53 Commits

Author SHA1 Message Date
YourWishes 7a858cc424 Add a real test suite for the save system (previously had none)
Covers save.c (device discovery/orchestration), savedevice.c (the
generic device state machine and platform dispatch), and the Linux
platform backend (path building, availability checks, JSON read/write,
corrupt/missing-file handling), plus saveslot.c/savesettings.c JSON
round-trips. 88 tests across 5 files, all run against the real Linux
filesystem backend sandboxed to a temp $HOME (there's no mockable
platform layer - the hooks are compile-time macros, not function
pointers).

Deliberately locks in two existing behaviors rather than working around
them: saveSaveSettings() is a permanent no-op because nothing anywhere
ever sets SAVE.settingsDirty = true, and saveUpdate() unconditionally
rewrites settings back out the moment a device is found regardless of
that same dirty flag. Both are pre-existing, not introduced here.

Does not cover the SAVE_DEVICE_DATA_RAW blob codec (PSP/GameCube/Wii
only) or GameCube's 2-device fallback chain - neither compiles into the
Linux host test build.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-30 12:33:20 -05:00
YourWishes c0292842a5 Fix stale include re-enabling test/item, fix dead sort-by-type coverage
test/item/test_inventory.c was disabled via a commented-out
add_subdirectory(item) with no explanation - the actual cause was a stale
"item/inventory.h" include left over from before the rpg/ reorg (real path
is rpg/item/inventory.h). The current inventory.h/.c API it tests hasn't
drifted; only the include path had rotted.

Also fixes a copy-paste bug in test_inventorySort: the "sort by type"
assertions were calling INVENTORY_SORT_BY_ID again instead of
INVENTORY_SORT_BY_TYPE, so inventorySortByType/Reverse had zero real
coverage. Asserts on type grouping only (not the tied FOOD-vs-FOOD order),
since the underlying sort() is qsort and not stable.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-30 12:33:00 -05:00
YourWishes 717902462b Fix fatal async asset load errors, remove unused event system
An async asset load failure crashed the whole game via errorThrow,
while the identical sync failure just logged and continued - a single
missing/corrupted asset could take down the process. assetUpdate now
handles the async error path the same way as sync (invoke onError,
keep running).

Also removes event.h/event.c and assetbatch, which existed only to
support multiple subscribers per asset event but had no real caller
that ever used more than one (assetbatch itself had zero callers
anywhere). Asset entries, uifullbox, and uiloading now use plain
single-callback + user-pointer fields instead of the generic
array-backed event_t.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-30 10:14:38 -05:00
YourWishes 1d73b9d224 Fix PSP asset loading: stale EBOOT.PBP packing, unreliable zip file reads
EBOOT.PBP packing was a POST_BUILD step with no dependency on the asset
pak, so an assets-only rebuild could silently leave a stale dusk.dsk
embedded. cmake/targets/psp.cmake now repacks EBOOT.PBP via a properly
tracked custom command depending on the executable, PARAM.SFO, and
dusk.dsk (and correctly embeds Dusk.prx rather than the raw ELF when
BUILD_PRX is on).

Separately, libzip's zip_source_filep_create (lazy seeked FILE* reads)
proved unreliable on real PSP hardware, corrupting reads of the embedded
PSAR (first EINVAL, then zlib data errors) even though the packaged data
was verified byte-perfect. assetInitPBP now reads the whole PSAR into
memory once and uses zip_source_buffer_create instead. Confirmed working
on real hardware.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-28 09:31:44 -05:00
YourWishes 51f262efa0 Wire keyboard into save naming, add fatal error overlay, cutscene keyboard item
- uimainmenu: removed the temporary keyboard test entry now that the
  keyboard has a real caller.
- uiselectsave: picking an empty save slot now opens the keyboard to
  name it (localized title "Enter game save file name"), writes the
  named slot to disk (mirroring the existing delete-confirm write
  pattern), and on a write failure opens the new fatal error overlay.
- uikeyboardopen_t gains a title override (NULL keeps the default
  "ENTER YOUR TEXT").
- New ui/overlay/uifatalerror: a minimal fullscreen, non-dismissible
  overlay (message + QUIT button, back disabled) for unrecoverable
  errors - a nicer alternative to a raw assert crash. Draws above
  everything else in the UI element list.
- New CUTSCENE_ITEM_TYPE_KEYBOARD cutscene item: opens the keyboard
  with an embedded uikeyboardopen_t, blocks the cutscene until it
  closes, then caches the entered text via a new general-purpose
  cutscenesystem_t.textCache (CUTSCENE_TEXT_CACHE_MAX, with get/set
  accessors) mirroring the existing entity/area/text-mini id caching
  pattern.
2026-08-28 08:29:07 -05:00
YourWishes a6e4e3f71f Add cancel confirmation, blinking cursor, custom keyboard icon glyphs
- uikeyboardopen_t gains cancelConfirm/cancelConfirmLabel, mirroring
  confirm/confirmLabel: cancelling (CANCEL button or back-with-nothing-
  left-to-delete) can now open an "are you sure?" dialog before closing.
- Added a blinking text-entry cursor, rendered as a separate label
  positioned at the end of the current text (accounting for newlines);
  it now stops at the last character rather than past it once maxLength
  is reached, matching uiKeyboardAppendChar's override-last-char
  behavior there.
- uibutton_t gains an `active` flag, independent of the focus-driven
  `highlighted` state, for a toggled-on indicator that survives focus
  moving elsewhere (used by the keyboard's CAPS/SHIFT keys).
- Added several custom icon glyphs to the default font by repurposing
  otherwise-blank/unused glyph slots (backtick, pipe, tilde, backslash,
  and the DEL trailing tile) - up arrows for Caps Lock/Shift, a return
  arrow for newline, a spacebar symbol, a left arrow for backspace, and
  a real underscore - replacing the keyboard's old text-abbreviation key
  labels ("CL"/"SL"/"NL"/"<") with single-glyph icons.
2026-08-27 22:17:00 -05:00
YourWishes 4387d223b9 Fullscreen keyboard dialog, nearest-cell vertical navigation, overwrite-at-max-length
- Keyboard dialog now fills the whole screen (no dimming backdrop); key
  cells use a fixed font-tile-based size instead of scaling to a
  percentage of the screen.
- uiMenuFocusSkipBlanks: UP/DOWN now search every non-blank cell strictly
  further in the pressed direction and land on the smallest combined
  row+column distance (ties favor the smaller column distance), instead
  of only scanning straight down the same column. Neither axis wraps
  during that search - only once the edge row is reached with nothing
  further to search does it fall back to wrapping to the opposite edge.
- Typing a new character while the keyboard's text is already at
  maxLength now overrides the last character instead of being ignored.
2026-08-27 21:14:19 -05:00
YourWishes 00bfaf6360 Fix cutscene/focus bugs found on PSP hardware, rework keyboard layout
Cutscene loader: a MODAL item's optionCount byte was read directly
inside an assertTrue() condition. On the PSP release build
(DUSK_ASSERTIONS_FAKED), assertTrue expands to a no-op and never
evaluates its argument, so that read - and the offset advance it was
responsible for - silently never happened, desyncing every item after
it in the stream. Moved the read out to its own statement and replaced
the assert with a real error throw, since this is untrusted file
content.

uifocus: fixed a wraparound bug in uiFocusMoveDirection - moving left/up
from position 0 truncated to uint8_t before the modulo wrap (0-1 => 255,
then 255 % cols), landing on the wrong column instead of the row's last
one. Only ever visible on a grid wider than a handful of columns, which
nothing but the new keyboard has.

Keyboard: merged uikeyboardqwerty into uikeyboard (only one layout
exists, so the split no longer earned its keep) and deleted the unused
numbers/symbols placeholder files. Reshaped the grid to a tighter 11x5
layout with per-mode key tables (unshifted/caps/shift) instead of
computing case transforms, and fixed the reserved NEWLINE/CONFIRM/CANCEL
slot indices to match. Added shift-symbols for digits and -/=, and
uimenu's directional navigation now skips blank filler cells (wrapping
around a row/column as if they weren't there) instead of landing on
them - a generic fix in uimenu.c, not keyboard-specific, since nothing
else uses blank cells.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-27 19:26:07 -05:00
YourWishes 709bd7be52 Add validation options and a full physical layout to the keyboard
uikeyboardopen_t grows: maxLength (auto-focuses confirm once full),
lineCount for multi-line entry with a NEWLINE key, trimmed/allowBlank
validation on confirm, and a second "are you sure" uiConfirm step.

Reworks uikeyboardqwerty from a packed flat list into a fixed 14x5 grid
shaped like a real keyboard - number row with -, =, ~ and backspace,
caps and shift (one-shot, XORed with caps for real-keyboard behavior),
and a bottom row with cancel/space/confirm in their normal corners.
Shorter rows are padded with invisible filler cells so every key lands
in its physical position; NEWLINE/CONFIRM/CANCEL are reserved slots
uikeyboard.c patches in conditionally, otherwise left as inert blanks.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-26 18:44:07 -05:00
YourWishes 80f4348e21 Implement on-screen keyboard dialog with QWERTY layout
Builds out uikeyboard/uikeyboardqwerty from placeholders into a working
controller-navigable text entry dialog: title/current-text labels, a flat
QWERTY key grid (letters, space, backspace), and confirm/cancel buttons in
one combined menu so d-pad navigation flows across all of it.

uikeyboardopen_t configures each dialog: onInput/onKeyPress callbacks,
optional cancel button, maxLength (auto-focuses confirm once full),
lineCount for multi-line entry (adds a NEWLINE key, reserves vertical
space up front), a second "are you sure" uiConfirm step, and
trimmed/allowBlank validation on confirm.

Back now deletes the last character first, falling through to close only
when cancel is allowed and the buffer is empty - this needed a general
cancel-intercept callback added to uifocusitem_t/uimenu_t
(uiMenuSetCancelCallback), since the focus system previously only
supported popping or fully swallowing back.

Wired a temporary "LOAD GAME (TEST)" entry into the main menu with
console-logging test callbacks for interactive testing; marked TODO for
removal once the keyboard is wired up somewhere real.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-26 15:26:57 -05:00
YourWishes e630827b34 Add runtime-loaded cutscene files, convert initial/main menu to use them
New ASSET_LOADER_TYPE_CUTSCENE (assetcutsceneloader.c) reads a versioned
binary .cts format decoded into a heap-allocated cutsceneitem_t array + a
string/data pool, both sized to the file's actual content rather than a
fixed capacity, so the shared assetloaderoutput_t union doesn't bloat for
every asset slot regardless of type. Authoring pipeline mirrors the chunk
asset pattern: assetsraw/cutscenes/*.jsonc (JSON plus // and /* */
comments) -> tools/asset/cutscene -> assets/cutscenes/*.cts.

cutsceneSystemSetOnComplete() lets the caller arm a native callback that
fires when a cutscene finishes normally, so a file (which can't store a
function pointer) can end plainly and still hand off to native code -
cutsceneRestart() preserves it across a retry loop rather than clearing it,
since a restart is the same logical run trying again.

The initial and main-menu start-game cutscenes are now loaded from files
instead of compiled in via the CUTSCENE(...) macro.

Fixed a real bug found while converting these: the sync loader read the
file's total size from assetfile_t.size to locate the trailing pool
region, but assetFileDispose() (called at the end of the async phase)
zeroes that whole struct first, so the size was always 0 and the pool
offset computation underflowed into an out-of-bounds read - intermittent
depending on heap layout. Fixed by saving the size before disposal; also
fixed the read-completeness assert being checked after that same zeroing
(a no-op 0 == 0 check).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-25 09:51:26 -05:00
YourWishes 106d9b0fc0 Move main menu start-game cutscene from ui panel to scene
The load-all-slots/no-device cutscene and its helper callbacks belong to
scene-level game flow, not the uimainmenu UI panel. Moved them into
scenemainmenu.c/h behind a new sceneMainMenuStartGame() entry point;
uimainmenu.c's Start Game handler now just calls that.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-24 20:30:33 -05:00
YourWishes 4a26f79945 Add uimenu disableBack flag, apply to main menu and all modal options
uifocusitem_t/uimenu_t gain a disableBack flag that makes back/cancel a
no-op while that item is focused, set via uiMenuSetDisableBack. Applied
centrally in uimodal.c so every modal with option buttons (confirm
dialogs, cutscene modals) must be dismissed by picking an option rather
than backing out, and to the main menu so it no longer bounces back to
the initial scene on cancel - replacing the suppressClosedSceneChange
hack entirely. Updated docs that described the now-unreachable
back/cancel dismissal path. Also adds
cutsceneSystemStartCutsceneAndGoToMarker for starting a cutscene
straight at a given marker instead of its first item.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 22:11:27 -05:00
YourWishes 1a199f6ce3 Add declarative cutscene items for save checks and marker-based modals
CUTSCENE_SAVE_DEVICE_CHECK and CUTSCENE_SAVE_LOAD_ALL_SLOTS wrap the
existing device-lookup/slot-load calls and jump straight to a
success/failure marker, and CUTSCENE_MODAL_OPTIONS_ONE/TWO do the same
for one/two-option modals, removing the need for a hand-written
goTo-only callback per use. Main menu's "Start Game" now runs a
cutscene (mirroring the initial scene's save-check flow) that loads all
slots before opening the load-game picker, retrying on error; the
initial scene's own device check is migrated onto the same items.
Backing out of the main menu now returns to the initial scene.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 20:29:57 -05:00
YourWishes ec59e77867 Moved files around 2026-08-23 10:14:39 -05:00
YourWishes cb28d2b611 Add save slot picker (uiselectsave/uisaveslot), fix focus stack reentrancy
uiselectsave is a Save/Load/Delete slot picker built on save/save.h's
SAVE_SLOT_COUNT: a scrolling list of framed uisaveslot_t rows (slot
number + file name, or an "Empty Slot" placeholder), navigated via the
same uimenu_t/focus-stack convention as every other menu. Load and
Delete modes add a trailing action row (switch to delete / cancel)
fixed below the scrollable area. Selecting a slot in Delete mode routes
through uiConfirmOpen before actually blanking the slot via
saveSlotInit + saveDeviceSlotWrite. uiScrollingEnsureVisible in
uiscrolling.c is now a real implementation instead of the earlier
placeholder.

Main menu collapses New Game/Load Game into a single Start Game entry
that opens uiselectsave in Load mode; backing out reopens the main
menu via uiselectsave's result callback.

Also fixes a real reentrancy bug in uiFocusPop: it invoked the popped
item's closed callback before decrementing UI_FOCUS.count, so a push
triggered from within that callback (e.g. reopening the main menu once
select-save reports no result) landed one slot past the true stack top
and got silently dropped, stranding the new item outside navigation.
Count is now decremented first.

Adds a uikeyboard placeholder widget, registered in uielementlist with
no behavior yet.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-21 14:16:39 -05:00
YourWishes 27b6ddf5cb Rebuild uiconfirm on top of uimodal, add quit confirmation
uiconfirm no longer duplicates its own backdrop/frame/text/menu drawing
- it now just opens the shared uimodal_t with a Confirm/Cancel option
pair and translates the result back to a bool. uimodal itself gains an
optional title (NULL skips the title row entirely) so a title-less
confirm dialog doesn't reserve blank space.

Main menu's Quit option now opens a confirm dialog instead of exiting
immediately.

Drops es_MX.po/jp_JP.po locale files.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 22:41:06 -05:00
YourWishes 475c865e33 Move uimodal to ui/widget, make main menu its own scene
uimodal.c/.h now live in ui/widget alongside the other widgets rather
than ui/frame. The main menu now has a real scene (scene/mainmenu)
whose init just calls the new uiMainMenuOpen(), replacing the
SCENE.current-polling uiMainMenuUpdate with an explicit open call like
uiGameMenuOpen/uiBackpackOpen. Also renames the ui.main_menu.* locale
keys to main_menu.* and groups them under a Main Menu Scene heading in
en_US.po, alongside the existing Initial Scene keys.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 19:18:50 -05:00
YourWishes 0b4ba062bb Translate and word-wrap cutscene modal text
uiModalOpen now resolves title/message/option strings as locale
message IDs first, falling back to the literal string if no match is
found, and word-wraps the result to stay within the screen's scan
width via the new shared textWrap helper. sceneinitial.c's no-device
modal now uses locale keys instead of hardcoded English strings.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 18:53:47 -05:00
YourWishes 28f5e66662 Fix PSP memory stick availability check on real hardware
sceIoGetstat on a bare device root ("ms0:/") returns EINVAL on real
PSP hardware even when a memory stick is present - confirmed via a
diagnostic print during hardware testing. Switched to sceIoDopen/
sceIoDclose, the SDK's own documented way to probe a device root,
which real hardware handles correctly.

Also adds a temporary unconditional settings write once a save device
is selected, to confirm the write path itself works on hardware now
that availability detection is fixed.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 17:22:24 -05:00
YourWishes e225a076f0 Add cutscene flow control and a scriptable modal dialog item
uimodal gains an onOpen hook and lets uiModalClose take a one-shot
callback, since options are now stored as raw (uncopied) string
pointers instead of a fixed char buffer.

New cutscene items:
- CUTSCENE_MODAL / CUTSCENE_MODAL_OPTIONS / CUTSCENE_MODAL_CLOSE: opens
  a message-only or option-driven uimodal. A message-only modal
  advances the cutscene immediately; one with options blocks
  indefinitely since only its option callback (or something it
  triggers) should decide what happens next.
- CUTSCENE_MARKER + cutsceneGoTo: a named, otherwise no-op position
  that execution can jump straight to from anywhere in the same
  cutscene (e.g. from a CUTSCENE_CALLBACK), matched by name rather
  than pointer identity.
- CUTSCENE_RESTART + cutsceneRestart: restarts the running cutscene
  from its first item, preserving its interact/interacted entities.
- CUTSCENE_SCENE: requests a scene switch via sceneSet as a cutscene
  step.
- CUTSCENE_PRINT: prints a line to the console as a cutscene step.

sceneinitial.c's boot-time save device check is rebuilt on top of
these: show a modal, kick off the async device search, then branch
via markers/goto to a retry/continue prompt depending on the result.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 14:35:41 -05:00
YourWishes 774c8ad0f8 Add uimodal dialog; uibutton reuses uilabel
uibutton now embeds a uilabel instead of drawing its text directly,
caching glyph sprites since a button's label never changes after
init. uimenu.c's item pointer in uiMenuDraw drops its unnecessary
const so uiButtonDraw can update the button's cache.

Also fixes remaining #include "ui/frame/uiframe.h" references left
over from uiframe's move to ui/widget/.

uimodal is a new generalized dialog (title + message + up to
UI_MODAL_OPTIONS_MAX option buttons) built the same way uiconfirm is,
but driven by a caller-supplied option list instead of a fixed
confirm/cancel pair.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 12:44:01 -05:00
YourWishes 52d1e7414d Convert debug UI overlays to uilabel
uiconsole, uifps, and uiplayerpos now render through uilabel instead
of calling textDraw per character every frame. Each owns its label(s)
plus backing text/sprite buffers and marks them dirty only when their
content or position actually changes. Also drops console.h's per-line
buffer from 512 to 128 chars, since the sprite cache backing each
console line label scales with it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 12:43:43 -05:00
YourWishes af4cb53e5f Simplify uilabel to caller-owned buffers
uilabel no longer owns fixed-size text/sprite arrays or copies text
internally - callers pass in their own buffers and write text
directly, then mark the label dirty. This drops SetText/GetText and
the textMax bound in favor of a single Rebuffer entry point, and lets
widgets like uibutton alias an existing (possibly immutable) label
string instead of duplicating it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 12:43:02 -05:00
YourWishes c019271e12 Add uilabel widget and chunked text buffering
textDraw now batches glyphs via a new textBuffer helper instead of
buffering one sprite at a time. Fixes spriteBatchBuffer dropping/
duplicating sprites when a single call spans multiple internal
flush batches, which surfaced as cut-off characters. Adds uilabel,
a widget that caches its glyph sprites and only rebuilds/rebuffers
them when its text or position actually changes.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-20 09:18:35 -05:00
YourWishes 82ae2bce9d Add compressed combined save format for PSP and Dolphin
Memory sticks/cards don't suit N+1 separate save files the way Linux's
filesystem does, so add an opt-in SAVE_DEVICE_DATA_RAW mode: settings and
all save slots get serialized to JSON, concatenated, zlib-compressed, and
framed with a magic/version/checksum/generation header, then read/written
as a single blob through one combined platform hook instead of four.

- PSP and Dolphin's SD/NAND backends write via a temp file + atomic rename,
  so a crash mid-write can never leave a half-written save behind.
- GameCube memory cards have no rename or resize primitive, so they
  ping-pong between two fixed files instead, picking whichever is valid and
  has the higher generation counter on load.
- Linux is untouched (still four separate JSON files); saveslot.h/
  savesettings.h drop their now-unnecessary pack(1) now that nothing
  persists them as raw bytes.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-17 21:28:56 -05:00
YourWishes 092e259a06 First pass of actual saving 2026-08-17 09:18:44 -05:00
YourWishes 08b4bbfe91 Added savestatus 2026-08-17 00:17:23 -05:00
YourWishes 560c51cf27 Drop default-skip behavior from savejson write macros
Only reads should fall back to a default when a key is missing; writes
should always emit the field so the saved JSON is a complete record.
2026-08-16 20:20:34 -05:00
YourWishes 674f86b18a Add JSON (de)serialization for save slots/settings and device write/read hooks
Introduces saveslot/savesettings structs with a shared savejson.h macro
toolkit (has/require/write/read per common type) for populating and
parsing yyjson objects, wires saveManager save/load calls through new
saveDevice slot/settings write/read entry points (still stubbed at the
device level), and drops the old binary-format scaffolding in favor of
JSON only.
2026-08-16 20:14:16 -05:00
YourWishes e3f10e0926 Fix GameCube memory card slot B detection and free-space check
CARD_Mount() alone reliably reports CARD_ERROR_NOCARD for a card physically
present in slot B - unlike slot A, which the IPL polls automatically at
boot, slot B needs an explicit CARD_Probe() first (the standard pattern in
every official devkitPro CARD sample). Also fixes
saveDeviceDolphinCardHasFreeSpace() treating CARD_GetDirectory()'s
CARD_ERROR_NOFILE (a totally empty card, not an actual error) as a hard
failure, which made any card with zero existing save files - slot B's in
this case, since slot A already had leftover test data on it - get
reported as full.

Confirmed via Dolphin with slot A disabled/slot B set to a memory card:
previously reported "no save device found", now correctly detects it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-14 16:49:18 -05:00
YourWishes d7223d7387 Add PSP/GameCube/Wii save-device availability checks
PSP checks memory-stick reachability via sceIoGetstat. GameCube gets two
devices (CARD_SLOTA/CARD_SLOTB), each mounted via CARD_Init/CARD_Mount and
checked for free space via CARD_GetDirectory/CARD_GetBlockCount. Wii picks
between three storage methods at compile time (DUSK_SAVE_WII_METHOD =
NAND/CARD/SD in wii.cmake, default NAND via ISFS) since real hardware
behavior for the default is unverified.

Also fixes two pre-existing bugs found while build/runtime-testing this
across PPSSPP and Dolphin: wrong libogc language macros in
systemGetLocaleDolphin, and a missing SYS_STDIO_Report(true) call that
silently swallowed all guest console output in Dolphin.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-14 16:20:28 -05:00
YourWishes 45331c2a60 First pass of save 2026-08-14 14:19:44 -05:00
YourWishes 33f50a2c69 Strip legacy save/settings systems for a unified savemanager rewrite; split uielement list out of uielement.c
Removes the per-platform save/savestream/autosave implementations, the settings UI frames, and the autosave overlay, replacing them with a savemanager.c/h + savefile.h/savedevice.h scaffold to build the new save system on top of. Also separates the concrete UI_ELEMENTS registration into uielementlist.h/.c so uielement.c only holds the generic per-element lifecycle logic.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-14 12:56:02 -05:00
YourWishes 6c8e4d5cbd Route remaining hardcoded UI strings through the locale system
Main menu buttons, the confirm dialog, battle menu/HUD text, backpack
tab labels, the loading/autosave indicators, and the settings tab
placeholders were all raw English literals bypassing translation.
Loads each through assetLocaleGetString like the rest of the UI, adding
new Init hooks for uibattlehud/uiautosave/uiloading where none existed,
and adds the corresponding message ids to en_US/es_MX/jp_JP.po.

