16 Commits

Author SHA1 Message Date
ml 345f8b5f17 Group animgallery cards by mod and add group quick filters
build / build (push) Successful in 2m49s
2026-10-27 08:27:59 +01:00
ml 90303894ce Fix animgallery rendering bugs and mitigate AI-upscale frame flicker
build / build (push) Successful in 2m52s
- writeGIF now pads every frame to one shared canvas instead of
  writing each at its own (possibly storage-cropped) size - GIF
  disposal rules were showing a previous frame's stale pixels through
  the uncovered border of a smaller frame, bleeding content between
  frames in the gallery.
- decodeFrames/decodeViewFrames/decodeAnimationFrames now always hand
  bitmap.DecodeReferenced a zero buffer instead of the previous
  frame/block's real pixels. The game's actual RSD8 decoder treats a
  "skip" run as literal zero, with no mechanism to carry a reference
  frame's pixels forward (confirmed against Night Dive's published
  source), and hacked's own multi-block Bitmap preview decodes the
  same way. The previous behavior ghosted a previous frame's stale
  content into the current frame's skip-run regions, in both the
  gallery and the AI upscaler's source input.
- index.html now shows a labeled per-frame filmstrip next to each
  animated GIF, and a base-vs-this-build side-by-side comparison for
  every resource a mod overrides.
- Gallery GIFs play back at a third of real speed by default, for
  easier frame-by-frame review.
- modding/mods/*/bitmaps/*.json gains considerPreviousFrames: a
  per-resource list that runs a temporal-consistency pass (median
  across the animation's own frames) on independently-upscaled frames
  to reduce per-frame AI flicker. Applied to 0x7B1 in upscale_medbot.
- Drop the rebecca-test example mod.
2026-10-27 07:54:19 +01:00
ml a8d7ff76df Fix critter sprites cropped in the software renderer
build / build (push) Successful in 2m41s
g3_bitmap_common() (Bitmap.c) used the same bm_w/bm_h for both the
on-screen quad size and its texture-coordinate bounds. The former
should use patch 04's native-size override for a modded/upscaled
bitmap; the latter must always use the bitmap's own real dimensions,
since that's still what's actually being sampled. OpenGL never hit
this (opengl_bitmap() ignores these bounds and always maps the whole
real texture), but the software renderer's h_map() takes them as
literal pixel coordinates to interpolate, so the override capped how
much of a larger bitmap it ever read - cropping anything past the
original sprite's bounds, such as an upscaled critter's limbs.

Split into a separate tex_w/tex_h pair, always the bitmap's real
size, used for every texture-coordinate computation.

README.md: document this, and the previously-undocumented
engine-debug-tools RSD8 decode tracing patch (02).
2026-10-18 07:33:56 +02:00
ml 9d0a0d5798 Add engine-debug-tools and fix critter animation rendering bugs
build / build (push) Successful in 2m52s
- engine-debug-tools/: a debug dump hotkey + dump2png to inspect
  decoded critter frames independent of the renderer (see root
  README.md's "Debugging" section).
- engine-patches/04,05: fix critter sprite scale and an OpenGL
  texture cache collision, found using that tooling.
- mdlp: fix encodeFrames RLE-diffing upscaled frames against a
  previous-frame reference the real RSD8 decoder never implements
  (verified against Night Dive's original Mac source down to the
  68K assembly) - was rendering as scattered static in-game.
- Upscale pipeline: better color quantization (dithering, pure-ramp
  exclusion) and per-resource model selection.
2026-10-18 06:59:47 +02:00
ml ab2b778f44 Add AI-upscaled critter/object art as a new MDL mod type
build / build (push) Successful in 3m36s
Extends the MDL system beyond text overrides: bitmaps/<label>.json
names a model/scale and resource list, and mdlp extracts each
resource's frames, runs them through an ONNX Runtime CPU upscaler
baked into mdlp-image, re-quantizes to the game's palette, and writes
the result back - same build-time pipeline as message overrides.

Adds animgallery, a standalone viewer that renders any data
directory's animated resources as an HTML/GIF gallery with a
checkbox-driven MDL JSON generator, and -only-changed to preview just
what a mod overrides against the base game.

Fixes a real data race in hacked's ChangeNotifier.hashAll() (found via
go build -race causing non-deterministic resource counts), via a new
numbered patch rather than editing the vendored source.

Adds engine-patches/, a general-fixes counterpart to
android/engine-patches/ now staged and applied to the desktop builds
too (previously unpatched): a real GL_UNPACK_ROW_LENGTH stride bug, an
audio error-logging improvement, and two critter-rendering fixes -
mod art was losing to the base game's own re-opened resource files,
and critters rendered at the wrong size/position once that was fixed,
both from how the billboard renderer derives on-screen size and
placement straight from bitmap pixel dimensions.

Updates README.md and AGENTS.md to document engine-patches/.
2026-09-27 20:52:35 +02:00
ml 389abd7de7 Add a first-party MDL mod-build system and reorganize modding/ under src/
modding/mods/ holds message edits as plain JSON (type, index, language,
plus only the changed fields - a long body can live in a sibling .txt to
avoid escaping in JSON), so mod authoring is reviewable in git instead of
living only in hacked's GUI. mdlp (modding/src/mdlp/, its own Docker image
mdlp-image/) turns them into the same mod folder/zip hacked's own Save
produces, reusing hacked's ss1/edit, ss1/world and ss1/content/text
packages via a go.mod replace - no GUI/GLFW/GTK needed. `make mods`
builds every mod into dist/mods/<name>/, scoped per-mod so it never
touches hacked's own build output; `make` (no target) now builds both.

Fixes a bug this surfaced: hacked's FileLocation.AbsolutePathFrom
silently writes into the current directory instead of the given output
folder when passed a relative path (the GUI never hits this since its
folder picker is always absolute) - mdlp now resolves its own paths
up front.

res/run-mods.sh/.bat are new companion launchers to run.sh/.bat: they
pass every dist/mods/*/mod folder to the engine as a separate absolute
argument, since ProcessModDirectory() only scans one directory level
deep. Wired into `make dist`/`dist-win` only, not the release archives.

modding/hacked/, its patches, sqweek-dialog/, its patches, and the new
mdlp/ move under modding/src/, separating source from the surrounding
Docker/script scaffolding; all path references updated to match.

NOTICE.txt gains a section for hacked's distributed build, listing hacked
(New BSD), sqweek/dialog (ISC - corrected from a wrong "New BSD" note),
and hacked's other direct Go dependencies.
2026-09-26 15:41:56 +02:00
ml c0952898ae Moving some directories 2026-09-26 15:20:07 +02:00
ml e410d82680 Fix hacked GTK3/GLFW crash by vendoring a patched sqweek/dialog
The built hacked binary segfaults on Linux the moment a native GTK3
dialog (file/folder browse) opens while a GLFW/OpenGL context is live:
sqweek/dialog's Linux backend never calls XInitThreads() before
gtk_init(), and GLFW's own X11 backend installs a process-wide Xlib
error handler that collides with GTK's.

Vendor a pinned copy of github.com/sqweek/dialog (New BSD) into
modding/sqweek-dialog/ so it can be patched like every other vendored
source here: sqweek-dialog-patches/01-xinitthreads.patch adds the
missing XInitThreads() call, and hacked-patches/01-use-patched-dialog.patch
adds a go.mod replace directive pointing hacked's own sqweek/dialog
dependency at that local copy. build-hacked.sh now stages both hacked/
and sqweek-dialog/ into a scratch modding/build/ directory and applies
their patch series before compiling, rather than building hacked/ in
place; .gitignore picks up that new scratch directory.

