46 Commits

Author SHA1 Message Date
YourWishes 5a08384ae1 start async 2026-06-05 19:42:24 -05:00
YourWishes 45d8fda0e4 require() working as I like 2026-06-05 18:49:10 -05:00
YourWishes a9e664492f First round of asset refactoring 2026-06-05 13:18:08 -05:00
YourWishes 3c8b6cb2cc Scene script code 2026-06-04 13:36:35 -05:00
YourWishes 2b3abbe13b ABout to try scene and script merger 2026-06-02 16:46:39 -05:00
YourWishes 241a52b94a nuke unused overworld code 2026-06-02 13:23:11 -05:00
YourWishes 82c300b077 Add some script modules 2026-06-02 12:55:32 -05:00
YourWishes 0f8b629e20 Add logging to Wii 2026-06-02 11:01:54 -05:00
YourWishes 36f6ac65f2 Builds and works on Gamecube 2026-06-02 09:53:56 -05:00
YourWishes a25871a849 Test sprite from script 2026-06-02 09:32:07 -05:00
YourWishes 57766a9104 Merge branch 'main' into scriptentity 2026-06-02 07:36:44 -05:00
YourWishes 3770ae1645 Fix tests? 2026-06-02 07:35:28 -05:00
YourWishes d73edb403f Example Camera 2026-06-01 23:04:55 -05:00
YourWishes b14196ff0d Basic entity script 2026-06-01 22:56:37 -05:00
YourWishes 88903fee94 No need for asset batching on text.c 2026-06-01 22:36:02 -05:00
YourWishes 1e8311fc04 Add asset batch 2026-06-01 22:34:44 -05:00
YourWishes 2b78370cb8 Add asset reaping 2026-06-01 22:20:57 -05:00
YourWishes 8f78bba9e9 Restoring JerryScript a bit cleaner 2026-06-01 21:52:36 -05:00
YourWishes 41a4be678e Added a tiny sleep on assets to stop pegging the CPU 2026-06-01 15:48:10 -05:00
YourWishes 8b2b4b7c3d Fixed JSON loader, added some tests 2026-06-01 15:31:22 -05:00
YourWishes 1f3a29f89d Asyncify other loaders 2026-06-01 15:10:58 -05:00
YourWishes c4c93097cd Add async texture loading 2026-06-01 14:53:18 -05:00
YourWishes eedb7769e6 Add some extra tests 2026-06-01 13:48:29 -05:00
YourWishes 98db62a4bc Add some more tests, prepping for asset testing 2026-06-01 13:37:14 -05:00
YourWishes df48c8e500 Consistency and fixing thread unit tests 2026-06-01 11:33:27 -05:00
YourWishes db9cc0f4c6 Add thread tests 2026-06-01 10:59:56 -05:00
YourWishes a79ee429b4 Prepping for async 2026-06-01 10:57:40 -05:00
YourWishes 6acfca6d48 Consistent 2026-05-30 20:30:13 -05:00
YourWishes 1cd6f4cb72 First refactor of new asset system 2026-05-30 08:21:58 -05:00
YourWishes 3271e8c7d6 FInished porting last asset loader types 2026-05-30 07:59:06 -05:00
YourWishes 0bcde064af Asset refactor, phase one. 2026-05-29 14:27:40 -05:00
YourWishes 957980b3c5 Updating event handler 2026-05-28 14:22:13 -05:00
YourWishes 03eb328d81 Allow dynamic trace on any platform that can support it. 2026-05-28 11:21:36 -05:00
YourWishes e1716a741f Trigger test 2026-05-26 22:18:41 -05:00
YourWishes e24707c847 Scene loading example 2026-05-26 21:42:37 -05:00
YourWishes 7c4b8c307f Fix flocking bug 2026-05-26 20:24:34 -05:00
YourWishes 109318aeaf Remove useless void checks 2026-05-26 19:24:17 -05:00
YourWishes 1f2657cea0 Spritebatch cleanup 2026-05-26 19:07:07 -05:00
YourWishes 382c435bac Entity refactoring 2026-05-22 23:01:45 -05:00
YourWishes 130fe4ca5d Delete JS assets 2026-05-22 00:00:23 -05:00
YourWishes 31ba3fe127 add build to corner of screen 2026-05-21 23:59:26 -05:00
YourWishes f68b31158f Asset refactor 2026-05-21 23:42:56 -05:00
YourWishes 653ca9a72d PSP rendering fix 2026-05-21 22:07:56 -05:00
YourWishes ba7857f4df Fix rendering 2026-05-21 18:24:18 -05:00
YourWishes 23e617ea21 Optimizing entityposition as much as possible. 2026-05-21 13:17:48 -05:00
YourWishes cdf5a5229c Refactor cleaned a few things 2026-05-21 12:52:23 -05:00
229 changed files with 12108 additions and 2297 deletions
+1 -1
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@@ -144,7 +144,7 @@ jobs:
- name: Copy output files.
run: |
mkdir -p ./git-artifcats/Dusk/apps/Dusk
cp build-wii/Dusk.dol ./git-artifcats/Dusk/apps/Dusk/boot.dol
cp build-wii/boot.dol ./git-artifcats/Dusk/apps/Dusk/boot.dol
cp build-wii/dusk.dsk ./git-artifcats/Dusk/apps/Dusk/dusk.dsk
cp build-wii/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml
- name: Upload Wii binary
+2 -1
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@@ -105,4 +105,5 @@ yarn.lock
/build2
/build*
/assets/test
/tools_old
/tools_old
/assets/test.png
+5
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@@ -76,6 +76,10 @@ else()
set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}" CACHE INTERNAL ${DUSK_CACHE_TARGET})
endif()
if(NOT DEFINED DUSK_VERSION)
string(TIMESTAMP DUSK_VERSION "debug-%y%m%d%H%M%S")
endif()
# Definitions
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
@@ -84,6 +88,7 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
DUSK_GAME_AUTHOR="${DUSK_GAME_AUTHOR}"
DUSK_GAME_SHORT_DESCRIPTION="${DUSK_GAME_SHORT_DESCRIPTION}"
DUSK_GAME_LONG_DESCRIPTION="${DUSK_GAME_LONG_DESCRIPTION}"
DUSK_VERSION="${DUSK_VERSION}"
)
# Toolchains
-30
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@@ -1,30 +0,0 @@
function MoveCubeCutscene(params) {
Cutscene.call(this);
this.cube = params.cube;
var SPEED = 3.0;
var DURATION = 2.0;
this.anim = new Animation([
[
{ time: 0.0, value: 0, easing: Easing.inOutQuad },
{ time: DURATION, value: -(SPEED * DURATION), easing: Easing.inOutQuad },
{ time: DURATION * 2, value: 0 }
]
]);
this.anim.onComplete = function() {
Cutscene.finish();
};
}
MoveCubeCutscene.prototype = Object.create(Cutscene.prototype);
MoveCubeCutscene.prototype.constructor = MoveCubeCutscene;
MoveCubeCutscene.prototype.update = function() {
this.anim.update(TIME.delta);
this.cube.position.position.x = this.anim.properties[0].value;
};
module = MoveCubeCutscene;
-24
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@@ -1,24 +0,0 @@
var OverworldEntity = include('entities/OverworldEntity.js');
function CubeEntity() {
OverworldEntity.call(this);
this.add(RENDERABLE);
this.cubeMesh = Mesh.createCube();
this.renderable.mesh = this.cubeMesh;
}
CubeEntity.prototype = Object.create(OverworldEntity.prototype);
CubeEntity.prototype.constructor = CubeEntity;
CubeEntity.prototype.update = function() {
OverworldEntity.prototype.update.call(this);
var speed = 5.0;
var move = Input.axis2D(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT, INPUT_ACTION_UP, INPUT_ACTION_DOWN);
this.position.position.x += move.x * speed * TIME.delta;
this.position.position.z += move.y * speed * TIME.delta;
this.renderable.color = Color.rainbow();
};
module = CubeEntity;
-21
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@@ -1,21 +0,0 @@
function OverworldEntity() {
Entity.call(this);
this.add(POSITION);
}
OverworldEntity.prototype = Object.create(Entity.prototype);
OverworldEntity.prototype.constructor = OverworldEntity;
OverworldEntity.prototype.update = function() {
// var speed = 3.0;
// var move = Input.axis2D(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT, INPUT_ACTION_UP, INPUT_ACTION_DOWN);
// this.position.position.x += move.x * speed * TIME.delta;
// this.position.position.z += move.y * speed * TIME.delta;
}
OverworldEntity.prototype.dispose = function() {
Entity.prototype.dispose.call(this);
}
module = OverworldEntity;
+24 -88
View File
@@ -1,93 +1,29 @@
Console.visible = true;
// Default input bindings.
if (typeof PSP !== 'undefined') {
Input.bind("up", INPUT_ACTION_UP);
Input.bind("down", INPUT_ACTION_DOWN);
Input.bind("left", INPUT_ACTION_LEFT);
Input.bind("right", INPUT_ACTION_RIGHT);
Input.bind("accept", INPUT_ACTION_ACCEPT);
Input.bind("cancel", INPUT_ACTION_CANCEL);
Input.bind("select", INPUT_ACTION_RAGEQUIT);
Input.bind("lstick_up", INPUT_ACTION_UP);
Input.bind("lstick_down", INPUT_ACTION_DOWN);
Input.bind("lstick_left", INPUT_ACTION_LEFT);
Input.bind("lstick_right", INPUT_ACTION_RIGHT);
Input.bind("triangle", INPUT_ACTION_CONSOLE);
} else if (typeof DOLPHIN !== 'undefined') {
Input.bind("up", INPUT_ACTION_UP);
Input.bind("down", INPUT_ACTION_DOWN);
Input.bind("left", INPUT_ACTION_LEFT);
Input.bind("right", INPUT_ACTION_RIGHT);
Input.bind("b", INPUT_ACTION_CANCEL);
Input.bind("a", INPUT_ACTION_ACCEPT);
Input.bind("z", INPUT_ACTION_CONSOLE);
Input.bind("lstick_up", INPUT_ACTION_UP);
Input.bind("lstick_down", INPUT_ACTION_DOWN);
Input.bind("lstick_left", INPUT_ACTION_LEFT);
Input.bind("lstick_right", INPUT_ACTION_RIGHT);
const platformNames = {
[System.PLATFORM_LINUX]: 'Linux',
[System.PLATFORM_KNULLI]: 'Knulli',
[System.PLATFORM_PSP]: 'PSP',
[System.PLATFORM_GAMECUBE]: 'GameCube',
[System.PLATFORM_WII]: 'Wii',
};
} else if (typeof LINUX !== 'undefined') {
if (typeof INPUT_KEYBOARD !== 'undefined') {
Input.bind("w", INPUT_ACTION_UP);
Input.bind("s", INPUT_ACTION_DOWN);
Input.bind("a", INPUT_ACTION_LEFT);
Input.bind("d", INPUT_ACTION_RIGHT);
Console.print('Platform: ' + (platformNames[System.platform] || 'Unknown'));
Input.bind("left", INPUT_ACTION_LEFT);
Input.bind("right", INPUT_ACTION_RIGHT);
Input.bind("up", INPUT_ACTION_UP);
Input.bind("down", INPUT_ACTION_DOWN);
const test = require('test.js');
Console.print(test.str());
test.increment();
Console.print(test.str());
test.decrement();
Console.print(test.str());
Input.bind("enter", INPUT_ACTION_ACCEPT);
Input.bind("e", INPUT_ACTION_ACCEPT);
Input.bind("q", INPUT_ACTION_CANCEL);
Input.bind("escape", INPUT_ACTION_RAGEQUIT);
Input.bind("`", INPUT_ACTION_CONSOLE);
}
if (typeof INPUT_GAMEPAD !== 'undefined') {
Input.bind("gamepad_up", INPUT_ACTION_UP);
Input.bind("gamepad_down", INPUT_ACTION_DOWN);
Input.bind("gamepad_left", INPUT_ACTION_LEFT);
Input.bind("gamepad_right", INPUT_ACTION_RIGHT);
Input.bind("gamepad_a", INPUT_ACTION_ACCEPT);
Input.bind("gamepad_b", INPUT_ACTION_CANCEL);
Input.bind("gamepad_back", INPUT_ACTION_RAGEQUIT);
Input.bind("gamepad_lstick_up", INPUT_ACTION_UP);
Input.bind("gamepad_lstick_down", INPUT_ACTION_DOWN);
Input.bind("gamepad_lstick_left", INPUT_ACTION_LEFT);
Input.bind("gamepad_lstick_right", INPUT_ACTION_RIGHT);
}
if (typeof INPUT_POINTER !== 'undefined') {
Input.bind("mouse_x", INPUT_ACTION_POINTERX);
Input.bind("mouse_y", INPUT_ACTION_POINTERY);
}
} else {
print("Unknown platform, no default input bindings set.");
}
Scene.set('scenes/cube.js');
// Console.print("Testing save stuff;");
// Console.print("Save Count: " + Save.count);
// Console.print("Save 0 exists? " + Save.exists(0));
// try {
// Save.load(0);
// Console.print("Successfully loaded save 0.");
// } catch (e) {
// Console.print("Error loading save 0: " + e);
// Save.delete(0);
// }
// Console.print("Save 0 exists? " + Save.exists(0));
// Console.print("Writing...");
// Save.write(0);
// Console.print("Save 0 exists? " + Save.exists(0));
// Console.print("Save 0 data: " + Save.load(0));
// Scene.set('testscene.js');
// Console.print('Loading scene...');
// requireAsync('./testscene.js', function(scene) {
// throw "test";
// Console.print('Initializing scene...');
// var batch = scene.load();
// batch.lock();
// batch.requireLoaded();
// scene.init();
// });
-17
View File
@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunkN100(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(-16, 0, 0);
}
TestChunkN100.prototype = Object.create(MapChunk.prototype);
TestChunkN100.prototype.constructor = TestChunkN100;
TestChunkN100.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunkN100;
-17
View File
@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunk000(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(0, 0, 0);
}
TestChunk000.prototype = Object.create(MapChunk.prototype);
TestChunk000.prototype.constructor = TestChunk000;
TestChunk000.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunk000;
-17
View File
@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunk001(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(0, 0, 16);
}
TestChunk001.prototype = Object.create(MapChunk.prototype);
TestChunk001.prototype.constructor = TestChunk001;
TestChunk001.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunk001;
-17
View File
@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunk010(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(0, 16, 0);
}
TestChunk010.prototype = Object.create(MapChunk.prototype);
TestChunk010.prototype.constructor = TestChunk010;
TestChunk010.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunk010;
-17
View File
@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunk100(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(16, 0, 0);
}
TestChunk100.prototype = Object.create(MapChunk.prototype);
TestChunk100.prototype.constructor = TestChunk100;
TestChunk100.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunk100;
-17
View File
@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunk200(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(32, 0, 0);
}
TestChunk200.prototype = Object.create(MapChunk.prototype);
TestChunk200.prototype.constructor = TestChunk200;
TestChunk200.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunk200;
-17
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@@ -1,17 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function TestChunk300(x, y, z) {
MapChunk.call(this, x, y, z);
this.cube = new CubeEntity();
this.cube.position.position = new Vec3(48, 0, 0);
}
TestChunk300.prototype = Object.create(MapChunk.prototype);
TestChunk300.prototype.constructor = TestChunk300;
TestChunk300.prototype.dispose = function() {
this.cube.dispose();
};
module = TestChunk300;
-17
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@@ -1,17 +0,0 @@
function TestMap() {
Map.call(this);
Map.setChunkSize(16, 16, 16);
Map.setPosition(0, 0, 0);
}
TestMap.prototype = Object.create(Map.prototype);
TestMap.prototype.constructor = TestMap;
TestMap.prototype.update = function() {
};
TestMap.prototype.dispose = function() {
};
module = TestMap;
-33
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@@ -1,33 +0,0 @@
var CubeEntity = include('entities/CubeEntity.js');
function CubeScene() {
Map.load('test');
this.cam = new Entity();
this.cam.add(POSITION);
this.cam.add(CAMERA);
this.player = new CubeEntity();
this.player.position.position = new Vec3(0, 0, 0);
}
CubeScene.prototype = Object.create(Scene.prototype);
CubeScene.prototype.constructor = CubeScene;
CubeScene.prototype.update = function() {
this.player.update();
var pos = this.player.position.position;
this.cam.position.position = new Vec3(pos.x, pos.y + 8, pos.z + 8);
this.cam.position.lookAt(pos);
Map.setPosition(Math.floor(pos.x), Math.floor(pos.y), Math.floor(pos.z));
};
CubeScene.prototype.dispose = function() {
this.cam.dispose();
this.player.dispose();
Map.dispose();
};
module = CubeScene;
+15
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@@ -0,0 +1,15 @@
Console.print('test included');
var x = 1 + 2;
module.exports = {
str: function() {
return x.toString();
},
increment: function() {
x++;
},
decrement: function() {
x--;
}
}
+50
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@@ -0,0 +1,50 @@
var scene = {
'test': 'teststring'
};
var assets = AssetBatch([
{ path: 'test.png', type: Asset.TYPE_TEXTURE, format: Texture.FORMAT_RGBA }
]);
var cam;
var camPos;
var testEntity;
var testPos;
var testRenderable;
var texEntry;
scene.init = function() {
assets.lock();
assets.onLoaded[0] = scene.loaded;
};
scene.loaded = function() {
texEntry = assets.entry(0);
// Camera at (3, 3, 3) looking at origin
cam = Entity.create();
camPos = cam.add(Component.POSITION);
cam.add(Component.CAMERA);
camPos.localPosition = new Vec3(3, 3, 3);
camPos.lookAt(new Vec3(0, 0, 0));
// Test entity with textured quad at origin
testEntity = Entity.create();
testPos = testEntity.add(Component.POSITION);
testRenderable = testEntity.add(Component.RENDERABLE);
testRenderable.texture = texEntry.texture;
testRenderable.sprites = [
[0, 0, 1, 1, 0, 1, 1, 0]
];
testPos.localPosition = new Vec3(0, 0, 0);
}
scene.dispose = function() {
Console.print('Scene Dispose');
Entity.dispose(cam);
Entity.dispose(testEntity);
assets.unlock();
};
module.exports = scene;
+96
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@@ -0,0 +1,96 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Turn things off we don't need
set(JERRY_CMDLINE OFF CACHE BOOL "" FORCE)
set(JERRY_EXT ON CACHE BOOL "" FORCE)
set(JERRY_DEBUGGER OFF CACHE BOOL "" FORCE)
set(JERRY_BUILTIN_DATE OFF CACHE BOOL "" FORCE)
set(ENABLE_LTO OFF CACHE BOOL "" FORCE)
# Fetch Jerry
include(FetchContent)
FetchContent_Declare(
jerryscript
GIT_REPOSITORY https://git.wish.moe/YourWishes/jerryscript
GIT_TAG float32-fix
)
FetchContent_MakeAvailable(jerryscript)
# Mark found
set(jerryscript_FOUND ON)
# Define targets
if(TARGET jerryscript-core)
set(JERRY_CORE_TARGET jerryscript-core)
elseif(TARGET jerry-core)
set(JERRY_CORE_TARGET jerry-core)
endif()
if(TARGET jerryscript-ext)
set(JERRY_EXT_TARGET jerryscript-ext)
elseif(TARGET jerry-ext)
set(JERRY_EXT_TARGET jerry-ext)
endif()
if(TARGET jerryscript-port-default)
set(JERRY_PORT_TARGET jerryscript-port-default)
elseif(TARGET jerry-port-default)
set(JERRY_PORT_TARGET jerry-port-default)
elseif(TARGET jerryscript-port)
set(JERRY_PORT_TARGET jerryscript-port)
elseif(TARGET jerry-port)
set(JERRY_PORT_TARGET jerry-port)
endif()
if(NOT JERRY_CORE_TARGET)
message(FATAL_ERROR "JerryScript core target not found")
endif()
if(NOT JERRY_EXT_TARGET)
message(FATAL_ERROR "JerryScript ext target not found")
endif()
if(NOT JERRY_PORT_TARGET)
message(FATAL_ERROR "JerryScript port target not found")
endif()
foreach(tgt IN ITEMS
${JERRY_CORE_TARGET}
${JERRY_EXT_TARGET}
${JERRY_PORT_TARGET}
)
if(TARGET ${tgt})
set_property(TARGET ${tgt} PROPERTY INTERPROCEDURAL_OPTIMIZATION OFF)
target_compile_definitions(${JERRY_CORE_TARGET} PRIVATE
JERRY_NUMBER_TYPE_FLOAT64=0
JERRY_BUILTIN_DATE=0
)
endif()
endforeach()
# Export include dirs through the targets
target_include_directories(${JERRY_CORE_TARGET} INTERFACE
${jerryscript_SOURCE_DIR}/jerry-core/include
)
target_include_directories(${JERRY_EXT_TARGET} INTERFACE
${jerryscript_SOURCE_DIR}/jerry-ext/include
)
target_include_directories(${JERRY_PORT_TARGET} INTERFACE
${jerryscript_SOURCE_DIR}/jerry-port/default/include
)
# Suppress JerryScript-only warning
if(CMAKE_C_COMPILER_ID MATCHES "GNU|Clang")
target_compile_options(${JERRY_CORE_TARGET} PRIVATE
-Wno-error
)
endif()
add_library(jerryscript::core ALIAS ${JERRY_CORE_TARGET})
add_library(jerryscript::ext ALIAS ${JERRY_EXT_TARGET})
add_library(jerryscript::port ALIAS ${JERRY_PORT_TARGET})
+1
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@@ -34,6 +34,7 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_OPENGL
DUSK_OPENGL_ES
DUSK_LINUX
DUSK_KNULLI
DUSK_DISPLAY_SIZE_DYNAMIC
DUSK_DISPLAY_WIDTH_DEFAULT=640
DUSK_DISPLAY_HEIGHT_DEFAULT=480
+2
View File
@@ -26,6 +26,8 @@ target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
# CURL::libcurl
)
set(DUSK_BACKTRACE ON CACHE BOOL "Enable backtrace support for assert failures.")
# Define platform-specific macros.
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SDL2
+1 -1
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@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-gamecube.sh"
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-gamecube.sh"
+1 -1
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@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-gamecube-iso.sh"
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-gamecube-iso.sh"
+1 -1
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@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-knulli -f docker/knulli/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-knulli /bin/bash -c "./scripts/build-knulli.sh"
docker run --rm -v "$(pwd):/workdir" dusk-knulli /bin/bash -c "./scripts/build-knulli.sh"
+1 -1
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@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-linux -f docker/linux/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-linux /bin/bash -c "./scripts/build-linux.sh"
docker run --rm -v "$(pwd):/workdir" dusk-linux /bin/bash -c "./scripts/build-linux.sh"
+1 -1
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@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-psp -f docker/psp/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-psp /bin/bash -c "./scripts/build-psp.sh"
docker run --rm -v "$(pwd):/workdir" dusk-psp /bin/bash -c "./scripts/build-psp.sh"
+1 -1
View File
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-vita -f docker/vita/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-vita /bin/bash -c "./scripts/build-vita.sh"
docker run --rm -v "$(pwd):/workdir" dusk-vita /bin/bash -c "./scripts/build-vita.sh"
+1 -1
View File
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-wii.sh"
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-wii.sh"
+1 -1
View File
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-wii-iso.sh"
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-wii-iso.sh"
+2 -1
View File
@@ -7,4 +7,5 @@ fi
mkdir -p build-wii
cmake -S. -Bbuild-wii -DDUSK_TARGET_SYSTEM=wii -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake"
cd build-wii
make -j$(nproc) VERBOSE=1
make -j$(nproc) VERBOSE=1
mv Dusk.dol boot.dol
+1 -1
View File
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-linux -f docker/linux/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-linux /bin/bash -c "./scripts/test-linux.sh"
docker run --rm -v "$(pwd):/workdir" dusk-linux /bin/bash -c "./scripts/test-linux.sh"
+2
View File
@@ -1,4 +1,6 @@
#!/bin/bash
set -e
rm -rf build-tests
cmake -S . -B build-tests -DDUSK_BUILD_TESTS=ON -DDUSK_TARGET_SYSTEM=linux
cmake --build build-tests -- -j$(nproc)
ctest --output-on-failure --test-dir build-tests
+17
View File
@@ -32,6 +32,22 @@ if(NOT yyjson_FOUND)
endif()
endif()
if(NOT jerryscript_FOUND)
find_package(jerryscript REQUIRED)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
jerryscript::core
jerryscript::ext
jerryscript::port
)
endif()
if(DUSK_BACKTRACE)
target_link_options(${DUSK_LIBRARY_TARGET_NAME} PUBLIC -rdynamic)
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_BACKTRACE
)
endif()
# Includes
target_include_directories(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
@@ -62,6 +78,7 @@ add_subdirectory(input)
add_subdirectory(locale)
add_subdirectory(physics)
add_subdirectory(scene)
add_subdirectory(script)
add_subdirectory(system)
add_subdirectory(time)
add_subdirectory(ui)
-1
View File
@@ -7,5 +7,4 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
easing.c
animation.c
animationproperty.c
)
+34 -75
View File
@@ -8,86 +8,45 @@
#include "util/memory.h"
#include "util/math.h"
void animationInit(animation_t *anim) {
memoryZero(anim, sizeof(animation_t));
eventInit(&anim->onStart);
eventInit(&anim->onComplete);
void animationInit(
animation_t *anim,
keyframe_t *keyframes,
uint16_t keyframeCount
) {
assertNotNull(anim, "Animation pointer cannot be null.");
assertNotNull(keyframes, "Keyframes pointer cannot be null.");
assertTrue(keyframeCount > 0, "Keyframe count must be more than 0.");
anim->keyframes = keyframes;
anim->keyframeCount = keyframeCount;
}
animationproperty_t *animationAddProperty(animation_t *anim, float_t *target) {
assertTrue(
anim->propertyCount < ANIMATION_PROPERTY_COUNT_MAX,
"Property count exceeds ANIMATION_PROPERTY_COUNT_MAX"
);
animationproperty_t *prop = &anim->properties[anim->propertyCount++];
prop->keyframeCount = 0;
prop->target = target;
return prop;
}
float_t animationGetValue(animation_t *anim, const float_t time) {
assertNotNull(anim, "Animation pointer cannot be null.");
assertNotNull(anim->keyframes, "Keyframes pointer cannot be null.");
assertTrue(anim->keyframeCount > 0, "Keyframe count invalid.");
assertTrue(time >= 0, "Time must be non-negative.");
keyframe_t *start;
keyframe_t *end;
keyframe_t *last = anim->keyframes + anim->keyframeCount - 1;
keyframe_t *current = anim->keyframes;
start = current;
void animationUpdate(animation_t *anim, float_t delta) {
assertNotNull(anim, "Animation cannot be null");
if(
(anim->flags & ANIMATION_FLAG_FINISHED) &&
!(anim->flags & ANIMATION_FLAG_LOOP_ENABLED)
) return;
bool_t wasStarted = (anim->flags & ANIMATION_FLAG_STARTED) != 0;
anim->flags |= ANIMATION_FLAG_STARTED;
anim->time += delta;
float_t duration = animationGetDuration(anim);
bool_t justFinished = false;
if(anim->time >= duration) {
if(anim->flags & ANIMATION_FLAG_LOOP_ENABLED) {
anim->time = mathModFloat(anim->time, duration);
} else {
anim->time = duration;
if(!(anim->flags & ANIMATION_FLAG_FINISHED)) {
anim->flags |= ANIMATION_FLAG_FINISHED;
justFinished = true;
}
do {
if(current->time > time) {
end = current;
break;
}
}
start = current;
current++;
for(uint8_t i = 0; i < anim->propertyCount; i++) {
animationproperty_t *prop = &anim->properties[i];
if(prop->target != NULL) {
*prop->target = animationPropertyGetValue(prop, anim->time);
if(current > last) {
end = start;
break;
}
}
} while(true);
if(!wasStarted) eventInvoke(&anim->onStart, anim);
if(justFinished) eventInvoke(&anim->onComplete, anim);
}
void animationReset(animation_t *anim) {
anim->time = 0.0f;
anim->flags &= ~(ANIMATION_FLAG_FINISHED | ANIMATION_FLAG_STARTED);
}
bool_t animationIsFinished(const animation_t *anim) {
return (anim->flags & ANIMATION_FLAG_FINISHED) != 0;
}
bool_t animationIsStarted(const animation_t *anim) {
return (anim->flags & ANIMATION_FLAG_STARTED) != 0;
}
bool_t animationIsLooping(const animation_t *anim) {
return (anim->flags & ANIMATION_FLAG_LOOP_ENABLED) != 0;
}
float_t animationGetDuration(const animation_t *anim) {
float_t duration = 0.0f;
for(uint8_t i = 0; i < anim->propertyCount; i++) {
animationproperty_t *prop = &anim->properties[i];
if(prop->keyframeCount == 0) continue;
float_t lastKeyframeTime =
prop->keyframes[prop->keyframeCount - 1].time;
if(lastKeyframeTime > duration) duration = lastKeyframeTime;
}
return duration;
float_t t = (time - start->time) / (end->time - start->time);
return mathLerp(start->value, end->value, easingApply(start->easing, t));
}
+15 -71
View File
@@ -4,87 +4,31 @@
// https://opensource.org/licenses/MIT
#pragma once
#include "animationproperty.h"
#include "event/event.h"
#define ANIMATION_PROPERTY_COUNT_MAX 8
#define ANIMATION_FLAG_FINISHED (1 << 0)
#define ANIMATION_FLAG_STARTED (1 << 1)
#define ANIMATION_FLAG_LOOP_ENABLED (1 << 2)
#include "keyframe.h"
typedef struct {
animationproperty_t properties[ANIMATION_PROPERTY_COUNT_MAX];
uint8_t propertyCount;
float_t time;
uint8_t flags;
event_t onStart;
event_t onComplete;
keyframe_t *keyframes;
uint16_t keyframeCount;
} animation_t;
/**
* Initializes an animation.