Also widens the settings placeholder buffers to 64 bytes - the es_MX
and jp_JP translations overflowed the previous 32-byte size.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-10 09:12:57 -05:00
YourWishes 3b7215876a Move test battle setup out of uimainmenu into rpg/battle/testbattle
Keeps the temporary hardcoded-battle hook alongside the rest of the
battle module instead of the main menu UI, so the UI frame only
triggers it rather than owning battle setup code.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-08 16:28:00 -05:00
YourWishes c74f5890bd Remove event for input 2026-08-08 16:25:36 -05:00
YourWishes fbd3c71ba7 Move network code into its own dusknetwork module, gate behind DUSK_NETWORK
Splits the platform-agnostic network core out of dusk into a top-level
dusknetwork module, mirroring the duskgl/dusksdl2 pattern. Adds a
DUSK_NETWORK cmake option (default ON) so builds can exclude all
networking code, including the per-platform implementations.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-08 16:13:09 -05:00
YourWishes 128f9ab9d4 some random fixes 2026-08-08 01:18:07 -05:00
YourWishes 36fb359aa2 Finish animation update loop with loop/pingpong/reverse/stop flags, clean up keyframe sampling, add coverage
- animationUpdate now advances and resolves boundary crossings for
  ANIMATION_FLAG_LOOP, ANIMATION_FLAG_PINGPONG, ANIMATION_FLAG_REVERSE, and
  the STOP_BEGINNING/STOP_END flags, firing onLoop/onComplete appropriately;
  guards against LOOP+PINGPONG being set together and moves the
  duration-must-be-positive check into animationInit
- keyframeGetValue clamps to the last keyframe's value instead of dividing
  by zero once time reaches it, and its keyframe walk drops a branch that's
  unreachable after that clamp
- Adds test/animation/test_animation.c covering init, per-layer sampling,
  and the full animationUpdate flag matrix
2026-08-06 15:29:14 -05:00
YourWishes 1bd73d69fe Clamp keyframe interpolation to last value, add main menu scene/UI, battle HUD, and expanded test coverage
- keyframeGetValue now returns the last keyframe's value for times at or
  beyond it, fixes a missing util/math.h include, and asserts keyframes are
  sorted by time; adds test/animation/test_keyframe.c
- Adds mainmenu scene/UI and a battle HUD UI frame
- Adds save autosave-related fields and battle scene tweaks
- Adds headless test coverage for cutscenes, entities, and map areas
2026-08-06 12:58:07 -05:00
YourWishes fb48285143 Rebuild battle flow as an explicit state machine with cutscene hooks
Replace the one-fighter-at-a-time turn model with an OPENING/PRE_ROUND/
PLAYER_SELECTION/AI_SELECTION/MOVES_EXECUTING/POST_ROUND/ENDED state
machine and a per-fighter action queue, so actions are decided before any
of them execute (needed for speed-ordered resolution) and so a cutscene
can pause the battle, wait for a specific state, and force a fighter's
action -- enabling automated, fully-scripted, and partially-scripted
battles. Adds CUTSCENE_PAUSE_BATTLE plus CUTSCENE_BATTLE_WAIT_STATE and
CUTSCENE_BATTLE_FORCE_ACTION cutscene items, and generic onStateChanged/
onActionDecided callbacks on battle_t. Re-enables the long-dormant
test/rpg suite and adds test/rpg/battle covering the state machine and
the new cutscene hooks end-to-end.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-06 08:49:42 -05:00
YourWishes 3de50b8370 Lock in Chapter 1's literal opening scene
The village square at the mountain's foot, party roles established
(tank/paladin leader, ranged ranger, support mage, melee rogue), the
funds bicker, and the cowgirl teleporter's too-good-to-question,
one-way-only offer up the mountain - the innocent-sounding line that
seeds the whole chapter's central complication. Adds character stubs
for the three other party members and the teleporter, and confirms
the bubbly ranger as the first to abandon the mission.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-05 08:11:54 -05:00
YourWishes e61cbe25b7 Add three of the mentor's other former squadron members
Introduces Strider (a merc who protects those who can't afford real
protection, and has found genuine peace in it), Downes (retired to
farming and family, forced back into one last fight), and Egor (Royal
Guard, honor curdled into blind devotion, dies still certain of
himself). Together with the party leader, they give the same
mentor/same night four distinct answers to what honor means. Updates
themes and open questions accordingly.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-05 06:54:49 -05:00
YourWishes 8395830be6 Introduce the Detective, kept deliberately thin by design
Reveals him as the presence following the party since Chapter 1 - a
king's agent who frees the protagonist from execution in early
Chapter 2, drops a small, cagey lead to the newly-dismissed party
leader, and then vanishes to chase other threads. Documents these
early Chapter 2 beats, notes culinary magic is now branded "the
forbidden magic" per the king's cover story, and updates open
questions/themes accordingly. His entry is intentionally sparse -
the character is meant to stay a mystery for as long as possible.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 23:47:50 -05:00
YourWishes 6e4ec2b9d8 Add the party leader's backstory and his mentor
Ties the party leader's rigid, orders-above-all sense of honor back
to a mentor he idolized as a young soldier - one who broke orders on
the night of the Great Explosion to keep his squadron out of the
massacre, then died in it. The party leader doesn't know why at the
time; his eventual realization that his mentor's disobedience was
itself the honorable act becomes his arc's throughline. Also notes
the rest of that squadron, now scattered, as a future plot thread.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 23:37:18 -05:00
YourWishes f501bb8e28 Detail the true events of the Great Explosion
Replaces the vague placeholder with the full account: the king's
personal, in-person purge of the culinary mages' hometown, the failed
hostage surrender, the town's collective final spell (built on a
shared folk song) that becomes the Great Explosion, and the
protagonist's survival via her mother's protective spell. Also adds
the king's official cover story (framing the mages as insurgents),
new characters (the Great Mage and the protagonist's mother), and
updates themes/open questions accordingly.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 23:29:39 -05:00
YourWishes d07cd3397d Start documenting the story: premise, structure, and Chapter 1
Adds story.md covering the overarching premise (a prophecy caused by
the attempt to prevent it), the eight-movement story structure, the
Great Explosion backstory, core characters, and a detailed breakdown
of Chapter 1's opening - the bounty party's retrieval of the
protagonist, the mountain teleportation-logistics trap that splits
the party, and the confrontation with the king.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 23:16:46 -05:00
YourWishes e008fb108a Embed default font as a hard-coded bitmap instead of loading it as an asset
Moves FONT_DEFAULT and its init/dispose into their own font.h/font.c,
and rebuilds it from a static glyph bit array + a runtime-generated
texture/tileset rather than loading ui/minogram.png/.dtf through the
asset system. The engine now always has a usable font to render with,
even if asset loading fails. The now-unused minogram assets are removed.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 22:37:22 -05:00
YourWishes 9aaffff7a8 Add autosave system with forced no-save-device prompt on failure
autoSaveQueue() is a single callable entry point for requesting an
autosave; autoSaveUpdate() pumps the queue each frame and, if the write
fails (e.g. no memory card), forces the existing no-card modal back
open and pauses world simulation until the player retries or accepts a
temporary session. A small overlay shows "SAVING" while a write is in
flight.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 22:05:43 -05:00
YourWishes 7357b4a5df Localize remaining hardcoded UI strings and persist language preference
Replaces the last hardcoded English strings (initial-scene modals, game
menu save status messages) with locale-loaded text, adds a shared
LOCALE_LIST so the settings dropdown and locale manager stay in sync,
and persists the chosen language into savemeta_t across all platforms.
Also fixes two message buffers that were too small for their longest
translations.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 21:39:24 -05:00
YourWishes 1ddc298a74 Only update overworld entities while the overworld scene is active
Entities (and the player's pause-to-open-game-menu handling with them)
previously kept updating every frame regardless of the active scene,
matching an existing TODO in rpgUpdate(). Gating the entity loop itself
means the game menu (and any other entity-driven input) naturally can't
trigger mid-battle or before the initial scene hands off to the
overworld, without needing a scene check at each individual call site.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 20:54:58 -05:00
YourWishes e2a9442aa6 Add initial boot scene to check/prompt for save data before overworld
A new SCENE_TYPE_INITIAL now runs before the overworld: it checks
save-device availability and existing save data, then shows one of two
new dedicated modals - "no save device found" (Retry / Continue Anyway)
or "no save data found, create one?" (Yes / No) - before handing off to
the overworld. Both modals are self-contained UI elements mirroring
uiconfirm.h's shape, registered like any other global UI element.

Choosing "Continue Anyway" marks the session temporary (SAVE.temporary,
folded into saveIsAvailable()) so saving stays disabled for the rest of
the session instead of silently retrying, and the game menu's Save
action now reports that distinctly instead of the generic "no device"
message.

