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# Animation System
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Source: `src/dusk/animation/`
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Lightweight keyframe-based value interpolation using fixed-point math throughout.
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---
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## Easing (`animation/easing.h`)
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`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.
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All functions are also callable directly:
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```c
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fixed_t t = FIXED(0.5f);
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fixed_t out = easingApply(EASING_IN_OUT_CUBIC, t);
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```
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Available easing types (all in `easingtype_t`):
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| Enum value | Curve |
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|---|---|
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| `EASING_LINEAR` | straight line |
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| `EASING_IN_SINE` / `OUT` / `IN_OUT` | sinusoidal |
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| `EASING_IN_QUAD` / `OUT` / `IN_OUT` | quadratic |
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| `EASING_IN_CUBIC` / `OUT` / `IN_OUT` | cubic |
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| `EASING_IN_QUART` / `OUT` / `IN_OUT` | quartic |
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| `EASING_IN_BACK` / `OUT` / `IN_OUT` | overshoots slightly |
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`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.
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---
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## Keyframes (`animation/keyframe.h`)
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```c
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typedef struct {
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fixed_t time; // time point this keyframe is at
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fixed_t value; // output value at this time
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easingtype_t easing; // easing to apply when interpolating toward the NEXT keyframe
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} keyframe_t;
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```
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Keyframe arrays should be sorted ascending by `time`.
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---
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## Animation (`animation/animation.h`)
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`animation_t` wraps a keyframe array and provides value lookup:
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```c
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keyframe_t frames[] = {
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{ FIXED(0.0f), FIXED(0.0f), EASING_LINEAR },
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{ FIXED(1.0f), FIXED(1.0f), EASING_IN_OUT_CUBIC },
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{ FIXED(2.0f), FIXED(0.0f), EASING_LINEAR },
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};
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animation_t anim;
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animationInit(&anim, frames, 3);
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fixed_t value = animationGetValue(&anim, FIXED(0.75f)); // interpolated
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```
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`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.
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The animation does not own the keyframe array — it holds a pointer. Pass a static or long-lived array.
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---
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## Usage in the engine
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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
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## Platform abstraction
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Every subsystem that differs across platforms (display, input, asset loading, save, time, network, log) follows the same pattern:
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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.
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2. `src/dusk{platform}/<subsystem>/<subsystem>platform.h` — the actual platform-specific header included above (e.g. `src/duskgl/display/framebuffer/framebufferplatform.h`).
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3. The shared header (`src/dusk/<subsystem>/<subsystem>.h`) `#error`s at compile time if the platform doesn't define the expected macros/types.
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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.
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Platform source directories:
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- `src/duskgl/` — OpenGL rendering (used on Linux and as the GL layer for SDL2)
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- `src/dusksdl2/` — SDL2 window/input/time (Linux desktop)
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- `src/dusklinux/` — Linux filesystem/save/network
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- `src/duskdolphin/` — GameCube & Wii (GX renderer, libogc)
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- `src/duskpsp/` — PSP (GU renderer, PSPSDK)
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- `src/duskvita/` — PS Vita
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## Subsystem lifecycle
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All subsystems follow `init → update (per frame) → dispose`. Engine initialization order matters and is centralized in `engine.c`:
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```
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systemInit → timeInit → consoleInit → inputInit → assetInit →
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localeManagerInit → displayInit → uiInit → uiTextboxInit →
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cutsceneInit → rpgInit → networkInit → sceneInit
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```
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Dispose runs in reverse. Each call uses `errorChain()` to propagate failures.
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## Error handling
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Functions that can fail return `errorret_t` (a code + pointer to thread-local error state). Three core macros:
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```c
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errorThrow("message %s", arg); // sets error, returns from current function
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errorChain(someCall()); // if someCall() fails, propagates and returns
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errorOk(); // returns success
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```
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Check with `errorIsOk(ret)` / `errorIsNotOk(ret)`. The error state carries file/function/line info for a stack-like trace.
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## Fixed-point math
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`fixed_t` is `int32_t` with Q24.8 format (8 fractional bits, ~0.004 resolution). Use it for all world/game values:
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```c
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fixed_t x = FIXED(1.5); // compile-time literal
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fixed_t y = fixedFromI32(3); // runtime conversion
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fixed_t z = fixedMul(x, y); // arithmetic
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float_t f = fixedToFloat(z); // only where float is needed (e.g. GL uniforms)
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```
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## Code generation from CSV
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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`):
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| CSV | Tool | Output |
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|-----|------|--------|
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| `src/dusk/input/input.csv` | `tools/input/csv/` | input action enum + names |
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| `src/dusk/display/color.csv` | `tools/color/csv/` | color constants |
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| `src/dusk/rpg/item/item.csv` | `tools/item/csv/` | item enum + metadata |
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| `src/dusk/rpg/story/storyflag.csv` | `tools/story/csv/` | story flag enum + initial values |
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Generated headers are written to `build-<target>/generated/` and included via `target_include_directories`.
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## Asset system
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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.
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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.
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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/`.
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## Display subsystem
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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).
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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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@@ -1,115 +0,0 @@
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# Asset System
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Source: `src/dusk/asset/`
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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.
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See [architecture.md](architecture.md#asset-system) for the high-level overview.
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---
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## Asset archive
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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.
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On each platform, `assetInitPlatform()` locates the `.dsk` file (e.g. adjacent to the binary on Linux, on the SD card on PSP).
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---
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## Entry lifecycle
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An `assetentry_t` represents one file being managed by the system. States:
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```
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NOT_STARTED → PENDING_ASYNC → LOADING_ASYNC → PENDING_SYNC → LOADING_SYNC → LOADED
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└→ ERROR
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```
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- **PENDING_ASYNC / LOADING_ASYNC**: the background thread is handling I/O (file reads, decompression).
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- **PENDING_SYNC / LOADING_SYNC**: the main thread needs to finish loading (e.g. uploading to GPU), triggered during `assetUpdate()`.
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The async/sync split exists because GPU operations must happen on the main thread.
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---
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## Using assets
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```c
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// Acquire a loaded entry (blocks until loaded):
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assetentry_t *entry = assetLock(filename, ASSET_LOADER_TYPE_TEXTURE, &input);
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errorChain(assetRequireLoaded(entry));
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// Use the loaded data:
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texture_t *tex = &entry->data.texture.texture;
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// Release when done:
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assetUnlockEntry(entry);
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```
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`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()`.
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To subscribe to async completion instead of blocking:
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```c
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eventSubscribe(&entry->onLoaded, myCallback, myUser);
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```
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---
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## Loader types
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| Type constant | File | Output struct accessed via |
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|---|---|---|
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| `ASSET_LOADER_TYPE_TEXTURE` | `.png` etc. | `entry->data.texture.texture` |
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| `ASSET_LOADER_TYPE_TILESET` | tileset descriptor | `entry->data.tileset.tileset` |
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| `ASSET_LOADER_TYPE_MESH` | mesh data | `entry->data.mesh.mesh` |
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| `ASSET_LOADER_TYPE_LOCALE` | `.po` file | internal to locale manager |
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| `ASSET_LOADER_TYPE_JSON` | `.json` | `entry->data.json.*` |
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Each loader type registers `loadAsync`, `loadSync`, and `dispose` callbacks in `ASSET_LOADER_CALLBACKS[]`.
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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.
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### Error handling inside loaders
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Use these macros instead of `errorThrow` / `errorChain` inside loader callbacks — they also set the entry state to ERROR:
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```c
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assetLoaderErrorChain(loading, someCall());
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assetLoaderErrorThrow(loading, "Descriptive message");
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```
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---
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## Low-level file I/O (`asset/assetfile.h`)
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`assetfile_t` wraps a `zip_file_t` handle and provides streaming reads:
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```c
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assetFileInit(&file, "textures/player.png", NULL, NULL);
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assetFileOpen(&file);
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assetFileRead(&file, buffer, size);
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assetFileClose(&file);
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assetFileDispose(&file);
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// Read entire file into a malloc'd buffer:
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uint8_t *buf; size_t size;
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assetFileReadEntire(&file, &buf, &size); // caller frees buf
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```
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For line-by-line text parsing (`assetfilelinereader_t`):
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```c
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assetFileLineReaderInit(&reader, &file, readBuf, readBufSize, outBuf, outBufSize);
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while(!reader.eof) {
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errorChain(assetFileLineReaderNext(&reader));
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// reader.outBuffer contains the line, reader.lineLength its length
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}
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```
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---
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## Background loader thread
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`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.
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Up to `ASSET_LOADING_COUNT_MAX` (4) entries can be loading concurrently.
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Up to `ASSET_ENTRY_COUNT_MAX` (128) entries can exist at once.
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@@ -1,714 +0,0 @@
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# Display Layer Refactor
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## Vision
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The goal is to remove the implicit assumption that all platforms render
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through a GL-like API, and replace it with a system where each platform
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owns its rendering stack completely. The scene describes *what* to draw
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in platform-neutral terms; the platform decides *how* to draw it.
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This unlocks:
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- Saturn (VDP1/VDP2 command-list, no Z-buffer, affine-only)
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- PlayStation 1 (ordering table, affine textures, GTE fixed-point, CMake SDK)
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- Nintendo 64 (RSP display list, hardware Z-buffer, perspective-correct,
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real FPU -- closer to modern GL than to Saturn)
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- SNES (PPU tile engine, Mode7 for overworld, no real 3D)
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- Vulkan (explicit, modern, no legacy GL baggage)
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- Native PSP GU (drop PSPGL which is just a compatibility shim)
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- Legacy fixed-function GL as its own standalone target
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- A real first-class 2D UI system not bolted onto 3D space
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---
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## Why
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### The current abstraction assumes GPU-style rendering
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The current display layer was designed around a GL-like mental model:
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vertex buffers, shaders, Z-buffered triangle rasterization, and texture
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objects. `duskgl` implements this with real OpenGL. `duskdolphin` does its
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own GX thing but still matches the same interface (mesh, shader, texture,
|
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framebuffer). PSP uses PSPGL -- a library that *emulates* GL on top of
|
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the PSP's native GE/GU hardware, which is entirely different underneath.
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Problems this creates:
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**PSPGL is a lie.** The PSP has a native graphics engine (GE/GU) with its
|
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own command list, its own vertex formats, and its own display list model.
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PSPGL translates GL calls into GU calls, but imperfectly -- and we end up
|
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paying the abstraction cost without getting GL correctness. Writing directly
|
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to GU gives better performance, access to native formats, and correct
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behavior on edge cases that PSPGL gets wrong.
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**Legacy GL should not share code with modern GL.** The fixed-function
|
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pipeline (no shaders, matrix stacks via glMatrixMode, glTexEnv) is
|
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meaningfully different from modern GL (VAO/VBO, GLSL, explicit uniform
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locations). Treating them as "the same thing with a flag" creates a tangle
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of `#ifdef DUSK_OPENGL_LEGACY` guards throughout the rendering code.
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They are separate targets and should be separate platform directories.
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**Saturn cannot fit the model at all.** VDP1 is a command-list processor:
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you write 32-byte command structs (sprites, quads, lines) into VRAM, then
|
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poke a register to trigger execution. There are no vertex buffers, no
|
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shaders, no Z-buffer. Depth is pure painter's algorithm -- command order
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IS the depth. VDP2 composites up to 6 background planes at scanline time;
|
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these are tile maps and rotation parameter tables, not meshes. Nothing
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about the current API maps onto this hardware.
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**SNES is even further removed.** The PPU renders tiles. VRAM holds 8x8
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or 16x16 pixel tiles and tile maps; the PPU references these during
|
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scanline rendering. There are no draw calls. Mode7 is an affine transform
|
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applied to a single background layer (the basis for the overworld map and
|
||||
road perspective effects). Sprites are entries in OAM (Object Attribute
|
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Memory). The 65816 CPU writes to memory-mapped registers and VRAM; the
|
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PPU does the rest. The concept of "mesh" or "shader" is meaningless here.
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||||
|
||||
**Textures loaded as RGBA waste memory and exclude platforms.** Loading
|
||||
every texture as 32-bit RGBA and converting at runtime is expensive on
|
||||
memory-constrained platforms (Saturn has ~1 MB total RAM; SNES has 64 KB
|
||||
VRAM) and simply wrong for platforms that have native formats incompatible
|
||||
with RGBA (e.g., PSP's ABGR8888 / BGR5650, Saturn's RGB555 / CI4 / CI8,
|
||||
SNES's 2bpp/4bpp/8bpp indexed). The asset pipeline must compile textures
|
||||
to platform-native formats at build time.
|
||||
|
||||
**UI in 3D space is wasteful and limiting.** Currently UI elements are
|
||||
rendered as geometry projected into screen space, going through the full
|
||||
3D pipeline. On platforms with dedicated 2D hardware (Saturn VDP2,
|
||||
SNES BG layers), this is actively wrong -- UI should map to a hardware
|
||||
plane, not a 3D draw call. On modern platforms it should be a clean
|
||||
screen-space pass that never touches the 3D depth buffer.
|
||||
|
||||
---
|
||||
|
||||
## Current Model (Summary)
|
||||
|
||||
```
|
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Scene
|
||||
-> shaderBind(shader)
|
||||
-> textureBind(texture)
|
||||
-> meshDraw(mesh) <-- immediate draw call per object
|
||||
-> meshDraw(mesh)
|
||||
-> ...
|
||||
Platform receives each draw call immediately.
|
||||
Depth is handled by Z-buffer hardware.
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||||
All textures live in GPU memory as RGBA (or Dolphin's tiled RGBA).
|
||||
UI is rendered as 3D geometry with an orthographic projection.
|
||||
```
|
||||
|
||||
Key current concepts:
|
||||
- `mesh_t` -- vertex array (triangles/quads), in GPU VBO (GL) or CPU
|
||||
memory (Dolphin)
|
||||
- `shader_t` -- GLSL program (modern GL), GL fixed-function state
|
||||
(legacy GL), or GX matrix + TEV config (Dolphin)
|
||||
- `texture_t` -- GPU texture handle (GL) or tiled CPU buffer (Dolphin);
|
||||
always RGBA at the engine level
|
||||
- `framebuffer_t` -- FBO (GL) or fixed hardware XFB (Dolphin)
|
||||
- `spritebatch_t` -- accumulates 2D quads and flushes in batches of 32;
|
||||
the only existing deferred-submission system in the engine
|
||||
|
||||
The spritebatch hints at the right model. Everything needs to work this way.
|
||||
|
||||
---
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||||
|
||||
## The Core Shift: Platform-Native Rendering
|
||||
|
||||
### Before
|
||||
|
||||
```
|
||||
src/dusk/ Core engine + GL-like rendering API definition
|
||||
src/duskgl/ OpenGL implementation
|
||||
src/dusksdl2/ SDL2 window/input (shared)
|
||||
src/duskpsp/ PSP via PSPGL (shim over GU)
|
||||
src/duskvita/ Vita via GL ES (similar path to duskgl)
|
||||
src/duskdolphin/ GameCube/Wii via GX (already custom)
|
||||
src/dusklinux/ Linux (uses dusksdl2 + duskgl)
|
||||
```
|
||||
|
||||
### After
|
||||
|
||||
```
|
||||
src/dusk/ Core engine logic + render intent API ONLY
|
||||
src/dusksdl2/ SDL2 window/input (unchanged)
|
||||
src/duskgl/ Modern OpenGL (Linux, Vita modern path)
|
||||
src/duskgllegacy/ Fixed-function OpenGL (older hardware, PSP with PSPGL
|
||||
as a last resort)
|
||||
src/duskvulkan/ Vulkan (Linux modern, future)
|
||||
src/duskpsp/ PSP native GU (no PSPGL, direct command lists)
|
||||
src/duskvita/ Vita native GXM (TBD)
|
||||
src/duskdolphin/ GameCube/Wii GX (already custom, mostly kept)
|
||||
src/dusksaturn/ Saturn VDP1/VDP2 (new)
|
||||
src/duskps1/ PlayStation 1 ordering table + GTE (new)
|
||||
src/duskn64/ Nintendo 64 RSP/RDP display list (new)
|
||||
src/dusksnes/ SNES PPU/Mode7 (new, extremely constrained)
|
||||
```
|
||||
|
||||
`src/dusk/` no longer knows about meshes, shaders, or framebuffers.
|
||||
It defines the *render intent* system: what the scene wants to draw.
|
||||
Each platform directory is entirely self-contained and responsible for
|
||||
translating intents to its native API.
|
||||
|
||||
---
|
||||
|
||||
## Render Intent System (new)
|
||||
|
||||
Instead of the scene calling `meshDraw()` or `shaderBind()`, it submits
|
||||
render intents into a `renderqueue_t`. An intent describes what should
|
||||
appear on screen without prescribing how to draw it.
|
||||
|
||||
### Primitive intents (3D world)
|
||||
|
||||
```
|
||||
RENDER_INTENT_QUAD -- textured quad, 4 vertices or transform + size
|
||||
RENDER_INTENT_POLYGON -- filled polygon (convex, up to N vertices)
|
||||
RENDER_INTENT_LINE -- line segment or polyline
|
||||
RENDER_INTENT_SPRITE -- 2D billboard (always faces camera)
|
||||
RENDER_INTENT_MESH -- arbitrary vertex array (GL/GX only; degraded
|
||||
on command-list platforms)
|
||||
```
|
||||
|
||||
Each intent carries: texture reference, color/tint, depth hint (for
|
||||
painter's algorithm sorting), blend mode, and cull flags.
|
||||
|
||||
### Background plane intents (2D layers)
|
||||
|
||||
```
|
||||
RENDER_INTENT_BGPLANE -- configure a background/tilemap layer
|
||||
```
|
||||
|
||||
Carries: layer index, tile map data reference, scroll offset, palette,
|
||||
and transform (for Mode7-style affine).
|
||||
|
||||
### UI intents (screen space)
|
||||
|
||||
```
|
||||
RENDER_INTENT_UI_RECT -- solid colored rectangle
|
||||
RENDER_INTENT_UI_SPRITE -- textured rectangle (UI image)
|
||||
RENDER_INTENT_UI_TEXT -- text string at screen position
|
||||
```
|
||||
|
||||
UI intents are always screen-space. They are never mixed into the 3D
|
||||
world queue. See UI System section below.
|
||||
|
||||
### Platform translation
|
||||
|
||||
| Intent | Modern GL | PSP GU | Saturn VDP1 | PS1 OT | N64 RSP | SNES PPU |
|
||||
|---|---|---|---|---|---|---|
|
||||
| QUAD | VAO + glDraw | GU display list | distorted-sprite cmd | GPU quad packet | RSP display list | OAM + BG tile |
|
||||
| POLYGON | VAO + glDraw | GU display list | polygon cmd | GPU poly packet | RSP display list | OAM |
|
||||
| BGPLANE | fullscreen quad | fullscreen quad | VDP2 config | fullscreen quad | fullscreen quad | BG layer config |
|
||||
| UI_SPRITE | 2D ortho quad | 2D GU quad | VDP2 BG plane | GPU rect packet | RDP rectangle | BG layer tile |
|
||||
| MESH | VAO/VBO | GU buffers | (degrade: quads) | (degrade: tris/quads) | RSP display list | (not supported) |
|
||||
|
||||
Note: N64 supports both triangles and axis-aligned rectangles natively via
|
||||
RDP. PS1 supports triangles and quads (4-vertex) natively, so neither needs
|
||||
the dead-vertex trick that Saturn requires.
|
||||
|
||||
---
|
||||
|
||||
## Asset Pipeline: Platform-Native Formats
|
||||
|
||||
### The problem
|
||||
|
||||
All textures currently enter the engine as RGBA and are converted at
|
||||
runtime by each platform (Dolphin retiles to 4x4 blocks; GL uploads as-is).
|
||||
This wastes memory and CPU time, and is impossible for platforms where RGBA
|
||||
is not a valid intermediate format at all.
|
||||
|
||||
### The solution
|
||||
|
||||
The asset compiler (offline, run at build time) produces platform-specific
|
||||
binary bundles. A texture asset has one source (PNG or similar) but N
|
||||
compiled outputs, one per target.
|
||||
|
||||
### Texture formats by platform
|
||||
|
||||
| Platform | Native Formats | Notes |
|
||||
|---|---|---|
|
||||
| Modern GL | RGBA8, RGB8, BC1-BC7 (compressed) | Upload directly, GPU handles |
|
||||
| Legacy GL | RGBA8, RGB8, CI8 (palette via extension) | No compressed formats |
|
||||
| Vulkan | VkFormat variants (RGBA8, BC, ASTC) | Chosen at compile time |
|
||||
| PSP GU | ABGR8888, BGR5650, ABGR1555, ABGR4444, CI4, CI8 | Native swizzled format |
|
||||
| Saturn VDP1/VDP2 | RGB555, CI4, CI8 (15-bit palette in CRAM) | Big-endian, packed |
|
||||
| PlayStation 1 | RGB555 / CI4 / CI8 (CLUT in VRAM) | Little-endian; VRAM flat; CLUT at coord |
|
||||
| Nintendo 64 | RGBA16, RGBA32, IA4-IA16, I4-I8, CI4, CI8 | 4 KB TMEM; tiles must fit in TMEM banks |
|
||||
| GameCube/Wii GX | I4, I8, IA4, IA8, RGB565, RGB5A3, RGBA8, CMPR | 4x4 tiled, big-endian |
|
||||
| SNES PPU | 2bpp, 4bpp, 8bpp indexed (CGRAM palette) | Tile-packed, no direct access |
|
||||
|
||||
### Asset bundle structure
|
||||
|
||||
The `.dsk` bundle gains a platform tag. The loader picks the right section
|
||||
at runtime (or the build produces a single-platform bundle for constrained
|
||||
targets like SNES/Saturn where there is no spare storage for unused data).
|
||||
|
||||
---
|
||||
|
||||
## UI System (first-class)
|
||||
|
||||
### Current problem
|
||||
|
||||
UI elements go through the 3D pipeline: they are meshes with an orthographic
|
||||
shader, rendered in the same pass as the world. This means:
|
||||
- UI competes for Z-buffer depth with world geometry
|
||||
- On Saturn/SNES, UI cannot use dedicated hardware planes
|
||||
- Text rendering is tied to the sprite batch which is tied to the 3D pass
|
||||
- No separation between "draw the world" and "draw the HUD"
|
||||
|
||||
### New model
|
||||
|
||||
UI is a completely separate rendering context. The world renders first,
|
||||
then the UI renders on top. They share no state.
|
||||
|
||||
UI coordinates are always in screen space (pixels or a logical resolution
|
||||
that the platform scales to its native display size). No camera matrix,
|
||||
no projection, no depth buffer involvement.
|
||||
|
||||
### Platform mapping
|
||||
|
||||
| Platform | UI implementation |
|
||||
|---|---|
|
||||
| Modern GL | Separate 2D ortho pass, screen-space quads, no depth test |
|
||||
| Legacy GL | Same, using fixed-function |
|
||||
| PSP GU | Separate GU display list, 2D mode |
|
||||
| Saturn | VDP2 background plane(s) dedicated to UI |
|
||||
| PlayStation 1 | Separate GPU packet chain, no Z; ordered after world OT |
|
||||
| Nintendo 64 | RDP rectangle commands in a separate display list segment |
|
||||
| GameCube/Wii | GX 2D mode or dedicated GX pass |
|
||||
| SNES | Dedicated BG layer(s) for HUD tiles |
|
||||
|
||||
On Saturn, the UI occupying VDP2 planes is a genuine hardware win -- the
|
||||
PPU composites it for free at scanline time, costing zero VDP1 commands.
|
||||
On SNES, the HUD must live in a BG layer because there is no alternative.
|
||||
|
||||
### UI API (proposed)
|
||||
|
||||
```c
|
||||
uiBegin();
|
||||
uiDrawRect(x, y, w, h, color);
|
||||
uiDrawSprite(x, y, w, h, texture, uvMin, uvMax);
|
||||
uiDrawText(x, y, font, string);
|
||||
uiEnd(); // platform flushes UI to hardware
|
||||
```
|
||||
|
||||
The `uiBegin`/`uiEnd` block collects intents; the platform submits them
|
||||
at frame end in whatever way is appropriate.
|
||||
|
||||
---
|
||||
|
||||
## SNES / Mode7
|
||||
|
||||
SNES is the most constrained platform the engine will ever support and
|
||||
needs its own section because it breaks assumptions that even Saturn keeps.
|
||||
|
||||
### Hardware
|
||||
|
||||
- **CPU**: 65816 @ ~3.58 MHz (16-bit, no FPU, no cache)
|
||||
- **PPU**: Tile-based scanline renderer. VRAM holds tile graphics and
|
||||
tile maps. BG layers reference tiles by index.
|
||||
- **Mode7**: A single BG layer with a 2D affine matrix applied per
|
||||
scanline. Used for overworld maps, road perspective (F-Zero), rotation
|
||||
effects. The matrix is set via HDMA (scanline DMA) for per-scanline
|
||||
variation, enabling horizon-perspective effects.
|
||||
- **Sprites/OAM**: Up to 128 sprites (8x8, 16x16, 32x32, 64x64 pixels),
|
||||
4bpp indexed, up to 8 per scanline.
|
||||
- **Palette**: CGRAM holds 256 entries of 15-bit RGB (512 bytes total).
|
||||
BG layers use sub-palettes of 4/16/256 colors depending on bit depth.
|
||||
- **VRAM**: 64 KB (tiles + tile maps)
|
||||
- **WRAM**: 128 KB work RAM + usually 8 KB SRAM on cart for saves
|
||||
- **No frame buffer.** The PPU renders scanlines directly. You cannot
|
||||
read back what was drawn.
|
||||
- **No general-purpose draw calls.** You configure registers and VRAM
|
||||
before the frame and the PPU does the rest.
|
||||
|
||||
### What "3D" means on SNES
|
||||
|
||||
True 3D is not possible. What can be approximated:
|
||||
- **Overworld map**: Mode7 with a flat texture and HDMA scroll gives a
|
||||
top-down perspective with a horizon line (the classic JRPG overworld).
|
||||
- **Depth illusion**: Mode7 matrix manipulation can simulate a moving
|
||||
camera over flat terrain. Objects are sprites placed at screen positions
|
||||
calculated by software perspective projection.
|
||||
- **Sprite scaling**: Software-scaled sprites using pre-rendered frames
|
||||
or the RSP-style tricks used in Super FX games (Star Fox). Super FX
|
||||
is a co-processor on the cartridge -- base SNES cannot do this.
|
||||
- **Basic 3D effects**: Some games use HDMA color gradient + Mode7 floor
|
||||
with overlaid sprites to create a pseudo-3D look.
|
||||
|
||||
The engine plan for SNES: Mode7 overworld (confirmed), sprite-based world
|
||||
objects, BG layer UI. "Basic 3D effects" (pseudo-perspective with sprites)
|
||||
is aspirational -- implementation complexity TBD.
|
||||
|
||||
### SNES constraints on the engine
|
||||
|
||||
- **No dynamic allocation.** With 128 KB WRAM, a general-purpose allocator
|
||||
is risky. The engine memory system may need a static pool mode for SNES.
|
||||
- **No floating point.** `float_t` must resolve to integer or fixed-point.
|
||||
- **No scripting (JerryScript).** The JS engine requires far more than
|
||||
128 KB RAM. SNES scenes must be compiled C.
|
||||
- **Asset data in ROM, not a .dsk bundle.** SNES loads from cartridge ROM
|
||||
mapped into the address space. The asset system needs a ROM-mapped loader.
|
||||
- **Tile pipeline.** Textures must be pre-converted to SNES tile format
|
||||
(2bpp/4bpp/8bpp, 8x8 pixel tiles, CGRAM palette) at build time. This
|
||||
is a completely different asset output from every other platform.
|
||||
|
||||
---
|
||||
|
||||
## Platform Inventory
|
||||
|
||||
A summary of what each platform's native rendering looks like after the
|
||||
refactor, for reference when designing the intent API.
|
||||
|
||||
### Modern OpenGL (duskgl)
|
||||
|
||||
VAO + VBO mesh storage, GLSL shaders, FBO render targets, Z-buffer.
|
||||
No fixed-function. Targets: Linux, possibly Vita (GXM is preferred).
|
||||
|
||||
### Legacy OpenGL (duskgllegacy)
|
||||
|
||||
Fixed-function pipeline: `glMatrixMode`, `glTexEnv`, client-side vertex
|
||||
arrays. No VAO/VBO. Used for: very old desktop hardware, maybe PSP as
|
||||
last resort (PSPGL is this). Targets: legacy desktop, embedded Linux.
|
||||
|
||||
### Vulkan (duskvulkan)
|
||||
|
||||
Explicit pipeline state objects, render passes, descriptor sets, command
|
||||
buffers. Highest ceiling for performance and control. Targets: Linux
|
||||
(modern), future platforms. Not immediate priority but the architecture
|
||||
should not block it.
|
||||
|
||||
### PSP native GU (duskpsp)
|
||||
|
||||
The GE/GU is a display-list GPU. You build a command list in memory and
|
||||
the GU DMA engine processes it asynchronously. Native vertex formats are
|
||||
PSP-specific (ABGR byte order, swizzled textures for cache efficiency).
|
||||
No PSPGL. Targets: PSP hardware and emulators.
|
||||
|
||||
### Vita (duskvita)
|
||||
|
||||
GXM is Sony's Vita GPU API -- closer to modern GL than GU, with explicit
|
||||
shader binaries (.gxp), ring buffers, and GPU sync primitives.
|
||||
|
||||
### GameCube/Wii GX (duskdolphin)
|
||||
|
||||
Already a custom renderer. GX uses immediate-mode vertex submission
|
||||
(`GX_Begin` / `GX_Position1x16` loops), TEV for texture compositing, and
|
||||
hardware XFB double-buffering. Big-endian. Mostly kept as-is; may benefit
|
||||
from being expressed in terms of render intents for consistency.
|
||||
|
||||
### Saturn VDP1/VDP2 (dusksaturn)
|
||||
|
||||
VDP1: command-list (32-byte structs), quad-based, affine texture mapping,
|
||||
no Z-buffer (painter's algorithm). VDP2: up to 6 background planes
|
||||
composited at scanline time. Big-endian dual SH-2, no FPU. Fixed-point
|
||||
math required throughout.
|
||||
|
||||
### PlayStation 1 (duskps1)
|
||||
|
||||
MIPS R3000A @ 33.87 MHz, little-endian, no FPU. GTE (coprocessor 2)
|
||||
handles fixed-point matrix math, perspective divide, and lighting.
|
||||
GPU receives packets via DMA linked-list (the Ordering Table). Primitives:
|
||||
triangles and quads natively (no dead-vertex needed). Texture mapping:
|
||||
affine, same limitation as Saturn. No Z-buffer; depth is OT slot order.
|
||||
VRAM is 1 MB flat (frame buffers + textures + CLUTs share it). SDK:
|
||||
PSn00bSDK, which is CMake-native -- a direct fit for the dusk build system.
