.orthographic.left = 0;
UI.camera.orthographic.right = SCREEN.width;
UI.camera.orthographic.top = 0;
UI.camera.orthographic.bottom = SCREEN.height;
// uiTextboxUpdate();
}
void uiRender(void) {
cameraPushMatrix(&UI.camera);
// Render UI elements here
if(UI.fontTexture.width > 0) {
uiDebugRender(UI.fontTileset, &UI.fontTexture);
}
cameraPopMatrix();
}
errorret_t uiSetFont(const tileset_t *fontTileset) {
if(UI.fontTexture.width > 0) {
textureDispose(&UI.fontTexture);
UI.fontTexture.width = -1;
}
assertNotNull(fontTileset, "Font tileset cannot be NULL.");
UI.fontTileset = fontTileset;
errorChain(assetLoad(UI.fontTileset->image, &UI.fontTexture));
errorOk();
}
void uiDispose(void) {
if(UI.fontTexture.width > 0) {
textureDispose(&UI.fontTexture);
UI.fontTexture.width = -1;
}
}
-51
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@@ -1,51 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/asset.h"
#include "display/texture.h"
#include "display/tileset/tileset.h"
#include "display/camera/camera.h"
typedef struct {
camera_t camera;
texture_t fontTexture;
const tileset_t *fontTileset;
} ui_t;
extern ui_t UI;
/**
* Initializes the UI system, loading necessary resources.
*
* @return An errorret_t indicating success or failure.
*/
errorret_t uiInit(void);
/**
* Updates the UI state, handling user interactions and animations.
*/
void uiUpdate(void);
/**
* Renders the UI elements to the screen.
*/
void uiRender(void);
/**
* Sets the font tileset for UI text rendering.
*
* @param fontTileset Pointer to the tileset to use for UI fonts.
*
* @return An errorret_t indicating success or failure.
*/
errorret_t uiSetFont(const tileset_t *fontTileset);
/**
* Cleans up and frees all UI resources.
*/
void uiDispose(void);
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "uidebug.h"
#include "time/time.h"
#include "util/string.h"
#include "ui/uitext.h"
#include "display/screen.h"
#include "display/spritebatch.h"
// #include "rpg/entity/entity.h"
bool_t UI_DEBUG_DRAW = true;
void uiDebugRender(const tileset_t *tileset, texture_t *texture) {
if(!UI_DEBUG_DRAW) return;
char_t buffer[128];
color_t color;
int32_t w, h, hOffset = 0;
// FPS Meter
#if TIME_FIXED == 0
float_t fpsDynamic = TIME.dynamicDelta > 0.0f ? (1.0f / TIME.dynamicDelta) : 0.0f;
float_t fpsFixed = TIME.delta > 0.0f ? (1.0f / TIME.delta) : 0.0f;
snprintf(
buffer,
sizeof(buffer),
"%.2f/%.2f/%d/%d",
TIME.dynamicDelta * 1000.0f,
TIME.delta * 1000.0f,
TIME.dynamicUpdate,
(int32_t)fpsDynamic
);
color = (
fpsDynamic >= 50.0f ? COLOR_GREEN :
fpsDynamic >= 30.0f ? COLOR_YELLOW :
COLOR_RED
);
#else
float_t fps = TIME.delta > 0.0f ? (1.0f / TIME.delta) : 0.0f;
snprintf(
buffer,
sizeof(buffer),
"%.2f/%d/FXD",
TIME.delta * 1000.0f,
(int32_t)fps
);
color = (
fps >= 50.0f ? COLOR_GREEN :
fps >= 30.0f ? COLOR_YELLOW :
COLOR_RED
);
#endif
uiTextMeasure(buffer, tileset, &w, &h);
uiTextDraw(
SCREEN.width - w, hOffset,
buffer, color, tileset, texture
);
hOffset += h;
// Player position
// entity_t *player = NULL;
// for(uint8_t i = 0; i < ENTITY_COUNT; i++) {
// if(ENTITIES[i].type != ENTITY_TYPE_PLAYER) continue;
// player = &ENTITIES[i];
// break;
// }
// if(player == NULL) {
// snprintf(buffer, sizeof(buffer), "Player: N/A");
// } else {
// snprintf(
// buffer,
// sizeof(buffer),
// "%d,%d,%d/%d/%d",
// player->position.x,
// player->position.y,
// player->position.z,
// (int32_t)player->direction,
// (int32_t)player->animation
// );
// }
// uiTextMeasure(buffer, tileset, &w, &h);
// uiTextDraw(
// SCREEN.width - w, hOffset,
// buffer, COLOR_GREEN, tileset, texture
// );
// hOffset += h;
spriteBatchFlush();
}
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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 "display/tileset/tileset.h"
#include "display/texture.h"
/**
* Renders the debug information UI element.
