149 Commits

Author SHA1 Message Date
YourWishes 42cb84b610 Extract player entity setup into a Player class
Moves the capsule/physics/renderable/PLAYER setup out of
overworldscene.js's inline init() into assets/scripts/Player.js so the
scene module just instantiates it.
2026-08-02 21:06:31 -05:00
YourWishes f8607d114c Add UDP socket client/server multiplayer protocol
Implements the multiplayer transport layer from ROADMAP.md: UUID-based
client identity, a reliable-packet channel over UDP, handshake/ack/
ping/disconnect/player-joined/player-left/player-state packet types,
and split online (networked) vs offline (in-process singleplayer)
server modes wired into the engine's update/dispose loop.
2026-08-02 21:06:23 -05:00
YourWishes 56230dd340 Fix ref-count underflow, PSP timezone units, thread restart race, color codegen
- util/ref.c: refUnlock's assert(count >= 0) on an unsigned count was
  tautological, so a double-unlock silently underflowed to UINT32_MAX
  instead of asserting. Now asserts count > 0 before decrementing.
- duskpsp/time/timepsp.c: timeGetRealTimeZonePSP returned hours while
  every other platform (and timeepoch.c's math) expects seconds.
- thread.c: threadHandler reset threadId outside the mutex, after
  signaling STOPPED, letting a caller's immediate threadStart() race
  threadStartRequest()'s "thread id not 0" assert. threadId is now
  reset inside the same locked section.
- tools/color.py: whole-number CSV channels (0, 1) produced invalid C
  float literals (0f, 1f) for the generated COLOR_*_3F/_4F macros.
  Route through float() so they always stringify with a decimal point.

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

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-31 15:02:17 -05:00
YourWishes df9fdf26c8 Refresh STATUS.md/ROADMAP.md for the Scene.set()/UI caching/CI work
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-31 13:53:06 -05:00
YourWishes 8f8fa8f8d1 Scene.set() JS lifecycle, UI sprite caching, emulator test scripts
- Add Scene.set(module) so JerryScript can switch scenes via
  require()'d {init, update, dispose} modules; wire it into
  engineUpdate() and rework overworldscene.js/init.js to the new shape.
- Fix scriptManagerExecFile() never pushing its own file's directory
  onto the require() dir stack, breaking relative require() calls from
  a top-level entry script (e.g. init.js -> ./overworldscene.js).
- Cache sprite geometry across frames for uislider/uitab/uiframe
  (dialogs/textbox/settings) and give uitextbox a per-page glyph cache
  instead of one spriteBatchBuffer call per visible character. uiconsole
  drops its alloc/free vertex buffer for a fixed-size one. uifps skips
  rebuilding its label when the text hasn't changed.
- Add PSP_OPTIMIZATION_PLAN.md and a handful of UI/spritebatch unit
  tests covering the new caching logic.
- Add Dolphin/PPSSPP emulator smoke-test scripts (+ Docker variants and
  CI jobs) for GameCube/Wii/PSP.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-31 13:21:57 -05:00
YourWishes 07f98c119a Script stuff 2026-07-31 09:40:53 -05:00
YourWishes d49194fc4d Embed font into binary 2026-07-30 15:18:07 -05:00
YourWishes e61914bad4 Finish JerryScript Entity/Scene wiring; remove JSON serialize/deserialize
Register Entity, the generic Component wrapper, and Scene as JerryScript
classes (modulelist.c ties them together, plus their .d.ts stubs), so
scenes/entities can be built from script going forward instead of the
JSON scene format.

With scripting now the intended authoring path, drop the JSON
serialize/deserialize machinery entirely: componentdefinition_t's
serialize/deserialize callbacks, every component's *Serialize/
*Deserialize function, entitySerialize/entityDeserialize,
sceneSerialize/sceneDeserialize, and the "prefabs/<name>.json"/
"scenes/<name>.json" asset fallback in entityPrefabResolveAndApply/
scenePrefabResolveAndApply (C-coded prefabs only now). physicsshape.c
and its test are removed outright since they only existed for this.
game.c's test scene now comes from the existing overworldSceneCreate()
C builder instead of loading the now-deleted assets/scenes/test.json.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-30 11:19:08 -05:00
YourWishes 015d90519f WIP: start JerryScript integration (core engine + Component wrapper)
Ports the core scripting engine (scriptmanager, scriptproto, modulebase,
moduleplatform) and a generic Component JS wrapper from the old we-ball
branch, adapted to the current entitymanager_t/multi-scene architecture.

Not yet buildable: moduleentity.c, modulescene, modulelist.h/.c, and the
CMakeLists.txt for the new module subdirectories are still missing, and
engine.c isn't wired up yet.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-30 09:06:34 -05:00
YourWishes 7b4f0abfb8 Cutscene progress 2026-07-24 15:57:13 -05:00
YourWishes 0667a44e14 Restored cutscene code 2026-07-23 09:15:47 -05:00
YourWishes 0852b8463b ANIM 2026-07-21 18:55:23 -05:00
YourWishes 1436fda858 Some animation work 2026-07-21 09:29:14 -05:00
YourWishes 0826908068 First round of animation improvements 2026-07-20 16:07:38 -05:00
YourWishes 7ceb9e571d Scene prefabs 2026-07-20 15:11:38 -05:00
YourWishes 38c2f6b6f9 Add prefab support 2026-07-20 14:44:14 -05:00
YourWishes b9f06fef7a Add area and flag on physics 2026-07-20 12:31:14 -05:00
YourWishes 373f1c1010 test 2026-07-19 22:12:53 -05:00
YourWishes e80d693d85 More ui optimization 2026-07-19 17:39:38 -05:00
YourWishes ef60ddf6a8 UI Optim 2026-07-19 17:31:29 -05:00
YourWishes de0ff2e263 Fix collide issue on PSP 2026-07-19 14:51:57 -05:00
YourWishes 13a435e9c1 Test 2026-07-19 14:05:46 -05:00
YourWishes 725338cd5a Game code start 2026-07-19 11:49:13 -05:00
YourWishes acd14f46a8 Optimize PSP slightly 2026-07-19 11:15:22 -05:00
YourWishes ef78f023ed yeah whatever 2026-07-18 23:07:45 -05:00
YourWishes 85b6109792 Fixed save crash 2026-07-18 21:17:24 -05:00
YourWishes 6c5738c863 Testing physics 2026-07-18 20:53:22 -05:00
YourWishes 1174e471f6 Time fixes 2026-07-18 20:31:42 -05:00
YourWishes a618ff46fe Physics 2026-07-18 20:01:44 -05:00
YourWishes 1fa5cd316e Restore ECS 2026-07-18 19:05:51 -05:00
YourWishes 11e5d37563 Cleanup more. 2026-07-18 17:38:25 -05:00
YourWishes 9f86c20129 remove rpg 2026-07-18 17:15:45 -05:00
YourWishes 8fb1c9fb42 physics and rendering fixes 2026-07-17 21:06:21 -05:00
YourWishes 5f08337726 physics stuff 2026-07-17 19:07:32 -05:00
YourWishes 0bc80d5df3 Roadmap and physics 2026-07-17 13:09:58 -05:00
YourWishes 2432443ea6 Cleaned settings a bit 2026-07-17 09:11:19 -05:00
YourWishes fa138971e7 Console optimized slightly for rendering 2026-07-16 23:52:47 -05:00
YourWishes d7982599d1 Simplified PSP network 2026-07-16 22:55:47 -05:00
YourWishes f16c80aa0f Fixed PSP rendering 2026-07-16 21:20:49 -05:00
YourWishes ef5adf8274 PSP Network connect 2026-07-16 20:09:39 -05:00
YourWishes 2ffc65b1b1 Network conn and disconn 2026-07-16 19:32:44 -05:00
YourWishes d4a17bd98d Net 2026-07-16 19:08:32 -05:00
YourWishes dcf5f434c5 Remove vita for now 2026-07-16 15:50:19 -05:00
YourWishes 78cd973a33 Remove story and battle stuff 2026-07-16 15:37:55 -05:00
YourWishes ca02ee0352 Add camera shake 2026-07-11 11:02:09 -05:00
YourWishes fbaa54145e Fixed dolphin rendering. 2026-07-10 20:15:26 -05:00
YourWishes 28754ffbf2 Removed old scripted types 2026-07-10 13:24:21 -05:00
YourWishes 470c0eba7a Whatever, some minor map chunking improvements 2026-07-10 12:57:31 -05:00
YourWishes 7098dcec43 Cleaned some log 2026-07-09 23:25:43 -05:00
YourWishes 07137f57af Assets are slightly optimized 2026-07-09 23:25:26 -05:00
YourWishes 8b7491a3d3 Emoji support to characters 2026-07-09 13:18:48 -05:00
YourWishes 8cfa8ddfeb Weaather baseline 2026-07-08 12:57:13 -05:00
YourWishes ef284a15a1 pre-cache shader matrices 2026-07-08 12:36:40 -05:00
YourWishes 3723921573 Render culling on sceneoverworld.h 2026-07-08 12:02:41 -05:00
YourWishes 195399635e Updating mini textbox 2026-07-08 11:45:10 -05:00
YourWishes 46e2a924d3 Mini textboxes 2026-07-08 10:53:53 -05:00
YourWishes b693ea4102 Starting item and battle stuff 2026-07-08 10:05:21 -05:00
YourWishes a73f55beb0 Battle stuff
Build Dusk / build-linux (push) Successful in 7m5s
Build Dusk / build-psp (push) Successful in 1m33s
Build Dusk / build-knulli (push) Successful in 4m0s
Build Dusk / build-gamecube (push) Successful in 3m31s
Build Dusk / build-gamecube-iso (push) Successful in 3m39s
Build Dusk / build-wii (push) Successful in 3m5s
Build Dusk / build-wii-iso (push) Successful in 3m25s
2026-07-08 07:55:15 -05:00
YourWishes 0bd2491ab7 Dropdown test. 2026-07-07 15:18:33 -05:00
YourWishes 860c797c9c Last round of cleanup for settings for now. 2026-07-07 14:56:08 -05:00
YourWishes 38c5080f9f Collapsing more ui settings code 2026-07-07 14:36:19 -05:00
YourWishes fae191d8fe Settings improvements 2026-07-07 14:00:37 -05:00
YourWishes d83a953e2d First pass of language 2026-07-07 11:14:02 -05:00
YourWishes 2dcf0d0f0d UI Confirm 2026-07-07 10:12:22 -05:00
YourWishes 6dee37d8c1 Slider widget and some cleanup 2026-07-07 09:58:10 -05:00
YourWishes 3bad03afb3 Item entity 2026-07-07 07:52:22 -05:00
YourWishes 6a6d8448f7 Area cutscene controls 2026-07-07 07:28:12 -05:00
YourWishes 189babd2cf Trigger types on areas 2026-07-07 07:07:32 -05:00
YourWishes 988a0f2294 Area basics 2026-07-06 23:19:05 -05:00
YourWishes 85bf455731 entity pos sets chunk now 2026-07-04 18:43:09 -05:00
YourWishes 589e4224f3 Example global ent 2026-07-04 13:03:24 -05:00
YourWishes bd7fa154b4 Add user data to callbacks 2026-07-04 09:13:37 -05:00
YourWishes a292f1992b Change to use the Z tile system 2026-07-04 08:40:53 -05:00
YourWishes 88ddf429b7 add some entity management in prep for global entities. 2026-07-03 12:25:24 -05:00
YourWishes 7a1f6662df More cutscene tools 2026-07-03 09:17:49 -05:00
YourWishes afc68bccc6 Update test runner
Build Dusk / build-linux (push) Successful in 5m36s
Build Dusk / build-psp (push) Successful in 1m15s
Build Dusk / build-knulli (push) Successful in 4m53s
Build Dusk / build-gamecube (push) Successful in 3m51s
Build Dusk / build-gamecube-iso (push) Successful in 3m52s
Build Dusk / build-wii (push) Successful in 3m17s
Build Dusk / build-wii-iso (push) Successful in 4m54s
2026-07-02 19:20:17 -05:00
YourWishes b4cdc4a64f Add remove event
Build Dusk / run-tests (push) Failing after 5m7s
Build Dusk / build-linux (push) Successful in 5m41s
Build Dusk / build-psp (push) Successful in 1m17s
Build Dusk / build-knulli (push) Successful in 4m22s
Build Dusk / build-gamecube (push) Successful in 3m43s
Build Dusk / build-gamecube-iso (push) Successful in 3m36s
Build Dusk / build-wii (push) Successful in 3m36s
Build Dusk / build-wii-iso (push) Successful in 3m22s
2026-07-02 16:10:47 -05:00
YourWishes 3ad5afb81c Fix item crash 2026-07-02 16:04:41 -05:00
YourWishes bed3f20118 Lot of cutscene cleanup 2026-07-02 15:53:02 -05:00
YourWishes de67315178 Cutscene cleanup 2026-07-02 14:59:41 -05:00
YourWishes 8d5c0c7cad Path finding (first pass) 2026-07-02 14:08:59 -05:00
YourWishes a8271e01bd Fade cutscene items 2026-07-02 13:26:41 -05:00
YourWishes 900b3f8558 More cutscene stuff 2026-07-02 12:54:12 -05:00
YourWishes fdc4e056f9 Cutscene defs 2026-07-02 11:32:31 -05:00
YourWishes 7b98e40ccf Cutscene tests 2026-07-02 11:18:36 -05:00
YourWishes 01d89cf22c Map tweaks 2026-07-01 21:07:24 -05:00
YourWishes 503a3c799a Grid to editor 2026-07-01 20:51:46 -05:00
YourWishes 0b21388844 Fixing bugs, one at a time 2026-07-01 20:23:44 -05:00
YourWishes 117bdf0c00 Fov tweaks 2026-07-01 20:18:32 -05:00
YourWishes 172dc5d37b Tile Z is now hypotenused to 1 rather than stretching to have Z of 1. 2026-07-01 16:27:59 -05:00
YourWishes 874c6258ab New ramp types
Build Dusk / run-tests (push) Failing after 5m33s
Build Dusk / build-linux (push) Successful in 5m3s
Build Dusk / build-psp (push) Successful in 1m17s
Build Dusk / build-knulli (push) Successful in 4m45s
Build Dusk / build-gamecube (push) Successful in 3m49s
Build Dusk / build-gamecube-iso (push) Successful in 3m50s
Build Dusk / build-wii (push) Successful in 3m29s
Build Dusk / build-wii-iso (push) Successful in 4m4s
2026-07-01 16:05:02 -05:00
YourWishes a2d0a12c1a more editor stuff 2026-07-01 15:58:59 -05:00
YourWishes 38b24e1c3d editor first pass 2026-07-01 15:48:59 -05:00
YourWishes 5ecbbe296b Chunk load skin 2026-07-01 13:29:01 -05:00
YourWishes 9d7a769d8f Disable console printing on map chunk loading 2026-07-01 13:03:54 -05:00
YourWishes 9b75e5ed83 Async chunk loading 2026-07-01 12:58:33 -05:00
YourWishes a9ab8dc1d8 Chunks, models, and more 2026-07-01 08:35:01 -05:00
YourWishes a34831aa02 Add entity turn lockout 2026-06-30 21:23:34 -05:00
YourWishes 84ebaa0751 A lot of PSP optimizations 2026-06-30 21:01:11 -05:00
YourWishes 55352805ee Efficient loading of chunks now and PSP is slighty more optimized 2026-06-30 20:00:34 -05:00
YourWishes c0a3f2e16a Add scene scaling 2026-06-30 19:30:13 -05:00
YourWishes 28ff331a28 Create some test chunks and buildings 2026-06-30 19:08:39 -05:00
YourWishes f9a53ec719 Ramps fixed 2026-06-30 18:30:10 -05:00
YourWishes 6a403e6caf Add test hill 2026-06-30 18:21:46 -05:00
YourWishes a6f449bb93 example building 2 2026-06-30 16:21:47 -05:00
YourWishes 0614bfc446 example building 2026-06-30 16:21:46 -05:00
YourWishes bb020c36c1 CHUNK STUFF 2026-06-27 17:19:44 -05:00
YourWishes f17b0bfcfb Tiles 2026-06-27 08:50:55 -05:00
YourWishes 2a85c9503f npc interact turn to face player 2026-06-27 06:30:45 -05:00
YourWishes 182428d6d6 Merge branch 'cutscene'
Build Dusk / build-linux (push) Successful in 5m53s
Build Dusk / run-tests (push) Failing after 16m6s
Build Dusk / build-psp (push) Successful in 3m38s
Build Dusk / build-knulli (push) Successful in 3m50s
Build Dusk / build-gamecube (push) Successful in 3m7s
Build Dusk / build-gamecube-iso (push) Successful in 3m22s
Build Dusk / build-wii (push) Successful in 3m58s
Build Dusk / build-wii-iso (push) Successful in 2m57s
2026-06-26 19:43:30 -05:00
YourWishes 8181a28557 Bunch of stuff done 2026-06-26 19:42:34 -05:00
YourWishes 88aed11d98 Blocked path 2026-06-26 14:42:35 -05:00
YourWishes 67010592b8 Fixing some performance 2026-06-26 14:41:30 -05:00
YourWishes dd22d6424a testing some performance stuff 2026-06-26 14:29:55 -05:00
YourWishes e53775b97f Fixed player turn bug 2026-06-26 14:24:13 -05:00
YourWishes d326f6c1ac NPC movements 2026-06-26 14:21:48 -05:00
YourWishes 556111c00a Merge pull request 'Gitea actions' (#5) from gitea-actions into main
Build Dusk / run-tests (push) Successful in 5m39s
Build Dusk / build-linux (push) Successful in 5m20s
Build Dusk / build-psp (push) Successful in 1m22s
Build Dusk / build-knulli (push) Successful in 3m51s
Build Dusk / build-gamecube (push) Successful in 3m27s
Build Dusk / build-gamecube-iso (push) Successful in 3m25s
Build Dusk / build-wii (push) Successful in 3m2s
Build Dusk / build-wii-iso (push) Successful in 3m7s
Reviewed-on: #5
2026-06-26 13:39:21 -05:00
YourWishes ebc7110e63 Restrict CI trigger to tags only
Remove gitea-actions branch trigger now that the runner setup is stable.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 13:37:28 -05:00
YourWishes af49d1c8bb Restore all builds; update gamecube/wii/wii-iso to use container
Build Dusk / run-tests (push) Successful in 5m44s
Build Dusk / build-linux (push) Successful in 5m10s
Build Dusk / build-psp (push) Successful in 1m27s
Build Dusk / build-knulli (push) Successful in 3m51s
Build Dusk / build-gamecube (push) Successful in 3m15s
Build Dusk / build-gamecube-iso (push) Successful in 3m25s
Build Dusk / build-wii (push) Successful in 3m5s
Build Dusk / build-wii-iso (push) Successful in 3m1s
All jobs re-enabled except vita. gamecube, wii, and wii-iso now use
the ghcr.io/extremscorner/libogc2 container with Node.js pre-installed,
matching the working gamecube-iso pattern.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:49:33 -05:00
YourWishes c71dbb1dfc Enable build-knulli using debian:trixie container
Build Dusk / build-knulli (push) Successful in 3m59s
Build Dusk / build-gamecube-iso (push) Successful in 3m11s
Runs the job inside debian:trixie (same as the Dockerfile) with
Node.js pre-installed before checkout. Installs arm64 cross-compilation
deps and runs build-knulli.sh directly.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:43:13 -05:00
YourWishes 432aa3c4fa Fix gamecube-iso container: install Node.js before checkout
Build Dusk / build-gamecube-iso (push) Successful in 3m36s
actions/checkout requires Node.js. Install it via apt as a plain shell
step (no Node needed) before the checkout action runs.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:17:30 -05:00
YourWishes 5c93503710 Fix gamecube-iso: use docker run instead of job container
Build Dusk / build-gamecube-iso (push) Failing after 5s
actions/checkout requires Node.js which the libogc2 container lacks.
Checkout on the runner, then run the full build inside the container
via docker run with the workspace mounted.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:16:21 -05:00
YourWishes 0d58050def Switch gamecube-iso to run inside extremscorner/libogc2 container
Build Dusk / build-gamecube-iso (push) Failing after 4m0s
Avoids devkitPro apt server rate-limiting in CI by using the pre-built
ghcr.io/extremscorner/libogc2 container (same base as the Dockerfile).
Toolchain is already installed; only apt/dkp extras are added per-run.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:10:43 -05:00
YourWishes 27bb78209a Debug devkitPro install: print installer script before running
Build Dusk / build-gamecube-iso (push) Failing after 1m11s
Print the installer script contents in CI log so we can see what URLs
it tries to fetch. Also add /etc/mtab symlink as the devkitPro base
Docker image does.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 12:04:00 -05:00
YourWishes 3201f5a25b Fix devkitPro install by setting up apt repo manually
Build Dusk / build-gamecube-iso (push) Failing after 1m14s
The installer script exits with code 8 on Ubuntu. Replace with manual
GPG key + apt source setup followed by apt-get install devkitpro-pacman.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 11:53:26 -05:00
YourWishes d3df8a96d3 Add setup-pspdev and setup-devkitpro composite actions; enable gamecube-iso
Build Dusk / build-gamecube-iso (push) Failing after 1m9s
Extracts toolchain setup into reusable composite actions under
.github/actions/. Comments out build-psp, adds build-gamecube-iso
job using the new setup-devkitpro action directly on the runner.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 11:51:06 -05:00
YourWishes 7ec5266b1f Disabled other actions for now
Build Dusk / build-psp (push) Successful in 1m27s
2026-06-26 11:42:50 -05:00
YourWishes e74ff7c805 Add cmake to PSP runner dependencies
Build Dusk / build-linux (push) Has been cancelled
Build Dusk / build-psp (push) Has been cancelled
Build Dusk / build-knulli (push) Has been cancelled
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Build Dusk / build-gamecube-iso (push) Has been cancelled
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Build Dusk / build-wii-iso (push) Has been cancelled
Build Dusk / run-tests (push) Has been cancelled
The pspdev/pspdev base image bundles cmake; the bare runner needs it
installed explicitly.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 11:40:18 -05:00
YourWishes 1d5f3c2959 Update PSP job to build directly on runner
Build Dusk / run-tests (push) Successful in 5m20s
Build Dusk / build-linux (push) Successful in 5m6s
Build Dusk / build-psp (push) Failing after 53s
Build Dusk / build-knulli (push) Failing after 51s
Build Dusk / build-gamecube (push) Failing after 43s
Build Dusk / build-gamecube-iso (push) Failing after 43s
Build Dusk / build-wii (push) Failing after 45s
Build Dusk / build-wii-iso (push) Failing after 48s
Replaces Docker build with direct pspdev toolchain installation from
GitHub releases and runs build-psp.sh natively on the Ubuntu runner.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 10:55:52 -05:00
YourWishes 469034b223 Fix action versions for Gitea compatibility
Build Dusk / run-tests (push) Successful in 5m43s
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Build Dusk / build-knulli (push) Has been cancelled
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Build Dusk / build-gamecube-iso (push) Has been cancelled
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Build Dusk / build-wii-iso (push) Has been cancelled
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Downgrade upload-artifact to v3 (v4+ not supported on GHES/Gitea).
Fix checkout from non-existent v6 to v4.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 10:55:00 -05:00
YourWishes f3a394de21 Update CI to build tests and Linux directly on runner
Build Dusk / run-tests (push) Successful in 5m41s
Build Dusk / build-linux (push) Failing after 5m10s
Build Dusk / build-psp (push) Failing after 44s
Build Dusk / build-knulli (push) Failing after 45s
Build Dusk / build-gamecube (push) Failing after 57s
Build Dusk / build-gamecube-iso (push) Failing after 1m3s
Build Dusk / build-wii (push) Failing after 39s
Build Dusk / build-wii-iso (push) Failing after 35s
Replaces Docker-based builds for run-tests and build-linux jobs with
direct apt-get dependency installation and inner build scripts.
Also triggers on pushes to gitea-actions branch.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 10:41:38 -05:00
YourWishes cb23d4c11b Add missing assert on backpack 2026-06-26 10:38:57 -05:00
YourWishes bbf5b706f0 Cutscene combined 2026-06-26 10:24:39 -05:00
YourWishes 1e890f6d86 Backpack changes 2026-06-26 09:04:57 -05:00
YourWishes 2fe543a603 UI Transition 2026-06-26 08:44:26 -05:00
YourWishes 24631990bd Fixed dolphin aspect ratio 2026-06-25 22:47:23 -05:00
YourWishes 0c8c0d24ba fix chunk loading based on player position 2026-06-25 22:29:13 -05:00
YourWishes 454b8a91ba Fixed dolphin ratioing 2026-06-25 22:21:12 -05:00
YourWishes a74f1568e9 Small improvements to performance 2026-06-25 21:30:44 -05:00
YourWishes 3f35d56be4 UI Frame finally doing things 2026-06-25 20:58:44 -05:00
YourWishes 722fe2ccfb Some label fixes 2026-06-25 19:56:14 -05:00
YourWishes d85737cc08 UI menu 2026-06-25 19:35:33 -05:00
YourWishes ce29435831 Example settings more or less done, showing full ui example basically. 2026-06-25 18:34:49 -05:00
YourWishes d3715eece8 Time and tick helpers 2026-06-25 18:16:46 -05:00
YourWishes 335d79f2c4 NUked archive 2026-06-25 18:01:11 -05:00
YourWishes a9e33660cb UI Frame 2026-06-25 15:33:17 -05:00
YourWishes 8faf881399 Bit if UI cleanup 2026-06-25 14:56:48 -05:00
YourWishes c4969a36cc Add UI cropping 2026-06-25 12:13:04 -05:00
YourWishes 26fcaf6e75 Restored some stuff 2026-06-25 11:53:15 -05:00
969 changed files with 50310 additions and 16743 deletions
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# Dusk Code Check
A working checklist for walking through `src/dusk/` (the core, platform-
agnostic engine layer) one subsystem at a time and reviewing how it
actually looks today -- not just what it's supposed to do. Pairs with
`STATUS.md` (maturity snapshot) and `ROADMAP.md` (forward-looking work);
this doc is about auditing what's already there.
Each section below: **Purpose**, **Key files**, and a **Review status**
line to fill in as each system gets walked through (e.g. `Not started` /
`In progress` / `Reviewed 2026-08-01: <one-line finding>`).
First full pass completed 2026-08-01 (all 23 sections below reviewed).
See "Top cross-cutting findings" right after the index for the
highest-priority items across all of them before diving into any one
section -- this doc is long, don't make someone read all 23 to find
the load-bearing bugs.
Game-specific code lives in `src/duskrpg/` (not covered here) and
platform-specific implementations live in `src/dusk<platform>/` /
`src/duskgl/` / `src/dusksdl2/` (also not covered here) -- see `CLAUDE.md`
for the layer structure.
---
## Index
- [error](#error)
- [assert](#assert)
- [util](#util)
- [event](#event)
- [time](#time)
- [thread](#thread)
- [log](#log)
- [system](#system)
- [console](#console)
- [asset](#asset)
- [locale](#locale)
- [save](#save)
- [network](#network)
- [display](#display)
- [ui](#ui)
- [entity](#entity)
- [scene](#scene)
- [physics](#physics)
- [animation](#animation)
- [script](#script)
- [input](#input)
- [engine](#engine)
- [game](#game)
---
## Top cross-cutting findings
Ranked roughly by real-world impact, not by section order. Each links
to its full writeup below.
1. **Bounds/capacity checks that matter at runtime are `assert*` calls,
which compile to no-ops in release (`DUSK_ASSERTIONS_FAKED`, set
whenever `NDEBUG` is defined) -- confirmed by reading `assert.h`
directly.** This shows up in [entity](#entity) (`entitymanager.c`,
`component.c` -- reachable from JerryScript via `moduleentity.c`
with no return-value check) and [scene](#scene) (`sceneCreate`'s
pool-exhaustion path, reachable from `new Scene()`). Untrusted
script input can silently get back an invalid ID that later indexes
a fixed array out of bounds in a release build -- the exact
"validate untrusted data with errorThrow, not asserts" case
CLAUDE.md/project memory already calls out, just not applied here.
2. **FIXED 2026-08-01.** `util/ref.c`'s `refUnlock` decremented an
unsigned `count` guarded only by a tautological `count >= 0` assert
([util](#util)) -- a double-unlock silently underflowed to
`UINT32_MAX` instead of tripping an assert. This wasn't just a
`util/` nit: it's the lock/unlock primitive `asset/loader/assetentry.c`
builds on (see [asset](#asset)), so an over-unlocked asset entry
became permanently un-reapable rather than erroring loudly. Now
asserts `count > 0` before decrementing; the pointless
`count >= 0` check in `refLock` was removed too.
3. **`texture.c:42-52`'s `textureInit()` reads `texture->format` to
decide which `data` fields to validate *before* the struct is
zeroed a few lines later** ([display](#display)) -- it's validating
whatever stale value happened to be in the caller's (possibly
stack) memory, not the `format` parameter actually being requested.
4. **FIXED 2026-08-01 (confirmed real before fixing).** PSP's
`timeGetRealTimeZonePSP` returned hours; every other platform
(`timeGetRealTimeZoneLinux`/Dolphin) returns seconds, and
`timeEpochInit`/`timeEpochGetHours` etc. add the timezone value
directly to a Unix-epoch-seconds timestamp -- confirmed by reading
all three platform implementations plus `timeepoch.c` directly, not
just trusting the review agent's claim. The PSP function's own
comment even said "Return timezone offset in hours". Now divides by
`1000000.0` only (microseconds -> seconds), matching the other
platforms. See [time](#time).
5. **Discussed, not changed.** `consolePrint` aborts the process (via
`stringFormatVA`'s `assert(ret < destSize)`) instead of truncating
when a single debug line exceeds 511 bytes. This is a real, if rare,
crash risk (any format producing >511 bytes of runtime-variable
content -- a long path, a long error string -- takes the whole
process down over a debug print), but changing `stringFormatVA`
itself would affect every caller in the codebase, and a
console-local truncating rewrite is easy to do wrong (vsnprintf
directly, bypassing the project's string-utils convention) without
more time to get right. Left as-is pending a decision on which
fix shape is wanted. See [console](#console).
6. **FIXED 2026-08-01.** `thread.c`'s `threadHandler` signaled
`THREAD_STATE_STOPPED` before resetting `threadId = 0`, and
`threadStartRequest` wasn't synchronized against that reset -- a
real (if rare-window) race, not hypothetical: the test suite was
already working around it by re-calling `threadInit()` instead of
exercising true stop/start reuse. `threadId` is now reset inside the
same mutex-locked section before the STOPPED signal/unlock;
`test_thread_restart` now loops 20x on the same `thread_t` without
re-initializing, which would have caught the old race. See
[thread](#thread).
7. **FIXED 2026-08-01.** `tools/color.py` emitted invalid C float
literals (`0f`, `1f`, etc.) for any whole-number CSV channel --
confirmed by actually running the generator against `color.csv`
before and after. Was dormant only because `COLOR_*_3F`/`_4F` were
unreferenced anywhere in the repo; the first real use of a float
color variant wouldn't have compiled. Now routes channel values
through Python `float()` before interpolating (always stringifies
with a decimal point, e.g. `0.0`/`1.0`), and `test/display/test_color.c`
gained two tests that reference `COLOR_BLACK_3F`/`COLOR_WHITE_4F`/
`COLOR_RED_3B`/`COLOR_GRAY_3F` directly -- giving the previously-dead
generated macros real compile-time + value coverage instead of
silently bit-rotting again. See [display](#display).
8. **`assetModelLoaderAsync` is confirmed fully dead** -- model loading
is genuinely synchronous end-to-end (verified by tracing the state
machine, not just repeating STATUS.md's claim). See [asset](#asset).
9. **No cycle guard on prefab `extends` chains** in
`scenePrefabResolveAndApply` -- a self-referencing or A->B->A prefab
table is a stack-overflow crash from what looks like a harmless
typo in hand-authored data. See [scene](#scene).
10. **Untested-code hot spots worth prioritizing** if test investment
is on the table: `util/ref.c`/`random.c`/`crypt.c`/`endian.c`
(zero tests), `animation/easing.c` (13 of 16 functions untested),
`event/`, `console/`, `system/`, `log/`, `input/`, `engine/`,
`locale/`, `save/`, and most of `display/` (mesh, shader, texture,
tileset, text, screen, framebuffer) have no dedicated tests at
all.
Convention-only items (real, but lower stakes than the above): raw
stdlib string functions (`strlen`/`strchr`/`strstr`/etc.) show up
instead of `util/string.h` wrappers in `network/http/` and
`asset/loader/locale/assetlocaleloader.c` ([network](#network),
[asset](#asset)); several `display/mesh/` files use `//` header
comments and `/* */` inline comments where CLAUDE.md wants the
opposite ([display](#display)); `animation/`'s core files all use `//`
copyright headers instead of `/** */` ([animation](#animation)).