*
* @param anim The animation to initialize.
* @param keyframes The keyframes to use for the animation.
* @param keyframeCount The number of keyframes in the animation.
*/
void animationInit(animation_t *anim);
void animationInit(
animation_t *anim,
keyframe_t *keyframes,
uint16_t keyframeCount
);
/**
* Adds a new animated property. The caller owns target and must keep it valid
* for the lifetime of the animation.
* Gets the value of the animation at a given time.
*
* @param anim The animation to add the property to.
* @param target Pointer to the float to write interpolated values into.
* @return A pointer to the new property.
* @param anim The animation to get the value from.
* @param time The time at which to get the value, in seconds.
* @return The value of the animation at the given time.
*/
animationproperty_t *animationAddProperty(animation_t *anim, float_t *target);
/**
* Advances the animation by delta seconds and writes interpolated values to
* each property's target pointer.
*
* @param anim The animation to update.
* @param delta The time to advance the animation by, in seconds.
*/
void animationUpdate(animation_t *anim, float_t delta);
/**
* Resets the animation to the beginning, clearing Started and Finished flags.
*
* @param anim The animation to reset.
*/
void animationReset(animation_t *anim);
/**
* Returns true if the animation has finished (i.e. reached the end of its
* duration and is not looping).
*
* @param anim The animation to check.
* @return true if the animation has finished, false otherwise.
*/
bool_t animationIsFinished(const animation_t *anim);
/**
* Returns true if the animation has been started (i.e. animationUpdate has
* been called at least once).
*
* @param anim The animation to check.
* @return true if the animation has been started, false otherwise.
*/
bool_t animationIsStarted(const animation_t *anim);
/**
* Returns true if the animation is set to loop.
*
* @param anim The animation to check.
* @return true if the animation is set to loop, false otherwise.
*/
bool_t animationIsLooping(const animation_t *anim);
/**
* Gets the total duration of the animation (based on the keyframes).
*
* @param anim The animation to get the duration of.
* @return The total duration of the animation, in seconds.
*/
float_t animationGetDuration(const animation_t *anim);
float_t animationGetValue(animation_t *anim, const float_t time);
-55
View File
@@ -1,55 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "animationproperty.h"
#include "assert/assert.h"
void animationPropertyAddKeyframe(
animationproperty_t *prop,
const float_t time,
const float_t value,
const easingtype_t easing
) {
assertNotNull(prop, "Property cannot be null");
assertTrue(
prop->keyframeCount < ANIMATION_PROPERTY_KEYFRAME_COUNT_MAX,
"Too many keyframes added to property"
);
assertTrue(time >= 0.0f, "Keyframe time cannot be negative");
keyframe_t *frame = &prop->keyframes[prop->keyframeCount++];
frame->time = time;
frame->value = value;
frame->easing = easing;
}
float_t animationPropertyGetValue(
const animationproperty_t *prop,
const float_t time
) {
assertNotNull(prop, "Property cannot be null");
assertTrue(time >= 0.0f, "Time cannot be negative");
if(prop->keyframeCount == 0) return 0.0f;
uint8_t last = prop->keyframeCount - 1;
if(prop->keyframeCount == 1) return prop->keyframes[0].value;
if(time <= prop->keyframes[0].time) return prop->keyframes[0].value;
if(time >= prop->keyframes[last].time) return prop->keyframes[last].value;
for(uint8_t i = 0; i < last; i++) {
const keyframe_t *a = &prop->keyframes[i];
const keyframe_t *b = &prop->keyframes[i + 1];
if(time < a->time || time >= b->time) continue;
float_t t = (time - a->time) / (b->time - a->time);
t = easingApply(a->easing, t);
return a->value + (b->value - a->value) * t;
}
return prop->keyframes[last].value;
}
-45
View File
@@ -1,45 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "keyframe.h"
#define ANIMATION_PROPERTY_KEYFRAME_COUNT_MAX 16
typedef struct {
keyframe_t keyframes[ANIMATION_PROPERTY_KEYFRAME_COUNT_MAX];
uint8_t keyframeCount;
float_t *target;
} animationproperty_t;
/**
* Appends a keyframe to a property. Keyframes must be added in ascending time
* order. Updates the animation's duration.
*
* @param property The property to add the keyframe to.
* @param time The time of the keyframe, in seconds.
* @param value The value of the keyframe.
* @param easing The easing type to use when interpolating to the next keyframe.
*/
void animationPropertyAddKeyframe(
animationproperty_t *property,
const float_t time,
const float_t value,
const easingtype_t easing
);
/**
* Gets the property's value at a given time.
*
* @param prop The property to get the value from.
* @param time The time at which to get the value, in seconds.
* @return The value of the property at the given time.
*/
float_t animationPropertyGetValue(
const animationproperty_t *prop,
const float_t time
);
+4 -4
View File
@@ -5,7 +5,7 @@
#include "easing.h"
#include "assert/assert.h"
#include <math.h>
#include "util/math.h"
const easingfn_t EASING_FUNCTIONS[EASING_COUNT] = {
easingLinear,
@@ -36,15 +36,15 @@ float_t easingLinear(const float_t t) {
}
float_t easingInSine(const float_t t) {
return 1.0f - cosf(t * EASING_PI * 0.5f);
return 1.0f - cosf(t * MATH_PI * 0.5f);
}
float_t easingOutSine(const float_t t) {
return sinf(t * EASING_PI * 0.5f);
return sinf(t * MATH_PI * 0.5f);
}
float_t easingInOutSine(const float_t t) {
return -(cosf(EASING_PI * t) - 1.0f) * 0.5f;
return -(cosf(MATH_PI * t) - 1.0f) * 0.5f;
}
float_t easingInQuad(const float_t t) {
+1 -1
View File
@@ -10,4 +10,4 @@ typedef struct {
float_t time;
float_t value;
easingtype_t easing;
} keyframe_t;
} keyframe_t;
+60 -2
View File
@@ -8,8 +8,19 @@
#include "assert.h"
#include "log/log.h"
#include "util/string.h"
#include "util/memory.h"
#ifdef DUSK_THREAD_PTHREAD
pthread_t ASSERT_MAIN_THREAD_ID = 0;
#endif
#ifndef DUSK_ASSERTIONS_FAKED
void assertInit(void) {
#ifdef DUSK_THREAD_PTHREAD
ASSERT_MAIN_THREAD_ID = pthread_self();
#endif
}
#ifdef DUSK_TEST_ASSERT
void assertTrueImpl(
const char *file,
@@ -25,6 +36,25 @@
);
}
#else
#ifdef DUSK_BACKTRACE
#include <execinfo.h>
#include <stdlib.h>
static void assertLogBacktrace(void) {
void *frames[64];
int count = backtrace(frames, 64);
char **symbols = backtrace_symbols(frames, count);
memoryTrack(symbols);
logError("Stack trace:\n");
if(symbols) {
for(int i = 0; i < count; i++) {
logError(" %s\n", symbols[i]);
}
memoryFree(symbols);
}
}
#endif
void assertTrueImpl(
const char *file,
const int32_t line,
@@ -33,11 +63,14 @@
) {
if(x != true) {
logError(
"Assertion Failed in %s:%i\n\n%s\n",
"Assertion Failed in %s:%i\n\n%s\n\n",
file,
line,
message
);
#ifdef DUSK_BACKTRACE
assertLogBacktrace();
#endif
abort();
}
}
@@ -109,4 +142,29 @@
) {
assertTrueImpl(file, line, stringCompare(a, b) == 0, message);
}
#endif
void assertIsMainThreadImpl(
const char *file,
const int32_t line,
const char *message
) {
#ifdef DUSK_THREAD_PTHREAD
assertTrueImpl(
file, line, pthread_self() == ASSERT_MAIN_THREAD_ID, message
);
#endif
}
void assertNotMainThreadImpl(
const char *file,
const int32_t line,
const char *message
) {
#ifdef DUSK_THREAD_PTHREAD
assertTrueImpl(
file, line, pthread_self() != ASSERT_MAIN_THREAD_ID, message
);
#endif
}
#endif
+56 -1
View File
@@ -16,7 +16,18 @@
#endif
#endif
#ifdef DUSK_THREAD_PTHREAD
#include "thread/thread.h"
extern pthread_t ASSERT_MAIN_THREAD_ID;
#endif
#ifndef DUSK_ASSERTIONS_FAKED
/**
* Initializes the assert system. Must be the very first call in engine
* startup.
*/
void assertInit(void);
/**
* Assert a given value to be true.
*
@@ -121,6 +132,28 @@
const char *message
);
/**
* Asserts that the current thread is the main thread.
*
* @param message Message to throw against assertion failure.
*/
void assertIsMainThreadImpl(
const char *file,
const int32_t line,
const char *message
);
/**
* Asserts that the current thread is NOT the main thread.
*
* @param message Message to throw against assertion failure.
*/
void assertNotMainThreadImpl(
const char *file,
const int32_t line,
const char *message
);
/**
* Asserts a given value to be true.
*
@@ -205,8 +238,28 @@
#define assertStringEqual(a, b, message) \
assertStringEqualImpl(__FILE__, __LINE__, a, b, message)
/**
* Asserts that the current thread is the main thread.
*
* @param message Message to throw against assertion failure.
*/
#define assertIsMainThread(message) \
assertIsMainThreadImpl(__FILE__, __LINE__, message)
/**
* Asserts that the current thread is NOT the main thread.
*
* @param message Message to throw against assertion failure.
*/
#define assertNotMainThread(message) \
assertNotMainThreadImpl(__FILE__, __LINE__, message)
#else
// If assertions are faked, we define the macros to do nothing.
#define assertInit() ((void)0)
#define assertMainThreadInit() ((void)0)
#define assertIsMainThread(message) ((void)0)
#define assertNotMainThread(message) ((void)0)
#define assertTrue(x, message) ((void)0)
#define assertFalse(x, message) ((void)0)
#define assertUnreachable(message) ((void)0)
@@ -215,11 +268,13 @@
#define assertDeprecated(message) ((void)0)
#define assertStrLenMax(str, len, message) ((void)0)
#define assertStrLenMin(str, len, message) ((void)0)
#define assertStringEqual(a, b, message) ((void)0)
#define assertIsMainThread(message) ((void)0)
#define assertNotMainThread(message) ((void)0)
#endif
// Static Assertions
#define assertStructSize(struct, size) \
_Static_assert(sizeof(struct) == size, "Size of " #struct " must be " #size)
+1
View File
@@ -7,6 +7,7 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
asset.c
assetbatch.c
assetfile.c
)
+399 -14
View File
@@ -11,15 +11,23 @@
#include "assert/assert.h"
#include "engine/engine.h"
#include "util/string.h"
#include "console/console.h"
#include <unistd.h>
asset_t ASSET;
errorret_t assetInit(void) {
memoryZero(&ASSET, sizeof(asset_t));
for(size_t i = 0; i < ASSET_LOADING_COUNT_MAX; i++) {
threadMutexInit(&ASSET.loading[i].mutex);
}
// assetInitPlatform must either define ASSET.zip or throw an error.
errorChain(assetInitPlatform());
assertNotNull(ASSET.zip, "Asset zip null without error.");
threadInit(&ASSET.loadThread, assetUpdateAsync);
threadStart(&ASSET.loadThread);
errorOk();
}
@@ -32,31 +40,408 @@ bool_t assetFileExists(const char_t *filename) {
return true;
}
errorret_t assetLoad(
const char_t *filename,
assetfileloader_t loader,
void *params,
void *output
assetentry_t * assetGetEntry(
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
) {
assertStrLenMax(filename, ASSET_FILE_NAME_MAX, "Filename too long.");
assertNotNull(output, "Output pointer cannot be NULL.");
assertNotNull(loader, "Asset file loader cannot be NULL.");
// Is there an existing asset?
assetentry_t *entry = ASSET.entries;
do {
if(entry->type == ASSET_LOADER_TYPE_NULL) {
entry++;
continue;
}
if(stringEquals(entry->name, name)) {
assertTrue(entry->type == type, "Asset entry type mismatch.");
return entry;
}
entry++;
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
// We did not find one existing, Find first available slot.
entry = ASSET.entries;
do {
if(entry->type != ASSET_LOADER_TYPE_NULL) {
entry++;
continue;
}
assetfile_t file;
errorChain(assetFileInit(&file, filename, params, output));
errorChain(loader(&file));
errorChain(assetFileDispose(&file));
if(entry->state == ASSET_ENTRY_STATE_NOT_STARTED) {
assetEntryInit(entry, name, type, input);
return entry;
}
entry++;
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
assertUnreachable("No available asset entry slots.");
return NULL;
}
uint32_t assetGetEntriesOfType(
assetentry_t **outEntries,
const assetloadertype_t type
) {
assertNotNull(outEntries, "Output entries cannot be NULL.");
uint32_t count = 0;
assetentry_t *entry = ASSET.entries;
do {
if(entry->type == type) {
outEntries[count++] = entry;
}
entry++;
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
return count;
}
errorret_t assetRequireLoaded(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL.");
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
assertIsMainThread("Currently only works on main thread.");
if(entry->state == ASSET_ENTRY_STATE_LOADED) {
errorOk();
}
// Lock to prevent the reaper from collecting the entry mid-spin.
assetEntryLock(entry);
while(entry->state != ASSET_ENTRY_STATE_LOADED) {
usleep(1000);
errorret_t ret = assetUpdate();
if(errorIsNotOk(ret)) {
assetEntryUnlock(entry);
errorChain(ret);
}
}
assetEntryUnlock(entry);
errorOk();
}
errorret_t assetRequireDisposed(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL.");
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
assertIsMainThread("Currently only works on main thread.");
if(entry->type == ASSET_LOADER_TYPE_NULL) {
errorOk();
}
if(
entry->state == ASSET_ENTRY_STATE_NOT_STARTED ||
entry->state == ASSET_ENTRY_STATE_ERROR
) {
errorOk();
}
assertTrue(
entry->refs.count == 0,
"Cannot require disposal of an entry with active references."
);
// Lock to prevent the reaper from collecting the entry mid-spin.
assetEntryLock(entry);
while(entry->type != ASSET_LOADER_TYPE_NULL) {
usleep(1000);
errorret_t ret = assetUpdate();
if(errorIsNotOk(ret)) {
assetEntryUnlock(entry);
errorChain(ret);
}
}
assetEntryUnlock(entry);
errorOk();
}
assetentry_t * assetLock(
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
) {
assetentry_t *entry = assetGetEntry(name, type, input);
assetEntryLock(entry);
return entry;
}
void assetUnlock(const char_t *name) {
assertNotNull(name, "Name cannot be NULL.");
assetentry_t *entry = ASSET.entries;
do {
if(entry->type != ASSET_LOADER_TYPE_NULL && stringEquals(entry->name, name)) {
assetEntryUnlock(entry);
return;
}
entry++;
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
assertUnreachable("Asset entry not found for unlock.");
}
void assetUnlockEntry(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL.");
assetEntryUnlock(entry);
}
errorret_t assetUpdate(void) {
assertIsMainThread("assetUpdate must be called from the main thread.");
// Determine how many available loading slots we have.
assetloading_t *availableLoading[ASSET_LOADING_COUNT_MAX];
uint8_t availableLoadingCount = 0;
assetloading_t *loading = ASSET.loading;
assetentry_t *entry;
do {
// We only care about NULL entry references. Nothing async touches this so
// it's fine to use raw here.
if(loading->entry != NULL) {
loading++;
continue;
}
availableLoading[availableLoadingCount++] = loading;
loading++;
} while(loading < ASSET.loading + ASSET_LOADING_COUNT_MAX);
// Now we can check for pending asset entries, we can't do anything if there
// is no available slots though.
if(availableLoadingCount > 0) {
entry = ASSET.entries;
do {
// Is this asset "ready to start loading" ?
if(entry->type == ASSET_LOADER_TYPE_NULL) {
entry++;
continue;
}
// We only care about assets not started.
if(entry->state != ASSET_ENTRY_STATE_NOT_STARTED) {
entry++;
continue;
}
// Pop a loading slot for this asset entry.
loading = availableLoading[--availableLoadingCount];
// Start loading this asset.
assetEntryStartLoading(entry, loading);
entry++;
// Did we run out of loading slots?
if(availableLoadingCount == 0) {
break;
}
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
}
// Now walk over all the loading slots and see what needs to be done.
loading = ASSET.loading;
do {
// Is the loading slot in use? Entry can only be modified synchronously.
if(loading->entry == NULL) {
loading++;
continue;
}
// Lock the loading slot. This will prevent any async modifications.
threadMutexLock(&loading->mutex);
// Check the state of the entry.
switch(loading->entry->state) {
// This thing is pending synchronous loading.
case ASSET_ENTRY_STATE_PENDING_SYNC:
loading->entry->state = ASSET_ENTRY_STATE_LOADING_SYNC;
// Unlock before calling loadSync. The sync loader may re-enter
// assetUpdate (e.g. a script loading another asset), and the async
// thread never touches LOADING_SYNC entries, so this is safe.
threadMutexUnlock(&loading->mutex);
errorret_t ret = (
ASSET_LOADER_CALLBACKS[loading->type].loadSync(loading)
);
// After a sync load, these are the only valid states.
assertTrue(
loading->entry->state == ASSET_ENTRY_STATE_LOADED ||
loading->entry->state == ASSET_ENTRY_STATE_ERROR ||
loading->entry->state == ASSET_ENTRY_STATE_PENDING_SYNC ||
loading->entry->state == ASSET_ENTRY_STATE_PENDING_ASYNC,
"Loader did not set entry state to loaded or error on finished load."
);
if(errorIsNotOk(ret)) {
errorCatch(errorPrint(ret));
assertTrue(
loading->entry->state == ASSET_ENTRY_STATE_ERROR,
"Loader did not set entry state to error on failed load."
);
} else if(loading->entry->state == ASSET_ENTRY_STATE_LOADED) {
eventInvoke(&loading->entry->onLoaded, loading->entry);
}
loading++;
break;
case ASSET_ENTRY_STATE_LOADING_SYNC:
// A re-entrant assetUpdate call (e.g. from a script loading another
// asset) will see this entry mid-sync-load. Skip it.
threadMutexUnlock(&loading->mutex);
loading++;
continue;
// Done loading, we can just free it up.
case ASSET_ENTRY_STATE_LOADED:
loading->entry = NULL;
threadMutexUnlock(&loading->mutex);
loading++;
break;
case ASSET_ENTRY_STATE_ERROR: {
assetentry_t *errEntry = loading->entry;
loading->entry = NULL;
threadMutexUnlock(&loading->mutex);
eventInvoke(&errEntry->onError, errEntry);
errorThrow("Failed to load asset asynchronously.");
break;
}
default:
threadMutexUnlock(&loading->mutex);
loading++;
continue;
}
} while(loading < ASSET.loading + ASSET_LOADING_COUNT_MAX);
// Reap unused entries.
entry = ASSET.entries;
do {
if(entry->state != ASSET_ENTRY_STATE_LOADED) {
entry++;
continue;
}
if(entry->type == ASSET_LOADER_TYPE_NULL) {
entry++;
continue;
}
if(entry->refs.count > 0) {
entry++;
continue;
}
consolePrint("Reaping asset %s", entry->name);
errorChain(assetEntryDispose(entry));
entry++;
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
errorOk();
}
void assetUpdateAsync(thread_t *thread) {
assertNotMainThread("assetUpdateAsync must not run on the main thread.");
while(!threadShouldStop(thread)) {
// Walk over each asset
assetloading_t *loading;
loading = ASSET.loading;
do {
threadMutexLock(&loading->mutex);
if(loading->entry == NULL) {
threadMutexUnlock(&loading->mutex);
loading++;
continue;
}
switch(loading->entry->state) {
case ASSET_ENTRY_STATE_PENDING_ASYNC:
loading->entry->state = ASSET_ENTRY_STATE_LOADING_ASYNC;
assertNotNull(
ASSET_LOADER_CALLBACKS[loading->type].loadAsync,
"Loader does not support async loading."
);
errorret_t ret = (
ASSET_LOADER_CALLBACKS[loading->type].loadAsync(loading)
);
if(errorIsNotOk(ret)) {
errorCatch(errorPrint(ret));
assertTrue(
loading->entry->state == ASSET_ENTRY_STATE_ERROR,
"Loader did not set entry state to error on failed load."
);
}
threadMutexUnlock(&loading->mutex);
loading++;
break;
case ASSET_ENTRY_STATE_LOADING_ASYNC:
assertUnreachable(
"Entry is in a pending async state still?"
);
break;
default:
threadMutexUnlock(&loading->mutex);
loading++;
continue;
}
} while(loading < ASSET.loading + ASSET_LOADING_COUNT_MAX);
if(threadShouldStop(thread)) break;
usleep(1000);
}
}
errorret_t assetDispose(void) {
assertIsMainThread("Must be called from the main thread.");
threadStop(&ASSET.loadThread);
// Free any script read-buffers left behind by an in-flight async load
// that was interrupted before the sync eval phase ran.
for(size_t i = 0; i < ASSET_LOADING_COUNT_MAX; i++) {
assetloading_t *loading = &ASSET.loading[i];
if(
loading->entry != NULL &&
loading->type == ASSET_LOADER_TYPE_SCRIPT &&
loading->loading.script.buffer != NULL
) {
memoryFree(loading->loading.script.buffer);
loading->loading.script.buffer = NULL;
}
threadMutexDispose(&loading->mutex);
}
// Dispose every non-null entry so type-specific dispose callbacks
// (e.g. assetScriptDispose freeing jerry values) run before the
// scripting engine is torn down.
assetentry_t *entry = ASSET.entries;
do {
if(entry->type != ASSET_LOADER_TYPE_NULL) {
errorChain(assetEntryDispose(entry));
}
entry++;
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
// Cleanup zip file.
if(ASSET.zip != NULL) {
if(zip_close(ASSET.zip) != 0) {
errorThrow("Failed to close asset zip archive.");
}
ASSET.zip = NULL;
}
errorChain(assetDisposePlatform());
errorOk();
}
+101 -12
View File
@@ -9,6 +9,9 @@
#include "error/error.h"
#include "asset/assetplatform.h"
#include "assetfile.h"
#include "thread/thread.h"
#include "asset/loader/assetentry.h"
#include "asset/loader/assetloading.h"
#ifndef assetInitPlatform
#error "Platform must define assetInitPlatform function."
@@ -20,15 +23,27 @@
#define ASSET_FILE_NAME "dusk.dsk"
#define ASSET_HEADER_SIZE 3
#define ASSET_LOADING_COUNT_MAX 4
#define ASSET_ENTRY_COUNT_MAX 128
typedef struct asset_s {
zip_t *zip;
assetplatform_t platform;
// Background loading thread.
thread_t loadThread;
// Assets that are mid loading.
assetloading_t loading[ASSET_LOADING_COUNT_MAX];
assetentry_t entries[ASSET_ENTRY_COUNT_MAX];
} asset_t;
extern asset_t ASSET;
/**
* Initializes the asset system.
*
* @return An error code if the asset system could not be initialized properly.
*/
errorret_t assetInit(void);
@@ -41,21 +56,95 @@ errorret_t assetInit(void);
bool_t assetFileExists(const char_t *filename);
/**
* Loads an asset by its filename,
*
* @param filename The filename of the asset to retrieve.
* @param loader Loader to use for loading the asset file.
* @param params Parameters to pass to the loader.
* @param output The output pointer to store the loaded asset data.
* @return An error code if the asset could not be loaded.
* Gets, or creates, a new asset entry. Internal — prefer assetLock.
*
* @param name Filename of the asset.
* @param type Type of the asset.
* @param input Loader-specific parameters.
*/
errorret_t assetLoad(
const char_t *filename,
assetfileloader_t loader,
void *params,
void *output
assetentry_t * assetGetEntry(
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
);
/**
* Gets all asset entries of a given type.
*
* @param outEntries Output array to write the entries to.
* @param type Type of the asset entries to get.
* @return The number of entries written to outEntries.
*/
uint32_t assetGetEntriesOfType(
assetentry_t **outEntries,
const assetloadertype_t type
);
/**
* Gets, creates, and locks an asset entry. The asset will begin loading on
* the next assetUpdate. Call assetUnlock when done to allow the entry to be
* reclaimed.
*
* @param name Filename of the asset.
* @param type Type of the asset.
* @param input Loader-specific parameters.
* @return The locked asset entry.
*/
assetentry_t * assetLock(
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
);
/**
* Releases a lock on an asset entry by name. When all locks are released the
* entry will be reclaimed at the start of the next assetUpdate.
*
* @param name Filename of the asset to unlock.
*/
void assetUnlock(const char_t *name);
/**
* Releases a lock on an asset entry by pointer. When all locks are released
* the entry will be reclaimed at the start of the next assetUpdate.
*
* @param entry The asset entry to unlock.
*/
void assetUnlockEntry(assetentry_t *entry);
/**
* Requires an asset entry to be loaded. This will block until the asset entry
* is fully loaded.
*
* @param entry The asset entry to require.
* @return An error code if the asset entry could not be loaded properly.
*/
errorret_t assetRequireLoaded(assetentry_t *entry);
/**
* Requires an asset entry to be disposed. This will block until the asset entry
* is fully disposed.
*
* @param entry The asset entry to require disposal of.
* @return An error code if the asset entry could not be disposed properly.
*/
errorret_t assetRequireDisposed(assetentry_t *entry);
/**
* Updates the asset system.
*
* @return An error code if the asset system could not be updated properly.
*/
errorret_t assetUpdate(void);
/**
* Starts the background asset loading thread. The thread runs assetUpdate
* in a loop with a short sleep until stopped.
*
* @param thread The thread runner.
*/
void assetUpdateAsync(thread_t *thread);
/**
* Disposes/cleans up the asset system.