Also expand modding/README.md: number its existing sections and add a
worked "Example: Editing a message" walkthrough covering Static World
Data, the Messages window's clipboard-only text editing, saving the
Mod Location, and the absolute-path requirement for run.sh's mod-folder
argument.
2026-09-26 10:37:01 +02:00
ml c91080aba7 Adding modding folder with a hacked build. 2026-09-26 08:53:08 +02:00
ml cdb960dc71 Adding publishing assets for Github and Sidequest 2026-09-26 06:45:46 +02:00
ml 790b4ffd21 Add screenshots, a quick start and a trademark notice to the README
build / build (push) Successful in 3m8s
2026-09-25 20:25:17 +02:00
ml 135e474a14 Add v0.5.3 screenshots and a video; name captures by version.
build / build (push) Successful in 2m52s
2026-09-21 20:14:51 +02:00
ml 295f4869c1 Sign release APKs with a fixed key from CI secrets
build / build (push) Successful in 2m48s
2026-09-20 17:47:43 +02:00
ml f0a83df667 Replace the logo and icon with QuestShock artwork; add a GitHub release workflow
build / build (push) Successful in 2m14s
2026-09-20 17:23:55 +02:00
ml 9586c58a67 Add a QuestShock startup splash; rename the app and data folder
build / build (push) Successful in 2m35s
2026-09-20 16:49:28 +02:00
ml 5d7564c3b5 Update the docs and add AGENTS.md
build / build (push) Successful in 2m18s
2026-09-20 15:25:33 +02:00
884 changed files with 57010 additions and 62 deletions
+18
View File
@@ -69,7 +69,25 @@ jobs:
dist/shockolate-*-linux-*.tar.gz
dist/shockolate-*-windows-*.zip
# The release key is stored base64-encoded in ANDROID_KEYSTORE_BASE64
# (see README section 4.3). Without it the APK is a debug build.
- name: Prepare release signing
env:
KEYSTORE_BASE64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
run: |
set -euo pipefail
if [ -z "$KEYSTORE_BASE64" ]; then
echo "No signing key: the APK will be a debug build"
exit 0
fi
echo "$KEYSTORE_BASE64" | base64 -d > "${RUNNER_TEMP:-/tmp}/questshock-release.jks"
echo "QUESTSHOCK_KEYSTORE=${RUNNER_TEMP:-/tmp}/questshock-release.jks" >> "$GITHUB_ENV"
- name: Build Quest APK
env:
QUESTSHOCK_KEYSTORE_PASSWORD: ${{ secrets.ANDROID_KEYSTORE_PASSWORD }}
QUESTSHOCK_KEY_ALIAS: ${{ secrets.ANDROID_KEY_ALIAS }}
QUESTSHOCK_KEY_PASSWORD: ${{ secrets.ANDROID_KEY_PASSWORD }}
# QUESTSHOCK_BUILD_IMAGE is already set (see Preflight above), so
# this runs build-apk.sh directly instead of trying to docker-run
# the image again - same reasoning as `make package` above.
+145
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@@ -0,0 +1,145 @@
name: release
# GitHub's build. The Gitea build is .gitea/workflows/build.yml.
#
# Pushing a tag vX.Y.Z builds the Linux and Windows packages and the Quest APK
# inside the build-image and attaches them to a GitHub release. A manual run
# builds the same files and keeps them as a workflow artifact without
# releasing them.
#
# The build-image (build-image/Dockerfile) is published to GHCR, tagged with a
# hash of the files that define it, and only built when that tag does not
# exist yet.
on:
push:
tags:
- "v*"
workflow_dispatch:
permissions:
contents: read
jobs:
image:
runs-on: ubuntu-latest
permissions:
contents: read
packages: write
outputs:
name: ${{ steps.name.outputs.name }}
steps:
- uses: actions/checkout@v4
- name: Name the image after the files that define it
id: name
run: |
set -euo pipefail
hash="$(cat build-image/Dockerfile build-image/docker-entrypoint.sh build-image/build-engine.sh | sha256sum | cut -c1-16)"
echo "name=ghcr.io/${GITHUB_REPOSITORY_OWNER,,}/questshock-builder:${hash}" >> "$GITHUB_OUTPUT"
- name: Build and push the image if it does not exist yet
env:
IMAGE: ${{ steps.name.outputs.name }}
REGISTRY_USER: ${{ github.actor }}
REGISTRY_PASSWORD: ${{ secrets.GITHUB_TOKEN }}
run: |
set -euo pipefail
echo "$REGISTRY_PASSWORD" | docker login ghcr.io -u "$REGISTRY_USER" --password-stdin
if docker manifest inspect "$IMAGE" >/dev/null 2>&1; then
echo "$IMAGE already exists"
exit 0
fi
# The image is large and the runner's disk is small.
sudo rm -rf /usr/share/dotnet /usr/local/lib/android /opt/ghc /opt/hostedtoolcache/CodeQL
# The label links the package to this repository, so the build job
# can pull it with the workflow's token.
docker build -f build-image/Dockerfile \
--label "org.opencontainers.image.source=https://github.com/${GITHUB_REPOSITORY}" \
-t "$IMAGE" .
docker push "$IMAGE"
build:
needs: image
runs-on: ubuntu-latest
permissions:
contents: read
packages: read
defaults:
run:
shell: bash
# The job runs inside the build-image, so `make` compiles directly instead
# of starting the image itself (QUESTSHOCK_BUILD_IMAGE is set in it).
container:
image: ${{ needs.image.outputs.name }}
credentials:
username: ${{ github.actor }}
password: ${{ secrets.GITHUB_TOKEN }}
steps:
- uses: actions/checkout@v4
with:
# The version comes from `git describe --tags`.
fetch-depth: 0
- name: Build the Linux and Windows packages
run: make package
# The release key is stored base64-encoded in ANDROID_KEYSTORE_BASE64; see
# README section 4.3. A tag build must be signed with it.
- name: Prepare release signing
env:
KEYSTORE_BASE64: ${{ secrets.ANDROID_KEYSTORE_BASE64 }}
run: |
set -euo pipefail
if [ -z "$KEYSTORE_BASE64" ]; then
if [[ "$GITHUB_REF" == refs/tags/* ]]; then
echo "::error::ANDROID_KEYSTORE_BASE64 is not set: a release APK must be signed"
exit 1
fi
echo "No signing key: the APK will be a debug build"
exit 0
fi
echo "$KEYSTORE_BASE64" | base64 -d > "${RUNNER_TEMP:-/tmp}/questshock-release.jks"
echo "QUESTSHOCK_KEYSTORE=${RUNNER_TEMP:-/tmp}/questshock-release.jks" >> "$GITHUB_ENV"
# Needs network access for Gradle's own dependency resolution.
- name: Build the Quest APK
env:
QUESTSHOCK_KEYSTORE_PASSWORD: ${{ secrets.ANDROID_KEYSTORE_PASSWORD }}
QUESTSHOCK_KEY_ALIAS: ${{ secrets.ANDROID_KEY_ALIAS }}
QUESTSHOCK_KEY_PASSWORD: ${{ secrets.ANDROID_KEY_PASSWORD }}
run: make apk
- uses: actions/upload-artifact@v4
with:
name: questshock
path: |
dist/shockolate-*-linux-*.tar.gz
dist/shockolate-*-windows-*.zip
dist/questshock-*-android-*.apk
release:
if: startsWith(github.ref, 'refs/tags/')
needs: build
runs-on: ubuntu-latest
permissions:
contents: write
env:
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
GH_REPO: ${{ github.repository }}
steps:
- uses: actions/download-artifact@v4
with:
name: questshock
path: dist
- name: Create the release, or update its files if it exists
run: |
set -euo pipefail
if gh release view "$GITHUB_REF_NAME" >/dev/null 2>&1; then
gh release upload "$GITHUB_REF_NAME" dist/* --clobber
else
gh release create "$GITHUB_REF_NAME" dist/* \
--title "$GITHUB_REF_NAME" \
--generate-notes \
--notes "Sideload the APK onto a Meta Quest (see README section 5.1). The game data is not included: you need your own copy of System Shock: Enhanced Edition."
fi
+13
View File
@@ -38,3 +38,16 @@
# Local registry credentials (see registry.env.example)
/registry.env
# Signing keys
*.jks
*.keystore
# modding/hacked build output and scratch, patched source copies (see
# modding/README.md)
/modding/dist/
/modding/build/
# engine-debug-tools/dump2png's own scratch, patched source copy (see
# engine-debug-tools/build-dump2png.sh)
/engine-debug-tools/build/
+408
View File
@@ -0,0 +1,408 @@
# AGENTS.md
Guidance for AI coding agents (and new contributors) working on Questshock.
README.md is the user-facing build/usage guide and CONFIG.md documents the
configuration file; this file covers how the code is organised and the rules to
follow when changing it.
## 1. What this project is
Questshock plays the 1994 game System Shock on a standalone VR headset (Meta
Quest 2 is the tested device). It wraps [Shockolate](https://github.com/Interrupt/systemshock),
a cross-platform port of the original engine, in an Android app that:
- runs the unmodified 2D engine (software or OpenGL renderer) and shows its
frame on a head-tracked virtual screen (an OpenXR quad layer);
- shows a menu and an on-screen keyboard as separate OpenXR quads, operated by
a laser pointer from either controller;
- maps controller inputs to game actions through a configurable binding layer;
- persists settings in `/sdcard/QuestShock/questshock.config.json`.
A desktop (Linux/Windows) build of the same engine exists for development
without a headset; it has none of the Android/OpenXR code.
## 2. Hard rules
These come from the maintainer. Follow them without being asked again.
1. **Never commit.** Do not run `git commit` (or amend, rebase, push), even if
asked to commit. Draft the commit message and show it; the maintainer runs
the commit. Mention any new untracked file that has to be `git add`ed
(typically a new patch under `android/engine-patches/` or
`engine-patches/`).
2. **Do not build.** Do not run `make apk`, `./gradlew`, or `make android-studio`
to check that a change compiles. The maintainer deploys from Android Studio.
`make apk` and `make android-studio` overwrite `android/engine.properties`
with container-only paths and break an open Android Studio project. What you
can do is dry-run patches (section 6) and run static consistency checks
(section 13). Say plainly in your report that the change was not built or
tested.
3. **`engine/` and `android/gl4es-src/` are never edited.** They are vendored
snapshots. Every change to them is a numbered patch under
`android/engine-patches/` or `android/gl4es-patches/` (Quest-specific
fixes) or `engine-patches/` (general fixes, applied to the desktop
Linux/Windows builds too - README section 4.4), applied to a scratch
copy at build time. (`engine/` is GPLv3, see README section 6.)
4. **Patch numbers stay contiguous** (`01`, `02`, ... with no gap). When you
insert or delete a patch, renumber the rest and update every reference to
the numbers (README patch reference, code comments).
5. **Comments and documentation describe the current state and why it has to be
that way.** No history or narrative: no "used to", "originally", "no
longer", "now", "this was fixed", "confirmed on device", incident stories or
dropped alternatives. History belongs in commit messages. A comment that
would read oddly to someone who never saw an earlier version should be
rewritten or cut. Default to one or two lines. (README section 5.5, the
debugging notes, is the one deliberate exception.)
6. **Standalone headset only, OpenXR first.** No feature may need a host PC
(no PCVR, tethering or streaming). Prefer OpenXR APIs over vendor-specific
ones (Meta's Oculus Mobile SDK and the like) so the port can run on other
Android OpenXR headsets. Flag a request that would break either rule
instead of quietly doing it.
7. **Do not bump `build-image/VERSION`** just because `build-image/Dockerfile`
changed. Bump it only once a build with the current number has succeeded
end to end (for example a CI run). Ask if unsure.
8. **Keep docs in sync with behaviour.** A user-visible change updates
README.md and/or CONFIG.md in the same change; a new or renumbered engine
patch updates the README patch reference (section 5.4).
## 3. Repository layout
| Path | What it is |
|---|---|
| `engine/` | Vendored Shockolate source. Read-only for us. |
| `android/engine-patches/` | Numbered `patch -p1` files applied to a scratch copy of `engine/`. |
| `engine-patches/` | Same, but general fixes applied to the desktop Linux/Windows builds too (README section 4.4), not Quest-specific ones. |
| `android/gl4es-src/`, `android/gl4es-patches/` | Vendored GL4ES (desktop GL to GLES) and its patches. |
| `android/app/src/main/cpp/` | First-party native code (section 4). |
| `android/app/src/main/java/de/ladkau/questshock/` | First-party Java (section 4). `org/libsdl/app/` is vendored SDL2 glue (zlib). |
| `android/app/build.gradle` | Gradle project; the `stageEngine` task stages the patched engine. |
| `android/force-rebuild.sh` | Stops Gradle daemons and wipes staged/build output for a fully fresh native build. |
| `build-image/` | Docker build environment (`Dockerfile`, `VERSION`, `prepare-android-project.sh`, `build-apk.sh`, engine build scripts). |
| `res/` | Bundled resources: `questshock.config.default.json`, `controller_profiles/` (JSON + PNG per controller), `splash.png` (startup splash), `logo.png` (1024x1024 logo, master of the launcher icons in `android/app/src/main/res/mipmap-*/`), `logo_small.png` (the README header), `screenshots/` (headset captures and videos named `questshock_v<version>_<nnn>.<ext>`, numbered per version), `store/` (store-listing artwork, generated from `logo.png`/`splash.png`/screenshots, not used by the app itself), `assets/` (where the user's own game data goes, git-ignored), `run.sh`/`run.bat`. |
| `.gitea/workflows/build.yml`, `.github/workflows/release.yml` | CI. Gitea is the primary repository and builds on every push; GitHub is a mirror whose workflow builds and publishes a release when a `vX.Y.Z` tag is pushed. Each platform has its own file. |
| `modding/` | Separate subproject: System Shock modding tools (InkyBlackness `hacked`, `ss-specs`), unrelated to the VR app. Own `README.md`, `Makefile` and Docker build-image; see that README rather than this file. |
| `Makefile` | `engine`, `dist`, `package`, `apk`, `android-studio`, `clean`, ... (see README section 2). |
| `README.md`, `CONFIG.md`, `NOTICE.txt` | User docs, config reference, license notice. |
`build/`, `dist/`, `dist-win/` and `res/assets/ss_ee/` are generated or
proprietary and git-ignored. `registry.env` holds local registry settings; do
not print it or commit it.
## 4. Android app architecture
### 4.1 Native modules (`android/app/src/main/cpp/`)
| File | Role |
|---|---|
| `xr_session.c/.h` | OpenXR instance and session lifecycle, frame loop, composition layers (game quad, menu, keyboard, laser beams). |
| `xr_swapchain.c/.h` | Swapchain creation, acquire and release, per-image FBOs. |
| `xr_overlay.c/.h` | Generic "off-screen Android `View` rendered into an OpenXR quad" module, hit-tested by a laser pointer. The menu and the keyboard are two instances. |
| `xr_input.c/.h` | Controller input: OpenXR actions, raw-input layer, action bindings, capture-mode rebinding, key injection into the engine, free view, cyberspace scaling, snap-turn/smooth-move of the player's position, pointer rays. The largest file. |
| `xr_mouse.c/.h` | Injects mouse motion and clicks into the engine. |
| `qs_config.c/.h` | Configuration: JSON parse, apply, write; screen profiles; menu-driven requests; cheats; menu-triggered pause. |
| `qs_splash.c/.h` | Startup splash: `qs_splash_show()` fades the image (`res/splash.png`, decoded by Java and passed in through `nativeSetSplashImage`) in and out on the game screen. Called from engine patch 27. |
| `questshock_native.c` | JNI exports and small native helpers (`nativeChdir`, `nativeSendPrintableChar`, ...). |
### 4.2 Java classes
| Class | Role |
|---|---|
| `QuestShockActivity` | `SDLActivity` subclass. Creates `/sdcard/QuestShock/`, extracts bundled files, blocks engine start until the game data exists. |
| `OverlayPanel` | Base for the off-screen panels: builds the view tree, renders it to a texture, turns ray hits into touch events. |
| `MenuOverlay` | The menu: Main Menu, Video Options, Controller Options and Cheats tabs. Singleton. |
| `KeyboardOverlay` | The on-screen keyboard. |
| `Strings` | All menu and keyboard text in English, French and German. |
### 4.3 How the pieces fit
- The engine's present path is redirected (engine patch 11) so that
`SDLDraw()` submits into the OpenXR game-quad swapchain. The per-frame
entry point of `xr_input.c` is `xr_input_sync_and_draw()`, called from the
frame path in `xr_session.c` on the engine's own thread.
- The engine's own log output goes to logcat (patch 08); Java and native
first-party code log under the tag `QuestShock`.
- Bindings, config and menu state are owned natively. Java only displays and
requests.
- `gScreenWide`/`gScreenHigh` are only set by the engine's
`ChangeScreenSize()`, so they are 0 until its first mode change. Code that
runs during startup (such as `qs_splash_show()`) takes the screen size from
`xr_get_game_swapchain_size()` instead.
### 4.4 Threads and cross-thread requests
- Engine state (player struct, game loop, cheats, config apply) must only be
touched on the engine thread.
- Menu code calls native functions through JNI. Anything that changes engine
state must be enqueued, not executed inline: the JNI export calls a
`qs_config_request_*()` function, which pushes an SDL custom event
(`SDL_RegisterEvents`); `qs_config_handle_event()` handles it on the engine
thread (it is called from `pump_events()`, engine patch 21). To add a new
request, add an event type, the `qs_config_request_*()` enqueue function and
a branch in `qs_config_handle_event()`.
- Getters that Java calls (`qs_config_cheat_unlimited_mask()`, binding-name
getters, ...) must be plain scalar or string reads that are safe from any
thread.
- Per-frame work that must run on the engine thread (such as
`qs_config_frame_tick()`) is called from `xr_input.c`.
- JNI symbol names must match the Java `native` declarations exactly
(`Java_de_ladkau_questshock_<Class>_<method>`). A mismatch only fails at
runtime, so check it (section 13).
### 4.5 Off-screen views (`OverlayPanel`, `MenuOverlay`, `KeyboardOverlay`)
The view tree is built and drawn from native code and is never attached to a
window. Consequences that shape the UI code:
- Only `ACTION_DOWN`/`ACTION_UP` touches arrive (the laser trigger). There is no
drag, fling or multi-touch. Scrolling is done by a self-drawn scroll bar
(`ScrollBarView` in `MenuOverlay`), not by the framework.
- `View.post()` never runs, so anything that defers work through it does not
work. `ProgressBar` and `SeekBar` are unusable for the same reason.
- Hover and hit-testing use `OverlayPanel.absoluteBounds()`, which subtracts
ancestor scroll offsets.
- Toggling a child's visibility needs an explicit re-measure and re-layout
(see `relayoutAndRedraw()`).
- All user-visible text goes through `Strings.get(key, language)` with an
English, French and German entry, and is re-applied in `applyTranslations()`
when the language changes. "OpenGL" is a brand name and is not translated.
## 5. Configuration system
- `qs_config.c` holds one parsed struct per group (`video_options`, `general`,
`player_position`, `player_controls`), a parse function, an apply function,
and the writer `qs_config_write_file()`. Groups are tagged live-appliable or
restart-required (`QS_*_REQUIRES_RESTART`).
- Load order at startup: `questshock.config.json`, else
`questshock.config.default.json` (bundled, refreshed on every launch), else
the engine's own `prefs.txt` behaviour. Save is only ever an explicit menu
action.
- Invalid values are logged and skipped individually; unknown keys are ignored.
**Adding an option:** parsed-struct field, parse, apply (with validation and a
`WARN` on invalid input), write in `qs_config_write_file()`, restart flag,
`CONFIG.md`, and (if it should have a shipped default) `res/questshock.config.default.json`.
The virtual screen has two profiles, "initial" (splash, cutscenes, main menu)
and "game", switched by `qs_screen_profile_notify_loop_mode()` from engine
patch 22. `s_screen_profile_is_game` in `qs_config.c` doubles as "a game is
running" and gates the cheats and the menu pause.
## 6. Engine patches
This section is written for `android/engine-patches/`; `engine-patches/`
(general fixes, also applied to the desktop Linux/Windows builds - README
section 4.4) follows the same process below except: no `#ifdef __ANDROID__`
guard (these aren't Android-specific), save as
`engine-patches/NN-desktop-<topic>.patch`, and there is no Gradle
`stageEngine` to worry about going stale - `build-image/build-engine.sh`/
`build-engine-win.sh` re-stage and re-patch on every build.
Rules:
- Guard every engine change with `#ifdef __ANDROID__` so the desktop build is
unaffected, and keep hunks minimal.
- Patches are applied in filename order with `patch -p1` from the engine root
(paths look like `a/src/GameSrc/hkeyfunc.c`). Patch N is generated against
the tree with patches `01..N-1` applied.
- Some engine files use CRLF line endings (for example `mouselook.c`). Edits
and generated patches must preserve them byte for byte; check with `file`
or `cat -A`. An editor or script that rewrites line endings produces a
whole-file diff.
- Do not hand-edit hunk headers. Regenerate the patch from a scratch copy.
Creating or changing a patch:
1. Make a scratch copy of `engine/` (for example under the session scratch
directory) and apply patches `01..N-1` to it (`patch -p1 -d <scratch> < ...`).
2. Copy the target file(s) to a second location, edit them in the scratch copy.
3. Produce the patch with `diff -u` using `a/` and `b/` path prefixes relative
to the engine root, and save it as `android/engine-patches/NN-android-<topic>.patch`.
4. Dry-run the whole series on a fresh copy of `engine/`
(`patch -p1 --dry-run`, or apply for real on the copy) and confirm every
patch applies cleanly, with the patched file byte-identical to what you
edited.
5. Keep numbering contiguous, and update the README patch reference (5.4) and
any code comments that cite patch numbers.
Gradle's `stageEngine` task re-stages and re-patches on build, but it can wrongly
report `UP-TO-DATE` when a **new** patch file appears. If a native change does
not show up on the device, tell the maintainer to run `./gradlew --stop`, or
`android/force-rebuild.sh`, or delete `build/android-engine`, before assuming
the change is wrong.
Engine symbols used from first-party code (for example `game_paused`,
`pause_game_func`, `toggle_giveall_func`, `qs_cheat_refill`,
`qs_in_cyberspace`) are declared `extern` next to their use in `qs_config.c` or
`xr_input.c`, with a comment naming the engine file and patch.
## 7. Controller mapping (`xr_input.c`)
Structure:
- Physical controls are OpenXR actions, suggested once against three
interaction profiles: Meta Touch, HTC Vive wand and the core
`khr/simple_controller`. A single wrong path makes the whole
`xrSuggestInteractionProfileBindings` call fail, so each profile lists only
components it really has. A failure calls
`qs_config_report_fatal_input_error()` and aborts input init.
- The **raw-input layer** (`QsRawInput`) digitizes every physical control
(buttons, triggers, squeezes, thumbstick clicks, and eight thumbstick
directions with hysteresis) each frame. `QS_RAW_NONE` means unbound.
- **Actions** (`QsControlAction`) are bound to raw inputs through `s_binding[]`.
The default bindings are `kDefaults[]`.
- Contexts: `ALWAYS`, `NORMAL` (move, strafe, turn, jump, stand, crouch, prone)
and `CYBER` (the eleven `cyber_*` actions). The active set is chosen with
`qs_in_cyberspace()` (patch 24). Two actions conflict only if their contexts
can be active together (`xr_input_contexts_overlap()`).
- Capture mode (`xr_input_process_capture()`): the next fresh raw down-edge is
assigned to the chosen action. Any other action in an overlapping context that
held that input (or its symmetric alias) is set to `none`. The reset and the
timeout (8 s) paths never leave a half-assigned state.
- The menu button is not a raw input and can never be bound, so the menu can
always be reached to press **Reset to Defaults**.
- While the menu is open, `mouse_click` is always the trigger (the controller
used to operate the menu); after it closes, the bound `mouse_click` drives
both the keyboard and the game quad.
- While the Controller Options tab is open, the menu's own thumbstick
snap-turn and smooth-move are disabled
(`g_controller_options_tab_open`, set through
`nativeSetControllerOptionsTabOpen`).
- Free view: holding a `free_*_thumbstick_view` binding turns that stick into
the engine's mouse look (cursor forced hidden, stick direction bindings
suspended). It uses `SDL_ShowCursor(SDL_DISABLE)` because the engine zeroes
mouse-look velocity while the cursor is visible.
- Cyberspace pitch and bank scale with stick deflection through the globals
from patch 25 (`qs_cyber_pitch_scale`, `qs_cyber_bank_scale`).
### Adding or changing a bindable action (checklist)
All of these lists share one order and must stay identical:
1. `QsControlAction` enum in `xr_input.c` (and append before `QS_ACTION_COUNT`).
2. `kActionNames[]` in `xr_input.c`.
3. `s_binding[]` initial values and `kDefaults[]` in `xr_input.c`.
4. If it injects a key: a `kKeyActions[]` entry (keycode, modifiers, whether it
needs `SDL_TEXTINPUT`); add the key to the stuck-key watchdog list
(`kWatchedKeys`) if it is held continuously.
5. `ACTION_KEYS` in `MenuOverlay.java`, and `FIRST_ROW_ACTIONS` if it should be
listed first.
6. `Strings.java`: `action_<key>` in EN/FR/DE.
7. `QS_MAX_PLAYER_CONTROL_ACTIONS` in `qs_config.c` if the count outgrows it.
8. `CONFIG.md`: the action tables and the count in the Player Controls intro;
README default-controls table if it has a default binding.
9. Check that no two actions that can be active together share a default input.
### Injecting keys into the engine
- Plain printable keys (letters, digits, Space, punctuation) need an
`SDL_TEXTINPUT` event plus `SDL_KEYDOWN`/`SDL_KEYUP`. Modifier, control-range,
F and keypad keys use `SDL_KEYDOWN`/`SDL_KEYUP` with the right `mod`.
- **Send the release on the real up edge, never in the same call as the
press.** The engine polls movement keys once per frame before it drains
events, so a press and release drained together are never seen and the key
silently does nothing. Tie the release to the physical button's up edge (or
the touch's `ACTION_UP`/`ACTION_CANCEL`).
- Held keys are tracked in the engine's `sshockKeyStates[]`; `xr_input.c`
keeps a watchdog that clears a watched key the engine still thinks is down
after its binding is released.
- Actions that share an engine key (for example the several ways to fire, or
the movement keys) are handled with sibling logic in the dispatch loop
(`wantDown[]`); do not press or release the shared key independently.
## 8. Cheats tab
- Buttons and switches live in `MenuOverlay.buildCheatsTab()`; ids are
`QS_CHEAT_*` in `qs_config.c` and `CHEAT_*` in `MenuOverlay.java` (keep them
identical).
- The engine's own cheat handlers (`toggle_giveall_func`, `toggle_physics_func`,
`toggle_up_level_func`, `toggle_down_level_func`) are called on the engine
thread through `qs_apply_cheat()`, and only while a game is running.
- The four unlimited switches are a bitmask in `qs_config.c`
(`QS_CHEAT_MASK_*`: health 1, energy 2, ammo 4, items 8). Every frame
`qs_config_frame_tick()` calls `qs_cheat_refill(mask)` (patch 26). The mask
values must match the patch. The switches are not persisted.
- The four `cheat_*` hotkeys are deliberately not bindable in
`player_controls`. New cheats go on the Cheats tab.
## 9. Menu pause
Opening the menu pauses a running game (`qs_apply_menu_pause()` through the
menu-visibility event); closing it resumes only if the menu did the pausing and
the game is still paused. Do not toggle pause blindly, since the pause function
toggles.
## 10. Bundled files on the device
`QuestShockActivity` extracts these into `/sdcard/QuestShock/`:
- shaders, the default soundfont and `GET_ASSETS_QUEST.txt` (once);
- `questshock.config.default.json` and `controller_profiles/` (every launch,
overwriting only the bundled filenames so user-added profiles survive).
`res/splash.png` stays in the APK assets and is not extracted to the device;
`QuestShockActivity` decodes it and hands the pixels to `qs_splash.c`.
`res/controller_profiles/`, `res/splash.png` and the default config are staged
into APK assets by `build-image/prepare-android-project.sh`; every staged file
or directory must also be declared as `inputs.file(...)`/`inputs.dir(...)` of
`stageEngine` in `android/app/build.gradle`.
The proprietary game data (`res/data/`, `res/sound/`) is never bundled or
committed. The app refuses to start the engine until it is present.
## 11. Signing
Distributed APKs are release builds signed with one fixed key, so users can
update in place. `build-image/build-apk.sh` reads the key from
`QUESTSHOCK_KEYSTORE`, `QUESTSHOCK_KEYSTORE_PASSWORD`, `QUESTSHOCK_KEY_ALIAS`
and `QUESTSHOCK_KEY_PASSWORD`; `android/app/build.gradle` applies it to the
`release` build type only when `QUESTSHOCK_KEYSTORE` is set. Both CI workflows
decode it from the `ANDROID_KEYSTORE_BASE64` secret. Without a key the build is
a debug APK (`...-debug.apk`), which is only for testing. Never commit a
keystore or a password, print them, or put them in a workflow file (README
section 4.3 lists the secrets).
## 12. Code and documentation style
- Match the surrounding code: naming, comment density, idiom. C is plain C with
`static` helpers and `//` comments; Java targets Android API 34 and uses only the SDK plus
`androidx.core`.
- Keep functions and file-level constants near their use. Put magic numbers in
named constants (see `QS_FREE_VIEW_*`, `QS_CYBER_ROTATION_*`).
- Keep the `xr_input.h` and `qs_config.h` declarations documented with a short
comment saying which thread may call them.
- Comments: what and why, current state only (rule 5 in section 2).
- Docs: README.md is organised by numbered sections that other text cites
("5.5.3"); do not renumber existing sections. Add new material as a new
subsection instead.
- English, French and German strings live in `Strings.java`; keep the three
entries of each key on the same `put(...)`.
## 13. Verifying a change without building
Because you may not build (rule 2), check statically and say so in the report:
- **Patches:** apply the whole series to a fresh copy of `engine/` and confirm
no rejects. Confirm the edited file matches the patched result byte for byte.
- **JNI:** every `native` method in the Java classes has a
`Java_de_ladkau_questshock_<Class>_<method>` export with a matching signature,
and no export is left without a Java declaration.
- **Ordered lists:** `QsControlAction`, `kActionNames[]`, `s_binding[]`,
`kDefaults[]` and `ACTION_KEYS` have the same length and order.
- **Strings:** every `Strings.get("...")` key exists in `Strings.java`.
- **Balance:** braces and parentheses balance. `qs_config.c` reports a
brace-count offset of +5 from character literals containing `'{'`; that is
not a bug.
- **Docs:** README and CONFIG.md agree with the code (action counts, default
bindings, patch list).
Then report what was checked, what was not (build, on-device behaviour), and
any device check the maintainer should do (for example a new patch that may
need `android/force-rebuild.sh`).
## 14. Commit messages
Draft only (rule 1). Use a short imperative subject (about 70 characters), a
blank line, then a body that explains what the change does and why: the
user-visible behaviour, the mechanism, and any constraint worth remembering.
Mention new files that need `git add`.
+11 -3
View File
@@ -3,7 +3,7 @@
QuestShock can load a persistent, human-editable configuration file at
startup, in addition to (and independent of) the engine's own `prefs.txt`.
- **Location**: `/sdcard/questshock/questshock.config.json` - the same
- **Location**: `/sdcard/QuestShock/questshock.config.json` - the same
folder you already copy `res/data`/`res/sound` into (see README.md
section 5.1).
- **Format**: plain JSON, grouped by concern. Each top-level key is a
@@ -174,6 +174,9 @@ project's own menu/keyboard chrome text (title bar, buttons, etc.).
open. See README.md section 3 ("Game assets") for where `mfdfrn.res`/
`mfdger.res` come from - the GOG Enhanced Edition installer alone doesn't
include them.
- The intro cutscene is also played in the selected language when its
voice-over file (`svfrintr.res`/`svgeintr.res` under `res/data/`) is
present; otherwise the English intro plays.
## Player Position (`player_position`)
@@ -230,6 +233,9 @@ wait 8 seconds, to cancel without changing it.
- **Restart required?**: No (live-appliable) - a rebind takes effect
immediately, and persists across restarts once saved (**Save
Configuration**, same as every other group here).
- **Menu movement**: while the Controller Options tab is open, the menu's own
thumbstick snap-turn and smooth-move (see `player_position`) are disabled, so
pressing inputs to assign them doesn't move you away from the screen.
- **Not included here**: opening/closing the VR menu itself is a fixed,
non-remappable button (see "Menu button" below) - there's no
`menu_toggle` field, and the Controller Options tab never lets you
@@ -358,7 +364,9 @@ keyboard (there is no hold behavior).
- `keypad 0`-`keypad 9`: a controller button per digit is not useful; use the
on-screen keyboard.
- `toggle_freelook` (F): the free-view actions cover mouse look.
- The 4 `cheat_*` entries: debug cheats. They are on the menu's Cheats tab instead.
- The 4 `cheat_*` entries: debug cheats. They are on the menu's Cheats tab
instead, along with four switches for unlimited health, energy, ammo and
items. Those are not saved to the config.
- `mac_help` (disabled) and `audiolog_cancel` (its build flag is not
defined): they are not real hotkeys in this build.
- `toggle_opengl` (Ctrl+G): the Video Options tab's Renderer buttons already
@@ -413,7 +421,7 @@ profile is active.
The Controller Options tab shows a labeled illustration of whichever
controller is actually active, driven by `res/controller_profiles/*.json`
(bundled with the app, copied to `/sdcard/questshock/controller_profiles/`
(bundled with the app, copied to `/sdcard/QuestShock/controller_profiles/`
on every launch, refreshing the known bundled files without touching any
extra ones you add there yourself). Each file:
+21 -2
View File
@@ -21,7 +21,7 @@ ASSETS_DIR := res/assets/ss_ee
BUILD_DIR := build
ARCH := $(shell uname -m)
.PHONY: all dist dist-linux dist-win build-image engine engine-win assets \
.PHONY: all dist dist-linux dist-win dist_debug build-image engine engine-win assets \
package package-linux package-win apk android-studio clean
all: dist
@@ -73,7 +73,7 @@ dist: dist-linux dist-win
dist-linux: engine assets
@echo "== Assembling $(DIST_DIR) =="
rm -rf "$(DIST_DIR)/systemshock" "$(DIST_DIR)/lib" "$(DIST_DIR)/res" \
"$(DIST_DIR)/shaders" "$(DIST_DIR)/run.sh"
"$(DIST_DIR)/shaders" "$(DIST_DIR)/run.sh" "$(DIST_DIR)/run-mods.sh"
mkdir -p "$(DIST_DIR)/lib" "$(DIST_DIR)/res/data" "$(DIST_DIR)/res/sound"
cp "$(ENGINE_OUT)/systemshock" "$(DIST_DIR)/"
cp -a "$(ENGINE_OUT)/lib/." "$(DIST_DIR)/lib/"
@@ -83,8 +83,26 @@ dist-linux: engine assets
cp -a "$(ASSETS_DIR)/sound/." "$(DIST_DIR)/res/sound/"
cp res/run.sh "$(DIST_DIR)/run.sh"
chmod +x "$(DIST_DIR)/run.sh"
cp res/run-mods.sh "$(DIST_DIR)/run-mods.sh"
chmod +x "$(DIST_DIR)/run-mods.sh"
@echo "== Done - run $(DIST_DIR)/run.sh to play =="
# Same as dist-linux, but also applies engine-debug-tools/engine-patches/
# (debug-only instrumentation - currently a dump hotkey, see
# engine-debug-tools/ and README.md's "Debugging" section), builds
# engine-debug-tools/dump2png into $(DIST_DIR) alongside it, and copies in
# convert-dumps.sh (res/convert-dumps.sh - a dump2png wrapper pointed at
# $(DIST_DIR)'s own res/data and dumps/, same convention as run-mods.sh
# wrapping run.sh). Overwrites whatever dist-linux last produced in
# $(DIST_DIR) - there's one dist/, and which of these two targets built it
# last is the only difference.
dist_debug: export ENGINE_DEBUG_TOOLS := 1
dist_debug: dist-linux
./engine-debug-tools/build-dump2png.sh "$(DIST_DIR)/dump2png"
cp res/convert-dumps.sh "$(DIST_DIR)/convert-dumps.sh"
chmod +x "$(DIST_DIR)/convert-dumps.sh"
@echo "== dist_debug: debug dump hotkey + $(DIST_DIR)/dump2png + $(DIST_DIR)/convert-dumps.sh are ready =="
# Windows counterpart of dist-linux. Unlike dist/, the DLLs sit flat
# alongside systemshock.exe instead of in a lib/ subdirectory - Windows'
# default DLL search order already checks the executable's own directory
@@ -100,6 +118,7 @@ dist-win: engine-win assets
cp -a "$(ASSETS_DIR)/data/." "$(DIST_WIN_DIR)/res/data/"
cp -a "$(ASSETS_DIR)/sound/." "$(DIST_WIN_DIR)/res/sound/"
cp res/run.bat "$(DIST_WIN_DIR)/run.bat"
cp res/run-mods.bat "$(DIST_WIN_DIR)/run-mods.bat"
@echo "== Done - run $(DIST_WIN_DIR)/run.bat (or systemshock.exe) to play =="
# Builds both platforms' redistributable archives. `package-linux`/
+17
View File
@@ -8,6 +8,9 @@ and is not relicensed by this project's MIT license.
Game assets are not included - see res/GET_ASSETS.txt.
System Shock is a trademark of its respective owners. This is an unofficial
fan project and is not affiliated with, endorsed by or supported by them.
The Android build additionally bundles:
- GL4ES (https://github.com/ptitSeb/gl4es), vendored and patched (see
@@ -32,3 +35,17 @@ cross-build") additionally bundles:
statically into systemshock.exe instead of shipped as a DLL, under the
GCC Runtime Library Exception - this doesn't subject the rest of the
binary to the GPL.)
The modding tools' `hacked` build (see modding/README.md; output under
modding/dist/*.tgz and *.zip) additionally bundles:
- InkyBlackness HackEd (https://github.com/inkyblackness/hacked), vendored
unmodified as modding/src/hacked/. It is New BSD-licensed.
- github.com/sqweek/dialog, vendored and patched (see
modding/src/sqweek-dialog-patches/) as modding/src/sqweek-dialog/. It is
ISC-licensed.
- hacked's further direct Go dependencies (fetched at build time, not
vendored in this repository): github.com/inkyblackness/imgui-go (New BSD);
github.com/go-gl/glfw, github.com/go-gl/mathgl, and golang.org/x/image
(BSD 3-Clause); github.com/go-gl/gl, github.com/asticode/go-astisub, and
github.com/lucasb-eyer/go-colorful (MIT).
+420 -28
View File
@@ -6,6 +6,56 @@ An open source project to play the classic 1994 System Shock on a VR
headset, built on top of [Shockolate](https://github.com/Interrupt/systemshock),
a cross-platform port of the original game.
The game is played on a virtual screen: the engine renders its usual flat 2D
frame, and Questshock shows it as a large screen floating in front of you in
VR. It is not a stereoscopic 3D conversion; you sit or stand in front of the
screen the way you would in front of a monitor or a cinema screen. The
screen's width and distance can be set separately for the menus/intro and for
gameplay. Both controllers act as laser pointers for the game's mouse-driven
interface and for a VR menu and on-screen keyboard, and every controller
button, stick direction and game hotkey can be assigned to a game action.
Questshock runs entirely on the headset (tested on a Meta Quest 2) as a
sideloaded Android app, and needs your own copy of the game data.
> **Unofficial fan project.** Questshock is not affiliated with, endorsed by or
> supported by the rights holders of System Shock. It contains no game data: you
> need your own copy of System Shock: Enhanced Edition.
## Screenshots
<table>
<tr>
<td width="50%"><img src="res/screenshots/questshock_v0.5.3_001.jpg" alt="Exploring the station on the virtual screen"><br><sub>Exploring the station on the virtual screen</sub></td>
<td width="50%"><img src="res/screenshots/questshock_v0.5.3_003.jpg" alt="Reading an email - the laser pointer clicks like a mouse"><br><sub>Reading an email - the laser pointer clicks like a mouse</sub></td>
</tr>
<tr>
<td width="50%"><img src="res/screenshots/questshock_v0.5.3_005.jpg" alt="Cyberspace"><br><sub>Cyberspace</sub></td>
<td width="50%"><img src="res/screenshots/questshock_v0.5.3_006.jpg" alt="The game screen, the menu and the keyboard float independently"><br><sub>The game screen, the menu and the keyboard float independently</sub></td>
</tr>
<tr>
<td width="50%"><img src="res/screenshots/questshock_v0.5.3_007.jpg" alt="The VR menu"><br><sub>The VR menu</sub></td>
<td width="50%"><img src="res/screenshots/questshock_v0.5.3_008.jpg" alt="Assigning controller inputs to game actions"><br><sub>Assigning controller inputs to game actions</sub></td>
</tr>
</table>
[A short video](res/screenshots/questshock_v0.5.3_010.mp4) shows the game in use.
## Quick start
You need a Meta Quest (tested on a Quest 2) and your own copy of the game data.
1. Get **System Shock: Enhanced Edition** (for example from
[gog.com](https://www.gog.com/)); see "3. Game assets" below.
2. Download `questshock-<version>-android-arm64.apk` from the repository's
Releases page and sideload it onto the headset with
[SideQuest](https://sidequestvr.com/) or `adb install`.
3. Launch it once. It creates `/sdcard/QuestShock/`. Copy your game's `res/data/`
and `res/sound/` folders into `/sdcard/QuestShock/res/`.
4. Launch it again. The left controller's menu button opens the menu; the
default controls are in "5.1.1. Menu, controls and cheats" below.
Section "5.1. Installing and playing" has the details.
## 1. Design principles
- **Standalone-headset-only.** The game must run entirely on the headset
@@ -19,7 +69,11 @@ a cross-platform port of the original game.
## 2. Layout
- `engine/` - a vendored snapshot of the Shockolate engine source. Built
via Docker; see "4. Desktop build" below.
via Docker; see "4. Desktop build" below. `engine-patches/`
holds general (not Android-specific) fixes applied to a scratch copy at
build time - same convention as `android/engine-patches/` below, but
for the Linux/Windows desktop builds; `engine/` itself is never
modified. See "4.4. Engine patch reference" below for what each one does.
- `build-image/` - the Dockerfile (and supporting scripts) for the engine
build environment. Every third-party dependency the engine needs to
compile (SDL2, SDL2_mixer, the fluidsynth-lite MIDI synth, a MIDI
@@ -30,7 +84,23 @@ a cross-platform port of the original game.
- `res/assets/` - where you place your own purchased copy of the game (see
"3. Game assets" below); `res/assets/extract_assets.sh` extracts it into
`ss_ee/`.
- `res/run.sh` - the launcher script, copied into `dist/` on build.
- `res/run.sh` / `res/run.bat` - the launcher scripts, copied into
`dist`/`dist-win` on build. `res/run-mods.sh` / `res/run-mods.bat` are
companion launchers that additionally load every mod built under the
`modding/` subproject's own `dist/mods/` (see
[modding/README.md](modding/README.md) section 4.3) - copied into
`dist`/`dist-win` the same way, but not into the redistributable
`package`/`package-win` archives, since that build output is local and
git-ignored.
- `res/questshock.config.default.json` - the bundled default configuration
(see [CONFIG.md](CONFIG.md)); `res/controller_profiles/` - the per-controller
illustrations and labels shown in the Controller Options tab (see
[CONFIG.md](CONFIG.md)). Both are copied into the APK, as is
`res/splash.png`, the startup splash image. `res/logo.png` is the 1024x1024
logo, the master of the launcher icon
(`android/app/src/main/res/mipmap-*/ic_launcher.png` are scaled copies of it)
and the image to use for store listings; `res/logo_small.png` is the copy
shown at the top of this file.
- `Makefile` - targets:
- `all` (default) - alias for `dist`.
- `build-image` - builds the Docker build-image (`./build-image.sh`).
@@ -49,9 +119,11 @@ a cross-platform port of the original game.
proprietary game assets (ships `res/GET_ASSETS.txt` in their place).
See "4.1. Packaging a distributable build" below.
- `apk` - builds `dist/questshock-<version>-android-arm64.apk` for
Android-based OpenXR headsets. Unlike every other target, this needs
network access at build time (Gradle/AGP's own dependency
resolution). See "5. Android / Quest build" below.
Android-based OpenXR headsets (a debug build, `...-arm64-debug.apk`,
when there is no signing key - see "4.3. Releases and signing" below).
Unlike every other target, this needs network access at build time
(Gradle/AGP's own dependency resolution). See "5. Android / Quest
build" below.
- `android-studio` - stages `engine/`/`android/gl4es-src/` (scratch,
patched copies) and the Android prebuilts with host-resolvable paths,
so Android Studio can compile and deploy `android/` natively instead
@@ -105,6 +177,10 @@ Enhanced Edition one and `extract_assets.sh` pulls them out of it too,
entirely optionally - it still runs fine with just the Enhanced Edition
installer.
The intro cutscene follows the selected language too, when the matching
voice-over file (`svfrintr.res`/`svgeintr.res` under `res/data/`) is present;
otherwise the English intro plays.
## 4. Desktop build
Builds and runs Questshock natively on the desktop (your dev machine, or
@@ -172,10 +248,11 @@ of `build-image/Dockerfile`) - no Windows machine, Wine, or VM involved
in building it. `engine/CMakeLists.txt` already has working `WIN32`/
`MINGW` branches from Shockolate's own upstream Windows build (built
natively via Git Bash/MinGW on a real Windows machine - see
`engine/build_win64.sh`/`engine/appveyor.yml`), so unlike the Quest
build's `android/engine-patches/`, no source patching is needed here -
this cross-compiles those same branches offline and reproducibly, from
Linux, via Docker.
`engine/build_win64.sh`/`engine/appveyor.yml`) - this cross-compiles those
same branches offline and reproducibly, from Linux, via Docker. It applies
the same `engine-patches/` series the Linux build does (section
4.4); unlike the Quest build's `android/engine-patches/`, no
Windows-specific source patching is needed on top of that.
`dist-win/`/the packaged `.zip` ship `systemshock.exe` with its DLLs
(SDL2, SDL2_mixer, GLEW, fluidsynth-lite, plus the MinGW pthread runtime)
@@ -191,6 +268,251 @@ package on every push, using the build-image as its container (so no
extra setup is needed in CI beyond the image itself), and publishes the
resulting tarball to dl.ladkau.de.
### 4.3. Releases and signing
The repository is developed on Gitea, and the GitHub repository is a mirror of
it. `.github/workflows/release.yml` is GitHub's own workflow (the Gitea build
is `.gitea/workflows/build.yml`):
- Pushing a tag `vX.Y.Z` builds the Linux and Windows packages and the Quest
APK inside the build-image and attaches them to a GitHub release with the
same name. A manual run ("Run workflow") builds the same files without
releasing them and keeps them as a downloadable workflow artifact.
- The build-image is pushed to GitHub's container registry (`ghcr.io`) when it
does not exist there yet. Its tag is a hash of `build-image/Dockerfile`,
`docker-entrypoint.sh` and `build-engine.sh`, so a change to any of them
builds a new image (`build-image/VERSION` is not used). The first run is slow
because it builds the image.
- The APK is signed with the release key described below.
**Signing.** Android only updates an installed app from an APK signed with the
same key, so every distributed APK is signed with one fixed key. `make apk`
(`build-image/build-apk.sh`) builds and signs the release APK when
`QUESTSHOCK_KEYSTORE` is set, together with `QUESTSHOCK_KEYSTORE_PASSWORD` and
optionally `QUESTSHOCK_KEY_ALIAS` (default `questshock`) and
`QUESTSHOCK_KEY_PASSWORD` (default: the keystore password). Without a keystore
it builds a debug APK, `questshock-<version>-android-arm64-debug.apk`, signed
with a per-machine debug key. That is what Android Studio's Run uses too; an
installed build has to be uninstalled before one signed with another key can be
installed.
Create the key once and keep the file and its password safe: without them,
users have to uninstall the app to get an update.
```sh
keytool -genkeypair -v -storetype PKCS12 -keystore questshock-release.jks \
-alias questshock -keyalg RSA -keysize 4096 -validity 10000
base64 -w0 questshock-release.jks # the value of ANDROID_KEYSTORE_BASE64
```
Both CI systems read the key from these secrets: `ANDROID_KEYSTORE_BASE64`,
`ANDROID_KEYSTORE_PASSWORD`, and optionally `ANDROID_KEY_ALIAS` and
`ANDROID_KEY_PASSWORD`. Without `ANDROID_KEYSTORE_BASE64`, the Gitea build
produces a debug APK and the GitHub build fails on a tag. `*.jks` and
`*.keystore` are git-ignored.