---
## error
**Purpose:** The engine's single error-handling convention. Every
fallible function returns `errorret_t`, built with `errorOk()` /
`errorThrow(fmt, ...)` / `errorChain(call)` and consumed with
`errorIsOk()`/`errorIsNotOk()`/`errorCatch()`. No `errno`, no raw error
codes anywhere else in the engine.
**Key files:** `error.c/h`.
**Review status:** Reviewed 2026-08-01. Solid, and tested unusually well
(`test/error/test_error.c` covers thread isolation and concurrent
throws, not just happy path). Two issues: `errorChainImpl` (error.c:86-91)
hand-rolls `snprintf`/`strlen` instead of `util/string.h`'s
`stringFormat`/`stringFormatVA` wrappers that `errorThrowImpl` uses one
function above it -- an inconsistency, not just a style nit, since
CLAUDE.md requires the wrappers everywhere. `errorThrowWithCode`
(error.h:100) is dead code -- zero call sites anywhere in `src/`/`test/`.
---
## assert
**Purpose:** Debug-time invariant checks -- `assertNotNull`, `assertTrue`,
`assertFalse`, `assertUnreachable`, `assertIsMainThread`. Distinct from
`error/`: asserts are for programmer mistakes/invariants, `errorret_t` is
for runtime-recoverable failures (see `CLAUDE.md`'s note on validating
untrusted data with `errorThrow` rather than asserting).
**Key files:** `assert.c/h`.
**Review status:** Reviewed 2026-08-01. Clean, no issues found. Impl
functions + macros wrapping `__FILE__`/`__LINE__` and a proper
`DUSK_ASSERTIONS_FAKED` no-op path for release builds;
`assertNotNullImpl` (assert.c:109-111) does a real "touch" dereference
after the null check as a belt-and-braces addition. Test coverage
exercises both success and `expect_assert_failure` failure paths for
every variant, including `assertDeprecated`/`assertIsMainThread`.
---
## util
**Purpose:** Small stand-alone helpers with no engine-state dependencies:
`array` (dynamic array), `crypt` (hashing/checksum), `endian` (byte-order
swap), `math` (clamp/lerp/pow2/etc.), `memory` (`memoryAllocate`/`Free`/
`Zero`/`Copy`/`Compare` -- the only allocator the rest of the engine is
allowed to call directly), `random`, `ref` (refcounted handle with
lock/unlock callbacks), `sort` (bubble sort used for one-time static list
ordering), `string` (`stringCopy`/`Compare`/`Format`/etc. -- required in
place of libc `str*` functions per `CLAUDE.md`).
**Key files:** `array.c/h`, `crypt.c/h`, `endian.c/h`, `math.c/h`,
`memory.c/h`, `random.c/h`, `ref.c/h`, `sort.c/h`, `string.c/h`.
**Review status:** Reviewed 2026-08-01. Several real issues, worst was
in `ref.c`: `refUnlock` (ref.c:37-39) decremented `count` (`uint32_t`)
guarded only by `assertTrue(ref->count >= 0, ...)` -- tautologically
always true on an unsigned type, so a double-unlock silently underflowed
to `UINT32_MAX` and kept invoking `onUnlock` instead of tripping an
assert (confirmed by reading ref.c directly). **Fixed 2026-08-01** --
`refUnlock` now asserts `count > 0` before decrementing; also fixed
`refInit`'s doc comment, which claimed a fresh ref starts at count 1
when the code has always started it at 0. Same tautological unsigned
`>= 0` assert remains in `memory.c:98` (lower stakes -- `memoryFree`'s
own counter, not a shared lock/unlock primitive other subsystems build
on -- left as-is). `memory.h:11` declares
`static size_t MEMORY_POINTERS_IN_USE = 0;` directly in the header --
confirmed present -- meaning every TU including it gets its own private
copy (only "works" because the accessors all live in memory.c).
`random.c`'s `randomInt` (confirmed, random.c:15-16) does
`rand() % (max - min)` with no `max > min` check (UB on `max <= min`),
and `srand()` is never called anywhere in the repo -- unseeded,
deterministic RNG. `sort.c:1` has `#include <stdlib.h>` before the
copyright header (confirmed). Test coverage: array/math/memory/sort/
string are thorough; `ref.c`, `random.c`, `crypt.c`, `endian.c` have
**zero** tests. `randomInt`/`randomFloat` also appear unused
engine-wide (dead code, not just untested).
---
## event
**Purpose:** Generic pub/sub primitive -- `event_t` wraps a caller-owned
array of `eventcallback_t`/user-pointer pairs; `eventInit`/`eventSubscribe`/
`eventInvoke`. Used for things like `uifullbox_t`'s transition-end
callback and `uiloading_t`'s show/hide callbacks. Per `STATUS.md`: "Clean,
small, finished", built to replace the old input system's callback
pattern.
**Key files:** `event.c/h`.
**Review status:** Reviewed 2026-08-01. Well-formed -- correctly uses
swap-with-last for O(1) unsubscribe, asserts on capacity overflow and
duplicate-subscribe, no dead code (`eventUnsubscribe` used in 3 other
files). No `errorret_t` needed here since these are programmer-error
assertions rather than runtime-data validation, consistent with
CLAUDE.md's assert-vs-error guidance. One gap: `test/event/` doesn't
exist -- zero unit coverage, including the capacity-exceeded and
double-subscribe assert paths.
---
## time
**Purpose:** Frame delta/elapsed time (`TIME.delta`, exposed to JS via
`moduleTime`) plus `timeepoch_t` wall-clock timestamps (used by
`uifps.c` for the FPS counter).
**Key files:** `time.c/h`, `timeepoch.c/h`.
**Review status:** Reviewed 2026-08-01. `time.c:52-56` unconditionally
formats an epoch string into a 256-byte stack buffer every single
`timeUpdate()` call purely to feed a commented-out `consolePrint` --
burns the leap-year/day-counting loop three times a frame for a
discarded value. `timeepoch.c`'s day-counting loops have no
handling/guard for negative epoch/timezone values (pre-1970). Test
coverage is solid for `time.c` (mocked ticks, boundary/backwards-time
cases) but `timeepoch.c`'s date math (leap year, rollover, format
specifiers) has no dedicated tests despite being the more bug-prone
half. The PSP-specific timezone unit bug flagged in the cross-cutting
findings (#4) was confirmed and fixed 2026-08-01 --
`timeGetRealTimeZonePSP` was returning hours where `timeepoch.c`
expects seconds.
---
## thread
**Purpose:** Thin cross-platform thread/mutex/thread-local wrappers.
Used by the asset system's background loading and the POSIX console's
input-polling thread.
**Key files:** `thread.c/h`, `threadmutex.c/h`, `threadlocal.h`.
**Review status:** Reviewed 2026-08-01. Conventions followed
throughout. Real race condition, **fixed 2026-08-01**: `threadHandler`
used to unlock `stateMutex` and signal `THREAD_STATE_STOPPED` *before*
resetting `thread->threadId = 0`, but `threadStartRequest` asserts
`threadId == 0` with no synchronization against that reset --
`threadStop()` immediately followed by `threadStart()` on the same
struct could intermittently trip the assert. Telling sign it was real,
not theoretical: `test/thread/test_thread.c` already re-called
`threadInit()` before restarting specifically "so threadId/state are
reset" -- the test suite was working around the bug rather than
exercising true reuse. `threadId` is now reset inside the same
mutex-locked section, before the signal/unlock; the test now loops
stop/start 20x on the same `thread_t` with no `threadInit()` in
between. Otherwise test coverage is good (real pthreads, try-lock
coordination, a 4-thread x 10k-iteration mutex contention test).
---
## log
**Purpose:** `logDebug`/`logError` -- the engine's only print/debug-output
path. Header-only declarations; each platform provides the actual
implementation (see `src/dusk<platform>/log/`).
**Key files:** `log.h` (declarations only, no `.c` in core).
**Review status:** Reviewed 2026-08-01. Clean 2-function API; all
three platform implementations (`dusklinux`, `duskpsp`, `duskdolphin`)
match the declared signatures with correct `va_copy` usage for the
dual stdout+file writes. Dolphin's `logError` correctly falls back to
raw VIDEO/console init when the framebuffer isn't ready yet and blocks
on a START-button dismiss loop; PSP writes to
`ms0:/PSP/GAME/Dusk/*.log`. No bugs found. No `test/log/` exists --
understandable for I/O/side-effect code, but zero coverage.
---
## system
**Purpose:** Very early engine init (`systemInit`), the
`systemplatform_t` enum (via the `systemplatformlist.h` X-macro pattern),
and native OS dialog boxes (`systemdialogtype_t`: render-blocking vs
tick-blocking).
**Key files:** `system.c/h`, `systemplatformlist.h`.
**Review status:** Reviewed 2026-08-01. X-macro platform enum and
compile-time `#error` guards for missing platform macros used
correctly; all three platforms define the required
`systemInitPlatform`/`systemGetActiveDialogTypePlatform`/
`systemGetCyclesPlatform`. Dead code confirmed: `systemPSPGetLanguage()`
(`duskpsp/system/systempsp.c:51`) and `systemGetLanguageDolphin()`
(`duskdolphin/system/systemdolphin.c:40`) are defined but never called
anywhere -- likely intended for locale wiring that hasn't landed. No
`test/system/` exists.
---
## console
**Purpose:** In-engine dev console: fixed-size scrollback
(`CONSOLE_HISTORY_MAX` lines x `CONSOLE_LINE_MAX` chars), `consolePrint`,
a `dirty` flag consumers (namely `ui/debug/uiconsole.c`) watch to know
when to rebuild their own cached representation. POSIX builds also poll
stdin on a background thread for interactive script execution.
**Key files:** `console.c/h`, `consoledefs.h`.
**Review status:** Reviewed 2026-08-01. Two real issues. `consolePrint`
(console.c:32-44) gets its length from `stringFormatVA(buffer,
CONSOLE_LINE_MAX, ...)`, and `stringFormatVA` (util/string.c:100)
**asserts** `ret < destSize` rather than truncating -- so any single
debug line over 511 bytes aborts the process instead of just getting
cut off, a harsh failure mode for a dev console. Separately,
`consoleUpdate`'s doc ("Processes pending queued script lines") and
`CONSOLE_EXEC_BUFFER_MAX` (consoledefs.h:12) describe a queued-script-
execution feature that doesn't exist -- `console_t` has no exec-queue
fields, `consoleUpdate` only toggles `visible`, and
`CONSOLE_EXEC_BUFFER_MAX` is unreferenced elsewhere (dead constant,
stale doc). No `test/console/` exists.
---
## asset
**Purpose:** The asset pipeline: `dusk.dsk` zip archive reading
(`assetfile.c/h`), lock/ref-counted entries (`asset/loader/assetentry.c/h`,
built on `util/ref.h`), batch loading (`assetbatch.c/h`), and the loader
registry (`asset/loader/assetloader.c/h`, plus one subfolder per loader
type: `dmf/` mesh+model, `display/` texture+tileset, `locale/`, `json/`,
`animation/`). See `CLAUDE.md`'s "Adding a new asset loader type" for the
extension pattern. Per `STATUS.md`: model loading's "async" path is
actually synchronous -- the one known stub in core.
**Key files:** `asset.c/h`, `assetfile.c/h`, `assetbatch.c/h`,
`loader/assetentry.c/h`, `loader/assetloader.c/h`.
**Review status:** Reviewed 2026-08-01. Core is well-structured and the
multi-pass reaper correctly handles parent/child dependency chains.
Found: `assetFileInit` (assetfile.c:29) has `if(!zip_stat(...) == 0)` --
precedence makes this `(!zip_stat(...)) == 0`, which happens to
evaluate correctly for zip's 0/nonzero convention but reads as broken
and should just be `zip_stat(...) != 0`. More seriously,
`assetEntryLock`/`Unlock` sit on top of `util/ref.c`'s confirmed
double-unlock underflow bug (see **util** above) -- an over-unlocked
asset entry silently becomes un-reapable forever instead of asserting.
**Confirmed via code-trace** (not just citing STATUS.md):
`assetModelLoaderAsync` (assetmodelloader.c:19-23) is genuinely dead --
`assetEntryStartLoading` unconditionally sets
`ASSET_ENTRY_STATE_PENDING_SYNC`, and `assetModelLoaderSync`'s state
machine never transitions to `PENDING_ASYNC` the way mesh/texture/
tileset/locale/json/animation all do, so model loading runs fully
synchronously via `assetRequireLoaded`'s busy-loop; grep confirms
`assetModelLoaderAsync` has no callers. `assetlocaleloader.c` uses raw
stdlib (`strstr`/`strncmp`/`strchr`/`strtol`/`atoi`) instead of
`util/string.h` wrappers throughout, and tests line-prefixes via
`memoryCompare(lineBuffer, "msgid", 5)` without confirming the reused
stack buffer actually holds 5 valid bytes at that point -- a short line
could spuriously prefix-match against stale buffer contents. Test
coverage: good breadth for entry lifecycle, tileset/JSON/animation
loaders, and locale parsing; no dedicated tests for mesh/model/texture
loader internals or `assetfile.c`'s line reader.
---
## locale
**Purpose:** Active-locale tracking (`LOCALE.locale`/`LOCALE.entry`) over
`.po`-derived locale assets loaded through the asset system. See
`assets/locale/en_US.po` -- per memory, currently placeholder/test
content, not real shipped game text.
**Key files:** `localemanager.c/h`, `localeinfo.h`.
**Review status:** Reviewed 2026-08-01. Clean, no bugs found --
correctly balances `assetEntryLock`/`Unlock` in both `SetLocale` and
`Dispose` (unlocks the old entry before adopting the new one). Minor
nit: `localeinfo.h` declares `static const localeinfo_t` globals
(`LOCALE_EN_US` etc.) directly in the header, so every including TU
gets its own duplicate copy -- harmless given how few TUs include it.
No `test/locale/` directory; `test/asset/test_assetlocale.c` tests the
loader, not `localemanager.c` itself.
---
## save
**Purpose:** Slot-based save data (`SAVE_FILE_COUNT_MAX` fixed slots),
yyjson documents persisted with size + CRC32 checksum. `saveLoad`/
`saveSave` read/write JSON fresh every call; callers own the returned
doc and must free it. Actual file I/O goes through platform stream hooks
(`saveplatform_t`, one impl per platform) -- core `save.c` must never
touch the filesystem directly. `savesettings.c/h` layers engine settings
(display/audio/input/general) on top. Per `CLAUDE.md`: "mature, but
undocumented" beyond the one paragraph there -- no tests.
**Key files:** `save.c/h`, `savefile.h`, `savestream.c/h`,
`savesettings.c/h`.
**Review status:** Reviewed 2026-08-01. Clean and convention-compliant
-- `save.c` genuinely never touches the filesystem directly (every I/O
path goes through `saveXxxPlatform` macros, all three platforms define
them), yyjson doc ownership is honored at every call site checked, and
CRC32 is validated before parsing with every error path freeing `buf`.
One real gap: `saveFileLoad`'s `memoryAllocate(file->size)`
(savestream.c:122) allocates straight from an on-disk size field with
no sanity bound before the allocation -- a corrupted/tampered save
could request an oversized allocation, worth a max-size guard given the
"never trust incoming data" principle (arguably applies to save files,
not just network packets). Confirmed no `test/save/` exists. `saveDelete`/
`saveExists`/`saveGet` are public API not yet called anywhere in the
repo -- likely just unconsumed so far, not truly dead.
---
## network
**Purpose:** Connection-state layer only (`networkstate_t`:
`DISCONNECTED`/`CONNECTING`/`CONNECTED`/`DISCONNECTING`) plus a one-off
HTTP client (`network/http/`: request/header/URL/thread/process split
across files). **Not** a multiplayer/replication protocol yet -- that's
`ROADMAP.md` items 8-17. Platform-specific connection polling (PSP's
`sceNetApctl`, GameCube/Wii's `if_config()`) lives under
`src/dusk<platform>/network/`. Has HTTP tests only (`test/network/http/`).
**Key files:** `network.c/h`, `networkinfo.c/h`, `http/networkhttp.c/h`,
`http/networkhttprequest.c/h`, `http/networkhttpthread.c/h`.
**Review status:** Reviewed 2026-08-01. Genuinely stays a thin
connection-state layer (grepped for "packet"/"replicat"/"multiplayer"/
"udp" -- no hits, no scope creep). The HTTP client correctly validates
untrusted server input with `errorThrow` rather than trusting it
(malformed status lines, oversized headers, bad `Content-Length`,
early-closed connections all throw) -- exactly what CLAUDE.md calls
out. `networkhttpthread.c`'s request handoff is actually correct
despite request fields being written outside the mutex: the final
`state = PENDING` write happens under the same mutex the worker
acquires, giving a valid release/acquire handoff (worth a comment, not
a bug). One recurring convention violation:
`networkhttpprocess.c`/`networkhttpurl.c` use raw stdlib
`strlen`/`strchr`/`strstr`/`strncasecmp`/`strcspn` instead of
`util/string.h` wrappers in several places -- `util/string.h` currently
has no direct substitute for `strchr`/`strstr`/`strcspn`, so this may
be a missing-utility gap rather than pure oversight. No leaks found
(request/response bodies freed exactly once via
`networkHttpRequestReset`, redirect loop frees the intermediate body).
Real test coverage exists: `test/network/http/test_networkhttp.c` runs
six tests against a fake loopback server (GET/POST/PUT, query encoding,
redirects, connection-refused), each asserting zero leaked allocations.
---
## display
**Purpose:** The engine's most mature, most-optimized subsystem --
platform-agnostic rendering built on top of `duskgl`/`duskdolphin`.
Subfolders: `mesh/` (primitive builders: cube/sphere/capsule/plane/
triprism/quad, plus the shared `meshvertex_t`/`mesh_t` API), `shader/`
(currently one material type, unlit), `spritebatch/` (the shared
`SPRITEBATCH_SPRITES_MAX`-capacity quad batcher everything 2D goes
through -- flushes on shader/material change), `texture/` (texture +
tileset + palette), `text/` (`font_t`/`FONT_DEFAULT`'s baked-in bitmap
glyphs, `textBuildSpriteCache`/`textDrawSpriteCache`'s build-once/
translate-per-frame pattern), `screen/` (scan-safe area), `framebuffer/`.
`color.csv` + `tools/color/csv/__main__.py` code-generate `color.h` --
never hand-edit the generated header.
**Key files:** `display.c/h`, `mesh/mesh.c/h`, `spritebatch/spritebatch.c/h`,
`spritebatch/spritebatchsprite.c/h`, `text/font.c/h`, `text/text.c/h`,
`texture/texture.c/h`, `texture/tileset.c/h`, `shader/shader.c/h`.
**Review status:** Reviewed 2026-08-01. "Most mature" oversold it
slightly -- real bugs found, several confirmed by direct read:
- **texture.c:42-52 (confirmed)** -- `textureInit()` branches on
`texture->format` to validate the incoming `data` union *before*
`memoryZero(texture, ...)` runs a few lines later, so it's reading
whatever stale/uninitialized value was already in the caller's
struct, not the `format` parameter actually being requested.
Validation is effectively checking garbage.
- `spritebatchsprite.c:20-25` -- `spriteBatchSpriteTilesetPosition`'s
zero-width/height early return zeroes `sprite.min`/`max` but leaves
`uvMin`/`uvMax` uninitialized (stack garbage); the existing
zero-size test doesn't check uv fields, so this isn't caught.
- `mesh.c:43` -- `meshFlush`'s offset assert (`vertexOffset <
vertCount - 1`) wrongly rejects a valid offset at the very last
vertex; off-by-one.
- `text.c:34-37` -- bounds assert uses `tileIndex <= tileCount`
(should be `<`), currently unreachable in practice since a preceding
clamp already guards it, but the assert itself is wrong.
- `framebuffer.c:23-28` -- `frameBufferBind(NULL)` recurses into
binding the backbuffer without `errorChain`, discarding any failure
and unconditionally returning `errorOk()`.
- `displayInit()`'s six static "SIMPLE" primitive meshes
(quad/cube/sphere/plane/capsule/triprism) are never disposed in
`displayDispose()` -- one VBO+VAO leaked per primitive on the
non-legacy GL path.
- **Confirmed and fixed 2026-08-01.** `tools/color.py` (not the
`tools/color/csv/__main__.py` path CLAUDE.md's doc comment names --
that's a stale path, only a `__pycache__/` remnant exists there; the
live script is `tools/color.py`) emitted invalid C float literals
for whole-number CSV channels (`0`, `1` -- every black/white/primary
color), e.g. `color3f(0f, 0f, 0f)`. Was harmless *only* because
`COLOR_*_3F`/`_4F` were never referenced anywhere in `src/`/`test/`
-- confirmed by actually running the generator before and after the
fix, not just reading the source. Now routes channel values through
Python `float()` first (always stringifies with a decimal point);
`test/display/test_color.c` gained tests referencing
`COLOR_BLACK_3F`/`COLOR_WHITE_4F`/`COLOR_RED_3B`/`COLOR_GRAY_3F`
directly so the previously-dead macros now have real compile-time +
value coverage.
- Style drift: `mesh.h` uses `//` header comments instead of `/** */`;
sphere/capsule/triprism use `/* */` block comments inside function
bodies where CLAUDE.md mandates `//`; every primitive builder's
JSDoc still documents a `@param color` that no longer exists in the
signature (leftover from before color moved out of `meshvertex_t`).
- The primitive `*Buffer()` flexible-geometry functions (sphereBuffer,
capsuleBuffer, etc.) are confirmed unused outside their own
`*Init()` -- only the fixed default mesh instances are actually
consumed (via `script/module/display/modulemesh.c`).
Test coverage: `test/display/` only registers `test_color.c` and
`test_spritebatchsprite.c` -- mesh/shader/texture/tileset/palette/text/
font/screen/framebuffer all have zero unit tests.
---
## ui
**Purpose:** Flat, static, singleton-driven widget framework -- no scene
graph. Top level is a compile-time X-macro registry
(`uielementlist.h`/`uielement.c/h`) of `{init, update, draw, dispose,
order}` tuples (screens: frame/confirm/settings/overlays/console/fps),
spliced with `duskrpg`'s own list. Composition below that is `uimenu_t`
(`widget/uimenu.c/h`) -- a flat tagged-union array of widgets laid out in
a simple row/column grid via the `MENU_*` authoring macros; no nesting.
Widgets: `uilabel`/`uiwidgetlabel` (cached glyph sprites, the pattern
every other widget's text now uses), `uibutton`, `uicheckbox`,
`uislider`, `uidropdown`, `uitab`, `uiscrolling` (empty placeholder).
`focus/` is the gamepad/keyboard directional-navigation stack (no mouse/
pointer hit-testing exists anywhere). `frame/` is the 9-slice box plus
the confirm dialog and settings screens. `overlay/` is fullscreen
fades/loading/crop bars. `debug/` is the FPS counter and dev console
renderer.
As of 2026-07-31: slider/tab/frame (`uiFrameDrawCached`)/duskrpg's
textbox all cache their sprite geometry instead of rebuilding it every
frame; console uses a fixed-size vertex buffer instead of alloc/free.
Still open: sprite-batch flushes are keyed on material/color, so
per-widget highlight-color changes still force a flush per widget (see
`ROADMAP.md` item 5 in the debt backlog). No JS bindings exist for UI
yet. `test/ui/`/`test/display/test_spritebatchsprite.c` cover the new
caching *logic* only -- nothing exercises real `uiXxxDraw()` calls, since
those need a live GL context (`FONT_DEFAULT`/`UI_FRAME` textures) this
repo's test binaries don't have.
**Key files:** `ui.c/h`, `uielement.c/h`, `focus/uifocus.c/h`,
`widget/uimenu.c/h`, `widget/uilabel.c/h`, `frame/uiframe.c/h`,
`debug/uiconsole.c/h`.
**Review status:** Reviewed 2026-07-31 (this session's sprite-caching
pass) -- see notes above; per-material flush granularity and hit-testing
still open.
---
## entity
**Purpose:** Fixed-size-array ECS. `entitymanager_t` owns
`ENTITY_COUNT_MAX` entities, each with up to `ENTITY_COMPONENT_COUNT_MAX`
components stored in a tagged union (`componentdata_t` -- flagged in
`PSP_OPTIMIZATION_PLAN.md` as the biggest PSP memory-waste candidate,
since every entity reserves space for every component type's largest
variant). `componentlist.h`'s `X()` macro auto-generates the component
enum/union/dispatch table from `entity/component/**`; engine-level
`entityprefablist.h` is an empty sentinel (real prefabs live in
`duskrpg/entity/entityprefablist.h`, resolved via
`entityPrefabResolveAndApply`). No JSON serialize/deserialize (removed by
design in favor of C-coded prefabs or JerryScript `Entity`/`Component`).
**Key files:** `entitymanager.c/h`, `entity.c/h`, `component.c/h`,
`componentlist.h`, `entityprefab.c/h`.
**Review status:** Reviewed 2026-08-01. Structurally sound (sentinel
prefab list, X-macro shape both match CLAUDE.md), but there's a real
security-relevant gap: **every capacity/bounds guard
(`entitymanager.c:35`, `entity.c:56`, `component.c:37-39,58-62,75-76,
140-141`) is an `assert*` call**, and `assert.h` compiles these to
`((void)0)` under `DUSK_ASSERTIONS_FAKED` (auto-set whenever `NDEBUG`
is defined -- confirmed by reading assert.h directly, this is a real
release-mode no-op, not a hypothetical). `moduleentity.c:30,67` create
entities/components from JerryScript with no return-value check, so a
script that exceeds `ENTITY_COUNT_MAX`/the per-entity component cap
silently gets back an invalid ID in release builds, which then indexes
fixed arrays out-of-bounds later. This directly contradicts the
project's own "untrusted-data limits need errorThrow, not asserts"
guidance -- and script input is about as untrusted as it gets. Minor:
`component.h:100`/`component.c:52` misplace the `*` in `void *
componentGetData(`. Dead code: `entityUpdateRemove`/
`entityDisposeRemove`/`entityDisposeAdd` have zero call sites.
---
## scene
**Purpose:** Same shape as `entity/` one level up -- `SCENE_COUNT_MAX`
fixed-count scenes, each an isolated entity-manager pool; engine-level
`sceneprefablist.h` is an empty sentinel (real prefabs in
`duskrpg/scene/`). As of the `Scene.set()` work (2026-07-31), JerryScript
can install a `{init, update, dispose}` module as the active scene via
`modulescene.c`'s `moduleSceneSetStatic`/`moduleSceneUpdateCurrent`/
`moduleSceneTeardownCurrent` (see `script` below) -- scene IDs are reused
from a small pool immediately after `sceneDestroy`, so don't assume a
freshly created scene has a "new" ID.
**Key files:** `scene.c/h`, `scenebase.h`, `sceneprefab.c/h`.
**Review status:** Reviewed 2026-08-01. Shares entity/'s assert-not-
errorThrow bounds gap (`sceneCreate` hits `assertUnreachable` then
falls through to `SCENE_ID_INVALID` on pool exhaustion in release --
reachable from `new Scene()` in JS). Additional finding:
`scenePrefabResolveAndApply`/`scenePrefabInit` (sceneprefab.c:31-54)
recurse through a prefab's `extends` chain with **no cycle guard** -- a
self-referencing or A→B→A prefab table causes unbounded recursion/
stack overflow from what's otherwise a one-typo mistake in a
hand-authored prefab list. No dead code, no use-after-free. Tests cover
create/destroy/isolation/update cadence well but have zero coverage for
pool exhaustion, `sceneRender()`, or `sceneprefab.c` (no prefab test
file exists at all).
---
## physics
**Purpose:** `physicsworld_t` step simulation over `physicsbodytype_t`
(static/dynamic/kinematic) and `physicshapetype_t` (cube/sphere/capsule/
plane/custom, plus mesh shapes via `physicsshapemesh.c/h`).
`triggersystem.c/h` layers trigger-volume enter/exit events on top. Per
`STATUS.md`: "mature, recently churned" -- a revert/re-disable of "old
ent code" suggests component wiring isn't fully settled yet. Well
tested (`test/physics/`).
**Key files:** `physicsworld.c/h`, `physicsbodytype.h`, `physicsshape.h`,
`physicsshapemesh.c/h`, `triggersystem.c/h`.
**Review status:** Reviewed 2026-08-01. `STATUS.md`'s "component
wiring isn't fully settled" caveat looks stale on closer look:
`physicsWorldStep`/`triggerSystemStep` are live-wired in `scene.c:89-90`
and `duskrpg`'s player prefab actively uses both PHYSICS and TRIGGER --
no `#if 0`/TODO/commented-out code found; the disable-then-revert in
history reads like a same-day whole-ECS revert, not something
physics-specific. Two real bugs found instead:
`physicsbodytype.h:23-27` documents kinematic bodies as capable of
being a player controller, but `physicsworld.c:124,166-167` only ever
writes `onGround` for the dynamic side of a collision pair -- a
kinematic controller's `onGround` is permanently false (latent today,
since the one existing player prefab uses DYNAMIC, not KINEMATIC).
`physicstest.c:213`'s barycentric interior-test branch has no guard
against a zero-area triangle (divide-by-zero/NaN risk in mesh-sphere
collision). Dead code: `physicsShapeMeshCreate` (mesh-terrain
collision) has zero production callers despite being well-tested in
isolation; `entityPhysicsGetShape`/`GetCollideMask` are unwired to the
JS module. Test depth is genuinely strong for what's implemented
(gravity convergence, dynamic-vs-dynamic separation, mask filtering,
mesh sphere/capsule resting) -- "well tested" is earned for the
features that exist, though the unused mesh-collision path and
missing trigger→JS bridge mean the subsystem's *integration* maturity
is a bit narrower than its test depth suggests.
---
## animation
**Purpose:** Keyframe + easing only -- no blend trees or state machines
yet. `keyframe_t`/`keyframeset_t` interpolate values over time via
`easing.c/h`'s easing functions; `animation.c/h` ties a keyframe set to
playback state. Per `STATUS.md`: terse commit history ("ANIM") suggests
still iterating.
**Key files:** `animation.c/h`, `easing.c/h`, `keyframe.c/h`,
`keyframeset.c/h`.
**Review status:** Reviewed 2026-08-01. All 8 core files use `//`
copyright headers instead of the required `/** */` block, inconsistent
with the correctly-formatted `entityanimation.{c,h}` next door. Math
checks out: all 16 easing functions satisfy f(0)=0/f(1)=1 with no
precision issues, and keyframe interpolation clamps (doesn't
extrapolate) outside the time range with no reachable divide-by-zero
-- though it doesn't validate that keyframe times are ascending. 15 of
16 `easing.h` declarations lack Javadoc. Biggest gap: **no
`test_easing.c` exists** -- only linear/in-quad get incidental coverage
via `test_keyframe.c`, so 13 of 16 easing functions are completely
untested. Dead code (test-only, unused by any `duskrpg` game code):
`keyframeSetGetValues`, `keyframeSetFireCallback`, `animationSetEvent`,
`entityAnimationSetKeyframes`/`GetValue`.
---
## script
**Purpose:** Embedded JerryScript integration. `scriptmanager.c/h` owns
the JerryScript context lifecycle and the exec/call helpers
(`scriptManagerExec`/`ExecFile`/`CallGlobal`/`CallValue`, the last two
sharing exception + promise-draining logic). `scriptproto.c/h` is the
`scriptproto_t` prototype-wrapping helper every module builds on.
`module/` holds each registered JS-facing module:
- `modulebase.h` -- the shared macro toolkit (`moduleBaseFunction`,
`moduleBaseRequireArgs`/`RequireString`/etc., `moduleBaseDefineProp`/
`Func`/`StaticFunc`, `moduleBaseSetWrappedPointer`, `moduleBaseThrowError`).
- `moduleplatform.h`, `entity/moduleentity.c/h` +
`entity/component/*` (generic `Component` plus typed Position/Physics/
Renderable wrappers via `modulecomponentlist.c/h`), `scene/modulescene.c/h`
(`Scene`, including `Scene.set()`), `display/modulemesh.c/h`,
`time/moduletime.c/h`, `require/modulerequire.c/h` (CommonJS-style
`require()`/`module.exports`, with a directory stack for relative
resolution -- `scriptManagerExecFile` now pushes its own file's
directory before exec so a top-level entry script's relative
`require()` calls resolve correctly).
- `modulelist.c/h` -- registers/disposes every module above in order;
`moduleListDispose()` is now actually called from
`scriptManagerDispose()` (was a latent bug -- it wasn't, until
2026-07-31).
Entry point convention: `assets/scripts/init.js` does
`require('./scenefile.js')` + `Scene.set(module)`. Has unit tests
(`test/script/`), including one that reads the real shipped
`overworldscene.js` off disk rather than an embedded copy.
**Key files:** `scriptmanager.c/h`, `scriptproto.c/h`,
`module/modulebase.h`, `module/modulelist.c/h`,
`module/require/modulerequire.c/h`, `module/scene/modulescene.c/h`.
**Review status:** Reviewed 2026-07-31 (this session's Scene.set() +
require()-dir-stack work) -- see notes above.