*
+161
View File
@@ -0,0 +1,161 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetbatch.h"
#include "asset.h"
#include "assert/assert.h"
#include "util/memory.h"
#include <unistd.h>
/* ---- Per-entry event trampolines ----------------------------------------- */
static void assetBatchEntryOnLoadedCb(void *params, void *user) {
assetentry_t *entry = (assetentry_t *)params;
assetbatch_t *batch = (assetbatch_t *)user;
batch->loadedCount++;
eventInvoke(&batch->onEntryLoaded, entry);
if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
if(batch->errorCount == 0) {
eventInvoke(&batch->onLoaded, batch);
} else {
eventInvoke(&batch->onError, batch);
}
}
}
static void assetBatchEntryOnErrorCb(void *params, void *user) {
assetentry_t *entry = (assetentry_t *)params;
assetbatch_t *batch = (assetbatch_t *)user;
batch->errorCount++;
eventInvoke(&batch->onEntryError, entry);
if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
eventInvoke(&batch->onError, batch);
}
}
/* ---- Public API ---------------------------------------------------------- */
void assetBatchInit(
assetbatch_t *batch,
const uint16_t count,
const assetbatchdesc_t *descs
) {
assertNotNull(batch, "Batch cannot be NULL.");
assertNotNull(descs, "Descs cannot be NULL.");
assertTrue(count > 0, "Count must be greater than 0.");
assertTrue(count <= ASSET_BATCH_COUNT_MAX, "Count exceeds ASSET_BATCH_COUNT_MAX.");
memoryZero(batch, sizeof(assetbatch_t));
batch->count = count;
eventInit(
&batch->onLoaded,
batch->onLoadedCallbacks, batch->onLoadedUsers, ASSET_BATCH_EVENT_MAX
);
eventInit(
&batch->onEntryLoaded,
batch->onEntryLoadedCallbacks, batch->onEntryLoadedUsers, ASSET_BATCH_EVENT_MAX
);
eventInit(
&batch->onError,
batch->onErrorCallbacks, batch->onErrorUsers, ASSET_BATCH_EVENT_MAX
);
eventInit(
&batch->onEntryError,
batch->onEntryErrorCallbacks, batch->onEntryErrorUsers, ASSET_BATCH_EVENT_MAX
);
for(uint16_t i = 0; i < count; i++) {
batch->inputs[i] = descs[i].input;
batch->entries[i] = assetLock(descs[i].path, descs[i].type, &batch->inputs[i]);
if(batch->entries[i]->state == ASSET_ENTRY_STATE_LOADED) {
/* Already loaded (cached) — count it now, no subscription needed. */
batch->loadedCount++;
} else if(batch->entries[i]->state == ASSET_ENTRY_STATE_ERROR) {
batch->errorCount++;
} else {
eventSubscribe(
&batch->entries[i]->onLoaded, assetBatchEntryOnLoadedCb, batch
);
eventSubscribe(
&batch->entries[i]->onError, assetBatchEntryOnErrorCb, batch
);
}
}
}
void assetBatchLock(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
assetEntryLock(batch->entries[i]);
}
}
void assetBatchUnlock(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
assetEntryUnlock(batch->entries[i]);
}
}
bool_t assetBatchIsLoaded(const assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
if(batch->entries[i]->state != ASSET_ENTRY_STATE_LOADED) return false;
}
return true;
}
bool_t assetBatchHasError(const assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
if(batch->entries[i]->state == ASSET_ENTRY_STATE_ERROR) return true;
}
return false;
}
errorret_t assetBatchRequireLoaded(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
bool_t allDone;
do {
allDone = true;
for(uint16_t i = 0; i < batch->count; i++) {
const assetentrystate_t state = batch->entries[i]->state;
if(state == ASSET_ENTRY_STATE_ERROR) {
errorThrow("Asset '%s' failed to load.", batch->entries[i]->name);
}
if(state != ASSET_ENTRY_STATE_LOADED) {
allDone = false;
}
}
if(!allDone) {
usleep(1000);
errorChain(assetUpdate());
}
} while(!allDone);
errorOk();
}
void assetBatchDispose(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
if(batch->entries[i]) {
/* Unsubscribe while we still hold a lock so the entry is guaranteed live. */
eventUnsubscribe(&batch->entries[i]->onLoaded, assetBatchEntryOnLoadedCb);
eventUnsubscribe(&batch->entries[i]->onError, assetBatchEntryOnErrorCb);
assetUnlockEntry(batch->entries[i]);
}
}
memoryZero(batch, sizeof(assetbatch_t));
}
+106
View File
@@ -0,0 +1,106 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/loader/assetentry.h"
#include "asset/loader/assetloader.h"
#include "event/event.h"
#define ASSET_BATCH_COUNT_MAX 64
#define ASSET_BATCH_EVENT_MAX 4
typedef struct {
const char_t *path;
assetloadertype_t type;
assetloaderinput_t input;
} assetbatchdesc_t;
typedef struct {
assetentry_t *entries[ASSET_BATCH_COUNT_MAX];
assetloaderinput_t inputs[ASSET_BATCH_COUNT_MAX];
uint16_t count;
uint16_t loadedCount;
uint16_t errorCount;
/** Fires once when every entry has loaded successfully. params = assetbatch_t * */
event_t onLoaded;
eventcallback_t onLoadedCallbacks[ASSET_BATCH_EVENT_MAX];
void *onLoadedUsers[ASSET_BATCH_EVENT_MAX];
/** Fires each time a single entry finishes loading. params = assetentry_t * */
event_t onEntryLoaded;
eventcallback_t onEntryLoadedCallbacks[ASSET_BATCH_EVENT_MAX];
void *onEntryLoadedUsers[ASSET_BATCH_EVENT_MAX];
/** Fires once when all entries have finished (any with errors). params = assetbatch_t * */
event_t onError;
eventcallback_t onErrorCallbacks[ASSET_BATCH_EVENT_MAX];
void *onErrorUsers[ASSET_BATCH_EVENT_MAX];
/** Fires each time a single entry errors. params = assetentry_t * */
event_t onEntryError;
eventcallback_t onEntryErrorCallbacks[ASSET_BATCH_EVENT_MAX];
void *onEntryErrorUsers[ASSET_BATCH_EVENT_MAX];
} assetbatch_t;
/**
* Initialises the batch from an array of descriptors. Each entry is locked
* and queued for loading immediately.
*
* @param batch Batch to initialise.
* @param descs Array of entry descriptors (need not outlive this call).
* @param count Number of descriptors (must be <= ASSET_BATCH_COUNT_MAX).
*/
void assetBatchInit(
assetbatch_t *batch,
uint16_t count,
const assetbatchdesc_t *descs
);
/**
* Acquires one additional lock on every entry in the batch.
*
* @param batch Batch to lock.
*/
void assetBatchLock(assetbatch_t *batch);
/**
* Releases one lock from every entry in the batch. When an entry's lock
* count reaches zero it will be reaped on the next assetUpdate.
*
* @param batch Batch to unlock.
*/
void assetBatchUnlock(assetbatch_t *batch);
/**
* Returns true if every entry in the batch has finished loading.
*
* @param batch Batch to query.
*/
bool_t assetBatchIsLoaded(const assetbatch_t *batch);
/**
* Returns true if any entry in the batch is in an error state.
*
* @param batch Batch to query.
*/
bool_t assetBatchHasError(const assetbatch_t *batch);
/**
* Blocks until every entry is loaded. Returns an error if any entry fails.
*
* @param batch Batch to wait on.
*/
errorret_t assetBatchRequireLoaded(assetbatch_t *batch);
/**
* Releases the batch's lock on every entry and clears the batch. After this
* call the batch struct may be reused with assetBatchInit.
*
* @param batch Batch to dispose.
*/
void assetBatchDispose(assetbatch_t *batch);
+42
View File
@@ -117,6 +117,48 @@ errorret_t assetFileDispose(assetfile_t *file) {
errorOk();
}
errorret_t assetFileReadEntire(
assetfile_t *file,
uint8_t **outBuffer,
size_t *outSize
) {
assertNotNull(file, "Asset file cannot be NULL.");
assertNotNull(outBuffer, "outBuffer cannot be NULL.");
assertNotNull(outSize, "outSize cannot be NULL.");
assertTrue(file->size > 0, "Asset file has no size; call assetFileInit first.");
// File should be closed currently.
assertNull(file->zipFile, "Asset file must be closed before reading entire.");
// Open file
errorret_t ret = assetFileOpen(file);
if(errorIsNotOk(ret)) {
errorChain(ret);
}
// Set output.
size_t size = (size_t)file->size;
uint8_t *buffer = (uint8_t *)memoryAllocate(size);
// Read entire file.
ret = assetFileRead(file, buffer, size);
if(errorIsNotOk(ret)) {
memoryFree(buffer);
errorChain(ret);
}
// Close the file.
ret = assetFileClose(file);
if(errorIsNotOk(ret)) {
memoryFree(buffer);
errorChain(ret);
}
*outBuffer = buffer;
*outSize = size;
errorOk();
}
// Line Reader;
void assetFileLineReaderInit(
assetfilelinereader_t *reader,
+17 -1
View File
@@ -15,6 +15,7 @@ typedef struct assetfile_s assetfile_t;
typedef errorret_t (*assetfileloader_t)(assetfile_t *file);
// Describes a file not yet loaded.
typedef struct assetfile_s {
char_t filename[ASSET_FILE_NAME_MAX];
void *params;
@@ -85,12 +86,27 @@ errorret_t assetFileClose(assetfile_t *file);
/**
* Disposes the asset file structure, closing any open handles and zeroing
* out the structure.
*
*
* @param file The asset file to dispose.
* @return An error code if the file could not be disposed properly.
*/
errorret_t assetFileDispose(assetfile_t *file);
/**
* Reads the entire contents of the asset file into a newly allocated buffer.
* The caller is responsible for freeing the buffer with memoryFree.
*
* @param file The asset file to read. Must be initialized but not open.
* @param outBuffer Receives a pointer to the allocated buffer.
* @param outSize Receives the number of bytes written to the buffer.
* @return An error code if the file could not be read.
*/
errorret_t assetFileReadEntire(
assetfile_t *file,
uint8_t **outBuffer,
size_t *outSize
);
typedef struct {
assetfile_t *file;
uint8_t *readBuffer;
+8 -1
View File
@@ -4,8 +4,15 @@
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
assetentry.c
assetloader.c
)
# Subdirs
add_subdirectory(display)
add_subdirectory(locale)
add_subdirectory(json)
add_subdirectory(json)
add_subdirectory(script)
+102
View File
@@ -0,0 +1,102 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetentry.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/string.h"
void assetEntryInit(
assetentry_t *entry,
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
) {
assertNotNull(entry, "Entry cannot be NULL");
assertStrLenMin(name, 1, "Name cannot be empty");
assertStrLenMax(name, ASSET_FILE_NAME_MAX - 1, "Name too long");
assertTrue(type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
assertTrue(type < ASSET_LOADER_TYPE_COUNT, "Invalid loader type.");
assertIsMainThread("Must be called from the main thread.");
memoryZero(entry, sizeof(assetentry_t));
stringCopy(entry->name, name, ASSET_FILE_NAME_MAX);
entry->type = type;
entry->state = ASSET_ENTRY_STATE_NOT_STARTED;
if(input) {
entry->inputData = *input;
} else {
memoryZero(&entry->inputData, sizeof(assetloaderinput_t));
}
refInit(&entry->refs, entry, NULL, NULL, NULL);
eventInit(
&entry->onLoaded,
entry->onLoadedCallbacks, entry->onLoadedUsers,
ASSET_ENTRY_EVENT_MAX
);
eventInit(
&entry->onUnloaded,
entry->onUnloadedCallbacks, entry->onUnloadedUsers,
ASSET_ENTRY_EVENT_MAX
);
eventInit(
&entry->onError,
entry->onErrorCallbacks, entry->onErrorUsers,
ASSET_ENTRY_EVENT_MAX
);
}
void assetEntryLock(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL");
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
refLock(&entry->refs);
}
void assetEntryUnlock(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL");
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
refUnlock(&entry->refs);
}
void assetEntryStartLoading(
assetentry_t *entry,
assetloading_t *loading
) {
assertNotNull(entry, "Entry cannot be NULL");
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
assertTrue(
entry->state == ASSET_ENTRY_STATE_NOT_STARTED,
"Can only start loading from NOT_STARTED state."
);
assertIsMainThread("Must be called from the main thread.");
entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
memoryZero(&loading->loading, sizeof(assetloaderloading_t));
loading->type = entry->type;
loading->entry = entry;
// At this point the asset manager will manage this thing's loading
}
errorret_t assetEntryDispose(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL");
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
assertTrue(entry->type < ASSET_LOADER_TYPE_COUNT, "Invalid loader type.");
assertIsMainThread("Must be called from the main thread.");
assertTrue(
entry->refs.count == 0,
"Asset entry still refed at dispose time."
);
eventInvoke(&entry->onUnloaded, entry);
errorChain(ASSET_LOADER_CALLBACKS[entry->type].dispose(entry));
memoryZero(entry, sizeof(assetentry_t));
errorOk();
}
+111
View File
@@ -0,0 +1,111 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/loader/assetloading.h"
#include "event/event.h"
#include "util/ref.h"
typedef enum {
ASSET_ENTRY_STATE_NOT_STARTED,
ASSET_ENTRY_STATE_PENDING_ASYNC,
ASSET_ENTRY_STATE_LOADING_ASYNC,
ASSET_ENTRY_STATE_PENDING_SYNC,
ASSET_ENTRY_STATE_LOADING_SYNC,
ASSET_ENTRY_STATE_LOADED,
ASSET_ENTRY_STATE_ERROR
} assetentrystate_t;
/** Maximum number of subscribers for each per-entry event. */
#define ASSET_ENTRY_EVENT_MAX 2
typedef struct assetentry_s assetentry_t;
struct assetentry_s {
char_t name[ASSET_FILE_NAME_MAX];
assetloadertype_t type;
assetloaderoutput_t data;
assetentrystate_t state;
ref_t refs;
assetloaderinput_t inputData;
/**
* Fired once when loading completes successfully (params = assetentry_t *).
* Always invoked on the main thread.
*/
event_t onLoaded;
eventcallback_t onLoadedCallbacks[ASSET_ENTRY_EVENT_MAX];
void *onLoadedUsers[ASSET_ENTRY_EVENT_MAX];
/**
* Fired once when the entry is disposed/reaped (params = assetentry_t *).
* The asset data is still accessible when the callback runs.
* Always invoked on the main thread.
*/
event_t onUnloaded;
eventcallback_t onUnloadedCallbacks[ASSET_ENTRY_EVENT_MAX];
void *onUnloadedUsers[ASSET_ENTRY_EVENT_MAX];
/**
* Fired once when loading fails (params = assetentry_t *).
* Always invoked on the main thread.
*/
event_t onError;
eventcallback_t onErrorCallbacks[ASSET_ENTRY_EVENT_MAX];
void *onErrorUsers[ASSET_ENTRY_EVENT_MAX];
};
/**
* Initializes an asset entry with the given name and type. This does not load
* the asset.
*
* @param entry The asset entry to initialize.
* @param name The name of the asset, used as a key for loading and caching.
* @param type The type of asset this entry represents.
* @param input Data that will be passed to the loader about how it should load.
*/
void assetEntryInit(
assetentry_t *entry,
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
);
/**
* Locks an asset entry, preventing it from being freed until it is unlocked.
*
* @param entry The asset entry to lock.
*/
void assetEntryLock(assetentry_t *entry);
/**
* Unlocks an asset entry, allowing it to be freed if there are no more locks.
*
* @param entry The asset entry to unlock.
*/
void assetEntryUnlock(assetentry_t *entry);
/**
* Starts loading the given asset entry using an assetloading slot. This will
* be called by the asset manager when it deems it's a good time to begin the
* loading of this asset entry.
*
* Currently we return the error but in future this will not be returned.
*
* @param entry The asset entry to start loading.
* @param loading The assetloading slot to use for loading this asset entry.
* @return Any error that occurs during loading.
*/
void assetEntryStartLoading(assetentry_t *entry, assetloading_t *loading);
/**
* Disposes an asset entry, freeing any resources it holds.
* Fires the onUnloaded event before releasing asset data.
*
* @param entry The asset entry to dispose.
* @return Any error that occurs during disposal.
*/
errorret_t assetEntryDispose(assetentry_t *entry);
+48
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@@ -0,0 +1,48 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetloader.h"
assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT] = {
[ASSET_LOADER_TYPE_NULL] = { 0 },
[ASSET_LOADER_TYPE_MESH] = {
.loadSync = assetMeshLoaderSync,
.loadAsync = assetMeshLoaderAsync,
.dispose = assetMeshDispose
},
[ASSET_LOADER_TYPE_TEXTURE] = {
.loadSync = assetTextureLoaderSync,
.loadAsync = assetTextureLoaderAsync,
.dispose = assetTextureDispose
},
[ASSET_LOADER_TYPE_TILESET] = {
.loadSync = assetTilesetLoaderSync,
.loadAsync = assetTilesetLoaderAsync,
.dispose = assetTilesetDispose
},
[ASSET_LOADER_TYPE_LOCALE] = {
.loadSync = assetLocaleLoaderSync,
.loadAsync = assetLocaleLoaderAsync,
.dispose = assetLocaleDispose
},
[ASSET_LOADER_TYPE_JSON] = {
.loadSync = assetJsonLoaderSync,
.loadAsync = assetJsonLoaderAsync,
.dispose = assetJsonDispose
},
[ASSET_LOADER_TYPE_SCRIPT] = {
.loadSync = assetScriptLoaderSync,
.loadAsync = assetScriptLoaderAsync,
.dispose = assetScriptDispose
},
};
+96
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@@ -0,0 +1,96 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/loader/display/assetmeshloader.h"
#include "asset/loader/display/assettextureloader.h"
#include "asset/loader/display/assettilesetloader.h"
#include "asset/loader/locale/assetlocaleloader.h"
#include "asset/loader/json/assetjsonloader.h"
#include "asset/loader/script/assetscriptloader.h"
typedef enum {
ASSET_LOADER_TYPE_NULL,
ASSET_LOADER_TYPE_MESH,
ASSET_LOADER_TYPE_TEXTURE,
ASSET_LOADER_TYPE_TILESET,
ASSET_LOADER_TYPE_LOCALE,
ASSET_LOADER_TYPE_JSON,
ASSET_LOADER_TYPE_SCRIPT,
ASSET_LOADER_TYPE_COUNT
} assetloadertype_t;
typedef union {
assetmeshloaderinput_t mesh;
assettextureloaderinput_t texture;
assettilesetloaderinput_t tileset;
assetlocaleloaderinput_t locale;
assetjsonloaderinput_t json;
assetscriptloaderinput_t script;
} assetloaderinput_t;
typedef union {
assetmeshloaderloading_t mesh;
assettextureloaderloading_t texture;
assettilesetloaderloading_t tileset;
assetlocaleloaderloading_t locale;
assetjsonloaderloading_t json;
assetscriptloaderloading_t script;
} assetloaderloading_t;
typedef union {
assetmeshoutput_t mesh;
assettextureoutput_t texture;
assettilesetoutput_t tileset;
assetlocaleoutput_t locale;
assetjsonoutput_t json;
assetscriptoutput_t script;
} assetloaderoutput_t;
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef errorret_t (assetloadersynccallback_t)(assetloading_t *loading);
typedef errorret_t (assetloaderasynccallback_t)(assetloading_t *loading);
typedef errorret_t (assetloaderdisposecallback_t)(assetentry_t *entry);
typedef struct {
assetloadersynccallback_t *loadSync;
assetloaderasynccallback_t *loadAsync;
assetloaderdisposecallback_t *dispose;
} assetloadercallbacks_t;
extern assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT];
/**
* Shorthand method to both chain an error (against the loader state) and to
* set the asset entry state to error.
*
* @param loading The asset loading slot.
* @param ret The error return value to check and chain if it's an error.
*/
#define assetLoaderErrorChain(loading, _expr) {\
errorret_t _alec = (_expr); \
if(errorIsNotOk(_alec)) { \
(loading)->entry->state = ASSET_ENTRY_STATE_ERROR; \
errorChain(_alec); \
} \
}
/**
* Shorthand method to both throw an error (against the loader state) and to
* set the asset entry state to error.
*
* @param loading The asset loading slot.
* @param ... Format string and arguments for the error message.
*/
#define assetLoaderErrorThrow(loading, ...) {\
loading->entry->state = ASSET_ENTRY_STATE_ERROR; \
errorThrow(__VA_ARGS__); \
}
+26
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@@ -0,0 +1,26 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "assetloader.h"
#include "asset/assetfile.h"
#include "thread/threadmutex.h"
typedef struct assetentry_s assetentry_t;
typedef struct assetloading_s {
threadmutex_t mutex;
assetloadertype_t type;
assetentry_t *entry;
assetloaderloading_t loading;
} assetloading_t;
typedef errorret_t (assetloadingcallback_t)(assetloading_t *loading);
typedef struct {
assetloadingcallback_t *loadSync;
} assetloadingcallbacks_t;
+117 -125
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@@ -1,182 +1,174 @@
/**
* Copyright (c) 2026 Dominic Masters
*
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "asset/loader/display/assetmeshloader.h"
#include "asset/asset.h"
#include "assetmeshloader.h"
#include "assert/assert.h"
#include "util/endian.h"
#include "util/memory.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
errorret_t assetMeshLoader(assetfile_t *file) {
assertNotNull(file, "Asset file cannot be null");
assetmeshoutput_t *output = (assetmeshoutput_t *)file->output;
assertNotNull(output, "Output cannot be null");
assertNotNull(output->outMesh, "Output mesh cannot be null");
assertNotNull(output->outVertices, "Output vertices cannot be null");
errorret_t assetMeshLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
// STL file loading
errorChain(assetFileOpen(file));
if(loading->loading.mesh.state != ASSET_MESH_LOADING_STATE_READ_FILE) {
errorOk();
}
// Skip the 80 byte header
errorChain(assetFileRead(file, NULL, 80));
if(file->lastRead != 80) errorThrow("Failed to skip STL header");
assetmeshoutput_t *out = &loading->entry->data.mesh;
assetfile_t *file = &loading->loading.mesh.file;
assetmeshinputaxis_t axis = loading->entry->inputData.mesh;
assetLoaderErrorChain(loading, assetFileInit(file, loading->entry->name, NULL, NULL));
assetLoaderErrorChain(loading, assetFileOpen(file));
// Skip the 80-byte STL header.
assetLoaderErrorChain(loading, assetFileRead(file, NULL, 80));
if(file->lastRead != 80) {
assetLoaderErrorThrow(loading, "Failed to skip STL header.");
}
uint32_t triangleCount;
errorChain(assetFileRead(file, &triangleCount, sizeof(uint32_t)));
if(file->lastRead != sizeof(uint32_t)) errorThrow("Failed read tri count");
// normalize
assetLoaderErrorChain(loading, assetFileRead(file, &triangleCount, sizeof(uint32_t)));
if(file->lastRead != sizeof(uint32_t)) {
assetLoaderErrorThrow(loading, "Failed to read tri count");
}
triangleCount = endianLittleToHost32(triangleCount);
// Allocate mesh and vertex data
errorret_t ret;
meshvertex_t *verts = memoryAllocate(
sizeof(meshvertex_t) * triangleCount * 3
);
*output->outVertices = verts;
// Read triangle data
out->vertices = memoryAllocate(sizeof(meshvertex_t) * triangleCount * 3);
meshvertex_t *verts = out->vertices;
errorret_t ret;
for(uint32_t i = 0; i < triangleCount; i++) {
assetmeshstltriangle_t triData;
ret = assetFileRead(file, &triData, sizeof(triData));
if(ret.code != ERROR_OK) {
if(errorIsNotOk(ret)) {
memoryFree(verts);
errorChain(ret);
out->vertices = NULL;
assetLoaderErrorChain(loading, ret);
}
if(file->lastRead != sizeof(triData)) {
memoryFree(verts);
errorThrow("Failed to read triangle data");
out->vertices = NULL;
assetLoaderErrorThrow(loading, "Failed to read triangle data");
}
// Skip normals, we don't use them
// Fix endianess of of data
for(uint8_t j = 0; j < 3; j++) {
#if MESH_ENABLE_COLOR
verts[i * 3 + j].color.r = (uint8_t)(endianLittleToHostFloat(
triData.normal[0]
) * 255.0f);
verts[i * 3 + j].color.g = (uint8_t)(endianLittleToHostFloat(
triData.normal[1]
) * 255.0f);
verts[i * 3 + j].color.b = (uint8_t)(endianLittleToHostFloat(
triData.normal[2]
) * 255.0f);
verts[i * 3 + j].color.r = (
(uint8_t)(endianLittleToHostFloat(triData.normal[0]) * 255.0f)
);
verts[i * 3 + j].color.g = (
(uint8_t)(endianLittleToHostFloat(triData.normal[1]) * 255.0f)
);
verts[i * 3 + j].color.b = (
(uint8_t)(endianLittleToHostFloat(triData.normal[2]) * 255.0f)
);
verts[i * 3 + j].color.a = 0xFF;
#endif
verts[i * 3 + j].uv[0] = 0.0f; // No UV data in STL, just set to 0
verts[i * 3 + j].uv[0] = 0.0f;
verts[i * 3 + j].uv[1] = 0.0f;
for(uint8_t k = 0; k < 3; k++) {
verts[i * 3 + j].pos[k] = endianLittleToHostFloat(
triData.positions[j][k]
);
verts[i * 3 + j].pos[k] = endianLittleToHostFloat(triData.positions[j][k]);
}
switch(output->inputAxis) {
case MESH_INPUT_AXIS_Z_UP:
// Convert Z-Up to Y-Up
{
float_t temp = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = verts[i * 3 + j].pos[2];
verts[i * 3 + j].pos[2] = temp;
}
switch(axis) {
case MESH_INPUT_AXIS_Z_UP: {
float_t temp = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = verts[i * 3 + j].pos[2];
verts[i * 3 + j].pos[2] = temp;
break;
case MESH_INPUT_AXIS_X_UP:
// Convert X-Up to Y-Up
{
float_t temp = verts[i * 3 + j].pos[0];
verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = temp;
}
}
case MESH_INPUT_AXIS_X_UP: {
float_t temp = verts[i * 3 + j].pos[0];
verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = temp;
break;
}
case MESH_INPUT_AXIS_Y_DOWN:
// Invert Y axis
verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[1];
break;
case MESH_INPUT_AXIS_Z_DOWN:
// Convert Z-Up to Y-Up and invert Y axis
{
float_t temp = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[2];
verts[i * 3 + j].pos[2] = temp;
}
case MESH_INPUT_AXIS_Z_DOWN: {
float_t temp = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[2];
verts[i * 3 + j].pos[2] = temp;
break;
case MESH_INPUT_AXIS_X_DOWN:
// Convert X-Up to Y-Up and invert Y axis
{
float_t temp = verts[i * 3 + j].pos[0];
verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = -temp;
}
}
case MESH_INPUT_AXIS_X_DOWN: {
float_t temp = verts[i * 3 + j].pos[0];
verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
verts[i * 3 + j].pos[1] = -temp;
break;
}
case MESH_INPUT_AXIS_Y_UP:
default:
// No covnersion possible / Needed
break;
}
}
}
// Finally, init mesh
ret = meshInit(
output->outMesh,
MESH_PRIMITIVE_TYPE_TRIANGLES,
triangleCount * 3,
verts
);
if(ret.code != ERROR_OK) {
memoryFree(verts);
errorChain(ret);
}
ret = assetFileClose(file);
if(ret.code != ERROR_OK) {
errorCatch(errorPrint(meshDispose(output->outMesh)));
if(errorIsNotOk(ret)) {
memoryFree(verts);
errorChain(ret);
out->vertices = NULL;
assetLoaderErrorChain(loading, ret);
}
assetFileDispose(file);
loading->loading.mesh.triangleCount = triangleCount;
loading->loading.mesh.state = ASSET_MESH_LOADING_STATE_CREATE_MESH;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk();
}
errorret_t assetMeshLoadToOutput(
const char_t *path,
assetmeshoutput_t *output
) {
assertNotNull(path, "Path cannot be null");
assertNotNull(output, "Output cannot be null");
assertNotNull(output->outMesh, "Output mesh cannot be null");
assertNotNull(output->outVertices, "Output vertices cannot be null");
return assetLoad(path, &assetMeshLoader, NULL, output);
errorret_t assetMeshLoaderSync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(loading->type == ASSET_LOADER_TYPE_MESH, "Invalid type.");
switch(loading->loading.mesh.state) {
case ASSET_MESH_LOADING_STATE_INITIAL:
loading->loading.mesh.state = ASSET_MESH_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_MESH_LOADING_STATE_CREATE_MESH:
break;
default:
errorOk();
}
assetmeshoutput_t *out = &loading->entry->data.mesh;
assertNotNull(out->vertices, "Mesh vertices should have been loaded by now.");
errorret_t ret = meshInit(
&out->mesh,
MESH_PRIMITIVE_TYPE_TRIANGLES,
loading->loading.mesh.triangleCount * 3,
out->vertices
);
if(errorIsNotOk(ret)) {
loading->entry->state = ASSET_ENTRY_STATE_ERROR;
memoryFree(out->vertices);
out->vertices = NULL;
assetLoaderErrorChain(loading, ret);
}
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetMeshLoad(
const char_t *path,
mesh_t *outMesh,
meshvertex_t **outVertices,
const assetmeshinputaxis_t inputAxis
) {
assertNotNull(path, "Path cannot be null");
assertNotNull(outMesh, "Output mesh cannot be null");
assertNotNull(outVertices, "Output vertices cannot be null");
assetmeshoutput_t output = {
outMesh,
outVertices,
inputAxis
};
return assetMeshLoadToOutput(path, &output);
}
errorret_t assetMeshDispose(assetentry_t *entry) {
assertNotNull(entry, "Asset entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_MESH, "Invalid type.");
errorChain(meshDispose(&entry->data.mesh.mesh));
memoryFree(entry->data.mesh.vertices);
errorOk();
}
+26 -29
View File
@@ -1,17 +1,20 @@
/**
* Copyright (c) 2026 Dominic Masters
*
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/asset.h"
#include "asset/assetfile.h"
#include "display/mesh/mesh.h"
#include "assert/assert.h"
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef enum {
MESH_INPUT_AXIS_Y_UP,// Default
MESH_INPUT_AXIS_Y_UP,
MESH_INPUT_AXIS_Z_UP,
MESH_INPUT_AXIS_X_UP,
@@ -20,10 +23,24 @@ typedef enum {
MESH_INPUT_AXIS_X_DOWN,
} assetmeshinputaxis_t;
typedef assetmeshinputaxis_t assetmeshloaderinput_t;
typedef enum {
ASSET_MESH_LOADING_STATE_INITIAL,
ASSET_MESH_LOADING_STATE_READ_FILE,
ASSET_MESH_LOADING_STATE_CREATE_MESH,
ASSET_MESH_LOADING_STATE_DONE
} assetmeshloadingstate_t;
typedef struct {
mesh_t *outMesh;
meshvertex_t **outVertices;
assetmeshinputaxis_t inputAxis;
assetfile_t file;
assetmeshloadingstate_t state;
uint32_t triangleCount;
} assetmeshloaderloading_t;
typedef struct {
mesh_t mesh;
meshvertex_t *vertices;
} assetmeshoutput_t;
#pragma pack(push, 1)
@@ -36,26 +53,6 @@ typedef struct {
assertStructSize(assetmeshstltriangle_t, 50);
/**
* Loader for mesh assets.