Also removes rpg.c's leftover TEST block (unconditional player-name
stamp + save write on every boot) now that this real flow owns save
creation.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-04 20:53:01 -05:00
302 changed files with 17640 additions and 5804 deletions
+7
View File
@@ -13,6 +13,7 @@ cmake_policy(SET CMP0079 NEW)
# set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
option(DUSK_BUILD_TESTS "Enable tests" OFF)
option(DUSK_NETWORK "Enable network support" ON)
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
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}"
)
if(DUSK_NETWORK)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_NETWORK
)
endif()
# Toolchains
include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake)
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+200
View File
@@ -5,11 +5,107 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n==2 ? 1 : (n<7 ? 2 : 3));\n"
# Initial Scene
msgid "initial.checking_save.title"
msgstr "Checking for save data"
msgid "initial.checking_save.message"
msgstr "Please wait..."
msgid "initial.no_device.title"
msgstr "No Save Device Found"
msgid "initial.no_device.message"
msgstr "Could not find a save device, ensure it is connected and try again. You can continue, but progress will not be saved."
msgid "initial.no_device.retry"
msgstr "Try again"
msgid "initial.no_device.continue"
msgstr "Continue without saving"
# Main Menu Scene
msgid "main_menu.start_game"
msgstr "Start Game"
msgid "main_menu.options"
msgstr "Options"
msgid "main_menu.quit"
msgstr "Quit Game"
msgid "main_menu.quit_confirm"
msgstr "Are you sure you want to quit?"
msgid "main_menu.checking_save.title"
msgstr "Checking for save data"
msgid "main_menu.checking_save.message"
msgstr "Please wait..."
msgid "main_menu.no_device.title"
msgstr "No Save Device Found"
msgid "main_menu.no_device.message"
msgstr "Could not find a save device, ensure it is connected and try again. You can continue, but progress will not be saved."
msgid "main_menu.no_device.retry"
msgstr "Try again"
msgid "main_menu.no_device.continue"
msgstr "Continue without saving"
msgid "main_menu.save_load_error.title"
msgstr "Error"
msgid "main_menu.save_load_error.message"
msgstr "Failed to load save data. Please try again."
msgid "main_menu.save_load_error.retry"
msgstr "Try Again"
# Select Save Screen
msgid "ui.select_save.title"
msgstr "Select Save"
msgid "ui.select_save.empty"
msgstr "Empty Slot"
msgid "ui.select_save.slot_format"
msgstr "%s Lv.%d %s"
msgid "ui.select_save.delete_mode"
msgstr "Delete a Save"
msgid "ui.select_save.delete_confirm"
msgstr "Are you sure you want to delete this save?"
msgid "ui.select_save.name_title"
msgstr "Enter game save file name"
msgid "ui.save_slot.number_format"
msgstr "Slot %d"
#: ui/menu.c:10
msgid "ui.title"
msgstr ""
"Welcome"
msgid "save.linux.mkdirp_failed"
msgstr "Failed to create save directory, check the disk is not full or write-protected."
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.general"
msgstr "General"
@@ -60,6 +156,110 @@ msgstr "Settings"
msgid "ui.game_menu.save"
msgstr "Save"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_success"
msgstr "Game saved."
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_cancelled"
msgstr "Save cancelled."
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_unavailable"
msgstr "Can't save - no save device found."
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_temporary"
msgstr "This session is temporary - no save device was found, so saving is disabled."
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_create_confirm"
msgstr "No save data found. Create a new save?"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_failed_format"
msgstr "Save failed: %s"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_check_failed_format"
msgstr "Can't save: %s"
#: src/dusk/ui/frame/initial/uiinitialnocard.c
msgid "ui.initial.no_card.message"
msgstr "No save device found. You can continue, but\nprogress will not be saved."
#: src/dusk/ui/frame/initial/uiinitialnocard.c
msgid "ui.initial.no_card.retry"
msgstr "Retry"
#: src/dusk/ui/frame/initial/uiinitialnocard.c
msgid "ui.initial.no_card.continue"
msgstr "Continue Anyway"
#: src/dusk/ui/frame/initial/uiinitialcreatesave.c
msgid "ui.initial.create_save.message"
msgstr "No save data found. Create a new save?"
#: src/dusk/ui/frame/initial/uiinitialcreatesave.c
msgid "ui.initial.create_save.yes"
msgstr "Yes"
#: src/dusk/ui/frame/initial/uiinitialcreatesave.c
msgid "ui.initial.create_save.no"
msgstr "No"
#: src/dusk/ui/frame/uiconfirm.c
msgid "ui.confirm.confirm"
msgstr "Confirm"
#: src/dusk/ui/frame/uiconfirm.c
msgid "ui.confirm.cancel"
msgstr "Cancel"
#: src/dusk/ui/frame/battle/uibattlemenu.c
msgid "ui.battle.menu.attack"
msgstr "Attack"
#: src/dusk/ui/frame/battle/uibattlemenu.c
msgid "ui.battle.menu.flee"
msgstr "Flee"
#: src/dusk/ui/frame/battle/uibattlemenu.c
msgid "ui.battle.menu.target_format"
msgstr "Enemy %u (%u/%u HP)"
#: src/dusk/ui/frame/battle/uibattlehud.c
msgid "ui.battle.hud.hp_format"
msgstr "HP %u/%u"
#: src/dusk/ui/frame/battle/uibattlehud.c
msgid "ui.battle.hud.mp_format"
msgstr "MP %u/%u"
#: src/dusk/ui/frame/settings/uisettingsaudio.c
msgid "ui.settings.audio.placeholder"
msgstr "No audio settings yet"
#: src/dusk/ui/frame/settings/uisettingsdisplay.c
msgid "ui.settings.display.placeholder"
msgstr "No display settings yet"
#: src/dusk/ui/frame/settings/uisettingsinput.c
msgid "ui.settings.input.placeholder"
msgstr "No input settings yet"
#: src/dusk/ui/frame/backpack/uibackpack.c
msgid "ui.backpack.category_format"
msgstr "Category %u"
#: src/dusk/ui/overlay/uiloading.c
msgid "ui.loading.text"
msgstr "loading"
#: src/dusk/ui/overlay/uiautosave.c
msgid "ui.autosave.saving"
msgstr "SAVING"
msgid "item.potion.name"
msgstr "Potion"
-74
View File
@@ -1,74 +0,0 @@
msgid ""
msgstr ""
"Project-Id-Version: ExampleApp 1.0\n"
"Language: es\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Plural-Forms: nplurals=2; plural=(n==1 ? 0 : 1);\n"
#: ui/menu.c:10
msgid "ui.title"
msgstr ""
"Bienvenido"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.general"
msgstr "General"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.input"
msgstr "Entrada"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.display"
msgstr "Pantalla"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.audio"
msgstr "Audio"
msgid "ui.settings.input.deadzone"
msgstr "Deadzone"
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language"
msgstr "Idioma"
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language_detail"
msgstr "Se aplica después de reiniciar la aplicación."
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.apply"
msgstr "Aplicar"
#: src/dusk/ui/frame/uiconfirm.c
msgid "ui.confirm.discard_changes"
msgstr "¿Descartar los cambios no guardados?"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.characters"
msgstr "Personajes"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.items"
msgstr "Objetos"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.settings"
msgstr "Configuración"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save"
msgstr "Guardar"
#: src/dusk/rpg/item/item.json
msgid "item.potion.name"
msgstr "Poción"
#: src/dusk/rpg/item/item.json
msgid "item.potato.name"
msgstr "Papa"
#: src/dusk/rpg/item/item.json
msgid "item.apple.name"
msgstr "Manzana"
-74
View File
@@ -1,74 +0,0 @@
msgid ""
msgstr ""
"Project-Id-Version: ExampleApp 1.0\n"
"Language: ja\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Plural-Forms: nplurals=1; plural=(0);\n"
#: ui/menu.c:10
msgid "ui.title"
msgstr ""
"歓迎"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.general"
msgstr "一般"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.input"
msgstr "入力"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.display"
msgstr "表示"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.audio"
msgstr "オーディオ"
msgid "ui.settings.input.deadzone"
msgstr "デッドゾーン"
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language"
msgstr "言語"
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language_detail"
msgstr "アプリケーションを再起動すると適用されます。"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.apply"
msgstr "適用"
#: src/dusk/ui/frame/uiconfirm.c
msgid "ui.confirm.discard_changes"
msgstr "未保存の変更を破棄しますか?"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.characters"
msgstr "キャラクター"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.items"
msgstr "アイテム"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.settings"
msgstr "設定"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save"
msgstr "セーブ"
#: src/dusk/rpg/item/item.json
msgid "item.potion.name"
msgstr "ポーション"
#: src/dusk/rpg/item/item.json
msgid "item.potato.name"
msgstr "ジャガイモ"
#: src/dusk/rpg/item/item.json
msgid "item.apple.name"
msgstr "リンゴ"
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+69
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@@ -0,0 +1,69 @@
{
"items": [
// Boot check: make sure a save device is available before handing off
// to the main menu.
{
"type": "MODAL",
"title": "initial.checking_save.title",
"message": "initial.checking_save.message"
},
{
"type": "WAIT",
"seconds": 0.2
},
{
"type": "SAVE_DEVICE_CHECK",
"successMarker": "CONTINUE",
"failureMarker": "NO_DEVICE"
},
// No save device found - offer to retry or continue without saving.
{
"type": "MARKER",
"name": "NO_DEVICE"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "MODAL_OPTIONS_MARKERS",
"title": "initial.no_device.title",
"message": "initial.no_device.message",
"options": [
{
"text": "initial.no_device.retry",
"marker": "RETRY"
},
{
"text": "initial.no_device.continue",
"marker": "CONTINUE"
}
]
},
{
"type": "MARKER",
"name": "RETRY"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "RESTART"
},
// Save device found (or continuing without one) - hand off to the
// main menu scene.
{
"type": "MARKER",
"name": "CONTINUE"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "SCENE",
"sceneType": "MAIN_MENU"
}
]
}
@@ -0,0 +1,92 @@
{
"items": [
{
"type": "MODAL",
"title": "main_menu.checking_save.title",
"message": "main_menu.checking_save.message"
},
{
"type": "WAIT",
"seconds": 0.2
},
{
"type": "SAVE_DEVICE_CHECK",
"successMarker": "CONTINUE",
"failureMarker": "NO_DEVICE"
},
// No save device found - offer to retry or continue without saving.
{
"type": "MARKER",
"name": "NO_DEVICE"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "MODAL_OPTIONS_MARKERS",
"title": "main_menu.no_device.title",
"message": "main_menu.no_device.message",
"options": [
{
"text": "main_menu.no_device.retry",
"marker": "RETRY"
},
{
"text": "main_menu.no_device.continue",
"marker": "CONTINUE"
}
]
},
// Retry
{
"type": "MARKER",
"name": "RETRY"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "RESTART"
},
// Save device found - attempt to load all save slots.
{
"type": "MARKER",
"name": "CONTINUE"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "SAVE_LOAD_ALL_SLOTS",
"successMarker": "LOADED",
"failureMarker": "LOAD_ERROR"
},
// Save data failed to load (e.g. corrupt/unreadable) - only option is
// to retry, no "continue without saving" here since we already know a
// device is present.
{
"type": "MARKER",
"name": "LOAD_ERROR"
},
{
"type": "MODAL_OPTIONS_MARKERS",
"title": "main_menu.save_load_error.title",
"message": "main_menu.save_load_error.message",
"options": [
{
"text": "main_menu.save_load_error.retry",
"marker": "RETRY"
}
]
},
{
"type": "MARKER",
"name": "LOADED"
}
]
}
+46
View File
@@ -65,6 +65,23 @@ if(NOT CMAKE_BUILD_TYPE STREQUAL "Debug")
)
endif()
# Generate PARAM.SFO as a normal tracked build output (instead of letting
# create_pbp_file() auto-generate + delete it) so it can be reused below by
# a properly dependency-tracked EBOOT.PBP repack step.
set(DUSK_PSP_PARAM_SFO "${DUSK_BUILD_DIR}/PARAM.SFO")
add_custom_command(
OUTPUT "${DUSK_PSP_PARAM_SFO}"
COMMAND "$ENV{PSPDEV}/bin/mksfoex" "-d" "MEMSIZE=1" "-s" "APP_VER=01.00"
"${DUSK_BINARY_TARGET_NAME}" "${DUSK_PSP_PARAM_SFO}"
COMMENT "Generating PARAM.SFO for ${DUSK_BINARY_TARGET_NAME}"
VERBATIM
)
add_custom_target(DuskPspParamSfo DEPENDS "${DUSK_PSP_PARAM_SFO}")
# create_pbp_file()'s own POST_BUILD chain (below) also consumes
# DUSK_PSP_PARAM_SFO, so make sure it exists before that chain runs.
add_dependencies(${DUSK_BINARY_TARGET_NAME} DuskPspParamSfo)
# Postbuild, create .pbp file for PSP.
create_pbp_file(
TARGET "${DUSK_BINARY_TARGET_NAME}"
@@ -74,4 +91,33 @@ create_pbp_file(
TITLE "${DUSK_BINARY_TARGET_NAME}"
PSAR_PATH ${DUSK_ASSETS_ZIP}
VERSION 01.00
SFO_PATH "${DUSK_PSP_PARAM_SFO}"
OUTPUT_DIR "${DUSK_BUILD_DIR}"
)
# CreatePBP.cmake's pack-pbp step is a POST_BUILD command tied to the
# executable target, so it only reruns when the ELF itself relinks. That
# means regenerating dusk.dsk (assets) alone, without touching any C
# source, silently leaves EBOOT.PBP embedding a stale asset pak. Repack it
# here as a normal file-tracked custom command depending on both the
# executable and the asset zip, so EBOOT.PBP always reflects the current
# assets even when nothing else about the build changed.
set(DUSK_PSP_EBOOT "${DUSK_BUILD_DIR}/EBOOT.PBP")
if(BUILD_PRX)
set(DUSK_PSP_EXECUTABLE "$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>.prx")
else()
set(DUSK_PSP_EXECUTABLE "$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>")
endif()
add_custom_command(
OUTPUT "${DUSK_PSP_EBOOT}"
COMMAND "$ENV{PSPDEV}/bin/pack-pbp" "${DUSK_PSP_EBOOT}" "${DUSK_PSP_PARAM_SFO}"
"NULL" "NULL" "NULL" "NULL" "NULL"
"${DUSK_PSP_EXECUTABLE}" "${DUSK_ASSETS_ZIP}"
DEPENDS
"$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>"
"${DUSK_PSP_PARAM_SFO}"
"${DUSK_ASSETS_ZIP}"
COMMENT "Repacking EBOOT.PBP (tracks executable + asset pak freshness)"
VERBATIM
)
add_custom_target(DuskPspEbootRepack ALL DEPENDS "${DUSK_PSP_EBOOT}")
+11
View File
@@ -4,6 +4,17 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_WII
)
# Wii save storage method - see src/duskdolphin/save/savedeviceplatform.h.
set(DUSK_SAVE_WII_METHOD "NAND" CACHE STRING
"Wii save storage: NAND (internal storage via ISFS), CARD (GameCube-\
compatible memory card emulation), or SD (SD card via libfat)"
)
set_property(CACHE DUSK_SAVE_WII_METHOD PROPERTY STRINGS "NAND" "CARD" "SD")
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SAVE_WII_METHOD_${DUSK_SAVE_WII_METHOD}
)
# Generate Homebrew Channel meta.xml from project identity variables
string(TIMESTAMP DUSK_BUILD_DATE "%Y%m%d000000" UTC)
configure_file(
+4
View File
@@ -5,6 +5,10 @@
add_subdirectory(dusk)
if(DUSK_NETWORK)
add_subdirectory(dusknetwork)
endif()
if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
add_subdirectory(dusklinux)
add_subdirectory(dusksdl2)
-2
View File
@@ -53,7 +53,6 @@ target_sources(${DUSK_BINARY_TARGET_NAME}
# Subdirs
add_subdirectory(animation)
add_subdirectory(event)
add_subdirectory(assert)
add_subdirectory(asset)
add_subdirectory(console)
@@ -68,7 +67,6 @@ add_subdirectory(scene)
add_subdirectory(system)
add_subdirectory(time)
add_subdirectory(ui)
add_subdirectory(network)
add_subdirectory(save)
add_subdirectory(util)
add_subdirectory(thread)
+1
View File
@@ -7,4 +7,5 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
easing.c
animation.c
keyframe.c
)
+109 -29
View File
@@ -11,42 +11,122 @@
void animationInit(
animation_t *anim,
keyframe_t *keyframes,
uint16_t keyframeCount
uint16_t *keyframeCounts,
const uint16_t layerCount
) {
assertNotNull(anim, "Animation pointer cannot be null.");
assertNotNull(keyframes, "Keyframes pointer cannot be null.");
assertTrue(keyframeCount > 0, "Keyframe count must be more than 0.");
assertNotNull(keyframeCounts, "Keyframe counts pointer cannot be null.");
assertTrue(layerCount > 0, "Layer count must be greater than zero.");
memoryZero(anim, sizeof(animation_t));
anim->keyframes = keyframes;
anim->keyframeCount = keyframeCount;
anim->keyframeCounts = keyframeCounts;
anim->layerCount = layerCount;
// Determine duration
float_t duration = 0.0f;
for(uint16_t layer = 0; layer < layerCount; layer++) {
uint16_t keyframeCount = keyframeCounts[layer];
assertTrue(keyframeCount > 0, "Keyframe count invalid.");
keyframe_t *layerKeyframes = keyframes + layer * keyframeCount;
#ifdef DUSK_ASSERTIONS
// Check that the keyframes are sorted by time.
for(uint16_t i = 1; i < keyframeCount; i++) {
assertTrue(
layerKeyframes[i].time >= layerKeyframes[i - 1].time,
"Keyframes must be sorted by time."
);
}
#endif
keyframe_t *lastKeyframe = layerKeyframes + keyframeCount - 1;
duration = mathMax(duration, lastKeyframe->time);
}
assertTrue(duration > 0, "Animation duration must be greater than 0.");
anim->duration = duration;
}
float_t animationGetValue(animation_t *anim, const float_t time) {
float_t animationGetLayerValue(const animation_t *anim, const uint16_t layer) {
assertNotNull(anim, "Animation pointer cannot be null.");
assertNotNull(anim->keyframes, "Keyframes pointer cannot be null.");
assertTrue(anim->keyframeCount > 0, "Keyframe count invalid.");
assertTrue(time >= 0, "Time must be non-negative.");
assertTrue(layer < anim->layerCount, "Layer index out of bounds.");
keyframe_t *start;
keyframe_t *end;
keyframe_t *last = anim->keyframes + anim->keyframeCount - 1;
keyframe_t *current = anim->keyframes;
start = current;
do {
if(current->time > time) {
end = current;
break;
}
start = current;
current++;
if(current > last) {
end = start;
break;
}
} while(true);
float_t t = (time - start->time) / (end->time - start->time);
return mathLerp(start->value, end->value, easingApply(start->easing, t));
uint16_t keyframeCount = anim->keyframeCounts[layer];
keyframe_t *layerKeyframes = anim->keyframes + layer * keyframeCount;
return keyframeGetValue(layerKeyframes, keyframeCount, anim->time);
}
void animationUpdate(
animation_t *anim,
const float_t deltaTime
) {
assertNotNull(anim, "Animation pointer cannot be null.");
assertTrue(deltaTime >= 0, "Delta time must be non-negative.");
bool_t justCompleted = false;
if(!(anim->flags & ANIMATION_FLAG_INTERNAL_COMPLETED)) {
bool_t loop = (anim->flags & ANIMATION_FLAG_LOOP) != 0;
bool_t pingpong = (anim->flags & ANIMATION_FLAG_PINGPONG) != 0;
assertFalse(
loop && pingpong,
"Cannot set both ANIMATION_FLAG_LOOP and ANIMATION_FLAG_PINGPONG."
);
bool_t backward;
if(pingpong) {
backward = (anim->flags & ANIMATION_FLAG_INTERNAL_PINGPONG_BACKWARD) != 0;
} else {
backward = (anim->flags & ANIMATION_FLAG_REVERSE) != 0;
}
// Resolve boundary crossings one at a time, so a single large deltaTime
// can correctly loop/pingpong across multiple boundaries in one call.
float_t remaining = deltaTime;
while(remaining > 0.0f) {
float_t toBoundary = (
backward ? anim->time : (anim->duration - anim->time)
);
if(remaining < toBoundary) {
anim->time += backward ? -remaining : remaining;
break;
}
remaining -= toBoundary;
anim->time = backward ? 0.0f : anim->duration;
bool_t stopHere;
if(backward) {
stopHere = (anim->flags & ANIMATION_FLAG_STOP_BEGINNING) != 0;
} else {
stopHere = (anim->flags & ANIMATION_FLAG_STOP_END) != 0;
}
if(stopHere) {
justCompleted = true;
break;
} else if(pingpong) {
backward = !backward;
if(backward) anim->flags |= ANIMATION_FLAG_INTERNAL_PINGPONG_BACKWARD;
else anim->flags &= ~ANIMATION_FLAG_INTERNAL_PINGPONG_BACKWARD;
} else if(loop) {
anim->time = backward ? anim->duration : 0.0f;
if(anim->onLoop) anim->onLoop(anim->user);
} else {
justCompleted = true;
break;
}
}
if(justCompleted) anim->flags |= ANIMATION_FLAG_INTERNAL_COMPLETED;
}
// Call onUpdate for each layer.
for(uint16_t layer = 0; layer < anim->layerCount; layer++) {
float_t value = animationGetLayerValue(anim, layer);
if(anim->onUpdate) anim->onUpdate(layer, value, anim->user);
}
if(justCompleted && anim->onComplete) anim->onComplete(anim->user);
}
+71 -11
View File
@@ -6,29 +6,89 @@
#pragma once
#include "keyframe.h"
#define ANIMATION_FLAG_LOOP (1 << 0)
#define ANIMATION_FLAG_REVERSE (1 << 1)
#define ANIMATION_FLAG_PINGPONG (1 << 2)
#define ANIMATION_FLAG_STOP_BEGINNING (1 << 3)
#define ANIMATION_FLAG_STOP_END (1 << 4)
// Internal - tracks which direction a pingponging animation is currently
// travelling. Do not set this manually, it is managed by animationUpdate().
#define ANIMATION_FLAG_INTERNAL_PINGPONG_BACKWARD (1 << 7)
// Internal - set once the animation has stopped advancing (see
// animationUpdate()). Do not set this manually. There is currently no way to
// restart a completed animation short of clearing this bit and resetting
// anim->time by hand.
#define ANIMATION_FLAG_INTERNAL_COMPLETED (1 << 6)
typedef struct {
keyframe_t *keyframes;
uint16_t keyframeCount;
uint16_t *keyframeCounts;
uint16_t layerCount;
float_t time;
float_t duration;
uint8_t flags;
void *user;
void (*onUpdate)(const uint16_t layer, const float_t value, void *user);
void (*onComplete)(void *user);
void (*onLoop)(void *user);
} animation_t;
/**
* Initializes an animation.
* Initializes an animation with the given keyframes and layer count.
*
* @param anim The animation to initialize.
* @param keyframes The keyframes to use for the animation.
* @param keyframeCount The number of keyframes in the animation.
* @param anim Pointer to the animation to initialize.
* @param keyframes Pointer to the array of keyframes for each layer.
* @param keyframeCount Number of keyframes in each layer.
* @param layerCount Number of layers in the animation.
*/
void animationInit(
animation_t *anim,
keyframe_t *keyframes,
uint16_t keyframeCount
uint16_t *keyframeCounts,
const uint16_t layerCount
);
/**
* Gets the value of the animation at a given time.
* Sets the current time of the animation, clamping it to the valid range.
* This will call the onUpdate callback but none of the other callbacks.
*
* @param anim The animation to get the value from.
* @param time The time at which to get the value, in seconds.
* @return The value of the animation at the given time.
* @param anim Pointer to the animation to set the time for.
* @param time The new time to set for the animation.
*/
float_t animationGetValue(animation_t *anim, const float_t time);
void animationSetTime(animation_t *anim, const float_t time);
/**
* Gets the current value of a specific layer in the animation based on the
* current animation time.
*/
float_t animationGetLayerValue(const animation_t *anim, const uint16_t layer);
/**
* Updates the animation state based on the elapsed time. Advances anim->time
* by deltaTime (or against it, if ANIMATION_FLAG_REVERSE is set), then
* resolves whatever happens when it reaches the 0 or duration boundary:
*
* - ANIMATION_FLAG_PINGPONG: reflects off the boundary and continues playing
* in the opposite direction, forever, unless stopped (see below).
* - ANIMATION_FLAG_LOOP: wraps back around to the other boundary and keeps
* playing in the same direction, forever, unless stopped (see below).
* - ANIMATION_FLAG_STOP_BEGINNING / ANIMATION_FLAG_STOP_END: when the
* animation reaches that specific boundary, it clamps there and stops
* (firing onComplete) instead of looping/pingponging past it.
* - If none of the above apply at a boundary, the animation clamps there and
* stops, firing onComplete.
*
* onUpdate is called for every layer on every call. onLoop is called each
* time a loop wraps around. onComplete is called at most once, the moment
* the animation stops advancing.
*
* @param anim Pointer to the animation to update.
* @param deltaTime Time elapsed since the last update (in seconds).
*/
void animationUpdate(
animation_t *anim,
const float_t deltaTime
);
+45
View File
@@ -0,0 +1,45 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "keyframe.h"
#include "assert/assert.h"
#include "util/math.h"
float_t keyframeGetValue(
const keyframe_t *keyframes,
const uint32_t keyframeCount,
const float_t time
) {
assertNotNull(keyframes, "Keyframes pointer cannot be null.");
assertTrue(keyframeCount > 0, "Keyframe count must be more than 0.");
assertTrue(time >= 0, "Time must be non-negative.");
#ifdef DUSK_ASSERTIONS
// Checks that the keyframes are sorted by time.
for(uint32_t i = 1; i < keyframeCount; i++) {
assertTrue(
keyframes[i].time >= keyframes[i - 1].time,
"Keyframes must be sorted by time."
);
}
#endif
keyframe_t *last = (keyframe_t *)(keyframes + keyframeCount - 1);
if(time >= last->time) return last->value;
// Since time < last->time (checked above), current is guaranteed to stop
// at or before reaching last, so no separate end-of-array check is needed.
keyframe_t *current = (keyframe_t *)keyframes;
keyframe_t *start = current;
while(current->time <= time) {
start = current;
current++;
}
keyframe_t *end = current;
float_t t = (time - start->time) / (end->time - start->time);
return mathLerp(start->value, end->value, easingApply(start->easing, t));
}
+14
View File
@@ -11,3 +11,17 @@ typedef struct {
float_t value;
easingtype_t easing;
} keyframe_t;
/**
* Gets the value of a keyframe at a given time.
*
* @param keyframes The keyframes to get the value from.
* @param keyframeCount The number of keyframes in the array.
* @param time The time at which to get the value, in seconds.
* @return The value of the keyframe at the given time.
*/
float_t keyframeGetValue(
const keyframe_t *keyframes,
const uint32_t keyframeCount,
const float_t time
);
+2
View File
@@ -22,6 +22,8 @@
#endif
#ifndef DUSK_ASSERTIONS_FAKED
#define DUSK_ASSERTIONS 1
/**
* Initializes the assert system. Must be the very first call in engine
* startup.
-1
View File
@@ -7,7 +7,6 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
asset.c
assetbatch.c
assetfile.c
)
+5 -3
View File
@@ -322,7 +322,9 @@ errorret_t assetUpdate(void) {
} else if(loading->entry->state == ASSET_ENTRY_STATE_LOADED) {
assetentry_t *loadedEntry = loading->entry;
loading->entry = NULL;
eventInvoke(&loadedEntry->onLoaded, loadedEntry);
if(loadedEntry->onLoaded) {
loadedEntry->onLoaded(loadedEntry, loadedEntry->onLoadedUser);
}
}
loading++;
@@ -346,8 +348,8 @@ errorret_t assetUpdate(void) {
assetentry_t *errEntry = loading->entry;
loading->entry = NULL;
threadMutexUnlock(&loading->mutex);
eventInvoke(&errEntry->onError, errEntry);
errorThrow("Failed to load asset asynchronously.");
if(errEntry->onError) errEntry->onError(errEntry, errEntry->onErrorUser);
loading++;
break;
}
-165