|
||||
|
||||
### Nintendo 64 (duskn64)
|
||||
|
||||
VR4300 @ 93.75 MHz, big-endian, real IEEE 754 FPU. Rendering is split
|
||||
between the RSP (geometry: programmable MIPS SIMD, runs microcode up to
|
||||
~1000 instructions in 4 KB IMEM) and the RDP (rasterization: fixed
|
||||
hardware). RSP produces triangle commands from a CPU-built display list
|
||||
in RDRAM. RDP features: perspective-correct texture mapping, bilinear
|
||||
filtering, hardware Z-buffer. Primitives: triangles and axis-aligned rects.
|
||||
TMEM is 4 KB on-chip texture cache; textures must be loaded into tiles
|
||||
before drawing -- a significant memory management constraint.
|
||||
SDK: libdragon (Unlicense, GCC 14, Makefile-based -- not CMake; this
|
||||
requires a wrapper toolchain file for dusk's build system).
|
||||
|
||||
### SNES PPU/Mode7 (dusksnes)
|
||||
|
||||
Tile-based. VRAM holds tiles and tile maps. Mode7 provides affine transform
|
||||
for one BG layer. Sprites via OAM. No frame buffer. All configuration is
|
||||
memory-mapped registers. 65816 CPU, no FPU, extremely limited RAM.
|
||||
|
||||
---
|
||||
|
||||
## Threading Model
|
||||
|
||||
### Current model
|
||||
|
||||
The engine uses OS threads for async asset loading (`assetXxxLoaderAsync`).
|
||||
Platforms that have pthreads or an equivalent RTOS (Linux, PSP, Vita) run
|
||||
worker threads that load data in the background while the game loop runs.
|
||||
The main thread polls or blocks on completion.
|
||||
|
||||
### The problem
|
||||
|
||||
Several target platforms have no OS threading whatsoever, and others have
|
||||
hardware-specific async mechanisms that are nothing like pthreads.
|
||||
|
||||
### Per-platform reality
|
||||
|
||||
| Platform | Threading | Async mechanism |
|
||||
|---|---|---|
|
||||
| Linux | pthreads | Worker threads (current) |
|
||||
| Vita | SceKernelThread | Per-SDK threads |
|
||||
| PSP | SceKernelThread | Per-SDK threads |
|
||||
| GameCube/Wii | libogc LWP | Lightweight processes |
|
||||
| Saturn | None (OS) | Slave SH-2 for fixed jobs; CD-ROM via interrupt/callback |
|
||||
| PlayStation 1 | None (OS) | V-blank ISR, 7 DMA channels, CD-ROM callbacks |
|
||||
| Nintendo 64 | libdragon preview only | PI DMA for cartridge; RSP for parallel compute |
|
||||
| SNES | None | DMA (GPDMA/HDMA); NMI V-blank; SPC700 audio is a separate CPU |
|
||||
|
||||
**Saturn slave SH-2**: The second SH-2 is not a general-purpose thread.
|
||||
It runs a fixed subroutine you hand-load. The typical use is offloading
|
||||
heavy per-frame computation (geometry transforms, depth sort) while the
|
||||
master SH-2 handles game logic. Communication is via shared WRAM with
|
||||
cache-through addresses to avoid coherency bugs. There is no scheduler
|
||||
and no yield -- it runs to completion.
|
||||
|
||||
**SNES DMA**: GPDMA copies blocks of data (ROM to WRAM, WRAM to VRAM)
|
||||
and halts the CPU for the duration -- it is synchronous from the game's
|
||||
perspective. HDMA runs per-scanline during H-blank, writing to PPU
|
||||
registers without CPU involvement; this is how Mode7 perspective is
|
||||
achieved. Neither is "async" in the programming sense.
|
||||
|
||||
**SNES NMI**: The V-blank NMI fires at the start of every V-blank period.
|
||||
This is the only safe window to write to VRAM and PPU registers. All
|
||||
critical PPU updates must complete within ~1.2ms (the V-blank window).
|
||||
|
||||
### Proposed model
|
||||
|
||||
Introduce a compile-time threading capability flag:
|
||||
|
||||
```
|
||||
DUSK_THREAD_PTHREAD -- Linux, maybe Vita
|
||||
DUSK_THREAD_SCEKERNEL -- PSP, Vita SDK
|
||||
DUSK_THREAD_LWP -- GameCube/Wii libogc
|
||||
DUSK_THREAD_SLAVE_SH2 -- Saturn slave CPU (job dispatch only)
|
||||
DUSK_THREAD_NONE -- SNES (and Saturn master thread view)
|
||||
```
|
||||
|
||||
The asset loader's async path is gated on having a threading capability.
|
||||
When `DUSK_THREAD_NONE` is defined, `assetXxxLoaderAsync` either does not
|
||||
exist or is an alias for the synchronous version. On Saturn, the slave SH-2
|
||||
is exposed as a distinct API (`sh2JobDispatch`, `sh2JobWait`) used only for
|
||||
compute-heavy work, not for I/O.
|
||||
|
||||
### Asset loading without threads
|
||||
|
||||
**Saturn**: CD-ROM access is initiated via SBL/CDC routines and completes
|
||||
via interrupt callback. The engine's asset loading loop can poll the
|
||||
callback flag in the main loop rather than blocking a thread. This is
|
||||
interrupt-driven cooperative async, not preemptive.
|
||||
|
||||
**SNES**: There is no loading. Assets live in ROM, mapped directly into the
|
||||
65816 address space. "Loading a texture" means computing a pointer into ROM
|
||||
and copying the tile data to VRAM during V-blank via GPDMA. The asset system
|
||||
on SNES is essentially a VRAM/CGRAM allocator and a DMA scheduler, not a
|
||||
file loader.
|
||||
|
||||
### Asset system changes
|
||||
|
||||
The asset pipeline needs to accommodate three loading models:
|
||||
|
||||
1. **File-based** (Linux, PSP, Vita, Saturn CD): open file, read bytes,
|
||||
close. Can be sync or thread-async.
|
||||
2. **DMA/interrupt** (Saturn CD-ROM, GC DVD): initiate transfer, poll or
|
||||
callback on completion, no thread blocked.
|
||||
3. **ROM-mapped** (SNES): data is already in the address space; "loading"
|
||||
is a VRAM DMA copy scheduled for V-blank, not file I/O.
|
||||
|
||||
The `assetstream_t` abstraction that currently wraps file I/O needs a third
|
||||
backend for ROM-mapped data, and the async path needs to support
|
||||
callback-based completion as an alternative to thread-based blocking.
|
||||
|
||||
---
|
||||
|
||||
## What Needs to Change
|
||||
|
||||
### 1. Render intent API (new, in src/dusk/)
|
||||
|
||||
Replace `mesh_t` / `shader_t` / `meshDraw()` as scene-facing APIs with
|
||||
`renderqueue_t` and intent submission functions. `src/dusk/` defines the
|
||||
intent types and submission API; platforms implement the flush.
|
||||
|
||||
### 2. Platform renderer directories
|
||||
|
||||
Move rendering implementations out of `duskgl/` as a shared layer and
|
||||
into fully self-contained platform directories. `duskgl/` becomes the
|
||||
*modern GL* platform only. Add `duskgllegacy/`, `duskvulkan/` as peers.
|
||||
|
||||
### 3. Asset pipeline: platform-native texture formats
|
||||
|
||||
The offline asset compiler must produce per-platform texture bundles in
|
||||
native formats. The runtime texture loader expects pre-converted data,
|
||||
not RGBA. `textureformat_t` grows to cover all platform formats but each
|
||||
platform only ever sees the formats it natively supports.
|
||||
|
||||
### 4. UI system (first-class, separate from 3D)
|
||||
|
||||
New `src/dusk/ui/` subsystem with `uiBegin` / `uiEnd` and intent types
|
||||
for rects, sprites, and text. Platforms implement the flush independently.
|
||||
The 3D spritebatch is retired or scoped to world-space billboards only.
|
||||
|
||||
### 5. Fixed-point / no-FPU math
|
||||
|
||||
`float_t` needs a fixed-point mode. Proposed: define `fixed_t` as a
|
||||
16.16 signed integer; define `DUSK_MATH_FIXED` for platforms that require
|
||||
it (Saturn, SNES). Engine math utilities (`mathSin`, `mathCos`, etc.)
|
||||
have fixed-point implementations selected by this flag. `float_t` on
|
||||
FPU-less platforms becomes a typedef for `fixed_t`.
|
||||
|
||||
### 6. Background plane abstraction (bgplane_t)
|
||||
|
||||
New concept in `src/dusk/display/bgplane/`. A BG plane has a tile map or
|
||||
bitmap source, scroll offsets, a palette reference, and optional affine
|
||||
parameters (for Mode7-style use). On GL platforms: rendered as a
|
||||
fullscreen textured quad or shader pass. On Saturn: VDP2 config. On SNES:
|
||||
PPU BG layer config.
|
||||
|
||||
### 7. Memory system: static pool mode
|
||||
|
||||
For SNES (and possibly Saturn), the general-purpose allocator may be
|
||||
unviable. A compile-time static pool mode (`DUSK_MEMORY_STATIC`) that uses
|
||||
a fixed-size arena instead of dynamic allocation. All `memoryAllocate`
|
||||
calls hit the pool; `memoryFree` is a no-op or a stack pop.
|
||||
|
||||
### 8. Script runtime: optional
|
||||
|
||||
JerryScript requires too much RAM for SNES and is marginal on Saturn.
|
||||
The scripting system should be compile-time optional (`DUSK_SCRIPTING`),
|
||||
not assumed present. SNES/Saturn scenes would be compiled C.
|
||||
|
||||
---
|
||||
|
||||
## What to Keep
|
||||
|
||||
- Platform macro abstraction pattern (`displayplatform.h`, etc.) -- works,
|
||||
no reason to change.
|
||||
- Directory structure convention for platform directories.
|
||||
- Entity-component system -- platform-agnostic, unaffected.
|
||||
- Asset loading + `.dsk` bundle concept (extended for platform formats).
|
||||
- The broad subsystem layout: asset, input, display, log, network, save,
|
||||
system, time.
|
||||
|
||||
---
|
||||
|
||||
## Open Questions
|
||||
|
||||
1. **Render intent granularity**: How much does the intent API need to
|
||||
express? A MESH intent works on GL/N64 but degrades poorly on Saturn
|
||||
(must split into quads) and is impossible on SNES. Should MESH be a
|
||||
valid intent with a "best effort" contract, or excluded from the portable
|
||||
API entirely?
|
||||
|
||||
2. **Threading abstraction depth**: Should `DUSK_THREAD_SLAVE_SH2` be a
|
||||
first-class concept in the engine's job system, or a Saturn-internal
|
||||
implementation detail the core never sees? Same question applies to N64's
|
||||
RSP as a compute co-processor.
|
||||
|
||||
3. **Asset loading async contract**: When a platform has no threads, should
|
||||
`assetLoadAsync` be a no-op alias for `assetLoadSync`, or return
|
||||
immediately with a completion flag to poll? The polling model is more
|
||||
honest but requires all call sites to handle it.
|
||||
|
||||
4. **N64 build system**: libdragon uses GNU Make, not CMake. Options are:
|
||||
(a) write a CMake toolchain file that wraps n64.mk, (b) maintain a
|
||||
parallel Makefile just for N64, or (c) wait for upstream CMake support.
|
||||
Which is acceptable long-term?
|
||||
|
||||
5. **N64 RSP microcode**: Standard libdragon microcodes (Fast3D/F3DEX2) or
|
||||
Tiny3D (community microcode with full T&L + skinning)? Writing custom
|
||||
microcode is powerful but limited to ~1000 MIPS SIMD instructions.
|
||||
This decision gates what 3D features the N64 port can support.
|
||||
|
||||
6. **PSPGL fate**: Drop immediately in favor of native GU, or keep as a
|
||||
fallback (`duskgllegacy`) while native GU is built? The two can coexist
|
||||
during transition.
|
||||
|
||||
7. **Vulkan priority**: Design the intent API with Vulkan in mind from the
|
||||
start, or add it later? Vulkan's explicit pipeline state model may
|
||||
conflict with how stateful platforms (Saturn, SNES) expect things to work.
|
||||
|
||||
8. **Background planes on modern platforms**: Does `bgplane_t` degrade to a
|
||||
fullscreen textured quad on GL/Vulkan/N64, or should modern platforms
|
||||
support actual background scene rendering (3D world behind the foreground)?
|
||||
|
||||
9. **PS1 ordering table depth**: The OT is a fixed-size array (e.g. 4096
|
||||
slots). Depth precision = number of slots. How deep should the engine's
|
||||
default OT be, and should this be configurable per-scene?
|
||||
|
||||
10. **Fixed-point strategy**: Does `float_t` transparently become `fixed_t`
|
||||
on FPU-less platforms (Saturn, PS1, SNES), or do we require explicit
|
||||
`fixed_t` in math-heavy paths? Transparent is easiest to port; explicit
|
||||
is faster.
|
||||
|
||||
11. **SNES V-blank budget**: All VRAM writes must finish within ~1.2ms.
|
||||
Does the engine need a V-blank work queue with a budget checker, or is
|
||||
this left to the game to manage manually?
|
||||
|
||||
12. **SNES scripting**: JerryScript is out. Pure compiled C, or a lighter
|
||||
scripting layer (Lua is ~100 KB -- tight but possible)?
|
||||
|
||||
13. **Asset compiler**: New standalone tool, or an extension of the existing
|
||||
asset pipeline? Part of the CMake build or a separate pre-build step?
|
||||
|
||||
---
|
||||
|
||||
## Proposed Sequence (Draft)
|
||||
|
||||
### Phase 1 -- Intent API (no behavior change)
|
||||
1. Design and stabilize `renderqueue_t` and intent types
|
||||
2. Refactor modern GL path to submit through render intents (same output,
|
||||
new plumbing)
|
||||
3. Refactor Dolphin path the same way
|
||||
4. Validate no regressions on Linux + GameCube
|
||||
|
||||
### Phase 2 -- UI system
|
||||
5. Extract UI rendering from the 3D path into `src/dusk/ui/`
|
||||
6. Implement UI flush for GL and Dolphin
|
||||
7. Wire existing UI elements through the new system
|
||||
|
||||
### Phase 3 -- Platform splits
|
||||
8. Split `duskgl/` into `duskgl/` (modern) and `duskgllegacy/` (fixed-func)
|
||||
9. Port PSP to native GU (`duskpsp/display/` rewrite, drop PSPGL dependency)
|
||||
10. Stub `duskvulkan/` structure for future implementation
|
||||
|
||||
### Phase 4 -- Asset pipeline
|
||||
11. Design platform-native texture format system
|
||||
12. Extend asset compiler for per-platform output
|
||||
13. Update texture loader to expect pre-converted data
|
||||
|
||||
### Phase 5 -- Saturn
|
||||
14. CMake toolchain for SH-2 cross-compile (yaul / libyaul toolchain)
|
||||
15. `src/dusksaturn/` -- input (SMPC), asset (CD-ROM), log, system
|
||||
16. VDP1 backend for render queue (quads, polygons, painter's sort)
|
||||
17. VDP2 backend for bgplane_t (tile maps, scroll, palette)
|
||||
18. Fixed-point math mode (`DUSK_MATH_FIXED`)
|
||||
19. UI backend (VDP2 plane(s))
|
||||
|
||||
### Phase 6 -- PlayStation 1
|
||||
20. CMake toolchain wrapping PSn00bSDK (already CMake-native)
|
||||
21. `src/duskps1/` -- input (BIOS pad), asset (CD-ROM libpsxcd), log, system
|
||||
22. GTE integration for fixed-point math (reuse `DUSK_MATH_FIXED` path)
|
||||
23. Ordering table builder for render queue (painter's sort, DMA linked-list)
|
||||
24. GPU packet backend for intents (tris, quads, rects)
|
||||
25. UI backend (separate GPU packet chain after world OT)
|
||||
|
||||
### Phase 7 -- Nintendo 64
|
||||
26. CMake toolchain wrapping libdragon (n64.mk wrapper or toolchain file)
|
||||
27. `src/duskn64/` -- input (N64 controller via PIF), asset (PI DMA /
|
||||
DragonFS), log, system
|
||||
28. RSP display list builder for render queue (Z-buffer path, no sorting)
|
||||
29. TMEM tile management for textures
|
||||
30. RDP rectangle backend for UI
|
||||
31. Decide on RSP microcode (Tiny3D vs standard F3DEX2)
|
||||
|
||||
### Phase 8 -- SNES
|
||||
32. SNES toolchain (cc65 or llvm-mos 65816 target)
|
||||
33. Static memory pool mode (`DUSK_MEMORY_STATIC`)
|
||||
34. PPU tile pipeline + VRAM management
|
||||
35. Mode7 overworld implementation
|
||||
36. OAM sprite system
|
||||
37. BG layer UI
|
||||
38. Scripting-optional build (`DUSK_SCRIPTING` off)
|
||||
@@ -1,215 +0,0 @@
|
||||
# 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.
|
||||
@@ -1,93 +0,0 @@
|
||||
# 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/`.
|
||||
@@ -1,149 +0,0 @@
|
||||
# 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.
|
||||
@@ -1,140 +0,0 @@
|
||||
# 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.
|
||||
@@ -1,18 +0,0 @@
|
||||
# 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`.
|
||||
@@ -1,124 +0,0 @@
|
||||
# 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.
|
||||
@@ -1,114 +0,0 @@
|
||||
# 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.
|
||||
@@ -1,96 +0,0 @@
|
||||
# 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.
|
||||
@@ -1,382 +0,0 @@
|
||||
# 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.
|
||||
@@ -1,177 +0,0 @@
|
||||
# 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) // 0–23
|
||||
timeEpochGetMinutes(e) // 0–59
|
||||
timeEpochGetSeconds(e) // 0–59
|
||||
timeEpochGetDayOfMonth(e) // 0–30
|
||||
timeEpochGetMonth(e) // 0–11
|
||||
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.
|
||||
-123
@@ -1,123 +0,0 @@
|
||||
# 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
@@ -1,162 +0,0 @@
|
||||
# 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`.
|
||||
@@ -1,8 +1,13 @@
|
||||
name: Build Dusk
|
||||
|
||||
on:
|
||||
push:
|
||||
tags:
|
||||
- '*'
|
||||
branches:
|
||||
- main
|
||||
pull_request:
|
||||
branches:
|
||||
- main
|
||||
|
||||
jobs:
|
||||
run-tests:
|
||||
runs-on: ubuntu-latest
|
||||
@@ -50,42 +55,6 @@ jobs:
|
||||
path: ./git-artifcats/Dusk
|
||||
if-no-files-found: error
|
||||
|
||||
# build-vita:
|
||||
# runs-on: ubuntu-latest
|
||||
# steps:
|
||||
# - name: Checkout repository
|
||||
# uses: actions/checkout@v6
|
||||
# - name: Set up Docker
|
||||
# uses: docker/setup-docker-action@v5
|
||||
# - name: Build Vita
|
||||
# run: ./scripts/build-vita-docker.sh
|
||||
# - name: Upload Vita binary
|
||||
# uses: actions/upload-artifact@v6
|
||||
# with:
|
||||
# name: dusk-vita
|
||||
# path: build-vita/Dusk.vpk
|
||||
# if-no-files-found: error
|
||||
|
||||
build-knulli:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v6
|
||||
- name: Set up Docker
|
||||
uses: docker/setup-docker-action@v5
|
||||
- name: Build knulli
|
||||
run: ./scripts/build-knulli-docker.sh
|
||||
- name: Move output to Dusk subfolder
|
||||
run: |
|
||||
mkdir -p ./git-artifcats/Dusk
|
||||
cp -r build-knulli/dusk ./git-artifcats/Dusk
|
||||
- name: Upload knulli binary
|
||||
uses: actions/upload-artifact@v6
|
||||
with:
|
||||
name: dusk-knulli
|
||||
path: ./git-artifcats/Dusk
|
||||
if-no-files-found: error
|
||||
|
||||
build-gamecube:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
@@ -105,29 +74,6 @@ jobs:
|
||||
with:
|
||||
name: dusk-gamecube
|
||||
path: ./git-artifcats/Dusk
|
||||
if-no-files-found: error
|
||||
|
||||
build-gamecube-iso:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v6
|
||||
- name: Set up Docker
|
||||
uses: docker/setup-docker-action@v5
|
||||
- name: Build GameCube ISO
|
||||
run: ./scripts/build-gamecube-iso-docker.sh
|
||||
- name: Copy output files.
|
||||
run: |
|
||||
mkdir -p ./git-artifcats/Dusk
|
||||
cp build-gamecube-iso/Dusk-NTSC-J.iso ./git-artifcats/Dusk/Dusk-NTSC-J.iso
|
||||
cp build-gamecube-iso/Dusk-NTSC-U.iso ./git-artifcats/Dusk/Dusk-NTSC-U.iso
|
||||
cp build-gamecube-iso/Dusk-PAL.iso ./git-artifcats/Dusk/Dusk-PAL.iso
|
||||
- name: Upload GameCube ISO
|
||||
uses: actions/upload-artifact@v6
|
||||
with:
|
||||
name: dusk-gamecube-iso
|
||||
path: ./git-artifcats/Dusk
|
||||
if-no-files-found: error
|
||||
|
||||
build-wii:
|
||||
runs-on: ubuntu-latest
|
||||
@@ -141,34 +87,11 @@ jobs:
|
||||
- name: Copy output files.
|
||||
run: |
|
||||
mkdir -p ./git-artifcats/Dusk/apps/Dusk
|
||||
cp build-wii/boot.dol ./git-artifcats/Dusk/apps/Dusk/boot.dol
|
||||
cp build-wii/Dusk.dol ./git-artifcats/Dusk/apps/Dusk/Dusk.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
|
||||
cp docker/dolphin/meta.xml ./git-artifcats/Dusk/apps/Dusk/meta.xml
|
||||
- name: Upload Wii binary
|
||||
uses: actions/upload-artifact@v6
|
||||
with:
|
||||
name: dusk-wii
|
||||
path: ./git-artifcats/Dusk
|
||||
if-no-files-found: error
|
||||
|
||||
build-wii-iso:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout repository
|
||||
uses: actions/checkout@v6
|
||||
- name: Set up Docker
|
||||
uses: docker/setup-docker-action@v5
|
||||
- name: Build Wii ISO
|
||||
run: ./scripts/build-wii-iso-docker.sh
|
||||
- name: Copy output files.
|
||||
run: |
|
||||
mkdir -p ./git-artifcats/Dusk
|
||||
cp build-wii-iso/Dusk-NTSC-J.iso ./git-artifcats/Dusk/Dusk-NTSC-J.iso
|
||||
cp build-wii-iso/Dusk-NTSC-U.iso ./git-artifcats/Dusk/Dusk-NTSC-U.iso
|
||||
cp build-wii-iso/Dusk-PAL.iso ./git-artifcats/Dusk/Dusk-PAL.iso
|
||||
- name: Upload Wii ISO
|
||||
uses: actions/upload-artifact@v6
|
||||
with:
|
||||
name: dusk-wii-iso
|
||||
path: ./git-artifcats/Dusk
|
||||
if-no-files-found: error
|
||||
+1
-3
@@ -83,6 +83,7 @@ assets/borrowed
|
||||
.VSCode*
|
||||
|
||||
/vita
|
||||
|
||||
._*
|
||||
|
||||
*~
|
||||
@@ -104,6 +105,3 @@ yarn.lock
|
||||
|
||||
/build2
|
||||
/build*
|
||||
/assets/test
|
||||
/tools_old
|
||||
/assets/test.png
|
||||
@@ -1,65 +0,0 @@
|
||||
# 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) |
|
||||
+2
-19
@@ -4,22 +4,14 @@
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Setup
|
||||
cmake_minimum_required(VERSION 3.13)
|
||||
cmake_minimum_required(VERSION 3.18)
|
||||
|
||||
set(CMAKE_C_STANDARD 11)
|
||||
set(CMAKE_C_STANDARD_REQUIRED ON)
|
||||
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
|
||||
cmake_policy(SET CMP0079 NEW)
|
||||
# set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
|
||||
|
||||
option(DUSK_BUILD_TESTS "Enable tests" OFF)
|
||||
|
||||
# Game identity — override these per-project
|
||||
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
|
||||
set(DUSK_GAME_AUTHOR "YouWish" CACHE STRING "Game author / coder")
|
||||
set(DUSK_GAME_SHORT_DESCRIPTION "Dusk game" CACHE STRING "One-line description")
|
||||
set(DUSK_GAME_LONG_DESCRIPTION "No description yet." CACHE STRING "Full description")
|
||||
|
||||
# Prep cache
|
||||
set(DUSK_CACHE_TARGET "dusk-target")
|
||||
|
||||
@@ -50,7 +42,7 @@ file(MAKE_DIRECTORY ${DUSK_TEMP_DIR})
|
||||
file(MAKE_DIRECTORY ${DUSK_BUILT_ASSETS_DIR})
|
||||
|
||||
# Required build packages
|
||||
find_package(Python3 COMPONENTS Interpreter REQUIRED)
|
||||
find_package(Python3 REQUIRED COMPONENTS Interpreter)
|
||||
|
||||
# Init Project.
|
||||
project(${DUSK_LIBRARY_TARGET_NAME}
|
||||
@@ -76,19 +68,10 @@ 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
|
||||
DUSK_TARGET_SYSTEM="${DUSK_TARGET_SYSTEM}"
|
||||
DUSK_GAME_NAME="${DUSK_GAME_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
|
||||
|
||||
@@ -1,107 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "camera.h"
|
||||
#include "display/display.h"
|
||||
#include "assert/assert.h"
|
||||
#include "display/framebuffer/framebuffer.h"
|
||||
#include "display/screen/screen.h"
|
||||
|
||||
void cameraInit(camera_t *camera) {
|
||||
cameraInitPerspective(camera);
|
||||
}
|
||||
|
||||
void cameraInitPerspective(camera_t *camera) {
|
||||
assertNotNull(camera, "Not a camera component");
|
||||
|
||||
camera->projType = CAMERA_PROJECTION_TYPE_PERSPECTIVE;
|
||||
camera->perspective.fov = glm_rad(45.0f);
|
||||
camera->nearClip = 0.1f;
|
||||
camera->farClip = 10000.0f;
|
||||
|
||||
camera->viewType = CAMERA_VIEW_TYPE_LOOKAT;
|
||||
glm_vec3_copy((vec3){ 5.0f, 5.0f, 5.0f }, camera->lookat.position);
|
||||
glm_vec3_copy((vec3){ 0.0f, 1.0f, 0.0f }, camera->lookat.up);
|
||||
glm_vec3_copy((vec3){ 0.0f, 0.0f, 0.0f }, camera->lookat.target);
|
||||
}
|
||||
|
||||
void cameraInitOrthographic(camera_t *camera) {
|
||||
assertNotNull(camera, "Not a camera component");
|
||||
|
||||
camera->projType = CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC;
|
||||
camera->orthographic.left = 0.0f;
|
||||
camera->orthographic.right = SCREEN.width;
|
||||
camera->orthographic.top = SCREEN.height;
|
||||
camera->orthographic.bottom = 0.0f;
|
||||
camera->nearClip = 0.1f;
|
||||
camera->farClip = 1.0f;
|
||||
|
||||
camera->viewType = CAMERA_VIEW_TYPE_2D;
|
||||
glm_vec2_copy((vec2){ 0.0f, 0.0f }, camera->_2d.position);
|
||||
camera->_2d.zoom = 1.0f;
|
||||
}
|
||||
|
||||
void cameraGetProjectionMatrix(camera_t *camera, mat4 dest) {
|
||||
assertNotNull(camera, "Not a camera component");
|
||||
assertNotNull(dest, "Destination matrix must not be null");
|
||||
|
||||
if(
|
||||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE ||
|
||||
camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED
|
||||
) {
|
||||
glm_mat4_identity(dest);
|
||||
glm_perspective(
|
||||
camera->perspective.fov,
|
||||
SCREEN.aspect,
|
||||
camera->nearClip,
|
||||
camera->farClip,
|
||||
dest
|
||||
);
|
||||
|
||||
if(camera->projType == CAMERA_PROJECTION_TYPE_PERSPECTIVE_FLIPPED) {
|
||||
dest[1][1] *= -1.0f;
|
||||
}
|
||||
} else if(camera->projType == CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC) {
|
||||
glm_mat4_identity(dest);
|
||||
glm_ortho(
|
||||
camera->orthographic.left,
|
||||
camera->orthographic.right,
|
||||
camera->orthographic.top,
|
||||
camera->orthographic.bottom,
|
||||
camera->nearClip,
|
||||
camera->farClip,
|
||||
dest
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
void cameraGetViewMatrix(camera_t *camera, mat4 dest) {
|
||||
assertNotNull(camera, "Not a camera component");
|
||||
assertNotNull(dest, "Destination matrix must not be null");
|
||||
|
||||
if(camera->viewType == CAMERA_VIEW_TYPE_MATRIX) {
|
||||
glm_mat4_ucopy(camera->view, dest);
|
||||
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT) {
|
||||
glm_mat4_identity(dest);
|
||||
glm_lookat(
|
||||
camera->lookat.position,
|
||||
camera->lookat.target,
|
||||
camera->lookat.up,
|
||||
dest
|
||||
);
|
||||
} else if(camera->viewType == CAMERA_VIEW_TYPE_2D) {
|
||||
glm_mat4_identity(dest);
|
||||
glm_lookat(
|
||||
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.5f },
|
||||
(vec3){ camera->_2d.position[0], camera->_2d.position[1], 0.0f },
|
||||
(vec3){ 0.0f, 1.0f, 0.0f },
|
||||
dest
|
||||
);
|
||||
} else if(camera->viewType == CAMERA_VIEW_TYPE_LOOKAT_PIXEL_PERFECT) {
|
||||
assertUnreachable("LOOKAT_PIXEL_PERFECT view type is not implemented yet");
|
||||
}
|
||||
}
|
||||
+2
-2
@@ -156,7 +156,7 @@ class Map:
|
||||
newTopLeftChunkY = y // CHUNK_HEIGHT - (MAP_HEIGHT // 2)
|
||||
newTopLeftChunkZ = z // CHUNK_DEPTH - (MAP_DEPTH // 2)
|
||||
|
||||
if(newTopLeftChunkX != self.topLeftX or
|
||||
if (newTopLeftChunkX != self.topLeftX or
|
||||
newTopLeftChunkY != self.topLeftY or
|
||||
newTopLeftChunkZ != self.topLeftZ):
|
||||
|
||||
@@ -166,7 +166,7 @@ class Map:
|
||||
chunkWorldX = chunk.x
|
||||
chunkWorldY = chunk.y
|
||||
chunkWorldZ = chunk.z
|
||||
if(chunkWorldX < newTopLeftChunkX or
|
||||
if (chunkWorldX < newTopLeftChunkX or
|
||||
chunkWorldX >= newTopLeftChunkX + MAP_WIDTH or
|
||||
chunkWorldY < newTopLeftChunkY or
|
||||
chunkWorldY >= newTopLeftChunkY + MAP_HEIGHT or
|
||||
|
||||
@@ -8,4 +8,6 @@
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
typedef void (*cutscenecallback_t)(void);
|
||||
typedef struct {
|
||||
void *nothing;
|
||||
} inventory_t;
|
||||
@@ -16,6 +16,7 @@ typedef enum {
|
||||
|
||||
typedef struct {
|
||||
rpgcameramode_t mode;
|
||||
|
||||
union {
|
||||
worldpos_t free;
|
||||
struct {
|
||||
|
||||
@@ -1,21 +0,0 @@
|
||||
// Copyright (c) 2026 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
const platformNames = {
|
||||
[System.PLATFORM_LINUX]: 'Linux',
|
||||
[System.PLATFORM_KNULLI]: 'Knulli',
|
||||
[System.PLATFORM_PSP]: 'PSP',
|
||||
[System.PLATFORM_GAMECUBE]: 'GameCube',
|
||||
[System.PLATFORM_WII]: 'Wii',
|
||||
};
|
||||
|
||||
Console.print('Platform: ' + (platformNames[System.platform] || 'Unknown'));
|
||||
|
||||
UIFullboxOver.setColor(Color.BLACK);
|
||||
|
||||
requireAsync('testscene.js').then(Scene.set).catch(err => {
|
||||
Console.print('Error loading scene: ' + err);
|
||||
Engine.exit();
|
||||
});
|
||||
@@ -0,0 +1,77 @@
|
||||
module('input')
|
||||
module('platform')
|
||||
module('scene')
|
||||
module('locale')
|
||||
|
||||
-- Default Input bindings.