*
* @param file Asset file to load the mesh from.
* @return Any error that occurs during loading.
*/
errorret_t assetMeshLoader(assetfile_t *file);
/**
* Handler for mesh assets.
*
* @param file Asset file to load the mesh from.
* @param outMesh Output mesh to load the data into.
* @param outVertices Output pointer to the vertex data, used for cleanup.
* @param inputAxis The axis orientation of the input mesh data.
* @return Any error that occurs during loading.
*/
errorret_t assetMeshLoad(
const char_t *path,
mesh_t *outMesh,
meshvertex_t **outVertices,
const assetmeshinputaxis_t inputAxis
);
errorret_t assetMeshLoaderAsync(assetloading_t *loading);
errorret_t assetMeshLoaderSync(assetloading_t *loading);
errorret_t assetMeshDispose(assetentry_t *entry);
@@ -11,6 +11,8 @@
#include "stb_image.h"
#include "log/log.h"
#include "util/endian.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
stbi_io_callbacks ASSET_TEXTURE_STB_CALLBACKS = {
.read = assetTextureReader,
@@ -25,7 +27,7 @@ int assetTextureReader(void *user, char *data, int size) {
assertNotNull(file, "Asset file in stb_image callbacks cannot be NULL.");
errorret_t ret = assetFileRead(file, data, (size_t)size);
if(ret.code != ERROR_OK) {
if(errorIsNotOk(ret)) {
errorCatch(errorPrint(ret));
return -1;
}
@@ -38,7 +40,7 @@ void assetTextureSkipper(void *user, int n) {
assertNotNull(file, "Asset file in stb_image callbacks cannot be NULL.");
errorret_t ret = assetFileRead(file, NULL, (size_t)n);
if(ret.code != ERROR_OK) {
if(errorIsNotOk(ret)) {
errorCatch(errorPrint(ret));
}
}
@@ -50,66 +52,118 @@ int assetTextureEOF(void *user) {
return file->position >= file->size;
}
errorret_t assetTextureLoader(assetfile_t *file) {
assertNotNull(file, "Asset file cannot be NULL.");
assertNotNull(file->params, "Asset file parameters cannot be NULL.");
assertNotNull(file->output, "Asset file output cannot be NULL.");
errorret_t assetTextureLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertNotMainThread("Should be called from an async thread.");
assettextureloaderparams_t *p = (assettextureloaderparams_t*)file->params;
assertNotNull(p, "Asset texture loader parameters cannot be NULL.");
// Only care about loading pixels.
if(loading->loading.texture.state != ASSET_TEXTURE_LOADING_STATE_LOAD_PIXELS){
errorOk();
}
// Init the file
assertNull(
loading->loading.texture.data, "Pixels already defined?"
);
assetfile_t *file = &loading->loading.texture.file;
assetLoaderErrorChain(loading, assetFileInit(
file,
loading->entry->name,
NULL,
&loading->entry->data.texture
));
assetLoaderErrorChain(loading, assetFileOpen(file));
// Determine channels
int channelsDesired;
switch(p->format) {
switch(loading->entry->inputData.texture) {
case TEXTURE_FORMAT_RGBA:
channelsDesired = 4;
break;
default:
errorThrow("Bad texture format.");
assetLoaderErrorThrow(loading, "Bad texture format.");
}
int width, height, channels;
errorChain(assetFileOpen(file));
uint8_t *data = stbi_load_from_callbacks(
// Load image pixels.
loading->loading.texture.data = stbi_load_from_callbacks(
&ASSET_TEXTURE_STB_CALLBACKS,
file,
&width,
&height,
&channels,
&loading->loading.texture.width,
&loading->loading.texture.height,
&loading->loading.texture.channels,
channelsDesired
);
errorChain(assetFileClose(file));
if(data == NULL) {
// Close out the file.
assetLoaderErrorChain(loading, assetFileClose(file));
assetLoaderErrorChain(loading, assetFileDispose(file));
// Ensure we loaded correctly.
if(loading->loading.texture.data == NULL) {
const char_t *errorStr = stbi_failure_reason();
errorThrow("Failed to load texture from file %s.", errorStr);
assetLoaderErrorThrow(loading, "Failed to load texture from file %s.", errorStr);
}
// Fixes a specific bug probably with Dolphin but for now just assuming endian
if(!isHostLittleEndian()) {
stbi__vertical_flip(data, width, height, channelsDesired);
stbi__vertical_flip(
loading->loading.texture.data,
loading->loading.texture.width,
loading->loading.texture.height,
loading->loading.texture.channels
);
}
errorChain(textureInit(
(texture_t*)file->output,
(int32_t)width, (int32_t)height,
p->format,
(texturedata_t){
.rgbaColors = (color_t*)data
}
));
stbi_image_free(data);
loading->loading.texture.state = ASSET_TEXTURE_LOADING_STATE_CREATE_TEXTURE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk();
}
errorret_t assetTextureLoad(
const char_t *path,
texture_t *out,
const textureformat_t format
) {
assettextureloaderparams_t params = {
.format = format
};
return assetLoad(path, assetTextureLoader, &params, out);
errorret_t assetTextureLoaderSync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertIsMainThread("Must be called from the main thread.");
switch(loading->loading.texture.state) {
case ASSET_TEXTURE_LOADING_STATE_INITIAL:
loading->loading.texture.state = ASSET_TEXTURE_LOADING_STATE_LOAD_PIXELS;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_TEXTURE_LOADING_STATE_CREATE_TEXTURE:
break;
default:
errorOk();
}
// Create the texture.
assertNotNull(
loading->loading.texture.data, "Pixels should have been loaded by now."
);
assetLoaderErrorChain(loading, textureInit(
(texture_t*)&loading->entry->data.texture,
loading->loading.texture.width,
loading->loading.texture.height,
loading->entry->inputData.texture,
(texturedata_t){
.rgbaColors = (color_t*)loading->loading.texture.data
}
));
// Free the pixels.
stbi_image_free(loading->loading.texture.data);
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetTextureDispose(assetentry_t *entry) {
assertNotNull(entry, "Asset entry cannot be NULL");
assertIsMainThread("Must be called from the main thread.");
return textureDispose(&entry->data.texture);
}
@@ -6,12 +6,29 @@
*/
#pragma once
#include "asset/asset.h"
#include "asset/assetfile.h"
#include "display/texture/texture.h"
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef textureformat_t assettextureloaderinput_t;
typedef enum {
ASSET_TEXTURE_LOADING_STATE_INITIAL,
ASSET_TEXTURE_LOADING_STATE_LOAD_PIXELS,
ASSET_TEXTURE_LOADING_STATE_CREATE_TEXTURE,
ASSET_TEXTURE_LOADING_STATE_DONE
} assettextureloadingstate_t;
typedef struct {
textureformat_t format;
} assettextureloaderparams_t;
assetfile_t file;
assettextureloadingstate_t state;
int channels, width, height;
uint8_t *data;
} assettextureloaderloading_t;
typedef texture_t assettextureoutput_t;
/**
* STB image read callback for asset files.
@@ -23,28 +40,42 @@ typedef struct {
*/
int assetTextureReader(void *user, char *data, int size);
/**
* STB image skip callback for asset files.
*
* @param user User data passed to the callback, should be an assetfile_t*.
* @param n Number of bytes to skip in the file.
*/
void assetTextureSkipper(void *user, int n);
/**
* STB image EOF callback for asset files.
*
* @param user User data passed to the callback, should be an assetfile_t*.
* @return Non-zero if end of file has been reached, zero otherwise.
*/
int assetTextureEOF(void *user);
/**
* Handler for texture assets.
* Synchronous loader for texture assets.
*
* @param file Asset file to load the texture from.
* @return Any error that occurs during loading.
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure of the load operation.
*/
errorret_t assetTextureLoader(assetfile_t *file);
errorret_t assetTextureLoaderAsync(assetloading_t *loading);
/**
* Loads a texture from the specified path.
* Synchronous loader for texture assets.
*
* @param path Path to the texture asset.
* @param out Output texture to load into.
* @param format Format of the texture to load.
* @return Any error that occurs during loading.
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure of the load operation.
*/
errorret_t assetTextureLoad(
const char_t *path,
texture_t *out,
const textureformat_t format
);
errorret_t assetTextureLoaderSync(assetloading_t *loading);
/**
* Disposer for texture assets.
*
* @param entry Asset entry containing the texture to dispose.
* @return Error code indicating success or failure of the dispose operation.
*/
errorret_t assetTextureDispose(assetentry_t *entry);
@@ -1,6 +1,6 @@
/**
* Copyright (c) 2026 Dominic Masters
*
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
@@ -9,72 +9,111 @@
#include "assert/assert.h"
#include "util/memory.h"
#include "util/endian.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
errorret_t assetTilesetLoader(assetfile_t *file) {
assertNotNull(file, "Asset file pointer for tileset loader is null.");
errorret_t assetTilesetLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertNotMainThread("Should be called from an async thread.");
tileset_t *out = (tileset_t *)file->output;
assertNotNull(out, "Output pointer for tileset loader is null.");
uint8_t *entire = memoryAllocate(file->size);
errorChain(assetFileOpen(file));
errorChain(assetFileRead(file, entire, file->size));
errorChain(assetFileClose(file));
assertTrue(file->lastRead == file->size, "Failed to read entire file.");
if(
entire[0] != 'D' ||
entire[1] != 'T' ||
entire[2] != 'F'
) {
errorThrow("Invalid tileset header");
if(loading->loading.tileset.state != ASSET_TILESET_LOADING_STATE_READ_FILE) {
errorOk();
}
if(entire[3] != 0x00) {
errorThrow("Unsupported tileset version");
}
assertNull(loading->loading.tileset.data, "Data already defined?");
// Fix endianness
assetfile_t *file = &loading->loading.tileset.file;
assetLoaderErrorChain(loading, assetFileInit(file, loading->entry->name, NULL, NULL));
out->tileWidth = endianLittleToHost16(*(uint16_t *)(entire + 4));
out->tileHeight = endianLittleToHost16(*(uint16_t *)(entire + 6));
out->columns = endianLittleToHost16(*(uint16_t *)(entire + 8));
out->rows = endianLittleToHost16(*(uint16_t *)(entire + 10));
// out->right = endianLittleToHost16(*(uint16_t *)(entire + 12));
// out->bottom = endianLittleToHost16(*(uint16_t *)(entire + 14));
if(out->tileWidth == 0) {
errorThrow("Tile width cannot be 0");
}
if(out->tileHeight == 0) {
errorThrow("Tile height cannot be 0");
}
if(out->columns == 0) {
errorThrow("Column count cannot be 0");
}
if(out->rows == 0) {
errorThrow("Row count cannot be 0");
}
out->uv[0] = endianLittleToHostFloat(*(float *)(entire + 16));
out->uv[1] = endianLittleToHostFloat(*(float *)(entire + 20));
if(out->uv[1] < 0.0f || out->uv[1] > 1.0f) {
errorThrow("Invalid v0 value in tileset");
}
// Setup tileset
out->tileCount = out->columns * out->rows;
memoryFree(entire);
uint8_t *data = memoryAllocate(file->size);
assetLoaderErrorChain(loading, assetFileOpen(file));
assetLoaderErrorChain(loading, assetFileRead(file, data, file->size));
assetLoaderErrorChain(loading, assetFileClose(file));
assetLoaderErrorChain(loading, assetFileDispose(file));
assertTrue(file->lastRead == file->size, "Failed to read entire tileset file.");
loading->loading.tileset.data = data;
loading->loading.tileset.state = ASSET_TILESET_LOADING_STATE_PARSE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk();
}
errorret_t assetTilesetLoad(
const char_t *path,
tileset_t *out
) {
return assetLoad(path, assetTilesetLoader, NULL, out);
}
errorret_t assetTilesetLoaderSync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(loading->type == ASSET_LOADER_TYPE_TILESET, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
switch(loading->loading.tileset.state) {
case ASSET_TILESET_LOADING_STATE_INITIAL:
loading->loading.tileset.state = ASSET_TILESET_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_TILESET_LOADING_STATE_PARSE:
break;
default:
errorOk();
}
uint8_t *data = loading->loading.tileset.data;
assertNotNull(data, "Tileset data should have been loaded by now.");
tileset_t *out = &loading->entry->data.tileset;
if(data[0] != 'D' || data[1] != 'T' || data[2] != 'F') {
memoryFree(data);
assetLoaderErrorThrow(loading, "Invalid tileset header");
}
if(data[3] != 0x00) {
memoryFree(data);
assetLoaderErrorThrow(loading, "Unsupported tileset version");
}
out->tileWidth = endianLittleToHost16(*(uint16_t *)(data + 4));
out->tileHeight = endianLittleToHost16(*(uint16_t *)(data + 6));
out->columns = endianLittleToHost16(*(uint16_t *)(data + 8));
out->rows = endianLittleToHost16(*(uint16_t *)(data + 10));
if(out->tileWidth == 0) {
memoryFree(data);
assetLoaderErrorThrow(loading, "Tile width cannot be 0");
}
if(out->tileHeight == 0) {
memoryFree(data);
assetLoaderErrorThrow(loading, "Tile height cannot be 0");
}
if(out->columns == 0) {
memoryFree(data);
assetLoaderErrorThrow(loading, "Column count cannot be 0");
}
if(out->rows == 0) {
memoryFree(data);
assetLoaderErrorThrow(loading, "Row count cannot be 0");
}
out->uv[0] = endianLittleToHostFloat(*(float *)(data + 16));
out->uv[1] = endianLittleToHostFloat(*(float *)(data + 20));
if(out->uv[1] < 0.0f || out->uv[1] > 1.0f) {
memoryFree(data);
assetLoaderErrorThrow(loading, "Invalid v0 value in tileset");
}
out->tileCount = out->columns * out->rows;
memoryFree(data);
loading->loading.tileset.data = NULL;
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetTilesetDispose(assetentry_t *entry) {
assertNotNull(entry, "Entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_TILESET, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
errorOk();
}
@@ -1,30 +1,60 @@
/**
* Copyright (c) 2026 Dominic Masters
*
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/asset.h"
#include "asset/assetfile.h"
#include "display/texture/tileset.h"
/**
* Handler for tileset assets.
*
* @param file Asset file to load the tileset from.
* @return Any error that occurs during loading.
*/
errorret_t assetTilesetLoader(assetfile_t *file);
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef struct {
void *nothing;
} assettilesetloaderinput_t;
typedef enum {
ASSET_TILESET_LOADING_STATE_INITIAL,
ASSET_TILESET_LOADING_STATE_READ_FILE,
ASSET_TILESET_LOADING_STATE_PARSE,
ASSET_TILESET_LOADING_STATE_DONE
} assettilesetloadingstate_t;
typedef struct {
assetfile_t file;
assettilesetloadingstate_t state;
uint8_t *data;
} assettilesetloaderloading_t;
typedef tileset_t assettilesetoutput_t;
/**
* Loads a tileset from the specified path.
*
* @param path Path to the tileset asset.
* @param out Output tileset to load into.
* @return Any error that occurs during loading.
* Asynchronous loader for tileset assets. Reads the raw DTF file bytes into
* the loading buffer so the sync phase can parse without blocking the main
* thread on I/O.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure of the load operation.
*/
errorret_t assetTilesetLoad(
const char_t *path,
tileset_t *out
);
errorret_t assetTilesetLoaderAsync(assetloading_t *loading);
/**
* Synchronous loader for tileset assets. Parses the DTF binary previously
* read by the async phase and populates the output tileset_t.
*
* @param loading Loading information for the asset being loaded.
* @return Error code indicating success or failure of the load operation.
*/
errorret_t assetTilesetLoaderSync(assetloading_t *loading);
/**
* Disposer for tileset assets.
*
* @param entry Asset entry containing the tileset to dispose.
* @return Error code indicating success or failure of the dispose operation.
*/
errorret_t assetTilesetDispose(assetentry_t *entry);
+71 -31
View File
@@ -1,6 +1,6 @@
/**
* Copyright (c) 2026 Dominic Masters
*
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
@@ -8,46 +8,86 @@
#include "assetjsonloader.h"
#include "util/memory.h"
#include "assert/assert.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
errorret_t assetJsonLoadFileToDoc(assetfile_t *file, yyjson_doc **outDoc) {
assertNotNull(file, "Asset file pointer for JSON loader is null.");
assertNotNull(outDoc, "Output pointer for JSON loader is null.");
errorret_t assetJsonLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertNotMainThread("Async loader should not be on main thread.");
if(file->size > ASSET_JSON_FILE_SIZE_MAX) {
errorThrow("JSON exceeds maximum allowed size");
if(loading->loading.json.state != ASSET_JSON_LOADING_STATE_READ_FILE) {
errorOk();
}
// Create buffer
uint8_t *buffer = memoryAllocate(file->size);
assertNull(loading->loading.json.buffer, "Buffer already defined?");
errorChain(assetFileOpen(file));
assetfile_t *file = &loading->loading.json.file;
assetLoaderErrorChain(loading, assetFileInit(file, loading->entry->name, NULL, NULL));
// Read entire file
errorChain(assetFileRead(file, buffer, file->size));
if(file->size > ASSET_JSON_FILE_SIZE_MAX) {
assetLoaderErrorThrow(loading, "JSON exceeds maximum allowed size");
}
size_t fileSize = (size_t)file->size;
uint8_t *buffer = memoryAllocate(fileSize);
assetLoaderErrorChain(loading, assetFileOpen(file));
assetLoaderErrorChain(loading, assetFileRead(file, buffer, fileSize));
assertTrue(file->lastRead == file->size, "Failed to read entire JSON file.");
assetLoaderErrorChain(loading, assetFileClose(file));
assetLoaderErrorChain(loading, assetFileDispose(file));
errorChain(assetFileClose(file));
*outDoc = yyjson_read(
buffer,
file->size,
YYJSON_READ_ALLOW_COMMENTS | YYJSON_READ_ALLOW_TRAILING_COMMAS
);
memoryFree(buffer);
if(!*outDoc) errorThrow("Failed to parse JSON");
loading->loading.json.buffer = buffer;
loading->loading.json.size = fileSize;
loading->loading.json.state = ASSET_JSON_LOADING_STATE_PARSE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk();
}
errorret_t assetJsonLoader(assetfile_t *file) {
yyjson_doc **outDoc = (yyjson_doc **)file->output;
assertNotNull(outDoc, "Output pointer for JSON loader is null.");
return assetJsonLoadFileToDoc(file, outDoc);
errorret_t assetJsonLoaderSync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(loading->type == ASSET_LOADER_TYPE_JSON, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
switch(loading->loading.json.state) {
case ASSET_JSON_LOADING_STATE_INITIAL:
loading->loading.json.state = ASSET_JSON_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_JSON_LOADING_STATE_PARSE:
break;
default:
errorOk();
}
uint8_t *buffer = loading->loading.json.buffer;
assertNotNull(buffer, "JSON buffer should have been loaded by now.");
loading->entry->data.json = yyjson_read(
(char *)buffer,
loading->loading.json.size,
YYJSON_READ_ALLOW_COMMENTS | YYJSON_READ_ALLOW_TRAILING_COMMAS
);
memoryFree(buffer);
loading->loading.json.buffer = NULL;
if(!loading->entry->data.json) {
assetLoaderErrorThrow(loading, "Failed to parse JSON");
}
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetJsonLoad(
const char_t *path,
yyjson_doc **outDoc
) {
return assetLoad(path, assetJsonLoader, NULL, outDoc);
}
errorret_t assetJsonDispose(assetentry_t *entry) {
assertNotNull(entry, "Asset entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_JSON, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
yyjson_doc_free(entry->data.json);
entry->data.json = NULL;
errorOk();
}
+23 -31
View File
@@ -1,45 +1,37 @@
/**
* Copyright (c) 2026 Dominic Masters
*
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/asset.h"
#include "asset/assetfile.h"
#include "yyjson.h"
#define ASSET_JSON_FILE_SIZE_MAX 1024*256
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef struct { void *nothing; } assetjsonloaderinput_t;
typedef enum {
ASSET_JSON_LOADING_STATE_INITIAL,
ASSET_JSON_LOADING_STATE_READ_FILE,
ASSET_JSON_LOADING_STATE_PARSE,
ASSET_JSON_LOADING_STATE_DONE
} assetjsonloadingstate_t;
typedef struct {
void *nothing;
} assetjsonloaderparams_t;
assetfile_t file;
assetjsonloadingstate_t state;
uint8_t *buffer;
size_t size;
} assetjsonloaderloading_t;
/**
* Loads a JSON document from the specified asset file.
*
* @param file Asset file to load the JSON document from.
* @param outDoc Pointer to store the loaded JSON document.
* @return Any error that occurs during loading.
*/
errorret_t assetJsonLoadFileToDoc(assetfile_t *file, yyjson_doc **outDoc);
typedef yyjson_doc * assetjsonoutput_t;
/**
* Handler for locale assets.
*
* @param file Asset file to load the locale from.
* @return Any error that occurs during loading.
*/
errorret_t assetJsonLoader(assetfile_t *file);
/**
* Loads a locale from the specified path.
*
* @param path Path to the locale asset.
* @param outDoc Pointer to store the loaded JSON document.
* @return Any error that occurs during loading.
*/
errorret_t assetJsonLoad(
const char_t *path,
yyjson_doc **outDoc
);
errorret_t assetJsonLoaderAsync(assetloading_t *loading);
errorret_t assetJsonLoaderSync(assetloading_t *loading);
errorret_t assetJsonDispose(assetentry_t *entry);
@@ -11,38 +11,65 @@
#include "util/string.h"
#include "assert/assert.h"
errorret_t assetLocaleFileInit(
assetlocalefile_t *localeFile,
const char_t *path
) {
assertNotNull(localeFile, "Locale file cannot be NULL.");
assertNotNull(path, "Locale file path cannot be NULL.");
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
errorret_t assetLocaleLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertNotMainThread("Async loader should not be on main thread.");
if(loading->loading.locale.state != ASSET_LOCALE_LOADER_STATE_LOAD_HEADER) {
errorOk();
}
assetlocalefile_t *localeFile = &loading->entry->data.locale;
memoryZero(localeFile, sizeof(assetlocalefile_t));
assetLoaderErrorChain(loading, assetFileInit(&localeFile->file, loading->entry->name, NULL, NULL));
assetLoaderErrorChain(loading, assetFileOpen(&localeFile->file));
// Init the asset file.
errorChain(assetFileInit(&localeFile->file, path, NULL, NULL));
// Open the file handle
errorChain(assetFileOpen(&localeFile->file));
// Get the blank key, this is basically the header info for po files
char_t buffer[1024];
errorChain(assetLocaleGetString(localeFile, "", 0, buffer, sizeof(buffer)));
errorChain(assetLocaleParseHeader(localeFile, buffer, sizeof(buffer)));
assetLoaderErrorChain(loading, assetLocaleGetString(localeFile, "", 0, buffer, sizeof(buffer)));
assetLoaderErrorChain(loading, assetLocaleParseHeader(localeFile, buffer, sizeof(buffer)));
loading->loading.locale.state = ASSET_LOCALE_LOADER_STATE_DONE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk();
}
errorret_t assetLocaleFileDispose(assetlocalefile_t *localeFile) {
assertNotNull(localeFile, "Locale file cannot be NULL.");
errorret_t assetLocaleLoaderSync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(loading->type == ASSET_LOADER_TYPE_LOCALE, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
switch(loading->loading.locale.state) {
case ASSET_LOCALE_LOADER_STATE_INITIAL:
loading->loading.locale.state = ASSET_LOCALE_LOADER_STATE_LOAD_HEADER;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_LOCALE_LOADER_STATE_DONE:
break;
default:
errorOk();
}
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetLocaleDispose(assetentry_t *entry) {
assertNotNull(entry, "Asset entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_LOCALE, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
assetlocalefile_t *localeFile = &entry->data.locale;
errorChain(assetFileClose(&localeFile->file));
errorChain(assetFileDispose(&localeFile->file));
errorOk();
return assetFileDispose(&localeFile->file);
}
// These functions probably need some cleaning;
errorret_t assetLocaleParseHeader(
assetlocalefile_t *localeFile,
char_t *headerBuffer,
@@ -307,16 +334,24 @@ errorret_t assetLocaleLineSkipBlanks(
while(!reader->eof) {
// Skip blank lines
if(lineBuffer[0] == '\0') {
errorChain(assetFileLineReaderNext(reader));
errorret_t r = assetFileLineReaderNext(reader);
if(errorIsNotOk(r)) {
errorCatch(r);
break;
}
continue;
}
// Skip comment lines
if(lineBuffer[0] == '#') {
errorChain(assetFileLineReaderNext(reader));
errorret_t r = assetFileLineReaderNext(reader);
if(errorIsNotOk(r)) {
errorCatch(r);
break;
}
continue;
}
// Is line only spaces?
size_t lineLength = strlen((char_t *)lineBuffer);
size_t i;
@@ -329,7 +364,11 @@ errorret_t assetLocaleLineSkipBlanks(
}
if(onlySpaces) {
errorChain(assetFileLineReaderNext(reader));
errorret_t r = assetFileLineReaderNext(reader);
if(errorIsNotOk(r)) {
errorCatch(r);
break;
}
continue;
}
break;
@@ -365,10 +404,18 @@ errorret_t assetLocaleLineUnbuffer(
// Now start buffering lines out
while(!reader->eof) {
errorChain(assetFileLineReaderNext(reader));
errorret_t r = assetFileLineReaderNext(reader);
if(errorIsNotOk(r)) {
errorCatch(r);
break;
}
// Skip blank lines
errorChain(assetLocaleLineSkipBlanks(reader, lineBuffer));
r = assetLocaleLineSkipBlanks(reader, lineBuffer);
if(errorIsNotOk(r)) {
errorCatch(r);
break;
}
// Skip starting spaces
char_t *ptr = (char_t *)lineBuffer;
@@ -593,7 +640,7 @@ errorret_t assetLocaleGetStringWithVA(
tempBuffer,
bufferSize
);
if(ret.code != ERROR_OK) {
if(errorIsNotOk(ret)) {
memoryFree(tempBuffer);
return ret;
}
@@ -641,7 +688,7 @@ errorret_t assetLocaleGetStringWithArgs(
format,
bufferSize
);
if(ret.code != ERROR_OK) {
if(errorIsNotOk(ret)) {
memoryFree(format);
return ret;
}
+181 -61
View File
@@ -1,15 +1,40 @@
/**
* Copyright (c) 2026 Dominic Masters
*
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/asset.h"
#include "asset/assetfile.h"
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
/** Input passed to the locale loader — currently unused. */
typedef struct { void *nothing; } assetlocaleloaderinput_t;
typedef enum {
ASSET_LOCALE_LOADER_STATE_INITIAL,
ASSET_LOCALE_LOADER_STATE_LOAD_HEADER,
ASSET_LOCALE_LOADER_STATE_DONE
} assetlocaleloaderstate_t;
/** Per-slot scratch data used while the locale file is loading. */
typedef struct {
assetlocaleloaderstate_t state;
} assetlocaleloaderloading_t;
/** Maximum number of distinct plural forms a locale file may declare. */
#define ASSET_LOCALE_FILE_PLURAL_FORM_COUNT 6
/**
* Comparison operator used in a plural-form expression.
