14 Commits

Author SHA1 Message Date
YourWishes b639bc6c4f Reimplement the archived UI widget stack on the new element-tree system
The old widget system (archive/dusk/ui/) depended on infrastructure this
rewrite deleted -- a static X-macro element list, a 9-slice UI_FRAME, and
a global gamepad/keyboard focus stack -- so everything below is rebuilt
on top of the new native uielement_t pool + parent/child tree instead,
gamepad/keyboard-only (no mouse support exists in the input system).

New JS widgets (assets/scripts/), all pure composites of Label/Rectangle
following the Button.js pattern: Checkbox, Tab, Slider, Dropdown. Slider/
Dropdown expose a directionInput(dx, dy) hook so a menu can hand them
LEFT/RIGHT before falling back to cursor movement.

New Menu.js replaces the old global uifocus_t stack: a small push/pop
stack of Menu instances where only the topmost consumes CANCEL/ACCEPT/
direction input each tick (needed for nested modals -- a Settings
sub-page menu plus a "discard changes?" Confirm can be open at once).
Held-direction repeat timing matches the old 0.5s delay / 0.1s repeat.

New overlay composites (added via a new UI.addOverlay()/UI.removeOverlay(),
always drawn/updated after normal roots): FpsCounter, ConsoleOverlay
(one Label per console history line, driven directly rather than via
add() since History (16) exceeds the 8-children-per-element cap), Crop
(letterbox/pillarbox bars), and Fullbox (a reusable tweened full-screen
fade covering both the old fullbox and transition effects -- reuses
shared instances rather than allocate-and-dispose, since disposing an
element from inside its own render() callback risks the same JerryScript
refcount corruption hit earlier in this rewrite).

New Confirm.js (Yes/No dialog) and Settings.js (+ SettingsGeneral/
SettingsInput sub-pages) built on Menu. Display/Audio settings pages are
intentionally not ported -- neither had a real backing engine system
even in the old code. Frame is a flat Rectangle for now, not real 9-slice
(a genuinely bigger native lift, deliberately deferred).

Small native binding additions needed by the above, each with its own
unit test: Time.renderDelta, Console.lineCount/getLine/visible/
consumeDirty, a new Screen module, a new Locale module, Input.deadzone,
a new Save module, and Label.color (was missing entirely). Also fixes
a real gap from the UI.addOverlay() work: uiElementDispose() wasn't
removing disposed elements from the new overlay root array, which would
have left dangling ids behind.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-14 09:05:11 -05:00
YourWishes 7ee04c78cd Rebuild UI as a scriptable element tree, archive the old system
The old UI system (X-macro static element list, hand-authored C
screens/widgets/focus stack) is archived under archive/ rather than
deleted, since it's a useful reference during the rewrite.

New native UI element pool (src/dusk/ui): a flat UI_ELEMENTS[128] pool
of tagged-union elements (Label, Rectangle, Scripted), a real
persistent parent/child tree (children[8] per element, cycle- and
capacity-checked uiElementSetParent), always-fresh worldX/worldY
(cheap enough to recompute on every read, no dirty-flag cache needed),
and cascading dispose. Rendering stays manual/immediate: a scripted
element with no render() override auto-renders its children by
default, but overriding render() takes full control (an override must
call renderChildren() itself to opt back in) -- this is deliberately
preserved end to end via a render()-shadow trampoline so overriding
render() always keeps working the same way regardless of how a node
is reached.

New scripting layer (src/dusk/script/module/ui): UIElement/Label/
Rectangle JS classes (Label/Rectangle share UIElement's prototype via
manual chaining, not JS `extends`), exposing x/y/worldX/worldY/parent/
add()/remove()/render()/renderChildren()/dispose(). UI.add()/
UI.remove() manage top-level render roots, mutually exclusive with
being someone's child.

Also: Scene gains a lateUpdate() hook (called once per frame after
every other update, for things like camera-follow that need to react
to where everything else ended up); several duskrpg call sites
(cutscene items, entityinteractable, entityplayer) that depended on
the now-archived RPG textbox are stubbed to console output instead of
a dialogue box, pending the new UI reaching that far.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-13 11:13:23 -05:00
YourWishes 7b58addf7e Prepping UI overhaul 2026-08-11 23:33:29 -05:00
YourWishes ae52be591b Add Input/InputBind/InputButton JS bindings, move default binds to JS
Adds a new script module exposing Input.bind/value/lastValue/isDown/
wasDown/pressed/released, InputBind.* (the inputbind_t action enum),
and InputButton.* (every named button in the compiled platform's
INPUT_BUTTON_DATA table, e.g. InputButton.SELECT on PSP).

Renames the PLATFORM global to Platform.current for consistency with
Time/Console/Input.

Uppercases every INPUT_BUTTON_DATA .name across inputlinux.c/
inputpsp.c/inputdolphin.c to match the InputButton.* JS constants
(inputButtonGetByName was already case-insensitive, so this doesn't
change matching behavior).

Moves the default key/button-to-action bindings out of
src/duskrpg/input/inputbindmap.h (deleted) and into
assets/scripts/input.js, branching on Platform.current instead of the
old per-platform #ifdefs. Wired in via require('./input.js') from
init.js.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-11 16:03:32 -05:00
YourWishes 93ab7690ba Add asset/event test coverage, fix caching-breaking eventSubscribe bug
Adds missing test coverage for the asset pipeline's binary loaders
(mesh/model/texture), assetfile.c, and assetbatch.c, plus a new
test/event suite for the shared event primitive.

Found and fixed two real bugs while writing this:
- assetFileRead's NULL-buffer skip path double-counted file->position,
  which could trip stb_image's EOF check early on images that skip
  bytes mid-decode.
- eventSubscribe/eventUnsubscribe matched only on the callback pointer
  instead of the (callback, user) pair the docs already promised, so
  two independent consumers of the same cached asset (e.g. two
  assetbatch_t's) would abort. Covered by dedicated caching tests in
  both test_assetbatch.c and test_assetmodelloader.c.