View File
@@ -1,165 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetbatch.h"
#include "asset.h"
#include "assert/assert.h"
#include "util/memory.h"
#include <unistd.h>
void assetBatchInit(
assetbatch_t *batch,
const uint16_t count,
const assetbatchdesc_t *descs
) {
assertNotNull(batch, "Batch cannot be NULL.");
assertNotNull(descs, "Descs cannot be NULL.");
assertTrue(count > 0, "Count must be greater than 0.");
assertTrue(
count <= ASSET_BATCH_COUNT_MAX, "Count exceeds ASSET_BATCH_COUNT_MAX."
);
memoryZero(batch, sizeof(assetbatch_t));
batch->count = count;
eventInit(
&batch->onLoaded,
batch->onLoadedCallbacks, batch->onLoadedUsers, ASSET_BATCH_EVENT_MAX
);
eventInit(
&batch->onEntryLoaded,
batch->onEntryLoadedCallbacks,
batch->onEntryLoadedUsers,
ASSET_BATCH_EVENT_MAX
);
eventInit(
&batch->onError,
batch->onErrorCallbacks, batch->onErrorUsers, ASSET_BATCH_EVENT_MAX
);
eventInit(
&batch->onEntryError,
batch->onEntryErrorCallbacks,
batch->onEntryErrorUsers,
ASSET_BATCH_EVENT_MAX
);
for(uint16_t i = 0; i < count; i++) {
batch->inputs[i] = descs[i].input;
batch->entries[i] = assetLock(
descs[i].path, descs[i].type, &batch->inputs[i]
);
if(batch->entries[i]->state == ASSET_ENTRY_STATE_LOADED) {
// Already loaded (cached) - count it now, no subscription needed.
batch->loadedCount++;
} else if(batch->entries[i]->state == ASSET_ENTRY_STATE_ERROR) {
batch->errorCount++;
} else {
eventSubscribe(
&batch->entries[i]->onLoaded, assetBatchEntryOnLoadedCb, batch
);
eventSubscribe(
&batch->entries[i]->onError, assetBatchEntryOnErrorCb, batch
);
}
}
}
void assetBatchLock(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
assetEntryLock(batch->entries[i]);
}
}
void assetBatchUnlock(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
assetEntryUnlock(batch->entries[i]);
}
}
bool_t assetBatchIsLoaded(const assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
if(batch->entries[i]->state != ASSET_ENTRY_STATE_LOADED) return false;
}
return true;
}
bool_t assetBatchHasError(const assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
if(batch->entries[i]->state == ASSET_ENTRY_STATE_ERROR) return true;
}
return false;
}
errorret_t assetBatchRequireLoaded(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
bool_t allDone;
do {
allDone = true;
for(uint16_t i = 0; i < batch->count; i++) {
const assetentrystate_t state = batch->entries[i]->state;
if(state == ASSET_ENTRY_STATE_ERROR) {
errorThrow("Asset '%s' failed to load.", batch->entries[i]->name);
}
if(state != ASSET_ENTRY_STATE_LOADED) {
allDone = false;
}
}
if(!allDone) {
usleep(1000);
errorChain(assetUpdate());
}
} while(!allDone);
errorOk();
}
void assetBatchDispose(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
if(batch->entries[i]) {
// Unsubscribe while we still hold a lock so the entry is live.
eventUnsubscribe(&batch->entries[i]->onLoaded, assetBatchEntryOnLoadedCb);
eventUnsubscribe(&batch->entries[i]->onError, assetBatchEntryOnErrorCb);
assetUnlockEntry(batch->entries[i]);
}
}
memoryZero(batch, sizeof(assetbatch_t));
}
void assetBatchEntryOnLoadedCb(void *params, void *user) {
assetentry_t *entry = (assetentry_t *)params;
assetbatch_t *batch = (assetbatch_t *)user;
batch->loadedCount++;
eventInvoke(&batch->onEntryLoaded, entry);
if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
if(batch->errorCount == 0) {
eventInvoke(&batch->onLoaded, batch);
} else {
eventInvoke(&batch->onError, batch);
}
}
}
void assetBatchEntryOnErrorCb(void *params, void *user) {
assetentry_t *entry = (assetentry_t *)params;
assetbatch_t *batch = (assetbatch_t *)user;
batch->errorCount++;
eventInvoke(&batch->onEntryError, entry);
if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
eventInvoke(&batch->onError, batch);
}
}
-124
View File
@@ -1,124 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/loader/assetentry.h"
#include "asset/loader/assetloader.h"
#include "event/event.h"
#define ASSET_BATCH_COUNT_MAX 64
#define ASSET_BATCH_EVENT_MAX 4
typedef struct {
const char_t *path;
assetloadertype_t type;
assetloaderinput_t input;
} assetbatchdesc_t;
typedef struct {
assetentry_t *entries[ASSET_BATCH_COUNT_MAX];
assetloaderinput_t inputs[ASSET_BATCH_COUNT_MAX];
uint16_t count;
uint16_t loadedCount;
uint16_t errorCount;
/** Fires once when every entry loaded. params = assetbatch_t * */
event_t onLoaded;
eventcallback_t onLoadedCallbacks[ASSET_BATCH_EVENT_MAX];
void *onLoadedUsers[ASSET_BATCH_EVENT_MAX];
/** Fires each time a single entry loads. params = assetentry_t * */
event_t onEntryLoaded;
eventcallback_t onEntryLoadedCallbacks[ASSET_BATCH_EVENT_MAX];
void *onEntryLoadedUsers[ASSET_BATCH_EVENT_MAX];
/** Fires when all entries finish (any with errors). params: assetbatch_t * */
event_t onError;
eventcallback_t onErrorCallbacks[ASSET_BATCH_EVENT_MAX];
void *onErrorUsers[ASSET_BATCH_EVENT_MAX];
/** Fires each time a single entry errors. params = assetentry_t * */
event_t onEntryError;
eventcallback_t onEntryErrorCallbacks[ASSET_BATCH_EVENT_MAX];
void *onEntryErrorUsers[ASSET_BATCH_EVENT_MAX];
} assetbatch_t;
/**
* Initialises the batch from an array of descriptors. Each entry is locked
* and queued for loading immediately.
*
* @param batch Batch to initialise.
* @param descs Array of entry descriptors (need not outlive this call).
* @param count Number of descriptors (must be <= ASSET_BATCH_COUNT_MAX).
*/
void assetBatchInit(
assetbatch_t *batch,
uint16_t count,
const assetbatchdesc_t *descs
);
/**
* Acquires one additional lock on every entry in the batch.
*
* @param batch Batch to lock.
*/
void assetBatchLock(assetbatch_t *batch);
/**
* Releases one lock from every entry in the batch. When an entry's lock
* count reaches zero it will be reaped on the next assetUpdate.
*
* @param batch Batch to unlock.
*/
void assetBatchUnlock(assetbatch_t *batch);
/**
* Returns true if every entry in the batch has finished loading.
*
* @param batch Batch to query.
*/
bool_t assetBatchIsLoaded(const assetbatch_t *batch);
/**
* Returns true if any entry in the batch is in an error state.
*
* @param batch Batch to query.
*/
bool_t assetBatchHasError(const assetbatch_t *batch);
/**
* Blocks until every entry is loaded. Returns an error if any entry fails.
*
* @param batch Batch to wait on.
*/
errorret_t assetBatchRequireLoaded(assetbatch_t *batch);
/**
* Releases the batch's lock on every entry and clears the batch. After this
* call the batch struct may be reused with assetBatchInit.
*
* @param batch Batch to dispose.
*/
void assetBatchDispose(assetbatch_t *batch);
/**
* Event trampoline invoked when a batch entry finishes loading.
* Increments the loaded counter and fires batch-level events.
*
* @param params The loaded assetentry_t pointer.
* @param user The owning assetbatch_t pointer.
*/
void assetBatchEntryOnLoadedCb(void *params, void *user);
/**
* Event trampoline invoked when a batch entry fails to load.
* Increments the error counter and fires batch-level events.
*
* @param params The errored assetentry_t pointer.
* @param user The owning assetbatch_t pointer.
*/
void assetBatchEntryOnErrorCb(void *params, void *user);
+23 -6
View File
@@ -87,13 +87,30 @@ errorret_t assetFileRead(
errorOk();
}
// I assume zip_fread takes buffer NULL for skipping?
zip_int64_t bytesRead = zip_fread(file->zipFile, buffer, bufferSize);
if(bytesRead < 0) {
errorThrow("Failed to read from asset file: %s", file->filename);
// Some zip_fread() implementations (seen on PSP) reject a single call
// asking for the entire (potentially large) file at once with EINVAL;
// the line reader above only ever asks for up to 1024 bytes per call and
// works fine, so read in bounded chunks here too.
size_t totalRead = 0;
uint8_t *dest = (uint8_t *)buffer;
while(totalRead < bufferSize) {
size_t chunkSize = mathMin(
bufferSize - totalRead, ASSET_FILE_READ_CHUNK_MAX
);
zip_int64_t bytesRead = zip_fread(
file->zipFile, dest + totalRead, chunkSize
);
if(bytesRead < 0) {
errorThrow(
"Failed to read from asset file: %s (%s)",
file->filename, zip_file_strerror(file->zipFile)
);
}
if(bytesRead == 0) break;
totalRead += (size_t)bytesRead;
}
file->position += bytesRead;
file->lastRead = bytesRead;
file->position += totalRead;
file->lastRead = totalRead;
errorOk();
}
+6
View File
@@ -11,6 +11,12 @@
#define ASSET_FILE_NAME_MAX 48
// Max bytes requested per zip_fread() call in assetFileRead(). Some
// zip_fread() implementations (seen on PSP) reject a single call asking
// for very large amounts of data at once; the locale line reader has
// always used 1024-byte reads successfully, so that's the proven-safe cap.
#define ASSET_FILE_READ_CHUNK_MAX 1024
typedef struct assetfile_s assetfile_t;
typedef errorret_t (*assetfileloader_t)(assetfile_t *file);
+1
View File
@@ -17,3 +17,4 @@ add_subdirectory(locale)
add_subdirectory(json)
add_subdirectory(chunk)
add_subdirectory(dmf)
add_subdirectory(cutscene)
+1 -17
View File
@@ -35,22 +35,6 @@ void assetEntryInit(
entry->input = NULL;
}
refInit(&entry->refs, entry, NULL, NULL, NULL);
eventInit(
&entry->onLoaded,
entry->onLoadedCallbacks, entry->onLoadedUsers,
ASSET_ENTRY_EVENT_MAX
);
eventInit(
&entry->onUnloaded,
entry->onUnloadedCallbacks, entry->onUnloadedUsers,
ASSET_ENTRY_EVENT_MAX
);
eventInit(
&entry->onError,
entry->onErrorCallbacks, entry->onErrorUsers,
ASSET_ENTRY_EVENT_MAX
);
}
void assetEntryLock(assetentry_t *entry) {
@@ -97,7 +81,7 @@ errorret_t assetEntryDispose(assetentry_t *entry) {
"Asset entry still refed at dispose time."
);
eventInvoke(&entry->onUnloaded, entry);
if(entry->onUnloaded) entry->onUnloaded(entry, entry->onUnloadedUser);
errorChain(ASSET_LOADER_CALLBACKS[entry->type].dispose(entry));
memoryZero(entry, sizeof(assetentry_t));
errorOk();
+22 -20
View File
@@ -7,7 +7,6 @@
#pragma once
#include "asset/loader/assetloading.h"
#include "event/event.h"
#include "util/ref.h"
typedef enum {
@@ -20,11 +19,17 @@ typedef enum {
ASSET_ENTRY_STATE_ERROR
} assetentrystate_t;
/** Maximum number of subscribers for each per-entry event. */
#define ASSET_ENTRY_EVENT_MAX 2
typedef struct assetentry_s assetentry_t;
/**
* A single asset entry callback. Each entry supports at most one subscriber
* per event - a second assignment without clearing the first is a bug.
*
* @param entry The assetentry_t the event fired on.
* @param user The user pointer passed alongside the callback.
*/
typedef void (*assetentrycallback_t)(assetentry_t *entry, void *user);
struct assetentry_s {
char_t name[ASSET_FILE_NAME_MAX];
assetloadertype_t type;
@@ -33,30 +38,27 @@ struct assetentry_s {
ref_t refs;
assetloaderinput_t *input;
assetloaderinput_t inputData;
/**
* Fired once when loading completes successfully (params = assetentry_t *).
* Always invoked on the main thread.
*/
event_t onLoaded;
eventcallback_t onLoadedCallbacks[ASSET_ENTRY_EVENT_MAX];
void *onLoadedUsers[ASSET_ENTRY_EVENT_MAX];
/**
* Fired once when the entry is disposed/reaped (params = assetentry_t *).
* The asset data is still accessible when the callback runs.
* Fired once when loading completes successfully.
* Always invoked on the main thread.
*/
event_t onUnloaded;
eventcallback_t onUnloadedCallbacks[ASSET_ENTRY_EVENT_MAX];
void *onUnloadedUsers[ASSET_ENTRY_EVENT_MAX];
assetentrycallback_t onLoaded;
void *onLoadedUser;
/**
* Fired once when loading fails (params = assetentry_t *).
* Fired once when the entry is disposed/reaped. The asset data is still
* accessible when the callback runs. Always invoked on the main thread.
*/
assetentrycallback_t onUnloaded;
void *onUnloadedUser;
/**
* Fired once when loading fails.
* Always invoked on the main thread.
*/
event_t onError;
eventcallback_t onErrorCallbacks[ASSET_ENTRY_EVENT_MAX];
void *onErrorUsers[ASSET_ENTRY_EVENT_MAX];
assetentrycallback_t onError;
void *onErrorUser;
};
/**
+6
View File
@@ -51,4 +51,10 @@ assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT] = {
.loadAsync = assetChunkLoaderAsync,
.dispose = assetChunkDispose
},
[ASSET_LOADER_TYPE_CUTSCENE] = {
.loadSync = assetCutsceneLoaderSync,
.loadAsync = assetCutsceneLoaderAsync,
.dispose = assetCutsceneDispose
},
};
+5
View File
@@ -13,6 +13,7 @@
#include "asset/loader/locale/assetlocaleloader.h"
#include "asset/loader/json/assetjsonloader.h"
#include "asset/loader/chunk/assetchunkloader.h"
#include "asset/loader/cutscene/assetcutsceneloader.h"
typedef enum {
ASSET_LOADER_TYPE_NULL,
@@ -24,6 +25,7 @@ typedef enum {
ASSET_LOADER_TYPE_LOCALE,
ASSET_LOADER_TYPE_JSON,
ASSET_LOADER_TYPE_CHUNK,
ASSET_LOADER_TYPE_CUTSCENE,
ASSET_LOADER_TYPE_COUNT
} assetloadertype_t;
@@ -36,6 +38,7 @@ typedef union {
assetlocaleloaderloading_t locale;
assetjsonloaderloading_t json;
assetchunkloaderloading_t chunk;
assetcutsceneloaderloading_t cutscene;
} assetloaderloading_t;
typedef union {
@@ -46,6 +49,7 @@ typedef union {
assetlocaleoutput_t locale;
assetjsonoutput_t json;
assetchunkoutput_t chunk;
assetcutsceneoutput_t cutscene;
} assetloaderoutput_t;
typedef union {
@@ -54,6 +58,7 @@ typedef union {
assetlocaleloaderinput_t locale;
assetjsonloaderinput_t json;
assetchunkloaderinput_t chunk;
assetcutsceneloaderinput_t cutscene;
} assetloaderinput_t;
typedef struct assetloading_s assetloading_t;
@@ -5,9 +5,5 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
uisettings.c
uisettingsgeneral.c
uisettingsinput.c
uisettingsdisplay.c
uisettingsaudio.c
assetcutsceneloader.c
)
@@ -0,0 +1,467 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetcutsceneloader.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/endian.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
#include "asset/loader/assetloader.h"
#include "asset/asset.h"
// DCTS header: magic "DCTS" (4), version u32 LE (4), pauseType u8 (1),
// itemCount u8 (1), poolSize u16 LE (2) = 12 bytes.
#define ASSET_CUTSCENE_HEADER_SIZE 12
static uint8_t assetCutsceneReadU8(const uint8_t *data, size_t *offset) {
uint8_t value = data[*offset];
*offset += sizeof(uint8_t);
return value;
}
static uint16_t assetCutsceneReadU16(const uint8_t *data, size_t *offset) {
uint16_t value;
memoryCopy(&value, data + *offset, sizeof(uint16_t));
*offset += sizeof(uint16_t);
return endianLittleToHost16(value);
}
static uint32_t assetCutsceneReadU32(const uint8_t *data, size_t *offset) {
uint32_t value;
memoryCopy(&value, data + *offset, sizeof(uint32_t));
*offset += sizeof(uint32_t);
return endianLittleToHost32(value);
}
static float_t assetCutsceneReadFloat(const uint8_t *data, size_t *offset) {
float_t value;
memoryCopy(&value, data + *offset, sizeof(float_t));
*offset += sizeof(float_t);
return endianLittleToHostFloat(value);
}
static worldunit_t assetCutsceneReadWorldUnit(
const uint8_t *data,
size_t *offset
) {
uint16_t value = assetCutsceneReadU16(data, offset);
return (worldunit_t)value;
}
static worldpos_t assetCutsceneReadWorldPos(
const uint8_t *data,
size_t *offset
) {
worldpos_t pos;
pos.x = assetCutsceneReadWorldUnit(data, offset);
pos.y = assetCutsceneReadWorldUnit(data, offset);
pos.z = assetCutsceneReadWorldUnit(data, offset);
return pos;
}
// Copies a length-prefixed string directly into an item's own embedded
// char_t[destCapacity] field (CUTSCENE_TEXT_MAX_CHARS and friends) - these
// are never pool references, see the item-field inventory in the runtime
// cutscene file design.
static void assetCutsceneReadEmbeddedString(
const uint8_t *data,
size_t *offset,
char_t *dest,
const size_t destCapacity
) {
uint8_t len = assetCutsceneReadU8(data, offset);
assertTrue(len < destCapacity, "Cutscene string exceeds field capacity");
memoryCopy(dest, data + *offset, len);
dest[len] = '\0';
*offset += len;
}
// Resolves a u16 pool offset (read from the item stream) to a real pointer
// into the entry's own persistent pool allocation.
static const char_t * assetCutsceneReadPoolString(
const uint8_t *data,
size_t *offset,
const char_t *pool
) {
uint16_t poolOffset = assetCutsceneReadU16(data, offset);
return pool + poolOffset;
}
errorret_t assetCutsceneLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertNotMainThread("Should be called from an async thread.");
if(loading->loading.cutscene.state != ASSET_CUTSCENE_LOADING_STATE_READ_FILE) {
errorOk();
}
assertNull(loading->loading.cutscene.data, "Data already defined?");
assetfile_t *file = &loading->loading.cutscene.file;
assetLoaderErrorChain(loading,
assetFileInit(file, loading->entry->name, NULL, NULL)
);
uint8_t *data = memoryAllocate(file->size);
assetLoaderErrorChain(loading, assetFileOpen(file));
assetLoaderErrorChain(loading, assetFileRead(file, data, file->size));
assertTrue(
file->lastRead == file->size,
"Failed to read entire cutscene file."
);
// Saved before assetFileDispose zeroes the whole assetfile_t struct
// (including .size) - the sync phase needs the file's total length to
// locate the pool region, which starts poolSize bytes before the end.
loading->loading.cutscene.dataSize = (size_t)file->size;
assetLoaderErrorChain(loading, assetFileClose(file));
assetLoaderErrorChain(loading, assetFileDispose(file));
loading->loading.cutscene.data = data;
loading->loading.cutscene.state = ASSET_CUTSCENE_LOADING_STATE_PARSE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk();
}
errorret_t assetCutsceneLoaderSync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(loading->type == ASSET_LOADER_TYPE_CUTSCENE, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
if(loading->loading.cutscene.state == ASSET_CUTSCENE_LOADING_STATE_INITIAL) {
loading->loading.cutscene.state = ASSET_CUTSCENE_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
}
assetcutsceneoutput_t *out = &loading->entry->data.cutscene;
uint8_t *data = loading->loading.cutscene.data;
assertNotNull(data, "Cutscene data should have been loaded by now.");
size_t fileSize = loading->loading.cutscene.dataSize;
if(data[0] != 'D' || data[1] != 'C' || data[2] != 'T' || data[3] != 'S') {
memoryFree(data);
assetLoaderErrorThrow(loading, "Invalid cutscene file header");
}
size_t offset = 4;
uint32_t version = assetCutsceneReadU32(data, &offset);
if(version != ASSET_CUTSCENE_FILE_VERSION) {
memoryFree(data);
assetLoaderErrorThrow(
loading, "Unsupported cutscene file version %u", version
);
}
cutscenepause_t pauseType = (cutscenepause_t)assetCutsceneReadU8(data, &offset);
uint8_t itemCount = assetCutsceneReadU8(data, &offset);
uint16_t poolSize = assetCutsceneReadU16(data, &offset);
assertTrue(offset == ASSET_CUTSCENE_HEADER_SIZE, "Cutscene header size mismatch");
out->pool = poolSize > 0 ? memoryAllocate(poolSize) : NULL;
if(poolSize > 0) {
size_t poolStart = fileSize - (size_t)poolSize;
memoryCopy(out->pool, data + poolStart, poolSize);
}
const char_t *pool = out->pool;
out->items = memoryAllocate(itemCount * sizeof(cutsceneitem_t));
memoryZero(out->items, itemCount * sizeof(cutsceneitem_t));
for(uint8_t i = 0; i < itemCount; i++) {
cutsceneitem_t *item = &out->items[i];
item->type = (cutsceneitemtype_t)assetCutsceneReadU8(data, &offset);
switch(item->type) {
case CUTSCENE_ITEM_TYPE_TEXT:
assetCutsceneReadEmbeddedString(
data, &offset, item->text.text, CUTSCENE_TEXT_MAX_CHARS
);
break;
case CUTSCENE_ITEM_TYPE_TEXT_MINI:
assetCutsceneReadEmbeddedString(
data, &offset, item->textMini.text, CUTSCENE_TEXT_MINI_MAX_CHARS
);
item->textMini.position[0] = assetCutsceneReadFloat(data, &offset);
item->textMini.position[1] = assetCutsceneReadFloat(data, &offset);
item->textMini.position[2] = assetCutsceneReadFloat(data, &offset);
item->textMini.duration = assetCutsceneReadFloat(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_TEXT_MINI_HIDE:
item->textMiniHide.index = assetCutsceneReadU8(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_WAIT:
item->wait = assetCutsceneReadFloat(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_ENTITY_TELEPORT:
item->entityTeleport.entityIndex = assetCutsceneReadU8(data, &offset);
item->entityTeleport.target = assetCutsceneReadWorldPos(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO: {
item->entityWalkTo.entityIndex = assetCutsceneReadU8(data, &offset);
item->entityWalkTo.walkAround = assetCutsceneReadU8(data, &offset) != 0;
uint8_t count = assetCutsceneReadU8(data, &offset);
uint16_t poolOffset = assetCutsceneReadU16(data, &offset);
item->entityWalkTo.count = count;
item->entityWalkTo.positions = (const worldpos_t *)(pool + poolOffset);
break;
}
case CUTSCENE_ITEM_TYPE_FADE:
item->fade.from.r = assetCutsceneReadU8(data, &offset);
item->fade.from.g = assetCutsceneReadU8(data, &offset);
item->fade.from.b = assetCutsceneReadU8(data, &offset);
item->fade.from.a = assetCutsceneReadU8(data, &offset);
item->fade.to.r = assetCutsceneReadU8(data, &offset);
item->fade.to.g = assetCutsceneReadU8(data, &offset);
item->fade.to.b = assetCutsceneReadU8(data, &offset);
item->fade.to.a = assetCutsceneReadU8(data, &offset);
item->fade.duration = assetCutsceneReadFloat(data, &offset);
item->fade.easing = (easingtype_t)assetCutsceneReadU8(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_SET_PAUSE:
item->setPause = (cutscenepause_t)assetCutsceneReadU8(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_ITEM_GIVE:
item->itemGive.item = (itemid_t)assetCutsceneReadU16(data, &offset);
item->itemGive.quantity = assetCutsceneReadU8(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_ENTITY_REMOVE:
item->entityRemove.entityIndex = assetCutsceneReadU8(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_ENTITY_ADD:
item->entityAdd.entityType = assetCutsceneReadU8(data, &offset);
item->entityAdd.position = assetCutsceneReadWorldPos(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_ENTITY_TURN:
item->entityTurn.entityIndex = assetCutsceneReadU8(data, &offset);
item->entityTurn.direction =
(entitydir_t)assetCutsceneReadU8(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO_ENTITY:
item->entityWalkToEntity.entityIndex =
assetCutsceneReadU8(data, &offset);
item->entityWalkToEntity.targetEntityIndex =
assetCutsceneReadU8(data, &offset);
item->entityWalkToEntity.offsetX =
assetCutsceneReadWorldUnit(data, &offset);
item->entityWalkToEntity.offsetY =
assetCutsceneReadWorldUnit(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_MAP_AREA_REMOVE:
item->mapAreaRemove.areaId = assetCutsceneReadU8(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_MAP_AREA_WAIT: {
uint8_t count = assetCutsceneReadU8(data, &offset);
uint16_t poolOffset = assetCutsceneReadU16(data, &offset);
assertTrue(
count <= CUTSCENE_MAP_AREA_WAIT_MAX,
"Cutscene map area wait count exceeds maximum"
);
item->mapAreaWait.count = count;
item->mapAreaWait.areaIds = (const uint8_t *)(pool + poolOffset);
break;
}
case CUTSCENE_ITEM_TYPE_START_BATTLE: {
item->startBattle.encounterType =
(battleencountertype_t)assetCutsceneReadU8(data, &offset);
item->startBattle.fleeAvailable =
assetCutsceneReadU8(data, &offset) != 0;
uint8_t enemyCount = assetCutsceneReadU8(data, &offset);
assertTrue(
enemyCount <= CUTSCENE_START_BATTLE_ENEMY_COUNT_MAX,
"Cutscene battle enemy count exceeds maximum"
);
item->startBattle.enemyCount = enemyCount;
for(uint8_t e = 0; e < enemyCount; e++) {
cutscenestartbattleenemy_t *enemy = &item->startBattle.enemies[e];
enemy->stats.attack = assetCutsceneReadU16(data, &offset);
enemy->stats.defense = assetCutsceneReadU16(data, &offset);
enemy->stats.magic = assetCutsceneReadU16(data, &offset);
enemy->stats.speed = assetCutsceneReadU16(data, &offset);
enemy->stats.luck = assetCutsceneReadU16(data, &offset);
enemy->healthMax = assetCutsceneReadU16(data, &offset);
enemy->mpMax = assetCutsceneReadU16(data, &offset);
}
break;
}
case CUTSCENE_ITEM_TYPE_EMOJI:
item->emoji.entityIndex = assetCutsceneReadU8(data, &offset);
item->emoji.duration = assetCutsceneReadFloat(data, &offset);
item->emoji.emojiType = (uiemojitype_t)assetCutsceneReadU8(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_SHAKE:
item->shake.amount = assetCutsceneReadU8(data, &offset);
item->shake.duration = assetCutsceneReadFloat(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_BATTLE_WAIT_STATE:
item->battleWaitState.state =
(battlestate_t)assetCutsceneReadU8(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_BATTLE_FORCE_ACTION:
item->battleForceAction.fighterIndex = assetCutsceneReadU8(data, &offset);
item->battleForceAction.targetIndex = assetCutsceneReadU8(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_MODAL: {
assetCutsceneReadEmbeddedString(
data, &offset, item->modal.title, CUTSCENE_MODAL_TITLE_MAX_CHARS
);
assetCutsceneReadEmbeddedString(
data, &offset, item->modal.message, CUTSCENE_MODAL_MESSAGE_MAX_CHARS
);
// v1 only supports the message-only form: MODAL and MODAL_OPTIONS
// share this same tag with no separate discriminator, and there is
// no native-callback registry yet to resolve an options callback.
// Read into a local first (not inline in the check below) - on a
// release build with DUSK_ASSERTIONS_FAKED, an assert's condition
// is never evaluated at all, so a byte-consuming call inside one
// would silently desync every item after it. This is untrusted
// file content anyway, so it gets a real error, not an assert.
uint8_t optionCount = assetCutsceneReadU8(data, &offset);
if(optionCount != 0) {
memoryFree(data);
memoryFree(out->items);
out->items = NULL;
if(out->pool != NULL) {
memoryFree(out->pool);
out->pool = NULL;
}
assetLoaderErrorThrow(
loading,
"Cutscene MODAL item with options is not supported in "
"file-based cutscenes yet - use MODAL_OPTIONS_MARKERS instead"
);
}
break;
}
case CUTSCENE_ITEM_TYPE_MODAL_OPTIONS_MARKERS: {
assetCutsceneReadEmbeddedString(
data, &offset, item->modalOptionsMarkers.title,
CUTSCENE_MODAL_TITLE_MAX_CHARS
);
assetCutsceneReadEmbeddedString(
data, &offset, item->modalOptionsMarkers.message,
CUTSCENE_MODAL_MESSAGE_MAX_CHARS
);
uint8_t optionCount = assetCutsceneReadU8(data, &offset);
assertTrue(
optionCount <= CUTSCENE_MODAL_OPTIONS_MARKERS_MAX,
"Cutscene modal option count exceeds maximum"
);
item->modalOptionsMarkers.optionCount = optionCount;
for(uint8_t o = 0; o < optionCount; o++) {
item->modalOptionsMarkers.options[o] =
assetCutsceneReadPoolString(data, &offset, pool);
item->modalOptionsMarkers.markers[o] =
assetCutsceneReadPoolString(data, &offset, pool);
}
break;
}
case CUTSCENE_ITEM_TYPE_MODAL_CLOSE:
case CUTSCENE_ITEM_TYPE_RESTART:
break;
case CUTSCENE_ITEM_TYPE_PRINT:
assetCutsceneReadEmbeddedString(
