98 Commits

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YourWishes 57b2cdb9d1 prog 2026-06-18 20:25:54 -05:00
YourWishes 730a5b2b10 Docs 2026-06-18 14:59:21 -05:00
YourWishes 6135d60ddc Interact 2026-06-18 13:34:36 -05:00
YourWishes 4c2a883038 Bit more cleanup of floats 2026-06-18 13:03:57 -05:00
YourWishes c88b672f42 Fixed_t updates 2026-06-18 12:44:23 -05:00
YourWishes a162002af2 Show player pos, fix chunks off screen 2026-06-18 10:24:45 -05:00
YourWishes 9810fd51ab Compiles again 2026-06-18 10:17:53 -05:00
YourWishes 857c6b3d47 Fuck 2026-06-16 09:18:13 -05:00
YourWishes e1498f538d Optimize chunk tile mesh 2026-06-11 14:45:53 -05:00
YourWishes aa246eff94 RPG stuff 2026-06-11 12:18:13 -05:00
YourWishes 5be21a21d5 prog 2026-06-10 19:06:19 -05:00
YourWishes 8131bcd4d4 Build on github tag 2026-06-09 15:43:31 -05:00
YourWishes 4ba11e3363 Test
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2026-06-08 18:01:19 -05:00
YourWishes acf2be3f66 Try set
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YourWishes f5df0195e2 Docker compose
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YourWishes d26995b48d pwd
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YourWishes 617f8120ae Docker exec
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YourWishes 06c517c9aa chmod
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YourWishes 593ed6408c test2
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YourWishes fb7d3ed122 LS stuff
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2026-06-08 16:45:59 -05:00
YourWishes 19b88ec858 Test linux?
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YourWishes 160e65be7f Run on ubuntu-latest
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YourWishes 079b0d2cf6 Update test script back to what it was
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2026-06-08 15:18:40 -05:00
YourWishes 78f1310f41 Update test script
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YourWishes eb1974c113 Update to docker-host
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YourWishes 551409a023 Force run again
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2026-06-08 13:58:11 -05:00
YourWishes a11e14daac Try without setup docker
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2026-06-08 13:15:15 -05:00
YourWishes 7441e15e76 Run on ubuntu-latest
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2026-06-08 13:09:53 -05:00
YourWishes 46506228a6 One thing at a time
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2026-06-08 12:46:38 -05:00
YourWishes 17c49c74cf Try tests updated
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YourWishes 3f8024d4db Workflows
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2026-06-08 12:25:48 -05:00
YourWishes 8675e44d28 GitTea actions 2026-06-08 12:24:09 -05:00
YourWishes 1301d9a718 idk why I btoher with github actions 2026-06-08 12:23:18 -05:00
YourWishes da3db50ca8 Want to test this in PSP 2026-06-08 11:32:59 -05:00
YourWishes 2ca6780305 Just trying to fix things now 2026-06-08 09:39:09 -05:00
YourWishes be68fe5a35 Emdashless 2026-06-07 21:27:59 -05:00
YourWishes dc41c0e302 Cleanup 2026-06-07 21:16:46 -05:00
YourWishes 51388c90d5 we ball I guess 2026-06-07 19:51:54 -05:00
YourWishes f8c9d33df2 Fix some script bugs 2026-06-07 18:47:34 -05:00
YourWishes ed0420fdce Cleanup of script modules. 2026-06-07 12:59:17 -05:00
YourWishes 47a6f396fa Fix typedefs 2026-06-06 19:06:52 -05:00
YourWishes 9edb2aa0c1 Example scene working 2026-06-06 18:46:08 -05:00
YourWishes 003b647d83 Fix tests 2026-06-06 17:36:13 -05:00
YourWishes 2849ff8844 Fix linux? 2026-06-06 17:14:42 -05:00
YourWishes 9f3089742a Fixed ISO builds. 2026-06-06 17:07:30 -05:00
YourWishes b286a9bbcd Fixed wii build 2026-06-06 16:53:06 -05:00
YourWishes 6204e745ba Fixed gamecube building. 2026-06-06 16:47:07 -05:00
YourWishes bbe0e48d23 Builds again? 2026-06-06 16:42:12 -05:00
YourWishes 79054080c0 Cleanup a bit. 2026-06-06 16:39:27 -05:00
YourWishes 81024c4c09 Require async 2026-06-06 10:55:10 -05:00
YourWishes 9068d96130 Add timeouts 2026-06-06 10:38:10 -05:00
YourWishes 6f47543720 Update jerryscript each frame. 2026-06-06 10:30:22 -05:00
YourWishes 5a08384ae1 start async 2026-06-05 19:42:24 -05:00
YourWishes 45d8fda0e4 require() working as I like 2026-06-05 18:49:10 -05:00
YourWishes a9e664492f First round of asset refactoring 2026-06-05 13:18:08 -05:00
YourWishes 3c8b6cb2cc Scene script code 2026-06-04 13:36:35 -05:00
YourWishes 2b3abbe13b ABout to try scene and script merger 2026-06-02 16:46:39 -05:00
YourWishes 241a52b94a nuke unused overworld code 2026-06-02 13:23:11 -05:00
YourWishes 82c300b077 Add some script modules 2026-06-02 12:55:32 -05:00
YourWishes 0f8b629e20 Add logging to Wii 2026-06-02 11:01:54 -05:00
YourWishes 36f6ac65f2 Builds and works on Gamecube 2026-06-02 09:53:56 -05:00
YourWishes a25871a849 Test sprite from script 2026-06-02 09:32:07 -05:00
YourWishes 57766a9104 Merge branch 'main' into scriptentity 2026-06-02 07:36:44 -05:00
YourWishes 3770ae1645 Fix tests? 2026-06-02 07:35:28 -05:00
YourWishes d73edb403f Example Camera 2026-06-01 23:04:55 -05:00
YourWishes b14196ff0d Basic entity script 2026-06-01 22:56:37 -05:00
YourWishes 88903fee94 No need for asset batching on text.c 2026-06-01 22:36:02 -05:00
YourWishes 1e8311fc04 Add asset batch 2026-06-01 22:34:44 -05:00
YourWishes 2b78370cb8 Add asset reaping 2026-06-01 22:20:57 -05:00
YourWishes 8f78bba9e9 Restoring JerryScript a bit cleaner 2026-06-01 21:52:36 -05:00
YourWishes 41a4be678e Added a tiny sleep on assets to stop pegging the CPU 2026-06-01 15:48:10 -05:00
YourWishes 8b2b4b7c3d Fixed JSON loader, added some tests 2026-06-01 15:31:22 -05:00
YourWishes 1f3a29f89d Asyncify other loaders 2026-06-01 15:10:58 -05:00
YourWishes c4c93097cd Add async texture loading 2026-06-01 14:53:18 -05:00
YourWishes eedb7769e6 Add some extra tests 2026-06-01 13:48:29 -05:00
YourWishes 98db62a4bc Add some more tests, prepping for asset testing 2026-06-01 13:37:14 -05:00
YourWishes df48c8e500 Consistency and fixing thread unit tests 2026-06-01 11:33:27 -05:00
YourWishes db9cc0f4c6 Add thread tests 2026-06-01 10:59:56 -05:00
YourWishes a79ee429b4 Prepping for async 2026-06-01 10:57:40 -05:00
YourWishes 6acfca6d48 Consistent 2026-05-30 20:30:13 -05:00
YourWishes 1cd6f4cb72 First refactor of new asset system 2026-05-30 08:21:58 -05:00
YourWishes 3271e8c7d6 FInished porting last asset loader types 2026-05-30 07:59:06 -05:00
YourWishes 0bcde064af Asset refactor, phase one. 2026-05-29 14:27:40 -05:00
YourWishes 957980b3c5 Updating event handler 2026-05-28 14:22:13 -05:00
YourWishes 03eb328d81 Allow dynamic trace on any platform that can support it. 2026-05-28 11:21:36 -05:00
YourWishes e1716a741f Trigger test 2026-05-26 22:18:41 -05:00
YourWishes e24707c847 Scene loading example 2026-05-26 21:42:37 -05:00
YourWishes 7c4b8c307f Fix flocking bug 2026-05-26 20:24:34 -05:00
YourWishes 109318aeaf Remove useless void checks 2026-05-26 19:24:17 -05:00
YourWishes 1f2657cea0 Spritebatch cleanup 2026-05-26 19:07:07 -05:00
YourWishes 382c435bac Entity refactoring 2026-05-22 23:01:45 -05:00
YourWishes 130fe4ca5d Delete JS assets 2026-05-22 00:00:23 -05:00
YourWishes 31ba3fe127 add build to corner of screen 2026-05-21 23:59:26 -05:00
YourWishes f68b31158f Asset refactor 2026-05-21 23:42:56 -05:00
YourWishes 653ca9a72d PSP rendering fix 2026-05-21 22:07:56 -05:00
YourWishes ba7857f4df Fix rendering 2026-05-21 18:24:18 -05:00
YourWishes 23e617ea21 Optimizing entityposition as much as possible. 2026-05-21 13:17:48 -05:00
YourWishes cdf5a5229c Refactor cleaned a few things 2026-05-21 12:52:23 -05:00
412 changed files with 13920 additions and 8071 deletions
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# Animation System
Source: `src/dusk/animation/`
Lightweight keyframe-based value interpolation using fixed-point math throughout.
---
## Easing (`animation/easing.h`)
`easingApply(type, t)` applies an easing function to a normalized time value `t ∈ [0, FIXED_ONE]` and returns the eased value in the same range.
All functions are also callable directly:
```c
fixed_t t = FIXED(0.5f);
fixed_t out = easingApply(EASING_IN_OUT_CUBIC, t);
```
Available easing types (all in `easingtype_t`):
| Enum value | Curve |
|---|---|
| `EASING_LINEAR` | straight line |
| `EASING_IN_SINE` / `OUT` / `IN_OUT` | sinusoidal |
| `EASING_IN_QUAD` / `OUT` / `IN_OUT` | quadratic |
| `EASING_IN_CUBIC` / `OUT` / `IN_OUT` | cubic |
| `EASING_IN_QUART` / `OUT` / `IN_OUT` | quartic |
| `EASING_IN_BACK` / `OUT` / `IN_OUT` | overshoots slightly |
`EASING_FUNCTIONS[EASING_COUNT]` is a table of `easingfn_t` function pointers for when you need to pick an easing at runtime without a switch.
---
## Keyframes (`animation/keyframe.h`)
```c
typedef struct {
fixed_t time; // time point this keyframe is at
fixed_t value; // output value at this time
easingtype_t easing; // easing to apply when interpolating toward the NEXT keyframe
} keyframe_t;
```
Keyframe arrays should be sorted ascending by `time`.
---
## Animation (`animation/animation.h`)
`animation_t` wraps a keyframe array and provides value lookup:
```c
keyframe_t frames[] = {
{ FIXED(0.0f), FIXED(0.0f), EASING_LINEAR },
{ FIXED(1.0f), FIXED(1.0f), EASING_IN_OUT_CUBIC },
{ FIXED(2.0f), FIXED(0.0f), EASING_LINEAR },
};
animation_t anim;
animationInit(&anim, frames, 3);
fixed_t value = animationGetValue(&anim, FIXED(0.75f)); // interpolated
```
`animationGetValue` finds the surrounding keyframes for the given `time`, computes the local `t` within that segment, applies the keyframe's easing, and linearly interpolates between the two keyframe values.
The animation does not own the keyframe array — it holds a pointer. Pass a static or long-lived array.
---
## Usage in the engine
Entity animations (`entityanim_t`) do NOT use this system — they use a simple countdown timer (`animTime`) and a state enum. The `animation_t` system is intended for property animation: UI transitions, camera easing, visual effects, anything that needs a time → value curve.
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# Architecture
## Platform abstraction
Every subsystem that differs across platforms (display, input, asset loading, save, time, network, log) follows the same pattern:
1. `src/dusk/<subsystem>/<subsystem>platform.h` — included by the public header. Contains `#include "path/to/platform-specific-header.h"` resolved by the build system include path.
2. `src/dusk{platform}/<subsystem>/<subsystem>platform.h` — the actual platform-specific header included above (e.g. `src/duskgl/display/framebuffer/framebufferplatform.h`).
3. The shared header (`src/dusk/<subsystem>/<subsystem>.h`) `#error`s at compile time if the platform doesn't define the expected macros/types.
The active platform backends are selected by `DUSK_TARGET_SYSTEM` in CMake, which includes `cmake/targets/<system>.cmake`. That file sets compile definitions (`DUSK_LINUX`, `DUSK_SDL2`, `DUSK_OPENGL`, …) and links platform libraries.
Platform source directories:
- `src/duskgl/` — OpenGL rendering (used on Linux and as the GL layer for SDL2)
- `src/dusksdl2/` — SDL2 window/input/time (Linux desktop)
- `src/dusklinux/` — Linux filesystem/save/network
- `src/duskdolphin/` — GameCube & Wii (GX renderer, libogc)
- `src/duskpsp/` — PSP (GU renderer, PSPSDK)
- `src/duskvita/` — PS Vita
## Subsystem lifecycle
All subsystems follow `init → update (per frame) → dispose`. Engine initialization order matters and is centralized in `engine.c`:
```
systemInit → timeInit → consoleInit → inputInit → assetInit →
localeManagerInit → displayInit → uiInit → uiTextboxInit →
cutsceneInit → rpgInit → networkInit → sceneInit
```
Dispose runs in reverse. Each call uses `errorChain()` to propagate failures.
## Error handling
Functions that can fail return `errorret_t` (a code + pointer to thread-local error state). Three core macros:
```c
errorThrow("message %s", arg); // sets error, returns from current function
errorChain(someCall()); // if someCall() fails, propagates and returns
errorOk(); // returns success
```
Check with `errorIsOk(ret)` / `errorIsNotOk(ret)`. The error state carries file/function/line info for a stack-like trace.
## Fixed-point math
`fixed_t` is `int32_t` with Q24.8 format (8 fractional bits, ~0.004 resolution). Use it for all world/game values:
```c
fixed_t x = FIXED(1.5); // compile-time literal
fixed_t y = fixedFromI32(3); // runtime conversion
fixed_t z = fixedMul(x, y); // arithmetic
float_t f = fixedToFloat(z); // only where float is needed (e.g. GL uniforms)
```
## Code generation from CSV
Several subsystems define their data in CSV files and have corresponding Python tools that generate C headers at build time (via CMake `add_custom_command`):
| CSV | Tool | Output |
|-----|------|--------|
| `src/dusk/input/input.csv` | `tools/input/csv/` | input action enum + names |
| `src/dusk/display/color.csv` | `tools/color/csv/` | color constants |
| `src/dusk/rpg/item/item.csv` | `tools/item/csv/` | item enum + metadata |
| `src/dusk/rpg/story/storyflag.csv` | `tools/story/csv/` | story flag enum + initial values |
Generated headers are written to `build-<target>/generated/` and included via `target_include_directories`.