|
||||
if PSP then
|
||||
inputBind("up", INPUT_ACTION_UP)
|
||||
inputBind("down", INPUT_ACTION_DOWN)
|
||||
inputBind("left", INPUT_ACTION_LEFT)
|
||||
inputBind("right", INPUT_ACTION_RIGHT)
|
||||
inputBind("circle", INPUT_ACTION_CANCEL)
|
||||
inputBind("cross", INPUT_ACTION_ACCEPT)
|
||||
inputBind("select", INPUT_ACTION_RAGEQUIT)
|
||||
inputBind("lstick_up", INPUT_ACTION_UP)
|
||||
inputBind("lstick_down", INPUT_ACTION_DOWN)
|
||||
inputBind("lstick_left", INPUT_ACTION_LEFT)
|
||||
inputBind("lstick_right", INPUT_ACTION_RIGHT)
|
||||
|
||||
elseif DOLPHIN then
|
||||
inputBind("up", INPUT_ACTION_UP)
|
||||
inputBind("down", INPUT_ACTION_DOWN)
|
||||
inputBind("left", INPUT_ACTION_LEFT)
|
||||
inputBind("right", INPUT_ACTION_RIGHT)
|
||||
inputBind("b", INPUT_ACTION_CANCEL)
|
||||
inputBind("a", INPUT_ACTION_ACCEPT)
|
||||
inputBind("z", INPUT_ACTION_RAGEQUIT)
|
||||
inputBind("lstick_up", INPUT_ACTION_UP)
|
||||
inputBind("lstick_down", INPUT_ACTION_DOWN)
|
||||
inputBind("lstick_left", INPUT_ACTION_LEFT)
|
||||
inputBind("lstick_right", INPUT_ACTION_RIGHT)
|
||||
|
||||
elseif LINUX then
|
||||
if INPUT_KEYBOARD then
|
||||
inputBind("w", INPUT_ACTION_UP)
|
||||
inputBind("s", INPUT_ACTION_DOWN)
|
||||
inputBind("a", INPUT_ACTION_LEFT)
|
||||
inputBind("d", INPUT_ACTION_RIGHT)
|
||||
|
||||
inputBind("left", INPUT_ACTION_LEFT)
|
||||
inputBind("right", INPUT_ACTION_RIGHT)
|
||||
inputBind("up", INPUT_ACTION_UP)
|
||||
inputBind("down", INPUT_ACTION_DOWN)
|
||||
|
||||
inputBind("enter", INPUT_ACTION_ACCEPT)
|
||||
inputBind("e", INPUT_ACTION_ACCEPT)
|
||||
|
||||
inputBind("q", INPUT_ACTION_CANCEL)
|
||||
|
||||
inputBind("escape", INPUT_ACTION_RAGEQUIT)
|
||||
end
|
||||
|
||||
if INPUT_GAMEPAD then
|
||||
inputBind("gamepad_up", INPUT_ACTION_UP)
|
||||
inputBind("gamepad_down", INPUT_ACTION_DOWN)
|
||||
inputBind("gamepad_left", INPUT_ACTION_LEFT)
|
||||
inputBind("gamepad_right", INPUT_ACTION_RIGHT)
|
||||
|
||||
inputBind("gamepad_a", INPUT_ACTION_ACCEPT)
|
||||
inputBind("gamepad_b", INPUT_ACTION_CANCEL)
|
||||
inputBind("gamepad_back", INPUT_ACTION_RAGEQUIT)
|
||||
|
||||
inputBind("gamepad_lstick_up", INPUT_ACTION_UP)
|
||||
inputBind("gamepad_lstick_down", INPUT_ACTION_DOWN)
|
||||
inputBind("gamepad_lstick_left", INPUT_ACTION_LEFT)
|
||||
inputBind("gamepad_lstick_right", INPUT_ACTION_RIGHT)
|
||||
end
|
||||
|
||||
if INPUT_POINTER then
|
||||
inputBind("mouse_x", INPUT_ACTION_POINTERX)
|
||||
inputBind("mouse_y", INPUT_ACTION_POINTERY)
|
||||
end
|
||||
else
|
||||
print("Unknown platform, no default input bindings set.")
|
||||
end
|
||||
|
||||
sceneSet('scene/minesweeper.lua')
|
||||
+5
-56
@@ -1,60 +1,9 @@
|
||||
#
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: ExampleApp 1.0\n"
|
||||
"Language: en\n"
|
||||
"Language: en_US\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n==2 ? 1 : (n<7 ? 2 : 3));\n"
|
||||
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
|
||||
|
||||
#: ui/menu.c:10
|
||||
msgid "ui.title"
|
||||
msgstr ""
|
||||
"Welcome"
|
||||
|
||||
#: ui/user.c:22
|
||||
msgid "ui.greeting"
|
||||
msgstr "Hello, %s!"
|
||||
|
||||
#: ui/files.c:40
|
||||
msgid "ui.file_status"
|
||||
msgstr "%s has %d files."
|
||||
|
||||
#: ui/cart.c:55
|
||||
msgid "cart.item_count"
|
||||
msgid_plural "cart.item_count"
|
||||
msgstr[0] "%d item"
|
||||
msgstr[1] "%d items (dual)"
|
||||
msgstr[2] "%d items (few)"
|
||||
msgstr[3] "%d items (many)"
|
||||
|
||||
#: ui/notifications.c:71
|
||||
msgid ""
|
||||
"ui.multiline_help"
|
||||
msgstr ""
|
||||
"Line one of the help text.\n"
|
||||
"Line two continues here.\n"
|
||||
"Line three ends here."
|
||||
|
||||
#: ui/errors.c:90
|
||||
msgid ""
|
||||
"error.upload_failed.long"
|
||||
msgstr ""
|
||||
"Upload failed for file \"%s\".\n"
|
||||
"Please try again later or contact support."
|
||||
|
||||
#: ui/messages.c:110
|
||||
msgid ""
|
||||
"user.invite_status"
|
||||
msgid_plural ""
|
||||
"user.invite_status"
|
||||
msgstr[0] ""
|
||||
"%s invited %d user.\n"
|
||||
"Please review the request."
|
||||
msgstr[1] ""
|
||||
"%s invited %d users (dual).\n"
|
||||
"Please review the requests."
|
||||
msgstr[2] ""
|
||||
"%s invited %d users (few).\n"
|
||||
"Please review the requests."
|
||||
msgstr[3] ""
|
||||
"%s invited %d users (many).\n"
|
||||
"Please review the requests."
|
||||
msgid "ui.test"
|
||||
msgstr "Hello this is a test."
|
||||
|
||||
Binary file not shown.
@@ -1,63 +0,0 @@
|
||||
// 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;
|
||||
@@ -0,0 +1,256 @@
|
||||
module('spritebatch')
|
||||
module('camera')
|
||||
module('color')
|
||||
module('ui')
|
||||
module('screen')
|
||||
module('time')
|
||||
module('glm')
|
||||
module('text')
|
||||
module('tileset')
|
||||
module('texture')
|
||||
module('input')
|
||||
|
||||
CELL_STATE_DEFAULT = 0
|
||||
CELL_STATE_HOVER = 1
|
||||
CELL_STATE_DOWN = 2
|
||||
CELL_STATE_DISABLED = 3
|
||||
|
||||
screenSetBackground(colorCornflowerBlue())
|
||||
camera = cameraCreate(CAMERA_PROJECTION_TYPE_ORTHOGRAPHIC)
|
||||
|
||||
-- tilesetUi = tilesetGetByName("ui")
|
||||
-- textureUi = textureLoad(tilesetUi.texture)
|
||||
|
||||
-- tilesetBorder = tilesetGetByName("border")
|
||||
-- textureBorder = textureLoad(tilesetBorder.texture)
|
||||
|
||||
-- textureGrid = textureLoad("minesweeper/grid_bg.dpi")
|
||||
|
||||
-- tilesetCell = tilesetGetByName("cell")
|
||||
-- textureCell = textureLoad(tilesetCell.texture)
|
||||
-- cellSliceDefault = tilesetPositionGetUV(tilesetCell, 3, 5)
|
||||
-- cellSliceHover = tilesetPositionGetUV(tilesetCell, 3, 4)
|
||||
-- cellSliceDown = tilesetPositionGetUV(tilesetCell, 3, 6)
|
||||
-- cellSliceDisabled = tilesetPositionGetUV(tilesetCell, 3, 7)
|
||||
|
||||
-- sweepwerCols = 10
|
||||
-- sweeperRows = 14
|
||||
|
||||
-- mouseX = -1
|
||||
-- mouseY = -1
|
||||
-- centerX = 0
|
||||
-- centerY = 0
|
||||
-- boardWidth = sweepwerCols * tilesetCell.tileWidth
|
||||
-- boardHeight = sweeperRows * tilesetCell.tileHeight
|
||||
|
||||
-- i = 0
|
||||
-- cells = {}
|
||||
-- for y = 1, sweeperRows do
|
||||
-- for x = 1, sweepwerCols do
|
||||
-- cells[i] = CELL_STATE_DEFAULT
|
||||
-- i = i + 1
|
||||
-- end
|
||||
-- end
|
||||
|
||||
function cellDraw(x, y, type)
|
||||
local slice = cellSliceDefault
|
||||
if type == CELL_STATE_HOVER then
|
||||
slice = cellSliceHover
|
||||
elseif type == CELL_STATE_DOWN then
|
||||
slice = cellSliceDown
|
||||
elseif type == CELL_STATE_DISABLED then
|
||||
slice = cellSliceDisabled
|
||||
end
|
||||
|
||||
spriteBatchPush(textureCell,
|
||||
x, y,
|
||||
x + tilesetCell.tileWidth, y + tilesetCell.tileHeight,
|
||||
colorWhite(),
|
||||
slice.u0, slice.v0,
|
||||
slice.u1, slice.v1
|
||||
)
|
||||
end
|
||||
|
||||
function backgroundDraw()
|
||||
local t = (TIME.time / 40) % 1
|
||||
local scaleX = screenGetWidth() / textureGrid.width
|
||||
local scaleY = screenGetHeight() / textureGrid.height
|
||||
local u0 = t * scaleX
|
||||
local v0 = t * scaleY
|
||||
local u1 = scaleX + u0
|
||||
local v1 = scaleY + v0
|
||||
|
||||
spriteBatchPush(textureGrid,
|
||||
0, 0,
|
||||
screenGetWidth(), screenGetHeight(),
|
||||
colorWhite(),
|
||||
u0, v0,
|
||||
u1, v1
|
||||
)
|
||||
end
|
||||
|
||||
function borderDraw(x, y, innerWidth, innerHeight)
|
||||
-- Top Left
|
||||
local uv = tilesetPositionGetUV(tilesetBorder, 0, 0)
|
||||
spriteBatchPush(textureBorder,
|
||||
x - tilesetBorder.tileWidth, y - tilesetBorder.tileWidth,
|
||||
x, y,
|
||||
colorWhite(),
|
||||
uv.u0, uv.v0,
|
||||
uv.u1, uv.v1
|
||||
)
|
||||
|
||||
-- Top Right
|
||||
uv = tilesetPositionGetUV(tilesetBorder, 10, 0)
|
||||
spriteBatchPush(textureBorder,
|
||||
x + innerWidth, y - tilesetBorder.tileHeight,
|
||||
x + innerWidth + tilesetBorder.tileWidth, y,
|
||||
colorWhite(),
|
||||
uv.u0, uv.v0,
|
||||
uv.u1, uv.v1
|
||||
)
|
||||
|
||||
-- Bottom Left
|
||||
uv = tilesetPositionGetUV(tilesetBorder, 0, 10)
|
||||
spriteBatchPush(textureBorder,
|
||||
x - tilesetBorder.tileWidth, y + innerHeight,
|
||||
x, y + innerHeight + tilesetBorder.tileHeight,
|
||||
colorWhite(),
|
||||
uv.u0, uv.v0,
|
||||
uv.u1, uv.v1
|
||||
)
|
||||
|
||||
-- Bottom Right
|
||||
uv = tilesetPositionGetUV(tilesetBorder, 10, 10)
|
||||
spriteBatchPush(textureBorder,
|
||||
x + innerWidth, y + innerHeight,
|
||||
x + innerWidth + tilesetBorder.tileWidth, y + innerHeight + tilesetBorder.tileHeight,
|
||||
colorWhite(),
|
||||
uv.u0, uv.v0,
|
||||
uv.u1, uv.v1
|
||||
)
|
||||
|
||||
-- Top
|
||||
uv = tilesetPositionGetUV(tilesetBorder, 1, 0)
|
||||
spriteBatchPush(textureBorder,
|
||||
x, y - tilesetBorder.tileHeight,
|
||||
x + innerWidth, y,
|
||||
colorWhite(),
|
||||
uv.u0, uv.v0,
|
||||
uv.u1, uv.v1
|
||||
)
|
||||
|
||||
-- Bottom
|
||||
uv = tilesetPositionGetUV(tilesetBorder, 1, 10)
|
||||
spriteBatchPush(textureBorder,
|
||||
x, y + innerHeight,
|
||||
x + innerWidth, y + innerHeight + tilesetBorder.tileHeight,
|
||||
colorWhite(),
|
||||
uv.u0, uv.v0,
|
||||
uv.u1, uv.v1
|
||||
)
|
||||
|
||||
-- Left
|
||||
uv = tilesetPositionGetUV(tilesetBorder, 0, 1)
|
||||
spriteBatchPush(textureBorder,
|
||||
x - tilesetBorder.tileWidth, y,
|
||||
x, y + innerHeight,
|
||||
colorWhite(),
|
||||
uv.u0, uv.v0,
|
||||
uv.u1, uv.v1
|
||||
)
|
||||
|
||||
-- Right
|
||||
uv = tilesetPositionGetUV(tilesetBorder, 10, 1)
|
||||
spriteBatchPush(textureBorder,
|
||||
x + innerWidth, y,
|
||||
x + innerWidth + tilesetBorder.tileWidth, y + innerHeight,
|
||||
colorWhite(),
|
||||
uv.u0, uv.v0,
|
||||
uv.u1, uv.v1
|
||||
)
|
||||
end
|
||||
|
||||
x = 0
|
||||
y = 0
|
||||
|
||||
function sceneDispose()
|
||||
end
|
||||
|
||||
function sceneUpdate()
|
||||
x = x + inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT)
|
||||
y = y + inputAxis(INPUT_ACTION_UP, INPUT_ACTION_DOWN)
|
||||
end
|
||||
|
||||
|
||||
function sceneRender()
|
||||
-- Update camera
|
||||
cameraPushMatrix(camera)
|
||||
camera.bottom = screenGetHeight()
|
||||
camera.right = screenGetWidth()
|
||||
|
||||
spriteBatchPush(
|
||||
nil,
|
||||
x, y, x + 32, y + 32,
|
||||
colorBlue()
|
||||
)
|
||||
|
||||
-- Update mouse position
|
||||
-- if INPUT_POINTER then
|
||||
-- mouseX = inputGetValue(INPUT_ACTION_POINTERX) * screenGetWidth()
|
||||
-- mouseY = inputGetValue(INPUT_ACTION_POINTERY) * screenGetHeight()
|
||||
|
||||
-- -- Draw cursor
|
||||
-- spriteBatchPush(
|
||||
-- nil,
|
||||
-- mouseX - 2, mouseY - 2,
|
||||
-- mouseX + 2, mouseY + 2,
|
||||
-- colorRed(),
|
||||
-- 0, 0,
|
||||
-- 1, 1
|
||||
-- )
|
||||
-- end
|
||||
|
||||
|
||||
-- textDraw(10, 10, "Hello World")
|
||||
|
||||
-- centerX = math.floor(screenGetWidth() / 2)
|
||||
-- centerY = math.floor(screenGetHeight() / 2)
|
||||
|
||||
-- Draw elements
|
||||
-- backgroundDraw()
|
||||
-- borderDraw(
|
||||
-- centerX - (boardWidth / 2), centerY - (boardHeight / 2),
|
||||
-- boardWidth, boardHeight
|
||||
-- )
|
||||
|
||||
-- i = 0
|
||||
-- -- Foreach cell
|
||||
-- local offX = centerX - (boardWidth / 2)
|
||||
-- local offY = centerY - (boardHeight / 2)
|
||||
-- for y = 0, sweeperRows - 1 do
|
||||
-- for x = 0, sweepwerCols - 1 do
|
||||
-- i = y * sweepwerCols + x
|
||||
|
||||
-- -- Hovered
|
||||
-- if
|
||||
-- cells[i] == CELL_STATE_DEFAULT and
|
||||
-- mouseX >= x * tilesetCell.tileWidth + offX and mouseX < (x + 1) * tilesetCell.tileWidth + offX and
|
||||
-- mouseY >= y * tilesetCell.tileHeight + offY and mouseY < (y + 1) * tilesetCell.tileHeight + offY
|
||||
-- then
|
||||
-- cells[i] = CELL_STATE_HOVER
|
||||
-- else
|
||||
-- cells[i] = CELL_STATE_DEFAULT
|
||||
-- end
|
||||
|
||||
-- cellDraw(
|
||||
-- x * tilesetCell.tileWidth + offX,
|
||||
-- y * tilesetCell.tileHeight + offY,
|
||||
-- cells[i]
|
||||
-- )
|
||||
-- end
|
||||
-- end
|
||||
spriteBatchFlush()
|
||||
|
||||
cameraPopMatrix()
|
||||
end
|
||||
@@ -1,42 +0,0 @@
|
||||
// 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;
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
Before Width: | Height: | Size: 1.2 KiB |
@@ -1,6 +0,0 @@
|
||||
module = {
|
||||
render() {
|
||||
Text.draw(0, 0, "Hello World");
|
||||
SpriteBatch.flush();
|
||||
}
|
||||
};
|
||||
@@ -1,31 +0,0 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
include(FetchContent)
|
||||
FetchContent_Declare(
|
||||
stb
|
||||
GIT_REPOSITORY https://github.com/nothings/stb.git
|
||||
)
|
||||
|
||||
# Fetch stb if not already done
|
||||
FetchContent_MakeAvailable(stb)
|
||||
|
||||
# Find the stb_image.h header
|
||||
set(STB_INCLUDE_DIR "${stb_SOURCE_DIR}")
|
||||
set(STB_IMAGE_HEADER "${stb_SOURCE_DIR}/stb_image.h")
|
||||
|
||||
if(EXISTS "${STB_IMAGE_HEADER}")
|
||||
add_library(stb_image INTERFACE)
|
||||
target_include_directories(stb_image INTERFACE "${STB_INCLUDE_DIR}")
|
||||
set(STB_IMAGE_FOUND TRUE)
|
||||
else()
|
||||
set(STB_IMAGE_FOUND FALSE)
|
||||
endif()
|
||||
|
||||
# Standard CMake variables
|
||||
set(STB_IMAGE_INCLUDE_DIRS "${STB_INCLUDE_DIR}")
|
||||
set(STB_IMAGE_LIBRARIES stb_image)
|
||||
|
||||
mark_as_advanced(STB_IMAGE_INCLUDE_DIRS STB_IMAGE_LIBRARIES STB_IMAGE_FOUND)
|
||||
@@ -1,18 +0,0 @@
|
||||
include(FetchContent)
|
||||
|
||||
if(NOT TARGET yyjson)
|
||||
FetchContent_Declare(
|
||||
yyjson
|
||||
GIT_REPOSITORY https://github.com/ibireme/yyjson.git
|
||||
GIT_TAG 0.12.0
|
||||
)
|
||||
FetchContent_MakeAvailable(yyjson)
|
||||
endif()
|
||||
|
||||
# Provide an imported target if not already available
|
||||
if(NOT TARGET yyjson::yyjson)
|
||||
add_library(yyjson::yyjson ALIAS yyjson)
|
||||
endif()
|
||||
|
||||
# Mark yyjson as found for find_package compatibility
|
||||
set(yyjson_FOUND TRUE)
|
||||
+33
-45
@@ -1,69 +1,57 @@
|
||||
# Build type: DOL (SD/USB via libfat) or ISO (DVD disc via libogc DVD driver)
|
||||
set(DUSK_DOLPHIN_BUILD_TYPE "DOL" CACHE STRING "Dolphin asset source: DOL (SD/USB) or ISO (DVD disc)")
|
||||
set_property(CACHE DUSK_DOLPHIN_BUILD_TYPE PROPERTY STRINGS "DOL" "ISO")
|
||||
|
||||
# Numeric tokens so #if DUSK_DOLPHIN_BUILD_TYPE == DOL works in C.
|
||||
# DUSK_DOLPHIN_BUILD_TYPE is passed without quotes so it expands to the identifier.
|
||||
# Target definitions
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_DOLPHIN
|
||||
DUSK_INPUT_GAMEPAD
|
||||
DUSK_DISPLAY_WIDTH=640
|
||||
DUSK_DISPLAY_HEIGHT=480
|
||||
DUSK_THREAD_PTHREAD
|
||||
DOL=1
|
||||
ISO=2
|
||||
DUSK_DOLPHIN_BUILD_TYPE=${DUSK_DOLPHIN_BUILD_TYPE}
|
||||
)
|
||||
|
||||
# Custom compiler flags
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fno-rtti -fno-exceptions")
|
||||
|
||||
# Need PkgConfig
|
||||
find_package(PkgConfig REQUIRED)
|
||||
pkg_check_modules(zip IMPORTED_TARGET libzip)
|
||||
|
||||
# Disable all warnings
|
||||
target_compile_options(${DUSK_LIBRARY_TARGET_NAME} PRIVATE -w)
|
||||
|
||||
# cglm: fetched at source level via Findcglm.cmake (FetchContent, headers only)
|
||||
# Custom flags for cglm
|
||||
set(CGLM_SHARED OFF CACHE BOOL "Build cglm shared" FORCE)
|
||||
set(CGLM_STATIC ON CACHE BOOL "Build cglm static" FORCE)
|
||||
find_package(cglm REQUIRED)
|
||||
|
||||
# Pre-create ZLIB::ZLIB so any downstream cmake module that resolves it
|
||||
# (FindZLIB, pkg-config IMPORTED_TARGET Requires processing) gets plain -lz
|
||||
# rather than an unresolvable IMPORTED target that the PPC linker rejects.
|
||||
if(NOT TARGET ZLIB::ZLIB)
|
||||
add_library(ZLIB::ZLIB INTERFACE IMPORTED GLOBAL)
|
||||
set_target_properties(ZLIB::ZLIB PROPERTIES INTERFACE_LINK_LIBRARIES "z")
|
||||
endif()
|
||||
# Compile lua
|
||||
include(FetchContent)
|
||||
FetchContent_Declare(
|
||||
liblua
|
||||
URL https://www.lua.org/ftp/lua-5.5.0.tar.gz
|
||||
)
|
||||
FetchContent_MakeAvailable(liblua)
|
||||
set(LUA_SRC_DIR "${liblua_SOURCE_DIR}/src")
|
||||
set(LUA_C_FILES
|
||||
lapi.c lauxlib.c lbaselib.c lcode.c lcorolib.c lctype.c ldblib.c ldebug.c
|
||||
ldo.c ldump.c lfunc.c lgc.c linit.c liolib.c llex.c lmathlib.c lmem.c
|
||||
loadlib.c lobject.c lopcodes.c loslib.c lparser.c lstate.c lstring.c
|
||||
lstrlib.c ltable.c ltablib.c ltm.c lundump.c lutf8lib.c lvm.c lzio.c
|
||||
)
|
||||
list(TRANSFORM LUA_C_FILES PREPEND "${LUA_SRC_DIR}/")
|
||||
add_library(liblua STATIC ${LUA_C_FILES})
|
||||
target_include_directories(liblua PUBLIC "${LUA_SRC_DIR}")
|
||||
target_compile_definitions(liblua PRIVATE LUA_USE_C89)
|
||||
add_library(lua::lua ALIAS liblua)
|
||||
set(Lua_FOUND TRUE CACHE BOOL "Lua found" FORCE)
|
||||
|
||||
# Mark libzip as found so src/dusk/CMakeLists.txt skips Findlibzip.cmake.
|
||||
# Findlibzip.cmake calls find_package(ZLIB) which can recreate a broken
|
||||
# ZLIB::ZLIB IMPORTED target, bypassing the shim above.
|
||||
set(libzip_FOUND TRUE CACHE BOOL "libzip found (devkitpro portlibs)" FORCE)
|
||||
|
||||
# Locate zip.h in the devkitpro sysroot (respects CMAKE_FIND_ROOT_PATH).
|
||||
find_path(_dusk_zip_inc NAMES zip.h)
|
||||
if(_dusk_zip_inc)
|
||||
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PRIVATE "${_dusk_zip_inc}")
|
||||
endif()
|
||||
|
||||
# Link libraries.
|
||||
# zip/z/lzma use target_link_options (raw flags) to bypass cmake target
|
||||
# resolution — pkg-config-generated targets for these carry ZLIB::ZLIB in
|
||||
# INTERFACE_LINK_LIBRARIES which breaks the PPC link step.
|
||||
# Link libraries
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
|
||||
cglm
|
||||
liblua
|
||||
m
|
||||
zip
|
||||
bz2
|
||||
zstd
|
||||
z
|
||||
lzma
|
||||
fat
|
||||
PkgConfig::zip
|
||||
)
|
||||
|
||||
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC DUSK_DOLPHIN_BUILD_ISO)
|
||||
else()
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE fat)
|
||||
endif()
|
||||
|
||||
# Postbuild: ELF -> DOL
|
||||
# Postbuild
|
||||
set(DUSK_BINARY_TARGET_NAME_DOL "${DUSK_BUILD_DIR}/Dusk.dol")
|
||||
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
|
||||
COMMAND elf2dol
|
||||
|
||||
@@ -3,22 +3,3 @@ include(cmake/targets/dolphin.cmake)
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_GAMECUBE
|
||||
)
|
||||
|
||||
# Link libraries
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
|
||||
# bba
|
||||
)
|
||||
|
||||
# ISO post-build: produce NTSC-J, NTSC-U and PAL disc images
|
||||
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
|
||||
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
|
||||
COMMAND ${Python3_EXECUTABLE}
|
||||
"${CMAKE_SOURCE_DIR}/tools/makedolphiniso.py"
|
||||
"GCN"
|
||||
"${DUSK_BINARY_TARGET_NAME_DOL}"
|
||||
"${DUSK_ASSETS_ZIP}"
|
||||
"${DUSK_GAME_NAME}"
|
||||
"${DUSK_BUILD_DIR}"
|
||||
COMMENT "Building GameCube ISO images (NTSC-J, NTSC-U, PAL)"
|
||||
)
|
||||
endif()
|
||||
|
||||
@@ -1,46 +0,0 @@
|
||||
# Find link platform-specific libraries
|
||||
set(OpenGL_GL_PREFERENCE LEGACY)
|
||||
find_package(SDL2 REQUIRED)
|
||||
find_library(EGL_LIB EGL REQUIRED)
|
||||
find_library(GL_LIB GL REQUIRED)
|
||||
find_package(OpenGL REQUIRED)
|
||||
|
||||
# Setup endianess at compile time to optimize.
|
||||
include(TestBigEndian)
|
||||
test_big_endian(IS_BIG_ENDIAN)
|
||||
if(IS_BIG_ENDIAN)
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_PLATFORM_ENDIAN_BIG
|
||||
)
|
||||
else()
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_PLATFORM_ENDIAN_LITTLE
|
||||
)
|
||||
endif()
|
||||
|
||||
# Link required libraries.
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
|
||||
SDL2
|
||||
pthread
|
||||
OpenGL::GLES2
|
||||
${GL_LIB}
|
||||
${EGL_LIB}
|
||||
m
|
||||
)
|
||||
|
||||
# Define platform-specific macros.
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_SDL2
|
||||
DUSK_OPENGL
|
||||
DUSK_OPENGL_ES
|
||||
DUSK_LINUX
|
||||
DUSK_KNULLI
|
||||
DUSK_DISPLAY_SIZE_DYNAMIC
|
||||
DUSK_DISPLAY_WIDTH_DEFAULT=640
|
||||
DUSK_DISPLAY_HEIGHT_DEFAULT=480
|
||||
DUSK_DISPLAY_SCREEN_HEIGHT=240
|
||||
DUSK_INPUT_KEYBOARD
|
||||
DUSK_INPUT_POINTER
|
||||
DUSK_INPUT_GAMEPAD
|
||||
DUSK_TIME_DYNAMIC
|
||||
)
|
||||
@@ -1,7 +1,6 @@
|
||||
# Find link platform-specific libraries
|
||||
find_package(SDL2 REQUIRED)
|
||||
find_package(OpenGL REQUIRED)
|
||||
# find_package(CURL REQUIRED)
|
||||
|
||||
# Setup endianess at compile time to optimize.
|
||||
include(TestBigEndian)
|
||||
@@ -23,17 +22,12 @@ target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
OpenGL::GL
|
||||
GL
|
||||
m
|
||||
# CURL::libcurl
|
||||
)
|
||||
|
||||
set(DUSK_BACKTRACE ON CACHE BOOL "Enable backtrace support for assert failures.")