data, &offset, item->print.text, CUTSCENE_PRINT_MAX_CHARS
);
break;
case CUTSCENE_ITEM_TYPE_MARKER:
item->marker.name = assetCutsceneReadPoolString(data, &offset, pool);
break;
case CUTSCENE_ITEM_TYPE_SCENE:
item->sceneChange.type = (scenetype_t)assetCutsceneReadU8(data, &offset);
break;
case CUTSCENE_ITEM_TYPE_SAVE_DEVICE_CHECK:
item->saveDeviceCheck.successMarker =
assetCutsceneReadPoolString(data, &offset, pool);
item->saveDeviceCheck.failureMarker =
assetCutsceneReadPoolString(data, &offset, pool);
break;
case CUTSCENE_ITEM_TYPE_SAVE_LOAD_ALL_SLOTS:
item->saveLoadAllSlots.successMarker =
assetCutsceneReadPoolString(data, &offset, pool);
item->saveLoadAllSlots.failureMarker =
assetCutsceneReadPoolString(data, &offset, pool);
break;
default:
memoryFree(data);
memoryFree(out->items);
out->items = NULL;
if(out->pool != NULL) {
memoryFree(out->pool);
out->pool = NULL;
}
assetLoaderErrorThrow(
loading,
"Cutscene item type %u is not supported in file-based cutscenes "
"(item %u/%u, offset %u/%u, poolSize %u)",
(uint32_t)item->type, (uint32_t)i, (uint32_t)itemCount,
(uint32_t)offset, (uint32_t)fileSize, (uint32_t)poolSize
);
}
}
memoryFree(data);
loading->loading.cutscene.data = NULL;
out->cutscene.items = out->items;
out->cutscene.itemCount = itemCount;
out->cutscene.pause = pauseType;
out->cutscene.dataSize = 0;
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetCutsceneDispose(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_CUTSCENE, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
assetcutsceneoutput_t *out = &entry->data.cutscene;
if(out->items != NULL) {
memoryFree(out->items);
out->items = NULL;
}
if(out->pool != NULL) {
memoryFree(out->pool);
out->pool = NULL;
}
errorOk();
}
@@ -0,0 +1,71 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/assetfile.h"
#include "rpg/cutscene/cutscene.h"
#include "rpg/cutscene/item/cutsceneitem.h"
#define ASSET_CUTSCENE_FILE_VERSION 1
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef struct {
void *nothing;
} assetcutsceneloaderinput_t;
typedef enum {
ASSET_CUTSCENE_LOADING_STATE_INITIAL,
ASSET_CUTSCENE_LOADING_STATE_READ_FILE,
ASSET_CUTSCENE_LOADING_STATE_PARSE
} assetcutsceneloadingstate_t;
typedef struct {
assetfile_t file;
assetcutsceneloadingstate_t state;
uint8_t *data;
size_t dataSize;// Saved before assetFileDispose zeroes file.size.
} assetcutsceneloaderloading_t;
// Runtime-loaded cutscene: items/pool are heap-allocated to the file's
// actual declared sizes (not fixed-capacity), so an entry that never holds
// a cutscene costs nothing extra in the shared assetloaderoutput_t union -
// see assetchunkoutput_t.tiles for the same pattern.
typedef struct {
cutscene_t cutscene; // .items points at the items array below
cutsceneitem_t *items;
char_t *pool;
} assetcutsceneoutput_t;
/**
* Asynchronous loader for cutscene assets. Reads the raw DCTS file bytes
* into the loading buffer so the sync phase can parse without blocking the
* main thread on I/O.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure of the load operation.
*/
errorret_t assetCutsceneLoaderAsync(assetloading_t *loading);
/**
* Synchronous loader for cutscene assets. Validates the DCTS binary
* previously read by the async phase and decodes it into a heap-allocated
* cutsceneitem_t array + string/data pool.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure of the load operation.
*/
errorret_t assetCutsceneLoaderSync(assetloading_t *loading);
/**
* Disposer for cutscene assets.
*
* @param entry Asset entry containing the cutscene data to dispose.
* @return Error code indicating success or failure of the dispose operation.
*/
errorret_t assetCutsceneDispose(assetentry_t *entry);
+6 -16
View File
@@ -17,11 +17,9 @@ console_t CONSOLE;
void consoleInit(void) {
memoryZero(&CONSOLE, sizeof(console_t));
CONSOLE.visible = false;
#ifdef DUSK_CONSOLE_POSIX
threadMutexInit(&CONSOLE.printMutex);
#endif
// CONSOLE.visible = false;
CONSOLE.visible = true;
threadMutexInit(&CONSOLE.printMutex);
}
void consolePrint(const char_t *message, ...) {
@@ -32,20 +30,14 @@ void consolePrint(const char_t *message, ...) {
int32_t len = stringFormatVA(buffer, CONSOLE_LINE_MAX, message, args);
va_end(args);
#ifdef DUSK_CONSOLE_POSIX
threadMutexLock(&CONSOLE.printMutex);
#endif
threadMutexLock(&CONSOLE.printMutex);
memoryMove(
CONSOLE.line[0],
CONSOLE.line[1],
(CONSOLE_HISTORY_MAX - 1) * CONSOLE_LINE_MAX
);
memoryCopy(CONSOLE.line[CONSOLE_HISTORY_MAX - 1], buffer, len + 1);
#ifdef DUSK_CONSOLE_POSIX
threadMutexUnlock(&CONSOLE.printMutex);
#endif
threadMutexUnlock(&CONSOLE.printMutex);
logDebug("%s\n", buffer);
}
@@ -61,7 +53,5 @@ void consoleUpdate(void) {
}
void consoleDispose(void) {
#ifdef DUSK_CONSOLE_POSIX
threadMutexDispose(&CONSOLE.printMutex);
#endif
threadMutexDispose(&CONSOLE.printMutex);
}
+5 -11
View File
@@ -6,24 +6,18 @@
*/
#pragma once
#include "consoledefs.h"
#include "error/error.h"
#include "dusk.h"
#include "thread/thread.h"
#ifdef DUSK_CONSOLE_POSIX
#include "thread/thread.h"
#include <poll.h>
#include <unistd.h>
#define CONSOLE_POSIX_POLL_RATE 75
#endif
#define CONSOLE_LINE_MAX 128
#define CONSOLE_HISTORY_MAX 16
#define CONSOLE_EXEC_BUFFER_MAX 32
typedef struct {
char_t line[CONSOLE_HISTORY_MAX][CONSOLE_LINE_MAX];
bool_t visible;
#ifdef DUSK_CONSOLE_POSIX
threadmutex_t printMutex;
#endif
threadmutex_t printMutex;
} console_t;
extern console_t CONSOLE;
+7 -3
View File
@@ -33,13 +33,17 @@ errorret_t displayInit(void) {
#ifdef displayPlatformInit
errorChain(displayPlatformInit());
#endif
// Set initial state
errorChain(displaySetState((displaystate_t){ .flags = 0 }));
// Init the fixed textures
errorChain(textureInit(
&TEXTURE_WHITE, 4, 4,
&TEXTURE_WHITE, TEXTURE_FIXED_WIDTH, TEXTURE_FIXED_HEIGHT,
TEXTURE_FORMAT_RGBA, (texturedata_t){ .rgbaColors = TEXTURE_WHITE_PIXELS }
));
errorChain(textureInit(
&TEXTURE_TEST, 4, 4,
&TEXTURE_TEST, TEXTURE_FIXED_WIDTH, TEXTURE_FIXED_HEIGHT,
TEXTURE_FORMAT_RGBA, (texturedata_t){ .rgbaColors = TEXTURE_TEST_PIXELS }
));
@@ -51,13 +55,13 @@ errorret_t displayInit(void) {
errorChain(capsuleInit());
errorChain(triPrismInit());
// Init the subsystems
errorChain(frameBufferInitBackBuffer());
errorChain(spriteBatchInit());
errorChain(textInit());
errorChain(screenInit());
// Setup initial shader with default values
errorChain(shaderListInit());
errorOk();
+1 -1
View File
@@ -76,7 +76,7 @@ errorret_t spriteBatchBuffer(
// Buffer to the mesh vertices.
spriteBatchBufferToMesh(
sprites, batchCount, v, batchCount * QUAD_VERTEX_COUNT
sprites + (count - remaining), batchCount, v, batchCount * QUAD_VERTEX_COUNT
);
SPRITEBATCH.spriteCount += batchCount;
remaining -= batchCount;
+1
View File
@@ -7,4 +7,5 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
text.c
font.c
)
+195
View File
@@ -0,0 +1,195 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "font.h"
#include "util/memory.h"
#include "util/math.h"
#include "display/color.h"
font_t FONT_DEFAULT;
static texture_t FONT_DEFAULT_TEXTURE;
static tileset_t FONT_DEFAULT_TILESET;
const uint8_t FONT_DEFAULT_GLYPHS[FONT_DEFAULT_TILE_COUNT][
FONT_DEFAULT_TILE_HEIGHT
] = {
{ 0x00, 0x10, 0x10, 0x10, 0x10, 0x10, 0x00, 0x10, 0x00, 0x00 }, // !
{ 0x00, 0x14, 0x14, 0x14, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }, // "
{ 0x00, 0x14, 0x14, 0x3E, 0x14, 0x3E, 0x14, 0x14, 0x00, 0x00 }, // #
{ 0x00, 0x08, 0x1E, 0x28, 0x1C, 0x0A, 0x3C, 0x08, 0x00, 0x00 }, // $
{ 0x00, 0x00, 0x22, 0x24, 0x08, 0x12, 0x22, 0x00, 0x00, 0x00 }, // %
{ 0x00, 0x08, 0x14, 0x14, 0x1A, 0x24, 0x24, 0x1A, 0x00, 0x00 }, // &
{ 0x00, 0x20, 0x20, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }, // '
{ 0x00, 0x04, 0x08, 0x08, 0x08, 0x08, 0x08, 0x04, 0x00, 0x00 }, // (
{ 0x00, 0x10, 0x08, 0x08, 0x08, 0x08, 0x08, 0x10, 0x00, 0x00 }, // )
{ 0x00, 0x00, 0x08, 0x2A, 0x1C, 0x2A, 0x08, 0x00, 0x00, 0x00 }, // *
{ 0x00, 0x00, 0x08, 0x08, 0x3E, 0x08, 0x08, 0x00, 0x00, 0x00 }, // +
{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x10, 0x20, 0x00 }, // ,
{ 0x00, 0x00, 0x00, 0x00, 0x3E, 0x00, 0x00, 0x00, 0x00, 0x00 }, // -
{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x10, 0x00, 0x00 }, // .
{ 0x00, 0x04, 0x04, 0x08, 0x08, 0x08, 0x10, 0x10, 0x00, 0x00 }, // /
{ 0x00, 0x1C, 0x22, 0x26, 0x2A, 0x32, 0x22, 0x1C, 0x00, 0x00 }, // 0
{ 0x00, 0x08, 0x18, 0x08, 0x08, 0x08, 0x08, 0x3E, 0x00, 0x00 }, // 1
{ 0x00, 0x1C, 0x22, 0x02, 0x04, 0x08, 0x10, 0x3E, 0x00, 0x00 }, // 2
{ 0x00, 0x1C, 0x22, 0x02, 0x0C, 0x02, 0x22, 0x1C, 0x00, 0x00 }, // 3
{ 0x00, 0x22, 0x22, 0x22, 0x3E, 0x02, 0x02, 0x02, 0x00, 0x00 }, // 4
{ 0x00, 0x3E, 0x20, 0x20, 0x3C, 0x02, 0x22, 0x1C, 0x00, 0x00 }, // 5
{ 0x00, 0x1C, 0x20, 0x20, 0x3C, 0x22, 0x22, 0x1C, 0x00, 0x00 }, // 6
{ 0x00, 0x3E, 0x02, 0x02, 0x04, 0x08, 0x08, 0x08, 0x00, 0x00 }, // 7
{ 0x00, 0x1C, 0x22, 0x22, 0x1C, 0x22, 0x22, 0x1C, 0x00, 0x00 }, // 8
{ 0x00, 0x1C, 0x22, 0x22, 0x1E, 0x02, 0x22, 0x1C, 0x00, 0x00 }, // 9
{ 0x00, 0x00, 0x10, 0x10, 0x00, 0x10, 0x10, 0x00, 0x00, 0x00 }, // :
{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }, // ;
{ 0x00, 0x04, 0x08, 0x10, 0x20, 0x10, 0x08, 0x04, 0x00, 0x00 }, // <
{ 0x00, 0x00, 0x00, 0x3E, 0x00, 0x3E, 0x00, 0x00, 0x00, 0x00 }, // =
{ 0x00, 0x10, 0x08, 0x04, 0x02, 0x04, 0x08, 0x10, 0x00, 0x00 }, // >
{ 0x00, 0x1C, 0x22, 0x02, 0x04, 0x08, 0x00, 0x08, 0x00, 0x00 }, // ?
{ 0x00, 0x1C, 0x26, 0x2A, 0x2A, 0x26, 0x20, 0x1C, 0x00, 0x00 }, // @
{ 0x00, 0x1C, 0x22, 0x22, 0x22, 0x3E, 0x22, 0x22, 0x00, 0x00 }, // A
{ 0x00, 0x3C, 0x22, 0x22, 0x3C, 0x22, 0x22, 0x3C, 0x00, 0x00 }, // B
{ 0x00, 0x1C, 0x22, 0x20, 0x20, 0x20, 0x22, 0x1C, 0x00, 0x00 }, // C
{ 0x00, 0x3C, 0x22, 0x22, 0x22, 0x22, 0x22, 0x3C, 0x00, 0x00 }, // D
{ 0x00, 0x3E, 0x20, 0x20, 0x3C, 0x20, 0x20, 0x3E, 0x00, 0x00 }, // E
{ 0x00, 0x3E, 0x20, 0x20, 0x3C, 0x20, 0x20, 0x20, 0x00, 0x00 }, // F
{ 0x00, 0x1C, 0x22, 0x20, 0x2E, 0x22, 0x22, 0x1C, 0x00, 0x00 }, // G
{ 0x00, 0x22, 0x22, 0x22, 0x3E, 0x22, 0x22, 0x22, 0x00, 0x00 }, // H
{ 0x00, 0x3E, 0x08, 0x08, 0x08, 0x08, 0x08, 0x3E, 0x00, 0x00 }, // I
{ 0x00, 0x02, 0x02, 0x02, 0x02, 0x22, 0x22, 0x1C, 0x00, 0x00 }, // J
{ 0x00, 0x22, 0x24, 0x28, 0x30, 0x28, 0x24, 0x22, 0x00, 0x00 }, // K
{ 0x00, 0x20, 0x20, 0x20, 0x20, 0x20, 0x20, 0x3E, 0x00, 0x00 }, // L
{ 0x00, 0x22, 0x36, 0x2A, 0x22, 0x22, 0x22, 0x22, 0x00, 0x00 }, // M
{ 0x00, 0x22, 0x22, 0x32, 0x2A, 0x26, 0x22, 0x22, 0x00, 0x00 }, // N
{ 0x00, 0x1C, 0x22, 0x22, 0x22, 0x22, 0x22, 0x1C, 0x00, 0x00 }, // O
{ 0x00, 0x3C, 0x22, 0x22, 0x3C, 0x20, 0x20, 0x20, 0x00, 0x00 }, // P
{ 0x00, 0x1C, 0x22, 0x22, 0x22, 0x22, 0x22, 0x1C, 0x06, 0x00 }, // Q
{ 0x00, 0x3C, 0x22, 0x22, 0x3C, 0x22, 0x22, 0x22, 0x00, 0x00 }, // R
{ 0x00, 0x1C, 0x22, 0x20, 0x1C, 0x02, 0x22, 0x1C, 0x00, 0x00 }, // S
{ 0x00, 0x3E, 0x08, 0x08, 0x08, 0x08, 0x08, 0x08, 0x00, 0x00 }, // T
{ 0x00, 0x22, 0x22, 0x22, 0x22, 0x22, 0x22, 0x1C, 0x00, 0x00 }, // U
{ 0x00, 0x22, 0x22, 0x22, 0x22, 0x14, 0x14, 0x08, 0x00, 0x00 }, // V
{ 0x00, 0x22, 0x22, 0x22, 0x22, 0x2A, 0x36, 0x22, 0x00, 0x00 }, // W
{ 0x00, 0x22, 0x22, 0x14, 0x08, 0x14, 0x22, 0x22, 0x00, 0x00 }, // X
{ 0x00, 0x22, 0x22, 0x14, 0x08, 0x08, 0x08, 0x08, 0x00, 0x00 }, // Y
{ 0x00, 0x3E, 0x02, 0x04, 0x08, 0x10, 0x20, 0x3E, 0x00, 0x00 }, // Z
{ 0x00, 0x0C, 0x08, 0x08, 0x08, 0x08, 0x08, 0x0C, 0x00, 0x00 }, // [
// Custom icon glyph, not a real backslash - a backspace symbol: Caps
// Lock's up arrow (see FONT_ICON_CAPSLOCK) rotated 270 degrees to
// point left instead, adapted to this font's fixed 6x10 tile (each of
// Caps Lock's row widths becomes a column height here, centered
// vertically). Backslash was never drawn anyway, and isn't a key this
// virtual keyboard can type - see FONT_ICON_BACKSPACE.
{ 0x00, 0x00, 0x08, 0x1F, 0x3F, 0x3F, 0x1F, 0x08, 0x00, 0x00 }, // FONT_ICON_BACKSPACE
{ 0x00, 0x18, 0x08, 0x08, 0x08, 0x08, 0x08, 0x18, 0x00, 0x00 }, // ]
{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }, // ^ (not drawn in source font)
{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x3E }, // _
// Custom icon glyph, not a real backtick - an up arrow for Shift, same
// head as Caps Lock's (see FONT_ICON_CAPSLOCK) but with a shaft 2px
// thinner, plus one empty row near the bottom of it, so it reads as a
// lighter/broken version of Caps Lock's thicker uninterrupted one.
// Backtick was never drawn anyway, and isn't a key this virtual
// keyboard can type - see FONT_ICON_SHIFT.
{ 0x0C, 0x1E, 0x3F, 0x0C, 0x0C, 0x0C, 0x0C, 0x00, 0x0C, 0x00 }, // FONT_ICON_SHIFT
{ 0x00, 0x00, 0x00, 0x1E, 0x22, 0x22, 0x22, 0x1E, 0x00, 0x00 }, // a
{ 0x00, 0x20, 0x20, 0x3C, 0x22, 0x22, 0x22, 0x3C, 0x00, 0x00 }, // b
{ 0x00, 0x00, 0x00, 0x1C, 0x22, 0x20, 0x22, 0x1C, 0x00, 0x00 }, // c
{ 0x00, 0x02, 0x02, 0x1E, 0x22, 0x22, 0x22, 0x1E, 0x00, 0x00 }, // d
{ 0x00, 0x00, 0x00, 0x1C, 0x22, 0x3E, 0x20, 0x1C, 0x00, 0x00 }, // e
{ 0x00, 0x0C, 0x12, 0x10, 0x3C, 0x10, 0x10, 0x10, 0x00, 0x00 }, // f
{ 0x00, 0x00, 0x00, 0x1E, 0x22, 0x22, 0x22, 0x1E, 0x02, 0x1C }, // g
{ 0x00, 0x20, 0x20, 0x3C, 0x22, 0x22, 0x22, 0x22, 0x00, 0x00 }, // h
{ 0x00, 0x08, 0x00, 0x18, 0x08, 0x08, 0x08, 0x3E, 0x00, 0x00 }, // i
{ 0x00, 0x02, 0x00, 0x06, 0x02, 0x02, 0x02, 0x02, 0x22, 0x1C }, // j
{ 0x00, 0x20, 0x20, 0x22, 0x24, 0x38, 0x24, 0x22, 0x00, 0x00 }, // k
{ 0x00, 0x30, 0x10, 0x10, 0x10, 0x10, 0x10, 0x0E, 0x00, 0x00 }, // l
{ 0x00, 0x00, 0x00, 0x3C, 0x2A, 0x2A, 0x2A, 0x2A, 0x00, 0x00 }, // m
{ 0x00, 0x00, 0x00, 0x3C, 0x22, 0x22, 0x22, 0x22, 0x00, 0x00 }, // n
{ 0x00, 0x00, 0x00, 0x1C, 0x22, 0x22, 0x22, 0x1C, 0x00, 0x00 }, // o
{ 0x00, 0x00, 0x00, 0x3C, 0x22, 0x22, 0x22, 0x3C, 0x20, 0x20 }, // p
{ 0x00, 0x00, 0x00, 0x1E, 0x22, 0x22, 0x22, 0x1E, 0x02, 0x02 }, // q
{ 0x00, 0x00, 0x00, 0x2C, 0x32, 0x20, 0x20, 0x20, 0x00, 0x00 }, // r
{ 0x00, 0x00, 0x00, 0x1E, 0x20, 0x1C, 0x02, 0x3C, 0x00, 0x00 }, // s
{ 0x00, 0x10, 0x10, 0x3C, 0x10, 0x10, 0x10, 0x0E, 0x00, 0x00 }, // t
{ 0x00, 0x00, 0x00, 0x22, 0x22, 0x22, 0x22, 0x1E, 0x00, 0x00 }, // u
{ 0x00, 0x00, 0x00, 0x22, 0x22, 0x22, 0x14, 0x08, 0x00, 0x00 }, // v
{ 0x00, 0x00, 0x00, 0x22, 0x22, 0x2A, 0x2A, 0x14, 0x00, 0x00 }, // w
{ 0x00, 0x00, 0x00, 0x22, 0x14, 0x08, 0x14, 0x22, 0x00, 0x00 }, // x
{ 0x00, 0x00, 0x00, 0x22, 0x22, 0x22, 0x22, 0x1E, 0x02, 0x1C }, // y
{ 0x00, 0x00, 0x00, 0x3E, 0x04, 0x08, 0x10, 0x3E, 0x00, 0x00 }, // z
{ 0x00, 0x04, 0x08, 0x08, 0x10, 0x08, 0x08, 0x04, 0x00, 0x00 }, // {
// Custom icon glyph, not a real pipe - a "return" arrow for the
// keyboard's newline key: a vertical riser down the right side that
// hooks left into a leftward-pointing arrowhead, i.e. "<-|" rotated
// into an L. Pipe was never drawn anyway, and isn't a key this
// virtual keyboard can type - see FONT_ICON_NEWLINE.
{ 0x02, 0x02, 0x02, 0x02, 0x0E, 0x1E, 0x08, 0x00, 0x00, 0x00 }, // FONT_ICON_NEWLINE
{ 0x00, 0x10, 0x08, 0x08, 0x04, 0x08, 0x08, 0x10, 0x00, 0x00 }, // }
// Custom icon glyph, not a real tilde - a spacebar symbol for the
// keyboard's space key: an underscore with a tick at each end, like
// "|___|". Tilde was never drawn anyway, and was explicitly dropped
// from this virtual keyboard's own key set - see FONT_ICON_SPACE.
{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x21, 0x3F }, // FONT_ICON_SPACE
// Custom icon glyph, not a real ASCII character - a thick, solid,
// uninterrupted up arrow for Caps Lock (contrast FONT_ICON_SHIFT's
// same head but a thinner, gapped shaft). Assigned to char code 127
// (DEL) since that codepoint is never legitimately typed text and
// (unlike 128+) is still a positive value regardless of whether this
// platform's plain `char` is signed - see FONT_ICON_CAPSLOCK.
{ 0x0C, 0x1E, 0x3F, 0x1E, 0x1E, 0x1E, 0x1E, 0x1E, 0x1E, 0x00 }, // FONT_ICON_CAPSLOCK
{ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }, // unused trailing tile
};
errorret_t fontDefaultInit(void) {
const int32_t width = (int32_t)mathNextPowTwo(
FONT_DEFAULT_COLUMNS * FONT_DEFAULT_TILE_WIDTH
);
const int32_t height = (int32_t)mathNextPowTwo(
FONT_DEFAULT_ROWS * FONT_DEFAULT_TILE_HEIGHT
);
color_t *pixels = memoryAllocate(sizeof(color_t) * width * height);
memoryZero(pixels, sizeof(color_t) * width * height);
for(uint16_t i = 0; i < FONT_DEFAULT_TILE_COUNT; i++) {
const uint16_t tileX = (i % FONT_DEFAULT_COLUMNS) * FONT_DEFAULT_TILE_WIDTH;
const uint16_t tileY = (i / FONT_DEFAULT_COLUMNS) * FONT_DEFAULT_TILE_HEIGHT;
for(uint8_t row = 0; row < FONT_DEFAULT_TILE_HEIGHT; row++) {
const uint8_t bits = FONT_DEFAULT_GLYPHS[i][row];
for(uint8_t col = 0; col < FONT_DEFAULT_TILE_WIDTH; col++) {
if(!((bits >> (FONT_DEFAULT_TILE_WIDTH - 1 - col)) & 1)) continue;
pixels[((tileY + row) * width) + (tileX + col)] = COLOR_WHITE;
}
}
}
FONT_DEFAULT_TILESET.tileWidth = FONT_DEFAULT_TILE_WIDTH;
FONT_DEFAULT_TILESET.tileHeight = FONT_DEFAULT_TILE_HEIGHT;
FONT_DEFAULT_TILESET.columns = FONT_DEFAULT_COLUMNS;
FONT_DEFAULT_TILESET.rows = FONT_DEFAULT_ROWS;
FONT_DEFAULT_TILESET.tileCount = FONT_DEFAULT_TILE_COUNT;
FONT_DEFAULT_TILESET.uv[0] = (float_t)FONT_DEFAULT_TILE_WIDTH / (float_t)width;
FONT_DEFAULT_TILESET.uv[1] = (float_t)FONT_DEFAULT_TILE_HEIGHT / (float_t)height;
const texturedata_t data = { .rgbaColors = pixels };
errorret_t textureResult = textureInit(
&FONT_DEFAULT_TEXTURE, width, height, TEXTURE_FORMAT_RGBA, data
);
memoryFree(pixels);
errorChain(textureResult);
FONT_DEFAULT.texture = &FONT_DEFAULT_TEXTURE;
FONT_DEFAULT.tileset = &FONT_DEFAULT_TILESET;
errorOk();
}
errorret_t fontDefaultDispose(void) {
errorChain(textureDispose(&FONT_DEFAULT_TEXTURE));
FONT_DEFAULT.texture = NULL;
FONT_DEFAULT.tileset = NULL;
errorOk();
}
+84
View File
@@ -6,6 +6,7 @@
*/
#pragma once
#include "error/error.h"
#include "display/texture/texture.h"
#include "display/texture/tileset.h"
@@ -13,3 +14,86 @@ typedef struct {
texture_t *texture;
tileset_t *tileset;
} font_t;
/**
* Pixel width/height of a single default-font glyph tile.
*/
#define FONT_DEFAULT_TILE_WIDTH 6
#define FONT_DEFAULT_TILE_HEIGHT 10
/** Grid layout of the generated default-font texture, in tiles. */
#define FONT_DEFAULT_COLUMNS 16
#define FONT_DEFAULT_ROWS 6
/**
* Number of glyphs defined in FONT_DEFAULT_GLYPHS (FONT_DEFAULT_COLUMNS *
* FONT_DEFAULT_ROWS), covering the printable ASCII range starting at
* TEXT_CHAR_START ('!'), one custom icon glyph in a trailing unused tile
* (see FONT_ICON_CAPSLOCK), plus one more genuinely unused trailing tile.
* FONT_ICON_SHIFT/FONT_ICON_NEWLINE reuse existing-but-blank slots within
* the printable range instead of more trailing tiles - see their own
* comments.
*/
#define FONT_DEFAULT_TILE_COUNT (FONT_DEFAULT_COLUMNS * FONT_DEFAULT_ROWS)
/**
* Custom (non-ASCII-meaning) icon glyphs baked into FONT_DEFAULT_GLYPHS
* at otherwise-unused codepoints within the range this font covers -
* safe to use anywhere a char_t string is expected, e.g. a uibutton_t
* label. Kept below 128: char_t is a plain `char`, whose signedness
* varies by platform, so a codepoint of 128 or above isn't safely
* representable everywhere this engine targets.
*/
// Thick, solid, uninterrupted up arrow - Caps Lock. A trailing tile
// (char code 127/DEL) that was never a real character to begin with.
#define FONT_ICON_CAPSLOCK "\x7F"
// Same up arrow, but with a thinner and gapped shaft - Shift. Reuses
// the backtick's glyph slot: backtick was never drawn by this font
// anyway, and isn't a key this engine's virtual keyboard can type.
#define FONT_ICON_SHIFT "`"
// A "return" arrow (down then left, with a leftward arrowhead) - the
// keyboard's newline key. Reuses the pipe's glyph slot, for the same
// reason as FONT_ICON_SHIFT.
#define FONT_ICON_NEWLINE "|"
// An underscore with a tick at each end ("|___|") - the keyboard's
// space key. Reuses the tilde's glyph slot: tilde was never drawn by
// this font, and was explicitly dropped from this engine's virtual
// keyboard's own key set.
#define FONT_ICON_SPACE "~"
// Caps Lock's arrow rotated to point left - the keyboard's backspace
// key. Reuses the backslash's glyph slot, for the same reason as
// FONT_ICON_SHIFT/FONT_ICON_NEWLINE/FONT_ICON_SPACE. Last free reused
// slot below 128 - one more custom icon after this needs
// FONT_DEFAULT_COLUMNS/ROWS grown to make room.
#define FONT_ICON_BACKSPACE "\\"
extern font_t FONT_DEFAULT;
/**
* Hard coded bitmap data for the built-in default font. Indexed
* [glyph][row], where glyph 0 corresponds to TEXT_CHAR_START ('!') and
* glyphs run consecutively through the printable ASCII range. Each row
* byte holds FONT_DEFAULT_TILE_WIDTH bit flags, one per pixel column:
* bit (FONT_DEFAULT_TILE_WIDTH - 1) is the leftmost pixel and bit 0 is
* the rightmost; 1 means the pixel is set, 0 means it is not.
*/
extern const uint8_t FONT_DEFAULT_GLYPHS[FONT_DEFAULT_TILE_COUNT][
FONT_DEFAULT_TILE_HEIGHT
];
/**
* Builds the default font's texture + tileset directly from
* FONT_DEFAULT_GLYPHS, without going through the asset system - so the
* engine always has a usable font to render with regardless of whether
* asset loading (e.g. the packed .dsk archive) succeeds.
*
* @return Either an error or success result.
*/
errorret_t fontDefaultInit(void);
/**
* Disposes of the default font created by fontDefaultInit().
*
* @return Either an error or success result.
*/
errorret_t fontDefaultDispose(void);
+114 -41
View File
@@ -9,34 +9,15 @@
#include "assert/assert.h"
#include "util/memory.h"
#include "display/spritebatch/spritebatch.h"
#include "asset/asset.h"
#include "asset/loader/display/assettextureloader.h"
#include "asset/loader/display/assettilesetloader.h"
#include "display/shader/shaderunlit.h"
font_t FONT_DEFAULT;
errorret_t textInit(void) {
assetloaderinput_t input = { .texture = TEXTURE_FORMAT_RGBA };
assetentry_t *entryTexture = assetLock(
"ui/minogram.png", ASSET_LOADER_TYPE_TEXTURE, &input
);
assetentry_t *entryTileset = assetLock(
"ui/minogram.dtf", ASSET_LOADER_TYPE_TILESET, NULL
);
errorChain(assetRequireLoaded(entryTexture));
errorChain(assetRequireLoaded(entryTileset));
FONT_DEFAULT.texture = &entryTexture->data.texture;
FONT_DEFAULT.tileset = &entryTileset->data.tileset;
errorChain(fontDefaultInit());
errorOk();
}
errorret_t textDispose(void) {
FONT_DEFAULT.texture = NULL;
FONT_DEFAULT.tileset = NULL;
assetUnlock("ui/minogram.png");
assetUnlock("ui/minogram.dtf");
errorChain(fontDefaultDispose());
errorOk();
}
@@ -73,6 +54,62 @@ spritebatchsprite_t textGetSprite(
return sprite;
}
int32_t textBuffer(
const float_t x,
const float_t y,
const char_t *text,
font_t *font,
spritebatchsprite_t *outSprites,
const int32_t maxSprites,
int32_t *charIndex,
float_t *posX,
float_t *posY
) {
assertNotNull(text, "Text cannot be NULL");
if(outSprites == NULL) {
int32_t count = 0;
char_t c;
int32_t i = 0;
while((c = text[i++]) != '\0') {
if(c != ' ' && c != '\n') count++;
}
return count;
}
assertNotNull(font, "Font cannot be NULL");
assertTrue(maxSprites > 0, "Max sprites must be greater than zero");
assertNotNull(posX, "Output posX cannot be NULL");
assertNotNull(posY, "Output posY cannot be NULL");
assertNotNull(charIndex, "Output charIndex cannot be NULL");
int32_t spriteIndex = 0;
char_t c;
for(;;) {
c = text[*charIndex];
if(c == '\0') break;
(*charIndex)++;
if(c == '\n') {
*posX = x;
*posY += font->tileset->tileHeight;
continue;
}
if(c == ' ') {
*posX += font->tileset->tileWidth;
continue;
}
outSprites[spriteIndex++] = textGetSprite((vec2){*posX, *posY}, c, font);
*posX += font->tileset->tileWidth;
if(spriteIndex >= maxSprites) break;
}
return spriteIndex;
}
errorret_t textDraw(
const float_t x,
const float_t y,
@@ -81,10 +118,11 @@ errorret_t textDraw(
font_t *font
) {
assertNotNull(text, "Text cannot be NULL");
int32_t length = strlen(text);
if(length == 0) errorOk();
if(font == NULL) font = &FONT_DEFAULT;
spritebatchsprite_t sprite;
shadermaterial_t material = {
.unlit = {
.color = color,
@@ -92,31 +130,25 @@ errorret_t textDraw(
}
};
spritebatchsprite_t sprites[32];
float_t posX = x;
float_t posY = y;
int32_t buffered = 0;
int32_t charIndex = 0;
do {
buffered = textBuffer(
x, y, text, font,
sprites,
sizeof(sprites) / sizeof(spritebatchsprite_t),
&charIndex, &posX, &posY
);
errorChain(spriteBatchBuffer(sprites, buffered, &SHADER_UNLIT, material));
} while(charIndex < length);
char_t c;
int32_t i = 0;
while((c = text[i++]) != '\0') {
if(c == '\n') {
posX = x;
posY += font->tileset->tileHeight;
continue;
}
if(c == ' ') {
posX += font->tileset->tileWidth;
continue;
}
sprite = textGetSprite((vec2){posX, posY}, c, font);
errorChain(spriteBatchBuffer(&sprite, 1, &SHADER_UNLIT, material));
posX += font->tileset->tileWidth;
}
errorOk();
}
void textMeasure(
int32_t textMeasure(
const char_t *text,
const font_t *font,
int32_t *outWidth,
@@ -129,6 +161,7 @@ void textMeasure(
int32_t width = 0;
int32_t height = font->tileset->tileHeight;
int32_t lineWidth = 0;
int32_t spriteCount = 0;
char_t c;
int32_t i = 0;
@@ -141,10 +174,50 @@ void textMeasure(
}
lineWidth += font->tileset->tileWidth;
if(c != ' ') {
spriteCount++;
}
}
if(lineWidth > width) width = lineWidth;
*outWidth = width;
*outHeight = height;
return spriteCount;
}
void textWrap(char_t *text, const font_t *font, const float_t maxWidth) {
assertNotNull(text, "Text cannot be NULL");
assertNotNull(font, "Font cannot be NULL");
float_t fontWidth = (float_t)font->tileset->tileWidth;
if(fontWidth <= 0.0f) return;
int32_t charsPerLine = (int32_t)(maxWidth / fontWidth);
if(charsPerLine <= 0) return;
int32_t lineWidth = 0;
int32_t lastSpace = -1;
for(int32_t i = 0; text[i] != '\0'; i++) {
if(text[i] == '\n') {
lineWidth = 0;
lastSpace = -1;
continue;
}
if(text[i] == ' ') {
lastSpace = i;
}
lineWidth++;
if(lineWidth > charsPerLine && lastSpace != -1) {
text[lastSpace] = '\n';
lineWidth = i - lastSpace;
lastSpace = -1;
}
}
}
+47 -3
View File
@@ -12,8 +12,6 @@
#define TEXT_CHAR_START '!'
extern font_t FONT_DEFAULT;
/**
* Initializes the text system.
*
@@ -42,6 +40,37 @@ spritebatchsprite_t textGetSprite(
const font_t *font
);
/**
* Buffers a string into sprites for rendering. If outSprites is NULL then
* the function will only return the count of sprites necessary for the buffer.
*
* posX and posY are updated whilst buffering characters, if you need to do
* buffering in sets then these will be reusable between buffer commands. Start
* by setting these to x and y initially.
*
* @param x The x-coordinate to start buffering the text at.