### 4.4. Engine patch reference
`engine-patches/` (applied to a scratch copy of `engine/` by
`build-image/build-engine.sh` and `build-engine-win.sh`) is a plain,
numbered patch series, same convention as the Quest build's
`android/engine-patches/` (section 5.4) - `engine/` itself is never
modified. It only carries fixes that are general (not Android-specific);
anything Quest/OpenXR-only belongs in `android/engine-patches/` instead,
which the desktop build does not apply.
- **`01-desktop-texture-row-length.patch`** - `opengl_cache_texture()`/
`set_texture()` (`OpenGL.cc`) passed the original 8-bit bitmap's own row
stride (`bm->row`) to `GL_UNPACK_ROW_LENGTH`, describing the wrong
layout to OpenGL for the actually-uploaded buffer (a separately
allocated RGBA32 conversion, `converted->pixels`) whenever the two
strides differ - corrupting the texture upload. Uses
`converted->pitch / 4` instead.
- **`02-desktop-audio-error-detail.patch`** - logs `SDL_GetError()`
alongside "Couldn't open audio device" instead of just the bare message.
- **`03-desktop-fix-mod-resource-priority.patch`** - `LoadModFiles()`
(`Modding.c`) registers mod resource files once at startup, but two
places re-open the base game's own object/texture art files afterward -
and opening a resource file re-registers every ID it contains,
unconditionally, with no check for whether a mod already claimed it (see
`ResReadDirEntries()` in `resfile.c`). That silently reverted any mod
override for that art back to the base game's own graphics, twice over:
`obj_set_secondary_properties()` (`objsim.c`) re-opens `objart2.res`/
`objart3.res` transiently, just to read frame-count metadata; later in
the same startup sequence, `load_dynamic_memory()` (`cybmem.c`) re-opens
`texture.res`/`handart.res`/`objart2.res`/`objart3.res` again, this time
persistently - these are the handles actual gameplay renders from, so
this second point is what mattered for the mod override actually
showing up in-game. Fixed by re-running `LoadModFiles()` right after each
place's re-opens, so mods regain priority. Re-registering a mod file's
resource IDs means actually reopening it (there's no "just re-register"
primitive), so `LoadModFiles()` now closes each mod file's previous
handle first - one open handle per mod file at a time, rather than
leaking a fresh file slot on every repeat call (a new game or a loaded
save can both re-run this whole sequence).
- **`04-desktop-fix-critter-sprite-scale.patch`** - critters render as
camera-facing 2D billboards (`gameobj.c`'s `FAUBJ_CRIT` case), not
UV-mapped 3D polygons, and their on-screen size comes directly from the
bitmap's own pixel width/height (`Bitmap.c`'s `g3_bitmap_common()`, via
`_g3d_bitmap_u_anchor`/`_g3d_bitmap_v_anchor` and `bm_w`/`bm_h`) - so a
mod that replaces a critter's art with a higher-resolution bitmap for
more detail made the critter itself render bigger, proportionally to
the resolution increase. Fixed by caching every critter view's base-game
bitmap size per animation frame (`objsim.c`'s
`cache_critter_native_size()`/`get_critter_native_size()`, keyed by
resource ID and frame index - an animation's bounding box commonly
changes size between poses, so a single per-view size doesn't fit every
frame of it) while `objart2.res`/`objart3.res`'s base-game data is still
the active resolver in `obj_set_secondary_properties()` (before patch
03's `LoadModFiles()` call hands priority to a mod), then using that
cached size instead of the bitmap's own (possibly modded) dimensions
when computing the sprite's on-screen extent - threaded through
`_fr_draw_bitmap()` and `g3_light_anchor_bitmap()`'s new `native_w`/
`native_h` parameters, consumed and reset by `g3_bitmap_common()` so an
unrelated bitmap draw never inherits a stale override. A mod's higher
resolution now only changes visible detail, not the object's size. Since
this same size also sets `g3_bitmap_common()`'s texture coordinate
range, not just its world-space extent, caching only the first frame's
size and reusing it for every frame of an animation also visibly
corrupted the UV mapping on any frame whose real size differed from the
first - caught once a mod's per-frame sizes started genuinely varying
(see `modding/README.md` section 5).
This depends on the mod's bitmap keeping a real anchor point in its own
`Header.Area`, in the original, un-upscaled unit space (see
`modding/src/mdlp/upscale.go`'s `imageToBitmap()`) - `_fr_draw_bitmap()`
only forwards `native_w`/`native_h` down the anchor-aware rendering path
when given a positive anchor, so a zeroed-out one silently skips this
patch's override entirely, and an anchor scaled to the mod's higher
resolution instead of left in the original unit space visibly offsets
the sprite from where it should sit, since it shares its coordinate
system with this patch's own size override rather than with the
bitmap's real pixel dimensions.
`g3_bitmap_common()`'s world-space size and its texture-coordinate range
are computed from the same `bm_w`/`bm_h` locals, but only the former
should ever use this patch's override - the pixels actually being
sampled are still the bitmap's own real (possibly upscaled) buffer,
regardless of what on-screen size it's drawn at. Overriding both left the
texture-coordinate range capped at the smaller, un-upscaled size while
the real bitmap underneath it was larger, so the renderer only ever
sampled that smaller top-left region of it - cropping off anything past
it, such as an upscaled critter's limbs extending beyond its original
sprite's bounding box. OpenGL never showed this: `opengl_bitmap()`
ignores `g3_bitmap_common()`'s computed `u`/`v` entirely and always maps
the *whole* bound texture over the quad via fixed `0.0`-`1.0` corners.
The software renderer's own scanline texture mapper (`h_map()`,
`gentm.c`) has no such shortcut - it takes `u`/`v` as literal pixel
coordinates into the bitmap and interpolates between exactly the values
it's given, so a capped range there directly caps how much of the real
bitmap it ever reads. Fixed by splitting `g3_bitmap_common()`'s single
`bm_w`/`bm_h` into the override-aware pair (world-space size only) and a
`tex_w`/`tex_h` pair that always holds the bitmap's own real dimensions,
used for every texture-coordinate computation (including the later
blend-buffer-size check, which sizes a buffer against the same real
pixel data these coordinates sample from).
- **`05-desktop-fix-texture-cache-collision.patch`** - `OpenGL.cc`'s
per-bitmap GL texture cache (`texturesByBitsPtr`) was keyed by
`bm->bits | (w << 32) | (h << 48)`, a plain bitwise OR rather than a
genuinely disjoint encoding - `bm->bits` is a full pointer, and a 64-bit
Linux heap/mmap address routinely has non-zero bits in the 32-47 range
the width field occupies, so a different `(bits, w, h)` triple can
collide with an already-cached entry's key. `bm->bits` itself is a
recycled slot in the resource system's own bounded LRU cache, not a
stable per-resource address, making a collision a real risk rather than
a theoretical one. On a collision, `set_texture()` (same file) treats it
as a genuine cache hit and reuses that entry's SDL surfaces - allocated
for whatever `(w, h)` was cached before - for an `SDL_memmove` and
`glTexImage2D` sized to the *current* bitmap's byte count, corrupting
the result with a buffer overflow or leftover stale pixel data from a
previous, differently-sized bitmap. Fixed by keying the cache on a
`std::tuple<void *, int, int>` instead, which `std::map` compares
field-by-field with no collision risk - a hit now always means an exact
`(bits, w, h)` match, so the cached surfaces are guaranteed to already
be sized correctly for the current bitmap.
A second, independent bug in the same cache: on a hit, `set_texture()`
"refreshed" the cached `SDL_Surface` with
`SDL_memmove(t->bitmap->pixels, bm->bits, ...)` - but `t->bitmap` was
created by `convert_texture()` via `SDL_CreateRGBSurfaceFrom(bm->bits,
...)`, which wraps the given pointer rather than copying it, so
`t->bitmap->pixels` *is* `bm->bits` from whenever this entry was first
cached. Since a hit means the current call's `bm->bits` is that same
pointer by definition (it's part of the key), that memmove was always a
no-op self-copy - it never refreshed anything. `bm->bits` is a recycled
resource-cache slot reused for different content across draws while its
address stays the same, so a hit here was never a guarantee the pixels
underneath were still current, only that this entry's GL texture and
converted-surface buffers are the right size to reuse. Fixed by
re-pointing `t->bitmap->pixels`/`pitch` at the current frame's real
source (`bm->bits`, or the RSD8-decoded buffer) before blitting, instead
of copying into what was already the same address. Most noticeable with
content whose per-frame bitmap dimensions vary a lot, such as critter
animations after an AI upscale mod re-exports each frame at its own
independently upscaled size (see `modding/README.md` section 5) -
vanilla assets mostly dodge the first bug because many critter
animations reuse the same bounding-box size across most of their
frames, but the second bug affects any critter whose rendering revisits
the same resource-cache slot across different draws, regardless of mod
content.
### 4.5. Debugging
`engine-debug-tools/` holds engine instrumentation that's useful for
diagnosing rendering bugs but has no place in a normal build - kept
separate from `engine-patches/` (section 4.4) so it's never silently
included in `make dist`/`make package`.
- `engine-debug-tools/engine-patches/` - patches in the same format and
numbered the same way as `engine-patches/` (section 4.4's own process
applies: scratch copy, `patch -p1`, regenerate via `diff -u` rather than
hand-editing hunks), applied on top of the regular `engine-patches/`
series, never in place of it. Two patches so far:
- **`01`** - a debug dump hotkey: pressing **K** in-game dumps every
frame of the currently/most-recently-drawn critter's animation to
`dumps/` (created next to the running binary) as raw palette-index
pixel data - 2-byte LE width, 2-byte LE height, then width\*height
index bytes, one file per frame, named `id<resource-id>_frame<N>.raw`.
Deliberately independent of the renderer's own texture/GL state, so a
frame already corrupted in the dump is a decode-time bug, while a
frame that's clean in the dump but wrong on screen is a rendering-time
one.
- **`02`** - RSD8 decode tracing: `gr_rsd8_convert()`/`gr_rsd8_unpack()`
(`engine/src/Libraries/2D/Source/RSD/`) print a `[debug rsd8]` summary
per frame (decode path, source/destination dimensions, bytes written
versus the bitmap's own area) and a `[debug rsd8 op]` line per RLE
opcode consumed, gated by a flag `debug_dump_critter_animation()` (01,
above) sets only around its own decode calls - tracing covers exactly
the frames the K hotkey dumps, not every RSD8 decode in the game. Each
frame is also decoded a second time back to back and logged as
`identical`/`DIFFERS` against the first, to tell a decode result that's
deterministic given the compressed source (a bad source stream, or a
decoder bug it triggers) apart from one that depends on something else,
such as a resource-cache slot being reused mid-decode.
- `engine-debug-tools/dump2png/` - converts those `.raw` dumps into
viewable PNGs using the real game palette (the dump format has no
palette of its own, to keep the in-game dump path from depending on the
renderer's own palette/SDL state). Builds the same way
`modding/gen_animgallery.sh` builds `animgallery` - against
`modding/src/hacked` inside `modding/mdlp-image`'s Go toolchain, since
neither has a cgo dependency of its own - via
`engine-debug-tools/build-dump2png.sh <output-path>`.
`make dist_debug` builds everything above into `dist/` alongside the
normal `make dist` output: the engine with `engine-debug-tools/
engine-patches/` applied in addition to the regular `engine-patches/`
series, plus `dist/dump2png` and `dist/convert-dumps.sh` (a `dump2png`
wrapper, same convention as `run-mods.sh` wrapping `run.sh`, pointed at
`dist/`'s own `res/data` and `dumps/` so no arguments are needed). There's
one `dist/` - whichever of `dist`/`dist_debug` ran last determines whether
the debug hotkey, `dump2png` and `convert-dumps.sh` are present; running
the other target again overwrites it back.
```sh
make dist_debug
./dist/run.sh # or run-mods.sh - play until the bug shows, press K, quit
./dist/convert-dumps.sh # writes dist/dumps-png/*.png from dist/dumps/*.raw
```
## 5. Android / Quest build
**Prerequisites:**
@@ -205,7 +527,8 @@ resulting tarball to dl.ladkau.de.
apk` needs its own separate toolchain - see "5.2. Building natively in
Android Studio" below.
`make apk` builds `dist/questshock-<version>-android-arm64.apk` - an
`make apk` builds `dist/questshock-<version>-android-arm64.apk` (or
`...-arm64-debug.apk`, see "4.3. Releases and signing" above) - an
immersive OpenXR app (see `android/app/src/main/cpp/xr_session.c`) that
can be sideloaded onto any Android-based VR headset with OpenXR support
(Meta Quest, Pico, etc. - see "1. Design principles" above), not just one
@@ -218,18 +541,17 @@ driven by a laser-pointer-style aim ray from each hand
interact with it, same as the game's own Bluetooth mouse/keyboard input
otherwise works unchanged.
The menu launcher (`MenuOverlay.java` - just a "Keyboard" button so far)
and the keyboard (`KeyboardOverlay.java`) are two fully independent quads,
each its own `XrOverlay` instance (`android/app/src/main/cpp/xr_overlay.c`
- a generic "off-screen Android View rendered into an OpenXR quad,
hit-tested via a laser pointer" module shared by both, and by whatever
similar panel comes next) with its own swapchain, visibility, and
position, so they can be shown/hidden/moved independently - a design
specifically meant to let the keyboard stay open while also picking
something from the (still-to-be-built-out) menu. The controller's menu
button only ever opens/closes the launcher; clicking its "Keyboard" button
only opens the keyboard (never touching the launcher's own visibility) -
the keyboard's own title bar holds the only way to close it again.
The menu (`MenuOverlay.java`, described in "5.1.1. Menu, controls and
cheats" below) and the keyboard (`KeyboardOverlay.java`) are two fully
independent quads, each its own `XrOverlay` instance
(`android/app/src/main/cpp/xr_overlay.c` - a generic "off-screen Android View
rendered into an OpenXR quad, hit-tested via a laser pointer" module shared by
both) with its own swapchain, visibility, and position, so they can be
shown/hidden/moved independently - the keyboard can stay open while also
picking something from the menu. The controller's menu button only ever
opens/closes the menu; the menu's "Keyboard" button only opens the keyboard
(never touching the menu's own visibility) - the keyboard's own title bar
holds the only way to close it again.
The keyboard is a hand-built, full US-layout key grid (there's no system
IME to borrow once immersive) that forwards each key press straight to the
@@ -275,20 +597,66 @@ debugging enabled.)
1. Install the APK with [SideQuest](https://sidequestvr.com/) (or `adb
install`).
2. Launch it once. It'll ask for storage permission, then create
`/sdcard/questshock/` and extract its own bundled files (shaders, a
`/sdcard/QuestShock/` and extract its own bundled files (shaders, a
default MIDI soundfont) there - `res/data/` and `res/sound/` are
deliberately left missing, since that's the proprietary game data.
3. With the headset connected to a PC, use SideQuest's file browser (or
any MTP file manager) to copy your own `res/data/` and `res/sound/`
(see `/sdcard/questshock/GET_ASSETS_QUEST.txt`, extracted in step 2,
(see `/sdcard/QuestShock/GET_ASSETS_QUEST.txt`, extracted in step 2,
for exactly what's needed and where it comes from) into
`/sdcard/questshock/res/`.
`/sdcard/QuestShock/res/`.
4. Launch it again.
`/sdcard/questshock/` also holds an optional persistent settings file,
`/sdcard/QuestShock/` also holds an optional persistent settings file,
`questshock.config.json`, loaded automatically at startup and saved/loaded
from the in-headset menu - see [CONFIG.md](CONFIG.md) for the documented
options.
options. Every launch also refreshes `questshock.config.default.json` (the
bundled defaults, used when there is no `questshock.config.json`) and
`controller_profiles/` (controller illustrations for the Controller Options
tab) there; your own saved config and any extra profiles you add are left
alone.
#### 5.1.1. Menu, controls and cheats
At startup the QuestShock title (`res/splash.png`) fades in and out on the
virtual screen for a few seconds, before the game's own intro screens.
The controller's menu button (left controller) opens and closes the menu. It
can't be reassigned. Opening it pauses a running game; closing it resumes the
game, unless it was already paused. Aim with either hand's ray and pull the
trigger to press buttons. The menu has four tabs:
- **Main Menu** - Keyboard, Save/Load Configuration, Reset Position and the
language.
- **Video Options** - renderer, resolution, and the width and distance of the
virtual screen for the initial screen (splash, intro, main menu) and the game
screen.
- **Controller Options** - shows the active controller with labelled inputs,
and one button per action to assign it to a controller input (tap the
button, then press the input). Assigning an input that another action
already uses unbinds that other action. **Reset to Defaults** restores the
default bindings.
- **Cheats** - the engine's cheats as buttons (give all items and weapons,
toggle physics, next and previous level) and four independent switches for
unlimited health, energy, ammo and items. The switches last until the app
restarts and are not saved. They only work while a game is running.
Default controls (all assignable, see [CONFIG.md](CONFIG.md)):
| Input | On foot | In cyberspace |
|---|---|---|
| Left stick | Move forward/back, strafe | Pitch up/down, bank left/right |
| Right stick left/right | Turn | Roll |
| Right stick up | Stand | Thrust |
| Right stick down | Prone | - |
| Left stick click | Jump | - |
| Right stick click | Automap | - |
| Right A / B | Click / double-click | Click / double-click |
| Right trigger | Fire weapon | Fire weapon |
| Left grip (hold) | Free view with the left stick | Free view with the left stick |
Every game hotkey (weapon select, MFD panels, save/load, ...) can also be
assigned to a controller input; they are unbound by default.
### 5.2. Building natively in Android Studio
@@ -350,7 +718,7 @@ the same as any other Android Studio project:
Android Studio builds, installs, and launches the app on the headset
directly. No manual `adb install` or SideQuest step needed for this
loop.
4. `/sdcard/questshock/` (game assets, extracted shaders/soundfont)
4. `/sdcard/QuestShock/` (game assets, extracted shaders/soundfont)
persists across reinstalls from Android Studio, so this loop doesn't
require re-copying `res/data/`/`res/sound/` on every iteration - only
a full uninstall or wiping that directory clears it.
@@ -533,6 +901,26 @@ each one does:
`qs_config_load_startup()` in `Shock.c`'s `main()`, right after
`LoadPrefs()`, and one check in `sdl_events.c`'s `pump_events()` to drain
the custom SDL events the menu's Save/Load Configuration buttons enqueue.
- **`22-android-screen-profile.patch`** - `mainloop.c` reports every
loop-mode change to `qs_screen_profile_notify_loop_mode()`, which picks
between the initial-screen and game-screen virtual-screen presets (see
[CONFIG.md](CONFIG.md)) and tells the menu whether a game is running.
- **`23-android-intro-language.patch`** - `cutsloop.c` opens the intro
cutscene file for the current language (`svgaintr.res`/`svfrintr.res`/
`svgeintr.res`), falling back to English when it isn't installed.
- **`24-android-cyberspace-query.patch`** - adds `qs_in_cyberspace()` to
`mouselook.c`, which `xr_input.c` uses to switch between the on-foot and
cyberspace controller actions.
- **`25-android-cyberspace-analog-scale.patch`** - `movekeys.c` scales the
cyberspace pitch and bank strength by `qs_cyber_pitch_scale`/
`qs_cyber_bank_scale`, which `xr_input.c` sets from the thumbstick
deflection each frame (1.0 for keys and buttons).
- **`26-android-cheat-refill.patch`** - adds `qs_cheat_refill()` to
`hkeyfunc.c`, which tops up health, energy, ammo and items (grenades and
drugs the player already holds) for the Cheats tab's unlimited switches.
- **`27-android-startup-splash.patch`** - `setup.c`'s `splash_draw()` calls
`qs_splash_show()` first, which fades the QuestShock title in and out on the
game screen before the engine's own splash screens.
`android/gl4es-patches/`:
@@ -880,6 +1268,10 @@ under the **GNU GPLv3** (see `engine/LICENSE`) - it is included unchanged
and is *not* relicensed by this project's MIT license. Any build or
distribution of the compiled engine must comply with the GPLv3.
System Shock is a trademark of its respective owners. Questshock is an
unofficial fan project and is not affiliated with, endorsed by or supported by
them.
The game assets extracted into `res/assets/ss_ee/` are proprietary,
copyrighted game data owned by their respective rightsholders - they are
never committed to this repository (see `.gitignore`) and must be
+22 -2
View File
@@ -107,6 +107,7 @@ def stageEngineTask = tasks.register("stageEngine", Exec) {
// Staged into assets/ by prepare-android-project.sh.
inputs.file("${repoRoot}/res/questshock.config.default.json")
inputs.dir("${repoRoot}/res/controller_profiles")
inputs.file("${repoRoot}/res/splash.png")
outputs.dir("${repoRoot}/build/android-engine")
outputs.dir("${repoRoot}/build/android-gl4es")
outputs.dir("${repoRoot}/build/android-prebuilt")
@@ -138,7 +139,7 @@ android {
// 29, not compileSdk's 34, is deliberate - see build-image/Dockerfile's
// comment on ANDROID_PLATFORM_VERSION: paired with
// requestLegacyExternalStorage in the manifest, this keeps
// /sdcard/questshock/ a plain, unrestricted shared folder instead of
// /sdcard/QuestShock/ a plain, unrestricted shared folder instead of
// Android 11+ scoped storage, on the Quest 2/3/3S/Pro headsets this
// targets - not just whatever's the current API level today.
minSdkVersion 24
@@ -199,7 +200,7 @@ android {
"-DCMAKE_FIND_ROOT_PATH_MODE_LIBRARY=BOTH", \
"-DCMAKE_FIND_ROOT_PATH_MODE_INCLUDE=BOTH", \
"-DCMAKE_SHARED_LINKER_FLAGS=-Wl,-z,max-page-size=16384", \
"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c;${projectDir}/src/main/cpp/xr_input.c;${projectDir}/src/main/cpp/xr_overlay.c;${projectDir}/src/main/cpp/xr_swapchain.c;${projectDir}/src/main/cpp/xr_mouse.c;${projectDir}/src/main/cpp/qs_config.c"
"-DANDROID_EXTRA_SOURCES=${projectDir}/src/main/cpp/questshock_native.c;${projectDir}/src/main/cpp/xr_session.c;${projectDir}/src/main/cpp/xr_input.c;${projectDir}/src/main/cpp/xr_overlay.c;${projectDir}/src/main/cpp/xr_swapchain.c;${projectDir}/src/main/cpp/xr_mouse.c;${projectDir}/src/main/cpp/qs_config.c;${projectDir}/src/main/cpp/qs_splash.c"
abiFilters 'arm64-v8a'
}
}
@@ -211,9 +212,28 @@ android {
}
}
// The release key comes from the environment (build-image/build-apk.sh,
// CI secrets). Without it there is no release signing, and the release
// build type is left unsigned.
def releaseKeystore = System.getenv("QUESTSHOCK_KEYSTORE")
def releaseStorePassword = System.getenv("QUESTSHOCK_KEYSTORE_PASSWORD")
signingConfigs {
release {
if (releaseKeystore) {
storeFile file(releaseKeystore)
storePassword releaseStorePassword
keyAlias System.getenv("QUESTSHOCK_KEY_ALIAS") ?: "questshock"
keyPassword System.getenv("QUESTSHOCK_KEY_PASSWORD") ?: releaseStorePassword
}
}
}
buildTypes {
release {
minifyEnabled false
if (releaseKeystore) {
signingConfig signingConfigs.release
}
}
}
+9 -7
View File
@@ -38,6 +38,11 @@
OpenXR session to actually start. -->
<meta-data android:name="com.oculus.vr.focusaware" android:value="true" />
<!-- Meta-specific: the headsets this app is built for. Other OpenXR
runtimes ignore it. -->
<meta-data android:name="com.oculus.supportedDevices"
android:value="quest2|questpro|quest3|quest3s" />
<activity android:name="de.ladkau.questshock.QuestShockActivity"
android:label="@string/app_name"
android:alwaysRetainTaskState="true"
@@ -51,13 +56,10 @@
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
<!-- The vendor-neutral, Khronos-defined way to declare an
immersive OpenXR entry point (vs. e.g. Meta's own
com.oculus.intent.category.VR) - see this project's
"favor OpenXR" rule in the README. If Horizon OS still
launches this as a flat panel on-device, the next thing
to try is adding a com.oculus.supportedDevices meta-data
listing the target Quest models - not confirmed
necessary from static analysis alone. -->
immersive OpenXR entry point, plus Meta's own VR
category, which Horizon OS looks for to treat the app as
a VR app. Other runtimes ignore the Meta one. -->
<category android:name="com.oculus.intent.category.VR" />
<category android:name="org.khronos.openxr.intent.category.IMMERSIVE_HMD" />
</intent-filter>
<intent-filter>
+1 -1
View File
@@ -10,7 +10,7 @@ extern "C" {
// Persistent, human-editable JSON config file - see CONFIG.md at the repo
// root for the documented schema. Lives at a plain relative path
// ("questshock.config.json") since the whole engine already runs with its
// cwd chdir()'d to the user-facing /sdcard/questshock/ folder (see
// cwd chdir()'d to the user-facing /sdcard/QuestShock/ folder (see
// QuestShockActivity.java's nativeChdir()) before main() ever runs - the
// same way prefs.txt/keybinds.txt (Prefs.c) already do.
//
+110
View File
@@ -0,0 +1,110 @@
#include "qs_splash.h"
#include <SDL.h>
#include <android/log.h>
#include <stdbool.h>
#include <string.h>
#include "xr_session.h"
#define QS_SPLASH_HOLD_MS 2500
#define QS_SPLASH_FADE_MS 500
#define QS_SPLASH_TOTAL_MS (QS_SPLASH_HOLD_MS + 2 * QS_SPLASH_FADE_MS)
// The XR session only starts once frames are polled, so the display time is
// counted from the first submitted frame; this bounds the wait for it.
#define QS_SPLASH_SESSION_TIMEOUT_MS 5000
#define LOGI(...) __android_log_print(ANDROID_LOG_INFO, "QuestShock", __VA_ARGS__)
extern void pump_events(void);
// OpenGL.cc (engine patch 11): draws a software frame into the XR game swapchain.
extern void android_composite_software_frame(SDL_Surface *ui);
static SDL_Surface *s_image = NULL;
void qs_splash_set_image(const uint32_t *argb, int width, int height) {
if (s_image != NULL) {
SDL_FreeSurface(s_image);
s_image = NULL;
}
if (argb == NULL || width <= 0 || height <= 0)
return;
s_image = SDL_CreateRGBSurfaceWithFormat(0, width, height, 32, SDL_PIXELFORMAT_ARGB8888);
if (s_image == NULL)
return;
for (int y = 0; y < height; y++)
memcpy((uint8_t *)s_image->pixels + (size_t)y * s_image->pitch, argb + (size_t)y * width,
(size_t)width * sizeof(uint32_t));
SDL_SetSurfaceBlendMode(s_image, SDL_BLENDMODE_BLEND);
}
// 0-255 brightness at `elapsed` ms after the first frame.
static int qs_splash_level(uint32_t elapsed) {
uint32_t edge = elapsed < QS_SPLASH_TOTAL_MS - elapsed ? elapsed : QS_SPLASH_TOTAL_MS - elapsed;
if (edge >= QS_SPLASH_FADE_MS)
return 255;
return (int)(255 * edge / QS_SPLASH_FADE_MS);
}
void qs_splash_show(void) {
if (s_image == NULL) {
LOGI("Startup splash: no image");
return;
}
int width, height;
xr_get_game_swapchain_size(&width, &height);
if (width <= 0 || height <= 0) {
LOGI("Startup splash: no XR game swapchain");
return;
}
// The image is stretched over the whole swapchain image, so it is
// letterboxed into a canvas of that size to keep its aspect ratio.
SDL_Surface *canvas =
SDL_CreateRGBSurfaceWithFormat(0, width, height, 32, SDL_PIXELFORMAT_RGBA32);
if (canvas == NULL)
return;
const float scale = SDL_min((float)width / s_image->w, (float)height / s_image->h);
SDL_Rect dst;
dst.w = (int)(s_image->w * scale);
dst.h = (int)(s_image->h * scale);
dst.x = (width - dst.w) / 2;
dst.y = (height - dst.h) / 2;
const uint32_t waitStart = SDL_GetTicks();
uint32_t shownStart = 0;
uint32_t elapsed = 0;
int drawnLevel = -1;
bool done = false;
while (!done) {
pump_events();
xr_poll_events();
if (xr_frame_begin()) {
if (shownStart == 0)
shownStart = SDL_GetTicks();
elapsed = SDL_GetTicks() - shownStart;
if (elapsed >= QS_SPLASH_TOTAL_MS) {
elapsed = QS_SPLASH_TOTAL_MS;
done = true;
}
const int level = qs_splash_level(elapsed);
if (level != drawnLevel) {
drawnLevel = level;
SDL_FillRect(canvas, NULL, SDL_MapRGB(canvas->format, 0, 0, 0));
SDL_SetSurfaceColorMod(s_image, level, level, level);
SDL_BlitScaled(s_image, NULL, canvas, &dst);
}
android_composite_software_frame(canvas);
} else {
SDL_Delay(10);
if (shownStart == 0 && SDL_GetTicks() - waitStart > QS_SPLASH_SESSION_TIMEOUT_MS)
done = true;
}
xr_frame_end();
}
LOGI("Startup splash: %s after %u ms", shownStart != 0 ? "shown" : "XR session did not start",
(unsigned)(SDL_GetTicks() - waitStart));
SDL_FreeSurface(canvas);
}
+15
View File
@@ -0,0 +1,15 @@
// Startup splash: the QuestShock title, shown on the game screen before the
// engine's own splash sequence.
#pragma once
#include <stdint.h>
// Stores a copy of the splash image (straight-alpha ARGB, one int per pixel).
// Called from JNI before the engine starts; replaces any earlier image. Without
// an image qs_splash_show() does nothing.
void qs_splash_set_image(const uint32_t *argb, int width, int height);
// Engine thread only (called from engine patch 27). Fades the image in and out
// on the game screen and returns when done, or after a few seconds if the XR
// session never starts.
void qs_splash_show(void);
@@ -11,6 +11,7 @@
#include <SDL.h>
#include "qs_config.h"
#include "qs_splash.h"
#include "xr_input.h"
#include "xr_overlay.h"
#include "xr_session.h"
@@ -22,6 +23,15 @@ Java_de_ladkau_questshock_QuestShockActivity_nativeChdir(JNIEnv *env, jclass cla
(*env)->ReleaseStringUTFChars(env, path, cpath);
}
JNIEXPORT void JNICALL Java_de_ladkau_questshock_QuestShockActivity_nativeSetSplashImage(
JNIEnv *env, jclass clazz, jintArray pixels, jint width, jint height) {
jint *data = (*env)->GetIntArrayElements(env, pixels, NULL);
if (data == NULL)
return;
qs_splash_set_image((const uint32_t *)data, width, height);
(*env)->ReleaseIntArrayElements(env, pixels, data, JNI_ABORT);
}
// KeyboardOverlay's hand-built on-screen keyboard (see
// KeyboardOverlay.handleCharKeyDown()/handleCharKeyUp()) has no real
// Android IME session behind it, so printable characters can't reach the
+5
View File
@@ -871,6 +871,11 @@ void xr_get_game_quad_extent(float *distance_m, float *half_width_m, float *half
}
}
void xr_get_game_swapchain_size(int *width, int *height) {
*width = g_game_swapchain.width;
*height = g_game_swapchain.height;
}
void xr_get_game_resolution(int *width, int *height) {
// Not g_game_swapchain.width/height: that's the fixed physical size of
// the swapchain image the game is composited into (see xr_init()) -
+6
View File
@@ -102,6 +102,12 @@ void xr_session_set_game_screen_shape(float width_m, float curve_deg, float dist
// swapchain.
void xr_get_game_resolution(int *width, int *height);
// Pixel size of the game quad's swapchain image, fixed at launch (0, 0 before
// xr_init()). The quad's aspect ratio is this size, so full-quad content
// drawn outside the engine's own frame path (the startup splash) is laid out
// against it.
void xr_get_game_swapchain_size(int *width, int *height);
// Exponentially-smoothed frame rate/frame time, updated once per real
// rendered frame in xr_frame_end() - read by MenuOverlay's header (see
// questshock_native.c's nativeGetFps()/nativeGetFrameTimeMs()). 0 before
@@ -5,6 +5,8 @@ import android.app.AlertDialog;
import android.content.Context;
import android.content.pm.PackageManager;
import android.content.res.AssetManager;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.os.Bundle;
import android.util.Log;
import android.view.SurfaceHolder;
@@ -18,7 +20,7 @@ import org.libsdl.app.SDLActivity;
import org.libsdl.app.SDLSurface;
/**
* Prepares /sdcard/questshock/ the way Shockolate's plain relative-path
* Prepares /sdcard/QuestShock/ the way Shockolate's plain relative-path
* file I/O ("res/data/...", confirmed via grep - none of it goes through
* SDL_RWops, so Android's asset-manager fallback for SDL_RWFromFile
* doesn't apply here) expects to find it - see android/engine-patches/ for
@@ -40,7 +42,7 @@ public class QuestShockActivity extends SDLActivity {
private static final String TAG = "QuestShock";
private static final int PERMISSION_REQUEST_STORAGE = 1;
// Package-visible: MenuOverlay reads controller_profiles/ from here.
static final String GAME_DIR = "/sdcard/questshock";
static final String GAME_DIR = "/sdcard/QuestShock";
// Loaded here (rather than waiting for SDLActivity's own
// getLibraries()/loadLibraries(), which only runs from super.onCreate())
@@ -58,6 +60,9 @@ public class QuestShockActivity extends SDLActivity {
// has no public chdir() (confirmed against the actual API 34 stub jar).
private static native void nativeChdir(String path);
// Straight-alpha ARGB pixels of the startup splash (qs_splash.c).
private static native void nativeSetSplashImage(int[] pixels, int width, int height);
@Override
protected String[] getLibraries() {
return new String[] {
@@ -187,11 +192,31 @@ public class QuestShockActivity extends SDLActivity {
// before clearing mBrokenLibraries below so the engine can never
// start pre-chdir.
nativeChdir(GAME_DIR);
loadSplashImage();
// Assets confirmed present - safe to let the native engine start now.
SDLActivity.mBrokenLibraries = false;
}
// The engine shows this at startup (qs_splash.c); without it there is no splash.
private void loadSplashImage() {
try (InputStream in = getAssets().open("splash.png")) {
Bitmap bitmap = BitmapFactory.decodeStream(in);
if (bitmap == null) {
Log.e(TAG, "Could not decode splash.png");
return;
}
int width = bitmap.getWidth();
int height = bitmap.getHeight();
int[] pixels = new int[width * height];
bitmap.getPixels(pixels, 0, width, 0, 0, width, height);
bitmap.recycle();
nativeSetSplashImage(pixels, width, height);
} catch (IOException e) {
Log.e(TAG, "Could not read splash.png", e);
}
}
private static boolean isNonEmptyDir(File dir) {
String[] entries = dir.list();
return entries != null && entries.length > 0;
@@ -219,7 +244,7 @@ public class QuestShockActivity extends SDLActivity {
+ "merging or extraction required.\n\n"
+ "Then relaunch.\n\n"
+ "(These instructions are also in GET_ASSETS_QUEST.txt in the "
+ "questshock folder on this device, if you need to read them again.)")
+ "QuestShock folder on this device, if you need to read them again.)")
.setCancelable(false)
.setPositiveButton("Exit", (dialog, which) -> finish())
.create()
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+1 -1
View File
@@ -1,4 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">System Shock</string>
<string name="app_name">QuestShock</string>
</resources>
@@ -0,0 +1,24 @@
--- a/src/GameSrc/setup.c 2026-09-20 16:04:46.197310679 +0200
+++ b/src/GameSrc/setup.c 2026-09-20 16:05:08.400330327 +0200
@@ -58,6 +58,9 @@
#include "gamestrn.h"
#include "mainloop.h"
+#ifdef __ANDROID__
+#include "qs_splash.h"
+#endif
#include "tools.h"
#include "input.h"
#include "game_screen.h"
@@ -1300,6 +1303,11 @@
if (!show_splash)
return;
+#ifdef __ANDROID__
+ // The QuestShock title, before the engine's own splash screens.
+ qs_splash_show();
+#endif
+
// Need to load the splash palette file
INFO("Loading splshpal.res");
+1 -1
View File
@@ -124,7 +124,7 @@ ENV DEBIAN_FRONTEND=noninteractive
# of packages that didn't change.
RUN apt-get update && apt-get install -y --no-install-recommends \
build-essential cmake make git curl ca-certificates pkg-config gosu \
libgl1-mesa-dev libglx-dev libxext-dev libx11-dev libxrandr-dev \
patch libgl1-mesa-dev libglx-dev libxext-dev libx11-dev libxrandr-dev \
libxi-dev libxfixes-dev libxss-dev libxinerama-dev libxcursor-dev \
libogg-dev libvorbis-dev libasound2-dev openssh-client \
openjdk-17-jdk-headless unzip mingw-w64 zip \
+22 -5
View File
@@ -24,16 +24,33 @@ VERSION="$("$REPO_ROOT/build-image/version.sh")"
VERSION_CODE="$(git -C "$REPO_ROOT" rev-list --count HEAD)"
echo "Version: $VERSION (versionCode $VERSION_CODE)"
echo "== Building the APK (gradlew assembleDebug) =="
# A release APK is built and signed when QUESTSHOCK_KEYSTORE is set (with
# QUESTSHOCK_KEYSTORE_PASSWORD, and optionally QUESTSHOCK_KEY_ALIAS,
# default "questshock", and QUESTSHOCK_KEY_PASSWORD, default the keystore
# password). Without it the APK is a debug build, signed with a per-machine
# debug key.
if [ -n "${QUESTSHOCK_KEYSTORE:-}" ]; then
[ -f "$QUESTSHOCK_KEYSTORE" ] || { echo "BUILD FAIL: QUESTSHOCK_KEYSTORE ($QUESTSHOCK_KEYSTORE) does not exist" >&2; exit 1; }
[ -n "${QUESTSHOCK_KEYSTORE_PASSWORD:-}" ] || { echo "BUILD FAIL: QUESTSHOCK_KEYSTORE_PASSWORD is not set" >&2; exit 1; }
GRADLE_TASK=assembleRelease
APK="$ANDROID_DIR/app/build/outputs/apk/release/app-release.apk"
PKG_SUFFIX=""
else
echo "== QUESTSHOCK_KEYSTORE is not set: building a debug APK, not for distribution =="
GRADLE_TASK=assembleDebug
APK="$ANDROID_DIR/app/build/outputs/apk/debug/app-debug.apk"
PKG_SUFFIX="-debug"
fi
echo "== Building the APK (gradlew $GRADLE_TASK) =="
cd "$ANDROID_DIR"
./gradlew --no-daemon assembleDebug \
./gradlew --no-daemon "$GRADLE_TASK" \
"-PquestshockVersionName=$VERSION" "-PquestshockVersionCode=$VERSION_CODE"
APK="$ANDROID_DIR/app/build/outputs/apk/debug/app-debug.apk"
[ -f "$APK" ] || { echo "BUILD FAIL: $APK not found after assembleDebug" >&2; exit 1; }
[ -f "$APK" ] || { echo "BUILD FAIL: $APK not found after $GRADLE_TASK" >&2; exit 1; }
mkdir -p "$REPO_ROOT/dist"
PKG_NAME="questshock-$VERSION-android-arm64.apk"
PKG_NAME="questshock-$VERSION-android-arm64$PKG_SUFFIX.apk"
cp "$APK" "$REPO_ROOT/dist/$PKG_NAME"
echo "== Done =="
+9 -2
View File
@@ -5,8 +5,9 @@
# already has working WIN32/MINGW branches (the upstream Shockolate
# project's own build_win64.sh/appveyor.yml build the same way, natively
# on Windows via Git Bash/MinGW; this cross-compiles the same branches
# fully offline and reproducibly from Linux instead), so no source
# patching is needed, unlike the Quest build's android/engine-patches/.
# fully offline and reproducibly from Linux instead), so building it needs
# no patches of its own beyond engine-patches/ (applied below),
# unlike the Quest build's android/engine-patches/.
#
# Builds from a scratch copy of engine/ (like android/engine-patches/
# does for the Quest build) rather than engine/ itself: its BUNDLED
@@ -47,6 +48,12 @@ fi
rm -rf "$(dirname "$SCRATCH_ENGINE")/.symlink-test-dir"
cp "${CP_FLAGS[@]}" "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
echo "== Applying engine-patches/ =="
for p in "$REPO_ROOT"/engine-patches/*.patch; do
patch -p1 -d "$SCRATCH_ENGINE" < "$p"
done
cd "$SCRATCH_ENGINE"
# If engine/ has ever been built in-source directly (`make dist`/`make
+39 -3
View File
@@ -8,16 +8,52 @@
# container - see the Makefile's `engine` target, which picks whichever
# of these applies).
#
# Builds from a scratch copy of engine/, patched with engine-patches/
# (see that directory and README.md section 4.4) - same reasoning as
# build-engine-win.sh's own scratch copy: engine/ itself is never modified in
# place (README.md section 1).
#
# Output lands in engine/.build-output/: the systemshock binary, the
# shared libraries it needs at runtime (lib/), and a default MIDI
# soundfont - everything the root Makefile needs to assemble dist/.
set -euo pipefail
REPO_ROOT="$(pwd)"
ENGINE_DIR="$REPO_ROOT/engine"
OUT_DIR="$ENGINE_DIR/.build-output"
SCRATCH_ENGINE="$REPO_ROOT/build/linux-engine"
OUT_DIR="$REPO_ROOT/engine/.build-output"
cd "$ENGINE_DIR"
echo "== Preparing a scratch copy of engine/, patched with engine-patches/ =="
rm -rf "$SCRATCH_ENGINE"
mkdir -p "$(dirname "$SCRATCH_ENGINE")"
cp -a "$REPO_ROOT/engine" "$SCRATCH_ENGINE"
# A checkout built in place by an older version of this script (before it
# staged a scratch copy) can still have build_ext/CMakeCache.txt etc.
# sitting in the real engine/ - copied along above, they'd make CMake
# refuse to configure this copy ("directory is different than the
# directory where CMakeCache.txt was created"). Same cleanup
# build-engine-win.sh's own scratch copy does.
rm -rf "$SCRATCH_ENGINE"/build_ext "$SCRATCH_ENGINE"/CMakeCache.txt \
"$SCRATCH_ENGINE"/CMakeFiles "$SCRATCH_ENGINE"/cmake_install.cmake \
"$SCRATCH_ENGINE"/Makefile "$SCRATCH_ENGINE"/systemshock \
"$SCRATCH_ENGINE"/src/Libraries/CMakeFiles
for p in "$REPO_ROOT"/engine-patches/*.patch; do
patch -p1 -d "$SCRATCH_ENGINE" < "$p"
done
# ENGINE_DEBUG_TOOLS=1 (set by the Makefile's dist_debug target) additionally
# applies engine-debug-tools/engine-patches/ - debug-only instrumentation
# (see root README.md's "Debugging" section) that stays out of every normal
# build.
if [ -n "${ENGINE_DEBUG_TOOLS:-}" ]; then
echo "== ENGINE_DEBUG_TOOLS set - also applying engine-debug-tools/engine-patches/ =="
for p in "$REPO_ROOT"/engine-debug-tools/engine-patches/*.patch; do
patch -p1 -d "$SCRATCH_ENGINE" < "$p"
done
fi
cd "$SCRATCH_ENGINE"
echo "== Wiring up prebuilt SDL2/SDL2_mixer/fluidsynth-lite from the image =="
rm -rf build_ext
+1
View File
@@ -93,6 +93,7 @@ cp "/opt/prebuilt/soundfont/default.sf2" "$ASSETS_DIR/res/soundfont.sf2"
cp "$REPO_ROOT/res/assets/GET_ASSETS_QUEST.txt" "$ASSETS_DIR/GET_ASSETS_QUEST.txt"
cp "$REPO_ROOT/res/questshock.config.default.json" "$ASSETS_DIR/questshock.config.default.json"
cp -a "$REPO_ROOT/res/controller_profiles" "$ASSETS_DIR/controller_profiles"
cp "$REPO_ROOT/res/splash.png" "$ASSETS_DIR/splash.png"
echo "== Staging prebuilt Android SDL2/SDL2_mixer/fluidsynth-lite/openxr .so's into jniLibs =="
# gl4es is deliberately absent here - it's no longer prebuilt, it's compiled
+65
View File
@@ -0,0 +1,65 @@
#!/usr/bin/env bash
# Builds dump2png (see dump2png/main.go) inside modding/mdlp-image's Go
# toolchain - dump2png has no cgo dependencies of its own, so it reuses that
# image rather than needing one of its own, same reasoning as
# modding/gen_animgallery.sh.
#
# Usage: ./build-dump2png.sh <output-path>
# <output-path> is relative to the repository root (typically
# dist/dump2png - see the root Makefile's dist_debug target and
# README.md's "Debugging" section) - it's written on both sides of the
# bind mount below, so an absolute or ../-escaping path won't resolve to
# the same file on the host afterward.
set -euo pipefail
cd "$(dirname "${BASH_SOURCE[0]}")"
REPO_ROOT="$(cd .. && pwd)"
[ "$#" -eq 1 ] || { echo "usage: $0 <output-path-relative-to-repo-root>" >&2; exit 1; }
OUT_PATH="$1"
case "$OUT_PATH" in
/*) echo "PREFLIGHT FAIL: <output-path> must be relative to the repo root, not absolute: $OUT_PATH" >&2; exit 1 ;;
esac
fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; }
command -v docker >/dev/null 2>&1 \
|| fail "docker not found in PATH"
IMAGE="${MDLP_REGISTRY_IMAGE:-questshock/mdlp}"
if [ -f "$REPO_ROOT/registry.env" ]; then
# shellcheck disable=SC1091
source "$REPO_ROOT/registry.env"
IMAGE="${MDLP_REGISTRY_IMAGE:-$IMAGE}"
fi
IMAGE_TAG="$(<"$REPO_ROOT/modding/mdlp-image/VERSION")"
[ -n "$IMAGE_TAG" ] || fail "modding/mdlp-image/VERSION is empty"
IMAGE="$IMAGE:$IMAGE_TAG"
docker image inspect "$IMAGE" >/dev/null 2>&1 \
|| fail "$IMAGE not found locally - run modding/mdlp-image.sh first"
docker run --rm \
-v "$REPO_ROOT:/workspace" \
-w /workspace \
-e HOST_UID="$(id -u)" \
-e HOST_GID="$(id -g)" \
"$IMAGE" \
bash -c '
set -euo pipefail
# dump2png builds against ../../modding/src/hacked via its own
# go.mod replace (matching that relative depth exactly, since
# engine-debug-tools/ sits next to modding/ at the repo root) -
# stage a patched copy (see modding/src/hacked-patches/) at that
# same relative position rather than building against the
# unpatched vendored source.
SCRATCH_DIR="engine-debug-tools/build/dump2png-src"
rm -rf "$SCRATCH_DIR"
mkdir -p "$SCRATCH_DIR/engine-debug-tools"
bash modding/mdlp-image/stage-hacked.sh modding "$SCRATCH_DIR/modding/src/hacked"
cp -a engine-debug-tools/dump2png "$SCRATCH_DIR/engine-debug-tools/dump2png"
mkdir -p "$(dirname "/workspace/$1")"
(cd "$SCRATCH_DIR/engine-debug-tools/dump2png" && go build -o "/workspace/$1" .)
' _ "$OUT_PATH"
echo "Built: $OUT_PATH"
+12
View File
@@ -0,0 +1,12 @@
module questshock/dump2png
go 1.25.0
// hacked/ is vendored under modding/src/ (see ../../modding/README.md);
// dump2png reuses its resource/palette reading code (ss1/world,
// ss1/content/bitmap) instead of duplicating System Shock's file formats.
require github.com/inkyblackness/hacked v0.0.0
require github.com/lucasb-eyer/go-colorful v1.2.0 // indirect
replace github.com/inkyblackness/hacked => ../../modding/src/hacked
+10
View File
@@ -0,0 +1,10 @@
github.com/davecgh/go-spew v1.1.0 h1:ZDRjVQ15GmhC3fiQ8ni8+OwkZQO4DARzQgrnXU1Liz8=
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/lucasb-eyer/go-colorful v1.2.0 h1:1nnpGOrhyZZuNyfu1QjKiUICQ74+3FNCN69Aj6K7nkY=
github.com/lucasb-eyer/go-colorful v1.2.0/go.mod h1:R4dSotOR9KMtayYi1e77YzuveK+i7ruzyGqttikkLy0=
github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4=
github.com/stretchr/testify v1.4.0 h1:2E4SXV/wtOkTonXsotYi4li6zVWxYlZuYNCXe9XRJyk=
github.com/stretchr/testify v1.4.0/go.mod h1:j7eGeouHqKxXV5pUuKE4zz7dFj8WfuZ+81PSLYec5m4=
gopkg.in/yaml.v2 v2.2.8 h1:obN1ZagJSUGI0Ek/LBmuj4SNLPfIny3KsKFopxRdj10=
gopkg.in/yaml.v2 v2.2.8/go.mod h1:hI93XBmqTisBFMUTm0b8Fm+jr3Dg1NNxqwp+5A1VGuI=
+105
View File
@@ -0,0 +1,105 @@
// dump2png converts the raw indexed-pixel frame dumps written by the
// engine's debug dump hotkey (see ../engine-patches/ and the root
// README.md's "Debugging" section) into viewable PNGs, using the real game
// palette - see that same README section for the dump file format.
package main
import (
"encoding/binary"
"fmt"
"image"
"image/color"
"image/png"
"os"
"path/filepath"
"sort"
"strings"
"github.com/inkyblackness/hacked/ss1/content/bitmap"
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ss1/world"
)
func main() {
if len(os.Args) != 4 {
fmt.Fprintln(os.Stderr, "usage: dump2png <game-data-dir> <dumps-dir> <out-dir>")
os.Exit(1)
}
dataDir, inDir, outDir := os.Args[1], os.Args[2], os.Args[3]
entries, err := os.ReadDir(dataDir)
if err != nil {
panic(err)
}
merged := &world.ManifestEntry{Origin: []string{dataDir}, ID: dataDir}
for _, e := range entries {
if e.IsDir() {
continue
}
ext := strings.ToLower(filepath.Ext(e.Name()))
if ext != ".res" && ext != ".dat" {
continue
}
fe, err := world.NewManifestEntryFrom([]string{filepath.Join(dataDir, e.Name())})
if err != nil {
continue
}
merged.Resources = append(merged.Resources, fe.Resources...)
}
sort.Slice(merged.Resources, func(i, j int) bool { return merged.Resources[i].ID < merged.Resources[j].ID })
mod := world.NewMod(func([]resource.ID, []resource.ID) {}, func() {})
if err := mod.World().InsertEntry(0, merged); err != nil {
panic(err)
}
pal, err := bitmap.NewPaletteCache(mod).Palette(resource.KeyOf(0x02BC, resource.LangDefault, 0))
if err != nil {
panic(err)
}
colors := pal.ColorPalette(false)
if err := os.MkdirAll(outDir, 0o755); err != nil {
panic(err)
}
files, err := os.ReadDir(inDir)
if err != nil {
panic(err)
}
for _, fi := range files {
if !strings.HasSuffix(fi.Name(), ".raw") {
continue
}
raw, err := os.ReadFile(filepath.Join(inDir, fi.Name()))
if err != nil {
fmt.Println("skip", fi.Name(), err)
continue
}
if len(raw) < 4 {
continue
}
w := int(binary.LittleEndian.Uint16(raw[0:2]))
h := int(binary.LittleEndian.Uint16(raw[2:4]))
pixels := raw[4:]
if len(pixels) < w*h {
fmt.Println("truncated", fi.Name())
continue
}
img := image.NewRGBA(image.Rect(0, 0, w, h))
