Author SHA1 Message Date
YourWishes 9551e222dc Chunks as json 2026-07-11 17:43:26 -05:00
YourWishes 60dfb89b53 Map as a file 2026-07-11 17:07:03 -05:00
YourWishes b08ad308e4 item but as a file 2026-07-11 11:44:34 -05:00
545 changed files with 23770 additions and 17515 deletions

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+7 -7
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@@ -32,7 +32,7 @@ jobs:
git \
libssl-dev
- name: Build Linux
run: ./scripts/linux/build-linux.sh
run: ./scripts/build-linux.sh
- name: Upload Linux binary
uses: actions/upload-artifact@v3
with:
@@ -48,7 +48,7 @@ jobs:
- name: Setup pspdev
uses: ./.github/actions/setup-pspdev
- name: Build PSP
run: ./scripts/psp/build-psp.sh
run: ./scripts/build-psp.sh
- name: Move EBOOT.PBP to Dusk subfolder
run: |
mkdir -p ./git-artifcats/Dusk/PSP/GAME/Dusk
@@ -103,7 +103,7 @@ jobs:
libgles2:arm64 \
libgl1-mesa-dev:arm64
- name: Build Knulli
run: ./scripts/knulli/build-knulli.sh
run: ./scripts/build-knulli.sh
- name: Move output to Dusk subfolder
run: |
mkdir -p ./git-artifcats/Dusk
@@ -134,7 +134,7 @@ jobs:
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build GameCube
run: ./scripts/gamecube/build-gamecube.sh
run: ./scripts/build-gamecube.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk
@@ -166,7 +166,7 @@ jobs:
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build GameCube ISO
run: ./scripts/gamecube/build-gamecube-iso.sh
run: ./scripts/build-gamecube-iso.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk
@@ -199,7 +199,7 @@ jobs:
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build Wii
run: ./scripts/wii/build-wii.sh
run: ./scripts/build-wii.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk/apps/Dusk
@@ -232,7 +232,7 @@ jobs:
gamecube-sdl2 ppc-liblzma ppc-libzip \
gamecube-tools ppc-libmad ppc-zlib-ng ppc-bzip2 ppc-zstd
- name: Build Wii ISO
run: ./scripts/wii/build-wii-iso.sh
run: ./scripts/build-wii-iso.sh
- name: Copy output files
run: |
mkdir -p ./git-artifcats/Dusk
+1 -1
View File
@@ -32,4 +32,4 @@ jobs:
git \
libssl-dev
- name: Run tests
run: ./scripts/linux/test-linux.sh
run: ./scripts/test-linux.sh
-1
View File
@@ -107,4 +107,3 @@ yarn.lock
/assets/test
/tools_old
/assets/test.png
/assets/audio/boa.mp3
+455
View File
@@ -0,0 +1,455 @@
# Dusk — Claude Code rules
## File headers
Every C, H, and JS file starts with:
```c
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
```
JS files use `//` comment style instead.
---
## C conventions
### Types
Always use the project-defined aliases instead of bare C primitives:
| Use | Not |
|-----------|--------------|
| `bool_t` | `bool` |
| `int_t` | `int` |
| `float_t` | `float` |
| `char_t` | `char` |
Use `uint8_t`, `uint16_t`, `int32_t`, etc. for fixed-width integers.
All struct and enum types end in `_t` (`animation_t`, `errorret_t`, …).
### Naming
- **Functions** — snake_case, prefixed with their module:
`assetLock()`, `entityPositionInit()`, `moduleAssetBatchCtor()`
- **Struct fields** — camelCase: `keyframeCount`, `localPosition`
- **Macros / constants** — UPPER_SNAKE_CASE:
`ENTITY_ID_INVALID`, `ERROR_OK`, `COMPONENT_TYPE_COUNT`
- **Files** — snake_case matching the primary type: `entityposition.c`,
`moduleassetbatch.c`
### Header files (`.h`)
- Use `#pragma once` — no include guards.
- Declare every public function, `#define`, and `extern` global.
- Write a JSDoc block (`/** … */`) above every declaration explaining
purpose, `@param`s, and `@returns`.
- Only include headers that the `.h` file itself strictly requires for
the types it exposes. Move everything else to the `.c` file.
Do not use forward declarations as a workaround — use the real
include in the `.c` file instead.
### Implementation files (`.c`)
- Contain function bodies only; no declarations.
- Pull in whatever additional includes the implementation needs.
- Do not use `static` or `inline` on **functions**. Every function,
including internal helpers, must be declared in the matching `.h` and
defined in the `.c` file. Internal helpers belong near the bottom of
the `.c` file, not at the top with a `static` qualifier.
`static` and `inline` on functions are only appropriate when the
function body is written directly inside a `.h` file.
`static` on **variables** (file-scope state) is fine and expected.
### Formatting
- Hard-wrap all lines at **80 characters**.
### Error handling
Return `errorret_t` from fallible functions. Use these macros:
```c
errorOk(); // return success
errorThrow("msg %d", val); // return failure with message
errorChain(someCall()); // propagate failure, continue on success
errorIsOk(ret) / errorIsNotOk(ret) // test a result
errorCatch(ret); // handle + free an error
```
Never return raw error codes or use `errno` for in-engine errors.
### Memory
Use the project allocator — never raw `malloc`/`free`:
```c
memoryAllocate(size) // allocate
memoryFree(ptr) // free
memoryZero(dest, size) // zero a block
memoryCopy(dest, src, size) // copy
```
### Asserts
Prefer specific assert macros over bare `assert()`:
```c
assertNotNull(ptr, "msg");
assertTrue(cond, "msg");
assertFalse(cond, "msg");
assertUnreachable("msg");
assertIsMainThread("msg");
```
---
## Build system
Each subdirectory has its own `CMakeLists.txt` that adds sources with:
```cmake
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
myfile.c
)
```
Never add source files to the root `CMakeLists.txt` directly.
---
## Platform support
### Targets
Set `DUSK_TARGET_SYSTEM` at CMake configure time to select a platform:
| `DUSK_TARGET_SYSTEM` | Macro defined | Platform |
|----------------------|-------------------|------------------|
| `linux` | `DUSK_LINUX` | Linux desktop |
| `knulli` | `DUSK_KNULLI` | Knulli (handheld)|
| `psp` | `DUSK_PSP` | Sony PSP |
| `vita` | `DUSK_VITA` | PlayStation Vita |
| `gamecube` | `DUSK_GAMECUBE` | Nintendo GameCube|
| `wii` | `DUSK_WII` | Nintendo Wii |
### Layer structure
```
src/dusk/ core, platform-agnostic game logic
src/duskgl/ OpenGL abstraction (Linux, Knulli, PSP, Vita)
src/dusksdl2/ SDL2 window + input (Linux, Knulli, PSP, Vita)
src/dusklinux/ Linux + Knulli platform impl
src/duskpsp/ PSP platform impl
src/duskvita/ Vita platform impl
src/duskdolphin/ GameCube / Wii platform impl (no SDL2/OpenGL)
```
Dolphin is the only target that bypasses SDL2 and OpenGL entirely —
it uses native GameCube/Wii rendering and input APIs.
### Platform guards
Use the compile-time macros for platform-specific code:
```c
#ifdef DUSK_PSP
// PSP-only path
#elif defined(DUSK_GAMECUBE) || defined(DUSK_WII)
// GameCube / Wii path
#else
// Generic / Linux fallback
#endif
```
Additional capability macros set per-target:
`DUSK_SDL2`, `DUSK_OPENGL`, `DUSK_OPENGL_ES`, `DUSK_OPENGL_LEGACY`,
`DUSK_INPUT_GAMEPAD`, `DUSK_INPUT_KEYBOARD`, `DUSK_INPUT_POINTER`,
`DUSK_PLATFORM_ENDIAN_BIG` / `DUSK_PLATFORM_ENDIAN_LITTLE`.
### Abstraction pattern
Platform-specific implementations are wired in via `#define` macros in
each platform's `displayplatform.h` / `inputplatform.h` etc., which
the core calls through. Functions that a platform does not support are
simply left undefined — the core guards calls with `#ifdef`.
### Adding platform-specific code
- Put it under `src/dusk<platform>/` in the matching subsystem folder.
- Gate any core call-site with the appropriate `#ifdef DUSK_<PLATFORM>`
or capability macro.
- Keep the `src/dusk/` core free of platform ifdefs — delegate through
the platform header macros instead.
---
## Adding a new asset loader type
1. Add an enum value to `assetloadertype_t` (before `_COUNT`) in
`src/dusk/asset/loader/assetloader.h`.
2. Add fields to the input/loading/output unions in `assetloader.h`.
3. Implement `assetXxxLoaderSync`, `assetXxxLoaderAsync`, and
`assetXxxDispose` in a new `src/dusk/asset/loader/xxx/` directory.
4. Register the three callbacks in `ASSET_LOADER_CALLBACKS[]` in
`src/dusk/asset/loader/assetloader.c`.
5. If user-facing, create a JS module (see below) and a `.d.ts` file.
---
## Adding a new entity component
1. Create `src/dusk/entity/component/<category>/entityMyComp.h/.c` with
struct `entityMyComp_t`, `entityMyCompInit()`, and optionally
`entityMyCompDispose()`.
2. Add the include to `src/dusk/entity/componentlist.h` header block.
3. Add a row to `src/dusk/entity/componentlist.h`:
```c
X(MYCOMP, entityMyComp_t, myComp, entityMyCompInit, NULL, NULL)
```
This auto-generates the enum, union field, and definition entry.
4. If JS-facing, create the script module and `.d.ts` (see below).
---
## Adding a new script (JS) module
1. Create `src/dusk/script/module/<category>/moduleMyMod.h/.c`.
- Declare `extern scriptproto_t MODULE_MYMOD_PROTO;` in the header.
- Use `moduleBaseFunction(name)` to define JS-callable functions.
- Register props/funcs in `moduleMyModInit()` with
`scriptProtoDefineProp` / `scriptProtoDefineFunc` /
`scriptProtoDefineStaticFunc`.
2. `#include` the header in
`src/dusk/script/module/modulelist.c` and call
`moduleMyModInit()` in `moduleListInit()` (and `Dispose` in
`moduleListDispose()`).
3. For component modules also register in
`src/dusk/script/module/entity/component/modulecomponentlist.c`
so `entity.add()` returns the typed wrapper.
4. Create `types/<category>/mymod.d.ts` and add a
`/// <reference path="..." />` line to `types/index.d.ts`.
---
## Script module type declarations
Whenever a `src/dusk/script/module/**/*.c` file is created or modified,
check whether the corresponding `types/**/*.d.ts` needs updating and
apply any changes before finishing the task.
---
## JavaScript (asset scripts)
- Use `var` for module-level state; `const` for values that never
change.
- Always use semicolons.
- Scene objects are plain objects (`var scene = {}`) with assigned
methods.
- Export via `module.exports = scene`.
- Async scene init should use `async function` and `await`.
---
## Coding style
### ASCII only
Source files (`.c`, `.h`, `.js`) must contain only ASCII characters (U+0000–U+007F).
Non-ASCII characters are banned even in comments and string literals.
Use ASCII-only substitutes instead:
- `--` or `-` instead of `—` (em dash)
- `->` instead of `→` (arrow)
- `x` or `*` instead of `×` (multiplication)
Only non-script asset files (e.g. `.po` locale files) may contain non-ASCII text.
### Indentation
2 spaces. No tabs.
### Keyword and operator spacing
No space between a keyword or function name and its opening parenthesis:
```c
if(!ptr) return;
for(uint8_t i = 0; i < count; i++) {
while(entry->state != DONE) {
switch(type) {
sizeof(assetbatch_t)
memoryZero(ptr, size)
```
Spaces around all binary operators and after every comma:
```c
pos->flags |= ENTITY_POSITION_FLAG_WORLD_DIRTY;
(size_t)end - (size_t)start
foo(a, b, c)
```
### Braces
Opening brace on the **same line** as the statement (K&R style) for all
constructs — functions, `if`, `else`, `for`, `while`, `switch`:
```c
void assetEntryLock(assetentry_t *entry) {
...
}
if(dirty) {
...
} else {
...
}
```
### Guard returns
Short guards go on one line with no braces:
```c
if(!ptr) return;
if(!b || !b->batch) return jerry_undefined();
if(!(flags & DIRTY)) return;
```
### Blank lines
- One blank line between functions; no blank line at the start or end of
a function body.
- One blank line between logical blocks inside a function body.
- No trailing blank lines at the end of a file.
### Pointer placement
`*` is attached to the variable name, not the type:
```c
assetentry_t *entry
const char_t *name
void *ptr
uint8_t *d = (uint8_t *)dest;
```
### Casts
Space between cast and operand:
```c
(assetbatch_t *)user
(uint8_t *)dest
(textureformat_t)v
```
### Return
No parentheses around the return value:
```c
return ptr;
return MEMORY_POINTERS_IN_USE;
```
### switch / case
`case` indented 2 spaces from `switch`; body indented 2 more from `case`:
```c
switch(type) {
case ASSET_LOADER_TYPE_TEXTURE:
descs[i].input.texture = (textureformat_t)v;
break;
default:
break;
}
```
### Multi-line function signatures
When parameters don't fit on one line, put each on its own line indented
2 spaces; the closing `) {` (definition) or `);` (declaration) goes on
its own line at column 0:
```c
void assetEntryInit(
assetentry_t *entry,
const char_t *name,
const assetloadertype_t type,
assetloaderinput_t *input
) {
errorret_t memoryCompare(
const void *a,
const void *b,
const size_t size
);
```
### Structs and enums
Anonymous inner struct or enum with a `typedef`, `_t` suffix, closing
brace and name on the same line:
```c
typedef struct {
errorcode_t code;
char_t *message;
} errorstate_t;
typedef enum {
ASSET_LOADER_TYPE_NULL,
ASSET_LOADER_TYPE_COUNT
} assetloadertype_t;
```
### Designated initialisers
Spaces inside braces; `.field = value`:
```c
jsassetentry_t e = { .entry = entry };
assetbatchloadedpend_t init = { .batch = batch };
```
### Ternary operator
Spaces around `?` and `:`:
```c
const float val = psx > 0.0f ? pt[0][0] / psx : 0.0f;
```
### const placement
`const` before the type, `*` attached to the variable:
```c
const char_t *name
const void *src
const size_t size
```
### Comments in `.c` files
- Do not use section dividers (`/* ---- ... ---- */`). Just let the
functions follow one another with a single blank line between them.
- Multi-line explanatory comments inside function bodies use `//` lines:
```c
// Script modules are freed; orphaned JS wrapper objects now get GC'd
// so their finalizers fire before assetDispose() checks ref counts.
jerry_heap_gc(JERRY_GC_PRESSURE_HIGH);
```
- Do not use `/* */` for inline or inline-block comments inside `.c`
function bodies.
### Comments in `.h` files
Every public declaration gets a Javadoc block (`/** … */`) with
`@param` and `@returns` where relevant. Keep it on the lines immediately
above the declaration with no blank line in between.
---
## Color system
Colors are defined in `src/dusk/display/color.csv` and code-generated
into a `color.h` header by `tools/color/csv/__main__.py`.
Each row in the CSV has `name,r,g,b,a` with channel values in `[0.0, 1.0]`.
The script emits four `#define` variants per color plus a bare alias:
```
COLOR_<NAME>_4B color4b(r8, g8, b8, a8) // default alias target
COLOR_<NAME>_3B color3b(r8, g8, b8)
COLOR_<NAME>_3F color3f(rf, gf, bf)
COLOR_<NAME>_4F color4f(rf, gf, bf, af)
COLOR_<NAME> COLOR_<NAME>_4B
```
`color_t` is `color4b_t` (four `uint8_t` channels).
To add a new color, append a row to `color.csv` and rebuild — do not
hand-edit the generated header.
---
## Tests
- Tests live in `test/` mirroring `src/dusk/` structure.
- Use cmocka; include `dusktest.h`.
- Test functions: `static void test_something(void **state)`.
- After each test, assert `memoryGetAllocatedCount() == 0` to catch
leaks.
- Build with `-DDUSK_BUILD_TESTS=ON`.
+15 -40
View File
@@ -8,22 +8,16 @@ cmake_minimum_required(VERSION 3.13)
set(CMAKE_C_STANDARD 11)
set(CMAKE_C_STANDARD_REQUIRED ON)
set(CMAKE_MODULE_PATH
${CMAKE_MODULE_PATH}
${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules
)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} ${CMAKE_CURRENT_SOURCE_DIR}/cmake/modules)
cmake_policy(SET CMP0079 NEW)
# set(FETCHCONTENT_UPDATES_DISCONNECTED ON)
option(DUSK_BUILD_TESTS "Enable tests" OFF)
option(DUSK_NETWORK "Enable network support" ON)
set(DUSK_GAME_NAME "Dusk" CACHE STRING "Game display name")
set(DUSK_GAME_AUTHOR "YourWishes" CACHE STRING "Game author / coder")
set(DUSK_GAME_SHORT_DESCRIPTION "Dusk game" CACHE STRING "One-line description")
set(DUSK_GAME_LONG_DESCRIPTION
"No description yet." CACHE STRING "Full description"
)
set(DUSK_GAME_LONG_DESCRIPTION "No description yet." CACHE STRING "Full description")
# Prep cache
set(DUSK_CACHE_TARGET "dusk-target")
@@ -37,19 +31,13 @@ set(DUSK_TEMP_DIR "${DUSK_BUILD_DIR}/temp")
set(DUSK_TOOLS_DIR "${DUSK_ROOT_DIR}/tools")
set(DUSK_DATA_DIR "${DUSK_ROOT_DIR}/data")
set(DUSK_ASSETS_DIR "${DUSK_ROOT_DIR}/assets")
set(DUSK_BUILT_ASSETS_DIR "${DUSK_BUILD_DIR}/built_assets"
CACHE INTERNAL ${DUSK_CACHE_TARGET}
)
set(DUSK_BUILT_ASSETS_DIR "${DUSK_BUILD_DIR}/built_assets" CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_GENERATED_HEADERS_DIR "${DUSK_BUILD_DIR}/generated")
set(DUSK_BUILD_BINARY ${DUSK_BUILD_DIR}/Dusk
CACHE INTERNAL ${DUSK_CACHE_TARGET}
)
set(DUSK_BUILD_BINARY ${DUSK_BUILD_DIR}/Dusk CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_ASSETS "" CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_LIBRARY_TARGET_NAME "DuskCore" CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_BINARY_TARGET_NAME "Dusk" CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_ASSETS_ZIP "${DUSK_BUILD_DIR}/dusk.dsk"
CACHE INTERNAL ${DUSK_CACHE_TARGET}
)
set(DUSK_ASSETS_ZIP "${DUSK_BUILD_DIR}/dusk.dsk" CACHE INTERNAL ${DUSK_CACHE_TARGET})
if(NOT DEFINED DUSK_TARGET_SYSTEM)
set(DUSK_TARGET_SYSTEM "linux")
@@ -84,9 +72,7 @@ if(DUSK_BUILD_TESTS)
${DUSK_LIBRARY_TARGET_NAME}
)
else()
set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}"
CACHE INTERNAL ${DUSK_CACHE_TARGET}
)
set(DUSK_LIBRARY_TARGET_NAME "${DUSK_BINARY_TARGET_NAME}" CACHE INTERNAL ${DUSK_CACHE_TARGET})
endif()
if(NOT DEFINED DUSK_VERSION)
@@ -104,12 +90,6 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME}
DUSK_VERSION="${DUSK_VERSION}"
)
if(DUSK_NETWORK)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_NETWORK
)
endif()
# Toolchains
include(cmake/targets/${DUSK_TARGET_SYSTEM}.cmake)
@@ -135,21 +115,16 @@ if(DUSK_BUILD_TESTS)
add_subdirectory(test)
endif()
# Build assets. Runs unconditionally on every build (rather than being
# gated behind a custom_command's file-level DEPENDS list) because
# CONFIGURE_DEPENDS globs only pick up added/removed files on the next
# CMake configure, so that approach could miss/lag a rebuild behind an
# asset edit. tools.asset.pack itself decides whether anything actually
# changed (see its manifest check) and no-ops quickly when nothing did,
# so this stays cheap on a build where assets are untouched.
add_custom_target(DUSK_ASSETS_BUILT ALL
# Build assets
file(GLOB_RECURSE DUSK_ASSET_FILES CONFIGURE_DEPENDS "${DUSK_ASSETS_DIR}/*")
add_custom_command(
OUTPUT "${DUSK_ASSETS_ZIP}"
COMMAND ${CMAKE_COMMAND} -E make_directory "${DUSK_ASSETS_DIR}"
COMMAND ${Python3_EXECUTABLE} -m tools.asset.pack
--input "${DUSK_ASSETS_DIR}"
--output "${DUSK_ASSETS_ZIP}"
WORKING_DIRECTORY "${DUSK_ROOT_DIR}"
BYPRODUCTS "${DUSK_ASSETS_ZIP}"
COMMENT "Packing assets into dusk.dsk"
COMMAND ${CMAKE_COMMAND} -E rm -f "${DUSK_ASSETS_ZIP}"
COMMAND ${CMAKE_COMMAND} -E tar "cf" "${DUSK_ASSETS_ZIP}" --format=zip -- .