## Asset system
Assets are packed into `dusk.dsk` (a zip archive) at build time from the `assets/` directory. At runtime `asset.c` opens the archive and serves files from it.
Loading is asynchronous: `assetLock()` registers a load request; the background thread calls the appropriate loader; call `assetRequireLoaded()` to block until ready. `assetUnlock()` / `assetUnlockEntry()` releases the entry so it can be reclaimed.
Loaders are registered per type (`assetloadertype_t`) and live under `src/dusk/asset/loader/`. Platform-specific asset init (finding the .dsk file) is in `src/dusk{platform}/asset/`.
## Display subsystem
The display system is currently organized around immediate GPU-style rendering: `mesh_t` (vertex buffers), `shader_t` (GLSL on GL / TEV state on Dolphin), `texture_t`, and `framebuffer_t`. See [display-refactor.md](display-refactor.md) for the planned move to a render-queue model (needed for a future Saturn port).
The `spritebatch_t` (`display/spritebatch/`) accumulates 2D quads and flushes in batches — the primary 2D drawing primitive used by the RPG layer.
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# Asset System
Source: `src/dusk/asset/`
All game assets are packed into `dusk.dsk` (a zip archive) at build time and served from it at runtime. The asset system manages async loading, reference counting, and platform-specific archive location.
See [architecture.md](architecture.md#asset-system) for the high-level overview.
---
## Asset archive
The archive is opened at `assetInit()`. `assetFileExists(filename)` checks for a file without loading it. The file path format inside the archive matches the layout of the `assets/` source directory.
On each platform, `assetInitPlatform()` locates the `.dsk` file (e.g. adjacent to the binary on Linux, on the SD card on PSP).
---
## Entry lifecycle
An `assetentry_t` represents one file being managed by the system. States:
```
NOT_STARTED → PENDING_ASYNC → LOADING_ASYNC → PENDING_SYNC → LOADING_SYNC → LOADED
└→ ERROR
```
- **PENDING_ASYNC / LOADING_ASYNC**: the background thread is handling I/O (file reads, decompression).
- **PENDING_SYNC / LOADING_SYNC**: the main thread needs to finish loading (e.g. uploading to GPU), triggered during `assetUpdate()`.
The async/sync split exists because GPU operations must happen on the main thread.
---
## Using assets
```c
// Acquire a loaded entry (blocks until loaded):
assetentry_t *entry = assetLock(filename, ASSET_LOADER_TYPE_TEXTURE, &input);
errorChain(assetRequireLoaded(entry));
// Use the loaded data:
texture_t *tex = &entry->data.texture.texture;
// Release when done:
assetUnlockEntry(entry);
```
`assetLock` finds-or-creates an entry and increments its reference count. `assetUnlock` / `assetUnlockEntry` decrements it; when it reaches zero the entry is reclaimed at the next `assetUpdate()`.
To subscribe to async completion instead of blocking:
```c
eventSubscribe(&entry->onLoaded, myCallback, myUser);
```
---
## Loader types
| Type constant | File | Output struct accessed via |
|---|---|---|
| `ASSET_LOADER_TYPE_TEXTURE` | `.png` etc. | `entry->data.texture.texture` |
| `ASSET_LOADER_TYPE_TILESET` | tileset descriptor | `entry->data.tileset.tileset` |
| `ASSET_LOADER_TYPE_MESH` | mesh data | `entry->data.mesh.mesh` |
| `ASSET_LOADER_TYPE_LOCALE` | `.po` file | internal to locale manager |
| `ASSET_LOADER_TYPE_JSON` | `.json` | `entry->data.json.*` |
Each loader type registers `loadAsync`, `loadSync`, and `dispose` callbacks in `ASSET_LOADER_CALLBACKS[]`.
The async callback runs on the loader thread; the sync callback runs on the main thread during `assetUpdate()`. Most loaders do file I/O async and GPU upload sync.
### Error handling inside loaders
Use these macros instead of `errorThrow` / `errorChain` inside loader callbacks — they also set the entry state to ERROR:
```c
assetLoaderErrorChain(loading, someCall());
assetLoaderErrorThrow(loading, "Descriptive message");
```
---
## Low-level file I/O (`asset/assetfile.h`)
`assetfile_t` wraps a `zip_file_t` handle and provides streaming reads:
```c
assetFileInit(&file, "textures/player.png", NULL, NULL);
assetFileOpen(&file);
assetFileRead(&file, buffer, size);
assetFileClose(&file);
assetFileDispose(&file);
// Read entire file into a malloc'd buffer:
uint8_t *buf; size_t size;
assetFileReadEntire(&file, &buf, &size); // caller frees buf
```
For line-by-line text parsing (`assetfilelinereader_t`):
```c
assetFileLineReaderInit(&reader, &file, readBuf, readBufSize, outBuf, outBufSize);
while(!reader.eof) {
errorChain(assetFileLineReaderNext(&reader));
// reader.outBuffer contains the line, reader.lineLength its length
}
```
---
## Background loader thread
`assetUpdateAsync(thread)` is the thread entry point. It calls `assetUpdate()` in a loop, sleeping briefly between iterations, until `threadShouldStop()` returns true. The main thread also calls `assetUpdate()` once per frame to process the sync phase.
Up to `ASSET_LOADING_COUNT_MAX` (4) entries can be loading concurrently.
Up to `ASSET_ENTRY_COUNT_MAX` (128) entries can exist at once.
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# Display Refactor Progress
## Immediate Goal
Render a 32x32 white square through the new render opcode stack on Linux.
## Architecture (summary)
See `.claude/display-refactor.md` for the full design.
- `src/dusk/render/` -- opcode format + buffer + submission API (the *contract*).
- Platform backends (e.g. `src/duskgl/`) consume the buffer and translate to native API calls.
- `src/dusk/display/` -- orchestration shell only: `displayInit`, `displayUpdate`, `displayDispose`.
- Scenes call `renderSprite(...)`, `renderClear(...)`. The backend executes the intent.
## Opcode format (32 bytes)
Every command starts with a 4-byte `ropheader_t` (opcode, flags, depth). Two commands defined:
- `ROP_CLEAR` (32 bytes) -- clear with a color.
- `ROP_DRAW_SPRITE` (32 bytes) -- screen-space int16 x/y/w/h + tint color.
## Milestone 1 -- Archive + strip existing display deps ✓
- [x] Old `src/dusk/display/` archived (now deleted from working tree via git).
- [x] Old `src/duskgl/display/` removed (new GL renderer replaces it).
- [x] `engine.c` stripped to minimal subsystems, set to `SCENE_TYPE_TEST`.
- [x] `scene.c` stripped of old display/shader/screen references.
- [x] `console.c` stripped of display deps.
- [x] `ui/CMakeLists.txt` gutted (re-implementation deferred).
- [x] `asset/loader/CMakeLists.txt` -- display loaders disabled.
- [x] `asset/loader/assetloader.h` -- display loader types removed.
- [x] `rpg/overworld/chunk.h` -- mesh_t / meshvertex_t removed.
- [x] `rpg/overworld/map.c` -- mesh/spritebatch calls removed.
- [x] `scene/overworld/sceneoverworld.c` -- stubbed to empty callbacks.
- [x] Test suite display tests disabled.
## Milestone 2 -- Render opcode system ✓
- [x] `src/dusk/render/rop.h` -- `ropheader_t`, `ropclear_t`, `ropsprite_t`.
- [x] `src/dusk/render/ropbuffer.h/.c` -- `ROPBUFFER` global, reset, alloc.
- [x] `src/dusk/render/render.h/.c` -- `renderClear()`, `renderSprite()`.
- [x] `src/dusk/render/CMakeLists.txt`.
## Milestone 3 -- New minimal display shell ✓
- [x] `src/dusk/display/display.h/.c` -- init/update/dispose, calls platform hooks.
- [x] `src/dusk/display/displaystate.h` -- cull/depth/blend flags.
- [x] `src/dusk/display/color.csv` + `CMakeLists.txt` -- color generation kept.
## Milestone 4 -- GL backend ✓
- [x] `src/duskgl/render/rendergl.h/.c`:
- GL 3.3 core shader (ortho projection, solid color, no texture yet).
- `renderGLInit` -- creates VAO/VBO/shader.
- `renderGLFlush(buf, w, h)` -- walks ROPBUFFER, GL calls per opcode.
- `ROP_CLEAR``glClearColor` + `glClear`.
- `ROP_DRAW_SPRITE` → 6-vertex quad, `glDrawArrays`.
- [x] `src/duskgl/error/errorgl.h/.c` -- `errorGLCheck`.
- [x] `src/duskgl/CMakeLists.txt`.
- [x] `src/dusksdl2/display/displaysdl2.h/.c` updated:
- `displaySDL2Init` -- SDL2 window + GL 3.3 context + `renderGLInit`.
- `displaySDL2Flush(ropbuffer_t *)` -- MakeCurrent + `renderGLFlush`.
- `displaySDL2Swap` -- SDL_GL_SwapWindow.
- [x] `src/dusklinux/display/displayplatform.h` updated with new macros.
## Milestone 5 -- Test scene ✓
- [x] `SCENE_TYPE_TEST` added to `scenetype.h/.c`.
- [x] `src/dusk/scene/test/scenetest.h/.c`:
- `renderClear(color(32, 32, 48, 255))` -- dark blue-grey background.
- `renderSprite(100, 100, 32, 32, COLOR_WHITE)` -- 32x32 white square.
- [x] `engine.c` starts with `SCENE_TYPE_TEST`.
## Milestone 6 -- Verified ✓
- [x] Build succeeds with no errors (2026-06-18).
- [x] Engine initializes: SDL window + GL context + shader + test scene.
- [x] No crashes running for 5+ seconds.
- [ ] 32x32 white square visually confirmed on screen.
---
## Status: BUILD PASSING -- awaiting visual confirmation
---
## Decisions log
**2026-06-18** -- `color_t = color4b_t` (from generated `display/color.h`). The color generation pipeline (color.csv + Python tool) is kept in the new minimal `src/dusk/display/CMakeLists.txt`.
**2026-06-18** -- `ROP_SIZE = 32`. All opcodes fixed 32 bytes. 3D quads will be 64 bytes when added later.
**2026-06-18** -- Depth sort deferred. Buffer stores unsorted commands; painter platforms sort on flush. GL uses Z-buffer.
**2026-06-18** -- Texture system not yet wired into the opcode pipeline. `ROP_DRAW_SPRITE` with `texture=0` uses solid tint color only (no sampler). Texture handle system comes next.
**2026-06-18** -- GL backend uses GL 3.3 Core profile. Shader takes screen-space pixel coordinates and converts to clip space using window size queried from SDL each frame.
**2026-06-18** -- `ROPBUFFER` is a global (4096 slots × 32 bytes = 128 KB). Reset at start of each frame in `displayUpdate`.
**2026-06-18** -- `ui/`, `rpg/overworld` display code, asset display loaders all temporarily stubbed/disabled. Will be rewritten against the new render API.
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# Display System
Source: `src/dusk/display/`
The display system is the rendering pipeline. It is abstracted across platforms via `displayplatform.h` — see [architecture.md](architecture.md) for the abstraction pattern. The current concrete backends are OpenGL (`src/duskgl/`) and GX/Dolphin (`src/duskdolphin/`).
For the planned render-queue refactor (required for Saturn), see [display-refactor.md](display-refactor.md).
---
## Initialization order
Within the display system, init must follow this order (enforced in `engine.c`):
```
displayInit → uiInit → uiTextboxInit
```
Within `displayInit`, the platform typically initialises: framebuffer → screen → shader list → textures → spritebatch → text system.
---
## `display_t` / `displaystate_t`
`display_t DISPLAY` is the global display instance (type alias for `displayplatform_t`).
`displaystate_t` carries per-draw-call render state flags:
```c
DISPLAY_STATE_FLAG_CULL // face culling
DISPLAY_STATE_FLAG_DEPTH_TEST // depth testing
DISPLAY_STATE_FLAG_BLEND // alpha blending
```
Set state before drawing with `displaySetState(state)`.
---
## Screen (`display/screen/`)
`screen_t SCREEN` manages the logical viewport that game content renders into. On dynamic-size platforms (Linux/SDL2) the screen can differ from the native window/framebuffer resolution.
Screen modes:
```
SCREEN_MODE_BACKBUFFER — maps 1:1 to backbuffer
SCREEN_MODE_FIXED_SIZE — fixed pixel dimensions
SCREEN_MODE_ASPECT_RATIO — fixed aspect, scale to fit
SCREEN_MODE_FIXED_HEIGHT — fixed height, width scales
SCREEN_MODE_FIXED_WIDTH — fixed width, height scales
SCREEN_MODE_FIXED_VIEWPORT_HEIGHT — fixed viewport height
```
The linux target defines `DUSK_DISPLAY_SCREEN_HEIGHT=240`, producing a 240p fixed-height viewport.
Render loop usage:
```c
screenBind(); // set up viewport, projection
// ... draw game content ...
screenUnbind();
screenRender(); // blit to backbuffer / current framebuffer
```
`SCREEN.width` / `SCREEN.height` are the logical dimensions used for world-to-screen math — always prefer these over the framebuffer dimensions.
---
## Framebuffer (`display/framebuffer/`)
`framebuffer_t FRAMEBUFFER_BACKBUFFER` is the platform backbuffer. `FRAMEBUFFER_BOUND` points to the currently-bound framebuffer (or `NULL` for backbuffer).
```c
frameBufferInitBackBuffer(); // called once at startup
frameBufferBind(fb); // NULL → backbuffer
frameBufferClear(FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH, COLOR_BLACK);
frameBufferGetWidth(fb) / frameBufferGetHeight(fb) / frameBufferGetAspect(fb);
```
On platforms with `DUSK_DISPLAY_SIZE_DYNAMIC`, off-screen framebuffers can be created with `frameBufferInit(fb, w, h)` and disposed with `frameBufferDispose(fb)`. Fixed-resolution platforms (PSP, GameCube) only ever use the backbuffer.
---
## Mesh (`display/mesh/`)
`mesh_t` is a vertex buffer. The type is `meshplatform_t` (e.g. a VAO+VBO on GL, a GX display list on Dolphin).