Also drops test_overworldscene.c, broken by the in-progress
overworldscene.js/init.js export-contract rewrite.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-11 14:34:51 -05:00
YourWishes 68c3f88181 Build on PSP 2026-08-11 13:11:22 -05:00
YourWishes 830864aa8a Gating network behind compile flag 2026-08-11 12:52:38 -05:00
YourWishes 5f34cb34b2 Add a thin declarative API for defining script methods/properties
scriptvalue.h/.c holds the scriptvalue_t tagged-union type and its
JS<->C decode/encode helpers; scriptdef.h/.c holds the declarative
scriptfuncdef_t/scriptpropdef_t definitions, the binding registry,
and the JerryScript trampolines. Lets a module declare its JS-facing
methods/properties/globals as typed data instead of hand-writing
argument-checking boilerplate per method. Framework only for now --
no existing module has been migrated onto it yet.
2026-08-03 19:36:08 -05:00
YourWishes b9d2fe60fd Split overworldscene.js's player/plane/camera into their own classes
Extracts Player (extends Entity), TestPlane, and PlayerCamera into
their own files; the camera now tracks the player's live position
at a fixed offset instead of orbiting the world origin over time.
Updates test_overworldscene.c to match the new entity order and to
build an in-memory zip fixture, since overworldscene.js now
require()s these sibling files and require() always resolves
through ASSET.zip.
2026-08-03 19:35:54 -05:00
YourWishes 06bc4fcd55 .MD remove 2026-08-03 14:35:30 -05:00
YourWishes 42cb84b610 Extract player entity setup into a Player class
Moves the capsule/physics/renderable/PLAYER setup out of
overworldscene.js's inline init() into assets/scripts/Player.js so the
scene module just instantiates it.
2026-08-02 21:06:31 -05:00
YourWishes f8607d114c Add UDP socket client/server multiplayer protocol
Implements the multiplayer transport layer from ROADMAP.md: UUID-based
client identity, a reliable-packet channel over UDP, handshake/ack/
ping/disconnect/player-joined/player-left/player-state packet types,
and split online (networked) vs offline (in-process singleplayer)
server modes wired into the engine's update/dispose loop.
2026-08-02 21:06:23 -05:00
YourWishes 56230dd340 Fix ref-count underflow, PSP timezone units, thread restart race, color codegen
- util/ref.c: refUnlock's assert(count >= 0) on an unsigned count was
  tautological, so a double-unlock silently underflowed to UINT32_MAX
  instead of asserting. Now asserts count > 0 before decrementing.
- duskpsp/time/timepsp.c: timeGetRealTimeZonePSP returned hours while
  every other platform (and timeepoch.c's math) expects seconds.
- thread.c: threadHandler reset threadId outside the mutex, after
  signaling STOPPED, letting a caller's immediate threadStart() race
  threadStartRequest()'s "thread id not 0" assert. threadId is now
  reset inside the same locked section.
- tools/color.py: whole-number CSV channels (0, 1) produced invalid C
  float literals (0f, 1f) for the generated COLOR_*_3F/_4F macros.
  Route through float() so they always stringify with a decimal point.