WORKING_DIRECTORY "${DUSK_ASSETS_DIR}"
DEPENDS ${DUSK_ASSET_FILES}
VERBATIM
)
add_custom_target(DUSK_ASSETS_BUILT DEPENDS "${DUSK_ASSETS_ZIP}")
add_dependencies(${DUSK_LIBRARY_TARGET_NAME} DUSK_ASSETS_BUILT)
+3 -6
View File
@@ -9,18 +9,15 @@ following packages, depending on your system;
Fedora;
```
sudo dnf install git make gcc cmake python python-polib python3-pillow python3-dotenv python3-numpy python-qt5 python3-pyopengl SDL2-devel zlib-devel libzip-devel bzip2-devel openssl-devel lzma-sdk-devel xz xz-devel lua-devel libmad-devel
sudo dnf install git make gcc cmake python python-polib python3-pillow python3-dotenv python3-numpy python-qt5 python3-pyopengl SDL2-devel zlib-devel libzip-devel bzip2-devel openssl-devel lzma-sdk-devel xz xz-devel lua-devel
```
`libmad-devel` (used for MP3 decoding) is GPL-licensed and ships in the
[RPM Fusion](https://rpmfusion.org/) free repository rather than Fedora's
base repos - make sure RPM Fusion is enabled first.
Ubuntu;
```
sudo apt-get install git build-essential gcc python python-polib python3-pillow python3-dotenv python3-numpy python3-pyqt5 python3-opengl libmad0-dev
sudo apt-get install git build-essential gcc python python-polib python3-pillow python3-dotenv python3-numpy python3-pyqt5 python3-opengl
```
Arch Linux;
```
sudo pacman -S git base-devel gcc python python-polib python-pillow python-dotenv python-numpy python-pyqt5 python-opengl libmad
sudo pacman -S git base-devel gcc python python-polib python-pillow python-dotenv python-numpy python-pyqt5 python-opengl
```
Binary file not shown.
Binary file not shown.
-21
View File
@@ -1,21 +0,0 @@
{
"moves": {
"fire": {
// Target flags
"enemies": true,
"allies": true,
"multiple": false,
"self": true,
"default": "enemy",
"target": "SINGLE_ENEMY"
},
"slash": {
"enemies": true,
"allies": true,
"self": false,
"default": "enemy",
"target": "SINGLE_ENEMY"
}
}
}
+25
View File
@@ -0,0 +1,25 @@
{
"pause": "DEFAULT",
"items": [
{ "type": "text", "text": "Test Two." },
{ "type": "entityAdd", "entityType": "npc", "position": [4, 4, 0] },
{
"type": "textMini",
"text": "Hello!",
"position": [4, 4, 0],
"duration": 3.0
},
{
"type": "emoji",
"entityIndex": "lastCreated",
"emojiType": "exclamation",
"duration": 2.0
},
{
"type": "entityWalkTo",
"entityIndex": "lastCreated",
"positions": [[8, 2, 0]]
},
{ "type": "text", "text": "Done." }
]
}
-21
View File
@@ -1,21 +0,0 @@
{
"items": [
{
"type": "MODAL",
"title": "Fire",
"message": "A burst of flame scorches the target."
},
{
"type": "WAIT",
"seconds": 2
},
{
"type": "MODAL_CLOSE"
},
{
"type": "BATTLE_FIGHTER_DAMAGE",
"fighter": "target",
"amount": 12
}
]
}
-21
View File
@@ -1,21 +0,0 @@
{
"items": [
{
"type": "MODAL",
"title": "Slash",
"message": "A quick blade strike cuts across the target."
},
{
"type": "WAIT",
"seconds": 2
},
{
"type": "MODAL_CLOSE"
},
{
"type": "BATTLE_FIGHTER_DAMAGE",
"fighter": "target",
"amount": 8
}
]
}
-18
View File
@@ -1,18 +0,0 @@
{
"items": [
{
"type": "BATTLE_START",
"enemies": [
{
"attack": 8, "defense": 4, "magic": 0, "speed": 5, "luck": 2,
"healthMax": 30, "mpMax": 0,
"abilities": ["fire"]
},
{
"attack": 6, "defense": 3, "magic": 0, "speed": 7, "luck": 2,
"healthMax": 20, "mpMax": 0
}
]
}
]
}
-68
View File
@@ -1,68 +0,0 @@
{
"items": [
// First thing, try and find a save device, used for settings and what not.
{
"type": "MODAL",
"title": "initial.checking_save.title",
"message": "initial.checking_save.message"
},
{
"type": "WAIT",
"seconds": 0.2
},
{
"type": "SAVE_DEVICE_CHECK",
"successMarker": "CONTINUE",
"failureMarker": "SAVE_DEVICE_NOT_FOUND"
},
// No save device found
{
"type": "MARKER",
"name": "SAVE_DEVICE_NOT_FOUND"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "MODAL_OPTIONS_MARKERS",
"title": "initial.no_device.title",
"message": "initial.no_device.message",
"options": [
{
"text": "initial.no_device.retry",
"marker": "SAVE_DEVICE_RETRY"
},
{
"text": "initial.no_device.continue",
"marker": "CONTINUE"
}
]
},
// Save device not found, user to retry, just close modal and loop
{
"type": "MARKER",
"name": "SAVE_DEVICE_RETRY"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "RESTART"
},
// Save device found (or continuing without one)
{
"type": "MARKER",
"name": "CONTINUE"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "CUTSCENE",
"name": "cutscenes/main_menu.jsonc"
}
]
}
-140
View File
@@ -1,140 +0,0 @@
{
"items": [
{
"type": "MARKER",
"name": "MAIN_MENU_IDLE"
},
{
"type": "UI_SHOW",
"name": "main_menu"
},
// Options button goes here - no options screen yet, so this is just
// an alias landing right back on the idle loop below.
{
"type": "MARKER",
"name": "OPTIONS"
},
{
"type": "IDLE"
},
// New Game button goes here.
{
"type": "MARKER",
"name": "NEW_GAME"
},
{
"type": "MODAL",
"title": "main_menu.checking_save.title",
"message": "main_menu.checking_save.message"
},
{
"type": "WAIT",
"seconds": 0.2
},
{
"type": "SAVE_DEVICE_CHECK",
"successMarker": "SAVE_DEVICE_FOUND",
"failureMarker": "SAVE_DEVICE_NOT_FOUND"
},
// Save device not found
{
"type": "MARKER",
"name": "SAVE_DEVICE_NOT_FOUND"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "MODAL_OPTIONS_MARKERS",
"title": "main_menu.no_device.title",
"message": "main_menu.no_device.message",
"options": [
{
"text": "main_menu.no_device.retry",
"marker": "NEW_GAME"
},
{
"text": "main_menu.no_device.continue",
"marker": "SAVE_DEVICE_FOUND"
}
]
},
// Save data failed to load (e.g. corrupt/unreadable) - only option is
// to retry, no "continue without saving" here since we already know a
// device is present.
{
"type": "MARKER",
"name": "LOAD_ERROR"
},
{
"type": "MODAL_OPTIONS_MARKERS",
"title": "main_menu.save_load_error.title",
"message": "main_menu.save_load_error.message",
"options": [
{
"text": "main_menu.save_load_error.retry",
"marker": "NEW_GAME"
}
]
},
// Quit Game button goes here. Cancelling jumps back to
// MAIN_MENU_IDLE; confirming falls through to QUIT_GAME, which
// ends the process directly.
{
"type": "MARKER",
"name": "QUIT"
},
{
"type": "MODAL_OPTIONS_MARKERS",
"title": "main_menu.quit_confirm",
"options": [
{
"text": "ui.confirm.confirm",
"marker": "QUIT_CONFIRMED"
},
{
"text": "ui.confirm.cancel",
"marker": "MAIN_MENU_IDLE"
}
]
},
{
"type": "MARKER",
"name": "QUIT_CONFIRMED"
},
{
"type": "QUIT_GAME"
},
// main menu just listens for cutscene ending to show the select save modal
// so we have that here.
{
"type": "MARKER",
"name": "SAVE_DEVICE_FOUND"
},
{
"type": "MODAL_CLOSE"
},
{
"type": "SAVE_LOAD_ALL_SLOTS",
"successMarker": "LOADED",
"failureMarker": "LOAD_ERROR"
},
// Must be the very last item - falling off the end here is what
// completes the cutscene and fires uiMainMenuOpenSelectSave (see
// cutsceneSystemSetOnComplete in ui/screen/mainmenu/uimainmenu.c).
// Placing this anywhere earlier would fall through into whatever
// comes next instead (e.g. the QUIT block, if placed just before it).
{
"type": "MARKER",
"name": "LOADED"
}
]
}
-11
View File
@@ -1,11 +0,0 @@
{
// Placeholder for the new-game intro flow - just shows a modal for now.
"items": [
{
"type": "MODAL",
"title": "New Game",
"message": "This is a placeholder for the new game intro.",
"blocking": true
}
]
}
+5
View File
@@ -0,0 +1,5 @@
[
{ "id": "POTION", "type": "MEDICINE", "weight": 1.0, "name": "potion" },
{ "id": "POTATO", "type": "FOOD", "weight": 0.5, "name": "potato" },
{ "id": "APPLE", "type": "FOOD", "weight": 0.3, "name": "apple" }
]
-7
View File
@@ -1,7 +0,0 @@
{
"items": {
"potion": { "type": "MEDICINE" },
"potato": { "type": "FOOD" },
"apple": { "type": "FOOD" }
}
}
-223
View File
@@ -5,113 +5,11 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Plural-Forms: nplurals=4; plural=(n==1 ? 0 : n==2 ? 1 : (n<7 ? 2 : 3));\n"
# Initial Scene
msgid "initial.checking_save.title"
msgstr "Checking for save data"
msgid "initial.checking_save.message"
msgstr "Please wait..."
msgid "initial.no_device.title"
msgstr "No Save Device Found"
msgid "initial.no_device.message"
msgstr "Could not find a save device, ensure it is connected and try again. You can continue, but progress will not be saved."
msgid "initial.no_device.retry"
msgstr "Try again"
msgid "initial.no_device.continue"
msgstr "Continue without saving"
# Main Menu Scene
msgid "main_menu.start_game"
msgstr "Start Game"
msgid "main_menu.options"
msgstr "Options"
msgid "main_menu.quit"
msgstr "Quit Game"
msgid "main_menu.quit_confirm"
msgstr "Are you sure you want to quit?"
msgid "main_menu.checking_save.title"
msgstr "Checking for save data"
msgid "main_menu.checking_save.message"
msgstr "Please wait..."
msgid "main_menu.no_device.title"
msgstr "No Save Device Found"
msgid "main_menu.no_device.message"
msgstr "Could not find a save device, ensure it is connected and try again. You can continue, but progress will not be saved."
msgid "main_menu.no_device.retry"
msgstr "Try again"
msgid "main_menu.no_device.continue"
msgstr "Continue without saving"
msgid "main_menu.save_load_error.title"
msgstr "Error"
msgid "main_menu.save_load_error.message"
msgstr "Failed to load save data. Please try again."
msgid "main_menu.save_load_error.retry"
msgstr "Try Again"
# Select Save Screen
msgid "ui.select_save.title"
msgstr "Select Save"
msgid "ui.select_save.empty"
msgstr "Empty Slot"
msgid "ui.select_save.corrupt"
msgstr "Corrupted Save"
msgid "ui.select_save.corrupt_warning"
msgstr "This save file is corrupted and could not be loaded. Please contact support if this issue persists."
msgid "ui.select_save.slot_format"
msgstr "%s Lv.%d %s"
msgid "ui.select_save.delete_mode"
msgstr "Delete a Save"
msgid "ui.select_save.delete_confirm"
msgstr "Are you sure you want to delete this save?"
msgid "ui.select_save.name_title"
msgstr "Enter game save file name"
msgid "ui.save_slot.number_format"
msgstr "Slot %d"
#: ui/menu.c:10
msgid "ui.title"
msgstr ""
"Welcome"
msgid "save.linux.mkdirp_failed"
msgstr "Failed to create save directory, check the disk is not full or write-protected."
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.general"
msgstr "General"
@@ -158,118 +56,6 @@ msgstr "Items"
msgid "ui.game_menu.settings"
msgstr "Settings"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save"
msgstr "Save"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_success"
msgstr "Game saved."
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_cancelled"
msgstr "Save cancelled."
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_unavailable"
msgstr "Can't save - no save device found."
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_temporary"
msgstr "This session is temporary - no save device was found, so saving is disabled."
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_create_confirm"
msgstr "No save data found. Create a new save?"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_failed_format"
msgstr "Save failed: %s"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.save_check_failed_format"
msgstr "Can't save: %s"
#: src/dusk/ui/frame/initial/uiinitialnocard.c
msgid "ui.initial.no_card.message"
msgstr "No save device found. You can continue, but\nprogress will not be saved."
#: src/dusk/ui/frame/initial/uiinitialnocard.c
msgid "ui.initial.no_card.retry"
msgstr "Retry"
#: src/dusk/ui/frame/initial/uiinitialnocard.c
msgid "ui.initial.no_card.continue"
msgstr "Continue Anyway"
#: src/dusk/ui/frame/initial/uiinitialcreatesave.c
msgid "ui.initial.create_save.message"
msgstr "No save data found. Create a new save?"
#: src/dusk/ui/frame/initial/uiinitialcreatesave.c
msgid "ui.initial.create_save.yes"
msgstr "Yes"
#: src/dusk/ui/frame/initial/uiinitialcreatesave.c
msgid "ui.initial.create_save.no"
msgstr "No"
#: src/dusk/ui/frame/uiconfirm.c
msgid "ui.confirm.confirm"
msgstr "Confirm"
#: src/dusk/ui/frame/uiconfirm.c
msgid "ui.confirm.cancel"
msgstr "Cancel"
#: src/dusk/ui/frame/battle/uibattlemenu.c
msgid "ui.battle.menu.attack"
msgstr "Attack"
#: src/dusk/ui/frame/battle/uibattlemenu.c
msgid "ui.battle.menu.flee"
msgstr "Flee"
#: src/dusk/ui/frame/battle/uibattlemenu.c
msgid "ui.battle.menu.target_format"
msgstr "Enemy %u (%u/%u HP)"
#: src/dusk/ui/frame/battle/uibattlehud.c
msgid "ui.battle.hud.hp_format"
msgstr "HP %u/%u"
#: src/dusk/ui/frame/battle/uibattlehud.c
msgid "ui.battle.hud.mp_format"
msgstr "MP %u/%u"
#: src/dusk/ui/frame/settings/uisettingsaudio.c
msgid "ui.settings.audio.placeholder"
msgstr "No audio settings yet"
#: src/dusk/ui/frame/settings/uisettingsdisplay.c
msgid "ui.settings.display.placeholder"
msgstr "No display settings yet"
#: src/dusk/ui/frame/settings/uisettingsinput.c
msgid "ui.settings.input.placeholder"
msgstr "No input settings yet"
#: src/dusk/ui/frame/backpack/uibackpack.c
msgid "ui.backpack.category_format"
msgstr "Category %u"
#: src/dusk/ui/overlay/uiloading.c
msgid "ui.loading.text"
msgstr "loading"
#: src/dusk/ui/overlay/uiautosave.c
msgid "ui.autosave.saving"
msgstr "SAVING"
#
# Items
#
msgid "item.potion.name"
msgstr "Potion"
@@ -278,12 +64,3 @@ msgstr "Potato"
msgid "item.apple.name"
msgstr "Apple"
#
# Moves
#
msgid "move.fire.name"
msgstr "Fire"
msgid "move.slash.name"
msgstr "Slash"
+70
View File
@@ -0,0 +1,70 @@
msgid ""
msgstr ""
"Project-Id-Version: ExampleApp 1.0\n"
"Language: es\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Plural-Forms: nplurals=2; plural=(n==1 ? 0 : 1);\n"
#: ui/menu.c:10
msgid "ui.title"
msgstr ""
"Bienvenido"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.general"
msgstr "General"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.input"
msgstr "Entrada"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.display"
msgstr "Pantalla"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.audio"
msgstr "Audio"
msgid "ui.settings.input.deadzone"
msgstr "Deadzone"
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language"
msgstr "Idioma"
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language_detail"
msgstr "Se aplica después de reiniciar la aplicación."