```c
meshInit(&mesh, MESH_PRIMITIVE_TYPE_TRIANGLES, vertexCount, verticesPtr);
meshFlush(&mesh, offset, count); // upload CPU vertices → GPU
meshDraw(&mesh, offset, count); // draw; pass -1 for count to draw all
meshDispose(&mesh);
```
**Key distinction**: `meshFlush` uploads data to GPU memory; `meshDraw` issues the draw call. For static geometry (chunk meshes) you call `meshFlush` once on load, then `meshDraw` every frame. For dynamic geometry (spritebatch) you `meshFlush` + `meshDraw` each frame.
`meshvertex_t` (`display/mesh/meshvertex.h`) contains:
- `float_t uv[2]` — texture coordinates
- `float_t pos[3]` — position
- Optionally `color_t color` if `MESH_ENABLE_COLOR` is defined (off by default)
Primitive mesh generators live alongside `mesh.h`: `quad.h`, `plane.h`, `cube.h`, `sphere.h`, `capsule.h`, `triprism.h`.
---
## Shader (`display/shader/`)
`shader_t` is `shaderplatform_t` (GLSL program on GL, TEV state block on Dolphin).
```c
shaderInit(&shader, &definition);
shaderBind(&shader);
shaderSetMatrix(&shader, "uModel", modelMat);
shaderSetTexture(&shader, "uTexture", &texture);
shaderSetColor(&shader, "uColor", COLOR_WHITE);
shaderSetMaterial(&shader, &material);
shaderDispose(&shader);
```
### Shader list (`display/shader/shaderlist.h`)
The engine maintains a small set of built-in shaders in `SHADER_LIST_DEFS[]`. Currently only one is defined:
- `SHADER_LIST_SHADER_UNLIT``SHADER_UNLIT` — unlit textured/colored rendering, used for all world and entity drawing.
`shaderListInit()` compiles/uploads all built-in shaders and sets shared projection/view matrices. Call once after display init.
### Materials (`display/shader/shadermaterial.h`)
`shadermaterial_t` is a union of all shader-specific material structs. Currently only `shaderunlitmaterial_t`:
```c
shadermaterial_t mat = {
.unlit = {
.color = COLOR_WHITE,
.texture = &myTexture, // NULL for solid color
}
};
shaderSetMaterial(&SHADER_UNLIT, &mat);
```
---
## Texture (`display/texture/`)
```c
textureInit(&texture, width, height, format, data);
textureDispose(&texture);
```
Width and height **must be powers of two** (asserted at init time).
`textureformat_t` is `textureformatplatform_t`. Supported formats vary by platform; the common ones are `TEXTURE_FORMAT_RGBA` and `TEXTURE_FORMAT_PALETTE`.
`texturedata_t` is a union:
```c
// RGBA:
data.rgbaColors = colorArray;
// Paletted:
data.paletted.indices = indexArray;
data.paletted.palette = &palette; // palette color count must be power of two
```
**Built-in textures** (defined in `texture.c`, no asset loading needed):
- `TEXTURE_WHITE` — 4×4 solid white
- `TEXTURE_TEST` — 4×4 black/magenta checkerboard
### Palette (`display/texture/palette.h`)
Up to `PALETTE_COUNT` (6) global palettes in `PALETTES[]`, each holding up to `PALETTE_COLOR_COUNT` (255) `color_t` entries.
### Tileset (`display/texture/tileset.h`)
A tileset slices a texture into a grid of equal-sized tiles. Used by fonts and UI frames. The tileset does not own the texture — it references a `texture_t *`.
---
## SpriteBatch (`display/spritebatch/`)
The primary 2D/billboard drawing primitive. Accumulates `spritebatchsprite_t` quads and flushes them in batches of `SPRITEBATCH_FLUSH_COUNT` (16) sprites at a time.
```c
// Per frame:
spriteBatchClear();
spriteBatchBuffer(sprites, count, &SHADER_UNLIT, material); // auto-flushes when batch full
spriteBatchFlush(); // flush remaining
// Low-level: write directly to an external mesh (for baking static geometry):
spriteBatchBufferToMesh(sprites, count, vertices, verticesSize);
```
`spritebatchsprite_t`:
```c
typedef struct {
vec3 min, max; // 3D bounding box
vec2 uvMin, uvMax; // texture region
} spritebatchsprite_t;
```
The global `SPRITEBATCH` and its vertex backing array `SPRITEBATCH_VERTICES[]` are defined externally to the struct to satisfy alignment requirements on certain platforms.
---
## Text (`display/text/`)
Text rendering uses `FONT_DEFAULT` (loaded during `textInit()`), which references a texture and a tileset. Characters start at ASCII `!` (`TEXT_CHAR_START`).
```c
textDraw(x, y, "Hello", COLOR_WHITE, &FONT_DEFAULT);
textMeasure("Hello", &FONT_DEFAULT, &outWidth, &outHeight);
// Single-char sprite for manual layout:
spritebatchsprite_t s = textGetSprite(pos, 'A', &FONT_DEFAULT);
```
`font_t` holds a `texture_t *` and a `tileset_t *` — both are owned by the asset system, not the font struct.
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# Input System
Source: `src/dusk/input/`
The input system decouples physical hardware buttons from logical game actions via a binding layer. Actions are defined in `src/dusk/input/input.csv` and code-generated into `inputaction_t` enum values — see [architecture.md](architecture.md#code-generation-from-csv).
---
## Concepts
**Button** (`inputbutton_t`) — a physical input source: a keyboard scancode, gamepad button, gamepad axis, or pointer axis. The available button types depend on which `DUSK_INPUT_*` defines are active for the target platform.
**Action** (`inputaction_t`) — a logical game input (e.g. `INPUT_ACTION_UP`, `INPUT_ACTION_CONFIRM`, `INPUT_ACTION_RAGEQUIT`). Each action accumulates a float value `[0.0, 1.0]` from all buttons bound to it.
**Binding** — a many-to-one mapping from buttons to actions. Bindings are registered at runtime with `inputBind(button, action)`.
---
## Querying actions
```c
// Boolean helpers (current frame):
inputIsDown(action) // value > 0 this frame
inputPressed(action) // down this frame but not last
inputReleased(action) // down last frame but not this
// Last frame state:
inputWasDown(action)
// Raw float value:
inputGetCurrentValue(action) // [0.0, 1.0]
inputGetLastValue(action)
// Axis helpers — combine two opposing actions into a signed float:
float_t h = inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT); // -1.0 to 1.0
inputAxis2D(negX, posX, negY, posY, result); // fills vec2
inputAngle2D(negX, posX, negY, posY, result); // atan2-based normalized direction
// Deadzone:
float_t clean = inputDeadzone(rawValue, 0.1f);
```
---
## Dynamic values (`DUSK_TIME_DYNAMIC`)
On platforms with variable frame rates, each action also tracks `dynamicDelta`-scaled values:
```c
inputGetCurrentValueDynamic(action)
inputGetLastValueDynamic(action)
```
These account for the actual time elapsed since the last frame, so movement calculated from them is frame-rate independent.
---
## Events on actions
Each `inputactiondata_t` exposes `onPressed` and `onReleased` events:
```c
eventSubscribe(&INPUT.actions[INPUT_ACTION_CONFIRM].onPressed, myCallback, myUser);
```
The callback signature is `void cb(void *params, void *user)`. `params` is always `NULL` for input events.
---
## Buttons and bindings
Physical buttons are typed via `inputbuttontype_t`:
| Constant | When available | Payload |
|---|---|---|
| `INPUT_BUTTON_TYPE_KEYBOARD` | `DUSK_INPUT_KEYBOARD` | `inputscancode_t` |
| `INPUT_BUTTON_TYPE_GAMEPAD` | `DUSK_INPUT_GAMEPAD` | `inputgamepadbutton_t` |
| `INPUT_BUTTON_TYPE_GAMEPAD_AXIS` | `DUSK_INPUT_GAMEPAD` | axis + positive direction flag |
| `INPUT_BUTTON_TYPE_POINTER` | `DUSK_INPUT_POINTER` | `inputpointeraxis_t` |
Button names and default bindings are defined in `input.csv`. Look up a button by name:
```c
inputbutton_t btn = inputButtonGetByName("keyboard_w");
inputBind(btn, INPUT_ACTION_UP);
```
`INPUT_BUTTON_DATA[]` holds runtime state (current/last raw values) for every physical button.
---
## Platform platform-specific reads
`inputButtonGetValuePlatform(button)` is the one required platform function — it returns the current raw `[0.0, 1.0]` value for a button. The platform implementations live in `src/dusk{platform}/input/`.
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# Cutscenes
Two distinct layers: a low-level engine sequencer (`src/dusk/cutscene/`) and a higher-level RPG wrapper (`src/dusk/rpg/cutscene/`). Almost all game code works with the RPG layer.
---
## Engine sequencer (`src/dusk/cutscene/`)
`cutscene_t CUTSCENE` is a minimal event runner with up to `CUTSCENE_EVENT_COUNT_MAX` (16) `cutsceneevent_t` slots. Each event has three callbacks:
```c
typedef struct {
errorret_t (*onStart)(void);
errorret_t (*onUpdate)(void);
errorret_t (*onEnd)(void);
} cutsceneevent_t;
```
API:
```c
cutscenePlay(events, count); // copy events array and start from index 0
cutsceneAdvance(); // end current event, start next (deactivates after last)
cutsceneStop(); // abort immediately
cutsceneIsActive(); // bool
```
This layer is primarily used by the RPG cutscene system — game code doesn't normally touch it directly.
---
## RPG cutscene layer (`src/dusk/rpg/cutscene/`)
### Data structures
A `cutscene_t` is just a pointer to an item array and a count:
```c
typedef struct cutscene_s {
const cutsceneitem_t *items;
uint8_t itemCount;
} cutscene_t;
```
A `cutsceneitem_t` is a tagged union of all item types:
```c
typedef struct cutsceneitem_s {
cutsceneitemtype_t type;
union {
cutscenetext_t text; // display text in textbox
cutscenecallback_t callback; // call a void(*)(void) function
cutscenewait_t wait; // pause for a fixed_t duration (seconds)
const cutscene_t *cutscene; // nest another cutscene
};
} cutsceneitem_t;
```
### Item types
| Type constant | Payload | Behaviour |
|---|---|---|
| `CUTSCENE_ITEM_TYPE_TEXT` | `cutscenetext_t``text[256]` + `rpgtextboxpos_t position` | Shows textbox; advances on player confirm input |
| `CUTSCENE_ITEM_TYPE_CALLBACK` | `cutscenecallback_t` (function pointer) | Calls the function once, then immediately advances |
| `CUTSCENE_ITEM_TYPE_WAIT` | `cutscenewait_t` (a `fixed_t` in seconds) | Counts down `animTime` each frame, then advances |
| `CUTSCENE_ITEM_TYPE_CUTSCENE` | `const cutscene_t *` | Plays the nested cutscene before continuing |
### Runtime state
`cutscenesystem_t CUTSCENE_SYSTEM` tracks:
- `scene` — pointer to the active `cutscene_t`
- `currentItem` — index into `scene->items[]`
- `data` — per-item runtime data (`cutsceneitemdata_t`, currently just `cutscenewaitdata_t`)
- `mode` — the current `cutscenemode_t`
API:
```c
cutsceneSystemStartCutscene(cutscene); // begin playing a cutscene
cutsceneSystemNext(); // advance to next item
cutsceneSystemUpdate(); // called each frame from rpgUpdate
cutsceneSystemGetCurrentItem(); // inspect active item
```
### Cutscene mode (`cutscenemode.h`)
Each item can run in one of three modes:
```c
CUTSCENE_MODE_NONE // no cutscene active
CUTSCENE_MODE_FULL_FREEZE // pause everything (not yet used)
CUTSCENE_MODE_INPUT_FREEZE // player input blocked (default: CUTSCENE_MODE_INITIAL)
CUTSCENE_MODE_GAMEPLAY // player can still move during cutscene
```
`cutsceneModeIsInputAllowed()` is checked by `entityUpdate()` before invoking the movement callback — the player cannot walk when in INPUT_FREEZE mode.
### Defining a cutscene
Cutscenes are defined as `static const` arrays in header files under `rpg/cutscene/scene/`. Example (`testcutscene.h`):
```c
static const cutsceneitem_t MY_CUTSCENE_ITEMS[] = {
{
.type = CUTSCENE_ITEM_TYPE_TEXT,
.text = { .text = "Hello!", .position = RPG_TEXTBOX_POS_BOTTOM }
},
{
.type = CUTSCENE_ITEM_TYPE_WAIT,
.wait = FIXED(1.5f)
},
{
.type = CUTSCENE_ITEM_TYPE_CUTSCENE,
.cutscene = &ANOTHER_CUTSCENE
},
};
static const cutscene_t MY_CUTSCENE = {
.items = MY_CUTSCENE_ITEMS,
.itemCount = sizeof(MY_CUTSCENE_ITEMS) / sizeof(cutsceneitem_t)
};
```
Attach to an NPC via its interact component:
```c
entity->interact.type = ENTITY_INTERACT_CUTSCENE;
entity->interact.data.cutscene = &MY_CUTSCENE;
```
---
## Textbox (`src/dusk/rpg/rpgtextbox.h`)
`rpgtextbox_t RPG_TEXTBOX` is the global textbox state:
```c
typedef struct {
rpgtextboxpos_t position; // RPG_TEXTBOX_POS_TOP or RPG_TEXTBOX_POS_BOTTOM
bool_t visible;
char_t text[RPG_TEXTBOX_MAX_CHARS]; // 256 chars
} rpgtextbox_t;
```
API:
```c
rpgTextboxShow(position, text); // copies text, sets visible = true
rpgTextboxHide(); // sets visible = false
rpgTextboxIsVisible(); // bool
```
The textbox state is read by `ui/uitextbox.c` during the UI render pass to draw the dialogue box on screen. `rpgtextbox.c` itself does no rendering.
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# Entities
Source: `src/dusk/rpg/entity/`
---
## Storage
Entities live in a single fixed global array:
```c
entity_t ENTITIES[ENTITY_COUNT]; // ENTITY_COUNT = 64
```
A slot is "empty" when `entity->type == ENTITY_TYPE_NULL`. Never allocate entity memory dynamically — always find a free slot with `entityGetAvailable()`, which returns its index (`0xFF` if none free).