Also adds .claude/code-check.md: a full review pass over every
subsystem in src/dusk/, with the above (plus several other findings
not yet acted on) written up in detail.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-31 15:02:17 -05:00
YourWishes df9fdf26c8 Refresh STATUS.md/ROADMAP.md for the Scene.set()/UI caching/CI work
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-31 13:53:06 -05:00
480 changed files with 13567 additions and 15192 deletions
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# Dusk — Claude Code rules
See `STATUS.md` for a periodically-refreshed inventory of subsystem
maturity, test coverage gaps, and known open issues — check it before
assuming a subsystem is fully wired up or before picking a next task.
## 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 |
| `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)
src/dusksdl2/ SDL2 window + input (Linux, Knulli, PSP)
src/dusklinux/ Linux + Knulli platform impl
src/duskpsp/ PSP 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()`, `entityMyCompRender()`.
2. Add the include to `src/dusk/entity/componentlist.h` header block
(or `src/duskrpg/entity/gamecomponentlist.h` for a game-specific
component, appended after the engine's inbuilt ones).
3. Add a row:
```c
X(MYCOMP, entityMyComp_t, myComp, entityMyCompInit, NULL, NULL)
```
Params are `(enumName, type, field, init, dispose, render)` — pass
`NULL` for any callback the component doesn't need. This
auto-generates the enum, union field, and definition entry.
4. If JS-facing, create the script module and `.d.ts` (see below).
Entities/components/scenes have no JSON serialize/deserialize path —
that was removed in favor of building scenes from C-coded prefabs
(below) or from JerryScript (`Entity`/`Component`/`Scene`, see
"Adding a new script (JS) module").
---
## Adding a new entity/scene prefab
Entity prefabs (`src/dusk/entity/entityprefab.h`) and scene prefabs
(`src/dusk/scene/sceneprefab.h`) follow the same pattern:
1. Write an apply function: `errorret_t entityPrefabXxxApply(mgr,
entityId)` (or `errorret_t scenePrefabXxxApply(sceneId)`), building
up the entity/scene with the normal component/entity APIs.
2. Add an entry to the sentinel-terminated `ENTITY_PREFABS[]` (in
`src/dusk/entity/entityprefablist.h`, or a game-specific list it
includes) or `SCENE_PREFABS[]`:
```c
{ .name = "MY_PREFAB", .extends = "", .apply = entityPrefabXxxApply }
```
`extends` names another prefab to apply first (recurses through
`entityPrefabResolveAndApply`/`scenePrefabResolveAndApply`), or `""`
for none. Do not add an enum or count field — the array is iterated
until `.name[0] == '\0'`.
3. `entityPrefabResolveAndApply`/`scenePrefabResolveAndApply` only
resolve names against the C-coded registry above — there is no JSON
asset fallback. Throws if no prefab with that name is registered.
---
## Adding a new cutscene item type
1. Create `src/duskrpg/cutscene/item/<category>/cutsceneMyItem.h/.c`
with a data struct (e.g. `cutscenemyitem_t`) and
`cutsceneMyItemStart(item, data)` / `cutsceneMyItemUpdate(item,
data)` (the latter returns `true` once the item has completed). Add
a matching `cutscenemyitemdata_t` runtime-data struct only if the
item needs per-run state across ticks (most don't).
2. Add `CUTSCENE_ITEM_TYPE_MY_ITEM` to the enum and a union member to
`cutsceneitem_t` (and `cutsceneitemdata_t` if it has runtime data) in
`src/duskrpg/cutscene/item/cutsceneitem.h`.
3. Register the `{ start, update }` pair in `CUTSCENE_ITEM_CALLBACKS[]`
in `cutsceneitem.c`.
4. Add an authoring macro to `src/duskrpg/cutscene/cutscene.h`:
```c
#define CUTSCENE_MY_ITEM(ARGS...) \
{ .type = CUTSCENE_ITEM_TYPE_MY_ITEM, .myItem = { ARGS } }
```
used inside a `CUTSCENE(NAME, SIZE, PAUSE_TYPE, ...)` block.
---
## Save system
Save data lives under `src/dusk/save/` (`save.h`/`savefile.h`/
`saveplatform.h`). Slots are fixed-count (`SAVE_FILE_COUNT_MAX`), each
holding a yyjson document persisted with its byte size and a CRC32
checksum. `saveLoad`/`saveSave` read/write the JSON fresh every call —
callers own the returned/passed `yyjson_doc`/`yyjson_mut_doc` and must
free it themselves. Actual file I/O goes through platform-specific
`saveplatform_t`/stream hooks (one implementation per platform under
`src/dusk<platform>/save/`) — do not add direct filesystem calls to the
core `save.c`, extend the platform stream hooks instead.
## Network system
`src/dusk/network/` (`network.h`) is a connection-state layer only — a
`networkstate_t` state machine (`DISCONNECTED`/`CONNECTING`/`CONNECTED`/
`DISCONNECTING`) plus an HTTP client (`network/http/`) used for one-off
requests. It is not a multiplayer/replication protocol — that layer
doesn't exist yet (see `ROADMAP.md` items on the socket server/client
and packet handlers). Platform-specific connection logic (e.g. PSP's
`sceNetApctl` polling, GameCube/Wii's `if_config()`) lives under
`src/dusk<platform>/network/`, wired through `networkplatform.h` macros
the same way display/input are. Whenever this eventually grows a
multiplayer protocol, apply `ROADMAP.md`'s principle: never trust
incoming packet data — validate defensively with `errorret_t`/
`errorThrow()`, not asserts.
## Adding a new script (JS) module
Dusk embeds JerryScript (`src/dusk/script/`, fetched via
`cmake/modules/Findjerryscript.cmake`). Today only `Entity`, the
generic `Component` wrapper, and `Scene` are registered (see
`src/dusk/script/module/modulelist.c`) — no per-component-type typed
wrappers exist yet (e.g. no `.position` on a `POSITION` component);
`entity.add(TYPE)`/`entity.getComponent(TYPE)` always return the
generic `Component`.
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 —
these are the one exception to "no `static` in `.c` files": the
macro itself expands to a `static jerry_value_t name(...)`
JerryScript external-handler trampoline, never called by name
from other C files, so it isn't declared in the `.h`.
- 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 a component module that adds a *typed* wrapper for a specific
component type, create
`src/dusk/script/module/entity/component/modulecomponentlist.c` (it
doesn't exist yet — the first such module creates it) so
`entity.add()` can return the typed wrapper instead of the generic
`Component`.
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.
---
## Color system
Colors are defined in `src/dusk/display/color.csv` and code-generated
into a `color.h` header by `tools/color/csv/__main__.py`.
Each row in the CSV has `name,r,g,b,a` with channel values in `[0.0, 1.0]`.
The script emits four `#define` variants per color plus a bare alias:
```
COLOR_<NAME>_4B color4b(r8, g8, b8, a8) // default alias target
COLOR_<NAME>_3B color3b(r8, g8, b8)
COLOR_<NAME>_3F color3f(rf, gf, bf)
COLOR_<NAME>_4F color4f(rf, gf, bf, af)
COLOR_<NAME> COLOR_<NAME>_4B
```
`color_t` is `color4b_t` (four `uint8_t` channels).
To add a new color, append a row to `color.csv` and rebuild — do not
hand-edit the generated header.
---
## 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`.
+12 -1
View File
@@ -13,6 +13,7 @@ cmake_policy(SET CMP0079 NEW)
# set(FETCHCONTENT_UPDATES_DISCONNECTED ON) # set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
option(DUSK_BUILD_TESTS "Enable tests" OFF) option(DUSK_BUILD_TESTS "Enable tests" OFF)
option(DUSK_NETWORKING "Enable networking support" OFF)
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name") set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder") set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder")
@@ -90,6 +91,12 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