|
||||
|
||||
# Define platform-specific macros.
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_SDL2
|
||||
DUSK_OPENGL
|
||||
DUSK_CONSOLE_POSIX
|
||||
# DUSK_OPENGL_LEGACY
|
||||
DUSK_LINUX
|
||||
DUSK_DISPLAY_SIZE_DYNAMIC
|
||||
DUSK_DISPLAY_WIDTH_DEFAULT=640
|
||||
@@ -43,6 +37,4 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_INPUT_POINTER
|
||||
DUSK_INPUT_GAMEPAD
|
||||
DUSK_TIME_DYNAMIC
|
||||
DUSK_NETWORK_IPV6
|
||||
DUSK_THREAD_PTHREAD
|
||||
)
|
||||
+3
-20
@@ -1,16 +1,6 @@
|
||||
set(CMAKE_AR "$ENV{PSPDEV}/bin/psp-ar" CACHE FILEPATH "" FORCE)
|
||||
set(CMAKE_RANLIB "$ENV{PSPDEV}/bin/psp-ranlib" CACHE FILEPATH "" FORCE)
|
||||
set(CMAKE_C_COMPILER_AR "$ENV{PSPDEV}/bin/psp-ar" CACHE FILEPATH "" FORCE)
|
||||
set(CMAKE_C_COMPILER_RANLIB "$ENV{PSPDEV}/bin/psp-ranlib" CACHE FILEPATH "" FORCE)
|
||||
set(CMAKE_C_ARCHIVE_CREATE "$ENV{PSPDEV}/bin/psp-ar qc <TARGET> <LINK_FLAGS> <OBJECTS>")
|
||||
set(CMAKE_C_ARCHIVE_APPEND "$ENV{PSPDEV}/bin/psp-ar q <TARGET> <LINK_FLAGS> <OBJECTS>")
|
||||
set(CMAKE_C_ARCHIVE_FINISH "$ENV{PSPDEV}/bin/psp-ranlib <TARGET>")
|
||||
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION OFF CACHE BOOL "" FORCE)
|
||||
set(CMAKE_INTERPROCEDURAL_OPTIMIZATION_C OFF CACHE BOOL "" FORCE)
|
||||
|
||||
find_package(SDL2 REQUIRED)
|
||||
find_package(OpenGL REQUIRED)
|
||||
target_link_libraries(${DUSK_BINARY_TARGET_NAME} PUBLIC
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
${SDL2_LIBRARIES}
|
||||
SDL2
|
||||
pthread
|
||||
@@ -34,27 +24,20 @@ target_link_libraries(${DUSK_BINARY_TARGET_NAME} PUBLIC
|
||||
pspvfpu
|
||||
pspvram
|
||||
psphprm
|
||||
pspnet
|
||||
pspnet_inet
|
||||
pspnet_apctl
|
||||
psphttp
|
||||
pspssl
|
||||
)
|
||||
|
||||
target_include_directories(${DUSK_BINARY_TARGET_NAME} PRIVATE
|
||||
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
|
||||
${SDL2_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_SDL2
|
||||
DUSK_OPENGL
|
||||
DUSK_PSP
|
||||
DUSK_INPUT_GAMEPAD
|
||||
DUSK_PLATFORM_ENDIAN_LITTLE
|
||||
DUSK_OPENGL_LEGACY
|
||||
DUSK_DISPLAY_WIDTH=480
|
||||
DUSK_DISPLAY_HEIGHT=272
|
||||
DUSK_THREAD_PTHREAD
|
||||
)
|
||||
|
||||
# Postbuild, create .pbp file for PSP.
|
||||
|
||||
@@ -1,88 +0,0 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
if(NOT DEFINED ENV{VITASDK})
|
||||
message(FATAL_ERROR "VITASDK environment variable is not set.")
|
||||
endif()
|
||||
|
||||
include("$ENV{VITASDK}/share/vita.cmake" REQUIRED)
|
||||
|
||||
set(VITA_APP_NAME "Dusk")
|
||||
set(VITA_TITLEID "DUSK00001")
|
||||
set(VITA_VERSION "01.00")
|
||||
|
||||
find_package(SDL2 REQUIRED)
|
||||
|
||||
# Custom flags for cglm
|
||||
set(CGLM_SHARED OFF CACHE BOOL "Build cglm shared" FORCE)
|
||||
set(CGLM_STATIC ON CACHE BOOL "Build cglm static" FORCE)
|
||||
find_package(cglm REQUIRED)
|
||||
|
||||
# Link libraries
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
${SDL2_LIBRARIES}
|
||||
cglm
|
||||
SDL2
|
||||
SDL2main
|
||||
zip
|
||||
bz2
|
||||
z
|
||||
zstd
|
||||
crypto
|
||||
lzma
|
||||
m
|
||||
pthread
|
||||
stdc++
|
||||
vitaGL
|
||||
mathneon
|
||||
vitashark
|
||||
kubridge_stub
|
||||
SceAppMgr_stub
|
||||
SceAudio_stub
|
||||
SceCtrl_stub
|
||||
SceCommonDialog_stub
|
||||
SceDisplay_stub
|
||||
SceKernelDmacMgr_stub
|
||||
SceGxm_stub
|
||||
SceShaccCg_stub
|
||||
SceSysmodule_stub
|
||||
ScePower_stub
|
||||
SceTouch_stub
|
||||
SceVshBridge_stub
|
||||
SceIofilemgr_stub
|
||||
SceShaccCgExt
|
||||
libtaihen_stub.a
|
||||
|
||||
|
||||
# SceKernel_stub
|
||||
SceAppUtil_stub
|
||||
SceHid_stub
|
||||
SceRtc_stub
|
||||
)
|
||||
|
||||
target_include_directories(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
|
||||
${SDL2_INCLUDE_DIRS}
|
||||
)
|
||||
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_SDL2
|
||||
DUSK_OPENGL
|
||||
DUSK_VITA
|
||||
DUSK_INPUT_GAMEPAD
|
||||
DUSK_PLATFORM_ENDIAN_LITTLE
|
||||
DUSK_OPENGL_LEGACY
|
||||
DUSK_DISPLAY_WIDTH=960
|
||||
DUSK_DISPLAY_HEIGHT=544
|
||||
)
|
||||
|
||||
# Post-build: create SELF from the ELF binary (UNSAFE = homebrew, no signing)
|
||||
vita_create_self(${DUSK_BINARY_TARGET_NAME}.self ${DUSK_BINARY_TARGET_NAME} UNSAFE)
|
||||
|
||||
# Post-build: package SELF + assets into a .vpk installable on the Vita
|
||||
vita_create_vpk(${DUSK_BINARY_TARGET_NAME}.vpk ${VITA_TITLEID} ${DUSK_BINARY_TARGET_NAME}.self
|
||||
VERSION ${VITA_VERSION}
|
||||
NAME ${VITA_APP_NAME}
|
||||
FILE ${DUSK_ASSETS_ZIP} dusk.dsk
|
||||
)
|
||||
@@ -3,25 +3,3 @@ include(cmake/targets/dolphin.cmake)
|
||||
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
|
||||
DUSK_WII
|
||||
)
|
||||
|
||||
# Generate Homebrew Channel meta.xml from project identity variables
|
||||
string(TIMESTAMP DUSK_BUILD_DATE "%Y%m%d000000" UTC)
|
||||
configure_file(
|
||||
"${CMAKE_SOURCE_DIR}/docker/dolphin/meta.xml.in"
|
||||
"${DUSK_BUILD_DIR}/meta.xml"
|
||||
@ONLY
|
||||
)
|
||||
|
||||
# ISO post-build: produce NTSC-J, NTSC-U and PAL disc images
|
||||
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
|
||||
add_custom_command(TARGET ${DUSK_BINARY_TARGET_NAME} POST_BUILD
|
||||
COMMAND ${Python3_EXECUTABLE}
|
||||
"${CMAKE_SOURCE_DIR}/tools/makedolphiniso.py"
|
||||
"WII"
|
||||
"${DUSK_BINARY_TARGET_NAME_DOL}"
|
||||
"${DUSK_ASSETS_ZIP}"
|
||||
"${DUSK_GAME_NAME}"
|
||||
"${DUSK_BUILD_DIR}"
|
||||
COMMENT "Building Wii ISO images (NTSC-J, NTSC-U, PAL)"
|
||||
)
|
||||
endif()
|
||||
|
||||
@@ -1,29 +0,0 @@
|
||||
set(CMAKE_SYSTEM_NAME Linux)
|
||||
set(CMAKE_SYSTEM_PROCESSOR aarch64)
|
||||
|
||||
set(CMAKE_C_COMPILER aarch64-linux-gnu-gcc)
|
||||
set(CMAKE_CXX_COMPILER aarch64-linux-gnu-g++)
|
||||
set(CMAKE_ASM_COMPILER aarch64-linux-gnu-gcc)
|
||||
|
||||
set(CMAKE_SYSROOT /)
|
||||
set(CMAKE_C_COMPILER_TARGET aarch64-linux-gnu)
|
||||
set(CMAKE_CXX_COMPILER_TARGET aarch64-linux-gnu)
|
||||
|
||||
set(CMAKE_FIND_ROOT_PATH
|
||||
/usr/aarch64-linux-gnu
|
||||
/usr/lib/aarch64-linux-gnu
|
||||
/usr/include/aarch64-linux-gnu
|
||||
)
|
||||
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY)
|
||||
|
||||
set(ENV{PKG_CONFIG_LIBDIR} "/usr/lib/aarch64-linux-gnu/pkgconfig:/usr/share/pkgconfig")
|
||||
set(ENV{PKG_CONFIG_PATH} "/usr/lib/aarch64-linux-gnu/pkgconfig")
|
||||
|
||||
set(CMAKE_PREFIX_PATH "/usr/aarch64-linux-gnu;/usr/lib/aarch64-linux-gnu")
|
||||
|
||||
# Optional: helps some Find modules
|
||||
set(SDL2_DIR "/usr/lib/aarch64-linux-gnu/cmake/SDL2" CACHE PATH "")
|
||||
@@ -0,0 +1,16 @@
|
||||
set(CMAKE_SYSTEM_NAME Linux)
|
||||
set(CMAKE_SYSTEM_PROCESSOR aarch64)
|
||||
|
||||
set(CMAKE_C_COMPILER aarch64-buildroot-linux-gnu-gcc)
|
||||
set(CMAKE_CXX_COMPILER aarch64-buildroot-linux-gnu-g++)
|
||||
|
||||
set(CMAKE_SYSROOT /opt/aarch64-buildroot-linux-gnu_sdk-buildroot/aarch64-buildroot-linux-gnu/sysroot)
|
||||
set(CMAKE_FIND_ROOT_PATH ${CMAKE_SYSROOT})
|
||||
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_PROGRAM NEVER)
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_LIBRARY ONLY)
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_INCLUDE ONLY)
|
||||
set(CMAKE_FIND_ROOT_PATH_MODE_PACKAGE ONLY)
|
||||
|
||||
set(ENV{PKG_CONFIG_SYSROOT_DIR} ${CMAKE_SYSROOT})
|
||||
set(ENV{PKG_CONFIG_LIBDIR} "${CMAKE_SYSROOT}/usr/lib/pkgconfig:${CMAKE_SYSROOT}/usr/share/pkgconfig")
|
||||
@@ -1,7 +1,6 @@
|
||||
FROM ghcr.io/extremscorner/libogc2
|
||||
FROM devkitpro/devkitppc
|
||||
WORKDIR /workdir
|
||||
RUN apt update && \
|
||||
dkp-pacman -Syu --noconfirm && \
|
||||
apt install -y python3 python3-pip python3-polib python3-pil python3-dotenv python3-pyqt5 python3-opengl xorriso && \
|
||||
dkp-pacman -S --needed --noconfirm gamecube-sdl2 ppc-liblzma ppc-libzip libogc2 gamecube-tools ppc-libmad ppc-zlib-ng ppc-liblzma ppc-bzip2 ppc-zstd
|
||||
apt install -y python3 python3-pip python3-polib python3-pil python3-dotenv python3-pyqt5 python3-opengl && \
|
||||
dkp-pacman -S --needed --noconfirm gamecube-sdl2 ppc-liblzma ppc-libzip
|
||||
VOLUME ["/workdir"]
|
||||
@@ -0,0 +1,10 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<app version="1">
|
||||
<name>Dusk</name>
|
||||
<version>1.00</version>
|
||||
<release_date></release_date>
|
||||
<coder>YouWish</coder>
|
||||
<short_description>Dusk game</short_description>
|
||||
<long_description>No description yet.</long_description>
|
||||
<ahb_access/>
|
||||
</app>
|
||||
@@ -1,10 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
|
||||
<app version="1">
|
||||
<name>@DUSK_GAME_NAME@</name>
|
||||
<version>@PROJECT_VERSION@</version>
|
||||
<release_date>@DUSK_BUILD_DATE@</release_date>
|
||||
<coder>@DUSK_GAME_AUTHOR@</coder>
|
||||
<short_description>@DUSK_GAME_SHORT_DESCRIPTION@</short_description>
|
||||
<long_description>@DUSK_GAME_LONG_DESCRIPTION@</long_description>
|
||||
<ahb_access/>
|
||||
</app>
|
||||
+38
-33
@@ -1,35 +1,40 @@
|
||||
FROM debian:trixie
|
||||
FROM debian:bookworm-slim
|
||||
ENV DEBIAN_FRONTEND=noninteractive
|
||||
WORKDIR /workdir
|
||||
RUN dpkg --add-architecture arm64 && \
|
||||
apt-get update && \
|
||||
apt-get install -y --no-install-recommends \
|
||||
crossbuild-essential-arm64 \
|
||||
ca-certificates \
|
||||
pkg-config \
|
||||
cmake \
|
||||
make \
|
||||
ninja-build \
|
||||
git \
|
||||
file \
|
||||
python3 \
|
||||
python3-pip \
|
||||
python3-polib \
|
||||
python3-pil \
|
||||
python3-dotenv \
|
||||
python3-pyqt5 \
|
||||
python3-opengl \
|
||||
liblua5.4-dev:arm64 \
|
||||
xz-utils:arm64 \
|
||||
libbz2-dev:arm64 \
|
||||
zlib1g-dev:arm64 \
|
||||
libzip-dev:arm64 \
|
||||
libssl-dev:arm64 \
|
||||
libsdl2-dev:arm64 \
|
||||
liblzma-dev:arm64 \
|
||||
libopengl0:arm64 \
|
||||
libgl1:arm64 \
|
||||
libegl1:arm64 \
|
||||
libgles2:arm64 \
|
||||
libgl1-mesa-dev:arm64 && \
|
||||
rm -rf /var/lib/apt/lists/*
|
||||
RUN ln -snf /usr/share/zoneinfo/$TZ /etc/localtime && echo $TZ > /etc/timezone
|
||||
RUN apt-get -y update && apt-get -y install \
|
||||
python3-dotenv \
|
||||
bc \
|
||||
bison \
|
||||
build-essential \
|
||||
bzip2 \
|
||||
bzr \
|
||||
cmake \
|
||||
cmake-curses-gui \
|
||||
cpio \
|
||||
device-tree-compiler \
|
||||
flex \
|
||||
git \
|
||||
imagemagick \
|
||||
libncurses5-dev \
|
||||
locales \
|
||||
make \
|
||||
nano \
|
||||
p7zip-full \
|
||||
rsync \
|
||||
sharutils \
|
||||
scons \
|
||||
tree \
|
||||
unzip \
|
||||
vim \
|
||||
wget \
|
||||
zip \
|
||||
python3 \
|
||||
python3-pip \
|
||||
python3-polib \
|
||||
python3-pil \
|
||||
gcc-aarch64-linux-gnu \
|
||||
g++-aarch64-linux-gnu \
|
||||
&& apt clean
|
||||
VOLUME ["/workdir"]
|
||||
CMD ["/bin/bash"]
|
||||
@@ -14,8 +14,8 @@ RUN apt-get install -y \
|
||||
python3-dotenv \
|
||||
python3-pyqt5 \
|
||||
python3-opengl \
|
||||
liblua5.3-dev \
|
||||
xz-utils \
|
||||
liblzma-dev \
|
||||
libbz2-dev \
|
||||
zlib1g-dev \
|
||||
libzip-dev \
|
||||
|
||||
@@ -1,13 +0,0 @@
|
||||
FROM vitasdk/vitasdk:latest
|
||||
WORKDIR /workdir
|
||||
|
||||
# Install vitaGL and its dependencies (vitashark, SceShaccCg) via vdpm
|
||||
RUN which vdpm
|
||||
|
||||
# Install Python (needed for Dusk code generation tools)
|
||||
RUN apk add --no-cache \
|
||||
python3 \
|
||||
py3-pip \
|
||||
py3-dotenv
|
||||
|
||||
VOLUME ["/workdir"]
|
||||
@@ -1,3 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-gamecube.sh"
|
||||
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-gamecube.sh"
|
||||
@@ -1,3 +0,0 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-gamecube-iso.sh"
|
||||
@@ -1,13 +0,0 @@
|
||||
#!/bin/bash
|
||||
if [ -z "$DEVKITPRO" ]; then
|
||||
echo "DEVKITPRO environment variable is not set. Please set it to the path of your DEVKITPRO installation."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
mkdir -p build-gamecube-iso
|
||||
cmake -S. -Bbuild-gamecube-iso \
|
||||
-DDUSK_TARGET_SYSTEM=gamecube \
|
||||
-DDUSK_DOLPHIN_BUILD_TYPE=ISO \
|
||||
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake"
|
||||
cd build-gamecube-iso
|
||||
make -j$(nproc) VERBOSE=1
|
||||
@@ -5,10 +5,6 @@ if [ -z "$DEVKITPRO" ]; then
|
||||
fi
|
||||
|
||||
mkdir -p build-gamecube
|
||||
cmake -S. -Bbuild-gamecube \
|
||||
-DDUSK_TARGET_SYSTEM=gamecube \
|
||||
-DDUSK_DOLPHIN_BUILD_TYPE=DOL \
|
||||
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake" \
|
||||
-DDKP_OGC_PLATFORM_LIBRARY=libogc2
|
||||
cmake -S. -Bbuild-gamecube -DDUSK_TARGET_SYSTEM=gamecube -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/GameCube.cmake"
|
||||
cd build-gamecube
|
||||
make -j$(nproc) VERBOSE=1
|
||||
@@ -1,3 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-knulli -f docker/knulli/Dockerfile .
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-knulli /bin/bash -c "./scripts/build-knulli.sh"
|
||||
docker build --no-cache -t dusk-knulli -f docker/knulli/Dockerfile .
|
||||
docker run --rm -v $(pwd):/workdir dusk-knulli /bin/bash -c "./scripts/build-knulli.sh"
|
||||
+13
-22
@@ -1,24 +1,15 @@
|
||||
#!/bin/bash
|
||||
cmake -S . -B build-knulli -G Ninja \
|
||||
-DDUSK_BUILD_TESTS=ON \
|
||||
-DDUSK_TARGET_SYSTEM=knulli \
|
||||
-DCMAKE_TOOLCHAIN_FILE=./cmake/toolchains/aarch64-linux-gnu.cmake \
|
||||
-DCMAKE_BUILD_TYPE=Release
|
||||
cmake --build build-knulli -- -j$(nproc)
|
||||
git clone --depth 1 --branch SDL2 https://github.com/libsdl-org/SDL.git /tmp/SDL2 && \
|
||||
cmake -S /tmp/SDL2 -B /tmp/SDL2/build \
|
||||
-DCMAKE_TOOLCHAIN_FILE=/workdir/toolchain-aarch64-buildroot.cmake \
|
||||
-DCMAKE_BUILD_TYPE=Release \
|
||||
-DCMAKE_INSTALL_PREFIX="$SYSROOT/usr" && \
|
||||
cmake --build /tmp/SDL2/build -j"$(nproc)" && \
|
||||
cmake --install /tmp/SDL2/build
|
||||
|
||||
# Copy necessary libs out
|
||||
mkdir -p ./build-knulli/dusk
|
||||
cp ./build-knulli/Dusk ./build-knulli/dusk/Dusk
|
||||
cp ./build-knulli/dusk.dsk ./build-knulli/dusk/dusk.dsk
|
||||
echo '#!/bin/bash' > build-knulli/dusk/Dusk.sh
|
||||
echo 'cd "$(dirname "$(readlink -f "$0")")"' >> build-knulli/dusk/Dusk.sh
|
||||
echo 'export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:$(dirname "$(readlink -f "$0")")' >> build-knulli/dusk/Dusk.sh
|
||||
echo 'export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib/gl4es' >> build-knulli/dusk/Dusk.sh
|
||||
echo 'export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/lib' >> build-knulli/dusk/Dusk.sh
|
||||
echo '$(dirname "$(readlink -f "$0")")/Dusk' >> build-knulli/dusk/Dusk.sh
|
||||
chmod +x build-knulli/dusk/Dusk.sh
|
||||
cp /usr/lib/aarch64-linux-gnu/liblua5.4.so.0 build-knulli/dusk/
|
||||
# cp /usr/lib/aarch64-linux-gnu/libSDL2-2.0.so.0 build-knulli/dusk/
|
||||
# cp /usr/lib/aarch64-linux-gnu/libGL.so.1 build-knulli/dusk/
|
||||
# cp /usr/lib/aarch64-linux-gnu/libEGL.so.1 build-knulli/dusk/
|
||||
# cp /usr/lib/aarch64-linux-gnu/libGLESv2.so.2 build-knulli/dusk/
|
||||
cmake -S . \
|
||||
-B build-knulli \
|
||||
-DDUSK_BUILD_TESTS=ON \
|
||||
-DDUSK_TARGET_SYSTEM=linux \
|
||||
-DCMAKE_TOOLCHAIN_FILE=cmake/toolchains/toolchain-aarch64-buildroot.cmake
|
||||
cmake --build build-knulli -- -j$(nproc)
|
||||
@@ -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 $(pwd):/workdir dusk-linux /bin/bash -c "./scripts/build-linux.sh"
|
||||
@@ -1,3 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-psp -f docker/psp/Dockerfile .
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-psp /bin/bash -c "./scripts/build-psp.sh"
|
||||
docker run --rm -v $(pwd):/workdir dusk-psp /bin/bash -c "./scripts/build-psp.sh"
|
||||
@@ -1,3 +0,0 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-vita -f docker/vita/Dockerfile .
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-vita /bin/bash -c "./scripts/build-vita.sh"
|
||||
@@ -1,13 +0,0 @@
|
||||
#!/bin/bash
|
||||
if [ -z "$VITASDK" ]; then
|
||||
echo "VITASDK environment variable is not set. Please set it to the path of your VitaSDK installation."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
mkdir -p build-vita
|
||||
cd build-vita
|
||||
cmake \
|
||||
-DCMAKE_TOOLCHAIN_FILE=$VITASDK/share/vita.toolchain.cmake \
|
||||
-DDUSK_TARGET_SYSTEM=vita \
|
||||
..
|
||||
make -j$(nproc)
|
||||
@@ -1,3 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-wii.sh"
|
||||
docker run --rm -v $(pwd):/workdir dusk-dolphin /bin/bash -c "./scripts/build-wii.sh"
|
||||
@@ -1,3 +0,0 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
|
||||
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-wii-iso.sh"
|
||||
@@ -1,13 +0,0 @@
|
||||
#!/bin/bash
|
||||
if [ -z "$DEVKITPRO" ]; then
|
||||
echo "DEVKITPRO environment variable is not set. Please set it to the path of your DEVKITPRO installation."
|
||||
exit 1
|
||||
fi
|
||||
|
||||
mkdir -p build-wii-iso
|
||||
cmake -S. -Bbuild-wii-iso \
|
||||
-DDUSK_TARGET_SYSTEM=wii \
|
||||
-DDUSK_DOLPHIN_BUILD_TYPE=ISO \
|
||||
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake"
|
||||
cd build-wii-iso
|
||||
make -j$(nproc) VERBOSE=1
|
||||
@@ -5,10 +5,6 @@ if [ -z "$DEVKITPRO" ]; then
|
||||
fi
|
||||
|
||||
mkdir -p build-wii
|
||||
cmake -S. -Bbuild-wii \
|
||||
-DDUSK_TARGET_SYSTEM=wii \
|
||||
-DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake" \
|
||||
-DDUSK_DOLPHIN_BUILD_TYPE=DOL
|
||||
cmake -S. -Bbuild-wii -DDUSK_TARGET_SYSTEM=wii -DCMAKE_TOOLCHAIN_FILE="$DEVKITPRO/cmake/Wii.cmake"
|
||||
cd build-wii
|
||||
make -j$(nproc) VERBOSE=1
|
||||
mv Dusk.dol boot.dol
|
||||
@@ -1,7 +1,3 @@
|
||||
#!/bin/bash
|
||||
docker build -t dusk-linux -f docker/linux/Dockerfile .
|
||||
docker run \
|
||||
--rm \
|
||||
-v "${GITHUB_WORKSPACE}:/workdir" \
|
||||
dusk-linux \
|
||||
/bin/bash -c "./scripts/test-linux.sh"
|
||||
docker run --rm -v $(pwd):/workdir dusk-linux /bin/bash -c "./scripts/test-linux.sh"
|
||||
@@ -1,6 +1,4 @@
|
||||
#!/bin/bash
|
||||
set -e
|
||||
rm -rf build-tests
|
||||
cmake -S . -B build-tests -DDUSK_BUILD_TESTS=ON -DDUSK_TARGET_SYSTEM=linux
|
||||
cmake --build build-tests -- -j$(nproc)
|
||||
ctest --output-on-failure --test-dir build-tests
|
||||
+2
-7
@@ -5,7 +5,7 @@
|
||||
|
||||
add_subdirectory(dusk)
|
||||
|
||||
if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
|
||||
if(DUSK_TARGET_SYSTEM STREQUAL "linux")
|
||||
add_subdirectory(dusklinux)
|
||||
add_subdirectory(dusksdl2)
|
||||
add_subdirectory(duskgl)
|
||||
@@ -15,12 +15,7 @@ elseif(DUSK_TARGET_SYSTEM STREQUAL "psp")
|
||||
add_subdirectory(dusksdl2)
|
||||
add_subdirectory(duskgl)
|
||||
|
||||
elseif(DUSK_TARGET_SYSTEM STREQUAL "vita")
|
||||
add_subdirectory(duskvita)
|
||||
add_subdirectory(dusksdl2)
|
||||
add_subdirectory(duskgl)
|
||||
|
||||
elseif(DUSK_TARGET_SYSTEM STREQUAL "wii" OR DUSK_TARGET_SYSTEM STREQUAL "gamecube")
|
||||
elseif(DUSK_TARGET_SYSTEM STREQUAL "gamecube" OR DUSK_TARGET_SYSTEM STREQUAL "wii")
|
||||
add_subdirectory(duskdolphin)
|
||||
|
||||
endif()
|
||||
+24
-32
@@ -14,29 +14,18 @@ if(NOT libzip_FOUND)
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC zip)
|
||||
endif()
|
||||
|
||||
if(NOT stb_image_FOUND)
|
||||
find_package(stb REQUIRED)
|
||||
if(STB_IMAGE_FOUND)
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC stb_image)
|
||||
else()
|
||||
message(FATAL_ERROR "stb_image not found. Please ensure stb is correctly fetched.")
|
||||
if(NOT Lua_FOUND)
|
||||
find_package(Lua REQUIRED)
|
||||
if(Lua_FOUND AND NOT TARGET Lua::Lua)
|
||||
add_library(Lua::Lua INTERFACE IMPORTED)
|
||||
set_target_properties(
|
||||
Lua::Lua
|
||||
PROPERTIES
|
||||
INTERFACE_INCLUDE_DIRECTORIES "${LUA_INCLUDE_DIR}"
|
||||
INTERFACE_LINK_LIBRARIES "${LUA_LIBRARIES}"
|
||||
)
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(NOT yyjson_FOUND)
|
||||
find_package(yyjson REQUIRED)
|
||||
if(yyjson_FOUND)
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC yyjson::yyjson)
|
||||
else()
|
||||
message(FATAL_ERROR "yyjson not found. Please ensure yyjson is correctly fetched.")
|
||||
endif()
|
||||
endif()
|
||||
|
||||
if(DUSK_BACKTRACE)
|
||||
target_link_options(${DUSK_LIBRARY_TARGET_NAME} PUBLIC -rdynamic)
|
||||
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
|
||||
DUSK_BACKTRACE
|
||||
)
|
||||
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC Lua::Lua)
|
||||
endif()
|
||||
|
||||
# Includes
|
||||
@@ -51,25 +40,28 @@ target_sources(${DUSK_BINARY_TARGET_NAME}
|
||||
main.c
|
||||
)
|
||||
|
||||
# Defs
|
||||
dusk_env_to_h(duskdefs.env duskdefs.h)
|
||||
|
||||
# Subdirs
|
||||
add_subdirectory(animation)
|
||||
add_subdirectory(event)
|
||||
add_subdirectory(assert)
|
||||
add_subdirectory(asset)
|
||||
add_subdirectory(cutscene)
|
||||
add_subdirectory(console)
|
||||
add_subdirectory(display)
|
||||
add_subdirectory(log)
|
||||
add_subdirectory(display)
|
||||
add_subdirectory(engine)
|
||||
add_subdirectory(error)
|
||||
add_subdirectory(event)
|
||||
add_subdirectory(input)
|
||||
add_subdirectory(item)
|
||||
add_subdirectory(locale)
|
||||
add_subdirectory(rpg)
|
||||
add_subdirectory(map)
|
||||
add_subdirectory(scene)
|
||||
add_subdirectory(system)
|
||||
add_subdirectory(script)
|
||||
add_subdirectory(story)
|
||||
add_subdirectory(time)
|
||||
add_subdirectory(ui)
|
||||
add_subdirectory(network)
|
||||
add_subdirectory(save)
|
||||
add_subdirectory(util)
|
||||
add_subdirectory(thread)
|
||||
|
||||
# if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "psp")
|
||||
# add_subdirectory(thread)
|
||||
# endif()
|
||||
@@ -1,10 +0,0 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
easing.c
|
||||
animation.c
|
||||
)
|
||||
@@ -1,59 +0,0 @@
|
||||
// Copyright (c) 2026 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "animation.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "util/fixed.h"
|
||||
|
||||
void animationInit(
|
||||
animation_t *anim,
|
||||
keyframe_t *keyframes,
|
||||
uint16_t keyframeCount
|
||||
) {
|
||||
assertNotNull(anim, "Animation pointer cannot be null.");
|
||||
assertNotNull(keyframes, "Keyframes pointer cannot be null.");
|
||||
assertTrue(keyframeCount > 0, "Keyframe count must be more than 0.");
|
||||
|
||||
anim->keyframes = keyframes;
|
||||
anim->keyframeCount = keyframeCount;
|
||||
}
|
||||
|
||||
fixed_t animationGetValue(animation_t *anim, const fixed_t time) {
|
||||
assertNotNull(anim, "Animation pointer cannot be null.");
|
||||
assertNotNull(anim->keyframes, "Keyframes pointer cannot be null.");
|
||||
assertTrue(anim->keyframeCount > 0, "Keyframe count invalid.");
|
||||
assertTrue(time >= 0, "Time must be non-negative.");
|
||||
|
||||
keyframe_t *start;
|
||||
keyframe_t *end;
|
||||
keyframe_t *last = anim->keyframes + anim->keyframeCount - 1;
|
||||
keyframe_t *current = anim->keyframes;
|
||||
start = current;
|
||||
|
||||
do {
|
||||
if(current->time > time) {
|
||||
end = current;
|
||||
break;
|
||||
}
|
||||
start = current;
|
||||
current++;
|
||||
|
||||
if(current > last) {
|
||||
end = start;
|
||||
break;
|
||||
}
|
||||
} while(true);
|
||||
|
||||
fixed_t span = fixedSub(end->time, start->time);
|
||||
fixed_t progress = span != 0
|
||||
? fixedDiv(fixedSub(time, start->time), span)
|
||||
: FIXED_ONE;
|
||||
return fixedLerp(
|
||||
start->value,
|
||||
end->value,
|
||||
easingApply(start->easing, progress)
|
||||
);
|
||||
}
|
||||
@@ -1,34 +0,0 @@
|
||||
// Copyright (c) 2026 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "keyframe.h"
|
||||
|
||||
typedef struct {
|
||||
keyframe_t *keyframes;
|
||||
uint16_t keyframeCount;
|
||||
} animation_t;
|
||||
|
||||
/**
|
||||
* Initializes an animation.