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.apply"
msgstr "Aplicar"
#: src/dusk/ui/frame/uiconfirm.c
msgid "ui.confirm.discard_changes"
msgstr "¿Descartar los cambios no guardados?"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.characters"
msgstr "Personajes"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.items"
msgstr "Objetos"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.settings"
msgstr "Configuración"
#: src/dusk/rpg/item/item.json
msgid "item.potion.name"
msgstr "Poción"
#: src/dusk/rpg/item/item.json
msgid "item.potato.name"
msgstr "Papa"
#: src/dusk/rpg/item/item.json
msgid "item.apple.name"
msgstr "Manzana"
+70
View File
@@ -0,0 +1,70 @@
msgid ""
msgstr ""
"Project-Id-Version: ExampleApp 1.0\n"
"Language: ja\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Plural-Forms: nplurals=1; plural=(0);\n"
#: ui/menu.c:10
msgid "ui.title"
msgstr ""
"歓迎"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.general"
msgstr "一般"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.input"
msgstr "入力"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.display"
msgstr "表示"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.tabs.audio"
msgstr "オーディオ"
msgid "ui.settings.input.deadzone"
msgstr "デッドゾーン"
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language"
msgstr "言語"
#: src/dusk/ui/frame/settings/uisettingsgeneral.c
msgid "ui.settings.general.language_detail"
msgstr "アプリケーションを再起動すると適用されます。"
#: src/dusk/ui/frame/settings/uisettings.c
msgid "ui.settings.apply"
msgstr "適用"
#: src/dusk/ui/frame/uiconfirm.c
msgid "ui.confirm.discard_changes"
msgstr "未保存の変更を破棄しますか?"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.characters"
msgstr "キャラクター"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.items"
msgstr "アイテム"
#: src/dusk/ui/frame/game/uigamemenu.c
msgid "ui.game_menu.settings"
msgstr "設定"
#: src/dusk/rpg/item/item.json
msgid "item.potion.name"
msgstr "ポーション"
#: src/dusk/rpg/item/item.json
msgid "item.potato.name"
msgstr "ジャガイモ"
#: src/dusk/rpg/item/item.json
msgid "item.apple.name"
msgstr "リンゴ"
+1
View File
@@ -0,0 +1 @@
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+1
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@@ -1 +0,0 @@
{"meshes":[{"file":"house_8_4.dmf","pos":[1,1,0]},{"file":"house_3_3.dmf","pos":[11,2,0]},{"file":"house_2_2.dmf","pos":[3,11,0]}],"tiles":[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,null,null,null,[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],null,null,null,null,null,null,null,null,[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],null,null,null,null,null,null,null,null,[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0]]}
@@ -1 +0,0 @@
{"meshes":[{"file":"house_3_2.dmf","pos":[1,1,0]},{"file":"house_2_3.dmf","pos":[7,2,0]},{"file":"house_4_2.dmf","pos":[1,8,0]},{"file":"house_1_1.dmf","pos":[11,10,0]},{"file":"house_5_2.dmf","pos":[13,6,0]}],"tiles":[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,[1,0],null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0]]}
@@ -1 +0,0 @@
{"meshes":[{"file":"house_5_5.dmf","pos":[3,2,0]},{"file":"house_2_3.dmf","pos":[10,3,0]},{"file":"house_3_1.dmf","pos":[1,12,0]}],"tiles":[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],null,null,null,[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0]]}
@@ -1 +0,0 @@
{"tiles":[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,3],[1,3],[1,3],[1,3],[1,3],[1,3],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,3],[1,3],[1,3],[1,3],[1,3],[1,3],[1,0],[1,0],[1,0],[1,0],null,null,[1,0],[1,0],[1,0],[1,0],[1,3],[1,3],[1,3],[1,3],[1,3],[1,3],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[4,2],[4,2],[4,2],[4,2],[4,2],[4,2],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[4,1],[4,1],[4,1],[4,1],[4,1],[4,1],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[4,0],[4,0],[4,0],[4,0],[4,0],[4,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[1,0]],"meshes":[]}
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+10
View File
@@ -0,0 +1,10 @@
{
"mesh": "meshes/chunks/chunk_-1_0_0_0.dmf",
"color": [
255,
255,
255,
255
],
"texture": "tiles.png"
}
+10
View File
@@ -0,0 +1,10 @@
{
"mesh": "meshes/chunks/chunk_0_0_0_0.dmf",
"color": [
255,
255,
255,
255
],
"texture": "tiles.png"
}
+10
View File
@@ -0,0 +1,10 @@
{
"mesh": "meshes/chunks/chunk_0_1_0_0.dmf",
"color": [
255,
255,
255,
255
],
"texture": "tiles.png"
}
+10
View File
@@ -0,0 +1,10 @@
{
"mesh": "meshes/chunks/chunk_1_0_0_0.dmf",
"color": [
255,
255,
255,
255
],
"texture": "tiles.png"
}
+10
View File
@@ -0,0 +1,10 @@
{
"mesh": "meshes/chunks/chunk_1_1_0_0.dmf",
"color": [
255,
255,
255,
255
],
"texture": "tiles.png"
}
+10
View File
@@ -0,0 +1,10 @@
{
"mesh": "meshes/chunks/chunk_2_0_0_0.dmf",
"color": [
255,
255,
255,
255
],
"texture": "tiles.png"
}
-22
View File
@@ -1,22 +0,0 @@
{
"members": {
"hero": {
"attack": 10,
"defense": 5,
"magic": 0,
"speed": 10,
"luck": 0,
"healthMax": 30,
"mpMax": 10
},
"companion": {
"attack": 8,
"defense": 6,
"magic": 4,
"speed": 8,
"luck": 1,
"healthMax": 25,
"mpMax": 15
}
}
}
-10
View File
@@ -1,10 +0,0 @@
{
"flags": {
"test": {
"initial": true
},
"test2": {
"initial": 1
}
}
}
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After

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-32
View File
@@ -1,32 +0,0 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# NOTE: libmad itself is GPL-licensed (see https://www.underbit.com/products/mad/),
# not MIT like the rest of this project. Any binary linking it must comply
# with the GPL - a deliberate tradeoff accepted for MP3 decode correctness
# (see audiostreammp3decodersw.c's own comment on why minimp3 wasn't enough).
find_path(LIBMAD_INCLUDE_DIR NAMES mad.h)
mark_as_advanced(LIBMAD_INCLUDE_DIR)
find_library(LIBMAD_LIBRARY NAMES mad)
mark_as_advanced(LIBMAD_LIBRARY)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(
libmad
REQUIRED_VARS
LIBMAD_LIBRARY
LIBMAD_INCLUDE_DIR
)
if(libmad_FOUND AND NOT TARGET libmad::mad)
add_library(libmad::mad UNKNOWN IMPORTED)
set_target_properties(libmad::mad
PROPERTIES
INTERFACE_INCLUDE_DIRECTORIES ${LIBMAD_INCLUDE_DIR}
IMPORTED_LOCATION ${LIBMAD_LIBRARY}
)
endif()
-2
View File
@@ -61,8 +61,6 @@ target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PRIVATE
zstd
z
lzma
asnd
mad
)
if(DUSK_DOLPHIN_BUILD_TYPE STREQUAL "ISO")
-1
View File
@@ -27,7 +27,6 @@ target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
)
set(DUSK_BACKTRACE ON CACHE BOOL "Enable backtrace support for assert failures.")
set(DUSK_TRACK_MEMORY ON CACHE BOOL "Track memoryAllocate() call sites to help find memory leaks.")
# Define platform-specific macros.
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
-60
View File
@@ -30,7 +30,6 @@ target_link_libraries(${DUSK_BINARY_TARGET_NAME} PUBLIC
pspgu
pspaudio
pspaudiolib
pspmp3
psputility
pspvfpu
pspvram
@@ -60,42 +59,12 @@ target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_DISPLAY_OVERSCAN=6
)
# logDebug()/logError() additionally write every call to a file on the
# Memory Stick (ms0:/PSP/GAME/Dusk/*.log) - a real, measured source of
# per-call hitching (fopen+write+fclose every log line), not just a
# theoretical cost. Default off so a normal build doesn't pay it; opt in
# with -DDUSK_PSP_LOG_FILE=ON when the log file itself is actually needed
# (e.g. no way to see stdout on real hardware).
set(DUSK_PSP_LOG_FILE OFF CACHE BOOL "Also write PSP debug/error logs to ms0:/PSP/GAME/Dusk/*.log (slow - Memory Stick I/O per call).")
if(DUSK_PSP_LOG_FILE)
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_PSP_LOG_FILE
)
endif()
if(NOT CMAKE_BUILD_TYPE STREQUAL "Debug")
target_compile_definitions(${DUSK_BINARY_TARGET_NAME} PUBLIC
DUSK_ASSERTIONS_FAKED
)
endif()
# Generate PARAM.SFO as a normal tracked build output (instead of letting
# create_pbp_file() auto-generate + delete it) so it can be reused below by
# a properly dependency-tracked EBOOT.PBP repack step.
set(DUSK_PSP_PARAM_SFO "${DUSK_BUILD_DIR}/PARAM.SFO")
add_custom_command(
OUTPUT "${DUSK_PSP_PARAM_SFO}"
COMMAND "$ENV{PSPDEV}/bin/mksfoex" "-d" "MEMSIZE=1" "-s" "APP_VER=01.00"
"${DUSK_BINARY_TARGET_NAME}" "${DUSK_PSP_PARAM_SFO}"
COMMENT "Generating PARAM.SFO for ${DUSK_BINARY_TARGET_NAME}"
VERBATIM
)
add_custom_target(DuskPspParamSfo DEPENDS "${DUSK_PSP_PARAM_SFO}")
# create_pbp_file()'s own POST_BUILD chain (below) also consumes
# DUSK_PSP_PARAM_SFO, so make sure it exists before that chain runs.
add_dependencies(${DUSK_BINARY_TARGET_NAME} DuskPspParamSfo)
# Postbuild, create .pbp file for PSP.
create_pbp_file(
TARGET "${DUSK_BINARY_TARGET_NAME}"
@@ -105,33 +74,4 @@ create_pbp_file(
TITLE "${DUSK_BINARY_TARGET_NAME}"
PSAR_PATH ${DUSK_ASSETS_ZIP}
VERSION 01.00
SFO_PATH "${DUSK_PSP_PARAM_SFO}"
OUTPUT_DIR "${DUSK_BUILD_DIR}"
)
# CreatePBP.cmake's pack-pbp step is a POST_BUILD command tied to the
# executable target, so it only reruns when the ELF itself relinks. That
# means regenerating dusk.dsk (assets) alone, without touching any C
# source, silently leaves EBOOT.PBP embedding a stale asset pak. Repack it
# here as a normal file-tracked custom command depending on both the
# executable and the asset zip, so EBOOT.PBP always reflects the current
# assets even when nothing else about the build changed.
set(DUSK_PSP_EBOOT "${DUSK_BUILD_DIR}/EBOOT.PBP")
if(BUILD_PRX)
set(DUSK_PSP_EXECUTABLE "$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>.prx")
else()
set(DUSK_PSP_EXECUTABLE "$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>")
endif()
add_custom_command(
OUTPUT "${DUSK_PSP_EBOOT}"
COMMAND "$ENV{PSPDEV}/bin/pack-pbp" "${DUSK_PSP_EBOOT}" "${DUSK_PSP_PARAM_SFO}"
"NULL" "NULL" "NULL" "NULL" "NULL"
"${DUSK_PSP_EXECUTABLE}" "${DUSK_ASSETS_ZIP}"
DEPENDS
"$<TARGET_FILE:${DUSK_BINARY_TARGET_NAME}>"
"${DUSK_PSP_PARAM_SFO}"
"${DUSK_ASSETS_ZIP}"
COMMENT "Repacking EBOOT.PBP (tracks executable + asset pak freshness)"
VERBATIM
)
add_custom_target(DuskPspEbootRepack ALL DEPENDS "${DUSK_PSP_EBOOT}")
-11
View File
@@ -4,17 +4,6 @@ target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_WII
)
# Wii save storage method - see src/duskdolphin/save/savedeviceplatform.h.
set(DUSK_SAVE_WII_METHOD "SD" CACHE STRING
"Wii save storage: NAND (internal storage via ISFS), CARD (GameCube-\
compatible memory card emulation), or SD (SD card via libfat)"
)
set_property(CACHE DUSK_SAVE_WII_METHOD PROPERTY STRINGS "NAND" "CARD" "SD")
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_SAVE_WII_METHOD_${DUSK_SAVE_WII_METHOD}
)
# Generate Homebrew Channel meta.xml from project identity variables
string(TIMESTAMP DUSK_BUILD_DATE "%Y%m%d000000" UTC)
configure_file(
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// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
"use strict";
// ChunkTerrain - JS port of the terrain-quad generation performed by
// tools/asset/chunk/__main__.py (build_terrain_verts / _tile_quad /
// _RAMP_CORNERS) so the editor's 3D preview can show the same geometry the
// Python compiler will bake into the chunk's terrain mesh, without waiting
// for a compile pass. Vertex layout matches DMF: interleaved [u, v, x, y, z].
const ChunkTerrain = (() => {
const CHUNK_WIDTH = 16;
const CHUNK_HEIGHT = 16;
const CHUNK_DEPTH = 4;
const TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH;
// World-space Z distance of one Z-layer/story, in world-float space.
// Must match WORLD_LAYER_HEIGHT in src/dusk/rpg/overworld/worldpos.h.
const WORLD_LAYER_HEIGHT = Math.SQRT1_2;
const TILE_SHAPE_NULL = 0;
const TILE_SHAPE_GROUND = 1;
const TILE_SHAPE_RAMP_NORTH = 2;
const TILE_SHAPE_RAMP_EAST = 3;
const TILE_SHAPE_RAMP_SOUTH = 4;
const TILE_SHAPE_RAMP_WEST = 5;
const TILE_SHAPE_RAMP_NORTHEAST = 6;
const TILE_SHAPE_RAMP_NORTHWEST = 7;
const TILE_SHAPE_RAMP_SOUTHEAST = 8;
const TILE_SHAPE_RAMP_SOUTHWEST = 9;
const TILE_SHAPE_RAMP_NORTHEAST_INNER = 10;
const TILE_SHAPE_RAMP_NORTHWEST_INNER = 11;
const TILE_SHAPE_RAMP_SOUTHEAST_INNER = 12;
const TILE_SHAPE_RAMP_SOUTHWEST_INNER = 13;
// Per-shape corner heights as [sw, se, ne, nw] offsets from tile base Z.
// NORTH=+Y, EAST=+X. Cardinal ramps: low face at 0, high face at 1.
// Diagonal outer-corner ramps: only the named corner raised, rest at 0.
// Diagonal inner-corner ramps: only the corner opposite the named one is
// lowered to 0, the rest (including the named corner) stay raised at 1.
const RAMP_CORNERS = {
[TILE_SHAPE_GROUND]: [0.0, 0.0, 0.0, 0.0],
[TILE_SHAPE_RAMP_NORTH]: [0.0, 0.0, 1.0, 1.0],
[TILE_SHAPE_RAMP_SOUTH]: [1.0, 1.0, 0.0, 0.0],
[TILE_SHAPE_RAMP_EAST]: [0.0, 1.0, 1.0, 0.0],
[TILE_SHAPE_RAMP_WEST]: [1.0, 0.0, 0.0, 1.0],
[TILE_SHAPE_RAMP_NORTHEAST]: [0.0, 0.0, 1.0, 0.0],
[TILE_SHAPE_RAMP_NORTHWEST]: [0.0, 0.0, 0.0, 1.0],
[TILE_SHAPE_RAMP_SOUTHEAST]: [0.0, 1.0, 0.0, 0.0],
[TILE_SHAPE_RAMP_SOUTHWEST]: [1.0, 0.0, 0.0, 0.0],
[TILE_SHAPE_RAMP_NORTHEAST_INNER]: [0.0, 1.0, 1.0, 1.0],
[TILE_SHAPE_RAMP_NORTHWEST_INNER]: [1.0, 0.0, 1.0, 1.0],
[TILE_SHAPE_RAMP_SOUTHEAST_INNER]: [1.0, 1.0, 1.0, 0.0],
[TILE_SHAPE_RAMP_SOUTHWEST_INNER]: [1.0, 1.0, 0.0, 1.0],
};
function tileIndex(x, y, z) {
return x + y * CHUNK_WIDTH + z * CHUNK_WIDTH * CHUNK_HEIGHT;
}
// Six vertices (2 CCW triangles) for a quad with per-corner Z heights.
// Corner order: SW=(fx,fy), SE=(fx+1,fy), NE=(fx+1,fy+1), NW=(fx,fy+1).
function pushTileQuad(out, u0, u1, v0, v1, fx, fy, swZ, seZ, neZ, nwZ) {
out.push(
u0, v0, fx, fy, swZ,
u1, v0, fx + 1, fy, seZ,
u1, v1, fx + 1, fy + 1, neZ,
u0, v0, fx, fy, swZ,
u1, v1, fx + 1, fy + 1, neZ,
u0, v1, fx, fy + 1, nwZ,
);
}
// Generate terrain quads for every non-null tile in a flat tiles array
// (length TILE_COUNT, indexed via tileIndex). Returns a Float32Array of
// interleaved [u, v, x, y, z] vertices, matching DMF.VERTEX_FLOATS.
function buildTerrainVerts(tiles) {
const out = [];
for(let z = 0; z < CHUNK_DEPTH; z++) {
for(let y = 0; y < CHUNK_HEIGHT; y++) {
for(let x = 0; x < CHUNK_WIDTH; x++) {
const type = tiles[tileIndex(x, y, z)] || TILE_SHAPE_NULL;
const corners = RAMP_CORNERS[type];
if(!corners) continue;
const u0 = x / CHUNK_WIDTH;
const u1 = (x + 1) / CHUNK_WIDTH;
const v0 = y / CHUNK_HEIGHT;
const v1 = (y + 1) / CHUNK_HEIGHT;
const [sw, se, ne, nw] = corners;
pushTileQuad(
out, u0, u1, v0, v1, x, y,
(z + sw) * WORLD_LAYER_HEIGHT,
(z + se) * WORLD_LAYER_HEIGHT,
(z + ne) * WORLD_LAYER_HEIGHT,
(z + nw) * WORLD_LAYER_HEIGHT
);
}
}
}
return new Float32Array(out);
}
// Four edges (SW-SE, SE-NE, NE-NW, NW-SW) of a tile's quad as line
// segments, lifted slightly above the terrain surface to avoid
// z-fighting - same corner-height convention as pushTileQuad().
function pushTileGridLines(out, fx, fy, swZ, seZ, neZ, nwZ) {
const eps = 0.01;
const sw = [fx, fy, swZ + eps];
const se = [fx + 1, fy, seZ + eps];
const ne = [fx + 1, fy + 1, neZ + eps];
const nw = [fx, fy + 1, nwZ + eps];
const edges = [sw, se, se, ne, ne, nw, nw, sw];
for(const [x, y, z] of edges) out.push(0, 0, x, y, z);
}
// Generate grid-outline line segments for every non-null tile, following
// the same per-corner heights as buildTerrainVerts() so lines hug ramps
// instead of cutting through them. Returns a Float32Array of interleaved
// [u, v, x, y, z] vertices meant to be drawn with gl.LINES (pairs).