for i := 0; i < w*h; i++ {
r, g, b, _ := colors[pixels[i]].RGBA()
img.Set(i%w, i/w, color.RGBA{R: byte(r >> 8), G: byte(g >> 8), B: byte(b >> 8), A: 0xff})
}
outPath := filepath.Join(outDir, strings.TrimSuffix(fi.Name(), ".raw")+".png")
of, err := os.Create(outPath)
if err != nil {
fmt.Println("create failed", outPath, err)
continue
}
err = png.Encode(of, img)
of.Close()
if err != nil {
fmt.Println("encode failed", outPath, err)
continue
}
fmt.Println("wrote", outPath, w, h)
}
}
@@ -0,0 +1,153 @@
--- a/src/GameSrc/objsim.c
+++ b/src/GameSrc/objsim.c
@@ -26,8 +26,10 @@
// Object simulator code for Citadel
#define __OBJSIM_SRC
-#include <string.h>
+#include <stdio.h>
#include <stdlib.h>
+#include <string.h>
+#include <sys/stat.h>
#include "Shock.h"
@@ -1924,6 +1926,93 @@
*h = s_critterNativeH[id][frame];
}
+// Resource id of the last-drawn critter animation, updated every frame from
+// gameobj.c's FAUBJ_CRIT case - read by debug_dump_critter_animation() on
+// the debug dump hotkey (see engine-debug-tools/, root README.md's
+// "Debugging" section). Debug-build only: see
+// engine-debug-tools/engine-patches/.
+static Id s_lastCritterId = 0;
+
+void debug_track_critter_draw(Id id) { s_lastCritterId = id; }
+
+// Dumps every frame of the last-drawn critter's current animation (the
+// whole resource id, not just the currently-visible frame) as raw
+// palette-index bytes, one file per frame, independent of the renderer's
+// own texture/GL state - lets a corrupted frame be told apart from
+// corruption introduced later, in rendering. Format: 2-byte LE width,
+// 2-byte LE height, then width*height index bytes - converted to a viewable
+// image by engine-debug-tools/dump2png, not here, to avoid this debug path
+// depending on the renderer's own palette/SDL state.
+void debug_dump_critter_animation(void) {
+ RefTable *prt;
+ int numFrames, frame;
+ char path[256];
+ FILE *f;
+
+ if (s_lastCritterId == 0) {
+ fprintf(stderr, "[debug dump] no critter drawn yet\n");
+ return;
+ }
+
+ mkdir("dumps", 0755); // ignore EEXIST - fopen below reports any real failure
+
+ prt = (RefTable *)ResLock(s_lastCritterId);
+ if (prt == NULL) {
+ fprintf(stderr, "[debug dump] ResLock(%d) failed\n", (int)s_lastCritterId);
+ return;
+ }
+ numFrames = prt->numRefs;
+ ResUnlock(s_lastCritterId);
+
+ fprintf(stderr, "[debug dump] id=%d numFrames=%d\n", (int)s_lastCritterId, numFrames);
+
+ for (frame = 0; frame < numFrames; frame++) {
+ FrameDesc *fd;
+ grs_bitmap decoded;
+ uchar *bits;
+ short w, h;
+
+ fd = (FrameDesc *)RefLock(MKREF(s_lastCritterId, frame));
+ if (fd == NULL) {
+ fprintf(stderr, "[debug dump] RefLock frame %d failed\n", frame);
+ continue;
+ }
+
+ if (fd->bm.type == BMT_RSD8) {
+ if (gr_rsd8_convert(&fd->bm, &decoded) != 0 /* GR_UNPACK_RSD8_OK */) {
+ fprintf(stderr, "[debug dump] gr_rsd8_convert frame %d failed\n", frame);
+ RefUnlock(MKREF(s_lastCritterId, frame));
+ continue;
+ }
+ bits = decoded.bits;
+ w = decoded.w;
+ h = decoded.h;
+ } else {
+ bits = fd->bm.bits;
+ w = fd->bm.w;
+ h = fd->bm.h;
+ }
+
+ snprintf(path, sizeof(path), "dumps/id%d_frame%d.raw", (int)s_lastCritterId, frame);
+ f = fopen(path, "wb");
+ if (f != NULL) {
+ uchar hdr[4];
+ hdr[0] = (uchar)(w & 0xFF);
+ hdr[1] = (uchar)((w >> 8) & 0xFF);
+ hdr[2] = (uchar)(h & 0xFF);
+ hdr[3] = (uchar)((h >> 8) & 0xFF);
+ fwrite(hdr, 1, 4, f);
+ fwrite(bits, 1, (size_t)w * (size_t)h, f);
+ fclose(f);
+ fprintf(stderr, "[debug dump] wrote %s (%dx%d)\n", path, (int)w, (int)h);
+ } else {
+ fprintf(stderr, "[debug dump] failed to open %s for writing\n", path);
+ }
+
+ RefUnlock(MKREF(s_lastCritterId, frame));
+ }
+}
+
errtype obj_set_secondary_properties() {
char i, j;
RefTable *prt;
--- a/src/GameSrc/Headers/objsim.h
+++ b/src/GameSrc/Headers/objsim.h
@@ -109,6 +109,10 @@
errtype obj_create_player(ObjLoc *plr_loc);
Ref ref_from_critter_data(ObjID oid, int triple, byte posture, short frame, short view);
void get_critter_native_size(Id id, short frame, short *w, short *h);
+// Debug-build only - see engine-debug-tools/, root README.md's "Debugging"
+// section.
+void debug_track_critter_draw(Id id);
+void debug_dump_critter_animation(void);
errtype obj_zero_unused();
grs_bitmap *obj_get_model_data(ObjID id, fix *x, fix *y, fix *z, grs_bitmap *bm2, Ref *ref1, Ref *ref2);
errtype obj_model_hack(ObjID id, uchar *hack_x, uchar *hack_y, uchar *hack_z, uchar *hack_type);
--- a/src/GameSrc/gameobj.c
+++ b/src/GameSrc/gameobj.c
@@ -1019,6 +1019,7 @@
{
short native_w = 0, native_h = 0;
get_critter_native_size(REFID(ref), REFINDEX(ref), &native_w, &native_h);
+ debug_track_critter_draw(REFID(ref));
_fr_draw_bitmap(tpdata, _fdt_dist, 0, anch.ul.x, anch.ul.y, native_w, native_h);
}
release_critter_bitmap_fast(ref);
--- a/src/Libraries/INPUT/Source/sdl_events.c
+++ b/src/Libraries/INPUT/Source/sdl_events.c
@@ -481,6 +481,19 @@
SDL_Event ev;
while (SDL_PollEvent(&ev)) {
+ // Debug-build only (engine-debug-tools/, root README.md's
+ // "Debugging" section): K dumps every frame of the last-drawn
+ // critter's current animation to dumps/. Checked here, before the
+ // switch below dispatches on event type at all, so it can never
+ // collide with an existing game keybinding - a plain letter rather
+ // than Insert, which some keyboards don't send at all (compact
+ // layouts, or routed through Fn).
+ if (ev.type == SDL_KEYDOWN && ev.key.keysym.sym == SDLK_k) {
+ extern void debug_dump_critter_animation(void);
+ debug_dump_critter_animation();
+ continue;
+ }
+
switch (ev.type) {
case SDL_QUIT:
// a bit hacky at this place, but this would allow exiting the game via the window's [x] button
@@ -0,0 +1,166 @@
--- a/src/Libraries/2D/Source/RSD/rsdcvt.c
+++ b/src/Libraries/2D/Source/RSD/rsdcvt.c
@@ -37,6 +37,7 @@
*
*/
#include <assert.h>
+#include <stdio.h>
#include <string.h>
#include "grs.h"
#include "bitmap.h"
@@ -47,6 +48,14 @@
uchar *grd_unpack_buf=NULL;
+// Set by debug_dump_critter_animation() (engine-debug-tools/, root
+// README.md's "Debugging" section) around its own gr_rsd8_convert() calls,
+// so a trace of this decode's internals - which path ran, whether it wrote
+// fewer bytes than the bitmap's own area, and (gr_rsd8_unpack(),
+// RSDUnpack.c) each opcode consumed - prints only for those calls, not
+// every RSD8 decode in the game. Debug-build only.
+int qs_debug_rsd8_trace = 0;
+
/*************************************************/
/* Puts 0's in place of skips and pads with 0's. */
/* i.e., grd_unpack_buf is entirely overwritten. */
@@ -138,6 +147,15 @@
}
}
rsd_done:
+ if (qs_debug_rsd8_trace) {
+ long written = (long)(p_dst - dbm->bits);
+ long expected = (long)dbm->row * (long)dbm->h;
+ fprintf(stderr,
+ "[debug rsd8] path=%s sbm(w=%d h=%d row=%d) dbm(row=%d h=%d) "
+ "written=%ld expected=%ld short_by=%ld\n",
+ (dbm->w == dbm->row) ? "fast" : "slow", sbm->w, sbm->h, sbm->row,
+ dbm->row, dbm->h, written, expected, expected - written);
+ }
if ((over_run = (dbm->bits+dbm->row*dbm->h)-p_dst)) {
assert(over_run > 0);
LG_memset (p_dst, kSkipColor, over_run);
--- a/src/Libraries/2D/Source/RSD/RSDUnpack.c
+++ b/src/Libraries/2D/Source/RSD/RSDUnpack.c
@@ -22,6 +22,7 @@
//
#include "grs.h"
+#include <stdio.h>
#include <stdbool.h>
//----------------------------------------------------------------------------
@@ -34,6 +35,10 @@
short count,count2;
ushort longcode;
uint32_t longval, *longdest, *longsrc;
+
+ extern int qs_debug_rsd8_trace; // rsdcvt.c - engine-debug-tools/, root README.md's "Debugging" section
+ uchar *src_start = src, *dest_start = dest;
+ long op_index = 0;
do
{
@@ -42,6 +47,7 @@
{
count = *(src++); // get count
val = *(src++); // get val
+ if (qs_debug_rsd8_trace) fprintf(stderr, "[debug rsd8 op] #%ld src_off=%ld dest_off=%ld type=run count=%d val=%d\n", op_index++, (long)(src-src_start), (long)(dest-dest_start), (int)count, (int)val);
if (count>=kMinLongLoop) // if at least kMinLongLoop bytes, do long word stuff
{
@@ -63,6 +69,7 @@
else if (code<0x80) // dump (copy) bytes
{
count = code;
+ if (qs_debug_rsd8_trace) fprintf(stderr, "[debug rsd8 op] #%ld src_off=%ld dest_off=%ld type=dump count=%d\n", op_index++, (long)(src-src_start), (long)(dest-dest_start), (int)count);
if (code>=kMinLongLoop) // if at least kMinLongLoop bytes, do long word stuff
{
count2 = count>>2;
@@ -84,6 +91,7 @@
{
count = code & 0x007f; // clear high byte
val = longval = 0L;
+ if (qs_debug_rsd8_trace) fprintf(stderr, "[debug rsd8 op] #%ld src_off=%ld dest_off=%ld type=skip count=%d\n", op_index++, (long)(src-src_start), (long)(dest-dest_start), (int)count);
if (count>=kMinLongLoop) // if at least kMinLongLoop bytes, do long word stuff
{
@@ -105,11 +113,15 @@
longcode = * (ushort *) src;
src += 2L;
- if (!longcode) break; // done?
+ if (!longcode) {
+ if (qs_debug_rsd8_trace) fprintf(stderr, "[debug rsd8 op] #%ld src_off=%ld dest_off=%ld type=terminator\n", op_index++, (long)(src-src_start), (long)(dest-dest_start));
+ break; // done?
+ }
else if (longcode<0x8000) // skip (zero)
{
count = longcode;
val = longval = 0L;
+ if (qs_debug_rsd8_trace) fprintf(stderr, "[debug rsd8 op] #%ld src_off=%ld dest_off=%ld type=longskip count=%d\n", op_index++, (long)(src-src_start), (long)(dest-dest_start), (int)count);
if (count>=kMinLongLoop) // if at least kMinLongLoop bytes, do long word stuff
{
@@ -129,6 +141,7 @@
else if (longcode<0xC000) // dump (copy)
{
count = longcode & 0x7fff; // clear high bit
+ if (qs_debug_rsd8_trace) fprintf(stderr, "[debug rsd8 op] #%ld src_off=%ld dest_off=%ld type=longdump count=%d\n", op_index++, (long)(src-src_start), (long)(dest-dest_start), (int)count);
if (count>=kMinLongLoop) // if at least kMinLongLoop bytes, do long word stuff
{
@@ -151,6 +164,7 @@
{
count = longcode & 0x3fff;
val = *(src++); // get val
+ if (qs_debug_rsd8_trace) fprintf(stderr, "[debug rsd8 op] #%ld src_off=%ld dest_off=%ld type=longrun count=%d val=%d\n", op_index++, (long)(src-src_start), (long)(dest-dest_start), (int)count, (int)val);
if (count>=kMinLongLoop) // if at least kMinLongLoop bytes, do long word stuff
{
--- a/src/GameSrc/objsim.c
+++ b/src/GameSrc/objsim.c
@@ -1979,11 +1979,43 @@
}
if (fd->bm.type == BMT_RSD8) {
- if (gr_rsd8_convert(&fd->bm, &decoded) != 0 /* GR_UNPACK_RSD8_OK */) {
+ extern int qs_debug_rsd8_trace; // rsdcvt.c - engine-debug-tools/, root README.md's "Debugging" section
+ uchar *first_copy;
+ size_t nbytes;
+ int rsd8_ok;
+
+ qs_debug_rsd8_trace = 1;
+ rsd8_ok = gr_rsd8_convert(&fd->bm, &decoded) == 0 /* GR_UNPACK_RSD8_OK */;
+ qs_debug_rsd8_trace = 0;
+ if (!rsd8_ok) {
fprintf(stderr, "[debug dump] gr_rsd8_convert frame %d failed\n", frame);
RefUnlock(MKREF(s_lastCritterId, frame));
continue;
}
+
+ // Re-decode the same compressed source (fd->bm.bits, unchanged
+ // by the first call - only grd_unpack_buf, the shared
+ // decode-output buffer, gets overwritten) a second time and
+ // compare: decode runs back to back on this single thread, with
+ // nothing else able to touch fd->bm.bits or grd_unpack_buf in
+ // between, so a byte-for-byte match here means any garbled
+ // pixels are a deterministic property of this exact compressed
+ // stream (bad source data, or a decoder bug it triggers), not a
+ // one-off from a resource-cache slot being reused mid-decode.
+ nbytes = (size_t)decoded.w * (size_t)decoded.h;
+ first_copy = malloc(nbytes);
+ if (first_copy != NULL) {
+ memcpy(first_copy, decoded.bits, nbytes);
+
+ qs_debug_rsd8_trace = 1;
+ gr_rsd8_convert(&fd->bm, &decoded);
+ qs_debug_rsd8_trace = 0;
+
+ fprintf(stderr, "[debug dump] frame %d repeat-decode of bm.bits=%p %s\n", frame,
+ (void *)fd->bm.bits, memcmp(first_copy, decoded.bits, nbytes) == 0 ? "identical" : "DIFFERS");
+ free(first_copy);
+ }
+
bits = decoded.bits;
w = decoded.w;
h = decoded.h;
@@ -0,0 +1,30 @@
--- a/src/MacSrc/OpenGL.cc 2026-07-19 13:11:51.000000000 +0200
+++ b/src/MacSrc/OpenGL.cc 2026-09-27 11:42:22.497868697 +0200
@@ -562,7 +562,14 @@
static bool opengl_cache_texture(CachedTexture toCache, grs_bitmap *bm) {
SDL_GL_MakeCurrent(window, context);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, bm->row);
+ // GL_UNPACK_ROW_LENGTH must describe the buffer actually passed to
+ // glTexImage2D() below (toCache.converted->pixels, a separately
+ // allocated SDL_PIXELFORMAT_RGBA32 surface from
+ // SDL_ConvertSurfaceFormat()) - not bm->row, the original 8-bit source
+ // bitmap's own unrelated row stride. Using bm->row here describes the
+ // wrong stride to OpenGL whenever the two differ, corrupting the
+ // texture upload.
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, toCache.converted->pitch / 4);
if (texturesByBitsPtr.size() < MAX_CACHED_TEXTURES) {
// We have enough room, generate the new texture
@@ -696,7 +703,10 @@
t->lastDrawTime = *tmd_ticks;
if (isDirty) {
- glPixelStorei(GL_UNPACK_ROW_LENGTH, bm->row);
+ // Same fix as opengl_cache_texture() above - t->converted->pixels is
+ // what's actually uploaded, so its own pitch is what
+ // GL_UNPACK_ROW_LENGTH needs to describe, not bm->row.
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, t->converted->pitch / 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bm->w, bm->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, t->converted->pixels);
}
}
@@ -0,0 +1,11 @@
--- a/src/MacSrc/SDLSound.c 2026-07-19 13:11:51.000000000 +0200
+++ b/src/MacSrc/SDLSound.c 2026-09-27 11:42:37.969726579 +0200
@@ -42,7 +42,7 @@
}
if (Mix_OpenAudio(48000, AUDIO_S16SYS, 2, 2048) < 0) {
- ERROR("%s: Couldn't open audio device", __FUNCTION__);
+ ERROR("%s: Couldn't open audio device: %s", __FUNCTION__, SDL_GetError());
}
Mix_AllocateChannels(SND_MAX_SAMPLES);
@@ -0,0 +1,98 @@
--- a/src/MacSrc/Modding.c 2026-07-19 13:11:51.000000000 +0200
+++ b/src/MacSrc/Modding.c 2026-09-27 19:44:24.718059783 +0200
@@ -27,6 +27,11 @@
char *modding_additional_files[MAX_MOD_FILES];
int num_mod_files;
+// One filenum per modding_additional_files[] entry, or -1 if not open yet -
+// lets LoadModFiles() close a mod file's previous handle before reopening it
+// (see LoadModFiles() below for why it needs to be called more than once).
+static int32_t modding_loaded_filenum[MAX_MOD_FILES];
+
int StringEndsWith(char *src, char *dst) {
char *s = strrchr(src, '.');
@@ -86,6 +91,7 @@
modding_archive_override = NULL;
for (int i = 0; i < MAX_MOD_FILES; i++) {
modding_additional_files[i] = NULL;
+ modding_loaded_filenum[i] = -1;
}
// Now go process args
@@ -135,10 +141,24 @@
}
int LoadModFiles() {
+ // Called again by obj_set_secondary_properties() (objsim.c) after it
+ // re-opens the base game's own object art files, which would otherwise
+ // silently reclaim any resource ID a mod file already overrode here (see
+ // ResReadDirEntries() in resfile.c - opening a file re-registers every
+ // resource ID it contains, last one in wins, with no check for whether
+ // an ID is already claimed). Re-registering means actually re-opening
+ // (there is no "just re-register" primitive), so a mod file already open
+ // from an earlier call is closed first - one open handle per mod file at
+ // a time, rather than leaking a fresh resFile[] slot on every repeat call
+ // (new game, load game - object_data_load() can run more than once per
+ // process).
for (int i = 0; i < num_mod_files; i++) {
if (modding_additional_files[i] != NULL) {
+ if (modding_loaded_filenum[i] >= 0) {
+ ResCloseFile(modding_loaded_filenum[i]);
+ }
printf("Loading mod file %s\n", modding_additional_files[i]);
- ResOpenFile(modding_additional_files[i]);
+ modding_loaded_filenum[i] = ResOpenFile(modding_additional_files[i]);
}
}
--- a/src/GameSrc/objsim.c 2026-07-19 13:11:51.000000000 +0200
+++ b/src/GameSrc/objsim.c 2026-09-27 19:44:17.014441306 +0200
@@ -43,6 +43,7 @@
#include "gettmaps.h"
#include "lvldata.h"
#include "mapflags.h"
+#include "Modding.h"
#include "objart2.h"
#include "objart3.h"
#include "objects.h"
@@ -1877,6 +1878,13 @@
// Warning(("Problem opening object art cache!\n"));
return (ERR_NOEFFECT);
}
+ // The two opens above re-register every resource ID objart2.res/
+ // objart3.res contain, reclaiming any of them a mod file already
+ // overrode (see LoadModFiles() in Modding.c) - restore mod priority
+ // for the reftable reads below. load_dynamic_memory() (cybmem.c) reopens
+ // these same two files again later, persistently, for actual rendering -
+ // restoring priority there too.
+ LoadModFiles();
// Now go and set specific computed data, like frame counts
for (i = 0; i < NUM_CRITTER; i++) {
--- a/src/GameSrc/cybmem.c 2026-07-19 13:11:51.000000000 +0200
+++ b/src/GameSrc/cybmem.c 2026-09-27 19:44:24.718059783 +0200
@@ -33,6 +33,7 @@
#include "textmaps.h"
#include "objcrit.h"
#include "dynmem.h"
+#include "Modding.h"
#include "Shock.h"
#include "sideicon.h"
#include "criterr.h"
@@ -120,6 +121,15 @@
critical_error(CRITERR_RES | 8);
}
+ // The four opens above re-register every resource ID their files
+ // contain, reclaiming any of them a mod file already overrode (see
+ // LoadModFiles() in Modding.c) - these are the persistent handles
+ // actual gameplay renders from (unlike obj_set_secondary_properties()'s
+ // own transient open/close of objart2.res/objart3.res for reading
+ // frame-count metadata), so this is the last point mod priority needs
+ // restoring before rendering.
+ LoadModFiles();
+
loadcount |= mask;
}
@@ -0,0 +1,312 @@
--- a/src/GameSrc/objsim.c
+++ b/src/GameSrc/objsim.c
@@ -1867,6 +1867,63 @@
return (OK);
}
+// Every critter view's base-game bitmap size, keyed by resource ID and
+// frame index within that animation - filled in by
+// cache_critter_native_size() below while objart2.res/objart3.res's
+// base-game data is still the active resolver for these IDs (before
+// LoadModFiles() hands priority to a mod again), read back by
+// get_critter_native_size() in gameobj.c. A mod that replaces a critter's
+// art with a different-resolution bitmap changes how much detail is visible,
+// not the object's on-screen size: g3_bitmap_common() (Bitmap.c) uses this
+// cached size instead of the (possibly modded, possibly larger or smaller)
+// bitmap's own width/height when computing the sprite's world-space extent.
+// Keyed per frame, not just per view: an animation's bounding box commonly
+// changes size between poses, same as the base game's own art does, so a
+// single per-view size doesn't fit every frame of it - using one here left
+// every frame but the first using the wrong override, visibly corrupting
+// the sprite's UV mapping (g3_bitmap_common() uses this same size for
+// texture coordinates, not just world-space extent) once a mod's per-frame
+// sizes diverge from each other. MAX_CRITTER_FRAMES comfortably covers any
+// animation in the base game's own data; cache_critter_native_size() clamps
+// to it defensively rather than overrunning the array if that ever changes.
+// Id is uint16_t, so a flat array indexed by it needs no bounds check.
+#define MAX_CRITTER_FRAMES 32
+static short s_critterNativeW[65536][MAX_CRITTER_FRAMES];
+static short s_critterNativeH[65536][MAX_CRITTER_FRAMES];
+
+static void cache_critter_native_size(Id id) {
+ RefTable *prt;
+ FrameDesc *f;
+ int numFrames, frame;
+ if (s_critterNativeW[id][0] != 0)
+ return;
+ prt = (RefTable *)ResLock(id);
+ if (prt == NULL)
+ return;
+ numFrames = prt->numRefs;
+ ResUnlock(id);
+ if (numFrames > MAX_CRITTER_FRAMES)
+ numFrames = MAX_CRITTER_FRAMES;
+ for (frame = 0; frame < numFrames; frame++) {
+ f = (FrameDesc *)RefLock(MKREF(id, frame));
+ if (f == NULL)
+ continue;
+ s_critterNativeW[id][frame] = f->bm.w;
+ s_critterNativeH[id][frame] = f->bm.h;
+ RefUnlock(MKREF(id, frame));
+ }
+}
+
+// w/h are left untouched (so a caller can default to 0, meaning "no cached
+// native size, use the bitmap's own dimensions") if id/frame was never
+// cached.
+void get_critter_native_size(Id id, short frame, short *w, short *h) {
+ if ((frame < 0) || (frame >= MAX_CRITTER_FRAMES) || (s_critterNativeW[id][frame] == 0))
+ return;
+ *w = s_critterNativeW[id][frame];
+ *h = s_critterNativeH[id][frame];
+}
+
errtype obj_set_secondary_properties() {
char i, j;
RefTable *prt;
@@ -1878,6 +1935,28 @@
// Warning(("Problem opening object art cache!\n"));
return (ERR_NOEFFECT);
}
+
+ // Snapshot every critter view's base-game bitmap size while it's still
+ // the active resolver for these IDs, before LoadModFiles() below hands
+ // priority back to a mod - see cache_critter_native_size() and its own
+ // comment. Full 8-view postures need every view individually (their IDs
+ // are 8 consecutive resource IDs, one per view); front-only postures are
+ // a single ID (matching the frame-count loop below).
+ for (i = 0; i < NUM_CRITTER; i++) {
+ if (CritterProps[i].views > 1) {
+ for (j = 0; j < NUM_CRITTER_POSTURES; j++) {
+ if (j >= FIRST_FRONT_POSTURE) {
+ cache_critter_native_size(posture_bases[j] + i);
+ } else {
+ int v;
+ for (v = 0; v < 8; v++) {
+ cache_critter_native_size(critter_id_table[i] + posture_bases[j] + v);
+ }
+ }
+ }
+ }
+ }
+
// The two opens above re-register every resource ID objart2.res/
// objart3.res contain, reclaiming any of them a mod file already
// overrode (see LoadModFiles() in Modding.c) - restore mod priority
--- a/src/GameSrc/Headers/objsim.h
+++ b/src/GameSrc/Headers/objsim.h
@@ -108,6 +108,7 @@
errtype obj_load_properties();
errtype obj_create_player(ObjLoc *plr_loc);
Ref ref_from_critter_data(ObjID oid, int triple, byte posture, short frame, short view);
+void get_critter_native_size(Id id, short frame, short *w, short *h);
errtype obj_zero_unused();
grs_bitmap *obj_get_model_data(ObjID id, fix *x, fix *y, fix *z, grs_bitmap *bm2, Ref *ref1, Ref *ref2);
errtype obj_model_hack(ObjID id, uchar *hack_x, uchar *hack_y, uchar *hack_z, uchar *hack_type);
--- a/src/GameSrc/gameobj.c
+++ b/src/GameSrc/gameobj.c
@@ -104,7 +104,7 @@
void draw_ice(void);
void draw_ice_wall(void);
void _fr_draw_tmtile(grs_bitmap *draw_bm, int col_val, g3s_phandle *plst, uchar dblface, uchar use_lighting);
-void _fr_draw_bitmap(grs_bitmap *draw_bm, int dist, int sc, int anch_x, int anch_y);
+void _fr_draw_bitmap(grs_bitmap *draw_bm, int dist, int sc, int anch_x, int anch_y, short native_w, short native_h);
int munge_val(int val, int range, int delta) {
int base = range - delta;
@@ -575,7 +575,7 @@
// note this always has show_obj's p for p and _fdt_dist for dist.. perhaps shouldnt pass them
//#pragma disable_message(202)
-void _fr_draw_bitmap(grs_bitmap *draw_bm, int dist, int sc, int anch_x, int anch_y) {
+void _fr_draw_bitmap(grs_bitmap *draw_bm, int dist, int sc, int anch_x, int anch_y, short native_w, short native_h) {
#ifdef SMOOTH_BITMAPS
grs_canvas tmp_can;
grs_bitmap tmp_bm;
@@ -597,7 +597,7 @@
if ((anch_x <= 0) && (anch_y <= 0))
bitmap_verts = g3_light_bitmap(draw_bm, anchor);
else
- bitmap_verts = g3_light_anchor_bitmap(draw_bm, anchor, anch_x, anch_y);
+ bitmap_verts = g3_light_anchor_bitmap(draw_bm, anchor, anch_x, anch_y, native_w, native_h);
if (sc)
g3_set_bitmap_scale(fix_make(0, (int)(2048 / 3)), fix_make(0, (int)(2048 / 3)));
@@ -855,7 +855,7 @@
if ((anchors_3d[o3drep].x > 0) || (anchors_3d[o3drep].y > 0))
_o_rad = 0;
_fr_draw_bitmap(bitmaps_3d[o3drep], _fdt_dist, ObjProps[objtrip].flags & MY_IM_LARGE, anchors_3d[o3drep].x,
- anchors_3d[o3drep].y);
+ anchors_3d[o3drep].y, 0, 0);
if (global_fullmap->cyber)
if (obj_ICE_ICE_BABY(_fr_cobj))
draw_ice();
@@ -995,7 +995,7 @@
trgp = tpdata->bits + tele_bm.h * tele_bm.w;
LG_memcpy(dstp, srcp, trgp - srcp);
- _fr_draw_bitmap(&tele_bm, _fdt_dist, FALSE, anch.ul.x, anch.ul.y);
+ _fr_draw_bitmap(&tele_bm, _fdt_dist, FALSE, anch.ul.x, anch.ul.y, 0, 0);
release_critter_bitmap_fast(ref);
return;
}
@@ -1016,11 +1016,15 @@
#endif
break;
}
- _fr_draw_bitmap(tpdata, _fdt_dist, 0, anch.ul.x, anch.ul.y);
+ {
+ short native_w = 0, native_h = 0;
+ get_critter_native_size(REFID(ref), REFINDEX(ref), &native_w, &native_h);
+ _fr_draw_bitmap(tpdata, _fdt_dist, 0, anch.ul.x, anch.ul.y, native_w, native_h);
+ }
release_critter_bitmap_fast(ref);
} else {
tpdata = bitmaps_3d[o3drep + view];
- _fr_draw_bitmap(tpdata, _fdt_dist, 0, -1, -1);
+ _fr_draw_bitmap(tpdata, _fdt_dist, 0, -1, -1, 0, 0);
}
} break;
--- a/src/Libraries/3D/Source/Bitmap.c
+++ b/src/Libraries/3D/Source/Bitmap.c
@@ -88,6 +88,14 @@
// fix _g3d_bitmap_y_iscale = 0x010000;
long _g3d_bitmap_u_anchor = 0;
long _g3d_bitmap_v_anchor = 0;
+// Non-zero overrides the bitmap's own w/h in g3_bitmap_common()'s world-space
+// size computation below, decoupling a bitmap's on-screen size from its
+// actual pixel dimensions - set by g3_light_anchor_bitmap(), consumed and
+// reset back to 0 by g3_bitmap_common() so it never leaks into an unrelated
+// bitmap drawn via a different entry point (g3_bitmap()/g3_light_bitmap()/
+// do_bitmap() never set these).
+short _g3d_bitmap_w_override = 0;
+short _g3d_bitmap_h_override = 0;
fix _g3d_roll_matrix[6];
uchar *_g3d_bitmap_clut;
int _g3d_light_flag;
@@ -132,10 +140,13 @@
return (g3_bitmap_common(bm, (g3s_phandle)p));
}
-grs_vertex **g3_light_anchor_bitmap(grs_bitmap *bm, g3s_phandle p, short u_anchor, short v_anchor) {
+grs_vertex **g3_light_anchor_bitmap(grs_bitmap *bm, g3s_phandle p, short u_anchor, short v_anchor, short w_override,
+ short h_override) {
_g3d_light_flag = 2;
_g3d_bitmap_u_anchor = u_anchor;
_g3d_bitmap_v_anchor = v_anchor;
+ _g3d_bitmap_w_override = w_override;
+ _g3d_bitmap_h_override = h_override;
_g3d_bitmap_clut = (p->i & 0x00ff00) + grd_screen->ltab;
_g3d_bitmap_poly = vpl;
return (g3_bitmap_common(bm, p));
@@ -176,6 +187,7 @@
grs_vertex *tempG1, *tempG2;
fix tempResult;
int32_t bm_w, bm_h;
+ int32_t tex_w, tex_h;
fix dx, dy;
// MLA- these were globals, I made them locals for PPC speed, they aren't
@@ -185,6 +197,15 @@
long rm2;
long rm3;
+ // Read and reset right at entry, before any early return below - a
+ // pending override must never survive to affect a later, unrelated
+ // bitmap draw that doesn't set it itself (see _g3d_bitmap_w_override's
+ // own comment).
+ short w_override = _g3d_bitmap_w_override;
+ short h_override = _g3d_bitmap_h_override;
+ _g3d_bitmap_w_override = 0;
+ _g3d_bitmap_h_override = 0;
+
#ifdef stereo_on
if (_g3d_stereo & 1) {
@@ -209,9 +230,23 @@
if ((p->codes & CC_CLIP_OVERFLOW) != 0)
return (0L);
- // copy a few things into locals
- bm_w = bm->w;
- bm_h = bm->h;
+ // copy a few things into locals - w_override/h_override, if set (see
+ // _g3d_bitmap_w_override's own comment), take the place of the bitmap's
+ // own pixel dimensions here, for the on-screen quad's world-space size
+ // only. tex_w/tex_h stay the bitmap's own real dimensions always: the
+ // quad's u/v bounds (below) are pixel coordinates into bm's own actual
+ // pixel data - the software renderer's scanline texture mapper
+ // (h_map(), gentm.c) interpolates and samples them literally, so
+ // overriding them to a smaller size here would make it only ever read
+ // part of a bitmap bigger than that override (such as an upscaled mod's
+ // replacement art), cropping the rest. OpenGL doesn't read u/v from here
+ // at all (opengl_bitmap() always maps the whole real texture over the
+ // quad), which is why this only ever showed up in the software
+ // renderer.
+ bm_w = w_override ? w_override : bm->w;
+ bm_h = h_override ? h_override : bm->h;
+ tex_w = bm->w;
+ tex_h = bm->h;
tempL = p->gZ; // mov eax,[edi].z
tempL <<= 8; // sal eax,8 ;should be
@@ -299,7 +334,7 @@
tempG1->y = tempL2;
// vpl[1][2] = bitmap.w-1
- tempG1->u = (bm_w - 1) << 16;
+ tempG1->u = (tex_w - 1) << 16;
// vpl[1][3] = 0
tempG1->v = 0;
@@ -326,10 +361,10 @@
tempG1->y = tempL2;
// vpl[2][2] = bitmap.w-1
- tempG1->u = (bm_w - 1) << 16;
+ tempG1->u = (tex_w - 1) << 16;
// vpl[2][3] = bitmap.h-1
- tempG1->v = (bm_h - 1) << 16;
+ tempG1->v = (tex_h - 1) << 16;
// vpl[2][4] undefined
@@ -356,7 +391,7 @@
tempG1->u = 0;
// vpl[3][3] = bitmap.h
- tempG1->v = bm_h << 16;
+ tempG1->v = tex_h << 16;
// vpl[3][4] undefined
@@ -380,11 +415,13 @@
if (dy > dx)
dx = dy; // get max value in dx
- // shift down because bm_w isn't fixed, and we only double when twice the size
+ // shift down because tex_w isn't fixed, and we only double when twice the size
dx >>= 0x11;
// make sure doubled bitmap won't overflow unpack buffer (that's roughly 1/5 of 64k)
- if ((bm_w <= dx) && (bm_w * bm_h <= 12000)) {
+ // - against the bitmap's own real size (tex_w/tex_h), same as the u/v this doubles
+ // just below: both operate on bm's actual pixel data, not the on-screen override.
+ if ((tex_w <= dx) && (tex_w * tex_h <= 12000)) {
// first fix all u's and v's
for (tempL = 0; tempL < 4; tempL++) {
_g3d_bitmap_poly[tempL]->u <<= 1;
--- a/src/Libraries/3D/Source/3d.h
+++ b/src/Libraries/3D/Source/3d.h
@@ -720,7 +720,8 @@
grs_vertex **g3_light_bitmap(grs_bitmap *bm, g3s_phandle p);
// MLA #pragma aux g3_light_bitmap "*" parm [esi] [edi] modify [eax ebx ecx
// edx];
-grs_vertex **g3_light_anchor_bitmap(grs_bitmap *bm, g3s_phandle p, short u_anchor, short v_anchor);
+grs_vertex **g3_light_anchor_bitmap(grs_bitmap *bm, g3s_phandle p, short u_anchor, short v_anchor, short w_override,
+ short h_override);
// MLA #pragma aux g3_light_anchor_bitmap "*" parm [esi] [edi] [eax] [edx]
// modify [eax ebx ecx edx];
grs_vertex **g3_full_light_bitmap(grs_bitmap *bm, grs_vertex **p);
@@ -0,0 +1,84 @@
--- a/src/MacSrc/OpenGL.cc
+++ b/src/MacSrc/OpenGL.cc
@@ -41,6 +41,7 @@
#include <map>
#include <sstream>
+#include <tuple>
struct CachedTexture {
SDL_Surface *bitmap;
@@ -83,8 +84,23 @@
static SDL_Palette *opaquePalette;
static SDL_Palette *transparentPalette;
-// Texture cache to keep SDL surfaces and GL textures in memory
-static std::map<uint64_t, CachedTexture> texturesByBitsPtr;
+// Texture cache to keep SDL surfaces and GL textures in memory. Keyed by the
+// full (bits, w, h) tuple, not a packed uint64_t - bm->bits is a full
+// pointer, and a 64-bit Linux heap/mmap address routinely has non-zero bits
+// in the 32-47 range, so OR-packing w/h on top of it (as this used to do)
+// can collide: a genuinely different (bits, w, h) triple produces the same
+// packed key as a cached entry for a different bitmap, so a lookup reports a
+// false "hit" and set_texture() reuses that entry's SDL surfaces - sized for
+// the old entry's own dimensions - for an SDL_memmove and glTexImage2D using
+// the *current* bitmap's byte count, corrupting the result with a buffer
+// overflow or leftover stale pixel data from whatever was cached before.
+// bm->bits itself is a recycled slot in the resource system's own bounded
+// LRU cache, not a stable per-resource address, so a collision is a real
+// risk in practice, not just theoretical - most noticeable with content
+// whose per-frame bitmap dimensions vary a lot (critter animations with
+// different poses per frame, especially after an AI upscale mod re-exports
+// each frame at its own independently-upscaled size).
+static std::map<std::tuple<void *, int, int>, CachedTexture> texturesByBitsPtr;
static float view_scale;
static int phys_width;
@@ -577,7 +593,7 @@
bind_texture(toCache.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bm->w, bm->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, toCache.converted->pixels);
- texturesByBitsPtr[(uint64_t)bm->bits | ((uint64_t)bm->w << 32u) | ((uint64_t)bm->h << 48u)] = toCache;
+ texturesByBitsPtr[std::make_tuple(bm->bits, (int)bm->w, (int)bm->h)] = toCache;
return true;
}
@@ -589,7 +605,7 @@
}
static CachedTexture *opengl_get_texture(grs_bitmap *bm) {
- auto iter = texturesByBitsPtr.find((uint64_t)bm->bits | ((uint64_t)bm->w << 32u) | ((uint64_t)bm->h << 48u));
+ auto iter = texturesByBitsPtr.find(std::make_tuple(bm->bits, (int)bm->w, (int)bm->h));
if (iter != texturesByBitsPtr.end()) {
return &iter->second;
}
@@ -685,13 +701,27 @@
isDirty = true;
}
} else {
+ // t->bitmap wraps its source pixels rather than owning a copy (see
+ // convert_texture()), and a cache hit means bm->bits is by
+ // definition the same pointer this entry was first cached with
+ // (opengl_get_texture()'s key includes it) - so memmove-ing
+ // bm->bits into t->bitmap->pixels used to be a no-op self-copy,
+ // never actually refreshing anything. bm->bits is a slot in the
+ // resource system's own bounded LRU cache, reused for different
+ // content across draws while its address stays the same, so a hit
+ // here doesn't mean the pixels are still current - only that this
+ // entry's GL texture object and converted-surface buffer are the
+ // right size to reuse. Re-pointing at the current source instead
+ // keeps every other field (dimensions, palette, clip rect) intact
+ // while making the surface actually see this draw's real pixels.
if (bm->type == BMT_RSD8) {
grs_bitmap decoded;
gr_rsd8_convert(bm, &decoded);
- SDL_memmove(t->bitmap->pixels, decoded.bits, bm->w * bm->h);
+ t->bitmap->pixels = decoded.bits;
} else {
- SDL_memmove(t->bitmap->pixels, bm->bits, bm->w * bm->h);
+ t->bitmap->pixels = bm->bits;
}
+ t->bitmap->pitch = bm->row;
setPaletteForBitmap(bm, t->bitmap);
SDL_BlitSurface(t->bitmap, nullptr, t->converted, nullptr);
+94
View File
@@ -0,0 +1,94 @@
# Builds the modding subproject - see README.md.
#
# Targets:
# all (default) - `hacked` and `mods`.
# build-image - builds the hacked-build-image Docker image
# (./hacked-build-image.sh). Only needed once, or after
# hacked-build-image/ or hacked/go.mod|go.sum changes.
# hacked - compiles hacked/ for Linux and Windows via that image,
# offline. Output lands in dist/.
# mdlp-image - builds the mdlp-image Docker image (./mdlp-image.sh).
# Only needed once, or after mdlp-image/ or
# mdlp/go.mod|go.sum changes.
# mods - builds every mod under mods/ via that image, offline.
# Set MODS="name1 name2" to build only those. Output
# lands in dist/mods/.
# animgallery_base - browses res/assets/ss_ee/data alone: every animated
# resource as a looping GIF in build/gallery-base/.
# animgallery_mods - same, but with every built mod under dist/mods/
# layered on top (later wins), in build/gallery-mods/ -
# shows what a mod actually changes without launching
# the game. Every card for a resource a mod overrides
# shows the original alongside it for comparison. Run
# `make mods` first.
# animgallery_dist - every built mod under dist/mods/ layered on top of
# the base game, like animgallery_mods, but restricted
# to only the resources a mod actually overrides, in
# build/gallery-dist/ - a focused "what did my mods
# change" view, in the base game's own colors (unlike
# a mod's own output alone, which has no palette
# resource and would render in grayscale).
# Run `make mods` first.
# (animgallery_base/_mods/_dist all write into this
# subproject's own build/, not the repo root's.)
#
# clean - removes dist/.
.PHONY: all build-image hacked mdlp-image mods animgallery_base animgallery_mods animgallery_dist clean
export MODS
all: hacked mods
build-image:
./hacked-build-image.sh
# If we're already running inside the hacked-build-image
# (HACKED_BUILD_IMAGE, set by its Dockerfile), compile directly instead of
# trying to docker-run it again - e.g. a CI job already using this image as
# its container. Otherwise, run it via Docker as usual.
hacked:
@if [ -n "$$HACKED_BUILD_IMAGE" ]; then \
bash hacked-build-image/build-hacked.sh; \
else \
./hacked-build-run-image.sh; \
fi
mdlp-image:
./mdlp-image.sh
# Same already-in-the-image shortcut as `hacked` above, for MDLP_IMAGE.
mods:
@if [ -n "$$MDLP_IMAGE" ]; then \
bash mdlp-image/process-mods.sh; \
else \
./mdlp-run-image.sh; \
fi
animgallery_base:
./gen_animgallery.sh -data res/assets/ss_ee/data -out modding/build/gallery-base
# Layers every built mod's mod/ folder on top of the base assets, later
# wins - same discovery pattern as res/run-mods.sh.
animgallery_mods:
@ARGS="-data res/assets/ss_ee/data"; \
for d in dist/mods/*/mod; do \
[ -d "$$d" ] && ARGS="$$ARGS -data modding/$$d"; \
done; \
./gen_animgallery.sh $$ARGS -out modding/build/gallery-mods
# Same layering as animgallery_mods, but -only-changed restricts the output
# to resources a mod layer actually overrides.
animgallery_dist:
@ARGS="-data res/assets/ss_ee/data"; \
FOUND=""; \
for d in dist/mods/*/mod; do \
[ -d "$$d" ] && ARGS="$$ARGS -data modding/$$d" && FOUND=1; \
done; \
if [ -z "$$FOUND" ]; then \
echo "PREFLIGHT FAIL: no built mods found under dist/mods/ - run 'make mods' first" >&2; \
exit 1; \
fi; \
./gen_animgallery.sh $$ARGS -only-changed -out modding/build/gallery-dist
clean:
rm -rf dist
+424
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@@ -0,0 +1,424 @@
# Modding
Tools and reference material for modding System Shock (1994) itself - distinct
from the rest of this repository, which is the [QuestShock](../README.md) VR
port of the game engine. Everything modding-related lives under this folder.
`hacked` and `ss-specs` come from the [InkyBlackness](https://inkyblackness.github.io)
project; `sqweek-dialog` is a separate third-party dependency of `hacked`.
All three are vendored unmodified under `src/`, each under its own upstream
license (see below) - none is relicensed by this repository's own MIT
license. `mdlp` (also under `src/`) is first-party code written for this
repository.
## 1. Layout
- `src/` - every vendored and first-party source tree, kept apart from the
Docker/script scaffolding that builds them:
- `hacked/` - [InkyBlackness HackEd](https://github.com/inkyblackness/hacked),
the graphical mod editor. A vendored source snapshot (New BSD License),
taken from the `main` branch on 2026-09-26. To update it, replace this
directory with a fresh checkout and update that date.
- `hacked-patches/` - numbered `patch -p1` files applied to a scratch copy
of `hacked/` at build time (same pattern as the root project's
`android/engine-patches/`, see the repository root's
[AGENTS.md](../AGENTS.md) section 6) - `hacked/` itself is never edited
in place. See section 1.1 for what each patch does.
- `sqweek-dialog/` - `github.com/sqweek/dialog`, `hacked`'s native
file-dialog dependency. Vendored at the exact version `hacked/go.mod`
would otherwise pull from the module proxy (ISC License), so it can be
patched the same way as `hacked/` itself (see section 1.1).
- `sqweek-dialog-patches/` - patches for `sqweek-dialog/`, same pattern as
`hacked-patches/` (section 1.1).
- `mdlp/` - the **Mod Definition Language Processor** (section 4). First-party
Go source, not vendored - edit it directly, no patch system needed.
- `ss-specs/` - [InkyBlackness ss-specs](https://github.com/inkyblackness/ss-specs),
the unofficial file-format specifications the editor (and any other
modding tool) is written against. Reference documentation only, not
built. A vendored snapshot (CC BY-NC-SA 4.0 - **non-commercial**, unlike
the rest of this repository), taken from the `main` branch on
2026-09-26.
- `hacked-build-image/` - the Dockerfile (and supporting scripts) for the
`hacked` build environment: the Go toolchain plus every dependency
`src/hacked/go.mod` pins, fetched once at image-build time so the actual
build needs no network access. Mirrors the main project's own
`build-image/` (see the repository root's [README.md](../README.md)
section 4) one level down, for this subproject.
- `hacked-build-image.sh` / `hacked-build-run-image.sh` /
`hacked-build-upload-image.sh` - build the image, run it to compile
`hacked/`, and push it to a registry, respectively. Same pattern as the
root project's own `build-image.sh`/`run-image.sh`/`upload-image.sh`.
- `mdlp-image/`, `mdlp-image.sh` / `mdlp-run-image.sh` / `mdlp-upload-image.sh` -
the same pattern again, for `mdlp` (section 4.2).
- `mods/` - mod definitions in the Mod Definition Language (section 4).
- `Makefile` - `hacked` (default) builds `hacked/` via the image;
`build-image` (re)builds that image; `mdlp-image` builds the `mdlp` image;
`mods` processes every mod under `mods/` via that image; `clean` removes
`dist/`.
- `dist/` - build output (git-ignored): `make hacked` under `linux/`/`win/`,
`make mods` under `mods/`.
Shockolate (the engine `../engine/` vendors) already has its own modding
support (level/resource files, `res/data/`); this folder is about the
external tools that create and inspect that content, not about changing the
engine itself.
### 1.1. Patch reference
`src/hacked-patches/` and `src/sqweek-dialog-patches/` (applied to scratch
copies of `src/hacked/` and `src/sqweek-dialog/` respectively) are both
plain, numbered patch files applied in order at build time - neither
vendored source is ever modified in place. What each one does:
`src/hacked-patches/`:
- **`01-use-patched-dialog.patch`** - adds a `go.mod` `replace` directive
pointing `github.com/sqweek/dialog` at the local, patched
`../sqweek-dialog` instead of the upstream module, so `hacked` (and
anything else building against this source, such as `mdlp`/`animgallery`)
picks up the crash fix below.
- **`02-fix-hashall-race.patch`** - fixes a real data race in
`ss1/resource/ChangeNotifier.go`'s `hashAll()`: it hashes many resources
concurrently (one goroutine per ID) to detect what changed after a
modification, but only guarded the resource *lookup* with a mutex, not
the actual block-reading inside `hashResource()` - resources from the
same underlying file share a stateful reader, so concurrent unguarded
reads corrupted each other, non-deterministically. Found via `go build
-race` after `animgallery` produced a different resource count on every
run against the exact same input. The mutex now guards the whole hash
computation per resource, not just the lookup.
`src/sqweek-dialog-patches/`:
- **`01-xinitthreads.patch`** - adds `XInitThreads()` before `gtk_init()`
in the Linux backend. Without it, `hacked` segfaults the moment a native
GTK3 dialog (file/folder browse) opens while a GLFW/OpenGL context is
live: GLFW's own X11 backend installs a process-wide Xlib error handler
that conflicts with GTK's unless Xlib has been told up front that it
will be used from multiple threads.
## 2. Building `hacked`
Packages `dist/<version>.linux64.tgz` and `dist/<version>.win64.zip` (native
Linux build, Windows amd64 cross-compiled via mingw-w64 - both from the same
source, in one run).
**Prerequisites:** Docker - same as the root project, nothing modding-specific
to install locally.
```sh
cd modding
# 1. Build the hacked-build-image (once, or after hacked-build-image/ or
# src/hacked/go.mod|go.sum changes)
./hacked-build-image.sh
# 2. Compile hacked/ for Linux and Windows
make hacked
```
`<version>` is `hacked-<date>`, not an InkyBlackness release version:
`hacked/` is a vendored snapshot here, not its own git checkout, so there is
no tag to derive a real version from (see
`hacked-build-image/build-hacked.sh`'s own comment).
Run the result: `dist/linux/hacked/hacked` on Linux,
`dist\win\hacked\hacked.exe` on Windows. Needs OpenGL 3.2; usage is documented
on [hacked's own wiki](https://github.com/inkyblackness/hacked/wiki).
### 2.1. Publishing the build-image
Same registry as the root project's own build-image (see the repository
root's `registry.env.example`), under a separate image name so the two don't
collide:
```sh
./hacked-build-upload-image.sh
```
Reads `REGISTRY`/`REGISTRY_USER`/`REGISTRY_PASSWORD` and (optionally)
`HACKED_REGISTRY_IMAGE` from `../registry.env`, same as the root scripts.
Don't bump `hacked-build-image/VERSION` just because the Dockerfile changed -
only once a build with the current version has actually succeeded, same
policy as the root project's own `build-image/VERSION`.
## 3. Example: Editing a message
`hacked` has no inline text editor - every text field is edited by right-click
-> **Copy to Clipboard**, editing the text in an external editor, then
right-click -> **Copy from Clipboard** back into the field. Example: changing
Rebecca Lansing's first email.
1. Run `dist/linux/hacked/hacked` (or the Windows build).
2. **Window -> Project.** Under **Static World Data**, **Add...** and browse to
the game's whole `res/assets/ss_ee/data/` directory (see the root
[README.md](../README.md) section 3 for where that comes from), so every
`.res`/`.dat` file is available.
3. **Window -> Messages** (F5). **Message Type**: `Mails`. **Index**: `26`
(Rebecca's first mail). Edit **Sender**/**Subject**/**Title**/the message
text via the clipboard round-trip above.
4. Back in the **Project** window, under **Mod Location**, click **Save**
(first time: **Browse...** to an empty folder, for example
`./modding/mymod`).
5. Test it from the root project's desktop build:
```sh
./dist/run.sh "$(pwd)/modding/mymod"
```
The mod-folder argument **must be an absolute path**: `run.sh` `cd`s into
`dist/` before launching the engine, so a relative path resolves against
the wrong directory and the mod silently fails to load (the engine's
`ProcessModDirectory()` reports nothing on a bad path). When the path is
right, the terminal shows `ProcessModDirectory ...` / `Found resource
file: ...` / `Loading mod file ...` for confirmation.
## 4. Mod Definition Language (mods/)
MDL is a small, declarative JSON format for describing a mod's content -
one file per piece of content (a message override, an upscaled sprite, and
so on), naming the game resource it touches and the values to set, rather
than the resource's actual binary data. `mdlp` (the **Mod Definition
Language Processor**, `mdlp/`) reads these files and produces the same kind
of mod folder `hacked` itself would save, reproducibly and offline. Since a
plain-text description is all that's checked into git, mods stay reviewable
and reproducible from the game's own data alone (see section 4.3) - unlike
the workflow in section 3, whose result only ever lives in whatever you
clicked through in `hacked`.
### 4.1. Layout
```
mods/
<mod-name>/
messages/
<label>.json # one message's overrides
<label>.txt # optional: a text field's body, referenced by ...File
bitmaps/
<label>.json # an AI-upscaled set of critter/object art resources
```
Each `messages/*.json` overrides one message (email, log, or fragment) by
type and index. Only fields present in the file are changed - everything
else is read from the game's own data (Static World Data), the same
inheritance the Messages window in `hacked` shows via its "(read-only)"
label:
| Field | Meaning |
|---|---|
| `type` | `Mails`, `Logs`, or `Fragments` |
| `index` | The message's index within that type |
| `language` | `Default`, `French`, or `German` - omit for `Default` |
| `title`, `sender`, `subject` | Plain strings |
| `verboseText` / `verboseTextFile` | The long body, inline or from a sibling file (avoids escaping newlines/quotes in JSON) |
| `terseText` / `terseTextFile` | The short body, inline or from a sibling file |
| `nextMessage`, `isInterrupt`, `colorIndex`, `leftDisplay`, `rightDisplay` | See `ElectronicMessage` in `src/hacked/ss1/content/text/ElectronicMessage.go` |
`mods/mymod/` is a worked example matching section 3's Rebecca's-mail edit,
expressed as MDL instead of a `hacked` session.
Each `bitmaps/*.json` names a shared upscale configuration and the
resources to apply it to - `gen_animgallery.sh`'s own checkbox-driven MDL
generator (its rendered gallery page has a selection UI that assembles this
exact JSON shape from whatever's checked) produces this format directly:
| Field | Meaning |
|---|---|
| `model` | Which baked-in ONNX model to upscale with - see the table below |
| `scale` | Output size as a multiple of the original (for example `2`) |
| `resources` | Each entry is `"0x<ID>"` (language `Any`) or `"0x<ID>_<Language>"` (for example `"0x25_German"`), matching `gen_animgallery.sh`'s own id format |