*
* Each condition in the plural-form header is evaluated as
* `n <op> value`
* where `n` is the runtime plural count.
*/
typedef enum {
ASSET_LOCALE_PLURAL_OP_EQUAL,
ASSET_LOCALE_PLURAL_OP_NOT_EQUAL,
@@ -19,13 +44,24 @@ typedef enum {
ASSET_LOCALE_PLURAL_OP_GREATER_EQUAL
} assetlocalepluraloperation_t;
/**
* Discriminator tag for a locale string argument.
* @see assetlocalearg_t
*/
typedef enum {
ASSET_LOCALE_ARG_STRING,
ASSET_LOCALE_ARG_INT,
ASSET_LOCALE_ARG_FLOAT
} assetlocaleargtype_t;
/**
* A single typed argument for locale string substitution.
*
* Used with @ref assetLocaleGetStringWithArgs to fill `%s`, `%d`, or `%f`
* placeholders inside a translated string.
*/
typedef struct {
/** Which union member is active. */
assetlocaleargtype_t type;
union {
const char_t *stringValue;
@@ -34,35 +70,81 @@ typedef struct {
};
} assetlocalearg_t;
/**
* Runtime state for an open locale file.
*
* Loaded once by @ref assetLocaleLoaderSync and kept alive for the lifetime
* of the asset entry. The plural-form fields are populated from the PO header
* by @ref assetLocaleParseHeader.
*
* Plural evaluation works as a linear scan over `pluralStateCount - 1`
* conditions; if none match, `pluralDefaultIndex` is returned.
*/
typedef struct {
/** Underlying file handle used to rewind and re-read the PO data. */
assetfile_t file;
/** Comparison operator for each conditional plural clause. */
assetlocalepluraloperation_t pluralOps[ASSET_LOCALE_FILE_PLURAL_FORM_COUNT];
/** Right-hand value for each conditional plural clause. */
int32_t pluralValues[ASSET_LOCALE_FILE_PLURAL_FORM_COUNT];
/** Form index returned when the corresponding condition is true. */
int32_t pluralIndices[ASSET_LOCALE_FILE_PLURAL_FORM_COUNT];
/** Total number of plural forms declared by `nplurals=`. */
uint8_t pluralStateCount;
/** Form index used when no conditional clause matches. */
uint8_t pluralDefaultIndex;
} assetlocalefile_t;
/**
* Initialize a locale asset file.
*
* @param localeFile The locale file to initialize.
* @param path The path to the locale file.
* @return An error code if a failure occurs.
*/
errorret_t assetLocaleFileInit(
assetlocalefile_t *localeFile,
const char_t *path
);
/** Convenience alias — the loaded output type of a locale asset entry. */
typedef assetlocalefile_t assetlocaleoutput_t;
/**
* Dispose of a locale asset file.
*
* @param localeFile The locale file to dispose of.
* @return An error code if a failure occurs.
* Asynchronous loader callback. Opens the locale file, reads the PO header,
* and parses plural-form rules. All I/O happens here so the main thread is
* not blocked. Sets entry state to `ASSET_ENTRY_STATE_PENDING_SYNC` on
* success or `ASSET_ENTRY_STATE_ERROR` on failure.
*
* @param loading The loading slot for this asset entry.
* @return OK on success, error otherwise.
*/
errorret_t assetLocaleFileDispose(assetlocalefile_t *localeFile);
errorret_t assetLocaleLoaderAsync(assetloading_t *loading);
/**
* Synchronous loader callback. Confirms the async phase completed and marks
* the entry as `ASSET_ENTRY_STATE_LOADED`.
*
* @param loading The loading slot for this asset entry.
* @return OK on success, error otherwise.
*/
errorret_t assetLocaleLoaderSync(assetloading_t *loading);
/**
* Dispose callback. Closes the open file handle and zeros the locale data.
*
* @param entry The asset entry to dispose.
* @return OK on success, error otherwise.
*/
errorret_t assetLocaleDispose(assetentry_t *entry);
/**
* Parses the `Plural-Forms:` line from a PO header string and populates the
* plural-form fields of `localeFile`. If no `Plural-Forms:` key is present
* the function returns OK without modifying the struct.
*
* Supports the `nplurals=N; plural=(<expr>);` syntax where `<expr>` is a
* chain of `n <op> value ? index : ...` ternary conditions ending with a
* fallback index.
*
* @param localeFile Struct whose plural fields will be filled in.
* @param headerBuffer The raw PO header string (msgstr of msgid "").
* @param headerBufferSize Size of `headerBuffer` in bytes.
* @return OK on success, error if the plural expression is malformed.
*/
errorret_t assetLocaleParseHeader(
assetlocalefile_t *localeFile,
char_t *headerBuffer,
@@ -70,11 +152,29 @@ errorret_t assetLocaleParseHeader(
);
/**
* Skips blank lines and comment lines in the line reader.
*
* @param reader Line reader to read from.
* @param lineBuffer Buffer to use for reading lines.
* @return Any error that occurs during skipping.
* Evaluates which plural form index to use for a given count.
*
* Walks the conditions stored in `file` in order; returns the index for the
* first condition that matches `pluralCount`. Falls back to
* `file->pluralDefaultIndex` if none match.
*
* @param file Locale file with parsed plural rules.
* @param pluralCount The runtime count (e.g. number of items).
* @return Zero-based plural form index.
*/
uint8_t assetLocaleEvaluatePlural(
assetlocalefile_t *file,
const int32_t pluralCount
);
/**
* Advances the line reader past blank lines, comment lines (starting with
* `#`), and lines containing only spaces. Stops at the first content line or
* end of file.
*
* @param reader Line reader positioned at the current line.
* @param lineBuffer Output buffer that the reader writes each line into.
* @return OK on success, error if reading fails.
*/
errorret_t assetLocaleLineSkipBlanks(
assetfilelinereader_t *reader,
@@ -82,16 +182,19 @@ errorret_t assetLocaleLineSkipBlanks(
);
/**
* Unbuffers a potentially multi-line quoted string from the line reader.
*
* This will read lines until it finds a line that starts with a quote, then
* read until the closing quote.
*
* @param reader Line reader to read from.
* @param lineBuffer Buffer to use for reading lines.
* @param stringBuffer Buffer to write the unbuffered string to.
* @param stringBufferSize Size of the string buffer.
* @return Any error that occurs during unbuffering.
* Reads a PO quoted string value from the current line and any immediately
* following continuation lines that begin with `"`.
*
* Handles standard C escape sequences (`\n`, `\t`, `\\`, `\"`).
*
* @param reader Line reader positioned at the line containing the opening
* quote (e.g. `msgstr "..."`).
* @param lineBuffer Buffer the reader fills on each @ref assetFileLineReaderNext
* call; also used to detect continuation lines.
* @param stringBuffer Destination for the unescaped string content.
* @param stringBufferSize Capacity of `stringBuffer` in bytes.
* @return OK on success, error if a quote or escape sequence is malformed or
* the buffer would overflow.
*/
errorret_t assetLocaleLineUnbuffer(
assetfilelinereader_t *reader,
@@ -101,14 +204,19 @@ errorret_t assetLocaleLineUnbuffer(
);
/**
* Test function for locale asset loading.
*
* @param file Asset file to test loading from.
* @param messageId The message ID to retrieve.
* @param pluralCount Count for formulating the plural variant.
* @param stringBuffer Buffer to write the retrieved string to.
* @param stringBufferSize Size of the string buffer.
* @return Any error that occurs during testing.
* Looks up a translated string by message ID from the open locale file.
*
* Rewinds the file and scans from the beginning on every call. For plural
* entries (`msgid_plural`) the `pluralCount` is evaluated against the loaded
* plural rules to select the correct `msgstr[N]` form.
*
* @param file Locale file to search. Must be open.
* @param messageId PO message ID to find (`""` retrieves the header entry).
* @param pluralCount Count used to select the plural form (ignored for
* singular entries).
* @param stringBuffer Buffer to receive the translated string.
* @param stringBufferSize Capacity of `stringBuffer` in bytes.
* @return OK on success, error if the message ID is not found or I/O fails.
*/
errorret_t assetLocaleGetString(
assetlocalefile_t *file,
@@ -119,15 +227,21 @@ errorret_t assetLocaleGetString(
);
/**
* Test function for locale asset loading with a variable argument list.
*
* @param file Asset file to test loading from.
* @param messageId The message ID to retrieve.
* @param pluralCount Count for formulating the plural variant.
* @param buffer Buffer to write the retrieved string to.
* @param bufferSize Size of the buffer.
* @param ... Additional arguments for formatting the string.
* @return Any error that occurs during testing.
* Looks up a translated string and formats it with a `printf`-style variadic
* argument list.
*
* Retrieves the raw format string via @ref assetLocaleGetString then applies
* `vsnprintf` with the provided arguments.
*
* @param file Locale file to search. Must be open.
* @param messageId PO message ID to find.
* @param pluralCount Count used to select the plural form.
* @param buffer Buffer to receive the formatted string.
* @param bufferSize Capacity of `buffer` in bytes.
* @param ... Format arguments matching the specifiers in the translated
* string.
* @return OK on success, error if the message is not found or formatting
* fails.
*/
errorret_t assetLocaleGetStringWithVA(
assetlocalefile_t *file,
@@ -139,16 +253,22 @@ errorret_t assetLocaleGetStringWithVA(
);
/**
* Test function for locale asset loading with a list of arguments.
*
* @param file Asset file to test loading from.
* @param messageId The message ID to retrieve.
* @param pluralCount Count for formulating the plural variant.
* @param buffer Buffer to write the retrieved string to.
* @param bufferSize Size of the buffer.
* @param args List of arguments for formatting the string.
* @param argCount Number of arguments in the list.
* @return Any error that occurs during testing.
* Looks up a translated string and substitutes typed arguments into its
* `%s`, `%d`, and `%f` placeholders.
*
* Unlike @ref assetLocaleGetStringWithVA this variant accepts an explicit
* array of @ref assetlocalearg_t values, which is safer to use from
* generated or scripted call sites.
*
* @param file Locale file to search. Must be open.
* @param messageId PO message ID to find.
* @param pluralCount Count used to select the plural form.
* @param buffer Buffer to receive the formatted string.
* @param bufferSize Capacity of `buffer` in bytes.
* @param args Array of typed arguments; may be NULL when `argCount` is 0.
* @param argCount Number of elements in `args`.
* @return OK on success, error if the message is not found, an argument type
* mismatches the specifier, or the buffer would overflow.
*/
errorret_t assetLocaleGetStringWithArgs(
assetlocalefile_t *file,
@@ -158,4 +278,4 @@ errorret_t assetLocaleGetStringWithArgs(
const size_t bufferSize,
const assetlocalearg_t *args,
const size_t argCount
);
);
@@ -1,10 +1,9 @@
# 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
initialscene.c
)
assetscriptloader.c
)
@@ -0,0 +1,137 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetscriptloader.h"
#include "asset/loader/assetloading.h"
#include "asset/loader/assetentry.h"
#include "asset/loader/assetloader.h"
#include "script/module/require/modulerequire.h"
#include "util/memory.h"
#include "assert/assert.h"
#include <jerryscript.h>
errorret_t assetScriptLoaderAsync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertNotMainThread("Async loader should not be on main thread.");
if(loading->loading.script.state != ASSET_SCRIPT_LOADING_STATE_READ_FILE) {
errorOk();
}
assertNull(loading->loading.script.buffer, "Buffer already defined?");
assetfile_t *file = &loading->loading.script.file;
assetLoaderErrorChain(
loading, assetFileInit(file, loading->entry->name, NULL, NULL)
);
uint8_t *buffer = NULL;
size_t size = 0;
assetLoaderErrorChain(loading, assetFileReadEntire(file, &buffer, &size));
assetLoaderErrorChain(loading, assetFileDispose(file));
// Null-terminate for jerry_eval.
memoryResize((void **)&buffer, size, size + 1);
buffer[size] = '\0';
loading->loading.script.buffer = buffer;
loading->loading.script.size = size;
loading->loading.script.state = ASSET_SCRIPT_LOADING_STATE_EXEC;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
errorOk();
}
errorret_t assetScriptLoaderSync(assetloading_t *loading) {
assertNotNull(loading, "Loading cannot be NULL");
assertTrue(loading->type == ASSET_LOADER_TYPE_SCRIPT, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
switch(loading->loading.script.state) {
case ASSET_SCRIPT_LOADING_STATE_INITIAL:
loading->loading.script.state = ASSET_SCRIPT_LOADING_STATE_READ_FILE;
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
errorOk();
break;
case ASSET_SCRIPT_LOADING_STATE_EXEC:
break;
default:
errorOk();
}
// Get read buffer
uint8_t *buffer = loading->loading.script.buffer;
assertNotNull(buffer, "Script buffer should have been loaded by now.");
// Get the current global script realm
jerry_value_t global = jerry_current_realm();
// Replace globalThis.module with a new `module = {}`
jerry_value_t oldModule = jerry_object_get_sz(global, "module");
jerry_value_t module = jerry_object();
jerry_object_set_sz(global, "module", module);
// Eval the script, we handle failure later down the code.
jerry_value_t result = jerry_eval(
buffer,
loading->loading.script.size,
JERRY_PARSE_NO_OPTS
);
// Free the read buffer
memoryFree(buffer);
loading->loading.script.buffer = NULL;
// Restore globalThis.module
jerry_object_set_sz(global, "module", oldModule);
jerry_value_free(oldModule);
jerry_value_free(global);
if(jerry_value_is_exception(result)) {
jerry_value_free(module);
loading->entry->data.script.exports = jerry_undefined();
loading->entry->state = ASSET_ENTRY_STATE_ERROR;
// Get error string
char_t buf[256];
moduleBaseExceptionMessage(result, buf, sizeof(buf));
jerry_value_free(result);
assetLoaderErrorThrow(
loading,
"Script execution failed: %s: %s", loading->entry->name, buf
);
}
// Get module.exports
jerry_value_t exports = jerry_object_get_sz(module, "exports");
jerry_value_free(result);
jerry_value_free(module);
// Store the exports.
loading->entry->data.script.exports = exports;
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
errorOk();
}
errorret_t assetScriptDispose(assetentry_t *entry) {
assertNotNull(entry, "Asset entry cannot be NULL");
assertTrue(entry->type == ASSET_LOADER_TYPE_SCRIPT, "Invalid type.");
assertIsMainThread("Must be called from the main thread.");
if(
entry->data.script.exports != 0 &&
!jerry_value_is_undefined(entry->data.script.exports)
) {
jerry_value_free(entry->data.script.exports);
entry->data.script.exports = 0;
}
errorOk();
}
@@ -0,0 +1,60 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "asset/assetfile.h"
#include "script/scriptmodule.h"
#define ASSET_SCRIPT_CHUNK_SIZE 1024
typedef struct assetloading_s assetloading_t;
typedef struct assetentry_s assetentry_t;
typedef struct {
void *nothing;
} assetscriptloaderinput_t;
typedef scriptmodule_t assetscriptoutput_t;
typedef enum {
ASSET_SCRIPT_LOADING_STATE_INITIAL,
ASSET_SCRIPT_LOADING_STATE_READ_FILE,
ASSET_SCRIPT_LOADING_STATE_EXEC,
ASSET_SCRIPT_LOADING_STATE_DONE
} assetscriptloadingstate_t;
typedef struct {
assetfile_t file;
assetscriptloadingstate_t state;
uint8_t *buffer;
size_t size;
} assetscriptloaderloading_t;
/**
* Asynchronous loader for a script asset/module.
*
* @param loading The loading context.
* @returns An error code and state.
*/
errorret_t assetScriptLoaderAsync(assetloading_t *loading);
/**
* Synchronous loader for a script asset/module. This executes the script after
* it has been loaded by the async loader.
*
* @param loading The loading context.
* @returns An error code and state.
*/
errorret_t assetScriptLoaderSync(assetloading_t *loading);
/**
* Disposes of a loaded script asset/module.
*
* @param entry The asset entry to dispose.
* @returns An error code and state.
*/
errorret_t assetScriptDispose(assetentry_t *entry);
+1 -1
View File
@@ -67,7 +67,7 @@ errorret_t consoleDraw(void) {
for(uint32_t i = 0; i < CONSOLE_HISTORY_MAX; i++) {
errorChain(textDraw(
0, FONT_DEFAULT.tileset.tileHeight * i,
0, FONT_DEFAULT.tileset->tileHeight * i,
CONSOLE.line[i],
COLOR_WHITE,
&FONT_DEFAULT
+3 -26
View File
@@ -22,7 +22,7 @@
#include "util/memory.h"
#include "util/string.h"
#include "asset/asset.h"
#include "display/shader/shaderunlit.h"
#include "display/shader/shaderlist.h"
#include "time/time.h"
display_t DISPLAY = { 0 };
@@ -53,31 +53,8 @@ errorret_t displayInit(void) {
errorChain(screenInit());
// Setup initial shader with default values
mat4 view, proj, model;
glm_lookat(
(vec3){ 0.0f, 0.0f, 1.0f },
(vec3){ 0.0f, 0.0f, 0.0f },
(vec3){ 0.0f, 1.0f, 0.0f },
view
);
glm_perspective(
glm_rad(45.0f),
SCREEN.aspect,
0.1f,
100.0f,
proj
);
glm_mat4_identity(model);
errorChain(shaderInit(&SHADER_UNLIT, &SHADER_UNLIT_DEFINITION));
errorChain(shaderBind(&SHADER_UNLIT));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view));
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, NULL));
errorChain(shaderSetColor(&SHADER_UNLIT, SHADER_UNLIT_COLOR, COLOR_WHITE));
errorChain(shaderListInit());
errorOk();
}
@@ -119,7 +96,7 @@ errorret_t displaySetState(displaystate_t state) {
}
errorret_t displayDispose(void) {
errorChain(shaderDispose(&SHADER_UNLIT));
errorChain(shaderListDispose());
errorChain(spriteBatchDispose());
screenDispose();
errorChain(textDispose());
+1
View File
@@ -7,5 +7,6 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
shader.c
shaderlist.c
shaderunlit.c
)
+2
View File
@@ -8,6 +8,7 @@
#include "shader.h"
#include "shadermaterial.h"
#include "assert/assert.h"
#include "log/log.h"
shader_t *bound = NULL;
@@ -57,6 +58,7 @@ errorret_t shaderSetColor(
) {
assertNotNull(shader, "Shader cannot be null");
assertStrLenMin(name, 1, "Uniform name cannot be empty");
assertTrue(bound == shader, "Shader must be bound.");
errorChain(shaderSetColorPlatform(shader, name, color));
errorOk();
}
+87
View File
@@ -0,0 +1,87 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "shaderlist.h"
#include "display/screen/screen.h"
#include "assert/assert.h"
shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT] = {
[SHADER_LIST_SHADER_UNLIT] = {
.shader = &SHADER_UNLIT,
.definition = &SHADER_UNLIT_DEFINITION
},
};
errorret_t shaderListInit() {
mat4 view, proj, model;
glm_lookat(
(vec3){ 0.0f, 0.0f, 1.0f },
(vec3){ 0.0f, 0.0f, 0.0f },
(vec3){ 0.0f, 1.0f, 0.0f },
view
);
glm_perspective(
glm_rad(45.0f),
SCREEN.aspect,
0.1f,
100.0f,
proj
);
glm_mat4_identity(model);
for(shaderlistshader_t i = 0; i < SHADER_LIST_SHADER_COUNT; i++) {
if(i == SHADER_LIST_SHADER_NULL) {
continue;
}
assertNotNull(
SHADER_LIST_DEFS[i].shader, "Shader cannot be null"
);
assertNotNull(
SHADER_LIST_DEFS[i].definition, "Shader definition cannot be null"
);
errorChain(shaderInit(
SHADER_LIST_DEFS[i].shader, SHADER_LIST_DEFS[i].definition
));
errorChain(shaderBind(SHADER_LIST_DEFS[i].shader));
errorChain(shaderSetMatrix(
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_PROJECTION, proj
));
errorChain(shaderSetMatrix(
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_VIEW, view
));
errorChain(shaderSetMatrix(
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_MODEL, model
));
errorChain(shaderSetTexture(
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_TEXTURE, NULL
));
errorChain(shaderSetColor(
SHADER_LIST_DEFS[i].shader, SHADER_UNLIT_COLOR, COLOR_WHITE
));
}
errorOk();
}
errorret_t shaderListDispose(void) {
for(shaderlistshader_t i = 0; i < SHADER_LIST_SHADER_COUNT; i++) {
if(i == SHADER_LIST_SHADER_NULL) {
continue;
}
assertNotNull(
SHADER_LIST_DEFS[i].shader, "Shader cannot be null"
);
errorChain(shaderDispose(SHADER_LIST_DEFS[i].shader));
}
errorOk();
}
+40
View File
@@ -0,0 +1,40 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/shader/shader.h"
#include "display/shader/shaderunlit.h"
typedef enum {
SHADER_LIST_SHADER_NULL,
SHADER_LIST_SHADER_UNLIT,
SHADER_LIST_SHADER_COUNT
} shaderlistshader_t;
typedef struct {
shader_t *shader;
shaderdefinition_t *definition;
} shaderlistdef_t;
extern shaderlistdef_t SHADER_LIST_DEFS[SHADER_LIST_SHADER_COUNT];
/**
* Initializes all default shaders and uploads the initial view, projection,
* and model matrices to each.
*
* @return Error state.
*/
errorret_t shaderListInit();
/**
* Disposes all default shaders.
*
* @return Error state.
*/
errorret_t shaderListDispose(void);
+1 -1
View File
@@ -6,7 +6,7 @@
*/
#pragma once
#include "display/shader/shaderunlit.h"
#include "display/shader/shaderlist.h"
typedef union shadermaterial_u {
shaderunlitmaterial_t unlit;
+75 -110
View File
@@ -9,14 +9,13 @@
#include "assert/assert.h"
#include "util/memory.h"
#include "util/math.h"
#include "display/shader/shaderunlit.h"
#include "display/shader/shadermaterial.h"
meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT];
spritebatch_t SPRITEBATCH;
errorret_t spriteBatchInit() {
memoryZero(&SPRITEBATCH, sizeof(spritebatch_t));
errorChain(meshInit(
&SPRITEBATCH.mesh,
QUAD_PRIMITIVE_TYPE,
@@ -28,137 +27,100 @@ errorret_t spriteBatchInit() {
errorret_t spriteBatchBuffer(
const spritebatchsprite_t *sprites,
const uint32_t count
const uint32_t count,
shader_t *shader,
const shadermaterial_t material
) {
for(uint32_t i = 0; i < count; i++) {
const spritebatchsprite_t *s = &sprites[i];
assertNotNull(sprites, "Sprites cannot be null");
assertTrue(count > 0, "Count must be greater than zero");
assertNotNull(shader, "Shader cannot be null");
// if(s->texture != SPRITEBATCH.currentTexture) {
// errorChain(spriteBatchFlush());
// }
// Did the shader or material data change?
if(shader != SPRITEBATCH.shader) {
errorChain(spriteBatchFlush());
SPRITEBATCH.shader = shader;
SPRITEBATCH.material = material;
} else if(memoryCompare(
&material, &SPRITEBATCH.material, sizeof(shadermaterial_t)
) != 0) {
// Did the material data change?
errorChain(spriteBatchFlush());
SPRITEBATCH.shader = shader;
SPRITEBATCH.material = material;
}
if(SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX_PER_FLUSH) {
errorChain(spriteBatchFlush());
}
// Buffer the vertices.
for(uint32_t i = 0; i < count; i++ ){
spritebatchsprite_t sprite = sprites[i];
meshvertex_t *v = &SPRITEBATCH_VERTICES[
(SPRITEBATCH.spriteCount + (SPRITEBATCH.spriteFlush *
SPRITEBATCH_SPRITES_MAX_PER_FLUSH)) * QUAD_VERTEX_COUNT
];
// Buffer the quad
v[0].pos[0] = sprite.min[0];
v[0].pos[1] = sprite.min[1];
v[0].pos[2] = sprite.min[2];
v[0].pos[0] = s->min[0]; v[0].pos[1] = s->min[1]; v[0].pos[2] = s->min[2];
v[0].uv[0] = s->uvMin[0]; v[0].uv[1] = s->uvMin[1];
v[0].uv[0] = sprite.uvMin[0];
v[0].uv[1] = sprite.uvMin[1];
v[1].pos[0] = s->max[0]; v[1].pos[1] = s->min[1]; v[1].pos[2] = s->min[2];
v[1].uv[0] = s->uvMax[0]; v[1].uv[1] = s->uvMin[1];
v[2].pos[0] = s->max[0]; v[2].pos[1] = s->max[1]; v[2].pos[2] = s->min[2];
v[2].uv[0] = s->uvMax[0]; v[2].uv[1] = s->uvMax[1];
v[1].pos[0] = sprite.max[0];
v[1].pos[1] = sprite.min[1];
v[1].pos[2] = sprite.min[2];
v[3].pos[0] = s->min[0]; v[3].pos[1] = s->min[1]; v[3].pos[2] = s->min[2];
v[3].uv[0] = s->uvMin[0]; v[3].uv[1] = s->uvMin[1];
v[1].uv[0] = sprite.uvMax[0];
v[1].uv[1] = sprite.uvMin[1];
v[4].pos[0] = s->max[0]; v[4].pos[1] = s->max[1]; v[4].pos[2] = s->min[2];
v[4].uv[0] = s->uvMax[0]; v[4].uv[1] = s->uvMax[1];
v[5].pos[0] = s->min[0]; v[5].pos[1] = s->max[1]; v[5].pos[2] = s->min[2];
v[5].uv[0] = s->uvMin[0]; v[5].uv[1] = s->uvMax[1];
v[2].pos[0] = sprite.max[0];
v[2].pos[1] = sprite.max[1];
v[2].pos[2] = sprite.max[2];
#if MESH_ENABLE_COLOR
for(uint8_t vi = 0; vi < QUAD_VERTEX_COUNT; vi++) {
v[vi].color = s->color;
}
#endif
v[2].uv[0] = sprite.uvMax[0];
v[2].uv[1] = sprite.uvMax[1];
v[3].pos[0] = sprite.min[0];
v[3].pos[1] = sprite.min[1];
v[3].pos[2] = sprite.min[2];
v[3].uv[0] = sprite.uvMin[0];
v[3].uv[1] = sprite.uvMin[1];
v[4].pos[0] = sprite.max[0];
v[4].pos[1] = sprite.max[1];
v[4].pos[2] = sprite.max[2];
v[4].uv[0] = sprite.uvMax[0];
v[4].uv[1] = sprite.uvMax[1];
v[5].pos[0] = sprite.min[0];
v[5].pos[1] = sprite.max[1];
v[5].pos[2] = sprite.max[2];
v[5].uv[0] = sprite.uvMin[0];
v[5].uv[1] = sprite.uvMax[1];
// Do we need to flush?