function buildGridLines(tiles) {
const out = [];
for(let z = 0; z < CHUNK_DEPTH; z++) {
for(let y = 0; y < CHUNK_HEIGHT; y++) {
for(let x = 0; x < CHUNK_WIDTH; x++) {
const type = tiles[tileIndex(x, y, z)] || TILE_SHAPE_NULL;
const corners = RAMP_CORNERS[type];
if(!corners) continue;
const [sw, se, ne, nw] = corners;
pushTileGridLines(
out, x, y,
(z + sw) * WORLD_LAYER_HEIGHT,
(z + se) * WORLD_LAYER_HEIGHT,
(z + ne) * WORLD_LAYER_HEIGHT,
(z + nw) * WORLD_LAYER_HEIGHT
);
}
}
}
return new Float32Array(out);
}
return Object.freeze({
CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_COUNT, WORLD_LAYER_HEIGHT,
TILE_SHAPE_NULL, TILE_SHAPE_GROUND,
TILE_SHAPE_RAMP_NORTH, TILE_SHAPE_RAMP_EAST,
TILE_SHAPE_RAMP_SOUTH, TILE_SHAPE_RAMP_WEST,
TILE_SHAPE_RAMP_NORTHEAST, TILE_SHAPE_RAMP_NORTHWEST,
TILE_SHAPE_RAMP_SOUTHEAST, TILE_SHAPE_RAMP_SOUTHWEST,
TILE_SHAPE_RAMP_NORTHEAST_INNER, TILE_SHAPE_RAMP_NORTHWEST_INNER,
TILE_SHAPE_RAMP_SOUTHEAST_INNER, TILE_SHAPE_RAMP_SOUTHWEST_INNER,
RAMP_CORNERS, tileIndex, buildTerrainVerts, buildGridLines,
});
})();
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// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
"use strict";
// DMF - Dusk Mesh Format
//
// Header (12 bytes):
// [0-3] "DMF\0" magic
// [4-7] uint32 version (little-endian)
// [8-11] uint32 vertCount (little-endian)
//
// Followed by vertCount vertices, each 20 bytes:
// [0-7] float32[2] uv (little-endian)
// [8-19] float32[3] pos (little-endian)
const DMF = (() => {
const MAGIC = [0x44, 0x4d, 0x46, 0x00]; // "DMF\0"
const VERSION = 1;
const HEADER_SIZE = 12;
const VERTEX_FLOATS = 5; // uv[2] + pos[3]
const VERTEX_SIZE = VERTEX_FLOATS * 4;
// Decode a DMF ArrayBuffer into { version, vertexCount, floats }, where
// floats is a Float32Array of tightly interleaved [u, v, x, y, z] per
// vertex - ready to hand straight to gl.bufferData().
function decode(buffer) {
const bytes = new Uint8Array(buffer);
const view = new DataView(buffer);
if(bytes.length < HEADER_SIZE) throw new Error("File too small to be a valid DMF");
if(
bytes[0] !== MAGIC[0] || bytes[1] !== MAGIC[1] ||
bytes[2] !== MAGIC[2] || bytes[3] !== MAGIC[3]
) {
throw new Error("Invalid DMF magic bytes - not a DMF file");
}
const version = view.getUint32(4, true);
if(version !== VERSION) {
throw new Error(`Unsupported DMF version: ${version}`);
}
const vertexCount = view.getUint32(8, true);
const expected = HEADER_SIZE + vertexCount * VERTEX_SIZE;
if(bytes.length < expected) {
throw new Error(`DMF vertex data truncated (expected ${expected} bytes, got ${bytes.length})`);
}
const floats = new Float32Array(vertexCount * VERTEX_FLOATS);
for(let i = 0; i < floats.length; i++) {
floats[i] = view.getFloat32(HEADER_SIZE + i * 4, true);
}
return { version, vertexCount, floats };
}
return Object.freeze({
decode,
VERSION, HEADER_SIZE, VERTEX_FLOATS, VERTEX_SIZE,
});
})();
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<div class="row">
<div class="col-12">
<h1>Dusk Map Editor</h1>
<p class="text-muted">Browse and edit project assets.</p>
</div>
</div>
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<link rel="stylesheet" href="/map/map.css">
<div class="row g-3">
<div class="col-12">
<div class="d-flex flex-wrap align-items-end gap-2 mb-2">
<div>
<label class="form-label mb-0">X</label>
<input type="number" id="coordX" class="form-control form-control-sm" style="width:5rem" value="0">
</div>
<div>
<label class="form-label mb-0">Y</label>
<input type="number" id="coordY" class="form-control form-control-sm" style="width:5rem" value="0">
</div>
<div>
<label class="form-label mb-0">Z</label>
<input type="number" id="coordZ" class="form-control form-control-sm" style="width:5rem" value="0">
</div>
<button id="btnLoad" type="button" class="btn btn-sm btn-secondary">Load</button>
<div class="dropdown">
<button
class="btn btn-sm btn-outline-secondary dropdown-toggle"
type="button" data-bs-toggle="dropdown"
>Browse</button>
<ul class="dropdown-menu" id="chunkBrowseList"></ul>
</div>
<div class="dpad" title="Navigate to the neighboring chunk">
<button type="button" class="btn btn-sm btn-outline-secondary dpad-n" id="navN" title="North (+Y)">N</button>
<button type="button" class="btn btn-sm btn-outline-secondary dpad-w" id="navW" title="West (-X)">W</button>
<button type="button" class="btn btn-sm btn-outline-secondary dpad-e" id="navE" title="East (+X)">E</button>
<button type="button" class="btn btn-sm btn-outline-secondary dpad-s" id="navS" title="South (-Y)">S</button>
</div>
<div class="d-flex flex-column gap-1">
<button type="button" class="btn btn-sm btn-outline-secondary" id="navUp" title="Up (+Z)">Up</button>
<button type="button" class="btn btn-sm btn-outline-secondary" id="navDown" title="Down (-Z)">Down</button>
</div>
<button id="btnSave" type="button" class="btn btn-sm btn-primary ms-auto">
Save &amp; Compile
</button>
</div>
<div id="statusLine" class="small text-muted mb-2">&nbsp;</div>
</div>
<div class="col-12 col-lg-6">
<div class="d-flex align-items-center gap-2 mb-2">
<label class="form-label mb-0">Z-Level</label>
<button type="button" class="btn btn-sm btn-outline-secondary" id="zLevelDown">-</button>
<input type="range" id="zLevel" class="form-range" style="width:150px" min="0" max="3" value="0">
<button type="button" class="btn btn-sm btn-outline-secondary" id="zLevelUp">+</button>
<span id="zLevelLabel">0</span>
</div>
<div class="d-flex gap-3">
<div id="toolPalette" class="tile-palette"></div>
<div id="tilePalette" class="tile-palette"></div>
<canvas id="gridCanvas" class="border tile-grid" width="512" height="512"></canvas>
</div>
<h5 class="mt-3">Meshes</h5>
<ul id="meshList" class="list-group mb-2"></ul>
<div class="d-flex gap-2 align-items-end flex-wrap">
<div style="min-width:220px">
<label class="form-label mb-0">Model</label>
<select id="meshPicker" class="form-select form-select-sm"></select>
</div>
<div>
<label class="form-label mb-0">X</label>
<input id="meshX" type="number" class="form-control form-control-sm" style="width:5rem" value="0">
</div>
<div>
<label class="form-label mb-0">Y</label>
<input id="meshY" type="number" class="form-control form-control-sm" style="width:5rem" value="0">
</div>
<div>
<label class="form-label mb-0">Z</label>
<input id="meshZ" type="number" class="form-control form-control-sm" style="width:5rem" value="0">
</div>
<button id="btnAddMesh" type="button" class="btn btn-sm btn-outline-primary">Add</button>
</div>
</div>
<div class="col-12 col-lg-6">
<p class="small text-muted mb-2">Preview (scroll to zoom)</p>
<canvas id="previewCanvas" class="border" width="512" height="512"></canvas>
</div>
</div>
<script src="/common/dmf.js"></script>
<script src="/common/chunkterrain.js"></script>
<script src="/map/renderer.js"></script>
<script src="/map/map.js"></script>
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/* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
.tile-palette {
display: flex;
flex-direction: column;
flex-wrap: wrap;
gap: 6px;
max-height: 600px;
}
.tile-swatch {
position: relative;
width: 32px;
height: 32px;
border: 2px solid transparent;
border-radius: 4px;
cursor: pointer;
padding: 0;
}
.tile-swatch.active {
border-color: #fff;
}
.tile-swatch-icon {
position: absolute;
top: 0;
left: 0;
pointer-events: none;
}
.dpad {
display: grid;
grid-template-columns: repeat(3, 2rem);
grid-template-rows: repeat(3, 2rem);
grid-template-areas:
". n ."
"w . e"
". s .";
gap: 2px;
}
.dpad-n { grid-area: n; }
.dpad-w { grid-area: w; }
.dpad-e { grid-area: e; }
.dpad-s { grid-area: s; }
.dpad button { padding: 0; }
.tile-grid {
image-rendering: pixelated;
cursor: crosshair;
touch-action: none;
max-width: 100%;
height: auto;
}
#previewCanvas {
width: 100%;
aspect-ratio: 1 / 1;
height: auto;
}
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// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
"use strict";
(() => {
const SHAPES = [
{ type: ChunkTerrain.TILE_SHAPE_NULL, name: "Erase", color: "#20232a" },
{ type: ChunkTerrain.TILE_SHAPE_GROUND, name: "Ground", color: "#4caf50" },
{ type: ChunkTerrain.TILE_SHAPE_RAMP_NORTH, name: "Ramp North", color: "#2196f3" },
{ type: ChunkTerrain.TILE_SHAPE_RAMP_EAST, name: "Ramp East", color: "#03a9f4" },
{ type: ChunkTerrain.TILE_SHAPE_RAMP_SOUTH, name: "Ramp South", color: "#00bcd4" },
{ type: ChunkTerrain.TILE_SHAPE_RAMP_WEST, name: "Ramp West", color: "#009688" },
{ type: ChunkTerrain.TILE_SHAPE_RAMP_NORTHEAST, name: "Ramp NE", color: "#ff9800" },
{ type: ChunkTerrain.TILE_SHAPE_RAMP_NORTHWEST, name: "Ramp NW", color: "#ff5722" },
{ type: ChunkTerrain.TILE_SHAPE_RAMP_SOUTHEAST, name: "Ramp SE", color: "#9c27b0" },
{ type: ChunkTerrain.TILE_SHAPE_RAMP_SOUTHWEST, name: "Ramp SW", color: "#e91e63" },
{ type: ChunkTerrain.TILE_SHAPE_RAMP_NORTHEAST_INNER, name: "Ramp NE Inner", color: "#795548" },
{ type: ChunkTerrain.TILE_SHAPE_RAMP_NORTHWEST_INNER, name: "Ramp NW Inner", color: "#607d8b" },
{ type: ChunkTerrain.TILE_SHAPE_RAMP_SOUTHEAST_INNER, name: "Ramp SE Inner", color: "#8bc34a" },
{ type: ChunkTerrain.TILE_SHAPE_RAMP_SOUTHWEST_INNER, name: "Ramp SW Inner", color: "#ffc107" },
];
const SHAPE_COLORS = Object.fromEntries(SHAPES.map((s) => [s.type, s.color]));
// Arrow direction per ramp, in canvas/screen space: north is up (dy < 0),
// east is right (dx > 0) - matches renderGrid()'s north-is-up convention.
const SHAPE_DIRECTIONS = {
[ChunkTerrain.TILE_SHAPE_RAMP_NORTH]: { dx: 0, dy: -1 },
[ChunkTerrain.TILE_SHAPE_RAMP_SOUTH]: { dx: 0, dy: 1 },
[ChunkTerrain.TILE_SHAPE_RAMP_EAST]: { dx: 1, dy: 0 },
[ChunkTerrain.TILE_SHAPE_RAMP_WEST]: { dx: -1, dy: 0 },
[ChunkTerrain.TILE_SHAPE_RAMP_NORTHEAST]: { dx: 1, dy: -1 },
[ChunkTerrain.TILE_SHAPE_RAMP_NORTHWEST]: { dx: -1, dy: -1 },
[ChunkTerrain.TILE_SHAPE_RAMP_SOUTHEAST]: { dx: 1, dy: 1 },
[ChunkTerrain.TILE_SHAPE_RAMP_SOUTHWEST]: { dx: -1, dy: 1 },
[ChunkTerrain.TILE_SHAPE_RAMP_NORTHEAST_INNER]: { dx: 1, dy: -1 },
[ChunkTerrain.TILE_SHAPE_RAMP_NORTHWEST_INNER]: { dx: -1, dy: -1 },
[ChunkTerrain.TILE_SHAPE_RAMP_SOUTHEAST_INNER]: { dx: 1, dy: 1 },
[ChunkTerrain.TILE_SHAPE_RAMP_SOUTHWEST_INNER]: { dx: -1, dy: 1 },
};
const INNER_CORNER_SHAPES = new Set([
ChunkTerrain.TILE_SHAPE_RAMP_NORTHEAST_INNER,
ChunkTerrain.TILE_SHAPE_RAMP_NORTHWEST_INNER,
ChunkTerrain.TILE_SHAPE_RAMP_SOUTHEAST_INNER,
ChunkTerrain.TILE_SHAPE_RAMP_SOUTHWEST_INNER,
]);
// Draws a single-headed arrow from (tailX, tailY) to (tipX, tipY).
function drawArrowSegment(ctx, tailX, tailY, tipX, tipY, size) {
ctx.strokeStyle = "#ffffff";
ctx.fillStyle = "#ffffff";
ctx.lineWidth = Math.max(1, size * 0.08);
ctx.lineCap = "round";
ctx.beginPath();
ctx.moveTo(tailX, tailY);
ctx.lineTo(tipX, tipY);
ctx.stroke();
const headLen = size * 0.18;
const angle = Math.atan2(tipY - tailY, tipX - tailX);
const leftAngle = angle + Math.PI * 0.8;
const rightAngle = angle - Math.PI * 0.8;
ctx.beginPath();
ctx.moveTo(tipX, tipY);
ctx.lineTo(tipX + Math.cos(leftAngle) * headLen, tipY + Math.sin(leftAngle) * headLen);
ctx.lineTo(tipX + Math.cos(rightAngle) * headLen, tipY + Math.sin(rightAngle) * headLen);
ctx.closePath();
ctx.fill();
}
// Draws an arrow centered at (cx, cy) pointing toward the ramp's high
// side, so ramp direction is visible at a glance on both the palette
// swatches and the tile grid. Used for cardinal ramps and outer-corner
// ramps (a single raised corner).
function drawArrow(ctx, cx, cy, size, dx, dy) {
const mag = Math.hypot(dx, dy) || 1;
const ux = dx / mag, uy = dy / mag;
const len = size * 0.32;
drawArrowSegment(ctx, cx - ux * len, cy - uy * len, cx + ux * len, cy + uy * len, size);
}
// Draws a plain right-angle bracket - two line segments meeting at 90
// degrees at the tile's corner, one running along each of the two edges
// adjacent to it - so inner-corner ramps (three corners raised, one
// dropped) read as "the adjacent sides meeting in a 90-degree corner",
// distinct from the single diagonal arrow used for outer-corner ramps.
function drawCornerBracket(ctx, cx, cy, size, dx, dy) {
const cornerDist = size * 0.42;
const armLen = size * 0.34;
const cornerX = cx + dx * cornerDist;
const cornerY = cy + dy * cornerDist;
ctx.strokeStyle = "#ffffff";
ctx.lineWidth = Math.max(1, size * 0.08);
ctx.lineCap = "round";
ctx.lineJoin = "round";
ctx.beginPath();
ctx.moveTo(cornerX - dx * armLen, cornerY);
ctx.lineTo(cornerX, cornerY);
ctx.lineTo(cornerX, cornerY - dy * armLen);
ctx.stroke();
}
// Draws the direction icon for a ramp tile `type` in a `size`x`size` area
// centered at (cx, cy): a diagonal arrow for cardinal/outer-corner ramps,
// or a right-angle bracket for inner-corner ramps. No-op for shapes with
// no direction (ground, erase).
function drawShapeIcon(ctx, cx, cy, size, type) {
const dir = SHAPE_DIRECTIONS[type];
if(!dir) return;
if(INNER_CORNER_SHAPES.has(type)) {
drawCornerBracket(ctx, cx, cy, size, dir.dx, dir.dy);
} else {
drawArrow(ctx, cx, cy, size, dir.dx, dir.dy);
}
}
// Draws a small pencil icon centered in a `size`x`size` canvas.
function drawPencilIcon(ctx, size) {
ctx.save();
ctx.translate(size / 2, size / 2);
ctx.rotate(-Math.PI / 4);
const shaftW = size * 0.18;
const shaftH = size * 0.62;
ctx.fillStyle = "#e0e0e0";
ctx.fillRect(-shaftW / 2, shaftH * 0.28, shaftW, shaftH * 0.22);
ctx.fillStyle = "#f0c419";
ctx.fillRect(-shaftW / 2, -shaftH * 0.5, shaftW, shaftH * 0.78);
ctx.fillStyle = "#8d6e63";
ctx.beginPath();
ctx.moveTo(-shaftW / 2, -shaftH * 0.5);
ctx.lineTo(shaftW / 2, -shaftH * 0.5);
ctx.lineTo(0, -shaftH * 0.5 - shaftW);
ctx.closePath();
ctx.fill();
ctx.restore();
}
// Draws a small paint bucket icon centered in a `size`x`size` canvas.
function drawBucketIcon(ctx, size) {
ctx.save();
ctx.translate(size / 2, size / 2);
const w = size * 0.5, h = size * 0.34;
ctx.strokeStyle = "#e0e0e0";
ctx.lineWidth = Math.max(1, size * 0.06);
ctx.beginPath();
ctx.arc(0, -h * 0.4, w * 0.4, Math.PI, 0);
ctx.stroke();
ctx.fillStyle = "#03a9f4";
ctx.beginPath();
ctx.moveTo(-w / 2, -h * 0.2);
ctx.lineTo(w / 2, -h * 0.2);
ctx.lineTo(w * 0.32, h * 0.6);
ctx.lineTo(-w * 0.32, h * 0.6);
ctx.closePath();
ctx.fill();
ctx.beginPath();
ctx.arc(-w * 0.55, h * 0.75, size * 0.06, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
const TOOLS = [
{ id: "pencil", name: "Pencil", draw: drawPencilIcon },
{ id: "bucket", name: "Paint Bucket", draw: drawBucketIcon },
];
let coord = { x: 0, y: 0, z: 0 };
let tiles = new Int32Array(ChunkTerrain.TILE_COUNT);
let meshes = [];
let chunkExists = false;
let currentZLevel = 0;
let selectedShape = ChunkTerrain.TILE_SHAPE_GROUND;
let zoomWorldH = 20;
let dirty = false;
let hoverTile = null;
let activeTool = "pencil";
let mapRenderer = null;
let terrainMesh = null;
let gridLinesMesh = null;
let terrainTexturePromise = null;
let modelIndex = null;
let neighborChunks = [];
const modelCache = new Map();
const UNDO_LIMIT = 100;
let undoStack = [];
function markDirty() {
dirty = true;
}
function snapshotState() {
return {
tiles: tiles.slice(),
meshes: meshes.map((m) => ({ file: m.file, pos: m.pos.slice() })),
};
}
function pushUndo() {
undoStack.push(snapshotState());
if(undoStack.length > UNDO_LIMIT) undoStack.shift();
}
function undo() {
if(!undoStack.length) return;
const snap = undoStack.pop();
tiles = snap.tiles;
meshes = snap.meshes;
dirty = true;
renderGrid();
renderMeshList();
renderPreview();
updateStatus("Undid last change.");
}
// Returns true if it's OK to proceed (no unsaved changes, or the user
// confirmed discarding them).