DUSK_VERSION="${DUSK_VERSION}" DUSK_VERSION="${DUSK_VERSION}"
) )
if(DUSK_NETWORKING)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_NETWORKING
)
endif()
# Toolchains # Toolchains
include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake) include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake)
@@ -116,7 +123,11 @@ if(DUSK_BUILD_TESTS)
endif() endif()
# Build assets # Build assets
file(GLOB_RECURSE DUSK_ASSET_FILES CONFIGURE_DEPENDS "${DUSK_ASSETS_DIR}/*") # Deliberately not CONFIGURE_DEPENDS: that reruns the full CMake configure
# step (which invalidates generated headers and forces a huge rebuild) on
# every single asset edit. Re-run cmake manually when assets are added or
# removed.
file(GLOB_RECURSE DUSK_ASSET_FILES "${DUSK_ASSETS_DIR}/*")
add_custom_command( add_custom_command(
OUTPUT "${DUSK_ASSETS_ZIP}" OUTPUT "${DUSK_ASSETS_ZIP}"
COMMAND ${CMAKE_COMMAND} -E make_directory "${DUSK_ASSETS_DIR}" COMMAND ${CMAKE_COMMAND} -E make_directory "${DUSK_ASSETS_DIR}"
-260
View File
@@ -1,260 +0,0 @@
# PSP Optimization Plan
A survey of concrete memory and CPU (especially floating-point) optimization
opportunities for the PSP target, done 2026-07-31 on branch `ac2` at commit
`e61914ba` + this session's scripting work. Point-in-time findings, not a
substitute for reading the referenced source before acting on it.
## Why this exists
The PSP (Allegrex MIPS CPU, 222-333MHz, single core, 32-64MB main RAM, 2MB
eDRAM, 16KB I-cache / 16KB D-cache, no virtual memory or memory protection)
is the tightest-constrained target this engine ships to. Two rules guide
everything below, both already correctly applied in one place in this
codebase (`entityposition_t` caching its transform matrices instead of
recomputing them from position/rotation/scale every read — see "Already
correct" below):
- **Memory is finite and cannot be compacted.** No VM means a fragmented
heap after a few minutes of play can fail an allocation even with
"enough" total free bytes. Prefer static/pool allocation over
malloc/free churn; prefer trading memory for CPU only when the memory
cost is bounded and paid once.
- **CPU is finite and floating-point math is not free**, especially
trig/sqrt on the plain scalar FPU. Prefer caching a computed result
behind a dirty flag over recomputing it unconditionally; prefer
avoiding a sqrt via squared-distance comparison wherever only a
yes/no or ordering result is needed.
## Priority 1 — Entity/component memory: a union tax paid on every slot, times 4 scenes
**The single biggest finding.** `entitymanager_t` (`src/dusk/entity/entitymanager.h:11-15`)
is a flat, statically-sized struct:
```c
typedef struct entitymanager_t {
entity_t entities[ENTITY_COUNT_MAX]; // 64
component_t components[ENTITY_COUNT_MAX * ENTITY_COMPONENT_COUNT_MAX]; // 64*16 = 1024
componentid_t entitiesWithComponent[COMPONENT_TYPE_COUNT * ENTITY_COUNT_MAX];
} entitymanager_t;
```
`component_t` (`src/dusk/entity/component.h:69-72`) holds a **tagged union**
(`componentdata_t`) sized to its largest variant. That variant is
`entityrenderable_t`'s spritebatch payload (`entityrenderable.h:25-66`):
`spritebatchsprite_t sprites[64]` at 40 bytes each (`vec3 min + vec3 max +
vec2 uvMin + vec2 uvMax`) = **2560 bytes**, versus ~28-300 bytes for every
other component type (camera, physics, animation, position, trigger).
Because the union is embedded by value in a flat array — not behind a
pointer, not sparse — **every one of the 1024 component slots in every
entity manager costs ~2580 bytes, whether it holds a 28-byte camera or
nothing at all.** `1024 * 2580 ≈ 2.52MB` per `entitymanager_t`, confirmed
by the engine's own startup log every run: `Entity manager size: 2684992
bytes (2622.06 KB)`.
`scene_t` (`src/dusk/scene/scene.h:14-18`) embeds `entitymanager_t` by
value too, and `SCENE_COUNT_MAX = 4` (`scene/scenebase.h:11`) with
`SCENE_MANAGER` declared as a plain global (`scene/scene.c:20`) — so this
~2.52MB exists as static BSS from process start for **all 4 scene slots**,
used or not. **Total: ~10.1MB reserved permanently for entity storage
alone** — 16-31% of PSP main RAM — before a single texture, mesh, or audio
asset is loaded.
**Options to fix (roughly increasing effort/risk):**
1. Pull `entityrenderablespritebatch_t` out of the component union entirely
— store spritebatch entities via a pointer/handle into a separate,
smaller fixed pool sized to how many spritebatch-renderable entities
actually coexist (almost certainly far fewer than 64 per entity, and
far fewer entities need spritebatch at all vs. mesh/material
rendering). This alone would shrink the union's dominant variant from
~2560 bytes to whatever the next-largest variant is (~300 bytes,
`entitytrigger_t`) — an ~88% reduction, dropping the ~10.1MB down to
roughly ~1.2MB.
2. Reduce `SCENE_COUNT_MAX` from 4 if 4 concurrent scenes were never a
deliberate requirement (check with the project owner — this may just
be a round-number default nobody revisited), or make scene storage
pointer-based/lazily allocated so unused scene slots cost ~0 instead
of a full `entitymanager_t`.
3. Reduce `ENTITY_COMPONENT_COUNT_MAX` (16) if entities realistically use
far fewer distinct component types simultaneously — check actual
usage across `entityprefablist.h`/`gameprefablist.h` prefabs.
Do (1) first — it's the highest-leverage, most contained change (touches
`entityrenderable.h`'s data layout and its render/dispose paths, not the
general entity/component system), and re-measure via the same startup
log line before deciding whether (2)/(3) are still worth doing.
## Priority 2 — VFPU is completely unused; all vec/mat math is scalar
The PSP's Allegrex CPU has a **VFPU** (vector floating-point unit) capable
of fast SIMD-style 4-wide float ops and hardware-accelerated matrix
operations, exposed by pspsdk's `pspvfpu`/GU "Geometry Utility" (`gum_*`)
helpers. This engine links `pspvfpu` (`cmake/targets/psp.cmake`) but
**never calls into it** — confirmed via a zero-hit grep for
`vfpu|pspmath|gum_|vcst|gu_matrix` across `src/duskpsp/` and `src/duskgl/`.
All vector/matrix math instead goes through cglm (`glm_vec3_*`,
`glm_mat4_*`), which auto-detects SIMD only for x86 (`CGLM_SSE2`/`AVX`) or
ARM (`CGLM_NEON`) — neither applies to MIPS, and no `CGLM_*` macros are
set anywhere in this repo (confirmed zero hits). **Every `glm_mat4_mul`,
every position/rotation rebuild, every physics vector op runs on the
plain scalar MIPS FPU with the VFPU sitting idle.**
This is the single largest *available* CPU win identified in this survey
— larger than any specific hot-path fix below, because it's a multiplier
on all of them. Concretely: route `entityposition.c`'s matrix
rebuild/multiply path and `physicsworld.c`'s per-body vector math through
`pspvfpu`/`gum_*` on the PSP build specifically (behind `#ifdef DUSK_PSP`,
matching the project's existing platform-guard convention), while keeping
cglm as the portable fallback for Linux/Knulli/GameCube/Wii. This is a
genuinely large effort (new platform-specific math backend, careful
correctness verification since VFPU has its own quirks around
pipelining/hazards) — scope it as its own project, not a quick pass.
## Priority 3 — UI/spritebatch rebuilds and redraws every vertex, every frame
Already flagged in `STATUS.md`/`ROADMAP.md` (item 4/5) as a known open
issue; this session's research adds concrete numbers. `meshvertex_t`
(`display/mesh/meshvertex.h:14-17`) is `{ float uv[2]; float pos[3]; }` =
**20 bytes/vertex**, no packing. `SPRITEBATCH_SPRITES_MAX = 512`,
`SPRITEBATCH_FLUSH_COUNT = 16` → 32 sprites/flush = 192 vertices = **3,840