SPRITEBATCH.spriteCount++;
if(SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX_PER_FLUSH) {
errorChain(spriteBatchFlush());
}
}
errorOk();
}
errorret_t spriteBatchBufferSprite(const spritebatchsprite_t *sprite) {
return spriteBatchBuffer(sprite, 1);
}
errorret_t spriteBatchPushv(
const float_t *minX,
const float_t *minY,
const float_t *maxX,
const float_t *maxY,
const float_t *z,
#if MESH_ENABLE_COLOR
const color_t *color,
#endif
const float_t *u0,
const float_t *v0,
const float_t *u1,
const float_t *v1,
const size_t count
) {
for(size_t i = 0; i < count; i++) {
spritebatchsprite_t sprite;
sprite.min[0] = minX[i]; sprite.min[1] = minY[i]; sprite.min[2] = z[i];
sprite.max[0] = maxX[i]; sprite.max[1] = maxY[i]; sprite.max[2] = z[i];
sprite.uvMin[0] = u0[i]; sprite.uvMin[1] = v0[i];
sprite.uvMax[0] = u1[i]; sprite.uvMax[1] = v1[i];
sprite.texture = SPRITEBATCH.currentTexture;
#if MESH_ENABLE_COLOR
sprite.color = color[i];
#endif
errorChain(spriteBatchBuffer(&sprite, 1));
}
errorOk();
}
errorret_t spriteBatchPush(
const float_t minX,
const float_t minY,
const float_t maxX,
const float_t maxY,
#if MESH_ENABLE_COLOR
const color_t color,
#endif
const float_t u0,
const float_t v0,
const float_t u1,
const float_t v1
) {
spritebatchsprite_t sprite;
sprite.min[0] = minX; sprite.min[1] = minY; sprite.min[2] = 0;
sprite.max[0] = maxX; sprite.max[1] = maxY; sprite.max[2] = 0;
sprite.uvMin[0] = u0; sprite.uvMin[1] = v0;
sprite.uvMax[0] = u1; sprite.uvMax[1] = v1;
sprite.texture = SPRITEBATCH.currentTexture;
#if MESH_ENABLE_COLOR
sprite.color = color;
#endif
return spriteBatchBuffer(&sprite, 1);
}
errorret_t spriteBatchPushZ(
const vec3 min,
const vec3 max,
#if MESH_ENABLE_COLOR
const color_t color,
#endif
const vec2 uvMin,
const vec2 uvMax
) {
spritebatchsprite_t sprite;
sprite.min[0] = min[0]; sprite.min[1] = min[1]; sprite.min[2] = min[2];
sprite.max[0] = max[0]; sprite.max[1] = max[1]; sprite.max[2] = max[2];
sprite.uvMin[0] = uvMin[0]; sprite.uvMin[1] = uvMin[1];
sprite.uvMax[0] = uvMax[0]; sprite.uvMax[1] = uvMax[1];
sprite.texture = SPRITEBATCH.currentTexture;
#if MESH_ENABLE_COLOR
sprite.color = color;
#endif
return spriteBatchBuffer(&sprite, 1);
}
void spriteBatchClear() {
SPRITEBATCH.spriteCount = 0;
SPRITEBATCH.spriteFlush = 0;
SPRITEBATCH.currentTexture = NULL;
SPRITEBATCH.shader = NULL;
memoryZero(&SPRITEBATCH.material, sizeof(shadermaterial_t));
}
errorret_t spriteBatchFlush() {
@@ -171,6 +133,9 @@ errorret_t spriteBatchFlush() {
SPRITEBATCH.spriteFlush * SPRITEBATCH_SPRITES_MAX_PER_FLUSH *
QUAD_VERTEX_COUNT
);
errorChain(shaderBind(SPRITEBATCH.shader));
errorChain(shaderSetMaterial(SPRITEBATCH.shader, &SPRITEBATCH.material));
errorChain(meshFlush(&SPRITEBATCH.mesh, vertexOffset, vertexCount));
errorChain(meshDraw(&SPRITEBATCH.mesh, vertexOffset, vertexCount));
@@ -186,4 +151,4 @@ errorret_t spriteBatchFlush() {
errorret_t spriteBatchDispose() {
errorChain(meshDispose(&SPRITEBATCH.mesh));
errorOk();
}
}
+26 -105
View File
@@ -8,6 +8,7 @@
#pragma once
#include "display/mesh/quad.h"
#include "display/texture/texture.h"
#include "display/shader/shadermaterial.h"
#define SPRITEBATCH_SPRITES_MAX 512
#define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT)
@@ -21,146 +22,66 @@ typedef struct {
vec3 max;
vec2 uvMin;
vec2 uvMax;
texture_t *texture;
#if MESH_ENABLE_COLOR
color_t color;
#endif
} spritebatchsprite_t;
typedef struct {
mesh_t mesh;
int32_t spriteCount;
int32_t spriteFlush;
texture_t *currentTexture;
shader_t *shader;
shadermaterial_t material;
} spritebatch_t;
// Have to define these seperately because of alignment in certain platforms.
// Have to define these separately because of alignment on certain platforms.
extern meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT];
extern spritebatch_t SPRITEBATCH;
/**
* Initializes a sprite batch.
* Initializes the global sprite batch and its internal mesh buffer.
*
* @return An error code indicating success or failure.
* @return Error state.
*/
errorret_t spriteBatchInit();
/**
* Buffers an array of sprites. Flushes automatically when the texture changes
* or the per-flush limit is reached.
* Lowest-level buffer function. Writes sprites into the internal vertex buffer.
* Flushes automatically when the per-flush capacity is reached. Does not
* modify material state — call spriteBatchSetState or use a high-level push
* function before buffering.
*
* @param sprites Pointer to the sprite array.
* @param count Number of sprites to buffer.
* @return An error code indicating success or failure.
* @param shader Shader to use when flushing.
* @param material Material information passed to the shader when flushing.
* @return Error state.
*/
errorret_t spriteBatchBuffer(
const spritebatchsprite_t *sprites,
const uint32_t count
const uint32_t count,
shader_t *shader,
const shadermaterial_t material
);
/**
* Convenience wrapper — buffers a single sprite.
*
* @param sprite The sprite to buffer.
* @return An error code indicating success or failure.
*/
errorret_t spriteBatchBufferSprite(const spritebatchsprite_t *sprite);
/**
* Pushes multiple sprites to the batch using parallel arrays of values.
*
* @param minX Array of minimum x coordinates.
* @param minY Array of minimum y coordinates.
* @param maxX Array of maximum x coordinates.
* @param maxY Array of maximum y coordinates.
* @param z Array of z coordinates.
* @param color Array of colors (if enabled).
* @param u0 Array of u0 texture coordinates.
* @param v0 Array of v0 texture coordinates.
* @param u1 Array of u1 texture coordinates.
* @param v1 Array of v1 texture coordinates.
* @param count Number of sprites to push.
* @return An error code indicating success or failure.
*/
errorret_t spriteBatchPushv(
const float_t *minX,
const float_t *minY,
const float_t *maxX,
const float_t *maxY,
const float_t *z,
#if MESH_ENABLE_COLOR
const color_t *color,
#endif
const float_t *u0,
const float_t *v0,
const float_t *u1,
const float_t *v1,
const size_t count
);
/**
* Pushes a 2D sprite (z=0) to the batch.
*
* @param minX The minimum x coordinate of the sprite.
* @param minY The minimum y coordinate of the sprite.
* @param maxX The maximum x coordinate of the sprite.
* @param maxY The maximum y coordinate of the sprite.
* @param color The color to tint the sprite with.
* @param u0 Texture u coordinate for the top-left corner.
* @param v0 Texture v coordinate for the top-left corner.
* @param u1 Texture u coordinate for the bottom-right corner.
* @param v1 Texture v coordinate for the bottom-right corner.
* @return An error code indicating success or failure.
*/
errorret_t spriteBatchPush(
const float_t minX,
const float_t minY,
const float_t maxX,
const float_t maxY,
#if MESH_ENABLE_COLOR
const color_t color,
#endif
const float_t u0,
const float_t v0,
const float_t u1,
const float_t v1
);
/**
* Pushes a 3D sprite to the batch.
*
* @param min The minimum (x,y,z) coordinate of the sprite.
* @param max The maximum (x,y,z) coordinate of the sprite.
* @param color The color to tint the sprite with.
* @param uvMin Texture coordinate for the top-left corner.
* @param uvMax Texture coordinate for the bottom-right corner.
* @return An error code indicating success or failure.
*/
errorret_t spriteBatchPushZ(
const vec3 min,
const vec3 max,
#if MESH_ENABLE_COLOR
const color_t color,
#endif
const vec2 uvMin,
const vec2 uvMax
);
/**
* Clears the sprite batch. Calling flush after this renders nothing.
* Resets sprite and flush counters and clears the current material state.
* Calling spriteBatchFlush after this renders nothing.
*/
void spriteBatchClear();
/**
* Flushes the sprite batch, rendering all queued sprites.
* Uploads and draws all buffered sprites. If a material type has been set via
* spriteBatchSetState or spriteBatchCheckState, the shader is bound and the
* material is applied first. If matType is NULL the caller is responsible for
* having the correct shader already bound. Does nothing if the buffer is empty.
*
* @return An error code indicating success or failure.
* @return Error state.
*/
errorret_t spriteBatchFlush();
/**
* Disposes of the sprite batch, freeing any allocated resources.
* Disposes of the sprite batch and frees its internal mesh buffer.
*
* @return An error code indicating success or failure.
* @return Error state.
*/
errorret_t spriteBatchDispose();
+2 -2
View File
@@ -10,6 +10,6 @@
#include "display/texture/tileset.h"
typedef struct {
texture_t texture;
tileset_t tileset;
texture_t *texture;
tileset_t *tileset;
} font_t;
+57 -40
View File
@@ -9,6 +9,7 @@
#include "assert/assert.h"
#include "util/memory.h"
#include "display/spritebatch/spritebatch.h"
#include "asset/asset.h"
#include "asset/loader/display/assettextureloader.h"
#include "asset/loader/display/assettilesetloader.h"
#include "display/shader/shaderunlit.h"
@@ -16,49 +17,60 @@
font_t FONT_DEFAULT;
errorret_t textInit(void) {
errorChain(assetTextureLoad(
"ui/minogram.png", &FONT_DEFAULT.texture, TEXTURE_FORMAT_RGBA
));
errorChain(assetTilesetLoad("ui/minogram.dtf", &FONT_DEFAULT.tileset));
assetloaderinput_t input = { .texture = TEXTURE_FORMAT_RGBA };
assetentry_t *entryTexture = assetLock(
"ui/minogram.png", ASSET_LOADER_TYPE_TEXTURE, &input
);
assetentry_t *entryTileset = assetLock(
"ui/minogram.dtf", ASSET_LOADER_TYPE_TILESET, NULL
);
errorChain(assetRequireLoaded(entryTexture));
errorChain(assetRequireLoaded(entryTileset));
FONT_DEFAULT.texture = &entryTexture->data.texture;
FONT_DEFAULT.tileset = &entryTileset->data.tileset;
errorOk();
}
errorret_t textDispose(void) {
errorChain(textureDispose(&FONT_DEFAULT.texture));
FONT_DEFAULT.texture = NULL;
FONT_DEFAULT.tileset = NULL;
assetUnlock("ui/minogram.png");
assetUnlock("ui/minogram.dtf");
errorOk();
}
errorret_t textDrawChar(
const float_t x,
const float_t y,
const char_t c,
#if MESH_ENABLE_COLOR
const color_t color,
#endif
font_t *font
spritebatchsprite_t textGetSprite(
const vec2 pos, const char_t c, const font_t *font
) {
assertNotNull(font, "Font cannot be NULL");
// Change char from ASCII to a tile index.
int32_t tileIndex = (int32_t)(c) - TEXT_CHAR_START;
if(tileIndex < 0 || tileIndex >= font->tileset.tileCount) {
if(tileIndex < 0 || tileIndex >= font->tileset->tileCount) {
tileIndex = ((int32_t)'@') - TEXT_CHAR_START;
}
assertTrue(
tileIndex >= 0 && tileIndex <= font->tileset.tileCount,
tileIndex >= 0 && tileIndex <= font->tileset->tileCount,
"Character is out of bounds for font tiles"
);
// Create sprite.
vec4 uv;
tilesetTileGetUV(&font->tileset, tileIndex, uv);
tilesetTileGetUV(font->tileset, tileIndex, uv);
errorChain(spriteBatchPush(
x, y,
x + font->tileset.tileWidth,
y + font->tileset.tileHeight,
#if MESH_ENABLE_COLOR
color,
#endif
uv[0], uv[1], uv[2], uv[3]
));
errorOk();
spritebatchsprite_t sprite;
sprite.min[0] = pos[0];
sprite.min[1] = pos[1];
sprite.min[2] = 0.0f;
sprite.max[0] = pos[0] + font->tileset->tileWidth;
sprite.max[1] = pos[1] + font->tileset->tileHeight;
sprite.max[2] = 0.0f;
sprite.uvMin[0] = uv[0];
sprite.uvMin[1] = uv[1];
sprite.uvMax[0] = uv[2];
sprite.uvMax[1] = uv[3];
return sprite;
}
errorret_t textDraw(
@@ -70,10 +82,20 @@ errorret_t textDraw(
) {
assertNotNull(text, "Text cannot be NULL");
spritebatchsprite_t sprite;
shadermaterial_t material = {
.unlit = {
.color = color,
.texture = font->texture
}
};
float_t posX = x;
float_t posY = y;
errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, &font->texture));
errorChain(shaderSetTexture(
&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, font->texture
));
#if MESH_ENABLE_COLOR
#else
@@ -85,23 +107,18 @@ errorret_t textDraw(
while((c = text[i++]) != '\0') {
if(c == '\n') {
posX = x;
posY += font->tileset.tileHeight;
posY += font->tileset->tileHeight;
continue;
}
if(c == ' ') {
posX += font->tileset.tileWidth;
posX += font->tileset->tileWidth;
continue;
}
errorChain(textDrawChar(
posX, posY, c,
#if MESH_ENABLE_COLOR
color,
#endif
font
));
posX += font->tileset.tileWidth;
sprite = textGetSprite((vec2){posX, posY}, c, font);
errorChain(spriteBatchBuffer(&sprite, 1, &SHADER_UNLIT, material));
posX += font->tileset->tileWidth;
}
errorOk();
}
@@ -117,7 +134,7 @@ void textMeasure(
assertNotNull(outHeight, "Output height pointer cannot be NULL");
int32_t width = 0;
int32_t height = font->tileset.tileHeight;
int32_t height = font->tileset->tileHeight;
int32_t lineWidth = 0;
char_t c;
@@ -126,11 +143,11 @@ void textMeasure(
if(c == '\n') {
if(lineWidth > width) width = lineWidth;
lineWidth = 0;
height += font->tileset.tileHeight;
height += font->tileset->tileHeight;
continue;
}
lineWidth += font->tileset.tileWidth;
lineWidth += font->tileset->tileWidth;
}
if(lineWidth > width) width = lineWidth;
+9 -14
View File
@@ -8,6 +8,7 @@
#pragma once
#include "asset/asset.h"
#include "display/text/font.h"
#include "display/spritebatch/spritebatch.h"
#define TEXT_CHAR_START '!'
@@ -28,23 +29,17 @@ errorret_t textInit(void);
errorret_t textDispose(void);
/**
* Draws a single character at the specified position.
* Builds a sprite for a single character at the given position.
*
* @param x The x-coordinate to draw the character at.
* @param y The y-coordinate to draw the character at.
* @param c The character to draw.
* @param color The color to draw the character in.
* @param font Font to use for rendering.
* @return Either an error or success result.
* @param pos The (x, y) position of the character in screen/world space.
* @param c The character to build a sprite for.
* @param font Font to use for tile lookup.
* @return The populated sprite ready for spriteBatchBuffer.
*/
errorret_t textDrawChar(
const float_t x,
const float_t y,
spritebatchsprite_t textGetSprite(
const vec2 pos,
const char_t c,
#if MESH_ENABLE_COLOR
const color_t color,
#endif
font_t *font
const font_t *font
);
/**
+12 -11
View File
@@ -23,18 +23,19 @@
#include "network/network.h"
#include "system/system.h"
#include "console/console.h"
#include "script/script.h"
#include "item/backpack.h"
#include "save/save.h"
#include "scene/initial/initialscene.h"
engine_t ENGINE;
errorret_t engineInit(const int32_t argc, const char_t **argv) {
assertInit();
memoryZero(&ENGINE, sizeof(engine_t));
ENGINE.running = true;
ENGINE.argc = argc;
ENGINE.argv = argv;
ENGINE.version = DUSK_VERSION;
// Init systems. Order is important.
errorChain(systemInit());
@@ -47,17 +48,18 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
errorChain(displayInit());
errorChain(uiInit());
errorChain(uiTextboxInit());
errorChain(cutsceneInit());
errorChain(sceneInit());
entityManagerInit();
backpackInit();
physicsManagerInit();
errorChain(networkInit());
errorChain(scriptInit());
/* Run the init script. */
consolePrint("Engine initialized");
sceneSet(SCENE_TYPE_INITIAL);
errorChain(scriptExecFile("init.js"));
errorChain(sceneSet("testscene.js"));
errorOk();
}
@@ -68,18 +70,16 @@ errorret_t engineUpdate(void) {
timeUpdate();
inputUpdate();
consoleUpdate();
entityManagerUpdate();
uiUpdate();
errorChain(uiTextboxUpdate());
physicsManagerUpdate();
errorChain(displayUpdate());
errorChain(cutsceneUpdate());
sceneUpdate();
errorChain(assetUpdate());
if(inputPressed(INPUT_ACTION_RAGEQUIT)) ENGINE.running = false;
// Scene update occurs last because only after rendering would we want to do
// scene switching, refer to sceneSet() for information.
errorChain(cutsceneUpdate());
errorChain(sceneUpdate());
errorOk();
}
@@ -98,6 +98,7 @@ errorret_t engineDispose(void) {
consoleDispose();
errorChain(displayDispose());
// errorChain(saveDispose());
errorChain(scriptDispose());
errorChain(assetDispose());
errorOk();
+1
View File
@@ -15,6 +15,7 @@ typedef struct {
bool_t running;
int32_t argc;
const char_t **argv;
const char_t *version;
} engine_t;
extern engine_t ENGINE;
+16 -2
View File
@@ -12,12 +12,13 @@
componentdefinition_t COMPONENT_DEFINITIONS[] = {
[COMPONENT_TYPE_NULL] = { 0 },
#define X(enm, type, field, iMethod, dMethod) \
#define X(enm, type, field, iMethod, dMethod, rMethod) \
[COMPONENT_TYPE_##enm] = { \
.enumName = #enm, \
.name = #field, \
.init = iMethod, \
.dispose = dMethod \
.dispose = dMethod, \
.render = rMethod \
},
#include "componentlist.h"
@@ -114,6 +115,19 @@ entityid_t componentGetEntitiesWithComponent(
return written;
}
errorret_t componentRenderAll(void) {
for(entityid_t eid = 0; eid < ENTITY_COUNT_MAX; eid++) {
if(!(ENTITY_MANAGER.entities[eid].state & ENTITY_STATE_ACTIVE)) continue;
for(componentid_t cid = 0; cid < ENTITY_COMPONENT_COUNT_MAX; cid++) {
component_t *cmp = &ENTITY_MANAGER.components[componentGetIndex(eid, cid)];
if(cmp->type == COMPONENT_TYPE_NULL) continue;
if(!COMPONENT_DEFINITIONS[cmp->type].render) continue;
errorChain(COMPONENT_DEFINITIONS[cmp->type].render(eid, cid));
}
}
errorOk();
}
void componentDispose(
const entityid_t entityId,
const componentid_t componentId
+15 -5
View File
@@ -8,13 +8,13 @@
#pragma once
#include "entitybase.h"
#define X(enumName, type, field, init, dispose) \
#define X(enumName, type, field, init, dispose, render) \
// do nothing
#include "componentlist.h"
#undef X
typedef union {
#define X(enumName, type, field, init, dispose) type field;
#define X(enumName, type, field, init, dispose, render) type field;
#include "componentlist.h"
#undef X
} componentdata_t;
@@ -24,12 +24,13 @@ typedef struct {
const char_t *name;
void (*init)(const entityid_t, const componentid_t);
void (*dispose)(const entityid_t, const componentid_t);
errorret_t (*render)(const entityid_t, const componentid_t);
} componentdefinition_t;
typedef enum {
COMPONENT_TYPE_NULL,
#define X(enumName, type, field, init, dispose) \
#define X(enumName, type, field, init, dispose, render) \
COMPONENT_TYPE_##enumName,
#include "componentlist.h"
#undef X
@@ -100,11 +101,20 @@ entityid_t componentGetEntitiesWithComponent(
/**
* Disposes of a component for the entity with component ID.
*
*
* @param entityId The entity ID.
* @param componentId The component ID.
*/
void componentDispose(
const entityid_t entityId,
const componentid_t componentId
);
);
/**
* Calls the render callback on every active component that defines one.
* Iterates all active entities and all their component slots. No-op for
* components whose definition has render == NULL.
*
* @return Error state.
*/
errorret_t componentRenderAll(void);
-1
View File
@@ -5,5 +5,4 @@
add_subdirectory(display)
add_subdirectory(physics)
add_subdirectory(script)
add_subdirectory(trigger)
@@ -16,7 +16,7 @@ void entityCameraInit(const entityid_t ent, const componentid_t comp) {
ent, comp, COMPONENT_TYPE_CAMERA
);
cam->nearClip = 0.1f;
cam->farClip = 100.0f;
cam->farClip = 5000.0f;
cam->projType = ENTITY_CAMERA_PROJECTION_TYPE_PERSPECTIVE;
cam->perspective.fov = glm_rad(45.0f);
}
@@ -66,7 +66,7 @@ entityid_t entityCameraGetCurrent(void) {
entityid_t count = componentGetEntitiesWithComponent(
COMPONENT_TYPE_CAMERA, camEnts, camComps
);
if(count == 0) return ENTITY_COUNT_MAX;
if(count == 0) return ENTITY_ID_INVALID;
return camEnts[0];
}
@@ -83,6 +83,30 @@ void entityCameraGetForward(const entityid_t entityId, vec2 out) {
out[1] = fz;
}
void entityCameraLookAtPixelPerfect(
const entityid_t ent,
const componentid_t posComp,
const componentid_t camComp,
const vec3 point,
const vec3 eyeOffset,
const float_t scale
) {
entitycamera_t *cam = (entitycamera_t *)componentGetData(
ent, camComp, COMPONENT_TYPE_CAMERA
);
float_t dist = (
(float_t)SCREEN.height / (2.0f * scale * tanf(cam->perspective.fov * 0.5f))
);
vec3 eye = {
point[0] + eyeOffset[0],
point[1] + dist + eyeOffset[1],
point[2] + eyeOffset[2]
};
vec3 up = { 0.0f, 0.0f, -1.0f };
entityPositionLookAt(ent, posComp, eye, (float_t *)point, up);
}
void entityCameraGetRight(const entityid_t entityId, vec2 out) {
componentid_t posComp = entityGetComponent(entityId, COMPONENT_TYPE_POSITION);
entityposition_t *pos = entityPositionGet(entityId, posComp);
@@ -55,7 +55,7 @@ void entityCameraGetProjection(
);
/**
* Returns the entity ID of the first active camera, or ENTITY_COUNT_MAX if
* Returns the entity ID of the first active camera, or ENTITY_ID_INVALID if
* none are active.
*/
entityid_t entityCameraGetCurrent(void);
@@ -76,4 +76,24 @@ void entityCameraGetForward(const entityid_t entityId, vec2 out);
* @param entityId The camera entity ID.
* @param out Output vec2: {rightX, rightZ} normalized.
*/
void entityCameraGetRight(const entityid_t entityId, vec2 out);
void entityCameraGetRight(const entityid_t entityId, vec2 out);
/**
* Positions the camera to look at a 3D point at a pixel-perfect distance
* derived from the camera's FOV and screen height.
*
* @param ent The camera entity ID.
* @param posComp The position component ID.
* @param camComp The camera component ID.
* @param point World position to look at.
* @param eyeOffset Offset added to the eye position only (not the target).
* @param scale Pixels per world unit. 1.0 = pixel perfect, 2.0 = 2px per unit.
*/
void entityCameraLookAtPixelPerfect(
const entityid_t ent,
const componentid_t posComp,
const componentid_t camComp,
const vec3 point,
const vec3 eyeOffset,
const float_t scale
);
@@ -7,25 +7,82 @@
#include "entity/entitymanager.h"
// Lazily recompute worldTransform from the parent chain.
static void entityPositionUpdateWorld(entityposition_t *pos) {
if(!pos->dirty) return;
// Decompose localTransform into the PRS cache. Only called when PRS_DIRTY.
static void entityPositionEnsurePRS(entityposition_t *pos) {
if(!(pos->flags & ENTITY_POSITION_FLAG_PRS_DIRTY)) return;
entityPositionDecompose(pos);
pos->flags &= ~ENTITY_POSITION_FLAG_PRS_DIRTY;
}
if(pos->parentEntityId == ENTITY_ID_INVALID) {
glm_mat4_copy(pos->localTransform, pos->worldTransform);
} else {
// Rebuild localTransform from the PRS cache. Only rebuilds what changed.
static void entityPositionEnsureLocal(entityposition_t *pos) {
const uint8_t dirty = pos->flags & (
ENTITY_POSITION_FLAG_ROTATION_DIRTY | ENTITY_POSITION_FLAG_POSITION_DIRTY
);
if(!dirty) return;
if(dirty & ENTITY_POSITION_FLAG_ROTATION_DIRTY) {
// Rotation or scale changed: rebuild columns 0-2 analytically (XYZ euler order).
const float c0 = cosf(pos->rotation[0]), s0 = sinf(pos->rotation[0]);
const float c1 = cosf(pos->rotation[1]), s1 = sinf(pos->rotation[1]);
const float c2 = cosf(pos->rotation[2]), s2 = sinf(pos->rotation[2]);
const float s0s1 = s0 * s1;
const float c0s1 = c0 * s1;
pos->localTransform[0][0] = c1 * c2 * pos->scale[0];
pos->localTransform[0][1] = (c0 * s2 + s0s1 * c2) * pos->scale[0];
pos->localTransform[0][2] = (s0 * s2 - c0s1 * c2) * pos->scale[0];
pos->localTransform[0][3] = 0.0f;
pos->localTransform[1][0] = -c1 * s2 * pos->scale[1];
pos->localTransform[1][1] = (c0 * c2 - s0s1 * s2) * pos->scale[1];
pos->localTransform[1][2] = (s0 * c2 + c0s1 * s2) * pos->scale[1];
pos->localTransform[1][3] = 0.0f;
pos->localTransform[2][0] = s1 * pos->scale[2];
pos->localTransform[2][1] = -s0 * c1 * pos->scale[2];
pos->localTransform[2][2] = c0 * c1 * pos->scale[2];
pos->localTransform[2][3] = 0.0f;
}
if(dirty & ENTITY_POSITION_FLAG_POSITION_DIRTY) {
// Only position changed: update column 3 only (no trig needed).
pos->localTransform[3][0] = pos->position[0];
pos->localTransform[3][1] = pos->position[1];
pos->localTransform[3][2] = pos->position[2];
pos->localTransform[3][3] = 1.0f;
}
pos->flags &= ~(ENTITY_POSITION_FLAG_ROTATION_DIRTY | ENTITY_POSITION_FLAG_POSITION_DIRTY);
}
// Recompute worldTransform from the parent chain. Only called when WORLD_DIRTY.
static void entityPositionEnsureWorld(entityposition_t *pos) {
if(!(pos->flags & ENTITY_POSITION_FLAG_WORLD_DIRTY)) return;
entityPositionEnsureLocal(pos);
if(pos->parentEntityId != ENTITY_ID_INVALID) {
// Parented: world = parent.world × local. worldTransform must be written
// because children (and this node's getters) read it.
entityposition_t *parent = componentGetData(
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
);
entityPositionUpdateWorld(parent);
entityPositionEnsureWorld(parent);
glm_mat4_mul(parent->worldTransform, pos->localTransform, pos->worldTransform);
} else if(pos->childCount > 0) {
// Parentless root with children: children need a valid worldTransform to
// multiply against, but world == local, so just copy.
glm_mat4_copy(pos->localTransform, pos->worldTransform);
}
// Parentless leaf: world == local. Getters read localTransform directly;
// no copy needed.
pos->dirty = false;
pos->flags &= ~ENTITY_POSITION_FLAG_WORLD_DIRTY;
}
void entityPositionMarkDirty(entityposition_t *pos) {
pos->dirty = true;
if(pos->flags & ENTITY_POSITION_FLAG_WORLD_DIRTY) return;
pos->flags |= ENTITY_POSITION_FLAG_WORLD_DIRTY;
for(uint8_t i = 0; i < pos->childCount; i++) {
entityposition_t *child = componentGetData(
pos->childEntityIds[i], pos->childComponentIds[i], COMPONENT_TYPE_POSITION
@@ -42,29 +99,31 @@ void entityPositionInit(
entityId, componentId, COMPONENT_TYPE_POSITION
);
pos->flags = 0;
pos->parentEntityId = ENTITY_ID_INVALID;
pos->parentComponentId = COMPONENT_ID_INVALID;
pos->childCount = 0;
glm_vec3_zero(pos->position);
glm_vec3_zero(pos->rotation);
glm_vec3_one(pos->scale);
glm_mat4_identity(pos->localTransform);
glm_mat4_identity(pos->worldTransform);
pos->dirty = false;
pos->parentEntityId = ENTITY_ID_INVALID;
pos->parentComponentId = COMPONENT_ID_INVALID;
pos->childCount = 0;
}
void entityPositionLookAt(
const entityid_t entityId,
const componentid_t componentId,
vec3 eye,
vec3 target,
vec3 up,
vec3 eye
vec3 up
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
glm_lookat(eye, target, up, pos->localTransform);
entityPositionDecompose(pos);
// localTransform is now authoritative; PRS cache is stale.