function confirmDiscardIfDirty() {
if(!dirty) return true;
return window.confirm("You have unsaved changes to this chunk. Discard them?");
}
function statusLine() {
return document.getElementById("statusLine");
}
function updateStatus(msg, isError) {
const el = statusLine();
el.textContent = msg;
el.classList.toggle("text-danger", !!isError);
el.classList.toggle("text-muted", !isError);
}
async function apiReadJson(path) {
const res = await fetch(`/api/read?path=${encodeURIComponent(path)}`);
const data = await res.json();
return { ok: res.ok, data };
}
async function apiWrite(path, content) {
return fetch(`/api/write?path=${encodeURIComponent(path)}`, {
method: "POST",
body: JSON.stringify({ content }),
});
}
async function apiDelete(path) {
return fetch(`/api/delete?path=${encodeURIComponent(path)}`, { method: "POST" });
}
async function apiCompileChunk(x, y, z) {
const res = await fetch(`/api/compile-chunk?x=${x}&y=${y}&z=${z}`, { method: "POST" });
return res.json();
}
async function apiLs(path) {
const res = await fetch(`/api/ls?path=${encodeURIComponent(path)}`);
return res.json();
}
async function apiFind(path, ext) {
const res = await fetch(`/api/find?path=${encodeURIComponent(path)}&ext=${encodeURIComponent(ext)}`);
return res.json();
}
function base64ToBuffer(base64) {
const bytes = Uint8Array.from(atob(base64), (c) => c.charCodeAt(0));
return bytes.buffer;
}
async function loadImageTexture(assetPath) {
const { ok, data } = await apiReadJson(assetPath);
if(!ok || data.error) return null;
const blob = new Blob([base64ToBuffer(data.content)], { type: "image/png" });
const bitmap = await createImageBitmap(blob);
return mapRenderer.createTextureFromImage(bitmap);
}
async function readDmfVertices(assetPath) {
const { ok, data } = await apiReadJson(assetPath);
if(!ok || data.error) throw new Error(`Failed to read ${assetPath}`);
return DMF.decode(base64ToBuffer(data.content)).floats;
}
async function ensureModelIndex() {
if(modelIndex) return modelIndex;
const res = await apiFind("assets/models", ".json");
modelIndex = new Map();
for(const file of res.files || []) {
const base = file.split("/").pop().replace(/\.json$/, "");
modelIndex.set(base, file);
}
return modelIndex;
}
// Scales a mesh's stored [x, y, z] offset for preview, matching the
// Z scaling mapChunkLoaded() applies at runtime (chunk.meshOffsets[m][2]
// * WORLD_LAYER_HEIGHT) - x/y stay 1:1 since only Z is height-scaled.
function scaledMeshOffset(pos) {
return [pos[0], pos[1], pos[2] * ChunkTerrain.WORLD_LAYER_HEIGHT];
}
// Resolves a chunk mesh entry's bare filename (e.g. "house_5_3.dmf") to
// its model JSON by basename, mirroring find_model() in
// tools/asset/chunk/__main__.py - the chunk JSON only ever stores a bare
// filename, not a path.
async function resolveModelForMeshFile(file) {
await ensureModelIndex();
const base = file.replace(/\.[^.]+$/, "");
const rel = modelIndex.get(base);
if(!rel) return null;
const modelPath = `assets/models/${rel}`;
if(modelCache.has(modelPath)) return modelCache.get(modelPath);
const promise = (async () => {
const { ok, data } = await apiReadJson(modelPath);
if(!ok || data.error) throw new Error(`Failed to read model ${modelPath}`);
const modelDef = JSON.parse(data.content);
const meshFloats = await readDmfVertices(`assets/${modelDef.mesh}`);
const mesh = mapRenderer.createMesh(meshFloats);
const texture = modelDef.texture ? await loadImageTexture(`assets/${modelDef.texture}`) : null;
const colorBytes = modelDef.color || [255, 255, 255, 255];
const color = colorBytes.map((c) => c / 255);
return { mesh, texture, color };
})();
modelCache.set(modelPath, promise);
return promise;
}
function chunkPaths(x, y, z) {
return {
raw: `assetsraw/chunks/chunk_${x}_${y}_${z}.json`,
dcf: `assets/chunks/${x}_${y}_${z}.dcf`,
terrainDmf: `assets/meshes/chunks/chunk_${x}_${y}_${z}_0.dmf`,
terrainModel: `assets/models/chunks/chunk_${x}_${y}_${z}_0.json`,
};
}
// Loads the 8 same-Z neighbors around `coord` (read-only, for context in
// the 3D preview) and pre-builds their render data so renderPreview()
// doesn't have to rebuild GL buffers on every paint stroke.
async function loadNeighborChunks() {
const offsets = [];
for(let dy = -1; dy <= 1; dy++) {
for(let dx = -1; dx <= 1; dx++) {
if(dx || dy) offsets.push({ dx, dy });
}
}
const results = await Promise.all(offsets.map(async ({ dx, dy }) => {
const nx = coord.x + dx, ny = coord.y + dy, nz = coord.z;
const { ok, data } = await apiReadJson(chunkPaths(nx, ny, nz).raw);
if(!ok || data.error) return null;
const json = JSON.parse(data.content);
const neighborTiles = new Int32Array(ChunkTerrain.TILE_COUNT);
for(const t of json.tiles || []) {
const [tx, ty, tz] = t.pos;
neighborTiles[ChunkTerrain.tileIndex(tx, ty, tz)] = t.type;
}
const neighborMeshes = (json.meshes || []).map((m) => ({ file: m.file, pos: m.pos || [0, 0, 0] }));
const floats = ChunkTerrain.buildTerrainVerts(neighborTiles);
const terrain = floats.length ? { mesh: mapRenderer.createMesh(floats) } : null;
const models = [];
for(const m of neighborMeshes) {
try {
const resolved = await resolveModelForMeshFile(m.file);
if(resolved) models.push({ ...resolved, offset: scaledMeshOffset(m.pos) });
} catch(e) {
console.warn("Failed to load neighbor mesh preview", m.file, e);
}
}
return {
offset: [dx * ChunkTerrain.CHUNK_WIDTH, dy * ChunkTerrain.CHUNK_HEIGHT, 0],
terrain,
models,
};
}));
neighborChunks = results.filter(Boolean);
}
async function loadChunk(x, y, z) {
coord = { x, y, z };
tiles = new Int32Array(ChunkTerrain.TILE_COUNT);
meshes = [];
chunkExists = false;
const { ok, data } = await apiReadJson(chunkPaths(x, y, z).raw);
if(ok && !data.error) {
chunkExists = true;
const json = JSON.parse(data.content);
for(const t of json.tiles || []) {
const [tx, ty, tz] = t.pos;
tiles[ChunkTerrain.tileIndex(tx, ty, tz)] = t.type;
}
meshes = (json.meshes || []).map((m) => ({ file: m.file, pos: m.pos || [0, 0, 0] }));
}
await loadNeighborChunks();
dirty = false;
undoStack = [];
renderGrid();
renderMeshList();
renderPreview();
updateStatus(chunkExists
? `Loaded chunk_${x}_${y}_${z}.json`
: `New (empty) chunk at ${x}, ${y}, ${z} - paint a tile and save to create it.`);
}
async function saveChunk() {
const tilesArr = [];
for(let z = 0; z < ChunkTerrain.CHUNK_DEPTH; z++) {
for(let y = 0; y < ChunkTerrain.CHUNK_HEIGHT; y++) {
for(let x = 0; x < ChunkTerrain.CHUNK_WIDTH; x++) {
const type = tiles[ChunkTerrain.tileIndex(x, y, z)];
if(type && type !== ChunkTerrain.TILE_SHAPE_NULL) {
tilesArr.push({ pos: [x, y, z], type, tile: 0 });
}
}
}
}
const paths = chunkPaths(coord.x, coord.y, coord.z);
if(tilesArr.length === 0 && meshes.length === 0) {
await Promise.all(Object.values(paths).map((p) => apiDelete(p)));
chunkExists = false;
dirty = false;
updateStatus(`Chunk ${coord.x}, ${coord.y}, ${coord.z} is empty - deleted.`);
return;
}
const json = { tiles: tilesArr, meshes: meshes.map((m) => ({ file: m.file, pos: m.pos })) };
await apiWrite(paths.raw, JSON.stringify(json, null, 2));
chunkExists = true;
dirty = false;
updateStatus("Saved. Compiling...");
const result = await apiCompileChunk(coord.x, coord.y, coord.z);
if(result.ok) {
updateStatus(`Compiled OK.\n${result.stdout}`);
} else {
updateStatus(`Compile FAILED (code ${result.returncode}):\n${result.stderr}`, true);
}
}
function buildPalette() {
const el = document.getElementById("tilePalette");
el.innerHTML = "";
for(const s of SHAPES) {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "tile-swatch" + (s.type === selectedShape ? " active" : "");
btn.style.background = s.color;
btn.title = s.name;
btn.addEventListener("click", () => {
selectedShape = s.type;
buildPalette();
});
if(SHAPE_DIRECTIONS[s.type]) {
const icon = document.createElement("canvas");
icon.width = 32;
icon.height = 32;
icon.className = "tile-swatch-icon";
drawShapeIcon(icon.getContext("2d"), 16, 16, 32, s.type);
btn.appendChild(icon);
}
el.appendChild(btn);
}
}
function buildToolPalette() {
const el = document.getElementById("toolPalette");
el.innerHTML = "";
for(const tool of TOOLS) {
const btn = document.createElement("button");
btn.type = "button";
btn.className = "tile-swatch" + (tool.id === activeTool ? " active" : "");
btn.style.background = "#2a2d33";
btn.title = tool.name;
btn.addEventListener("click", () => {
activeTool = tool.id;
buildToolPalette();
});
const icon = document.createElement("canvas");
icon.width = 32;
icon.height = 32;
icon.className = "tile-swatch-icon";
tool.draw(icon.getContext("2d"), 32);
btn.appendChild(icon);
el.appendChild(btn);
}
}
function canvasToTile(e, canvas) {
const rect = canvas.getBoundingClientRect();
const cell = canvas.width / ChunkTerrain.CHUNK_WIDTH;
const px = (e.clientX - rect.left) * (canvas.width / rect.width);
const py = (e.clientY - rect.top) * (canvas.height / rect.height);
const x = Math.floor(px / cell);
const yFromTop = Math.floor(py / cell);
const y = ChunkTerrain.CHUNK_HEIGHT - 1 - yFromTop;
if(x < 0 || x >= ChunkTerrain.CHUNK_WIDTH || y < 0 || y >= ChunkTerrain.CHUNK_HEIGHT) return null;
return { x, y };
}
function renderGrid() {
const canvas = document.getElementById("gridCanvas");
const ctx = canvas.getContext("2d");
const cell = canvas.width / ChunkTerrain.CHUNK_WIDTH;
ctx.clearRect(0, 0, canvas.width, canvas.height);
for(let y = 0; y < ChunkTerrain.CHUNK_HEIGHT; y++) {
for(let x = 0; x < ChunkTerrain.CHUNK_WIDTH; x++) {
const type = tiles[ChunkTerrain.tileIndex(x, y, currentZLevel)];
const sy = (ChunkTerrain.CHUNK_HEIGHT - 1 - y) * cell;
ctx.fillStyle = SHAPE_COLORS[type] || "#15171b";
ctx.fillRect(x * cell, sy, cell, cell);
ctx.strokeStyle = "rgba(255, 255, 255, 0.25)";
ctx.strokeRect(x * cell, sy, cell, cell);
drawShapeIcon(ctx, x * cell + cell / 2, sy + cell / 2, cell, type);
}
}
ctx.fillStyle = "#ffffff";
for(const m of meshes) {
const [mx, my, mz] = m.pos;
if(Math.round(mz) !== currentZLevel) continue;
const sy = (ChunkTerrain.CHUNK_HEIGHT - 1 - my) * cell;
ctx.beginPath();
ctx.arc(mx * cell + cell / 2, sy + cell / 2, cell * 0.3, 0, Math.PI * 2);
ctx.fill();
}
if(hoverTile) {
const sy = (ChunkTerrain.CHUNK_HEIGHT - 1 - hoverTile.y) * cell;
ctx.strokeStyle = "#ffeb3b";
ctx.lineWidth = 2;
ctx.strokeRect(hoverTile.x * cell + 1, sy + 1, cell - 2, cell - 2);
}
}
function hitTestMesh(e, canvas) {
const rect = canvas.getBoundingClientRect();
const cell = canvas.width / ChunkTerrain.CHUNK_WIDTH;
const px = (e.clientX - rect.left) * (canvas.width / rect.width);
const py = (e.clientY - rect.top) * (canvas.height / rect.height);
let closest = -1;
let closestDist = cell * 0.5;
meshes.forEach((m, i) => {
const [mx, my, mz] = m.pos;
if(Math.round(mz) !== currentZLevel) return;
const cx = mx * cell + cell / 2;
const cy = (ChunkTerrain.CHUNK_HEIGHT - 1 - my) * cell + cell / 2;
const dist = Math.hypot(px - cx, py - cy);
if(dist < closestDist) { closestDist = dist; closest = i; }
});
return closest;
}
function moveMeshTo(e, index) {
const canvas = document.getElementById("gridCanvas");
const t = canvasToTile(e, canvas);
if(!t) return;
meshes[index].pos[0] = t.x;
meshes[index].pos[1] = t.y;
markDirty();
renderGrid();
renderMeshList();
renderPreview();
}
function paintAt(e) {
const canvas = document.getElementById("gridCanvas");
const t = canvasToTile(e, canvas);
if(!t) return;
tiles[ChunkTerrain.tileIndex(t.x, t.y, currentZLevel)] = selectedShape;
markDirty();
renderGrid();
renderPreview();
}
// 4-connected flood fill of same-type tiles at the current Z-level,
// starting from (startX, startY), replacing them with selectedShape.
function floodFill(startX, startY) {
const targetType = tiles[ChunkTerrain.tileIndex(startX, startY, currentZLevel)];
if(targetType === selectedShape) return;
const stack = [[startX, startY]];
const visited = new Set();
while(stack.length) {
const [x, y] = stack.pop();
const key = `${x},${y}`;
if(visited.has(key)) continue;
if(x < 0 || x >= ChunkTerrain.CHUNK_WIDTH || y < 0 || y >= ChunkTerrain.CHUNK_HEIGHT) continue;
visited.add(key);
const idx = ChunkTerrain.tileIndex(x, y, currentZLevel);
if(tiles[idx] !== targetType) continue;
tiles[idx] = selectedShape;
stack.push([x + 1, y], [x - 1, y], [x, y + 1], [x, y - 1]);
}
}
function fillAt(e) {
const canvas = document.getElementById("gridCanvas");
const t = canvasToTile(e, canvas);
if(!t) return;
pushUndo();
floodFill(t.x, t.y);
markDirty();
renderGrid();
renderPreview();
}
function rebuildTerrainMesh() {
const floats = ChunkTerrain.buildTerrainVerts(tiles);
terrainMesh = floats.length ? mapRenderer.createMesh(floats) : null;
const lineFloats = ChunkTerrain.buildGridLines(tiles);
gridLinesMesh = lineFloats.length ? mapRenderer.createMesh(lineFloats) : null;
}
// Keeps the preview canvas's backing-store resolution matched to its
// actual displayed CSS size (times devicePixelRatio) - the canvas
// otherwise stays at its fixed width/height attributes (512x512) while
// CSS stretches it to fill the column, which upscales and blurs the
// WebGL output on wider or high-DPI screens.
function resizePreviewCanvas() {
const canvas = document.getElementById("previewCanvas");
const dpr = window.devicePixelRatio || 1;
const displayWidth = Math.max(1, Math.round(canvas.clientWidth * dpr));
const displayHeight = Math.max(1, Math.round(canvas.clientHeight * dpr));
if(canvas.width !== displayWidth || canvas.height !== displayHeight) {
canvas.width = displayWidth;
canvas.height = displayHeight;
}
}
async function renderPreview() {
if(!mapRenderer) return;
resizePreviewCanvas();
rebuildTerrainMesh();
const models = [];
for(const m of meshes) {
try {
const resolved = await resolveModelForMeshFile(m.file);
if(resolved) models.push({ ...resolved, offset: scaledMeshOffset(m.pos) });
} catch(e) {
console.warn("Failed to load mesh preview", m.file, e);
}
}
let terrainTexture = null;
if(terrainMesh || neighborChunks.some((n) => n.terrain)) {
if(!terrainTexturePromise) terrainTexturePromise = loadImageTexture("assets/tiles.png");
terrainTexture = await terrainTexturePromise;
}
const neighbors = neighborChunks.map((n) => ({
offset: n.offset,
terrain: n.terrain ? { mesh: n.terrain.mesh, texture: terrainTexture } : null,
models: n.models,
}));
const zLevelHeight = currentZLevel * ChunkTerrain.WORLD_LAYER_HEIGHT;
mapRenderer.render({
target: [ChunkTerrain.CHUNK_WIDTH / 2, ChunkTerrain.CHUNK_HEIGHT / 2, zLevelHeight],
worldH: zoomWorldH,
terrain: terrainMesh ? { mesh: terrainMesh, texture: terrainTexture } : null,
gridLines: gridLinesMesh ? { mesh: gridLinesMesh } : null,
models,
neighbors,
highlight: hoverTile ? { x: hoverTile.x, y: hoverTile.y, z: zLevelHeight } : null,
});
}
function renderMeshList() {
const ul = document.getElementById("meshList");
ul.innerHTML = "";
meshes.forEach((m, i) => {
const li = document.createElement("li");
li.className = "list-group-item d-flex align-items-center gap-2 flex-wrap";
const label = document.createElement("span");
label.className = "me-auto";
label.textContent = m.file;
li.appendChild(label);
["X", "Y", "Z"].forEach((axis, axisIndex) => {
const input = document.createElement("input");
input.type = "number";
input.className = "form-control form-control-sm";
input.style.width = "5rem";
input.title = axis;
input.value = m.pos[axisIndex];
input.addEventListener("change", () => {
pushUndo();
m.pos[axisIndex] = parseFloat(input.value) || 0;
markDirty();
renderGrid();
renderPreview();
});
li.appendChild(input);
});
const btn = document.createElement("button");
btn.type = "button";
btn.className = "btn btn-sm btn-outline-danger";
btn.textContent = "Remove";
btn.addEventListener("click", () => {
pushUndo();
meshes.splice(i, 1);
markDirty();
renderMeshList();
renderGrid();
renderPreview();
});
li.appendChild(btn);
ul.appendChild(li);
});
}
async function buildMeshPicker() {
await ensureModelIndex();
const select = document.getElementById("meshPicker");
select.innerHTML = "";
for(const [base, rel] of [...modelIndex.entries()].sort()) {
const opt = document.createElement("option");
opt.value = base;
opt.textContent = rel;
select.appendChild(opt);
}
}
async function buildChunkBrowseList() {
const list = document.getElementById("chunkBrowseList");
list.innerHTML = "";
const res = await apiLs("assetsraw/chunks");
for(const entry of res.entries || []) {
const m = entry.name.match(/^chunk_(-?\d+)_(-?\d+)_(-?\d+)\.json$/);
if(!m) continue;
const [, x, y, z] = m;
const li = document.createElement("li");
const a = document.createElement("a");
a.className = "dropdown-item";
a.href = "#";
a.textContent = `${x}, ${y}, ${z}`;
a.addEventListener("click", (e) => {
e.preventDefault();
goToChunk(parseInt(x, 10), parseInt(y, 10), parseInt(z, 10));
});
li.appendChild(a);
list.appendChild(li);
}
}
function setCoordInputs(x, y, z) {
document.getElementById("coordX").value = x;
document.getElementById("coordY").value = y;
document.getElementById("coordZ").value = z;
}
function goToChunk(x, y, z) {
if(!confirmDiscardIfDirty()) return;
setCoordInputs(x, y, z);
loadChunk(x, y, z);
}
function bindEvents() {
const gridCanvas = document.getElementById("gridCanvas");
let painting = false;
let draggingMeshIndex = -1;
gridCanvas.addEventListener("mousedown", (e) => {
if(activeTool === "bucket") {
fillAt(e);
return;
}
const hit = hitTestMesh(e, gridCanvas);
pushUndo();
if(hit !== -1) {
draggingMeshIndex = hit;
return;
}
painting = true;
paintAt(e);
});
window.addEventListener("mouseup", () => { painting = false; draggingMeshIndex = -1; });
gridCanvas.addEventListener("mousemove", (e) => {
hoverTile = canvasToTile(e, gridCanvas);
if(draggingMeshIndex !== -1) { moveMeshTo(e, draggingMeshIndex); return; }
if(painting) { paintAt(e); return; }
renderGrid();
renderPreview();
});
gridCanvas.addEventListener("mouseleave", () => {
hoverTile = null;
renderGrid();
renderPreview();
});
function setZLevel(z) {
currentZLevel = Math.max(0, Math.min(ChunkTerrain.CHUNK_DEPTH - 1, z));
document.getElementById("zLevel").value = currentZLevel;
document.getElementById("zLevelLabel").textContent = currentZLevel;
renderGrid();
renderPreview();
}
document.getElementById("zLevel").addEventListener("input", (e) => {
setZLevel(parseInt(e.target.value, 10));
});
document.getElementById("zLevelDown").addEventListener("click", () => setZLevel(currentZLevel - 1));
document.getElementById("zLevelUp").addEventListener("click", () => setZLevel(currentZLevel + 1));
document.getElementById("btnLoad").addEventListener("click", () => {
const x = parseInt(document.getElementById("coordX").value, 10) || 0;
const y = parseInt(document.getElementById("coordY").value, 10) || 0;
const z = parseInt(document.getElementById("coordZ").value, 10) || 0;
goToChunk(x, y, z);
});
// NORTH=+Y, EAST=+X (matches tile-shape convention used by the tile
// grid and tools/asset/chunk/__main__.py).