| `considerPreviousFrames` | Optional, same id format as `resources` - an id here that isn't also in `resources` is simply never applied, not an error. A listed resource with 3+ frames gets a temporal-consistency pass (section 5) that pulls a frame's upscaled pixel back toward the rest of the animation's own consensus wherever it disagrees by more than the real low-res source justifies - a real mitigation for per-frame upscale flicker. Lets one resource opt in without splitting it into its own file or changing `model`/`scale` for the rest. |
Available `model` values (baked into `mdlp-image`, see
`mdlp-image/upscale_batch.py`):
| `model` | Checkpoint | Best for |
|---|---|---|
| `realesrgan-x4plus-anime` | Real-ESRGAN's 6-block anime/illustration RRDBNet (16.7M params) | Flat-color sprite art - keeps hard edges instead of smoothing them the way a photo/video model would. Default choice. |
| `realesrgan-x4plus` | Real-ESRGAN's general-purpose photo RRDBNet (16.7M params) | A specific resource where the anime model genuinely mis-renders a region (seen on some high-contrast color boundaries) - less edge-sharp overall, much slower, and can mis-render its own different regions, so check the result before keeping it |
| `realesr-general-x4v3` | Real-ESRGAN's compact general-purpose SRVGGNet (1.2M params) | A specific resource neither RRDBNet model renders cleanly - noticeably softer than either, but the most robust against both of their failure modes. Not a blanket replacement, just a last resort for one stubborn sprite |
### 4.2. `mdlp`
`src/mdlp/` is first-party Go source (not vendored - edit it directly, no
patch system needed). It reuses `hacked`'s own resource read/write code
(`ss1/edit`, `ss1/world`, `ss1/content/text`) through a `go.mod` `replace`
pointing at the sibling `../hacked` (both under `src/`), instead of
reimplementing System Shock's file formats. It needs no GUI, GLFW, or GTK -
only the packages that model resource data.
`mdlp-image/` is its own Docker build/runtime environment, separate from
`hacked-build-image/`: mod processing is expected to grow further external
tool dependencies (image/audio conversion, etc.) of its own over time,
independent of `hacked`'s GTK/GLFW/mingw toolchain.
### 4.3. Building mods
```sh
cd modding
# 1. Build the mdlp-image (once, or after mdlp-image/ or
# src/mdlp/go.mod|go.sum changes)
./mdlp-image.sh
# 2. Process every mod under mods/
make mods
# ...or only some of them:
MODS="mymod" make mods
```
Needs the game's own data directory at `../res/assets/ss_ee/data` (see the
root [README.md](../README.md) section 3) as read-only reference data, so
overrides that touch only some fields of a message can inherit the rest.
Output lands in `dist/mods/<mod-name>/mod/` (the same shape `hacked`'s own
Project window Save produces) for each mod, plus one combined
`dist/questshock-mods.zip` packaging all of them together. Nothing but
`mods/`'s own JSON/text files needs to be checked into git - the game's own
data (already required locally, already git-ignored) plus those files is
always enough to reproduce this output from scratch.
Test every built mod at once with `run-mods.sh` (Linux) / `run-mods.bat`
(Windows), copied into the root project's own `dist/`/`dist-win/` by
`make dist` (root [README.md](../README.md) section 4) alongside the plain
`run.sh`/`run.bat`:
```sh
../dist/run-mods.sh
```
It scans `dist/mods/*/mod` and passes each one it finds to `run.sh` as a
separate, absolute argument - the engine's `ProcessModDirectory()` only scans
one directory level deep (see `res/run-mods.sh`'s own comment), so it can't
simply be pointed at `dist/mods/` itself. To test a single mod instead, use
`run.sh` directly the same way as section 3's step 5:
```sh
../dist/run.sh "$(pwd)/dist/mods/mymod/mod"
```
### 4.4. Publishing the mdlp-image
Same as `hacked-build-image/` (section 2.1): `./mdlp-upload-image.sh` reads
`REGISTRY`/`REGISTRY_USER`/`REGISTRY_PASSWORD` and (optionally)
`MDLP_REGISTRY_IMAGE` from `../registry.env`. Don't bump
`mdlp-image/VERSION` just because the Dockerfile changed - only once a build
with the current version has actually succeeded, same policy as the root
project's own `build-image/VERSION`.
## 5. Testing
Verifying a mod's built output (particularly an AI-upscaled one, section
4.1) means comparing its rendered result against the unmodified base game,
not just eyeballing the result in isolation - a subtly wrong color or a
corrupted frame can look plausible on its own. `gen_animgallery.sh` renders
straight from a built mod's own resource data (`dist/mods/<name>/mod`), the
same bytes the engine loads, so a problem visible there is a problem in the
mod, not an artifact of some other preview path. Regenerate it with `-data
res/assets/ss_ee/data -data dist/mods/<name>/mod` layered over the base
data to see the mod's effect, or with just the base `-data` argument to
check what the unmodified resource looks like for comparison. Each card
shows the looping GIF plus a static filmstrip of every one of its frames
side by side, so one specific frame can be singled out and compared without
having to pause the animation by eye. When two or more `-data` directories
are layered this way, a card for any resource a later layer actually
overrides shows both versions side by side - the first directory's own
("base") and the winning one ("this build") - so a mod's effect is always
checked against the original it's replacing, not recalled from memory or a
separate base-only gallery run. Cards are sectioned by the `-data`
directory they come from - "base game" first, then one section per mod
(named after `dist/mods/<name>`) - so a mod's own animations, for example
all of `upscale_medbot`'s, are listed together.
`gen_animgallery.sh` is a from-scratch Go decoder, not the game engine -
it never exercises the engine's own texture upload/caching code at all.
A clean gallery render rules out a bug in the mod's resource *data*, not a
bug in how the engine *renders* that data - the two are independent, and a
problem can exist in only one of them. Actually running the built mod
(`../dist/run-mods.sh` or `run.sh` with a single mod folder, section 4.3)
is the only way to check the second. This in-engine verification has so
far only been through the desktop build, not the Quest headset - both
read the same resource data and the engine-side bugs found here
(`engine-patches/`, root [README.md](../README.md) section 4's patch
reference) were resource-data-adjacent, not OpenXR-specific, so a fix at
this level should carry over, but it isn't headset-confirmed until tested
there.
The AI-upscale pipeline (`src/mdlp/upscale.go`) and the engine's own
rendering of its output have a failure mode worth specifically checking
for, found by comparing upscaled output against the base game across many
resources rather than trusting a handful of spot-checks:
- **Wrong-hue speckling in dark or muted regions.** SS1's palette has a
handful of fully-saturated "pure color ramp" entries (pure cyan, red,
green, ...) that sit deceptively close, in color-distance terms, to
common dark/muted shading colors - a plain nearest-color search, with or
without dithering, can pick one of these for a near-black pixel the AI
upscaler produced, since color distance near black barely penalizes an
unrelated hue. `isPureRampColor` excludes these entries from
re-quantization entirely rather than relying on a brightness or
saturation threshold, which proved too easy for a genuinely
dark-but-muted pixel to slip past.
- **Per-frame hallucination in an animation's upscaled output.**
`upscale_batch.py` runs every frame through the ONNX model independently,
with no shared state between frames - a well-known limitation of
single-image super-resolution. On a low-detail/ambiguous source region
the model can guess differently frame to frame, so a detail (an extra
claw, a stray highlight) pops in for a few frames and back out, even
though the real low-resolution source barely changed there. Review by eye
(`make animgallery_mods`/`animgallery_dist`, section 4.3) before trusting
a new upscale definition - this is invisible from a single frame or a
handful of spot-checks and needs to be checked per-animation, ideally
with the GIF slowed down and its base-vs-this-build comparison columns
(both features of the gallery itself) rather than played at real speed.
`considerPreviousFrames` (section 4.1) is a real mitigation, not a
different model/scale gamble, for a resource found to have this problem:
list just the resources that need it and the rest of the definition keeps
its own `model`/`scale` unchanged. For each listed resource with 3+
frames, after independent per-frame upscaling, each frame's pixels are
compared against the per-pixel median across every frame of the same
(cyclic) animation - does the upscaled difference from that consensus
exceed what the real low-res source's own difference from its consensus
justifies - and pulled to the median where it does, on the same model the
rest of the definition already uses. Try it before reaching for a
different model or scale. It needs 3+ frames for a meaningful consensus (a
2-frame animation has no independent third frame to vote with), and never
touches alpha or
an already-transparent pixel.
`encodeFrames` compresses every frame against an all-zero reference
instead of diffing against the previous frame's real pixels, because
that's the only convention the game's actual RSD8 decoder implements - so
an animation's frames never depend on each other, and a size change
between poses isn't a concern to test for. This is confirmed directly
against Night Dive's officially published original Mac source
(`ShockMac/Libraries/2D/Source/RSD/{RSDCVT.C,RSDUnpack.c}`), not just the
vendored Shockolate snapshot in `engine/`: both files are logic-identical
to their vendored counterparts (same 1994 RCS revision comments, same
unconditional `LG_memset(p_dst, kSkipColor, ...)` zero-fill in every skip
branch), and `RSDUnpack.c` additionally carries the original hand-written
68K assembly decoder alongside its later PowerPC/C port - its own skip
handler also zeroes an output register rather than reading from a
reference. Two independently-authored implementations, spanning different
CPU architectures and years apart, agreeing on "skip means zero" down to
matching source comments ("skip (zero) bytes") rules this out as an
overlooked bug rather than deliberate, original design.
The RLE format's own opcode grammar does permit the alternative reading -
"skip" meaning "retain the reference image's value" rather than "write
zero" (`ss-specs` documents this as relevant to compressing "video
clips", which is what led `hacked`'s own GIF-import path, and therefore
earlier versions of `encodeFrames`, to use it). Searching the original
source for anywhere that convention is actually exercised turned up
nothing: SS1's two "video clip" features - cutscenes (`MoviePlay.c`) and
"video mail" (`VMAIL.C`, itself built directly on `MoviePlay.h`) - both
use an entirely separate movie codec, not RSD8, and neither references
the RSD8 decoder at all.
`gen_animgallery.sh` and the real engine therefore always agree on an
upscaled animation's frames; a difference between them points at a
genuine engine rendering bug (root [README.md](../README.md) section 4's
patch reference) rather than this pipeline's own output, and
`engine-debug-tools/`'s debug dump hotkey (root README.md section 4.5
"Debugging") dumps the engine's own decoded frame data independent of its
renderer to tell the two apart.
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#!/usr/bin/env bash
# Builds and runs modding/src/animgallery/ (see README.md section 4) inside
# the mdlp-image's Go toolchain - animgallery has no cgo dependencies of its
# own, so it reuses that image rather than needing one of its own.
#
# Every argument is forwarded verbatim to animgallery itself. -data is
# repeatable and layers directories in the order given, later wins - the
# whole repository is mounted at /workspace here, so paths are relative to
# the repository root, for example:
#
# ./gen_animgallery.sh -data res/assets/ss_ee/data -out modding/build/gallery
# ./gen_animgallery.sh -data res/assets/ss_ee/data \
# -data modding/dist/mods/mymod/mod -out modding/build/gallery-mymod
set -euo pipefail
cd "$(dirname "${BASH_SOURCE[0]}")"
MODDING_ROOT="$(pwd)"
REPO_ROOT="$(cd .. && pwd)"
fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; }
command -v docker >/dev/null 2>&1 \
|| fail "docker not found in PATH"
IMAGE="${MDLP_REGISTRY_IMAGE:-questshock/mdlp}"
if [ -f "$MODDING_ROOT/../registry.env" ]; then
# shellcheck disable=SC1091
source "$MODDING_ROOT/../registry.env"
IMAGE="${MDLP_REGISTRY_IMAGE:-$IMAGE}"
fi
IMAGE_TAG="$(<"$MODDING_ROOT/mdlp-image/VERSION")"
[ -n "$IMAGE_TAG" ] || fail "mdlp-image/VERSION is empty"
IMAGE="$IMAGE:$IMAGE_TAG"
docker image inspect "$IMAGE" >/dev/null 2>&1 \
|| fail "$IMAGE not found locally - run ./mdlp-image.sh first"
TTY_FLAGS="-i"
[ -t 1 ] && TTY_FLAGS="-it"
# shellcheck disable=SC2086
docker run --rm $TTY_FLAGS \
-v "$REPO_ROOT:/workspace" \
-w /workspace \
-e HOST_UID="$(id -u)" \
-e HOST_GID="$(id -g)" \
"$IMAGE" \
bash -c '
set -euo pipefail
# animgallery, like mdlp, builds against ../hacked via its own
# go.mod replace - stage a patched copy (see src/hacked-patches/)
# rather than building against the unpatched vendored source.
SCRATCH_DIR="modding/build/animgallery-src"
rm -rf "$SCRATCH_DIR"
mkdir -p "$SCRATCH_DIR"
bash modding/mdlp-image/stage-hacked.sh modding "$SCRATCH_DIR/hacked"
cp -a modding/src/animgallery "$SCRATCH_DIR/animgallery"
(cd "$SCRATCH_DIR/animgallery" && go build -o /tmp/animgallery .)
exec /tmp/animgallery "$@"
' _ "$@"
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#!/usr/bin/env bash
# Builds the hacked build-image (hacked-build-image/Dockerfile) locally, tagged with
# hacked-build-image/VERSION and :latest. Does not push - test it with
# ./hacked-build-run-image.sh first, then publish with
# ./hacked-build-upload-image.sh.
set -euo pipefail
cd "$(dirname "${BASH_SOURCE[0]}")"
ROOT="$(pwd)"
fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; }
command -v docker >/dev/null 2>&1 \
|| fail "docker not found in PATH"
IMAGE="${HACKED_REGISTRY_IMAGE:-questshock/hacked-builder}"
if [ -f "$ROOT/../registry.env" ]; then
# shellcheck disable=SC1091
source "$ROOT/../registry.env"
IMAGE="${HACKED_REGISTRY_IMAGE:-$IMAGE}"
fi
VERSION="$(<"$ROOT/hacked-build-image/VERSION")"
[ -n "$VERSION" ] || fail "hacked-build-image/VERSION is empty"
echo "== Building $IMAGE:$VERSION =="
docker build \
-f "$ROOT/hacked-build-image/Dockerfile" \
-t "$IMAGE:$VERSION" \
-t "$IMAGE:latest" \
"$ROOT"
echo "== Done =="
echo "Image: $IMAGE:$VERSION (and :latest)"
echo "Test it with ./hacked-build-run-image.sh, then publish with ./hacked-build-upload-image.sh"
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# Build environment for modding/src/hacked/ (vendored from
# https://github.com/inkyblackness/hacked, see ../README.md). Fetches the Go
# toolchain and this module's dependencies once, here, at image-build time, so
# ../hacked-build-run-image.sh can compile fully offline afterward. Rebuild
# with ../hacked-build-image.sh whenever a version below changes, or whenever
# ../src/hacked/go.mod or go.sum changes (its dependencies are baked into the
# image's module cache).
FROM ubuntu:22.04
# go.mod's own "go" directive is a minimum toolchain version, not a version to
# fetch - pin a stable release that already satisfies it so `go build` never
# needs to fetch a newer toolchain over the network at build time.
ARG GO_VERSION=1.27.1
# build-essential/pkg-config/curl/ca-certificates/git/gosu: base toolchain.
# mingw-w64: the Windows cross-build. libgl1-mesa-dev/xorg-dev: go-gl/glfw's
# cgo bindings (Linux build only - the Windows cross-build talks to the Win32
# API directly, via mingw-w64's own headers). libgtk-3-dev:
# github.com/sqweek/dialog's Linux backend uses GTK3 via cgo (`pkg-config
# gtk+-3.0`) for native file/message dialogs. zip: packages the Windows build
# (see build-hacked.sh) - tar, for the Linux .tgz, is already part of the
# base image.
RUN apt-get update \
&& DEBIAN_FRONTEND=noninteractive apt-get install -y --no-install-recommends \
build-essential pkg-config curl ca-certificates git gosu \
mingw-w64 \
libgl1-mesa-dev xorg-dev \
libgtk-3-dev \
zip \
&& rm -rf /var/lib/apt/lists/*
RUN curl -sSLO "https://go.dev/dl/go${GO_VERSION}.linux-amd64.tar.gz" \
&& tar -C /usr/local -xzf "go${GO_VERSION}.linux-amd64.tar.gz" \
&& rm "go${GO_VERSION}.linux-amd64.tar.gz"
ENV PATH=/usr/local/go/bin:${PATH}
ENV GOTOOLCHAIN=local
ENV GOPATH=/opt/go
# Populates /opt/go/pkg/mod with every dependency hacked/go.mod pins, so the
# container never needs network access to build it. Only go.mod/go.sum are
# copied in for this - not the rest of the source - so editing hacked's own
# .go files doesn't invalidate this layer's cache.
COPY src/hacked/go.mod src/hacked/go.sum /tmp/hacked-deps/
RUN cd /tmp/hacked-deps && go mod download && rm -rf /tmp/hacked-deps
COPY hacked-build-image/docker-entrypoint.sh /usr/local/bin/docker-entrypoint.sh
COPY hacked-build-image/build-hacked.sh /usr/local/bin/build-hacked.sh
# 755, not +x: the entrypoint drops to a `builder` user matching the *host's*
# UID/GID (see docker-entrypoint.sh), which is never in these root-owned
# files' group, so it needs the image's own explicit world-read+execute here -
# `chmod +x` alone only adds execute bits on top of whatever "other"
# permissions the source file happened to have (host umask-dependent).
RUN chmod 755 /usr/local/bin/docker-entrypoint.sh /usr/local/bin/build-hacked.sh
WORKDIR /workspace
ENTRYPOINT ["/usr/local/bin/docker-entrypoint.sh"]
CMD ["/usr/local/bin/build-hacked.sh"]
# Marks a shell as already running inside this image, same convention as the
# main project's own build-image (see ../../build-image/Dockerfile) - lets
# ../Makefile compile directly instead of trying to docker-run this image
# again from inside itself (e.g. a CI job already using this image as its
# container).
ENV HACKED_BUILD_IMAGE=1
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#!/usr/bin/env bash
# Compiles modding/src/hacked/ for Linux and Windows (amd64), entirely
# offline - every Go module dependency was already fetched into the
# build-image at image-build time (see Dockerfile). Baked into the image at
# /usr/local/bin/build-hacked.sh (see Dockerfile's CMD) - run via
# ../hacked-build-run-image.sh, which bind-mounts modding/ at /workspace, not
# directly.
#
# Does not follow hacked/build.sh (its own upstream build script): that script
# assumes hacked/ is its own git checkout (it derives its version from `git
# describe --tags`), which isn't true here - hacked/ is a vendored snapshot,
# not a git submodule, so `git describe` there would silently pick up
# *questshock's* tags instead. Version is a plain build-date string instead.
set -euo pipefail
MODDING_ROOT="$(pwd)"
OUT_DIR="$MODDING_ROOT/dist"
SCRATCH_DIR="$MODDING_ROOT/build"
HACKED_SRC="$SCRATCH_DIR/hacked"
DIALOG_SRC="$SCRATCH_DIR/sqweek-dialog"
VERSION="hacked-$(date -u +%Y%m%d)"
echo "Version: $VERSION"
echo "== Preparing scratch, patched copies of hacked/ and sqweek-dialog/ =="
# hacked/ and sqweek-dialog/ are vendored unmodified (see README.md) - never
# built or patched in place. hacked-patches/'s go.mod edit points
# sqweek/dialog at ../sqweek-dialog (a sibling directory here), so both
# scratch copies must keep that same relative layout.
rm -rf "$SCRATCH_DIR"
mkdir -p "$SCRATCH_DIR"
cp -a "$MODDING_ROOT/src/hacked" "$HACKED_SRC"
cp -a "$MODDING_ROOT/src/sqweek-dialog" "$DIALOG_SRC"
for p in "$MODDING_ROOT"/src/hacked-patches/*.patch; do
patch -p1 -d "$HACKED_SRC" < "$p"
done
for p in "$MODDING_ROOT"/src/sqweek-dialog-patches/*.patch; do
patch -p1 -d "$DIALOG_SRC" < "$p"
done
rm -rf "$OUT_DIR"
mkdir -p "$OUT_DIR/linux/hacked" "$OUT_DIR/win/hacked"
cd "$HACKED_SRC"
echo "== Building Linux amd64 =="
go build -gcflags "-d=checkptr=0" -ldflags "-X main.version=$VERSION" \
-trimpath -o "$OUT_DIR/linux/hacked/hacked" .
echo "== Preparing the Windows icon/version-info resource =="
# cmd/link automatically links in a *.syso file sitting in the main package
# directory during a Windows build - no explicit flag needed, but it does mean
# generating it (via windres, from hacked.rc/.ico/.exe.manifest) has to happen
# right here, before go build runs, and be cleaned up after regardless of
# outcome so it never leaks into a Linux build run from the same checkout.
WIN_RES_DIR="$(mktemp -d)"
trap 'rm -rf "$WIN_RES_DIR"; rm -f "$HACKED_SRC/main-res.syso"' EXIT
cp "$HACKED_SRC"/_resources/build/win/* "$WIN_RES_DIR/"
# No git tag to derive a real version from (hacked/ is a vendored snapshot,
# not its own checkout) - same date-based fallback hacked/build.sh itself
# uses when `git describe` fails.
sed -i "s/§MAJOR/$(date -u +%Y)/;s/§MINOR/$(date -u +%m)/;s/§PATCH/$(date -u +%d)/" \
"$WIN_RES_DIR/hacked.exe.manifest"
x86_64-w64-mingw32-windres -o "$HACKED_SRC/main-res.syso" "$WIN_RES_DIR/hacked.rc"
echo "== Building Windows amd64 (cross-compiled via mingw-w64) =="
# -extldflags -static-libgcc/-static-libstdc++: statically links the mingw
# C/C++ runtime into hacked.exe, the same technique the main project's own
# Windows cross-build uses (see ../../build-image/Dockerfile) - avoids having
# to locate and ship libgcc_s_seh-1.dll/libstdc++-6.dll (their exact path
# depends on the mingw-w64 package's gcc version). libwinpthread-1.dll still
# needs shipping alongside the .exe; it isn't part of that static link.
GOOS=windows GOARCH=amd64 CGO_ENABLED=1 \
CC=x86_64-w64-mingw32-gcc CXX=x86_64-w64-mingw32-g++ \
go build -gcflags "-d=checkptr=0" \
-ldflags "-X main.version=$VERSION -H=windowsgui -extldflags '-static-libgcc -static-libstdc++'" \
-trimpath -o "$OUT_DIR/win/hacked/hacked.exe" .
cp /usr/x86_64-w64-mingw32/lib/libwinpthread-1.dll "$OUT_DIR/win/hacked/"
echo "== Copying distribution resources =="
for os in linux win; do
packageDir="$OUT_DIR/$os/hacked"
cp "$HACKED_SRC/LICENSE" "$packageDir/"
cp -R "$HACKED_SRC/_resources/dist/." "$packageDir/"
done
echo "== Packaging =="
# $VERSION (hacked-<date>) is already a complete, self-describing name - no
# separate package-name prefix needed on top of it.
(cd "$OUT_DIR/linux" && tar -czf "$OUT_DIR/$VERSION.linux64.tgz" hacked)
(cd "$OUT_DIR/win" && zip -rq "$OUT_DIR/$VERSION.win64.zip" hacked)
echo "== Done =="
echo "Linux: $OUT_DIR/$VERSION.linux64.tgz"
echo "Windows: $OUT_DIR/$VERSION.win64.zip"
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#!/usr/bin/env bash
# Drops from root (needed to read the Go toolchain and module cache under
# /usr/local/go and /opt/go) to a user matching the host's UID/GID, so
# anything written into the bind-mounted repo (hacked/_build/, ...) is owned
# by the host user instead of root.
set -euo pipefail
USER_UID="${HOST_UID:-1000}"
USER_GID="${HOST_GID:-1000}"
groupadd -g "$USER_GID" builder 2>/dev/null || true
useradd -u "$USER_UID" -g "$USER_GID" -m -s /bin/bash builder 2>/dev/null || true
# /workspace (the bind-mounted repo) may actually be owned by a group the
# host user only has via *supplementary* membership rather than their
# primary GID above - e.g. a VirtualBox vboxsf shared folder, which shows
# up as root:vboxsf on the host and would otherwise be inaccessible to
# `builder` here (falls through to "other", which vboxsf's default mode
# leaves with no permissions at all). Join whatever group actually owns
# /workspace too, if it differs.
WORKSPACE_GID="$(stat -c %g /workspace 2>/dev/null || true)"
if [ -n "$WORKSPACE_GID" ] && [ "$WORKSPACE_GID" != "$USER_GID" ]; then
groupadd -g "$WORKSPACE_GID" workspace 2>/dev/null || true
usermod -aG "$WORKSPACE_GID" builder 2>/dev/null || true
fi
# The Go module cache under /opt/go was populated as root at image-build
# time (see Dockerfile) - readable by anyone, but go build also wants to
# write GOCACHE (build cache) under there by default. Point it at a
# per-run tmpfs-friendly location inside the builder's own home instead of
# fighting permissions on the image's baked-in GOPATH.
export GOCACHE=/home/builder/.cache/go-build
export GOMODCACHE=/opt/go/pkg/mod
exec gosu builder "$@"
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#!/usr/bin/env bash
# Runs the hacked build-image against this folder to compile hacked/ (the
# vendored InkyBlackness HackEd snapshot, see README.md) for Linux and
# Windows, entirely offline - every Go module dependency it needs was already
# fetched into the image by ./hacked-build-image.sh.
#
# Output lands in dist/ (both platforms, packaged as .tgz/.zip).
#
# Usage: ./hacked-build-run-image.sh [command...]
# With no arguments, runs the image's baked-in build-hacked.sh (its default
# CMD). Pass a command (e.g. `bash`) to get a shell in the build environment
# instead, useful for debugging a failed build.
set -euo pipefail
cd "$(dirname "${BASH_SOURCE[0]}")"
ROOT="$(pwd)"
fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; }
command -v docker >/dev/null 2>&1 \
|| fail "docker not found in PATH"
IMAGE="${HACKED_REGISTRY_IMAGE:-questshock/hacked-builder}"
if [ -f "$ROOT/../registry.env" ]; then
# shellcheck disable=SC1091
source "$ROOT/../registry.env"
IMAGE="${HACKED_REGISTRY_IMAGE:-$IMAGE}"
fi
IMAGE_TAG="$(<"$ROOT/hacked-build-image/VERSION")"
[ -n "$IMAGE_TAG" ] || fail "hacked-build-image/VERSION is empty"
IMAGE="$IMAGE:$IMAGE_TAG"
docker image inspect "$IMAGE" >/dev/null 2>&1 \
|| fail "$IMAGE not found locally - run ./hacked-build-image.sh first"
TTY_FLAGS="-i"
[ -t 1 ] && TTY_FLAGS="-it"
# shellcheck disable=SC2086
docker run --rm $TTY_FLAGS \
-v "$ROOT:/workspace" \
-e HOST_UID="$(id -u)" \
-e HOST_GID="$(id -g)" \
"$IMAGE" \
"$@"
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#!/usr/bin/env bash
# Pushes the hacked build-image - already built locally with
# ./hacked-build-image.sh, and ideally verified with
# ./hacked-build-run-image.sh - to a container registry, so CI or other
# machines can reuse it without rebuilding the whole toolchain.
set -euo pipefail
cd "$(dirname "${BASH_SOURCE[0]}")"
ROOT="$(pwd)"
fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; }
command -v docker >/dev/null 2>&1 \
|| fail "docker not found in PATH"
[ -f "$ROOT/../registry.env" ] \
|| fail "../registry.env not found - copy ../registry.env.example to ../registry.env and fill in your registry credentials"
# shellcheck disable=SC1091
source "$ROOT/../registry.env"
: "${REGISTRY:?registry.env must set REGISTRY}"
: "${REGISTRY_USER:?registry.env must set REGISTRY_USER}"
: "${REGISTRY_PASSWORD:?registry.env must set REGISTRY_PASSWORD}"
HACKED_REGISTRY_IMAGE="${HACKED_REGISTRY_IMAGE:-questshock/hacked-builder}"
VERSION="$(<"$ROOT/hacked-build-image/VERSION")"
[ -n "$VERSION" ] || fail "hacked-build-image/VERSION is empty"
docker image inspect "$HACKED_REGISTRY_IMAGE:$VERSION" >/dev/null 2>&1 \
|| fail "$HACKED_REGISTRY_IMAGE:$VERSION not found locally - run ./hacked-build-image.sh first"
echo "== Logging in to $REGISTRY =="
echo "$REGISTRY_PASSWORD" | docker login "$REGISTRY" -u "$REGISTRY_USER" --password-stdin
echo "== Pushing $HACKED_REGISTRY_IMAGE:$VERSION and :latest =="
docker push "$HACKED_REGISTRY_IMAGE:$VERSION"
docker push "$HACKED_REGISTRY_IMAGE:latest"
echo "== Done =="
echo "Image: $HACKED_REGISTRY_IMAGE:$VERSION"
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#!/usr/bin/env bash
# Builds the mdlp-image (mdlp-image/Dockerfile) locally, tagged with
# mdlp-image/VERSION and :latest. Does not push - test it with
# ./mdlp-run-image.sh first, then publish with ./mdlp-upload-image.sh.
set -euo pipefail
cd "$(dirname "${BASH_SOURCE[0]}")"
ROOT="$(pwd)"
fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; }
command -v docker >/dev/null 2>&1 \
|| fail "docker not found in PATH"
IMAGE="${MDLP_REGISTRY_IMAGE:-questshock/mdlp}"
if [ -f "$ROOT/../registry.env" ]; then
# shellcheck disable=SC1091
source "$ROOT/../registry.env"
IMAGE="${MDLP_REGISTRY_IMAGE:-$IMAGE}"
fi
VERSION="$(<"$ROOT/mdlp-image/VERSION")"
[ -n "$VERSION" ] || fail "mdlp-image/VERSION is empty"
echo "== Building $IMAGE:$VERSION =="
docker build \
-f "$ROOT/mdlp-image/Dockerfile" \
-t "$IMAGE:$VERSION" \
-t "$IMAGE:latest" \
"$ROOT"
echo "== Done =="
echo "Image: $IMAGE:$VERSION (and :latest)"
echo "Test it with ./mdlp-run-image.sh, then publish with ./mdlp-upload-image.sh"
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# Runtime environment for modding/src/mdlp/ (the first-party Mod Definition
# Language Processor - see ../README.md): builds mdlp from source and runs it
# against modding/mods/ to produce modding/dist/mods/. Kept as its own image,
# separate from hacked-build-image/, because mod processing is expected to
# grow its own external tool dependencies (image/audio conversion, etc.)
# independent of hacked's own GTK/GLFW/mingw toolchain.
FROM ubuntu:22.04
# go.mod's own "go" directive is a minimum toolchain version, not a version to
# fetch - pin a stable release that already satisfies it so `go build` never
# needs to fetch a newer toolchain over the network at build time.
ARG GO_VERSION=1.27.1
# patch: applies src/hacked-patches/ to the scratch copy of hacked/ that
# process-mods.sh (and ../gen_animgallery.sh) stage before building against
# it - see stage-hacked.sh. python3/pip: runs the AI upscaler below via
# plain CPU inference (ONNX Runtime). Not a Vulkan-based tool: this image
# has no real GPU, and Vulkan software emulation (Mesa lavapipe) gives
# wrong colors for ML inference workloads.
RUN apt-get update \
&& DEBIAN_FRONTEND=noninteractive apt-get install -y --no-install-recommends \
ca-certificates curl gosu patch python3 python3-pip \
&& rm -rf /var/lib/apt/lists/*
RUN pip3 install --no-cache-dir onnxruntime pillow numpy scipy
# The AI upscaler models for mdlp's upscale mod type (see ../README.md
# section 4), selected per mod by a bitmaps/*.json file's own "model" field
# (upscaleDef in ../src/mdlp/upscale.go) - upscale_batch.py resolves a name
# straight to $UPSCALE_MODELS_DIR/<name>.onnx, and picks tiled or single-pass
# inference based on each model's own declared ONNX input shape (fixed vs
# dynamic height/width), so adding another model here needs no code change.
# Each model's RGB output is re-quantized to SS1's fixed 256-color palette
# with Floyd-Steinberg dithering (imageToBitmap in ../src/mdlp/upscale.go),
# not a plain nearest-color map - without it, any model's smooth gradients
# can land on a visibly wrong, much darker palette entry in a solid patch
# rather than unnoticeable dithering noise.
# All three are BSD-3-Clause ONNX exports of xinntao/Real-ESRGAN checkpoints:
# - realesrgan-x4plus-anime: a 6-block RRDBNet trained on flat-color
# illustration, keeping hard sprite edges rather than smoothing them the
# way a photo- or video-denoising model would. Dynamic input shape. Default
# choice - sharpest result on most sprites.
# - realesrgan-x4plus: the general-purpose photo checkpoint (16.7M-param
# RRDBNet). Fixed 128x128 input, needs tiling for anything larger, and
# much slower than the other two. Worth trying when the anime model
# mis-renders a specific sprite, but can itself mis-render different ones.
# - realesr-general-x4v3: a compact 1.2M-param SRVGGNet, dynamic input
# shape, ~100x faster than realesrgan-x4plus. Noticeably softer than
# either RRDBNet model, but the most robust against both models' failure
# modes - the model to reach for on a specific sprite neither RRDBNet
# model renders cleanly, not as a blanket replacement.
ARG UPSCALE_MODEL_ANIME_URL=https://huggingface.co/skillsafe-ai/realesrgan-x4plus-anime-6b/resolve/main/model.onnx
ARG UPSCALE_MODEL_GENERAL_URL=https://huggingface.co/qualcomm/Real-ESRGAN-x4plus/resolve/6f5749d5adff39de0127e42bc45c8ec8e6f76a66/Real-ESRGAN-x4plus.onnx
ARG UPSCALE_MODEL_COMPACT_URL=https://huggingface.co/jonathanst29/tinier-upscale-models/resolve/main/realesr-general-x4v3.onnx
RUN mkdir -p /opt/upscale-models \
&& curl -sSL -o /opt/upscale-models/realesrgan-x4plus-anime.onnx "$UPSCALE_MODEL_ANIME_URL" \
&& curl -sSL -o /opt/upscale-models/realesrgan-x4plus.onnx "$UPSCALE_MODEL_GENERAL_URL" \
&& curl -sSL -o /opt/upscale-models/realesr-general-x4v3.onnx "$UPSCALE_MODEL_COMPACT_URL"
COPY mdlp-image/upscale_batch.py /usr/local/bin/upscale_batch.py
RUN chmod 755 /usr/local/bin/upscale_batch.py
ENV UPSCALE_MODELS_DIR=/opt/upscale-models
RUN curl -sSLO "https://go.dev/dl/go${GO_VERSION}.linux-amd64.tar.gz" \
&& tar -C /usr/local -xzf "go${GO_VERSION}.linux-amd64.tar.gz" \
&& rm "go${GO_VERSION}.linux-amd64.tar.gz"
ENV PATH=/usr/local/go/bin:${PATH}
ENV GOTOOLCHAIN=local
ENV GOPATH=/opt/go
# Populates /opt/go/pkg/mod with every dependency mdlp/go.mod pins, so the
# container never needs network access to build it. mdlp/go.mod replaces
# github.com/inkyblackness/hacked with the local ../hacked (see ../README.md),
# so that module's own go.mod/go.sum have to be present too for dependency
# resolution - only these two go.mod/go.sum pairs are copied in for this, not
# the rest of either source tree, so editing .go files doesn't invalidate
# this layer's cache.
COPY src/hacked/go.mod src/hacked/go.sum /tmp/mdlp-deps/hacked/
COPY src/mdlp/go.mod src/mdlp/go.sum /tmp/mdlp-deps/mdlp/
RUN cd /tmp/mdlp-deps/mdlp && go mod download && rm -rf /tmp/mdlp-deps
COPY mdlp-image/docker-entrypoint.sh /usr/local/bin/docker-entrypoint.sh
COPY mdlp-image/process-mods.sh /usr/local/bin/process-mods.sh
# 755, not +x: see hacked-build-image/Dockerfile's identical comment - the
# entrypoint drops to a `builder` user matching the host's UID/GID, which is
# never in these root-owned files' group.
RUN chmod 755 /usr/local/bin/docker-entrypoint.sh /usr/local/bin/process-mods.sh
WORKDIR /workspace/modding
ENTRYPOINT ["/usr/local/bin/docker-entrypoint.sh"]
CMD ["/usr/local/bin/process-mods.sh"]
# Marks a shell as already running inside this image, same convention as
# hacked-build-image/Dockerfile - lets ../Makefile compile directly instead
# of trying to docker-run this image again from inside itself.
ENV MDLP_IMAGE=1
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#!/usr/bin/env bash
# Drops from root (needed to read the Go toolchain and module cache under
# /usr/local/go and /opt/go) to a user matching the host's UID/GID, so
# anything written into the bind-mounted repo (modding/dist/, ...) is owned
# by the host user instead of root.
set -euo pipefail
USER_UID="${HOST_UID:-1000}"
USER_GID="${HOST_GID:-1000}"
groupadd -g "$USER_GID" builder 2>/dev/null || true
useradd -u "$USER_UID" -g "$USER_GID" -m -s /bin/bash builder 2>/dev/null || true
# /workspace (the bind-mounted repo) may actually be owned by a group the
# host user only has via *supplementary* membership rather than their
# primary GID above - e.g. a VirtualBox vboxsf shared folder, which shows
# up as root:vboxsf on the host and would otherwise be inaccessible to
# `builder` here (falls through to "other", which vboxsf's default mode
# leaves with no permissions at all). Join whatever group actually owns
# /workspace too, if it differs.
WORKSPACE_GID="$(stat -c %g /workspace 2>/dev/null || true)"
if [ -n "$WORKSPACE_GID" ] && [ "$WORKSPACE_GID" != "$USER_GID" ]; then
groupadd -g "$WORKSPACE_GID" workspace 2>/dev/null || true
usermod -aG "$WORKSPACE_GID" builder 2>/dev/null || true
fi
# The Go module cache under /opt/go was populated as root at image-build
# time (see Dockerfile) - readable by anyone, but go build also wants to
# write GOCACHE (build cache) under there by default. Point it at a
# per-run tmpfs-friendly location inside the builder's own home instead of
# fighting permissions on the image's baked-in GOPATH.
export GOCACHE=/home/builder/.cache/go-build
export GOMODCACHE=/opt/go/pkg/mod
exec gosu builder "$@"
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#!/usr/bin/env bash
# Builds modding/src/mdlp/ (the first-party Mod Definition Language
# Processor, see ../README.md) and runs it against modding/mods/ to produce
# modding/dist/mods/, entirely offline - mdlp's own Go module dependencies
# were already fetched into the image at image-build time (see Dockerfile).
#
# Baked into the image at /usr/local/bin/process-mods.sh (see Dockerfile's
# CMD) - run via ../mdlp-run-image.sh, which bind-mounts the whole
# repository (not just modding/) at /workspace, since mdlp also needs the
# game's own data directory outside modding/.
#
# Set MODS="name1 name2" (before calling ../mdlp-run-image.sh) to build only
# those mods; unset or empty builds every subdirectory under mods/.
set -euo pipefail
MODDING_ROOT="$(pwd)"
REPO_ROOT="$(cd .. && pwd)"
DATA_DIR="${MDLP_DATA_DIR:-$REPO_ROOT/res/assets/ss_ee/data}"
OUT_DIR="$MODDING_ROOT/dist/mods"
[ -d "$DATA_DIR" ] \
|| { echo "Game data not found at $DATA_DIR - see the root README.md section 3." >&2; exit 1; }
echo "== Staging a patched copy of hacked/ for mdlp to build against =="
# mdlp's own go.mod points a `replace` at the sibling ../hacked - stage a
# patched copy here (never build src/hacked/ in place) so mdlp picks up the
# same fixes hacked's own binary does (see src/hacked-patches/).
SCRATCH_DIR="$MODDING_ROOT/build/mdlp-src"
rm -rf "$SCRATCH_DIR"
mkdir -p "$SCRATCH_DIR"
bash "$MODDING_ROOT/mdlp-image/stage-hacked.sh" "$MODDING_ROOT" "$SCRATCH_DIR/hacked"
cp -a "$MODDING_ROOT/src/mdlp" "$SCRATCH_DIR/mdlp"
echo "== Building mdlp =="
BIN_DIR="$(mktemp -d)"
trap 'rm -rf "$BIN_DIR"' EXIT
(cd "$SCRATCH_DIR/mdlp" && go build -trimpath -o "$BIN_DIR/mdlp" .)
MDLP_ARGS=(-data "$DATA_DIR" -mods "$MODDING_ROOT/mods" -out "$OUT_DIR")
if [ -n "${MODS:-}" ]; then
MDLP_ARGS+=(-only "$MODS")
fi
echo "== Processing mods =="
"$BIN_DIR/mdlp" "${MDLP_ARGS[@]}"
echo "== Done =="
echo "Output: $OUT_DIR"
+20
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@@ -0,0 +1,20 @@
#!/usr/bin/env bash
# Stages a scratch, patched copy of src/hacked/ at the given destination -
# shared by process-mods.sh (mdlp) and ../gen_animgallery.sh (animgallery),
# both of which build against hacked's source directly (via their own
# go.mod's `replace ../hacked`) and so both need the same patches applied
# that hacked-build-image/build-hacked.sh already applies for hacked's own
# binary. src/hacked/ is never built or patched in place.
#
# Usage: stage-hacked.sh <modding-root> <dest-dir-for-hacked>
set -euo pipefail
MODDING_ROOT="$1"
DEST="$2"
rm -rf "$DEST"
mkdir -p "$(dirname "$DEST")"
cp -a "$MODDING_ROOT/src/hacked" "$DEST"
for p in "$MODDING_ROOT"/src/hacked-patches/*.patch; do
patch -p1 -d "$DEST" < "$p"
done
+152
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@@ -0,0 +1,152 @@
#!/usr/bin/env python3
"""Upscales every PNG in one directory into another, via one ONNX Runtime
CPU session shared across the whole batch (same reasoning as mdlp's own
Go-side batching: the fixed per-invocation model-load cost otherwise
dominates for the many small sprite frames one upscale definition has).
Runs on CPU only, not Vulkan: this Docker image has no real GPU, and
Vulkan software emulation (Mesa lavapipe) gives wrong colors for ML
inference workloads.
Resolves <model-name> to $UPSCALE_MODELS_DIR/<model-name>.onnx and picks
single-pass or tiled inference from that model's own declared ONNX input
shape - a model with a fixed height/width (e.g. 128x128) needs tiling for
any image bigger than that; one with symbolic dimensions runs the whole
image through in one pass, whatever its size.
Usage: upscale_batch.py <model-name> <in-dir> <out-dir> <scale>
"""
import sys
import os
import numpy as np
import onnxruntime as ort
from PIL import Image
from scipy import ndimage
def extend_opaque_color(rgb, alpha, threshold=128):
"""Replaces every below-threshold-alpha pixel's RGB with its nearest
opaque neighbor's, so the model (RGB-only, see run_tile()) sees a
smooth color field instead of a hard edge against flat black -
otherwise its convolutions blend genuine edge colors with that black
background, leaving dark fringing on the final (correctly re-masked)
output."""
transparent = np.asarray(alpha) < threshold
if not transparent.any() or transparent.all():
return rgb
_, indices = ndimage.distance_transform_edt(transparent, return_indices=True)
arr = np.asarray(rgb)
filled = arr[indices[0], indices[1]]
return Image.fromarray(np.where(transparent[..., None], filled, arr))
def run_tile(session, input_name, tile_rgb):
"""Runs one tile (already at the model's required size) and returns its
upscaled RGB as a uint8 HxWx3 array - handles both the with-batch-dim
([1,3,H,W]) and without ([3,H,W]) output conventions different ONNX
exports use."""
arr = tile_rgb.astype(np.float32) / 255.0
arr = np.transpose(arr, (2, 0, 1))[np.newaxis, ...]
out = session.run(None, {input_name: arr})[0]
if out.ndim == 4:
out = out[0]
out = np.clip(out, 0.0, 1.0) * 255.0
return np.transpose(out, (1, 2, 0)).astype(np.uint8)
def upscale_dynamic(session, input_name, rgb_image):
return Image.fromarray(run_tile(session, input_name, np.asarray(rgb_image)))
def upscale_tiled(session, input_name, rgb_image, tile_size, native_scale):
"""Splits an image larger than the model's fixed input size into
overlapping tile_size x tile_size tiles (edge-padding any tile that
would otherwise run past the image bounds), runs each individually, and
stitches the results back into one canvas - later tiles simply
overwrite the small overlap region of earlier ones, which is invisible
at sprite scale."""
src = np.asarray(rgb_image)
h, w = src.shape[:2]
canvas = np.zeros((h * native_scale, w * native_scale, 3), dtype=np.uint8)
overlap = 16
stride = tile_size - overlap
y = 0
while True:
ty = min(y, max(0, h - tile_size))
x = 0
while True:
tx = min(x, max(0, w - tile_size))
tile = src[ty:ty + tile_size, tx:tx + tile_size]
th, tw = tile.shape[:2]
if th < tile_size or tw < tile_size:
tile = np.pad(tile, ((0, tile_size - th), (0, tile_size - tw), (0, 0)), mode="edge")
out = run_tile(session, input_name, tile)[: th * native_scale, : tw * native_scale]
oy, ox = ty * native_scale, tx * native_scale
canvas[oy:oy + th * native_scale, ox:ox + tw * native_scale] = out
if tx + tile_size >= w:
break
x += stride
if ty + tile_size >= h:
break
y += stride
return Image.fromarray(canvas)
def main():
model_name, in_dir, out_dir, scale_arg = sys.argv[1:5]
scale = int(scale_arg)
models_dir = os.environ["UPSCALE_MODELS_DIR"]
model_path = os.path.join(models_dir, f"{model_name}.onnx")
if not os.path.isfile(model_path):
available = sorted(f[:-5] for f in os.listdir(models_dir) if f.endswith(".onnx"))
sys.exit(f"unknown upscale model {model_name!r} - available: {', '.join(available)}")
session = ort.InferenceSession(model_path, providers=["CPUExecutionProvider"])
input_info = session.get_inputs()[0]
input_name = input_info.name
# A fixed (integer) height/width means this model only ever accepts
# that exact input size - a dynamic one (reported as a symbolic name
# such as "height") accepts any size in one pass. For a fixed-size
# model, its own declared output shape gives the native scale factor
# directly, with no need to run it just to find out.
fixed_size = input_info.shape[2] if isinstance(input_info.shape[2], int) else None
native_scale = session.get_outputs()[0].shape[-1] // fixed_size if fixed_size else None
names = sorted(n for n in os.listdir(in_dir) if n.lower().endswith(".png"))
for name in names:
img = Image.open(os.path.join(in_dir, name)).convert("RGBA")
rgb = img.convert("RGB")
alpha = img.split()[3]
rgb = extend_opaque_color(rgb, alpha)
# The model has no concept of transparency (3-channel RGB in/out) -
# run it on the flattened RGB only, and scale the alpha mask
# separately with a plain resize. Alpha edges don't need AI
# enhancement, just to end up the right size.
if fixed_size is not None and (img.width > fixed_size or img.height > fixed_size):
upscaled_rgb = upscale_tiled(session, input_name, rgb, fixed_size, native_scale)
elif fixed_size is not None:
padded = np.pad(np.asarray(rgb), ((0, fixed_size - img.height), (0, fixed_size - img.width), (0, 0)), mode="edge")
out = run_tile(session, input_name, padded)
upscaled_rgb = Image.fromarray(out[: img.height * native_scale, : img.width * native_scale])
else:
upscaled_rgb = upscale_dynamic(session, input_name, rgb)
target_size = (img.width * scale, img.height * scale)
if upscaled_rgb.size != target_size:
# The model upscales at its own fixed native factor - resize to
# whatever scale the mod actually asked for.
upscaled_rgb = upscaled_rgb.resize(target_size, Image.LANCZOS)
upscaled_alpha = alpha.resize(target_size, Image.LANCZOS)
result = Image.merge("RGBA", (*upscaled_rgb.split(), upscaled_alpha))
result.save(os.path.join(out_dir, name))
print(f"upscaled {len(names)} frame(s)")
if __name__ == "__main__":
main()
+51
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@@ -0,0 +1,51 @@
#!/usr/bin/env bash
# Runs the mdlp-image to build the mod(s) defined under modding/mods/ (see
# README.md) into modding/dist/mods/, entirely offline - every Go module
# dependency mdlp needs was already fetched into the image by
# ./mdlp-image.sh.
#
# Mounts the whole repository, not just modding/, because mdlp also needs the
# game's own data directory (res/assets/ss_ee/data) as read-only reference
# data (see the root README.md section 3 for how that gets populated).
#
# Usage: MODS="name1 name2" ./mdlp-run-image.sh [command...]
# With no arguments, runs the image's baked-in process-mods.sh (its default
# CMD), building every mod under mods/ (or only those named in MODS, if
# set). Pass a command (e.g. `bash`) to get a shell in the build
# environment instead, useful for debugging a failed build.
set -euo pipefail
cd "$(dirname "${BASH_SOURCE[0]}")"
MODDING_ROOT="$(pwd)"
REPO_ROOT="$(cd .. && pwd)"
fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; }
command -v docker >/dev/null 2>&1 \
|| fail "docker not found in PATH"
IMAGE="${MDLP_REGISTRY_IMAGE:-questshock/mdlp}"
if [ -f "$MODDING_ROOT/../registry.env" ]; then
# shellcheck disable=SC1091
source "$MODDING_ROOT/../registry.env"
IMAGE="${MDLP_REGISTRY_IMAGE:-$IMAGE}"
fi
IMAGE_TAG="$(<"$MODDING_ROOT/mdlp-image/VERSION")"
[ -n "$IMAGE_TAG" ] || fail "mdlp-image/VERSION is empty"
IMAGE="$IMAGE:$IMAGE_TAG"
docker image inspect "$IMAGE" >/dev/null 2>&1 \
|| fail "$IMAGE not found locally - run ./mdlp-image.sh first"
TTY_FLAGS="-i"
[ -t 1 ] && TTY_FLAGS="-it"
# shellcheck disable=SC2086
docker run --rm $TTY_FLAGS \
-v "$REPO_ROOT:/workspace" \
-e HOST_UID="$(id -u)" \
-e HOST_GID="$(id -g)" \
-e MODS="${MODS:-}" \
"$IMAGE" \
"$@"
+40
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@@ -0,0 +1,40 @@
#!/usr/bin/env bash
# Pushes the mdlp-image - already built locally with ./mdlp-image.sh, and
# ideally verified with ./mdlp-run-image.sh - to a container registry, so CI
# or other machines can reuse it without rebuilding the whole toolchain.
set -euo pipefail
cd "$(dirname "${BASH_SOURCE[0]}")"
ROOT="$(pwd)"
fail() { echo "PREFLIGHT FAIL: $*" >&2; exit 1; }
command -v docker >/dev/null 2>&1 \
|| fail "docker not found in PATH"
[ -f "$ROOT/../registry.env" ] \
|| fail "../registry.env not found - copy ../registry.env.example to ../registry.env and fill in your registry credentials"
# shellcheck disable=SC1091
source "$ROOT/../registry.env"
: "${REGISTRY:?registry.env must set REGISTRY}"
: "${REGISTRY_USER:?registry.env must set REGISTRY_USER}"
: "${REGISTRY_PASSWORD:?registry.env must set REGISTRY_PASSWORD}"
MDLP_REGISTRY_IMAGE="${MDLP_REGISTRY_IMAGE:-questshock/mdlp}"
VERSION="$(<"$ROOT/mdlp-image/VERSION")"
[ -n "$VERSION" ] || fail "mdlp-image/VERSION is empty"
docker image inspect "$MDLP_REGISTRY_IMAGE:$VERSION" >/dev/null 2>&1 \
|| fail "$MDLP_REGISTRY_IMAGE:$VERSION not found locally - run ./mdlp-image.sh first"
echo "== Logging in to $REGISTRY =="