|
||||
*
|
||||
* @param anim The animation to initialize.
|
||||
* @param keyframes The keyframes to use for the animation.
|
||||
* @param keyframeCount The number of keyframes in the animation.
|
||||
*/
|
||||
void animationInit(
|
||||
animation_t *anim,
|
||||
keyframe_t *keyframes,
|
||||
uint16_t keyframeCount
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets the value of the animation at a given time.
|
||||
*
|
||||
* @param anim The animation to get the value from.
|
||||
* @param time The time at which to get the value, in seconds.
|
||||
* @return The value of the animation at the given time.
|
||||
*/
|
||||
fixed_t animationGetValue(animation_t *anim, const fixed_t time);
|
||||
@@ -1,131 +0,0 @@
|
||||
// Copyright (c) 2026 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#include "easing.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/math.h"
|
||||
#include "util/fixed.h"
|
||||
|
||||
#define EASING_C1 1.70158f
|
||||
#define EASING_C2 (EASING_C1 * 1.525f)
|
||||
#define EASING_C3 (EASING_C1 + 1.0f)
|
||||
|
||||
const easingfn_t EASING_FUNCTIONS[EASING_COUNT] = {
|
||||
easingLinear,
|
||||
easingInSine,
|
||||
easingOutSine,
|
||||
easingInOutSine,
|
||||
easingInQuad,
|
||||
easingOutQuad,
|
||||
easingInOutQuad,
|
||||
easingInCubic,
|
||||
easingOutCubic,
|
||||
easingInOutCubic,
|
||||
easingInQuart,
|
||||
easingOutQuart,
|
||||
easingInOutQuart,
|
||||
easingInBack,
|
||||
easingOutBack,
|
||||
easingInOutBack,
|
||||
};
|
||||
|
||||
fixed_t easingApply(const easingtype_t type, const fixed_t t) {
|
||||
assertTrue(type < EASING_COUNT, "Invalid easing type");
|
||||
return EASING_FUNCTIONS[type](t);
|
||||
}
|
||||
|
||||
fixed_t easingLinear(const fixed_t t) {
|
||||
return t;
|
||||
}
|
||||
|
||||
fixed_t easingInSine(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
return fixedFromFloat(1.0f - cosf(f * MATH_PI * 0.5f));
|
||||
}
|
||||
|
||||
fixed_t easingOutSine(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
return fixedFromFloat(sinf(f * MATH_PI * 0.5f));
|
||||
}
|
||||
|
||||
fixed_t easingInOutSine(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
return fixedFromFloat(-(cosf(MATH_PI * f) - 1.0f) * 0.5f);
|
||||
}
|
||||
|
||||
fixed_t easingInQuad(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
return fixedFromFloat(f * f);
|
||||
}
|
||||
|
||||
fixed_t easingOutQuad(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
float_t u = 1.0f - f;
|
||||
return fixedFromFloat(1.0f - u * u);
|
||||
}
|
||||
|
||||
fixed_t easingInOutQuad(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
if(f < 0.5f) return fixedFromFloat(2.0f * f * f);
|
||||
float_t u = -2.0f * f + 2.0f;
|
||||
return fixedFromFloat(1.0f - u * u * 0.5f);
|
||||
}
|
||||
|
||||
fixed_t easingInCubic(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
return fixedFromFloat(f * f * f);
|
||||
}
|
||||
|
||||
fixed_t easingOutCubic(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
float_t u = 1.0f - f;
|
||||
return fixedFromFloat(1.0f - u * u * u);
|
||||
}
|
||||
|
||||
fixed_t easingInOutCubic(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
if(f < 0.5f) return fixedFromFloat(4.0f * f * f * f);
|
||||
float_t u = -2.0f * f + 2.0f;
|
||||
return fixedFromFloat(1.0f - u * u * u * 0.5f);
|
||||
}
|
||||
|
||||
fixed_t easingInQuart(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
return fixedFromFloat(f * f * f * f);
|
||||
}
|
||||
|
||||
fixed_t easingOutQuart(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
float_t u = 1.0f - f;
|
||||
return fixedFromFloat(1.0f - u * u * u * u);
|
||||
}
|
||||
|
||||
fixed_t easingInOutQuart(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
if(f < 0.5f) return fixedFromFloat(8.0f * f * f * f * f);
|
||||
float_t u = -2.0f * f + 2.0f;
|
||||
return fixedFromFloat(1.0f - u * u * u * u * 0.5f);
|
||||
}
|
||||
|
||||
fixed_t easingInBack(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
return fixedFromFloat(EASING_C3 * f * f * f - EASING_C1 * f * f);
|
||||
}
|
||||
|
||||
fixed_t easingOutBack(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
float_t u = f - 1.0f;
|
||||
return fixedFromFloat(1.0f + EASING_C3 * u * u * u + EASING_C1 * u * u);
|
||||
}
|
||||
|
||||
fixed_t easingInOutBack(const fixed_t t) {
|
||||
float_t f = fixedToFloat(t);
|
||||
if(f < 0.5f) {
|
||||
float_t u = 2.0f * f;
|
||||
return fixedFromFloat(u * u * ((EASING_C2 + 1.0f) * u - EASING_C2) * 0.5f);
|
||||
}
|
||||
float_t u = 2.0f * f - 2.0f;
|
||||
return fixedFromFloat((u * u * ((EASING_C2 + 1.0f) * u + EASING_C2) + 2.0f) * 0.5f);
|
||||
}
|
||||
@@ -1,59 +0,0 @@
|
||||
// Copyright (c) 2026 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
#include "util/fixed.h"
|
||||
|
||||
typedef enum {
|
||||
EASING_LINEAR,
|
||||
EASING_IN_SINE,
|
||||
EASING_OUT_SINE,
|
||||
EASING_IN_OUT_SINE,
|
||||
EASING_IN_QUAD,
|
||||
EASING_OUT_QUAD,
|
||||
EASING_IN_OUT_QUAD,
|
||||
EASING_IN_CUBIC,
|
||||
EASING_OUT_CUBIC,
|
||||
EASING_IN_OUT_CUBIC,
|
||||
EASING_IN_QUART,
|
||||
EASING_OUT_QUART,
|
||||
EASING_IN_OUT_QUART,
|
||||
EASING_IN_BACK,
|
||||
EASING_OUT_BACK,
|
||||
EASING_IN_OUT_BACK,
|
||||
|
||||
EASING_COUNT
|
||||
} easingtype_t;
|
||||
|
||||
typedef fixed_t (*easingfn_t)(const fixed_t t);
|
||||
|
||||
extern const easingfn_t EASING_FUNCTIONS[EASING_COUNT];
|
||||
|
||||
/**
|
||||
* Applies the specified easing function to t.
|
||||
*
|
||||
* @param type The easing type to apply.
|
||||
* @param t The input progress in [0, FIXED_ONE].
|
||||
* @return The eased value in [0, FIXED_ONE].
|
||||
*/
|
||||
fixed_t easingApply(const easingtype_t type, const fixed_t t);
|
||||
|
||||
fixed_t easingLinear(const fixed_t t);
|
||||
fixed_t easingInSine(const fixed_t t);
|
||||
fixed_t easingOutSine(const fixed_t t);
|
||||
fixed_t easingInOutSine(const fixed_t t);
|
||||
fixed_t easingInQuad(const fixed_t t);
|
||||
fixed_t easingOutQuad(const fixed_t t);
|
||||
fixed_t easingInOutQuad(const fixed_t t);
|
||||
fixed_t easingInCubic(const fixed_t t);
|
||||
fixed_t easingOutCubic(const fixed_t t);
|
||||
fixed_t easingInOutCubic(const fixed_t t);
|
||||
fixed_t easingInQuart(const fixed_t t);
|
||||
fixed_t easingOutQuart(const fixed_t t);
|
||||
fixed_t easingInOutQuart(const fixed_t t);
|
||||
fixed_t easingInBack(const fixed_t t);
|
||||
fixed_t easingOutBack(const fixed_t t);
|
||||
fixed_t easingInOutBack(const fixed_t t);
|
||||
@@ -1,14 +0,0 @@
|
||||
// Copyright (c) 2026 Dominic Masters
|
||||
//
|
||||
// This software is released under the MIT License.
|
||||
// https://opensource.org/licenses/MIT
|
||||
|
||||
#pragma once
|
||||
#include "easing.h"
|
||||
#include "util/fixed.h"
|
||||
|
||||
typedef struct {
|
||||
fixed_t time;
|
||||
fixed_t value;
|
||||
easingtype_t easing;
|
||||
} keyframe_t;
|
||||
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
* Copyright (c) 2023 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
@@ -7,20 +7,8 @@
|
||||
|
||||
#include "assert.h"
|
||||
#include "log/log.h"
|
||||
#include "util/string.h"
|
||||
#include "util/memory.h"
|
||||
|
||||
#ifdef DUSK_THREAD_PTHREAD
|
||||
pthread_t ASSERT_MAIN_THREAD_ID = 0;
|
||||
#endif
|
||||
|
||||
#ifndef DUSK_ASSERTIONS_FAKED
|
||||
void assertInit(void) {
|
||||
#ifdef DUSK_THREAD_PTHREAD
|
||||
ASSERT_MAIN_THREAD_ID = pthread_self();
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef DUSK_TEST_ASSERT
|
||||
void assertTrueImpl(
|
||||
const char *file,
|
||||
@@ -36,25 +24,6 @@
|
||||
);
|
||||
}
|
||||
#else
|
||||
#ifdef DUSK_BACKTRACE
|
||||
#include <execinfo.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
static void assertLogBacktrace(void) {
|
||||
void *frames[64];
|
||||
int count = backtrace(frames, 64);
|
||||
char **symbols = backtrace_symbols(frames, count);
|
||||
memoryTrack(symbols);
|
||||
logError("Stack trace:\n");
|
||||
if(symbols) {
|
||||
for(int i = 0; i < count; i++) {
|
||||
logError(" %s\n", symbols[i]);
|
||||
}
|
||||
memoryFree(symbols);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void assertTrueImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
@@ -63,14 +32,11 @@
|
||||
) {
|
||||
if(x != true) {
|
||||
logError(
|
||||
"Assertion Failed in %s:%i\n\n%s\n\n",
|
||||
"Assertion Failed in %s:%i\n\n%s\n",
|
||||
file,
|
||||
line,
|
||||
message
|
||||
);
|
||||
#ifdef DUSK_BACKTRACE
|
||||
assertLogBacktrace();
|
||||
#endif
|
||||
abort();
|
||||
}
|
||||
}
|
||||
@@ -132,39 +98,4 @@
|
||||
) {
|
||||
assertUnreachableImpl(file, line, message);
|
||||
}
|
||||
|
||||
void assertStringEqualImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const char *a,
|
||||
const char *b,
|
||||
const char *message
|
||||
) {
|
||||
assertTrueImpl(file, line, stringCompare(a, b) == 0, message);
|
||||
}
|
||||
|
||||
void assertIsMainThreadImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const char *message
|
||||
) {
|
||||
#ifdef DUSK_THREAD_PTHREAD
|
||||
assertTrueImpl(
|
||||
file, line, pthread_self() == ASSERT_MAIN_THREAD_ID, message
|
||||
);
|
||||
#endif
|
||||
}
|
||||
|
||||
void assertNotMainThreadImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const char *message
|
||||
) {
|
||||
#ifdef DUSK_THREAD_PTHREAD
|
||||
assertTrueImpl(
|
||||
file, line, pthread_self() != ASSERT_MAIN_THREAD_ID, message
|
||||
);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
* Copyright (c) 2023 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
@@ -16,18 +16,7 @@
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef DUSK_THREAD_PTHREAD
|
||||
#include "thread/thread.h"
|
||||
extern pthread_t ASSERT_MAIN_THREAD_ID;
|
||||
#endif
|
||||
|
||||
#ifndef DUSK_ASSERTIONS_FAKED
|
||||
/**
|
||||
* Initializes the assert system. Must be the very first call in engine
|
||||
* startup.
|
||||
*/
|
||||
void assertInit(void);
|
||||
|
||||
/**
|
||||
* Assert a given value to be true.
|
||||
*
|
||||
@@ -115,45 +104,6 @@
|
||||
const char *message
|
||||
);
|
||||
|
||||
/**
|
||||
* Asserts two strings to be equal.
|
||||
*
|
||||
* @param file File that the assertion is being made from.
|
||||
* @param line Line that the assertion is being made from.
|
||||
* @param a First string to compare.
|
||||
* @param b Second string to compare.
|
||||
* @param message Message to throw against assertion failure.
|
||||
*/
|
||||
void assertStringEqualImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const char *a,
|
||||
const char *b,
|
||||
const char *message
|
||||
);
|
||||
|
||||
/**
|
||||
* Asserts that the current thread is the main thread.
|
||||
*
|
||||
* @param message Message to throw against assertion failure.
|
||||
*/
|
||||
void assertIsMainThreadImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const char *message
|
||||
);
|
||||
|
||||
/**
|
||||
* Asserts that the current thread is NOT the main thread.
|
||||
*
|
||||
* @param message Message to throw against assertion failure.
|
||||
*/
|
||||
void assertNotMainThreadImpl(
|
||||
const char *file,
|
||||
const int32_t line,
|
||||
const char *message
|
||||
);
|
||||
|
||||
/**
|
||||
* Asserts a given value to be true.
|
||||
*
|
||||
@@ -228,38 +178,8 @@
|
||||
#define assertStrLenMin(str, len, message) \
|
||||
assertTrue(strlen(str) >= len, message)
|
||||
|
||||
/**
|
||||
* Asserts two strings to be equal.
|
||||
*
|
||||
* @param a First string to compare.
|
||||
* @param b Second string to compare.
|
||||
* @param message Message to throw against assertion failure.
|
||||
*/
|
||||
#define assertStringEqual(a, b, message) \
|
||||
assertStringEqualImpl(__FILE__, __LINE__, a, b, message)
|
||||
|
||||
/**
|
||||
* Asserts that the current thread is the main thread.
|
||||
*
|
||||
* @param message Message to throw against assertion failure.
|
||||
*/
|
||||
#define assertIsMainThread(message) \
|
||||
assertIsMainThreadImpl(__FILE__, __LINE__, message)
|
||||
|
||||
/**
|
||||
* Asserts that the current thread is NOT the main thread.
|
||||
*
|
||||
* @param message Message to throw against assertion failure.
|
||||
*/
|
||||
#define assertNotMainThread(message) \
|
||||
assertNotMainThreadImpl(__FILE__, __LINE__, message)
|
||||
|
||||
#else
|
||||
// If assertions are faked, we define the macros to do nothing.
|
||||
#define assertInit() ((void)0)
|
||||
#define assertMainThreadInit() ((void)0)
|
||||
#define assertIsMainThread(message) ((void)0)
|
||||
#define assertNotMainThread(message) ((void)0)
|
||||
#define assertTrue(x, message) ((void)0)
|
||||
#define assertFalse(x, message) ((void)0)
|
||||
#define assertUnreachable(message) ((void)0)
|
||||
@@ -268,14 +188,5 @@
|
||||
#define assertDeprecated(message) ((void)0)
|
||||
#define assertStrLenMax(str, len, message) ((void)0)
|
||||
#define assertStrLenMin(str, len, message) ((void)0)
|
||||
#define assertStringEqual(a, b, message) ((void)0)
|
||||
#define assertIsMainThread(message) ((void)0)
|
||||
#define assertNotMainThread(message) ((void)0)
|
||||
|
||||
#endif
|
||||
|
||||
// Static Assertions
|
||||
#define assertStructSize(struct, size) \
|
||||
_Static_assert(sizeof(struct) == size, "Size of " #struct " must be " #size)
|
||||
|
||||
// EOF
|
||||
|
||||
@@ -7,9 +7,7 @@
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
asset.c
|
||||
assetbatch.c
|
||||
assetfile.c
|
||||
)
|
||||
|
||||
# Subdirs
|
||||
add_subdirectory(loader)
|
||||
add_subdirectory(type)
|
||||
+83
-368
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
@@ -9,420 +9,135 @@
|
||||
#include "util/memory.h"
|
||||
#include "util/string.h"
|
||||
#include "assert/assert.h"
|
||||
#include "asset/assettype.h"
|
||||
#include "engine/engine.h"
|
||||
#include "util/string.h"
|
||||
#include "console/console.h"
|
||||
#include <unistd.h>
|
||||
|
||||
asset_t ASSET;
|
||||
|
||||
errorret_t assetInit(void) {
|
||||
memoryZero(&ASSET, sizeof(asset_t));
|
||||
|
||||
for(size_t i = 0; i < ASSET_LOADING_COUNT_MAX; i++) {
|
||||
threadMutexInit(&ASSET.loading[i].mutex);
|
||||
}
|
||||
|
||||
// assetInitPlatform must either define ASSET.zip or throw an error.
|
||||
errorChain(assetInitPlatform());
|
||||
assertNotNull(ASSET.zip, "Asset zip null without error.");
|
||||
threadInit(&ASSET.loadThread, assetUpdateAsync);
|
||||
threadStart(&ASSET.loadThread);
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
bool_t assetFileExists(const char_t *filename) {
|
||||
assertStrLenMax(filename, ASSET_FILE_NAME_MAX, "Filename too long.");
|
||||
assertStrLenMax(filename, FILENAME_MAX, "Filename too long.");
|
||||
|
||||
zip_int64_t idx = zip_name_locate(ASSET.zip, filename, 0);
|
||||
if(idx < 0) return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
assetentry_t * assetGetEntry(
|
||||
const char_t *name,
|
||||
const assetloadertype_t type,
|
||||
assetloaderinput_t *input
|
||||
) {
|
||||
// Is there an existing asset?
|
||||
assetentry_t *entry = ASSET.entries;
|
||||
do {
|
||||
if(entry->type == ASSET_LOADER_TYPE_NULL) {
|
||||
entry++;
|
||||
continue;
|
||||
}
|
||||
if(stringEquals(entry->name, name)) {
|
||||
assertTrue(entry->type == type, "Asset entry type mismatch.");
|
||||
return entry;
|
||||
}
|
||||
entry++;
|
||||
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
|
||||
errorret_t assetLoad(const char_t *filename, void *output) {
|
||||
assertStrLenMax(filename, FILENAME_MAX, "Filename too long.");
|
||||
assertNotNull(output, "Output pointer cannot be NULL.");
|
||||
|
||||
// We did not find one existing, Find first available slot.
|
||||
entry = ASSET.entries;
|
||||
do {
|
||||
if(entry->type != ASSET_LOADER_TYPE_NULL) {
|
||||
entry++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(entry->state == ASSET_ENTRY_STATE_NOT_STARTED) {
|
||||
assetEntryInit(entry, name, type, input);
|
||||
return entry;
|
||||
}
|
||||
entry++;
|
||||
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
|
||||
|
||||
assertUnreachable("No available asset entry slots.");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
uint32_t assetGetEntriesOfType(
|
||||
assetentry_t **outEntries,
|
||||
const assetloadertype_t type
|
||||
) {
|
||||
assertNotNull(outEntries, "Output entries cannot be NULL.");
|
||||
|
||||
uint32_t count = 0;
|
||||
assetentry_t *entry = ASSET.entries;
|
||||
do {
|
||||
if(entry->type == type) {
|
||||
outEntries[count++] = entry;
|
||||
}
|
||||
entry++;
|
||||
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
errorret_t assetRequireLoaded(assetentry_t *entry) {
|
||||
assertNotNull(entry, "Entry cannot be NULL.");
|
||||
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
|
||||
assertIsMainThread("Currently only works on main thread.");
|
||||
|
||||
if(entry->state == ASSET_ENTRY_STATE_LOADED) {
|
||||
errorOk();
|
||||
// Determine the asset type by reading the extension
|
||||
const assettypedef_t *def = NULL;
|
||||
for(uint_fast8_t i = 0; i < ASSET_TYPE_COUNT; i++) {
|
||||
const assettypedef_t *cmp = &ASSET_TYPE_DEFINITIONS[i];
|
||||
assertNotNull(cmp, "Asset type definition cannot be NULL.");
|
||||
if(cmp->extension == NULL) continue;
|
||||
if(!stringEndsWithCaseInsensitive(filename, cmp->extension)) continue;
|
||||
def = cmp;
|
||||
break;
|
||||
}
|
||||
if(def == NULL) {
|
||||
errorThrow("Unknown asset type for file: %s", filename);
|
||||
}
|
||||
|
||||
// Lock to prevent the reaper from collecting the entry mid-spin.
|
||||
assetEntryLock(entry);
|
||||
|
||||
while(entry->state != ASSET_ENTRY_STATE_LOADED) {
|
||||
usleep(1000);
|
||||
errorret_t ret = assetUpdate();
|
||||
if(errorIsNotOk(ret)) {
|
||||
assetEntryUnlock(entry);
|
||||
errorChain(ret);
|
||||
}
|
||||
// Get file size of the asset.
|
||||
zip_stat_t st;
|
||||
zip_stat_init(&st);
|
||||
if(!zip_stat(ASSET.zip, filename, 0, &st) == 0) {
|
||||
errorThrow("Failed to stat asset file: %s", filename);
|
||||
}
|
||||
|
||||
assetEntryUnlock(entry);
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetRequireDisposed(assetentry_t *entry) {
|
||||
assertNotNull(entry, "Entry cannot be NULL.");
|
||||
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
|
||||
assertIsMainThread("Currently only works on main thread.");
|
||||
|
||||
if(entry->type == ASSET_LOADER_TYPE_NULL) {
|
||||
errorOk();
|
||||
// Minimum file size.
|
||||
zip_int64_t fileSize = (zip_int64_t)st.size;
|
||||
if(fileSize <= 0) {
|
||||
errorThrow("Asset file is empty: %s", filename);
|
||||
}
|
||||
|
||||
if(
|
||||
entry->state == ASSET_ENTRY_STATE_NOT_STARTED ||
|
||||
entry->state == ASSET_ENTRY_STATE_ERROR
|
||||
) {
|
||||
errorOk();
|
||||
// Try to open the file
|
||||
zip_file_t *file = zip_fopen(ASSET.zip, filename, 0);
|
||||
if(file == NULL) {
|
||||
errorThrow("Failed to open asset file: %s", filename);
|
||||
}
|
||||
|
||||
assertTrue(
|
||||
entry->refs.count == 0,
|
||||
"Cannot require disposal of an entry with active references."
|
||||
);
|
||||
// Load the asset data
|
||||
switch(def->loadStrategy) {
|
||||
case ASSET_LOAD_STRAT_ENTIRE:
|
||||
assertNotNull(def->entire, "Asset load function cannot be NULL.");
|
||||
|
||||
// Lock to prevent the reaper from collecting the entry mid-spin.
|
||||
assetEntryLock(entry);
|
||||
|
||||
while(entry->type != ASSET_LOADER_TYPE_NULL) {
|
||||
usleep(1000);
|
||||
errorret_t ret = assetUpdate();
|
||||
if(errorIsNotOk(ret)) {
|
||||
assetEntryUnlock(entry);
|
||||
errorChain(ret);
|
||||
}
|
||||
}
|
||||
|
||||
assetEntryUnlock(entry);
|
||||
errorOk();
|
||||
}
|
||||
|
||||
assetentry_t * assetLock(
|
||||
const char_t *name,
|
||||
const assetloadertype_t type,
|
||||
assetloaderinput_t *input
|
||||
) {
|
||||
assetentry_t *entry = assetGetEntry(name, type, input);
|
||||
assetEntryLock(entry);
|
||||
return entry;
|
||||
}
|
||||
|
||||
void assetUnlock(const char_t *name) {
|
||||
assertNotNull(name, "Name cannot be NULL.");
|
||||
|
||||
assetentry_t *entry = ASSET.entries;
|
||||
do {
|
||||
if(
|
||||
entry->type != ASSET_LOADER_TYPE_NULL &&
|
||||
stringEquals(entry->name, name)
|
||||
) {
|
||||
assetEntryUnlock(entry);
|
||||
return;
|
||||
}
|
||||
entry++;
|
||||
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
|
||||
|
||||
assertUnreachable("Asset entry not found for unlock.");
|
||||
}
|
||||
|
||||
void assetUnlockEntry(assetentry_t *entry) {
|
||||
assertNotNull(entry, "Entry cannot be NULL.");
|
||||
assetEntryUnlock(entry);
|
||||
}
|
||||
|
||||
errorret_t assetUpdate(void) {
|
||||
assertIsMainThread("assetUpdate must be called from the main thread.");
|
||||
|
||||
// Determine how many available loading slots we have.
|
||||
assetloading_t *availableLoading[ASSET_LOADING_COUNT_MAX];
|
||||
uint8_t availableLoadingCount = 0;
|
||||
assetloading_t *loading = ASSET.loading;
|
||||
assetentry_t *entry;
|
||||
|
||||
|
||||
do {
|
||||
// We only care about NULL entry references. Nothing async touches this so
|
||||
// it's fine to use raw here.
|
||||
if(loading->entry != NULL) {
|
||||
loading++;
|
||||
continue;
|
||||
}
|
||||
availableLoading[availableLoadingCount++] = loading;
|
||||
loading++;
|
||||
} while(loading < ASSET.loading + ASSET_LOADING_COUNT_MAX);
|
||||
|
||||
|
||||
// Now we can check for pending asset entries, we can't do anything if there
|
||||
// is no available slots though.
|
||||
if(availableLoadingCount > 0) {
|
||||
entry = ASSET.entries;
|
||||
do {
|
||||
// Is this asset "ready to start loading" ?
|
||||
if(entry->type == ASSET_LOADER_TYPE_NULL) {
|
||||
entry++;
|
||||
continue;
|
||||
// Must have more to read
|
||||
if(fileSize <= 0) {
|
||||
zip_fclose(file);
|
||||
errorThrow("No data remaining to read for asset: %s", filename);
|
||||
}
|
||||
|
||||
// We only care about assets not started.
|
||||
if(entry->state != ASSET_ENTRY_STATE_NOT_STARTED) {
|
||||
entry++;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Pop a loading slot for this asset entry.
|
||||
loading = availableLoading[--availableLoadingCount];
|
||||
|
||||
// Start loading this asset.
|
||||
assetEntryStartLoading(entry, loading);
|
||||
entry++;
|
||||
|
||||
// Did we run out of loading slots?
|
||||
if(availableLoadingCount == 0) {
|
||||
break;
|
||||
}
|
||||
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
|
||||
}
|
||||
|
||||
// Now walk over all the loading slots and see what needs to be done.
|
||||
loading = ASSET.loading;
|
||||
do {
|
||||
// Is the loading slot in use? Entry can only be modified synchronously.
|
||||
if(loading->entry == NULL) {
|
||||
loading++;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Lock the loading slot. This will prevent any async modifications.
|
||||
threadMutexLock(&loading->mutex);
|
||||
|
||||
// Check the state of the entry.
|
||||
switch(loading->entry->state) {
|
||||
// This thing is pending synchronous loading.
|
||||
case ASSET_ENTRY_STATE_PENDING_SYNC:
|
||||
loading->entry->state = ASSET_ENTRY_STATE_LOADING_SYNC;
|
||||
// Unlock before calling loadSync. The sync loader may re-enter
|
||||
// assetUpdate (e.g. a script loading another asset), and the async
|
||||
// thread never touches LOADING_SYNC entries, so this is safe.
|
||||
threadMutexUnlock(&loading->mutex);
|
||||
|
||||
errorret_t ret = (
|
||||
ASSET_LOADER_CALLBACKS[loading->type].loadSync(loading)
|
||||
if(fileSize > def->dataSize) {
|
||||
zip_fclose(file);
|
||||
errorThrow(
|
||||
"Asset file has too much data remaining after header: %s",
|
||||
filename
|
||||
);
|
||||
|
||||
// After a sync load, these are the only valid states.
|
||||
assertTrue(
|
||||
loading->entry->state == ASSET_ENTRY_STATE_LOADED ||
|
||||
loading->entry->state == ASSET_ENTRY_STATE_ERROR ||
|
||||
loading->entry->state == ASSET_ENTRY_STATE_PENDING_SYNC ||
|
||||
loading->entry->state == ASSET_ENTRY_STATE_PENDING_ASYNC,
|
||||
"Loader did not set entry state to loaded or error on finished load."
|
||||
);
|
||||
|
||||
if(errorIsNotOk(ret)) {
|
||||
errorCatch(errorPrint(ret));
|
||||
assertTrue(
|
||||
loading->entry->state == ASSET_ENTRY_STATE_ERROR,
|
||||
"Loader did not set entry state to error on failed load."
|
||||
);
|
||||
} else if(loading->entry->state == ASSET_ENTRY_STATE_LOADED) {
|
||||
eventInvoke(&loading->entry->onLoaded, loading->entry);
|
||||
}
|
||||
|
||||
loading++;
|
||||
break;
|
||||
|
||||
case ASSET_ENTRY_STATE_LOADING_SYNC:
|
||||
// A re-entrant assetUpdate call (e.g. from a script loading another
|
||||
// asset) will see this entry mid-sync-load. Skip it.
|
||||
threadMutexUnlock(&loading->mutex);
|
||||
loading++;
|
||||
continue;
|
||||
|
||||
// Done loading, we can just free it up.