bytes rebuilt and redrawn per flush**, with a flush forced on every
shader/material change (`spritebatch.c:38-50`) and used unconditionally
by every widget except `uiconsole.c` (`uitab.c:56`, `uislider.c:183/199/231`,
final flush in `ui.c:51`). A UI screen with ~50-100 sprites and 2-3
material changes costs an estimated **8-15KB of vertex rebuild + GU
submission every single frame**, regardless of whether the UI changed
since the last frame.
Confirmed on the PSP legacy-GL path specifically: there's no GPU buffer
re-upload cost (`meshFlushGL` is a literal no-op comment: "we use the
glClientState stuff" — `meshgl.c:91-93`; `meshDrawGL` just points
`glVertexPointer` at the CPU-side array each call), so the real cost is
(a) the CPU-side per-sprite vertex rewrite every frame and (b) GU
re-transforming the full vertex stream from RAM on every draw with no
skip for unchanged geometry.
**Fix direction** (already captured in `ROADMAP.md`'s debt backlog item 5):
extend `uiconsole.c`'s cached-mesh, dirty-flag-gated rebuild pattern to
the rest of the widget tree. This plan adds one refinement: also consider
packing `meshvertex_t` down (next item) since it multiplies this cost.
## Priority 4 — All-float vertex format wastes bandwidth and T&L cost
`meshvertex_t` uses two `float` fields (20 bytes) for every mesh and
sprite vertex, mesh-wide, with no normal or per-vertex color (color is
already handled at the material level, so that part is already optimal).
GU natively supports fixed-point 16-bit positions/UVs
(`GU_VERTEX_16BIT`/`GU_TEXTURE_16BIT`), which would roughly halve
per-vertex size and the corresponding vertex-fetch/transform cost, at the
cost of position precision (fine for UI/sprite work and most world
geometry at this engine's scale; worth checking against the largest
world coordinates actually used before committing). Pair with Priority 3
so the packing benefit compounds with the dirty-tracking benefit instead
of just reducing the cost of a rebuild that still happens every frame.
## Priority 5 — Running gameplay logic in JerryScript has a real per-frame cost on PSP
This is new since last session's work, not a pre-existing issue: `assets/
scripts/overworldscene.js`'s `update()` is now called every frame via
`scriptManagerCallGlobal("update")` (wired into `engine.c`'s
`engineUpdate()`), replacing what used to be a direct `cosf`/`sinf` C
callback (`entityUpdateAdd`). Per call, `scriptManagerCallGlobal`
(`scriptmanager.c:91-144`) does: a global-object property lookup (key is
cached, but the `jerry_object_get` dispatch still runs), full JS
interpreter call dispatch (frame setup, argument marshaling) for what's a
two-line function, and an unconditional `jerry_value_is_promise` check
every call even though `update()` is synchronous. Inside, `Math.cos`/
`Math.sin` run as JS builtin calls rather than direct libm calls.
Additionally: this project's JerryScript fork is already patched to use
32-bit float internally (`JERRY_NUMBER_TYPE_FLOAT64=0`,
`Findjerryscript.cmake`) — a deliberate, already-correct optimization for
this exact concern — but the *public* engine API (`jerry_value_as_number()`)
still returns `double`, so every native↔JS boundary crossing (every
`moduleBaseArgFloat`, every `moduleBaseVec3ToObject`) still pays a
float→double→float round trip. Also note `JERRY_MATH` is off, so
`Math.sin`/`cos` fall through to whatever generic libm the platform
provides rather than JerryScript's own fdlibm implementation — worth
checking whether turning it on changes anything measurable on PSP.
**This is one `update()` call for one scene-level script today — cheap in
absolute terms.** It becomes a real problem only if the pattern scales:
giving many individual entities their own per-frame JS update callback
would multiply all of the above per entity. **Recommendation: keep
high-frequency, hot per-entity logic (movement, camera math, physics
response) in native C update callbacks (`entityUpdateAdd`, the existing
mechanism), and reserve JS for one-time setup, infrequent/event-driven
logic, and coarse-grained per-scene orchestration** — which is exactly
what `require()` and the typed component wrappers built this session are
suited for, not a per-entity-per-frame hot path. This is a design
guideline to apply going forward, not a regression to fix in the current
`overworldscene.js` (one scene-level `update()` call per frame is fine).
## Priority 6 — No pooling/arena allocator; plain malloc/free everywhere
`memoryAllocate`/`memoryFree` (`util/memory.c`) are direct `malloc`/`free`
passthroughs (`memoryAlign``memalign`, `memoryReallocate`/`memoryResize`
`realloc`), with the only extra behavior being a global allocation-count
tracker used solely for test leak detection. No pool, arena, free-list,
or size-class allocator exists anywhere.
This survey found **no rogue per-frame heap allocations** in the hot
paths checked (render dispatch in `entityrenderable.c`, all of
`physics/*.c`) — so this is not an active bug today. But it's a
structural risk for a no-VM platform over a long play session: any future
code that does frequent small alloc/free (dynamic lists, string
building, temp buffers) will fragment the 32-64MB heap with no OS-level
recovery mechanism. **Recommendation: before adding any new subsystem
that allocates/frees frequently at runtime (not just at load time),
default to a fixed-size pool or arena for it**, following the same
"static, bounded" philosophy already used for `ENTITY_COUNT_MAX`/
`SCENE_COUNT_MAX`/`ASSET_ENTRY_COUNT_MAX` elsewhere in the engine, rather
than reaching for `memoryAllocate` per-instance.
## Already correct — don't touch without new evidence
- **`entityposition_t`'s matrix caching** (the pattern the project owner
called out as the reason for writing this plan). Verified: a full
"dirty" recompute chain (decompose + rebuild local + rebuild world) is
~10 trig calls (`asinf`/`cosf`/`atan2f`) plus at most one 4x4 matrix
multiply, and `entityPositionEnsurePRS`/`EnsureLocal`/`EnsureWorld`
(`entityposition.c:596-669`) all early-return on a flag check, only
doing that work when something actually changed. The cache is correct
and clearly worth its ~128-byte-per-entity matrix storage cost.
- **Physics narrow-phase sqrt avoidance.** All three `sqrtf` call sites
in `physicstest.c`/`physicsshapemesh.c` already sit behind a
squared-distance early-reject and only compute the real (linear)
distance once, when actually needed for penetration depth — no further
"use squared distance instead" opportunity was found here.
- **No allocations in the render/physics hot loop** (Priority 6) — this
is good and worth preserving as new code is added to those files.
- **Asset decompression already runs off the main thread.** Assets are
DEFLATE-compressed (not stored) in `dusk.dsk`, so loading pays a real
CPU cost for decompression — but every `*LoaderAsync` function
(`asset/loader/*/*.c`) runs via `ASSET.loadThread`
(`assertNotMainThread` in `asset.c:365`), so this cost is already kept
off the main thread. Low priority to change; if load-time CPU cost
becomes a measured problem later, revisit stored-vs-compressed as a
build-time flag rather than assuming compression is free.
## Suggested approach
1. **Measure before changing.** None of the above have been profiled on
real PSP hardware in this pass — this is a source-level survey, not a
profile. Before investing in Priority 1 or 2 especially, confirm with
an actual PSP build/run (or at minimum the existing "Entity manager
size" startup log plus a frame-time counter) that these are the real
bottlenecks, not just the largest numbers on paper.