---
## input
**Purpose:** Bind-based input (`inputaction.c/h` maps
`INPUT_BIND_*` names to raw `inputbutton_t`s per platform), with a
configurable analog deadzone. Platform button/axis backends live under
`src/dusk<platform>/input/`; capability macros (`DUSK_INPUT_GAMEPAD`/
`KEYBOARD`/`POINTER`) gate what's available per target. Pointer axis
values are plumbed through (`DUSK_INPUT_POINTER`), but nothing in `ui/`
consumes them yet -- no hit-testing exists (see `ui` above).
**Key files:** `input.c/h`, `inputaction.c/h`, `inputbutton.c/h`.
**Review status:** Reviewed 2026-08-01. Clean and convention-compliant;
deadzone math (`inputDeadzone`, input.c:244) is correct and safe. One
naming nit: `inputBind`'s param is named `act` in input.h:216 while its
own doc comment calls it `action`. **Confirmed, not just cited from
STATUS.md**: pointer input is genuinely wired end-to-end, not a
dead-end at the platform layer -- SDL2's `inputUpdateSDL2` populates
`INPUT.platform.mouseX/Y`/scroll from `SDL_GetMouseState`,
`inputButtonGetValueSDL2` handles the pointer-axis cases, and
`duskrpg/input/inputbindmap.h` binds `mouse_x`/`mouse_y` to
`INPUT_BIND_POINTERX/Y`. The dead end is specifically at the
*consumption* layer: grepping `src/dusk/ui/` for those binds or any
pointer-axis read turns up nothing -- exactly as STATUS.md says, just
now confirmed rather than assumed. No tests exist for `input/`.
---
## engine
**Purpose:** Top-level init/update/dispose orchestration
(`engineInit`/`engineUpdate`/`engineDispose`) -- the thing `main.c` calls,
which in turn calls into every subsystem above plus `game/gameInit` etc.
`ENGINE.running`/`ENGINE.version` are the only bits of global state
outside the per-subsystem structs.
**Key files:** `engine.c/h`.
**Review status:** Reviewed 2026-08-01, confirmed by direct read of
`engineInit`/`engineDispose`. Init order is safe (time -> console ->
system -> input -> asset -> scriptManager -> save/saveSettings ->
locale -> display -> ui -> network -> scene -> game), with display
before UI and scriptManager before scene/game so JS `Entity`/`Scene`
wrappers exist before any script runs. `engineDispose` is **not** a
clean reverse of that order, though: `localeManagerDispose()` runs
*before* `uiDispose()`/`displayDispose()`, even though locale was
initialized *before* both -- correct reverse order would tear down
UI/display first, and as written there's a real risk of UI/display
teardown code touching already-freed locale data (e.g. any localized
string still held/logged during dispose). Separately, `void
engineExit(void)` (engine.c:95) is defined but **not declared in
engine.h**, and a repo-wide grep finds no caller anywhere -- dead,
unreachable, and in violation of the "every public function must be
declared in its header" rule. No tests exist for `engine/`.
---
## game
**Purpose:** Intentionally header-only in core -- just declares
`gameInit`/`gameUpdate`/`gameDispose`. The real implementation is
`src/duskrpg/game/game.c` (currently: runs `scripts/init.js` on init).
**Key files:** `game.h` (no `.c` in core).
**Review status:** Reviewed 2026-08-01. Confirmed: no `.c` file exists
in `src/dusk/game/` (only `game.h` + `CMakeLists.txt`) -- a pure
interface, as intended. The real `src/duskrpg/game/game.c`
implementation is a thin JS-bootstrap shim: `gameInit` just does
`errorChain(scriptManagerExecFile("scripts/init.js", NULL))`, while
`gameUpdate`/`gameDispose` are both empty (`errorOk()` only). Not a
bug -- consistent with the ongoing migration of game logic into JS --
but worth flagging as "not yet fleshed out" rather than broken if
anything is expected to happen there per-frame at the C layer. No
tests exist for this layer.
@@ -0,0 +1,49 @@
name: Setup devkitPro
description: Install devkitPro with GameCube/Wii packages on an Ubuntu runner
runs:
using: composite
steps:
- name: Install apt dependencies
shell: bash
run: |
sudo apt-get update
sudo apt-get install -y \
cmake \
python3 \
python3-pip \
python3-polib \
python3-pil \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
xorriso
- name: Install devkitPro pacman
shell: bash
run: |
sudo ln -sf /proc/self/mounts /etc/mtab
wget https://apt.devkitpro.org/install-devkitpro-pacman \
-O /tmp/install-devkitpro-pacman
echo "=== installer script contents ==="
cat /tmp/install-devkitpro-pacman
echo "================================="
chmod +x /tmp/install-devkitpro-pacman
sudo /tmp/install-devkitpro-pacman
echo "DEVKITPRO=/opt/devkitpro" >> $GITHUB_ENV
echo "DEVKITPPC=/opt/devkitpro/devkitPPC" >> $GITHUB_ENV
echo "/opt/devkitpro/tools/bin" >> $GITHUB_PATH
echo "/opt/devkitpro/devkitPPC/bin" >> $GITHUB_PATH
- name: Install devkitPro GameCube/Wii packages
shell: bash
run: |
sudo dkp-pacman -S --needed --noconfirm \
gamecube-dev \
gamecube-sdl2 \
ppc-liblzma \
ppc-libzip \
libogc2 \
gamecube-tools \
ppc-libmad \
ppc-zlib-ng \
ppc-bzip2 \
ppc-zstd
+20
View File
@@ -0,0 +1,20 @@
name: Setup pspdev
description: Install the pspdev PSP toolchain on an Ubuntu runner
runs:
using: composite
steps:
- name: Install dependencies
shell: bash
run: |
sudo apt-get update
sudo apt-get install -y cmake python3 python3-pip python3-dotenv
- name: Install pspdev toolchain
shell: bash
run: |
wget -q \
https://github.com/pspdev/pspdev/releases/latest/download/pspdev-ubuntu-latest-x86_64.tar.gz \
-O /tmp/pspdev.tar.gz
sudo tar -xzf /tmp/pspdev.tar.gz -C /usr/local
echo "PSPDEV=/usr/local/pspdev" >> $GITHUB_ENV
echo "/usr/local/pspdev/bin" >> $GITHUB_PATH
+142 -69
View File
@@ -4,27 +4,37 @@ on:
tags:
- '*'
jobs:
run-tests:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Run tests in Docker
run: ./scripts/test-linux-docker.sh
build-linux:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
uses: actions/checkout@v4
- name: Install dependencies
run: |
sudo apt-get update
sudo apt-get install -y \
build-essential \
cmake \
python3 \
python3-pip \
python3-polib \
python3-pil \
libsdl2-dev \
libgl1-mesa-dev \
libzip-dev \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
xz-utils \
liblzma-dev \
libbz2-dev \
zlib1g-dev \
git \
libssl-dev
- name: Build Linux
run: ./scripts/build-linux-docker.sh
run: ./scripts/build-linux.sh
- name: Upload Linux binary
uses: actions/upload-artifact@v6
uses: actions/upload-artifact@v3
with:
name: dusk-linux
path: build-linux/Dusk
@@ -34,53 +44,72 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build psp
run: ./scripts/build-psp-docker.sh
uses: actions/checkout@v4
- name: Setup pspdev
uses: ./.github/actions/setup-pspdev
- name: Build PSP
run: ./scripts/build-psp.sh
- name: Move EBOOT.PBP to Dusk subfolder
run: |
mkdir -p ./git-artifcats/Dusk/PSP/GAME/Dusk
cp build-psp/EBOOT.PBP ./git-artifcats/Dusk/PSP/GAME/Dusk/EBOOT.PBP
- name: Upload psp binary
uses: actions/upload-artifact@v6
- name: Upload PSP binary
uses: actions/upload-artifact@v3
with:
name: dusk-psp
path: ./git-artifcats/Dusk
if-no-files-found: error
# build-vita:
# runs-on: ubuntu-latest
# steps:
# - name: Checkout repository
# uses: actions/checkout@v6
# - name: Set up Docker
# uses: docker/setup-docker-action@v5
# - name: Build Vita
# run: ./scripts/build-vita-docker.sh
# - name: Upload Vita binary
# uses: actions/upload-artifact@v6
# with:
# name: dusk-vita
# path: build-vita/Dusk.vpk
# if-no-files-found: error
build-knulli:
runs-on: ubuntu-latest
container:
image: debian:trixie
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
- name: Build knulli
run: ./scripts/build-knulli-docker.sh
uses: actions/checkout@v4
- name: Install dependencies
run: |
dpkg --add-architecture arm64
apt-get update
apt-get install -y --no-install-recommends \
crossbuild-essential-arm64 \
ca-certificates \
pkg-config \
cmake \
make \
ninja-build \
git \
file \
python3 \
python3-pip \
python3-polib \
python3-pil \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
liblua5.4-dev:arm64 \
xz-utils:arm64 \
libbz2-dev:arm64 \
zlib1g-dev:arm64 \
libzip-dev:arm64 \
libssl-dev:arm64 \
libsdl2-dev:arm64 \
liblzma-dev:arm64 \
libopengl0:arm64 \
libgl1:arm64 \
libegl1:arm64 \
libgles2:arm64 \
libgl1-mesa-dev:arm64
- name: Build Knulli
run: ./scripts/build-knulli.sh
- name: Move output to Dusk subfolder
run: |
mkdir -p ./git-artifcats/Dusk
cp -r build-knulli/dusk ./git-artifcats/Dusk
- name: Upload knulli binary
uses: actions/upload-artifact@v6
- name: Upload Knulli binary
uses: actions/upload-artifact@v3
with:
name: dusk-knulli
path: ./git-artifcats/Dusk
@@ -88,20 +117,31 @@ jobs:
build-gamecube:
runs-on: ubuntu-latest
container:
image: ghcr.io/extremscorner/libogc2:latest
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
uses: actions/checkout@v4
- name: Install additional dependencies
run: |
apt-get install -y \
python3-pip python3-polib python3-pil \
python3-dotenv python3-pyqt5 python3-opengl
dkp-pacman -Syu --noconfirm
dkp-pacman -S --needed --noconfirm \
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build GameCube
run: ./scripts/build-gamecube-docker.sh
- name: Copy output files.
run: ./scripts/build-gamecube.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk
cp build-gamecube/Dusk.dol ./git-artifcats/Dusk/Dusk.dol
cp build-gamecube/dusk.dsk ./git-artifcats/Dusk/dusk.dsk
- name: Upload GameCube binary
uses: actions/upload-artifact@v6
uses: actions/upload-artifact@v3
with:
name: dusk-gamecube
path: ./git-artifcats/Dusk
@@ -109,21 +149,32 @@ jobs:
build-gamecube-iso:
runs-on: ubuntu-latest
container:
image: ghcr.io/extremscorner/libogc2:latest
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
uses: actions/checkout@v4
- name: Install additional dependencies
run: |
apt-get install -y \
python3-pip python3-polib python3-pil \
python3-dotenv python3-pyqt5 python3-opengl xorriso
dkp-pacman -Syu --noconfirm
dkp-pacman -S --needed --noconfirm \
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build GameCube ISO
run: ./scripts/build-gamecube-iso-docker.sh
- name: Copy output files.
run: ./scripts/build-gamecube-iso.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk
cp build-gamecube-iso/Dusk-NTSC-J.iso ./git-artifcats/Dusk/Dusk-NTSC-J.iso
cp build-gamecube-iso/Dusk-NTSC-U.iso ./git-artifcats/Dusk/Dusk-NTSC-U.iso
cp build-gamecube-iso/Dusk-PAL.iso ./git-artifcats/Dusk/Dusk-PAL.iso
- name: Upload GameCube ISO
uses: actions/upload-artifact@v6
uses: actions/upload-artifact@v3
with:
name: dusk-gamecube-iso
path: ./git-artifcats/Dusk
@@ -131,21 +182,32 @@ jobs:
build-wii:
runs-on: ubuntu-latest
container:
image: ghcr.io/extremscorner/libogc2:latest
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
uses: actions/checkout@v4
- name: Install additional dependencies
run: |
apt-get install -y \
python3-pip python3-polib python3-pil \
python3-dotenv python3-pyqt5 python3-opengl
dkp-pacman -Syu --noconfirm
dkp-pacman -S --needed --noconfirm \
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build Wii
run: ./scripts/build-wii-docker.sh
- name: Copy output files.
run: ./scripts/build-wii.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk/apps/Dusk
cp build-wii/boot.dol ./git-artifcats/Dusk/apps/Dusk/boot.dol
cp build-wii/dusk.dsk ./git-artifcats/Dusk/apps/Dusk/dusk.dsk
cp build-wii/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml
- name: Upload Wii binary
uses: actions/upload-artifact@v6
uses: actions/upload-artifact@v3
with:
name: dusk-wii
path: ./git-artifcats/Dusk
@@ -153,21 +215,32 @@ jobs:
build-wii-iso:
runs-on: ubuntu-latest
container:
image: ghcr.io/extremscorner/libogc2:latest
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v6
- name: Set up Docker
uses: docker/setup-docker-action@v5
uses: actions/checkout@v4
- name: Install additional dependencies
run: |
apt-get install -y \
python3-pip python3-polib python3-pil \
python3-dotenv python3-pyqt5 python3-opengl xorriso
dkp-pacman -Syu --noconfirm
dkp-pacman -S --needed --noconfirm \
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build Wii ISO
run: ./scripts/build-wii-iso-docker.sh
- name: Copy output files.
run: ./scripts/build-wii-iso.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk
cp build-wii-iso/Dusk-NTSC-J.iso ./git-artifcats/Dusk/Dusk-NTSC-J.iso
cp build-wii-iso/Dusk-NTSC-U.iso ./git-artifcats/Dusk/Dusk-NTSC-U.iso
cp build-wii-iso/Dusk-PAL.iso ./git-artifcats/Dusk/Dusk-PAL.iso
- name: Upload Wii ISO
uses: actions/upload-artifact@v6
uses: actions/upload-artifact@v3
with:
name: dusk-wii-iso
path: ./git-artifcats/Dusk
+106
View File
@@ -0,0 +1,106 @@
name: Test Dusk
on:
pull_request:
branches:
- main
jobs:
run-tests:
runs-on: ubuntu-latest
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Install dependencies
run: |
sudo apt-get update
sudo apt-get install -y \
build-essential \
cmake \
python3 \
python3-pip \
python3-polib \
python3-pil \
libsdl2-dev \
libgl1-mesa-dev \
libzip-dev \
python3-dotenv \
python3-pyqt5 \
python3-opengl \
xz-utils \
liblzma-dev \
libbz2-dev \
zlib1g-dev \
git \
libssl-dev
- name: Run tests
run: ./scripts/test-linux.sh
# Emulator smoke tests: boot the built disc/EBOOT for a fixed window and
# confirm the emulator doesn't crash. Not yet verified against a real
# runner (no CI run has exercised these) -- continue-on-error so a
# flaky/broken emulator step doesn't block the required Linux test job.
run-tests-gamecube-dolphin:
runs-on: ubuntu-latest
continue-on-error: true
container:
image: ghcr.io/extremscorner/libogc2:latest
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v4
- name: Install additional dependencies
run: |
apt-get install -y \
python3-pip python3-polib python3-pil \
python3-dotenv python3-pyqt5 python3-opengl xorriso \
dolphin-emu xvfb
dkp-pacman -Syu --noconfirm
dkp-pacman -S --needed --noconfirm \
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build GameCube ISO and boot it in Dolphin
run: ./scripts/test-gamecube-dolphin.sh
run-tests-wii-dolphin:
runs-on: ubuntu-latest
continue-on-error: true
container:
image: ghcr.io/extremscorner/libogc2:latest
steps:
- name: Install Node.js
run: apt-get update && apt-get install -y nodejs
- name: Checkout repository
uses: actions/checkout@v4
- name: Install additional dependencies
run: |
apt-get install -y \
python3-pip python3-polib python3-pil \
python3-dotenv python3-pyqt5 python3-opengl xorriso \
dolphin-emu xvfb
dkp-pacman -Syu --noconfirm
dkp-pacman -S --needed --noconfirm \
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build Wii ISO and boot it in Dolphin
run: ./scripts/test-wii-dolphin.sh
run-tests-psp-ppsspp:
runs-on: ubuntu-latest
continue-on-error: true
steps:
- name: Checkout repository
uses: actions/checkout@v4
- name: Setup pspdev
uses: ./.github/actions/setup-pspdev
- name: Install PPSSPPHeadless build dependencies
run: |
sudo apt-get update
sudo apt-get install -y git cmake ninja-build libsdl2-dev zlib1g-dev
- name: Build PPSSPPHeadless
run: |
git clone --recursive --depth 1 https://github.com/hrydgard/ppsspp.git /tmp/ppsspp
cmake -S /tmp/ppsspp -B /tmp/ppsspp/build -DCMAKE_BUILD_TYPE=Release
cmake --build /tmp/ppsspp/build --target PPSSPPHeadless -- -j$(nproc)
echo "PPSSPP_HEADLESS_BIN=/tmp/ppsspp/build/PPSSPPHeadless" >> "$GITHUB_ENV"
- name: Build PSP EBOOT and boot it in PPSSPPHeadless
run: ./scripts/test-psp-ppsspp.sh
+129 -12
View File
@@ -1,5 +1,9 @@
# Dusk — Claude Code rules
See `STATUS.md` for a periodically-refreshed inventory of subsystem
maturity, test coverage gaps, and known open issues — check it before
assuming a subsystem is fully wired up or before picking a next task.
## File headers
Every C, H, and JS file starts with:
@@ -124,18 +128,16 @@ Set `DUSK_TARGET_SYSTEM` at CMake configure time to select a platform:
| `linux` | `DUSK_LINUX` | Linux desktop |
| `knulli` | `DUSK_KNULLI` | Knulli (handheld)|
| `psp` | `DUSK_PSP` | Sony PSP |
| `vita` | `DUSK_VITA` | PlayStation Vita |
| `gamecube` | `DUSK_GAMECUBE` | Nintendo GameCube|
| `wii` | `DUSK_WII` | Nintendo Wii |
### Layer structure
```
src/dusk/ core, platform-agnostic game logic
src/duskgl/ OpenGL abstraction (Linux, Knulli, PSP, Vita)
src/dusksdl2/ SDL2 window + input (Linux, Knulli, PSP, Vita)
src/duskgl/ OpenGL abstraction (Linux, Knulli, PSP)
src/dusksdl2/ SDL2 window + input (Linux, Knulli, PSP)
src/dusklinux/ Linux + Knulli platform impl
src/duskpsp/ PSP platform impl
src/duskvita/ Vita platform impl
src/duskdolphin/ GameCube / Wii platform impl (no SDL2/OpenGL)
```
@@ -190,21 +192,110 @@ simply left undefined — the core guards calls with `#ifdef`.
## Adding a new entity component
1. Create `src/dusk/entity/component/<category>/entityMyComp.h/.c` with
struct `entityMyComp_t`, `entityMyCompInit()`, and optionally
`entityMyCompDispose()`.
2. Add the include to `src/dusk/entity/componentlist.h` header block.
3. Add a row to `src/dusk/entity/componentlist.h`:
`entityMyCompDispose()`, `entityMyCompRender()`.
2. Add the include to `src/dusk/entity/componentlist.h` header block
(or `src/duskrpg/entity/gamecomponentlist.h` for a game-specific
component, appended after the engine's inbuilt ones).
3. Add a row:
```c
X(MYCOMP, entityMyComp_t, myComp, entityMyCompInit, NULL, NULL)
```
This auto-generates the enum, union field, and definition entry.
Params are `(enumName, type, field, init, dispose, render)` — pass
`NULL` for any callback the component doesn't need. This
auto-generates the enum, union field, and definition entry.
4. If JS-facing, create the script module and `.d.ts` (see below).
Entities/components/scenes have no JSON serialize/deserialize path —
that was removed in favor of building scenes from C-coded prefabs
(below) or from JerryScript (`Entity`/`Component`/`Scene`, see
"Adding a new script (JS) module").
---
## Adding a new entity/scene prefab
Entity prefabs (`src/dusk/entity/entityprefab.h`) and scene prefabs
(`src/dusk/scene/sceneprefab.h`) follow the same pattern:
1. Write an apply function: `errorret_t entityPrefabXxxApply(mgr,
entityId)` (or `errorret_t scenePrefabXxxApply(sceneId)`), building
up the entity/scene with the normal component/entity APIs.
2. Add an entry to the sentinel-terminated `ENTITY_PREFABS[]` (in
`src/dusk/entity/entityprefablist.h`, or a game-specific list it
includes) or `SCENE_PREFABS[]`:
```c
{ .name = "MY_PREFAB", .extends = "", .apply = entityPrefabXxxApply }
```
`extends` names another prefab to apply first (recurses through
`entityPrefabResolveAndApply`/`scenePrefabResolveAndApply`), or `""`
for none. Do not add an enum or count field — the array is iterated
until `.name[0] == '\0'`.
3. `entityPrefabResolveAndApply`/`scenePrefabResolveAndApply` only
resolve names against the C-coded registry above — there is no JSON
asset fallback. Throws if no prefab with that name is registered.
---
## Adding a new cutscene item type
1. Create `src/duskrpg/cutscene/item/<category>/cutsceneMyItem.h/.c`
with a data struct (e.g. `cutscenemyitem_t`) and
`cutsceneMyItemStart(item, data)` / `cutsceneMyItemUpdate(item,
data)` (the latter returns `true` once the item has completed). Add
a matching `cutscenemyitemdata_t` runtime-data struct only if the
item needs per-run state across ticks (most don't).
2. Add `CUTSCENE_ITEM_TYPE_MY_ITEM` to the enum and a union member to
`cutsceneitem_t` (and `cutsceneitemdata_t` if it has runtime data) in
`src/duskrpg/cutscene/item/cutsceneitem.h`.
3. Register the `{ start, update }` pair in `CUTSCENE_ITEM_CALLBACKS[]`
in `cutsceneitem.c`.
4. Add an authoring macro to `src/duskrpg/cutscene/cutscene.h`:
```c
#define CUTSCENE_MY_ITEM(ARGS...) \
{ .type = CUTSCENE_ITEM_TYPE_MY_ITEM, .myItem = { ARGS } }
```
used inside a `CUTSCENE(NAME, SIZE, PAUSE_TYPE, ...)` block.
---
## Save system
Save data lives under `src/dusk/save/` (`save.h`/`savefile.h`/
`saveplatform.h`). Slots are fixed-count (`SAVE_FILE_COUNT_MAX`), each
holding a yyjson document persisted with its byte size and a CRC32
checksum. `saveLoad`/`saveSave` read/write the JSON fresh every call —
callers own the returned/passed `yyjson_doc`/`yyjson_mut_doc` and must
free it themselves. Actual file I/O goes through platform-specific
`saveplatform_t`/stream hooks (one implementation per platform under
`src/dusk<platform>/save/`) — do not add direct filesystem calls to the
core `save.c`, extend the platform stream hooks instead.
## Network system
`src/dusk/network/` (`network.h`) is a connection-state layer only — a
`networkstate_t` state machine (`DISCONNECTED`/`CONNECTING`/`CONNECTED`/
`DISCONNECTING`) plus an HTTP client (`network/http/`) used for one-off
requests. It is not a multiplayer/replication protocol — that layer
doesn't exist yet (see `ROADMAP.md` items on the socket server/client
and packet handlers). Platform-specific connection logic (e.g. PSP's
`sceNetApctl` polling, GameCube/Wii's `if_config()`) lives under
`src/dusk<platform>/network/`, wired through `networkplatform.h` macros
the same way display/input are. Whenever this eventually grows a
multiplayer protocol, apply `ROADMAP.md`'s principle: never trust
incoming packet data — validate defensively with `errorret_t`/
`errorThrow()`, not asserts.
## Adding a new script (JS) module
Dusk embeds JerryScript (`src/dusk/script/`, fetched via
`cmake/modules/Findjerryscript.cmake`). Today only `Entity`, the
generic `Component` wrapper, and `Scene` are registered (see
`src/dusk/script/module/modulelist.c`) — no per-component-type typed
wrappers exist yet (e.g. no `.position` on a `POSITION` component);
`entity.add(TYPE)`/`entity.getComponent(TYPE)` always return the
generic `Component`.
1. Create `src/dusk/script/module/<category>/moduleMyMod.h/.c`.
- Declare `extern scriptproto_t MODULE_MYMOD_PROTO;` in the header.
- Use `moduleBaseFunction(name)` to define JS-callable functions.
- Use `moduleBaseFunction(name)` to define JS-callable functions
these are the one exception to "no `static` in `.c` files": the
macro itself expands to a `static jerry_value_t name(...)`
JerryScript external-handler trampoline, never called by name
from other C files, so it isn't declared in the `.h`.
- Register props/funcs in `moduleMyModInit()` with
`scriptProtoDefineProp` / `scriptProtoDefineFunc` /
`scriptProtoDefineStaticFunc`.
@@ -212,9 +303,12 @@ simply left undefined — the core guards calls with `#ifdef`.
`src/dusk/script/module/modulelist.c` and call
`moduleMyModInit()` in `moduleListInit()` (and `Dispose` in
`moduleListDispose()`).
3. For component modules also register in
`src/dusk/script/module/entity/component/modulecomponentlist.c`
so `entity.add()` returns the typed wrapper.
3. For a component module that adds a *typed* wrapper for a specific
component type, create
`src/dusk/script/module/entity/component/modulecomponentlist.c` (it
doesn't exist yet — the first such module creates it) so
`entity.add()` can return the typed wrapper instead of the generic
`Component`.
4. Create `types/<category>/mymod.d.ts` and add a
`/// <reference path="..." />` line to `types/index.d.ts`.
@@ -423,6 +517,29 @@ above the declaration with no blank line in between.
---
## Color system
Colors are defined in `src/dusk/display/color.csv` and code-generated
into a `color.h` header by `tools/color/csv/__main__.py`.
Each row in the CSV has `name,r,g,b,a` with channel values in `[0.0, 1.0]`.
The script emits four `#define` variants per color plus a bare alias:
```
COLOR_<NAME>_4B color4b(r8, g8, b8, a8) // default alias target
COLOR_<NAME>_3B color3b(r8, g8, b8)
COLOR_<NAME>_3F color3f(rf, gf, bf)
COLOR_<NAME>_4F color4f(rf, gf, bf, af)
COLOR_<NAME> COLOR_<NAME>_4B
```
`color_t` is `color4b_t` (four `uint8_t` channels).
To add a new color, append a row to `color.csv` and rebuild — do not
hand-edit the generated header.
---
## Tests
- Tests live in `test/` mirroring `src/dusk/` structure.
- Use cmocka; include `dusktest.h`.
+3 -4
View File
@@ -14,10 +14,9 @@ cmake_policy(SET CMP0079 NEW)
option(DUSK_BUILD_TESTS "Enable tests" OFF)
# Game identity — override these per-project
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
set(DUSK_GAME_AUTHOR "YouWish" CACHE STRING "Game author / coder")
set(DUSK_GAME_SHORT_DESCRIPTION "Dusk game" CACHE STRING "One-line description")
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder")
set(DUSK_GAME_SHORT_DESCRIPTION "Dusk game" CACHE STRING "One-line description")
set(DUSK_GAME_LONG_DESCRIPTION "No description yet." CACHE STRING "Full description")
# Prep cache
+260
View File
@@ -0,0 +1,260 @@
# PSP Optimization Plan
A survey of concrete memory and CPU (especially floating-point) optimization
opportunities for the PSP target, done 2026-07-31 on branch `ac2` at commit
`e61914ba` + this session's scripting work. Point-in-time findings, not a
substitute for reading the referenced source before acting on it.
## Why this exists
The PSP (Allegrex MIPS CPU, 222-333MHz, single core, 32-64MB main RAM, 2MB
eDRAM, 16KB I-cache / 16KB D-cache, no virtual memory or memory protection)
is the tightest-constrained target this engine ships to. Two rules guide
everything below, both already correctly applied in one place in this
codebase (`entityposition_t` caching its transform matrices instead of
recomputing them from position/rotation/scale every read — see "Already
correct" below):
- **Memory is finite and cannot be compacted.** No VM means a fragmented
heap after a few minutes of play can fail an allocation even with
"enough" total free bytes. Prefer static/pool allocation over
malloc/free churn; prefer trading memory for CPU only when the memory
cost is bounded and paid once.
- **CPU is finite and floating-point math is not free**, especially
trig/sqrt on the plain scalar FPU. Prefer caching a computed result
behind a dirty flag over recomputing it unconditionally; prefer
avoiding a sqrt via squared-distance comparison wherever only a
yes/no or ordering result is needed.
## Priority 1 — Entity/component memory: a union tax paid on every slot, times 4 scenes
**The single biggest finding.** `entitymanager_t` (`src/dusk/entity/entitymanager.h:11-15`)
is a flat, statically-sized struct:
```c
typedef struct entitymanager_t {
entity_t entities[ENTITY_COUNT_MAX]; // 64
component_t components[ENTITY_COUNT_MAX * ENTITY_COMPONENT_COUNT_MAX]; // 64*16 = 1024
componentid_t entitiesWithComponent[COMPONENT_TYPE_COUNT * ENTITY_COUNT_MAX];
} entitymanager_t;
```
`component_t` (`src/dusk/entity/component.h:69-72`) holds a **tagged union**
(`componentdata_t`) sized to its largest variant. That variant is
`entityrenderable_t`'s spritebatch payload (`entityrenderable.h:25-66`):
`spritebatchsprite_t sprites[64]` at 40 bytes each (`vec3 min + vec3 max +
vec2 uvMin + vec2 uvMax`) = **2560 bytes**, versus ~28-300 bytes for every
other component type (camera, physics, animation, position, trigger).
Because the union is embedded by value in a flat array — not behind a
pointer, not sparse — **every one of the 1024 component slots in every
entity manager costs ~2580 bytes, whether it holds a 28-byte camera or
nothing at all.** `1024 * 2580 ≈ 2.52MB` per `entitymanager_t`, confirmed
by the engine's own startup log every run: `Entity manager size: 2684992
bytes (2622.06 KB)`.
`scene_t` (`src/dusk/scene/scene.h:14-18`) embeds `entitymanager_t` by
value too, and `SCENE_COUNT_MAX = 4` (`scene/scenebase.h:11`) with
`SCENE_MANAGER` declared as a plain global (`scene/scene.c:20`) — so this
~2.52MB exists as static BSS from process start for **all 4 scene slots**,
used or not. **Total: ~10.1MB reserved permanently for entity storage
alone** — 16-31% of PSP main RAM — before a single texture, mesh, or audio
asset is loaded.
**Options to fix (roughly increasing effort/risk):**
1. Pull `entityrenderablespritebatch_t` out of the component union entirely
— store spritebatch entities via a pointer/handle into a separate,
smaller fixed pool sized to how many spritebatch-renderable entities
actually coexist (almost certainly far fewer than 64 per entity, and
far fewer entities need spritebatch at all vs. mesh/material
rendering). This alone would shrink the union's dominant variant from
~2560 bytes to whatever the next-largest variant is (~300 bytes,
`entitytrigger_t`) — an ~88% reduction, dropping the ~10.1MB down to
roughly ~1.2MB.
2. Reduce `SCENE_COUNT_MAX` from 4 if 4 concurrent scenes were never a
deliberate requirement (check with the project owner — this may just
be a round-number default nobody revisited), or make scene storage
pointer-based/lazily allocated so unused scene slots cost ~0 instead
of a full `entitymanager_t`.
3. Reduce `ENTITY_COMPONENT_COUNT_MAX` (16) if entities realistically use
far fewer distinct component types simultaneously — check actual
usage across `entityprefablist.h`/`gameprefablist.h` prefabs.
Do (1) first — it's the highest-leverage, most contained change (touches
`entityrenderable.h`'s data layout and its render/dispose paths, not the
general entity/component system), and re-measure via the same startup
log line before deciding whether (2)/(3) are still worth doing.
## Priority 2 — VFPU is completely unused; all vec/mat math is scalar
The PSP's Allegrex CPU has a **VFPU** (vector floating-point unit) capable
of fast SIMD-style 4-wide float ops and hardware-accelerated matrix
operations, exposed by pspsdk's `pspvfpu`/GU "Geometry Utility" (`gum_*`)
helpers. This engine links `pspvfpu` (`cmake/targets/psp.cmake`) but
**never calls into it** — confirmed via a zero-hit grep for
`vfpu|pspmath|gum_|vcst|gu_matrix` across `src/duskpsp/` and `src/duskgl/`.
All vector/matrix math instead goes through cglm (`glm_vec3_*`,
`glm_mat4_*`), which auto-detects SIMD only for x86 (`CGLM_SSE2`/`AVX`) or
ARM (`CGLM_NEON`) — neither applies to MIPS, and no `CGLM_*` macros are
set anywhere in this repo (confirmed zero hits). **Every `glm_mat4_mul`,
every position/rotation rebuild, every physics vector op runs on the
plain scalar MIPS FPU with the VFPU sitting idle.**
This is the single largest *available* CPU win identified in this survey
— larger than any specific hot-path fix below, because it's a multiplier
on all of them. Concretely: route `entityposition.c`'s matrix
rebuild/multiply path and `physicsworld.c`'s per-body vector math through
`pspvfpu`/`gum_*` on the PSP build specifically (behind `#ifdef DUSK_PSP`,
matching the project's existing platform-guard convention), while keeping
cglm as the portable fallback for Linux/Knulli/GameCube/Wii. This is a
genuinely large effort (new platform-specific math backend, careful
correctness verification since VFPU has its own quirks around
pipelining/hazards) — scope it as its own project, not a quick pass.