|
||||
case ASSET_ENTRY_STATE_LOADED:
|
||||
loading->entry = NULL;
|
||||
threadMutexUnlock(&loading->mutex);
|
||||
loading++;
|
||||
break;
|
||||
|
||||
case ASSET_ENTRY_STATE_ERROR: {
|
||||
assetentry_t *errEntry = loading->entry;
|
||||
loading->entry = NULL;
|
||||
threadMutexUnlock(&loading->mutex);
|
||||
eventInvoke(&errEntry->onError, errEntry);
|
||||
errorThrow("Failed to load asset asynchronously.");
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
threadMutexUnlock(&loading->mutex);
|
||||
loading++;
|
||||
continue;
|
||||
}
|
||||
} while(loading < ASSET.loading + ASSET_LOADING_COUNT_MAX);
|
||||
// Create space to read the entire asset data
|
||||
void *data = memoryAllocate(fileSize);
|
||||
if(!data) {
|
||||
zip_fclose(file);
|
||||
errorThrow(
|
||||
"Failed to allocate memory for asset data of file: %s", filename
|
||||
);
|
||||
}
|
||||
|
||||
// Read in the asset data.
|
||||
zip_int64_t bytesRead = zip_fread(file, data, fileSize);
|
||||
if(bytesRead == 0 || bytesRead > fileSize) {
|
||||
memoryFree(data);
|
||||
zip_fclose(file);
|
||||
errorThrow("Failed to read asset data for file: %s", filename);
|
||||
}
|
||||
fileSize -= bytesRead;
|
||||
|
||||
// Reap unused entries.
|
||||
entry = ASSET.entries;
|
||||
do {
|
||||
if(entry->state != ASSET_ENTRY_STATE_LOADED) {
|
||||
entry++;
|
||||
continue;
|
||||
}
|
||||
// Close the file now we have the data
|
||||
zip_fclose(file);
|
||||
|
||||
if(entry->type == ASSET_LOADER_TYPE_NULL) {
|
||||
entry++;
|
||||
continue;
|
||||
}
|
||||
// Pass to the asset type loader
|
||||
assetentire_t entire = {
|
||||
.data = data,
|
||||
.output = output
|
||||
};
|
||||
errorret_t ret = def->entire(entire);
|
||||
memoryFree(data);
|
||||
|
||||
if(entry->refs.count > 0) {
|
||||
entry++;
|
||||
continue;
|
||||
}
|
||||
errorChain(ret);
|
||||
break;
|
||||
|
||||
consolePrint("Reaping asset %s", entry->name);
|
||||
errorChain(assetEntryDispose(entry));
|
||||
entry++;
|
||||
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
|
||||
case ASSET_LOAD_STRAT_CUSTOM:
|
||||
assertNotNull(def->custom, "Asset load function cannot be NULL.");
|
||||
assetcustom_t customData = {
|
||||
.zipFile = file,
|
||||
.output = output
|
||||
};
|
||||
errorChain(def->custom(customData));
|
||||
break;
|
||||
|
||||
default:
|
||||
assertUnreachable("Unknown asset load strategy.");
|
||||
}
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void assetUpdateAsync(thread_t *thread) {
|
||||
assertNotMainThread("assetUpdateAsync must not run on the main thread.");
|
||||
|
||||
while(!threadShouldStop(thread)) {
|
||||
// Walk over each asset
|
||||
assetloading_t *loading;
|
||||
loading = ASSET.loading;
|
||||
|
||||
do {
|
||||
threadMutexLock(&loading->mutex);
|
||||
|
||||
if(loading->entry == NULL) {
|
||||
threadMutexUnlock(&loading->mutex);
|
||||
loading++;
|
||||
continue;
|
||||
}
|
||||
|
||||
switch(loading->entry->state) {
|
||||
case ASSET_ENTRY_STATE_PENDING_ASYNC:
|
||||
loading->entry->state = ASSET_ENTRY_STATE_LOADING_ASYNC;
|
||||
assertNotNull(
|
||||
ASSET_LOADER_CALLBACKS[loading->type].loadAsync,
|
||||
"Loader does not support async loading."
|
||||
);
|
||||
errorret_t ret = (
|
||||
ASSET_LOADER_CALLBACKS[loading->type].loadAsync(loading)
|
||||
);
|
||||
|
||||
if(errorIsNotOk(ret)) {
|
||||
errorCatch(errorPrint(ret));
|
||||
assertTrue(
|
||||
loading->entry->state == ASSET_ENTRY_STATE_ERROR,
|
||||
"Loader did not set entry state to error on failed load."
|
||||
);
|
||||
}
|
||||
|
||||
threadMutexUnlock(&loading->mutex);
|
||||
loading++;
|
||||
break;
|
||||
|
||||
case ASSET_ENTRY_STATE_LOADING_ASYNC:
|
||||
assertUnreachable(
|
||||
"Entry is in a pending async state still?"
|
||||
);
|
||||
break;
|
||||
|
||||
default:
|
||||
threadMutexUnlock(&loading->mutex);
|
||||
loading++;
|
||||
continue;
|
||||
}
|
||||
} while(loading < ASSET.loading + ASSET_LOADING_COUNT_MAX);
|
||||
|
||||
if(threadShouldStop(thread)) break;
|
||||
usleep(1000);
|
||||
}
|
||||
}
|
||||
|
||||
errorret_t assetDispose(void) {
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
threadStop(&ASSET.loadThread);
|
||||
|
||||
// Dispose every non-null entry so type-specific dispose callbacks
|
||||
// (e.g. assetScriptDispose freeing jerry values) run before the
|
||||
// scripting engine is torn down.
|
||||
assetentry_t *entry = ASSET.entries;
|
||||
do {
|
||||
if(entry->type != ASSET_LOADER_TYPE_NULL) {
|
||||
errorChain(assetEntryDispose(entry));
|
||||
}
|
||||
entry++;
|
||||
} while(entry < ASSET.entries + ASSET_ENTRY_COUNT_MAX);
|
||||
|
||||
// Cleanup zip file.
|
||||
if(ASSET.zip != NULL) {
|
||||
if(zip_close(ASSET.zip) != 0) {
|
||||
errorThrow("Failed to close asset zip archive.");
|
||||
|
||||
+8
-104
@@ -1,5 +1,5 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
@@ -7,11 +7,8 @@
|
||||
|
||||
#pragma once
|
||||
#include "error/error.h"
|
||||
#include "assettype.h"
|
||||
#include "asset/assetplatform.h"
|
||||
#include "assetfile.h"
|
||||
#include "thread/thread.h"
|
||||
#include "asset/loader/assetentry.h"
|
||||
#include "asset/loader/assetloading.h"
|
||||
|
||||
#ifndef assetInitPlatform
|
||||
#error "Platform must define assetInitPlatform function."
|
||||
@@ -23,27 +20,15 @@
|
||||
#define ASSET_FILE_NAME "dusk.dsk"
|
||||
#define ASSET_HEADER_SIZE 3
|
||||
|
||||
#define ASSET_LOADING_COUNT_MAX 4
|
||||
#define ASSET_ENTRY_COUNT_MAX 128
|
||||
|
||||
typedef struct asset_s {
|
||||
typedef struct {
|
||||
zip_t *zip;
|
||||
assetplatform_t platform;
|
||||
|
||||
// Background loading thread.
|
||||
thread_t loadThread;
|
||||
|
||||
// Assets that are mid loading.
|
||||
assetloading_t loading[ASSET_LOADING_COUNT_MAX];
|
||||
assetentry_t entries[ASSET_ENTRY_COUNT_MAX];
|
||||
} asset_t;
|
||||
|
||||
extern asset_t ASSET;
|
||||
|
||||
/**
|
||||
* Initializes the asset system.
|
||||
*
|
||||
* @return An error code if the asset system could not be initialized properly.
|
||||
*/
|
||||
errorret_t assetInit(void);
|
||||
|
||||
@@ -56,94 +41,13 @@ errorret_t assetInit(void);
|
||||
bool_t assetFileExists(const char_t *filename);
|
||||
|
||||
/**
|
||||
* Gets, or creates, a new asset entry. Internal - prefer assetLock.
|
||||
* Loads an asset by its filename, the output type depends on the asset type.
|
||||
*
|
||||
* @param name Filename of the asset.
|
||||
* @param type Type of the asset.
|
||||
* @param input Loader-specific parameters.
|
||||
* @param filename The filename of the asset to retrieve.
|
||||
* @param output The output pointer to store the loaded asset data.
|
||||
* @return An error code if the asset could not be loaded.
|
||||
*/
|
||||
assetentry_t * assetGetEntry(
|
||||
const char_t *name,
|
||||
const assetloadertype_t type,
|
||||
assetloaderinput_t *input
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets all asset entries of a given type.
|
||||
*
|
||||
* @param outEntries Output array to write the entries to.
|
||||
* @param type Type of the asset entries to get.
|
||||
* @return The number of entries written to outEntries.
|
||||
*/
|
||||
uint32_t assetGetEntriesOfType(
|
||||
assetentry_t **outEntries,
|
||||
const assetloadertype_t type
|
||||
);
|
||||
|
||||
/**
|
||||
* Gets, creates, and locks an asset entry. The asset will begin loading on
|
||||
* the next assetUpdate. Call assetUnlock when done to allow the entry to be
|
||||
* reclaimed.
|
||||
*
|
||||
* @param name Filename of the asset.
|
||||
* @param type Type of the asset.
|
||||
* @param input Loader-specific parameters.
|
||||
* @return The locked asset entry.
|
||||
*/
|
||||
assetentry_t * assetLock(
|
||||
const char_t *name,
|
||||
const assetloadertype_t type,
|
||||
assetloaderinput_t *input
|
||||
);
|
||||
|
||||
/**
|
||||
* Releases a lock on an asset entry by name. When all locks are released the
|
||||
* entry will be reclaimed at the start of the next assetUpdate.
|
||||
*
|
||||
* @param name Filename of the asset to unlock.
|
||||
*/
|
||||
void assetUnlock(const char_t *name);
|
||||
|
||||
/**
|
||||
* Releases a lock on an asset entry by pointer. When all locks are released
|
||||
* the entry will be reclaimed at the start of the next assetUpdate.
|
||||
*
|
||||
* @param entry The asset entry to unlock.
|
||||
*/
|
||||
void assetUnlockEntry(assetentry_t *entry);
|
||||
|
||||
/**
|
||||
* Requires an asset entry to be loaded. This will block until the asset entry
|
||||
* is fully loaded.
|
||||
*
|
||||
* @param entry The asset entry to require.
|
||||
* @return An error code if the asset entry could not be loaded properly.
|
||||
*/
|
||||
errorret_t assetRequireLoaded(assetentry_t *entry);
|
||||
|
||||
/**
|
||||
* Requires an asset entry to be disposed. This will block until the asset entry
|
||||
* is fully disposed.
|
||||
*
|
||||
* @param entry The asset entry to require disposal of.
|
||||
* @return An error code if the asset entry could not be disposed properly.
|
||||
*/
|
||||
errorret_t assetRequireDisposed(assetentry_t *entry);
|
||||
|
||||
/**
|
||||
* Updates the asset system.
|
||||
*
|
||||
* @return An error code if the asset system could not be updated properly.
|
||||
*/
|
||||
errorret_t assetUpdate(void);
|
||||
|
||||
/**
|
||||
* Starts the background asset loading thread. The thread runs assetUpdate
|
||||
* in a loop with a short sleep until stopped.
|
||||
*
|
||||
* @param thread The thread runner.
|
||||
*/
|
||||
void assetUpdateAsync(thread_t *thread);
|
||||
errorret_t assetLoad(const char_t *filename, void *output);
|
||||
|
||||
/**
|
||||
* Disposes/cleans up the asset system.
|
||||
|
||||
@@ -1,165 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "assetbatch.h"
|
||||
#include "asset.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include <unistd.h>
|
||||
|
||||
void assetBatchInit(
|
||||
assetbatch_t *batch,
|
||||
const uint16_t count,
|
||||
const assetbatchdesc_t *descs
|
||||
) {
|
||||
assertNotNull(batch, "Batch cannot be NULL.");
|
||||
assertNotNull(descs, "Descs cannot be NULL.");
|
||||
assertTrue(count > 0, "Count must be greater than 0.");
|
||||
assertTrue(
|
||||
count <= ASSET_BATCH_COUNT_MAX, "Count exceeds ASSET_BATCH_COUNT_MAX."
|
||||
);
|
||||
|
||||
memoryZero(batch, sizeof(assetbatch_t));
|
||||
batch->count = count;
|
||||
|
||||
eventInit(
|
||||
&batch->onLoaded,
|
||||
batch->onLoadedCallbacks, batch->onLoadedUsers, ASSET_BATCH_EVENT_MAX
|
||||
);
|
||||
eventInit(
|
||||
&batch->onEntryLoaded,
|
||||
batch->onEntryLoadedCallbacks,
|
||||
batch->onEntryLoadedUsers,
|
||||
ASSET_BATCH_EVENT_MAX
|
||||
);
|
||||
eventInit(
|
||||
&batch->onError,
|
||||
batch->onErrorCallbacks, batch->onErrorUsers, ASSET_BATCH_EVENT_MAX
|
||||
);
|
||||
eventInit(
|
||||
&batch->onEntryError,
|
||||
batch->onEntryErrorCallbacks,
|
||||
batch->onEntryErrorUsers,
|
||||
ASSET_BATCH_EVENT_MAX
|
||||
);
|
||||
|
||||
for(uint16_t i = 0; i < count; i++) {
|
||||
batch->inputs[i] = descs[i].input;
|
||||
batch->entries[i] = assetLock(
|
||||
descs[i].path, descs[i].type, &batch->inputs[i]
|
||||
);
|
||||
|
||||
if(batch->entries[i]->state == ASSET_ENTRY_STATE_LOADED) {
|
||||
// Already loaded (cached) - count it now, no subscription needed.
|
||||
batch->loadedCount++;
|
||||
} else if(batch->entries[i]->state == ASSET_ENTRY_STATE_ERROR) {
|
||||
batch->errorCount++;
|
||||
} else {
|
||||
eventSubscribe(
|
||||
&batch->entries[i]->onLoaded, assetBatchEntryOnLoadedCb, batch
|
||||
);
|
||||
eventSubscribe(
|
||||
&batch->entries[i]->onError, assetBatchEntryOnErrorCb, batch
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void assetBatchLock(assetbatch_t *batch) {
|
||||
assertNotNull(batch, "Batch cannot be NULL.");
|
||||
for(uint16_t i = 0; i < batch->count; i++) {
|
||||
assetEntryLock(batch->entries[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void assetBatchUnlock(assetbatch_t *batch) {
|
||||
assertNotNull(batch, "Batch cannot be NULL.");
|
||||
for(uint16_t i = 0; i < batch->count; i++) {
|
||||
assetEntryUnlock(batch->entries[i]);
|
||||
}
|
||||
}
|
||||
|
||||
bool_t assetBatchIsLoaded(const assetbatch_t *batch) {
|
||||
assertNotNull(batch, "Batch cannot be NULL.");
|
||||
for(uint16_t i = 0; i < batch->count; i++) {
|
||||
if(batch->entries[i]->state != ASSET_ENTRY_STATE_LOADED) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool_t assetBatchHasError(const assetbatch_t *batch) {
|
||||
assertNotNull(batch, "Batch cannot be NULL.");
|
||||
for(uint16_t i = 0; i < batch->count; i++) {
|
||||
if(batch->entries[i]->state == ASSET_ENTRY_STATE_ERROR) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
errorret_t assetBatchRequireLoaded(assetbatch_t *batch) {
|
||||
assertNotNull(batch, "Batch cannot be NULL.");
|
||||
|
||||
bool_t allDone;
|
||||
do {
|
||||
allDone = true;
|
||||
for(uint16_t i = 0; i < batch->count; i++) {
|
||||
const assetentrystate_t state = batch->entries[i]->state;
|
||||
if(state == ASSET_ENTRY_STATE_ERROR) {
|
||||
errorThrow("Asset '%s' failed to load.", batch->entries[i]->name);
|
||||
}
|
||||
if(state != ASSET_ENTRY_STATE_LOADED) {
|
||||
allDone = false;
|
||||
}
|
||||
}
|
||||
if(!allDone) {
|
||||
usleep(1000);
|
||||
errorChain(assetUpdate());
|
||||
}
|
||||
} while(!allDone);
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
void assetBatchDispose(assetbatch_t *batch) {
|
||||
assertNotNull(batch, "Batch cannot be NULL.");
|
||||
for(uint16_t i = 0; i < batch->count; i++) {
|
||||
if(batch->entries[i]) {
|
||||
// Unsubscribe while we still hold a lock so the entry is live.
|
||||
eventUnsubscribe(&batch->entries[i]->onLoaded, assetBatchEntryOnLoadedCb);
|
||||
eventUnsubscribe(&batch->entries[i]->onError, assetBatchEntryOnErrorCb);
|
||||
assetUnlockEntry(batch->entries[i]);
|
||||
}
|
||||
}
|
||||
memoryZero(batch, sizeof(assetbatch_t));
|
||||
}
|
||||
|
||||
void assetBatchEntryOnLoadedCb(void *params, void *user) {
|
||||
assetentry_t *entry = (assetentry_t *)params;
|
||||
assetbatch_t *batch = (assetbatch_t *)user;
|
||||
|
||||
batch->loadedCount++;
|
||||
eventInvoke(&batch->onEntryLoaded, entry);
|
||||
|
||||
if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
|
||||
if(batch->errorCount == 0) {
|
||||
eventInvoke(&batch->onLoaded, batch);
|
||||
} else {
|
||||
eventInvoke(&batch->onError, batch);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void assetBatchEntryOnErrorCb(void *params, void *user) {
|
||||
assetentry_t *entry = (assetentry_t *)params;
|
||||
assetbatch_t *batch = (assetbatch_t *)user;
|
||||
|
||||
batch->errorCount++;
|
||||
eventInvoke(&batch->onEntryError, entry);
|
||||
|
||||
if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
|
||||
eventInvoke(&batch->onError, batch);
|
||||
}
|
||||
}
|
||||
@@ -1,124 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "asset/loader/assetentry.h"
|
||||
#include "asset/loader/assetloader.h"
|
||||
#include "event/event.h"
|
||||
|
||||
#define ASSET_BATCH_COUNT_MAX 64
|
||||
#define ASSET_BATCH_EVENT_MAX 4
|
||||
|
||||
typedef struct {
|
||||
const char_t *path;
|
||||
assetloadertype_t type;
|
||||
assetloaderinput_t input;
|
||||
} assetbatchdesc_t;
|
||||
|
||||
typedef struct {
|
||||
assetentry_t *entries[ASSET_BATCH_COUNT_MAX];
|
||||
assetloaderinput_t inputs[ASSET_BATCH_COUNT_MAX];
|
||||
uint16_t count;
|
||||
uint16_t loadedCount;
|
||||
uint16_t errorCount;
|
||||
|
||||
/** Fires once when every entry loaded. params = assetbatch_t * */
|
||||
event_t onLoaded;
|
||||
eventcallback_t onLoadedCallbacks[ASSET_BATCH_EVENT_MAX];
|
||||
void *onLoadedUsers[ASSET_BATCH_EVENT_MAX];
|
||||
|
||||
/** Fires each time a single entry loads. params = assetentry_t * */
|
||||
event_t onEntryLoaded;
|
||||
eventcallback_t onEntryLoadedCallbacks[ASSET_BATCH_EVENT_MAX];
|
||||
void *onEntryLoadedUsers[ASSET_BATCH_EVENT_MAX];
|
||||
|
||||
/** Fires when all entries finish (any with errors). params: assetbatch_t * */
|
||||
event_t onError;
|
||||
eventcallback_t onErrorCallbacks[ASSET_BATCH_EVENT_MAX];
|
||||
void *onErrorUsers[ASSET_BATCH_EVENT_MAX];
|
||||
|
||||
/** Fires each time a single entry errors. params = assetentry_t * */
|
||||
event_t onEntryError;
|
||||
eventcallback_t onEntryErrorCallbacks[ASSET_BATCH_EVENT_MAX];
|
||||
void *onEntryErrorUsers[ASSET_BATCH_EVENT_MAX];
|
||||
} assetbatch_t;
|
||||
|
||||
/**
|
||||
* Initialises the batch from an array of descriptors. Each entry is locked
|
||||
* and queued for loading immediately.
|
||||
*
|
||||
* @param batch Batch to initialise.
|
||||
* @param descs Array of entry descriptors (need not outlive this call).
|
||||
* @param count Number of descriptors (must be <= ASSET_BATCH_COUNT_MAX).
|
||||
*/
|
||||
void assetBatchInit(
|
||||
assetbatch_t *batch,
|
||||
uint16_t count,
|
||||
const assetbatchdesc_t *descs
|
||||
);
|
||||
|
||||
/**
|
||||
* Acquires one additional lock on every entry in the batch.
|
||||
*
|
||||
* @param batch Batch to lock.
|
||||
*/
|
||||
void assetBatchLock(assetbatch_t *batch);
|
||||
|
||||
/**
|
||||
* Releases one lock from every entry in the batch. When an entry's lock
|
||||
* count reaches zero it will be reaped on the next assetUpdate.
|
||||
*
|
||||
* @param batch Batch to unlock.
|
||||
*/
|
||||
void assetBatchUnlock(assetbatch_t *batch);
|
||||
|
||||
/**
|
||||
* Returns true if every entry in the batch has finished loading.
|
||||
*
|
||||
* @param batch Batch to query.
|
||||
*/
|
||||
bool_t assetBatchIsLoaded(const assetbatch_t *batch);
|
||||
|
||||
/**
|
||||
* Returns true if any entry in the batch is in an error state.
|
||||
*
|
||||
* @param batch Batch to query.
|
||||
*/
|
||||
bool_t assetBatchHasError(const assetbatch_t *batch);
|
||||
|
||||
/**
|
||||
* Blocks until every entry is loaded. Returns an error if any entry fails.
|
||||
*
|
||||
* @param batch Batch to wait on.
|
||||
*/
|
||||
errorret_t assetBatchRequireLoaded(assetbatch_t *batch);
|
||||
|
||||
/**
|
||||
* Releases the batch's lock on every entry and clears the batch. After this
|
||||
* call the batch struct may be reused with assetBatchInit.
|
||||
*
|
||||
* @param batch Batch to dispose.
|
||||
*/
|
||||
void assetBatchDispose(assetbatch_t *batch);
|
||||
|
||||
/**
|
||||
* Event trampoline invoked when a batch entry finishes loading.
|
||||
* Increments the loaded counter and fires batch-level events.
|
||||
*
|
||||
* @param params The loaded assetentry_t pointer.
|
||||
* @param user The owning assetbatch_t pointer.
|
||||
*/
|
||||
void assetBatchEntryOnLoadedCb(void *params, void *user);
|
||||
|
||||
/**
|
||||
* Event trampoline invoked when a batch entry fails to load.
|
||||
* Increments the error counter and fires batch-level events.
|
||||
*
|
||||
* @param params The errored assetentry_t pointer.
|
||||
* @param user The owning assetbatch_t pointer.
|
||||
*/
|
||||
void assetBatchEntryOnErrorCb(void *params, void *user);
|
||||
@@ -1,380 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "asset/asset.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "util/math.h"
|
||||
|
||||
errorret_t assetFileInit(
|
||||
assetfile_t *file,
|
||||
const char_t *filename,
|
||||
void *params,
|
||||
void *output
|
||||
) {
|
||||
assertNotNull(file, "Asset file cannot be NULL.");
|
||||
assertStrLenMax(filename, ASSET_FILE_NAME_MAX, "Filename too long.");
|
||||
|
||||
memoryZero(file, sizeof(assetfile_t));
|
||||
memoryCopy(file->filename, filename, ASSET_FILE_NAME_MAX);
|
||||
file->params = params;
|
||||
file->output = output;
|
||||
|
||||
// Stat the file
|
||||
zip_stat_init(&file->stat);
|
||||
if(!zip_stat(ASSET.zip, filename, 0, &file->stat) == 0) {
|
||||
errorThrow("Failed to stat asset file: %s", filename);
|
||||
}
|
||||
|
||||
// Minimum file size.
|
||||
file->size = (zip_int64_t)file->stat.size;
|
||||
if(file->size <= 0) {
|
||||
errorThrow("Invalid asset file size: %s", filename);
|
||||
}
|
||||
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetFileRewind(assetfile_t *file) {
|
||||
assertNotNull(file, "Asset file cannot be NULL.");
|
||||
assertNotNull(file->zipFile, "Asset file must be opened before rewinding.");
|
||||
|
||||
if(file->position == 0) {
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorChain(assetFileClose(file));
|
||||
errorChain(assetFileOpen(file));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetFileOpen(assetfile_t *file) {
|
||||
assertNotNull(file, "Asset file cannot be NULL.");
|
||||
assertNotNull(file->filename, "Asset file filename cannot be NULL.");
|
||||
assertNotNull(ASSET.zip, "Asset zip cannot be NULL.");
|
||||
assertNull(file->zipFile, "Asset file already open.");
|
||||
|
||||
file->zipFile = zip_fopen(ASSET.zip, file->filename, 0);
|
||||
if(file->zipFile == NULL) {
|
||||
errorThrow("Failed to open asset file: %s", file->filename);
|
||||
}
|
||||
file->position = 0;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetFileRead(
|
||||
assetfile_t *file,
|
||||
void *buffer,
|
||||
const size_t bufferSize
|
||||
) {
|
||||
assertNotNull(file, "Asset file cannot be NULL.");
|
||||
assertNotNull(file->zipFile, "Asset file must be opened before reading.");
|
||||
|
||||
if(buffer == NULL) {
|
||||
size_t bytesRemaining = bufferSize;
|
||||
uint8_t tempBuffer[256];
|
||||
while(bytesRemaining > 0) {
|
||||
size_t chunkSize = mathMin(bytesRemaining, sizeof(tempBuffer));
|
||||
errorChain(assetFileRead(file, tempBuffer, chunkSize));
|
||||
file->position += chunkSize;
|
||||
bytesRemaining -= chunkSize;
|
||||
}
|
||||
file->lastRead = bufferSize;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
// I assume zip_fread takes buffer NULL for skipping?
|
||||
zip_int64_t bytesRead = zip_fread(file->zipFile, buffer, bufferSize);
|
||||
if(bytesRead < 0) {
|
||||
errorThrow("Failed to read from asset file: %s", file->filename);
|
||||
}
|
||||
file->position += bytesRead;
|
||||
file->lastRead = bytesRead;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetFileClose(assetfile_t *file) {
|
||||
assertNotNull(file, "Asset file cannot be NULL.");
|
||||
assertNotNull(file->zipFile, "Asset file must be opened before closing.");
|
||||
|
||||
if(zip_fclose(file->zipFile) != 0) {
|
||||
errorThrow("Failed to close asset file: %s", file->filename);
|
||||
}
|
||||
file->zipFile = NULL;
|
||||
file->position = 0;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetFileDispose(assetfile_t *file) {
|
||||
if(file->zipFile != NULL) {
|
||||
errorChain(assetFileClose(file));
|
||||
}
|
||||
memoryZero(file, sizeof(assetfile_t));
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetFileReadEntire(
|
||||
assetfile_t *file,
|
||||
uint8_t **outBuffer,
|
||||
size_t *outSize
|
||||
) {
|
||||
assertNotNull(file, "Asset file cannot be NULL.");
|
||||
assertNotNull(outBuffer, "outBuffer cannot be NULL.");
|
||||
assertNotNull(outSize, "outSize cannot be NULL.");
|
||||
assertTrue(
|
||||
file->size > 0,
|
||||
"Asset file has no size; call assetFileInit first."
|
||||
);
|
||||
|
||||
// File should be closed currently.
|
||||
assertNull(file->zipFile, "Asset file must be closed before reading entire.");
|
||||
|
||||
// Open file
|
||||
errorret_t ret = assetFileOpen(file);
|
||||
if(errorIsNotOk(ret)) {
|
||||
errorChain(ret);
|
||||
}
|
||||
|
||||
// Set output.
|
||||
size_t size = (size_t)file->size;
|
||||
uint8_t *buffer = (uint8_t *)memoryAllocate(size);
|
||||
|
||||
// Read entire file.
|
||||
ret = assetFileRead(file, buffer, size);
|
||||
if(errorIsNotOk(ret)) {
|
||||
memoryFree(buffer);
|
||||
errorChain(ret);
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
ret = assetFileClose(file);
|
||||
if(errorIsNotOk(ret)) {
|
||||
memoryFree(buffer);
|
||||
errorChain(ret);
|
||||
}
|
||||
|
||||
*outBuffer = buffer;
|
||||
*outSize = size;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
// Line Reader;
|
||||
void assetFileLineReaderInit(
|
||||
assetfilelinereader_t *reader,
|
||||
assetfile_t *file,
|
||||
uint8_t *readBuffer,
|
||||
const size_t readBufferSize,
|
||||
uint8_t *outBuffer,
|
||||
const size_t outBufferSize
|
||||
) {
|
||||
assertNotNull(reader, "Line reader cannot be NULL.");
|
||||
assertNotNull(file, " File cannot be NULL.");
|
||||
assertNotNull(readBuffer, "Read buffer cannot be NULL.");
|
||||
assertNotNull(outBuffer, "Output buffer cannot be NULL.");
|
||||
assertTrue(readBufferSize > 0, "Read buffer size must be greater than 0.");
|
||||
assertTrue(outBufferSize > 0, "Output buffer size must be greater than 0.");
|
||||
|
||||
memoryZero(reader, sizeof(assetfilelinereader_t));
|
||||
|
||||
reader->file = file;
|
||||
reader->readBuffer = readBuffer;
|
||||
reader->readBufferSize = readBufferSize;
|
||||
reader->outBuffer = outBuffer;
|
||||
reader->outBufferSize = outBufferSize;
|
||||
}
|
||||
|
||||
size_t assetFileLineReaderUnreadBytes(const assetfilelinereader_t *reader) {
|
||||
assertNotNull(reader, "Reader cannot be NULL.");
|
||||
assertTrue(reader->bufferEnd >= reader->bufferStart, "Invalid buffer state.");
|
||||
return reader->bufferEnd - reader->bufferStart;
|
||||
}
|
||||
|
||||
const uint8_t *assetFileLineReaderUnreadPtr(
|
||||
const assetfilelinereader_t *reader
|
||||
) {
|
||||
assertNotNull(reader, "Reader cannot be NULL.");
|
||||
assertNotNull(reader->readBuffer, "Read buffer cannot be NULL.");
|
||||
return reader->readBuffer + reader->bufferStart;
|
||||
}
|
||||
|
||||
static errorret_t assetFileLineReaderAppend(
|
||||
assetfilelinereader_t *reader,
|
||||
const uint8_t *src,
|
||||
size_t srcLength
|
||||
) {
|
||||
assertNotNull(reader, "Reader cannot be NULL.");
|
||||
assertNotNull(reader->outBuffer, "Out buffer cannot be NULL.");
|
||||
|
||||
if(srcLength == 0) {
|
||||
errorOk();
|
||||
}
|
||||
|
||||
/* reserve room for optional NUL terminator */
|
||||
if(reader->lineLength + srcLength >= reader->outBufferSize) {
|
||||
errorThrow("Line length exceeds output buffer size.");
|
||||
}
|
||||
|
||||
memoryCopy(reader->outBuffer + reader->lineLength, src, srcLength);
|
||||
reader->lineLength += srcLength;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
static void assetFileLineReaderTerminate(assetfilelinereader_t *reader) {
|
||||
assertNotNull(reader, "Reader cannot be NULL.");
|
||||
assertNotNull(reader->outBuffer, "Out buffer cannot be NULL.");
|
||||
assertTrue(
|
||||
reader->lineLength < reader->outBufferSize,
|
||||
"Line length exceeds out buffer."