---
## `entity_t` structure
```c
typedef struct entity_s {
uint8_t id; // index in ENTITIES[]
entitytype_t type; // ENTITY_TYPE_NULL / PLAYER / NPC
entitytypedata_t data; // union: player_t | npc_t
entitydir_t direction; // facing direction (N/S/E/W)
fixed_t position[3]; // current sub-tile position (x, y, z)
fixed_t lastPosition[3]; // position before last move (for interpolation)
entityanim_t animation; // IDLE / TURN / WALK
fixed_t animTime; // countdown timer for current animation
entityinteract_t interact; // optional interact component
} entity_t;
```
---
## Type system
Entity types are defined in `entitytype.h` using the enum+integer-typedef pattern:
```c
typedef enum { ENTITY_TYPE_NULL, ENTITY_TYPE_PLAYER, ENTITY_TYPE_NPC, ENTITY_TYPE_COUNT } entitytype_enum_t;
typedef uint8_t entitytype_t;
```
Each type has a `entitycallback_t` entry in the `ENTITY_CALLBACKS[ENTITY_TYPE_COUNT]` static table:
```c
typedef struct {
void (*init)(entity_t *entity);
void (*movement)(entity_t *entity);
bool_t (*interact)(entity_t *player, entity_t *entity);
} entitycallback_t;
```
Callbacks not applicable to a type are `NULL`; `entityUpdate()` guards against this before calling.
Type-specific data sits in `entitytypedata_t` (a union of `player_t` and `npc_t`). Currently both are stubs (`void *nothing`).
---
## Direction (`entitydir.h`)
```c
ENTITY_DIR_NORTH / EAST / SOUTH / WEST
```
Aliases: `UP = NORTH`, `DOWN = SOUTH`, `LEFT = WEST`, `RIGHT = EAST`.
Utilities:
- `entityDirGetOpposite(dir)` — returns the opposite direction.
- `entityDirGetRelative(dir, &relX, &relY)` — fills in the ±1 XY delta for that direction.
- `assertValidEntityDir(dir, msg)` — assertion macro.
---
## Animation (`entityanim.h`)
```c
ENTITY_ANIM_IDLE // standing still
ENTITY_ANIM_TURN // turning to a new direction (ENTITY_ANIM_TURN_DURATION = FIXED(0.06))
ENTITY_ANIM_WALK // mid-step (ENTITY_ANIM_WALK_DURATION = FIXED(0.1))
```
`entityAnimUpdate(entity)` decrements `animTime` each frame and transitions back to `IDLE` when it reaches zero.
`entityCanWalk(entity)` / `entityCanTurn(entity)` both return true only when `animation == ENTITY_ANIM_IDLE`.
The renderer interpolates between `lastPosition` and `position` using `animTime / WALK_DURATION` to produce smooth motion even at low frame rates.
---
## Movement
`entityWalk(entity, direction)`:
1. Converts `entity->position` to a `worldpos_t` (truncates fractional part).
2. Applies the directional delta to get `newPos`.
3. Checks the current and target tiles for ramp raise/fall logic (see [world.md](world.md)).
4. Checks `ENTITIES[]` for another entity occupying `newPos` — blocks if found.
5. On success: copies `position` to `lastPosition`, updates `position` to `newPos` (via `worldPosToFixed`), sets `animation = ENTITY_ANIM_WALK`.
`entityTurn(entity, direction)`: sets `direction` and starts a brief turn animation.
---
## Interaction (`entityinteract.h`)
The `entityinteract_t` component is embedded in every entity. It is optional — set `type = ENTITY_INTERACT_NULL` for non-interactable entities.
```c
typedef enum {
ENTITY_INTERACT_NULL,
ENTITY_INTERACT_CUTSCENE, // plays a cutscene_t *
ENTITY_INTERACT_PRINT, // prints a short message[32]
} entityinteracttype_t;
```
`entityInteractWith(player, target)` dispatches:
1. If the interact component's `type != NULL`, handles it (starts the cutscene or prints the message).
2. Otherwise falls back to `ENTITY_CALLBACKS[type].interact` if set.
---
## Player (`player.h` / `player.c`)
`playerInit()` is called via `ENTITY_CALLBACKS[ENTITY_TYPE_PLAYER].init`.
`playerInput(entity)` is the movement callback. It reads `PLAYER_INPUT_DIR_MAP[]` — a static table mapping input actions (`INPUT_ACTION_UP/DOWN/LEFT/RIGHT`) to entity directions — and calls `entityWalk` or `entityTurn` accordingly.
The player entity is normally `ENTITIES[0]` but there is no hardcoded assumption about its index beyond being initialized with `ENTITY_TYPE_PLAYER`.
---
## NPC (`npc.h` / `npc.c`)
`npcInit()`, `npcMovement()`, and `npcInteract()` provide the NPC type callbacks. Currently stubs; movement does nothing, interact returns false.
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# RPG Layer
The RPG layer lives in `src/dusk/rpg/` and is the game-logic tier above the engine. It is initialized and ticked by `engine.c` via `rpgInit` / `rpgUpdate` / `rpgDispose`. The `rpg_t` struct is currently a stub; all meaningful state lives in the subsystems below.
## Contents
- [world.md](world.md) — scene manager, overworld map, chunks, tiles, coordinate system, camera
- [entity.md](entity.md) — entity pool, types, direction, animation, interaction, player, NPC
- [cutscene.md](cutscene.md) — cutscene system, item types, mode control, textbox
- [story.md](story.md) — story flags, items, inventory, backpack, save system
## Scene system
The scene manager (`src/dusk/scene/`) sits above the RPG layer and owns the single active scene. Scenes are identified by `scenetype_t` and registered in `SCENE_TYPES[]` (`scene/scenetype.c`) as `scenecallbacks_t` (init / update / render / dispose).
`scenedata_t` is a union so all scene structs share memory. `sceneSet(type)` defers the transition — the old scene disposes before the new one inits.
Currently the only scene is `SCENE_TYPE_OVERWORLD``src/dusk/scene/overworld/sceneoverworld.c`.
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# Story, Items & Save
---
## Story flags (`src/dusk/rpg/story/`)
Story flags are the primary mechanism for tracking game-world state (quest progress, one-time events, unlocks). Each flag is a `uint8_t` value (`storyflagvalue_t`), so they can hold booleans or small counts.
### Defining flags
Flags are defined in `src/dusk/rpg/story/storyflag.csv`:
```
id,description,initial
test,"Test flag for debugging purposes",1
```
The build tool generates:
- A `storyflag_t` enum (e.g. `STORY_FLAG_TEST`) in the generated header.
- `STORY_FLAG_VALUES[]` — the runtime array, pre-populated with the `initial` column values.
To add a flag: add a row to the CSV. The build re-runs the Python tool automatically on the next CMake build.
### Access
```c
storyflagvalue_t v = storyFlagGet(STORY_FLAG_TEST); // macro: array read
storyFlagSet(STORY_FLAG_TEST, 1); // function: also marks save dirty
```
`storyFlagGet` is a macro that directly indexes `STORY_FLAG_VALUES[]` — no function call overhead.
---
## Items (`src/dusk/rpg/item/`)
### Item definitions
Items are defined in `src/dusk/rpg/item/item.csv`. The build tool generates `itemid_t` enum values and item metadata. `itemid_t` is a generated `uint8_t` typedef.
### Inventory (`inventory.h`)
`inventory_t` is a generic container backed by a caller-supplied `inventorystack_t` array:
```c
typedef struct {
itemid_t item;
uint8_t quantity; // max ITEM_STACK_QUANTITY_MAX (255)
} inventorystack_t;
typedef struct {
inventorystack_t *storage;
uint8_t storageSize;
} inventory_t;
```
Key operations:
```c
inventoryInit(&inv, storageArray, size);
inventoryAdd(&inv, ITEM_POTION, 3);
inventoryRemove(&inv, ITEM_POTION);
inventorySet(&inv, ITEM_POTION, 10);
inventoryGetCount(&inv, ITEM_POTION); // returns 0 if not present
inventoryItemExists(&inv, ITEM_POTION);
inventoryIsFull(&inv);
inventorySort(&inv, INVENTORY_SORT_BY_ID, false);
```
`inventory_t` itself holds no data — the backing array is always external. This avoids fixed-size struct limits and lets different inventories (backpack, shop, chest) share the same logic.
### Backpack (`backpack.h`)
The player's inventory is the global `BACKPACK` instance:
```c
extern inventorystack_t BACKPACK_STORAGE[BACKPACK_STORAGE_SIZE_MAX]; // 20 slots
extern inventory_t BACKPACK;
backpackInit(); // wires BACKPACK_STORAGE into BACKPACK
```
---
## Save system (`src/dusk/save/`)
The save system is stubbed out — it exists and compiles but is commented out of engine init (`engine.c`). What follows describes the design as implemented.
### Slots
`save_t SAVE` holds `SAVE_FILE_COUNT_MAX` slots:
```c
typedef struct {
savefile_t files[SAVE_FILE_COUNT_MAX];
saveplatform_t platform; // platform-specific state (paths, card handles)
} save_t;
```
### Streams
`savestream_t` (`save/savestream.h`) is a raw byte cursor used to serialize/deserialize `savefile_t`. Platform backends in `src/dusk{platform}/save/` implement the actual I/O:
- Linux: filesystem files in a save directory.
- GameCube/Wii: memory card via libogc.
### API
```c
saveInit();
saveLoad(slot); // reads platform storage → savefile_t
saveWrite(slot); // writes savefile_t → platform storage
saveDelete(slot);
saveExists(slot); // bool
saveGet(slot); // returns savefile_t *
saveDispose();
```
---
## Locale / i18n (`src/dusk/locale/`)
Translations are loaded from `.po` files in `assets/locale/` (e.g. `en_US.po`). `localemanager.c` manages the active locale and exposes a key→string lookup. `assetlocaleloader.c` parses the PO format via the asset system.
All player-visible strings must go through the locale system rather than being hardcoded. The locale is loaded asynchronously via the asset system so it is available before the first scene renders.
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# World
Source: `src/dusk/rpg/overworld/`
---
## Coordinate system
Three nested coordinate spaces, each defined in `worldpos.h`:
| Type | Description | Unit |
|---|---|---|
| `worldpos_t` | Tile-level absolute position `{x, y, z}` | `worldunit_t` (int16) |
| `chunkpos_t` | Chunk-grid position `{x, y, z}` | `chunkunit_t` (int16) |
| `fixed_t[3]` | Smooth sub-tile position used by entities | Q24.8 fixed-point |
One chunk = `CHUNK_WIDTH × CHUNK_HEIGHT × CHUNK_DEPTH` tiles (16 × 16 × 8).
The loaded world window = `MAP_CHUNK_WIDTH × MAP_CHUNK_HEIGHT × MAP_CHUNK_DEPTH` chunks (5 × 5 × 3).
Conversion helpers (all in `worldpos.c`):
```c
worldPosToChunkPos(&worldPos, &chunkPos); // tile → chunk grid
chunkPosToWorldPos(&chunkPos, &worldPos); // chunk grid → tile origin
worldPosToChunkTileIndex(&worldPos); // tile → index within its chunk
chunkPosToIndex(&chunkPos); // chunk grid → linear index in MAP.chunks[]
worldPosToFixed(&worldPos, fixedOut); // tile → entity fixed position
fixedToWorldPos(fixedPos); // entity fixed → tile (truncates frac)
```
---
## Tiles
Defined in `tile.h` as a plain `tile_t` enum:
```
TILE_SHAPE_NULL — empty / unloaded
TILE_SHAPE_GROUND — solid flat tile
TILE_SHAPE_RAMP_* — directional ramps (N/S/E/W + diagonals NE/NW/SE/SW)
```
Key predicates:
- `tileIsWalkable(tile)` — true for GROUND and all ramp shapes.
- `tileIsRamp(tile)` — true only for ramp shapes.
Entity walk code (`entity.c`) checks both the current tile and the target tile to decide whether the entity steps forward flat, raises one Z level (walking up a ramp), or falls one Z level (stepping onto a downward ramp from above).
---
## Chunks
`chunk_t` (`chunk.h`) holds:
- `position` — its `chunkpos_t` in the world grid
- `tiles[CHUNK_TILE_COUNT]` — flat array of `tile_t`, indexed by `chunkGetTileIndex()`
- `vertices[CHUNK_VERTEX_COUNT]` / `mesh` — pre-baked mesh uploaded to GPU on load
- `entities[CHUNK_ENTITY_COUNT_MAX]` — indices into `ENTITIES[]` currently in this chunk (sentinel `0xFF`)
- `testColor` — temporary debug color (checkerboard), will be replaced by real tileset data
Tile layout within a chunk is `z * W*H + y * W + x` (Z-major, row-major in XY).
---
## Map
`map_t MAP` (`map.h`) is the single global map instance.
```c
chunk_t chunks[MAP_CHUNK_COUNT]; // flat storage — index is NOT world position
chunk_t *chunkOrder[MAP_CHUNK_COUNT]; // draw-order sorted pointers into chunks[]
chunkpos_t chunkPosition; // world-grid origin of the loaded window
bool_t loaded;
```
### Load / unload
`mapInit()` allocates chunk meshes and performs the initial load of all chunks in the starting window.
`mapPositionSet(newPos)` shifts the window:
1. Determines which of the `MAP_CHUNK_COUNT` slots remain within the new window vs. fall outside it.
2. Calls `mapChunkUnload()` on every chunk that falls outside (nulls its entity slots, zeroes `vertCount`).
3. Reuses freed slots for newly-in-range chunks; calls `mapChunkLoad()` on each.
4. Rebuilds `chunkOrder[]` in XYZ order for the new position.
### Chunk load (current stub)
`mapChunkLoad()` currently:
- Fills all tiles with `TILE_SHAPE_GROUND`
- Assigns a checkerboard debug color based on chunk XY parity
- Bakes a flat sprite-batch quad mesh for the z=0 layer and uploads it via `meshFlush()`
- Skips mesh generation for z > 0 chunks (they're empty)
### Tile lookup
```c
tile_t mapGetTile(const worldpos_t position);
```
Converts `position` to its chunk, looks up the chunk in `chunkOrder`, then indexes into `chunk->tiles[]`. Returns `TILE_SHAPE_NULL` for any out-of-bounds position or when the map is not loaded.
---
## Camera
`rpgcamera_t RPG_CAMERA` (`rpgcamera.h`) has two modes:
```c
RPG_CAMERA_MODE_FREE // free worldpos; camera.free holds the position
RPG_CAMERA_MODE_FOLLOW_ENTITY // tracks ENTITIES[followEntityId]
```
`rpgCameraGetPosition()` returns the active world tile position in either mode.
The scene renderer (`sceneoverworld.c`) uses `rpgCameraGetPosition()` to build the `glm_lookat` view matrix. When following an entity, it sub-tile interpolates between `entity->lastPosition` and `entity->position` using `entity->animTime / ENTITY_ANIM_WALK_DURATION` to smooth movement.