*
* @param tileset The tileset to use for rendering text.
* @param texture The texture associated with the tileset.
*/
void uiDebugRender(const tileset_t *tileset, texture_t *texture);
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/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "uiframe.h"
#include "display/spritebatch.h"
#include "assert/assert.h"
#include "util/math.h"
void uiFrameDraw(
const float_t x,
const float_t y,
const float_t width,
const float_t height,
const tileset_t *tileset,
const uint16_t column,
const uint16_t row,
const bool_t drawInner,
texture_t *texture
) {
assertNotNull(tileset, "Tileset cannot be NULL");
assertNotNull(texture, "Texture cannot be NULL");
if(height <= 0 || width <= 0) return;
// Top-Left
vec4 uv;
tilesetPositionGetUV(
tileset,
column,
row,
uv
);
spriteBatchPush(
texture,
x, y,
x + tileset->tileWidth,
y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Top-Center
tilesetPositionGetUV(
tileset,
column + 1,
row,
uv
);
spriteBatchPush(
texture,
x + tileset->tileWidth, y,
x + width - tileset->tileWidth, y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Top-Right
tilesetPositionGetUV(
tileset,
column + 2,
row,
uv
);
spriteBatchPush(
texture,
x + width - tileset->tileWidth, y,
x + width, y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Middle-Left
tilesetPositionGetUV(
tileset,
column,
row + 1,
uv
);
spriteBatchPush(
texture,
x, y + tileset->tileHeight,
x + tileset->tileWidth, y + height - tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Middle-Center
if(drawInner) {
tilesetPositionGetUV(
tileset,
column + 1,
row + 1,
uv
);
spriteBatchPush(
texture,
x + tileset->tileWidth, y + tileset->tileHeight,
x + width - tileset->tileWidth, y + height - tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
// Middle-Right
tilesetPositionGetUV(
tileset,
column + 2,
row + 1,
uv
);
spriteBatchPush(
texture,
x + width - tileset->tileWidth, y + tileset->tileHeight,
x + width, y + height - tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Bottom-Left
tilesetPositionGetUV(
tileset,
column,
row + 2,
uv
);
spriteBatchPush(
texture,
x, y + height - tileset->tileHeight,
x + tileset->tileWidth, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Bottom-Center
tilesetPositionGetUV(
tileset,
column + 1,
row + 2,
uv
);
spriteBatchPush(
texture,
x + tileset->tileWidth, y + height - tileset->tileHeight,
x + width - tileset->tileWidth, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Bottom-Right
tilesetPositionGetUV(
tileset,
column + 2,
row + 2,
uv
);
spriteBatchPush(
texture,
x + width - tileset->tileWidth, y + height - tileset->tileHeight,
x + width, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
void uiFrameDrawTiled(
const float_t x,
const float_t y,
const float_t width,
const float_t height,
const tileset_t *tileset,
const uint16_t column,
const uint16_t row,
const bool_t drawInner,
texture_t *texture
) {
assertNotNull(tileset, "Tileset cannot be NULL");
assertNotNull(texture, "Texture cannot be NULL");
if(height <= 0 || width <= 0) return;
uint32_t segmentsX, segmentsY;
float_t remainderX, remainderY;
segmentsX = (width - (tileset->tileWidth * 2)) / tileset->tileWidth;
segmentsY = (height - (tileset->tileHeight * 2)) / tileset->tileHeight;
remainderX = fmodf(width - (tileset->tileWidth * 2), tileset->tileWidth);
remainderY = fmodf(height - (tileset->tileHeight * 2), tileset->tileHeight);
// Corners
vec4 uv;
// Top-Left
tilesetPositionGetUV(
tileset,
column,
row,
uv
);
spriteBatchPush(
texture,
x, y,
x + tileset->tileWidth,
y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Top-Right
tilesetPositionGetUV(
tileset,
column + 2,
row,
uv
);
spriteBatchPush(
texture,
x + width - tileset->tileWidth, y,