## Priority 3 — UI/spritebatch rebuilds and redraws every vertex, every frame
Already flagged in `STATUS.md`/`ROADMAP.md` (item 4/5) as a known open
issue; this session's research adds concrete numbers. `meshvertex_t`
(`display/mesh/meshvertex.h:14-17`) is `{ float uv[2]; float pos[3]; }` =
**20 bytes/vertex**, no packing. `SPRITEBATCH_SPRITES_MAX = 512`,
`SPRITEBATCH_FLUSH_COUNT = 16` → 32 sprites/flush = 192 vertices = **3,840
bytes rebuilt and redrawn per flush**, with a flush forced on every
shader/material change (`spritebatch.c:38-50`) and used unconditionally
by every widget except `uiconsole.c` (`uitab.c:56`, `uislider.c:183/199/231`,
final flush in `ui.c:51`). A UI screen with ~50-100 sprites and 2-3
material changes costs an estimated **8-15KB of vertex rebuild + GU
submission every single frame**, regardless of whether the UI changed
since the last frame.
Confirmed on the PSP legacy-GL path specifically: there's no GPU buffer
re-upload cost (`meshFlushGL` is a literal no-op comment: "we use the
glClientState stuff" — `meshgl.c:91-93`; `meshDrawGL` just points
`glVertexPointer` at the CPU-side array each call), so the real cost is
(a) the CPU-side per-sprite vertex rewrite every frame and (b) GU
re-transforming the full vertex stream from RAM on every draw with no
skip for unchanged geometry.
**Fix direction** (already captured in `ROADMAP.md`'s debt backlog item 5):
extend `uiconsole.c`'s cached-mesh, dirty-flag-gated rebuild pattern to
the rest of the widget tree. This plan adds one refinement: also consider
packing `meshvertex_t` down (next item) since it multiplies this cost.
## Priority 4 — All-float vertex format wastes bandwidth and T&L cost
`meshvertex_t` uses two `float` fields (20 bytes) for every mesh and
sprite vertex, mesh-wide, with no normal or per-vertex color (color is
already handled at the material level, so that part is already optimal).
GU natively supports fixed-point 16-bit positions/UVs
(`GU_VERTEX_16BIT`/`GU_TEXTURE_16BIT`), which would roughly halve
per-vertex size and the corresponding vertex-fetch/transform cost, at the
cost of position precision (fine for UI/sprite work and most world
geometry at this engine's scale; worth checking against the largest
world coordinates actually used before committing). Pair with Priority 3
so the packing benefit compounds with the dirty-tracking benefit instead
of just reducing the cost of a rebuild that still happens every frame.
## Priority 5 — Running gameplay logic in JerryScript has a real per-frame cost on PSP
This is new since last session's work, not a pre-existing issue: `assets/
scripts/overworldscene.js`'s `update()` is now called every frame via
`scriptManagerCallGlobal("update")` (wired into `engine.c`'s
`engineUpdate()`), replacing what used to be a direct `cosf`/`sinf` C
callback (`entityUpdateAdd`). Per call, `scriptManagerCallGlobal`
(`scriptmanager.c:91-144`) does: a global-object property lookup (key is
cached, but the `jerry_object_get` dispatch still runs), full JS
interpreter call dispatch (frame setup, argument marshaling) for what's a
two-line function, and an unconditional `jerry_value_is_promise` check
every call even though `update()` is synchronous. Inside, `Math.cos`/
`Math.sin` run as JS builtin calls rather than direct libm calls.
Additionally: this project's JerryScript fork is already patched to use
32-bit float internally (`JERRY_NUMBER_TYPE_FLOAT64=0`,
`Findjerryscript.cmake`) — a deliberate, already-correct optimization for
this exact concern — but the *public* engine API (`jerry_value_as_number()`)
still returns `double`, so every native↔JS boundary crossing (every
`moduleBaseArgFloat`, every `moduleBaseVec3ToObject`) still pays a
float→double→float round trip. Also note `JERRY_MATH` is off, so
`Math.sin`/`cos` fall through to whatever generic libm the platform
provides rather than JerryScript's own fdlibm implementation — worth
checking whether turning it on changes anything measurable on PSP.
**This is one `update()` call for one scene-level script today — cheap in
absolute terms.** It becomes a real problem only if the pattern scales:
giving many individual entities their own per-frame JS update callback
would multiply all of the above per entity. **Recommendation: keep
high-frequency, hot per-entity logic (movement, camera math, physics
response) in native C update callbacks (`entityUpdateAdd`, the existing
mechanism), and reserve JS for one-time setup, infrequent/event-driven
logic, and coarse-grained per-scene orchestration** — which is exactly
what `require()` and the typed component wrappers built this session are
suited for, not a per-entity-per-frame hot path. This is a design
guideline to apply going forward, not a regression to fix in the current
`overworldscene.js` (one scene-level `update()` call per frame is fine).
## Priority 6 — No pooling/arena allocator; plain malloc/free everywhere
`memoryAllocate`/`memoryFree` (`util/memory.c`) are direct `malloc`/`free`
passthroughs (`memoryAlign``memalign`, `memoryReallocate`/`memoryResize`
`realloc`), with the only extra behavior being a global allocation-count
tracker used solely for test leak detection. No pool, arena, free-list,
or size-class allocator exists anywhere.
This survey found **no rogue per-frame heap allocations** in the hot
paths checked (render dispatch in `entityrenderable.c`, all of
`physics/*.c`) — so this is not an active bug today. But it's a
structural risk for a no-VM platform over a long play session: any future
code that does frequent small alloc/free (dynamic lists, string
building, temp buffers) will fragment the 32-64MB heap with no OS-level
recovery mechanism. **Recommendation: before adding any new subsystem
that allocates/frees frequently at runtime (not just at load time),
default to a fixed-size pool or arena for it**, following the same
"static, bounded" philosophy already used for `ENTITY_COUNT_MAX`/
`SCENE_COUNT_MAX`/`ASSET_ENTRY_COUNT_MAX` elsewhere in the engine, rather
than reaching for `memoryAllocate` per-instance.
## Already correct — don't touch without new evidence
- **`entityposition_t`'s matrix caching** (the pattern the project owner
called out as the reason for writing this plan). Verified: a full
"dirty" recompute chain (decompose + rebuild local + rebuild world) is
~10 trig calls (`asinf`/`cosf`/`atan2f`) plus at most one 4x4 matrix
multiply, and `entityPositionEnsurePRS`/`EnsureLocal`/`EnsureWorld`
(`entityposition.c:596-669`) all early-return on a flag check, only
doing that work when something actually changed. The cache is correct
and clearly worth its ~128-byte-per-entity matrix storage cost.
- **Physics narrow-phase sqrt avoidance.** All three `sqrtf` call sites
in `physicstest.c`/`physicsshapemesh.c` already sit behind a
squared-distance early-reject and only compute the real (linear)
distance once, when actually needed for penetration depth — no further
"use squared distance instead" opportunity was found here.
- **No allocations in the render/physics hot loop** (Priority 6) — this
is good and worth preserving as new code is added to those files.
- **Asset decompression already runs off the main thread.** Assets are
DEFLATE-compressed (not stored) in `dusk.dsk`, so loading pays a real
CPU cost for decompression — but every `*LoaderAsync` function
(`asset/loader/*/*.c`) runs via `ASSET.loadThread`
(`assertNotMainThread` in `asset.c:365`), so this cost is already kept
off the main thread. Low priority to change; if load-time CPU cost
becomes a measured problem later, revisit stored-vs-compressed as a
build-time flag rather than assuming compression is free.
## Suggested approach
1. **Measure before changing.** None of the above have been profiled on
real PSP hardware in this pass — this is a source-level survey, not a
profile. Before investing in Priority 1 or 2 especially, confirm with
an actual PSP build/run (or at minimum the existing "Entity manager
size" startup log plus a frame-time counter) that these are the real
bottlenecks, not just the largest numbers on paper.
2. **Priority 1 first** — it's the most contained (one component's data
layout), has the clearest before/after metric (the startup log line),
and doesn't require new platform-specific code.
3. **Priority 3 next** (extend the console's dirty-tracking pattern to
the rest of the UI) — already scoped in `ROADMAP.md`, no new design
needed, just implementation.
4. **Priority 2 (VFPU) as a dedicated project**, not a quick pass — it's
the largest potential win but touches core math plumbing and needs
careful correctness verification on real hardware.
5. Treat Priority 5 as a standing design guideline for all future
scripting work, not a one-time fix.
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# Dusk Roadmap
Tracking upcoming milestones for the engine. See `PSP_OPTIMIZATION_PLAN.md`
for a memory/CPU optimization survey specifically targeting the PSP build
(milestone 4 below is its Priority 3).
## Upcoming milestones
1. Add a very basic physics engine, moving away from the current
tile-based movement.
2. Give entities full freedom of movement (no longer locked to tile
grid positions).
3. Update entity interaction, triggers, chunk management, and other
systems that currently assume tile-based positioning so they work
with the new 3D positioning/movement code.
4. Investigate and fix poor UI rendering performance. First pass done
(2026-07-31): slider/tab/frame/textbox now cache their sprite
geometry instead of rebuilding it every frame, and the console's
vertex buffer is fixed-size instead of alloc/free churn (see
`STATUS.md`'s "UI rendering performance" note for detail). Still
open: per-widget material/color changes still force a sprite-batch
flush each time (color is per-material, not per-vertex), so a row of
alternating highlighted widgets still costs one draw call per
widget.
5. Create UI elements for displaying status indicators, e.g. network
connection state and save-in-progress.
6. Fully test saving end-to-end on all supported platforms.
7. Remove the tile system from chunks in favor of meshes, with
dynamic hitboxes per chunk loaded in from the chunk file data.
8. Create UI elements for network status: a connecting modal, an
error state, and a connected flag. Retire the test HTTP request
once these are in place.
9. Build the socket server and client implementation, including
handlers for the different packet types.
10. Add a dedicated multiplayer entity type, `clientplayer`, alongside
the existing `npc` and `player` types. Limit to 16 (defined
constant, see SERVER_CLIENT_COUNT_MAX/CLIENT_COUNT_MAX in
src/dusk/network/socket/) for now.
11. Send and receive `clientplayer` position over the network.
12. Create a UI menu for creating a server and joining a server. For
now, join IPs are hard-coded (testing against a fixed IP of
10.0.0.94).
13. Create "handshake" packets. For now, just send the username,
enforced to be under 10 characters long.
14. Server tracks all players' positions and broadcasts them to all
connected clients.
15. Server sends disconnect packets for users who leave.
16. Server assigns each client a UUID; all clients know every other
client's UUID (used to reference them across position updates,
disconnect packets, etc).
17. Server notifies all clients (by UUID) when a user joins, leaves,
or is disconnected, so clients can spawn or remove the
corresponding `clientplayer` entity in the world.
## Infrastructure / debt backlog
Found during a full-codebase inventory pass (2026-07-30, see `STATUS.md`
for the full survey). These aren't new feature milestones so much as
loose ends worth closing, roughly in order of how cheap/safe they are to
fix:
1. Re-enable `test/item` (currently commented out in
`test/CMakeLists.txt`) -- confirm it still passes and turn it back on.
2. Restore `itemgive.c/h` in `src/duskrpg/item/CMakeLists.txt` -- the
textbox UI dependency it was waiting on (`ui/textbox/`) is already
back.
3. Decide the fate of the `vita` target: `scripts/build-vita.sh` and
`docker/vita/` reference `-DDUSK_TARGET_SYSTEM=vita`, but no
`cmake/targets/vita.cmake` exists, so the build is currently broken.
Either implement it or remove the dangling scripts/Dockerfile.
4. Per-PR CI build coverage for non-Linux targets: first pass added
2026-07-31 as `run-tests-gamecube-dolphin`/`run-tests-wii-dolphin`
(build the ISO, boot it in Dolphin under Xvfb) and
`run-tests-psp-ppsspp` (build the EBOOT, boot it in PPSSPPHeadless)
in `.github/workflows/test.yml`, plus matching
`scripts/test-*-dolphin.sh`/`scripts/test-psp-ppsspp.sh` (+ `-docker`
variants). Marked `continue-on-error: true` since none of these have
actually been exercised on a real runner yet -- verify they pass
before relying on them, and drop the flag once they do. Knulli still
has no per-PR coverage at all.
5. Milestone 4 above (poor UI rendering performance) has a first pass
in (2026-07-31, see `STATUS.md`) -- remaining concrete lead: sprite
batch flushes are keyed on shader+material (including tint color),
so per-widget color changes (e.g. focus highlight) still force a
flush per widget; moving tint to per-vertex color would let a whole
row of widgets batch into one draw call regardless of highlight
state.
6. Revisit the GameCube/Wii networking static-IP workaround in
`networkdolphin.c` -- it's standing in for an unresolved suspected
memory-corruption bug in `if_config()`'s DHCP path.
7. Decide whether the PSP dialog-based network connect UI needs to come
back -- it was removed entirely (not fixed) when the original
dialog-tearing bug proved hard to resolve.
8. Backfill unit tests for the biggest untested surfaces: `ui/` (whole
widget framework), `save/`, `script/` (JerryScript bindings), `event/`.
## Principles
- Never trust the network implicitly. Neither side (server or client)
should assume the other's packets are well-formed or benign --
validate all incoming packet data defensively, since either side
may send garbage or malicious data. Use `errorret_t` /
`errorThrow()` for these runtime checks, not assert macros --
asserts are debug-only and won't guard release builds against
malformed or malicious packet data.
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# Dusk Engine - Status Snapshot
This is a point-in-time inventory of the codebase's maturity, test coverage,
and known gaps. It is not auto-maintained -- re-survey periodically (or
whenever picking a new roadmap milestone) rather than trusting it blindly.
See `ROADMAP.md` for the ordered feature milestones this status feeds into,
and `CLAUDE.md` for coding conventions.
Last surveyed: 2026-07-31, at commit `8f8fa8f8`.
## Core engine (`src/dusk/`)
| Subsystem | Maturity | Notes |
|------------|------------------------------------|-------|
| asset | Mature, fully wired | Model loading's "async" path is actually synchronous (`assetmodelloader.h`) -- only real stub found in core. |
| script | Mature for its current scope | Registered modules: `modulePlatform`, `moduleComponent`/`moduleComponentList` (typed Position/Physics/Renderable wrappers), `moduleEntity`, `moduleScene` (with `Scene.set()` module lifecycle), `moduleMesh`, `moduleTime`, `moduleRequire` (CommonJS-style `require()`/`module.exports`). Entry point is `scripts/init.js`, which does `require('./overworldscene.js')` + `Scene.set()`. Has unit tests (`test/script/`). |
| entity | Mature | Engine-level prefab lists are empty sentinels; all real prefabs live in `duskrpg`. |
| scene | Mature | Same prefab-delegation pattern as entity. No JSON serialize/deserialize (removed by design). |
| save | Mature, but undocumented | Slot-based, yyjson + CRC32, platform stream hooks. Not covered in `CLAUDE.md`, no tests. |
| network | Connection-state layer only | HTTP client + connection state machine; no multiplayer/replication protocol (expected -- that's roadmap items 8-17). Not covered in `CLAUDE.md`, has HTTP tests only. |
| physics | Mature, recently churned | Recent revert/re-disable of "old ent code" suggests component wiring around physics isn't fully settled. Well tested. |
| animation | Early/mid-stage | Keyframes + easing only, no blend trees or state machines. Terse commit history ("ANIM") suggests still iterating. |
| display | Most mature/battle-tested | Backbone of the engine; dominated by platform optimization commits. |
| ui | Actively churning, perf pass done | Widget framework has had features added and ripped out repeatedly (story/battle UI added then removed). No JS bindings yet (from-scratch surface if that's picked up). Sprite-cache pass landed for slider/tab/frame/textbox (see roadmap item 4 below); still no scripted pointer/hit-testing. Has unit tests for the new caching logic (`test/ui/`), but nothing exercises actual draw calls -- see below. |
| console | Small, finished for its scope | Fixed-size cached mesh (no more alloc/free churn), same pattern the rest of `ui/` now follows. |
| event | Clean, small, finished | Pub/sub, rebuilt to replace the old input system. |
| game | Intentionally header-only | Real implementation lives in `duskrpg/game/game.c`. |
### UI rendering performance (roadmap item 4)
First pass landed 2026-07-31: `uislider`/`uitab` now cache their non-text
quads (track/fill/markers, tab background) relative to origin and only
rebuild on state change, translating into position at draw time.
`uiframe.c` grew `uiFrameDrawCached()`, which skips rebuilding its 9-slice
sprites when x/y/width/height match the last call; wired into the
confirm dialog, settings panel, and textbox (each owns its own
`uiframecache_t`). `uitextbox` no longer does one `spriteBatchBuffer` call
per visible glyph -- it builds a per-page glyph cache once and slices a
prefix by scroll each frame. `uiconsole` dropped its alloc/free vertex
buffer for a fixed 512-glyph array. `uifps` skips its label rebuild when
the formatted FPS string hasn't changed.
Still open: every widget still issues its own `spriteBatchBuffer` call
per material/color, so a row of alternating highlighted/plain widgets
still forces a GPU flush per widget (color is applied via material, not
per-vertex) -- that's the next real win if PSP framerate is still an
issue. No scripted pointer/hit-testing exists either; input is still
100% gamepad/keyboard directional-focus (`ui/focus/`).
Test coverage caveat: `test/ui/` and `test/display/test_spritebatchsprite.c`
cover the new caching *logic* (geometry math, exercised by constructing
widget structs directly) but cannot exercise `uiXxxDraw()`/`uiFrameDraw()`
themselves -- those need `FONT_DEFAULT`/`UI_FRAME`'s GL texture, which
needs a live GL context this test binary doesn't have (confirmed: calling
`fontInitDefault()` in a test asserts in `texturegl.c`). This is true of
the whole rendering layer, not something newly introduced -- there's no
GL-backed test harness anywhere in the repo yet.
## Game layer (`src/duskrpg/`)
Actively maintained, not orphaned (despite an old "remove rpg" commit deep
in history) -- last touched the same day as this survey.
- **cutscene/** -- actively developed, matches `CLAUDE.md`'s documented
recipe exactly. 16 registered item types.
- **entity/, scene/** -- overworld player/camera/interactable components
and prefabs, active.
- **item/** -- `item.c`/`inventory.c`/`backpack.c` built via a working
`item.json` -> `itemdef.h` codegen pipeline. `itemgive.c/h` exist on
disk but are explicitly excluded from the CMake build pending textbox
UI restoration -- **that UI (`ui/textbox/`) is already restored**, so
this looks like an overdue follow-up, not a real blocker.
- **input/** -- headers only, no implementation. Contains the one
genuine TODO found in the whole `duskrpg` tree: `// TODO: Wiimote, USB
Keyboard, probably more.`
- **ui/** -- textbox restored and built; `uitestlabel.c/h` is an
intentional smoke-test scaffold, not dead code.
## Platform layers
| Platform | Status |
|--------------|--------|
| duskgl / dusksdl2 | Complete, shared by Linux/Knulli/PSP, no gaps found. |
| dusklinux | Complete, well-trodden. |
| duskpsp | Complete for current design. The historical dialog/tearing bug (see memory `project_psp_dialog_tearing` etc.) was **not fixed -- the dialog-based connect UI was removed entirely** (commit `d7982599`, "Simplified PSP network") in favor of a silent profile-based connect. Revisit if the dialog UX is still wanted. |
| duskdolphin (GameCube/Wii) | Functional, not a stub -- real GX-based display/mesh/shader/texture. Wii input uses only the GameCube `PAD_*` library; no WPAD/Wiimote support (`inputdolphin.h` has `#error "Wii not implemented"` gated behind macros that are never defined, so currently dormant, not a live build break). `networkdolphin.c` hardcodes a static IP as an explicit temporary workaround for a suspected DHCP-related memory-corruption bug in `if_config()` -- root cause still open. |
| vita | **Referenced by `scripts/build-vita.sh` and `docker/vita/` but no `cmake/targets/vita.cmake` exists** -- the build target is broken/unfinished at the CMake level. |
### CI coverage gap
`.github/workflows/test.yml` only builds+tests Linux, on PRs to `main`.
`build.yml` builds all other platforms (PSP, Knulli, GameCube, Wii +
ISO variants) but **only on tag push** (release time). Vita and Dolphin
aren't in CI at all. Net effect: regressions on 4+ platforms can land
silently until a release tag is cut.
## Test coverage gaps
Core `src/dusk/` subsystems with **zero** unit tests: `console`,
`engine`, `event`, `game`, `input`, `log`, `save`, `script` (+ all JS
module bindings), `system`, `ui` (entire widget framework).
`src/duskrpg/` has almost no test coverage: `test/item/test_inventory.c`
exists but **`add_subdirectory(item)` is commented out in
`test/CMakeLists.txt`**, so even that one test never runs. `cutscene`,
`entity`, `game`, `input`, `scene`, `ui` under `duskrpg` have no tests at
all.
No stale tests were found referencing deleted systems (old JSON
serialize/deserialize, old event/cutscene modules) -- the test suite is
internally consistent with current code, just incomplete in coverage.
## Build/tooling gaps worth knowing about
- `assetsraw/` -> `assets/` (chunk JSON -> `.dcf`) is a manual/editor-only
step (`tools.asset.chunk`), not part of the CMake build -- committed
`.dcf` files can silently drift from their raw source.
- Several Python tool packages exist but aren't wired into any build:
`tools/color/csv/`, `tools/asset/chunk_json/`, `tools/asset/dmf/`,
`tools/asset/tiles/`, `tools/input/csv/`. Some may be superseded by
`tools/color.py`/`tools/item.py`; worth a pass to confirm which are
live vs leftover.
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import sys, os
import argparse
# Check if the script is run with the correct arguments
parser = argparse.ArgumentParser(description="Generate chunk header files")
parser.add_argument('--assets', required=True, help='Dir to output built assets')
parser.add_argument('--headers-dir', required=True, help='Directory to output individual asset headers (required for header build)')
parser.add_argument('--output-headers', help='Output header file for built assets (required for header build)')
parser.add_argument('--output-assets', required=True, help='Output directory for built assets')
parser.add_argument('--output-file', required=True, help='Output file for built assets (required for wad build)')
parser.add_argument('--input', required=True, help='Input assets to process', nargs='+')
args = parser.parse_args()
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import sys, os
from tools.asset.args import args
from tools.asset.process.asset import processAsset
from tools.asset.process.palette import processPaletteList
from tools.asset.process.tileset import processTilesetList
from tools.asset.process.language import processLanguageList
from tools.asset.path import getBuiltAssetsRelativePath
import zipfile
# Parse input file args.
inputAssets = []
for inputArg in args.input:
files = inputArg.split('$')
for file in files:
if str(file).strip() == '':
continue
pieces = file.split('#')
if len(pieces) < 2:
print(f"Error: Invalid input asset format '{file}'. Expected format: type#path[#option1%option2...]")
sys.exit(1)
options = {}
if len(pieces) > 2:
optionParts = pieces[2].split('%')
for part in optionParts:
partSplit = part.split('=')
if len(partSplit) < 1:
continue
if len(partSplit) == 2:
options[partSplit[0]] = partSplit[1]
else:
options[partSplit[0]] = True
inputAssets.append({
'type': pieces[0],
'path': pieces[1],
'options': options
})
if not inputAssets:
print("Error: No input assets provided.")
sys.exit(1)
# Process each asset.
files = []
for asset in inputAssets:
asset = processAsset(asset)
files.extend(asset['files'])
# Generate additional files
files.extend(processLanguageList()['files'])
# Take assets and add to a zip archive.
outputFileName = args.output_file
print(f"Creating output file: {outputFileName}")
with zipfile.ZipFile(outputFileName, 'w') as zipf:
for file in files:
relativeOutputPath = getBuiltAssetsRelativePath(file)
zipf.write(file, arcname=relativeOutputPath)
# Generate additional headers.
processPaletteList()
processTilesetList()
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processedAssets = {}
def assetGetCache(assetPath):
if assetPath in processedAssets:
return processedAssets[assetPath]
return None
def assetCache(assetPath, processedData):
if assetPath in processedAssets:
return processedAssets[assetPath]
processedAssets[assetPath] = processedData
return processedData
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import os
from tools.asset.args import args
def getAssetRelativePath(fullPath):
# Get the relative path to the asset
return os.path.relpath(fullPath, start=args.assets).replace('\\', '/')
def getBuiltAssetsRelativePath(fullPath):
# Get the relative path to the built asset
return os.path.relpath(fullPath, start=args.output_assets).replace('\\', '/')
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import sys
# from processtileset import processTileset
from tools.asset.process.image import processImage
from tools.asset.process.palette import processPalette
from tools.asset.process.tileset import processTileset
from tools.asset.process.map import processMap
from tools.asset.process.language import processLanguage
from tools.asset.process.script import processScript
processedAssets = []
def processAsset(asset):
if asset['path'] in processedAssets:
return
processedAssets.append(asset['path'])
# Handle tiled tilesets
t = asset['type'].lower()
if t == 'palette':
return processPalette(asset)
elif t == 'image':
return processImage(asset)
elif t == 'tileset':
return processTileset(asset)
elif t == 'map':
return processMap(asset)
elif t == 'language':
return processLanguage(asset)
elif t == 'script':
return processScript(asset)
else:
print(f"Error: Unknown asset type '{asset['type']}' for path '{asset['path']}'")
sys.exit(1)
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import os
import sys
from PIL import Image
from tools.asset.process.palette import extractPaletteFromImage, palettes
from tools.asset.args import args
from tools.asset.path import getAssetRelativePath
from tools.asset.cache import assetGetCache, assetCache
images = []
def processImage(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
type = None
if 'type' in asset['options']:
type = asset['options'].get('type', 'PALETTIZED').upper()
if type == 'PALETTIZED' or type is None:
return assetCache(asset['path'], processPalettizedImage(asset))
elif type == 'ALPHA':
return assetCache(asset['path'], processAlphaImage(asset))
else:
print(f"Error: Unknown image type {type} for asset {asset['path']}")
sys.exit(1)
def processPalettizedImage(asset):
assetPath = asset['path']
cache = assetGetCache(assetPath)
if cache is not None:
return cache
image = Image.open(assetPath)
imagePalette = extractPaletteFromImage(image)
# Find palette that contains every color
palette = None
for p in palettes:
hasAllColors = True
for color in imagePalette:
for palColor in p['pixels']:
if color[0] == palColor[0] and color[1] == palColor[1] and color[2] == palColor[2] and color[3] == palColor[3]:
break
elif color[3] == 0 and palColor[3] == 0:
break
else:
print('Pallete {} does not contain color #{}'.format(p['paletteName'], '{:02x}{:02x}{:02x}{:02x}'.format(color[0], color[1], color[2], color[3])))
hasAllColors = False
break
if hasAllColors:
palette = p
break
if palette is None:
palette = palettes[0] # Just to avoid reference error
print(f"No matching palette found for {assetPath}!")
# Find which pixel is missing
for color in imagePalette:
if color in palette['pixels']:
continue
# Convert to hex (with alpha)
hexColor = '#{:02x}{:02x}{:02x}{:02x}'.format(color[0], color[1], color[2], color[3])
print(f"Missing color: {hexColor} in palette {palette['paletteName']}")
sys.exit(1)
print(f"Converting image {assetPath} to use palette")
paletteIndexes = []
for pixel in list(image.getdata()):
if pixel[3] == 0:
pixel = (0, 0, 0, 0)
paletteIndex = palette['pixels'].index(pixel)
paletteIndexes.append(paletteIndex)
data = bytearray()
data.extend(b"DPI") # Dusk Palettized Image
data.extend(image.width.to_bytes(4, 'little')) # Width
data.extend(image.height.to_bytes(4, 'little')) # Height
data.append(palette['paletteIndex']) # Palette index
for paletteIndex in paletteIndexes:
if paletteIndex > 255 or paletteIndex < 0:
print(f"Error: Palette index {paletteIndex} exceeds 255!")