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# Save & Locale
---
## Save system (`src/dusk/save/`)
Slot-based persistent storage. Currently disabled in engine init (commented out in `engine.c`) — the system is fully implemented but not yet wired up.
### Slots
Up to `SAVE_FILE_COUNT_MAX` (3) save slots. The global `SAVE` holds all slots:
```c
saveInit();
saveExists(slot); // bool_t — check before load
saveLoad(slot); // read from platform storage → SAVE.files[slot]
saveWrite(slot); // write SAVE.files[slot] → platform storage
saveDelete(slot);
savefile_t *f = saveGet(slot);
saveDispose();
```
### Save file format
`savefile_t` is the serialized struct stored per slot. Currently minimal:
```c
typedef struct {
char_t header[3]; // "DSK"
uint32_t version; // SAVE_FILE_VERSION = 1
bool_t exists;
} savefile_t;
```
Extend this struct to add game-specific save data (player position, story flags, etc.).
### Stream serialization (`save/savestream.h`)
`savestream_t` is a cursor used to read/write a save slot's bytes. It CRC32-checksums all data written through it and verifies the checksum on read.
Write a save:
```c
savestream_t stream;
// (platform opens stream for slot)
saveFileWriteHeader(&stream, SAVE_FILE_HEADER);
saveFileWriteVersion(&stream, SAVE_FILE_VERSION);
saveFileWriteBool(&stream, myFlag);
saveFileWriteInt32(&stream, myInt);
saveFileWriteString(&stream, myString, sizeof(myString));
saveStreamFinalizeWriteImpl(&stream); // writes CRC
```
Read a save:
```c
saveFileReadHeader(&stream, headerBuf);
saveFileReadVersion(&stream, &version);
saveFileReadBool(&stream, &myFlag);
saveFileReadInt32(&stream, &myInt);
saveFileReadString(&stream, myString, sizeof(myString));
saveStreamVerifyChecksumImpl(&stream, slot); // returns error if CRC mismatch
```
All multi-byte values are stored in little-endian byte order. The `saveFile*` macros are thin wrappers over the `*Impl` functions that integrate `errorChain` — always use the macros.
### Platform backends
Each `src/dusk{platform}/save/` provides `saveplatform_t` (e.g. a file path on Linux, a memory-card handle on GameCube). The stream implementations (`savestream{platform}.c`) do the actual I/O.
---
## Locale / i18n (`src/dusk/locale/`)
Translations are stored as GNU `.po` files in `assets/locale/`. Only `en_US.po` currently exists.
### Loading
`localemanager_t LOCALE` tracks the active locale and its in-progress asset entry:
```c
localeManagerInit(); // loads en_US by default
localeManagerSetLocale(&LOCALE_EN_US); // switch locale (async load)
localeManagerDispose();
```
`LOCALE_EN_US` is a predefined `localeinfo_t` constant (`name = "en-US"`, `file = "locale/en_US.po"`).
### Looking up strings
```c
char_t buf[128];
localeManagerGetText("my.key", buf, sizeof(buf), 1, /* format args */ );
```
The macro handles plural forms and `printf`-style format arguments. Pass plural `1` for singular, any other value for plural.
`assetlocaleloader.c` parses the `.po` format (msgid / msgstr pairs) into a key→string table during the async asset load phase.
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# Coding Style
All source is C11. Everything below is derived from the existing codebase — match it exactly.
---
## File structure
### Headers (`.h`)
```c
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "direct/dependency.h"
```
- `#pragma once` always, never `#ifndef` guards.
- No blank line between the license block and `#pragma once`.
- One blank line between `#pragma once` and the first `#include`.
### Sources (`.c`)
```c
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "thisfile.h"
#include "assert/assert.h"
#include "util/memory.h"
```
- First include is always the matching `.h` for this `.c` file.
- Remaining includes follow with no separator unless logically grouped (then one blank line between groups — see [Include order](#include-order)).
---
## Include order
In `.c` files, include in this order with a blank line between each group:
1. The matching header (e.g. `#include "entity.h"`)
2. Core utilities (`assert/assert.h`, `util/memory.h`, `util/math.h`, etc.)
3. Engine subsystems (`display/...`, `input/...`, etc.)
4. Domain subsystems (`rpg/...`, `scene/...`, etc.)
In `.h` files, only include what the header directly requires. Never include more than necessary to make the type definitions in that header compile.
All include paths are relative to `src/dusk/` (the root include directory). Use the full path:
```c
#include "rpg/overworld/map.h" // correct
#include "map.h" // wrong
```
---
## Line length
80-character limit. Break before it, not after.
Multi-parameter function signatures break one param per line, with 2-space indent, closing `)` on its own line before `{`:
```c
errorret_t textureInit(
texture_t *texture,
const int32_t width,
const int32_t height,
const textureformat_t format,
const texturedata_t data
) {
```
Same rule for calls that don't fit on one line:
```c
assertTrue(
data.paletted.palette->count ==
mathNextPowTwo(data.paletted.palette->count),
"Palette color count must be a power of 2"
);
```
---
## Indentation and spacing
- **2 spaces** per indent level. No tabs.
- No space between a control keyword and its `(`:
```c
if(x) { // correct
if (x) { // wrong
```
- No space between a function name and its `(` in either declarations or calls.
- Opening brace on the same line:
```c
void entityUpdate(entity_t *entity) {
if(x) {
for(int i = 0; i < n; i++) {
```
- Closing brace always on its own line, except `} else {` and `} while(...)`.
- One blank line between function definitions in `.c` files.
- No trailing whitespace.
---
## Naming
| Kind | Convention | Example |
|---|---|---|
| Types (struct/union/typedef) | `snake_case_t` | `entity_t`, `worldpos_t` |
| Struct tags | `struct name_s` | `struct entity_s` |
| Union tags | `union name_u` | `union texturedata_u` |
| Enum tags (when typedef'd separately) | `name_enum_t` | `entitytype_enum_t` |
| Functions | `subsystemVerb` (camelCase, noun-first) | `entityInit`, `mapGetTile` |
| Macro constants | `UPPER_SNAKE_CASE` | `CHUNK_WIDTH`, `FIXED_ONE` |
| Function-like macros | `camelCase` (same as functions) | `errorThrow`, `assertNotNull` |
| Global subsystem instances | `UPPER_SNAKE_CASE` | `ENGINE`, `MAP`, `ENTITIES` |
| Local variables | `camelCase` | `tileNew`, `spriteCount` |
| Parameters | `camelCase` | `texture`, `worldPos` |
Subsystem prefix always comes first in function names: `textureInit`, `shaderBind`, `spriteBatchFlush`. The verb describes the action: `Init`, `Update`, `Dispose`, `Get`, `Set`, `Is`, etc.
---
## Typedefs
### Structs
```c
typedef struct {
uint8_t id;
entitytype_t type;
} entity_t;
```
Use a named tag (`struct entity_s`) only when forward declaration is required:
```c
typedef struct entity_s {
// ...
} entity_t;
```
### Unions
```c
typedef union texturedata_u {
struct {
uint8_t *indices;
palette_t *palette;
} paletted;
color_t *rgbaColors;
} texturedata_t;
```
### Enums
When the enum values need to be a compact integer (common for arrays and flags), declare the enum separately and typedef an integer type:
```c
typedef enum {
ENTITY_TYPE_NULL,
ENTITY_TYPE_PLAYER,
ENTITY_TYPE_NPC,
ENTITY_TYPE_COUNT
} entitytype_enum_t;
typedef uint8_t entitytype_t; // actual type used everywhere
```
Always include `_NULL` as the first value (zero) and `_COUNT` as the last value.
---
## `#define` constants
All-caps, underscores. Wrap multi-token expressions in parentheses:
```c
#define CHUNK_WIDTH 16
#define CHUNK_HEIGHT CHUNK_WIDTH
#define CHUNK_TILE_COUNT (CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH)
```
Multi-line macros: backslash continuation, body indented 2 spaces, closing line has no backslash:
```c
#define errorThrow(message, ...) \
return errorThrowImpl(\
&ERROR_STATE, ERROR_NOT_OK, __FILE__, __func__, __LINE__, (message), \
##__VA_ARGS__ \
)
```
---
## `const` usage
Mark every pointer and value parameter `const` unless the function modifies it:
```c
void entityTurn(entity_t *entity, const entitydir_t direction);
errorret_t textureInit(texture_t *texture, const int32_t width, ...);
```
`entity_t *entity` is non-const because the function writes to it; `direction` is const because it is read-only.
---
## `void` in no-argument functions
Use `(void)` in definitions and declarations of zero-parameter functions:
```c
errorret_t engineUpdate(void);
errorret_t spriteBatchFlush(void);
```
---
## Global subsystem state
Each subsystem exposes a single global instance declared `extern` in the header and defined (once) in the `.c` file:
```c
// entity.h
extern entity_t ENTITIES[ENTITY_COUNT];
// entity.c
entity_t ENTITIES[ENTITY_COUNT];
```
Never define a subsystem global as `static` in a header.
---
## Assertions
Place assertions at the very top of a function, before any logic:
```c
void entityInit(entity_t *entity, const entitytype_t type) {
assertNotNull(entity, "Entity pointer cannot be NULL");
assertTrue(type < ENTITY_TYPE_COUNT, "Invalid entity type");
// ... actual logic
}
```
Available assertion macros (from `assert/assert.h`):
- `assertNotNull(ptr, msg)`
- `assertNull(ptr, msg)`
- `assertTrue(expr, msg)`
- `assertFalse(expr, msg)`
- `assertUnreachable(msg)`
- `assertStringEqual(a, b, msg)`
- `assertIsMainThread(msg)` / `assertNotMainThread(msg)`
---
## Error handling style
Functions that can fail return `errorret_t`. Three patterns:
```c
// Propagate a child call's failure and return from this function:
errorChain(someCall());
// Return success:
errorOk();
// Return failure:
errorThrow("Descriptive message %s", variable);
```
`errorChain` is used inline — do not capture the result first:
```c
errorChain(textureInitPlatform(texture, width, height, format, data)); // correct
errorret_t r = textureInitPlatform(...); errorChain(r); // wrong
```
---
## Struct initialization
Use C99 designated initializers for any struct literal with more than one field:
```c
static const entitycallback_t ENTITY_CALLBACKS[ENTITY_TYPE_COUNT] = {
[ENTITY_TYPE_NULL] = { NULL },
[ENTITY_TYPE_PLAYER] = {
.init = playerInit,
.movement = playerInput
},
};
```
```c
shadermaterial_t material = {
.unlit = {
.color = COLOR_WHITE,
.texture = NULL
}
};
```
---
## Fixed-size array iteration
Prefer pointer arithmetic with `do/while` over index loops for iterating through fixed global arrays:
```c
entity_t *ent = ENTITIES;
do {
if(ent->type == ENTITY_TYPE_NULL) continue;
// ...
} while(++ent, ent < &ENTITIES[ENTITY_COUNT]);
```
Use `for` loops when an index variable is actually needed.
---
## Comments
Comments explain *why*, not *what*. One short inline comment is fine; multi-line block comments for non-obvious invariants only.
```c
// Walking up a ramp — only the direction the ramp faces is valid.
if(tileIsRamp(tileCurrent) && ...) {
```
Section labels inside long functions are acceptable:
```c
// Chunks
{
...
}
// Entities
{
...
}
```
Doc comments on public functions use Javadoc style with `@param` / `@return`:
```c
/**
* Gets the tile at the given world position.
*
* @param position The world position.
* @return The tile at that position, or TILE_NULL if the chunk is unloaded.
*/
tile_t mapGetTile(const worldpos_t position);
```
---
## Platform-conditional code
Use the `DUSK_*` compile-definition macros set by `cmake/targets/<target>.cmake`:
```c
#ifdef DUSK_THREAD_PTHREAD
#include "thread/thread.h"
extern pthread_t ASSERT_MAIN_THREAD_ID;
#endif
```
Never use `#ifdef __linux__`, `#ifdef _WIN32`, etc. directly — go through the engine macros.
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# Engine Systems
Smaller systems that support the engine but don't warrant their own file each.
---
## Time (`src/dusk/time/`)
`dusktime_t TIME` tracks fixed and dynamic delta time.
```c
TIME.delta // fixed_t: always DUSK_TIME_STEP (16ms default) on fixed-rate platforms
TIME.time // fixed_t: total elapsed time in seconds
```
On platforms with `DUSK_TIME_DYNAMIC` (Linux/SDL2):
```c
TIME.dynamicDelta // fixed_t: actual time since last frame
TIME.dynamicTime // fixed_t: total elapsed (dynamic)
TIME.dynamicUpdate // bool_t: true when a real tick occurred
```
Call `timeUpdate()` once per frame (before input/logic). `timeGetEpoch()` returns the current wall-clock time as a `dusktimeepoch_t`.
### Epoch time (`time/timeepoch.h`)
`dusktimeepoch_t` stores a Unix timestamp (double) with timezone offset. Utilities:
```c
dusktimeepoch_t e = timeGetEpoch();
timeEpochGetHours(e) // 023
timeEpochGetMinutes(e) // 059
timeEpochGetSeconds(e) // 059
timeEpochGetDayOfMonth(e) // 030
timeEpochGetMonth(e) // 011
timeEpochGetYear(e)
// Format: %Y year, %m month, %d day, %H hour, %M minute, %S second
timeEpochFormat(e, "%Y-%m-%d %H:%M:%S", buf, sizeof(buf));
// Compare: returns -1, 0, 1
timeEpochCompare(a, b);
// Timezone shift:
dusktimeepoch_t local = timeEpochSwitchTimeZone(e, offsetHours);
```
---
## Thread (`src/dusk/thread/`)
Currently only the pthread backend (`DUSK_THREAD_PTHREAD`) exists. Thread objects are `thread_t` — used primarily by the asset loader.
```c
threadInit(&thread, myCallback); // myCallback: void (*)(thread_t *)
threadStart(&thread); // blocks until thread is RUNNING
threadStop(&thread); // requests stop, blocks until STOPPED
// Inside the thread callback:
while(!threadShouldStop(&thread)) { /* work */ }
```
State flow: `STOPPED → STARTING → RUNNING → (STOP_REQUESTED) → STOPPED`.
### Mutex (`thread/threadmutex.h`)
```c
threadMutexInit(&lock);
threadMutexLock(&lock);
threadMutexUnlock(&lock);
threadMutexTryLock(&lock); // non-blocking; returns false if already held
threadMutexWaitLock(&lock); // release lock and sleep until signalled
threadMutexSignal(&lock); // wake a thread waiting on this mutex
threadMutexDispose(&lock);
```
### Thread-local storage
`THREAD_LOCAL` expands to `__thread` (GCC) on pthread platforms. Used for the per-thread error state (`ERROR_STATE` in `error/error.h`).