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_PRS_DIRTY)
& ~(ENTITY_POSITION_FLAG_ROTATION_DIRTY | ENTITY_POSITION_FLAG_POSITION_DIRTY);
entityPositionMarkDirty(pos);
}
@@ -76,8 +135,11 @@ void entityPositionGetTransform(
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
entityPositionUpdateWorld(pos);
glm_mat4_copy(pos->worldTransform, dest);
entityPositionEnsureWorld(pos);
glm_mat4_copy(
pos->parentEntityId == ENTITY_ID_INVALID ? pos->localTransform : pos->worldTransform,
dest
);
}
void entityPositionGetLocalTransform(
@@ -88,10 +150,11 @@ void entityPositionGetLocalTransform(
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
entityPositionEnsureLocal(pos);
glm_mat4_copy(pos->localTransform, dest);
}
void entityPositionGetPosition(
void entityPositionGetLocalPosition(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
@@ -99,10 +162,59 @@ void entityPositionGetPosition(
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
entityPositionEnsurePRS(pos);
glm_vec3_copy(pos->position, dest);
}
void entityPositionSetPosition(
void entityPositionGetWorldPosition(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
if(pos->parentEntityId == ENTITY_ID_INVALID) {
entityPositionEnsurePRS(pos);
glm_vec3_copy(pos->position, dest);
return;
}
entityPositionEnsureWorld(pos);
dest[0] = pos->worldTransform[3][0];
dest[1] = pos->worldTransform[3][1];
dest[2] = pos->worldTransform[3][2];
}
void entityPositionSetWorldPosition(
const entityid_t entityId,
const componentid_t componentId,
vec3 position
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
if(pos->parentEntityId == ENTITY_ID_INVALID) {
glm_vec3_copy(position, pos->position);
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_POSITION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
return;
}
entityposition_t *parent = componentGetData(
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
);
entityPositionEnsureWorld(parent);
mat4 invParent;
glm_mat4_inv(parent->worldTransform, invParent);
vec3 localPos;
glm_mat4_mulv3(invParent, position, 1.0f, localPos);
glm_vec3_copy(localPos, pos->position);
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_POSITION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
}
void entityPositionSetLocalPosition(
const entityid_t entityId,
const componentid_t componentId,
vec3 position
@@ -111,10 +223,12 @@ void entityPositionSetPosition(
entityId, componentId, COMPONENT_TYPE_POSITION
);
glm_vec3_copy(position, pos->position);
entityPositionRebuild(pos);
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_POSITION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
}
void entityPositionGetRotation(
void entityPositionGetLocalRotation(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
@@ -122,10 +236,48 @@ void entityPositionGetRotation(
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
entityPositionEnsurePRS(pos);
glm_vec3_copy(pos->rotation, dest);
}
void entityPositionSetRotation(
void entityPositionGetWorldRotation(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
if(pos->parentEntityId == ENTITY_ID_INVALID) {
entityPositionEnsurePRS(pos);
glm_vec3_copy(pos->rotation, dest);
return;
}
entityPositionEnsureWorld(pos);
const float (*wt)[4] = pos->worldTransform;
const float sx = sqrtf(wt[0][0]*wt[0][0] + wt[0][1]*wt[0][1] + wt[0][2]*wt[0][2]);
const float sy = sqrtf(wt[1][0]*wt[1][0] + wt[1][1]*wt[1][1] + wt[1][2]*wt[1][2]);
const float sz = sqrtf(wt[2][0]*wt[2][0] + wt[2][1]*wt[2][1] + wt[2][2]*wt[2][2]);
const float r00 = sx > 0.0f ? wt[0][0]/sx : 0.0f;
const float r10 = sy > 0.0f ? wt[1][0]/sy : 0.0f;
const float r20 = sz > 0.0f ? wt[2][0]/sz : 0.0f;
const float r01 = sx > 0.0f ? wt[0][1]/sx : 0.0f;
const float r11 = sy > 0.0f ? wt[1][1]/sy : 0.0f;
const float r21 = sz > 0.0f ? wt[2][1]/sz : 0.0f;
const float r22 = sz > 0.0f ? wt[2][2]/sz : 0.0f;
const float sinBeta = glm_clamp(r20, -1.0f, 1.0f);
dest[1] = asinf(sinBeta);
const float cosBeta = cosf(dest[1]);
if(fabsf(cosBeta) > 1e-6f) {
dest[0] = atan2f(-r21, r22);
dest[2] = atan2f(-r10, r00);
} else {
dest[2] = 0.0f;
dest[0] = (sinBeta > 0.0f) ? atan2f(r01, r11) : -atan2f(r01, r11);
}
}
void entityPositionSetLocalRotation(
const entityid_t entityId,
const componentid_t componentId,
vec3 rotation
@@ -134,10 +286,87 @@ void entityPositionSetRotation(
entityId, componentId, COMPONENT_TYPE_POSITION
);
glm_vec3_copy(rotation, pos->rotation);
entityPositionRebuild(pos);
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
}
void entityPositionGetScale(
void entityPositionSetWorldRotation(
const entityid_t entityId,
const componentid_t componentId,
vec3 rotation
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
if(pos->parentEntityId == ENTITY_ID_INVALID) {
glm_vec3_copy(rotation, pos->rotation);
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
return;
}
entityposition_t *parent = componentGetData(
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
);
entityPositionEnsureWorld(parent);
// Build target world rotation matrix (unit scale) from XYZ euler.
const float c0 = cosf(rotation[0]), s0 = sinf(rotation[0]);
const float c1 = cosf(rotation[1]), s1 = sinf(rotation[1]);
const float c2 = cosf(rotation[2]), s2 = sinf(rotation[2]);
const float s0s1 = s0*s1, c0s1 = c0*s1;
// Named wr[col_stored][row_stored] matching cglm column-major layout.
const float wr00 = c1*c2, wr01 = c0*s2 + s0s1*c2, wr02 = s0*s2 - c0s1*c2;
const float wr10 = -c1*s2, wr11 = c0*c2 - s0s1*s2, wr12 = s0*c2 + c0s1*s2;
const float wr20 = s1, wr21 = -s0*c1, wr22 = c0*c1;
// Normalize parent world columns to extract pure rotation.
const float (*pt)[4] = parent->worldTransform;
const float psx = sqrtf(pt[0][0]*pt[0][0] + pt[0][1]*pt[0][1] + pt[0][2]*pt[0][2]);
const float psy = sqrtf(pt[1][0]*pt[1][0] + pt[1][1]*pt[1][1] + pt[1][2]*pt[1][2]);
const float psz = sqrtf(pt[2][0]*pt[2][0] + pt[2][1]*pt[2][1] + pt[2][2]*pt[2][2]);
const float pr00 = psx > 0.f ? pt[0][0]/psx : 0.f;
const float pr01 = psx > 0.f ? pt[0][1]/psx : 0.f;
const float pr02 = psx > 0.f ? pt[0][2]/psx : 0.f;
const float pr10 = psy > 0.f ? pt[1][0]/psy : 0.f;
const float pr11 = psy > 0.f ? pt[1][1]/psy : 0.f;
const float pr12 = psy > 0.f ? pt[1][2]/psy : 0.f;
const float pr20 = psz > 0.f ? pt[2][0]/psz : 0.f;
const float pr21 = psz > 0.f ? pt[2][1]/psz : 0.f;
const float pr22 = psz > 0.f ? pt[2][2]/psz : 0.f;
// local_R = parent_R^T * world_R (R^-1 == R^T for orthogonal matrices).
// Compute only the 7 entries of the local rotation matrix needed for XYZ
// euler extraction (stored column-major: [col][row] = math [row][col]).
// sinBeta = stored[2][0] = math[0][2]
// r21/r22 = stored[2][1..2] = math[1..2][2]
// r10/r00 = stored[1][0], stored[0][0] = math[0][1], math[0][0]
// gimbal = stored[0][1], stored[1][1] = math[1][0], math[1][1]
const float lr00 = pr00*wr00 + pr01*wr10 + pr02*wr20; // math[0][0]
const float lr10 = pr00*wr01 + pr01*wr11 + pr02*wr21; // math[0][1]
const float lr20 = pr00*wr02 + pr01*wr12 + pr02*wr22; // math[0][2] → sinBeta
const float lr01 = pr10*wr00 + pr11*wr10 + pr12*wr20; // math[1][0]
const float lr11 = pr10*wr01 + pr11*wr11 + pr12*wr21; // math[1][1]
const float lr21 = pr10*wr02 + pr11*wr12 + pr12*wr22; // math[1][2] → r21
const float lr22 = pr20*wr02 + pr21*wr12 + pr22*wr22; // math[2][2] → r22
const float sinBeta = glm_clamp(lr20, -1.0f, 1.0f);
pos->rotation[1] = asinf(sinBeta);
const float cosBeta = cosf(pos->rotation[1]);
if(fabsf(cosBeta) > 1e-6f) {
pos->rotation[0] = atan2f(-lr21, lr22);
pos->rotation[2] = atan2f(-lr10, lr00);
} else {
pos->rotation[2] = 0.0f;
pos->rotation[0] = (sinBeta > 0.0f) ? atan2f(lr01, lr11) : -atan2f(lr01, lr11);
}
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
}
void entityPositionGetLocalScale(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
@@ -145,10 +374,31 @@ void entityPositionGetScale(
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
entityPositionEnsurePRS(pos);
glm_vec3_copy(pos->scale, dest);
}
void entityPositionSetScale(
void entityPositionGetWorldScale(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
if(pos->parentEntityId == ENTITY_ID_INVALID) {
entityPositionEnsurePRS(pos);
glm_vec3_copy(pos->scale, dest);
return;
}
entityPositionEnsureWorld(pos);
const float (*wt)[4] = pos->worldTransform;
dest[0] = sqrtf(wt[0][0]*wt[0][0] + wt[0][1]*wt[0][1] + wt[0][2]*wt[0][2]);
dest[1] = sqrtf(wt[1][0]*wt[1][0] + wt[1][1]*wt[1][1] + wt[1][2]*wt[1][2]);
dest[2] = sqrtf(wt[2][0]*wt[2][0] + wt[2][1]*wt[2][1] + wt[2][2]*wt[2][2]);
}
void entityPositionSetLocalScale(
const entityid_t entityId,
const componentid_t componentId,
vec3 scale
@@ -157,7 +407,40 @@ void entityPositionSetScale(
entityId, componentId, COMPONENT_TYPE_POSITION
);
glm_vec3_copy(scale, pos->scale);
entityPositionRebuild(pos);
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
}
void entityPositionSetWorldScale(
const entityid_t entityId,
const componentid_t componentId,
vec3 scale
) {
entityposition_t *pos = componentGetData(
entityId, componentId, COMPONENT_TYPE_POSITION
);
if(pos->parentEntityId == ENTITY_ID_INVALID) {
glm_vec3_copy(scale, pos->scale);
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
return;
}
entityposition_t *parent = componentGetData(
pos->parentEntityId, pos->parentComponentId, COMPONENT_TYPE_POSITION
);
entityPositionEnsureWorld(parent);
const float (*pt)[4] = parent->worldTransform;
const float psx = sqrtf(pt[0][0]*pt[0][0] + pt[0][1]*pt[0][1] + pt[0][2]*pt[0][2]);
const float psy = sqrtf(pt[1][0]*pt[1][0] + pt[1][1]*pt[1][1] + pt[1][2]*pt[1][2]);
const float psz = sqrtf(pt[2][0]*pt[2][0] + pt[2][1]*pt[2][1] + pt[2][2]*pt[2][2]);
pos->scale[0] = psx > 0.0f ? scale[0] / psx : scale[0];
pos->scale[1] = psy > 0.0f ? scale[1] / psy : scale[1];
pos->scale[2] = psz > 0.0f ? scale[2] / psz : scale[2];
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
}
void entityPositionSetParent(
@@ -218,12 +501,8 @@ entityposition_t *entityPositionGet(
}
void entityPositionRebuild(entityposition_t *pos) {
glm_mat4_identity(pos->localTransform);
glm_translate(pos->localTransform, pos->position);
glm_rotate_x(pos->localTransform, pos->rotation[0], pos->localTransform);
glm_rotate_y(pos->localTransform, pos->rotation[1], pos->localTransform);
glm_rotate_z(pos->localTransform, pos->rotation[2], pos->localTransform);
glm_scale(pos->localTransform, pos->scale);
pos->flags = (pos->flags | ENTITY_POSITION_FLAG_ROTATION_DIRTY | ENTITY_POSITION_FLAG_POSITION_DIRTY)
& ~ENTITY_POSITION_FLAG_PRS_DIRTY;
entityPositionMarkDirty(pos);
}
@@ -281,36 +560,33 @@ void entityPositionDecompose(entityposition_t *pos) {
pos->localTransform[2][2] * pos->localTransform[2][2]
);
// Normalize columns to isolate the rotation matrix.
float invS0 = pos->scale[0] > 0.0f ? 1.0f / pos->scale[0] : 0.0f;
float invS1 = pos->scale[1] > 0.0f ? 1.0f / pos->scale[1] : 0.0f;
float invS2 = pos->scale[2] > 0.0f ? 1.0f / pos->scale[2] : 0.0f;
// Normalize columns to isolate the rotation matrix (9 floats, no mat4 needed).
const float invS0 = pos->scale[0] > 0.0f ? 1.0f / pos->scale[0] : 0.0f;
const float invS1 = pos->scale[1] > 0.0f ? 1.0f / pos->scale[1] : 0.0f;
const float invS2 = pos->scale[2] > 0.0f ? 1.0f / pos->scale[2] : 0.0f;
mat4 r;
glm_mat4_identity(r);
r[0][0] = pos->localTransform[0][0] * invS0;
r[0][1] = pos->localTransform[0][1] * invS0;
r[0][2] = pos->localTransform[0][2] * invS0;
r[1][0] = pos->localTransform[1][0] * invS1;
r[1][1] = pos->localTransform[1][1] * invS1;
r[1][2] = pos->localTransform[1][2] * invS1;
r[2][0] = pos->localTransform[2][0] * invS2;
r[2][1] = pos->localTransform[2][1] * invS2;
r[2][2] = pos->localTransform[2][2] * invS2;
const float r00 = pos->localTransform[0][0] * invS0;
const float r01 = pos->localTransform[0][1] * invS0;
const float r02 = pos->localTransform[0][2] * invS0;
const float r10 = pos->localTransform[1][0] * invS1;
const float r11 = pos->localTransform[1][1] * invS1;
const float r20 = pos->localTransform[2][0] * invS2;
const float r21 = pos->localTransform[2][1] * invS2;
const float r22 = pos->localTransform[2][2] * invS2;
// Extract XYZ euler angles (R = Rx * Ry * Rz, column-major)
float sinBeta = glm_clamp(r[2][0], -1.0f, 1.0f);
const float sinBeta = glm_clamp(r20, -1.0f, 1.0f);
pos->rotation[1] = asinf(sinBeta);
float cosBeta = cosf(pos->rotation[1]);
const float cosBeta = cosf(pos->rotation[1]);
if(fabsf(cosBeta) > 1e-6f) {
pos->rotation[0] = atan2f(-r[2][1], r[2][2]);
pos->rotation[2] = atan2f(-r[1][0], r[0][0]);
pos->rotation[0] = atan2f(-r21, r22);
pos->rotation[2] = atan2f(-r10, r00);
} else {
// Gimbal lock: pin Z to 0, recover X.
pos->rotation[2] = 0.0f;
pos->rotation[0] = (sinBeta > 0.0f)
? atan2f(r[0][1], r[1][1])
: -atan2f(r[0][1], r[1][1]);
? atan2f(r01, r11)
: -atan2f(r01, r11);
}
}
@@ -8,24 +8,81 @@
#pragma once
#include "entity/entitybase.h"
/** Maximum number of child position components this node can track. */
#define ENTITY_POSITION_CHILDREN_MAX 8
/**
* PRS cache is stale. localTransform was written directly (e.g. lookAt) and
* position/rotation/scale need to be decomposed before they can be read.
*/
#define ENTITY_POSITION_FLAG_PRS_DIRTY (1 << 0)
/**
* Columns 0-2 of localTransform are stale. Rotation or scale changed; the
* basis vectors need to be rebuilt analytically before the matrix can be used.
* Does not imply column 3 (translation) is stale.
*/
#define ENTITY_POSITION_FLAG_ROTATION_DIRTY (1 << 1)
/**
* Column 3 of localTransform is stale. Position changed; only the translation
* column needs to be written. Does not imply columns 0-2 are stale.
*/
#define ENTITY_POSITION_FLAG_POSITION_DIRTY (1 << 2)
/**
* worldTransform is stale. Either the local matrix changed or an ancestor
* moved; the full parent-chain multiply must be rerun before world data is read.
*/
#define ENTITY_POSITION_FLAG_WORLD_DIRTY (1 << 3)
typedef struct {
mat4 localTransform;
mat4 worldTransform;
vec3 position;
vec3 rotation;
vec3 scale;
bool dirty;
/*
* Hot fields — flag checks and parent/child traversal (markDirty, ensureWorld)
* only touch these. Kept at the front so they share the first cache line.
*/
/** Bitmask of ENTITY_POSITION_FLAG_* values describing which caches are stale. */
uint8_t flags;
/** Entity ID of the parent node, or ENTITY_ID_INVALID if none. */
entityid_t parentEntityId;
/** Component ID of the parent position component, or COMPONENT_ID_INVALID if none. */
componentid_t parentComponentId;
/** Number of currently registered children. */
uint8_t childCount;
/** Entity IDs of child nodes. */
entityid_t childEntityIds[ENTITY_POSITION_CHILDREN_MAX];
/** Component IDs of child position components. */
componentid_t childComponentIds[ENTITY_POSITION_CHILDREN_MAX];
/*
* Warm fields — read/written by PRS getters/setters.
* Accessed more often than the matrices but less often than flags.
*/
/** Cached local position (XYZ). May be stale when ENTITY_POSITION_FLAG_PRS_DIRTY is set. */
vec3 position;
/** Cached local euler rotation (XYZ, radians). May be stale when ENTITY_POSITION_FLAG_PRS_DIRTY is set. */
vec3 rotation;
/** Cached local scale (XYZ). May be stale when ENTITY_POSITION_FLAG_PRS_DIRTY is set. */
vec3 scale;
/*
* Cold fields — only touched when actually rebuilding transforms.
*/
/** Local transform matrix, rebuilt lazily from position/rotation/scale. */
mat4 localTransform;
/** World transform matrix, recomputed lazily from the parent chain. */
mat4 worldTransform;
} entityposition_t;
/**
* Initialize the entity position component.
* Initializes the entity position component, setting identity transforms and
* zeroing all parent/child state.
*
* @param entityId The entity ID.
* @param componentId The component ID.
*/
void entityPositionInit(
const entityid_t entityId,
@@ -35,26 +92,26 @@ void entityPositionInit(
/**
* Transforms the entity's local transform to look at a target point.
*
* @param entityId The entity ID.
* @param entityId The entity ID.
* @param componentId The component ID.
* @param target The target point to look at.
* @param up The up vector.
* @param eye The eye/camera position.
* @param eye The eye/camera position.
* @param target The target point to look at.
* @param up The up vector.
*/
void entityPositionLookAt(
const entityid_t entityId,
const componentid_t componentId,
vec3 eye,
vec3 target,
vec3 up,
vec3 eye
vec3 up
);
/**
* Gets the world-space transform matrix, recomputing it lazily if dirty.
*
* @param entityId The entity ID.
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination matrix.
* @param dest Destination matrix.
*/
void entityPositionGetTransform(
const entityid_t entityId,
@@ -65,9 +122,9 @@ void entityPositionGetTransform(
/**
* Gets the local transform matrix (does not include parent transforms).
*
* @param entityId The entity ID.
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination matrix.
* @param dest Destination matrix.
*/
void entityPositionGetLocalTransform(
const entityid_t entityId,
@@ -76,54 +133,171 @@ void entityPositionGetLocalTransform(
);
/**
* Gets the cached local position.
* Gets the cached local position (XYZ). Decomposes localTransform into PRS
* first if ENTITY_POSITION_FLAG_PRS_DIRTY is set; never triggers a matrix
* rebuild or world-transform update.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination vector.
*/
void entityPositionGetPosition(
void entityPositionGetLocalPosition(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
);
/**
* Sets the local position and marks the world transform dirty.
* Gets the world-space position. For parentless entities this is the same as
* the local position.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination vector.
*/
void entityPositionSetPosition(
void entityPositionGetWorldPosition(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
);
/**
* Sets the world-space position. For parentless entities this is equivalent to
* entityPositionSetLocalPosition. For parented entities the position is
* converted to local space via the inverted parent world transform.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param position The desired world-space position.
*/
void entityPositionSetWorldPosition(
const entityid_t entityId,
const componentid_t componentId,
vec3 position
);
/**
* Gets the cached local euler rotation (XYZ, radians).
* Sets the local position, marks localTransform and worldTransform (self +
* descendants) dirty.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param position The new local position.
*/
void entityPositionGetRotation(
void entityPositionSetLocalPosition(
const entityid_t entityId,
const componentid_t componentId,
vec3 position
);
/**
* Gets the cached local euler rotation (XYZ, radians). Decomposes
* localTransform first if ENTITY_POSITION_FLAG_PRS_DIRTY is set.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination vector.
*/
void entityPositionGetLocalRotation(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
);
/**
* Sets the local euler rotation (XYZ, radians) and marks the world transform dirty.
* Gets the world-space euler rotation (XYZ, radians) by decomposing the world
* transform. For parentless entities this is the same as local rotation.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination vector.
*/
void entityPositionSetRotation(
void entityPositionGetWorldRotation(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
);
/**
* Sets the local euler rotation (XYZ, radians) and marks transforms dirty.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param rotation The new local rotation.
*/
void entityPositionSetLocalRotation(
const entityid_t entityId,
const componentid_t componentId,
vec3 rotation
);
/**
* Gets the cached local scale.
* Sets the world-space euler rotation (XYZ, radians). For parentless entities
* this is equivalent to entityPositionSetLocalRotation. For parented entities
* the rotation is converted to local space by removing the parent world
* rotation.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param rotation The desired world-space euler rotation.
*/
void entityPositionGetScale(
void entityPositionSetWorldRotation(
const entityid_t entityId,
const componentid_t componentId,
vec3 rotation
);
/**
* Gets the cached local scale. Decomposes localTransform first if
* ENTITY_POSITION_FLAG_PRS_DIRTY is set.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination vector.
*/
void entityPositionGetLocalScale(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
);
/**
* Sets the local scale and marks the world transform dirty.
* Gets the world-space scale by extracting column lengths from the world
* transform. For parentless entities this is the same as local scale.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param dest Destination vector.
*/
void entityPositionSetScale(
void entityPositionGetWorldScale(
const entityid_t entityId,
const componentid_t componentId,
vec3 dest
);
/**
* Sets the local scale and marks transforms dirty.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param scale The new local scale.
*/
void entityPositionSetLocalScale(
const entityid_t entityId,
const componentid_t componentId,
vec3 scale
);
/**
* Sets the world-space scale. For parentless entities this is equivalent to
* entityPositionSetLocalScale. For parented entities the scale is converted to
* local space by dividing by the parent world scale (assumes no shear).
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @param scale The desired world-space scale.
*/
void entityPositionSetWorldScale(
const entityid_t entityId,
const componentid_t componentId,
vec3 scale
@@ -133,9 +307,9 @@ void entityPositionSetScale(
* Sets the parent of this entity's position component.
* Pass ENTITY_ID_INVALID / COMPONENT_ID_INVALID to detach from any parent.
*
* @param entityId The child entity ID.
* @param componentId The child component ID.
* @param parentEntityId The parent entity ID.
* @param entityId The child entity ID.
* @param componentId The child component ID.
* @param parentEntityId The parent entity ID.
* @param parentComponentId The parent component ID.
*/
void entityPositionSetParent(
@@ -147,7 +321,13 @@ void entityPositionSetParent(
/**
* Returns a direct pointer to the entity position component data.
* After modifying localTransform directly, call entityPositionMarkDirty().
* After modifying localTransform directly, call entityPositionMarkDirty() to
* set ENTITY_POSITION_FLAG_WORLD_DIRTY on self and descendants. After
* modifying PRS directly, call entityPositionRebuild() instead.
*
* @param entityId The entity ID.
* @param componentId The component ID.
* @return Pointer to the component data.
*/
entityposition_t *entityPositionGet(
const entityid_t entityId,
@@ -155,13 +335,22 @@ entityposition_t *entityPositionGet(
);
/**
* Rebuilds the local transform matrix from the cached position/rotation/scale,
* then marks this node and all descendants dirty.
* Signals that the PRS cache was modified externally. Sets both
* ENTITY_POSITION_FLAG_ROTATION_DIRTY and ENTITY_POSITION_FLAG_POSITION_DIRTY
* so all of localTransform is rebuilt lazily on the next read, clears
* ENTITY_POSITION_FLAG_PRS_DIRTY, and propagates ENTITY_POSITION_FLAG_WORLD_DIRTY
* to self and all descendants.
*
* @param pos The position component whose PRS was modified.
*/
void entityPositionRebuild(entityposition_t *pos);
/**
* Marks this node and all descendants as having a stale world transform.
* Sets ENTITY_POSITION_FLAG_WORLD_DIRTY on this node and all descendants,
* indicating that worldTransform must be recomputed before it is read.
* Call this after modifying localTransform directly.
*
* @param pos The position component to mark dirty.