sys.exit(1)
data.append(paletteIndex.to_bytes(1, 'little')[0]) # Pixel index
relative = getAssetRelativePath(assetPath)
fileNameWithoutExt = os.path.splitext(os.path.basename(assetPath))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dpi")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(data)
outImage = {
"imagePath": outputFileRelative,
"files": [ outputFilePath ],
'width': image.width,
'height': image.height,
}
return assetCache(assetPath, outImage)
def processAlphaImage(asset):
assetPath = asset['path']
cache = assetGetCache(assetPath)
if cache is not None:
return cache
print(f"Processing alpha image: {assetPath}")
data = bytearray()
data.extend(b"DAI") # Dusk Alpha Image
image = Image.open(assetPath).convert("RGBA")
data.extend(image.width.to_bytes(4, 'little')) # Width
data.extend(image.height.to_bytes(4, 'little')) # Height
for pixel in list(image.getdata()):
# Only write alpha channel
data.append(pixel[3].to_bytes(1, 'little')[0]) # Pixel alpha
relative = getAssetRelativePath(assetPath)
fileNameWithoutExt = os.path.splitext(os.path.basename(assetPath))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dai")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(data)
outImage = {
"imagePath": outputFileRelative,
"files": [ outputFilePath ],
'width': image.width,
'height': image.height,
}
return assetCache(assetPath, outImage)
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import sys
import os
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
from tools.asset.path import getAssetRelativePath
from tools.dusk.defs import defs
import polib
import re
LANGUAGE_CHUNK_CHAR_COUNT = int(defs.get('ASSET_LANG_CHUNK_CHAR_COUNT'))
LANGUAGE_DATA = {}
LANGUAGE_KEYS = []
def processLanguageList():
# Language keys header data
headerKeys = "// Auto-generated language keys header file.\n"
headerKeys += "#pragma once\n"
headerKeys += "#include \"dusk.h\"\n\n"
# This is the desired chunk groups list.. if a language key STARTS with any
# of the keys in this list we would "like to" put it in that chunk group.
# If there is no match, or the list is full then we will add it to the next
# available chunk group (that isn't a 'desired' one). If the chunk becomes
# full, then we attempt to make another chunk with the same prefix so that
# a second batching can occur.
desiredChunkGroups = {
'ui': 0
}
# Now, for each language key, create the header reference and index.
keyIndex = 0
languageKeyIndexes = {}
languageKeyChunk = {}
languageKeyChunkIndexes = {}
languageKeyChunkOffsets = {}
for key in LANGUAGE_KEYS:
headerKeys += f"#define {getLanguageVariableName(key)} {keyIndex}\n"
languageKeyIndexes[key] = keyIndex
keyIndex += 1
# Find desired chunk group
assignedChunk = None
for desiredKey in desiredChunkGroups:
if key.lower().startswith(desiredKey):
assignedChunk = desiredChunkGroups[desiredKey]
break
# If no desired chunk group matched, assign to -1
if assignedChunk is None:
assignedChunk = -1
languageKeyChunk[key] = assignedChunk
# Setup header.
for lang in LANGUAGE_DATA:
if key not in LANGUAGE_DATA[lang]:
print(f"Warning: Missing translation for key '{key}' in language '{lang}'")
sys.exit(1)
# Seal the header.
headerKeys += f"\n#define LANG_KEY_COUNT {len(LANGUAGE_KEYS)}\n"
# Now we can generate the language string chunks.
nextChunkIndex = max(desiredChunkGroups.values()) + 1
files = []
for lang in LANGUAGE_DATA:
langData = LANGUAGE_DATA[lang]
# Key = chunkIndex, value = chunkInfo
languageChunks = {}
for key in LANGUAGE_KEYS:
keyIndex = languageKeyIndexes[key]
chunkIndex = languageKeyChunk[key]
wasSetChunk = chunkIndex != -1
# This will keep looping until we find a chunk
while True:
# Determine the next chunkIndex IF chunkIndex is -1
if chunkIndex == -1:
chunkIndex = nextChunkIndex
# Is the chunk full?
curLen = languageChunks.get(chunkIndex, {'len': 0})['len']
newLen = curLen + len(langData[key])
if newLen > LANGUAGE_CHUNK_CHAR_COUNT:
# Chunk is full, need to create a new chunk.
chunkIndex = -1
if wasSetChunk:
wasSetChunk = False
else:
nextChunkIndex += 1
continue
# Chunk is not full, we can use it.
if chunkIndex not in languageChunks:
languageChunks[chunkIndex] = {
'len': 0,
'keys': []
}
languageChunks[chunkIndex]['len'] = newLen
languageChunks[chunkIndex]['keys'].append(key)
languageKeyChunkIndexes[key] = chunkIndex
languageKeyChunkOffsets[key] = curLen
break
# We have now chunked all the keys for this language!
langBuffer = b""
# Write header info
langBuffer += b'DLF' # Dusk Language File
for key in LANGUAGE_KEYS:
# Write the chunk that this key belongs to as uint32_t
chunkIndex = languageKeyChunkIndexes[key]
langBuffer += chunkIndex.to_bytes(4, byteorder='little')
# Write the offset for this key as uint32_t
offset = languageKeyChunkOffsets[key]
langBuffer += offset.to_bytes(4, byteorder='little')
# Write the length of the string as uint32_t
strData = langData[key].encode('utf-8')
langBuffer += len(strData).to_bytes(4, byteorder='little')
# Now write out each chunk's string data, packed tight and no null term.
for chunkIndex in sorted(languageChunks.keys()):
chunkInfo = languageChunks[chunkIndex]
for key in chunkInfo['keys']:
strData = langData[key].encode('utf-8')
langBuffer += strData
# Now pad the chunk to full size
curLen = chunkInfo['len']
if curLen < LANGUAGE_CHUNK_CHAR_COUNT:
padSize = LANGUAGE_CHUNK_CHAR_COUNT - curLen
langBuffer += b'\0' * padSize
# Write out the language data file
outputFile = os.path.join(args.output_assets, "language", f"{lang}.dlf")
files.append(outputFile)
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "wb") as f:
f.write(langBuffer)
# Write out the language keys header file
outputFile = os.path.join(args.headers_dir, "locale", "language", "keys.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "w") as f:
f.write(headerKeys)
# Generate language list.
langValues = {}
headerLocale = "#pragma once\n#include \"locale/localeinfo.h\"\n\n"
headerLocale += "typedef enum {\n"
count = 0
headerLocale += f" DUSK_LOCALE_NULL = {count},\n"
count += 1
for lang in LANGUAGE_DATA:
langKey = lang.replace('-', '_').replace(' ', '_').upper()
langValues[lang] = count
headerLocale += f" DUSK_LOCALE_{langKey} = {count},\n"
count += 1
headerLocale += f" DUSK_LOCALE_COUNT = {count}\n"
headerLocale += "} dusklocale_t;\n\n"
headerLocale += f"static const localeinfo_t LOCALE_INFOS[DUSK_LOCALE_COUNT] = {{\n"
for lang in LANGUAGE_DATA:
langKey = lang.replace('-', '_').replace(' ', '_').upper()
headerLocale += f" [DUSK_LOCALE_{langKey}] = {{\n"
headerLocale += f" .file = \"{lang}\"\n"
headerLocale += f" }},\n"
headerLocale += "};\n"
headerLocale += f"static const char_t *LOCALE_SCRIPT = \n"
for lang in LANGUAGE_DATA:
langKey = lang.replace('-', '_').replace(' ', '_').upper()
langValue = langValues[lang]
headerLocale += f" \"DUSK_LOCALE_{langKey} = {langValue}\\n\"\n"
headerLocale += ";\n"
# Write out the locale enum header file
outputFile = os.path.join(args.headers_dir, "locale", "locale.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "w") as f:
f.write(headerLocale)
return {
'files': files
}
def getLanguageVariableName(languageKey):
# Take the language key, prepend LANG_, uppercase, replace any non symbols
# with _
key = languageKey.strip().upper()
key = re.sub(r'[^A-Z0-9]', '_', key)
return f"LANG_{key}"
def processLanguage(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
# Load PO File
po = polib.pofile(asset['path'])
langName = po.metadata.get('Language')
if langName not in LANGUAGE_DATA:
LANGUAGE_DATA[langName] = {}
for entry in po:
key = entry.msgid
val = entry.msgstr
if key not in LANGUAGE_KEYS:
LANGUAGE_KEYS.append(key)
if key not in LANGUAGE_DATA[langName]:
LANGUAGE_DATA[langName][key] = val
else:
print(f"Error: Duplicate translation key '{key}' in language '{langName}'")
sys.exit(1)
outLanguageData = {
'data': po,
'path': asset['path'],
'files': []
}
return assetCache(asset['path'], outLanguageData)
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import struct
import sys
import os
import json
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
from tools.asset.path import getAssetRelativePath
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, CHUNK_TILE_COUNT
from tools.dusk.map import Map
from tools.dusk.chunk import Chunk
def convertModelData(modelData):
# TLDR; Model data stores things efficiently with indices, but we buffer it
# out to 6 vertex quads for simplicity.
outVertices = []
outUVs = []
outColors = []
for indice in modelData['indices']:
vertex = modelData['vertices'][indice]
uv = modelData['uvs'][indice]
color = modelData['colors'][indice]
outVertices.append(vertex)
outUVs.append(uv)
outColors.append(color)
return {
'vertices': outVertices,
'uvs': outUVs,
'colors': outColors
}
def processChunk(chunk):
cache = assetGetCache(chunk.getFilename())
if cache:
return cache
baseModel = {
'vertices': [],
'colors': [],
'uvs': []
}
models = [ baseModel ]
for tileIndex, tile in chunk.tiles.items():
tileBase = tile.getBaseTileModel()
convertedBase = convertModelData(tileBase)
baseModel['vertices'].extend(convertedBase['vertices'])
baseModel['colors'].extend(convertedBase['colors'])
baseModel['uvs'].extend(convertedBase['uvs'])
# Generate binary buffer for efficient output
buffer = bytearray()
buffer.extend(b'DMC')# Header
buffer.extend(len(chunk.tiles).to_bytes(4, 'little')) # Number of tiles
buffer.extend(len(models).to_bytes(1, 'little')) # Number of models
buffer.extend(len(chunk.entities).to_bytes(1, 'little')) # Number of entities
# Buffer tile data as array of uint8_t
for tileIndex, tile in chunk.tiles.items():
buffer.extend(tile.shape.to_bytes(1, 'little'))
# # For each model
for model in models:
vertexCount = len(model['vertices'])
buffer.extend(vertexCount.to_bytes(4, 'little'))
for i in range(vertexCount):
vertex = model['vertices'][i]
uv = model['uvs'][i]
color = model['colors'][i]
buffer.extend(color[0].to_bytes(1, 'little'))
buffer.extend(color[1].to_bytes(1, 'little'))
buffer.extend(color[2].to_bytes(1, 'little'))
buffer.extend(color[3].to_bytes(1, 'little'))
buffer.extend(bytearray(struct.pack('<f', uv[0])))
buffer.extend(bytearray(struct.pack('<f', uv[1])))
buffer.extend(bytearray(struct.pack('<f', vertex[0])))
buffer.extend(bytearray(struct.pack('<f', vertex[1])))
buffer.extend(bytearray(struct.pack('<f', vertex[2])))
# For each entity
for entity in chunk.entities.values():
buffer.extend(entity.type.to_bytes(1, 'little'))
buffer.extend(entity.localX.to_bytes(1, 'little'))
buffer.extend(entity.localY.to_bytes(1, 'little'))
buffer.extend(entity.localZ.to_bytes(1, 'little'))
pass
# Write out map file
relative = getAssetRelativePath(chunk.getFilename())
fileNameWithoutExt = os.path.splitext(os.path.basename(relative))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dmc")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(buffer)
outChunk = {
'files': [ outputFilePath ],
'chunk': chunk
}
return assetCache(chunk.getFilename(), outChunk)
def processMap(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
map = Map(None)
map.load(asset['path'])
chunksDir = map.getChunkDirectory()
files = os.listdir(chunksDir)
if len(files) == 0:
print(f"Error: No chunk files found in {chunksDir}.")
sys.exit(1)
chunkFiles = []
for fileName in files:
if not fileName.endswith('.json'):
continue
fNameNoExt = os.path.splitext(fileName)[0]
fnPieces = fNameNoExt.split('_')
if len(fnPieces) != 3:
print(f"Error: Chunk filename {fileName} does not contain valid chunk coordinates.")
sys.exit(1)
chunk = Chunk(map, int(fnPieces[0]), int(fnPieces[1]), int(fnPieces[2]))
chunk.load()
result = processChunk(chunk)
chunkFiles.extend(result['files'])
# Map file
outBuffer = bytearray()
outBuffer.extend(b'DMF')
outBuffer.extend(len(chunkFiles).to_bytes(4, 'little'))
# DMF (Dusk Map file)
fileRelative = getAssetRelativePath(asset['path'])
fileNameWithoutExt = os.path.splitext(os.path.basename(fileRelative))[0]
outputMapRelative = os.path.join(os.path.dirname(fileRelative), f"{fileNameWithoutExt}.dmf")
outputMapPath = os.path.join(args.output_assets, outputMapRelative)
os.makedirs(os.path.dirname(outputMapPath), exist_ok=True)
with open(outputMapPath, "wb") as f:
f.write(outBuffer)
outMap = {
'files': chunkFiles
}
outMap['files'].append(outputMapPath)
return assetCache(asset['path'], outMap)
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import json
import os
from PIL import Image
import datetime
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
palettes = []
def extractPaletteFromImage(image):
# goes through and finds all unique colors in the image
if image.mode != 'RGBA':
image = image.convert('RGBA')
pixels = list(image.getdata())
uniqueColors = []
for color in pixels:
# We treat all alpha 0 as rgba(0,0,0,0) for palette purposes
if color[3] == 0:
color = (0, 0, 0, 0)
if color not in uniqueColors:
uniqueColors.append(color)
return uniqueColors
def processPalette(asset):
print(f"Processing palette: {asset['path']}")
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
paletteIndex = len(palettes)
image = Image.open(asset['path'])
pixels = extractPaletteFromImage(image)
fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
fileNameWithoutPalette = os.path.splitext(fileNameWithoutExt)[0]
# PSP requires that the palette size be a power of two, so we will pad the
# palette with transparent colors if needed.
def mathNextPowTwo(x):
return 1 << (x - 1).bit_length()
nextPowTwo = mathNextPowTwo(len(pixels))
while len(pixels) < nextPowTwo:
pixels.append((0, 0, 0, 0))
# Header
now = datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
data = f"// Palette Generated for {asset['path']} at {now}\n"
data += f"#include \"display/palette/palette.h\"\n\n"
data += f"#define PALETTE_{paletteIndex}_COLOR_COUNT {len(pixels)}\n\n"
data += f"#pragma pack(push, 1)\n"
data += f"static const color_t PALETTE_{paletteIndex}_COLORS[PALETTE_{paletteIndex}_COLOR_COUNT] = {{\n"
for pixel in pixels:
data += f" {{ 0x{pixel[0]:02X}, 0x{pixel[1]:02X}, 0x{pixel[2]:02X}, 0x{pixel[3]:02X} }},\n"
data += f"}};\n"
data += f"#pragma pack(pop)\n\n"
data += f"static const palette_t PALETTE_{paletteIndex} = {{\n"
data += f" .colorCount = PALETTE_{paletteIndex}_COLOR_COUNT,\n"
data += f" .colors = PALETTE_{paletteIndex}_COLORS,\n"
data += f"}};\n"
# Write Header
outputFile = os.path.join(args.headers_dir, "display", "palette", f"palette_{paletteIndex}.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "w") as f:
f.write(data)
palette = {
"paletteIndex": paletteIndex,
"paletteName": fileNameWithoutPalette,
"pixels": pixels,
"headerFile": os.path.relpath(outputFile, args.headers_dir),
"asset": asset,
"files": [ ],# No zippable files.
}
palettes.append(palette)
return assetCache(asset['path'], palette)
def processPaletteList():
data = f"// Auto-generated palette list\n"
print(f"Generating palette list with {len(palettes)} palettes.")
for palette in palettes:
data += f"#include \"{palette['headerFile']}\"\n"
data += f"\n"
data += f"#define PALETTE_LIST_COUNT {len(palettes)}\n\n"
data += f"static const palette_t* PALETTE_LIST[PALETTE_LIST_COUNT] = {{\n"
for palette in palettes:
data += f" &PALETTE_{palette['paletteIndex']},\n"
data += f"}};\n"
# Write the palette list to a header file
outputFile = os.path.join(args.headers_dir, "display", "palette", "palettelist.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, "w") as f:
f.write(data)
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import sys
import os
from tools.asset.args import args
from tools.asset.cache import assetCache, assetGetCache
from tools.asset.path import getAssetRelativePath
from tools.dusk.defs import fileDefs
def processScript(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
# Load the lua file as a string
with open(asset['path'], 'r', encoding='utf-8') as f:
luaCode = f.read()
# TODO: I will precompile or minify the Lua code here in the future
# Replace all definitions in the code
for key, val in fileDefs.items():
luaCode = luaCode.replace(key, str(val))
# Create output Dusk Script File (DSF) data
data = ""
data += "DSF"
data += luaCode
# Write to relative output file path.
relative = getAssetRelativePath(asset['path'])
fileNameWithoutExt = os.path.splitext(os.path.basename(asset['path']))[0]
outputFileRelative = os.path.join(os.path.dirname(relative), f"{fileNameWithoutExt}.dsf")
outputFilePath = os.path.join(args.output_assets, outputFileRelative)
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, "wb") as f:
f.write(data.encode('utf-8'))
outScript = {
'data': data,
'path': asset['path'],
'files': [ outputFilePath ],
'scriptPath': outputFileRelative,
}
return assetCache(asset['path'], outScript)
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import json
import sys
import os
import datetime
from xml.etree import ElementTree
from tools.asset.process.image import processImage
from tools.asset.path import getAssetRelativePath
from tools.asset.args import args
from tools.asset.cache import assetGetCache, assetCache
tilesets = []
def loadTilesetFromTSX(asset):
# Load the TSX file
tree = ElementTree.parse(asset['path'])
root = tree.getroot()
# Expect tileheight, tilewidth, columns and tilecount attributes
if 'tilewidth' not in root.attrib or 'tileheight' not in root.attrib or 'columns' not in root.attrib or 'tilecount' not in root.attrib:
print(f"Error: TSX file {asset['path']} is missing required attributes (tilewidth, tileheight, columns, tilecount)")
sys.exit(1)
tileWidth = int(root.attrib['tilewidth'])
tileHeight = int(root.attrib['tileheight'])
columns = int(root.attrib['columns'])
tileCount = int(root.attrib['tilecount'])
rows = (tileCount + columns - 1) // columns # Calculate rows based on tileCount and columns
# Find the image element
imageElement = root.find('image')
if imageElement is None or 'source' not in imageElement.attrib:
print(f"Error: TSX file {asset['path']} is missing an image element with a source attribute")
sys.exit(1)
imagePath = imageElement.attrib['source']
# Image is relative to the TSX file
imageAssetPath = os.path.join(os.path.dirname(asset['path']), imagePath)
image = processImage({
'path': imageAssetPath,
'options': asset['options'],
})
return {
"image": image,
"tileWidth": tileWidth,
"tileHeight": tileHeight,
"columns": columns,
"rows": rows,
"originalWidth": tileWidth * columns,
"originalHeight": tileHeight * rows,
}
def loadTilesetFromArgs(asset):
# We need to determine how big each tile is. This can either be provided as
# an arg of tileWidth/tileHeight or as a count of rows/columns.
# Additionally, if the image has been factored, then the user can provide both
# tile sizes AND cols/rows to indicate the original size of the image.
image = processImage(asset)
tileWidth, tileHeight = None, None
columns, rows = None, None
originalWidth, originalHeight = image['width'], image['height']
if 'tileWidth' in asset['options'] and 'columns' in asset['options']:
tileWidth = int(asset['options']['tileWidth'])
columns = int(asset['options']['columns'])
originalWidth = tileWidth * columns
elif 'tileWidth' in asset['options']:
tileWidth = int(asset['options']['tileWidth'])
columns = image['width'] // tileWidth
elif 'columns' in asset['options']:
columns = int(asset['options']['columns'])
tileWidth = image['width'] // columns
else:
print(f"Error: Tileset {asset['path']} must specify either tileWidth or columns")
sys.exit(1)
if 'tileHeight' in asset['options'] and 'rows' in asset['options']:
tileHeight = int(asset['options']['tileHeight'])
rows = int(asset['options']['rows'])
originalHeight = tileHeight * rows
elif 'tileHeight' in asset['options']:
tileHeight = int(asset['options']['tileHeight'])
rows = image['height'] // tileHeight
elif 'rows' in asset['options']:
rows = int(asset['options']['rows'])
tileHeight = image['height'] // rows
else:
print(f"Error: Tileset {asset['path']} must specify either tileHeight or rows")
sys.exit(1)
return {
"image": image,
"tileWidth": tileWidth,
"tileHeight": tileHeight,
"columns": columns,
"rows": rows,
"originalWidth": originalWidth,
"originalHeight": originalHeight,
}
def processTileset(asset):
cache = assetGetCache(asset['path'])
if cache is not None:
return cache
print(f"Processing tileset: {asset['path']}")
tilesetData = None
if asset['path'].endswith('.tsx'):
tilesetData = loadTilesetFromTSX(asset)
else:
tilesetData = loadTilesetFromArgs(asset)
fileNameWithoutExtension = os.path.splitext(os.path.basename(asset['path']))[0]
now = datetime.datetime.now().strftime("%Y-%m-%d %H:%M:%S")
tilesetName = fileNameWithoutExtension
tilesetNameUpper = tilesetName.upper()
widthScale = tilesetData['originalWidth'] / tilesetData['image']['width']
heightScale = tilesetData['originalHeight'] / tilesetData['image']['height']
# Create header
data = f"// Tileset Generated for {asset['path']} at {now}\n"
data += f"#pragma once\n"
data += f"#include \"display/tileset/tileset.h\"\n\n"
data += f"static const tileset_t TILESET_{tilesetNameUpper} = {{\n"
data += f" .name = {json.dumps(tilesetName)},\n"
data += f" .tileWidth = {tilesetData['tileWidth']},\n"
data += f" .tileHeight = {tilesetData['tileHeight']},\n"
data += f" .tileCount = {tilesetData['columns'] * tilesetData['rows']},\n"
data += f" .columns = {tilesetData['columns']},\n"
data += f" .rows = {tilesetData['rows']},\n"
data += f" .uv = {{ {widthScale / tilesetData['columns']}f, {heightScale / tilesetData['rows']}f }},\n"
data += f" .image = {json.dumps(tilesetData['image']['imagePath'])},\n"
data += f"}};\n"
# Write Header
outputFile = os.path.join(args.headers_dir, "display", "tileset", f"tileset_{tilesetName}.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, 'w') as f:
f.write(data)
print(f"Write header for tileset: {outputFile}")
tileset = {
"files": [],
"image": tilesetData['image'],
"headerFile": os.path.relpath(outputFile, args.headers_dir),
"tilesetName": tilesetName,
"tilesetNameUpper": tilesetNameUpper,
"tilesetIndex": len(tilesets),
"tilesetData": tilesetData,
"files": tilesetData['image']['files'],
}
tilesets.append(tileset)
return assetCache(asset['path'], tileset)
def processTilesetList():
data = f"// Tileset List Generated at {datetime.datetime.now().strftime('%Y-%m-%d %H:%M:%S')}\n"
data += f"#pragma once\n"
for tileset in tilesets:
data += f"#include \"{tileset['headerFile']}\"\n"
data += f"\n"
data += f"#define TILESET_LIST_COUNT {len(tilesets)}\n\n"
data += f"static const tileset_t* TILESET_LIST[TILESET_LIST_COUNT] = {{\n"
for tileset in tilesets:
data += f" &TILESET_{tileset['tilesetNameUpper']},\n"
data += f"}};\n"
# Write header.
outputFile = os.path.join(args.headers_dir, "display", "tileset", f"tilesetlist.h")
os.makedirs(os.path.dirname(outputFile), exist_ok=True)
with open(outputFile, 'w') as f:
f.write(data)
-47
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetpalette.h"
#include "asset/assettype.h"
#include "assert/assert.h"
errorret_t assetPaletteLoad(assetentire_t entire) {
assertNotNull(entire.data, "Data pointer cannot be NULL.");
assertNotNull(entire.output, "Output pointer cannot be NULL.");
assetpalette_t *assetData = (assetpalette_t *)entire.data;
palette_t *palette = (palette_t *)entire.output;
// Read header and version (first 4 bytes)
if(
assetData->header[0] != 'D' ||
assetData->header[1] != 'P' ||
assetData->header[2] != 'F'
) {
errorThrow("Invalid palette header");
}
// Version (can only be 1 atm)
if(assetData->version != 0x01) {
errorThrow("Unsupported palette version");
}
// Check color count.
if(
assetData->colorCount == 0 ||
assetData->colorCount > PALETTE_COLOR_COUNT_MAX
) {
errorThrow("Invalid palette color count");
}
paletteInit(
palette,
assetData->colorCount,
assetData->colors
);
errorOk();
}
-30
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@@ -1,30 +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 "display/texture/palette.h"
typedef struct assetentire_s assetentire_t;
#pragma pack(push, 1)
typedef struct {
char_t header[3];
uint8_t version;
uint8_t colorCount;
color_t colors[PALETTE_COLOR_COUNT_MAX];
} assetpalette_t;
#pragma pack(pop)
/**
* Loads a palette from the given data pointer into the output palette.
*
* @param entire Data received from the asset loader system.
* @return An error code.
*/
errorret_t assetPaletteLoad(assetentire_t entire);
-10
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@@ -1,10 +0,0 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
camera.c
)
-107
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@@ -1,107 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "camera.h"
#include "display/display.h"
#include "assert/assert.h"
#include "display/framebuffer/framebuffer.h"
#include "display/screen/screen.h"
void cameraInit(camera_t *camera) {
cameraInitPerspective(camera);
}
void cameraInitPerspective(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
camera->projType = CAMERA_PROJECTION_TYPE_PERSPECTIVE;
camera->perspective.fov = glm_rad(45.0f);
camera->nearClip = 0.1f;
camera->farClip = 10000.0f;
camera->viewType = CAMERA_VIEW_TYPE_LOOKAT;
glm_vec3_copy((vec3){ 5.0f, 5.0f, 5.0f }, camera->lookat.position);
glm_vec3_copy((vec3){ 0.0f, 1.0f, 0.0f }, camera->lookat.up);
glm_vec3_copy((vec3){ 0.0f, 0.0f, 0.0f }, camera->lookat.target);
}
void cameraInitOrthographic(camera_t *camera) {
assertNotNull(camera, "Not a camera component");
camera->projType = CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC;
camera->orthographic.left = 0.0f;
camera->orthographic.right = SCREEN.width;
camera->orthographic.top = SCREEN.height;
camera->orthographic.bottom = 0.0f;
camera->nearClip = 0.1f;
camera->farClip = 1.0f;
camera->viewType = CAMERA_VIEW_TYPE_2D;
glm_vec2_copy((vec2){ 0.0f, 0.0f }, camera->_2d.position);
camera->_2d.zoom = 1.0f;
}
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Not a camera component");
assertNotNull(dest, "Destination matrix must not be null");
if(
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE ||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED
) {
glm_mat4_identity(dest);
glm_perspective(
camera->perspective.fov,
SCREEN.aspect,
camera->nearClip,
camera->farClip,
dest
);
if(camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED) {
dest[1][1] *= -1.0f;
}
} else if(camera->projType == CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC) {
glm_mat4_identity(dest);
glm_ortho(
camera->orthographic.left,
camera->orthographic.right,
camera->orthographic.top,
camera->orthographic.bottom,
camera->nearClip,
camera->farClip,
dest
);
}
}
void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
assertNotNull(camera, "Not a camera component");
assertNotNull(dest, "Destination matrix must not be null");
if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) {
glm_mat4_ucopy(camera->view, dest);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT) {
glm_mat4_identity(dest);
glm_lookat(
camera->lookat.position,
camera->lookat.target,
camera->lookat.up,
dest
);
} else if(camera->viewType == CAMERA_VIEW_TYPE_2D) {
glm_mat4_identity(dest);
glm_lookat(
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.5f },
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.0f },
(vec3){ 0.0f, 1.0f, 0.0f },
dest
);
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT) {
assertUnreachable("LOOKAT_PIXEL_PERFECT view type is not implemented yet");
}
}
-97
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@@ -1,97 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#include "display/color.h"
#include "display/camera/cameraplatform.h"
#ifndef cameraPushMatrixPlatform
#error "cameraPushMatrixPlatform must be defined"
#endif
typedef enum {
CAMERA_VIEW_TYPE_MATRIX,
CAMERA_VIEW_TYPE_LOOKAT,
CAMERA_VIEW_TYPE_2D,
CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT
} cameraviewtype_t;
typedef struct camera_s {
union {
mat4 view;
struct {
vec3 position;
vec3 target;
vec3 up;
} lookat;
struct {
vec3 offset;
vec3 target;
vec3 up;
float_t pixelsPerUnit;
} lookatPixelPerfect;
struct {
vec2 position;
float_t zoom;
} _2d;
};
union {
struct {
float_t fov;
} perspective;
struct {
float_t left;
float_t right;
float_t top;
float_t bottom;
} orthographic;
};
float_t nearClip;
float_t farClip;
cameraprojectiontype_t projType;
cameraviewtype_t viewType;
} camera_t;
/**
* Initializes a camera to default values. This calls cameraInitPerspective.
*/
void cameraInit(camera_t *camera);
/**
* Initializes a camera for perspective projection.
*/
void cameraInitPerspective(camera_t *camera);
/**
* Initializes a camera for orthographic projection.
*/
void cameraInitOrthographic(camera_t *camera);
/**
* Gets the projection matrix for a camera.
*
* @param camera Camera to get the projection matrix for
* @param dest Matrix to store the projection matrix in
*/
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest);
/**
* Gets the view matrix for a camera.
*
* @param camera Camera to get the view matrix for
* @param dest Matrix to store the view matrix in
*/
void cameraGetViewMatrix(camera_t *camera, mat4 dest);
-158
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@@ -1,158 +0,0 @@
import json
import os
from tools.dusk.event import Event
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, CHUNK_VERTEX_COUNT_MAX, TILE_SHAPE_NULL
from tools.dusk.tile import Tile
from tools.dusk.entity import Entity
from tools.dusk.region import Region
from tools.editor.map.vertexbuffer import VertexBuffer
from OpenGL.GL import *
class Chunk:
def __init__(self, map, x, y, z):
self.map = map
self.x = x
self.y = y
self.z = z
self.current = {}
self.original = {}
self.entities = {}
self.regions = {}
self.onChunkData = Event()
self.dirty = False
self.tiles = {}
self.vertexBuffer = VertexBuffer()
# Test Region
region = self.regions[0] = Region(self)
region.minX = 0
region.minY = 0
region.minZ = 0
region.maxX = 32
region.maxY = 32
region.maxZ = 32
region.updateVertexs()
# Gen tiles.
tileIndex = 0
for tz in range(CHUNK_DEPTH):
for ty in range(CHUNK_HEIGHT):
for tx in range(CHUNK_WIDTH):
self.tiles[tileIndex] = Tile(self, tx, ty, tz, tileIndex)
tileIndex += 1
# Update vertices
self.tileUpdateVertices()
def reload(self, newX, newY, newZ):
self.x = newX
self.y = newY
self.z = newZ
self.entities = {}
for tile in self.tiles.values():
tile.chunkReload(newX, newY, newZ)
self.load()
def tileUpdateVertices(self):
self.vertexBuffer.clear()
for tile in self.tiles.values():
tile.buffer(self.vertexBuffer)
self.vertexBuffer.buildData()
def load(self):
fname = self.getFilename()
if not fname or not os.path.exists(fname):
self.new()
return
try:
with open(fname, 'r') as f:
data = json.load(f)
if not 'shapes' in data:
data['shapes'] = []
# For each tile.
for tile in self.tiles.values():
tile.load(data)
# For each entity.
self.entities = {}
if 'entities' in data:
for id, entData in enumerate(data['entities']):
ent = Entity(self)
ent.load(entData)
self.entities[id] = ent
self.tileUpdateVertices()
self.dirty = False
self.onChunkData.invoke(self)
self.map.onEntityData.invoke()
except Exception as e:
raise RuntimeError(f"Failed to load chunk file: {e}")
def save(self):
if not self.isDirty():
return
dataOut = {
'shapes': [],
'entities': []
}
for tile in self.tiles.values():
dataOut['shapes'].append(tile.shape)
for ent in self.entities.values():
entData = {}
ent.save(entData)
dataOut['entities'].append(entData)
fname = self.getFilename()
if not fname:
raise ValueError("No filename specified for saving chunk.")
try:
with open(fname, 'w') as f:
json.dump(dataOut, f)
self.dirty = False
self.onChunkData.invoke(self)
except Exception as e:
raise RuntimeError(f"Failed to save chunk file: {e}")
def new(self):
for tile in self.tiles.values():
tile.shape = TILE_SHAPE_NULL
self.tileUpdateVertices()
self.dirty = False
self.onChunkData.invoke(self)
def isDirty(self):
return self.dirty
def getFilename(self):
if not self.map or not hasattr(self.map, 'getChunkDirectory'):
return None
dirPath = self.map.getChunkDirectory()
if dirPath is None:
return None
return f"{dirPath}/{self.x}_{self.y}_{self.z}.json"
def draw(self):
self.vertexBuffer.draw()
def addEntity(self, localX=0, localY=0, localZ=0):
ent = Entity(self, localX, localY, localZ)
self.entities[len(self.entities)] = ent
self.map.onEntityData.invoke()
self.dirty = True
return ent
def removeEntity(self, entity):
for key, val in list(self.entities.items()):
if val == entity:
del self.entities[key]
self.map.onEntityData.invoke()
self.dirty = True
return True
return False
-49
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@@ -1,49 +0,0 @@
from dotenv import load_dotenv, dotenv_values
import os
import sys
current_file_path = os.path.abspath(__file__)
duskDefsPath = os.path.join(os.path.dirname(current_file_path), "..", "..", "src", "duskdefs.env")
# Ensure the .env file exists
if not os.path.isfile(duskDefsPath):
print(f"Error: .env file not found at {duskDefsPath}")
sys.exit(1)
load_dotenv(dotenv_path=duskDefsPath)
defs = {key: os.getenv(key) for key in os.environ.keys()}
fileDefs = dotenv_values(dotenv_path=duskDefsPath)
# Parsed out definitions
CHUNK_WIDTH = int(defs.get('CHUNK_WIDTH'))
CHUNK_HEIGHT = int(defs.get('CHUNK_HEIGHT'))
CHUNK_DEPTH = int(defs.get('CHUNK_DEPTH'))
CHUNK_TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH
CHUNK_VERTEX_COUNT_MAX = int(defs.get('CHUNK_VERTEX_COUNT_MAX'))
TILE_WIDTH = float(defs.get('TILE_WIDTH'))
TILE_HEIGHT = float(defs.get('TILE_HEIGHT'))
TILE_DEPTH = float(defs.get('TILE_DEPTH'))
RPG_CAMERA_PIXELS_PER_UNIT = float(defs.get('RPG_CAMERA_PIXELS_PER_UNIT'))
RPG_CAMERA_Z_OFFSET = float(defs.get('RPG_CAMERA_Z_OFFSET'))
RPG_CAMERA_FOV = float(defs.get('RPG_CAMERA_FOV'))
MAP_WIDTH = 5
MAP_HEIGHT = 5
MAP_DEPTH = 3
MAP_CHUNK_COUNT = MAP_WIDTH * MAP_HEIGHT * MAP_DEPTH
TILE_SHAPES = {}
for key in defs.keys():
if key.startswith('TILE_SHAPE_'):
globals()[key] = int(defs.get(key))
TILE_SHAPES[key] = int(defs.get(key))
ENTITY_TYPES = {}
for key in defs.keys():
if key.startswith('ENTITY_TYPE_'):
globals()[key] = int(defs.get(key))
if key != 'ENTITY_TYPE_COUNT':
ENTITY_TYPES[key] = int(defs.get(key))
-90
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@@ -1,90 +0,0 @@
from tools.dusk.defs import ENTITY_TYPE_NULL, ENTITY_TYPE_NPC, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
from tools.editor.map.vertexbuffer import VertexBuffer
class Entity:
def __init__(self, chunk, localX=0, localY=0, localZ=0):
self.type = ENTITY_TYPE_NPC
self.name = "Unititled"
self.localX = localX % CHUNK_WIDTH
self.localY = localY % CHUNK_HEIGHT
self.localZ = localZ % CHUNK_DEPTH
self.chunk = chunk
self.vertexBuffer = VertexBuffer()
pass
def load(self, obj):
self.type = obj.get('type', ENTITY_TYPE_NULL)
self.localX = obj.get('x', 0)
self.localY = obj.get('y', 0)
self.localZ = obj.get('z', 0)
self.name = obj.get('name', "Untitled")
pass
def save(self, obj):
obj['type'] = self.type
obj['name'] = self.name
obj['x'] = self.localX
obj['y'] = self.localY
obj['z'] = self.localZ
pass
def setType(self, entityType):
if self.type == entityType:
return
self.type = entityType
self.chunk.dirty = True
self.chunk.map.onEntityData.invoke()
def setName(self, name):
if self.name == name:
return
self.name = name
self.chunk.dirty = True
self.chunk.map.onEntityData.invoke()
def draw(self):
self.vertexBuffer.clear()
startX = (self.chunk.x * CHUNK_WIDTH + self.localX) * TILE_WIDTH
startY = (self.chunk.y * CHUNK_HEIGHT + self.localY) * TILE_HEIGHT
startZ = (self.chunk.z * CHUNK_DEPTH + self.localZ) * TILE_DEPTH
w = TILE_WIDTH
h = TILE_HEIGHT
d = TILE_DEPTH
# Center
startX -= w / 2
startY -= h / 2
startZ -= d / 2
# Offset upwards a little
startZ += 1
# Buffer simple quad at current position (need 6 positions)
self.vertexBuffer.vertices = [
startX, startY, startZ,
startX + w, startY, startZ,
startX + w, startY + h, startZ,
startX, startY, startZ,
startX + w, startY + h, startZ,
startX, startY + h, startZ,
]
self.vertexBuffer.colors = [
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
1.0, 0.0, 1.0, 1.0,
]
self.vertexBuffer.uvs = [
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
0.0, 0.0,
1.0, 1.0,
0.0, 1.0,
]
self.vertexBuffer.buildData()
self.vertexBuffer.draw()
-18
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@@ -1,18 +0,0 @@
class Event:
def __init__(self):
self._subscribers = []
def sub(self, callback):
"""Subscribe a callback to the event."""