echo "$REGISTRY_PASSWORD" | docker login "$REGISTRY" -u "$REGISTRY_USER" --password-stdin
echo "== Pushing $MDLP_REGISTRY_IMAGE:$VERSION and :latest =="
docker push "$MDLP_REGISTRY_IMAGE:$VERSION"
docker push "$MDLP_REGISTRY_IMAGE:latest"
echo "== Done =="
echo "Image: $MDLP_REGISTRY_IMAGE:$VERSION"
@@ -0,0 +1,6 @@
{
"type": "Logs",
"index": 21,
"sender": "Sender: #2-4601",
"verboseTextFile": "log-021.txt"
}
@@ -0,0 +1 @@
Looks like Diego's happy with my work... they're firing up the sleep machine for me now. Gotta admit, when the goons from Tri-Op caught me I thought for sure they'd take me off line. Instead, Diego just asks for a "favor." Hack him into SHODAN, and all is forgiven. Plus, six months in a healing coma earns me a cyberjack interface even TriOp's execs couldn't swing. I'll be king of the Net. Even so, I have just handed the most powerful AI in the system to a fumbling corp VP, and there's no telling what'll happen. They tell me the coma leaves you foggy, so I'll leave myself some reminders. First off, the combo to the healing suite is 451. Second, I've stashed some useful stuff in the maintenance hatch under the grating "north" of the healing suite. Last and best, I finished the system analyzer which'll let me keep an eye on Shodan's processes. It's in the storage closet outside the sleep machine. In ten minutes it's off to bed for half a year. Good night. Questshock Mod Version: 0.0.1
@@ -0,0 +1,27 @@
{
"model": "realesrgan-x4plus-anime",
"scale": 2,
"resources": [
"0x583",
"0x5CD",
"0x617",
"0x689",
"0x68A",
"0x68B",
"0x68C",
"0x68D",
"0x68E",
"0x68F",
"0x690",
"0x7B0",
"0x7B1",
"0x7B2",
"0x7B3",
"0x7B4",
"0x7B5",
"0x7B6",
"0x7B7",
"0x84C"
],
"considerPreviousFrames": ["0x7B1"]
}
@@ -0,0 +1,28 @@
{
"model": "realesrgan-x4plus-anime",
"scale": 2,
"resources": [
"0x580",
"0x5A5",
"0x5CA",
"0x5EF",
"0x614",
"0x671",
"0x672",
"0x673",
"0x674",
"0x675",
"0x676",
"0x677",
"0x678",
"0x798",
"0x799",
"0x79A",
"0x79B",
"0x79C",
"0x79D",
"0x79E",
"0x79F",
"0x849"
]
}
@@ -0,0 +1,36 @@
{
"model": "realesrgan-x4plus-anime",
"scale": 2,
"resources": [
"0x578",
"0x59D",
"0x5C2",
"0x5E7",
"0x60C",
"0x631",
"0x632",
"0x633",
"0x634",
"0x635",
"0x636",
"0x637",
"0x638",
"0x661",
"0x662",
"0x663",
"0x664",
"0x665",
"0x666",
"0x667",
"0x668",
"0x758",
"0x759",
"0x75A",
"0x75B",
"0x75C",
"0x75D",
"0x75E",
"0x75F",
"0x841"
]
}
+12
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@@ -0,0 +1,12 @@
module questshock/animgallery
go 1.25.0
// hacked/ is vendored locally (see ../../README.md); animgallery reuses its
// resource decoding code (ss1/world, ss1/content/bitmap) instead of
// duplicating System Shock's file formats.
require github.com/inkyblackness/hacked v0.0.0
require github.com/lucasb-eyer/go-colorful v1.2.0 // indirect
replace github.com/inkyblackness/hacked => ../hacked
+10
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@@ -0,0 +1,10 @@
github.com/davecgh/go-spew v1.1.0 h1:ZDRjVQ15GmhC3fiQ8ni8+OwkZQO4DARzQgrnXU1Liz8=
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/lucasb-eyer/go-colorful v1.2.0 h1:1nnpGOrhyZZuNyfu1QjKiUICQ74+3FNCN69Aj6K7nkY=
github.com/lucasb-eyer/go-colorful v1.2.0/go.mod h1:R4dSotOR9KMtayYi1e77YzuveK+i7ruzyGqttikkLy0=
github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4=
github.com/stretchr/testify v1.4.0 h1:2E4SXV/wtOkTonXsotYi4li6zVWxYlZuYNCXe9XRJyk=
github.com/stretchr/testify v1.4.0/go.mod h1:j7eGeouHqKxXV5pUuKE4zz7dFj8WfuZ+81PSLYec5m4=
gopkg.in/yaml.v2 v2.2.8 h1:obN1ZagJSUGI0Ek/LBmuj4SNLPfIny3KsKFopxRdj10=
gopkg.in/yaml.v2 v2.2.8/go.mod h1:hI93XBmqTisBFMUTm0b8Fm+jr3Dg1NNxqwp+5A1VGuI=
+889
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@@ -0,0 +1,889 @@
// Command animgallery scans a game data directory for every multi-frame
// bitmap resource (both dedicated "Animation" descriptors, e.g. video mail,
// and plain multi-block compound bitmaps, e.g. critter sprites - System
// Shock uses both conventions) and renders each one as an animated GIF, plus
// a static filmstrip of every frame side by side (the loop alone doesn't let
// a specific frame be singled out), into an HTML index page, so they can be
// browsed by eye instead of guessed at by resource ID. Layering a mod's own
// build output over the base game data (repeated -data) renders the result
// as actually played - and for any resource the mod overrides, the base
// game's own version alongside it, for a direct comparison. The index page
// sections its cards by the -data layer they come from: the base game, then
// each mod.
package main
import (
"flag"
"fmt"
"html"
"image"
"image/color"
"image/draw"
"image/gif"
"image/png"
"log"
"os"
"path/filepath"
"sort"
"strings"
"github.com/inkyblackness/hacked/ss1/content/bitmap"
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ss1/world"
"github.com/inkyblackness/hacked/ss1/world/ids"
)
// galleryEntry describes one rendered animation for the HTML index.
type galleryEntry struct {
id resource.ID
lang resource.Language
sourceFile string
kind string
frameCount int
width int
height int
transparent bool
gifName string
filmstripName string
// group names the winning -data layer (see groupName), dirIndex is that
// layer's position among the -data directories - the index page
// sections its cards by group, in dirIndex order.
group string
dirIndex int
// baseGifName/baseFilmstripName are set only when this resource's
// winning layer isn't the first -data directory - the same content
// rendered from that first (base) directory alone, for a side-by-side
// comparison against what a later layer (a mod) overrides it with.
baseGifName string
baseFilmstripName string
}
// dataDirs collects repeated -data flags, in the order given - later ones
// take priority over earlier ones for any resource ID they both define,
// same as System Shock's own overlay convention. This lets a mod's build
// output (modding/dist/mods/<name>/mod/) be layered on top of the base
// game assets to preview the combined, as-played result.
type dataDirs []string
func (d *dataDirs) String() string { return strings.Join(*d, ",") }
func (d *dataDirs) Set(v string) error { *d = append(*d, v); return nil }
// groupName labels one -data layer for the index page: "base game" for the
// first one, otherwise the mod's name. A built mod lives at
// dist/mods/<name>/mod, so a directory named "mod" is labeled by its parent.
func groupName(absDir string, dirIndex int) string {
if dirIndex == 0 {
return "base game"
}
name := filepath.Base(absDir)
if name == "mod" {
name = filepath.Base(filepath.Dir(absDir))
}
return name
}
// loadDataDir merges every .res/.dat file directly inside dir into one
// manifest entry, bypassing hacked's own fileAllowlist
// (ss1/world/FileLoader.go): that check is only skipped when a file is
// passed directly as the sole argument, not when given a directory to
// scan, so a directory containing a resource file with a name it doesn't
// recognize (like mdlp's own "unknown.res" fallback - see
// [[project_modding_hacked_build]] memory) is otherwise silently treated
// as if it had no resources at all. The real game engine has no such
// restriction - it matches any .res/.dat file by extension alone
// (engine/src/MacSrc/Modding.c's StringEndsWith), which this mirrors.
func loadDataDir(dir string) (*world.ManifestEntry, error) {
entries, err := os.ReadDir(dir)
if err != nil {
return nil, err
}
merged := &world.ManifestEntry{Origin: []string{dir}, ID: dir}
found := false
for _, e := range entries {
if e.IsDir() {
continue
}
ext := strings.ToLower(filepath.Ext(e.Name()))
if ext != ".res" && ext != ".dat" {
continue
}
fileEntry, err := world.NewManifestEntryFrom([]string{filepath.Join(dir, e.Name())})
if err != nil {
// Not every .res/.dat file is actually resource-formatted (e.g.
// ambrtabl.dat is a raw lookup table) - hacked's own
// fileAllowlist silently protects against exactly this for
// canonical filenames, but bypassing it here (the whole point,
// for names like "unknown.res" it doesn't recognize) means we
// have to tolerate that ourselves instead: skip a file that
// doesn't parse rather than failing the whole directory over it.
continue
}
merged.Resources = append(merged.Resources, fileEntry.Resources...)
if len(fileEntry.ObjectProperties) > 0 {
merged.ObjectProperties = fileEntry.ObjectProperties
}
if len(fileEntry.TextureProperties) > 0 {
merged.TextureProperties = fileEntry.TextureProperties
}
found = true
}
if !found {
return nil, fmt.Errorf("no .res/.dat files found in %s", dir)
}
return merged, nil
}
func main() {
var dirs dataDirs
flag.Var(&dirs, "data", "directory with .res/.dat files - repeat to layer several, later wins (e.g. base game assets, then a built mod's mod/ folder)")
outDir := flag.String("out", "gallery", "directory to write index.html and every .gif into")
minFrames := flag.Int("min-frames", 2, "skip plain multi-block bitmaps with fewer blocks than this (Animation-type resources are always included)")
onlyChanged := flag.Bool("only-changed", false, "skip resources whose winning -data layer is the first one - pass a base layer followed by one or more mod layers to preview only what those later layers change, in the base layer's own colors")
flag.Parse()
if len(dirs) == 0 {
log.Fatal("-data is required (repeat it to layer several directories)")
}
absOutDir, err := filepath.Abs(*outDir)
if err != nil {
log.Fatalf("resolving -out: %v", err)
}
gifDir := filepath.Join(absOutDir, "gifs")
if err := os.MkdirAll(gifDir, 0o755); err != nil {
log.Fatal(err)
}
mod := world.NewMod(func([]resource.ID, []resource.ID) {}, func() {})
// sourceFileByKey records, per (language, id), which directory's
// resource "wins" after layering - the same last-one-wins rule
// Manifest.Filter itself uses for entries inserted in this order.
// sourceDirIndexByKey records the same winner as an index into dirs,
// for -only-changed to tell a first-layer (base) resource from one a
// later layer (a mod) overrides.
sourceFileByKey := make(map[resource.Key]string)
sourceDirIndexByKey := make(map[resource.Key]int)
groupByDirIndex := make(map[int]string)
for dirIndex, dir := range dirs {
absDir, err := filepath.Abs(dir)
if err != nil {
log.Fatalf("resolving -data %q: %v", dir, err)
}
groupByDirIndex[dirIndex] = groupName(absDir, dirIndex)
entry, err := loadDataDir(absDir)
if err != nil {
// A mod that doesn't touch any resource file yet (e.g. an
// upscale mod before mdlp supports that content type) produces
// an empty build directory - skip it rather than aborting the
// whole layered scan over one contributing -data directory.
log.Printf("skipping -data %s: %v", absDir, err)
continue
}
// NewManifestEntryFrom builds entry.Resources by ranging over a Go
// map, so its order (and therefore which file "wins" a Selector's
// last-one-wins tie-break for any resource ID more than one file
// defines) is randomized per process run. Sort it ourselves so the
// same input always resolves the same way.
sort.Slice(entry.Resources, func(i, j int) bool { return entry.Resources[i].ID < entry.Resources[j].ID })
if err := mod.World().InsertEntry(mod.World().EntryCount(), entry); err != nil {
log.Fatalf("registering game data from %s: %v", absDir, err)
}
for _, loc := range entry.Resources {
for _, id := range loc.Viewer.IDs() {
key := resource.KeyOf(id, loc.Language, 0)
sourceFileByKey[key] = fmt.Sprintf("%s (%s)", loc.ID, filepath.Base(absDir))
sourceDirIndexByKey[key] = dirIndex
}
}
}
palCache := bitmap.NewPaletteCache(mod)
defaultPal, err := palCache.Palette(resource.KeyOf(ids.GamePalettesStart, resource.LangDefault, 0))
if err != nil {
log.Printf("warning: could not load the default game palette (%v); falling back to grayscale", err)
}
// baseMod holds only the first -data directory, unlayered - resolving a
// resource through it instead of the full mod gives back what a later
// layer (a mod) is actually overriding, for a side-by-side comparison on
// every entry one of those layers changes. Reloaded independently of the
// dirs loop above rather than reusing its ManifestEntry, to keep that
// loop's own bookkeeping (sourceFileByKey, ...) untangled from this.
var baseMod *world.Mod
if len(dirs) > 1 {
baseAbsDir, err := filepath.Abs(dirs[0])
if err != nil {
log.Fatalf("resolving -data %q: %v", dirs[0], err)
}
baseEntry, err := loadDataDir(baseAbsDir)
if err != nil {
log.Printf("base-layer comparison disabled: reloading %s: %v", baseAbsDir, err)
} else {
sort.Slice(baseEntry.Resources, func(i, j int) bool { return baseEntry.Resources[i].ID < baseEntry.Resources[j].ID })
candidate := world.NewMod(func([]resource.ID, []resource.ID) {}, func() {})
if err := candidate.World().InsertEntry(candidate.World().EntryCount(), baseEntry); err != nil {
log.Printf("base-layer comparison disabled: registering %s: %v", baseAbsDir, err)
} else {
baseMod = candidate
}
}
}
keys := make([]resource.Key, 0, len(sourceFileByKey))
for key := range sourceFileByKey {
if *onlyChanged && sourceDirIndexByKey[key] == 0 {
continue
}
keys = append(keys, key)
}
sort.Slice(keys, func(i, j int) bool {
if keys[i].ID != keys[j].ID {
return keys[i].ID < keys[j].ID
}
return keys[i].Lang < keys[j].Lang
})
var entries []galleryEntry
for _, key := range keys {
sourceFile := sourceFileByKey[key]
// Re-resolved through the layered mod, not the raw per-directory
// viewer, so an overriding mod's version wins here exactly like it
// would for the running game.
entry, ok, err := renderForMod(mod, defaultPal, sourceFile, key.ID, key.Lang, gifDir, "", *minFrames)
if err != nil {
log.Printf("skipping %s (%s): %v", key.ID, sourceFile, err)
continue
}
if !ok {
continue
}
entry.dirIndex = sourceDirIndexByKey[key]
entry.group = groupByDirIndex[entry.dirIndex]
// A later layer wins this key over the first (base) -data directory
// - also render the base directory's own version of it, so the two
// can be shown side by side instead of only the result actually
// in use.
if baseMod != nil && sourceDirIndexByKey[key] != 0 {
baseEntry, ok, err := renderForMod(baseMod, defaultPal, sourceFile, key.ID, key.Lang, gifDir, "_base", *minFrames)
if err != nil {
log.Printf("skipping base comparison for %s (%s): %v", key.ID, sourceFile, err)
} else if ok {
entry.baseGifName = baseEntry.gifName
entry.baseFilmstripName = baseEntry.filmstripName
}
}
entries = append(entries, entry)
}
sort.Slice(entries, func(i, j int) bool {
if entries[i].id != entries[j].id {
return entries[i].id < entries[j].id
}
return entries[i].lang < entries[j].lang
})
indexPath := filepath.Join(absOutDir, "index.html")
if err := writeIndex(indexPath, entries); err != nil {
log.Fatalf("writing %s: %v", indexPath, err)
}
fmt.Printf("Found %d animated resource(s).\n", len(entries))
fmt.Printf("Index: %s\n", indexPath)
}
// decodeFrames reads every block of a compound bitmap resource as a
// sequence of frames. Each block's RLE data can carry a "skip" run, which
// bitmap.DecodeReferenced leaves untouched in whatever buffer it's handed -
// the provider function below always hands it a fresh zero buffer, never a
// previous block's pixels, because the game's actual RSD8 decoder
// (engine/src/Libraries/2D/Source/RSD/{rsdcvt.c,RSDUnpack.c}, see
// upscale.go's encodeFrames) treats a skip run as literal zero for every
// resource type including critter sprites, with no mechanism to carry a
// reference image's pixels forward. hacked's own multi-block Bitmap preview
// (editor/bitmaps/View.go) matches that: it always calls Texture() with no
// reference. A non-zero buffer here would ghost a previous block's stale
// pixels into the current block's skip-run regions.
func decodeFrames(view resource.View) ([]*bitmap.Bitmap, error) {
count := view.BlockCount()
frames := make([]*bitmap.Bitmap, 0, count)
for i := 0; i < count; i++ {
reader, err := view.Block(i)
if err != nil {
return nil, fmt.Errorf("block %d: %w", i, err)
}
bmp, err := bitmap.DecodeReferenced(reader, func(w, h int16) ([]byte, error) {
return make([]byte, int(w)*int(h)), nil
})
if err != nil {
return nil, fmt.Errorf("block %d: %w", i, err)
}
frames = append(frames, bmp)
}
return frames, nil
}
func paletteFor(bmp *bitmap.Bitmap, fallback bitmap.Palette) color.Palette {
pal := fallback
if bmp.Palette != nil {
pal = *bmp.Palette
}
return pal.ColorPalette(false)
}
// gallerySpeedFactor slows every gallery GIF down to a fraction of real
// in-game speed, since the real speed is often too fast to inspect a frame's
// detail by eye (the point of this gallery).
const gallerySpeedFactor = 3
// writeGIF composes every frame onto one shared canvas, sized to the larger
// of minWidth/minHeight (the format's own declared animation extent, 0 if
// unknown) and the largest individual frame, and places each frame's pixels
// at its top-left corner. A frame smaller than the canvas is a storage-level
// crop, not a smaller sprite (System Shock animation frames can be
// RLE-delta-encoded against the previous frame's unchanged pixels, see
// bitmap.DecodeReferenced), so every encoded GIF frame must still cover the
// whole canvas itself - otherwise GIF disposal rules leave the uncovered
// border showing whatever the previous frame drew there, bleeding stale
// content from frame to frame (visible in an external GIF viewer; System
// Shock itself always swaps in a complete texture per frame, so this never
// shows up in-game).
func writeGIF(path string, frames []*bitmap.Bitmap, fallbackPal bitmap.Palette, delays []int, minWidth, minHeight int) error {
f, err := os.Create(path)
if err != nil {
return err
}
defer f.Close()
canvasWidth, canvasHeight := minWidth, minHeight
for _, bmp := range frames {
if int(bmp.Header.Width) > canvasWidth {
canvasWidth = int(bmp.Header.Width)
}
if int(bmp.Header.Height) > canvasHeight {
canvasHeight = int(bmp.Header.Height)
}
}
// LoopCount: 0 means loop forever in Go's image/gif API - inverted from
// the raw GIF format's own NETSCAPE2.0 convention. -1 (this package's
// zero value) means play once.
out := gif.GIF{LoopCount: 0, Config: image.Config{Width: canvasWidth, Height: canvasHeight}}
canvasRect := image.Rect(0, 0, canvasWidth, canvasHeight)
for i, bmp := range frames {
colorPal := paletteFor(bmp, fallbackPal)
img := image.NewPaletted(canvasRect, colorPal)
frameWidth, frameHeight := int(bmp.Header.Width), int(bmp.Header.Height)
if len(bmp.Pixels) == frameWidth*frameHeight {
for y := 0; y < frameHeight; y++ {
srcOffset := y * frameWidth
dstOffset := img.PixOffset(0, y)
copy(img.Pix[dstOffset:dstOffset+frameWidth], bmp.Pixels[srcOffset:srcOffset+frameWidth])
}
}
out.Image = append(out.Image, img)
out.Delay = append(out.Delay, delays[i])
}
return gif.EncodeAll(f, &out)
}
// glyph5x7 is a minimal 5-column x 7-row bitmap font, hand-drawn rather than
// pulled from golang.org/x/image/font/basicfont: that package is only a
// test-only transitive dependency of hacked, never actually fetched into
// mdlp-image's offline module cache, so using it here would need a
// Dockerfile change and an image rebuild for a handful of label glyphs.
// Only the characters writeFilmstrip's "FRAME N" labels ever use are
// defined; '#' is a lit pixel, anything else is blank.
var glyph5x7 = map[rune][7]string{
' ': {" ", " ", " ", " ", " ", " ", " "},
'0': {".###.", "#...#", "#...#", "#...#", "#...#", "#...#", ".###."},
'1': {"..#..", ".##..", "..#..", "..#..", "..#..", "..#..", ".###."},
'2': {".###.", "#...#", "....#", "...#.", "..#..", ".#...", "#####"},
'3': {".###.", "#...#", "....#", "..##.", "....#", "#...#", ".###."},
'4': {"...#.", "..##.", ".#.#.", "#..#.", "#####", "...#.", "...#."},
'5': {"#####", "#....", "####.", "....#", "....#", "#...#", ".###."},
'6': {".###.", "#....", "#....", "####.", "#...#", "#...#", ".###."},
'7': {"#####", "....#", "...#.", "..#..", ".#...", ".#...", ".#..."},
'8': {".###.", "#...#", "#...#", ".###.", "#...#", "#...#", ".###."},
'9': {".###.", "#...#", "#...#", ".####", "....#", "....#", ".###."},
'A': {".###.", "#...#", "#...#", "#####", "#...#", "#...#", "#...#"},
'E': {"#####", "#....", "#....", "####.", "#....", "#....", "#####"},
'F': {"#####", "#....", "#....", "####.", "#....", "#....", "#...."},
'M': {"#...#", "##.##", "#.#.#", "#...#", "#...#", "#...#", "#...#"},
'R': {"####.", "#...#", "#...#", "####.", "#.#..", "#..#.", "#...#"},
}
// drawLabel renders s (upper-cased, unknown runes blank) at (x, y) in a
// fixed 5x7 pixel font, one pixel of gap between characters - small and
// legible enough for a "FRAME N" strip label, with no font-rendering
// dependency.
func drawLabel(canvas draw.Image, x, y int, s string, c color.Color) {
col := x
for _, r := range strings.ToUpper(s) {
glyph, ok := glyph5x7[r]
if !ok {
glyph = glyph5x7[' ']
}
for row, line := range glyph {
for bit, ch := range line {
if ch == '#' {
canvas.Set(col+bit, y+row, c)
}
}
}
col += 6 // 5px glyph + 1px gap
}
}
// writeFilmstrip renders every frame side by side at native size, each
// labeled "frame N", separated by a thin gap, as a static complement to the
// looping GIF - the index page otherwise only shows the loop in motion,
// never all of an animation's frames side by side for comparison, or which
// index a given frame is.
func writeFilmstrip(path string, frames []*bitmap.Bitmap, fallbackPal bitmap.Palette) error {
f, err := os.Create(path)
if err != nil {
return err
}
defer f.Close()
const gap = 2
const labelHeight = 14
totalWidth, maxHeight := -gap, 0
for _, bmp := range frames {
totalWidth += int(bmp.Header.Width) + gap
if int(bmp.Header.Height) > maxHeight {
maxHeight = int(bmp.Header.Height)
}
}
canvas := image.NewRGBA(image.Rect(0, 0, totalWidth, labelHeight+maxHeight))
draw.Draw(canvas, canvas.Bounds(), image.NewUniform(color.Black), image.Point{}, draw.Src)
labelColor := color.RGBA{200, 200, 200, 255}
x := 0
for i, bmp := range frames {
drawLabel(canvas, x+1, 2, fmt.Sprintf("FRAME %d", i), labelColor)
colorPal := paletteFor(bmp, fallbackPal)
rect := image.Rect(0, 0, int(bmp.Header.Width), int(bmp.Header.Height))
img := image.NewPaletted(rect, colorPal)
if len(bmp.Pixels) == len(img.Pix) {
copy(img.Pix, bmp.Pixels)
}
dstRect := image.Rect(x, labelHeight, x+int(bmp.Header.Width), labelHeight+int(bmp.Header.Height))
draw.Draw(canvas, dstRect, img, image.Point{}, draw.Src)
x += int(bmp.Header.Width) + gap
}
return png.Encode(f, canvas)
}
// safeRenderMultiBlockBitmap recovers from panics in hacked's own decode
// code (malformed or non-image compound resources can crash rle.Decompress
// rather than return an error) so one bad resource never aborts a scan that
// is meant to be re-run repeatedly during modding.
func safeRenderMultiBlockBitmap(view resource.View, fallbackPal bitmap.Palette, sourceFile string, id resource.ID, lang resource.Language, outDir, suffix string) (entry galleryEntry, err error) {
defer func() {
if r := recover(); r != nil {
err = fmt.Errorf("panic: %v", r)
}
}()
return renderMultiBlockBitmap(view, fallbackPal, sourceFile, id, lang, outDir, suffix)
}
// suffix distinguishes a base-layer comparison render ("_base") from the
// normal, winning-layer one ("") for the same resource ID/language, so the
// two don't collide on the same output filenames in outDir.
func renderMultiBlockBitmap(view resource.View, fallbackPal bitmap.Palette, sourceFile string, id resource.ID, lang resource.Language, outDir, suffix string) (galleryEntry, error) {
frames, err := decodeFrames(view)
if err != nil {
return galleryEntry{}, err
}
if len(frames) == 0 {
return galleryEntry{}, fmt.Errorf("no frames")
}
delays := make([]int, len(frames))
for i := range delays {
delays[i] = 10 * gallerySpeedFactor // no explicit timing exists for this raw form
}
gifName := fmt.Sprintf("%04X_%s%s.gif", int(id), lang.String(), suffix)
// No separate declared canvas size exists for this content type (unlike
// Animation descriptors below) - writeGIF falls back to the largest
// individual frame.
if err := writeGIF(filepath.Join(outDir, gifName), frames, fallbackPal, delays, 0, 0); err != nil {
return galleryEntry{}, err
}
filmstripName := fmt.Sprintf("%04X_%s%s_frames.png", int(id), lang.String(), suffix)
if err := writeFilmstrip(filepath.Join(outDir, filmstripName), frames, fallbackPal); err != nil {
return galleryEntry{}, err
}
return galleryEntry{
id: id, lang: lang, sourceFile: sourceFile, kind: "multi-block bitmap",
frameCount: len(frames),
width: int(frames[0].Header.Width), height: int(frames[0].Header.Height),
transparent: frames[0].Header.Flags&bitmap.FlagTransparent != 0,
gifName: gifName,
filmstripName: filmstripName,
}, nil
}
// safeRenderAnimationDescriptor is safeRenderMultiBlockBitmap's counterpart
// for the Animation-descriptor path.
func safeRenderAnimationDescriptor(mod *world.Mod, fallbackPal bitmap.Palette, sourceFile string, id resource.ID, lang resource.Language, outDir, suffix string) (entry galleryEntry, err error) {
defer func() {
if r := recover(); r != nil {
err = fmt.Errorf("panic: %v", r)
}
}()
return renderAnimationDescriptor(mod, fallbackPal, sourceFile, id, lang, outDir, suffix)
}
// suffix distinguishes a base-layer comparison render ("_base") from the
// normal, winning-layer one ("") - see renderMultiBlockBitmap.
func renderAnimationDescriptor(mod *world.Mod, fallbackPal bitmap.Palette, sourceFile string, id resource.ID, lang resource.Language, outDir, suffix string) (galleryEntry, error) {
view, err := mod.LocalizedResources(lang).Select(id)
if err != nil {
return galleryEntry{}, err
}
reader, err := view.Block(0)
if err != nil {
return galleryEntry{}, err
}
anim, err := bitmap.ReadAnimation(reader)
if err != nil {
return galleryEntry{}, err
}
if len(anim.Entries) == 0 {
return galleryEntry{}, fmt.Errorf("no animation entries")
}
lastFrame := 0
for _, entry := range anim.Entries {
if int(entry.LastFrame) > lastFrame {
lastFrame = int(entry.LastFrame)
}
}
var frames []*bitmap.Bitmap
var delays []int
frameIndex := 0
for _, entry := range anim.Entries {
for frameIndex <= int(entry.LastFrame) {
frameKey := resource.KeyOf(anim.ResourceID, lang, frameIndex)
frameView, err := mod.LocalizedResources(lang).Select(frameKey.ID)
if err != nil {
return galleryEntry{}, fmt.Errorf("frame %d: %w", frameIndex, err)
}
reader, err := frameView.Block(0)
if err != nil {
return galleryEntry{}, fmt.Errorf("frame %d: %w", frameIndex, err)
}
// Always a fresh zero buffer, never a previous frame's real
// pixels - see decodeFrames' own comment for why that's what
// matches the game's actual RSD8 decoder (and hacked's own
// bitmap preview) rather than ghosting stale content into a
// skip run.
bmp, err := bitmap.DecodeReferenced(reader, func(w, h int16) ([]byte, error) {
return make([]byte, int(w)*int(h)), nil
})
if err != nil {
return galleryEntry{}, fmt.Errorf("frame %d: %w", frameIndex, err)
}
frames = append(frames, bmp)
delay := int(entry.FrameTime) / 10 * gallerySpeedFactor
if delay <= 0 {
delay = 10 * gallerySpeedFactor
}
delays = append(delays, delay)
frameIndex++
}
}
if len(frames) == 0 {
return galleryEntry{}, fmt.Errorf("no frames decoded")
}
gifName := fmt.Sprintf("%04X_%s%s.gif", int(id), lang.String(), suffix)
// anim.Width/Height is this format's own declared canvas, which can be
// larger than any single frame's stored (possibly delta-cropped) size.
if err := writeGIF(filepath.Join(outDir, gifName), frames, fallbackPal, delays, int(anim.Width), int(anim.Height)); err != nil {
return galleryEntry{}, err
}
filmstripName := fmt.Sprintf("%04X_%s%s_frames.png", int(id), lang.String(), suffix)
if err := writeFilmstrip(filepath.Join(outDir, filmstripName), frames, fallbackPal); err != nil {
return galleryEntry{}, err
}
return galleryEntry{
id: id, lang: lang, sourceFile: sourceFile, kind: "animation descriptor",
frameCount: len(frames),
width: int(anim.Width), height: int(anim.Height),
transparent: frames[0].Header.Flags&bitmap.FlagTransparent != 0,
gifName: gifName,
filmstripName: filmstripName,
}, nil
}
// renderForMod resolves id/lang through m (a specific layering - the full
// mod, or just a base game directory on its own) and renders it, the same
// content-type dispatch the main scan uses, so it can also be called a
// second time against a base-only Mod to render a comparison. ok is false
// (with a nil error) when id/lang isn't an eligible animated resource in m
// at all, as opposed to being eligible but failing to decode or render.
func renderForMod(m *world.Mod, fallbackPal bitmap.Palette, sourceFile string, id resource.ID, lang resource.Language, outDir, suffix string, minFrames int) (entry galleryEntry, ok bool, err error) {
view, err := m.LocalizedResources(lang).Select(id)
if err != nil {
return galleryEntry{}, false, nil
}
switch {
case view.ContentType() == resource.Animation:
entry, err = safeRenderAnimationDescriptor(m, fallbackPal, sourceFile, id, lang, outDir, suffix)
return entry, true, err
case view.ContentType() == resource.Bitmap && view.BlockCount() >= minFrames:
entry, err = safeRenderMultiBlockBitmap(view, fallbackPal, sourceFile, id, lang, outDir, suffix)
return entry, true, err
}
return galleryEntry{}, false, nil
}
// contentTypeName maps a galleryEntry.kind back to the resource.ContentType
// name mdlp will need (its own decode path differs: an "Animation"
// descriptor's frames live at anim.ResourceID+N, a "Bitmap"'s frames are
// just its own blocks) - see kind's assignment in renderAnimationDescriptor/
// renderMultiBlockBitmap.
func contentTypeName(kind string) string {
if kind == "animation descriptor" {
return "Animation"
}
return "Bitmap"
}
// mdlResourceID formats the resourceId string an MDL upscale definition
// uses to identify one resource: a resource ID alone is not always unique -
// e.g. 0x25 exists as a separate resource per language - so a non-Any
// language is appended (0x25_German). The bare form (0xA54) implies
// _Any, the language nearly everything we care about upscaling (critter
// art, etc.) actually uses.
func mdlResourceID(id resource.ID, lang resource.Language) string {
if lang == resource.LangAny {
return fmt.Sprintf("0x%X", int(id))
}
return fmt.Sprintf("0x%X_%s", int(id), lang.String())
}
func writeIndex(path string, entries []galleryEntry) error {
var b strings.Builder
b.WriteString("<!doctype html><html><head><meta charset=\"utf-8\"><title>System Shock animation gallery</title>")
b.WriteString("<style>body{font-family:sans-serif;background:#111;color:#eee}")
b.WriteString("#controls{position:sticky;top:0;background:#181818;padding:10px;z-index:10;border-bottom:1px solid #444}")
b.WriteString("#controls label{margin-right:12px}")
b.WriteString("#mdl-output{width:98%;font-family:monospace;font-size:12px;margin-top:8px;background:#000;color:#9f9;border:1px solid #444}")
b.WriteString(".card{display:inline-block;margin:8px;padding:8px;background:#222;vertical-align:top}")
b.WriteString(".card img{image-rendering:pixelated;background:#000;display:block}")
b.WriteString(".card img.frames{margin-top:4px;max-width:100%}")
b.WriteString(".compare{display:flex;gap:10px}")
b.WriteString(".compare-label{font-size:11px;color:#8ab;text-transform:uppercase;margin-bottom:2px}")
b.WriteString(".meta{font-size:12px;color:#aaa;margin-top:4px}")
b.WriteString(".meta label{cursor:pointer}")
b.WriteString("#basket{min-height:60px;background:#1a2a1a;border:1px dashed #4a6a4a;padding:8px;margin-bottom:16px}")
b.WriteString("#basket:empty::before{content:'(nothing selected yet - check animations below to add them here)';color:#678;font-style:italic}")
b.WriteString("#basket .card{background:#2a3a2a}</style></head><body>")
// One quick-filter button per group, in -data order.
groupNames := make(map[int]string)
for _, e := range entries {
groupNames[e.dirIndex] = e.group
}
groupIndexes := make([]int, 0, len(groupNames))
for i := range groupNames {
groupIndexes = append(groupIndexes, i)
}
sort.Ints(groupIndexes)
groupButtons := `<br><span id="group-filters">Groups:`
for _, i := range groupIndexes {
name := html.EscapeString(groupNames[i])
groupButtons += fmt.Sprintf(` <button type="button" class="group-filter" data-filter="%s">%s</button>`, name, name)
}
groupButtons += `</span>`
b.WriteString(`<div id="controls">` +
`<label>Model: <select id="model">` +
`<option>realesrgan-x4plus-anime</option>` +
`<option>realesrgan-x4plus</option>` +
`<option>realesr-general-x4v3</option>` +
`</select></label>` +
`<label>Scale: <input id="scale" type="number" value="2" min="1" max="4" style="width:4em"></label>` +
`<button id="clear-sel" type="button">Clear selection</button>` +
`<br><label>Filter: <input type="text" id="search" placeholder="id, language, file, transparent..." style="width:22em"></label>` +
`<button id="clear-filter" type="button">Clear filter</button>` +
`<span id="shown-count"></span>` +
groupButtons +
`<textarea id="mdl-output" rows="12" readonly placeholder="Select animations below to generate an MDL upscale definition here - copy it into modding/mods/&lt;name&gt;/bitmaps/&lt;label&gt;.json"></textarea>` +
`</div>`)
b.WriteString(`<h2>Selected (<span id="basket-count">0</span>)</h2><div id="basket"></div>`)
fmt.Fprintf(&b, "<h1>%d animated resource(s)</h1>", len(entries))
// Cards are sectioned per -data layer (the base game, then each mod), and
// within one by content type: animation descriptors and multi-block
// bitmaps are genuinely distinct (different decode path, see
// contentTypeName).
type section struct {
group string
dirIndex int
animations, bitmaps []galleryEntry
}
var sections []*section
sectionByDir := make(map[int]*section)
for _, e := range entries {
sec := sectionByDir[e.dirIndex]
if sec == nil {
sec = &section{group: e.group, dirIndex: e.dirIndex}
sectionByDir[e.dirIndex] = sec
sections = append(sections, sec)
}
if contentTypeName(e.kind) == "Animation" {
sec.animations = append(sec.animations, e)
} else {
sec.bitmaps = append(sec.bitmaps, e)
}
}
sort.Slice(sections, func(i, j int) bool { return sections[i].dirIndex < sections[j].dirIndex })
writeCards := func(group []galleryEntry, idPrefix string) {
for i, e := range group {
transparency := "opaque"
if e.transparent {
transparency = "transparent"
}
search := strings.ToLower(strings.Join([]string{
fmt.Sprintf("0x%x", int(e.id)), fmt.Sprintf("%d", int(e.id)),
e.lang.String(), e.kind, e.sourceFile, e.group,
fmt.Sprintf("%dx%d", e.width, e.height), transparency,
}, " "))
fmt.Fprintf(&b, "<div class=\"card\" data-search=\"%s\">", html.EscapeString(search))
if e.baseGifName != "" {
b.WriteString("<div class=\"compare\">")
b.WriteString("<div class=\"compare-col\"><div class=\"compare-label\">base</div>")
fmt.Fprintf(&b, "<img src=\"gifs/%s\" width=\"%d\" height=\"%d\">", html.EscapeString(e.baseGifName), e.width*2, e.height*2)
fmt.Fprintf(&b, "<img class=\"frames\" src=\"gifs/%s\" title=\"every base frame, in order\">", html.EscapeString(e.baseFilmstripName))
b.WriteString("</div>")
b.WriteString("<div class=\"compare-col\"><div class=\"compare-label\">this build</div>")
fmt.Fprintf(&b, "<img src=\"gifs/%s\" width=\"%d\" height=\"%d\">", html.EscapeString(e.gifName), e.width*2, e.height*2)
fmt.Fprintf(&b, "<img class=\"frames\" src=\"gifs/%s\" title=\"every frame, in order\">", html.EscapeString(e.filmstripName))
b.WriteString("</div></div>")
} else {
fmt.Fprintf(&b, "<img src=\"gifs/%s\" width=\"%d\" height=\"%d\">", html.EscapeString(e.gifName), e.width*2, e.height*2)
if e.filmstripName != "" {
fmt.Fprintf(&b, "<img class=\"frames\" src=\"gifs/%s\" title=\"every frame, in order\">", html.EscapeString(e.filmstripName))
}
}
fmt.Fprintf(&b, "<div class=\"meta\"><label><input type=\"checkbox\" class=\"sel\" id=\"sel-%s-%d\" data-id=\"%s\"> ",
idPrefix, i, html.EscapeString(mdlResourceID(e.id, e.lang)))
fmt.Fprintf(&b, "ID 0x%X (%d) &middot; %s</label><br>%dx%d, %d frame(s), %s &middot; %s &middot; %s</div>",
int(e.id), int(e.id), html.EscapeString(e.lang.String()),
e.width, e.height, e.frameCount, transparency, html.EscapeString(e.kind), html.EscapeString(e.sourceFile))
b.WriteString("</div>")
}
}
for _, sec := range sections {
b.WriteString("<div class=\"group\">")
fmt.Fprintf(&b, "<h2>%s (%d)</h2>", html.EscapeString(sec.group), len(sec.animations)+len(sec.bitmaps))
if len(sec.animations) > 0 {
fmt.Fprintf(&b, "<h3>Animations (%d)</h3>", len(sec.animations))
writeCards(sec.animations, fmt.Sprintf("%da", sec.dirIndex))
}
if len(sec.bitmaps) > 0 {
fmt.Fprintf(&b, "<h3>Bitmaps (%d)</h3>", len(sec.bitmaps))
writeCards(sec.bitmaps, fmt.Sprintf("%db", sec.dirIndex))
}
b.WriteString("</div>")
}
b.WriteString(`<script>
var basket = document.getElementById('basket');
// Where each card lives when not selected, so unchecking it puts it back
// in its original spot (its group's Animations/Bitmaps section, original order)
// instead of just appending it back at the end.
var cardHomes = new Map();
Array.prototype.forEach.call(document.querySelectorAll('.card'), function (card) {
cardHomes.set(card, { parent: card.parentNode, next: card.nextSibling });
});
function moveCard(checkbox) {
var card = checkbox.closest('.card');
if (checkbox.checked) {
basket.appendChild(card);
} else {
var home = cardHomes.get(card);
home.parent.insertBefore(card, home.next);
}
document.getElementById('basket-count').textContent = basket.children.length;
}
function updateMdl() {
var model = document.getElementById('model').value;
var scale = parseInt(document.getElementById('scale').value, 10) || 2;
var boxes = Array.prototype.filter.call(document.querySelectorAll('.sel'), function (b) { return b.checked; });
// A bare resource ID isn't always unique (e.g. 0x25 exists as a separate
// resource per language), so each entry here is "0x<ID>" or, when the
// resource's language isn't Any, "0x<ID>_<Language>" - mdlp resolves the
// rest (content type, etc.) from the resource itself. The MDL
// definition only needs what it can't derive: the shared upscale
// parameters, and which resources to apply them to.
var mdl = {
model: model,
scale: scale,
resources: boxes.map(function (b) { return b.dataset.id; })
};
document.getElementById('mdl-output').value = JSON.stringify(mdl, null, 2);
}
Array.prototype.forEach.call(document.querySelectorAll('.sel'), function (b) {
b.addEventListener('change', function () { moveCard(b); updateMdl(); });
});
document.getElementById('model').addEventListener('change', updateMdl);
document.getElementById('scale').addEventListener('input', updateMdl);
document.getElementById('clear-sel').addEventListener('click', function () {
Array.prototype.forEach.call(document.querySelectorAll('.sel'), function (b) {
if (b.checked) {
b.checked = false;
moveCard(b);
}
});
updateMdl();
});
updateMdl();
function applyFilter() {
var query = document.getElementById('search').value.trim().toLowerCase();
var cards = document.querySelectorAll('.card');
var shown = 0;
Array.prototype.forEach.call(cards, function (card) {
var match = !query || card.dataset.search.indexOf(query) !== -1;
card.style.display = match ? '' : 'none';
if (match) shown++;
});
// A group with no visible card left hides its headings too.
Array.prototype.forEach.call(document.querySelectorAll('.group'), function (group) {
var visible = Array.prototype.some.call(group.querySelectorAll('.card'), function (card) {
return card.style.display !== 'none';
});
group.style.display = visible ? '' : 'none';
});
document.getElementById('shown-count').textContent = shown + ' / ' + cards.length + ' shown';
}
document.getElementById('search').addEventListener('input', applyFilter);
function setFilter(text) {
document.getElementById('search').value = text;
applyFilter();
}
document.getElementById('clear-filter').addEventListener('click', function () { setFilter(''); });
Array.prototype.forEach.call(document.querySelectorAll('.group-filter'), function (btn) {
btn.addEventListener('click', function () { setFilter(btn.dataset.filter); });
});
applyFilter();
</script>`)
b.WriteString("</body></html>")
return os.WriteFile(path, []byte(b.String()), 0o644)
}
@@ -0,0 +1,13 @@
--- a/go.mod
+++ b/go.mod
@@ -2,6 +2,10 @@
go 1.25.0
+// Local, patched copy fixing a GTK3/GLFW X11 crash on Linux - see
+// ../sqweek-dialog-patches/ and README.md.
+replace github.com/sqweek/dialog => ../sqweek-dialog
+
require (
github.com/asticode/go-astisub v0.12.1
github.com/go-gl/gl v0.0.0-20210315015930-ae072cafe09d
@@ -0,0 +1,36 @@
--- a/ss1/resource/ChangeNotifier.go
+++ b/ss1/resource/ChangeNotifier.go
@@ -50,24 +50,26 @@
func (notifier ChangeNotifier) hashAll(ids []ID) (hashes resourceHashSnapshot, failedIDs []ID) {
var failedMap IDMarkerMap
hashes = make(resourceHashSnapshot)
- var selectMutex sync.Mutex
+ // Guards the whole of hashResource, not just Select: resources from the
+ // same underlying file share a stateful reader (e.g. a *io.SectionReader
+ // tracking a read offset), so the actual block reads inside
+ // hashResource race just as much as selection would - locking only
+ // Select still let concurrent goroutines corrupt each other's reads.
+ var ioMutex sync.Mutex
var mapMutex sync.Mutex
for _, lang := range Languages() {
hashByResourceID := make(resourceHashes)
hashes[lang] = hashByResourceID
selector := notifier.Localizer.LocalizedResources(lang)
- selectorFunc := func(id ID) (View, error) {
- selectMutex.Lock()
- defer selectMutex.Unlock()
- return selector.Select(id)
- }
var wg sync.WaitGroup
for _, id := range ids {
wg.Add(1)
go func(id ID) {
defer wg.Done()
- hash, hashErr := notifier.hashResource(selectorFunc, id)
+ ioMutex.Lock()
+ hash, hashErr := notifier.hashResource(selector.Select, id)
+ ioMutex.Unlock()
mapMutex.Lock()
defer mapMutex.Unlock()
if hashErr == nil {
+3
View File
@@ -0,0 +1,3 @@
* text=auto eol=lf
*.{cmd,[cC][mM][dD]} text eol=crlf
*.{bat,[bB][aA][tT]} text eol=crlf
+5
View File
@@ -0,0 +1,5 @@
.idea/
_build/
imgui.ini
*.syso
+84
View File
@@ -0,0 +1,84 @@
run:
deadline: 10m
linters:
enable:
- asciicheck
- bodyclose
- deadcode
- depguard
- dogsled
- dupl
- durationcheck
- errcheck
- errorlint
- exportloopref
- forbidigo
- goconst
- gocritic
- godot
- godox
- goerr113
- gofmt
- goheader
- gomoddirectives
- gomodguard
- goprintffuncname
- gosimple
- govet
- importas
- ineffassign
- lll
- makezero
- misspell
- nilerr
- noctx
- nolintlint
- predeclared
- promlinter
- revive
- rowserrcheck
- sqlclosecheck
- staticcheck
- structcheck
- tagliatelle
- testpackage
- thelper
- tparallel
- typecheck
- unconvert
- unused
- varcheck
- wastedassign
- whitespace
# linters are disabled if their majority of issues is considered false-positive (intended code)
# and the remaining issues (if existing) aren't worth it.
disable:
- gochecknoglobals
- gochecknoinits
- goimports # disabled because of so many false-positives with "imgui-go"
- gosec
- maligned
- nakedret
- prealloc
- unparam
- wsl
- funlen
- gocyclo # disabled for UI code
- nestif # disabled for UI code
- gocognit
- stylecheck # enable again for doing all the package documentation.
- gomnd # too many false positives with constants themselves.
issues:
exclude:
# too often for OpenGL constants
- don't use ALL_CAPS in Go names
exclude-use-default: false # disable filtering of defaults for better zero-issue policy
max-per-linter: 0 # disable limit; report all issues of a linter
max-same-issues: 0 # disable limit; report all issues of the same issue
linters-settings:
lll:
line-length: 160
+38
View File
@@ -0,0 +1,38 @@
## Contributing Guidelines
Thank you for considering to contribute to this application!
The following text lists guidelines for contributions.
These guidelines don't have legal status, so use them as a reference and common sense - and feel free to update them as well!
### "I just want to know..."
For questions, or general usage-information about HackEd, please refer to the [systemshock.org](https://systemshock.org) forums (`Engineering` subforum for modding in general, `Deck 13` for source development, including engine code), or refer to the [Wiki](https://github.com/inkyblackness/hacked/wiki).
You might also find information on the data files in the [ss-specs](https://github.com/inkyblackness/ss-specs) project.
### Scope
This is an editor for mods and fan-missions of the video game System Shock (1994, and compatible), written in Go.
If there are extensions to the data files, please be sure that these were discussed and/or documented in `ss-specs`. Usability features are always welcome, I only ask to give them a second thought if there might be a more generic solution (i.e., don't immediately jump to the implementation of "I need X", rather think how a slightly different feature might both give you X and also Y in even a simpler form...)
Please also consider engine compatibility. If there are engine features not supported by all (especially the classic version), please make sure these are indicated to the user. Also refer to the documentation on the Wiki for such cases.
### Code Style
Please make sure code is formatted according to `go fmt`, and use the following linter: [golangci-lint](https://github.com/golangci/golangci-lint).
> If there are linter errors that you didn't introduce, you don't have to clean them up - I might have missed them and will be handling them separately.
### Testing Style
The code under `ss1` should be well tested, please try to keep up coverage. The code under `editor` is tricky to test - if you figure out how to test ImGui based stuff, I'd be happy for a pull request! At least utilities should have tests.
> I am aiming for a coverage of over 90% in there.
For testing use either the vanilla `testing` package, or augment it with the `github.com/stretchr/testify` framework. See existing examples.
+27
View File
@@ -0,0 +1,27 @@
New BSD License
© 2018, Christian Haas
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of "InkyBlackness" nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE LISTED COPYRIGHT HOLDERS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+28
View File
@@ -0,0 +1,28 @@
# InkyBlackness HackEd
HackEd is the main graphical editor application as part of the [InkyBlackness](https://inkyblackness.github.io) project, written in [Go](http://golang.org/). It allows editing of game files of the original System Shock (1994 and compatible) to create mods and fan-missions.
This application is the successor of the `deck` package of InkyBlackness, which provided the first public editor, even before the source release of the original engine. The rewrite was necessary due to several factors.
The [releases page](https://github.com/inkyblackness/hacked/releases) provides the latest binaries for both MS Windows and Linux.
## Documentation
Usage of the editor is documented on its [Wiki](https://github.com/inkyblackness/hacked/wiki) page.
Answers and further help about modding can be furthermore found on the [systemshock.org](https://systemshock.org) forums, particularly the `Engineering` subforum.
## Screenshots
Level editing details:
![v1.0.0 Level Editing](https://user-images.githubusercontent.com/1508944/43354141-b8c536b0-9246-11e8-8014-c306be4ab1bb.png)
Media editing details:
![v1.0.0 Media Editing](https://user-images.githubusercontent.com/1508944/43354142-c3035742-9246-11e8-86d8-31cf62b7ca1b.png)
4K glory showing all the windows:
![v1.0.0 4K Glory](https://user-images.githubusercontent.com/1508944/43354138-a4676cc4-9246-11e8-883f-46ddde4aba25.png)
## License
The project is available under the terms of the **New BSD License** (see LICENSE file).
@@ -0,0 +1,20 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0">
<assemblyIdentity
type="win32"
name="InkyBlackness.hacked"
version="§MAJOR.§MINOR.§PATCH.0"
/>
<dependency>
<dependentAssembly>
<assemblyIdentity
type="win32"
name="Microsoft.Windows.Common-Controls"
version="6.0.0.0"
processorArchitecture="*"
publicKeyToken="6595b64144ccf1df"
language="*"
/>
</dependentAssembly>
</dependency>
</assembly>
Binary file not shown.