*/
void entityPositionMarkDirty(entityposition_t *pos);
@@ -169,7 +358,7 @@ void entityPositionMarkDirty(entityposition_t *pos);
* Disposes this entity and all of its position-component descendants
* recursively. Detaches from any parent before destroying.
*
* @param entityId The root entity ID.
* @param entityId The root entity ID.
* @param componentId The root position component ID.
*/
void entityPositionDisposeDeep(
@@ -180,5 +369,7 @@ void entityPositionDisposeDeep(
/**
* Decomposes the local transform matrix back into the position, rotation
* (XYZ euler, radians), and scale cache fields.
*
* @param pos The position component to decompose.
*/
void entityPositionDecompose(entityposition_t *pos);
@@ -7,8 +7,12 @@
#include "entityrenderable.h"
#include "entity/entitymanager.h"
#include "display/shader/shadermaterial.h"
#include "display/shader/shaderunlit.h"
#include "display/display.h"
#include "display/mesh/cube.h"
#include "util/memory.h"
#include "assert/assert.h"
void entityRenderableInit(
const entityid_t entityId,
@@ -17,20 +21,21 @@ void entityRenderableInit(
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
r->type = ENTITY_RENDERABLE_TYPE_MATERIAL;
r->mesh = &CUBE_MESH_SIMPLE;
r->shader = &SHADER_UNLIT;
r->material.unlit.color = COLOR_WHITE;
memoryZero(r, sizeof(entityrenderable_t));
r->type = ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL;
r->data.material.shaderType = SHADER_LIST_SHADER_UNLIT;
r->data.material.material.unlit.color = COLOR_WHITE;
r->data.material.meshes[0] = &CUBE_MESH_SIMPLE;
r->data.material.meshOffsets[0] = 0;
r->data.material.meshCounts[0] = -1;
r->data.material.meshCount = 1;
r->data.material.state.flags = DISPLAY_STATE_FLAG_DEPTH_TEST;
}
entityrenderabletype_t entityRenderableGetType(
void entityRenderableDispose(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
return r->type;
}
void entityRenderableSetType(
@@ -44,106 +49,94 @@ void entityRenderableSetType(
r->type = type;
}
mesh_t * entityRenderableGetMesh(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
return r->mesh;
}
void entityRenderableSetMesh(
void entityRenderableSetPriority(
const entityid_t entityId,
const componentid_t componentId,
mesh_t *mesh
const int8_t priority
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
r->mesh = mesh;
r->priority = priority;
}
shader_t * entityRenderableGetShader(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
return r->shader;
}
void entityRenderableSetShader(
void entityRenderableSetDraw(
const entityid_t entityId,
const componentid_t componentId,
shader_t *shader
errorret_t (*draw)(
const entityid_t entityId,
const componentid_t componentId,
void *user
),
void *user
) {
assertNotNull(draw, "Draw callback cannot be null");
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
r->shader = shader;
r->type = ENTITY_RENDERABLE_TYPE_CUSTOM;
r->data.custom.draw = draw;
r->data.custom.drawUser = user;
}
shadermaterial_t * entityRenderableGetShaderMaterial(
const entityid_t entityId,
const componentid_t componentId
static errorret_t entityRenderableDrawSpritebatch(
const entityrenderablespritebatch_t *sb
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
return &r->material;
if(sb->spriteCount == 0) errorOk();
errorChain(displaySetState((displaystate_t){
.flags = DISPLAY_STATE_FLAG_BLEND
}));
spriteBatchClear();
shadermaterial_t mat;
memoryZero(&mat, sizeof(shadermaterial_t));
mat.unlit.texture = sb->texture;
mat.unlit.color = COLOR_WHITE;
errorChain(spriteBatchBuffer(
sb->sprites, sb->spriteCount,
SHADER_LIST_DEFS[SHADER_LIST_SHADER_UNLIT].shader, mat
));
return spriteBatchFlush();
}
void entityRenderableSetColor(
const entityid_t entityId,
const componentid_t componentId,
const color_t color
static errorret_t entityRenderableDrawMaterial(
const entityrenderablematerial_t *m
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
r->material.unlit.color = color;
}
void entityRenderableSpriteBatchAdd(
const entityid_t entityId,
const componentid_t componentId,
const spritebatchsprite_t *sprite
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
if(r->spritebatch.spriteCount >= ENTITY_RENDERABLE_SPRITEBATCH_SPRITES_MAX) return;
r->spritebatch.sprites[r->spritebatch.spriteCount++] = *sprite;
}
void entityRenderableSpriteBatchClear(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
r->spritebatch.spriteCount = 0;
}
void entityRenderableDispose(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
if(
r->type == ENTITY_RENDERABLE_TYPE_CALLBACK &&
r->userFree &&
r->user
) {
r->userFree(r->user);
r->user = NULL;
errorChain(displaySetState(m->state));
shader_t *shader = SHADER_LIST_DEFS[m->shaderType].shader;
assertNotNull(shader, "Shader cannot be null for material type");
errorChain(shaderBind(shader));
errorChain(shaderSetMaterial(shader, &m->material));
for(uint8_t i = 0; i < m->meshCount; i++) {
errorChain(meshDraw(m->meshes[i], m->meshOffsets[i], m->meshCounts[i]));
}
errorOk();
}
static errorret_t entityRenderableDrawCustom(
const entityid_t entityId,
const componentid_t componentId,
const entityrenderablecustom_t *custom
) {
return custom->draw(entityId, componentId, custom->drawUser);
}
errorret_t entityRenderableDraw(
const entityid_t entityId,
const componentid_t componentId
) {
entityrenderable_t *r = componentGetData(
entityId, componentId, COMPONENT_TYPE_RENDERABLE
);
switch(r->type) {
case ENTITY_RENDERABLE_TYPE_SPRITEBATCH:
return entityRenderableDrawSpritebatch(&r->data.spritebatch);
case ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL:
return entityRenderableDrawMaterial(&r->data.material);
case ENTITY_RENDERABLE_TYPE_CUSTOM:
return entityRenderableDrawCustom(entityId, componentId, &r->data.custom);
default:
assertUnreachable("Invalid renderable type");
}
r->mesh = NULL;
r->shader = NULL;
}
@@ -10,49 +10,66 @@
#include "display/mesh/mesh.h"
#include "display/shader/shadermaterial.h"
#include "display/spritebatch/spritebatch.h"
#include "display/displaystate.h"
#define ENTITY_RENDERABLE_SPRITEBATCH_SPRITES_MAX 64
#define ENTITY_RENDERABLE_MESHES_MAX 8
typedef enum {
ENTITY_RENDERABLE_TYPE_MATERIAL = 0,
ENTITY_RENDERABLE_TYPE_CUSTOM = 0,
ENTITY_RENDERABLE_TYPE_SPRITEBATCH,
ENTITY_RENDERABLE_TYPE_CALLBACK,
ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL,
} entityrenderabletype_t;
typedef errorret_t (*entityrenderablecallback_t)(
const entityid_t entityId,
const componentid_t componentId,
const mat4 view,
const mat4 proj,
const mat4 model,
void *user
);
typedef struct {
spritebatchsprite_t sprites[ENTITY_RENDERABLE_SPRITEBATCH_SPRITES_MAX];
uint16_t spriteCount;
uint32_t spriteCount;
texture_t *texture;
} entityrenderablespritebatch_t;
typedef struct {
mesh_t *meshes[ENTITY_RENDERABLE_MESHES_MAX];
int32_t meshOffsets[ENTITY_RENDERABLE_MESHES_MAX];
int32_t meshCounts[ENTITY_RENDERABLE_MESHES_MAX];
uint8_t meshCount;
shaderlistshader_t shaderType;
shadermaterial_t material;
displaystate_t state;
} entityrenderablematerial_t;
typedef struct {
errorret_t (*draw)(
const entityid_t entityId,
const componentid_t componentId,
void *user
);
void *drawUser;
} entityrenderablecustom_t;
typedef union entityrenderabledata_u {
entityrenderablespritebatch_t spritebatch;
entityrenderablematerial_t material;
entityrenderablecustom_t custom;
} entityrenderabledata_t;
typedef struct {
entityrenderabletype_t type;
shader_t *shader;
union {
struct {
mesh_t *mesh;
shadermaterial_t material;
};
entityrenderablespritebatch_t spritebatch;
struct {
entityrenderablecallback_t callback;
void (*userFree)(void *user);
void *user;
};
};
entityrenderabledata_t data;
/**
* Render priority. 0 = auto (derived from type/flags). Higher values render
* later (on top of lower values). Range: [-128..127] with 0 is auto.
*/
int8_t priority;
} entityrenderable_t;
/**
* Initializes the entity renderable component. Defaults to
* ENTITY_RENDERABLE_TYPE_MATERIAL, the unlit shader, white color, no mesh.
* ENTITY_RENDERABLE_TYPE_SHADER_MATERIAL with the unlit shader, a white cube,
* and depth-test enabled.
*
* @param entityId The entity to initialize the component for.
* @param componentId The renderable component of the entity.
*/
void entityRenderableInit(
const entityid_t entityId,
@@ -60,7 +77,10 @@ void entityRenderableInit(
);
/**
* Disposes the entity renderable component, freeing any callback user data.
* Disposes the entity renderable component.
*
* @param entityId The entity to dispose the component for.
* @param componentId The renderable component of the entity.
*/
void entityRenderableDispose(
const entityid_t entityId,
@@ -68,15 +88,12 @@ void entityRenderableDispose(
);
/**
* Gets the renderable type.
*/
entityrenderabletype_t entityRenderableGetType(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets the renderable type.
* Sets the rendering type for the renderable component. Resets type-specific
* data to zero.
*
* @param entityId The entity to configure.
* @param componentId The renderable component.
* @param type The rendering type to use.
*/
void entityRenderableSetType(
const entityid_t entityId,
@@ -85,73 +102,46 @@ void entityRenderableSetType(
);
/**
* Gets the mesh pointer (ENTITY_RENDERABLE_TYPE_MATERIAL only).
* Sets the render priority. 0 = auto (derived from type/flags). Higher values
* render later (on top). Use non-zero to force ordering.
*
* @param entityId The entity to configure.
* @param componentId The renderable component.
* @param priority The priority value, or 0 for auto.
*/
mesh_t * entityRenderableGetMesh(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets the mesh pointer (ENTITY_RENDERABLE_TYPE_MATERIAL only).
*/
void entityRenderableSetMesh(
const entityid_t entityId,
const componentid_t componentId,
mesh_t *mesh
);
/**
* Gets the shader pointer.
*/
shader_t * entityRenderableGetShader(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets the shader pointer.
*/
void entityRenderableSetShader(
const entityid_t entityId,
const componentid_t componentId,
shader_t *shader
);
/**
* Gets a pointer to the shader material union
* (ENTITY_RENDERABLE_TYPE_MATERIAL only).
*/
shadermaterial_t * entityRenderableGetShaderMaterial(
const entityid_t entityId,
const componentid_t componentId
);
/**
* Sets the unlit color (ENTITY_RENDERABLE_TYPE_MATERIAL only).
*/
void entityRenderableSetColor(
const entityid_t entityId,
const componentid_t componentId,
const color_t color
);
/**
* Appends a sprite to the spritebatch renderable
* (ENTITY_RENDERABLE_TYPE_SPRITEBATCH only).
* Does nothing if the sprite buffer is full.
*/
void entityRenderableSpriteBatchAdd(
const entityid_t entityId,
const componentid_t componentId,
const spritebatchsprite_t *sprite
);
/**
* Clears all buffered sprites from the spritebatch renderable
* (ENTITY_RENDERABLE_TYPE_SPRITEBATCH only).
*/
void entityRenderableSpriteBatchClear(
void entityRenderableSetPriority(
const entityid_t entityId,
const componentid_t componentId,
const int8_t priority
);
/**
* Sets the draw callback, switching the type to ENTITY_RENDERABLE_TYPE_CUSTOM.
*
* @param entityId The entity to configure.
* @param componentId The renderable component of the entity.
* @param draw The draw callback to assign.
* @param user Userdata passed to the callback.
*/
void entityRenderableSetDraw(
const entityid_t entityId,
const componentid_t componentId,
errorret_t (*draw)(
const entityid_t entityId,
const componentid_t componentId,
void *user
),
void *user
);
/**
* Draws the entity using its renderable component data.
*
* @param entityId The entity to draw.
* @param componentId The renderable component of the entity.
* @return Any error state that happened.
*/
errorret_t entityRenderableDraw(
const entityid_t entityId,
const componentid_t componentId
);
+6 -5
View File
@@ -16,9 +16,10 @@
// Field name (lowercase)
// Init function (optional)
// Dispose function (optional)
// Render function (optional)
X(POSITION, entityposition_t, position, entityPositionInit, NULL)
X(CAMERA, entitycamera_t, camera, entityCameraInit, NULL)
X(RENDERABLE, entityrenderable_t, renderable, entityRenderableInit, entityRenderableDispose)
X(PHYSICS, entityphysics_t, physics, entityPhysicsInit, entityPhysicsDispose)
X(TRIGGER, entitytrigger_t, trigger, entityTriggerInit, NULL)
X(POSITION, entityposition_t, position, entityPositionInit, NULL, NULL)
X(CAMERA, entitycamera_t, camera, entityCameraInit, NULL, NULL)
X(RENDERABLE, entityrenderable_t, renderable, entityRenderableInit, entityRenderableDispose, NULL)
X(PHYSICS, entityphysics_t, physics, entityPhysicsInit, entityPhysicsDispose, NULL)
X(TRIGGER, entitytrigger_t, trigger, entityTriggerInit, NULL, NULL)
+73
View File
@@ -80,10 +80,21 @@ void entityDisposeDeep(const entityid_t entityId) {
}
}
void entityUpdate(const entityid_t entityId) {
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
for(uint8_t i = 0; i < ent->updateCount; i++) {
ent->onUpdate[i](entityId, ent->updateComponentId[i], ent->updateUser[i]);
}
}
void entityDispose(const entityid_t entityId) {
componentindex_t compInd;
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
for(uint8_t i = 0; i < ent->disposeCount; i++) {
ent->onDispose[i](entityId, ent->disposeComponentId[i], ent->disposeUser[i]);
}
for(componentid_t i = 0; i < ENTITY_COMPONENT_COUNT_MAX; i++) {
compInd = componentGetIndex(entityId, i);
componenttype_t type = ENTITY_MANAGER.components[compInd].type;
@@ -95,4 +106,66 @@ void entityDispose(const entityid_t entityId) {
}
ent->state = 0;
}
void entityUpdateAdd(
const entityid_t entityId,
const entitycallback_t callback,
const componentid_t componentId,
void *user
) {
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
assertTrue(
ent->updateCount < ENTITY_UPDATE_CALLBACK_COUNT_MAX,
"Entity update callback slots full"
);
ent->onUpdate[ent->updateCount] = callback;
ent->updateComponentId[ent->updateCount] = componentId;
ent->updateUser[ent->updateCount] = user;
ent->updateCount++;
}
void entityUpdateRemove(const entityid_t entityId, const entitycallback_t callback) {
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
for(uint8_t i = 0; i < ent->updateCount; i++) {
if(ent->onUpdate[i] != callback) continue;
ent->updateCount--;
for(uint8_t j = i; j < ent->updateCount; j++) {
ent->onUpdate[j] = ent->onUpdate[j + 1];
ent->updateComponentId[j] = ent->updateComponentId[j + 1];
ent->updateUser[j] = ent->updateUser[j + 1];
}
return;
}
}
void entityDisposeAdd(
const entityid_t entityId,
const entitycallback_t callback,
const componentid_t componentId,
void *user
) {
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
assertTrue(
ent->disposeCount < ENTITY_DISPOSE_CALLBACK_COUNT_MAX,
"Entity dispose callback slots full"
);
ent->onDispose[ent->disposeCount] = callback;
ent->disposeComponentId[ent->disposeCount] = componentId;
ent->disposeUser[ent->disposeCount] = user;
ent->disposeCount++;
}
void entityDisposeRemove(const entityid_t entityId, const entitycallback_t callback) {
entity_t *ent = &ENTITY_MANAGER.entities[entityId];
for(uint8_t i = 0; i < ent->disposeCount; i++) {
if(ent->onDispose[i] != callback) continue;
ent->disposeCount--;
for(uint8_t j = i; j < ent->disposeCount; j++) {
ent->onDispose[j] = ent->onDispose[j + 1];
ent->disposeComponentId[j] = ent->disposeComponentId[j + 1];
ent->disposeUser[j] = ent->disposeUser[j + 1];
}
return;
}
}
+70 -2
View File
@@ -10,8 +10,25 @@
#define ENTITY_STATE_ACTIVE (1 << 0)
#define ENTITY_UPDATE_CALLBACK_COUNT_MAX 5
#define ENTITY_DISPOSE_CALLBACK_COUNT_MAX 5
typedef void (*entitycallback_t)(
const entityid_t entityId,
const componentid_t componentId,
void *user
);
typedef struct {
uint8_t state;
uint8_t updateCount;
uint8_t disposeCount;
entitycallback_t onUpdate[ENTITY_UPDATE_CALLBACK_COUNT_MAX];
componentid_t updateComponentId[ENTITY_UPDATE_CALLBACK_COUNT_MAX];
void *updateUser[ENTITY_UPDATE_CALLBACK_COUNT_MAX];
entitycallback_t onDispose[ENTITY_DISPOSE_CALLBACK_COUNT_MAX];
componentid_t disposeComponentId[ENTITY_DISPOSE_CALLBACK_COUNT_MAX];
void *disposeUser[ENTITY_DISPOSE_CALLBACK_COUNT_MAX];
} entity_t;
/**
@@ -47,7 +64,15 @@ componentid_t entityGetComponent(
);
/**
* Disposes of an entity with the given ID.
* Runs all registered update callbacks for the entity.
*
* @param entityId The ID of the entity to update.
*/
void entityUpdate(const entityid_t entityId);
/**
* Disposes of an entity with the given ID. Fires all dispose callbacks before
* cleaning up components and state.
*
* @param entityId The ID of the entity to dispose of.
*/
@@ -60,4 +85,47 @@ void entityDispose(const entityid_t entityId);
*
* @param entityId The root entity ID.
*/
void entityDisposeDeep(const entityid_t entityId);
void entityDisposeDeep(const entityid_t entityId);
/**
* Registers an update callback, invoked each time entityUpdate is called.
*
* @param entityId The entity to register on.
* @param callback The function to call.
*/
void entityUpdateAdd(
const entityid_t entityId,
const entitycallback_t callback,
const componentid_t componentId,
void *user
);
/**
* Removes a previously registered update callback.
*
* @param entityId The entity to remove from.
* @param callback The function to remove.
*/
void entityUpdateRemove(const entityid_t entityId, const entitycallback_t callback);
/**
* Registers a dispose callback, invoked at the start of entityDispose before
* any component or state cleanup.
*
* @param entityId The entity to register on.
* @param callback The function to call.
*/
void entityDisposeAdd(
const entityid_t entityId,
const entitycallback_t callback,
const componentid_t componentId,
void *user
);
/**
* Removes a previously registered dispose callback.
*
* @param entityId The entity to remove from.
* @param callback The function to remove.
*/
void entityDisposeRemove(const entityid_t entityId, const entitycallback_t callback);
+4 -4
View File
@@ -8,11 +8,11 @@
#pragma once
#include "dusk.h"
#define ENTITY_COUNT_MAX 20
#define ENTITY_COMPONENT_COUNT_MAX 8
#define ENTITY_COUNT_MAX 64
#define ENTITY_COMPONENT_COUNT_MAX 16
#define ENTITY_ID_INVALID 0xFF
#define COMPONENT_ID_INVALID 0xFF
#define ENTITY_ID_INVALID 0xFF
#define COMPONENT_ID_INVALID 0xFF
typedef uint8_t entityid_t;
typedef uint8_t componentid_t;
+11 -1
View File
@@ -16,7 +16,7 @@ void entityManagerInit(void) {
memoryZero(&ENTITY_MANAGER, sizeof(entitymanager_t));
memorySet(
ENTITY_MANAGER.entitiesWithComponent, COMPONENT_ID_INVALID,
sizeof(entityid_t) * COMPONENT_TYPE_COUNT * ENTITY_COUNT_MAX
sizeof(componentid_t) * COMPONENT_TYPE_COUNT * ENTITY_COUNT_MAX
);
consolePrint(
@@ -36,6 +36,16 @@ entityid_t entityManagerAdd() {
return ENTITY_ID_INVALID;
}
void entityManagerUpdate(void) {
entityid_t i = 0;
while(i < ENTITY_COUNT_MAX) {
if((ENTITY_MANAGER.entities[i].state & ENTITY_STATE_ACTIVE) != 0) {
entityUpdate(i);
}
i++;
}
}
void entityManagerDispose(void) {
for(entityid_t i = 0; i < ENTITY_COUNT_MAX; i++) {
if((ENTITY_MANAGER.entities[i].state & ENTITY_STATE_ACTIVE) == 0) continue;
+5
View File
@@ -28,6 +28,11 @@ void entityManagerInit(void);
*/
entityid_t entityManagerAdd();
/**
* Updates all active entities.
*/
void entityManagerUpdate(void);
/**
* Disposes of the entity manager, in turn freeing all entities and components.
*/
+6 -5
View File
@@ -11,7 +11,7 @@
#include "util/string.h"
#include "log/log.h"
errorstate_t ERROR_STATE = { 0 };
THREAD_LOCAL errorstate_t ERROR_STATE = { 0 };
errorret_t errorThrowImpl(
errorstate_t *state,
@@ -64,7 +64,7 @@ errorret_t errorOkImpl() {
ERROR_STATE.code == ERROR_OK,
"Global error state is not OK (Likely missing errorCatch)"
);
return (errorret_t) {
.code = ERROR_OK,
.state = NULL
@@ -77,7 +77,7 @@ errorret_t errorChainImpl(
const char_t *function,
const int32_t line
) {
if(retval.code == ERROR_OK) return retval;
if(errorIsOk(retval)) return retval;
assertNotNull(retval.state, "Error state NULL (Likely missing errorOk)");
assertNotNull(retval.state->message, "Message cannot be NULL");
@@ -111,18 +111,19 @@ errorret_t errorChainImpl(
}
void errorCatch(errorret_t retval) {
if(retval.code == ERROR_OK) return;
if(errorIsOk(retval)) return;
assertNotNull(retval.state, "Error state cannot be NULL");
assertNotNull(retval.state->message, "Message cannot be NULL");
// Clear the error state
memoryFree((void*)retval.state->message);
memoryFree((void*)retval.state->lines);
retval.state->code = ERROR_OK;
}
errorret_t errorPrint(const errorret_t retval) {
if(retval.code == ERROR_OK) return retval;
if(errorIsOk(retval)) return retval;
assertNotNull(retval.state, "Error state cannot be NULL");
assertNotNull(retval.state->message, "Message cannot be NULL");
+19 -31
View File
@@ -7,6 +7,7 @@
#pragma once
#include "dusk.h"
#include "thread/threadlocal.h"
typedef uint8_t errorcode_t;
@@ -26,7 +27,7 @@ static const errorcode_t ERROR_NOT_OK = 1;
static const char_t *ERROR_PRINT_FORMAT = "Error (%d): %s\n%s";
static const char_t *ERROR_LINE_FORMAT = " at %s:%d in function %s\n";
extern errorstate_t ERROR_STATE;
extern THREAD_LOCAL errorstate_t ERROR_STATE;
/**
* Sets the error state with the provided code and message.
@@ -52,7 +53,7 @@ errorret_t errorThrowImpl(
/**
* Returns an error state with no error.
*
*
* @return An error state with code ERROR_OK.
*/
errorret_t errorOkImpl();
@@ -88,34 +89,6 @@ void errorCatch(errorret_t retval);
*/
errorret_t errorPrint(const errorret_t retval);
/**
* Creates an error with a specific error state.
*
* @param state The error state to set.
* @param message The format string for the error message.
* @param ... Additional arguments for the format string.
* @return The error code.
*/
#define errorCreate(state, message, ... ) \
errorThrowImpl(\
(state), ERROR_NOT_OK, __FILE__, __func__, __LINE__, (message), \
##__VA_ARGS__ \
)
/**
* Throws an error with a specific error state.
*
* @param state The error state to set.
* @param message The format string for the error message.
* @param ... Additional arguments for the format string.
* @return The error code.
*/
#define errorThrowState(state, message, ... ) \
return errorThrowImpl(\
(state), ERROR_NOT_OK, __FILE__, __func__, __LINE__, (message), \
##__VA_ARGS__ \
)
/**
* Throws an error with a formatted message.
*
@@ -154,12 +127,27 @@ errorret_t errorPrint(const errorret_t retval);
return errorChainImpl(errorChainRetval, __FILE__, __func__, __LINE__); \
} \
}
/**
* Returns without an error.
*
* @return An error state with code ERROR_OK.
*/
#define errorOk() \
return errorOkImpl()
/**
* Returns non-zero if retval indicates success.
*
* @param retval errorret_t to test.
*/
#define errorIsOk(retval) ((retval).code == ERROR_OK)
/**
* Returns non-zero if retval indicates failure.
*
* @param retval errorret_t to test.
*/
#define errorIsNotOk(retval) ((retval).code != ERROR_OK)
// EOF
+31 -19
View File
@@ -9,43 +9,53 @@
#include "assert/assert.h"
#include "util/memory.h"
void eventInit(event_t *event) {
void eventInit(event_t *event, eventcallback_t *callbacks, void **users, size_t size) {
assertNotNull(event, "event must not be NULL");
memoryZero(event, sizeof(event_t));
assertNotNull((void *)callbacks, "callbacks must not be NULL");
assertTrue(size > 0, "size must be greater than 0");
event->callbacks = callbacks;
event->users = users;
event->size = size;
event->count = 0;
memoryZero(callbacks, sizeof(eventcallback_t) * size);
if(users) memoryZero(users, sizeof(void *) * size);
}
void eventSubscribe(event_t *event, eventcallback_t callback, void *user) {
assertNotNull(event, "event must not be NULL");
assertNotNull((void *)callback, "callback must not be NULL");
assertNotNull(callback, "callback must not be NULL");
for(uint8_t i = 0; i < event->count; i++) {
if(event->callbacks[i] == callback && event->users[i] == user) return;
// Ensure callback isn't already susbcribed
for(uint32_t i = 0; i < event->count; i++) {
if(event->callbacks[i] != callback) continue;
assertUnreachable("Callback already registered, cannot subscribe twice.");
}
assertTrue(
event->count < EVENT_SUBSCRIBER_COUNT_MAX,
"EVENT_SUBSCRIBER_COUNT_MAX exceeded"
);
assertTrue(event->count < event->size, "event subscriber capacity exceeded");
event->callbacks[event->count] = callback;
event->users[event->count] = user;
if(user) {
assertNotNull(event->users, "Cannot add user pointer.");
event->users[event->count] = user;
}
event->count++;
}
void eventUnsubscribe(event_t *event, eventcallback_t callback, void *user) {
void eventUnsubscribe(event_t *event, eventcallback_t callback) {
assertNotNull(event, "event must not be NULL");
assertNotNull((void *)callback, "callback must not be NULL");
assertNotNull(callback, "callback must not be NULL");
for(uint8_t i = 0; i < event->count; i++) {
if(event->callbacks[i] != callback || event->users[i] != user) continue;
for(uint32_t i = 0; i < event->count; i++) {
if(event->callbacks[i] != callback) continue;
uint8_t last = event->count - 1;
uint32_t last = event->count - 1;
if(i != last) {
event->callbacks[i] = event->callbacks[last];
event->users[i] = event->users[last];
if(event->users) event->users[i] = event->users[last];
}
event->callbacks[last] = NULL;
event->users[last] = NULL;
if(event->users) event->users[last] = NULL;
event->count--;
return;
}
@@ -53,7 +63,9 @@ void eventUnsubscribe(event_t *event, eventcallback_t callback, void *user) {
void eventInvoke(const event_t *event, void *params) {
assertNotNull(event, "event must not be NULL");
for(uint8_t i = 0; i < event->count; i++) {
event->callbacks[i](params, event->users[i]);
for(uint32_t i = 0; i < event->count; i++) {
void *u = event->users ? event->users[i] : NULL;
event->callbacks[i](params, u);
}
}

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