if callback not in self._subscribers:
self._subscribers.append(callback)
def unsub(self, callback):
"""Unsubscribe a callback from the event."""
if callback in self._subscribers:
self._subscribers.remove(callback)
def invoke(self, *args, **kwargs):
"""Invoke all subscribers with the given arguments."""
for callback in self._subscribers:
callback(*args, **kwargs)
-259
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@@ -1,259 +0,0 @@
import json
import sys
from tools.dusk.event import Event
from PyQt5.QtWidgets import QFileDialog, QMessageBox
from PyQt5.QtCore import QTimer
import os
from tools.dusk.chunk import Chunk
from tools.dusk.defs import MAP_WIDTH, MAP_HEIGHT, MAP_DEPTH, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH
import traceback
MAP_DEFAULT_PATH = os.path.join(os.path.dirname(__file__), '../../assets/map/')
EDITOR_CONFIG_PATH = os.path.join(os.path.dirname(__file__), '.editor')
class Map:
def __init__(self, parent):
self.parent = parent
self.data = {}
self.dataOriginal = {}
self.position = [None, None, None] # x, y, z
self.topLeftX = None
self.topLeftY = None
self.topLeftZ = None
self.chunks = {}
self.onMapData = Event()
self.onPositionChange = Event()
self.onEntityData = Event()
self.mapFileName = None
self.lastFile = None
self.firstLoad = True
index = 0
for x in range(MAP_WIDTH):
for y in range(MAP_HEIGHT):
for z in range(MAP_DEPTH):
self.chunks[index] = Chunk(self, x, y, z)
index += 1
# Only in editor instances:
self.moveTo(0, 0, 0)
if parent is not None:
QTimer.singleShot(16, self.loadLastFile)
def loadLastFile(self):
if not os.path.exists(EDITOR_CONFIG_PATH):
return
try:
with open(EDITOR_CONFIG_PATH, 'r') as f:
config = json.load(f)
lastFile = config.get('lastFile')
lastPosition = config.get('lastPosition')
leftPanelIndex = config.get('leftPanelIndex')
if lastFile and os.path.exists(lastFile):
self.load(lastFile)
if lastPosition and isinstance(lastPosition, list) and len(lastPosition) == 3:
self.moveTo(*lastPosition)
if leftPanelIndex is not None:
self.parent.leftPanel.tabs.setCurrentIndex(leftPanelIndex)
except Exception:
traceback.print_exc()
def updateEditorConfig(self):
if self.parent is None:
return
try:
mapFileName = self.getMapFilename()
config = {
'lastFile': mapFileName if mapFileName else "",
'lastPosition': self.position,
'leftPanelIndex': self.parent.leftPanel.tabs.currentIndex()
}
config_dir = os.path.dirname(EDITOR_CONFIG_PATH)
if not os.path.exists(config_dir):
os.makedirs(config_dir, exist_ok=True)
with open(EDITOR_CONFIG_PATH, 'w') as f:
json.dump(config, f, indent=2)
except Exception:
traceback.print_exc()
def newFile(self):
self.data = {}
self.dataOriginal = {}
self.mapFileName = None
self.lastFile = None
for chunk in self.chunks.values():
chunk.new()
self.moveTo(0, 0, 0)
self.onMapData.invoke(self.data)
self.updateEditorConfig()
def save(self, fname=None):
if not self.getMapFilename() and fname is None:
filePath, _ = QFileDialog.getSaveFileName(None, "Save Map File", MAP_DEFAULT_PATH, "Map Files (*.json)")
if not filePath:
return
self.mapFileName = filePath
if fname:
self.mapFileName = fname
try:
with open(self.getMapFilename(), 'w') as f:
json.dump(self.data, f, indent=2)
self.dataOriginal = json.loads(json.dumps(self.data)) # Deep copy
for chunk in self.chunks.values():
chunk.save()
self.updateEditorConfig()
except Exception as e:
traceback.print_exc()
QMessageBox.critical(None, "Save Error", f"Failed to save map file:\n{e}")
def load(self, fileName):
try:
with open(fileName, 'r') as f:
self.data = json.load(f)
self.mapFileName = fileName
self.dataOriginal = json.loads(json.dumps(self.data)) # Deep copy
for chunk in self.chunks.values():
chunk.load()
self.onMapData.invoke(self.data)
self.updateEditorConfig()
except Exception as e:
traceback.print_exc()
QMessageBox.critical(None, "Load Error", f"Failed to load map file:\n{e}")
def isMapFileDirty(self):
return json.dumps(self.data, sort_keys=True) != json.dumps(self.dataOriginal, sort_keys=True)
def isDirty(self):
return self.isMapFileDirty() or self.anyChunksDirty()
def getMapFilename(self):
return self.mapFileName if self.mapFileName and os.path.exists(self.mapFileName) else None
def getMapDirectory(self):
if self.mapFileName is None:
return None
dirname = os.path.dirname(self.mapFileName)
return dirname
def getChunkDirectory(self):
dirName = self.getMapDirectory()
if dirName is None:
return None
return os.path.join(dirName, 'chunks')
def anyChunksDirty(self):
for chunk in self.chunks.values():
if chunk.isDirty():
return True
return False
def moveTo(self, x, y, z):
if self.position == [x, y, z]:
return
# We need to decide if the chunks should be unloaded here or not.
newTopLeftChunkX = x // CHUNK_WIDTH - (MAP_WIDTH // 2)
newTopLeftChunkY = y // CHUNK_HEIGHT - (MAP_HEIGHT // 2)
newTopLeftChunkZ = z // CHUNK_DEPTH - (MAP_DEPTH // 2)
if(newTopLeftChunkX != self.topLeftX or
newTopLeftChunkY != self.topLeftY or
newTopLeftChunkZ != self.topLeftZ):
chunksToUnload = []
chunksToKeep = []
for chunk in self.chunks.values():
chunkWorldX = chunk.x
chunkWorldY = chunk.y
chunkWorldZ = chunk.z
if(chunkWorldX < newTopLeftChunkX or
chunkWorldX >= newTopLeftChunkX + MAP_WIDTH or
chunkWorldY < newTopLeftChunkY or
chunkWorldY >= newTopLeftChunkY + MAP_HEIGHT or
chunkWorldZ < newTopLeftChunkZ or
chunkWorldZ >= newTopLeftChunkZ + MAP_DEPTH):
chunksToUnload.append(chunk)
else:
chunksToKeep.append(chunk)
# Unload chunks that are out of the new bounds.
for chunk in chunksToUnload:
if chunk.isDirty():
print(f"Can't move map, some chunks are dirty: ({chunk.x}, {chunk.y}, {chunk.z})")
return
# Now we can safely unload the chunks.
chunkIndex = 0
newChunks = {}
for chunk in chunksToKeep:
newChunks[chunkIndex] = chunk
chunkIndex += 1
for xPos in range(newTopLeftChunkX, newTopLeftChunkX + MAP_WIDTH):
for yPos in range(newTopLeftChunkY, newTopLeftChunkY + MAP_HEIGHT):
for zPos in range(newTopLeftChunkZ, newTopLeftChunkZ + MAP_DEPTH):
# Check if we already have this chunk.
found = False
for chunk in chunksToKeep:
if chunk.x == xPos and chunk.y == yPos and chunk.z == zPos:
found = True
break
if not found:
# Create a new chunk.
newChunk = chunksToUnload.pop()
newChunk.reload(xPos, yPos, zPos)
newChunks[chunkIndex] = newChunk
chunkIndex += 1
self.chunks = newChunks
self.topLeftX = newTopLeftChunkX
self.topLeftY = newTopLeftChunkY
self.topLeftZ = newTopLeftChunkZ
self.position = [x, y, z]
self.onPositionChange.invoke(self.position)
if not self.firstLoad:
self.updateEditorConfig()
self.firstLoad = False
def moveRelative(self, x, y, z):
self.moveTo(
self.position[0] + x,
self.position[1] + y,
self.position[2] + z
)
def draw(self):
for chunk in self.chunks.values():
chunk.draw()
for chunk in self.chunks.values():
for entity in chunk.entities.values():
entity.draw()
# Only render on Region tab
if self.parent.leftPanel.tabs.currentWidget() == self.parent.leftPanel.regionPanel:
for chunk in self.chunks.values():
for region in chunk.regions.values():
region.draw()
def getChunkAtWorldPos(self, x, y, z):
chunkX = x // CHUNK_WIDTH
chunkY = y // CHUNK_HEIGHT
chunkZ = z // CHUNK_DEPTH
for chunk in self.chunks.values():
if chunk.x == chunkX and chunk.y == chunkY and chunk.z == chunkZ:
return chunk
return None
def getTileAtWorldPos(self, x, y, z):
chunk = self.getChunkAtWorldPos(x, y, z)
if not chunk:
print("No chunk found at position:", (x, y, z))
return None
tileX = x % CHUNK_WIDTH
tileY = y % CHUNK_HEIGHT
tileZ = z % CHUNK_DEPTH
tileIndex = tileX + tileY * CHUNK_WIDTH + tileZ * CHUNK_WIDTH * CHUNK_HEIGHT
return chunk.tiles.get(tileIndex)
-141
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@@ -1,141 +0,0 @@
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
from tools.editor.map.vertexbuffer import VertexBuffer
from OpenGL.GL import *
from OpenGL.GLU import *
class Region:
def __init__(self, chunk):
self.minX = 0
self.minY = 0
self.minZ = 0
self.maxX = 0
self.maxY = 0
self.maxZ = 0
self.chunk = chunk
self.vertexBuffer = VertexBuffer()
self.color = (1.0, 0.0, 0.0)
self.updateVertexs()
pass
def updateVertexs(self):
# Draw a quad, semi transparent with solid outlines
vminX = (self.minX * CHUNK_WIDTH) * TILE_WIDTH
vminY = (self.minY * CHUNK_HEIGHT) * TILE_HEIGHT
vminZ = (self.minZ * CHUNK_DEPTH) * TILE_DEPTH
vmaxX = (self.maxX * CHUNK_WIDTH) * TILE_WIDTH
vmaxY = (self.maxY * CHUNK_HEIGHT) * TILE_HEIGHT
vmaxZ = (self.maxZ * CHUNK_DEPTH) * TILE_DEPTH
alpha = 0.25
# Move back half a tile width
vminX -= TILE_WIDTH / 2
vmaxX -= TILE_WIDTH / 2
vminY -= TILE_HEIGHT / 2
vmaxY -= TILE_HEIGHT / 2
vminZ -= TILE_DEPTH / 2
vmaxZ -= TILE_DEPTH / 2
# Cube (6 verts per face)
self.vertexBuffer.vertices = [
# Front face
vminX, vminY, vmaxZ,
vmaxX, vminY, vmaxZ,
vmaxX, vmaxY, vmaxZ,
vminX, vminY, vmaxZ,
vmaxX, vmaxY, vmaxZ,
vminX, vmaxY, vmaxZ,
# Back face
vmaxX, vminY, vminZ,
vminX, vminY, vminZ,
vminX, vmaxY, vminZ,
vmaxX, vminY, vminZ,
vminX, vmaxY, vminZ,
vmaxX, vmaxY, vminZ,
# Left face
vminX, vminY, vminZ,
vminX, vminY, vmaxZ,
vminX, vmaxY, vmaxZ,
vminX, vminY, vminZ,
vminX, vmaxY, vmaxZ,
vminX, vmaxY, vminZ,
# Right face
vmaxX, vminY, vmaxZ,
vmaxX, vminY, vminZ,
vmaxX, vmaxY, vminZ,
vmaxX, vminY, vmaxZ,
vmaxX, vmaxY, vminZ,
vmaxX, vmaxY, vmaxZ,
# Top face
vminX, vmaxY, vmaxZ,
vmaxX, vmaxY, vmaxZ,
vmaxX, vmaxY, vminZ,
vminX, vmaxY, vmaxZ,
vmaxX, vmaxY, vminZ,
vminX, vmaxY, vminZ,
# Bottom face
vminX, vminY, vminZ,
vmaxX, vminY, vminZ,
vmaxX, vminY, vmaxZ,
vminX, vminY, vminZ,
vmaxX, vminY, vmaxZ,
vminX, vminY, vmaxZ,
]
self.vertexBuffer.colors = [
# Front face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Back face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Left face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Right face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Top face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
# Bottom face
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
self.color[0], self.color[1], self.color[2], alpha,
]
self.vertexBuffer.buildData()
def draw(self):
self.vertexBuffer.draw()
-206
View File
@@ -1,206 +0,0 @@
from OpenGL.GL import *
from tools.dusk.defs import (
TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH,
CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH,
TILE_SHAPE_NULL, TILE_SHAPE_FLOOR,
TILE_SHAPE_RAMP_NORTH, TILE_SHAPE_RAMP_SOUTH,
TILE_SHAPE_RAMP_EAST, TILE_SHAPE_RAMP_WEST,
TILE_SHAPE_RAMP_SOUTHWEST, TILE_SHAPE_RAMP_SOUTHEAST,
TILE_SHAPE_RAMP_NORTHWEST, TILE_SHAPE_RAMP_NORTHEAST
)
def getItem(arr, index, default):
if index < len(arr):
return arr[index]
return default
class Tile:
def __init__(self, chunk, x, y, z, tileIndex):
self.shape = TILE_SHAPE_NULL
self.chunk = chunk
self.x = x
self.y = y
self.z = z
self.index = tileIndex
self.posX = x * TILE_WIDTH + chunk.x * CHUNK_WIDTH * TILE_WIDTH
self.posY = y * TILE_HEIGHT + chunk.y * CHUNK_HEIGHT * TILE_HEIGHT
self.posZ = z * TILE_DEPTH + chunk.z * CHUNK_DEPTH * TILE_DEPTH
def chunkReload(self, newX, newY, newZ):
self.posX = self.x * TILE_WIDTH + newX * CHUNK_WIDTH * TILE_WIDTH
self.posY = self.y * TILE_HEIGHT + newY * CHUNK_HEIGHT * TILE_HEIGHT
self.posZ = self.z * TILE_DEPTH + newZ * CHUNK_DEPTH * TILE_DEPTH
def load(self, chunkData):
self.shape = getItem(chunkData['shapes'], self.index, TILE_SHAPE_NULL)
def setShape(self, shape):
if shape == self.shape:
return
self.shape = shape
self.chunk.dirty = True
self.chunk.tileUpdateVertices()
self.chunk.onChunkData.invoke(self.chunk)
def getBaseTileModel(self):
vertices = []
indices = []
uvs = []
colors = []
if self.shape == TILE_SHAPE_NULL:
pass
elif self.shape == TILE_SHAPE_FLOOR:
vertices = [
(self.posX, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
(self.posX, self.posY + TILE_HEIGHT, self.posZ)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 255, 255, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_NORTH:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
(self.posX, self.posY + TILE_HEIGHT, self.posZ)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 0, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_SOUTH:
vertices = [
(self.posX, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (0, 255, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_EAST:
vertices = [
(self.posX, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (0, 0, 255, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_WEST:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 255, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_SOUTHWEST:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 128, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_NORTHWEST:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (128, 255, 0, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_NORTHEAST:
vertices = [
(self.posX, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (0, 255, 128, 255) ] * 4
elif self.shape == TILE_SHAPE_RAMP_SOUTHEAST:
vertices = [
(self.posX, self.posY, self.posZ),
(self.posX + TILE_WIDTH, self.posY, self.posZ + TILE_DEPTH),
(self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH),
(self.posX, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH)
]
indices = [0, 1, 2, 0, 2, 3]
uvs = [ (0, 0), (1, 0), (1, 1), (0, 1) ]
colors = [ (255, 128, 255, 255) ] * 4
else:
# Solid black cube for unknown shape
x0, y0, z0 = self.posX, self.posY, self.posZ
x1, y1, z1 = self.posX + TILE_WIDTH, self.posY + TILE_HEIGHT, self.posZ + TILE_DEPTH
vertices = [
(x0, y0, z0), (x1, y0, z0), (x1, y1, z0), (x0, y1, z0), # bottom
(x0, y0, z1), (x1, y0, z1), (x1, y1, z1), (x0, y1, z1) # top
]
indices = [
0,1,2, 0,2,3, # bottom
4,5,6, 4,6,7, # top
0,1,5, 0,5,4, # front
2,3,7, 2,7,6, # back
1,2,6, 1,6,5, # right
3,0,4, 3,4,7 # left
]
uvs = [ (0,0) ] * 8
colors = [ (0,0,0,255) ] * 8
return {
'vertices': vertices,
'indices': indices,
'uvs': uvs,
'colors': colors
}
def buffer(self, vertexBuffer):
if self.shape == TILE_SHAPE_NULL:
return
# New code:
baseData = self.getBaseTileModel()
# Base data is indiced but we need to buffer unindiced data
for index in baseData['indices']:
verts = baseData['vertices'][index]
uv = baseData['uvs'][index]
color = baseData['colors'][index]
vertexBuffer.vertices.extend([
verts[0] - (TILE_WIDTH / 2.0),
verts[1] - (TILE_HEIGHT / 2.0),
verts[2] - (TILE_DEPTH / 2.0)
])
vertexBuffer.colors.extend([
color[0] / 255.0,
color[1] / 255.0,
color[2] / 255.0,
color[3] / 255.0
])
-57
View File
@@ -1,57 +0,0 @@
#!/usr/bin/env python3
import sys
from PyQt5.QtWidgets import (
QApplication, QVBoxLayout, QPushButton,
QDialog
)
from OpenGL.GL import *
from OpenGL.GLU import *
from tools.editor.maptool import MapWindow
from tools.editor.langtool import LangToolWindow
from tools.editor.cutscenetool import CutsceneToolWindow
DEFAULT_TOOL = None
DEFAULT_TOOL = "map"
# DEFAULT_TOOL = "cutscene"
TOOLS = [
("Map Editor", "map", MapWindow),
("Language Editor", "language", LangToolWindow),
("Cutscene Editor", "cutscene", CutsceneToolWindow),
]
class EditorChoiceDialog(QDialog):
def __init__(self):
super().__init__()
self.setWindowTitle("Choose Tool")
layout = QVBoxLayout(self)
self.selected = None
for label, key, win_cls in TOOLS:
btn = QPushButton(label)
btn.clicked.connect(lambda checked, w=win_cls: self.choose_tool(w))
layout.addWidget(btn)
def choose_tool(self, win_cls):
self.selected = win_cls
self.accept()
def get_choice(self):
return self.selected
def main():
app = QApplication(sys.argv)
tool_map = { key: win_cls for _, key, win_cls in TOOLS }
if DEFAULT_TOOL in tool_map:
win_cls = tool_map[DEFAULT_TOOL]
else:
choice_dialog = EditorChoiceDialog()
if choice_dialog.exec_() == QDialog.Accepted:
win_cls = choice_dialog.get_choice()
else:
sys.exit(0)
win = win_cls()
win.show()
sys.exit(app.exec_())
if __name__ == "__main__":
main()
@@ -1,58 +0,0 @@
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLineEdit, QLabel, QSizePolicy, QComboBox, QHBoxLayout, QSpacerItem
from PyQt5.QtCore import Qt, pyqtSignal
from .cutscenewait import CutsceneWaitEditor
from .cutscenetext import CutsceneTextEditor
EDITOR_MAP = (
( "wait", "Wait", CutsceneWaitEditor ),
( "text", "Text", CutsceneTextEditor )
)
class CutsceneItemEditor(QWidget):
def __init__(self, parent=None):
super().__init__(parent)
self.layout = QVBoxLayout(self)
self.layout.setAlignment(Qt.AlignTop | Qt.AlignLeft)
self.layout.addWidget(QLabel("Item Properties:"))
rowLayout = QHBoxLayout()
rowLayout.setSpacing(8)
rowLayout.addWidget(QLabel("Name:"))
self.nameInput = QLineEdit()
rowLayout.addWidget(self.nameInput)
rowLayout.addWidget(QLabel("Type:"))
self.typeDropdown = QComboBox()
self.typeDropdown.addItems([typeName for typeKey, typeName, editorClass in EDITOR_MAP])
rowLayout.addWidget(self.typeDropdown)
self.layout.addLayout(rowLayout)
self.activeEditor = None
# Events
self.nameInput.textChanged.connect(self.onNameChanged)
self.typeDropdown.currentTextChanged.connect(self.onTypeChanged)
# First load
self.onNameChanged(self.nameInput.text())
self.onTypeChanged(self.typeDropdown.currentText())
def onNameChanged(self, nameText):
pass
def onTypeChanged(self, typeText):
typeKey = typeText.lower()
# Remove existing editor
if self.activeEditor:
self.layout.removeWidget(self.activeEditor)
self.activeEditor.deleteLater()
self.activeEditor = None
# Create new editor
for key, name, editorClass in EDITOR_MAP:
if key == typeKey:
self.activeEditor = editorClass()
self.layout.addWidget(self.activeEditor)
break
@@ -1,54 +0,0 @@
from PyQt5.QtWidgets import QMenuBar, QAction, QFileDialog, QMessageBox
from PyQt5.QtGui import QKeySequence
class CutsceneMenuBar(QMenuBar):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
fileMenu = self.addMenu("File")
self.newAction = QAction("New", self)
self.newAction.setShortcut(QKeySequence.New)
self.newAction.triggered.connect(self.newFile)
fileMenu.addAction(self.newAction)
self.openAction = QAction("Open", self)
self.openAction.setShortcut(QKeySequence.Open)
self.openAction.triggered.connect(self.openFile)
fileMenu.addAction(self.openAction)
self.saveAction = QAction("Save", self)
self.saveAction.setShortcut(QKeySequence.Save)
self.saveAction.triggered.connect(self.saveFile)
fileMenu.addAction(self.saveAction)
self.saveAsAction = QAction("Save As", self)
self.saveAsAction.setShortcut(QKeySequence.SaveAs)
self.saveAsAction.triggered.connect(self.saveFileAs)
fileMenu.addAction(self.saveAsAction)
def newFile(self):
self.parent.clearCutscene()
def openFile(self):
path, _ = QFileDialog.getOpenFileName(self.parent, "Open Cutscene File", "", "JSON Files (*.json);;All Files (*)")
if not path:
return
# TODO: Load file contents into timeline
self.parent.currentFile = path
pass
def saveFile(self):
if not self.parent.currentFile:
self.saveFileAs()
return
# TODO: Save timeline to self.parent.currentFile
pass
def saveFileAs(self):
path, _ = QFileDialog.getSaveFileName(self.parent, "Save Cutscene File As", "", "JSON Files (*.json);;All Files (*)")
if path:
self.parent.currentFile = path
self.saveFile()
-21
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@@ -1,21 +0,0 @@
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QTextEdit
from PyQt5.QtCore import Qt
class CutsceneTextEditor(QWidget):
def __init__(self, parent=None):
super().__init__(parent)
layout = QVBoxLayout(self)
layout.setContentsMargins(0, 0, 0, 0)
layout.setSpacing(0)
label = QLabel("Text:")
label.setSizePolicy(label.sizePolicy().Expanding, label.sizePolicy().Fixed)
layout.addWidget(label)
self.textInput = QTextEdit()
self.textInput.setSizePolicy(self.textInput.sizePolicy().Expanding, self.textInput.sizePolicy().Expanding)
layout.addWidget(self.textInput, stretch=1)
def setText(self, text):
self.textInput.setPlainText(text)
def getText(self):
return self.textInput.toPlainText()
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from PyQt5.QtWidgets import QWidget, QFormLayout, QDoubleSpinBox, QLabel
class CutsceneWaitEditor(QWidget):
def __init__(self, parent=None):
super().__init__(parent)
layout = QFormLayout(self)
layout.setContentsMargins(0, 0, 0, 0)
layout.setSpacing(0)
self.waitTimeInput = QDoubleSpinBox()
self.waitTimeInput.setMinimum(0.0)
self.waitTimeInput.setMaximum(9999.0)
self.waitTimeInput.setDecimals(2)
self.waitTimeInput.setSingleStep(0.1)
layout.addRow(QLabel("Wait Time (seconds):"), self.waitTimeInput)
def setWaitTime(self, value):
self.waitTimeInput.setValue(value)
def getWaitTime(self):
return self.waitTimeInput.value()
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from PyQt5.QtWidgets import QMainWindow, QApplication, QWidget, QVBoxLayout, QHBoxLayout, QLabel, QPushButton, QListWidget, QListWidgetItem, QMenuBar, QAction, QFileDialog, QMessageBox
from PyQt5.QtGui import QKeySequence
from tools.editor.cutscene.cutsceneitemeditor import CutsceneItemEditor
from tools.editor.cutscene.cutscenemenubar import CutsceneMenuBar
import sys
class CutsceneToolWindow(QMainWindow):
def __init__(self):
super().__init__()
self.setWindowTitle("Dusk Cutscene Editor")
self.setGeometry(100, 100, 800, 600)
self.nextItemNumber = 1 # Track next available number
self.currentFile = None
self.dirty = False # Track unsaved changes
# File menu (handled by CutsceneMenuBar)
menubar = CutsceneMenuBar(self)
self.setMenuBar(menubar)
# Main layout: horizontal split
central = QWidget()
mainLayout = QHBoxLayout(central)
self.setCentralWidget(central)
# Timeline
leftPanel = QWidget()
leftLayout = QVBoxLayout(leftPanel)
self.timelineList = QListWidget()
self.timelineList.setSelectionMode(QListWidget.SingleSelection)
leftLayout.addWidget(QLabel("Cutscene Timeline"))
leftLayout.addWidget(self.timelineList)
btnLayout = QHBoxLayout()
self.addBtn = QPushButton("Add")
self.removeBtn = QPushButton("Remove")
btnLayout.addWidget(self.addBtn)
btnLayout.addWidget(self.removeBtn)
leftLayout.addLayout(btnLayout)
mainLayout.addWidget(leftPanel, 2)
# Property editor
self.editorPanel = QWidget()
self.editorLayout = QVBoxLayout(self.editorPanel)
self.itemEditor = None # Only create when needed
mainLayout.addWidget(self.editorPanel, 3)
# Events
self.timelineList.currentItemChanged.connect(self.onItemSelected)
self.addBtn.clicked.connect(self.addCutsceneItem)
self.removeBtn.clicked.connect(self.removeCutsceneItem)
def addCutsceneItem(self):
name = f"Cutscene item {self.nextItemNumber}"
timelineItem = QListWidgetItem(name)
self.timelineList.addItem(timelineItem)
self.timelineList.setCurrentItem(timelineItem)
self.nextItemNumber += 1
self.dirty = True
def removeCutsceneItem(self):
row = self.timelineList.currentRow()
if row < 0:
return
self.timelineList.takeItem(row)
self.dirty = True
# Remove editor if nothing selected
if self.timelineList.currentItem() is None or self.itemEditor is None:
return
self.editorLayout.removeWidget(self.itemEditor)
self.itemEditor.deleteLater()
self.itemEditor = None
def clearCutscene(self):
self.timelineList.clear()
self.nextItemNumber = 1
self.currentFile = None
self.dirty = False
if self.itemEditor:
self.editorLayout.removeWidget(self.itemEditor)
def onItemSelected(self, current, previous):
if current:
if not self.itemEditor:
self.itemEditor = CutsceneItemEditor()
self.editorLayout.addWidget(self.itemEditor)
return
if not self.itemEditor:
return
self.editorLayout.removeWidget(self.itemEditor)
self.itemEditor.deleteLater()
self.itemEditor = None
if __name__ == "__main__":
app = QApplication(sys.argv)
window = CutsceneToolWindow()
window.show()
sys.exit(app.exec_())
-202
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@@ -1,202 +0,0 @@
#!/usr/bin/env python3
from PyQt5.QtWidgets import QMainWindow, QApplication, QAction, QMenuBar, QMessageBox, QFileDialog, QWidget, QVBoxLayout, QHBoxLayout, QLabel, QLineEdit, QTableWidget, QTableWidgetItem, QHeaderView, QPushButton, QTabWidget, QFormLayout
from PyQt5.QtCore import Qt
import sys
import os
import polib
class LangToolWindow(QMainWindow):
def __init__(self):
super().__init__()
self.setWindowTitle("Dusk Language Editor")
self.setGeometry(100, 100, 800, 600)
self.current_file = None
self.dirty = False
self.init_menu()
self.init_ui()
def init_ui(self):
central = QWidget()
layout = QVBoxLayout(central)
tabs = QTabWidget()
# Header Tab
header_tab = QWidget()
header_layout = QFormLayout(header_tab)
self.language_edit = QLineEdit()
self.language_edit.setMaximumWidth(220)
header_layout.addRow(QLabel("Language:"), self.language_edit)
self.plural_edit = QLineEdit()
self.plural_edit.setMaximumWidth(320)
header_layout.addRow(QLabel("Plural-Forms:"), self.plural_edit)
self.content_type_edit = QLineEdit("text/plain; charset=UTF-8")
self.content_type_edit.setMaximumWidth(320)
header_layout.addRow(QLabel("Content-Type:"), self.content_type_edit)
tabs.addTab(header_tab, "Header")
# Strings Tab
strings_tab = QWidget()
strings_layout = QVBoxLayout(strings_tab)
self.po_table = QTableWidget()
self.po_table.setColumnCount(2)
self.po_table.setHorizontalHeaderLabels(["msgid", "msgstr"])
self.po_table.horizontalHeader().setSectionResizeMode(QHeaderView.Stretch)
self.po_table.verticalHeader().setMinimumWidth(22)
self.po_table.verticalHeader().setDefaultAlignment(Qt.AlignRight | Qt.AlignVCenter)
strings_layout.addWidget(self.po_table)
row_btn_layout = QHBoxLayout()
add_row_btn = QPushButton("Add Row")
remove_row_btn = QPushButton("Remove Row")
row_btn_layout.addWidget(add_row_btn)
row_btn_layout.addWidget(remove_row_btn)
strings_layout.addLayout(row_btn_layout)
tabs.addTab(strings_tab, "Strings")
layout.addWidget(tabs)
add_row_btn.clicked.connect(self.add_row)
remove_row_btn.clicked.connect(self.remove_row)
self.add_row_btn = add_row_btn
self.remove_row_btn = remove_row_btn
self.setCentralWidget(central)
# Connect edits to dirty flag
self.language_edit.textChanged.connect(self.set_dirty)
self.plural_edit.textChanged.connect(self.set_dirty)
self.content_type_edit.textChanged.connect(self.set_dirty)
self.po_table.itemChanged.connect(self.set_dirty)
def set_dirty(self):
self.dirty = True
self.update_save_action()
def init_menu(self):
menubar = self.menuBar()
file_menu = menubar.addMenu("File")
new_action = QAction("New", self)
open_action = QAction("Open", self)
save_action = QAction("Save", self)
save_as_action = QAction("Save As", self)
new_action.triggered.connect(lambda: self.handle_file_action("new"))
open_action.triggered.connect(lambda: self.handle_file_action("open"))
save_action.triggered.connect(self.handle_save)
save_as_action.triggered.connect(self.handle_save_as)
file_menu.addAction(new_action)
file_menu.addAction(open_action)
file_menu.addAction(save_action)
file_menu.addAction(save_as_action)
self.save_action = save_action # Store reference for enabling/disabling
self.update_save_action()
def update_save_action(self):
self.save_action.setEnabled(self.current_file is not None)
def handle_file_action(self, action):
if self.dirty:
reply = QMessageBox.question(self, "Save Changes?", "Do you want to save changes before proceeding?", QMessageBox.Yes | QMessageBox.No | QMessageBox.Cancel)
if reply == QMessageBox.Cancel:
return
elif reply == QMessageBox.Yes:
self.handle_save()
if action == "new":
self.new_file()
elif action == "open":
default_dir = os.path.abspath(os.path.join(os.path.dirname(__file__), "../../assets/locale"))
file_path, _ = QFileDialog.getOpenFileName(self, "Open Language File", default_dir, "PO Files (*.po)")
if file_path:
self.open_file(file_path)
def new_file(self):
self.current_file = None
self.dirty = False
self.language_edit.setText("")
self.plural_edit.setText("")
self.po_table.setRowCount(0)
self.update_save_action()
def open_file(self, file_path):
self.current_file = file_path
self.dirty = False
self.update_save_action()
self.load_po_file(file_path)
def load_po_file(self, file_path):
po = polib.pofile(file_path)
language = po.metadata.get('Language', '')
plural = po.metadata.get('Plural-Forms', '')
content_type = po.metadata.get('Content-Type', 'text/plain; charset=UTF-8')
self.language_edit.setText(language)
self.plural_edit.setText(plural)
self.content_type_edit.setText(content_type)
self.po_table.setRowCount(len(po))
for row, entry in enumerate(po):
self.po_table.setItem(row, 0, QTableWidgetItem(entry.msgid))
self.po_table.setItem(row, 1, QTableWidgetItem(entry.msgstr))
def save_file(self, file_path):
po = polib.POFile()
po.metadata = {
'Language': self.language_edit.text(),
'Content-Type': self.content_type_edit.text(),
'Plural-Forms': self.plural_edit.text(),