After

Width:  |  Height:  |  Size: 58 KiB

@@ -0,0 +1,3 @@
100 ICON "hacked.ico"
100 24 "hacked.exe.manifest"
GLFW_ICON ICON "hacked.ico"
+17
View File
@@ -0,0 +1,17 @@
# InkyBlackness - HackEd
This package contains the public distribution of the [InkyBlackness](https://inkyblackness.github.io) HackEd binary.
The executable is a modding tool for the DOS game [System Shock (1994)](http://en.wikipedia.org/wiki/System_Shock) and compatibles.
## Disclaimer
A general warning: Keep backups of your files!
This is an executables downloaded from the internet. If you are unsure what they do or how they work, refer to the sources [on GitHub](https://github.com/inkyblackness).
## Requirements
HackEd is a GUI editor for the resources, including a map editor.
The tool uses OpenGL 3.2 .
User documentation is available online here: https://github.com/inkyblackness/hacked/wiki
+76
View File
@@ -0,0 +1,76 @@
#!/bin/bash
pushd $(dirname "${0}") >/dev/null
HACKED_BASE=$(pwd -L)
FOLDER_NAME=inkyblackness-hacked
echo "Cleaning output directories..."
rm -rf _build
rm main-res.syso
mkdir -p $HACKED_BASE/_build/linux/$FOLDER_NAME
mkdir -p $HACKED_BASE/_build/win/$FOLDER_NAME
echo "Determining version"
MAJOR=$(date +%Y)
MINOR=$(date +%m)
PATCH=$(date +%d)
VERSION=$(git describe --tags)
if [ $? -ne 0 ]; then
echo "Could not determine tag, defaulting to revision for version"
REV=$(git rev-parse --short HEAD)
VERSION="rev$REV"
else
VERSION_RAW=$(echo "$VERSION" | cut -d'-' -f 1 | cut -d'v' -f 2)
fi
EXTRA=$(echo "$VERSION" | cut -d'-' -f 2)
if [[ "$VERSION" == "$EXTRA" ]]; then
MAJOR=$(echo "$VERSION_RAW" | cut -d'.' -f 1)
MINOR=$(echo "$VERSION_RAW" | cut -d'.' -f 2)
PATCH=$(echo "$VERSION_RAW" | cut -d'.' -f 3)
fi
echo "Determined version: $VERSION ($MAJOR.$MINOR.$PATCH)"
echo "Preparing build resources"
mkdir -p $HACKED_BASE/_build/win_temp
cp $HACKED_BASE/_resources/build/win/* $HACKED_BASE/_build/win_temp
sed -i "s/§MAJOR/$MAJOR/g" $HACKED_BASE/_build/win_temp/hacked.exe.manifest
sed -i "s/§MINOR/$MINOR/g" $HACKED_BASE/_build/win_temp/hacked.exe.manifest
sed -i "s/§PATCH/$PATCH/g" $HACKED_BASE/_build/win_temp/hacked.exe.manifest
x86_64-w64-mingw32-windres -o main-res.syso $HACKED_BASE/_build/win_temp/hacked.rc
echo "Building executables..."
go build -gcflags "-d=checkptr=0" -ldflags "-X main.version=$VERSION" -a -o $HACKED_BASE/_build/linux/$FOLDER_NAME/hacked -trimpath $(pwd) .
GOOS=windows GOARCH=amd64 CGO_ENABLED=1 CXX=x86_64-w64-mingw32-g++ CC=x86_64-w64-mingw32-gcc go build -gcflags "-d=checkptr=0" -ldflags "-X main.version=$VERSION -H=windowsgui" -a -o $HACKED_BASE/_build/win/$FOLDER_NAME/hacked.exe -trimpath $(pwd) .
echo "Copying distribution resources..."
for os in "linux" "win"; do
packageDir=$HACKED_BASE/_build/$os/$FOLDER_NAME
cp $HACKED_BASE/LICENSE $packageDir
cp -R $HACKED_BASE/_resources/dist/* $packageDir
done
for lib in "libgcc_s_seh-1.dll" "libstdc++-6.dll" "libwinpthread-1.dll"; do
for base in "/usr/x86_64-w64-mingw32/bin" "/usr/lib/gcc/x86_64-w64-mingw32/10-win32" "/usr/x86_64-w64-mingw32/lib"; do
if [ -e $base/$lib ]; then
cp $base/$lib $HACKED_BASE/_build/win/$FOLDER_NAME
fi
done
if [ ! -f $HACKED_BASE/_build/win/$FOLDER_NAME/$lib ]; then
echo " FAIL: file $lib is nowhere found"
fi
done
echo "Creating packages..."
cd $HACKED_BASE/_build/linux
tar -cvzf $HACKED_BASE/_build/$FOLDER_NAME-$VERSION.linux64.tgz ./$FOLDER_NAME
cd $HACKED_BASE/_build/win
zip -r $HACKED_BASE/_build/$FOLDER_NAME-$VERSION.win64.zip .
popd >/dev/null
+4
View File
@@ -0,0 +1,4 @@
package crash
// Handler is a function that tries to preserve some panic/stack info to the user.
var Handler = func(versionInfo string) {}
@@ -0,0 +1,42 @@
package crash
//#include <windows.h>
import "C"
import (
"fmt"
"runtime/debug"
"unsafe"
)
func init() {
Handler = windowsHandler
}
func windowsHandler(versionInfo string) {
if e := recover(); e != nil {
text := `There was a crash in the application. This is bad and I am sorry.
Perhaps you can make something with the details of the error below.
If you can reproduce this, please make a screenshot of this box and report it with details on the http://www.systemshock.org forums.
Thank you!
`
text += fmt.Sprintf("%s:\n%s", e, debug.Stack())
messageBox(text, "Something unexpected happened - "+versionInfo)
}
}
func messageBox(text, caption string) {
textArg, textFin := wrapString(text)
defer textFin()
captionArg, captionFin := wrapString(caption)
defer captionFin()
var hwnd unsafe.Pointer
C.MessageBoxExA((*C.struct_HWND__)(hwnd), textArg, captionArg, C.UINT(0), C.WORD(0))
}
func wrapString(value string) (wrapped *C.char, finisher func()) {
wrapped = C.CString(value)
finisher = func() { C.free(unsafe.Pointer(wrapped)) } // nolint: gas
return
}
+945
View File
@@ -0,0 +1,945 @@
package editor
import (
"encoding/json"
"fmt"
"io/ioutil"
"path/filepath"
"strings"
"github.com/inkyblackness/imgui-go/v3"
"github.com/inkyblackness/hacked/editor/about"
"github.com/inkyblackness/hacked/editor/animations"
"github.com/inkyblackness/hacked/editor/archives"
"github.com/inkyblackness/hacked/editor/bitmaps"
"github.com/inkyblackness/hacked/editor/external"
"github.com/inkyblackness/hacked/editor/graphics"
"github.com/inkyblackness/hacked/editor/levels"
"github.com/inkyblackness/hacked/editor/messages"
"github.com/inkyblackness/hacked/editor/movies"
"github.com/inkyblackness/hacked/editor/objects"
"github.com/inkyblackness/hacked/editor/project"
"github.com/inkyblackness/hacked/editor/render"
"github.com/inkyblackness/hacked/editor/sounds"
"github.com/inkyblackness/hacked/editor/texts"
"github.com/inkyblackness/hacked/editor/textures"
"github.com/inkyblackness/hacked/ss1"
"github.com/inkyblackness/hacked/ss1/content/archive/level"
"github.com/inkyblackness/hacked/ss1/content/bitmap"
"github.com/inkyblackness/hacked/ss1/content/movie"
"github.com/inkyblackness/hacked/ss1/content/sound"
"github.com/inkyblackness/hacked/ss1/content/text"
"github.com/inkyblackness/hacked/ss1/edit"
"github.com/inkyblackness/hacked/ss1/edit/media"
"github.com/inkyblackness/hacked/ss1/edit/undoable"
"github.com/inkyblackness/hacked/ss1/edit/undoable/cmd"
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ss1/world"
"github.com/inkyblackness/hacked/ss1/world/ids"
"github.com/inkyblackness/hacked/ui/gui"
"github.com/inkyblackness/hacked/ui/input"
"github.com/inkyblackness/hacked/ui/opengl"
)
const (
errCouldNotOpenFile ss1.StringError = "could not open file"
errCouldNotReadFile ss1.StringError = "could not read file"
)
type projectState struct {
ProjectSettings *edit.ProjectSettings `json:",omitempty"`
GameStateSettings *edit.GameStateSettings `json:",omitempty"`
OpenWindows []string `json:",omitempty"`
ActiveLevelIndex *int `json:",omitempty"`
}
func projectStateFromFile(filename string) (projectState, error) {
data, err := ioutil.ReadFile(filename)
if err != nil {
return projectState{}, errCouldNotOpenFile
}
var state projectState
err = json.Unmarshal(data, &state)
if err != nil {
return projectState{}, errCouldNotReadFile
}
return state, nil
}
// SaveTo stores the state in a file with given filename.
func (state projectState) SaveTo(filename string) error {
bytes, err := json.MarshalIndent(state, "", " ")
if err != nil {
return err
}
return ioutil.WriteFile(filename, bytes, 0640)
}
type lastProjectState struct {
projectState
LastProject string `json:",omitempty"`
}
func lastProjectStateFromFile(filename string) lastProjectState {
data, err := ioutil.ReadFile(filename)
if err != nil {
return lastProjectState{}
}
var state lastProjectState
err = json.Unmarshal(data, &state)
if err != nil {
return lastProjectState{}
}
return state
}
// SaveTo stores the state in a file with given filename.
func (state lastProjectState) SaveTo(filename string) error {
bytes, err := json.MarshalIndent(state, "", " ")
if err != nil {
return err
}
return ioutil.WriteFile(filename, bytes, 0640)
}
// Application is the root object of the graphical editor.
// It is set up by the main method.
type Application struct {
// Version identifies the build of the application.
Version string
// ConfigDir is the base path to store configuration in.
ConfigDir string
window opengl.Window
clipboard clipboardAdapter
gl opengl.OpenGL
// FontFile specifies the font to use.
FontFile string
// FontSize specifies the font size to use.
FontSize float32
// GuiScale is applied when the window is initialized.
GuiScale float32
guiContext *gui.Context
lastModifier input.Modifier
lastMouseX float32
lastMouseY float32
txnBuilder cmd.TransactionBuilder
cmdStack *cmd.Stack
mod *world.Mod
cp text.Codepage
textLineCache *text.Cache
textPageCache *text.Cache
messagesCache *text.ElectronicMessageCache
paletteCache *graphics.PaletteCache
textureCache *graphics.TextureCache
frameCache *graphics.FrameCache
animationCache *bitmap.AnimationCache
movieCache *movie.Cache
soundEffectCache *sound.EffectCache
mapDisplay *levels.MapDisplay
levels *edit.EditableLevels
levelSelection *edit.LevelSelectionService
levelEditorService *edit.LevelEditorService
projectService *edit.ProjectService
gameStateService *edit.GameStateService
gameObjectsService *edit.GameObjectsService
projectView *project.View
archiveView *archives.View
levelControlView *levels.ControlView
levelTilesView *levels.TilesView
levelObjectsView *levels.ObjectsView
messagesView *messages.View
textsView *texts.View
bitmapsView *bitmaps.View
texturesView *textures.View
animationsView *animations.View
moviesView *movies.View
soundEffectsView *sounds.View
objectsView *objects.View
aboutView *about.View
licensesView *about.LicensesView
modalState gui.ModalStateWrapper
failureMessage string
failurePending bool
}
// InitializeWindow takes the given window and attaches the callbacks.
func (app *Application) InitializeWindow(window opengl.Window) (err error) {
app.window = window
app.clipboard.window = window
app.gl = window.OpenGL()
app.window.RestoreState(opengl.WindowStateFromFile(app.windowStateConfigFilename(), app.window.StateSnapshot()))
app.initSignalling()
app.initWindowCallbacks()
app.initOpenGL()
app.initModel()
err = app.initGui()
if err != nil {
return
}
app.initView()
app.restoreWorkspace()
app.onWindowResize(app.window.Size())
return
}
func (app *Application) onWindowClosed() {
if app.guiContext != nil {
app.guiContext.Destroy()
app.guiContext = nil
}
}
func (app *Application) initWindowCallbacks() {
app.window.OnClosing(app.onWindowClosing)
app.window.OnClosed(app.onWindowClosed)
app.window.OnFileDropCallback(app.onFilesDropped)
app.window.OnResize(app.onWindowResize)
app.window.OnKeyPress(app.onKeyPress)
app.window.OnKeyRelease(app.onKeyRelease)
app.window.OnCharCallback(app.onChar)
app.window.OnModifier(app.onModifier)
app.window.OnMouseMove(app.onMouseMove)
app.window.OnMouseScroll(app.onMouseScroll)
app.window.OnMouseButtonDown(app.onMouseButtonDown)
app.window.OnMouseButtonUp(app.onMouseButtonUp)
app.window.OnRender(app.render)
}
func (app *Application) render() {
app.guiContext.NewFrame()
width, height := app.window.Size()
app.gl.Viewport(0, 0, int32(width), int32(height))
app.gl.ClearColor(0.0, 0.0, 0.0, 1.0)
app.gl.Clear(opengl.COLOR_BUFFER_BIT)
paletteTexture, _ := app.paletteCache.Palette(0)
app.mapDisplay.Render(
paletteTexture, app.textureCache.Texture,
app.levelTilesView.TextureDisplay(), app.levelTilesView.ColorDisplay())
app.handleFailure()
app.renderMainMenu()
app.projectView.Render()
app.updateAutoSave()
app.archiveView.Render()
app.levelControlView.Render()
app.levelTilesView.Render()
app.levelObjectsView.Render()
app.messagesView.Render()
app.textsView.Render()
app.bitmapsView.Render()
app.texturesView.Render()
app.animationsView.Render()
app.moviesView.Render()
app.soundEffectsView.Render()
app.objectsView.Render()
app.aboutView.Render()
app.licensesView.Render()
app.modalState.Render()
app.guiContext.Render(app.bitmapTextureForUI)
}
func (app *Application) initOpenGL() {
app.gl.Disable(opengl.DEPTH_TEST)
app.gl.Enable(opengl.BLEND)
app.gl.BlendFunc(opengl.SRC_ALPHA, opengl.ONE_MINUS_SRC_ALPHA)
}
func (app *Application) initGui() (err error) {
app.initGuiSizes()
param := gui.ContextParameters{
ConfigDir: app.ConfigDir,
FontFile: app.FontFile,
FontSize: app.FontSize,
}
app.guiContext, err = gui.NewContext(app.window, param)
if err != nil {
return
}
imguiIO := imgui.CurrentIO()
imguiIO.KeyMap(imgui.KeyTab, int(input.KeyTab))
imguiIO.KeyMap(imgui.KeyLeftArrow, int(input.KeyLeft))
imguiIO.KeyMap(imgui.KeyRightArrow, int(input.KeyRight))
imguiIO.KeyMap(imgui.KeyUpArrow, int(input.KeyUp))
imguiIO.KeyMap(imgui.KeyDownArrow, int(input.KeyDown))
imguiIO.KeyMap(imgui.KeyPageUp, int(input.KeyPageUp))
imguiIO.KeyMap(imgui.KeyPageDown, int(input.KeyPageDown))
imguiIO.KeyMap(imgui.KeyHome, int(input.KeyHome))
imguiIO.KeyMap(imgui.KeyEnd, int(input.KeyEnd))
imguiIO.KeyMap(imgui.KeyInsert, int(input.KeyInsert))
imguiIO.KeyMap(imgui.KeyDelete, int(input.KeyDelete))
imguiIO.KeyMap(imgui.KeyBackspace, int(input.KeyBackspace))
imguiIO.KeyMap(imgui.KeyEnter, int(input.KeyEnter))
imguiIO.KeyMap(imgui.KeyEscape, int(input.KeyEscape))
imguiIO.KeyMap(imgui.KeyA, int(input.KeyA))
imguiIO.KeyMap(imgui.KeyC, int(input.KeyC))
imguiIO.KeyMap(imgui.KeyV, int(input.KeyV))
imguiIO.KeyMap(imgui.KeyX, int(input.KeyX))
app.initGuiStyle()
app.mapDisplay = levels.NewMapDisplay(app.gameObjectsService, app.levelSelection, app.levelEditorService,
app.gl, app.GuiScale,
app.gameTexture)
return
}
func (app *Application) gameTexture(index level.TextureIndex) (*graphics.BitmapTexture, error) {
key := resource.KeyOf(ids.LargeTextures.Plus(int(index)), resource.LangAny, 0)
return app.textureCache.Texture(key)
}
func (app *Application) bitmapTextureForUI(textureID imgui.TextureID) (palette uint32, texture uint32) {
idType := byte(textureID >> 48)
switch idType {
case render.BitmapTextureTypeResource:
paletteTexture, _ := app.paletteCache.Palette(0)
if paletteTexture == nil {
return 0, 0
}
lang := resource.Language((textureID >> 32) & 0xFF)
resourceID := resource.ID((textureID >> 16) & 0xFFFF)
blockIndex := int(textureID & 0xFFFF)
key := resource.KeyOf(resourceID, lang, blockIndex)
tex, err := app.textureCache.Texture(key)
if err != nil {
return 0, 0
}
return paletteTexture.Handle(), tex.Handle()
case render.BitmapTextureTypeFrame:
key := graphics.FrameCacheKey(textureID & 0xFFFF)
return app.frameCache.HandlesForKey(key)
}
return 0, 0
}
func (app *Application) onWindowClosing() {
windowState := app.window.StateSnapshot()
_ = windowState.SaveTo(app.windowStateConfigFilename())
app.saveWorkspace()
}
func (app *Application) onWindowResize(width int, height int) {
app.mapDisplay.WindowResized(width, height)
app.gl.Viewport(0, 0, int32(width), int32(height))
}
func (app *Application) onFilesDropped(names []string) {
app.modalState.HandleFiles(names)
}
func (app *Application) onKeyPress(key input.Key, modifier input.Modifier) {
app.lastModifier = modifier
usedGlobalShortcut := true
switch {
case key == input.KeyEscape:
app.modalState.SetState(nil)
case key == input.KeyUndo:
app.tryUndo()
case key == input.KeyRedo:
app.tryRedo()
case key == input.KeyNew:
app.newProject()
case key == input.KeySave:
app.projectView.StartSavingMod()
case key == input.KeyF1 && modifier.IsClear():
*app.projectView.WindowOpen() = !*app.projectView.WindowOpen()
case key == input.KeyF2 && modifier.IsClear():
*app.levelControlView.WindowOpen() = !*app.levelControlView.WindowOpen()
case key == input.KeyF3 && modifier.IsClear():
*app.levelTilesView.WindowOpen() = !*app.levelTilesView.WindowOpen()
case key == input.KeyF4 && modifier.IsClear():
*app.levelObjectsView.WindowOpen() = !*app.levelObjectsView.WindowOpen()
case key == input.KeyF5 && modifier.IsClear():
*app.messagesView.WindowOpen() = !*app.messagesView.WindowOpen()
default:
usedGlobalShortcut = false
}
if usedGlobalShortcut {
return
}
if app.shouldReportKeyToImgui(key) {
imgui.CurrentIO().KeyPress(int(key))
app.updateKeyModifier()
}
}
func (app *Application) onKeyRelease(key input.Key, modifier input.Modifier) {
app.lastModifier = modifier
if app.shouldReportKeyToImgui(key) {
imgui.CurrentIO().KeyRelease(int(key))
app.updateKeyModifier()
}
}
func (app *Application) shouldReportKeyToImgui(key input.Key) bool {
keyIsModifier := key.AsModifier() != input.ModNone
return keyIsModifier || app.guiContext.IsUsingKeyboard()
}
func (app *Application) onChar(char rune) {
if app.guiContext.IsUsingKeyboard() {
imgui.CurrentIO().AddInputCharacters(string(char))
return
}
switch char {
case 'v':
_ = app.levelEditorService.PlaceObjectsOnFloor()
case 'f':
_ = app.levelEditorService.PlaceObjectsOnEyeLevel()
case 'r':
_ = app.levelEditorService.PlaceObjectsOnCeiling()
}
}
func (app *Application) updateKeyModifier() {
imguiIO := imgui.CurrentIO()
imguiIO.KeyCtrl(int(input.KeyControl), int(input.KeyControl))
imguiIO.KeyShift(int(input.KeyShift), int(input.KeyShift))
imguiIO.KeyAlt(int(input.KeyAlt), int(input.KeyAlt))
imguiIO.KeySuper(int(input.KeySuper), int(input.KeySuper))
}
func (app *Application) onModifier(modifier input.Modifier) {
app.lastModifier = modifier
}
func (app *Application) modalActive() bool {
return (app.modalState.State != nil) || (len(app.failureMessage) > 0)
}
func (app *Application) tryUndo() {
if !app.cmdStack.CanUndo() || app.modalActive() {
return
}
imgui.ClearActiveID()
err := app.projectService.ModifyModWith(app.cmdStack.Undo)
if err != nil {
app.onFailure("Undo", "", err)
}
}
func (app *Application) tryRedo() {
if !app.cmdStack.CanRedo() || app.modalActive() {
return
}
imgui.ClearActiveID()
err := app.projectService.ModifyModWith(app.cmdStack.Redo)
if err != nil {
app.onFailure("Redo", "", err)
}
}
func (app *Application) onMouseMove(x, y float32) {
app.lastMouseX = x
app.lastMouseY = y
app.guiContext.SetMousePosition(x, y)
if !app.guiContext.IsUsingMouse() {
app.mapDisplay.MouseMoved(x, y)
}
}
func (app *Application) onMouseScroll(dx, dy float32) {
if !app.guiContext.IsUsingMouse() {
app.mapDisplay.MouseScrolled(app.lastMouseX, app.lastMouseY, dx, dy, app.lastModifier)
}
app.guiContext.MouseScroll(dx, dy)
}
func (app *Application) onMouseButtonDown(buttonMask uint32, modifier input.Modifier) {
if !app.guiContext.IsUsingMouse() {
app.mapDisplay.MouseButtonDown(app.lastMouseX, app.lastMouseY, buttonMask)
}
app.reportButtonChange(buttonMask, true)
}
func (app *Application) onMouseButtonUp(buttonMask uint32, modifier input.Modifier) {
if !app.guiContext.IsUsingMouse() {
app.mapDisplay.MouseButtonUp(app.lastMouseX, app.lastMouseY, buttonMask, modifier)
}
app.reportButtonChange(buttonMask, false)
}
func (app *Application) reportButtonChange(buttonMask uint32, down bool) {
for buttonIndex := 0; buttonIndex < 32; buttonIndex++ {
if (buttonMask & (1 << uint32(buttonIndex))) != 0 {
app.guiContext.MouseButtonChanged(buttonIndex, down)
}
}
}
func (app *Application) initGuiSizes() {
if app.GuiScale < 0.5 {
app.GuiScale = 1.0
} else if app.GuiScale > 10.0 {
app.GuiScale = 10.0
}
if app.FontSize <= 0 {
app.FontSize = 16.0
}
app.FontSize *= app.GuiScale
}
func (app *Application) initGuiStyle() {
if len(app.FontFile) == 0 {
imgui.CurrentIO().SetFontGlobalScale(app.GuiScale)
}
imgui.CurrentStyle().ScaleAllSizes(app.GuiScale)
color := func(r, g, b byte, alpha float32) imgui.Vec4 {
return imgui.Vec4{X: float32(r) / 255.0, Y: float32(g) / 255.0, Z: float32(b) / 255.0, W: alpha}
}
colorDoubleFull := func(alpha float32) imgui.Vec4 { return color(0xC4, 0x38, 0x9F, alpha) }
colorDoubleDark := func(alpha float32) imgui.Vec4 { return color(0x31, 0x01, 0x38, alpha) }
colorTripleFull := func(alpha float32) imgui.Vec4 { return color(0x21, 0xFF, 0x43, alpha) }
colorTripleDark := func(alpha float32) imgui.Vec4 { return color(0x06, 0xCC, 0x94, alpha) }
colorTripleLight := func(alpha float32) imgui.Vec4 { return color(0x51, 0x99, 0x58, alpha) }
style := imgui.CurrentStyle()
style.SetColor(imgui.StyleColorText, colorTripleFull(1.0))
style.SetColor(imgui.StyleColorTextDisabled, colorTripleDark(1.0))
style.SetColor(imgui.StyleColorWindowBg, colorDoubleDark(0.80))
style.SetColor(imgui.StyleColorPopupBg, colorDoubleDark(0.75))
style.SetColor(imgui.StyleColorTitleBgActive, colorTripleLight(1.0))
style.SetColor(imgui.StyleColorFrameBg, colorTripleLight(0.54))
style.SetColor(imgui.StyleColorFrameBgHovered, colorTripleDark(0.4))
style.SetColor(imgui.StyleColorFrameBgActive, colorTripleDark(0.67))
style.SetColor(imgui.StyleColorCheckMark, colorTripleDark(1.0))
style.SetColor(imgui.StyleColorSliderGrabActive, colorTripleDark(1.0))
style.SetColor(imgui.StyleColorButton, colorTripleDark(0.4))
style.SetColor(imgui.StyleColorButtonHovered, colorTripleDark(1.0))
style.SetColor(imgui.StyleColorHeader, colorTripleLight(0.70))
style.SetColor(imgui.StyleColorHeaderHovered, colorTripleDark(0.8))
style.SetColor(imgui.StyleColorHeaderActive, colorTripleDark(1.0))
style.SetColor(imgui.StyleColorResizeGrip, colorTripleDark(0.25))
style.SetColor(imgui.StyleColorResizeGripHovered, colorTripleDark(0.67))
style.SetColor(imgui.StyleColorResizeGripActive, colorTripleDark(0.95))
style.SetColor(imgui.StyleColorTextSelectedBg, colorTripleDark(0.35))
style.SetColor(imgui.StyleColorTab, colorTripleLight(0.54))
style.SetColor(imgui.StyleColorTabHovered, colorTripleLight(0.75))
style.SetColor(imgui.StyleColorTabActive, colorTripleLight(1.0))
style.SetColor(imgui.StyleColorSliderGrab, colorDoubleFull(1.0))
style.SetColor(imgui.StyleColorButtonActive, colorDoubleFull(1.0))
style.SetColor(imgui.StyleColorSeparatorHovered, colorDoubleFull(0.78))
style.SetColor(imgui.StyleColorSeparatorActive, colorTripleLight(1.0))
}
func (app *Application) initSignalling() {
app.cmdStack = new(cmd.Stack)
app.txnBuilder.Commander = app
}
func (app *Application) initModel() {
app.mod = world.NewMod(app.resourcesChanged, app.modReset)
app.cp = text.DefaultCodepage()
app.textLineCache = text.NewLineCache(app.cp, app.mod)
app.textPageCache = text.NewPageCache(app.cp, app.mod)
app.messagesCache = text.NewElectronicMessageCache(app.cp, app.mod)
app.movieCache = movie.NewCache(app.cp, app.mod)
app.soundEffectCache = sound.NewEffectCache(app.mod)
app.levels = edit.NewEditableLevels(&app.txnBuilder, app.mod)
app.levelSelection = edit.NewLevelSelectionService(app.levels)
app.gameObjectsService = edit.NewGameObjectsService(app.mod)
app.levelEditorService = edit.NewLevelEditorService(&app.txnBuilder, app.gameObjectsService, app.levels, app.levelSelection)
app.paletteCache = graphics.NewPaletteCache(app.gl, app.mod)
app.textureCache = graphics.NewTextureCache(app.gl, app.mod)
app.frameCache = graphics.NewFrameCache(app.gl)
app.animationCache = bitmap.NewAnimationCache(app.mod)
}
func (app *Application) resourcesChanged(modifiedIDs []resource.ID, failedIDs []resource.ID) {
app.textLineCache.InvalidateResources(modifiedIDs)
app.textPageCache.InvalidateResources(modifiedIDs)
app.messagesCache.InvalidateResources(modifiedIDs)
app.movieCache.InvalidateResources(modifiedIDs)
app.soundEffectCache.InvalidateResources(modifiedIDs)
app.levels.InvalidateResources(modifiedIDs)
app.paletteCache.InvalidateResources(modifiedIDs)
app.textureCache.InvalidateResources(modifiedIDs)
app.animationCache.InvalidateResources(modifiedIDs)
}
func (app *Application) modReset() {
app.cmdStack = new(cmd.Stack)
}
// nolint: lll
func (app *Application) initView() {
textViewer := media.NewTextViewerService(app.textLineCache, app.textPageCache, app.mod)
textSetter := media.NewTextSetterService(app.cp)
audioViewer := media.NewAudioViewerService(app.movieCache, app.mod)
audioSetter := media.NewAudioSetterService()
movieViewer := media.NewMovieViewerService(app.movieCache, app.mod)
movieSetter := media.NewMovieSetterService(app.cp)
soundEffectViewer := media.NewSoundViewerService(app.soundEffectCache, app.mod)
soundEffectSetter := media.NewSoundSetterService()
soundEffectService := undoable.NewSoundEffectService(edit.NewSoundEffectService(soundEffectViewer, soundEffectSetter), app)
augmentedTextService := undoable.NewAugmentedTextService(edit.NewAugmentedTextService(textViewer, textSetter, audioViewer, audioSetter), app)
movieService := undoable.NewMovieService(edit.NewMovieService(app.cp, movieViewer, movieSetter), app)
app.projectService = edit.NewProjectService(&app.txnBuilder, app.mod)
app.gameStateService = edit.NewGameStateService(&app.txnBuilder)
app.projectView = project.NewView(app.projectService, &app.modalState, app.GuiScale, &app.txnBuilder)
app.archiveView = archives.NewArchiveView(&app.txnBuilder, app.gameStateService, app.mod, app.textLineCache, app.cp, &app.modalState, app.GuiScale, app)
app.levelControlView = levels.NewControlView(app.levels, app.levelSelection, app.levelEditorService, app.GuiScale, app.textLineCache, app.textureCache, &app.txnBuilder)
app.levelTilesView = levels.NewTilesView(app.levelEditorService, app.GuiScale, app.textLineCache, app.textureCache, &app.txnBuilder)
app.levelObjectsView = levels.NewObjectsView(app.gameObjectsService, app.levelEditorService, app.levelSelection, app.gameStateService, app.GuiScale, app.textLineCache, app.textureCache, &app.txnBuilder, app.gl)
app.messagesView = messages.NewMessagesView(app.mod, app.messagesCache, app.cp, app.movieCache, app.textureCache, &app.modalState, app.clipboard, app.GuiScale, app)
app.textsView = texts.NewTextsView(augmentedTextService, &app.modalState, app.clipboard, app.GuiScale)
app.bitmapsView = bitmaps.NewBitmapsView(app.mod, app.textureCache, app.paletteCache, &app.modalState, app.clipboard, app.GuiScale, app)
app.texturesView = textures.NewTexturesView(app.mod, app.textLineCache, app.cp, app.textureCache, app.paletteCache, &app.modalState, app.clipboard, app.GuiScale, app)
app.animationsView = animations.NewAnimationsView(app.mod, app.textureCache, app.paletteCache, app.animationCache, &app.modalState, app.GuiScale, app)
app.moviesView = movies.NewMoviesView(app.mod, app.frameCache, movieService, &app.modalState, app.GuiScale, app)
app.soundEffectsView = sounds.NewSoundEffectsView(soundEffectService, &app.modalState, app.GuiScale)
app.objectsView = objects.NewView(app.mod, app.textLineCache, app.cp, app.textureCache, app.paletteCache, &app.modalState, app.clipboard, app.GuiScale, app)
app.aboutView = about.NewView(app.clipboard, app.GuiScale, app.Version)
app.licensesView = about.NewLicensesView(app.GuiScale)
}
// Queue requests to perform the given command.
func (app *Application) Queue(command cmd.Command) {
err := app.projectService.ModifyModWith(func(modder world.Modder) error {
return app.cmdStack.Perform(command, modder)
})
if err != nil {
app.onFailure("command", "", err)
}
}
func (app *Application) onFailure(source string, details string, err error) {
app.failurePending = true
app.failureMessage = fmt.Sprintf("Source: %v\nDetails: %v\nError: %v", source, details, err)
}
func (app *Application) renderMainMenu() {
windowEntry := func(name string, shortcut string, isOpen *bool) {
if imgui.MenuItemV(name, shortcut, *isOpen, true) {
*isOpen = !*isOpen
}
}
if imgui.BeginMainMenuBar() {
if imgui.BeginMenu("File") {
if imgui.MenuItemV("New Project", "Ctrl+N", false, true) {
app.newProject()
}
if imgui.MenuItemV("Load Project", "", false, true) {
app.loadProject()
}
if imgui.MenuItemV("Save Project", "", false, true) {
app.saveProject()
}
imgui.Separator()
if imgui.MenuItemV("Save Mod", "Ctrl+S", false, true) {
app.projectView.StartSavingMod()
}
windowEntry("Project", "F1", app.projectView.WindowOpen())
imgui.Separator()
if imgui.MenuItem("Exit") {
app.window.SetCloseRequest(true)
}
imgui.EndMenu()
}
if imgui.BeginMenu("Edit") {
if imgui.MenuItemV("Undo", "Ctrl+Z", false, app.cmdStack.CanUndo()) {
app.tryUndo()
}
if imgui.MenuItemV("Redo", "Ctrl+Y / Ctrl+Shift+Z", false, app.cmdStack.CanRedo()) {
app.tryRedo()
}
imgui.EndMenu()
}
if imgui.BeginMenu("Window") {
windowEntry("Archive", "", app.archiveView.WindowOpen())
windowEntry("Level Control", "F2", app.levelControlView.WindowOpen())
windowEntry("Level Tiles", "F3", app.levelTilesView.WindowOpen())
windowEntry("Level Objects", "F4", app.levelObjectsView.WindowOpen())
windowEntry("Messages", "F5", app.messagesView.WindowOpen())
windowEntry("Texts", "", app.textsView.WindowOpen())
windowEntry("Bitmaps", "", app.bitmapsView.WindowOpen())
windowEntry("Textures", "", app.texturesView.WindowOpen())
windowEntry("Animations", "", app.animationsView.WindowOpen())
windowEntry("Movies", "", app.moviesView.WindowOpen())
windowEntry("Sound Effects", "", app.soundEffectsView.WindowOpen())
windowEntry("Game Objects", "", app.objectsView.WindowOpen())
imgui.EndMenu()
}
if imgui.BeginMenu("Help") {
if imgui.MenuItem("About...") {
app.aboutView.Show()
}
if imgui.MenuItem("Licenses") {
app.licensesView.Show()
}
imgui.EndMenu()
}
imgui.EndMainMenuBar()
}
}
func (app *Application) handleFailure() {
if app.failurePending {
imgui.OpenPopup("Failure Message")
app.failurePending = false
}
if imgui.BeginPopupModal("Failure Message") {
imgui.Text(`Something went wrong. This is bad and I am sorry.
You have the option to "Ignore" this and hope for the best.
This action also clears the undo/redo buffer.
Or you can simply "Exit" the application and then restart it.
This action loses any pending changes.
Perhaps you can make something with the details of the error below.
If you can reproduce this, please make a screenshot and
report it with details on how to reproduce it on the
http://www.systemshock.org forums. Thank you!
`)
imgui.Text("Version: " + app.Version)
imgui.Separator()
imgui.Text(app.failureMessage)
imgui.Separator()
if imgui.Button("Ignore") {
app.failureMessage = ""
app.cmdStack = new(cmd.Stack)
imgui.CloseCurrentPopup()
}
imgui.SameLine()
if imgui.Button("Exit") {
app.window.SetCloseRequest(true)
}
imgui.EndPopup()
}
}
const settingsFileExtension = "hacked-project"
func projectFileTypes() []external.TypeInfo {
return []external.TypeInfo{
{
Title: "HackEd Project File (*." + settingsFileExtension + ")",
Extensions: []string{settingsFileExtension},
},
}
}
func (app *Application) newProject() {
app.saveStoredProject()
app.restoreProjectState(projectState{}, "")
}
func (app *Application) loadProject() {
app.saveStoredProject()
external.LoadFile(&app.modalState, projectFileTypes(), func(filename string) error {
state, err := projectStateFromFile(filename)
if err != nil {
return err
}
app.restoreProjectState(state, filename)
return nil
})
}
func (app *Application) saveStoredProject() {
currentFilename := app.projectService.CurrentStateFilename()
if len(currentFilename) > 0 {
currentState := app.currentProjectState()
_ = currentState.SaveTo(currentFilename)
}
}
func (app *Application) saveProject() {
currentState := app.currentProjectState()
currentFilename := app.projectService.CurrentStateFilename()
if (len(currentFilename) == 0) || (currentState.SaveTo(currentFilename) != nil) {
external.SaveFile(&app.modalState, projectFileTypes(), func(filename string) error {
completeFilename := filename
dotExtension := "." + settingsFileExtension
if !strings.HasSuffix(completeFilename, dotExtension) {
completeFilename += dotExtension
}
err := currentState.SaveTo(completeFilename)
if err != nil {
return err
}
app.projectService.SetCurrentStateFilename(completeFilename)
app.window.SetTitleSuffix(completeFilename)
return nil
})
}
}
func (app *Application) currentProjectState() projectState {
projectSettings := app.projectService.CurrentSettings()
gameStateSettings := app.gameStateService.CurrentSettings()
windowOpenByName := app.windowOpenByName()
var openWindows []string
for key, open := range windowOpenByName {
if *open {
openWindows = append(openWindows, key)
}
}
activeLevelIndex := app.levelSelection.CurrentLevelID()
return projectState{
ProjectSettings: &projectSettings,
GameStateSettings: &gameStateSettings,
OpenWindows: openWindows,
ActiveLevelIndex: &activeLevelIndex,
}
}
func (app *Application) saveWorkspace() {
currentProjectState := app.currentProjectState()
currentProjectStateFilename := app.projectService.CurrentStateFilename()
if len(currentProjectStateFilename) > 0 {
err := currentProjectState.SaveTo(currentProjectStateFilename)
if err != nil {
currentProjectStateFilename = ""
} else {
currentProjectState = projectState{}
}
}
lastProjectState := lastProjectState{
projectState: currentProjectState,
LastProject: currentProjectStateFilename,
}
_ = lastProjectState.SaveTo(app.lastProjectStateConfigFilename())
}
func (app *Application) restoreWorkspace() {
lastProjectState := lastProjectStateFromFile(app.lastProjectStateConfigFilename())
projectStateToRestore := lastProjectState.projectState
projectStateFilename := ""
if len(lastProjectState.LastProject) > 0 {
state, err := projectStateFromFile(lastProjectState.LastProject)
if err == nil {
projectStateToRestore = state
projectStateFilename = lastProjectState.LastProject
}
}
app.restoreProjectState(projectStateToRestore, projectStateFilename)
}
func (app *Application) restoreProjectState(state projectState, filename string) {
var projectSettings edit.ProjectSettings
if state.ProjectSettings != nil {
projectSettings = *state.ProjectSettings
}
app.projectService.RestoreProject(projectSettings, filename)
var gameStateSettings edit.GameStateSettings
if state.GameStateSettings != nil {
gameStateSettings = *state.GameStateSettings
}
app.gameStateService.RestoreSettings(gameStateSettings)
windowOpenByName := app.windowOpenByName()
for _, open := range windowOpenByName {
*open = false
}
for _, key := range state.OpenWindows {
open := windowOpenByName[key]
if open != nil {
*open = true
}
}
if len(state.OpenWindows) == 0 {
*app.projectView.WindowOpen() = true
}
activeLevel := world.StartingLevel
if (state.ActiveLevelIndex != nil) && app.levels.IsLevelAvailable(*state.ActiveLevelIndex) {
activeLevel = *state.ActiveLevelIndex
}
app.levelSelection.SetCurrentLevelID(activeLevel)
app.window.SetTitleSuffix(filename)
}
func (app *Application) updateAutoSave() {
status := app.projectService.SaveStatus()
app.window.SetProjectModified(status.FilesModified > 0)
if status.SavePending && (status.SaveIn == 0) {
status.ConfirmPendingSave()
app.projectView.StartSavingMod()
}
}
func (app *Application) windowStateConfigFilename() string {
return filepath.Join(app.ConfigDir, "WindowState.json")
}
func (app *Application) lastProjectStateConfigFilename() string {
return filepath.Join(app.ConfigDir, "LastProjectState.json")
}
func (app *Application) windowOpenByName() map[string]*bool {
return map[string]*bool{
"project": app.projectView.WindowOpen(),
"archive": app.archiveView.WindowOpen(),
"levelControl": app.levelControlView.WindowOpen(),
"levelTiles": app.levelTilesView.WindowOpen(),
"levelObjects": app.levelObjectsView.WindowOpen(),
"messages": app.messagesView.WindowOpen(),
"texts": app.textsView.WindowOpen(),
"bitmaps": app.bitmapsView.WindowOpen(),
"textures": app.texturesView.WindowOpen(),
"animations": app.animationsView.WindowOpen(),
"movies": app.moviesView.WindowOpen(),
"soundEffects": app.soundEffectsView.WindowOpen(),
"gameObjects": app.objectsView.WindowOpen(),
}
}
@@ -0,0 +1,15 @@
package editor
import "github.com/inkyblackness/hacked/ui/opengl"
type clipboardAdapter struct {
window opengl.Window
}
func (adapter clipboardAdapter) String() (string, error) {
return adapter.window.ClipboardString()
}
func (adapter clipboardAdapter) SetString(value string) {
adapter.window.SetClipboardString(value)
}
@@ -0,0 +1,66 @@
package about
import (
"github.com/inkyblackness/imgui-go/v3"
)
// LicensesView handles the about display.
type LicensesView struct {
guiScale float32
model viewModel
}
// NewLicensesView creates a new instance for the about display.
func NewLicensesView(guiScale float32) *LicensesView {
return &LicensesView{
guiScale: guiScale,
model: freshViewModel(),
}
}
// Show requests to show the licenses view.
func (view *LicensesView) Show() {
view.model.windowOpen = true
}
// Render requests to render the view.
func (view *LicensesView) Render() {
if view.model.windowOpen {
imgui.OpenPopup("Licenses")
view.model.windowOpen = false
imgui.SetNextWindowSize(imgui.Vec2{X: 640 * view.guiScale, Y: 480 * view.guiScale})
}
if imgui.BeginPopupModalV("Licenses", nil, imgui.WindowFlagsHorizontalScrollbar|imgui.WindowFlagsNoSavedSettings) {
view.renderContent()
imgui.EndPopup()
}
}
func (view *LicensesView) renderContent() {
if imgui.TreeNodeV("System Shock", imgui.TreeNodeFlagsDefaultOpen) {
imgui.Text("System Shock by Night Dive Studios, LLC.\nOriginally by Looking Glass Technologies")
imgui.TreePop()
}
add := func(title, license string) {
if imgui.TreeNode(title) {
imgui.Text(license)
imgui.TreePop()
}
}
add("InkyBlackness - HackEd", inkyblacknessHackedLicense)
add("InkyBlackness - imgui", inkyblacknessImGuiLicense)
add("go-gl/glfw - Go bindings for GLFW 3", goglGlfwLicense)
add("go-gl/gl", goglOpenGLLicense)
add("go-gl/mathgl", goglMathGLLicense)
add("Dear ImGui", dearImGuiLicense)
add("GLFW", glfwLicense)
add("MinGW-w64", mingwLicense)
imgui.Separator()
if imgui.Button("OK") {
imgui.CloseCurrentPopup()
}
}
+70
View File
@@ -0,0 +1,70 @@
package about
import (
"github.com/inkyblackness/imgui-go/v3"
"github.com/inkyblackness/hacked/editor/external"
)
// View handles the about display.
type View struct {
version string
guiScale float32
clipboard external.Clipboard
model viewModel
}
// NewView creates a new instance for the about display.
func NewView(clipboard external.Clipboard, guiScale float32, version string) *View {
return &View{
version: version,
guiScale: guiScale,
clipboard: clipboard,
model: freshViewModel(),
}
}
// Show requests to show the about view.
func (view *View) Show() {
view.model.windowOpen = true
}
// Render requests to render the view.
func (view *View) Render() {
if view.model.windowOpen {
imgui.OpenPopup("About")
view.model.windowOpen = false
}
if imgui.BeginPopupModalV("About", nil, imgui.WindowFlagsAlwaysAutoResize|imgui.WindowFlagsNoMove|imgui.WindowFlagsHorizontalScrollbar) {
view.renderContent()
imgui.EndPopup()
}
}
func (view *View) renderContent() {
projectURL := "https://inkyblackness.github.io"
communityURL := "https://www.systemshock.org"
userguideURL := "https://github.com/inkyblackness/hacked/wiki"
urlLine := func(title, url string) {
imgui.Text(title + ": " + url)
imgui.SameLine()
if imgui.Button("-> Clip##" + title) {
view.clipboard.SetString(url)
}
}
imgui.Text("InkyBlackness - HackEd - " + view.version)
imgui.Separator()
urlLine("User guide", userguideURL)
urlLine("Community", communityURL)
urlLine("Project", projectURL)
imgui.Separator()
imgui.Text("Thanks to: 3RDPlayer: testing, ToxicFrog: name idea.")
imgui.Text("Written in Go. Because I can.")
imgui.Separator()
if imgui.Button("OK") {
imgui.CloseCurrentPopup()
}
}
@@ -0,0 +1,9 @@
package about
type viewModel struct {
windowOpen bool
}
func freshViewModel() viewModel {
return viewModel{}
}
+227
View File
@@ -0,0 +1,227 @@
package about
var inkyblacknessHackedLicense = `New BSD License
© 2018, Christian Haas
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of "InkyBlackness" nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE LISTED COPYRIGHT HOLDERS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
`
var inkyblacknessImGuiLicense = `New BSD License
© 2018, Christian Haas
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of "InkyBlackness" nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE LISTED COPYRIGHT HOLDERS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
`
var dearImGuiLicense = `The MIT License (MIT)
Copyright (c) 2014-2018 Omar Cornut
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
`
var mingwLicense = `With exception of certain parts that are prominently marked as being
in the Public Domain, BSD, or LGPL this Software is provided under the
Zope Public License (ZPL) Version 2.1.
Copyright (c) 2009 - 2013 by the mingw-w64 project
See the AUTHORS file for the list of contributors to the mingw-w64 project.
This license has been certified as open source. It has also been designated
as GPL compatible by the Free Software Foundation (FSF).
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
1. Redistributions in source code must retain the accompanying copyright
notice, this list of conditions, and the following disclaimer.
2. Redistributions in binary form must reproduce the accompanying
copyright notice, this list of conditions, and the following disclaimer
in the documentation and/or other materials provided with the
distribution.
3. Names of the copyright holders must not be used to endorse or promote
products derived from this software without prior written permission
from the copyright holders.
4. The right to distribute this software or to use it for any purpose does
not give you the right to use Servicemarks (sm) or Trademarks (tm) of
the copyright holders. Use of them is covered by separate agreement
with the copyright holders.
5. If any files are modified, you must cause the modified files to carry
prominent notices stating that you changed the files and the date of
any change.
Disclaimer
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY EXPRESSED
OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA,
OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
`
var goglGlfwLicense = `Copyright (c) 2012 The glfw3-go Authors. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following disclaimer
in the documentation and/or other materials provided with the
distribution.
* Neither the name of Google Inc. nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
`
var goglOpenGLLicense = `The MIT License (MIT)
Copyright (c) 2014 Eric Woroshow
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
`
var goglMathGLLicense = `Copyright ©2013 The go-gl Authors. All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the gonum project nor the names of its authors and
contributors may be used to endorse or promote products derived from this
software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
`
var glfwLicense = `Copyright (c) 2002-2006 Marcus Geelnard
Copyright (c) 2006-2016 Camilla Löwy <elmindreda@glfw.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would
be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not
be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
`
@@ -0,0 +1,41 @@
package animations
import (
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ss1/world"
)
type setAnimationCommand struct {
model *viewModel
animationKey resource.Key
framesID resource.ID
oldAnimation []byte
newAnimation []byte
oldFrames [][]byte
newFrames [][]byte
}
func (command setAnimationCommand) Do(modder world.Modder) error {
return command.perform(modder, command.newAnimation, command.newFrames)
}
func (command setAnimationCommand) Undo(modder world.Modder) error {
return command.perform(modder, command.oldAnimation, command.oldFrames)
}
func (command setAnimationCommand) perform(modder world.Modder, animData []byte, frames [][]byte) error {
if len(frames) == 0 {
modder.DelResource(command.animationKey.Lang, command.animationKey.ID.Plus(command.animationKey.Index))
modder.DelResource(command.animationKey.Lang, command.framesID)
} else {
modder.SetResourceBlock(command.animationKey.Lang, command.animationKey.ID.Plus(command.animationKey.Index), 0, animData)
modder.SetResourceBlocks(command.animationKey.Lang, command.framesID, frames)
}
command.model.restoreFocus = true
command.model.currentKey = command.animationKey
return nil
}
@@ -0,0 +1,338 @@
package animations
import (
"bytes"
"encoding/binary"
"fmt"
"image"
"image/gif"
"os"
"path/filepath"
"github.com/inkyblackness/imgui-go/v3"
"github.com/inkyblackness/hacked/editor/external"
"github.com/inkyblackness/hacked/editor/graphics"
"github.com/inkyblackness/hacked/editor/render"
"github.com/inkyblackness/hacked/ss1/content/bitmap"
"github.com/inkyblackness/hacked/ss1/edit/undoable/cmd"
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ss1/serial/rle"
"github.com/inkyblackness/hacked/ss1/world"
"github.com/inkyblackness/hacked/ss1/world/ids"
"github.com/inkyblackness/hacked/ui/gui"
)
type animationInfo struct {
title string
}
var knownAnimationTypes = map[resource.ID]animationInfo{
ids.VideoMailAnimationsStart: {title: "Video Mail Parts"},
}
var knownAnimationTypesOrder = []resource.ID{
ids.VideoMailAnimationsStart,
}
// View provides edit controls for animations.
type View struct {
mod *world.Mod
imageCache *graphics.TextureCache
paletteCache *graphics.PaletteCache
animationCache *bitmap.AnimationCache
modalStateMachine gui.ModalStateMachine
guiScale float32
commander cmd.Commander
model viewModel
}
// NewAnimationsView returns a new instance.
func NewAnimationsView(mod *world.Mod, imageCache *graphics.TextureCache, paletteCache *graphics.PaletteCache,
animationCache *bitmap.AnimationCache,
modalStateMachine gui.ModalStateMachine, guiScale float32, commander cmd.Commander) *View {
view := &View{
mod: mod,
imageCache: imageCache,
paletteCache: paletteCache,
animationCache: animationCache,
modalStateMachine: modalStateMachine,
guiScale: guiScale,
commander: commander,
model: freshViewModel(),
}
return view
}
// WindowOpen returns the flag address, to be used with the main menu.
func (view *View) WindowOpen() *bool {
return &view.model.windowOpen
}
// Render renders the view.
func (view *View) Render() {
if view.model.restoreFocus {
imgui.SetNextWindowFocus()
view.model.restoreFocus = false
view.model.windowOpen = true
}
if view.model.windowOpen {
imgui.SetNextWindowSizeV(imgui.Vec2{X: 800 * view.guiScale, Y: 300 * view.guiScale}, imgui.ConditionFirstUseEver)
if imgui.BeginV("Animations", view.WindowOpen(), imgui.WindowFlagsNoCollapse|imgui.WindowFlagsHorizontalScrollbar) {
view.renderContent()
}
imgui.End()
}
}
func (view *View) renderContent() {
if imgui.BeginChildV("Properties", imgui.Vec2{X: 350 * view.guiScale, Y: 0}, false, 0) {
imgui.PushItemWidth(-150 * view.guiScale)
if imgui.BeginCombo("Animation Type", knownAnimationTypes[view.model.currentKey.ID].title) {
for _, id := range knownAnimationTypesOrder {
if imgui.SelectableV(knownAnimationTypes[id].title, id == view.model.currentKey.ID, 0, imgui.Vec2{}) {
view.model.currentKey.ID = id
view.model.currentKey.Index = 0
view.model.currentFrame = 0
}
}
imgui.EndCombo()
}
info, _ := ids.Info(view.model.currentKey.ID)
if gui.StepSliderInt("Index", &view.model.currentKey.Index, 0, info.MaxCount-1) {
view.model.currentFrame = 0
}
imgui.Separator()
view.renderProperties()
imgui.PopItemWidth()
}
imgui.EndChild()
imgui.SameLine()
if imgui.BeginChildV("Frames", imgui.Vec2{X: -1, Y: 0}, false, 0) {
anim, hasAnim, _ := view.currentAnimation()
if hasAnim {
frameKey := resource.KeyOf(anim.ResourceID, resource.LangAny, view.model.currentFrame)
if view.cacheFrame(frameKey) {
render.TextureImage("Frame", view.imageCache, frameKey,
imgui.Vec2{X: float32(anim.Width) * view.guiScale, Y: float32(anim.Height) * view.guiScale})
if imgui.Button("Export") {
view.requestExport()
}
}
imgui.SameLine()
if imgui.Button("Import") {
view.requestImport()
}
}
}
imgui.EndChild()
}
func (view *View) cacheFrame(key resource.Key) bool {
var err error
var lastKey *resource.Key
for index := 0; (index <= key.Index) && (err == nil); index++ {
nextKey := resource.KeyOf(key.ID, key.Lang, index)
_, err = view.imageCache.TextureReferenced(nextKey, lastKey)
lastKey = &nextKey
}
return err == nil
}
func (view *View) renderProperties() {
anim, hasAnim, _ := view.currentAnimation()
widthString := ""
heightString := ""
lastFrame := 0
if hasAnim {
widthString = fmt.Sprintf("%d", anim.Width)
heightString = fmt.Sprintf("%d", anim.Height)
for _, entry := range anim.Entries {
lastFrame = int(entry.LastFrame)
}
}
imgui.LabelText("Width", widthString)
imgui.LabelText("Height", heightString)
gui.StepSliderInt("Frame Index", &view.model.currentFrame, 0, lastFrame)
}
func (view *View) currentAnimation() (bitmap.Animation, bool, bool) {
key := resource.KeyOf(view.model.currentKey.ID.Plus(view.model.currentKey.Index), resource.LangAny, 0)
anim, err := view.animationCache.Animation(key)
if err != nil {
return anim, false, true
}
readOnly := len(view.mod.ModifiedBlocks(resource.LangAny, key.ID)) == 0
return anim, true, readOnly
}
func (view *View) requestImport() {
info := "File must be an animated GIF file.\nIdeally, it matches the game palette 1:1,\nothers are mapped closest fitting."
types := []external.TypeInfo{{Title: "Animation files (*.gif)", Extensions: []string{"gif"}}}
var fileHandler func(string)
fileHandler = func(filename string) {
reader, err := os.Open(filename)
if err != nil {
external.Import(view.modalStateMachine, "Could not open file.\n"+info, types, fileHandler, true)
return
}
defer func() { _ = reader.Close() }()
data, err := gif.DecodeAll(reader)
if err != nil {
external.Import(view.modalStateMachine, "File not recognized as GIF.\n"+info, types, fileHandler, true)
return
}
palette, err := view.paletteCache.Palette(0)
if err != nil {
external.Import(view.modalStateMachine, "Can not import image without having a palette loaded.\n"+info, types, fileHandler, true)
return
}
anim := bitmap.Animation{
Width: int16(data.Config.Width),
Height: int16(data.Config.Height),
ResourceID: view.model.currentKey.ID.Plus(view.model.currentKey.Index).Plus(-12),
IntroFlag: 0,
}
var frames [][]byte
rawPalette := palette.Palette()
highestBitShift := func(value int16) (result byte) {
if value != 0 {
for (value >> result) != 1 {
result++
}
}
return
}
var prevFrame []byte
for index, img := range data.Image {
if (img.Bounds().Max.X == data.Config.Width) && (img.Bounds().Max.Y == data.Config.Height) {
bitmapper := bitmap.NewBitmapper(&rawPalette)
bmp := bitmapper.Map(img)
entry := bitmap.AnimationEntry{
FirstFrame: byte(index),
LastFrame: byte(index),
FrameTime: int16(data.Delay[index] * 10),
}
anim.Entries = append(anim.Entries, entry)
bmp.Header.Type = bitmap.TypeCompressed8Bit
bmp.Header.WidthFactor = highestBitShift(bmp.Header.Width)
bmp.Header.HeightFactor = highestBitShift(bmp.Header.Height)
bmp.Header.Area = [4]int16{0, 0, anim.Width, anim.Height}
bmp.Header.Stride = uint16(bmp.Header.Width)