x + width, y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Bottom-Left
tilesetPositionGetUV(
tileset,
column,
row + 2,
uv
);
spriteBatchPush(
texture,
x, y + height - tileset->tileHeight,
x + tileset->tileWidth, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Bottom-Right
tilesetPositionGetUV(
tileset,
column + 2,
row + 2,
uv
);
spriteBatchPush(
texture,
x + width - tileset->tileWidth, y + height - tileset->tileHeight,
x + width, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
// Top and Bottom Edges (Tiled)
tilesetPositionGetUV(tileset, column + 1, row, uv); // Top edge
float_t edgeX = x + tileset->tileWidth;
for(uint32_t i = 0; i < segmentsX; ++i, edgeX += tileset->tileWidth) {
spriteBatchPush(
texture,
edgeX, y,
edgeX + tileset->tileWidth, y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
if(remainderX) {
spriteBatchPush(
texture,
edgeX, y,
edgeX + remainderX, y + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
tilesetPositionGetUV(tileset, column + 1, row + 2, uv); // Bottom edge
edgeX = x + tileset->tileWidth;
for(uint32_t i = 0; i < segmentsX; ++i, edgeX += tileset->tileWidth) {
spriteBatchPush(
texture,
edgeX, y + height - tileset->tileHeight,
edgeX + tileset->tileWidth, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
if(remainderX) {
spriteBatchPush(
texture,
edgeX, y + height - tileset->tileHeight,
edgeX + remainderX, y + height,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
// Left and Right Edges (Tiled)
tilesetPositionGetUV(tileset, column, row + 1, uv); // Left edge
float_t edgeY = y + tileset->tileHeight;
for(uint32_t i = 0; i < segmentsY; ++i, edgeY += tileset->tileHeight) {
spriteBatchPush(
texture,
x, edgeY,
x + tileset->tileWidth, edgeY + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
if(remainderY) {
spriteBatchPush(
texture,
x, edgeY,
x + tileset->tileWidth, edgeY + remainderY,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
tilesetPositionGetUV(tileset, column + 2, row + 1, uv); // Right edge
edgeY = y + tileset->tileHeight;
for(uint32_t i = 0; i < segmentsY; ++i, edgeY += tileset->tileHeight) {
spriteBatchPush(
texture,
x + width - tileset->tileWidth, edgeY,
x + width, edgeY + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
if(remainderY) {
spriteBatchPush(
texture,
x + width - tileset->tileWidth, edgeY,
x + width, edgeY + remainderY,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
// Center (Tiled)
if(!drawInner) return;
tilesetPositionGetUV(tileset, column + 1, row + 1, uv); // Center tile
float_t centerY = y + tileset->tileHeight;
for(uint32_t j = 0; j < segmentsY; ++j, centerY += tileset->tileHeight) {
float_t centerX = x + tileset->tileWidth;
for(uint32_t i = 0; i < segmentsX; ++i, centerX += tileset->tileWidth) {
spriteBatchPush(
texture,
centerX, centerY,
centerX + tileset->tileWidth, centerY + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
if(remainderX) {
spriteBatchPush(
texture,
centerX, centerY,
centerX + remainderX, centerY + tileset->tileHeight,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
}
if(remainderY) {
float_t centerX = x + tileset->tileWidth;
for(uint32_t i = 0; i < segmentsX; ++i, centerX += tileset->tileWidth) {
spriteBatchPush(
texture,
centerX, centerY,
centerX + tileset->tileWidth, centerY + remainderY,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
if(remainderX) {
spriteBatchPush(
texture,
centerX, centerY,
centerX + remainderX, centerY + remainderY,
COLOR_WHITE,
uv[0], uv[1], uv[2], uv[3]
);
}
}
}
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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 "display/tileset/tileset.h"
#include "display/texture.h"
/**
* Draw a UI Frame (using the 9-slice technique).