document.getElementById("navN").addEventListener("click", () => goToChunk(coord.x, coord.y + 1, coord.z));
document.getElementById("navS").addEventListener("click", () => goToChunk(coord.x, coord.y - 1, coord.z));
document.getElementById("navE").addEventListener("click", () => goToChunk(coord.x + 1, coord.y, coord.z));
document.getElementById("navW").addEventListener("click", () => goToChunk(coord.x - 1, coord.y, coord.z));
document.getElementById("navUp").addEventListener("click", () => goToChunk(coord.x, coord.y, coord.z + 1));
document.getElementById("navDown").addEventListener("click", () => goToChunk(coord.x, coord.y, coord.z - 1));
function runSave() {
saveChunk().catch((e) => updateStatus(`Save failed: ${e.message}`, true));
}
document.getElementById("btnSave").addEventListener("click", runSave);
document.getElementById("btnAddMesh").addEventListener("click", () => {
const base = document.getElementById("meshPicker").value;
if(!base) return;
const pos = [
parseFloat(document.getElementById("meshX").value) || 0,
parseFloat(document.getElementById("meshY").value) || 0,
parseFloat(document.getElementById("meshZ").value) || 0,
];
pushUndo();
meshes.push({ file: `${base}.dmf`, pos });
markDirty();
renderMeshList();
renderGrid();
renderPreview();
});
document.getElementById("previewCanvas").addEventListener("wheel", (e) => {
e.preventDefault();
zoomWorldH = Math.min(60, Math.max(4, zoomWorldH + Math.sign(e.deltaY)));
renderPreview();
}, { passive: false });
window.addEventListener("resize", () => renderPreview());
window.addEventListener("keydown", (e) => {
if(!(e.ctrlKey || e.metaKey)) return;
const key = e.key.toLowerCase();
if(key === "z") {
e.preventDefault();
undo();
} else if(key === "s") {
e.preventDefault();
runSave();
}
});
}
document.addEventListener("DOMContentLoaded", async () => {
buildPalette();
buildToolPalette();
mapRenderer = MapRenderer.create(document.getElementById("previewCanvas"));
bindEvents();
await Promise.all([buildChunkBrowseList(), buildMeshPicker()]);
await loadChunk(coord.x, coord.y, coord.z);
});
})();
+298
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@@ -0,0 +1,298 @@
// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
"use strict";
// MapRenderer - a minimal, dependency-free WebGL renderer for the chunk
// preview pane. The camera formula is ported 1:1 from
// src/dusk/scene/overworld/sceneoverworld.c (lines 62-81) so the preview
// approximates the game's own fixed-angle 3rd-person camera: the eye sits
// worldH units "behind" the target along Y and a proportional distance
// "above" along Z, always looking at the target, up = (0, 1, 0).
//
// The material model mirrors SHADER_UNLIT: a texture sampler multiplied by
// a flat RGBA tint, with a 1x1 white fallback texture standing in for
// untextured models.
const MapRenderer = (() => {
const VERT_SRC = `
attribute vec2 aUV;
attribute vec3 aPos;
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
varying vec2 vUV;
void main() {
vUV = aUV;
gl_Position = uProjection * uView * uModel * vec4(aPos, 1.0);
}
`;
const FRAG_SRC = `
precision mediump float;
varying vec2 vUV;
uniform sampler2D uTexture;
uniform vec4 uColor;
void main() {
gl_FragColor = texture2D(uTexture, vUV) * uColor;
}
`;
function mat4Identity(out) {
out.fill(0);
out[0] = out[5] = out[10] = out[15] = 1;
return out;
}
function mat4Translation(out, v) {
mat4Identity(out);
out[12] = v[0];
out[13] = v[1];
out[14] = v[2];
return out;
}
function mat4Perspective(out, fovy, aspect, near, far) {
const f = 1.0 / Math.tan(fovy / 2);
out.fill(0);
out[0] = f / aspect;
out[5] = f;
out[10] = (far + near) / (near - far);
out[11] = -1;
out[14] = (2 * far * near) / (near - far);
return out;
}
function vec3Sub(a, b) {
return [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
}
function vec3Cross(a, b) {
return [
a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0],
];
}
function vec3Normalize(a) {
const len = Math.hypot(a[0], a[1], a[2]) || 1;
return [a[0] / len, a[1] / len, a[2] / len];
}
function mat4LookAt(out, eye, center, up) {
const zAxis = vec3Normalize(vec3Sub(eye, center));
const xAxis = vec3Normalize(vec3Cross(up, zAxis));
const yAxis = vec3Cross(zAxis, xAxis);
out[0] = xAxis[0]; out[1] = yAxis[0]; out[2] = zAxis[0]; out[3] = 0;
out[4] = xAxis[1]; out[5] = yAxis[1]; out[6] = zAxis[1]; out[7] = 0;
out[8] = xAxis[2]; out[9] = yAxis[2]; out[10] = zAxis[2]; out[11] = 0;
out[12] = -(xAxis[0] * eye[0] + xAxis[1] * eye[1] + xAxis[2] * eye[2]);
out[13] = -(yAxis[0] * eye[0] + yAxis[1] * eye[1] + yAxis[2] * eye[2]);
out[14] = -(zAxis[0] * eye[0] + zAxis[1] * eye[1] + zAxis[2] * eye[2]);
out[15] = 1;
return out;
}
// Ported from sceneoverworld.c:62-81. Returns { eye, view }.
function computeCamera(target, worldH) {
const fov = Math.PI / 4; // glm_rad(45.0f)
const zDist = (worldH * 0.5) / Math.tan(fov * 0.5);
const offset = -worldH;
const eye = [target[0], target[1] + offset, target[2] + zDist];
const view = mat4LookAt(new Float32Array(16), eye, target, [0, 1, 0]);
return { eye, view, fov };
}
function compileShader(gl, type, src) {
const shader = gl.createShader(type);
gl.shaderSource(shader, src);
gl.compileShader(shader);
if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
const info = gl.getShaderInfoLog(shader);
gl.deleteShader(shader);
throw new Error(`Shader compile failed: ${info}`);
}
return shader;
}
function create(canvas) {
const gl = canvas.getContext("webgl") || canvas.getContext("experimental-webgl");
if(!gl) throw new Error("WebGL is not available in this browser");
const program = gl.createProgram();
gl.attachShader(program, compileShader(gl, gl.VERTEX_SHADER, VERT_SRC));
gl.attachShader(program, compileShader(gl, gl.FRAGMENT_SHADER, FRAG_SRC));
gl.linkProgram(program);
if(!gl.getProgramParameter(program, gl.LINK_STATUS)) {
throw new Error(`Program link failed: ${gl.getProgramInfoLog(program)}`);
}
const attribs = {
aUV: gl.getAttribLocation(program, "aUV"),
aPos: gl.getAttribLocation(program, "aPos"),
};
const uniforms = {
uModel: gl.getUniformLocation(program, "uModel"),
uView: gl.getUniformLocation(program, "uView"),
uProjection: gl.getUniformLocation(program, "uProjection"),
uTexture: gl.getUniformLocation(program, "uTexture"),
uColor: gl.getUniformLocation(program, "uColor"),
};
const whiteTexture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, whiteTexture);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE,
new Uint8Array([255, 255, 255, 255]),
);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.enable(gl.DEPTH_TEST);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
// Terrain/mesh winding isn't guaranteed consistent relative to this
// preview's fixed camera angle, so backface culling stays off - this
// is an authoring preview, not a performance-sensitive renderer, and
// an invisible mesh is a worse failure mode than a visible backface.
// Uploads interleaved [u, v, x, y, z] float data (DMF/terrain layout)
// into a GL buffer. Returns { buffer, vertexCount }.
function createMesh(floats) {
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, floats, gl.STATIC_DRAW);
return { buffer, vertexCount: floats.length / 5 };
}
function createTextureFromImage(image) {
const texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image);
gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
return texture;
}
function drawMesh(mesh, model, texture, color, depthWrite, mode) {
gl.depthMask(depthWrite !== false);
gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffer);
gl.enableVertexAttribArray(attribs.aUV);
gl.vertexAttribPointer(attribs.aUV, 2, gl.FLOAT, false, 20, 0);
gl.enableVertexAttribArray(attribs.aPos);
gl.vertexAttribPointer(attribs.aPos, 3, gl.FLOAT, false, 20, 8);
gl.uniformMatrix4fv(uniforms.uModel, false, model);
gl.uniform4f(uniforms.uColor, color[0], color[1], color[2], color[3]);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, texture || whiteTexture);
gl.uniform1i(uniforms.uTexture, 0);
gl.drawArrays(mode || gl.TRIANGLES, 0, mesh.vertexCount);
}
// Builds a 4-vertex outline of the tile at (x, y, z), lifted slightly
// to avoid z-fighting with the terrain surface beneath it.
function buildHighlightMesh(x, y, z) {
const eps = 0.02;
return createMesh(new Float32Array([
0, 0, x, y, z + eps,
0, 0, x + 1, y, z + eps,
0, 0, x + 1, y + 1, z + eps,
0, 0, x, y + 1, z + eps,
]));
}
// Neighboring chunks are drawn dimmer and semi-transparent, so they
// read as context rather than part of the chunk being edited.
const NEIGHBOR_ALPHA = 0.35;
const NEIGHBOR_DARKEN = 0.5;
// scene = {
// target: [x, y, z], worldH: number,
// terrain: { mesh, texture } | null,
// gridLines: { mesh } | null,
// models: [{ mesh, texture, color: [r,g,b,a in 0..1], offset: [x,y,z] }],
// neighbors: [{
// offset: [x,y,z],
// terrain: { mesh, texture } | null,
// models: [{ mesh, texture, color, offset }],
// }],
// highlight: { x, y, z } | null,
// }
function render(scene) {
const width = canvas.width, height = canvas.height;
gl.viewport(0, 0, width, height);
gl.clearColor(0.16, 0.18, 0.22, 1);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(program);
gl.depthMask(true);
const { view, fov } = computeCamera(scene.target, scene.worldH);
const projection = mat4Perspective(new Float32Array(16), fov, width / height, 0.1, 1000);
gl.uniformMatrix4fv(uniforms.uProjection, false, projection);
gl.uniformMatrix4fv(uniforms.uView, false, view);
const identity = mat4Identity(new Float32Array(16));
if(scene.terrain) {
drawMesh(scene.terrain.mesh, identity, scene.terrain.texture, [1, 1, 1, 1], true);
}
if(scene.gridLines) {
drawMesh(scene.gridLines.mesh, identity, null, [0, 0, 0, 0.35], false, gl.LINES);
}
for(const model of scene.models) {
const modelMatrix = mat4Translation(new Float32Array(16), model.offset);
drawMesh(model.mesh, modelMatrix, model.texture, model.color, true);
}
for(const neighbor of scene.neighbors || []) {
if(neighbor.terrain) {
const modelMatrix = mat4Translation(new Float32Array(16), neighbor.offset);
drawMesh(
neighbor.terrain.mesh, modelMatrix, neighbor.terrain.texture,
[NEIGHBOR_DARKEN, NEIGHBOR_DARKEN, NEIGHBOR_DARKEN, NEIGHBOR_ALPHA], false,
);
}
for(const model of neighbor.models) {
const worldOffset = [
neighbor.offset[0] + model.offset[0],
neighbor.offset[1] + model.offset[1],
neighbor.offset[2] + model.offset[2],
];
const modelMatrix = mat4Translation(new Float32Array(16), worldOffset);
const color = [
model.color[0] * NEIGHBOR_DARKEN,
model.color[1] * NEIGHBOR_DARKEN,
model.color[2] * NEIGHBOR_DARKEN,
model.color[3] * NEIGHBOR_ALPHA,
];
drawMesh(model.mesh, modelMatrix, model.texture, color, false);
}
}
if(scene.highlight) {
const { x, y, z } = scene.highlight;
const highlightMesh = buildHighlightMesh(x, y, z);
drawMesh(highlightMesh, identity, null, [1, 0.92, 0.23, 1], false, gl.LINE_LOOP);
}
}
return { gl, createMesh, createTextureFromImage, render };
}
return Object.freeze({ create, computeCamera });
})();
+23
View File
@@ -0,0 +1,23 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Dusk Map Editor</title>
<link rel="stylesheet" href="https://cdn.jsdelivr.net/npm/[email protected]/dist/css/bootstrap.min.css">
</head>
<body>
<nav class="navbar navbar-expand navbar-dark bg-dark">
<div class="container-fluid">
<a class="navbar-brand" href="/">Dusk Map Editor</a>
<ul class="navbar-nav flex-row">
<li class="nav-item">
<a class="nav-link" href="/map">Map Editor</a>
</li>
</ul>
</div>
</nav>
<div id="editor" class="container-fluid py-3"></div>
<script src="https://cdn.jsdelivr.net/npm/[email protected]/dist/js/bootstrap.bundle.min.js"></script>
</body>
</html>
+295
View File
@@ -0,0 +1,295 @@
"""
Map Editor HTTP Server
Serves editor/client/public/ as static files with smart routing:
/ -> index.html
/page -> page.html or page/index.html
/index -> index.html
API endpoints (all paths relative to project root):
GET /api/ls?path=<dir> directory listing
GET /api/read?path=<file> file contents
GET /api/find?path=<dir>&ext=<.json> recursive file listing by extension
POST /api/write?path=<file> write file (JSON body: {"content":"..."})
POST /api/mkdir?path=<dir> create directory
POST /api/delete?path=<file> delete a file
POST /api/compile-chunk?x=&y=&z= recompile a chunk JSON to .dcf
"""
import os
import re
import sys
import json
import mimetypes
import subprocess
from http.server import HTTPServer, BaseHTTPRequestHandler
from urllib.parse import urlparse, parse_qs, unquote
from pathlib import Path
CHUNK_COORD_RE = re.compile(r"^-?\d+$")
PORT = 3000
SCRIPT_DIR = Path(__file__).parent.resolve()
PUBLIC_DIR = SCRIPT_DIR.parent / "client" / "public"
PROJECT_ROOT = SCRIPT_DIR.parent.parent.resolve()
class Handler(BaseHTTPRequestHandler):
def do_GET(self):
parsed = urlparse(self.path)
path = unquote(parsed.path)
if path.startswith("/api/"):
params = parse_qs(parsed.query)
if path == "/api/ls":
self.api_ls(params)
elif path == "/api/read":
self.api_read(params)
elif path == "/api/find":
self.api_find(params)
else:
self.send_error(404)
else:
self.serve_static(path)
def do_POST(self):
parsed = urlparse(self.path)
params = parse_qs(parsed.query)
if parsed.path == "/api/write":
self.api_write(params)
elif parsed.path == "/api/mkdir":
self.api_mkdir(params)
elif parsed.path == "/api/delete":
self.api_delete(params)
elif parsed.path == "/api/compile-chunk":
self.api_compile_chunk(params)
else:
self.send_error(404)
# ------------------------------------------------------------------
# Helpers
# ------------------------------------------------------------------
def resolve_project_path(self, rel):
rel = rel.lstrip("/")
target = (PROJECT_ROOT / rel).resolve()
if not str(target).startswith(str(PROJECT_ROOT)):
return None
return target
def send_json(self, data, code=200):
body = json.dumps(data, indent=2).encode("utf-8")
self.send_response(code)
self.send_header("Content-Type", "application/json")
self.send_header("Content-Length", len(body))
self.end_headers()
self.wfile.write(body)
def read_body(self):
length = int(self.headers.get("Content-Length", 0))
return self.rfile.read(length)
# ------------------------------------------------------------------
# API handlers
# ------------------------------------------------------------------
def api_ls(self, params):
rel = params.get("path", [""])[0]
target = self.resolve_project_path(rel)
if target is None:
self.send_json({"error": "invalid path"}, 400)
return
if not target.exists():
self.send_json({"error": "path not found"}, 404)
return
if not target.is_dir():
self.send_json({"error": "not a directory"}, 400)
return
entries = []
for entry in sorted(target.iterdir(), key=lambda e: (e.is_file(), e.name)):
entries.append({
"name": entry.name,
"type": "dir" if entry.is_dir() else "file",
"size": entry.stat().st_size if entry.is_file() else None,
})
self.send_json({
"path": str(target.relative_to(PROJECT_ROOT)),
"entries": entries,
})
def api_read(self, params):
rel = params.get("path", [""])[0]
target = self.resolve_project_path(rel)
if target is None:
self.send_json({"error": "invalid path"}, 400)
return
if not target.exists():
self.send_json({"error": "file not found"}, 404)
return
if not target.is_file():
self.send_json({"error": "not a file"}, 400)
return
try:
content = target.read_text(encoding="utf-8")
self.send_json({
"path": str(target.relative_to(PROJECT_ROOT)),
"content": content,
})
except UnicodeDecodeError:
import base64
content = base64.b64encode(target.read_bytes()).decode("ascii")
self.send_json({
"path": str(target.relative_to(PROJECT_ROOT)),
"content": content,
"encoding": "base64",
})
def api_write(self, params):
rel = params.get("path", [""])[0]
target = self.resolve_project_path(rel)
if target is None:
self.send_json({"error": "invalid path"}, 400)
return
body = self.read_body()
try:
data = json.loads(body)
content = data.get("content", "")
except (json.JSONDecodeError, UnicodeDecodeError):
content = body.decode("utf-8")
target.parent.mkdir(parents=True, exist_ok=True)
target.write_text(content, encoding="utf-8")
self.send_json({"ok": True, "path": str(target.relative_to(PROJECT_ROOT))})
def api_mkdir(self, params):
rel = params.get("path", [""])[0]
target = self.resolve_project_path(rel)
if target is None:
self.send_json({"error": "invalid path"}, 400)
return
target.mkdir(parents=True, exist_ok=True)
self.send_json({"ok": True, "path": str(target.relative_to(PROJECT_ROOT))})
def api_delete(self, params):
rel = params.get("path", [""])[0]
target = self.resolve_project_path(rel)
if target is None:
self.send_json({"error": "invalid path"}, 400)
return
if target.is_file():
target.unlink()
self.send_json({"ok": True, "path": str(target.relative_to(PROJECT_ROOT))})
def api_find(self, params):
rel = params.get("path", [""])[0]
ext = params.get("ext", [""])[0]
target = self.resolve_project_path(rel)
if target is None:
self.send_json({"error": "invalid path"}, 400)
return
if not target.is_dir():
self.send_json({"error": "not a directory"}, 400)
return
pattern = f"*{ext}" if ext else "*"
paths = sorted(
str(p.relative_to(target)).replace(os.sep, "/")
for p in target.rglob(pattern)
if p.is_file()
)
self.send_json({"path": str(target.relative_to(PROJECT_ROOT)), "files": paths})
def api_compile_chunk(self, params):
x = params.get("x", [""])[0]
y = params.get("y", [""])[0]
z = params.get("z", [""])[0]
if not (CHUNK_COORD_RE.match(x) and CHUNK_COORD_RE.match(y) and CHUNK_COORD_RE.match(z)):
self.send_json({"error": "invalid chunk coordinates"}, 400)
return
json_path = PROJECT_ROOT / "assetsraw" / "chunks" / f"chunk_{x}_{y}_{z}.json"
if not json_path.is_file():
self.send_json({"error": "chunk json not found"}, 404)
return
result = subprocess.run(
[sys.executable, "-m", "tools.asset.chunk", str(json_path)],
cwd=str(PROJECT_ROOT),
capture_output=True,
text=True,
)
self.send_json({
"ok": result.returncode == 0,
"returncode": result.returncode,
"stdout": result.stdout,
"stderr": result.stderr,
})
# ------------------------------------------------------------------
# Static file serving
# ------------------------------------------------------------------
def serve_static(self, path):
clean = path.lstrip("/")
candidates = []
if clean == "" or clean == "index" or clean == "index.html":
candidates = ["index.html"]
else:
candidates.append(clean)
if "." not in Path(clean).name:
candidates.append(clean + ".html")
candidates.append(clean + "/index.html")
for candidate in candidates:
file_path = PUBLIC_DIR / candidate
if file_path.is_file():
self.serve_file(file_path)
return
self.send_error(404)
def serve_file(self, file_path):
mime, _ = mimetypes.guess_type(str(file_path))
mime = mime or "application/octet-stream"
template = PUBLIC_DIR / "template.html"
if (
mime == "text/html"
and file_path.name != "template.html"
and template.is_file()
):
fragment = file_path.read_text(encoding="utf-8")
shell = template.read_text(encoding="utf-8")
marker = shell.find('id="editor"')
if marker == -1:
content = shell.encode("utf-8")
else:
tag_end = shell.index(">", marker) + 1
close_idx = shell.index("</div>", tag_end)
content = (shell[:tag_end] + fragment + shell[close_idx:]).encode("utf-8")
else:
content = file_path.read_bytes()
self.send_response(200)
self.send_header("Content-Type", mime)
self.send_header("Content-Length", len(content))
self.end_headers()
self.wfile.write(content)
def log_message(self, fmt, *args):
print(f" {self.address_string()} {fmt % args}")
if __name__ == "__main__":
print(f"Map Editor")
print(f" http://localhost:{PORT}")
print(f" public : {PUBLIC_DIR}")
print(f" project: {PROJECT_ROOT}")
server = HTTPServer(("", PORT), Handler)
try:
server.serve_forever()
except KeyboardInterrupt:
print("\nStopped.")