* @param y The y-coordinate to start buffering the text at.
* @param text The null-terminated string of text to buffer.
* @param font Font to use for rendering.
* @param outSprites Pointer to an array of spritebatchsprite_t.
* @param maxSprites The maximum number of sprites in outSprites.
* @param charIndex Pointer to an int32_t to store the character indexed.
* @param posX Pointer to a float_t to store the final x position.
* @param posY Pointer to a float_t to store the final y position.
* @return The count of sprites buffered.
*/
int32_t textBuffer(
const float_t x,
const float_t y,
const char_t *text,
font_t *font,
spritebatchsprite_t *outSprites,
const int32_t maxSprites,
int32_t *charIndex,
float_t *posX,
float_t *posY
);
/**
* Draws a string of text at the specified position.
*
@@ -67,10 +96,25 @@ errorret_t textDraw(
* @param font Font to use for measurement.
* @param outWidth Pointer to store the measured width in pixels.
* @param outHeight Pointer to store the measured height in pixels.
* @return The count of sprites that will be rendered for the given text.
*/
void textMeasure(
int32_t textMeasure(
const char_t *text,
const font_t *font,
int32_t *outWidth,
int32_t *outHeight
);
/**
* Word-wraps text in place for display at up to maxWidth pixels wide,
* by replacing the space nearest each overflow point with a newline.
* Length is unchanged - this only ever swaps existing spaces for
* newlines, never inserts characters - so it's always safe to call on a
* fixed-size buffer. A single word wider than maxWidth on its own is
* left unbroken.
*
* @param text Null-terminated, caller-owned buffer to wrap in place.
* @param font Font to measure character width with.
* @param maxWidth Maximum line width, in pixels.
*/
void textWrap(char_t *text, const font_t *font, const float_t maxWidth);
+2 -2
View File
@@ -12,7 +12,7 @@
#include "display/display.h"
texture_t TEXTURE_WHITE;
color_t TEXTURE_WHITE_PIXELS[4*4] = {
color_t TEXTURE_WHITE_PIXELS[TEXTURE_FIXED_WIDTH * TEXTURE_FIXED_HEIGHT] = {
COLOR_WHITE, COLOR_WHITE, COLOR_WHITE, COLOR_WHITE,
COLOR_WHITE, COLOR_WHITE, COLOR_WHITE, COLOR_WHITE,
COLOR_WHITE, COLOR_WHITE, COLOR_WHITE, COLOR_WHITE,
@@ -20,7 +20,7 @@ color_t TEXTURE_WHITE_PIXELS[4*4] = {
};
texture_t TEXTURE_TEST;
color_t TEXTURE_TEST_PIXELS[4*4] = {
color_t TEXTURE_TEST_PIXELS[TEXTURE_FIXED_WIDTH * TEXTURE_FIXED_HEIGHT] = {
COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA,
COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK,
COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA,
+5 -2
View File
@@ -17,6 +17,9 @@
#error "textureDisposePlatform should not be defined."
#endif
#define TEXTURE_FIXED_WIDTH 4
#define TEXTURE_FIXED_HEIGHT 4
typedef textureformatplatform_t textureformat_t;
typedef textureplatform_t texture_t;
@@ -29,9 +32,9 @@ typedef union texturedata_u {
} texturedata_t;
extern texture_t TEXTURE_WHITE;
extern color_t TEXTURE_WHITE_PIXELS[4*4];
extern color_t TEXTURE_WHITE_PIXELS[TEXTURE_FIXED_WIDTH * TEXTURE_FIXED_HEIGHT];
extern texture_t TEXTURE_TEST;
extern color_t TEXTURE_TEST_PIXELS[4*4];
extern color_t TEXTURE_TEST_PIXELS[TEXTURE_FIXED_WIDTH * TEXTURE_FIXED_HEIGHT];
/**
* Initializes a texture.
+14 -7
View File
@@ -16,10 +16,12 @@
#include "asset/asset.h"
#include "ui/ui.h"
#include "assert/assert.h"
#include "network/network.h"
#ifdef DUSK_NETWORK
#include "network/network.h"
#endif
#include "system/system.h"
#include "console/console.h"
#include "save/save.h"
#include "save/save.h"\
engine_t ENGINE;
@@ -42,7 +44,9 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
errorChain(displayInit());
errorChain(uiInit());
errorChain(rpgInit());
errorChain(networkInit());
#ifdef DUSK_NETWORK
errorChain(networkInit());
#endif
errorChain(sceneInit());
consolePrint("Engine initialized");
@@ -53,15 +57,16 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
consolePrint("Assertions real");
#endif
sceneSet(SCENE_TYPE_OVERWORLD);
sceneSet(SCENE_TYPE_INITIAL);
errorOk();
}
errorret_t engineUpdate(void) {
// Order here is important.
errorChain(networkUpdate());
#ifdef DUSK_NETWORK
errorChain(networkUpdate());
#endif
errorChain(saveUpdate());
timeUpdate();
inputUpdate();
@@ -83,7 +88,9 @@ void engineExit(void) {
errorret_t engineDispose(void) {
errorChain(sceneDispose());
errorChain(networkDispose());
#ifdef DUSK_NETWORK
errorChain(networkDispose());
#endif
errorChain(rpgDispose());
localeManagerDispose();
errorChain(uiDispose());
-76
View File
@@ -1,76 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "event.h"
#include "assert/assert.h"
#include "util/memory.h"
void eventInit(
event_t *event,
eventcallback_t *callbacks,
void **users,
size_t size
) {
assertNotNull(event, "event must not be NULL");
assertNotNull((void *)callbacks, "callbacks must not be NULL");
assertTrue(size > 0, "size must be greater than 0");
event->callbacks = callbacks;
event->users = users;
event->size = size;
event->count = 0;
memoryZero(callbacks, sizeof(eventcallback_t) * size);
if(users) memoryZero(users, sizeof(void *) * size);
}
void eventSubscribe(event_t *event, eventcallback_t callback, void *user) {
assertNotNull(event, "event must not be NULL");
assertNotNull(callback, "callback must not be NULL");
// Ensure callback isn't already susbcribed
for(uint32_t i = 0; i < event->count; i++) {
if(event->callbacks[i] != callback) continue;
assertUnreachable("Callback already registered, cannot subscribe twice.");
}
assertTrue(event->count < event->size, "event subscriber capacity exceeded");
event->callbacks[event->count] = callback;
if(user) {
assertNotNull(event->users, "Cannot add user pointer.");
event->users[event->count] = user;
}
event->count++;
}
void eventUnsubscribe(event_t *event, eventcallback_t callback) {
assertNotNull(event, "event must not be NULL");
assertNotNull(callback, "callback must not be NULL");
for(uint32_t i = 0; i < event->count; i++) {
if(event->callbacks[i] != callback) continue;
uint32_t last = event->count - 1;
if(i != last) {
event->callbacks[i] = event->callbacks[last];
if(event->users) event->users[i] = event->users[last];
}
event->callbacks[last] = NULL;
if(event->users) event->users[last] = NULL;
event->count--;
return;
}
}
void eventInvoke(const event_t *event, void *params) {
assertNotNull(event, "event must not be NULL");
for(uint32_t i = 0; i < event->count; i++) {
void *u = event->users ? event->users[i] : NULL;
event->callbacks[i](params, u);
}
}
-64
View File
@@ -1,64 +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 void (*eventcallback_t)(void *params, void *user);
typedef struct {
eventcallback_t *callbacks;
void **users;
size_t size;
uint32_t count;
} event_t;
/**
* Initializes an event, binding it to the provided backing arrays and clearing
* all subscribers. May also be called to reset an event (re-clears subscribers
* without changing the backing arrays or size).
*
* @param event The event to initialize.
* @param callbacks Caller-owned array of at least `size` callback slots.
* @param users Array of user pointers, matching each callback, or NULL.
* @param size Capacity of both arrays, must match.
*/
void eventInit(
event_t *event,
eventcallback_t *callbacks,
void **users,
size_t size
);
/**
* Subscribes a callback to an event. The callback is invoked with params and
* the provided user pointer each time the event fires. The same (callback,
* user) pair may only be subscribed once.
*
* @param event The event to subscribe to.
* @param callback The function to call when the event fires.
* @param user Arbitrary pointer forwarded to the callback unchanged.
*/
void eventSubscribe(event_t *event, eventcallback_t callback, void *user);
/**
* Removes a previously subscribed (callback, user) pair. Does nothing if the
* pair is not currently subscribed.
*
* @param event The event to unsubscribe from.
* @param callback The callback that was passed to eventSubscribe.
*/
void eventUnsubscribe(event_t *event, eventcallback_t callback);
/**
* Invokes all subscribed callbacks, passing params and each subscriber's user
* pointer.
*
* @param event The event to invoke.
* @param params Arbitrary pointer forwarded to every callback unchanged.
*/
void eventInvoke(const event_t *event, void *params);
-17
View File
@@ -11,7 +11,6 @@
#include "util/string.h"
#include "util/math.h"
#include "time/time.h"
#include "event/event.h"
input_t INPUT;
@@ -22,20 +21,6 @@ errorret_t inputInit(void) {
INPUT.actions[i].action = (inputaction_t)i;
INPUT.actions[i].lastValue = 0.0f;
INPUT.actions[i].currentValue = 0.0f;
eventInit(
&INPUT.actions[i].onPressed,
INPUT.actions[i].onPressedCallbacks,
INPUT.actions[i].onPressedUsers,
INPUT_ACTION_CALLBACK_COUNT_MAX
);
eventInit(
&INPUT.actions[i].onReleased,
INPUT.actions[i].onReleasedCallbacks,
INPUT.actions[i].onReleasedUsers,
INPUT_ACTION_CALLBACK_COUNT_MAX
);
}
#ifdef inputInitPlatform
@@ -106,8 +91,6 @@ void inputUpdate(void) {
inputactiondata_t *act = &INPUT.actions[i];
bool_t isDown = act->currentValue > 0.0f;
bool_t wasDown = act->lastValue > 0.0f;
if(isDown && !wasDown) eventInvoke(&act->onPressed, act);
if(!isDown && wasDown) eventInvoke(&act->onReleased, act);
}
}
-4
View File
@@ -10,12 +10,8 @@
#include "inputbutton.h"
#include "inputaction.h"
#define INPUT_LISTENER_PRESSED_MAX 16
#define INPUT_LISTENER_RELEASED_MAX INPUT_LISTENER_PRESSED_MAX
typedef struct {
inputactiondata_t actions[INPUT_ACTION_COUNT];
inputplatform_t platform;
} input_t;
-8
View File
@@ -8,7 +8,6 @@
#pragma once
#include "time/time.h"
#include "input/inputactiondefs.h"
#include "event/event.h"
#define INPUT_ACTION_CALLBACK_COUNT_MAX 4
@@ -21,13 +20,6 @@ typedef struct {
float_t lastDynamicValue;
float_t currentDynamicValue;
#endif
eventcallback_t onPressedCallbacks[INPUT_ACTION_CALLBACK_COUNT_MAX];
void *onPressedUsers[INPUT_ACTION_CALLBACK_COUNT_MAX];
event_t onPressed;
eventcallback_t onReleasedCallbacks[INPUT_ACTION_CALLBACK_COUNT_MAX];
void *onReleasedUsers[INPUT_ACTION_CALLBACK_COUNT_MAX];
event_t onReleased;
} inputactiondata_t;
/**
+17 -3
View File
@@ -13,17 +13,31 @@ typedef struct {
const char_t *file;
} localeinfo_t;
static const localeinfo_t LOCALE_EN_US = {
static const localeinfo_t LOCALE_INFO_EN_US = {
.name = "en-US",
.file = "locale/en_US.po",
};
static const localeinfo_t LOCALE_JP_JP = {
static const localeinfo_t LOCALE_INFO_JP_JP = {
.name = "ja-JP",
.file = "locale/jp_JP.po",
};
static const localeinfo_t LOCALE_ES_MX = {
static const localeinfo_t LOCALE_INFO_ES_MX = {
.name = "es-MX",
.file = "locale/es_MX.po",
};
static const localeinfo_t * const LOCALE_INFO_LIST[] = {
&LOCALE_INFO_EN_US,
&LOCALE_INFO_JP_JP,
&LOCALE_INFO_ES_MX
};
#define LOCALE_INFO_LIST_COUNT ( \
sizeof(LOCALE_INFO_LIST) / sizeof(LOCALE_INFO_LIST[0]) \
)
#define LOCALE_DEFAULT LOCALE_INFO_EN_US
// EOF
+13 -1
View File
@@ -7,13 +7,22 @@
#include "localemanager.h"
#include "util/memory.h"
#include "util/string.h"
#include "assert/assert.h"
#include "ui/ui.h"
#include "system/system.h"
#include "console/console.h"
localemanager_t LOCALE;
errorret_t localeManagerInit() {
memoryZero(&LOCALE, sizeof(localemanager_t));
errorChain(localeManagerSetLocale(&LOCALE_EN_US));
// TODO: Set locale based on system locale.
const localeinfo_t *locale = systemGetLocale();
errorChain(localeManagerSetLocale(locale));
consolePrint("Locale set to: %s", locale->name);
errorOk();
}
@@ -30,6 +39,9 @@ errorret_t localeManagerSetLocale(const localeinfo_t *locale) {
assetEntryLock(LOCALE.entry);
errorChain(assetRequireLoaded(LOCALE.entry));
// TODO : Trigger UI update.
errorChain(uiUpdateTranslations());
errorOk();
}
+1 -1
View File
@@ -7,7 +7,7 @@
#pragma once
#include "error/error.h"
#include "localemanager.h"
#include "locale/localemanager.h"
#include "locale/localeinfo.h"
#include "asset/asset.h"
+3
View File
@@ -10,3 +10,6 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
battlefighter.c
party.c
)
# Subdirs
add_subdirectory(testbattle)
+161 -58
View File
@@ -8,6 +8,7 @@
#include "battle.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "rpg/cutscene/cutscenesystem.h"
battle_t BATTLE;
@@ -51,10 +52,8 @@ void battleStart(
BATTLE.fleeAvailable = fleeAvailable;
BATTLE.result = BATTLE_RESULT_NONE;
BATTLE.round = 1;
BATTLE.turnIndex = 0;
battleBuildTurnOrder(true);
BATTLE.active = true;
battleSetState(BATTLE_STATE_OPENING);
}
void battleDispose(void) {
@@ -62,9 +61,9 @@ void battleDispose(void) {
}
battlefighter_t *battleGetCurrentFighter(void) {
if(!BATTLE.active) return NULL;
if(BATTLE.turnIndex >= BATTLE.turnCount) return NULL;
return &BATTLE.fighters[BATTLE.turnOrder[BATTLE.turnIndex]];
if(BATTLE.state != BATTLE_STATE_PLAYER_SELECTION) return NULL;
if(BATTLE.selectionIndex >= BATTLE.executionCount) return NULL;
return &BATTLE.fighters[BATTLE.executionOrder[BATTLE.selectionIndex]];
}
uint8_t battleGetAliveCount(const battlefighterteam_t team) {
@@ -92,91 +91,105 @@ void battleResolveAttack(
if(defender->health == 0) defender->status = BATTLE_FIGHTER_STATUS_DEAD;
}
void battleNextTurn(void) {
BATTLE.turnIndex++;
if(BATTLE.turnIndex < BATTLE.turnCount) return;
BATTLE.round++;
BATTLE.turnIndex = 0;
battleBuildTurnOrder(false);
}
battleresult_t battleCheckResult(void) {
if(BATTLE.result != BATTLE_RESULT_NONE) return BATTLE.result;
if(battleGetAliveCount(BATTLE_FIGHTER_TEAM_ALLY) == 0) {
BATTLE.result = BATTLE_RESULT_LOSS;
battleSetResult(BATTLE_RESULT_LOSS);
} else if(battleGetAliveCount(BATTLE_FIGHTER_TEAM_ENEMY) == 0) {
BATTLE.result = BATTLE_RESULT_WIN;
battleSetResult(BATTLE_RESULT_WIN);
}
return BATTLE.result;
}
void battleQueueAction(
const uint8_t fighterIndex,
const battleactiontype_t type,
const uint8_t targetIndex
) {
battleaction_t *action = &BATTLE.actions[fighterIndex];
action->type = type;
action->targetIndex = targetIndex;
if(BATTLE.onActionDecided != NULL) {
BATTLE.onActionDecided(&BATTLE.fighters[fighterIndex], action);
}
}
void battlePlayerAttack(const uint8_t targetIndex) {
battlefighter_t *attacker = battleGetCurrentFighter();
if(attacker == NULL) return;
if(attacker->controller != BATTLE_FIGHTER_CONTROLLER_PLAYER) return;
battlefighter_t *fighter = battleGetCurrentFighter();
if(fighter == NULL) return;
if(targetIndex >= BATTLE_FIGHTER_COUNT_MAX) return;
if(!battleFighterIsAlive(&BATTLE.fighters[targetIndex])) return;
battlefighter_t *defender = &BATTLE.fighters[targetIndex];
if(!battleFighterIsAlive(defender)) return;
battleResolveAttack(attacker, defender);
battleCheckResult();
if(BATTLE.result == BATTLE_RESULT_NONE) battleNextTurn();
battleQueueAction(fighter->id, BATTLE_ACTION_ATTACK, targetIndex);
BATTLE.selectionIndex++;
battleAdvanceSelection();
}
void battlePlayerFlee(void) {
battlefighter_t *fighter = battleGetCurrentFighter();
if(fighter == NULL) return;
if(fighter->controller != BATTLE_FIGHTER_CONTROLLER_PLAYER) return;
if(!BATTLE.fleeAvailable) return;
BATTLE.result = BATTLE_RESULT_FLED;
battleSetResult(BATTLE_RESULT_FLED);
}
void battleUpdate(void) {
if(!BATTLE.active) return;
if(BATTLE.result != BATTLE_RESULT_NONE) return;
if(BATTLE.state == BATTLE_STATE_NONE) return;
if(BATTLE.state == BATTLE_STATE_ENDED) return;
if(CUTSCENE_SYSTEM.pause & CUTSCENE_PAUSE_BATTLE) return;
battlefighter_t *current = battleGetCurrentFighter();
if(current == NULL) return;
switch(BATTLE.state) {
case BATTLE_STATE_OPENING:
battleSetState(BATTLE_STATE_PRE_ROUND);
break;
if(!battleFighterIsAlive(current)) {
battleNextTurn();
return;
case BATTLE_STATE_PRE_ROUND:
battleUpdatePreRound();
break;
case BATTLE_STATE_AI_SELECTION:
battleUpdateAiSelection();
break;
case BATTLE_STATE_MOVES_EXECUTING:
battleUpdateMovesExecuting();
break;
case BATTLE_STATE_POST_ROUND:
battleUpdatePostRound();
break;
default:
// BATTLE_STATE_PLAYER_SELECTION: waits on battlePlayerAttack/Flee.
// BATTLE_STATE_NONE/ENDED: handled above.
break;
}
if(current->controller != BATTLE_FIGHTER_CONTROLLER_AI) return;
battlefighter_t *target = battleAIChooseTarget(current);
if(target != NULL) battleResolveAttack(current, target);
battleCheckResult();
if(BATTLE.result == BATTLE_RESULT_NONE) battleNextTurn();
}
void battleBuildTurnOrder(const bool_t applyEncounterBias) {
BATTLE.turnCount = 0;
void battleBuildExecutionOrder(const bool_t applyEncounterBias) {
BATTLE.executionCount = 0;
for(uint8_t i = 0; i < BATTLE_FIGHTER_COUNT_MAX; i++) {
if(!battleFighterIsAlive(&BATTLE.fighters[i])) continue;
BATTLE.turnOrder[BATTLE.turnCount++] = i;
BATTLE.executionOrder[BATTLE.executionCount++] = i;
}
// Insertion sort by speed descending -- fine for BATTLE_FIGHTER_COUNT_MAX.
for(uint8_t i = 1; i < BATTLE.turnCount; i++) {
const uint8_t key = BATTLE.turnOrder[i];
for(uint8_t i = 1; i < BATTLE.executionCount; i++) {
const uint8_t key = BATTLE.executionOrder[i];
const uint16_t keySpeed = BATTLE.fighters[key].stats.speed;
int8_t j = (int8_t)i - 1;
while(
j >= 0 && BATTLE.fighters[BATTLE.turnOrder[j]].stats.speed < keySpeed
j >= 0 &&
BATTLE.fighters[BATTLE.executionOrder[j]].stats.speed < keySpeed
) {
BATTLE.turnOrder[j + 1] = BATTLE.turnOrder[j];
BATTLE.executionOrder[j + 1] = BATTLE.executionOrder[j];
j--;
}
BATTLE.turnOrder[j + 1] = key;
BATTLE.executionOrder[j + 1] = key;
}
if(!applyEncounterBias) return;
@@ -192,16 +205,16 @@ void battleMoveTeamFirst(const battlefighterteam_t team) {
uint8_t sorted[BATTLE_FIGHTER_COUNT_MAX];
uint8_t count = 0;
for(uint8_t i = 0; i < BATTLE.turnCount; i++) {
if(BATTLE.fighters[BATTLE.turnOrder[i]].team != team) continue;
sorted[count++] = BATTLE.turnOrder[i];
for(uint8_t i = 0; i < BATTLE.executionCount; i++) {
if(BATTLE.fighters[BATTLE.executionOrder[i]].team != team) continue;
sorted[count++] = BATTLE.executionOrder[i];
}
for(uint8_t i = 0; i < BATTLE.turnCount; i++) {
if(BATTLE.fighters[BATTLE.turnOrder[i]].team == team) continue;
sorted[count++] = BATTLE.turnOrder[i];
for(uint8_t i = 0; i < BATTLE.executionCount; i++) {
if(BATTLE.fighters[BATTLE.executionOrder[i]].team == team) continue;
sorted[count++] = BATTLE.executionOrder[i];
}
memoryCopy(BATTLE.turnOrder, sorted, sizeof(uint8_t) * BATTLE.turnCount);
memoryCopy(BATTLE.executionOrder, sorted, sizeof(uint8_t) * BATTLE.executionCount);
}
battlefighter_t *battleAIChooseTarget(const battlefighter_t *fighter) {
@@ -221,3 +234,93 @@ battlefighter_t *battleAIChooseTarget(const battlefighter_t *fighter) {
return weakest;
}
void battleSetState(const battlestate_t next) {
const battlestate_t previous = BATTLE.state;
BATTLE.state = next;
if(BATTLE.onStateChanged != NULL) BATTLE.onStateChanged(previous, next);
}
void battleSetResult(const battleresult_t result) {
BATTLE.result = result;
battleSetState(BATTLE_STATE_ENDED);
}
bool_t battleFighterNeedsDecision(
const uint8_t fighterIndex,
const battlefightercontroller_t controller
) {
return battleFighterIsAlive(&BATTLE.fighters[fighterIndex])
&& BATTLE.fighters[fighterIndex].controller == controller
&& BATTLE.actions[fighterIndex].type == BATTLE_ACTION_NONE;
}
void battleAdvanceSelection(void) {
while(BATTLE.selectionIndex < BATTLE.executionCount) {
const uint8_t fighterIndex = BATTLE.executionOrder[BATTLE.selectionIndex];
if(
battleFighterNeedsDecision(fighterIndex, BATTLE_FIGHTER_CONTROLLER_PLAYER)
) {
return;
}
BATTLE.selectionIndex++;
}
battleSetState(BATTLE_STATE_AI_SELECTION);
}
void battleUpdatePreRound(void) {
// No need to clear BATTLE.actions here: every living fighter's action is
// unconditionally reset to BATTLE_ACTION_NONE as it's processed in
// battleUpdateMovesExecuting, and round 1 starts pre-zeroed by
// battleInit(). Clearing it here would also wipe out any action a
// cutscene force-queued while parked at BATTLE_STATE_PRE_ROUND.
battleBuildExecutionOrder(BATTLE.round == 1);
BATTLE.selectionIndex = 0;
battleSetState(BATTLE_STATE_PLAYER_SELECTION);
battleAdvanceSelection();
}
void battleUpdateAiSelection(void) {
for(uint8_t i = 0; i < BATTLE.executionCount; i++) {
const uint8_t fighterIndex = BATTLE.executionOrder[i];
if(
!battleFighterNeedsDecision(fighterIndex, BATTLE_FIGHTER_CONTROLLER_AI)
) continue;
battlefighter_t *target =
battleAIChooseTarget(&BATTLE.fighters[fighterIndex]);
if(target == NULL) continue;
battleQueueAction(fighterIndex, BATTLE_ACTION_ATTACK, target->id);
}
BATTLE.executionIndex = 0;
battleSetState(BATTLE_STATE_MOVES_EXECUTING);
}
void battleUpdateMovesExecuting(void) {
if(BATTLE.executionIndex >= BATTLE.executionCount) {
battleSetState(BATTLE_STATE_POST_ROUND);
return;
}
const uint8_t fighterIndex = BATTLE.executionOrder[BATTLE.executionIndex++];
battlefighter_t *fighter = &BATTLE.fighters[fighterIndex];
if(!battleFighterIsAlive(fighter)) return;
battleaction_t *action = &BATTLE.actions[fighterIndex];
if(action->type == BATTLE_ACTION_ATTACK) {
battlefighter_t *target = &BATTLE.fighters[action->targetIndex];
if(battleFighterIsAlive(target)) battleResolveAttack(fighter, target);
}
action->type = BATTLE_ACTION_NONE;
battleCheckResult();
}
void battleUpdatePostRound(void) {
BATTLE.round++;
battleSetState(BATTLE_STATE_PRE_ROUND);
}
+155 -36
View File
@@ -27,19 +27,68 @@ typedef enum {
BATTLE_RESULT_COUNT
} battleresult_t;
// Where BATTLE currently is within a round. A cutscene can pause progression
// (CUTSCENE_PAUSE_BATTLE) and use CUTSCENE_BATTLE_WAIT_STATE to synchronize
// with any of these, or CUTSCENE_BATTLE_FORCE_ACTION to decide a fighter's
// action ahead of PLAYER_SELECTION/AI_SELECTION reaching them.
typedef enum {
BATTLE_STATE_NONE, // Battle inactive.
BATTLE_STATE_OPENING, // Entered once by battleStart().
BATTLE_STATE_PRE_ROUND, // Rebuilds execution order, clears the action queue.
BATTLE_STATE_PLAYER_SELECTION, // Waits on battlePlayerAttack/Flee.
BATTLE_STATE_AI_SELECTION, // Auto-queues every undecided AI fighter.
BATTLE_STATE_MOVES_EXECUTING, // Resolves one queued action per update.
BATTLE_STATE_POST_ROUND, // Round wrap-up; loops back to PRE_ROUND.
BATTLE_STATE_ENDED, // Terminal for WIN/LOSS/FLED alike -- see BATTLE.result.
BATTLE_STATE_COUNT
} battlestate_t;
typedef enum {
BATTLE_ACTION_NONE, // No action decided yet for this fighter this round.
BATTLE_ACTION_ATTACK,
BATTLE_ACTION_COUNT
} battleactiontype_t;
typedef struct {
bool_t active;
battleactiontype_t type;
uint8_t targetIndex; // Meaningful for BATTLE_ACTION_ATTACK.
} battleaction_t;
typedef void (*battlestatechangedcallback_t)(
const battlestate_t previous,
const battlestate_t next
);
typedef void (*battleactiondecidedcallback_t)(
const battlefighter_t *fighter,
const battleaction_t *action
);
typedef struct {
battlestate_t state;
battlefighter_t fighters[BATTLE_FIGHTER_COUNT_MAX];
battleaction_t actions[BATTLE_FIGHTER_COUNT_MAX];
battleencountertype_t encounterType;
bool_t fleeAvailable;
battleresult_t result;
// Fighter indices (into fighters[]), sorted for the current round.
uint8_t turnOrder[BATTLE_FIGHTER_COUNT_MAX];
uint8_t turnCount;
uint8_t turnIndex;
uint8_t executionOrder[BATTLE_FIGHTER_COUNT_MAX];
uint8_t executionCount;
uint8_t executionIndex;
uint16_t round;
// Cursor into executionOrder used by BATTLE_STATE_PLAYER_SELECTION to find
// the next player-controlled fighter that still needs a decision.
uint8_t selectionIndex;
battlestatechangedcallback_t onStateChanged;
battleactiondecidedcallback_t onActionDecided;
} battle_t;
extern battle_t BATTLE;
@@ -77,11 +126,10 @@ battlefighter_t *battleAddFighter(
);
/**
* Starts the battle: builds the opening turn order (biased by
* encounterType for the first round only) and marks the battle active.
* Call once every fighter has been added via battleAddFighter.
* Starts the battle: enters BATTLE_STATE_OPENING and marks the battle
* active. Call once every fighter has been added via battleAddFighter.
*
* @param encounterType Determines the opening round's turn order.
* @param encounterType Determines the opening round's execution order.
* @param fleeAvailable Whether the party may attempt to flee this battle.
*/
void battleStart(
@@ -95,10 +143,11 @@ void battleStart(
void battleDispose(void);
/**
* Returns the fighter whose turn it currently is.
* Returns the fighter currently awaiting a player decision.
*
* @return Pointer to the active fighter, or NULL if the battle isn't
* active or has no living fighters left to act.
* @return Pointer to the fighter awaiting a decision, or NULL if the battle
* isn't in BATTLE_STATE_PLAYER_SELECTION or every player-controlled
* fighter has already decided.
*/
battlefighter_t *battleGetCurrentFighter(void);
@@ -125,61 +174,68 @@ void battleResolveAttack(
);
/**
* Ends the current fighter's turn and advances to the next fighter in
* the turn order, starting a new round (rebuilding turn order purely by
* speed) once every fighter in the current round has acted.
*/
void battleNextTurn(void);
/**
* Checks whether the battle has been won or lost, updating and
* returning BATTLE.result. Does nothing if a result has already been
* set (e.g. by a successful flee).
* Checks whether the battle has been won or lost, transitioning to
* BATTLE_STATE_ENDED and updating BATTLE.result if so. Does nothing if a
* result has already been set (e.g. by a successful flee).
*
* @return The battle's current result.
*/
battleresult_t battleCheckResult(void);
/**
* Submits the current fighter's attack against a target, if it is
* currently a player-controlled fighter's turn. Resolves the attack,
* checks for a battle result, and advances the turn.
* Queues an action for a fighter to perform once BATTLE_STATE_MOVES_EXECUTING
* reaches them this round, overwriting any action already queued for that
* fighter. Fires BATTLE.onActionDecided.
*
* @param fighterIndex Index into BATTLE.fighters of the deciding fighter.
* @param type The type of action to perform.
* @param targetIndex Index into BATTLE.fighters of the target, meaningful
* for BATTLE_ACTION_ATTACK.
*/
void battleQueueAction(
const uint8_t fighterIndex,
const battleactiontype_t type,
const uint8_t targetIndex
);
/**
* Submits the currently-selecting fighter's attack against a target, if the
* battle is in BATTLE_STATE_PLAYER_SELECTION and awaiting a decision.
* Queues the action and advances the selection cursor.
*
* @param targetIndex Index into BATTLE.fighters of the target.
*/
void battlePlayerAttack(const uint8_t targetIndex);
/**
* Submits a flee attempt for the current fighter's turn, if it is
* currently a player-controlled fighter's turn and fleeing is