}
for row in range(self.po_table.rowCount()):
msgid_item = self.po_table.item(row, 0)
msgstr_item = self.po_table.item(row, 1)
msgid = msgid_item.text() if msgid_item else ''
msgstr = msgstr_item.text() if msgstr_item else ''
if msgid or msgstr:
entry = polib.POEntry(msgid=msgid, msgstr=msgstr)
po.append(entry)
po.save(file_path)
self.dirty = False
self.update_save_action()
def handle_save(self):
if self.current_file:
self.save_file(self.current_file)
else:
self.handle_save_as()
def handle_save_as(self):
default_dir = os.path.abspath(os.path.join(os.path.dirname(__file__), "../../assets/locale"))
file_path, _ = QFileDialog.getSaveFileName(self, "Save Language File As", default_dir, "PO Files (*.po)")
if file_path:
self.current_file = file_path
self.update_save_action()
self.save_file(file_path)
def add_row(self):
row = self.po_table.rowCount()
self.po_table.insertRow(row)
self.po_table.setItem(row, 0, QTableWidgetItem(""))
self.po_table.setItem(row, 1, QTableWidgetItem(""))
self.po_table.setCurrentCell(row, 0)
self.set_dirty()
def remove_row(self):
row = self.po_table.currentRow()
if row >= 0:
self.po_table.removeRow(row)
self.set_dirty()
def closeEvent(self, event):
if self.dirty:
reply = QMessageBox.question(self, "Save Changes?", "Do you want to save changes before exiting?", QMessageBox.Yes | QMessageBox.No | QMessageBox.Cancel)
if reply == QMessageBox.Cancel:
event.ignore()
return
elif reply == QMessageBox.Yes:
self.handle_save()
event.accept()
if __name__ == "__main__":
app = QApplication(sys.argv)
window = LangToolWindow()
window.show()
sys.exit(app.exec_())
-55
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@@ -1,55 +0,0 @@
import math
import time
from OpenGL.GL import *
from OpenGL.GLU import *
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH, RPG_CAMERA_PIXELS_PER_UNIT, RPG_CAMERA_Z_OFFSET, RPG_CAMERA_FOV
class Camera:
def __init__(self, parent):
self.parent = parent
self.pixelsPerUnit = RPG_CAMERA_PIXELS_PER_UNIT
self.yOffset = RPG_CAMERA_Z_OFFSET
self.fov = RPG_CAMERA_FOV
self.scale = 8.0
self.lastTime = time.time()
self.lookAtTarget = [0.0, 0.0, 0.0]
def setup(self, vw, vh, duration=0.1):
now = time.time()
delta = now - self.lastTime
self.lastTime = now
# Calculate ease factor for exponential smoothing over 'duration' seconds
ease = 1 - math.exp(-delta / duration)
z = (vh / 2.0) / (
(self.pixelsPerUnit * self.scale) * math.tan(math.radians(self.fov / 2.0))
)
lookAt = [
self.parent.map.position[0] * TILE_WIDTH,
self.parent.map.position[1] * TILE_HEIGHT,
self.parent.map.position[2] * TILE_DEPTH,
]
aspectRatio = vw / vh
# Ease the lookAt target
for i in range(3):
self.lookAtTarget[i] += (lookAt[i] - self.lookAtTarget[i]) * ease
# Camera position is now based on the eased lookAtTarget
cameraPosition = (
self.lookAtTarget[0],
self.lookAtTarget[1] + self.yOffset,
self.lookAtTarget[2] + z
)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(self.fov, aspectRatio, 0.1, 1000.0)
glScalef(1.0, -1.0, 1.0) # Flip the projection matrix upside down
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(
cameraPosition[0], cameraPosition[1], cameraPosition[2],
self.lookAtTarget[0], self.lookAtTarget[1], self.lookAtTarget[2],
0.0, 1.0, 0.0
)
-80
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@@ -1,80 +0,0 @@
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QGridLayout, QTreeWidget, QTreeWidgetItem, QComboBox
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_SHAPES
class ChunkPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
layout = QVBoxLayout(self)
# Tile shape dropdown
self.tileShapeDropdown = QComboBox()
self.tileShapeDropdown.addItems(TILE_SHAPES.keys())
self.tileShapeDropdown.setToolTip("Tile Shape")
layout.addWidget(self.tileShapeDropdown)
# Add expandable tree list
self.tree = QTreeWidget()
self.tree.setHeaderLabel("Chunks")
self.tree.expandAll() # Expand by default, remove if you want collapsed
layout.addWidget(self.tree) # Removed invalid stretch factor
# Add stretch so tree expands
layout.setStretchFactor(self.tree, 1)
# Event subscriptions
self.parent.map.onMapData.sub(self.onMapData)
self.parent.map.onPositionChange.sub(self.onPositionChange)
self.tileShapeDropdown.currentTextChanged.connect(self.onTileShapeChanged)
# For each chunk
for chunk in self.parent.map.chunks.values():
# Create tree element
item = QTreeWidgetItem(self.tree, ["Chunk ({}, {}, {})".format(chunk.x, chunk.y, chunk.z)])
chunk.chunkPanelTree = item
chunk.chunkPanelTree.setExpanded(True)
item.setData(0, 0, chunk) # Store chunk reference
chunk.onChunkData.sub(self.onChunkData)
def onMapData(self, data):
pass
def onPositionChange(self, pos):
self.updateChunkList()
tile = self.parent.map.getTileAtWorldPos(*self.parent.map.position)
if tile is None:
return
key = "TILE_SHAPE_NULL"
for k, v in TILE_SHAPES.items():
if v != tile.shape:
continue
key = k
break
self.tileShapeDropdown.setCurrentText(key)
def onTileShapeChanged(self, shape_key):
tile = self.parent.map.getTileAtWorldPos(*self.parent.map.position)
if tile is None or shape_key not in TILE_SHAPES:
return
tile.setShape(TILE_SHAPES[shape_key])
def updateChunkList(self):
# Clear existing items
currentChunk = self.parent.map.getChunkAtWorldPos(*self.parent.map.position)
# Example tree items
for chunk in self.parent.map.chunks.values():
title = "Chunk ({}, {}, {})".format(chunk.x, chunk.y, chunk.z)
if chunk == currentChunk:
title += " [C]"
if chunk.isDirty():
title += " *"
item = chunk.chunkPanelTree
item.setText(0, title)
def onChunkData(self, chunk):
self.updateChunkList()
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@@ -1,154 +0,0 @@
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QComboBox, QHBoxLayout, QPushButton, QLineEdit, QListWidget, QListWidgetItem
from PyQt5.QtCore import Qt
from tools.dusk.entity import Entity
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, ENTITY_TYPES, ENTITY_TYPE_NULL
class EntityPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
layout = QVBoxLayout(self)
self.setLayout(layout)
# Top panel placeholder
topWidget = QLabel("Entity Editor")
layout.addWidget(topWidget)
# Name input
nameLayout = QHBoxLayout()
nameLabel = QLabel("Name:")
self.nameInput = QLineEdit()
nameLayout.addWidget(nameLabel)
nameLayout.addWidget(self.nameInput)
layout.addLayout(nameLayout)
# Entity Type dropdown (single selection)
typeLayout = QHBoxLayout()
typeLabel = QLabel("Type:")
self.typeDropdown = QComboBox()
self.typeDropdown.addItems(ENTITY_TYPES)
typeLayout.addWidget(typeLabel)
typeLayout.addWidget(self.typeDropdown)
layout.addLayout(typeLayout)
# Entity list and buttons
self.entityList = QListWidget()
self.entityList.addItems([])
layout.addWidget(self.entityList, stretch=1)
btnLayout = QHBoxLayout()
self.btnAdd = QPushButton("Add")
self.btnRemove = QPushButton("Remove")
btnLayout.addWidget(self.btnAdd)
btnLayout.addWidget(self.btnRemove)
layout.addLayout(btnLayout)
# Events
self.btnAdd.clicked.connect(self.onAddEntity)
self.btnRemove.clicked.connect(self.onRemoveEntity)
self.parent.map.onEntityData.sub(self.onEntityData)
self.parent.map.onPositionChange.sub(self.onPositionChange)
self.entityList.itemClicked.connect(self.onEntityClicked)
self.entityList.itemDoubleClicked.connect(self.onEntityDoubleClicked)
self.typeDropdown.currentIndexChanged.connect(self.onTypeSelected)
self.nameInput.textChanged.connect(self.onNameChanged)
# Call once to populate
self.onEntityData()
self.onEntityUnselect()
def onEntityUnselect(self):
self.entityList.setCurrentItem(None)
self.nameInput.setText("")
self.typeDropdown.setCurrentIndex(ENTITY_TYPE_NULL)
def onEntitySelect(self, entity):
self.entityList.setCurrentItem(entity.item)
self.nameInput.setText(entity.name)
self.typeDropdown.setCurrentIndex(entity.type)
def onEntityDoubleClicked(self, item):
entity = item.data(Qt.UserRole)
chunk = entity.chunk
worldX = (chunk.x * CHUNK_WIDTH) + entity.localX
worldY = (chunk.y * CHUNK_HEIGHT) + entity.localY
worldZ = (chunk.z * CHUNK_DEPTH) + entity.localZ
self.parent.map.moveTo(worldX, worldY, worldZ)
def onEntityClicked(self, item):
pass
def onAddEntity(self):
chunk = self.parent.map.getChunkAtWorldPos(*self.parent.map.position)
if chunk is None:
return
localX = (self.parent.map.position[0] - (chunk.x * CHUNK_WIDTH)) % CHUNK_WIDTH
localY = (self.parent.map.position[1] - (chunk.y * CHUNK_HEIGHT)) % CHUNK_HEIGHT
localZ = (self.parent.map.position[2] - (chunk.z * CHUNK_DEPTH)) % CHUNK_DEPTH
# Make sure there's not already an entity here
for ent in chunk.entities.values():
if ent.localX == localX and ent.localY == localY and ent.localZ == localZ:
print("Entity already exists at this location")
return
ent = chunk.addEntity(localX, localY, localZ)
def onRemoveEntity(self):
item = self.entityList.currentItem()
if item is None:
return
entity = item.data(Qt.UserRole)
if entity:
chunk = entity.chunk
chunk.removeEntity(entity)
pass
def onEntityData(self):
self.onEntityUnselect()
self.entityList.clear()
for chunk in self.parent.map.chunks.values():
for id, entity in chunk.entities.items():
item = QListWidgetItem(entity.name)
item.setData(Qt.UserRole, entity) # Store the entity object
entity.item = item
self.entityList.addItem(item)
# Select if there is something at current position
self.onPositionChange(self.parent.map.position)
def onPositionChange(self, position):
self.onEntityUnselect()
# Get Entity at..
chunk = self.parent.map.getChunkAtWorldPos(*position)
if chunk is None:
return
localX = (position[0] - (chunk.x * CHUNK_WIDTH)) % CHUNK_WIDTH
localY = (position[1] - (chunk.y * CHUNK_HEIGHT)) % CHUNK_HEIGHT
localZ = (position[2] - (chunk.z * CHUNK_DEPTH)) % CHUNK_DEPTH
for ent in chunk.entities.values():
if ent.localX != localX or ent.localY != localY or ent.localZ != localZ:
continue
self.onEntitySelect(ent)
self.entityList.setCurrentItem(ent.item)
break
def onTypeSelected(self, index):
item = self.entityList.currentItem()
if item is None:
return
entity = item.data(Qt.UserRole)
if entity:
entity.setType(index)
def onNameChanged(self, text):
item = self.entityList.currentItem()
if item is None:
return
entity = item.data(Qt.UserRole)
if entity:
entity.setName(text)
-41
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@@ -1,41 +0,0 @@
from PyQt5.QtCore import QTimer
from PyQt5.QtWidgets import QOpenGLWidget
from OpenGL.GL import *
from OpenGL.GLU import *
class GLWidget(QOpenGLWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
self.timer = QTimer(self)
self.timer.timeout.connect(self.update)
self.timer.start(16) # ~60 FPS
def initializeGL(self):
glClearColor(0.392, 0.584, 0.929, 1.0)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_POLYGON_OFFSET_FILL)
glPolygonOffset(1.0, 1.0)
glDisable(GL_POLYGON_OFFSET_FILL)
def resizeGL(self, w, h):
pass
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
w = self.width()
h = self.height()
if h <= 0:
h = 1
if w <= 0:
w = 1
glViewport(0, 0, w, h)
self.parent.camera.setup(w, h)
self.parent.grid.draw()
self.parent.map.draw()
self.parent.selectBox.draw()
-46
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from OpenGL.GL import *
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
class Grid:
def __init__(self, lines=1000):
self.cellWidth = TILE_WIDTH
self.cellHeight = TILE_HEIGHT
self.lines = lines
self.enabled = True
def draw(self):
if not self.enabled:
return
center = [0.01,0.01,0.01]
halfWidth = self.cellWidth * self.lines // 2
halfHeight = self.cellHeight * self.lines // 2
# Draw origin axes
glBegin(GL_LINES)
# X axis - RED
glColor3f(1.0, 0.0, 0.0)
glVertex3f(center[0] - halfWidth, center[1], center[2])
glVertex3f(center[0] + halfWidth, center[1], center[2])
# Y axis - GREEN
glColor3f(0.0, 1.0, 0.0)
glVertex3f(center[0], center[1] - halfHeight, center[2])
glVertex3f(center[0], center[1] + halfHeight, center[2])
# Z axis - BLUE
glColor3f(0.0, 0.0, 1.0)
glVertex3f(center[0], center[1], center[2] - halfWidth)
glVertex3f(center[0], center[1], center[2] + halfWidth)
glEnd()
# Draw grid
glColor3f(0.8, 0.8, 0.8)
glBegin(GL_LINES)
for i in range(-self.lines // 2, self.lines // 2 + 1):
# Vertical lines
glVertex3f(center[0] + i * self.cellWidth, center[1] - halfHeight, center[2])
glVertex3f(center[0] + i * self.cellWidth, center[1] + halfHeight, center[2])
# Horizontal lines
glVertex3f(center[0] - halfWidth, center[1] + i * self.cellHeight, center[2])
glVertex3f(center[0] + halfWidth, center[1] + i * self.cellHeight, center[2])
glEnd()
-83
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from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QLineEdit, QPushButton, QHBoxLayout, QMessageBox
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH
class MapInfoPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
# Components
layout = QVBoxLayout()
mapTitleLabel = QLabel("Map Title")
self.mapTitleInput = QLineEdit()
layout.addWidget(mapTitleLabel)
layout.addWidget(self.mapTitleInput)
tilePositionLabel = QLabel("Tile Position")
layout.addWidget(tilePositionLabel)
tilePositionRow = QHBoxLayout()
self.tileXInput = QLineEdit()
self.tileXInput.setPlaceholderText("X")
tilePositionRow.addWidget(self.tileXInput)
self.tileYInput = QLineEdit()
self.tileYInput.setPlaceholderText("Y")
tilePositionRow.addWidget(self.tileYInput)
self.tileZInput = QLineEdit()
self.tileZInput.setPlaceholderText("Z")
tilePositionRow.addWidget(self.tileZInput)
self.tileGo = QPushButton("Go")
tilePositionRow.addWidget(self.tileGo)
layout.addLayout(tilePositionRow)
self.chunkPosLabel = QLabel()
layout.addWidget(self.chunkPosLabel)
self.chunkLabel = QLabel()
layout.addWidget(self.chunkLabel)
layout.addStretch()
self.setLayout(layout)
# Events
self.tileGo.clicked.connect(self.goToPosition)
self.tileXInput.returnPressed.connect(self.goToPosition)
self.tileYInput.returnPressed.connect(self.goToPosition)
self.tileZInput.returnPressed.connect(self.goToPosition)
self.parent.map.onPositionChange.sub(self.updatePositionLabels)
self.parent.map.onMapData.sub(self.onMapData)
self.mapTitleInput.textChanged.connect(self.onMapNameChange)
# Initial label setting
self.updatePositionLabels(self.parent.map.position)
def goToPosition(self):
try:
x = int(self.tileXInput.text())
y = int(self.tileYInput.text())
z = int(self.tileZInput.text())
self.parent.map.moveTo(x, y, z)
except ValueError:
QMessageBox.warning(self, "Invalid Input", "Please enter valid integer coordinates.")
def updatePositionLabels(self, pos):
self.tileXInput.setText(str(pos[0]))
self.tileYInput.setText(str(pos[1]))
self.tileZInput.setText(str(pos[2]))
chunkTileX = pos[0] % CHUNK_WIDTH
chunkTileY = pos[1] % CHUNK_HEIGHT
chunkTileZ = pos[2] % CHUNK_DEPTH
chunkTileIndex = chunkTileX + chunkTileY * CHUNK_WIDTH + chunkTileZ * CHUNK_WIDTH * CHUNK_HEIGHT
self.chunkPosLabel.setText(f"Chunk Position: {chunkTileX}, {chunkTileY}, {chunkTileZ} ({chunkTileIndex})")
chunkX = pos[0] // CHUNK_WIDTH
chunkY = pos[1] // CHUNK_HEIGHT
chunkZ = pos[2] // CHUNK_DEPTH
self.chunkLabel.setText(f"Chunk: {chunkX}, {chunkY}, {chunkZ}")
def onMapData(self, data):
self.updatePositionLabels(self.parent.map.position)
self.mapTitleInput.setText(data.get("mapName", ""))
def onMapNameChange(self, text):
self.parent.map.data['mapName'] = text
-51
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from PyQt5.QtWidgets import QWidget, QVBoxLayout, QGridLayout, QPushButton, QTabWidget, QLabel
from tools.editor.map.chunkpanel import ChunkPanel
from tools.editor.map.entitypanel import EntityPanel
from tools.editor.map.regionpanel import RegionPanel
class MapLeftPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
layout = QVBoxLayout(self)
self.setLayout(layout)
# Nav buttons
self.chunkInfoLabel = QLabel("Tile Information")
layout.addWidget(self.chunkInfoLabel)
grid = QGridLayout()
self.btnUp = QPushButton("U")
self.btnN = QPushButton("N")
self.btnDown = QPushButton("D")
self.btnW = QPushButton("W")
self.btnS = QPushButton("S")
self.btnE = QPushButton("E")
grid.addWidget(self.btnUp, 0, 0)
grid.addWidget(self.btnN, 0, 1)
grid.addWidget(self.btnDown, 0, 2)
grid.addWidget(self.btnW, 1, 0)
grid.addWidget(self.btnS, 1, 1)
grid.addWidget(self.btnE, 1, 2)
layout.addLayout(grid)
# Panels
self.chunkPanel = ChunkPanel(self.parent)
self.entityPanel = EntityPanel(self.parent)
self.regionPanel = RegionPanel(self.parent)
# Tabs
self.tabs = QTabWidget()
self.tabs.addTab(self.chunkPanel, "Tiles")
self.tabs.addTab(self.entityPanel, "Entities")
self.tabs.addTab(self.regionPanel, "Regions")
self.tabs.addTab(None, "Triggers")
layout.addWidget(self.tabs)
# Event subscriptions
self.btnN.clicked.connect(lambda: self.parent.map.moveRelative(0, -1, 0))
self.btnS.clicked.connect(lambda: self.parent.map.moveRelative(0, 1, 0))
self.btnE.clicked.connect(lambda: self.parent.map.moveRelative(1, 0, 0))
self.btnW.clicked.connect(lambda: self.parent.map.moveRelative(-1, 0, 0))
self.btnUp.clicked.connect(lambda: self.parent.map.moveRelative(0, 0, 1))
self.btnDown.clicked.connect(lambda: self.parent.map.moveRelative(0, 0, -1))
-46
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import os
from PyQt5.QtWidgets import QAction, QMenuBar, QFileDialog
from PyQt5.QtGui import QKeySequence
from tools.dusk.map import MAP_DEFAULT_PATH
class MapMenubar:
def __init__(self, parent):
self.parent = parent
self.menubar = QMenuBar(parent)
parent.setMenuBar(self.menubar)
self.fileMenu = self.menubar.addMenu("File")
self.actionNew = QAction("New", parent)
self.actionOpen = QAction("Open", parent)
self.actionSave = QAction("Save", parent)
self.actionSaveAs = QAction("Save As", parent)
self.actionNew.setShortcut(QKeySequence("Ctrl+N"))
self.actionOpen.setShortcut(QKeySequence("Ctrl+O"))
self.actionSave.setShortcut(QKeySequence("Ctrl+S"))
self.actionSaveAs.setShortcut(QKeySequence("Ctrl+Shift+S"))
self.actionNew.triggered.connect(self.newFile)
self.actionOpen.triggered.connect(self.openFile)
self.actionSave.triggered.connect(self.saveFile)
self.actionSaveAs.triggered.connect(self.saveAsFile)
self.fileMenu.addAction(self.actionNew)
self.fileMenu.addAction(self.actionOpen)
self.fileMenu.addAction(self.actionSave)
self.fileMenu.addAction(self.actionSaveAs)
def newFile(self):
self.parent.map.newFile()
def openFile(self):
filePath, _ = QFileDialog.getOpenFileName(self.menubar, "Open Map File", MAP_DEFAULT_PATH, "Map Files (*.json)")
if filePath:
self.parent.map.load(filePath)
def saveFile(self):
self.parent.map.save()
def saveAsFile(self):
filePath, _ = QFileDialog.getSaveFileName(self.menubar, "Save Map File As", MAP_DEFAULT_PATH, "Map Files (*.json)")
if filePath:
self.parent.map.save(filePath)
-15
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@@ -1,15 +0,0 @@
from PyQt5.QtWidgets import QWidget, QVBoxLayout, QLabel, QComboBox, QHBoxLayout, QPushButton, QLineEdit, QListWidget, QListWidgetItem
from PyQt5.QtCore import Qt
from tools.dusk.entity import Entity
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, ENTITY_TYPES, ENTITY_TYPE_NULL
class RegionPanel(QWidget):
def __init__(self, parent):
super().__init__(parent)
self.parent = parent
layout = QVBoxLayout(self)
self.setLayout(layout)
# Top panel placeholder
topWidget = QLabel("Region Editor")
layout.addWidget(topWidget)
-44
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import OpenGL.GL as gl
from tools.dusk.defs import defs
import colorsys
from tools.dusk.defs import TILE_WIDTH, TILE_HEIGHT, TILE_DEPTH
class SelectBox:
def __init__(self, parent):
self.parent = parent
self.hue = 0.0
def draw(self):
position = [
self.parent.map.position[0] * TILE_WIDTH - (TILE_WIDTH / 2.0),
self.parent.map.position[1] * TILE_HEIGHT - (TILE_HEIGHT / 2.0),
self.parent.map.position[2] * TILE_DEPTH - (TILE_DEPTH / 2.0)
]
vertices = [
(position[0], position[1], position[2]),
(position[0]+TILE_WIDTH, position[1], position[2]),
(position[0]+TILE_WIDTH, position[1]+TILE_HEIGHT, position[2]),
(position[0], position[1]+TILE_HEIGHT, position[2]),
(position[0], position[1], position[2]+TILE_DEPTH),
(position[0]+TILE_WIDTH, position[1], position[2]+TILE_DEPTH),
(position[0]+TILE_WIDTH, position[1]+TILE_HEIGHT, position[2]+TILE_DEPTH),
(position[0], position[1]+TILE_HEIGHT, position[2]+TILE_DEPTH)
]
edges = [
(0, 1), (1, 2), (2, 3), (3, 0), # bottom face
(4, 5), (5, 6), (6, 7), (7, 4), # top face
(4, 5), (5, 6), (6, 7), (7, 4), # top face
(0, 4), (1, 5), (2, 6), (3, 7) # vertical edges
]
# Cycle hue
self.hue = (self.hue + 0.01) % 1.0
r, g, b = colorsys.hsv_to_rgb(self.hue, 1.0, 1.0)
gl.glColor3f(r, g, b)
gl.glLineWidth(2.0)
gl.glBegin(gl.GL_LINES)
for edge in edges:
for vertex in edge:
gl.glVertex3f(*vertices[vertex])
gl.glEnd()
-18
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@@ -1,18 +0,0 @@
from PyQt5.QtWidgets import QStatusBar, QLabel
class StatusBar(QStatusBar):
def __init__(self, parent=None):
super().__init__(parent)
self.parent = parent
self.leftLabel = QLabel("")
self.rightLabel = QLabel("")
self.addWidget(self.leftLabel, 1)
self.addPermanentWidget(self.rightLabel)
parent.map.onMapData.sub(self.onMapData)
def setStatus(self, message):
self.leftLabel.setText(message)
def onMapData(self, data):
self.rightLabel.setText(self.parent.map.mapFileName if self.parent.map.mapFileName else "Untitled.json")
-80
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@@ -1,80 +0,0 @@
from OpenGL.GL import *
import array
class VertexBuffer:
def __init__(self, componentsPerVertex=3):
self.componentsPerVertex = componentsPerVertex
self.vertices = []
self.colors = []
self.uvs = []
self.data = None
self.colorData = None
self.uvData = None
def buildData(self):
hasColors = len(self.colors) > 0
hasUvs = len(self.uvs) > 0
vertexCount = len(self.vertices) // self.componentsPerVertex
dataList = []
colorList = []
uvList = []
for i in range(vertexCount):
vStart = i * self.componentsPerVertex
dataList.extend(self.vertices[vStart:vStart+self.componentsPerVertex])
if hasColors:
cStart = i * 4 # Assuming RGBA
colorList.extend(self.colors[cStart:cStart+4])
if hasUvs:
uStart = i * 2 # Assuming UV
uvList.extend(self.uvs[uStart:uStart+2])
self.data = array.array('f', dataList)
if hasColors:
self.colorData = array.array('f', colorList)
else:
self.colorData = None
if hasUvs:
self.uvData = array.array('f', uvList)
else:
self.uvData = None
def draw(self, mode=GL_TRIANGLES, count=-1):
if count == -1:
count = len(self.data) // self.componentsPerVertex
if count == 0:
return
glEnableClientState(GL_VERTEX_ARRAY)
glVertexPointer(self.componentsPerVertex, GL_FLOAT, 0, self.data.tobytes())
if self.colorData:
glEnableClientState(GL_COLOR_ARRAY)
glColorPointer(4, GL_FLOAT, 0, self.colorData.tobytes())
if self.uvData:
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glTexCoordPointer(2, GL_FLOAT, 0, self.uvData.tobytes())
glDrawArrays(mode, 0, count)
glDisableClientState(GL_VERTEX_ARRAY)
if self.colorData:
glDisableClientState(GL_COLOR_ARRAY)
if self.uvData:
glDisableClientState(GL_TEXTURE_COORD_ARRAY)
def clear(self):
self.vertices = []
self.colors = []
self.uvs = []
self.data = array.array('f')
self.colorData = None
self.uvData = None
-143
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import os
from PyQt5.QtWidgets import QMainWindow, QWidget, QHBoxLayout, QMessageBox
from PyQt5.QtCore import Qt
from tools.editor.map.glwidget import GLWidget
from tools.editor.map.mapleftpanel import MapLeftPanel
from tools.editor.map.mapinfopanel import MapInfoPanel
from tools.editor.map.menubar import MapMenubar
from tools.editor.map.statusbar import StatusBar
from tools.dusk.map import Map
from tools.dusk.defs import CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_SHAPE_NULL, TILE_SHAPE_FLOOR
from tools.editor.map.selectbox import SelectBox
from tools.editor.map.camera import Camera
from tools.editor.map.grid import Grid
class MapWindow(QMainWindow):
def __init__(self):
super().__init__()
self.insertPressed = False
self.deletePressed = False
# Subclasses
self.map = Map(self)
self.camera = Camera(self)
self.grid = Grid()
self.selectBox = SelectBox(self)
# Window setup
self.setWindowTitle("Dusk Map Editor")
self.resize(1600, 900)
# Menubar (TESTING)
self.menubar = MapMenubar(self)
central = QWidget()
self.setCentralWidget(central)
mainLayout = QHBoxLayout(central)
# Left panel (tabs + nav buttons)
self.leftPanel = MapLeftPanel(self)
self.leftPanel.setFixedWidth(350)
mainLayout.addWidget(self.leftPanel)
# Center panel (GLWidget + controls)
self.glWidget = GLWidget(self)
mainLayout.addWidget(self.glWidget, stretch=3)
# Right panel (MapInfoPanel)
self.mapInfoPanel = MapInfoPanel(self)
rightWidget = self.mapInfoPanel
rightWidget.setFixedWidth(250)
mainLayout.addWidget(rightWidget)
# Status bar
self.statusBar = StatusBar(self)
self.setStatusBar(self.statusBar)
self.installEventFilter(self)
self.installEventFilterRecursively(self)
def installEventFilterRecursively(self, widget):
for child in widget.findChildren(QWidget):
child.installEventFilter(self)
self.installEventFilterRecursively(child)
def closeEvent(self, event):
if not self.map.isDirty():
event.accept()
return
reply = QMessageBox.question(
self,
"Unsaved Changes",
"You have unsaved changes. Do you want to save before closing?",
QMessageBox.Save | QMessageBox.Discard | QMessageBox.Cancel,
QMessageBox.Save
)
if reply == QMessageBox.Save:
self.map.save()
elif reply == QMessageBox.Cancel:
event.ignore()
return
event.accept()
def eventFilter(self, obj, event):
if event.type() == event.KeyPress:
amtX, amtY, amtZ = 0, 0, 0
key = event.key()
if key == Qt.Key_Left:
amtX = -1
elif key == Qt.Key_Right:
amtX = 1
elif key == Qt.Key_Up:
amtY = -1
elif key == Qt.Key_Down:
amtY = 1
elif key == Qt.Key_PageUp:
amtZ = 1
elif key == Qt.Key_PageDown:
amtZ = -1
if event.modifiers() & Qt.ShiftModifier:
amtX *= CHUNK_WIDTH
amtY *= CHUNK_HEIGHT
amtZ *= CHUNK_DEPTH
if amtX != 0 or amtY != 0 or amtZ != 0:
self.map.moveRelative(amtX, amtY, amtZ)
if self.insertPressed:
tile = self.map.getTileAtWorldPos(*self.map.position)
if tile is not None and tile.shape == TILE_SHAPE_NULL:
tile.setShape(TILE_SHAPE_FLOOR)
if self.deletePressed:
tile = self.map.getTileAtWorldPos(*self.map.position)
if tile is not None:
tile.setShape(TILE_SHAPE_NULL)
event.accept()
return True
if key == Qt.Key_Delete:
tile = self.map.getTileAtWorldPos(*self.map.position)
self.deletePressed = True
if tile is not None:
tile.setShape(TILE_SHAPE_NULL)
event.accept()
return True
if key == Qt.Key_Insert:
tile = self.map.getTileAtWorldPos(*self.map.position)
self.insertPressed = True
if tile is not None and tile.shape == TILE_SHAPE_NULL:
tile.setShape(TILE_SHAPE_FLOOR)
event.accept()
elif event.type() == event.KeyRelease:
key = event.key()
if key == Qt.Key_Delete:
self.deletePressed = False
event.accept()
return True
if key == Qt.Key_Insert:
self.insertPressed = False
event.accept()
return super().eventFilter(obj, event)
-13
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@@ -1,13 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
assettexture.c
assettileset.c
assetlanguage.c
assetscript.c
)
-45
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@@ -1,45 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset/asset.h"
#include "assert/assert.h"
#include "locale/localemanager.h"
errorret_t assetLanguageHandler(assetcustom_t custom) {
assertNotNull(custom.zipFile, "Custom asset zip file cannot be NULL");
assertNotNull(custom.output, "Custom asset output cannot be NULL");
assetlanguage_t *lang = (assetlanguage_t *)custom.output;
errorChain(assetLanguageInit(lang, custom.zipFile));
errorOk();
}
errorret_t assetLanguageInit(
assetlanguage_t *lang,
zip_file_t *zipFile
) {
errorThrow("Language asset initialization is not yet implemented.");
}
errorret_t assetLanguageRead(
assetlanguage_t *lang,
const uint32_t key,
char_t *buffer,
const uint32_t bufferSize,
uint32_t *outLength
) {
errorThrow("Language string reading is not yet implemented.");
}
void assetLanguageDispose(assetlanguage_t *lang) {
assertNotNull(lang, "Language asset cannot be NULL");
if(lang->zip) {
zip_fclose(lang->zip);
}
}
-61
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@@ -1,61 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "duskdefs.h"
#include <zip.h>
typedef struct {
zip_file_t *zip;
zip_int64_t chunksOffset;
} assetlanguage_t;
typedef struct assetcustom_s assetcustom_t;
/**
* Receiving function from the asset manager to handle language assets.