+4
View File
@@ -0,0 +1,4 @@
#!/usr/bin/env bash
set -e
cd "$(dirname "$0")"
python3 server/server.py
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/gamecube/build-gamecube.sh"
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-gamecube.sh"
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/gamecube/build-gamecube-iso.sh"
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-gamecube-iso.sh"
File renamed without changes.
File renamed without changes.
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-knulli -f docker/knulli/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-knulli /bin/bash -c "./scripts/knulli/build-knulli.sh"
docker run --rm -v "$(pwd):/workdir" dusk-knulli /bin/bash -c "./scripts/build-knulli.sh"
File renamed without changes.
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-linux -f docker/linux/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-linux /bin/bash -c "./scripts/linux/build-linux.sh"
docker run --rm -v "$(pwd):/workdir" dusk-linux /bin/bash -c "./scripts/build-linux.sh"
File renamed without changes.
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-psp -f docker/psp/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-psp /bin/bash -c "./scripts/psp/build-psp.sh"
docker run --rm -v "$(pwd):/workdir" dusk-psp /bin/bash -c "./scripts/build-psp.sh"
File renamed without changes.
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-vita -f docker/vita/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-vita /bin/bash -c "./scripts/vita/build-vita.sh"
docker run --rm -v "$(pwd):/workdir" dusk-vita /bin/bash -c "./scripts/build-vita.sh"
File renamed without changes.
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/wii/build-wii.sh"
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-wii.sh"
@@ -1,3 +1,3 @@
#!/bin/bash
docker build -t dusk-dolphin -f docker/dolphin/Dockerfile .
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/wii/build-wii-iso.sh"
docker run --rm -v "$(pwd):/workdir" dusk-dolphin /bin/bash -c "./scripts/build-wii-iso.sh"
File renamed without changes.
File renamed without changes.
@@ -4,4 +4,4 @@ docker run \
--rm \
-v "${GITHUB_WORKSPACE}:/workdir" \
dusk-linux \
/bin/bash -c "./scripts/linux/test-linux.sh"
/bin/bash -c "./scripts/test-linux.sh"
File renamed without changes.
+1 -10
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@@ -5,15 +5,10 @@
add_subdirectory(dusk)
if(DUSK_NETWORK)
add_subdirectory(dusknetwork)
endif()
if(DUSK_TARGET_SYSTEM STREQUAL "linux" OR DUSK_TARGET_SYSTEM STREQUAL "knulli")
add_subdirectory(dusklinux)
add_subdirectory(dusksdl2)
add_subdirectory(duskgl)
add_subdirectory(duskmad)
elseif(DUSK_TARGET_SYSTEM STREQUAL "psp")
add_subdirectory(duskpsp)
@@ -25,11 +20,7 @@ elseif(DUSK_TARGET_SYSTEM STREQUAL "vita")
add_subdirectory(dusksdl2)
add_subdirectory(duskgl)
elseif(
DUSK_TARGET_SYSTEM STREQUAL "wii" OR
DUSK_TARGET_SYSTEM STREQUAL "gamecube"
)
elseif(DUSK_TARGET_SYSTEM STREQUAL "wii" OR DUSK_TARGET_SYSTEM STREQUAL "gamecube")
add_subdirectory(duskdolphin)
add_subdirectory(duskmad)
endif()
+6 -21
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@@ -14,21 +14,12 @@ if(NOT libzip_FOUND)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC zip)
endif()
# assetdsk.c calls crc32() directly (to verify dusk.dsk archive checksums).
# find_package(libzip) above already resolves ZLIB as a side effect, so
# ZLIB_FOUND may already be true without ZLIB::ZLIB having been linked to
# our target - link it unconditionally rather than guarding on ZLIB_FOUND.
find_package(ZLIB REQUIRED)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC ZLIB::ZLIB)
if(NOT stb_image_FOUND)
find_package(stb REQUIRED)
if(STB_IMAGE_FOUND)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC stb_image)
else()
message(FATAL_ERROR
"stb_image not found. Please ensure stb is correctly fetched."
)
message(FATAL_ERROR "stb_image not found. Please ensure stb is correctly fetched.")
endif()
endif()
@@ -37,9 +28,7 @@ if(NOT yyjson_FOUND)
if(yyjson_FOUND)
target_link_libraries(${DUSK_LIBRARY_TARGET_NAME} PUBLIC yyjson::yyjson)
else()
message(FATAL_ERROR
"yyjson not found. Please ensure yyjson is correctly fetched."
)
message(FATAL_ERROR "yyjson not found. Please ensure yyjson is correctly fetched.")
endif()
endif()
@@ -50,12 +39,6 @@ if(DUSK_BACKTRACE)
)
endif()
if(DUSK_TRACK_MEMORY)
target_compile_definitions(${DUSK_LIBRARY_TARGET_NAME} PUBLIC
DUSK_TRACK_MEMORY
)
endif()
# Includes
target_include_directories(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
@@ -70,9 +53,9 @@ target_sources(${DUSK_BINARY_TARGET_NAME}
# Subdirs
add_subdirectory(animation)
add_subdirectory(event)
add_subdirectory(assert)
add_subdirectory(asset)
add_subdirectory(audio)
add_subdirectory(console)
add_subdirectory(display)
add_subdirectory(log)
@@ -80,10 +63,12 @@ add_subdirectory(engine)
add_subdirectory(error)
add_subdirectory(input)
add_subdirectory(locale)
add_subdirectory(perf)
add_subdirectory(rpg)
add_subdirectory(scene)
add_subdirectory(system)
add_subdirectory(time)
add_subdirectory(ui)
add_subdirectory(network)
add_subdirectory(save)
add_subdirectory(util)
add_subdirectory(thread)
+1
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@@ -6,4 +6,5 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
easing.c
animation.c
)
+52
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@@ -0,0 +1,52 @@
// 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/math.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;
}
float_t animationGetValue(animation_t *anim, const float_t time) {
assertNotNull(anim, "Animation pointer cannot be null.");
assertNotNull(anim->keyframes, "Keyframes pointer cannot be null.");
assertTrue(anim->keyframeCount > 0, "Keyframe count invalid.");
assertTrue(time >= 0, "Time must be non-negative.");
keyframe_t *start;
keyframe_t *end;
keyframe_t *last = anim->keyframes + anim->keyframeCount - 1;
keyframe_t *current = anim->keyframes;
start = current;
do {
if(current->time > time) {
end = current;
break;
}
start = current;
current++;
if(current > last) {
end = start;
break;
}
} while(true);
float_t t = (time - start->time) / (end->time - start->time);
return mathLerp(start->value, end->value, easingApply(start->easing, t));
}
+34
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@@ -0,0 +1,34 @@
// 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.
*/
float_t animationGetValue(animation_t *anim, const float_t time);
+13
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@@ -0,0 +1,13 @@
// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "easing.h"
typedef struct {
float_t time;
float_t value;
easingtype_t easing;
} keyframe_t;
-2
View File
@@ -22,8 +22,6 @@
#endif
#ifndef DUSK_ASSERTIONS_FAKED
#define DUSK_ASSERTIONS 1
/**
* Initializes the assert system. Must be the very first call in engine
* startup.
+1 -1
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@@ -7,7 +7,7 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
asset.c
assetdsk.c
assetbatch.c
assetfile.c
)
+6 -23
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@@ -19,8 +19,6 @@ asset_t ASSET;
errorret_t assetInit(void) {
memoryZero(&ASSET, sizeof(asset_t));
threadMutexInit(&ASSET.zipLock);
for(size_t i = 0; i < ASSET_LOADING_COUNT_MAX; i++) {
threadMutexInit(&ASSET.loading[i].mutex);
}
@@ -37,10 +35,9 @@ errorret_t assetInit(void) {
bool_t assetFileExists(const char_t *filename) {
assertStrLenMax(filename, ASSET_FILE_NAME_MAX, "Filename too long.");
threadMutexLock(&ASSET.zipLock);
bool_t found = zip_name_locate(ASSET.zip, filename, 0) >= 0;
threadMutexUnlock(&ASSET.zipLock);
return found;
zip_int64_t idx = zip_name_locate(ASSET.zip, filename, 0);
if(idx < 0) return false;
return true;
}
assetentry_t * assetGetEntry(
@@ -120,15 +117,6 @@ errorret_t assetRequireLoaded(assetentry_t *entry) {
assetEntryLock(entry);
while(entry->state != ASSET_ENTRY_STATE_LOADED) {
// A failed load transitions to ERROR, not LOADED - without this check
// this loop spins forever on any load failure (assetUpdate() itself
// still returns OK, since a single asset failing isn't meant to halt
// the whole update loop - see its ASSET_ENTRY_STATE_ERROR handling).
if(entry->state == ASSET_ENTRY_STATE_ERROR) {
assetEntryUnlock(entry);
errorThrow("Failed to load asset: %s", entry->name);
}
usleep(1000);
errorret_t ret = assetUpdate();
if(errorIsNotOk(ret)) {
@@ -334,9 +322,7 @@ errorret_t assetUpdate(void) {
} else if(loading->entry->state == ASSET_ENTRY_STATE_LOADED) {
assetentry_t *loadedEntry = loading->entry;
loading->entry = NULL;
if(loadedEntry->onLoaded) {
loadedEntry->onLoaded(loadedEntry, loadedEntry->onLoadedUser);
}
eventInvoke(&loadedEntry->onLoaded, loadedEntry);
}
loading++;
@@ -360,10 +346,8 @@ errorret_t assetUpdate(void) {
assetentry_t *errEntry = loading->entry;
loading->entry = NULL;
threadMutexUnlock(&loading->mutex);
if(errEntry->onError) {
errEntry->onError(errEntry, errEntry->onErrorUser);
}
loading++;
eventInvoke(&errEntry->onError, errEntry);
errorThrow("Failed to load asset asynchronously.");
break;
}
@@ -450,6 +434,5 @@ errorret_t assetDispose(void) {
}
errorChain(assetDisposePlatform());
threadMutexDispose(&ASSET.zipLock);
errorOk();
}
-30
View File
@@ -26,40 +26,10 @@
#define ASSET_LOADING_COUNT_MAX 10
#define ASSET_ENTRY_COUNT_MAX 64
#define ASSET_BASE_DIRECTORY_MAX 256
typedef struct asset_s {
// The dusk.dsk archive - a single uncompressed (ZIP_STORED) zip, so
// every entry gets the reliable repeated seeking/re-opening that
// libzip only supports reliably for uncompressed entries (locale
// strings, MP3 loop restarts, etc.).
zip_t *zip;
// Directory dusk.dsk was actually found/opened in (on PSP, the directory
// EBOOT.PBP lives in, since dusk.dsk is embedded inside it rather than a
// loose file) - populated by each platform's own assetInitXxx() once it
// locates the file. Save devices that persist to a real filesystem path
// (Linux, PSP, Wii SD) use this as their base directory instead of a
// separate hardcoded location, so saves live next to wherever the game
// itself was actually launched from rather than some unrelated fixed
// path. Not meaningful for devices with no filesystem-path concept at
// all (GameCube/Wii memory card, Wii NAND's ISFS namespace).
char_t baseDirectory[ASSET_BASE_DIRECTORY_MAX];
assetplatform_t platform;
// Guards every libzip call against ASSET.zip (zip_fopen,
// zip_fread, zip_fclose, zip_fseek, zip_stat, zip_name_locate - see
// assetfile.c/assetFileExists). libzip is documented as not thread-safe,
// and this asset system genuinely calls it from multiple real threads at
// once (main thread, the background load thread below, and - on
// platforms that stream PCM from an asset on their own thread, like PSP
// - an audio feeder thread too). Confirmed necessary on real PSP
// hardware: without this lock, concurrent zip_fopen/zip_fread calls from
// different threads corrupted reads (EINVAL, then zlib data errors) once
// dusk.dsk stopped being read entirely into memory up front.
threadmutex_t zipLock;
// Background loading thread.
thread_t loadThread;
+165
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@@ -0,0 +1,165 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetbatch.h"
#include "asset.h"
#include "assert/assert.h"
#include "util/memory.h"
#include <unistd.h>
void assetBatchInit(
assetbatch_t *batch,
const uint16_t count,
const assetbatchdesc_t *descs
) {
assertNotNull(batch, "Batch cannot be NULL.");
assertNotNull(descs, "Descs cannot be NULL.");
assertTrue(count > 0, "Count must be greater than 0.");
assertTrue(
count <= ASSET_BATCH_COUNT_MAX, "Count exceeds ASSET_BATCH_COUNT_MAX."