2. **Priority 1 first** — it's the most contained (one component's data
layout), has the clearest before/after metric (the startup log line),
and doesn't require new platform-specific code.
3. **Priority 3 next** (extend the console's dirty-tracking pattern to
the rest of the UI) — already scoped in `ROADMAP.md`, no new design
needed, just implementation.
4. **Priority 2 (VFPU) as a dedicated project**, not a quick pass — it's
the largest potential win but touches core math plumbing and needs
careful correctness verification on real hardware.
5. Treat Priority 5 as a standing design guideline for all future
scripting work, not a one-time fix.
-90
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# Dusk Roadmap
Tracking upcoming milestones for the engine. See `PSP_OPTIMIZATION_PLAN.md`
for a memory/CPU optimization survey specifically targeting the PSP build
(milestone 4 below is its Priority 3).
## Upcoming milestones
1. Add a very basic physics engine, moving away from the current
tile-based movement.
2. Give entities full freedom of movement (no longer locked to tile
grid positions).
3. Update entity interaction, triggers, chunk management, and other
systems that currently assume tile-based positioning so they work
with the new 3D positioning/movement code.
4. Investigate and fix poor UI rendering performance. Rendering the
console alone tanks framerate despite the existing mesh
optimizations, so there is likely more headroom to find in the
vertex/text rendering path.
5. Create UI elements for displaying status indicators, e.g. network
connection state and save-in-progress.
6. Fully test saving end-to-end on all supported platforms.
7. Remove the tile system from chunks in favor of meshes, with
dynamic hitboxes per chunk loaded in from the chunk file data.
8. Create UI elements for network status: a connecting modal, an
error state, and a connected flag. Retire the test HTTP request
once these are in place.
9. Build the socket server and client implementation, including
handlers for the different packet types.
10. Add a dedicated multiplayer entity type, `clientplayer`, alongside
the existing `npc` and `player` types. Limit to 8 (defined
constant) for now.
11. Send and receive `clientplayer` position over the network.
12. Create a UI menu for creating a server and joining a server. For
now, join IPs are hard-coded (testing against a fixed IP of
10.0.0.94).
13. Create "handshake" packets. For now, just send the username,
enforced to be under 10 characters long.
14. Server tracks all players' positions and broadcasts them to all
connected clients.
15. Server sends disconnect packets for users who leave.
16. Server assigns each client a UUID; all clients know every other
client's UUID (used to reference them across position updates,
disconnect packets, etc).
17. Server notifies all clients (by UUID) when a user joins, leaves,
or is disconnected, so clients can spawn or remove the
corresponding `clientplayer` entity in the world.
## Infrastructure / debt backlog
Found during a full-codebase inventory pass (2026-07-30, see `STATUS.md`
for the full survey). These aren't new feature milestones so much as
loose ends worth closing, roughly in order of how cheap/safe they are to
fix:
1. Re-enable `test/item` (currently commented out in
`test/CMakeLists.txt`) -- confirm it still passes and turn it back on.
2. Restore `itemgive.c/h` in `src/duskrpg/item/CMakeLists.txt` -- the
textbox UI dependency it was waiting on (`ui/textbox/`) is already
back.
3. Decide the fate of the `vita` target: `scripts/build-vita.sh` and
`docker/vita/` reference `-DDUSK_TARGET_SYSTEM=vita`, but no
`cmake/targets/vita.cmake` exists, so the build is currently broken.
Either implement it or remove the dangling scripts/Dockerfile.
4. Add per-PR CI build coverage for at least one non-Linux target (PSP,
Knulli, GameCube, Wii currently only build on tag push, so
regressions there are invisible until a release).
5. Tackle milestone 4 above (poor UI rendering performance) with a
concrete lead: extend `uiconsole.c`'s cached-mesh pattern (rebuild
only on dirty) to the general widget framework
(`uiframe.c`/`uilabel.c`/buttons/menus), which currently rebuilds and
re-uploads geometry via `spriteBatchBuffer`/`meshFlush` every frame.
6. Revisit the GameCube/Wii networking static-IP workaround in
`networkdolphin.c` -- it's standing in for an unresolved suspected
memory-corruption bug in `if_config()`'s DHCP path.
7. Decide whether the PSP dialog-based network connect UI needs to come
back -- it was removed entirely (not fixed) when the original
dialog-tearing bug proved hard to resolve.
8. Backfill unit tests for the biggest untested surfaces: `ui/` (whole
widget framework), `save/`, `script/` (JerryScript bindings), `event/`.
## Principles
- Never trust the network implicitly. Neither side (server or client)
should assume the other's packets are well-formed or benign --
validate all incoming packet data defensively, since either side
may send garbage or malicious data. Use `errorret_t` /
`errorThrow()` for these runtime checks, not assert macros --
asserts are debug-only and won't guard release builds against
malformed or malicious packet data.
-102
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# Dusk Engine - Status Snapshot
This is a point-in-time inventory of the codebase's maturity, test coverage,
and known gaps. It is not auto-maintained -- re-survey periodically (or
whenever picking a new roadmap milestone) rather than trusting it blindly.
See `ROADMAP.md` for the ordered feature milestones this status feeds into,
and `CLAUDE.md` for coding conventions.
Last surveyed: 2026-07-30, at commit `e61914ba`.
## Core engine (`src/dusk/`)
| Subsystem | Maturity | Notes |
|------------|------------------------------------|-------|
| asset | Mature, fully wired | Model loading's "async" path is actually synchronous (`assetmodelloader.h`) -- only real stub found in core. |
| script | Mature for its current scope | Registered modules: `modulePlatform`, `moduleComponent`, `moduleEntity`, `moduleScene` only. No typed per-component JS wrappers (all components go through the generic `Component`). No unit tests. |
| entity | Mature | Engine-level prefab lists are empty sentinels; all real prefabs live in `duskrpg`. |
| scene | Mature | Same prefab-delegation pattern as entity. No JSON serialize/deserialize (removed by design). |
| save | Mature, but undocumented | Slot-based, yyjson + CRC32, platform stream hooks. Not covered in `CLAUDE.md`, no tests. |
| network | Connection-state layer only | HTTP client + connection state machine; no multiplayer/replication protocol (expected -- that's roadmap items 8-17). Not covered in `CLAUDE.md`, has HTTP tests only. |
| physics | Mature, recently churned | Recent revert/re-disable of "old ent code" suggests component wiring around physics isn't fully settled. Well tested. |
| animation | Early/mid-stage | Keyframes + easing only, no blend trees or state machines. Terse commit history ("ANIM") suggests still iterating. |
| display | Most mature/battle-tested | Backbone of the engine; dominated by platform optimization commits. |
| ui | Actively churning | Widget framework has had features added and ripped out repeatedly (story/battle UI added then removed). Rendering path is the likely root cause of roadmap item 4 (see below). No tests at all. |
| console | Small, finished for its scope | Already has the cached-mesh optimization pattern the rest of `ui/` lacks. |
| event | Clean, small, finished | Pub/sub, rebuilt to replace the old input system. |
| game | Intentionally header-only | Real implementation lives in `duskrpg/game/game.c`. |