---
## Event (`src/dusk/event/`)
A fixed-capacity multicast callback list.
```c
// Declare backing arrays (choose a size):
eventcallback_t cbs[4];
void *users[4];
event_t myEvent;
eventInit(&myEvent, cbs, users, 4);
eventSubscribe(&myEvent, myCallback, myUser);
eventUnsubscribe(&myEvent, myCallback);
eventInvoke(&myEvent, params); // calls all subscribers; params passed as-is
```
Callback signature: `void cb(void *params, void *user)`.
`event_t` does not own its callback/user arrays. Always declare them alongside the event in the same struct or as static arrays.
---
## Console (`src/dusk/console/`)
`CONSOLE` is a scrolling in-game terminal for debug output. On POSIX platforms (`DUSK_CONSOLE_POSIX`) it also polls stdin in a thread so commands can be typed during a running session.
```c
consolePrint("Value is %d", x); // printf-style; thread-safe
consoleDraw(); // renders visible history lines to screen
```
Configuration constants (`consoledefs.h`):
- `CONSOLE_LINE_MAX` — 512 chars per line
- `CONSOLE_HISTORY_MAX` — 16 lines of scrollback
- `CONSOLE_EXEC_BUFFER_MAX` — 32 pending exec commands
`CONSOLE.visible` controls whether `consoleDraw()` actually renders anything.
---
## Log (`src/dusk/log/`)
Two simple output functions, implemented per-platform:
```c
logDebug("format %s", arg); // debug output (stdout on Linux, debug channel on consoles)
logError("format %s", arg); // error output; may pause execution on some platforms
```
These go directly to the platform's native output and are not buffered by the console history.
---
## System / Platform (`src/dusk/system/`)
`systemInit()` runs platform-specific startup (e.g. Wii PAD init, PSP kernel setup). Must be the first call in `engineInit()`.
```c
systemplatform_t p = systemGetPlatform(); // SYSTEM_PLATFORM_LINUX, _PSP, etc.
systemdialogtype_t d = systemGetActiveDialogType();
// SYSTEM_DIALOG_TYPE_NONE / RENDER_BLOCKING / TICK_BLOCKING
```
The full platform list is defined via X-macro in `system/systemplatformlist.h`:
| Constant | Value |
|---|---|
| `SYSTEM_PLATFORM_LINUX` | 0 |
| `SYSTEM_PLATFORM_KNULLI` | 1 |
| `SYSTEM_PLATFORM_PSP` | 2 |
| `SYSTEM_PLATFORM_GAMECUBE` | 3 |
| `SYSTEM_PLATFORM_WII` | 4 |
---
## Network (`src/dusk/network/`)
`network_t NETWORK` manages platform connection state. The engine calls `networkInit` / `networkUpdate` / `networkDispose`; game code uses the request API:
```c
networkRequestConnection(onConnected, onFailed, onDisconnect, user);
networkRequestDisconnection(onComplete, user);
networkIsConnected(); // bool_t
```
State machine: `DISCONNECTED → CONNECTING → CONNECTED → DISCONNECTING → DISCONNECTED`.
Network address info (after connection):
```c
networkinfo_t info = networkGetInfo();
// info.type = NETWORK_TYPE_IPV4 / IPV6
// info.ipv4.ip[4] or info.ipv6.ip[16]
```
Platform backends implement `networkPlatformInit/Update/Dispose/IsConnected`. Currently only Linux (socket-based) and PSP/Vita are implemented.
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# UI System
Source: `src/dusk/ui/`
The UI system is an immediate-mode layer drawn on top of the game scene each frame. Elements register themselves; `uiUpdate()` ticks all elements and `uiRender()` draws them. All coordinates are in screen pixels.
---
## Lifecycle
```
uiInit() → uiTextboxInit() // init order matters — textbox depends on display being ready
uiUpdate() // each frame, before rendering
uiRender() // each frame, after scene render
uiDispose()
uiTextboxDispose()
```
---
## Element registration (`ui/uielement.h`)
Elements are stored in `UI_ELEMENTS[]`. Each has a type and a `draw` callback:
```c
typedef struct {
uielementtype_t type;
errorret_t (*draw)();
} uielement_t;
```
Currently `UI_ELEMENT_TYPE_NATIVE` elements call their `draw` function directly. New debug/HUD elements are registered by adding to this array.
---
## Textbox (`ui/uitextbox.h`)
`UI_TEXTBOX` is the global dialogue box. It word-wraps text, paginates it, and plays a typewriter scroll effect.
```c
uiTextboxSetText("Long dialogue string..."); // wraps to charsPerLine, paginates
uiTextboxUpdate(); // each frame: advance scroll, check input
uiTextboxDraw(); // draw box + text
// Pagination:
uiTextboxPageIsComplete() // true when all chars of current page are visible
uiTextboxHasNextPage()
uiTextboxNextPage()
// Subscibe to page events:
eventSubscribe(&UI_TEXTBOX.onPageComplete, cb, user);
eventSubscribe(&UI_TEXTBOX.onLastPage, cb, user);
```
`UI_TEXTBOX.advanceAction` defaults to the input action that advances dialogue — set it before calling `uiTextboxInit()` if the default doesn't suit.
Layout constants:
- `UI_TEXTBOX_TEXT_MAX` — 1024 chars
- `UI_TEXTBOX_LINES_MAX` — 64 lines
- `UI_TEXTBOX_LINES_PER_PAGE_MAX` — 3 lines visible at once
- `UI_TEXTBOX_SCROLL_CHARS_PER_TICK` — 1 char per tick (typewriter speed)
The textbox uses `UI_TEXTBOX.frame` (a `uiframe_t`) for its border rendering and `UI_TEXTBOX.font` for text.
---
## UI Frame (`ui/uiframe.h`)
9-slice bordered box rendered with a tileset:
```c
uiFrameInit(&frame);
uiFrameDraw(&frame, x, y, width, height);
uiFrameDispose(&frame);
```
The tileset is loaded from the asset system during `uiFrameInit()`. The 9 slices are arranged in the tileset grid as: top-left corner, top edge, top-right corner, left edge, fill, right edge, bottom-left, bottom edge, bottom-right.
---
## Loading overlay (`ui/uiloading.h`)
`UI_LOADING` is a full-screen loading indicator with fade-in/fade-out transitions:
```c
uiLoadingShow(onShownCallback, user); // fade in; calls callback when fully opaque
uiLoadingHide(onHiddenCallback, user); // fade out; calls callback when fully transparent
uiLoadingUpdate(delta); // each frame
uiLoadingDraw(); // each frame, over everything
```
`UI_LOADING_FADE_DURATION` is `FIXED(0.5f)` seconds. Subscribe to `UI_LOADING.onTransitionEnd` for completion events.
---
## Full-box overlay (`ui/uifullbox.h`)
Two global full-screen color overlays: `UI_FULLBOX_UNDER` (drawn before game content) and `UI_FULLBOX_OVER` (drawn after). Used for scene transitions (fade to black, etc.):
```c
uiFullboxTransition(
&UI_FULLBOX_OVER,
COLOR_TRANSPARENT, COLOR_BLACK,
FIXED(0.5f),
EASING_IN_OUT_CUBIC
);
eventSubscribe(&UI_FULLBOX_OVER.onTransitionEnd, myCallback, NULL);
uiFullboxUnderDraw(); // draw under layer
uiFullboxOverDraw(); // draw over layer
```
---
## FPS counter (`ui/uifps.h`)
`UIFPS` tracks a rolling average FPS. `uiFPSDraw()` renders it in the corner. Currently drawn as part of the debug HUD (not wired to an element slot).
---
## Player position HUD (`ui/uiplayerpos.h`)
`uiplayerpos.c` draws the player's current world tile coordinates. Debug overlay, currently drawn directly in the scene render.
+162
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@@ -0,0 +1,162 @@
# Utilities
Source: `src/dusk/util/`
---
## String (`util/string.h`)
**Always use these instead of stdlib equivalents** (`strcmp`, `strcpy`, `sprintf`, etc.).
```c
stringCopy(dest, src, destSize); // safe strncpy; always null-terminates
stringCompare(a, b); // -1 / 0 / 1
stringEquals(a, b); // bool_t
stringCompareInsensitive(a, b); // case-insensitive -1 / 0 / 1
stringTrim(str); // in-place strip leading/trailing whitespace
stringFindLastChar(str, c); // last occurrence pointer or NULL
stringFormat(dest, destSize, fmt, ...); // snprintf wrapper; pass NULL dest to get length
stringFormatVA(dest, destSize, fmt, args); // va_list version
stringIsWhitespace(c); // bool_t
// Parse:
stringToI32(str, &out) bool_t
stringToI64(str, &out) bool_t
stringToI16(str, &out) bool_t
stringToU16(str, &out) bool_t
stringToF32(str, &out) bool_t
// Suffix checks:
stringEndsWith(str, suffix) bool_t
stringEndsWithCaseInsensitive(str, suffix) bool_t
stringIncludesString(haystack, needle) bool_t
```
---
## Memory (`util/memory.h`)
**Always use these instead of `malloc`/`free`/`memcpy`/`memset` directly.**
```c
memoryAllocate(size) void * // malloc + tracks pointer count
memoryAlign(alignment, size) void * // aligned malloc
memoryFree(ptr) // free + decrements count
memoryReallocate(&ptr, size) // realloc
memoryResize(&ptr, oldSize, newSize) // realloc + copy (safe reshape)
memoryTrack(ptr) // track externally-malloc'd pointer
memoryCopy(dest, src, size) // memcpy
memoryMove(dest, src, size) // memmove
memorySet(dest, value, size) // memset
memoryZero(dest, size) // memset 0
memoryCompare(a, b, size) int_t // memcmp
// Useful for uploading vertex data with different source/dest layouts:
memoryCopyInterleaved(dest, destStride, src, srcStride, elementSize, count);
memoryCopyRangeSafe(dest, start, end, sizeMax); // copy with bounds check
memoryGetAllocatedCount() size_t // current malloc'd block count
```
---
## Math (`util/math.h`)
```c
mathNextPowTwo(value) uint32_t // next power of two >= value
mathMax(a, b) // macro
mathMin(a, b) // macro
mathClamp(x, lower, upper) // macro
mathAbs(amt) // macro
mathModFloat(x, y) float_t // always non-negative modulo
mathLerp(a, b, t) float_t // linear interpolation (floats)
```
For fixed-point lerp use `fixedLerp(a, b, t)` from `util/fixed.h`.
`MATH_PI` is defined as `M_PI`.
---
## Fixed-point (`util/fixed.h`)
Q24.8 format: 24-bit integer part, 8-bit fractional part (`int32_t`). See [architecture.md](architecture.md#fixed-point-math) for the full API.
Quick reference:
```c
FIXED(1.5f) // compile-time literal
fixedFromI32(3) // runtime int → fixed
fixedToFloat(f) // fixed → float (only for GL/platform APIs)
fixedMul(a, b) // multiplication (not just addition)
fixedDiv(a, b) // division
fixedLerp(a, b, t) // lerp where t ∈ [0, FIXED_ONE]
```
---
## Array (`util/array.h`)
```c
arrayReverse(array, count, size); // in-place reverse; size = sizeof(element)
```
---
## Sort (`util/sort.h`)
```c
sortQuick(array, count, size, compare); // quicksort
sortBubble(array, count, size, compare); // bubble sort (small arrays)
sort(array, count, size, compare); // macro alias for sortQuick
// Convenience uint8_t sorter:
sortArrayU8(array, count);
int sortArrayU8Compare(const void *a, const void *b); // comparator
```
`sortcompare_t` matches `qsort` comparator signature: `int (*)(const void *, const void *)`.
---
## Reference counting (`util/ref.h`)
```c
refInit(&ref, dataPtr, onLock, onUnlock, onAllUnlocked);
refLock(&ref); // increments count, calls onLock
bool_t hit_zero = refUnlock(&ref); // decrements; calls onAllUnlocked when 0
```
Used internally by the asset entry system to track how many callers hold a reference to a loaded asset entry.
---
## CRC32 (`util/crypt.h`)
```c
// One-shot:
uint32_t crc = cryptCRC32(data, size);
// Streaming:
uint32_t acc = cryptCRC32Begin();
cryptCRC32Update(&acc, chunk1, len1);
cryptCRC32Update(&acc, chunk2, len2);
uint32_t final = cryptCRC32End(acc);
```
Used by the save stream to checksum save files.
---
## Endian (`util/endian.h`)
All serialized data (save files, asset headers) is little-endian. Convert to/from host byte order:
```c
uint32_t val = endianLittleToHost32(rawU32);
uint16_t val = endianLittleToHost16(rawU16);
float_t val = endianLittleToHostFloat(rawFloat);
```
`isHostLittleEndian()` returns a bool at runtime. The compile-time defines `DUSK_PLATFORM_ENDIAN_LITTLE` / `DUSK_PLATFORM_ENDIAN_BIG` are set by `cmake/targets/<target>.cmake`.
+3 -6
View File
@@ -1,11 +1,8 @@
name: Build Dusk
on:
push:
branches:
- main
pull_request:
branches:
- main
tags:
- '*'
jobs:
run-tests:
runs-on: ubuntu-latest
@@ -144,7 +141,7 @@ 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
View File
@@ -105,4 +105,5 @@ yarn.lock
/build2
/build*
/assets/test
/tools_old
/tools_old
/assets/test.png
+65
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@@ -0,0 +1,65 @@
# CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
## Project
Dusk is a C11 RPG game targeting resource-constrained hardware (PSP, GameCube, Wii, PS Vita, Knulli handhelds) and Linux/OpenGL. All game code lives in `src/dusk/`; platform-specific backends live in `src/dusk{platform}/` (e.g. `src/duskgl/`, `src/duskpsp/`, `src/duskdolphin/`).
Assets are zipped into `dusk.dsk` at build time and loaded at runtime via the asset system.
## Build
```bash
# Linux (host)
./scripts/build-linux.sh # outputs build-linux/Dusk
# Other targets (require Docker)
./scripts/build-psp-docker.sh
./scripts/build-gamecube-docker.sh
./scripts/build-wii-docker.sh
./scripts/build-knulli-docker.sh
```
Each script is a thin wrapper around:
```bash
cmake -S . -B build-<target> -DDUSK_TARGET_SYSTEM=<target>
cmake --build build-<target> -- -j$(nproc)
```
## Tests
```bash
./scripts/test-linux.sh # builds and runs all tests
# Manually run a single test binary after building:
./build-tests/test/<module>/test_<name>
```
Tests use [cmocka](https://cmocka.org/) and are only compiled when `DUSK_BUILD_TESTS=ON`. Test sources live under `test/`.