* available for this battle. Always succeeds, ending the battle with
* BATTLE_RESULT_FLED.
* Submits a flee attempt for the currently-selecting fighter, if the battle
* is in BATTLE_STATE_PLAYER_SELECTION and fleeing is available for this
* battle. Always succeeds, ending the battle with BATTLE_RESULT_FLED.
*/
void battlePlayerFlee(void);
/**
* Updates the battle simulation for one frame: resolves the current
* fighter's turn automatically if AI-controlled, otherwise waits for a
* player action via battlePlayerAttack/battlePlayerFlee. No-op if the
* battle isn't active or already has a result.
* Updates the battle simulation for one frame, dispatching on BATTLE.state.
* No-op if the battle isn't active, has already ended, or
* CUTSCENE_PAUSE_BATTLE is set.
*/
void battleUpdate(void);
/**
* Rebuilds BATTLE.turnOrder/turnCount from every currently living
* Rebuilds BATTLE.executionOrder/executionCount from every currently living
* fighter, sorted by speed descending.
*
* @param applyEncounterBias If true, reorders the freshly speed-sorted
* queue so BATTLE.encounterType's favoured team goes first (used only
* for the opening round).
*/
void battleBuildTurnOrder(const bool_t applyEncounterBias);
void battleBuildExecutionOrder(const bool_t applyEncounterBias);
/**
* Stably partitions BATTLE.turnOrder so every fighter on the given team
* Stably partitions BATTLE.executionOrder so every fighter on the given team
* comes first, preserving each side's relative (speed-sorted) order.
*
* @param team The team to move to the front of the turn order.
* @param team The team to move to the front of the execution order.
*/
void battleMoveTeamFirst(const battlefighterteam_t team);
@@ -192,3 +248,66 @@ void battleMoveTeamFirst(const battlefighterteam_t team);
* living fighters.
*/
battlefighter_t *battleAIChooseTarget(const battlefighter_t *fighter);
/**
* Sets BATTLE.state and fires BATTLE.onStateChanged with the previous and
* new state.
*
* @param next The state to transition to.
*/
void battleSetState(const battlestate_t next);
/**
* Sets BATTLE.result and transitions to BATTLE_STATE_ENDED.
*
* @param result The result to end the battle with.
*/
void battleSetResult(const battleresult_t result);
/**
* Checks whether a fighter is a live, undecided candidate for the given
* controller -- i.e. whether PLAYER_SELECTION or AI_SELECTION should still
* be deciding an action for it this round.
*
* @param fighterIndex Index into BATTLE.fighters to check.
* @param controller The controller PLAYER_SELECTION/AI_SELECTION is
* currently deciding for.
* @return True if the fighter is alive, matches controller, and has no
* action queued yet.
*/
bool_t battleFighterNeedsDecision(
const uint8_t fighterIndex,
const battlefightercontroller_t controller
);
/**
* Advances BATTLE.selectionIndex to the next player-controlled fighter that
* still needs a decision, or transitions to BATTLE_STATE_AI_SELECTION once
* none remain.
*/
void battleAdvanceSelection(void);
/**
* Handles BATTLE_STATE_PRE_ROUND: rebuilds the execution order and moves on
* to BATTLE_STATE_PLAYER_SELECTION, positioning the selection cursor.
*/
void battleUpdatePreRound(void);
/**
* Handles BATTLE_STATE_AI_SELECTION: queues an attack for every undecided
* AI-controlled fighter, then moves on to BATTLE_STATE_MOVES_EXECUTING.
*/
void battleUpdateAiSelection(void);
/**
* Handles BATTLE_STATE_MOVES_EXECUTING: resolves one queued action from
* BATTLE.executionOrder per call, or transitions to BATTLE_STATE_POST_ROUND
* once every fighter this round has been processed.
*/
void battleUpdateMovesExecuting(void);
/**
* Handles BATTLE_STATE_POST_ROUND: advances BATTLE.round and transitions
* back to BATTLE_STATE_PRE_ROUND.
*/
void battleUpdatePostRound(void);
@@ -6,6 +6,5 @@
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
savevita.c
savestreamvita.c
testbattle.c
)
@@ -0,0 +1,43 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "testbattle.h"
#include "rpg/battle/battle.h"
#include "scene/scene.h"
void testBattleStart(void) {
battleInit();
const battlefighterstats_t allyOneStats =
{ .attack = 10, .defense = 5, .magic = 0, .speed = 10, .luck = 0 };
const battlefighterstats_t allyTwoStats =
{ .attack = 8, .defense = 4, .magic = 0, .speed = 8, .luck = 0 };
const battlefighterstats_t enemyOneStats =
{ .attack = 6, .defense = 3, .magic = 0, .speed = 6, .luck = 0 };
const battlefighterstats_t enemyTwoStats =
{ .attack = 7, .defense = 3, .magic = 0, .speed = 5, .luck = 0 };
battleAddFighter(
BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER,
allyOneStats, 30, 10
);
battleAddFighter(
BATTLE_FIGHTER_TEAM_ALLY, BATTLE_FIGHTER_CONTROLLER_PLAYER,
allyTwoStats, 25, 10
);
battleAddFighter(
BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI,
enemyOneStats, 20, 5
);
battleAddFighter(
BATTLE_FIGHTER_TEAM_ENEMY, BATTLE_FIGHTER_CONTROLLER_AI,
enemyTwoStats, 20, 5
);
battleStart(BATTLE_ENCOUNTER_REGULAR, true);
sceneSet(SCENE_TYPE_BATTLE);
}
@@ -0,0 +1,16 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
/**
* TEMPORARY test hook: sets up a hardcoded mock battle and switches to the
* battle scene, so the battle scene (camera/fighters/HUD) can be seen and
* played without a real encounter trigger yet.
*/
void testBattleStart(void);
+159
View File
@@ -53,6 +53,25 @@ typedef struct cutscene_s {
#define CUTSCENE_WAIT(WAIT) \
{ .type = CUTSCENE_ITEM_TYPE_WAIT, .wait = WAIT }
// A named, otherwise no-op position in the item list that cutsceneGoTo
// can jump execution straight to. NAME is matched with stringEquals,
// not pointer identity, so it's safe to use separate string literals
// with the same contents at the marker and at each call site.
#define CUTSCENE_MARKER(NAME) \
{ .type = CUTSCENE_ITEM_TYPE_MARKER, .marker = { .name = NAME } }
// Restarts the currently running cutscene from its first item,
// preserving whatever interact/interacted entities triggered it.
#define CUTSCENE_RESTART() \
{ .type = CUTSCENE_ITEM_TYPE_RESTART }
// Requests a switch to a different SCENE_TYPE via sceneSet, then
// immediately continues on to whatever follows this item - the switch
// itself doesn't happen until the next sceneUpdate() tick, so it does
// not take effect this frame.
#define CUTSCENE_SCENE(TYPE) \
{ .type = CUTSCENE_ITEM_TYPE_SCENE, .sceneChange = { .type = TYPE } }
#define CUTSCENE_CUTSCENE(CUTSCENE) \
{ \
.type = CUTSCENE_ITEM_TYPE_CUTSCENE, \
@@ -62,6 +81,124 @@ typedef struct cutscene_s {
#define CUTSCENE_CALLBACK(CALLBACK) \
{ .type = CUTSCENE_ITEM_TYPE_CALLBACK, .callback = CALLBACK }
#define CUTSCENE_PRINT(TEXT) \
{ .type = CUTSCENE_ITEM_TYPE_PRINT, .print = { .text = TEXT } }
// Shows a message-only modal (no option buttons) and immediately
// continues on to whatever follows this item - it does not wait for
// the dialog to be dismissed. Script the rest of the interaction (e.g.
// CUTSCENE_CALLBACK to kick off work, CUTSCENE_WAIT, then
// CUTSCENE_MODAL_CLOSE) as later items in the same cutscene.
// TITLE and MESSAGE are each displayed as-is unless they match a
// locale message ID, in which case the translated string is shown
// instead - see uiModalLocalize.
#define CUTSCENE_MODAL(TITLE, MESSAGE) \
{ \
.type = CUTSCENE_ITEM_TYPE_MODAL, \
.modal = { .title = TITLE, .message = MESSAGE } \
}
// Shows a modal with option buttons and immediately continues on, same
// as CUTSCENE_MODAL - it does not block waiting for a selection.
// Back/cancel input is disabled while it's open (see
// uiMenuSetDisableBack), so it must be dismissed by picking one; CALLBACK
// then fires with the selected option index once the dialog closes.
// Option labels are passed as trailing arguments, e.g.
// CUTSCENE_MODAL_OPTIONS(title, message, callback, "Retry", "Cancel") -
// their strings are not copied by this item, so they must stay valid
// until the modal opens (string literals are fine). Like TITLE and
// MESSAGE, each option is translated if it matches a locale message ID.
#define CUTSCENE_MODAL_OPTIONS(TITLE, MESSAGE, CALLBACK, ...) \
{ \
.type = CUTSCENE_ITEM_TYPE_MODAL, \
.modal = { \
.title = TITLE, .message = MESSAGE, \
.options = (const char_t *[]){ __VA_ARGS__ }, \
.optionCount = (uint8_t)( \
sizeof((const char_t *[]){ __VA_ARGS__ }) / sizeof(const char_t *) \
), \
.callback = CALLBACK \
} \
}
// Same as CUTSCENE_MODAL_OPTIONS, but fixed to exactly one option and
// MARKER1 to jump straight to via cutsceneGoTo once it's selected - no
// callback function to write. Does not fall through to whatever follows
// this item, so MARKER1 must be scripted elsewhere in the same cutscene.
#define CUTSCENE_MODAL_OPTIONS_ONE(TITLE, MESSAGE, OPTION1, MARKER1) \
{ \
.type = CUTSCENE_ITEM_TYPE_MODAL_OPTIONS_MARKERS, \
.modalOptionsMarkers = { \
.title = TITLE, .message = MESSAGE, \
.options = { OPTION1 }, \
.markers = { MARKER1 }, \
.optionCount = 1 \
} \
}
// Same as CUTSCENE_MODAL_OPTIONS, but fixed to exactly two options,
// jumping straight to OPTION1_MARKER or OPTION2_MARKER via cutsceneGoTo
// once the corresponding option is selected - no callback function to
// write. Does not fall through to whatever follows this item, so both
// markers must be scripted elsewhere in the same cutscene.
#define CUTSCENE_MODAL_OPTIONS_TWO( \
TITLE, MESSAGE, OPTION1, OPTION1_MARKER, OPTION2, OPTION2_MARKER \
) \
{ \
.type = CUTSCENE_ITEM_TYPE_MODAL_OPTIONS_MARKERS, \
.modalOptionsMarkers = { \
.title = TITLE, .message = MESSAGE, \
.options = { OPTION1, OPTION2 }, \
.markers = { OPTION1_MARKER, OPTION2_MARKER }, \
.optionCount = 2 \
} \
}
// Closes the currently open modal (if any). Useful when a modal was
// opened outside of a blocking CUTSCENE_MODAL item (e.g. directly via
// uiModalOpen) and this cutscene just needs to dismiss it and continue
// on to whatever follows this item in the sequence.
#define CUTSCENE_MODAL_CLOSE() \
{ .type = CUTSCENE_ITEM_TYPE_MODAL_CLOSE }
// Opens the on-screen keyboard and blocks the cutscene until it closes,
// then caches whatever was typed - see cutsceneSystemGetTextCache to
// read it back afterwards. __VA_ARGS__ are uikeyboardopen_t designated
// initializers, e.g. CUTSCENE_KEYBOARD(.cancel = true, .maxLength = 8).
#define CUTSCENE_KEYBOARD(...) \
{ \
.type = CUTSCENE_ITEM_TYPE_KEYBOARD, \
.keyboard = { .open = { __VA_ARGS__ } } \
}
// (Re)requests an available save device and jumps straight to
// SUCCESS_MARKER or FAILURE_MARKER once it resolves, same as a
// CUTSCENE_MODAL_OPTIONS callback - it does not fall through to
// whatever follows this item, so both markers must be scripted
// elsewhere in the same cutscene.
#define CUTSCENE_SAVE_DEVICE_CHECK(SUCCESS_MARKER, FAILURE_MARKER) \
{ \
.type = CUTSCENE_ITEM_TYPE_SAVE_DEVICE_CHECK, \
.saveDeviceCheck = { \
.successMarker = SUCCESS_MARKER, \
.failureMarker = FAILURE_MARKER \
} \
}
// (Re)loads every save slot via saveLoadAllSlots() and jumps straight to
// SUCCESS_MARKER or FAILURE_MARKER once it resolves, same shape as
// CUTSCENE_SAVE_DEVICE_CHECK - it does not fall through to whatever
// follows this item, so both markers must be scripted elsewhere in the
// same cutscene.
#define CUTSCENE_SAVE_LOAD_ALL_SLOTS(SUCCESS_MARKER, FAILURE_MARKER) \
{ \
.type = CUTSCENE_ITEM_TYPE_SAVE_LOAD_ALL_SLOTS, \
.saveLoadAllSlots = { \
.successMarker = SUCCESS_MARKER, \
.failureMarker = FAILURE_MARKER \
} \
}
#define CUTSCENE_ENTITY_WALK_TO(ENTITY_INDEX, X, Y, Z) \
{ \
.type = CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO, \
@@ -162,6 +299,28 @@ typedef struct cutscene_s {
.shake = { .amount = AMOUNT, .duration = DURATION } \
}
// Waits until BATTLE.state reaches STATE. Put this BEFORE
// CUTSCENE_SET_PAUSE(CUTSCENE_PAUSE_BATTLE), not after -- pausing first
// freezes BATTLE.state wherever it already is, so it would never reach
// STATE on its own to satisfy the wait. Waiting unpaused, then pausing the
// moment it's satisfied, catches the battle right at STATE before it can
// advance further.
#define CUTSCENE_BATTLE_WAIT_STATE(STATE) \
{ \
.type = CUTSCENE_ITEM_TYPE_BATTLE_WAIT_STATE, \
.battleWaitState = { .state = STATE } \
}
// Immediately queues an attack for FIGHTER_INDEX against TARGET_INDEX,
// bypassing normal player/AI selection for that fighter this round.
#define CUTSCENE_BATTLE_FORCE_ACTION(FIGHTER_INDEX, TARGET_INDEX) \
{ \
.type = CUTSCENE_ITEM_TYPE_BATTLE_FORCE_ACTION, \
.battleForceAction = { \
.fighterIndex = FIGHTER_INDEX, .targetIndex = TARGET_INDEX \
} \
}
#define CUTSCENE_SET_PAUSE(FLAGS) \
{ .type = CUTSCENE_ITEM_TYPE_SET_PAUSE, .setPause = (FLAGS) }
+3 -1
View File
@@ -14,11 +14,13 @@ typedef uint8_t cutscenepause_t;
#define CUTSCENE_PAUSE_NPC ((cutscenepause_t)(1 << 0))
#define CUTSCENE_PAUSE_PLAYER ((cutscenepause_t)(1 << 1))
#define CUTSCENE_PAUSE_WORLD ((cutscenepause_t)(1 << 2))
#define CUTSCENE_PAUSE_BATTLE ((cutscenepause_t)(1 << 3))
#define CUTSCENE_PAUSE_DEFAULT ((cutscenepause_t)( \
CUTSCENE_PAUSE_NPC | CUTSCENE_PAUSE_PLAYER \
))
#define CUTSCENE_PAUSE_ALL ((cutscenepause_t)( \
CUTSCENE_PAUSE_NPC | CUTSCENE_PAUSE_PLAYER | CUTSCENE_PAUSE_WORLD \
CUTSCENE_PAUSE_NPC | CUTSCENE_PAUSE_PLAYER | CUTSCENE_PAUSE_WORLD | \
CUTSCENE_PAUSE_BATTLE \
))
+94 -6
View File
@@ -8,6 +8,7 @@
#include "cutscenesystem.h"
#include "rpg/entity/entity.h"
#include "util/memory.h"
#include "util/string.h"
#include "assert/assert.h"
cutscenesystem_t CUTSCENE_SYSTEM;
@@ -16,11 +17,7 @@ void cutsceneSystemInit() {
memoryZero(&CUTSCENE_SYSTEM, sizeof(cutscenesystem_t));
}
void cutsceneSystemStartCutscene(const cutscene_t *cutscene) {
cutsceneSystemStartCutsceneWith(cutscene, NULL, NULL);
}
void cutsceneSystemStartCutsceneWith(
void cutsceneSystemPrepare(
const cutscene_t *cutscene,
entity_t *interact,
entity_t *interacted
@@ -38,10 +35,49 @@ void cutsceneSystemStartCutsceneWith(
CUTSCENE_SYSTEM.entityLastRef = NULL;
CUTSCENE_SYSTEM.areaLastCreated = CUTSCENE_AREA_LAST_CREATED;
CUTSCENE_SYSTEM.textMiniLastCreated = CUTSCENE_TEXT_MINI_LAST_CREATED;
CUTSCENE_SYSTEM.textCache[0] = '\0';
CUTSCENE_SYSTEM.currentItem = 0xFF;// Set to 0xFF so Next wraps to 0.
CUTSCENE_SYSTEM.onComplete = NULL;
}
void cutsceneSystemStartCutscene(const cutscene_t *cutscene) {
cutsceneSystemStartCutsceneWith(cutscene, NULL, NULL);
}
void cutsceneSystemStartCutsceneWith(
const cutscene_t *cutscene,
entity_t *interact,
entity_t *interacted
) {
cutsceneSystemPrepare(cutscene, interact, interacted);
cutsceneSystemNext();
}
void cutsceneSystemStartCutsceneAndGoToMarker(
const cutscene_t *cutscene,
const char_t *marker
) {
cutsceneSystemPrepare(cutscene, NULL, NULL);
cutsceneGoTo(marker);
}
void cutsceneRestart(void) {
assertNotNull(
CUTSCENE_SYSTEM.scene, "cutsceneRestart called with no cutscene running"
);
// A restart is the same logical run trying again (e.g. retrying a failed
// save-device check), not a fresh unrelated start, so it should not
// silently drop a completion callback the caller already armed.
cutscenecallback_t onComplete = CUTSCENE_SYSTEM.onComplete;
cutsceneSystemStartCutsceneWith(
CUTSCENE_SYSTEM.scene,
CUTSCENE_SYSTEM.entityInteract,
CUTSCENE_SYSTEM.entityInteracted
);
CUTSCENE_SYSTEM.onComplete = onComplete;
}
void cutsceneSystemUpdate() {
if(CUTSCENE_SYSTEM.scene == NULL) return;
@@ -58,6 +94,13 @@ void cutsceneSystemNext() {
if(
CUTSCENE_SYSTEM.currentItem >= CUTSCENE_SYSTEM.scene->itemCount
) {
// Saved and cleared before firing so a callback that immediately
// starts another cutscene (or sets its own onComplete) isn't clobbered
// by this function's own cleanup running after it - same reentrancy
// hazard as uiFocusPop, see src/dusk/ui/focus/uifocus.c.
cutscenecallback_t onComplete = CUTSCENE_SYSTEM.onComplete;
void *userData = CUTSCENE_SYSTEM.userData;
CUTSCENE_SYSTEM.scene = NULL;
CUTSCENE_SYSTEM.currentItem = 0xFF;
CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE;
@@ -66,7 +109,11 @@ void cutsceneSystemNext() {
CUTSCENE_SYSTEM.entityLastCreated = NULL;
CUTSCENE_SYSTEM.entityLastRef = NULL;
CUTSCENE_SYSTEM.areaLastCreated = CUTSCENE_AREA_LAST_CREATED;
CUTSCENE_SYSTEM.textMiniLastCreated = CUTSCENE_TEXT_MINI_LAST_CREATED;
CUTSCENE_SYSTEM.textMiniLastCreated = CUTSCENE_TEXT_MINI_LAST_CREATED;
CUTSCENE_SYSTEM.textCache[0] = '\0';
CUTSCENE_SYSTEM.onComplete = NULL;
if(onComplete != NULL) onComplete(userData);
return;
}
@@ -76,6 +123,35 @@ void cutsceneSystemNext() {
cutsceneItemStart(item, &CUTSCENE_SYSTEM.data);
}
void cutsceneSystemSetOnComplete(cutscenecallback_t onComplete) {
assertNotNull(
CUTSCENE_SYSTEM.scene,
"cutsceneSystemSetOnComplete called with no cutscene running"
);
CUTSCENE_SYSTEM.onComplete = onComplete;
}
void cutsceneGoTo(const char_t *name) {
assertNotNull(
CUTSCENE_SYSTEM.scene, "cutsceneGoTo called with no cutscene running"
);
for(uint8_t i = 0; i < CUTSCENE_SYSTEM.scene->itemCount; i++) {
const cutsceneitem_t *item = &CUTSCENE_SYSTEM.scene->items[i];
if(
item->type == CUTSCENE_ITEM_TYPE_MARKER &&
stringEquals(item->marker.name, name)
) {
CUTSCENE_SYSTEM.currentItem = i;
memoryZero(&CUTSCENE_SYSTEM.data, sizeof(CUTSCENE_SYSTEM.data));
cutsceneItemStart(item, &CUTSCENE_SYSTEM.data);
return;
}
}
assertTrue(false, "cutsceneGoTo: no marker found with that name");
}
const cutsceneitem_t * cutsceneSystemGetCurrentItem() {
if(CUTSCENE_SYSTEM.scene == NULL) return NULL;
@@ -144,6 +220,16 @@ uint8_t cutsceneSystemGetTextMiniId(const uint8_t index) {
return index;
}
const char_t * cutsceneSystemGetTextCache(void) {
return CUTSCENE_SYSTEM.textCache;
}
void cutsceneSystemSetTextCache(const char_t *text) {
stringCopy(
CUTSCENE_SYSTEM.textCache, text, CUTSCENE_TEXT_CACHE_MAX - 1
);
}
void cutsceneSystemDispose() {
CUTSCENE_SYSTEM.scene = NULL;
CUTSCENE_SYSTEM.currentItem = 0xFF;
@@ -154,4 +240,6 @@ void cutsceneSystemDispose() {
CUTSCENE_SYSTEM.entityLastRef = NULL;
CUTSCENE_SYSTEM.areaLastCreated = CUTSCENE_AREA_LAST_CREATED;
CUTSCENE_SYSTEM.textMiniLastCreated = CUTSCENE_TEXT_MINI_LAST_CREATED;
CUTSCENE_SYSTEM.textCache[0] = '\0';
CUTSCENE_SYSTEM.onComplete = NULL;
}
+88
View File
@@ -21,6 +21,11 @@ typedef struct entity_s entity_t;
// cutscene_t.dataSize.
#define CUTSCENE_SYSTEM_SIZE_MAX 8192
// Size of CUTSCENE_SYSTEM.textCache - keep >= UI_KEYBOARD_TEXT_MAX (see
// ui/dialog/keyboard/uikeyboard.h) so text entered via a
// CUTSCENE_ITEM_TYPE_KEYBOARD item is never truncated caching it here.
#define CUTSCENE_TEXT_CACHE_MAX 64
typedef struct {
const cutscene_t *scene;
uint8_t currentItem;
@@ -32,12 +37,21 @@ typedef struct {
uint8_t areaLastCreated;
uint8_t textMiniLastCreated;
// Free-form text cache, e.g. holding whatever was last typed via a
// CUTSCENE_ITEM_TYPE_KEYBOARD item - see cutsceneSystemGetTextCache/
// cutsceneSystemSetTextCache. Not tied to any one item type; any item
// may read or write it.
char_t textCache[CUTSCENE_TEXT_CACHE_MAX];
// Data (used by the current item).
cutsceneitemdata_t data;
// Custom user data for the running cutscene, sized per-scene by
// cutscene_t.dataSize.
uint8_t userData[CUTSCENE_SYSTEM_SIZE_MAX];
// See cutsceneSystemSetOnComplete.
cutscenecallback_t onComplete;
} cutscenesystem_t;
extern cutscenesystem_t CUTSCENE_SYSTEM;
@@ -67,6 +81,47 @@ void cutsceneSystemStartCutsceneWith(
entity_t *interacted
);
/**
* Starts a cutscene with no bound entities, jumping straight to the
* CUTSCENE_MARKER item with the given name instead of running from the
* first item - as if cutsceneGoTo(marker) had been called immediately
* after cutsceneSystemStartCutscene. Asserts if no marker with that
* name exists in the cutscene.
*
* @param cutscene Pointer to the cutscene to start.
* @param marker Marker name to jump to, matched with stringEquals.
*/
void cutsceneSystemStartCutsceneAndGoToMarker(
const cutscene_t *cutscene,
const char_t *marker
);
/**
* Restarts the currently running cutscene from its first item,
* preserving whatever interact/interacted entities triggered it.
* Asserts if no cutscene is running.
*/
void cutsceneRestart(void);
/**
* Sets a native callback to fire once when the currently running cutscene
* finishes by running off the end of its item list. A fresh
* cutsceneSystemStartCutscene* call clears any previously set callback, so
* call this again after starting a new cutscene to arm it - but
* cutsceneRestart() preserves whatever was armed, since a restart (e.g.
* retrying a failed check) is the same logical run trying again, not a new
* one. Invoked with CUTSCENE_SYSTEM.userData, same as CUTSCENE_CALLBACK.
*
* Exists so a runtime-loaded cutscene file (which can't store a native
* function pointer) can still hand off to native code once it's done,
* without needing a whole name->function registry: the file just ends
* normally, and whoever started it supplies what happens next.
*
* @param onComplete Callback to fire on natural completion. May be NULL
* to clear a previously set one.
*/
void cutsceneSystemSetOnComplete(cutscenecallback_t onComplete);
/**
* Resolves a raw entity index (or sentinel) to an entity pointer.
* Handles CUTSCENE_ENTITY_INTERACT, CUTSCENE_ENTITY_INTERACTED,
@@ -97,11 +152,44 @@ uint8_t cutsceneSystemGetAreaId(const uint8_t areaId);
*/
uint8_t cutsceneSystemGetTextMiniId(const uint8_t index);
/**
* Returns CUTSCENE_SYSTEM.textCache - whatever was last written there via
* cutsceneSystemSetTextCache (e.g. by a CUTSCENE_ITEM_TYPE_KEYBOARD item
* once its keyboard closes). Empty ("") if nothing has been cached yet
* for the running cutscene.
*
* @returns The cached text.
*/
const char_t * cutsceneSystemGetTextCache(void);
/**
* Overwrites CUTSCENE_SYSTEM.textCache with a copy of text. Any item may
* call this - it isn't tied to any one item type - so later items can
* read back whatever the caller wants to pass along, up to
* CUTSCENE_TEXT_CACHE_MAX - 1 characters.
*
* @param text The text to cache; copied internally, safe to be
* transient. Must not exceed CUTSCENE_TEXT_CACHE_MAX - 1 characters.
*/
void cutsceneSystemSetTextCache(const char_t *text);
/**
* Advance to the next item in the cutscene.
*/
void cutsceneSystemNext();
/**
* Jumps the running cutscene directly to the CUTSCENE_MARKER item with
* the given name and starts it immediately, as if cutsceneSystemNext()
* had advanced straight to it. Intended to be called from within
* another item's start/update (e.g. a CUTSCENE_CALLBACK) to implement
* flow control. Asserts if no cutscene is running or no marker with
* that name exists in it.
*
* @param name Marker name to search for, matched with stringEquals.
*/
void cutsceneGoTo(const char_t *name);
/**
* Update the cutscene system for one frame.
*/
@@ -7,6 +7,7 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
cutsceneitem.c
cutscenecallback.c
cutsceneprint.c
)
add_subdirectory(control)
@@ -15,3 +16,4 @@ add_subdirectory(item)
add_subdirectory(maparea)
add_subdirectory(ui)
add_subdirectory(battle)
add_subdirectory(save)
@@ -6,4 +6,6 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
cutscenestartbattle.c
cutscenebattlewaitstate.c
cutscenebattleforceaction.c
)
@@ -0,0 +1,25 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
void cutsceneBattleForceActionStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
battleQueueAction(
item->battleForceAction.fighterIndex, BATTLE_ACTION_ATTACK,
item->battleForceAction.targetIndex
);
}
bool_t cutsceneBattleForceActionUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,42 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/battle/battle.h"
typedef struct {
uint8_t fighterIndex;
uint8_t targetIndex;
} cutscenebattleforceaction_t;
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
/**
* Starts a battle force-action step: immediately queues an attack for the
* given fighter against the given target, bypassing normal player/AI
* selection for that fighter this round.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneBattleForceActionStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a battle force-action step (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneBattleForceActionUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,15 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
bool_t cutsceneBattleWaitStateUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return BATTLE.state == item->battleWaitState.state;
}
@@ -0,0 +1,30 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/battle/battle.h"
typedef struct {
battlestate_t state;
} cutscenebattlewaitstate_t;
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
/**
* Updates a battle wait-state step, completing once BATTLE.state reaches
* the watched state. Has no Start callback -- there's nothing to do until
* the state is actually reached.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once BATTLE.state equals the watched state.
*/
bool_t cutsceneBattleWaitStateUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -8,4 +8,7 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
cutscenewait.c
cutscenesetpause.c
cutsceneconcurrent.c
cutscenemarker.c
cutscenerestart.c
cutscenescene.c
)
@@ -0,0 +1,21 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
void cutsceneMarkerStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
}
bool_t cutsceneMarkerUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,40 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
const char_t *name;
} cutscenemarker_t;
/**
* Starts a marker item. A marker does nothing on its own - it exists
* purely as a named position for cutsceneGoTo to jump to.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneMarkerStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a marker item (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneMarkerUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,23 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
void cutsceneRestartStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
cutsceneRestart();
}
bool_t cutsceneRestartUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return false;
}
@@ -0,0 +1,38 @@
/**
* 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 cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
/**
* Starts a restart item (restarts the currently running cutscene from
* its first item via cutsceneRestart).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneRestartStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a restart item. By the time this would run, the cutscene has