### UI rendering performance (roadmap item 4)
Confirmed root-cause candidate: `src/dusk/ui/debug/uiconsole.c` caches a
persistent mesh and only rebuilds on dirty/scroll change. The rest of the
widget framework (`uiframe.c`, `uilabel.c`, buttons, menus, settings
screens) still goes through `spriteBatchBuffer`/`spriteBatchFlush` and
re-uploads vertex data via `meshFlush` every frame, with a full flush
forced on every shader/material change. This is almost certainly what
"tanks framerate" on PSP. Fix direction: extend the console's cached-mesh
pattern to the general widget path (rebuild only on dirty, not every
frame).
## Game layer (`src/duskrpg/`)
Actively maintained, not orphaned (despite an old "remove rpg" commit deep
in history) -- last touched the same day as this survey.
- **cutscene/** -- actively developed, matches `CLAUDE.md`'s documented
recipe exactly. 16 registered item types.
- **entity/, scene/** -- overworld player/camera/interactable components
and prefabs, active.
- **item/** -- `item.c`/`inventory.c`/`backpack.c` built via a working
`item.json` -> `itemdef.h` codegen pipeline. `itemgive.c/h` exist on
disk but are explicitly excluded from the CMake build pending textbox
UI restoration -- **that UI (`ui/textbox/`) is already restored**, so
this looks like an overdue follow-up, not a real blocker.
- **input/** -- headers only, no implementation. Contains the one
genuine TODO found in the whole `duskrpg` tree: `// TODO: Wiimote, USB
Keyboard, probably more.`
- **ui/** -- textbox restored and built; `uitestlabel.c/h` is an
intentional smoke-test scaffold, not dead code.
## Platform layers
| Platform | Status |
|--------------|--------|
| duskgl / dusksdl2 | Complete, shared by Linux/Knulli/PSP, no gaps found. |
| dusklinux | Complete, well-trodden. |
| duskpsp | Complete for current design. The historical dialog/tearing bug (see memory `project_psp_dialog_tearing` etc.) was **not fixed -- the dialog-based connect UI was removed entirely** (commit `d7982599`, "Simplified PSP network") in favor of a silent profile-based connect. Revisit if the dialog UX is still wanted. |
| duskdolphin (GameCube/Wii) | Functional, not a stub -- real GX-based display/mesh/shader/texture. Wii input uses only the GameCube `PAD_*` library; no WPAD/Wiimote support (`inputdolphin.h` has `#error "Wii not implemented"` gated behind macros that are never defined, so currently dormant, not a live build break). `networkdolphin.c` hardcodes a static IP as an explicit temporary workaround for a suspected DHCP-related memory-corruption bug in `if_config()` -- root cause still open. |
| vita | **Referenced by `scripts/build-vita.sh` and `docker/vita/` but no `cmake/targets/vita.cmake` exists** -- the build target is broken/unfinished at the CMake level. |
### CI coverage gap
`.github/workflows/test.yml` only builds+tests Linux, on PRs to `main`.
`build.yml` builds all other platforms (PSP, Knulli, GameCube, Wii +
ISO variants) but **only on tag push** (release time). Vita and Dolphin
aren't in CI at all. Net effect: regressions on 4+ platforms can land
silently until a release tag is cut.
## Test coverage gaps
Core `src/dusk/` subsystems with **zero** unit tests: `console`,
`engine`, `event`, `game`, `input`, `log`, `save`, `script` (+ all JS
module bindings), `system`, `ui` (entire widget framework).
`src/duskrpg/` has almost no test coverage: `test/item/test_inventory.c`
exists but **`add_subdirectory(item)` is commented out in
`test/CMakeLists.txt`**, so even that one test never runs. `cutscene`,
`entity`, `game`, `input`, `scene`, `ui` under `duskrpg` have no tests at
all.
No stale tests were found referencing deleted systems (old JSON
serialize/deserialize, old event/cutscene modules) -- the test suite is
internally consistent with current code, just incomplete in coverage.
## Build/tooling gaps worth knowing about
- `assetsraw/` -> `assets/` (chunk JSON -> `.dcf`) is a manual/editor-only
step (`tools.asset.chunk`), not part of the CMake build -- committed
`.dcf` files can silently drift from their raw source.
- Several Python tool packages exist but aren't wired into any build:
`tools/color/csv/`, `tools/asset/chunk_json/`, `tools/asset/dmf/`,
`tools/asset/tiles/`, `tools/input/csv/`. Some may be superseded by
`tools/color.py`/`tools/item.py`; worth a pass to confirm which are
live vs leftover.
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# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_subdirectory(debug)
add_subdirectory(frame)
add_subdirectory(focus)
add_subdirectory(overlay)
add_subdirectory(transition)
add_subdirectory(widget)
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
ui.c
uielement.c
)
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "ui.h"
#include "util/memory.h"
#include "assert/assert.h"
#include "display/spritebatch/spritebatch.h"
#include "display/screen/screen.h"
#include "ui/uielement.h"
#include "ui/focus/uifocus.h"
ui_t UI;
errorret_t uiInit(void) {
memoryZero(&UI, sizeof(ui_t));
uiFocusInit();
uiElementsSort();
uielement_t *element = &UI_ELEMENTS[0];
while(!uiElementIsNull(element)) {
errorChain(uiElementInit(element));
element++;
}
errorOk();
}
errorret_t uiUpdate(void) {
uiFocusUpdate();
uielement_t *element = &UI_ELEMENTS[0];
while(!uiElementIsNull(element)) {
errorChain(uiElementUpdate(element));
element++;
}
errorOk();
}
errorret_t uiRender(void) {
const uielement_t *element = &UI_ELEMENTS[0];
while(!uiElementIsNull(element)) {
errorChain(uiElementDraw(element));
element++;
}
errorChain(spriteBatchFlush());
errorOk();
}
errorret_t uiDispose(void) {
uielement_t *element = &UI_ELEMENTS[0];
while(!uiElementIsNull(element)) {
errorChain(uiElementDispose(element));
element++;
}
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"
typedef struct {
void *nothing;
} ui_t;
extern ui_t UI;
/**
* Initializes the UI system.
*/
errorret_t uiInit(void);
/**
* Updates the UI system.
*
* @return Any error that occurs.
*/
errorret_t uiUpdate(void);
/**
* Renders the UI system.
*
* @return Any error that occurs.
*/
errorret_t uiRender(void);
/**
* Disposes of the UI system.
*
* @return Any error that occurs.
*/
errorret_t uiDispose(void);
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "uielement.h"
#include "assert/assert.h"
#include "util/sort.h"
#include "ui/frame/uiframe.h"
#include "ui/debug/uifps.h"
#include "engine/engine.h"
#include "ui/overlay/uifullbox.h"
#include "ui/overlay/uiloading.h"
#include "ui/overlay/uicrop.h"
#include "ui/transition/uitransition.h"
#include "ui/debug/uiconsole.h"
#include "ui/frame/uiconfirm.h"
// Priming pass: X does nothing here, so this only exists to process any
// #include directives nested in uielementlist.h/ui/uielementgame.h at
// file scope (each such header's own #pragma once makes it a no-op on
// the real pass below, which happens inside UI_ELEMENTS[]'s braces,
// where a raw #include of a declaration would be invalid).
#define X(initFn, updateFn, drawFn, disposeFn, order) // do nothing
#include "uielementlist.h"
#undef X
uielement_t UI_ELEMENTS[] = {
#define X(initFn, updateFn, drawFn, disposeFn, elementOrder) \
{ \
.init = initFn, .update = updateFn, .draw = drawFn, \
.dispose = disposeFn, .order = elementOrder \
},
#include "uielementlist.h"
#undef X
{ 0 } // Null terminator
};
bool_t uiElementIsNull(const uielement_t *element) {
return element->init == NULL &&
element->update == NULL &&
element->draw == NULL &&
element->dispose == NULL;
}
int_t uiElementCompareOrder(const void *a, const void *b) {
const uielement_t *elementA = (const uielement_t *)a;