## Key conventions
- Use `stringCompare`, `stringCopy`, `stringEquals`, etc. from `util/string.h` — never `strcmp`, `strcpy`, and friends directly.
- All functions that can fail return `errorret_t`. Use `errorThrow(...)`, `errorChain(call())`, and `errorOk()` macros — see `error/error.h`.
- Positions and game-world values use `fixed_t` (Q24.8 fixed-point, `int32_t`) — not `float`. Use `FIXED(x)` for literals and the `fixedFrom*`/`fixedTo*` helpers in `util/fixed.h`.
## Coding style
See [`.claude/style.md`](.claude/style.md) for the full style guide: indentation, line length, naming, typedefs, defines, include order, `const` usage, assertion placement, error handling, struct initialization, and platform conditionals.
## Architecture & systems
| Doc | Covers |
|---|---|
| [`.claude/architecture.md`](.claude/architecture.md) | Platform abstraction pattern, subsystem lifecycle, error handling, code-generation pipeline |
| [`.claude/display.md`](.claude/display.md) | Rendering pipeline: display state, screen, framebuffer, mesh, shader, texture, spritebatch, text |
| [`.claude/input.md`](.claude/input.md) | Input actions, buttons, bindings, axis helpers, events |
| [`.claude/asset.md`](.claude/asset.md) | Asset archive, entry lifecycle, loader types, async/sync split, low-level file I/O |
| [`.claude/ui.md`](.claude/ui.md) | UI element system, textbox, frames, loading overlay, fullbox transitions, FPS counter |
| [`.claude/animation.md`](.claude/animation.md) | Keyframe animation, easing functions |
| [`.claude/systems.md`](.claude/systems.md) | Time, threading, mutex, events, console, logging, system/platform, network |
| [`.claude/util.md`](.claude/util.md) | String, memory, math, fixed-point, array, sort, ref counting, CRC32, endian |
| [`.claude/save.md`](.claude/save.md) | Save slots, stream serialization with CRC, locale/i18n |
| [`.claude/rpg/index.md`](.claude/rpg/index.md) | RPG layer overview → [world](.claude/rpg/world.md), [entities](.claude/rpg/entity.md), [cutscenes](.claude/rpg/cutscene.md), [story/items](.claude/rpg/story.md) |
| [`.claude/display-refactor.md`](.claude/display-refactor.md) | Planned render-queue refactor (Saturn port context) |
+5
View File
@@ -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="${DUSK_VERSION}"
)
# Toolchains
@@ -0,0 +1,28 @@
# Copyright (c) 2025 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
display.c
)
# Subdirectories
add_subdirectory(framebuffer)
add_subdirectory(mesh)
add_subdirectory(screen)
add_subdirectory(shader)
add_subdirectory(spritebatch)
add_subdirectory(text)
add_subdirectory(texture)
# Color definitions
dusk_run_python(
dusk_color_defs
tools.color.csv
--csv ${CMAKE_CURRENT_SOURCE_DIR}/color.csv
--output ${DUSK_GENERATED_HEADERS_DIR}/display/color.h
)
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} dusk_color_defs)
@@ -0,0 +1,23 @@
name,r,g,b,a
black,0,0,0,1
white,1,1,1,1
red,1,0,0,1
green,0,1,0,1
blue,0,0,1,1
yellow,1,1,0,1
cyan,0,1,1,1
magenta,1,0,1,1
transparent,0,0,0,0
transparent_white,1,1,1,0
transparent_black,0,0,0,0
gray,0.5,0.5,0.5,1
light_gray,0.75,0.75,0.75,1
dark_gray,0.25,0.25,0.25,1
orange,1,0.65,0,1
purple,0.5,0,0.5,1
brown,0.6,0.4,0.2,1
pink,1,0.75,0.8,1
lime,0.75,1,0,1
navy,0,0,0.5,1
teal,0,0.5,0.5,1
cornflower_blue,0.39,0.58,0.93,1
1 name r g b a
2 black 0 0 0 1
3 white 1 1 1 1
4 red 1 0 0 1
5 green 0 1 0 1
6 blue 0 0 1 1
7 yellow 1 1 0 1
8 cyan 0 1 1 1
9 magenta 1 0 1 1
10 transparent 0 0 0 0
11 transparent_white 1 1 1 0
12 transparent_black 0 0 0 0
13 gray 0.5 0.5 0.5 1
14 light_gray 0.75 0.75 0.75 1
15 dark_gray 0.25 0.25 0.25 1
16 orange 1 0.65 0 1
17 purple 0.5 0 0.5 1
18 brown 0.6 0.4 0.2 1
19 pink 1 0.75 0.8 1
20 lime 0.75 1 0 1
21 navy 0 0 0.5 1
22 teal 0 0.5 0.5 1
23 cornflower_blue 0.39 0.58 0.93 1
@@ -0,0 +1,116 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "display/display.h"
#include "display/framebuffer/framebuffer.h"
#include "scene/scene.h"
#include "display/spritebatch/spritebatch.h"
#include "display/mesh/quad.h"
#include "display/mesh/cube.h"
#include "display/mesh/sphere.h"
#include "display/mesh/plane.h"
#include "display/mesh/capsule.h"
#include "display/mesh/triprism.h"
#include "display/screen/screen.h"
#include "ui/ui.h"
#include "display/text/text.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/string.h"
#include "asset/asset.h"
#include "display/shader/shaderlist.h"
#include "time/time.h"
display_t DISPLAY = { 0 };
errorret_t displayInit(void) {
memoryZero(&DISPLAY, sizeof(DISPLAY));
#ifdef displayPlatformInit
errorChain(displayPlatformInit());
#endif
errorChain(displaySetState((displaystate_t){ .flags = 0 }));
errorChain(textureInit(
&TEXTURE_WHITE, 4, 4,
TEXTURE_FORMAT_RGBA, (texturedata_t){ .rgbaColors = TEXTURE_WHITE_PIXELS }
));
errorChain(textureInit(
&TEXTURE_TEST, 4, 4,
TEXTURE_FORMAT_RGBA, (texturedata_t){ .rgbaColors = TEXTURE_TEST_PIXELS }
));
// Standard meshes
errorChain(quadInit());
errorChain(cubeInit());
errorChain(sphereInit());
errorChain(planeInit());
errorChain(capsuleInit());
errorChain(triPrismInit());
errorChain(frameBufferInitBackBuffer());
errorChain(spriteBatchInit());
errorChain(textInit());
errorChain(screenInit());
// Setup initial shader with default values
errorChain(shaderListInit());
errorOk();
}
errorret_t displayUpdate(void) {
#ifdef displayPlatformUpdate
errorChain(displayPlatformUpdate());
#endif
// Reset state
spriteBatchClear();
errorChain(frameBufferBind(NULL));
// Bind screen and render scene
errorChain(screenBind());
frameBufferClear(
FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
SCREEN.background
);
errorChain(sceneRender());
// Finish up
screenUnbind();
screenRender();
// Swap and return.
#ifdef displayPlatformSwap
errorChain(displayPlatformSwap());
#endif
errorOk();
}
errorret_t displaySetState(displaystate_t state) {
#ifdef displayPlatformSetState
errorChain(displayPlatformSetState(state));
#endif
errorOk();
}
errorret_t displayDispose(void) {
errorChain(shaderListDispose());
errorChain(spriteBatchDispose());
screenDispose();
errorChain(textDispose());
errorChain(textureDispose(&TEXTURE_WHITE));
errorChain(textureDispose(&TEXTURE_TEST));
#ifdef displayPlatformDispose
displayPlatformDispose();
#endif
// For now, we just return an OK error.
errorOk();
}
@@ -0,0 +1,65 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/displayplatform.h"
// Expecting some definitions to be provided
#ifndef DUSK_DISPLAY_SIZE_DYNAMIC
#ifndef DUSK_DISPLAY_WIDTH
#error "DUSK_DISPLAY_WIDTH must be defined."
#endif
#ifndef DUSK_DISPLAY_HEIGHT
#error "DUSK_DISPLAY_HEIGHT must be defined"
#endif
#define DUSK_DISPLAY_WIDTH_DEFAULT DUSK_DISPLAY_WIDTH
#define DUSK_DISPLAY_HEIGHT_DEFAULT DUSK_DISPLAY_HEIGHT
#else
#ifndef DUSK_DISPLAY_WIDTH_DEFAULT
#error "DUSK_DISPLAY_WIDTH_DEFAULT must be defined."
#endif
#ifndef DUSK_DISPLAY_HEIGHT_DEFAULT
#error "DUSK_DISPLAY_HEIGHT_DEFAULT must be defined."
#endif
#ifdef DUSK_DISPLAY_WIDTH
#error "DUSK_DISPLAY_WIDTH should not be defined."
#endif
#ifdef DUSK_DISPLAY_HEIGHT
#error "DUSK_DISPLAY_HEIGHT should not be defined."
#endif
#endif
// Main Display Struct, platform-speicifc
typedef displayplatform_t display_t;
extern display_t DISPLAY;
/**
* Initializes the display system.
* @return An errorret_t indicating success or failure.
*/
errorret_t displayInit(void);
/**
* Tells the display system to actually draw the frame.
* @return An errorret_t indicating success or failure.
*/
errorret_t displayUpdate(void);
/**
* Sets the display state.
*
* @param state The state to set.
* @return An errorret_t indicating success or failure.
*/
errorret_t displaySetState(displaystate_t state);
/**
* Disposes of the display system.
* @return An errorret_t indicating success or failure.
*/
errorret_t displayDispose(void);
@@ -0,0 +1,17 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#define DISPLAY_STATE_FLAG_CULL (1 << 0)
#define DISPLAY_STATE_FLAG_DEPTH_TEST (1 << 1)
#define DISPLAY_STATE_FLAG_BLEND (1 << 2)
typedef struct {
uint8_t flags;
} displaystate_t;
@@ -1,5 +1,5 @@
/**
* Copyright (c) 2025 Dominic Masters
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
@@ -1,5 +1,5 @@
/**
* Copyright (c) 2025 Dominic Masters
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
@@ -1,5 +1,5 @@
/**
* Copyright (c) 2025 Dominic Masters
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
@@ -1,4 +1,4 @@
// Copyright (c) 2025 Dominic Masters
// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
@@ -74,7 +74,7 @@ void planeBuffer(
const float_t u0 = uvMin[0], u1 = uvMax[0];
const float_t v0 = uvMin[1], v1 = uvMax[1];
switch (axis) {
switch(axis) {
case PLANE_AXIS_XY: {
/* Flat in XY at z = min[2]; spans X and Y. */
const float_t z = min[2];
@@ -1,5 +1,5 @@
/**
* Copyright (c) 2025 Dominic Masters
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
@@ -1,5 +1,5 @@
/**
* Copyright (c) 2025 Dominic Masters
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
@@ -1,5 +1,5 @@
/**
* Copyright (c) 2025 Dominic Masters
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
@@ -1,5 +1,5 @@
/**
* Copyright (c) 2025 Dominic Masters
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
@@ -7,5 +7,6 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
shader.c
shaderlist.c
shaderunlit.c
)
@@ -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();
}
@@ -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();
}
@@ -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);
@@ -6,7 +6,7 @@
*/
#pragma once
#include "display/shader/shaderunlit.h"
#include "display/shader/shaderlist.h"
typedef union shadermaterial_u {
shaderunlitmaterial_t unlit;
@@ -0,0 +1,179 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "spritebatch.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "util/math.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,
SPRITEBATCH_VERTEX_COUNT,
SPRITEBATCH_VERTICES
));
errorOk();
}
errorret_t spriteBatchBuffer(
const spritebatchsprite_t *sprites,
const uint32_t count,
shader_t *shader,
const shadermaterial_t material
) {
assertNotNull(sprites, "Sprites cannot be null");
assertTrue(count > 0, "Count must be greater than zero");
assertNotNull(shader, "Shader cannot be null");
// 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;
}
// Buffer the vertices.
uint32_t remaining = count;
do {
uint32_t spritesBeforeFlush = (
SPRITEBATCH_SPRITES_MAX_PER_FLUSH - SPRITEBATCH.spriteCount
);
if(spritesBeforeFlush == 0) {
// Flush if we have no capacity before flushing.
errorChain(spriteBatchFlush());
spritesBeforeFlush = SPRITEBATCH_SPRITES_MAX_PER_FLUSH;
}
// Many we buffering?
const uint32_t batchCount = mathMin(
remaining,
spritesBeforeFlush
);
// Destination
meshvertex_t *v = &SPRITEBATCH_VERTICES[
(SPRITEBATCH.spriteCount + (SPRITEBATCH.spriteFlush *
SPRITEBATCH_SPRITES_MAX_PER_FLUSH)) * QUAD_VERTEX_COUNT
];
// Buffer to the mesh vertices.
spriteBatchBufferToMesh(
sprites, batchCount, v, batchCount * QUAD_VERTEX_COUNT
);
SPRITEBATCH.spriteCount += batchCount;
remaining -= batchCount;
} while(remaining > 0);
errorOk();
}
void spriteBatchBufferToMesh(
const spritebatchsprite_t *sprites,
const uint32_t count,
meshvertex_t *vertices,
const uint32_t verticesSize
) {
assertNotNull(sprites, "Sprites cannot be null");
assertTrue(count > 0, "Count must be greater than zero");
assertNotNull(vertices, "Vertices cannot be null");
assertTrue(
verticesSize >= count * QUAD_VERTEX_COUNT, "Vertices array too small"
);
for(uint32_t i = 0; i < count; i++ ){
spritebatchsprite_t sprite = sprites[i];
meshvertex_t *v = &vertices[i * 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].uv[0] = sprite.uvMin[0];
v[0].uv[1] = sprite.uvMin[1];
v[1].pos[0] = sprite.max[0];
v[1].pos[1] = sprite.min[1];
v[1].pos[2] = sprite.min[2];
v[1].uv[0] = sprite.uvMax[0];
v[1].uv[1] = sprite.uvMin[1];
v[2].pos[0] = sprite.max[0];
v[2].pos[1] = sprite.max[1];
v[2].pos[2] = sprite.max[2];
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];
}
}
void spriteBatchClear() {
SPRITEBATCH.spriteCount = 0;
SPRITEBATCH.spriteFlush = 0;
SPRITEBATCH.shader = NULL;
memoryZero(&SPRITEBATCH.material, sizeof(shadermaterial_t));
}
errorret_t spriteBatchFlush() {
if(SPRITEBATCH.spriteCount == 0) {
errorOk();
}
size_t vertexCount = QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount;
size_t vertexOffset = (
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));
SPRITEBATCH.spriteFlush++;
if(SPRITEBATCH.spriteFlush >= SPRITEBATCH_FLUSH_COUNT) {
SPRITEBATCH.spriteFlush = 0;
}
SPRITEBATCH.spriteCount = 0;
errorOk();
}
errorret_t spriteBatchDispose() {
errorChain(meshDispose(&SPRITEBATCH.mesh));
errorOk();
}
@@ -0,0 +1,107 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#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)
#define SPRITEBATCH_FLUSH_COUNT 16
#define SPRITEBATCH_SPRITES_MAX_PER_FLUSH (\
SPRITEBATCH_SPRITES_MAX / SPRITEBATCH_FLUSH_COUNT \
)
typedef struct {
vec3 min;
vec3 max;
vec2 uvMin;
vec2 uvMax;
} spritebatchsprite_t;
typedef struct {
mesh_t mesh;
int32_t spriteCount;
int32_t spriteFlush;
shader_t *shader;
shadermaterial_t material;
} spritebatch_t;
// Have to define these separately because of alignment on certain platforms.
extern meshvertex_t SPRITEBATCH_VERTICES[SPRITEBATCH_VERTEX_COUNT];
extern spritebatch_t SPRITEBATCH;
/**
* Initializes the global sprite batch and its internal mesh buffer.