|
||||
);
|
||||
reader->outBuffer[reader->lineLength] = '\0';
|
||||
}
|
||||
|
||||
static ssize_t assetFileLineReaderFindNewline(
|
||||
const assetfilelinereader_t *reader
|
||||
) {
|
||||
size_t i;
|
||||
|
||||
assertNotNull(reader, "Reader cannot be NULL.");
|
||||
assertNotNull(reader->readBuffer, "Read buffer cannot be NULL.");
|
||||
|
||||
for(i = reader->bufferStart; i < reader->bufferEnd; ++i) {
|
||||
if(reader->readBuffer[i] == '\n') {
|
||||
return (ssize_t)i;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
errorret_t assetFileLineReaderFill(assetfilelinereader_t *reader) {
|
||||
|
||||
assertNotNull(reader, "Reader cannot be NULL.");
|
||||
assertNotNull(reader->file, "File cannot be NULL.");
|
||||
assertNotNull(reader->readBuffer, "Read buffer cannot be NULL.");
|
||||
|
||||
if(reader->eof) errorOk();
|
||||
|
||||
errorret_t ret;
|
||||
|
||||
size_t unreadBytes = assetFileLineReaderUnreadBytes(reader);
|
||||
|
||||
/* If buffer is fully consumed, refill from start. */
|
||||
if(unreadBytes == 0) {
|
||||
reader->bufferStart = 0;
|
||||
reader->bufferEnd = 0;
|
||||
|
||||
errorChain(assetFileRead(
|
||||
reader->file,
|
||||
reader->readBuffer,
|
||||
reader->readBufferSize
|
||||
));
|
||||
|
||||
if(reader->file->lastRead == 0) {
|
||||
reader->eof = true;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
reader->bufferStart = 0;
|
||||
reader->bufferEnd = reader->file->lastRead;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
/*
|
||||
* There are unread bytes left but no newline in them.
|
||||
* If bufferStart > 0, slide unread bytes to front so we can read more.
|
||||
* This only happens when necessary to make space.
|
||||
*/
|
||||
if(reader->bufferEnd == reader->readBufferSize) {
|
||||
if(reader->bufferStart == 0) {
|
||||
/*
|
||||
* Entire read buffer is unread and contains no newline.
|
||||
* Caller must have a large enough outBuffer to accumulate across fills,
|
||||
* so we consume these bytes into outBuffer before refilling.
|
||||
*/
|
||||
errorOk();
|
||||
}
|
||||
|
||||
memoryMove(
|
||||
reader->readBuffer,
|
||||
reader->readBuffer + reader->bufferStart,
|
||||
unreadBytes
|
||||
);
|
||||
reader->bufferStart = 0;
|
||||
reader->bufferEnd = unreadBytes;
|
||||
}
|
||||
|
||||
errorChain(assetFileRead(
|
||||
reader->file,
|
||||
reader->readBuffer + reader->bufferEnd,
|
||||
reader->readBufferSize - reader->bufferEnd
|
||||
));
|
||||
|
||||
if(reader->file->lastRead == 0) {
|
||||
reader->eof = true;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
reader->bufferEnd += reader->file->lastRead;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetFileLineReaderNext(assetfilelinereader_t *reader) {
|
||||
assertNotNull(reader, "Reader cannot be NULL.");
|
||||
assertNotNull(reader->file, "File cannot be NULL.");
|
||||
assertNotNull(reader->readBuffer, "Read buffer cannot be NULL.");
|
||||
assertNotNull(reader->outBuffer, "Out buffer cannot be NULL.");
|
||||
|
||||
reader->lineLength = 0;
|
||||
|
||||
for(;;) {
|
||||
ssize_t newlineIndex = assetFileLineReaderFindNewline(reader);
|
||||
|
||||
if(newlineIndex >= 0) {
|
||||
size_t chunkLength = (size_t)newlineIndex - reader->bufferStart;
|
||||
errorret_t ret;
|
||||
|
||||
/* strip CR in CRLF */
|
||||
if(
|
||||
chunkLength > 0 &&
|
||||
reader->readBuffer[(size_t)newlineIndex - 1] == '\r'
|
||||
) {
|
||||
chunkLength--;
|
||||
}
|
||||
|
||||
errorChain(assetFileLineReaderAppend(
|
||||
reader,
|
||||
reader->readBuffer + reader->bufferStart,
|
||||
chunkLength
|
||||
));
|
||||
|
||||
reader->bufferStart = (size_t)newlineIndex + 1;
|
||||
assetFileLineReaderTerminate(reader);
|
||||
errorOk();
|
||||
}
|
||||
|
||||
if(assetFileLineReaderUnreadBytes(reader) > 0) {
|
||||
errorChain(assetFileLineReaderAppend(
|
||||
reader,
|
||||
assetFileLineReaderUnreadPtr(reader),
|
||||
assetFileLineReaderUnreadBytes(reader)
|
||||
));
|
||||
|
||||
reader->bufferStart = reader->bufferEnd;
|
||||
}
|
||||
|
||||
if(reader->eof) {
|
||||
if(reader->lineLength > 0) {
|
||||
assetFileLineReaderTerminate(reader);
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorThrow("End of file reached.");
|
||||
}
|
||||
|
||||
errorChain(assetFileLineReaderFill(reader));
|
||||
}
|
||||
}
|
||||
@@ -1,156 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "error/error.h"
|
||||
#include <zip.h>
|
||||
|
||||
#define ASSET_FILE_NAME_MAX 48
|
||||
|
||||
typedef struct assetfile_s assetfile_t;
|
||||
|
||||
typedef errorret_t (*assetfileloader_t)(assetfile_t *file);
|
||||
|
||||
// Describes a file not yet loaded.
|
||||
typedef struct assetfile_s {
|
||||
char_t filename[ASSET_FILE_NAME_MAX];
|
||||
void *params;
|
||||
void *output;
|
||||
|
||||
zip_stat_t stat;
|
||||
zip_int64_t size;
|
||||
zip_int64_t position;
|
||||
zip_int64_t lastRead;
|
||||
zip_file_t *zipFile;
|
||||
} assetfile_t;
|
||||
|
||||
/**
|
||||
* Initializes the asset file structure in preparation for loading. This will
|
||||
* stat the file but not open the handle.
|
||||
*
|
||||
* @param file The asset file structure to initialize.
|
||||
* @param filename The name of the asset file to load.
|
||||
* @param params Optional loader params.
|
||||
* @param output Output pointer for the loader.
|
||||
* @return Error indicating success or failure.
|
||||
*/
|
||||
errorret_t assetFileInit(
|
||||
assetfile_t *file,
|
||||
const char_t *filename,
|
||||
void *params,
|
||||
void *output
|
||||
);
|
||||
|
||||
/**
|
||||
* Opens the asset file for reading. After opening the loader is responsible
|
||||
* for closing the file.
|
||||
*
|
||||
* @param file The asset file to open.
|
||||
* @return An error code if the file could not be opened.
|
||||
*/
|
||||
errorret_t assetFileOpen(assetfile_t *file);
|
||||
|
||||
/**
|
||||
* Rewind the file to the initial position.
|
||||
*
|
||||
* @param file The asset file to rewind.
|
||||
*/
|
||||
errorret_t assetFileRewind(assetfile_t *file);
|
||||
|
||||
/**
|
||||
* Read bytes from the asset file. Assumes the file has already been opened
|
||||
* prior to trying to read anything.
|
||||
*
|
||||
* @param file File to read from.
|
||||
* @param buffer Buffer to read the file data into., or NULL to skip bytes.
|
||||
* @param size Size of the buffer to read into.
|
||||
*/
|
||||
errorret_t assetFileRead(
|
||||
assetfile_t *file,
|
||||
void *buffer,
|
||||
const size_t bufferSize
|
||||
);
|
||||
|
||||
/**
|
||||
* Closes the asset file and releases any resources associated with it.
|
||||
*
|
||||
* @param file The asset file to close.
|
||||
* @return An error code if the file could not be closed properly.
|
||||
*/
|
||||
errorret_t assetFileClose(assetfile_t *file);
|
||||
|
||||
/**
|
||||
* Disposes the asset file structure, closing any open handles and zeroing
|
||||
* out the structure.
|
||||
*
|
||||
* @param file The asset file to dispose.
|
||||
* @return An error code if the file could not be disposed properly.
|
||||
*/
|
||||
errorret_t assetFileDispose(assetfile_t *file);
|
||||
|
||||
/**
|
||||
* Reads the entire contents of the asset file into a newly allocated buffer.
|
||||
* The caller is responsible for freeing the buffer with memoryFree.
|
||||
*
|
||||
* @param file The asset file to read. Must be initialized but not open.
|
||||
* @param outBuffer Receives a pointer to the allocated buffer.
|
||||
* @param outSize Receives the number of bytes written to the buffer.
|
||||
* @return An error code if the file could not be read.
|
||||
*/
|
||||
errorret_t assetFileReadEntire(
|
||||
assetfile_t *file,
|
||||
uint8_t **outBuffer,
|
||||
size_t *outSize
|
||||
);
|
||||
|
||||
typedef struct {
|
||||
assetfile_t *file;
|
||||
uint8_t *readBuffer;
|
||||
size_t readBufferSize;
|
||||
uint8_t *outBuffer;
|
||||
size_t outBufferSize;
|
||||
|
||||
// A
|
||||
size_t bufferStart;
|
||||
size_t bufferEnd;
|
||||
bool_t eof;//?
|
||||
|
||||
// Updated each reach:
|
||||
size_t lineLength;
|
||||
} assetfilelinereader_t;
|
||||
|
||||
/**
|
||||
* Initializes a line reader for the given asset file. The line reader will read
|
||||
* lines from the file into the provided line buffer, using the provided buffer
|
||||
* for reading chunks of the file.
|
||||
*
|
||||
* @param file The asset file to read from. Must already be opened.
|
||||
* @param readBuffer Buffer to use for reading chunks of the file.
|
||||
* @param readBufferSize Size of the read buffer.
|
||||
* @param outBuffer Buffer to read lines into. Lines will be null-terminated.
|
||||
* @param outBufferSize Size of the output buffer.
|
||||
* @return An initialized line reader structure.
|
||||
*/
|
||||
void assetFileLineReaderInit(
|
||||
assetfilelinereader_t *reader,
|
||||
assetfile_t *file,
|
||||
uint8_t *readBuffer,
|
||||
const size_t readBufferSize,
|
||||
uint8_t *outBuffer,
|
||||
const size_t outBufferSize
|
||||
);
|
||||
|
||||
/**
|
||||
* Reads the next line from the asset file into the line buffer. The line
|
||||
* buffer is null-terminated and does not include the newline character.
|
||||
*
|
||||
* @param reader The line reader to read from.
|
||||
* @return An error code if a failure occurs, or errorOk() if a line was read
|
||||
* successfully. If the end of the file is reached, errorEndOfFile() is
|
||||
* returned.
|
||||
*/
|
||||
errorret_t assetFileLineReaderNext(assetfilelinereader_t *reader);
|
||||
@@ -0,0 +1,106 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "type/assettexture.h"
|
||||
// #include "type/assetpalette.h"
|
||||
#include "type/assettileset.h"
|
||||
#include "type/assetlanguage.h"
|
||||
#include "type/assetscript.h"
|
||||
#include "type/assetmap.h"
|
||||
#include "type/assetmapchunk.h"
|
||||
#include <zip.h>
|
||||
|
||||
typedef enum {
|
||||
ASSET_TYPE_NULL,
|
||||
|
||||
ASSET_TYPE_TEXTURE,
|
||||
// ASSET_TYPE_PALETTE,
|
||||
ASSET_TYPE_TILESET,
|
||||
ASSET_TYPE_LANGUAGE,
|
||||
ASSET_TYPE_SCRIPT,
|
||||
ASSET_TYPE_MAP,
|
||||
ASSET_TYPE_MAP_CHUNK,
|
||||
|
||||
ASSET_TYPE_COUNT,
|
||||
} assettype_t;
|
||||
|
||||
typedef enum {
|
||||
ASSET_LOAD_STRAT_ENTIRE,
|
||||
ASSET_LOAD_STRAT_CUSTOM
|
||||
} assetloadstrat_t;
|
||||
|
||||
typedef struct assetentire_s {
|
||||
void *data;
|
||||
void *output;
|
||||
} assetentire_t;
|
||||
|
||||
typedef struct assetcustom_s {
|
||||
zip_file_t *zipFile;
|
||||
void *output;
|
||||
} assetcustom_t;
|
||||
|
||||
typedef struct {
|
||||
const char_t *extension;
|
||||
const size_t dataSize;
|
||||
const assetloadstrat_t loadStrategy;
|
||||
union {
|
||||
errorret_t (*entire)(assetentire_t entire);
|
||||
errorret_t (*custom)(assetcustom_t custom);
|
||||
};
|
||||
} assettypedef_t;
|
||||
|
||||
static const assettypedef_t ASSET_TYPE_DEFINITIONS[ASSET_TYPE_COUNT] = {
|
||||
[ASSET_TYPE_NULL] = {
|
||||
0
|
||||
},
|
||||
|
||||
[ASSET_TYPE_TEXTURE] = {
|
||||
.extension = "dpt",
|
||||
.loadStrategy = ASSET_LOAD_STRAT_ENTIRE,
|
||||
.dataSize = sizeof(assettexture_t),
|
||||
.entire = assetTextureLoad
|
||||
},
|
||||
|
||||
// [ASSET_TYPE_PALETTE] = {
|
||||
// .extension = "dpf",
|
||||
// .loadStrategy = ASSET_LOAD_STRAT_ENTIRE,
|
||||
// .dataSize = sizeof(palette_t),
|
||||
// .entire = assetPaletteLoad
|
||||
// },
|
||||
|
||||
[ASSET_TYPE_TILESET] = {
|
||||
.extension = "dtf",
|
||||
.loadStrategy = ASSET_LOAD_STRAT_ENTIRE,
|
||||
.dataSize = sizeof(assettileset_t),
|
||||
.entire = assetTilesetLoad
|
||||
},
|
||||
|
||||
[ASSET_TYPE_LANGUAGE] = {
|
||||
.extension = "DLF",
|
||||
.loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
|
||||
.custom = assetLanguageHandler
|
||||
},
|
||||
|
||||
[ASSET_TYPE_SCRIPT] = {
|
||||
.extension = "lua",
|
||||
.loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
|
||||
.custom = assetScriptHandler
|
||||
},
|
||||
|
||||
// [ASSET_TYPE_MAP] = {
|
||||
// .extension = "DMF",
|
||||
// .loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
|
||||
// .custom = assetMapHandler
|
||||
// },
|
||||
|
||||
// [ASSET_TYPE_MAP_CHUNK] = {
|
||||
// .extension = "DMC",
|
||||
// .loadStrategy = ASSET_LOAD_STRAT_CUSTOM,
|
||||
// .custom = assetMapChunkHandler
|
||||
// },
|
||||
};
|
||||
@@ -1,17 +0,0 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
assetentry.c
|
||||
assetloader.c
|
||||
)
|
||||
|
||||
|
||||
# Subdirs
|
||||
add_subdirectory(display)
|
||||
add_subdirectory(locale)
|
||||
add_subdirectory(json)
|
||||
@@ -1,104 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "assetentry.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "util/string.h"
|
||||
|
||||
void assetEntryInit(
|
||||
assetentry_t *entry,
|
||||
const char_t *name,
|
||||
const assetloadertype_t type,
|
||||
assetloaderinput_t *input
|
||||
) {
|
||||
assertNotNull(entry, "Entry cannot be NULL");
|
||||
assertStrLenMin(name, 1, "Name cannot be empty");
|
||||
assertStrLenMax(name, ASSET_FILE_NAME_MAX - 1, "Name too long");
|
||||
assertTrue(type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
|
||||
assertTrue(type < ASSET_LOADER_TYPE_COUNT, "Invalid loader type.");
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
|
||||
memoryZero(entry, sizeof(assetentry_t));
|
||||
stringCopy(entry->name, name, ASSET_FILE_NAME_MAX);
|
||||
entry->type = type;
|
||||
entry->state = ASSET_ENTRY_STATE_NOT_STARTED;
|
||||
if(input) {
|
||||
entry->inputData = *input;
|
||||
entry->input = &entry->inputData;
|
||||
} else {
|
||||
memoryZero(&entry->inputData, sizeof(assetloaderinput_t));
|
||||
entry->input = NULL;
|
||||
}
|
||||
refInit(&entry->refs, entry, NULL, NULL, NULL);
|
||||
|
||||
eventInit(
|
||||
&entry->onLoaded,
|
||||
entry->onLoadedCallbacks, entry->onLoadedUsers,
|
||||
ASSET_ENTRY_EVENT_MAX
|
||||
);
|
||||
eventInit(
|
||||
&entry->onUnloaded,
|
||||
entry->onUnloadedCallbacks, entry->onUnloadedUsers,
|
||||
ASSET_ENTRY_EVENT_MAX
|
||||
);
|
||||
eventInit(
|
||||
&entry->onError,
|
||||
entry->onErrorCallbacks, entry->onErrorUsers,
|
||||
ASSET_ENTRY_EVENT_MAX
|
||||
);
|
||||
}
|
||||
|
||||
void assetEntryLock(assetentry_t *entry) {
|
||||
assertNotNull(entry, "Entry cannot be NULL");
|
||||
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
|
||||
|
||||
refLock(&entry->refs);
|
||||
}
|
||||
|
||||
void assetEntryUnlock(assetentry_t *entry) {
|
||||
assertNotNull(entry, "Entry cannot be NULL");
|
||||
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
|
||||
|
||||
refUnlock(&entry->refs);
|
||||
}
|
||||
|
||||
void assetEntryStartLoading(
|
||||
assetentry_t *entry,
|
||||
assetloading_t *loading
|
||||
) {
|
||||
assertNotNull(entry, "Entry cannot be NULL");
|
||||
assertNotNull(loading, "Loading cannot be NULL");
|
||||
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
|
||||
assertTrue(
|
||||
entry->state == ASSET_ENTRY_STATE_NOT_STARTED,
|
||||
"Can only start loading from NOT_STARTED state."
|
||||
);
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
|
||||
entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
|
||||
memoryZero(&loading->loading, sizeof(assetloaderloading_t));
|
||||
loading->type = entry->type;
|
||||
loading->entry = entry;
|
||||
// At this point the asset manager will manage this thing's loading
|
||||
}
|
||||
|
||||
errorret_t assetEntryDispose(assetentry_t *entry) {
|
||||
assertNotNull(entry, "Entry cannot be NULL");
|
||||
assertTrue(entry->type != ASSET_LOADER_TYPE_NULL, "Invalid loader type.");
|
||||
assertTrue(entry->type < ASSET_LOADER_TYPE_COUNT, "Invalid loader type.");
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
assertTrue(
|
||||
entry->refs.count == 0,
|
||||
"Asset entry still refed at dispose time."
|
||||
);
|
||||
|
||||
eventInvoke(&entry->onUnloaded, entry);
|
||||
errorChain(ASSET_LOADER_CALLBACKS[entry->type].dispose(entry));
|
||||
memoryZero(entry, sizeof(assetentry_t));
|
||||
errorOk();
|
||||
}
|
||||
@@ -1,112 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "asset/loader/assetloading.h"
|
||||
#include "event/event.h"
|
||||
#include "util/ref.h"
|
||||
|
||||
typedef enum {
|
||||
ASSET_ENTRY_STATE_NOT_STARTED,
|
||||
ASSET_ENTRY_STATE_PENDING_ASYNC,
|
||||
ASSET_ENTRY_STATE_LOADING_ASYNC,
|
||||
ASSET_ENTRY_STATE_PENDING_SYNC,
|
||||
ASSET_ENTRY_STATE_LOADING_SYNC,
|
||||
ASSET_ENTRY_STATE_LOADED,
|
||||
ASSET_ENTRY_STATE_ERROR
|
||||
} assetentrystate_t;
|
||||
|
||||
/** Maximum number of subscribers for each per-entry event. */
|
||||
#define ASSET_ENTRY_EVENT_MAX 2
|
||||
|
||||
typedef struct assetentry_s assetentry_t;
|
||||
|
||||
struct assetentry_s {
|
||||
char_t name[ASSET_FILE_NAME_MAX];
|
||||
assetloadertype_t type;
|
||||
assetloaderoutput_t data;
|
||||
assetentrystate_t state;
|
||||
ref_t refs;
|
||||
assetloaderinput_t *input;
|
||||
assetloaderinput_t inputData;
|
||||
/**
|
||||
* Fired once when loading completes successfully (params = assetentry_t *).
|
||||
* Always invoked on the main thread.
|
||||
*/
|
||||
event_t onLoaded;
|
||||
eventcallback_t onLoadedCallbacks[ASSET_ENTRY_EVENT_MAX];
|
||||
void *onLoadedUsers[ASSET_ENTRY_EVENT_MAX];
|
||||
|
||||
/**
|
||||
* Fired once when the entry is disposed/reaped (params = assetentry_t *).
|
||||
* The asset data is still accessible when the callback runs.
|
||||
* Always invoked on the main thread.
|
||||
*/
|
||||
event_t onUnloaded;
|
||||
eventcallback_t onUnloadedCallbacks[ASSET_ENTRY_EVENT_MAX];
|
||||
void *onUnloadedUsers[ASSET_ENTRY_EVENT_MAX];
|
||||
|
||||
/**
|
||||
* Fired once when loading fails (params = assetentry_t *).
|
||||
* Always invoked on the main thread.
|
||||
*/
|
||||
event_t onError;
|
||||
eventcallback_t onErrorCallbacks[ASSET_ENTRY_EVENT_MAX];
|
||||
void *onErrorUsers[ASSET_ENTRY_EVENT_MAX];
|
||||
};
|
||||
|
||||
/**
|
||||
* Initializes an asset entry with the given name and type. This does not load
|
||||
* the asset.
|
||||
*
|
||||
* @param entry The asset entry to initialize.
|
||||
* @param name The name of the asset, used as a key for loading and caching.
|
||||
* @param type The type of asset this entry represents.
|
||||
* @param input Data that will be passed to the loader about how it should load.
|
||||
*/
|
||||
void assetEntryInit(
|
||||
assetentry_t *entry,
|
||||
const char_t *name,
|
||||
const assetloadertype_t type,
|
||||
assetloaderinput_t *input
|
||||
);
|
||||
|
||||
/**
|
||||
* Locks an asset entry, preventing it from being freed until it is unlocked.
|
||||
*
|
||||
* @param entry The asset entry to lock.
|
||||
*/
|
||||
void assetEntryLock(assetentry_t *entry);
|
||||
|
||||
/**
|
||||
* Unlocks an asset entry, allowing it to be freed if there are no more locks.
|
||||
*
|
||||
* @param entry The asset entry to unlock.
|
||||
*/
|
||||
void assetEntryUnlock(assetentry_t *entry);
|
||||
|
||||
/**
|
||||
* Starts loading the given asset entry using an assetloading slot. This will
|
||||
* be called by the asset manager when it deems it's a good time to begin the
|
||||
* loading of this asset entry.
|
||||
*
|
||||
* Currently we return the error but in future this will not be returned.
|
||||
*
|
||||
* @param entry The asset entry to start loading.
|
||||
* @param loading The assetloading slot to use for loading this asset entry.
|
||||
* @return Any error that occurs during loading.
|
||||
*/
|
||||
void assetEntryStartLoading(assetentry_t *entry, assetloading_t *loading);
|
||||
|
||||
/**
|
||||
* Disposes an asset entry, freeing any resources it holds.
|
||||
* Fires the onUnloaded event before releasing asset data.
|
||||
*
|
||||
* @param entry The asset entry to dispose.
|
||||
* @return Any error that occurs during disposal.
|
||||
*/
|
||||
errorret_t assetEntryDispose(assetentry_t *entry);
|
||||
@@ -1,42 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "assetloader.h"
|
||||
|
||||
assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT] = {
|
||||
[ASSET_LOADER_TYPE_NULL] = { 0 },
|
||||
|
||||
[ASSET_LOADER_TYPE_MESH] = {
|
||||
.loadSync = assetMeshLoaderSync,
|
||||
.loadAsync = assetMeshLoaderAsync,
|
||||
.dispose = assetMeshDispose
|
||||
},
|
||||
|
||||
[ASSET_LOADER_TYPE_TEXTURE] = {
|
||||
.loadSync = assetTextureLoaderSync,
|
||||
.loadAsync = assetTextureLoaderAsync,
|
||||
.dispose = assetTextureDispose
|
||||
},
|
||||
|
||||
[ASSET_LOADER_TYPE_TILESET] = {
|
||||
.loadSync = assetTilesetLoaderSync,
|
||||
.loadAsync = assetTilesetLoaderAsync,
|
||||
.dispose = assetTilesetDispose
|
||||
},
|
||||
|
||||
[ASSET_LOADER_TYPE_LOCALE] = {
|
||||
.loadSync = assetLocaleLoaderSync,
|
||||
.loadAsync = assetLocaleLoaderAsync,
|
||||
.dispose = assetLocaleDispose
|
||||
},
|
||||
|
||||
[ASSET_LOADER_TYPE_JSON] = {
|
||||
.loadSync = assetJsonLoaderSync,
|
||||
.loadAsync = assetJsonLoaderAsync,
|
||||
.dispose = assetJsonDispose
|
||||
},
|
||||
};
|
||||
@@ -1,91 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "asset/loader/display/assetmeshloader.h"
|
||||
#include "asset/loader/display/assettextureloader.h"
|
||||
#include "asset/loader/display/assettilesetloader.h"
|
||||
#include "asset/loader/locale/assetlocaleloader.h"
|
||||
#include "asset/loader/json/assetjsonloader.h"
|
||||
|
||||
typedef enum {
|
||||
ASSET_LOADER_TYPE_NULL,
|
||||
|
||||
ASSET_LOADER_TYPE_MESH,
|
||||
ASSET_LOADER_TYPE_TEXTURE,
|
||||
ASSET_LOADER_TYPE_TILESET,
|
||||
ASSET_LOADER_TYPE_LOCALE,
|
||||
ASSET_LOADER_TYPE_JSON,
|
||||
|
||||
ASSET_LOADER_TYPE_COUNT
|
||||
} assetloadertype_t;
|
||||
|
||||
typedef union {
|
||||
assetmeshloaderinput_t mesh;
|
||||
assettextureloaderinput_t texture;
|
||||
assettilesetloaderinput_t tileset;
|
||||
assetlocaleloaderinput_t locale;
|
||||
assetjsonloaderinput_t json;
|
||||
} assetloaderinput_t;
|
||||
|
||||
typedef union {
|
||||
assetmeshloaderloading_t mesh;
|
||||
assettextureloaderloading_t texture;
|
||||
assettilesetloaderloading_t tileset;
|
||||
assetlocaleloaderloading_t locale;
|
||||
assetjsonloaderloading_t json;
|
||||
} assetloaderloading_t;
|
||||
|
||||
typedef union {
|
||||
assetmeshoutput_t mesh;
|
||||
assettextureoutput_t texture;
|
||||
assettilesetoutput_t tileset;
|
||||
assetlocaleoutput_t locale;
|
||||
assetjsonoutput_t json;
|
||||
} assetloaderoutput_t;
|
||||
|
||||
typedef struct assetloading_s assetloading_t;
|
||||
typedef struct assetentry_s assetentry_t;
|
||||
|
||||
typedef errorret_t (assetloadersynccallback_t)(assetloading_t *loading);
|
||||
typedef errorret_t (assetloaderasynccallback_t)(assetloading_t *loading);
|
||||
typedef errorret_t (assetloaderdisposecallback_t)(assetentry_t *entry);
|
||||
|
||||
typedef struct {
|
||||
assetloadersynccallback_t *loadSync;
|
||||
assetloaderasynccallback_t *loadAsync;
|
||||
assetloaderdisposecallback_t *dispose;
|
||||
} assetloadercallbacks_t;
|
||||
|
||||
extern assetloadercallbacks_t ASSET_LOADER_CALLBACKS[ASSET_LOADER_TYPE_COUNT];
|
||||
|
||||
/**
|
||||
* Shorthand method to both chain an error (against the loader state) and to
|
||||
* set the asset entry state to error.
|
||||
*
|
||||
* @param loading The asset loading slot.
|
||||
* @param ret The error return value to check and chain if it's an error.
|
||||
*/
|
||||
#define assetLoaderErrorChain(loading, _expr) {\
|
||||
errorret_t _alec = (_expr); \
|
||||
if(errorIsNotOk(_alec)) { \
|
||||
(loading)->entry->state = ASSET_ENTRY_STATE_ERROR; \
|
||||
errorChain(_alec); \
|
||||
} \
|
||||
}
|
||||
|
||||
/**
|
||||
* Shorthand method to both throw an error (against the loader state) and to
|
||||
* set the asset entry state to error.
|
||||
*
|
||||
* @param loading The asset loading slot.
|
||||
* @param ... Format string and arguments for the error message.