);
memoryZero(batch, sizeof(assetbatch_t));
batch->count = count;
eventInit(
&batch->onLoaded,
batch->onLoadedCallbacks, batch->onLoadedUsers, ASSET_BATCH_EVENT_MAX
);
eventInit(
&batch->onEntryLoaded,
batch->onEntryLoadedCallbacks,
batch->onEntryLoadedUsers,
ASSET_BATCH_EVENT_MAX
);
eventInit(
&batch->onError,
batch->onErrorCallbacks, batch->onErrorUsers, ASSET_BATCH_EVENT_MAX
);
eventInit(
&batch->onEntryError,
batch->onEntryErrorCallbacks,
batch->onEntryErrorUsers,
ASSET_BATCH_EVENT_MAX
);
for(uint16_t i = 0; i < count; i++) {
batch->inputs[i] = descs[i].input;
batch->entries[i] = assetLock(
descs[i].path, descs[i].type, &batch->inputs[i]
);
if(batch->entries[i]->state == ASSET_ENTRY_STATE_LOADED) {
// Already loaded (cached) - count it now, no subscription needed.
batch->loadedCount++;
} else if(batch->entries[i]->state == ASSET_ENTRY_STATE_ERROR) {
batch->errorCount++;
} else {
eventSubscribe(
&batch->entries[i]->onLoaded, assetBatchEntryOnLoadedCb, batch
);
eventSubscribe(
&batch->entries[i]->onError, assetBatchEntryOnErrorCb, batch
);
}
}
}
void assetBatchLock(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
assetEntryLock(batch->entries[i]);
}
}
void assetBatchUnlock(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
assetEntryUnlock(batch->entries[i]);
}
}
bool_t assetBatchIsLoaded(const assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
if(batch->entries[i]->state != ASSET_ENTRY_STATE_LOADED) return false;
}
return true;
}
bool_t assetBatchHasError(const assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
if(batch->entries[i]->state == ASSET_ENTRY_STATE_ERROR) return true;
}
return false;
}
errorret_t assetBatchRequireLoaded(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
bool_t allDone;
do {
allDone = true;
for(uint16_t i = 0; i < batch->count; i++) {
const assetentrystate_t state = batch->entries[i]->state;
if(state == ASSET_ENTRY_STATE_ERROR) {
errorThrow("Asset '%s' failed to load.", batch->entries[i]->name);
}
if(state != ASSET_ENTRY_STATE_LOADED) {
allDone = false;
}
}
if(!allDone) {
usleep(1000);
errorChain(assetUpdate());
}
} while(!allDone);
errorOk();
}
void assetBatchDispose(assetbatch_t *batch) {
assertNotNull(batch, "Batch cannot be NULL.");
for(uint16_t i = 0; i < batch->count; i++) {
if(batch->entries[i]) {
// Unsubscribe while we still hold a lock so the entry is live.
eventUnsubscribe(&batch->entries[i]->onLoaded, assetBatchEntryOnLoadedCb);
eventUnsubscribe(&batch->entries[i]->onError, assetBatchEntryOnErrorCb);
assetUnlockEntry(batch->entries[i]);
}
}
memoryZero(batch, sizeof(assetbatch_t));
}
void assetBatchEntryOnLoadedCb(void *params, void *user) {
assetentry_t *entry = (assetentry_t *)params;
assetbatch_t *batch = (assetbatch_t *)user;
batch->loadedCount++;
eventInvoke(&batch->onEntryLoaded, entry);
if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
if(batch->errorCount == 0) {
eventInvoke(&batch->onLoaded, batch);
} else {
eventInvoke(&batch->onError, batch);
}
}
}
void assetBatchEntryOnErrorCb(void *params, void *user) {
assetentry_t *entry = (assetentry_t *)params;
assetbatch_t *batch = (assetbatch_t *)user;
batch->errorCount++;
eventInvoke(&batch->onEntryError, entry);
if((uint16_t)(batch->loadedCount + batch->errorCount) >= batch->count) {
eventInvoke(&batch->onError, batch);
}
}
+124
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@@ -0,0 +1,124 @@
/**
* 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);
-165
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@@ -1,165 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "assetdsk.h"
#include "util/memory.h"
#include "util/endian.h"
#include "assert/assert.h"
#include <zlib.h>
errorret_t assetDskParseHeader(
const uint8_t *bytes,
const size_t bytesSize,
assetdskheader_t *outHeader
) {
assertNotNull(bytes, "Bytes cannot be NULL.");
assertNotNull(outHeader, "Out header cannot be NULL.");
if(bytesSize < ASSET_DSK_HEADER_SIZE) {
errorThrow("dusk.dsk header is truncated.");
}
if(memoryCompare(bytes, ASSET_DSK_MAGIC, ASSET_DSK_MAGIC_SIZE) != 0) {
errorThrow("dusk.dsk has an invalid magic header.");
}
// Every field is a little-endian uint32_t regardless of host - convert
// to host order (a no-op on little-endian hosts, a real byteswap on
// Dolphin's big-endian PowerPC).
uint32_t fields[3];
memoryCopy(fields, bytes + ASSET_DSK_MAGIC_SIZE, sizeof(fields));
for(uint8_t i = 0; i < 3; i++) {
fields[i] = endianLittleToHost32(fields[i]);
}
const uint32_t version = fields[0];
if(version != ASSET_DSK_VERSION) {
errorThrow("dusk.dsk has an unsupported version: %u", version);
}
outHeader->size = fields[1];
outHeader->checksum = fields[2];
errorOk();
}
errorret_t assetDskOpenFromPath(
const char_t *path,
zip_t **outZip
) {
errorChain(assetDskOpenFromPathRange(path, 0, SIZE_MAX, outZip));
errorOk();
}
errorret_t assetDskOpenFromPathRange(
const char_t *path,
const size_t baseOffset,
const size_t baseSize,
zip_t **outZip
) {
assertNotNull(path, "Path cannot be NULL.");
assertNotNull(outZip, "Out zip cannot be NULL.");
*outZip = NULL;
FILE *headerFile = fopen(path, "rb");
if(headerFile == NULL) {
errorThrow("Failed to open dusk.dsk: %s", path);
}
if(fseek(headerFile, (long) baseOffset, SEEK_SET) != 0) {
fclose(headerFile);
errorThrow("Failed to seek to dusk.dsk range in file: %s", path);
}
uint8_t headerBytes[ASSET_DSK_HEADER_SIZE];
size_t headerRead = fread(headerBytes, 1, sizeof(headerBytes), headerFile);
fclose(headerFile);
if(headerRead != sizeof(headerBytes)) {
errorThrow("Failed to read dusk.dsk header: %s", path);
}
assetdskheader_t header;
errorChain(assetDskParseHeader(headerBytes, sizeof(headerBytes), &header));
if((size_t) ASSET_DSK_HEADER_SIZE + header.size > baseSize) {
errorThrow("dusk.dsk header describes a range beyond its containing file.");
}
zip_error_t zipError;
zip_error_init(&zipError);
zip_source_t *source = zip_source_file_create(
path,
(zip_uint64_t) (baseOffset + ASSET_DSK_HEADER_SIZE),
(zip_int64_t) header.size,
&zipError
);
if(source == NULL) {
errorThrow(
"Failed to create dusk.dsk source: %s", zip_error_strerror(&zipError)
);
}
*outZip = zip_open_from_source(source, ZIP_RDONLY, &zipError);
if(*outZip == NULL) {
zip_source_free(source);
errorThrow(
"Failed to open dusk.dsk archive: %s", zip_error_strerror(&zipError)
);
}
errorOk();
}
errorret_t assetDskOpenFromBuffer(
uint8_t *buffer,
const size_t bufferSize,
zip_t **outZip
) {
assertNotNull(buffer, "Buffer cannot be NULL.");
assertNotNull(outZip, "Out zip cannot be NULL.");
*outZip = NULL;
assetdskheader_t header;
errorChain(assetDskParseHeader(buffer, bufferSize, &header));
if((size_t) ASSET_DSK_HEADER_SIZE + header.size > bufferSize) {
errorThrow("dusk.dsk header describes a range beyond the buffer.");
}
uint8_t *data = buffer + ASSET_DSK_HEADER_SIZE;
uint32_t checksum = (uint32_t) crc32(0L, data, (uInt) header.size);
if(checksum != header.checksum) {
errorThrow("dusk.dsk archive failed checksum verification.");
}
zip_error_t zipError;
zip_error_init(&zipError);
// freep=0 - this is a non-owning window into the same caller-owned
// buffer, not an independent allocation libzip should free.
zip_source_t *source = zip_source_buffer_create(
data, header.size, 0, &zipError
);
if(source == NULL) {
errorThrow(
"Failed to create dusk.dsk source: %s", zip_error_strerror(&zipError)
);
}
*outZip = zip_open_from_source(source, ZIP_RDONLY, &zipError);
if(*outZip == NULL) {
zip_source_free(source);
errorThrow(
"Failed to open dusk.dsk archive: %s", zip_error_strerror(&zipError)
);
}
errorOk();
}
-120
View File
@@ -1,120 +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>
// "DSK2" - distinct from a plain zip's "PK\x03\x04" so a stray plain zip
// never gets misread as a valid dusk.dsk.
#define ASSET_DSK_MAGIC_SIZE 4
#define ASSET_DSK_MAGIC "DSK"
#define ASSET_DSK_VERSION 2
// Magic + version + size + checksum
#define ASSET_DSK_HEADER_SIZE ( \
ASSET_DSK_MAGIC_SIZE + \
sizeof(uint32_t) + \
sizeof(uint32_t) + \
sizeof(uint32_t) \
)
/**
* Parsed dusk.dsk (DSK2 format) header. dusk.dsk is a single uncompressed
* (ZIP_STORED) zip archive (see tools/asset/pack) rather than DEFLATEd -
* the bulk of what's packed (audio, images) is already compressed at the
* file level, so DEFLATE-ing the whole archive on top buys negligible
* space for real CPU cost, and every entry gets the reliable repeated
* seeking/re-opening that libzip only supports for uncompressed entries
* (locale line-by-line reads, MP3 loop restarts, etc.) instead of just a
* hand-picked subset of files.
*/
typedef struct {
uint32_t size;
uint32_t checksum;
} assetdskheader_t;
/**
* Parses a DSK2 header from a raw byte buffer (at least
* ASSET_DSK_HEADER_SIZE bytes), validating the magic/version and
* byte-swapping the little-endian fields to host order.
*
* @param bytes Buffer containing the header (and beyond).
* @param bytesSize Number of bytes available at `bytes`.
* @param outHeader Filled with the parsed header on success.
* @return OK on success, error if too short, bad magic, or unsupported version.
*/
errorret_t assetDskParseHeader(
const uint8_t *bytes,
const size_t bytesSize,
assetdskheader_t *outHeader
);
/**
* Opens the dusk.dsk archive given a filesystem path, using a lazy/
* windowed file-backed zip source - no more memory used than the
* existing per-platform small read buffers, matching the memory
* characteristics of a plain zip_open() on the whole file. The checksum
* is intentionally not verified here since doing so would require
* reading the whole (potentially large) archive just to compute it.
*
* See assetDskOpenFromPathRange() for the case where the DSK2 blob isn't
* the whole file (e.g. embedded inside another container).
*
* @param path Filesystem path to the dusk.dsk file.
* @param outZip Set to the opened archive on success.
* @return OK on success, error if the file is missing, too short, has a
* bad header, or the archive fails to open.
*/
errorret_t assetDskOpenFromPath(
const char_t *path,
zip_t **outZip
);
/**
* Same as assetDskOpenFromPath(), but the DSK2 blob doesn't start at the
* beginning of `path` - it's a byte range embedded inside a larger
* container file (e.g. the PSAR region of an EBOOT.PBP). Every offset the
* header describes is relative to `baseOffset`; `baseSize` bounds them
* (the size of the embedded blob, not the whole container file) - pass
* SIZE_MAX to skip that check when the caller doesn't know/care.
*
* @param path Filesystem path to the container file.
* @param baseOffset Byte offset within `path` where the DSK2 blob starts.
* @param baseSize Number of bytes available at `baseOffset`.
* @param outZip Set to the opened archive on success.
* @return OK on success, error if the file is missing, too short, has a
* bad header, or the archive fails to open.
*/
errorret_t assetDskOpenFromPathRange(
const char_t *path,
const size_t baseOffset,
const size_t baseSize,
zip_t **outZip
);
/**
* Opens the dusk.dsk archive already fully resident in memory (e.g. a
* PSAR embedded in an EBOOT.PBP, or an ISO-embedded file already read via
* DVD_ReadAbs - platforms that already buffer the whole file for reasons
* unrelated to this format). The returned archive doesn't take ownership
* of `buffer` (it's opened as a non-owning sub-range of it) - the caller
* remains responsible for freeing it, and must keep it alive for as long
* as the archive stays open. Verifies the checksum, since the bytes are
* already resident.
*
* @param buffer The whole dusk.dsk file's bytes.
* @param bufferSize Number of bytes at `buffer`.
* @param outZip Set to the opened archive on success.
* @return OK on success, error if too short, has a bad header/checksum, or
* the archive fails to open.
*/
errorret_t assetDskOpenFromBuffer(
uint8_t *buffer,
const size_t bufferSize,
zip_t **outZip
);
+13 -69
View File
@@ -24,11 +24,9 @@ errorret_t assetFileInit(
file->params = params;
file->output = output;
// Stat the file
zip_stat_init(&file->stat);
threadMutexLock(&ASSET.zipLock);
int statResult = zip_stat(ASSET.zip, filename, 0, &file->stat);
threadMutexUnlock(&ASSET.zipLock);
if(statResult != 0) {
if(!zip_stat(ASSET.zip, filename, 0, &file->stat) == 0) {
errorThrow("Failed to stat asset file: %s", filename);
}
@@ -49,25 +47,6 @@ errorret_t assetFileRewind(assetfile_t *file) {
errorOk();
}
// Prefer seeking within the still-open handle over closing and
// re-opening it. Repeatedly closing/re-opening the same compressed zip
// entry (once per rewind - e.g. once per locale string lookup) was
// confirmed unreliable on at least one platform's zip backend, silently
// skipping ranges of the decompressed content on some re-opens after
// the first. A real seek avoids that failure mode entirely, with no
// extra memory cost over the close+reopen fallback.
threadMutexLock(&ASSET.zipLock);
bool_t seekable = zip_file_is_seekable(file->zipFile);
int seekResult = seekable ? zip_fseek(file->zipFile, 0, SEEK_SET) : -1;
threadMutexUnlock(&ASSET.zipLock);
if(seekable) {
if(seekResult != 0) {
errorThrow("Failed to seek asset file: %s", file->filename);
}
file->position = 0;
errorOk();
}
errorChain(assetFileClose(file));
errorChain(assetFileOpen(file));
errorOk();
@@ -76,11 +55,10 @@ errorret_t assetFileRewind(assetfile_t *file) {
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.");
threadMutexLock(&ASSET.zipLock);
file->zipFile = zip_fopen(ASSET.zip, file->filename, 0);
threadMutexUnlock(&ASSET.zipLock);
if(file->zipFile == NULL) {
errorThrow("Failed to open asset file: %s", file->filename);
}
@@ -101,52 +79,21 @@ errorret_t assetFileRead(
uint8_t tempBuffer[256];
while(bytesRemaining > 0) {
size_t chunkSize = mathMin(bytesRemaining, sizeof(tempBuffer));
// The recursive call below already advances file->position by
// chunkSize (the non-NULL branch does this itself) - do not also
// advance it here, or every skip ends up double-counted.
errorChain(assetFileRead(file, tempBuffer, chunkSize));
file->position += chunkSize;
bytesRemaining -= chunkSize;
}
file->lastRead = bufferSize;
errorOk();
}
// Some zip_fread() implementations (seen on PSP) reject a single call
// asking for the entire (potentially large) file at once with EINVAL;
// the line reader above only ever asks for up to 1024 bytes per call and
// works fine, so read in bounded chunks here too.
size_t totalRead = 0;
uint8_t *dest = (uint8_t *)buffer;
while(totalRead < bufferSize) {
size_t chunkSize = mathMin(
bufferSize - totalRead, ASSET_FILE_READ_CHUNK_MAX
);
threadMutexLock(&ASSET.zipLock);
zip_int64_t bytesRead = zip_fread(
file->zipFile, dest + totalRead, chunkSize
);
errorret_t readError = errorOkImpl();
// I assume zip_fread takes buffer NULL for skipping?
zip_int64_t bytesRead = zip_fread(file->zipFile, buffer, bufferSize);
if(bytesRead < 0) {
// Built (not thrown) while still holding the lock, so
// zip_file_strerror() reads the just-failed zipFile's error state
// before another thread can touch it - errorThrow() itself isn't
// used here since it returns immediately, which would leave
// ASSET.zipLock held forever.
readError = errorThrowImpl(
&ERROR_STATE, ERROR_NOT_OK, __FILE__, __func__, __LINE__,
"Failed to read from asset file: %s (%s)",
file->filename, zip_file_strerror(file->zipFile)
);
errorThrow("Failed to read from asset file: %s", file->filename);
}
threadMutexUnlock(&ASSET.zipLock);
if(errorIsNotOk(readError)) {
errorChain(readError);
}
if(bytesRead == 0) break;
totalRead += (size_t)bytesRead;
}
file->position += totalRead;
file->lastRead = totalRead;
file->position += bytesRead;
file->lastRead = bytesRead;
errorOk();
}
@@ -154,10 +101,7 @@ errorret_t assetFileClose(assetfile_t *file) {
assertNotNull(file, "Asset file cannot be NULL.");
assertNotNull(file->zipFile, "Asset file must be opened before closing.");
threadMutexLock(&ASSET.zipLock);
int closeResult = zip_fclose(file->zipFile);
threadMutexUnlock(&ASSET.zipLock);
if(closeResult != 0) {
if(zip_fclose(file->zipFile) != 0) {
errorThrow("Failed to close asset file: %s", file->filename);
}
file->zipFile = NULL;
@@ -257,7 +201,7 @@ const uint8_t *assetFileLineReaderUnreadPtr(
return reader->readBuffer + reader->bufferStart;
}
errorret_t assetFileLineReaderAppend(
static errorret_t assetFileLineReaderAppend(
assetfilelinereader_t *reader,
const uint8_t *src,
size_t srcLength
@@ -279,7 +223,7 @@ errorret_t assetFileLineReaderAppend(
errorOk();
}
void assetFileLineReaderTerminate(assetfilelinereader_t *reader) {
static void assetFileLineReaderTerminate(assetfilelinereader_t *reader) {
assertNotNull(reader, "Reader cannot be NULL.");
assertNotNull(reader->outBuffer, "Out buffer cannot be NULL.");
assertTrue(
@@ -289,7 +233,7 @@ void assetFileLineReaderTerminate(assetfilelinereader_t *reader) {
reader->outBuffer[reader->lineLength] = '\0';
}
ssize_t assetFileLineReaderFindNewline(
static ssize_t assetFileLineReaderFindNewline(
const assetfilelinereader_t *reader
) {
size_t i;
+1 -64
View File
@@ -9,13 +9,7 @@
#include "error/error.h"
#include <zip.h>
#define ASSET_FILE_NAME_MAX 128
// Max bytes requested per zip_fread() call in assetFileRead(). Some
// zip_fread() implementations (seen on PSP) reject a single call asking
// for very large amounts of data at once; the locale line reader has
// always used 1024-byte reads successfully, so that's the proven-safe cap.
#define ASSET_FILE_READ_CHUNK_MAX 1024
#define ASSET_FILE_NAME_MAX 48
typedef struct assetfile_s assetfile_t;
@@ -150,63 +144,6 @@ void assetFileLineReaderInit(
const size_t outBufferSize
);
/**
* Returns the number of bytes still unread in the line reader's read buffer.
*
* @param reader The line reader to check.
* @return Number of unread bytes remaining in the read buffer.
*/
size_t assetFileLineReaderUnreadBytes(const assetfilelinereader_t *reader);
/**
* Returns a pointer to the first unread byte in the line reader's read
* buffer.
*
* @param reader The line reader to check.
* @return Pointer to the first unread byte.
*/
const uint8_t *assetFileLineReaderUnreadPtr(
const assetfilelinereader_t *reader
);
/**
* Appends src to the line reader's current line buffer, growing lineLength.
*
* @param reader The line reader whose out buffer to append to.
* @param src Bytes to append.
* @param srcLength Number of bytes in src.
* @return Error state if any (the line would exceed the output buffer).
*/
errorret_t assetFileLineReaderAppend(
assetfilelinereader_t *reader,
const uint8_t *src,
size_t srcLength
);
/**
* Null-terminates the line reader's current line buffer at lineLength.
*
* @param reader The line reader whose out buffer to terminate.
*/
void assetFileLineReaderTerminate(assetfilelinereader_t *reader);
/**
* Searches the line reader's unread buffered bytes for a newline character.
*
* @param reader The line reader to search.
* @return The index of the newline within readBuffer, or -1 if not found.
*/
ssize_t assetFileLineReaderFindNewline(const assetfilelinereader_t *reader);
/**
* Refills the line reader's read buffer from the underlying file once its
* buffered bytes are fully consumed. A no-op once the file is at EOF.
*
* @param reader The line reader to refill.
* @return Error state if any.
*/
errorret_t assetFileLineReaderFill(assetfilelinereader_t *reader);
/**
* 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.
+1 -2
View File
@@ -15,6 +15,5 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
add_subdirectory(display)
add_subdirectory(locale)
add_subdirectory(json)
add_subdirectory(chunk)
add_subdirectory(dmf)
add_subdirectory(wav)
add_subdirectory(mp3)
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