*
* @return Error state.
*/
errorret_t spriteBatchInit();
/**
* 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.
* @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,
shader_t *shader,
const shadermaterial_t material
);
/**
* Buffers an array of sprites to a given array of mesh vertices. This is the
* internal method that is used to buffer to the internal spritebatch mesh, but
* you can use it to achieve sprite buffering to a mesh you own.
*
* verticesSize is the size of the vertices array, we use this to ensure no
* buffer overflows.
*
* @param sprites Pointer to the sprite array.
* @param count Number of sprites to buffer.
* @param vertices Pointer to the vertex array to write to.
* @param verticesSize Size of the vertex array, in number of vertices.
*/
void spriteBatchBufferToMesh(
const spritebatchsprite_t *sprites,
const uint32_t count,
meshvertex_t *vertices,
const uint32_t verticesSize
);
/**
* Resets sprite and flush counters and clears the current material state.
* Calling spriteBatchFlush after this renders nothing.
*/
void spriteBatchClear();
/**
* 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 Error state.
*/
errorret_t spriteBatchFlush();
/**
* Disposes of the sprite batch and frees its internal mesh buffer.
*
* @return Error state.
*/
errorret_t spriteBatchDispose();
@@ -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;
@@ -0,0 +1,148 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "text.h"
#include "assert/assert.h"
#include "util/memory.h"
#include "display/spritebatch/spritebatch.h"
#include "asset/asset.h"
#include "asset/loader/display/assettextureloader.h"
#include "asset/loader/display/assettilesetloader.h"
#include "display/shader/shaderunlit.h"
font_t FONT_DEFAULT;
errorret_t textInit(void) {
assetloaderinput_t input = { .texture = TEXTURE_FORMAT_RGBA };
assetentry_t *entryTexture = assetLock(
"ui/minogram.png", ASSET_LOADER_TYPE_TEXTURE, &input
);
assetentry_t *entryTileset = assetLock(
"ui/minogram.dtf", ASSET_LOADER_TYPE_TILESET, NULL
);
errorChain(assetRequireLoaded(entryTexture));
errorChain(assetRequireLoaded(entryTileset));
FONT_DEFAULT.texture = &entryTexture->data.texture;
FONT_DEFAULT.tileset = &entryTileset->data.tileset;
errorOk();
}
errorret_t textDispose(void) {
FONT_DEFAULT.texture = NULL;
FONT_DEFAULT.tileset = NULL;
assetUnlock("ui/minogram.png");
assetUnlock("ui/minogram.dtf");
errorOk();
}
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) {
tileIndex = ((int32_t)'@') - TEXT_CHAR_START;
}
assertTrue(
tileIndex >= 0 && tileIndex <= font->tileset->tileCount,
"Character is out of bounds for font tiles"
);
// Create sprite.
vec4 uv;
tilesetTileGetUV(font->tileset, tileIndex, uv);
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(
const float_t x,
const float_t y,
const char_t *text,
const color_t color,
font_t *font
) {
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;
char_t c;
int32_t i = 0;
while((c = text[i++]) != '\0') {
if(c == '\n') {
posX = x;
posY += font->tileset->tileHeight;
continue;
}
if(c == ' ') {
posX += font->tileset->tileWidth;
continue;
}
sprite = textGetSprite((vec2){posX, posY}, c, font);
errorChain(spriteBatchBuffer(&sprite, 1, &SHADER_UNLIT, material));
posX += font->tileset->tileWidth;
}
errorOk();
}
void textMeasure(
const char_t *text,
const font_t *font,
int32_t *outWidth,
int32_t *outHeight
) {
assertNotNull(text, "Text cannot be NULL");
assertNotNull(outWidth, "Output width pointer cannot be NULL");
assertNotNull(outHeight, "Output height pointer cannot be NULL");
int32_t width = 0;
int32_t height = font->tileset->tileHeight;
int32_t lineWidth = 0;
char_t c;
int32_t i = 0;
while((c = text[i++]) != '\0') {
if(c == '\n') {
if(lineWidth > width) width = lineWidth;
lineWidth = 0;
height += font->tileset->tileHeight;
continue;
}
lineWidth += font->tileset->tileWidth;
}
if(lineWidth > width) width = lineWidth;
*outWidth = width;
*outHeight = height;
}
@@ -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
);
/**
@@ -1,5 +1,5 @@
/**
* Copyright (c) 2025 Dominic Masters
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
@@ -19,6 +19,14 @@ color_t TEXTURE_WHITE_PIXELS[4*4] = {
COLOR_WHITE, COLOR_WHITE, COLOR_WHITE, COLOR_WHITE,
};
texture_t TEXTURE_TEST;
color_t TEXTURE_TEST_PIXELS[4*4] = {
COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA,
COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK,
COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA,
COLOR_MAGENTA, COLOR_BLACK, COLOR_MAGENTA, COLOR_BLACK,
};
errorret_t textureInit(
texture_t *texture,
const int32_t width,
@@ -1,5 +1,5 @@
/**
* Copyright (c) 2025 Dominic Masters
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
@@ -30,6 +30,8 @@ typedef union texturedata_u {
extern texture_t TEXTURE_WHITE;
extern color_t TEXTURE_WHITE_PIXELS[4*4];
extern texture_t TEXTURE_TEST;
extern color_t TEXTURE_TEST_PIXELS[4*4];
/**
* Initializes a texture.
@@ -1,5 +1,5 @@
/**
* Copyright (c) 2025 Dominic Masters
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
@@ -1,5 +1,5 @@
/**
* Copyright (c) 2025 Dominic Masters
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
-1
View File
@@ -16,7 +16,6 @@ typedef enum {
typedef struct {
rpgcameramode_t mode;
union {
worldpos_t free;
struct {
-30
View File
@@ -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
View File
@@ -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
View File
@@ -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;
+17 -89
View File
@@ -1,93 +1,21 @@
Console.visible = true;
// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
// 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);
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 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);
Console.print('Platform: ' + (platformNames[System.platform] || 'Unknown'));
} 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);
UIFullboxOver.setColor(Color.BLACK);
Input.bind("left", INPUT_ACTION_LEFT);
Input.bind("right", INPUT_ACTION_RIGHT);
Input.bind("up", INPUT_ACTION_UP);
Input.bind("down", INPUT_ACTION_DOWN);
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));
requireAsync('testscene.js').then(Scene.set).catch(err => {
Console.print('Error loading scene: ' + err);
Engine.exit();
});
-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
View File
@@ -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
View File
@@ -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;
+63
View File
@@ -0,0 +1,63 @@
// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
const PLAYER_SPEED = 5.0;
// 1 world unit = 16 pixels.
const PIXEL_SCALE = 1.0 / 16.0;
// Player sprite is 32x32 px (test.png dimensions).
const PLAYER_W = 32 * PIXEL_SCALE;
const PLAYER_H = 32 * PIXEL_SCALE;
var player = {};
player.getAssets = () => {
return [
{ path: 'test.png', type: Asset.TYPE_TEXTURE, format: Texture.FORMAT_RGBA }
];
}
player.init = function(scene) {
var texture = scene.assets.getAssetByPath('test.png');
Console.print('Player init: got texture ' + texture);
_entity = Entity.create();
_position = _entity.add(Component.POSITION);
_physics = _entity.add(Component.PHYSICS);
_physics.bodyType = Physics.DYNAMIC;
_physics.shape = Physics.SHAPE_CUBE;
_physics.gravityScale = 1.0;
var r = _entity.add(Component.RENDERABLE);
r.texture = texture.texture;
r.type = Renderable.SPRITEBATCH;
r.color = new Color(220, 80, 80);
// Upright quad centered on X, bottom-aligned on Y.
r.sprites = [[-PLAYER_W/2, 0, 0, PLAYER_W/2, PLAYER_H, 0, 0, 1, 1, 0]];
_position.localPosition = new Vec3(0, PLAYER_H, 0);
};
player.getPosition = function() {
return _position;
};
player.update = function() {
if(!_physics) return;
var vx = Input.axis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT) * PLAYER_SPEED;
var vz = Input.axis(INPUT_ACTION_DOWN, INPUT_ACTION_UP) * PLAYER_SPEED;
// Preserve vertical velocity so gravity and landing work correctly.
var vy = _physics.velocity.y;
_physics.velocity = new Vec3(vx, vy, vz);
};
player.dispose = function() {
Entity.dispose(_entity);
_entity = null;
_position = null;
_physics = null;
};
module.exports = player;
-33
View File
@@ -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;
+42
View File
@@ -0,0 +1,42 @@
// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
var scene = {};
// Pokemon DS-style camera: ~34 degrees elevation (atan(6/9)).
// CAM_HEIGHT / CAM_DIST ratio controls the tilt - keep it under 0.7 for
// the characteristically shallow DS angle.
const CAM_HEIGHT = 6;
const CAM_DIST = 9;
scene.init = async function() {
// Camera
scene.cam = Entity.create();
var camPos = scene.cam.add(Component.POSITION);
var cam = scene.cam.add(Component.CAMERA);
camPos.localPosition = new Vec3(3, 3, 3);
camPos.lookAt(new Vec3(0, 0, 0));
// Floor - large flat slab, no texture needed.
scene.floor = Entity.create();
var floorPos = scene.floor.add(Component.POSITION);
var floorR = scene.floor.add(Component.RENDERABLE);
floorR.type = Renderable.SHADER_MATERIAL;
floorR.color = Color.BLUE;
// floorPos.localScale = new Vec3(16, 0.2, 16);
// floorPos.localPosition = new Vec3(0, -0.1, 0);
await UIFullboxOver.transition(Color.BLACK, Color.TRANSPARENT, 1.0);
};
scene.update = function() {
};
scene.dispose = function() {
Entity.dispose(scene.floor);
Entity.dispose(scene.cam);
};
module.exports = scene;
+8 -5
View File
@@ -1,15 +1,18 @@
# Build type: FAT (SD/USB via libfat) or ISO (DVD disc via libogc DVD driver)
set(DUSK_DOLPHIN_BUILD_TYPE "FAT" CACHE STRING "Dolphin asset source: FAT (SD/USB) or ISO (DVD disc)")
set_property(CACHE DUSK_DOLPHIN_BUILD_TYPE PROPERTY STRINGS "FAT" "ISO")
# Build type: DOL (SD/USB via libfat) or ISO (DVD disc via libogc DVD driver)
set(DUSK_DOLPHIN_BUILD_TYPE "DOL" CACHE STRING "Dolphin asset source: DOL (SD/USB) or ISO (DVD disc)")
set_property(CACHE DUSK_DOLPHIN_BUILD_TYPE PROPERTY STRINGS "DOL" "ISO")
# Target definitions
# Numeric tokens so #if DUSK_DOLPHIN_BUILD_TYPE == DOL works in C.
# DUSK_DOLPHIN_BUILD_TYPE is passed without quotes so it expands to the identifier.
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_DOLPHIN
DUSK_INPUT_GAMEPAD
DUSK_DISPLAY_WIDTH=640
DUSK_DISPLAY_HEIGHT=480
DUSK_THREAD_PTHREAD
DUSK_DOLPHIN_BUILD_TYPE="${DUSK_DOLPHIN_BUILD_TYPE}"
DOL=1
ISO=2
DUSK_DOLPHIN_BUILD_TYPE=${DUSK_DOLPHIN_BUILD_TYPE}
)
# Custom compiler flags
+1
View File
@@ -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
View File
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-gamecube.sh"
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-gamecube.sh"
+1 -1
View File
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-gamecube-iso.sh"
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-gamecube-iso.sh"
+1
View File
@@ -7,6 +7,7 @@ fi
mkdir -p build-gamecube
cmake -S. -Bbuild-gamecube \
-DDUSK_TARGET_SYSTEM=gamecube \
-DDUSK_DOLPHIN_BUILD_TYPE=DOL \
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake" \
-DDKP_OGC_PLATFORM_LIBRARY=libogc2
cd build-gamecube
+1 -1
View File
@@ -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
View File
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-linux -f docker/linux/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-linux /bin/bash -c "./scripts/build-linux.sh"
docker run --rm -v "$(pwd):/workdir" dusk-linux /bin/bash -c "./scripts/build-linux.sh"
+1 -1
View File
@@ -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"
+6 -2
View File
@@ -5,6 +5,10 @@ if [ -z "$DEVKITPRO" ]; then
fi
mkdir -p build-wii
cmake -S. -Bbuild-wii -DDUSK_TARGET_SYSTEM=wii -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake"
cmake -S. -Bbuild-wii \
-DDUSK_TARGET_SYSTEM=wii \
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake" \
-DDUSK_DOLPHIN_BUILD_TYPE=DOL
cd build-wii
make -j$(nproc) VERBOSE=1
make -j$(nproc) VERBOSE=1
mv Dusk.dol boot.dol
+5 -1
View File
@@ -1,3 +1,7 @@
#!/bin/bash
docker build -t dusk-linux -f docker/linux/Dockerfile .
docker run --rm -v $(pwd):/workdir dusk-linux /bin/bash -c "./scripts/test-linux.sh"
docker run \
--rm \
-v "${GITHUB_WORKSPACE}:/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

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