|
||||
*/
|
||||
#define assetLoaderErrorThrow(loading, ...) {\
|
||||
loading->entry->state = ASSET_ENTRY_STATE_ERROR; \
|
||||
errorThrow(__VA_ARGS__); \
|
||||
}
|
||||
@@ -1,26 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "assetloader.h"
|
||||
#include "asset/assetfile.h"
|
||||
#include "thread/threadmutex.h"
|
||||
|
||||
typedef struct assetentry_s assetentry_t;
|
||||
|
||||
typedef struct assetloading_s {
|
||||
threadmutex_t mutex;
|
||||
assetloadertype_t type;
|
||||
assetentry_t *entry;
|
||||
assetloaderloading_t loading;
|
||||
} assetloading_t;
|
||||
|
||||
typedef errorret_t (assetloadingcallback_t)(assetloading_t *loading);
|
||||
|
||||
typedef struct {
|
||||
assetloadingcallback_t *loadSync;
|
||||
} assetloadingcallbacks_t;
|
||||
@@ -1,12 +0,0 @@
|
||||
# Copyright (c) 2026 Dominic Masters
|
||||
#
|
||||
# This software is released under the MIT License.
|
||||
# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
||||
target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
PUBLIC
|
||||
assetmeshloader.c
|
||||
assettextureloader.c
|
||||
assettilesetloader.c
|
||||
)
|
||||
@@ -1,180 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "assetmeshloader.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/endian.h"
|
||||
#include "util/memory.h"
|
||||
#include "asset/loader/assetloading.h"
|
||||
#include "asset/loader/assetentry.h"
|
||||
|
||||
errorret_t assetMeshLoaderAsync(assetloading_t *loading) {
|
||||
assertNotNull(loading, "Loading cannot be NULL");
|
||||
|
||||
if(loading->loading.mesh.state != ASSET_MESH_LOADING_STATE_READ_FILE) {
|
||||
errorOk();
|
||||
}
|
||||
|
||||
assetmeshoutput_t *out = &loading->entry->data.mesh;
|
||||
assetfile_t *file = &loading->loading.mesh.file;
|
||||
assetmeshinputaxis_t axis = loading->entry->inputData.mesh;
|
||||
|
||||
assetLoaderErrorChain(loading,
|
||||
assetFileInit(file, loading->entry->name, NULL, NULL)
|
||||
);
|
||||
assetLoaderErrorChain(loading, assetFileOpen(file));
|
||||
|
||||
// Skip the 80-byte STL header.
|
||||
assetLoaderErrorChain(loading, assetFileRead(file, NULL, 80));
|
||||
if(file->lastRead != 80) {
|
||||
assetLoaderErrorThrow(loading, "Failed to skip STL header.");
|
||||
}
|
||||
|
||||
uint32_t triangleCount;
|
||||
assetLoaderErrorChain(loading,
|
||||
assetFileRead(file, &triangleCount, sizeof(uint32_t))
|
||||
);
|
||||
if(file->lastRead != sizeof(uint32_t)) {
|
||||
assetLoaderErrorThrow(loading, "Failed to read tri count");
|
||||
}
|
||||
triangleCount = endianLittleToHost32(triangleCount);
|
||||
|
||||
out->vertices = memoryAllocate(sizeof(meshvertex_t) * triangleCount * 3);
|
||||
meshvertex_t *verts = out->vertices;
|
||||
|
||||
errorret_t ret;
|
||||
for(uint32_t i = 0; i < triangleCount; i++) {
|
||||
assetmeshstltriangle_t triData;
|
||||
ret = assetFileRead(file, &triData, sizeof(triData));
|
||||
if(errorIsNotOk(ret)) {
|
||||
memoryFree(verts);
|
||||
out->vertices = NULL;
|
||||
assetLoaderErrorChain(loading, ret);
|
||||
}
|
||||
if(file->lastRead != sizeof(triData)) {
|
||||
memoryFree(verts);
|
||||
out->vertices = NULL;
|
||||
assetLoaderErrorThrow(loading, "Failed to read triangle data");
|
||||
}
|
||||
|
||||
for(uint8_t j = 0; j < 3; j++) {
|
||||
#if MESH_ENABLE_COLOR
|
||||
verts[i * 3 + j].color.r = (
|
||||
(uint8_t)(endianLittleToHostFloat(triData.normal[0]) * 255.0f)
|
||||
);
|
||||
verts[i * 3 + j].color.g = (
|
||||
(uint8_t)(endianLittleToHostFloat(triData.normal[1]) * 255.0f)
|
||||
);
|
||||
verts[i * 3 + j].color.b = (
|
||||
(uint8_t)(endianLittleToHostFloat(triData.normal[2]) * 255.0f)
|
||||
);
|
||||
verts[i * 3 + j].color.a = 0xFF;
|
||||
#endif
|
||||
|
||||
verts[i * 3 + j].uv[0] = 0.0f;
|
||||
verts[i * 3 + j].uv[1] = 0.0f;
|
||||
|
||||
for(uint8_t k = 0; k < 3; k++) {
|
||||
verts[i * 3 + j].pos[k] = endianLittleToHostFloat(
|
||||
triData.positions[j][k]
|
||||
);
|
||||
}
|
||||
|
||||
switch(axis) {
|
||||
case MESH_INPUT_AXIS_Z_UP: {
|
||||
float_t temp = verts[i * 3 + j].pos[1];
|
||||
verts[i * 3 + j].pos[1] = verts[i * 3 + j].pos[2];
|
||||
verts[i * 3 + j].pos[2] = temp;
|
||||
break;
|
||||
}
|
||||
case MESH_INPUT_AXIS_X_UP: {
|
||||
float_t temp = verts[i * 3 + j].pos[0];
|
||||
verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
|
||||
verts[i * 3 + j].pos[1] = temp;
|
||||
break;
|
||||
}
|
||||
case MESH_INPUT_AXIS_Y_DOWN:
|
||||
verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[1];
|
||||
break;
|
||||
case MESH_INPUT_AXIS_Z_DOWN: {
|
||||
float_t temp = verts[i * 3 + j].pos[1];
|
||||
verts[i * 3 + j].pos[1] = -verts[i * 3 + j].pos[2];
|
||||
verts[i * 3 + j].pos[2] = temp;
|
||||
break;
|
||||
}
|
||||
case MESH_INPUT_AXIS_X_DOWN: {
|
||||
float_t temp = verts[i * 3 + j].pos[0];
|
||||
verts[i * 3 + j].pos[0] = verts[i * 3 + j].pos[1];
|
||||
verts[i * 3 + j].pos[1] = -temp;
|
||||
break;
|
||||
}
|
||||
case MESH_INPUT_AXIS_Y_UP:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ret = assetFileClose(file);
|
||||
if(errorIsNotOk(ret)) {
|
||||
memoryFree(verts);
|
||||
out->vertices = NULL;
|
||||
assetLoaderErrorChain(loading, ret);
|
||||
}
|
||||
assetFileDispose(file);
|
||||
|
||||
loading->loading.mesh.triangleCount = triangleCount;
|
||||
loading->loading.mesh.state = ASSET_MESH_LOADING_STATE_CREATE_MESH;
|
||||
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetMeshLoaderSync(assetloading_t *loading) {
|
||||
assertNotNull(loading, "Loading cannot be NULL");
|
||||
assertTrue(loading->type == ASSET_LOADER_TYPE_MESH, "Invalid type.");
|
||||
|
||||
switch(loading->loading.mesh.state) {
|
||||
case ASSET_MESH_LOADING_STATE_INITIAL:
|
||||
loading->loading.mesh.state = ASSET_MESH_LOADING_STATE_READ_FILE;
|
||||
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
|
||||
errorOk();
|
||||
break;
|
||||
|
||||
case ASSET_MESH_LOADING_STATE_CREATE_MESH:
|
||||
break;
|
||||
|
||||
default:
|
||||
errorOk();
|
||||
}
|
||||
|
||||
assetmeshoutput_t *out = &loading->entry->data.mesh;
|
||||
assertNotNull(out->vertices, "Mesh vertices should have been loaded by now.");
|
||||
|
||||
errorret_t ret = meshInit(
|
||||
&out->mesh,
|
||||
MESH_PRIMITIVE_TYPE_TRIANGLES,
|
||||
loading->loading.mesh.triangleCount * 3,
|
||||
out->vertices
|
||||
);
|
||||
if(errorIsNotOk(ret)) {
|
||||
loading->entry->state = ASSET_ENTRY_STATE_ERROR;
|
||||
memoryFree(out->vertices);
|
||||
out->vertices = NULL;
|
||||
assetLoaderErrorChain(loading, ret);
|
||||
}
|
||||
|
||||
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetMeshDispose(assetentry_t *entry) {
|
||||
assertNotNull(entry, "Asset entry cannot be NULL");
|
||||
assertTrue(entry->type == ASSET_LOADER_TYPE_MESH, "Invalid type.");
|
||||
errorChain(meshDispose(&entry->data.mesh.mesh));
|
||||
memoryFree(entry->data.mesh.vertices);
|
||||
errorOk();
|
||||
}
|
||||
@@ -1,58 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "asset/assetfile.h"
|
||||
#include "display/mesh/mesh.h"
|
||||
#include "assert/assert.h"
|
||||
|
||||
typedef struct assetloading_s assetloading_t;
|
||||
typedef struct assetentry_s assetentry_t;
|
||||
|
||||
typedef enum {
|
||||
MESH_INPUT_AXIS_Y_UP,
|
||||
MESH_INPUT_AXIS_Z_UP,
|
||||
MESH_INPUT_AXIS_X_UP,
|
||||
|
||||
MESH_INPUT_AXIS_Y_DOWN,
|
||||
MESH_INPUT_AXIS_Z_DOWN,
|
||||
MESH_INPUT_AXIS_X_DOWN,
|
||||
} assetmeshinputaxis_t;
|
||||
|
||||
typedef assetmeshinputaxis_t assetmeshloaderinput_t;
|
||||
|
||||
typedef enum {
|
||||
ASSET_MESH_LOADING_STATE_INITIAL,
|
||||
ASSET_MESH_LOADING_STATE_READ_FILE,
|
||||
ASSET_MESH_LOADING_STATE_CREATE_MESH,
|
||||
ASSET_MESH_LOADING_STATE_DONE
|
||||
} assetmeshloadingstate_t;
|
||||
|
||||
typedef struct {
|
||||
assetfile_t file;
|
||||
assetmeshloadingstate_t state;
|
||||
uint32_t triangleCount;
|
||||
} assetmeshloaderloading_t;
|
||||
|
||||
typedef struct {
|
||||
mesh_t mesh;
|
||||
meshvertex_t *vertices;
|
||||
} assetmeshoutput_t;
|
||||
|
||||
#pragma pack(push, 1)
|
||||
typedef struct {
|
||||
vec3 normal;
|
||||
float_t positions[3][3];
|
||||
uint16_t attributeByteCount;
|
||||
} assetmeshstltriangle_t;
|
||||
#pragma pack(pop)
|
||||
|
||||
assertStructSize(assetmeshstltriangle_t, 50);
|
||||
|
||||
errorret_t assetMeshLoaderAsync(assetloading_t *loading);
|
||||
errorret_t assetMeshLoaderSync(assetloading_t *loading);
|
||||
errorret_t assetMeshDispose(assetentry_t *entry);
|
||||
@@ -1,171 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "assettextureloader.h"
|
||||
#include "assert/assert.h"
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "stb_image.h"
|
||||
#include "log/log.h"
|
||||
#include "util/endian.h"
|
||||
#include "asset/loader/assetloading.h"
|
||||
#include "asset/loader/assetentry.h"
|
||||
|
||||
stbi_io_callbacks ASSET_TEXTURE_STB_CALLBACKS = {
|
||||
.read = assetTextureReader,
|
||||
.skip = assetTextureSkipper,
|
||||
.eof = assetTextureEOF
|
||||
};
|
||||
|
||||
int assetTextureReader(void *user, char *data, int size) {
|
||||
assertNotNull(data, "Data buffer for stb_image callbacks cannot be NULL.");
|
||||
|
||||
assetfile_t *file = (assetfile_t*)user;
|
||||
assertNotNull(file, "Asset file in stb_image callbacks cannot be NULL.");
|
||||
|
||||
errorret_t ret = assetFileRead(file, data, (size_t)size);
|
||||
if(errorIsNotOk(ret)) {
|
||||
errorCatch(errorPrint(ret));
|
||||
return -1;
|
||||
}
|
||||
|
||||
return file->lastRead;
|
||||
}
|
||||
|
||||
void assetTextureSkipper(void *user, int n) {
|
||||
assetfile_t *file = (assetfile_t*)user;
|
||||
assertNotNull(file, "Asset file in stb_image callbacks cannot be NULL.");
|
||||
|
||||
errorret_t ret = assetFileRead(file, NULL, (size_t)n);
|
||||
if(errorIsNotOk(ret)) {
|
||||
errorCatch(errorPrint(ret));
|
||||
}
|
||||
}
|
||||
|
||||
int assetTextureEOF(void *user) {
|
||||
assetfile_t *file = (assetfile_t*)user;
|
||||
assertNotNull(file, "Asset file in stb_image callbacks cannot be NULL.");
|
||||
|
||||
return file->position >= file->size;
|
||||
}
|
||||
|
||||
errorret_t assetTextureLoaderAsync(assetloading_t *loading) {
|
||||
assertNotNull(loading, "Loading cannot be NULL");
|
||||
assertNotMainThread("Should be called from an async thread.");
|
||||
|
||||
// Only care about loading pixels.
|
||||
if(loading->loading.texture.state != ASSET_TEXTURE_LOADING_STATE_LOAD_PIXELS){
|
||||
errorOk();
|
||||
}
|
||||
|
||||
// Init the file
|
||||
assertNull(
|
||||
loading->loading.texture.data, "Pixels already defined?"
|
||||
);
|
||||
|
||||
assetfile_t *file = &loading->loading.texture.file;
|
||||
assetLoaderErrorChain(loading, assetFileInit(
|
||||
file,
|
||||
loading->entry->name,
|
||||
NULL,
|
||||
&loading->entry->data.texture
|
||||
));
|
||||
assetLoaderErrorChain(loading, assetFileOpen(file));
|
||||
|
||||
// Determine channels
|
||||
int channelsDesired;
|
||||
switch(loading->entry->inputData.texture) {
|
||||
case TEXTURE_FORMAT_RGBA:
|
||||
channelsDesired = 4;
|
||||
break;
|
||||
|
||||
default:
|
||||
assetLoaderErrorThrow(loading, "Bad texture format.");
|
||||
}
|
||||
|
||||
// Load image pixels.
|
||||
loading->loading.texture.data = stbi_load_from_callbacks(
|
||||
&ASSET_TEXTURE_STB_CALLBACKS,
|
||||
file,
|
||||
&loading->loading.texture.width,
|
||||
&loading->loading.texture.height,
|
||||
&loading->loading.texture.channels,
|
||||
channelsDesired
|
||||
);
|
||||
|
||||
// Close out the file.
|
||||
assetLoaderErrorChain(loading, assetFileClose(file));
|
||||
assetLoaderErrorChain(loading, assetFileDispose(file));
|
||||
|
||||
// Ensure we loaded correctly.
|
||||
if(loading->loading.texture.data == NULL) {
|
||||
const char_t *errorStr = stbi_failure_reason();
|
||||
assetLoaderErrorThrow(
|
||||
loading, "Failed to load texture from file %s.", errorStr
|
||||
);
|
||||
}
|
||||
|
||||
// Fixes a specific bug probably with Dolphin but for now just assuming endian
|
||||
if(!isHostLittleEndian()) {
|
||||
stbi__vertical_flip(
|
||||
loading->loading.texture.data,
|
||||
loading->loading.texture.width,
|
||||
loading->loading.texture.height,
|
||||
loading->loading.texture.channels
|
||||
);
|
||||
}
|
||||
|
||||
loading->loading.texture.state = ASSET_TEXTURE_LOADING_STATE_CREATE_TEXTURE;
|
||||
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetTextureLoaderSync(assetloading_t *loading) {
|
||||
assertNotNull(loading, "Loading cannot be NULL");
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
|
||||
switch(loading->loading.texture.state) {
|
||||
case ASSET_TEXTURE_LOADING_STATE_INITIAL:
|
||||
loading->loading.texture.state = ASSET_TEXTURE_LOADING_STATE_LOAD_PIXELS;
|
||||
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
|
||||
errorOk();
|
||||
break;
|
||||
|
||||
case ASSET_TEXTURE_LOADING_STATE_CREATE_TEXTURE:
|
||||
break;
|
||||
|
||||
default:
|
||||
errorOk();
|
||||
}
|
||||
|
||||
// Create the texture.
|
||||
assertNotNull(
|
||||
loading->loading.texture.data, "Pixels should have been loaded by now."
|
||||
);
|
||||
|
||||
assetLoaderErrorChain(loading, textureInit(
|
||||
(texture_t*)&loading->entry->data.texture,
|
||||
loading->loading.texture.width,
|
||||
loading->loading.texture.height,
|
||||
loading->entry->inputData.texture,
|
||||
(texturedata_t){
|
||||
.rgbaColors = (color_t*)loading->loading.texture.data
|
||||
}
|
||||
));
|
||||
|
||||
// Free the pixels.
|
||||
stbi_image_free(loading->loading.texture.data);
|
||||
|
||||
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetTextureDispose(assetentry_t *entry) {
|
||||
assertNotNull(entry, "Asset entry cannot be NULL");
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
|
||||
return textureDispose(&entry->data.texture);
|
||||
}
|
||||
@@ -1,81 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "asset/assetfile.h"
|
||||
#include "display/texture/texture.h"
|
||||
|
||||
typedef struct assetloading_s assetloading_t;
|
||||
typedef struct assetentry_s assetentry_t;
|
||||
typedef textureformat_t assettextureloaderinput_t;
|
||||
|
||||
typedef enum {
|
||||
ASSET_TEXTURE_LOADING_STATE_INITIAL,
|
||||
ASSET_TEXTURE_LOADING_STATE_LOAD_PIXELS,
|
||||
ASSET_TEXTURE_LOADING_STATE_CREATE_TEXTURE,
|
||||
ASSET_TEXTURE_LOADING_STATE_DONE
|
||||
} assettextureloadingstate_t;
|
||||
|
||||
typedef struct {
|
||||
assetfile_t file;
|
||||
assettextureloadingstate_t state;
|
||||
|
||||
int channels, width, height;
|
||||
uint8_t *data;
|
||||
} assettextureloaderloading_t;
|
||||
|
||||
typedef texture_t assettextureoutput_t;
|
||||
|
||||
/**
|
||||
* STB image read callback for asset files.
|
||||
*
|
||||
* @param user User data passed to the callback, should be an assetfile_t*.
|
||||
* @param data Buffer to read the file data into.
|
||||
* @param size Size of the buffer to read into.
|
||||
* @return Number of bytes read, or -1 on error.
|
||||
*/
|
||||
int assetTextureReader(void *user, char *data, int size);
|
||||
|
||||
/**
|
||||
* STB image skip callback for asset files.
|
||||
*
|
||||
* @param user User data passed to the callback, should be an assetfile_t*.
|
||||
* @param n Number of bytes to skip in the file.
|
||||
*/
|
||||
void assetTextureSkipper(void *user, int n);
|
||||
|
||||
/**
|
||||
* STB image EOF callback for asset files.
|
||||
*
|
||||
* @param user User data passed to the callback, should be an assetfile_t*.
|
||||
* @return Non-zero if end of file has been reached, zero otherwise.
|
||||
*/
|
||||
int assetTextureEOF(void *user);
|
||||
|
||||
/**
|
||||
* Synchronous loader for texture assets.
|
||||
*
|
||||
* @param loading Loading information for the asset being loaded.
|
||||
* @return Error code indicating success or failure of the load operation.
|
||||
*/
|
||||
errorret_t assetTextureLoaderAsync(assetloading_t *loading);
|
||||
|
||||
/**
|
||||
* Synchronous loader for texture assets.
|
||||
*
|
||||
* @param loading Loading information for the asset being loaded.
|
||||
* @return Error code indicating success or failure of the load operation.
|
||||
*/
|
||||
errorret_t assetTextureLoaderSync(assetloading_t *loading);
|
||||
|
||||
/**
|
||||
* Disposer for texture assets.
|
||||
*
|
||||
* @param entry Asset entry containing the texture to dispose.
|
||||
* @return Error code indicating success or failure of the dispose operation.
|
||||
*/
|
||||
errorret_t assetTextureDispose(assetentry_t *entry);
|
||||
@@ -1,124 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "assettilesetloader.h"
|
||||
#include "assert/assert.h"
|
||||
#include "util/memory.h"
|
||||
#include "util/endian.h"
|
||||
#include "asset/loader/assetloading.h"
|
||||
#include "asset/loader/assetentry.h"
|
||||
|
||||
errorret_t assetTilesetLoaderAsync(assetloading_t *loading) {
|
||||
assertNotNull(loading, "Loading cannot be NULL");
|
||||
assertNotMainThread("Should be called from an async thread.");
|
||||
|
||||
if(loading->loading.tileset.state != ASSET_TILESET_LOADING_STATE_READ_FILE) {
|
||||
errorOk();
|
||||
}
|
||||
|
||||
assertNull(loading->loading.tileset.data, "Data already defined?");
|
||||
|
||||
assetfile_t *file = &loading->loading.tileset.file;
|
||||
assetLoaderErrorChain(loading,
|
||||
assetFileInit(file, loading->entry->name, NULL, NULL)
|
||||
);
|
||||
|
||||
uint8_t *data = memoryAllocate(file->size);
|
||||
assetLoaderErrorChain(loading, assetFileOpen(file));
|
||||
assetLoaderErrorChain(loading, assetFileRead(file, data, file->size));
|
||||
assetLoaderErrorChain(loading, assetFileClose(file));
|
||||
assetLoaderErrorChain(loading, assetFileDispose(file));
|
||||
assertTrue(
|
||||
file->lastRead == file->size,
|
||||
"Failed to read entire tileset file."
|
||||
);
|
||||
|
||||
loading->loading.tileset.data = data;
|
||||
loading->loading.tileset.state = ASSET_TILESET_LOADING_STATE_PARSE;
|
||||
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetTilesetLoaderSync(assetloading_t *loading) {
|
||||
assertNotNull(loading, "Loading cannot be NULL");
|
||||
assertTrue(loading->type == ASSET_LOADER_TYPE_TILESET, "Invalid type.");
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
|
||||
switch(loading->loading.tileset.state) {
|
||||
case ASSET_TILESET_LOADING_STATE_INITIAL:
|
||||
loading->loading.tileset.state = ASSET_TILESET_LOADING_STATE_READ_FILE;
|
||||
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
|
||||
errorOk();
|
||||
break;
|
||||
|
||||
case ASSET_TILESET_LOADING_STATE_PARSE:
|
||||
break;
|
||||
|
||||
default:
|
||||
errorOk();
|
||||
}
|
||||
|
||||
uint8_t *data = loading->loading.tileset.data;
|
||||
assertNotNull(data, "Tileset data should have been loaded by now.");
|
||||
|
||||
tileset_t *out = &loading->entry->data.tileset;
|
||||
|
||||
if(data[0] != 'D' || data[1] != 'T' || data[2] != 'F') {
|
||||
memoryFree(data);
|
||||
assetLoaderErrorThrow(loading, "Invalid tileset header");
|
||||
}
|
||||
|
||||
if(data[3] != 0x00) {
|
||||
memoryFree(data);
|
||||
assetLoaderErrorThrow(loading, "Unsupported tileset version");
|
||||
}
|
||||
|
||||
out->tileWidth = endianLittleToHost16(*(uint16_t *)(data + 4));
|
||||
out->tileHeight = endianLittleToHost16(*(uint16_t *)(data + 6));
|
||||
out->columns = endianLittleToHost16(*(uint16_t *)(data + 8));
|
||||
out->rows = endianLittleToHost16(*(uint16_t *)(data + 10));
|
||||
|
||||
if(out->tileWidth == 0) {
|
||||
memoryFree(data);
|
||||
assetLoaderErrorThrow(loading, "Tile width cannot be 0");
|
||||
}
|
||||
if(out->tileHeight == 0) {
|
||||
memoryFree(data);
|
||||
assetLoaderErrorThrow(loading, "Tile height cannot be 0");
|
||||
}
|
||||
if(out->columns == 0) {
|
||||
memoryFree(data);
|
||||
assetLoaderErrorThrow(loading, "Column count cannot be 0");
|
||||
}
|
||||
if(out->rows == 0) {
|
||||
memoryFree(data);
|
||||
assetLoaderErrorThrow(loading, "Row count cannot be 0");
|
||||
}
|
||||
|
||||
out->uv[0] = endianLittleToHostFloat(*(float *)(data + 16));
|
||||
out->uv[1] = endianLittleToHostFloat(*(float *)(data + 20));
|
||||
|
||||
if(out->uv[1] < 0.0f || out->uv[1] > 1.0f) {
|
||||
memoryFree(data);
|
||||
assetLoaderErrorThrow(loading, "Invalid v0 value in tileset");
|
||||
}
|
||||
|
||||
out->tileCount = out->columns * out->rows;
|
||||
memoryFree(data);
|
||||
loading->loading.tileset.data = NULL;
|
||||
|
||||
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetTilesetDispose(assetentry_t *entry) {
|
||||
assertNotNull(entry, "Entry cannot be NULL");
|
||||
assertTrue(entry->type == ASSET_LOADER_TYPE_TILESET, "Invalid type.");
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
|
||||
errorOk();
|
||||
}
|
||||
@@ -1,60 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "asset/assetfile.h"
|
||||
#include "display/texture/tileset.h"
|
||||
|
||||
typedef struct assetloading_s assetloading_t;
|
||||
typedef struct assetentry_s assetentry_t;
|
||||
|
||||
typedef struct {
|
||||
void *nothing;
|
||||
} assettilesetloaderinput_t;
|
||||
|
||||
typedef enum {
|
||||
ASSET_TILESET_LOADING_STATE_INITIAL,
|
||||
ASSET_TILESET_LOADING_STATE_READ_FILE,
|
||||
ASSET_TILESET_LOADING_STATE_PARSE,
|
||||
ASSET_TILESET_LOADING_STATE_DONE
|
||||
} assettilesetloadingstate_t;
|
||||
|
||||
typedef struct {
|
||||
assetfile_t file;
|
||||
assettilesetloadingstate_t state;
|
||||
|
||||
uint8_t *data;
|
||||
} assettilesetloaderloading_t;
|
||||
|
||||
typedef tileset_t assettilesetoutput_t;
|
||||
|
||||
/**
|
||||
* Asynchronous loader for tileset assets. Reads the raw DTF file bytes into
|
||||
* the loading buffer so the sync phase can parse without blocking the main
|
||||
* thread on I/O.
|
||||
*
|
||||
* @param loading Loading information for the asset being loaded.
|
||||
* @return Error code indicating success or failure of the load operation.
|
||||
*/
|
||||
errorret_t assetTilesetLoaderAsync(assetloading_t *loading);
|
||||
|
||||
/**
|
||||
* Synchronous loader for tileset assets. Parses the DTF binary previously
|
||||
* read by the async phase and populates the output tileset_t.
|
||||
*
|
||||
* @param loading Loading information for the asset being loaded.
|
||||
* @return Error code indicating success or failure of the load operation.
|
||||
*/
|
||||
errorret_t assetTilesetLoaderSync(assetloading_t *loading);
|
||||
|
||||
/**
|
||||
* Disposer for tileset assets.
|
||||
*
|
||||
* @param entry Asset entry containing the tileset to dispose.
|
||||
* @return Error code indicating success or failure of the dispose operation.
|
||||
*/
|
||||
errorret_t assetTilesetDispose(assetentry_t *entry);
|
||||
@@ -1,95 +0,0 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "assetjsonloader.h"
|
||||
#include "util/memory.h"
|
||||
#include "assert/assert.h"
|
||||
#include "asset/loader/assetloading.h"
|
||||
#include "asset/loader/assetentry.h"
|
||||
|
||||
errorret_t assetJsonLoaderAsync(assetloading_t *loading) {
|
||||
assertNotNull(loading, "Loading cannot be NULL");
|
||||
assertNotMainThread("Async loader should not be on main thread.");
|
||||
|
||||
if(loading->loading.json.state != ASSET_JSON_LOADING_STATE_READ_FILE) {
|
||||
errorOk();
|
||||
}
|
||||
|
||||
assertNull(loading->loading.json.buffer, "Buffer already defined?");
|
||||
|
||||
assetfile_t *file = &loading->loading.json.file;
|
||||
assetLoaderErrorChain(loading,
|
||||
assetFileInit(file, loading->entry->name, NULL, NULL)
|
||||
);
|
||||
|
||||
if(file->size > ASSET_JSON_FILE_SIZE_MAX) {
|
||||
assetLoaderErrorThrow(loading, "JSON exceeds maximum allowed size");
|
||||
}
|
||||
|
||||
size_t fileSize = (size_t)file->size;
|
||||
uint8_t *buffer = memoryAllocate(fileSize);
|
||||
assetLoaderErrorChain(loading, assetFileOpen(file));
|
||||
assetLoaderErrorChain(loading, assetFileRead(file, buffer, fileSize));
|
||||
assertTrue(file->lastRead == file->size, "Failed to read entire JSON file.");
|
||||
assetLoaderErrorChain(loading, assetFileClose(file));
|
||||
assetLoaderErrorChain(loading, assetFileDispose(file));
|
||||
|
||||
loading->loading.json.buffer = buffer;
|
||||
loading->loading.json.size = fileSize;
|
||||
loading->loading.json.state = ASSET_JSON_LOADING_STATE_PARSE;
|
||||
loading->entry->state = ASSET_ENTRY_STATE_PENDING_SYNC;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetJsonLoaderSync(assetloading_t *loading) {
|
||||
assertNotNull(loading, "Loading cannot be NULL");
|
||||
assertTrue(loading->type == ASSET_LOADER_TYPE_JSON, "Invalid type.");
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
|
||||
switch(loading->loading.json.state) {
|
||||
case ASSET_JSON_LOADING_STATE_INITIAL:
|
||||
loading->loading.json.state = ASSET_JSON_LOADING_STATE_READ_FILE;
|
||||
loading->entry->state = ASSET_ENTRY_STATE_PENDING_ASYNC;
|
||||
errorOk();
|
||||
break;
|
||||
|
||||
case ASSET_JSON_LOADING_STATE_PARSE:
|
||||
break;
|
||||
|
||||
default:
|
||||
errorOk();
|
||||
}
|
||||
|
||||
uint8_t *buffer = loading->loading.json.buffer;
|
||||
assertNotNull(buffer, "JSON buffer should have been loaded by now.");
|
||||
|
||||
loading->entry->data.json = yyjson_read(
|
||||
(char *)buffer,
|
||||
loading->loading.json.size,
|
||||
YYJSON_READ_ALLOW_COMMENTS | YYJSON_READ_ALLOW_TRAILING_COMMAS
|
||||
);
|
||||
memoryFree(buffer);
|
||||
loading->loading.json.buffer = NULL;
|
||||
|
||||
if(!loading->entry->data.json) {
|
||||
assetLoaderErrorThrow(loading, "Failed to parse JSON");
|
||||
}
|
||||
|
||||
loading->entry->state = ASSET_ENTRY_STATE_LOADED;
|
||||
errorOk();
|
||||
}
|
||||
|
||||
errorret_t assetJsonDispose(assetentry_t *entry) {
|
||||
assertNotNull(entry, "Asset entry cannot be NULL");
|
||||
assertTrue(entry->type == ASSET_LOADER_TYPE_JSON, "Invalid type.");
|
||||
assertIsMainThread("Must be called from the main thread.");
|
||||
|
||||
yyjson_doc_free(entry->data.json);
|
||||
entry->data.json = NULL;
|
||||
|
||||
errorOk();
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user