*
* @param custom Custom asset loading data.
* @return Error code.
*/
errorret_t assetLanguageHandler(assetcustom_t custom);
/**
* Initializes a language asset and loads the header data into memory.
*
* @param lang Language asset to initialize.
* @param zipFile Zip file handle for the language asset.
* @return Error code.
*/
errorret_t assetLanguageInit(assetlanguage_t *lang, zip_file_t *zipFile);
/**
* Reads a string from the language asset into the provided buffer.
*
* @param lang Language asset to read from.
* @param key Language key to read.
* @param buffer Buffer to read the string into.
* @param bufferSize Size of the provided buffer.
* @param outLength Pointer to store the length of the string read.
* @return Error code.
*/
errorret_t assetLanguageRead(
assetlanguage_t *lang,
const uint32_t key,
char_t *buffer,
const uint32_t bufferSize,
uint32_t *outLength
);
/**
* Disposes of language asset resources.
*
* @param custom Custom asset loading data.
* @return Error code.
*/
void assetLanguageDispose(assetlanguage_t *lang);
-58
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@@ -1,58 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset/asset.h"
#include "assert/assert.h"
errorret_t assetScriptHandler(assetcustom_t custom) {
assertNotNull(custom.zipFile, "Custom asset zip file cannot be NULL");
assertNotNull(custom.output, "Custom asset output cannot be NULL");
assetscript_t *script = (assetscript_t *)custom.output;
errorChain(assetScriptInit(script, custom.zipFile));
errorOk();
}
errorret_t assetScriptInit(
assetscript_t *script,
zip_file_t *zipFile
) {
assertNotNull(script, "Script asset cannot be NULL");
assertNotNull(zipFile, "Zip file cannot be NULL");
// We now own the zip file handle.
script->zip = zipFile;
errorOk();
}
const char_t * assetScriptReader(lua_State* lState, void* data, size_t* size) {
assetscript_t *script = (assetscript_t *)data;
zip_int64_t bytesRead = zip_fread(
script->zip, script->buffer, sizeof(script->buffer)
);
if(bytesRead < 0) {
*size = 0;
return NULL;
}
*size = (size_t)bytesRead;
return script->buffer;
}
errorret_t assetScriptDispose(assetscript_t *script) {
assertNotNull(script, "Script asset cannot be NULL");
if(script->zip != NULL) {
zip_fclose(script->zip);
script->zip = NULL;
}
errorOk();
}
-57
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@@ -1,57 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "duskdefs.h"
#include <zip.h>
#include "script/scriptcontext.h"
#define ASSET_SCRIPT_BUFFER_SIZE 1024
typedef struct assetscript_s {
zip_file_t *zip;
char_t buffer[ASSET_SCRIPT_BUFFER_SIZE];
} assetscript_t;
typedef struct assetcustom_s assetcustom_t;
/**
* Receiving function from the asset manager to handle script assets.
*
* @param custom Custom asset loading data.
* @return Error code.
*/
errorret_t assetScriptHandler(assetcustom_t custom);
/**
* Initializes a script asset.
*
* @param script Script asset to initialize.
* @param zipFile Zip file handle for the script asset.
* @return Error code.
*/
errorret_t assetScriptInit(assetscript_t *script, zip_file_t *zipFile);
/**
* Reader function for Lua to read script data from the asset.
*
* @param L Lua state.
* @param data Pointer to the assetscript_t structure.
* @param size Pointer to store the size of the read data.
* @return Pointer to the read data buffer.
*/
const char_t * assetScriptReader(lua_State* L, void* data, size_t* size);
/**
* Disposes of a script asset, freeing any allocated resources.
*
* @param script Script asset to dispose of.
* @return Error code.
*/
errorret_t assetScriptDispose(assetscript_t *script);
-78
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@@ -1,78 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assettexture.h"
#include "asset/assettype.h"
#include "assert/assert.h"
#include "display/texture/texture.h"
#include "util/endian.h"
errorret_t assetTextureLoad(assetentire_t entire) {
assertNotNull(entire.data, "Data pointer cannot be NULL.");
assertNotNull(entire.output, "Output pointer cannot be NULL.");
assettexture_t *assetData = (assettexture_t *)entire.data;
texture_t *texture = (texture_t *)entire.output;
// Read header and version (first 4 bytes)
if(
assetData->header[0] != 'D' ||
assetData->header[1] != 'T' ||
assetData->header[2] != 'X'
) {
errorThrow("Invalid texture header");
}
// Version (can only be 1 atm)
if(assetData->version != 0x01) {
errorThrow("Unsupported texture version");
}
// Fix endian
assetData->width = endianLittleToHost32(assetData->width);
assetData->height = endianLittleToHost32(assetData->height);
// Check dimensions.
if(
assetData->width == 0 || assetData->width > ASSET_TEXTURE_WIDTH_MAX ||
assetData->height == 0 || assetData->height > ASSET_TEXTURE_HEIGHT_MAX
) {
errorThrow("Invalid texture dimensions");
}
// Validate format
textureformat_t format;
texturedata_t data;
switch(assetData->type) {
case 0x00: // RGBA8888
format = TEXTURE_FORMAT_RGBA;
data.rgbaColors = (color_t *)assetData->data;
break;
// case 0x01:
// format = TEXTURE_FORMAT_RGB;
// break;
// case 0x02:
// format = TEXTURE_FORMAT_RGB565;
// break;
// case 0x03:
// format = TEXTURE_FORMAT_RGB5A3;
// break;
default:
errorThrow("Unsupported texture format");
}
errorChain(textureInit(
texture, assetData->width, assetData->height, format, data
));
errorOk();
}
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@@ -1,39 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#include "display/color.h"
#define ASSET_TEXTURE_WIDTH_MAX 2048
#define ASSET_TEXTURE_HEIGHT_MAX 2048
#define ASSET_TEXTURE_SIZE_MAX ( \
ASSET_TEXTURE_WIDTH_MAX * ASSET_TEXTURE_HEIGHT_MAX \
)
typedef struct assetentire_s assetentire_t;
#pragma pack(push, 1)
typedef struct {
char_t header[3];
uint8_t version;
uint8_t type;
uint32_t width;
uint32_t height;
uint8_t data[ASSET_TEXTURE_SIZE_MAX * sizeof(color4b_t)];
} assettexture_t;
#pragma pack(pop)
/**
* Loads a palettized texture from the given data pointer into the output
* texture.
*
* @param data Pointer to the raw assettexture_t data.
* @param output Pointer to the texture_t to load the image into.
* @return An error code.
*/
errorret_t assetTextureLoad(assetentire_t entire);
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/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset/asset.h"
#include "assert/assert.h"
#include "display/texture/tileset.h"
#include "util/memory.h"
#include "util/endian.h"
errorret_t assetTilesetLoad(assetentire_t entire) {
assertNotNull(entire.data, "Asset data cannot be null");
assertNotNull(entire.output, "Asset output cannot be null");
assettileset_t *tilesetData = (assettileset_t *)entire.data;
tileset_t *tileset = (tileset_t *)entire.output;
if(
tilesetData->header[0] != 'D' ||
tilesetData->header[1] != 'T' ||
tilesetData->header[2] != 'F'
) {
errorThrow("Invalid tileset header");
}
if(tilesetData->version != 0x00) {
errorThrow("Unsupported tileset version");
}
// Fix endianness
tilesetData->tileWidth = endianLittleToHost16(tilesetData->tileWidth);
tilesetData->tileHeight = endianLittleToHost16(tilesetData->tileHeight);
tilesetData->columnCount = endianLittleToHost16(tilesetData->columnCount);
tilesetData->rowCount = endianLittleToHost16(tilesetData->rowCount);
tilesetData->right = endianLittleToHost16(tilesetData->right);
tilesetData->bottom = endianLittleToHost16(tilesetData->bottom);
if(tilesetData->tileWidth == 0) {
errorThrow("Tile width cannot be 0");
}
if(tilesetData->tileHeight == 0) {
errorThrow("Tile height cannot be 0");
}
if(tilesetData->columnCount == 0) {
errorThrow("Column count cannot be 0");
}
if(tilesetData->rowCount == 0) {
errorThrow("Row count cannot be 0");
}
tilesetData->u0 = endianLittleToHostFloat(tilesetData->u0);
tilesetData->v0 = endianLittleToHostFloat(tilesetData->v0);
if(tilesetData->v0 < 0.0f || tilesetData->v0 > 1.0f) {
errorThrow("Invalid v0 value in tileset");
}
// Setup tileset
tileset->tileWidth = tilesetData->tileWidth;
tileset->tileHeight = tilesetData->tileHeight;
tileset->tileCount = tilesetData->columnCount * tilesetData->rowCount;
tileset->columns = tilesetData->columnCount;
tileset->rows = tilesetData->rowCount;
tileset->uv[0] = tilesetData->u0;
tileset->uv[1] = tilesetData->v0;
errorOk();
}
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@@ -1,32 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "error/error.h"
#pragma pack(push, 1)
typedef struct {
char_t header[3];
uint8_t version;
uint16_t tileWidth;
uint16_t tileHeight;
uint16_t columnCount;
uint16_t rowCount;
uint16_t right;
uint16_t bottom;
float_t u0;
float_t v0;
} assettileset_t;
#pragma pack(pop)
/**
* Loads a tileset from the given data pointer into the output tileset.
*
* @param entire Data received from the asset loader system.
* @return An error code.
*/
errorret_t assetTilesetLoad(assetentire_t entire);
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@@ -1,6 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_subdirectory(testmap)
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@@ -1,6 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_asset(MAP testmap.json)
-1
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@@ -1 +0,0 @@
{"shapes": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], "entities": []}
-1
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@@ -1 +0,0 @@
{"shapes": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], "entities": []}
-1
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{"shapes": [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]}
-3
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@@ -1,3 +0,0 @@
{
"name": "Test"
}
-49
View File
@@ -1,49 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "script/scriptcontext.h"
#include "debug/debug.h"
#include "assert/assert.h"
#include "rpg/overworld/map.h"
int moduleMapLoad(lua_State *L) {
assertNotNull(L, "Lua state cannot be NULL");
if(!lua_isstring(L, 1)) {
luaL_error(L, "Expected string map filename");
return 0;
}
// Potentially provide up to 3 params
chunkpos_t initial = { .x = 0, .y = 0, .z = 0 };
if(lua_isnumber(L, 2)) {
initial.x = (chunkunit_t)lua_tonumber(L, 2);
}
if(lua_isnumber(L, 3)) {
initial.y = (chunkunit_t)lua_tonumber(L, 3);
}
if(lua_isnumber(L, 4)) {
initial.z = (chunkunit_t)lua_tonumber(L, 4);
}
// Load the map.
errorret_t ret = mapLoad(luaL_checkstring(L, 1), initial);
if(ret.code != ERROR_OK) {
luaL_error(L, "Failed to load map");
errorCatch(errorPrint(ret));
return 0;
}
return 0;
}
void moduleMapSystem(scriptcontext_t *context) {
assertNotNull(context, "Script context cannot be NULL");
lua_register(context->luaState, "mapLoad", moduleMapLoad);
}
-12
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@@ -1,12 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
sdl2.c
psp.c
dolphin.c
)
-92
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@@ -1,92 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "dolphin.h"
void displayInitDolphin(void) {
VIDEO_Init();
DISPLAY.screenMode = VIDEO_GetPreferredMode(NULL);
DISPLAY.frameBuffer[0] = MEM_K0_TO_K1(
SYS_AllocateFramebuffer(DISPLAY.screenMode)
);
DISPLAY.frameBuffer[1] = MEM_K0_TO_K1(
SYS_AllocateFramebuffer(DISPLAY.screenMode)
);
VIDEO_Configure(DISPLAY.screenMode);
VIDEO_SetNextFramebuffer(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer]);
// VIDEO_SetPostRetraceCallback(copy_buffers);
VIDEO_SetBlack(FALSE);
VIDEO_Flush();
VIDEO_WaitVSync();
if(DISPLAY.screenMode->viTVMode & VI_NON_INTERLACE) VIDEO_WaitVSync();
DISPLAY.fifoBuffer = memalign(32, DISPLAY_FIFO_SIZE);
memoryZero(DISPLAY.fifoBuffer, DISPLAY_FIFO_SIZE);
GX_Init(DISPLAY.fifoBuffer, DISPLAY_FIFO_SIZE);
// This seems to be mostly related to interlacing vs progressive
GX_SetViewport(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight,
0, 1
);
float_t yscale = GX_GetYScaleFactor(
DISPLAY.screenMode->efbHeight, DISPLAY.screenMode->xfbHeight
);
uint32_t xfbHeight = GX_SetDispCopyYScale(yscale);
GX_SetScissor(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight
);
GX_SetDispCopySrc(
0, 0,
DISPLAY.screenMode->fbWidth, DISPLAY.screenMode->efbHeight
);
GX_SetDispCopyDst(DISPLAY.screenMode->fbWidth, xfbHeight);
GX_SetCopyFilter(
DISPLAY.screenMode->aa,
DISPLAY.screenMode->sample_pattern,
GX_TRUE,
DISPLAY.screenMode->vfilter
);
GX_SetFieldMode(
DISPLAY.screenMode->field_rendering,
(
(DISPLAY.screenMode->viHeight == 2 * DISPLAY.screenMode->xfbHeight) ?
GX_ENABLE :
GX_DISABLE
)
);
// Setup cull modes
GX_SetCullMode(GX_CULL_NONE);
GX_SetZMode(GX_FALSE, GX_ALWAYS, GX_FALSE);
GX_CopyDisp(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer], GX_TRUE);
GX_SetDispCopyGamma(GX_GM_1_0);
GX_ClearVtxDesc();
GX_SetVtxDesc(GX_VA_POS, GX_INDEX16);
GX_SetVtxDesc(GX_VA_CLR0, GX_INDEX16);
GX_SetVtxDesc(GX_VA_TEX0, GX_INDEX16);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_POS, GX_POS_XYZ, GX_F32, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_CLR0, GX_CLR_RGBA, GX_U8, 0);
GX_SetVtxAttrFmt(GX_VTXFMT0, GX_VA_TEX0, GX_TEX_ST, GX_F32, 0);
}
void displayDolphinSwap(void) {
GX_DrawDone();
DISPLAY.whichFrameBuffer ^= 1;
GX_SetZMode(GX_TRUE, GX_LEQUAL, GX_TRUE);
GX_SetColorUpdate(GX_TRUE);
GX_CopyDisp(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer], GX_TRUE);
VIDEO_SetNextFramebuffer(DISPLAY.frameBuffer[DISPLAY.whichFrameBuffer]);
VIDEO_Flush();
VIDEO_WaitVSync();
}
-27
View File
@@ -1,27 +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"
#include "display/displaydefs.h"
typedef struct {
void *frameBuffer[2];// Double-Bufferred
int whichFrameBuffer;
GXRModeObj *screenMode;
void *fifoBuffer;
} displaydolphin_t;
/**
* Initializes the display for Dolphin.
*/
void displayDolphinInit(void);
/**
* Swaps the back buffer to the front for Dolphin.
*/
void displayDolphinSwap(void);
-32
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@@ -1,32 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "sdl2.h"
void displaySDL2Update(void) {
}
void displaySDL2Swap(void) {
SDL_GL_SwapWindow(DISPLAY.window);
GLenum err;
while((err = glGetError()) != GL_NO_ERROR) {
debugPrint("GL Error: %d\n", err);
}
}
void displaySDL2Dispose(void) {
if(DISPLAY.glContext) {
SDL_GL_DeleteContext(DISPLAY.glContext);
DISPLAY.glContext = NULL;
}
if(DISPLAY.window) {
SDL_DestroyWindow(DISPLAY.window);
DISPLAY.window = NULL;
}
SDL_Quit();
}
-35
View File
@@ -1,35 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct {
SDL_Window *window;
SDL_GLContext glContext;
bool_t usingShaderedPalettes;
} displaysdl2_t;
/**
* Initializes the display for SDL2.
*/
void displaySDL2Init(void);
/**
* Updates the display for SDL2.
*/
void displaySDL2Update(void);
/**
* Swaps the display buffers for SDL2.
*/
void displaySDL2Swap(void);
/**
* Disposes of the display for SDL2.
*/
void displaySDL2Dispose(void);
-17
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@@ -1,17 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
rpg.c
rpgcamera.c
rpgtextbox.c
)
# Subdirs
add_subdirectory(cutscene)
add_subdirectory(entity)
add_subdirectory(overworld)
-14
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@@ -1,14 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
cutscenesystem.c
cutscenemode.c
)
# Subdirs
add_subdirectory(item)
-14
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@@ -1,14 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/cutscene/item/cutsceneitem.h"
typedef struct cutscene_s {
const cutsceneitem_t *items;
uint8_t itemCount;
} cutscene_t;
-19
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@@ -1,19 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/cutscenesystem.h"
bool_t cutsceneModeIsInputAllowed() {
switch(CUTSCENE_SYSTEM.mode) {
case CUTSCENE_MODE_FULL_FREEZE:
case CUTSCENE_MODE_INPUT_FREEZE:
return false;
default:
return true;
}
}
-26
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@@ -1,26 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef enum {
CUTSCENE_MODE_NONE,
CUTSCENE_MODE_FULL_FREEZE,
CUTSCENE_MODE_INPUT_FREEZE,
CUTSCENE_MODE_GAMEPLAY
} cutscenemode_t;
// Default mode for all cutscenes.
#define CUTSCENE_MODE_INITIAL CUTSCENE_MODE_INPUT_FREEZE
/**
* Check if input is allowed in the current cutscene mode.
*
* @return true if input is allowed, false otherwise.
*/
bool_t cutsceneModeIsInputAllowed();
-56
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@@ -1,56 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "cutscenesystem.h"
#include "util/memory.h"
cutscenesystem_t CUTSCENE_SYSTEM;
void cutsceneSystemInit() {
memoryZero(&CUTSCENE_SYSTEM, sizeof(cutscenesystem_t));
}
void cutsceneSystemStartCutscene(const cutscene_t *cutscene) {
CUTSCENE_SYSTEM.scene = cutscene;
CUTSCENE_SYSTEM.mode = CUTSCENE_MODE_INITIAL;
CUTSCENE_SYSTEM.currentItem = 0xFF;// Set to 0xFF so start wraps.
cutsceneSystemNext();
}
void cutsceneSystemUpdate() {
if(CUTSCENE_SYSTEM.scene == NULL) return;
const cutsceneitem_t *item = cutsceneSystemGetCurrentItem();
cutsceneItemUpdate(item, &CUTSCENE_SYSTEM.data);
}
void cutsceneSystemNext() {
if(CUTSCENE_SYSTEM.scene == NULL) return;
CUTSCENE_SYSTEM.currentItem++;
// End of the cutscene?
if(
CUTSCENE_SYSTEM.currentItem >= CUTSCENE_SYSTEM.scene->itemCount
) {
CUTSCENE_SYSTEM.scene = NULL;
CUTSCENE_SYSTEM.currentItem = 0xFF;
CUTSCENE_SYSTEM.mode = CUTSCENE_MODE_NONE;
return;
}
// Start item.
const cutsceneitem_t *item = cutsceneSystemGetCurrentItem();
memset(&CUTSCENE_SYSTEM.data, 0, sizeof(CUTSCENE_SYSTEM.data));
cutsceneItemStart(item, &CUTSCENE_SYSTEM.data);
}
const cutsceneitem_t * cutsceneSystemGetCurrentItem() {
if(CUTSCENE_SYSTEM.scene == NULL) return NULL;
return &CUTSCENE_SYSTEM.scene->items[CUTSCENE_SYSTEM.currentItem];
}
-50
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@@ -1,50 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "cutscene.h"
#include "cutscenemode.h"
typedef struct {
const cutscene_t *scene;
uint8_t currentItem;
// Data (used by the current item).
cutsceneitemdata_t data;
cutscenemode_t mode;
} cutscenesystem_t;
extern cutscenesystem_t CUTSCENE_SYSTEM;
/**
* Initialize the cutscene system.
*/
void cutsceneSystemInit();
/**
* Start a cutscene.
*
* @param cutscene Pointer to the cutscene to start.
*/
void cutsceneSystemStartCutscene(const cutscene_t *cutscene);
/**
* Advance to the next item in the cutscene.
*/
void cutsceneSystemNext();
/**
* Update the cutscene system for one frame.
*/
void cutsceneSystemUpdate();
/**
* Get the current cutscene item.
*
* @return Pointer to the current cutscene item.
*/
const cutsceneitem_t * cutsceneSystemGetCurrentItem();
-10
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@@ -1,10 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
cutsceneitem.c
)
@@ -1,11 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef void (*cutscenecallback_t)(void);
-54
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@@ -1,54 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/cutscenesystem.h"
#include "input/input.h"
#include "time/time.h"
void cutsceneItemStart(const cutsceneitem_t *item, cutsceneitemdata_t *data) {
switch(item->type) {
case CUTSCENE_ITEM_TYPE_TEXT: {
rpgTextboxShow(
item->text.position,
item->text.text
);
break;
}
case CUTSCENE_ITEM_TYPE_WAIT:
data->wait = item->wait;
break;
case CUTSCENE_ITEM_TYPE_CALLBACK:
if(item->callback != NULL) item->callback();
break;
case CUTSCENE_ITEM_TYPE_CUTSCENE:
if(item->cutscene != NULL) cutsceneSystemStartCutscene(item->cutscene);
break;
default:
break;
}
}
void cutsceneItemUpdate(const cutsceneitem_t *item, cutsceneitemdata_t *data) {
switch(item->type) {
case CUTSCENE_ITEM_TYPE_TEXT:
if(rpgTextboxIsVisible()) return;
cutsceneSystemNext();
break;
case CUTSCENE_ITEM_TYPE_WAIT:
data->wait -= TIME.delta;
if(data->wait <= 0) cutsceneSystemNext();
break;
default:
break;
}
}
-53
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@@ -1,53 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "cutscenewait.h"
#include "cutscenecallback.h"
#include "cutscenetext.h"
typedef struct cutscene_s cutscene_t;
typedef enum {
CUTSCENE_ITEM_TYPE_NULL,
CUTSCENE_ITEM_TYPE_TEXT,
CUTSCENE_ITEM_TYPE_CALLBACK,
CUTSCENE_ITEM_TYPE_WAIT,
CUTSCENE_ITEM_TYPE_CUTSCENE
} cutsceneitemtype_t;
typedef struct cutsceneitem_s {
cutsceneitemtype_t type;
// Arguments/Data that will be used when this item is invoked.
union {
cutscenetext_t text;
cutscenecallback_t callback;
cutscenewait_t wait;
const cutscene_t *cutscene;
};
} cutsceneitem_t;
typedef union {
cutscenewaitdata_t wait;
} cutsceneitemdata_t;
/**
* Start the given cutscene item.
*
* @param item The cutscene item to start.
* @param data The cutscene item data storage.
*/
void cutsceneItemStart(const cutsceneitem_t *item, cutsceneitemdata_t *data);
/**
* Tick the given cutscene item (one frame).
*
* @param item The cutscene item to tick.
* @param data The cutscene item data storage.
*/
void cutsceneItemUpdate(const cutsceneitem_t *item, cutsceneitemdata_t *data);
-14
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@@ -1,14 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/rpgtextbox.h"
typedef struct {
char_t text[RPG_TEXTBOX_MAX_CHARS];
rpgtextboxpos_t position;
} cutscenetext_t;
-12
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@@ -1,12 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef float_t cutscenewait_t;
typedef float_t cutscenewaitdata_t;
-30
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@@ -1,30 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/cutscene/cutscenesystem.h"
static const cutsceneitem_t TEST_CUTSCENE_ONE_ITEMS[] = {
{ .type = CUTSCENE_ITEM_TYPE_TEXT, .text = { .text = "This is a test cutscene.", .position = RPG_TEXTBOX_POS_BOTTOM } },
{ .type = CUTSCENE_ITEM_TYPE_WAIT, .wait = 2.0f },
{ .type = CUTSCENE_ITEM_TYPE_TEXT, .text = { .text = "It has multiple lines of text.\nAnd waits in between.", .position = RPG_TEXTBOX_POS_TOP } },
};
static const cutscene_t TEST_CUTSCENE_ONE = {
.items = TEST_CUTSCENE_ONE_ITEMS,
.itemCount = sizeof(TEST_CUTSCENE_ONE_ITEMS) / sizeof(cutsceneitem_t)
};
static const cutsceneitem_t TEST_CUTSCENE_TWO_ITEMS[] = {
{ .type = CUTSCENE_ITEM_TYPE_WAIT, .wait = 1.0f },
{ .type = CUTSCENE_ITEM_TYPE_CUTSCENE, .cutscene = &TEST_CUTSCENE_ONE },
};
static const cutscene_t TEST_CUTSCENE = {
.items = TEST_CUTSCENE_TWO_ITEMS,
.itemCount = sizeof(TEST_CUTSCENE_TWO_ITEMS) / sizeof(cutsceneitem_t)
};
-14
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@@ -1,14 +0,0 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
entity.c
entityanim.c
npc.c
player.c
entitydir.c
)
-200
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@@ -1,200 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "entity.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "time/time.h"
#include "util/math.h"
#include "rpg/cutscene/cutscenemode.h"
#include "rpg/overworld/map.h"
entity_t ENTITIES[ENTITY_COUNT];
void entityInit(entity_t *entity, const entitytype_t type) {
assertNotNull(entity, "Entity pointer cannot be NULL");
assertTrue(type < ENTITY_TYPE_COUNT, "Invalid entity type");
assertTrue(type != ENTITY_TYPE_NULL, "Cannot have NULL entity type");
assertTrue(
entity >= ENTITIES && entity < ENTITIES + ENTITY_COUNT,
"Entity pointer is out of bounds"
);
memoryZero(entity, sizeof(entity_t));
entity->id = (uint8_t)(entity - ENTITIES);
entity->type = type;
if(ENTITY_CALLBACKS[type].init != NULL) ENTITY_CALLBACKS[type].init(entity);
}
void entityUpdate(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL");
assertTrue(entity->type < ENTITY_TYPE_COUNT, "Invalid entity type");
assertTrue(entity->type != ENTITY_TYPE_NULL, "Cannot have NULL entity type");
// What state is the entity in?
if(entity->animation != ENTITY_ANIM_IDLE) {
// Entity is mid animation, tick it (down).
entity->animTime -= TIME.delta;
if(entity->animTime <= 0) {
entity->animation = ENTITY_ANIM_IDLE;
entity->animTime = 0;
}
return;
}
// Movement code.
if(
cutsceneModeIsInputAllowed() &&
ENTITY_CALLBACKS[entity->type].movement != NULL
) {
ENTITY_CALLBACKS[entity->type].movement(entity);
}
}
void entityTurn(entity_t *entity, const entitydir_t direction) {
entity->direction = direction;
entity->animation = ENTITY_ANIM_TURN;
entity->animTime = ENTITY_ANIM_TURN_DURATION;
}
void entityWalk(entity_t *entity, const entitydir_t direction) {
// TODO: Animation, delay, etc.
entity->direction = direction;
// Where are we moving?
worldpos_t newPos = entity->position;
{
worldunits_t relX, relY;
entityDirGetRelative(direction, &relX, &relY);
newPos.x += relX;
newPos.y += relY;
}
// Get tile under foot
tile_t tileCurrent = mapGetTile(entity->position);
tile_t tileNew = mapGetTile(newPos);
bool_t fall = false;
bool_t raise = false;
// Are we walking up a ramp?
if(
tileIsRamp(tileCurrent) &&
(
// Can only walk UP the direction the ramp faces.
(direction+TILE_SHAPE_RAMP_SOUTH) == tileCurrent ||
// If diagonal ramp, can go up one of two ways only.
(
(
tileCurrent == TILE_SHAPE_RAMP_SOUTHEAST &&
(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_EAST)
) ||
(
tileCurrent == TILE_SHAPE_RAMP_SOUTHWEST &&
(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_WEST)
) ||
(
tileCurrent == TILE_SHAPE_RAMP_NORTHEAST &&
(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_EAST)
) ||
(
tileCurrent == TILE_SHAPE_RAMP_NORTHWEST &&
(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_WEST)
)
)
// Must be able to walk up.
)
) {
tileNew = TILE_SHAPE_NULL;// Force check for ramp above.
worldpos_t abovePos = newPos;
abovePos.z += 1;
tile_t tileAbove = mapGetTile(abovePos);
if(tileAbove != TILE_SHAPE_NULL && tileIsWalkable(tileAbove)) {
// We can go up the ramp.
raise = true;
}
} else if(tileNew == TILE_SHAPE_NULL && newPos.z > 0) {
// Falling down?
worldpos_t belowPos = newPos;
belowPos.z -= 1;
tile_t tileBelow = mapGetTile(belowPos);
if(
tileBelow != TILE_SHAPE_NULL &&
tileIsRamp(tileBelow) &&
(
// This handles regular cardinal ramps
(entityDirGetOpposite(direction)+TILE_SHAPE_RAMP_SOUTH) == tileBelow ||
// This handles diagonal ramps
(
(
tileBelow == TILE_SHAPE_RAMP_SOUTHEAST &&
(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_WEST)
) ||
(
tileBelow == TILE_SHAPE_RAMP_SOUTHWEST &&
(direction == ENTITY_DIR_NORTH || direction == ENTITY_DIR_EAST)
) ||
(
tileBelow == TILE_SHAPE_RAMP_NORTHEAST &&
(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_WEST)
) ||
(
tileBelow == TILE_SHAPE_RAMP_NORTHWEST &&
(direction == ENTITY_DIR_SOUTH || direction == ENTITY_DIR_EAST)
)
)
)
) {
// We will fall to this tile.
fall = true;
}
}
// Can we walk here?
if(!raise && !fall && !tileIsWalkable(tileNew)) return;// Blocked
// Entity in way?
entity_t *other = ENTITIES;
do {
if(other == entity) continue;
if(other->type == ENTITY_TYPE_NULL) continue;
if(!worldPosIsEqual(other->position, newPos)) continue;
return;// Blocked
} while(++other, other < &ENTITIES[ENTITY_COUNT]);
entity->lastPosition = entity->position;
entity->position = newPos;
entity->animation = ENTITY_ANIM_WALK;
entity->animTime = ENTITY_ANIM_WALK_DURATION;// TODO: Running vs walking
if(raise) {
entity->position.z += 1;
} else if(fall) {
entity->position.z -= 1;
}
}
entity_t * entityGetAt(const worldpos_t position) {
entity_t *ent = ENTITIES;
do {
if(ent->type == ENTITY_TYPE_NULL) continue;
if(!worldPosIsEqual(ent->position, position)) continue;
return ent;
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
return NULL;
}
uint8_t entityGetAvailable() {
entity_t *ent = ENTITIES;
do {
if(ent->type == ENTITY_TYPE_NULL) return ent - ENTITIES;
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
return 0xFF;
}
-77
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@@ -1,77 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "entitydir.h"
#include "entityanim.h"
#include "entitytype.h"
#include "npc.h"
typedef struct map_s map_t;
typedef struct entity_s {
uint8_t id;
entitytype_t type;
entitytypedata_t data;
// Movement
entitydir_t direction;
worldpos_t position;
worldpos_t lastPosition;
entityanim_t animation;
float_t animTime;
} entity_t;
extern entity_t ENTITIES[ENTITY_COUNT];
/**
* Initializes an entity structure.
*
* @param entity Pointer to the entity structure to initialize.
* @param type The type of the entity.
*/
void entityInit(entity_t *entity, const entitytype_t type);
/**
* Updates an entity.
*
* @param entity Pointer to the entity structure to update.
*/
void entityUpdate(entity_t *entity);
/**
* Turn an entity to face a new direction.
*
* @param entity Pointer to the entity to turn.
* @param direction The direction to face.
*/
void entityTurn(entity_t *entity, const entitydir_t direction);
/**
* Make an entity walk in a direction.
*
* @param entity Pointer to the entity to make walk.
* @param direction The direction to walk in.
*/
void entityWalk(entity_t *entity, const entitydir_t direction);
/**
* Gets the entity at a specific world position.
*
* @param map Pointer to the map to check.
* @param pos The world position to check.
* @return Pointer to the entity at the position, or NULL if none.
*/
entity_t *entityGetAt(const worldpos_t pos);
/**
* Gets an available entity index.
*
* @return The index of an available entity, or 0xFF if none are available.
*/
uint8_t entityGetAvailable();

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