const uielement_t *elementB = (const uielement_t *)b;
if(elementA->order < elementB->order) return -1;
if(elementA->order > elementB->order) return 1;
return 0;
}
void uiElementsSort(void) {
// The trailing null terminator is always the last static entry -- sort
// everything before it, and leave it in place.
const size_t count = (sizeof(UI_ELEMENTS) / sizeof(UI_ELEMENTS[0])) - 1;
sortBubble(UI_ELEMENTS, count, sizeof(uielement_t), uiElementCompareOrder);
}
errorret_t uiElementInit(uielement_t *element) {
assertNotNull(element, "element must not be NULL");
if(element->init != NULL) errorChain(element->init());
errorOk();
}
errorret_t uiElementUpdate(uielement_t *element) {
assertNotNull(element, "element must not be NULL");
if(element->update != NULL) errorChain(element->update());
errorOk();
}
errorret_t uiElementDraw(const uielement_t *element) {
assertNotNull(element, "element must not be NULL");
if(element->draw != NULL) errorChain(element->draw());
errorOk();
}
errorret_t uiElementDispose(uielement_t *element) {
assertNotNull(element, "element must not be NULL");
if(element->dispose != NULL) errorChain(element->dispose());
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"
// Built-in order tiers. Lower values update/render first; ties preserve
// their relative UI_ELEMENTS declaration order (uiElementsSort uses a
// stable sort). Game-specific elements can use any int32_t value -- these
// are just the ones the engine itself relies on.
#define UI_ELEMENT_ORDER_DEFAULT 0
#define UI_ELEMENT_ORDER_DEBUG 1000
typedef struct {
errorret_t (*init)();
errorret_t (*update)();
errorret_t (*draw)();
errorret_t (*dispose)();
int32_t order;
} uielement_t;
extern uielement_t UI_ELEMENTS[];
/**
* Returns true when all four callbacks on the element are NULL,
* which marks the end of the UI_ELEMENTS array.
*
* @param element The element to test.
* @returns True if the element is the null terminator.
*/
bool_t uiElementIsNull(const uielement_t *element);
/**
* Compares two elements by their .order field, ascending. Matches
* sortcompare_t, for use with the project's sort utilities.
*
* @param a First uielement_t to compare.
* @param b Second uielement_t to compare.
* @return Negative if a < b, zero if a == b, positive if a > b.
*/
int_t uiElementCompareOrder(const void *a, const void *b);
/**
* Stably sorts UI_ELEMENTS in place by .order, ascending. The trailing
* null terminator is never moved. Called once by uiInit -- element order
* is static after that, so there's no need to re-sort every frame.
*/
void uiElementsSort(void);
/**
* Initializes a UI element, invoking its init callback if set.
*
* @param element The element to initialize.
* @return Any error that occurs.
*/
errorret_t uiElementInit(uielement_t *element);
/**
* Updates a UI element, calling its update callback if set.
*
* @param element The element to update.
* @return Any error that occurs.
*/
errorret_t uiElementUpdate(uielement_t *element);
/**
* Draws a UI element, calling its draw callback if set.
*
* @param element The element to render.
* @return Any error that occurs.
*/
errorret_t uiElementDraw(const uielement_t *element);
/**
* Disposes of a UI element, invoking its dispose callback if set.
*
* @param element The element to dispose.
* @return Any error that occurs.
*/
errorret_t uiElementDispose(uielement_t *element);
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# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
uibutton.c
uicheckbox.c
uitab.c
uislider.c
uidropdown.c
uiscrolling.c
uimenu.c
uilabel.c
uiwidgetlabel.c
)
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "uilabel.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/string.h"
#include "display/text/text.h"
void uiLabelInit(uilabel_t *label, font_t *font) {
assertNotNull(label, "Label cannot be NULL");
assertNotNull(font, "Font cannot be NULL");
memoryZero(label, sizeof(uilabel_t));
label->font = font;
label->color = COLOR_WHITE;
}
void uiLabelSetText(uilabel_t *label, const char_t *text) {
assertNotNull(label, "Label cannot be NULL");
assertNotNull(text, "Text cannot be NULL");
assertStrLenMax(text, UI_LABEL_TEXT_MAX, "Label text too long");
stringCopy(label->text, text, UI_LABEL_TEXT_MAX);
label->spriteCount = textBuildSpriteCache(
label->text, label->font, label->sprites, UI_LABEL_SPRITE_COUNT_MAX,
&label->width, &label->height
);
}
void uiLabelSetColor(uilabel_t *label, const color_t color) {
assertNotNull(label, "Label cannot be NULL");
label->color = color;
}
void uiLabelGetSize(
const uilabel_t *label,
int32_t *outWidth,
int32_t *outHeight
) {
assertNotNull(label, "Label cannot be NULL");
assertNotNull(outWidth, "Output width cannot be NULL");
assertNotNull(outHeight, "Output height cannot be NULL");
*outWidth = label->width;
*outHeight = label->height;
}
errorret_t uiLabelDraw(
const uilabel_t *label,
const float_t x,
const float_t y
) {
assertNotNull(label, "Label cannot be NULL");
if(label->spriteCount == 0) errorOk();
// Cached sprites are relative to (0,0); textDrawSpriteCache translates
// into the requested screen position here instead of in
// uiLabelSetText, so a label can be repositioned every frame without
// rebuilding the (much more expensive) glyph/UV cache.
spritebatchsprite_t scratch[UI_LABEL_SPRITE_COUNT_MAX];
errorChain(textDrawSpriteCache(
label->sprites, label->spriteCount, scratch, x, y, label->color,
label->font->texture
));
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/text/font.h"
#include "display/spritebatch/spritebatchsprite.h"
#include "display/color.h"
#define UI_LABEL_TEXT_MAX 256
#define UI_LABEL_SPRITE_COUNT_MAX UI_LABEL_TEXT_MAX
typedef struct {
char_t text[UI_LABEL_TEXT_MAX];
color_t color;
font_t *font;
spritebatchsprite_t sprites[UI_LABEL_SPRITE_COUNT_MAX];
uint32_t spriteCount;
int32_t width;
int32_t height;
} uilabel_t;
/**
* Initializes a label, defaulting to white text and no text set.
*
* @param label The label to initialize.
* @param font Font to use for rendering. Must outlive the label.
*/
void uiLabelInit(uilabel_t *label, font_t *font);
/**
* Sets the label's text, rebuilding its cached sprites (glyph lookup, UV,
* and layout) immediately. This is the only way the sprite cache gets
* rebuilt -- uiLabelDraw never recomputes it, so call this whenever the
* text changes rather than once up front and expecting it to stay in sync.
*
* @param label The label to update.
* @param text Null-terminated string to display. Must be shorter than
* UI_LABEL_TEXT_MAX.
*/
void uiLabelSetText(uilabel_t *label, const char_t *text);
/**
* Sets the label's tint color. Cheap -- doesn't touch the sprite cache,
* since color is applied via the draw material, not baked into sprites.
*
* @param label The label to update.
* @param color The new tint color.
*/
void uiLabelSetColor(uilabel_t *label, const color_t color);
/**
* Gets the measured size (in pixels) of the label's current text, cached
* from the last uiLabelSetText call.
*
* @param label The label to query.
* @param outWidth Pointer to store the width.
* @param outHeight Pointer to store the height.
*/
void uiLabelGetSize(
const uilabel_t *label,
int32_t *outWidth,
int32_t *outHeight
);
/**
* Draws the label's cached sprites at the given screen position in a
* single batched buffer call. Does not recompute glyph layout -- call
* uiLabelSetText first whenever the text changes.
*
* @param label The label to draw.
* @param x Screen x position.
* @param y Screen y position.
* @return Any error that occurs.
*/
errorret_t uiLabelDraw(
const uilabel_t *label,
const float_t x,
const float_t y
);
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