* already restarted from its first item, so this always reports
* incomplete (mirrors cutsceneCutsceneUpdate).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns false always.
*/
bool_t cutsceneRestartUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,23 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "scene/scene.h"
void cutsceneSceneStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
sceneSet(item->sceneChange.type);
}
bool_t cutsceneSceneUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,44 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "scene/scenetype.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
scenetype_t type;
} cutscenescene_t;
/**
* Starts a scene item (requests a switch to the given scene via
* sceneSet). The switch itself doesn't happen until the next
* sceneUpdate() tick, so the rest of the current frame - including
* whatever else this cutscene does after this item - still runs
* against the scene that's being left.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneSceneStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a scene item (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneSceneUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
+59
View File
@@ -118,6 +118,65 @@ cutsceneitemcallbacks_t CUTSCENE_ITEM_CALLBACKS[CUTSCENE_ITEM_TYPE_COUNT] = {
[CUTSCENE_ITEM_TYPE_SHAKE] = {
.init = cutsceneShakeStart,
.update = cutsceneShakeUpdate
},
[CUTSCENE_ITEM_TYPE_BATTLE_WAIT_STATE] = {
.update = cutsceneBattleWaitStateUpdate
},
[CUTSCENE_ITEM_TYPE_BATTLE_FORCE_ACTION] = {
.init = cutsceneBattleForceActionStart,
.update = cutsceneBattleForceActionUpdate
},
[CUTSCENE_ITEM_TYPE_MODAL] = {
.init = cutsceneModalStart,
.update = cutsceneModalUpdate
},
[CUTSCENE_ITEM_TYPE_MODAL_OPTIONS_MARKERS] = {
.init = cutsceneModalOptionsMarkersStart,
.update = cutsceneModalOptionsMarkersUpdate
},
[CUTSCENE_ITEM_TYPE_MODAL_CLOSE] = {
.init = cutsceneModalCloseStart,
.update = cutsceneModalCloseUpdate
},
[CUTSCENE_ITEM_TYPE_PRINT] = {
.init = cutscenePrintStart,
.update = cutscenePrintUpdate
},
[CUTSCENE_ITEM_TYPE_MARKER] = {
.init = cutsceneMarkerStart,
.update = cutsceneMarkerUpdate
},
[CUTSCENE_ITEM_TYPE_RESTART] = {
.init = cutsceneRestartStart,
.update = cutsceneRestartUpdate
},
[CUTSCENE_ITEM_TYPE_SCENE] = {
.init = cutsceneSceneStart,
.update = cutsceneSceneUpdate
},
[CUTSCENE_ITEM_TYPE_SAVE_DEVICE_CHECK] = {
.init = cutsceneSaveDeviceCheckStart,
.update = cutsceneSaveDeviceCheckUpdate
},
[CUTSCENE_ITEM_TYPE_SAVE_LOAD_ALL_SLOTS] = {
.init = cutsceneSaveLoadAllSlotsStart,
.update = cutsceneSaveLoadAllSlotsUpdate
},
[CUTSCENE_ITEM_TYPE_KEYBOARD] = {
.init = cutsceneKeyboardStart,
.update = cutsceneKeyboardUpdate
}
};
+33
View File
@@ -7,9 +7,13 @@
#pragma once
#include "cutscenecallback.h"
#include "cutsceneprint.h"
#include "control/cutscenewait.h"
#include "control/cutscenesetpause.h"
#include "control/cutsceneconcurrent.h"
#include "control/cutscenemarker.h"
#include "control/cutscenerestart.h"
#include "control/cutscenescene.h"
#include "entity/cutsceneentityteleport.h"
#include "entity/cutsceneentitywalkto.h"
#include "entity/cutsceneentityremove.h"
@@ -22,11 +26,18 @@
#include "ui/cutscenefade.h"
#include "ui/cutsceneemoji.h"
#include "ui/cutsceneshake.h"
#include "ui/cutscenemodal.h"
#include "ui/cutscenemodaloptionsmarkers.h"
#include "ui/cutscenekeyboard.h"
#include "item/cutsceneitemgive.h"
#include "maparea/cutscenemapareaadd.h"
#include "maparea/cutscenemaparearemove.h"
#include "maparea/cutscenemapareawait.h"
#include "battle/cutscenestartbattle.h"
#include "battle/cutscenebattlewaitstate.h"
#include "battle/cutscenebattleforceaction.h"
#include "save/cutscenesavedevicecheck.h"
#include "save/cutscenesaveloadallslots.h"
typedef struct cutscene_s cutscene_t;
@@ -55,6 +66,18 @@ typedef enum {
CUTSCENE_ITEM_TYPE_START_BATTLE,
CUTSCENE_ITEM_TYPE_EMOJI,
CUTSCENE_ITEM_TYPE_SHAKE,
CUTSCENE_ITEM_TYPE_BATTLE_WAIT_STATE,
CUTSCENE_ITEM_TYPE_BATTLE_FORCE_ACTION,
CUTSCENE_ITEM_TYPE_MODAL,
CUTSCENE_ITEM_TYPE_MODAL_OPTIONS_MARKERS,
CUTSCENE_ITEM_TYPE_MODAL_CLOSE,
CUTSCENE_ITEM_TYPE_PRINT,
CUTSCENE_ITEM_TYPE_MARKER,
CUTSCENE_ITEM_TYPE_RESTART,
CUTSCENE_ITEM_TYPE_SCENE,
CUTSCENE_ITEM_TYPE_SAVE_DEVICE_CHECK,
CUTSCENE_ITEM_TYPE_SAVE_LOAD_ALL_SLOTS,
CUTSCENE_ITEM_TYPE_KEYBOARD,
CUTSCENE_ITEM_TYPE_COUNT
} cutsceneitemtype_t;
@@ -85,6 +108,16 @@ struct cutsceneitem_s {
cutscenestartbattle_t startBattle;
cutsceneemoji_t emoji;
cutsceneshake_t shake;
cutscenebattlewaitstate_t battleWaitState;
cutscenebattleforceaction_t battleForceAction;
cutscenemodal_t modal;
cutscenemodaloptionsmarkers_t modalOptionsMarkers;
cutsceneprint_t print;
cutscenemarker_t marker;
cutscenescene_t sceneChange;
cutscenesavedevicecheck_t saveDeviceCheck;
cutscenesaveloadallslots_t saveLoadAllSlots;
cutscenekeyboard_t keyboard;
};
};
@@ -0,0 +1,23 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "cutsceneitem.h"
#include "console/console.h"
void cutscenePrintStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
consolePrint("%s", item->print.text);
}
bool_t cutscenePrintUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,41 @@
/**
* 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 cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
#define CUTSCENE_PRINT_MAX_CHARS 128
typedef struct {
char_t text[CUTSCENE_PRINT_MAX_CHARS];
} cutsceneprint_t;
/**
* Starts a print item (prints the item's text to the console).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutscenePrintStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a print item (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutscenePrintUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,10 @@
# 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
cutscenesavedevicecheck.c
cutscenesaveloadallslots.c
)
@@ -0,0 +1,33 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "save/save.h"
void cutsceneSaveDeviceCheckCallback(savedevice_t *device, void *user) {
const cutsceneitem_t *item = cutsceneSystemGetCurrentItem();
cutsceneGoTo(
device != NULL ?
item->saveDeviceCheck.successMarker :
item->saveDeviceCheck.failureMarker
);
}
void cutsceneSaveDeviceCheckStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
saveFindAvailableDevice(cutsceneSaveDeviceCheckCallback, NULL);
}
bool_t cutsceneSaveDeviceCheckUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return false;
}
@@ -0,0 +1,45 @@
/**
* 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 cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
const char_t *successMarker;
const char_t *failureMarker;
} cutscenesavedevicecheck_t;
/**
* Starts a save-device-check item: (re)requests an available save
* device via saveFindAvailableDevice. Never completes on its own - see
* cutsceneSaveDeviceCheckUpdate.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneSaveDeviceCheckStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a save-device-check item. Like a CUTSCENE_MODAL_OPTIONS item,
* this never completes on its own - once saveFindAvailableDevice's
* callback fires, it jumps straight to the item's successMarker or
* failureMarker via cutsceneGoTo.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns false always.
*/
bool_t cutsceneSaveDeviceCheckUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,31 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "save/save.h"
void cutsceneSaveLoadAllSlotsStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
errorret_t result = saveLoadAllSlots();
if(errorIsNotOk(result)) {
errorCatch(errorPrint(result));
cutsceneGoTo(item->saveLoadAllSlots.failureMarker);
return;
}
cutsceneGoTo(item->saveLoadAllSlots.successMarker);
}
bool_t cutsceneSaveLoadAllSlotsUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return false;
}
@@ -0,0 +1,44 @@
/**
* 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 cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
const char_t *successMarker;
const char_t *failureMarker;
} cutscenesaveloadallslots_t;
/**
* Starts a save-load-all-slots item: calls saveLoadAllSlots() and jumps
* straight to the item's successMarker or failureMarker via
* cutsceneGoTo, depending on the result.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneSaveLoadAllSlotsStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a save-load-all-slots item. Never completes on its own -
* Start already jumps to whichever marker applies before this would
* ever run.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns false always.
*/
bool_t cutsceneSaveLoadAllSlotsUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -11,4 +11,7 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
cutscenefade.c
cutsceneemoji.c
cutsceneshake.c
cutscenemodal.c
cutscenemodaloptionsmarkers.c
cutscenekeyboard.c
)
@@ -0,0 +1,27 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "ui/dialog/keyboard/uikeyboard.h"
void cutsceneKeyboardStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
uiKeyboardOpen(&item->keyboard.open);
}
bool_t cutsceneKeyboardUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
if(uiKeyboardIsOpen()) return false;
cutsceneSystemSetTextCache(UI_KEYBOARD.text);
return true;
}
@@ -0,0 +1,47 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "ui/dialog/keyboard/uikeyboard.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
// Passed straight through to uiKeyboardOpen - see uikeyboardopen_t.
uikeyboardopen_t open;
} cutscenekeyboard_t;
/**
* Starts a keyboard item (opens the on-screen keyboard with the item's
* open parameters, unmodified - see uiKeyboardOpen).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneKeyboardStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a keyboard item. Blocks the cutscene while the keyboard is
* open; once it closes (confirmed or cancelled), caches its resulting
* text via cutsceneSystemSetTextCache (see cutsceneSystemGetTextCache)
* before completing, regardless of whether confirm or cancel was
* picked - check UI_KEYBOARD.confirmed from the item's own onInput
* callback if that distinction matters.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once the keyboard has closed; false while still open.
*/
bool_t cutsceneKeyboardUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,53 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "assert/assert.h"
#include "ui/widget/uimodal.h"
void cutsceneModalStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
const cutscenemodal_t *modal = &item->modal;
assertTrue(
modal->optionCount <= CUTSCENE_MODAL_OPTIONS_MAX,
"Too many options for cutscene modal"
);
uiModalOpen(
modal->title,
modal->message,
modal->options,
modal->optionCount,
modal->callback,
NULL,
CUTSCENE_SYSTEM.userData
);
}
bool_t cutsceneModalUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return item->modal.optionCount == 0;
}
void cutsceneModalCloseStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
uiModalClose(NULL);
}
bool_t cutsceneModalCloseUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,109 @@
/**
* 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 cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
#define CUTSCENE_MODAL_TITLE_MAX_CHARS 64
#define CUTSCENE_MODAL_MESSAGE_MAX_CHARS 256
#define CUTSCENE_MODAL_OPTIONS_MAX 4
/**
* Callback invoked with the selected option once a cutscene modal
* item's dialog closes. Back/cancel input is disabled while it's open
* (see uiMenuSetDisableBack), so it must be dismissed by picking one.
*
* @param optionIndex Index into the options array that was selected.
* @param userData CUTSCENE_SYSTEM.userData for the running cutscene.
*/
typedef void (*cutscenemodaloptioncallback_t)(
const uint8_t optionIndex, void *userData
);
typedef struct {
// Display text, or a locale message ID to translate - see
// uiModalLocalize.
char_t title[CUTSCENE_MODAL_TITLE_MAX_CHARS];
char_t message[CUTSCENE_MODAL_MESSAGE_MAX_CHARS];
// NOT copied by this struct - these pointers are only read once,
// while uiModalOpen is opening the modal in cutsceneModalStart, so
// they only need to stay valid until then (e.g. string literals, as
// CUTSCENE_MODAL_OPTIONS produces). Each is displayed text or a
// locale message ID, same as title/message.
const char_t **options;
uint8_t optionCount;
cutscenemodaloptioncallback_t callback;
} cutscenemodal_t;
/**
* Starts a modal item (shows the modal dialog with the item's title,
* message, and options, wiring callback to fire with the selected
* option once it closes). optionCount may be 0 for a message-only
* dialog with no option buttons.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneModalStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a modal item. A message-only modal (optionCount == 0, e.g.
* from CUTSCENE_MODAL) always completes immediately - the cutscene
* continues on to whatever follows this item right away, it does not
* wait for the dialog to be dismissed. Script what should happen while
* it's up, and how it gets closed, as later items in the same cutscene
* (e.g. CUTSCENE_CALLBACK, CUTSCENE_WAIT, CUTSCENE_MODAL_CLOSE).
*
* A modal with options (optionCount > 0, e.g. from
* CUTSCENE_MODAL_OPTIONS) never completes on its own - the cutscene
* blocks here indefinitely. The option callback fires once the user
* picks something, and it alone is responsible for moving the cutscene
* on from there (typically via cutsceneGoTo or cutsceneRestart).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once immediately for a message-only modal; false
* always for a modal with options.
*/
bool_t cutsceneModalUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Starts a modal-close item (closes the currently open modal, if any).
* Whatever should happen next belongs in the cutscene's own item
* sequence (e.g. a CUTSCENE_CALLBACK or CUTSCENE_PRINT placed right
* after this item), not on this item itself.
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneModalCloseStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a modal-close item (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneModalCloseUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,50 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "ui/widget/uimodal.h"
void cutsceneModalOptionsMarkersCallback(
const uint8_t optionIndex,
void *userData
) {
const cutscenemodaloptionsmarkers_t *options =
&cutsceneSystemGetCurrentItem()->modalOptionsMarkers;
// uiModalOpen disables back/cancel for a dialog with options, so
// UI_MODAL_RESULT_NONE can't reach here via input - this fallback to
// the last option's marker only matters if something ever force-closes
// the modal directly (uiModalClose) before an option is picked.
const uint8_t index =
optionIndex < options->optionCount ? optionIndex : options->optionCount - 1;
cutsceneGoTo(options->markers[index]);
}
void cutsceneModalOptionsMarkersStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
const cutscenemodaloptionsmarkers_t *options = &item->modalOptionsMarkers;
uiModalOpen(
options->title,
options->message,
options->options,
options->optionCount,
cutsceneModalOptionsMarkersCallback,
NULL,
CUTSCENE_SYSTEM.userData
);
}
bool_t cutsceneModalOptionsMarkersUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return false;
}
@@ -0,0 +1,57 @@
/**
* 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 cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
// Backs CUTSCENE_MODAL_OPTIONS_ONE and CUTSCENE_MODAL_OPTIONS_TWO, so two
// is the most either macro ever needs.
#define CUTSCENE_MODAL_OPTIONS_MARKERS_MAX 2
typedef struct {
// Display text, or a locale message ID to translate - see
// uiModalLocalize.
char_t title[CUTSCENE_MODAL_TITLE_MAX_CHARS];
char_t message[CUTSCENE_MODAL_MESSAGE_MAX_CHARS];
// Each option's display text/locale message ID, and the marker to
// cutsceneGoTo when that option is selected.
const char_t *options[CUTSCENE_MODAL_OPTIONS_MARKERS_MAX];
const char_t *markers[CUTSCENE_MODAL_OPTIONS_MARKERS_MAX];
uint8_t optionCount;
} cutscenemodaloptionsmarkers_t;
/**
* Starts a modal-options-markers item (shows the modal dialog with the
* item's title, message, and options).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneModalOptionsMarkersStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a modal-options-markers item. Never completes on its own -
* the cutscene blocks here indefinitely. Back/cancel input is disabled
* while it's open (see uiMenuSetDisableBack), so it must be dismissed
* by picking an option, which jumps straight to that option's marker
* via cutsceneGoTo.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns false always.
*/
bool_t cutsceneModalOptionsMarkersUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -6,5 +6,4 @@
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
globalitemstore.c
)
@@ -1,25 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "globalitemstore.h"
#include "assert/assert.h"
bool_t globalItemStoreIsCollected(
const saveslot_t *file, const entityglobalid_t id
) {
assertNotNull(file, "Save slot cannot be NULL");
assertTrue(id < SAVE_GLOBAL_ITEM_COUNT_MAX, "Global item ID out of range");
return file->globalItemCollected[id];
}
void globalItemStoreSetCollected(
saveslot_t *file, const entityglobalid_t id, const bool_t collected
) {
assertNotNull(file, "Save slot cannot be NULL");
assertTrue(id < SAVE_GLOBAL_ITEM_COUNT_MAX, "Global item ID out of range");
file->globalItemCollected[id] = collected;
}
@@ -1,40 +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"
#include "save/saveslot.h"
#include "rpg/entity/entity.h"
/**
* Checks whether the global entity with the given ID has already been
* marked collected in the given save slot's data - e.g. so a global item
* entity's init callback (see rpg/entity/global/entitygloballist.h) can
* skip spawning itself if the player already picked it up in a prior
* session, without needing to keep the entity itself alive to remember
* that (which would need render/collision special-casing - this doesn't).
*
* @param file The save slot to check.
* @param id The global entity ID to check.
* @return True if already marked collected.
*/
bool_t globalItemStoreIsCollected(
const saveslot_t *file, const entityglobalid_t id
);
/**
* Marks the global entity with the given ID as collected (or not) in the
* given save slot's data. Does not itself write the save to disk - call
* saveWriteSlot() separately once ready to persist it.
*
* @param file The save slot to write into.
* @param id The global entity ID to mark.
* @param collected The new collected state.
*/
void globalItemStoreSetCollected(
saveslot_t *file, const entityglobalid_t id, const bool_t collected
);
+1 -1
View File
@@ -11,7 +11,7 @@
#include "util/memory.h"
#include "time/time.h"
#include "ui/focus/uifocus.h"
#include "ui/frame/game/uigamemenu.h"
#include "ui/screen/game/uigamemenu.h"
#include "rpg/cutscene/cutscenesystem.h"
void playerInit(entity_t *entity) {
+26 -17
View File
@@ -11,7 +11,6 @@
#include "asset/asset.h"
#include "asset/loader/assetloader.h"
#include "console/console.h"
#include "event/event.h"
#include "util/string.h"
#include "rpg/entity/global/entityglobal.h"
#include "rpg/entity/item/entityitem.h"
@@ -137,8 +136,10 @@ void mapChunkUnload(chunk_t *chunk) {
memorySet(chunk->areas, 0xFF, sizeof(chunk->areas));
if(chunk->dcfEntry != NULL) {
eventUnsubscribe(&chunk->dcfEntry->onLoaded, mapChunkLoaded);
eventUnsubscribe(&chunk->dcfEntry->onError, mapChunkLoadError);
chunk->dcfEntry->onLoaded = NULL;
chunk->dcfEntry->onLoadedUser = NULL;
chunk->dcfEntry->onError = NULL;
chunk->dcfEntry->onErrorUser = NULL;
assetUnlockEntry(chunk->dcfEntry);
chunk->dcfEntry = NULL;
}
@@ -159,8 +160,10 @@ errorret_t mapChunkLoad(chunk_t *chunk) {
mapChunkLoadingSlotClear(chunk);
if(chunk->dcfEntry != NULL) {
eventUnsubscribe(&chunk->dcfEntry->onLoaded, mapChunkLoaded);
eventUnsubscribe(&chunk->dcfEntry->onError, mapChunkLoadError);
chunk->dcfEntry->onLoaded = NULL;
chunk->dcfEntry->onLoadedUser = NULL;
chunk->dcfEntry->onError = NULL;
chunk->dcfEntry->onErrorUser = NULL;
assetUnlockEntry(chunk->dcfEntry);
chunk->dcfEntry = NULL;
}
@@ -244,8 +247,12 @@ void mapChunkLoadNext() {
continue;
}
eventSubscribe(&entry->onLoaded, mapChunkLoaded, chunk);
eventSubscribe(&entry->onError, mapChunkLoadError, chunk);
assertNull(entry->onLoaded, "Entry already has an onLoaded subscriber.");
assertNull(entry->onError, "Entry already has an onError subscriber.");
entry->onLoaded = mapChunkLoaded;
entry->onLoadedUser = chunk;
entry->onError = mapChunkLoadError;
entry->onErrorUser = chunk;
}
}
@@ -385,10 +392,9 @@ void mapRebuildChunkOrder() {
}
}
void mapChunkLoadError(void *params, void *user) {
assertNotNull(params, "mapChunkLoadError: params cannot be NULL");
void mapChunkLoadError(assetentry_t *entry, void *user) {
assertNotNull(entry, "mapChunkLoadError: entry cannot be NULL");
assertNotNull(user, "mapChunkLoadError: user cannot be NULL");
assetentry_t *entry = (assetentry_t *)params;
chunk_t *chunk = (chunk_t *)user;
if(chunk->dcfEntry != entry) return;
consolePrint(
@@ -397,8 +403,10 @@ void mapChunkLoadError(void *params, void *user) {
(int32_t)chunk->position.y,
(int32_t)chunk->position.z
);
eventUnsubscribe(&entry->onLoaded, mapChunkLoaded);
eventUnsubscribe(&entry->onError, mapChunkLoadError);
entry->onLoaded = NULL;
entry->onLoadedUser = NULL;
entry->onError = NULL;
entry->onErrorUser = NULL;
assetUnlockEntry(chunk->dcfEntry);
chunk->dcfEntry = NULL;
memorySet(chunk->tiles, 0x00, sizeof(chunk->tiles));
@@ -407,10 +415,9 @@ void mapChunkLoadError(void *params, void *user) {
mapChunkLoadNext();
}
void mapChunkLoaded(void *params, void *user) {
assertNotNull(params, "mapChunkLoaded: params cannot be NULL");
void mapChunkLoaded(assetentry_t *entry, void *user) {
assertNotNull(entry, "mapChunkLoaded: entry cannot be NULL");
assertNotNull(user, "mapChunkLoaded: user cannot be NULL");
assetentry_t *entry = (assetentry_t *)params;
chunk_t *chunk = (chunk_t *)user;
if(chunk->dcfEntry != entry) return;
// consolePrint(
@@ -457,8 +464,10 @@ void mapChunkLoaded(void *params, void *user) {
// modelEntries must still be intact for that next reuse to copy from.
chunk->modelEntries[m] = entry->data.chunk.modelEntries[m];
}
eventUnsubscribe(&entry->onLoaded, mapChunkLoaded);
eventUnsubscribe(&entry->onError, mapChunkLoadError);
entry->onLoaded = NULL;
entry->onLoadedUser = NULL;
entry->onError = NULL;
entry->onErrorUser = NULL;
// Deliberately keep chunk->dcfEntry locked and set - it is what keeps the
// chunk asset entry (and therefore its model locks) alive for as long as
// this chunk_t is displaying it. Released in mapChunkUnload instead.
+4 -4
View File
@@ -101,19 +101,19 @@ void mapChunkLoadQueueRemove(chunk_t *chunk);
* chunk tiles with TILE_SHAPE_GROUND as a fallback.
* Always invoked on the main thread.
*
* @param params The failed assetentry_t.
* @param entry The failed assetentry_t.
* @param user The chunk_t that owns the entry.
*/
void mapChunkLoadError(void *params, void *user);
void mapChunkLoadError(assetentry_t *entry, void *user);
/**
* Callback invoked when a chunk DCF asset finishes loading.
* Always invoked on the main thread.
*
* @param params The loaded assetentry_t.
* @param entry The loaded assetentry_t.
* @param user The chunk_t that owns the entry.
*/
void mapChunkLoaded(void *params, void *user);
void mapChunkLoaded(assetentry_t *entry, void *user);
/**
* Rebuilds chunkOrder from the loaded chunks that fall within the
+15 -35
View File
@@ -16,43 +16,24 @@
#include "time/time.h"
#include "rpgcamera.h"
#include "util/memory.h"
#include "util/string.h"
#include "assert/assert.h"
#include "save/save.h"
#include "error/error.h"
#include "scene/scene.h"
#include "ui/rpg/uiemoji.h"
#include "rpg/story/storyflag.h"
static void rpgTestSaveComplete(errorret_t result, void *user) {
if(errorIsNotOk(result)) errorCatch(errorPrint(result));
}
errorret_t rpgInit(void) {
memoryZero(ENTITIES, sizeof(ENTITIES));
memoryZero(MAP_AREAS, sizeof(MAP_AREAS));
saveslot_t *saveSlot = saveGetSlot(SAVE_ACTIVE_SLOT);
// saveInit() eagerly loads every slot from disk, but there's no
// continue-game flow yet - every boot is a fresh game regardless of
// what was found on disk, so force this false rather than let a stale
// "exists" from a real save skip storyFlagInitDefaults() below while
// everything else here still hardcodes new-game state.
saveSlot->exists = false;
// Must run before any code reads a story flag - stamps CSV-defined
// defaults onto the active save slot since it's now forced to look
// unloaded.
storyFlagInitDefaults(saveSlot);
backpackInit();
partyInit();
cutsceneSystemInit();
errorChain(mapInit());
rpgCameraInit();
// Init world
// Init test world
errorChain(mapPositionSet((chunkpos_t){ 0, 0, 0 }));
// The player is the one entity that isn't sourced from map/chunk data -
@@ -71,12 +52,6 @@ errorret_t rpgInit(void) {
backpackAdd(ITEM_ID_POTATO, 3);
backpackAdd(ITEM_ID_APPLE, 8);
// TEST: Verify the save system round-trips real game data, not just the
// header/version. Remove once there's an actual name-entry flow. On PSP
// this shows the real native save dialog every boot - expected while
// testing that path, not something to ship as-is.
stringCopy(saveSlot->playerName, "Dusk", SAVE_PLAYER_NAME_MAX);
saveWriteSlot(SAVE_ACTIVE_SLOT, rpgTestSaveComplete, NULL);
// All Good!
errorOk();
@@ -92,12 +67,17 @@ errorret_t rpgUpdate(void) {
// TODO: Do not update if the scene is not the map scene?
errorChain(mapUpdate());
// Update overworld ents.
entity_t *ent = &ENTITIES[0];
do {
if(ent->type == ENTITY_TYPE_NULL) continue;
entityUpdate(ent);
} while(++ent < &ENTITIES[ENTITY_COUNT]);
// Update overworld ents - only while actually in the overworld. Entities
// (the player among them) keep existing across scene changes, but their
// input/movement/animation logic doesn't make sense to run mid-battle or
// before the initial scene has handed off to the overworld.
if(SCENE.current == SCENE_TYPE_OVERWORLD) {
entity_t *ent = &ENTITIES[0];
do {
if(ent->type == ENTITY_TYPE_NULL) continue;
entityUpdate(ent);
} while(++ent < &ENTITIES[ENTITY_COUNT]);
}
cutsceneSystemUpdate();
errorChain(rpgCameraUpdate());

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