*
* @param x The x position to draw the frame at.
* @param y The y position to draw the frame at.
* @param width The width of the frame.
* @param height The height of the frame.
* @param tileset The tileset to use for rendering the frame.
* @param column The column in the tileset to use for the frame.
* @param row The row in the tileset to use for the frame.
* @param drawInner Whether to draw the inner area.
* @param texture The texture associated with the tileset.
*/
void uiFrameDraw(
const float_t x,
const float_t y,
const float_t width,
const float_t height,
const tileset_t *tileset,
const uint16_t column,
const uint16_t row,
const bool_t drawInner,
texture_t *texture
);
/**
* Draw a tiled UI Frame (using the 9-slice technique). This will tile the
* center components to allow them to repeat without distortion.
*
* @param x The x position to draw the frame at.
* @param y The y position to draw the frame at.
* @param width The width of the frame.
* @param height The height of the frame.
* @param tileset The tileset to use for rendering the frame.
* @param column The column in the tileset to use for the frame.
* @param row The row in the tileset to use for the frame.
* @param drawInner Whether to draw the inner tiled area.
* @param texture The texture associated with the tileset.
*/
void uiFrameDrawTiled(
const float_t x,
const float_t y,
const float_t width,
const float_t height,
const tileset_t *tileset,
const uint16_t column,
const uint16_t row,
const bool_t drawInner,
texture_t *texture
);
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// /**
// * Copyright (c) 2025 Dominic Masters
// *
// * This software is released under the MIT License.
// * https://opensource.org/licenses/MIT
// */
#include "uitext.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "display/spritebatch.h"
void uiTextDrawChar(
const float_t x,
const float_t y,
const char_t c,
const color_t color,
const tileset_t *tileset,
texture_t *texture
) {
int32_t tileIndex = (int32_t)(c) - UI_TEXT_CHAR_START;
if(tileIndex < 0 || tileIndex >= tileset->tileCount) {
tileIndex = ((int32_t)'@') - UI_TEXT_CHAR_START;
}
assertTrue(
tileIndex >= 0 && tileIndex <= tileset->tileCount,
"Character is out of bounds for font tiles"
);
vec4 uv;
tilesetTileGetUV(tileset, tileIndex, uv);
spriteBatchPush(
texture,
x, y,
x + tileset->tileWidth,
y + tileset->tileHeight,
color,
uv[0], uv[1], uv[2], uv[3]
);
}
void uiTextDraw(
const float_t x,
const float_t y,
const char_t *text,
const color_t color,
const tileset_t *tileset,
texture_t *texture
) {
assertNotNull(text, "Text cannot be NULL");
float_t posX = x;
float_t posY = y;
char_t c;
int32_t i = 0;
while((c = text[i++]) != '\0') {
if(c == '\n') {
posX = x;
posY += tileset->tileHeight;
continue;
}
if(c == ' ') {
posX += tileset->tileWidth;
continue;
}
uiTextDrawChar(posX, posY, c, color, tileset, texture);
posX += tileset->tileWidth;
}
}
void uiTextMeasure(
const char_t *text,
const tileset_t *tileset,
int32_t *outWidth,
int32_t *outHeight
) {
assertNotNull(text, "Text cannot be NULL");
assertNotNull(outWidth, "Output width pointer cannot be NULL");
assertNotNull(outHeight, "Output height pointer cannot be NULL");
int32_t width = 0;
int32_t height = tileset->tileHeight;
int32_t lineWidth = 0;
char_t c;
int32_t i = 0;
while((c = text[i++]) != '\0') {
if(c == '\n') {
if(lineWidth > width) {
width = lineWidth;
}
lineWidth = 0;
height += tileset->tileHeight;
continue;
}
lineWidth += tileset->tileWidth;
}
if(lineWidth > width) {
width = lineWidth;
}
*outWidth = width;
*outHeight = height;
}

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