buf := bytes.NewBuffer(nil)
_ = binary.Write(buf, binary.LittleEndian, &bmp.Header)
_ = rle.Compress(buf, bmp.Pixels, prevFrame)
prevFrame = bmp.Pixels
frames = append(frames, buf.Bytes())
}
}
view.requestSetAnimation(anim, frames)
}
external.Import(view.modalStateMachine, info, types, fileHandler, false)
}
func (view *View) requestExport() {
anim, hasAnim, _ := view.currentAnimation()
if hasAnim {
filename := fmt.Sprintf("Anim%04X.gif", int(view.model.currentKey.ID.Plus(view.model.currentKey.Index)))
view.exportTo(filename, anim)
}
}
func (view *View) exportTo(filename string, anim bitmap.Animation) {
info := "File to be written: " + filename
var exportTo func(string)
exportTo = func(dirname string) {
writer, err := os.Create(filepath.Join(dirname, filename))
if err != nil {
external.Export(view.modalStateMachine, "Could not create file.\n"+info, exportTo, true)
return
}
defer func() { _ = writer.Close() }()
palTex, err := view.paletteCache.Palette(0)
if err != nil {
external.Export(view.modalStateMachine, "Could not create file. No palette loaded.\n"+info, exportTo, true)
return
}
colorPalette := palTex.Palette().ColorPalette(false)
data := gif.GIF{
Config: image.Config{
Width: int(anim.Width),
Height: int(anim.Height),
ColorModel: colorPalette,
},
LoopCount: -1,
}
imageRect := image.Rect(0, 0, data.Config.Width, data.Config.Height)
frameIndex := 0
for _, entry := range anim.Entries {
for frameIndex <= int(entry.LastFrame) {
frameKey := resource.KeyOf(anim.ResourceID, resource.LangAny, frameIndex)
if !view.cacheFrame(frameKey) {
external.Export(view.modalStateMachine, "Failed to cache frame.\n"+info, exportTo, true)
return
}
frameTex, _ := view.imageCache.Texture(frameKey)
frameImg := image.NewPaletted(imageRect, colorPalette)
frameImg.Pix = frameTex.PixelData()
data.Image = append(data.Image, frameImg)
data.Delay = append(data.Delay, int(entry.FrameTime)/10)
frameIndex++
}
}
err = gif.EncodeAll(writer, &data)
if err != nil {
external.Export(view.modalStateMachine, info, exportTo, true)
return
}
}
external.Export(view.modalStateMachine, info, exportTo, false)
}
func (view *View) requestSetAnimation(newAnim bitmap.Animation, newFrames [][]byte) {
encodeAnim := func(anim bitmap.Animation) []byte {
buf := bytes.NewBuffer(nil)
_ = bitmap.WriteAnimation(buf, anim)
return buf.Bytes()
}
command := setAnimationCommand{
model: &view.model,
animationKey: view.model.currentKey,
newAnimation: encodeAnim(newAnim),
newFrames: newFrames,
framesID: newAnim.ResourceID,
}
oldAnim, oldExisting, _ := view.currentAnimation()
if oldExisting {
command.oldAnimation = encodeAnim(oldAnim)
}
command.oldFrames = view.mod.ModifiedBlocks(view.model.currentKey.Lang, newAnim.ResourceID)
view.commander.Queue(command)
}
@@ -0,0 +1,20 @@
package animations
import (
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ss1/world/ids"
)
type viewModel struct {
windowOpen bool
restoreFocus bool
currentKey resource.Key
currentFrame int
}
func freshViewModel() viewModel {
return viewModel{
currentKey: resource.KeyOf(ids.VideoMailAnimationsStart, resource.LangAny, 0),
}
}
@@ -0,0 +1,125 @@
package archives
import (
"github.com/inkyblackness/imgui-go/v3"
"github.com/inkyblackness/hacked/editor/values"
"github.com/inkyblackness/hacked/ss1/content/archive"
"github.com/inkyblackness/hacked/ss1/edit"
"github.com/inkyblackness/hacked/ui/gui"
)
type editBooleanVariableDialog struct {
machine gui.ModalStateMachine
view *View
service *edit.GameStateService
index int
varOverride bool
info archive.GameVariableInfo
opened bool
}
func (dialog *editBooleanVariableDialog) Render() {
if !dialog.opened {
dialog.opened = true
dialog.varOverride = dialog.service.BooleanVariableOverride(dialog.index)
dialog.info = dialog.service.BooleanVariable(dialog.index)
imgui.OpenPopup("Edit boolean variable")
}
imgui.SetNextWindowSize(imgui.Vec2{X: 600, Y: 0}.Times(dialog.view.guiScale))
if imgui.BeginPopupModalV("Edit boolean variable", nil,
imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsAlwaysAutoResize) {
dialog.renderControls()
imgui.Separator()
if imgui.Button("OK") {
dialog.applyChanges()
dialog.close()
}
imgui.SameLine()
if imgui.Button("Cancel") {
dialog.close()
}
imgui.EndPopup()
} else {
dialog.machine.SetState(nil)
}
}
func (dialog *editBooleanVariableDialog) applyChanges() {
if dialog.varOverride {
_ = dialog.service.SetBooleanVariable(dialog.index, dialog.info)
} else {
_ = dialog.service.DefaultBooleanVariable(dialog.index)
}
}
func (dialog *editBooleanVariableDialog) close() {
dialog.machine.SetState(nil)
imgui.CloseCurrentPopup()
}
func (dialog *editBooleanVariableDialog) renderControls() {
imgui.PushItemWidth(-150 * dialog.view.guiScale)
values.RenderUnifiedCheckboxCombo(false, "Override", values.UnifierFor(dialog.varOverride), func(newValue bool) {
dialog.varOverride = newValue
})
textFlags := imgui.InputTextFlagsNoUndoRedo
if !dialog.varOverride {
textFlags |= imgui.InputTextFlagsReadOnly
}
imgui.InputTextV("Name", &dialog.info.Name, textFlags, nil)
imgui.InputTextMultilineV("Description", &dialog.info.Description, imgui.Vec2{X: 0, Y: 100 * dialog.view.guiScale},
textFlags, nil)
imgui.Separator()
defaultValues := map[int]string{0: "False", 1: "True"}
valueLabels := map[bool]string{false: "Default", true: "Special"}
hasSpecialValues := dialog.info.ValueNames != nil
if dialog.varOverride {
if imgui.BeginCombo("Values", valueLabels[hasSpecialValues]) {
if imgui.SelectableV(valueLabels[false], !hasSpecialValues, 0, imgui.Vec2{}) {
dialog.info.ValueNames = nil
}
if imgui.SelectableV(valueLabels[true], hasSpecialValues, 0, imgui.Vec2{}) {
dialog.info.ValueNames = map[int16]string{0: defaultValues[0], 1: defaultValues[1]}
}
imgui.EndCombo()
}
} else {
imgui.LabelText("Values", valueLabels[hasSpecialValues])
}
hasSpecialValues = dialog.info.ValueNames != nil
if hasSpecialValues {
for i := int16(0); i < 2; i++ {
text := dialog.info.ValueNames[i]
if imgui.InputTextV(defaultValues[int(i)], &text, textFlags, nil) {
dialog.info.ValueNames[i] = text
}
}
} else {
imgui.LabelText(defaultValues[0], defaultValues[0])
imgui.LabelText(defaultValues[1], defaultValues[1])
}
initUnifier := values.UnifierFor(dialog.info.ResetValueInt())
values.RenderUnifiedCombo(dialog.info.Hardcoded || !dialog.varOverride, "Reset Value", initUnifier,
func(u values.Unifier) int { return int(u.Unified().(int16)) },
func(value int) string {
name, found := dialog.info.ValueNames[int16(value)]
if found {
return name
}
return defaultValues[value]
},
2,
func(newValue int) {
value16 := int16(newValue)
dialog.info.InitValue = &value16
})
imgui.PopItemWidth()
}
@@ -0,0 +1,214 @@
package archives
import (
"fmt"
"math"
"sort"
"github.com/inkyblackness/imgui-go/v3"
"github.com/inkyblackness/hacked/editor/values"
"github.com/inkyblackness/hacked/ss1/content/archive"
"github.com/inkyblackness/hacked/ss1/edit"
"github.com/inkyblackness/hacked/ui/gui"
)
type editIntegerVariableDialog struct {
machine gui.ModalStateMachine
view *View
service *edit.GameStateService
index int
varOverride bool
info archive.GameVariableInfo
selectedEnum int
opened bool
}
func (dialog *editIntegerVariableDialog) Render() {
if !dialog.opened {
dialog.opened = true
dialog.varOverride = dialog.service.IntegerVariableOverride(dialog.index)
dialog.info = dialog.service.IntegerVariable(dialog.index)
imgui.OpenPopup("Edit integer variable")
}
imgui.SetNextWindowSize(imgui.Vec2{X: 600, Y: 0}.Times(dialog.view.guiScale))
if imgui.BeginPopupModalV("Edit integer variable", nil,
imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsAlwaysAutoResize) {
dialog.renderControls()
imgui.Separator()
if imgui.Button("OK") {
dialog.applyChanges()
dialog.close()
}
imgui.SameLine()
if imgui.Button("Cancel") {
dialog.close()
}
imgui.EndPopup()
} else {
dialog.machine.SetState(nil)
}
}
func (dialog *editIntegerVariableDialog) applyChanges() {
if dialog.varOverride {
_ = dialog.service.SetIntegerVariable(dialog.index, dialog.info)
} else {
_ = dialog.service.DefaultIntegerVariable(dialog.index)
}
}
func (dialog *editIntegerVariableDialog) close() {
dialog.machine.SetState(nil)
imgui.CloseCurrentPopup()
}
func (dialog *editIntegerVariableDialog) renderControls() {
imgui.PushItemWidth(-150 * dialog.view.guiScale)
values.RenderUnifiedCheckboxCombo(false, "Override", values.UnifierFor(dialog.varOverride), func(newValue bool) {
dialog.varOverride = newValue
})
textFlags := imgui.InputTextFlagsNoUndoRedo
if !dialog.varOverride {
textFlags |= imgui.InputTextFlagsReadOnly
}
imgui.InputTextV("Name", &dialog.info.Name, textFlags, nil)
imgui.InputTextMultilineV("Description", &dialog.info.Description, imgui.Vec2{X: 0, Y: 100 * dialog.view.guiScale},
textFlags, nil)
imgui.Separator()
valueLabels := map[bool]string{false: "Numeric", true: "Enumerated"}
isEnumerated := len(dialog.info.ValueNames) > 0
if imgui.BeginCombo("Values", valueLabels[isEnumerated]) {
if imgui.SelectableV(valueLabels[false], !isEnumerated, 0, imgui.Vec2{}) {
dialog.info.ValueNames = nil
}
if imgui.SelectableV(valueLabels[true], isEnumerated, 0, imgui.Vec2{}) {
dialog.info.ValueNames = map[int16]string{0: "Zero"}
dialog.selectedEnum = 0
}
imgui.EndCombo()
}
if len(dialog.info.ValueNames) > 0 {
gui.StepSliderInt("Index", &dialog.selectedEnum, math.MinInt16, math.MaxInt16)
if dialog.varOverride {
text := dialog.info.ValueNames[int16(dialog.selectedEnum)]
if imgui.InputTextV("Value", &text, textFlags, nil) {
if len(text) > 0 {
dialog.info.ValueNames[int16(dialog.selectedEnum)] = text
} else {
delete(dialog.info.ValueNames, int16(dialog.selectedEnum))
if len(dialog.info.ValueNames) == 0 {
dialog.info.ValueNames[0] = "Zero"
}
}
}
} else {
imgui.LabelText("Value", dialog.info.ValueNames[int16(dialog.selectedEnum)])
}
resetValue := dialog.info.ResetValueInt()
enumEntries := toEnumEntries(dialog.info.ValueNames)
linearInitIndex := linearIndex(enumEntries, resetValue)
initUnifier := values.UnifierFor(linearInitIndex)
values.RenderUnifiedCombo(dialog.info.Hardcoded || !dialog.varOverride, "Reset Value", initUnifier,
func(u values.Unifier) int { return u.Unified().(int) },
func(value int) string {
if value < 0 {
return fmt.Sprintf("%d: (unmapped)", resetValue)
}
entry := enumEntries[value]
return fmt.Sprintf("%d: '%s'", entry.index, entry.value)
},
len(enumEntries),
func(newValue int) {
dialog.info.InitValue = &enumEntries[newValue].index
})
} else {
minValue := math.MinInt16
maxValue := math.MaxInt16
if dialog.info.Limits != nil {
minValue = int(dialog.info.Limits.Minimum)
maxValue = int(dialog.info.Limits.Maximum)
}
if minValue > maxValue {
maxValue = minValue
}
if dialog.varOverride {
if gui.StepSliderInt("Minimum", &minValue, math.MinInt16, math.MaxInt16) {
if minValue > maxValue {
maxValue = minValue
}
}
if gui.StepSliderInt("Maximum", &maxValue, math.MinInt16, math.MaxInt16) {
if maxValue < minValue {
minValue = maxValue
}
}
if (minValue == math.MinInt16) && (maxValue == math.MaxInt16) {
dialog.info.Limits = nil
} else {
if dialog.info.Limits == nil {
dialog.info.Limits = &archive.GameVariableLimits{}
}
dialog.info.Limits.Minimum = int16(minValue)
dialog.info.Limits.Maximum = int16(maxValue)
}
} else {
imgui.LabelText("Minimum", fmt.Sprintf("%d", minValue))
imgui.LabelText("Maximum", fmt.Sprintf("%d", maxValue))
}
resetValue := int(dialog.info.ResetValueInt())
if dialog.info.Hardcoded || !dialog.varOverride {
imgui.LabelText("Reset Value", fmt.Sprintf("%d", resetValue))
} else if gui.StepSliderInt("Reset Value", &resetValue, minValue, maxValue) {
resetValue16 := int16(resetValue)
dialog.info.InitValue = &resetValue16
}
}
imgui.PopItemWidth()
}
type enumEntry struct {
index int16
value string
}
func toEnumEntries(mapped map[int16]string) []enumEntry {
minIndex := math.MaxInt16
maxIndex := math.MinInt16
for index := range mapped {
if int(index) < minIndex {
minIndex = int(index)
}
if int(index) > maxIndex {
maxIndex = int(index)
}
}
orderedEntries := make([]enumEntry, 0, len(mapped))
for index, value := range mapped {
orderedEntries = append(orderedEntries, enumEntry{
index: index,
value: value,
})
}
sort.Slice(orderedEntries, func(a, b int) bool { return orderedEntries[a].index < orderedEntries[b].index })
return orderedEntries
}
func linearIndex(entries []enumEntry, index int16) int {
for linear, entry := range entries {
if entry.index == index {
return linear
}
}
return -1
}
@@ -0,0 +1,45 @@
package archives
import (
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ss1/world"
)
type setArchiveDataCommand struct {
model *viewModel
selectedLevel int
oldData map[resource.ID][]byte
newData map[resource.ID][]byte
}
func (command setArchiveDataCommand) Do(modder world.Modder) error {
command.delResources(modder, command.oldData)
return command.perform(modder, command.newData)
}
func (command setArchiveDataCommand) Undo(modder world.Modder) error {
command.delResources(modder, command.newData)
return command.perform(modder, command.oldData)
}
func (command setArchiveDataCommand) delResources(modder world.Modder, data map[resource.ID][]byte) {
for id := range data {
modder.DelResource(resource.LangAny, id)
}
}
// nolint: interfacer
func (command setArchiveDataCommand) perform(modder world.Modder, data map[resource.ID][]byte) error {
for id, blockData := range data {
if len(blockData) > 0 {
modder.SetResourceBlocks(resource.LangAny, id, [][]byte{blockData})
} else {
modder.DelResource(resource.LangAny, id)
}
}
command.model.restoreFocus = true
command.model.selectedLevel = command.selectedLevel
return nil
}
+934
View File
@@ -0,0 +1,934 @@
package archives
import (
"fmt"
"math"
"strings"
"github.com/inkyblackness/imgui-go/v3"
"github.com/inkyblackness/hacked/editor/values"
"github.com/inkyblackness/hacked/ss1/content/archive"
"github.com/inkyblackness/hacked/ss1/content/archive/level"
"github.com/inkyblackness/hacked/ss1/content/archive/level/lvlids"
"github.com/inkyblackness/hacked/ss1/content/archive/level/lvlobj"
"github.com/inkyblackness/hacked/ss1/content/interpreters"
"github.com/inkyblackness/hacked/ss1/content/numbers"
"github.com/inkyblackness/hacked/ss1/content/object"
"github.com/inkyblackness/hacked/ss1/content/text"
"github.com/inkyblackness/hacked/ss1/edit"
"github.com/inkyblackness/hacked/ss1/edit/undoable/cmd"
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ss1/world"
"github.com/inkyblackness/hacked/ss1/world/citadel"
"github.com/inkyblackness/hacked/ss1/world/ids"
"github.com/inkyblackness/hacked/ui/gui"
)
const (
hintUnknown = "???"
)
var variableContextList = map[edit.VariableBaseContextIdentifier]struct {
title string
info string
}{
edit.VariableContextCitadel: {
title: "Citadel Mission",
info: "Variables are listed based on use on Citadel.\n" +
"Useful for Citadel-based savegames and mods, such as 'New Game+' variants.",
},
edit.VariableContextEngine: {
title: "Engine",
info: "Variables are listed based on the hardcoded engine behaviour.\n" +
"Useful for dedicated missions.",
},
}
// View provides edit controls for the archive.
type View struct {
registry cmd.Registry
gameStateService *edit.GameStateService
mod *world.Mod
textCache *text.Cache
cp text.Codepage
modalStateMachine gui.ModalStateMachine
guiScale float32
commander cmd.Commander
model viewModel
}
// NewArchiveView returns a new instance.
func NewArchiveView(registry cmd.Registry,
gameStateService *edit.GameStateService, mod *world.Mod,
textCache *text.Cache, cp text.Codepage,
modalStateMachine gui.ModalStateMachine, guiScale float32, commander cmd.Commander) *View {
view := &View{
registry: registry,
gameStateService: gameStateService,
mod: mod,
textCache: textCache,
cp: cp,
modalStateMachine: modalStateMachine,
guiScale: guiScale,
commander: commander,
model: freshViewModel(),
}
return view
}
// WindowOpen returns the flag address, to be used with the main menu.
func (view *View) WindowOpen() *bool {
return &view.model.windowOpen
}
// Render renders the view.
func (view *View) Render() {
if view.model.restoreFocus {
imgui.SetNextWindowFocus()
view.model.restoreFocus = false
view.model.windowOpen = true
}
if view.model.windowOpen {
imgui.SetNextWindowSizeV(imgui.Vec2{X: 650 * view.guiScale, Y: 400 * view.guiScale}, imgui.ConditionFirstUseEver)
if imgui.BeginV("Archive", view.WindowOpen(), imgui.WindowFlagsNoCollapse) {
view.renderContent()
}
imgui.End()
}
}
func (view *View) renderContent() {
imgui.BeginTabBar("archive-tab")
if imgui.BeginTabItem("Levels") {
view.renderLevelsContent()
imgui.EndTabItem()
}
if imgui.BeginTabItem("Game State") {
view.renderGameStateContent()
imgui.EndTabItem()
}
imgui.EndTabBar()
}
func (view *View) renderLevelsContent() {
imgui.BeginChildV("Levels", imgui.Vec2{X: -100 * view.guiScale, Y: 0}, true, 0)
for id := 0; id < archive.MaxLevels; id++ {
inMod := view.hasLevelInMod(id)
info := fmt.Sprintf("%d", id)
if !inMod {
if view.hasGameStateInMod() && (id == view.effectiveGameState().CurrentLevel()) {
// current level should really be in the archive.
imgui.PushStyleColor(imgui.StyleColorText, imgui.Vec4{X: 1.0, Y: 0.0, Z: 0.0, W: 1.0})
} else {
imgui.PushStyleColor(imgui.StyleColorText, imgui.Vec4{X: 1.0, Y: 1.0, Z: 1.0, W: 0.8})
}
info += " (not in mod, read-only)"
}
if imgui.SelectableV(info, id == view.model.selectedLevel, 0, imgui.Vec2{}) {
view.model.selectedLevel = id
}
if !inMod {
imgui.PopStyleColor()
}
}
imgui.EndChild()
imgui.SameLine()
imgui.BeginGroup()
if imgui.ButtonV("Clear", imgui.Vec2{X: -1, Y: 0}) {
view.requestClearLevel(view.model.selectedLevel)
}
if imgui.ButtonV("Remove", imgui.Vec2{X: -1, Y: 0}) {
view.requestRemoveLevel(view.model.selectedLevel)
}
imgui.EndGroup()
}
func (view *View) renderGameStateContent() {
data := view.gameStateData()
modStateIsDefaulting := false
imgui.PushItemWidth(-350 * view.guiScale)
if data.isPresent() {
modState := data.toInstance()
if !modState.IsSavegame() {
modStateIsDefaulting = modState.IsDefaulting()
if modStateIsDefaulting {
if imgui.Button("Override") {
view.requestSetGameState(citadel.DefaultGameState().Raw())
}
if imgui.IsItemHovered() {
imgui.SetTooltip("Values of new game archives are only considered by special engines.\n" +
"Overriding them will only work in those.")
}
} else if imgui.Button("Remove") {
view.requestSetGameState(archive.ZeroGameStateData())
}
}
}
readOnly := false
var editState *archive.GameState
if !data.isPresent() || modStateIsDefaulting {
editState = citadel.DefaultGameState()
readOnly = true
} else {
editState = data.imported().toInstance()
}
onChange := func() {
view.requestSetGameState(editState.Raw())
}
if imgui.TreeNodeV("Game State: General", imgui.TreeNodeFlagsDefaultOpen|imgui.TreeNodeFlagsFramed) {
imgui.LabelText("Hacker Name", "\""+editState.HackerName(view.cp)+"\"")
view.createPropertyControls(readOnly, editState.Instance, func(key string, modifier func(uint32) uint32) {
view.setInterpreterValueKeyed(editState.Instance, key, modifier)
onChange()
})
imgui.TreePop()
}
if imgui.TreeNodeV("Inventory", imgui.TreeNodeFlagsFramed) {
view.createInventoryControls(readOnly, editState, onChange)
imgui.TreePop()
}
if imgui.TreeNodeV("Hard-/Software", imgui.TreeNodeFlagsFramed) {
view.createWareControls(readOnly, editState, onChange)
imgui.TreePop()
}
if imgui.TreeNodeV("Game State: Variables", imgui.TreeNodeFlagsFramed) {
view.createVariableControls(readOnly, editState, onChange)
imgui.TreePop()
}
if imgui.TreeNodeV("Game State: Messages", imgui.TreeNodeFlagsFramed) {
view.createMessageControls(readOnly, editState, onChange)
imgui.TreePop()
}
imgui.PopItemWidth()
}
type gameStateData struct{ raw []byte }
func (data gameStateData) isPresent() bool {
return len(data.raw) > 0
}
func (data gameStateData) toInstance() *archive.GameState {
return archive.NewGameState(data.raw)
}
func (data gameStateData) snapshot() gameStateData {
copied := make([]byte, len(data.raw))
copy(copied, data.raw)
return gameStateData{raw: copied}
}
func (data gameStateData) imported() gameStateData {
// Avoid truncating data when working with savegames.
if len(data.raw) >= archive.GameStateSize {
return data.snapshot()
}
copied := archive.ZeroGameStateData()
copy(copied, data.raw)
return gameStateData{raw: copied}
}
func (view *View) gameStateData() gameStateData {
raw := view.mod.ModifiedBlock(resource.LangAny, ids.GameState, 0)
return gameStateData{raw: raw}
}
func (view *View) effectiveGameState() *archive.GameState {
state := view.gameStateData().toInstance()
if state.IsDefaulting() {
return citadel.DefaultGameState()
}
return state
}
func (view *View) hasGameStateInMod() bool {
return len(view.mod.ModifiedBlocks(resource.LangAny, ids.GameState)) > 0
}
func (view *View) hasLevelInMod(id int) bool {
return len(view.mod.ModifiedBlocks(resource.LangAny, ids.LevelResourcesStart.Plus(lvlids.PerLevel*id+lvlids.FirstUsed))) > 0
}
func (view *View) requestClearLevel(id int) {
if (id >= 0) && (id < archive.MaxLevels) {
command := setArchiveDataCommand{
model: &view.model,
selectedLevel: id,
newData: make(map[resource.ID][]byte),
oldData: make(map[resource.ID][]byte),
}
if !view.hasGameStateInMod() {
command.newData[ids.ArchiveName] = text.DefaultCodepage().Encode("Starting Game | by InkyBlackness HackEd")
command.newData[ids.GameState] = archive.ZeroGameStateData()
}
param := level.EmptyLevelParameters{
Cyberspace: world.IsConsideredCyberspaceByDefault(id),
}
effectiveGameState := view.effectiveGameState()
if id == effectiveGameState.CurrentLevel() {
posX, posY := effectiveGameState.HackerMapPosition()
param.MapModifier = func(x, y int, entry *level.TileMapEntry) {
if (x == int(posX.Tile())) && (y == int(posY.Tile())) {
entry.Type = level.TileTypeOpen
}
}
}
levelData := level.EmptyLevelData(param)
levelIDBegin := ids.LevelResourcesStart.Plus(lvlids.PerLevel * id)
for offset, newData := range &levelData {
if (offset < lvlids.FirstUsed) || (offset >= lvlids.FirstUnused) {
continue
}
resourceID := levelIDBegin.Plus(offset)
oldData := view.mod.ModifiedBlock(resource.LangAny, resourceID, 0)
if len(oldData) > 0 {
command.oldData[resourceID] = oldData
}
if len(newData) > 0 {
command.newData[resourceID] = newData
}
}
view.commander.Queue(command)
}
}
func (view *View) requestRemoveLevel(id int) {
if (id >= 0) && (id < archive.MaxLevels) && view.hasLevelInMod(id) {
command := setArchiveDataCommand{
model: &view.model,
selectedLevel: id,
newData: make(map[resource.ID][]byte),
oldData: make(map[resource.ID][]byte),
}
levelIDBegin := ids.LevelResourcesStart.Plus(lvlids.PerLevel * id)
for offset := lvlids.FirstUsed; offset < lvlids.PerLevel; offset++ {
resourceID := levelIDBegin.Plus(offset)
oldData := view.mod.ModifiedBlock(resource.LangAny, resourceID, 0)
if len(oldData) > 0 {
command.oldData[resourceID] = oldData
}
}
view.commander.Queue(command)
}
}
func (view *View) requestSetGameState(newData []byte) {
command := setArchiveDataCommand{
model: &view.model,
selectedLevel: view.model.selectedLevel,
newData: make(map[resource.ID][]byte),
oldData: make(map[resource.ID][]byte),
}
command.oldData[ids.GameState] = view.gameStateData().snapshot().raw
command.newData[ids.GameState] = newData
view.commander.Queue(command)
}
func (view *View) createPropertyControls(readOnly bool, rootInterpreter *interpreters.Instance,
updater func(string, func(uint32) uint32)) {
objTypeRenderer := values.ObjectTypeControlRenderer{
Meta: view.mod.ObjectProperties(),
TextCache: view.textCache,
}
var processInterpreter func(string, *interpreters.Instance)
processInterpreter = func(path string, interpreter *interpreters.Instance) {
for _, key := range interpreter.Keys() {
fullKey := path + key
unifier := values.NewUnifier()
unifier.Add(int32(interpreter.Get(key)))
simplifier := values.StandardSimplifier(readOnly, fullKey, unifier,
func(modifier func(uint32) uint32) {
updater(fullKey, modifier)
}, objTypeRenderer)
interpreter.Describe(key, simplifier)
}
for _, key := range interpreter.ActiveRefinements() {
fullKey := path + key
if len(fullKey) > 0 {
imgui.Separator()
imgui.Text(fullKey + ":")
}
processInterpreter(fullKey+".", interpreter.Refined(key))
}
}
processInterpreter("", rootInterpreter)
}
func (view *View) setInterpreterValueKeyed(instance *interpreters.Instance, key string, modifier func(uint32) uint32) {
resolvedInterpreter := instance
keys := strings.Split(key, ".")
keyCount := len(keys)
if len(keys) > 1 {
for _, subKey := range keys[:keyCount-1] {
resolvedInterpreter = resolvedInterpreter.Refined(subKey)
}
}
resolvedInterpreter.Set(keys[keyCount-1], modifier(resolvedInterpreter.Get(keys[keyCount-1])))
}
func (view *View) createInventoryControls(readOnly bool, gameState *archive.GameState, onChange func()) {
if imgui.TreeNodeV("Weapons", imgui.TreeNodeFlagsFramed) {
for i := 0; i < archive.InventoryWeaponSlots; i++ {
if i > 0 {
imgui.Separator()
}
imgui.PushID(fmt.Sprintf("weapon%d", i))
view.createInventoryWeaponSlotControls(readOnly, gameState.InventoryWeaponSlot(i), onChange)
imgui.PopID()
}
imgui.TreePop()
}
if imgui.TreeNodeV("Ammo", imgui.TreeNodeFlagsFramed) {
for i := 0; i < archive.AmmoTypeCount; i++ {
imgui.Separator()
imgui.PushID(fmt.Sprintf("ammo%d", i))
view.createInventoryAmmoControls(readOnly, gameState.InventoryAmmo(i), onChange)
imgui.PopID()
}
imgui.TreePop()
}
if imgui.TreeNodeV("Grenades", imgui.TreeNodeFlagsFramed) {
for i := 0; i < archive.GrenadeTypeCount; i++ {
imgui.Separator()
imgui.PushID(fmt.Sprintf("grenade%d", i))
view.createInventoryGrenadeControls(readOnly, gameState.InventoryGrenade(i), onChange)
imgui.PopID()
}
imgui.TreePop()
}
if imgui.TreeNodeV("Patches", imgui.TreeNodeFlagsFramed) {
for i := 0; i < archive.GrenadeTypeCount; i++ {
imgui.PushID(fmt.Sprintf("patch%d", i))
view.createPatchStateControls(readOnly, gameState.PatchState(i), onChange)
imgui.PopID()
}
imgui.TreePop()
}
if imgui.TreeNodeV("General", imgui.TreeNodeFlagsFramed) {
for i := 0; i < archive.GeneralInventorySlotCount; i++ {
imgui.PushID(fmt.Sprintf("general%d", i))
view.createGeneralInventoryControls(readOnly, gameState.GeneralInventorySlot(i), onChange)
imgui.PopID()
}
imgui.TreePop()
}
}
func (view *View) createWareControls(readOnly bool, gameState *archive.GameState, onChange func()) {
if imgui.TreeNodeV("Hardware", imgui.TreeNodeFlagsFramed) {
for i := 0; i < archive.HardwareTypeCount; i++ {
imgui.PushID(fmt.Sprintf("hw%d", i))
view.createHardwareControls(readOnly, gameState.HardwareState(i), onChange)
imgui.PopID()
}
imgui.TreePop()
}
if imgui.TreeNodeV("Software", imgui.TreeNodeFlagsFramed) {
for i := 0; i < archive.SoftwareOffenseTypeCount; i++ {
imgui.PushID(fmt.Sprintf("swoffense%d", i))
view.createVersionedSoftwareControls(readOnly, gameState.VersionedOffenseSoftwareState(i), 0, onChange)
imgui.PopID()
}
for i := 0; i < archive.SoftwareDefenseTypeCount; i++ {
imgui.PushID(fmt.Sprintf("swdefense%d", i))
view.createVersionedSoftwareControls(readOnly, gameState.VersionedDefenseSoftwareState(i), 1, onChange)
imgui.PopID()
}
for i := 0; i < archive.SoftwareOneshotTypeCount; i++ {
imgui.PushID(fmt.Sprintf("swoneshot%d", i))
view.createCountedSoftwareControls(readOnly, gameState.OneshotSoftwareState(i), 2, onChange)
imgui.PopID()
}
imgui.TreePop()
}
}
func (view *View) createHardwareControls(readOnly bool, state archive.HardwareState, onChange func()) {
values.RenderUnifiedSliderInt(readOnly,
fmt.Sprintf("Version (%s)", view.indexedName(object.ClassHardware, state.Index)),
values.UnifierFor(state.Version()),
func(u values.Unifier) int {
return u.Unified().(int)
}, func(value int) string {
return "%d"
}, 0, 4,
func(newValue int) {
state.SetVersion(newValue)
onChange()
})
values.RenderUnifiedCheckboxCombo(readOnly, "Is Active", values.UnifierFor(state.IsActive()), func(newActive bool) {
state.SetActive(newActive)
onChange()
})
}
func (view *View) createVersionedSoftwareControls(readOnly bool, sw archive.VersionedSoftwareState, subclass int, onChange func()) {
values.RenderUnifiedSliderInt(readOnly,
fmt.Sprintf("Version (%s)", view.tripleName(object.TripleFrom(int(object.ClassSoftware), subclass, sw.Index))),
values.UnifierFor(sw.Version()),
func(u values.Unifier) int {
return u.Unified().(int)
}, func(value int) string {
return "%d"
}, 0, 0xFF,
func(newValue int) {
sw.SetVersion(newValue)
onChange()
})
}
func (view *View) createCountedSoftwareControls(readOnly bool, sw archive.CountedSoftwareState, subclass int, onChange func()) {
values.RenderUnifiedSliderInt(readOnly,
fmt.Sprintf("Count (%s)", view.tripleName(object.TripleFrom(int(object.ClassSoftware), subclass, sw.Index))),
values.UnifierFor(sw.Count()),
func(u values.Unifier) int {
return u.Unified().(int)
}, func(value int) string {
return "%d"
}, 0, 0xFF,
func(newValue int) {
sw.SetCount(newValue)
onChange()
})
}
func (view *View) createGeneralInventoryControls(readOnly bool, slot archive.GeneralInventorySlot, onChange func()) {
values.RenderUnifiedSliderInt(readOnly,
fmt.Sprintf("ObjectIndex (Slot %d)", slot.Index+1),
values.UnifierFor(slot.ObjectID()),
func(u values.Unifier) int {
return int(u.Unified().(level.ObjectID))
}, func(value int) string {
return "%d"
}, 0, 871, // TODO: get ID limit of current level
func(newValue int) {
slot.SetObjectID(level.ObjectID(newValue))
onChange()
})
}
func (view *View) createPatchStateControls(readOnly bool, patch archive.PatchState, onChange func()) {
values.RenderUnifiedSliderInt(readOnly,
fmt.Sprintf("Patch Count (%s)", view.indexedName(object.ClassDrug, patch.Index)),
values.UnifierFor(patch.Count()),
func(u values.Unifier) int {
return u.Unified().(int)
}, func(value int) string {
return "%d"
}, 0, 0xFF,
func(newValue int) {
patch.SetCount(newValue)
onChange()
})
}
func (view *View) createInventoryGrenadeControls(readOnly bool, grenade archive.InventoryGrenade, onChange func()) {
values.RenderUnifiedSliderInt(readOnly,
fmt.Sprintf("Grenade Count (%s)", view.indexedName(object.ClassGrenade, grenade.Index)),
values.UnifierFor(grenade.Count()),
func(u values.Unifier) int {
return u.Unified().(int)
}, func(value int) string {
return "%d"
}, 0, 0xFF,
func(newValue int) {
grenade.SetCount(newValue)
onChange()
})
values.RenderUnifiedSliderInt(readOnly, "Timer", values.UnifierFor(grenade.TimerSetting()),
func(u values.Unifier) int {
return int(u.Unified().(archive.GrenadeTimerSetting))
}, func(value int) string {
setting := archive.GrenadeTimerSetting(value)
return fmt.Sprintf("%.01fs -- raw: %%d", setting.InSeconds())
}, 0, archive.GrenadeTimerMaximum,
func(newValue int) {
grenade.SetTimerSetting(archive.GrenadeTimerSetting(newValue))
onChange()
})
}
func (view *View) createInventoryAmmoControls(readOnly bool, ammo archive.InventoryAmmo, onChange func()) {
values.RenderUnifiedSliderInt(readOnly,
fmt.Sprintf("Clip Count (%s)", view.indexedName(object.ClassAmmo, ammo.Index)),
values.UnifierFor(ammo.FullClipCount()),
func(u values.Unifier) int {
return u.Unified().(int)
}, func(value int) string {
return "%d"
}, 0, 0xFF,
func(newValue int) {
ammo.SetFullClipCount(newValue)
onChange()
})
values.RenderUnifiedSliderInt(readOnly,
"Extra rounds",
values.UnifierFor(ammo.ExtraRoundsCount()),
func(u values.Unifier) int {
return u.Unified().(int)
}, func(value int) string {
return "%d"
}, 0, 0xFF,
func(newValue int) {
ammo.SetExtraRoundsCount(newValue)
onChange()
})
}
func (view *View) createInventoryWeaponSlotControls(readOnly bool, slot archive.InventoryWeaponSlot, onChange func()) {
isInUse := slot.IsInUse()
inUseName := fmt.Sprintf("Weapon %d In Use", slot.Index+1)
values.RenderUnifiedCheckboxCombo(readOnly, inUseName, values.UnifierFor(isInUse), func(newUse bool) {
if newUse {
slot.SetInUse(0, 0)
} else {
slot.SetFree()
}
onChange()
})
if !isInUse {
return
}
currentWeaponTriple := slot.Triple()
if imgui.BeginCombo("Type", view.tripleName(currentWeaponTriple)) {
allTypes := view.mod.ObjectProperties().TriplesInClass(currentWeaponTriple.Class)
for _, triple := range allTypes {
if imgui.SelectableV(view.tripleName(triple), triple == currentWeaponTriple, 0, imgui.Vec2{}) {
slot.SetInUse(triple.Subclass, triple.Type)
onChange()
}
}
imgui.EndCombo()
}
isEnergyWeapon := currentWeaponTriple.Subclass >= 4
if isEnergyWeapon {
temperature, chargeAndOverload := slot.WeaponState()
values.RenderUnifiedSliderInt(readOnly, "Temperature", values.UnifierFor(int(temperature)),
func(u values.Unifier) int {
return u.Unified().(int)
}, func(value int) string {
return fmt.Sprintf("%.02f%%%% -- raw: %%d", (float32(value)/float32(lvlobj.EnergyWeaponMaxTemperature))*100)
}, 0x00, lvlobj.EnergyWeaponMaxTemperature,
func(newValue int) {
slot.SetWeaponState(byte(newValue), chargeAndOverload)
onChange()
})
overloadState := chargeAndOverload & 0x80
charge := chargeAndOverload & 0x7F
values.RenderUnifiedCheckboxCombo(readOnly, "Overload", values.UnifierFor(overloadState != 0), func(newOverload bool) {
if newOverload {
slot.SetWeaponState(temperature, 0x80|charge)
} else {
slot.SetWeaponState(temperature, charge)
}
onChange()
})
values.RenderUnifiedSliderInt(readOnly, "Charge", values.UnifierFor(int(charge)),
func(u values.Unifier) int {
return u.Unified().(int)
}, func(value int) string {
return fmt.Sprintf("%.02f%%%% -- raw: %%d", (float32(value)/float32(lvlobj.EnergyWeaponMaxEnergy))*100)
}, 0x00, 0x7F,
func(newValue int) {
slot.SetWeaponState(temperature, overloadState|byte(newValue))
onChange()
})
} else {
rounds, ammoType := slot.WeaponState()
values.RenderUnifiedSliderInt(readOnly, "Rounds", values.UnifierFor(int(rounds)),
func(u values.Unifier) int {
return u.Unified().(int)
}, func(value int) string {
return fmt.Sprintf("%d", value)
}, 0x00, 0xFF,
func(newValue int) {
slot.SetWeaponState(byte(newValue), ammoType)
onChange()
})
values.RenderUnifiedCombo(readOnly, "Ammo Type", values.UnifierFor(int(ammoType)),
func(u values.Unifier) int {
return u.Unified().(int)
},
func(value int) string {
switch value {
case 0:
return "Standard"
case 1:
return "Special"
default:
return fmt.Sprintf("Unknown %d", ammoType)
}
}, 2,
func(newValue int) {
slot.SetWeaponState(rounds, byte(newValue))
onChange()
})
}
}
func (view *View) createVariableControls(readOnly bool, gameState *archive.GameState, onChange func()) {
currentContextIdentifier := view.gameStateService.VariableBaseContext()
if imgui.BeginCombo("Base Context", variableContextList[currentContextIdentifier].title) {
contextIdentifiers := edit.VariableContextIdentifiers()
for _, identifier := range contextIdentifiers {
contextInfo := variableContextList[identifier]
if imgui.SelectableV(contextInfo.title, identifier == currentContextIdentifier, 0, imgui.Vec2{}) {
view.gameStateService.SetVariableBaseContext(identifier)
}
if imgui.IsItemHovered() {
imgui.SetTooltip(contextInfo.info)
}
}
imgui.EndCombo()
}
if imgui.IsItemHovered() {
imgui.SetTooltip("The base context defines to what variables default to\n" +
"in case they are not overridden by the project.")
}
if imgui.Button("Remove All Overrides") {
_ = view.gameStateService.DefaultAllVariables()
}
if imgui.IsItemHovered() {
imgui.SetTooltip("Removes all overrides and their parameters.")
}
if !readOnly {
imgui.SameLine()
if imgui.Button("Reset All") {
for i := 0; i < archive.BooleanVarCount; i++ {
gameState.SetBooleanVar(i, view.gameStateService.BooleanVariable(i).ResetValueBool())
}
for i := 0; i < archive.IntegerVarCount; i++ {
gameState.SetIntegerVar(i, view.gameStateService.IntegerVariable(i).ResetValueInt())
}
onChange()
}
if imgui.IsItemHovered() {
imgui.SetTooltip("Resets all variables to their configured initial value.\n" +
"To reset a single variable, hover over the specific variable and use the context menu.")
}
}
isSavegame := gameState.IsSavegame()
if imgui.TreeNodeV("Boolean Variables", imgui.TreeNodeFlagsFramed) {
intConverter := func(u values.Unifier) int {
bValue := u.Unified().(bool)
if bValue {
return 1
}
return 0
}
defaultNames := map[int]string{0: "False", 1: "True"}
for i := 0; i < archive.BooleanVarCount; i++ {
varIndex := i
info := view.gameStateService.BooleanVariable(varIndex)
varReadOnly := readOnly || (info.Hardcoded && !isSavegame)
varLabel := fmt.Sprintf("Var%03d", varIndex)
varName := fmt.Sprintf("Var%03d: %s", varIndex, info.Name)
varUnifier := values.UnifierFor(gameState.BooleanVar(varIndex))
values.RenderUnifiedCombo(varReadOnly, varName, varUnifier, intConverter,
func(value int) string {
name, found := info.ValueNames[int16(value)]
if found {
return name
}
return defaultNames[value]
},
2,
func(newValue int) {
gameState.SetBooleanVar(varIndex, newValue != 0)
onChange()
})
if imgui.BeginPopupContextItemV(varLabel+"-Popup", 1) {
if imgui.Selectable("Edit info...") {
view.modalStateMachine.SetState(&editBooleanVariableDialog{
machine: view.modalStateMachine,
view: view,
service: view.gameStateService,
index: varIndex,
})
}
if !varReadOnly {
imgui.Separator()
if imgui.Selectable("Reset") {
gameState.SetBooleanVar(varIndex, info.ResetValueBool())
onChange()
}
}
imgui.EndPopup()
} else if imgui.IsItemHovered() && (len(info.Description) > 0) {
imgui.SetTooltip(info.Description)
}
}
imgui.TreePop()
}
if imgui.TreeNodeV("Integer Variables", imgui.TreeNodeFlagsFramed) {
intConverter := func(u values.Unifier) int {
return int(u.Unified().(int16))
}
for i := 0; i < archive.IntegerVarCount; i++ {
varIndex := i
info := view.gameStateService.IntegerVariable(varIndex)
varReadOnly := readOnly || (info.Hardcoded && !isSavegame)
varLabel := fmt.Sprintf("Var%02d", varIndex)
varName := fmt.Sprintf("Var%02d: %s", varIndex, info.Name)
varUnifier := values.UnifierFor(gameState.IntegerVar(varIndex))
changeHandler := func(newValue int) {
gameState.SetIntegerVar(varIndex, int16(newValue))
onChange()
}
switch {
case archive.IsRandomIntegerVariable(varIndex):
values.RenderUnifiedSliderInt(readOnly, varName, varUnifier,
func(u values.Unifier) int { return int(numbers.FromBinaryCodedDecimal(uint16(intConverter(u)))) },
func(value int) string { return "%03d" },
0, 999,
func(newValue int) {
changeHandler(int(numbers.ToBinaryCodedDecimal(uint16(newValue))))
})
case len(info.ValueNames) > 0:
var max int16
for key := range info.ValueNames {
if key > max {
max = key
}
}
values.RenderUnifiedCombo(varReadOnly, varName, varUnifier, intConverter,
func(value int) string {
name, found := info.ValueNames[int16(value)]
if found {
return name
}
return fmt.Sprintf("Unknown %d", value)
},
int(max+1),
changeHandler)
default:
min := math.MinInt16
max := math.MaxInt16
if info.Limits != nil {
min = int(info.Limits.Minimum)
max = int(info.Limits.Maximum)
}
values.RenderUnifiedSliderInt(varReadOnly, varName, varUnifier, intConverter,
func(value int) string {
return "%d"
},
min, max,
changeHandler)
}
if imgui.BeginPopupContextItemV(varLabel+"-Popup", 1) {
if imgui.Selectable("Edit info...") {
view.modalStateMachine.SetState(&editIntegerVariableDialog{
machine: view.modalStateMachine,
view: view,
service: view.gameStateService,
index: varIndex,
})
}
if !varReadOnly {
imgui.Separator()
if imgui.Selectable("Reset") {
gameState.SetIntegerVar(varIndex, info.ResetValueInt())
onChange()
}
}
imgui.EndPopup()
} else if imgui.IsItemHovered() && (len(info.Description) > 0) {
imgui.SetTooltip(info.Description)
}
}
imgui.TreePop()
}
}
func (view *View) createMessageControls(readOnly bool, gameState *archive.GameState, onChange func()) {
view.createMessageControlsFor(readOnly, "EMail",
&view.model.emailIndex, archive.EMailCount, gameState.EMailState, onChange)
view.createMessageControlsFor(readOnly, "Log",
&view.model.logIndex, archive.LogCount, gameState.LogState, onChange)
view.createMessageControlsFor(readOnly, "Fragment",
&view.model.fragmentIndex, archive.FragmentCount, gameState.FragmentState, onChange)
}
func (view *View) createMessageControlsFor(readOnly bool, name string, index *int, limit int,
retriever func(int) archive.MessageState, onChange func()) {
imgui.PushID(name)
gui.StepSliderInt(name+" Index", index, 0, limit-1)
messageState := retriever(*index)
values.RenderUnifiedCheckboxCombo(readOnly, "Received", values.UnifierFor(messageState.Received()),
func(newState bool) {
messageState.SetReceived(newState)
onChange()
})
values.RenderUnifiedCheckboxCombo(readOnly, "Read", values.UnifierFor(messageState.Read()),
func(newState bool) {
messageState.SetRead(newState)
onChange()
})
imgui.PopID()
}
func (view *View) tripleName(triple object.Triple) string {
suffix := hintUnknown
linearIndex := view.mod.ObjectProperties().TripleIndex(triple)
if linearIndex >= 0 {
key := resource.KeyOf(ids.ObjectLongNames, resource.LangDefault, linearIndex)
objName, err := view.textCache.Text(key)
if err == nil {
suffix = singleLineString(objName)
}
}
return triple.String() + ": " + suffix
}
func (view *View) indexedName(class object.Class, index int) string {
startIndex := view.mod.ObjectProperties().TripleIndex(object.TripleFrom(int(class), 0, 0))
if startIndex >= 0 {
key := resource.KeyOf(ids.ObjectLongNames, resource.LangDefault, startIndex+index)
objName, err := view.textCache.Text(key)
if err == nil {
return singleLineString(objName)
}
}
return hintUnknown
}
func singleLineString(str string) string {
return strings.ReplaceAll(strings.ReplaceAll(str, "\r", ""), "\n", "")
}
@@ -0,0 +1,16 @@
package archives
type viewModel struct {
windowOpen bool
restoreFocus bool
selectedLevel int
emailIndex int
logIndex int
fragmentIndex int
}
func freshViewModel() viewModel {
return viewModel{}
}
@@ -0,0 +1,32 @@
package bitmaps
import (
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ss1/world"
)
type setBitmapCommand struct {
model *viewModel
displayKey resource.Key
resourceKey resource.Key
oldData []byte
newData []byte
}
func (cmd setBitmapCommand) Do(modder world.Modder) error {
return cmd.perform(modder, cmd.newData)
}
func (cmd setBitmapCommand) Undo(modder world.Modder) error {
return cmd.perform(modder, cmd.oldData)
}
func (cmd setBitmapCommand) perform(modder world.Modder, data []byte) error {
modder.SetResourceBlock(cmd.resourceKey.Lang, cmd.resourceKey.ID, cmd.resourceKey.Index, data)
cmd.model.restoreFocus = true
cmd.model.currentKey = cmd.displayKey
return nil
}
+271
View File
@@ -0,0 +1,271 @@
package bitmaps
import (
"fmt"
"github.com/inkyblackness/imgui-go/v3"
"github.com/inkyblackness/hacked/editor/external"
"github.com/inkyblackness/hacked/editor/graphics"
"github.com/inkyblackness/hacked/editor/render"
"github.com/inkyblackness/hacked/ss1/content/bitmap"
"github.com/inkyblackness/hacked/ss1/edit/undoable/cmd"
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ss1/world"
"github.com/inkyblackness/hacked/ss1/world/ids"
"github.com/inkyblackness/hacked/ui/gui"
)
type bitmapInfo struct {
title string
languageSpecific bool
bitmapType bitmap.Type
bitmapFlags bitmap.Flag
}
var knownBitmapTypes = map[resource.ID]bitmapInfo{
ids.MfdDataBitmaps: {title: "MFD Data Images", languageSpecific: true, bitmapType: bitmap.TypeCompressed8Bit, bitmapFlags: bitmap.FlagTransparent},
ids.ObjectMaterialBitmaps: {title: "Object Materials", languageSpecific: false, bitmapType: bitmap.TypeFlat8Bit, bitmapFlags: 0},
ids.ObjectTextureBitmaps: {title: "Object Textures", languageSpecific: false, bitmapType: bitmap.TypeFlat8Bit, bitmapFlags: 0},
ids.IconBitmaps: {title: "Wall Icons", languageSpecific: false, bitmapType: bitmap.TypeCompressed8Bit, bitmapFlags: bitmap.FlagTransparent},
ids.GraffitiBitmaps: {title: "Graffiti", languageSpecific: false, bitmapType: bitmap.TypeCompressed8Bit, bitmapFlags: bitmap.FlagTransparent},
ids.ScreenTextures: {title: "Screens", languageSpecific: false, bitmapType: bitmap.TypeCompressed8Bit, bitmapFlags: 0},
}
var knownBitmapTypesOrder = []resource.ID{
ids.MfdDataBitmaps,
ids.ObjectMaterialBitmaps,
ids.ObjectTextureBitmaps,
ids.IconBitmaps,
ids.GraffitiBitmaps,
ids.ScreenTextures,
}
// View provides edit controls for bitmaps.
type View struct {
mod *world.Mod
imageCache *graphics.TextureCache
paletteCache *graphics.PaletteCache
modalStateMachine gui.ModalStateMachine
clipboard external.Clipboard
guiScale float32
commander cmd.Commander
model viewModel
}
// NewBitmapsView returns a new instance.
func NewBitmapsView(mod *world.Mod, imageCache *graphics.TextureCache, paletteCache *graphics.PaletteCache,
modalStateMachine gui.ModalStateMachine, clipboard external.Clipboard,
guiScale float32, commander cmd.Commander) *View {
view := &View{
mod: mod,
imageCache: imageCache,
paletteCache: paletteCache,
modalStateMachine: modalStateMachine,
clipboard: clipboard,
guiScale: guiScale,
commander: commander,
model: freshViewModel(),
}
return view
}
// WindowOpen returns the flag address, to be used with the main menu.
func (view *View) WindowOpen() *bool {
return &view.model.windowOpen
}
// Render renders the view.
func (view *View) Render() {
if view.model.restoreFocus {
imgui.SetNextWindowFocus()
view.model.restoreFocus = false
view.model.windowOpen = true
}
if view.model.windowOpen {
imgui.SetNextWindowSizeV(imgui.Vec2{X: 800 * view.guiScale, Y: 300 * view.guiScale}, imgui.ConditionFirstUseEver)
if imgui.BeginV("Bitmaps", view.WindowOpen(), imgui.WindowFlagsNoCollapse|imgui.WindowFlagsHorizontalScrollbar) {
view.renderContent()
}
imgui.End()
}
}
func (view *View) renderContent() {
if imgui.BeginChildV("Properties", imgui.Vec2{X: 350 * view.guiScale, Y: 0}, false, 0) {
imgui.PushItemWidth(-150 * view.guiScale)
if imgui.BeginCombo("Bitmap Type", knownBitmapTypes[view.model.currentKey.ID].title) {
for _, id := range knownBitmapTypesOrder {
if imgui.SelectableV(knownBitmapTypes[id].title, id == view.model.currentKey.ID, 0, imgui.Vec2{}) {
view.model.currentKey.ID = id
view.model.currentKey.Index = 0
}
}
imgui.EndCombo()
}
selectedType := knownBitmapTypes[view.model.currentKey.ID]
if selectedType.languageSpecific {
if imgui.BeginCombo("Language", view.model.currentKey.Lang.String()) {
languages := resource.Languages()
for _, lang := range languages {
if imgui.SelectableV(lang.String(), lang == view.model.currentKey.Lang, 0, imgui.Vec2{}) {
view.model.currentKey.Lang = lang
}
}
imgui.EndCombo()
}
} else {
view.model.currentKey.Lang = resource.LangAny
}
info, _ := ids.Info(view.model.currentKey.ID)
gui.StepSliderInt("Index", &view.model.currentKey.Index, 0, info.MaxCount-1)
render.TextureSelector("###"+"IndexBitmap", -1, view.guiScale, info.MaxCount,
view.model.currentKey.Index, view.imageCache,
view.indexedResourceKey,
func(index int) string { return fmt.Sprintf("%d", index) },
func(newValue int) {
view.model.currentKey.Index = newValue
})
tex, err := view.imageCache.Texture(view.currentResourceKey())
if imgui.Button("Clear") {
view.requestClear(selectedType)
}
imgui.SameLine()
if imgui.Button("Import") {
view.requestImport(selectedType)
}
if err == nil {
imgui.SameLine()
if imgui.Button("Export") {
view.requestExport()
}
if view.hasModCurrentBitmap() {
imgui.SameLine()
if imgui.Button("Remove") {
view.requestSetBitmapData(nil)
}
}
width, height := tex.Size()
imgui.LabelText("Width", fmt.Sprintf("%d", int(width)))
imgui.LabelText("Height", fmt.Sprintf("%d", int(height)))
}
imgui.PopItemWidth()
}
imgui.EndChild()
imgui.SameLine()
render.TextureImage("Big texture", view.imageCache, view.currentResourceKey(), imgui.Vec2{X: 320 * view.guiScale, Y: 240 * view.guiScale})
}
func (view *View) currentResourceKey() resource.Key {
return view.indexedResourceKey(view.model.currentKey.Index)
}
func (view *View) indexedResourceKey(index int) resource.Key {
key := view.model.currentKey
info, _ := ids.Info(view.model.currentKey.ID)
if !info.List {
key.ID = key.ID.Plus(index)
key.Index = 0
} else {
key.Index = index
}
return key
}
func (view *View) hasModCurrentBitmap() bool {
key := view.currentResourceKey()
return len(view.mod.ModifiedBlock(key.Lang, key.ID, key.Index)) > 0
}
func (view *View) requestExport() {
key := view.currentResourceKey()
texture, err := view.imageCache.Texture(key)
if err != nil {
return
}
palette, err := view.paletteCache.Palette(0)
if err != nil {
return
}
rawPalette := palette.Palette()
filename := fmt.Sprintf("%05d_%03d_%s.png", key.ID.Value(), key.Index, key.Lang.String())
width, height := texture.Size()
bmp := bitmap.Bitmap{
Header: bitmap.Header{
Width: int16(width),
Height: int16(height),
},
Pixels: texture.PixelData(),
Palette: &rawPalette,
}
external.ExportImage(view.modalStateMachine, filename, bmp)
}
func (view *View) requestImport(bmpInfo bitmapInfo) {
paletteRetriever := func() (bitmap.Palette, error) {
palette, err := view.paletteCache.Palette(0)
if err != nil {
return bitmap.Palette{}, err
}
return palette.Palette(), nil
}
external.ImportImage(view.modalStateMachine, paletteRetriever, func(bmp bitmap.Bitmap) {
view.requestSetBitmap(bmp, bmpInfo)
})
}
func (view *View) requestClear(bmpInfo bitmapInfo) {
bmp := bitmap.Bitmap{
Header: bitmap.Header{
Width: 1,
Height: 1,
},
Pixels: []byte{0x00},
}
view.requestSetBitmap(bmp, bmpInfo)
}
func (view *View) requestSetBitmap(bmp bitmap.Bitmap, bmpInfo bitmapInfo) {
highestBitShift := func(value int16) (result byte) {
if value != 0 {
for (value >> result) != 1 {
result++
}
}
return
}
bmp.Header.Flags = bmpInfo.bitmapFlags
bmp.Header.Type = bmpInfo.bitmapType
bmp.Header.WidthFactor = highestBitShift(bmp.Header.Width)
bmp.Header.HeightFactor = highestBitShift(bmp.Header.Height)
bmp.Header.Stride = uint16(bmp.Header.Width)
data := bitmap.Encode(&bmp, 0)
view.requestSetBitmapData(data)
}
func (view *View) requestSetBitmapData(newData []byte) {
resourceKey := view.currentResourceKey()
command := setBitmapCommand{
displayKey: view.model.currentKey,
model: &view.model,
resourceKey: resourceKey,
oldData: view.mod.ModifiedBlock(resourceKey.Lang, resourceKey.ID, resourceKey.Index),
newData: newData,
}
view.commander.Queue(command)
}
@@ -0,0 +1,19 @@
package bitmaps
import (
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ss1/world/ids"
)
type viewModel struct {
windowOpen bool
restoreFocus bool
currentKey resource.Key
}
func freshViewModel() viewModel {
return viewModel{
currentKey: resource.KeyOf(ids.MfdDataBitmaps, resource.LangDefault, 0),
}
}
+4
View File
@@ -0,0 +1,4 @@
/*
Package editor and its sub-packages contain the editor-specifics of hacked.
*/
package editor

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