10 Commits

Author SHA1 Message Date
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
861 changed files with 54599 additions and 31 deletions
+18
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@@ -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
+9
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@@ -38,3 +38,12 @@
# 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/
+34 -8
View File
@@ -28,17 +28,20 @@ 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/`).
(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 12). Say plainly in your report that the change was not built or
(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/`, applied to a scratch
`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
@@ -68,13 +71,16 @@ These come from the maintainer. Follow them without being asked again.
|---|---|
| `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), `assets/` (where the user's own game data goes, git-ignored), `run.sh`/`run.bat`. |
| `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. |
@@ -140,7 +146,7 @@ not print it or commit it.
`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 12).
runtime, so check it (section 13).
### 4.5 Off-screen views (`OverlayPanel`, `MenuOverlay`, `KeyboardOverlay`)
@@ -183,6 +189,14 @@ 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
@@ -336,7 +350,19 @@ or directory must also be declared as `inputs.file(...)`/`inputs.dir(...)` of
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. Code and documentation style
## 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
@@ -352,7 +378,7 @@ committed. The app refuses to start the engine until it is present.
- English, French and German strings live in `Strings.java`; keep the three
entries of each key on the same `put(...)`.
## 12. Verifying a change without building
## 13. Verifying a change without building
Because you may not build (rule 2), check statically and say so in the report:
@@ -374,7 +400,7 @@ 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`).
## 13. Commit messages
## 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
+4 -1
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@@ -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/"
@@ -83,6 +83,8 @@ 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 $(DIST_DIR)/run.sh to play =="
# Windows counterpart of dist-linux. Unlike dist/, the DLLs sit flat
@@ -100,6 +102,7 @@ dist-win: engine-win assets
cp -a "$(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
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@@ -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).
+185 -11
View File
@@ -17,6 +17,45 @@ 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
@@ -30,7 +69,11 @@ sideloaded Android app, and needs your own copy of the game data.
## 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
@@ -41,12 +84,23 @@ sideloaded Android app, and needs your own copy of the game data.
- `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/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`).
@@ -65,9 +119,11 @@ sideloaded Android app, and needs your own copy of the game data.
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
@@ -192,10 +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)
@@ -211,6 +268,118 @@ 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 (`objsim.c`'s `cache_critter_native_size()`/
`get_critter_native_size()`, keyed by resource ID) 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.
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.
## 5. Android / Quest build
**Prerequisites:**
@@ -225,7 +394,8 @@ 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
@@ -965,6 +1135,10 @@ 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
+19
View File
@@ -212,9 +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
}
}
}
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+1 -1
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@@ -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 "$SCRATCH_ENGINE"
# If engine/ has ever been built in-source directly (`make dist`/`make
+28 -3
View File
@@ -8,16 +8,41 @@
# container - see the Makefile's `engine` target, which picks whichever
# of these applies).
#
# Builds from a scratch copy of engine/, patched with engine-patches/
# (see that directory and README.md section 4.4) - same reasoning as
# build-engine-win.sh's own scratch copy: engine/ itself is never modified in
# place (README.md section 1).
#
# Output lands in engine/.build-output/: the systemshock binary, the
# shared libraries it needs at runtime (lib/), and a default MIDI
# soundfont - everything the root Makefile needs to assemble dist/.
set -euo pipefail
REPO_ROOT="$(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
cd "$SCRATCH_ENGINE"
echo "== Wiring up prebuilt SDL2/SDL2_mixer/fluidsynth-lite from the image =="
rm -rf build_ext
@@ -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 +1,222 @@
--- a/src/GameSrc/objsim.c 2026-09-27 19:44:17.014441306 +0200
+++ b/src/GameSrc/objsim.c 2026-09-27 20:44:23.147083066 +0200
@@ -1867,6 +1867,40 @@
return (OK);
}
+// Every critter view's base-game bitmap size, keyed by resource ID - 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.
+// Id is uint16_t, so a flat array indexed by it needs no bounds check.
+static short s_critterNativeW[65536];
+static short s_critterNativeH[65536];
+
+static void cache_critter_native_size(Id id) {
+ FrameDesc *f;
+ if (s_critterNativeW[id] != 0)
+ return;
+ f = (FrameDesc *)RefLock(MKREF(id, 0));
+ if (f == NULL)
+ return;
+ s_critterNativeW[id] = f->bm.w;
+ s_critterNativeH[id] = f->bm.h;
+ RefUnlock(MKREF(id, 0));
+}
+
+// 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 was never cached.
+void get_critter_native_size(Id id, short *w, short *h) {
+ if (s_critterNativeW[id] == 0)
+ return;
+ *w = s_critterNativeW[id];
+ *h = s_critterNativeH[id];
+}
+
errtype obj_set_secondary_properties() {
char i, j;
RefTable *prt;
@@ -1878,6 +1912,28 @@
// 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 2026-07-19 13:11:51.000000000 +0200
+++ b/src/GameSrc/Headers/objsim.h 2026-09-27 19:39:39.585009491 +0200
@@ -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 *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 2026-07-19 13:11:51.000000000 +0200
+++ b/src/GameSrc/gameobj.c 2026-09-27 20:44:35.195019539 +0200
@@ -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), &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 2026-07-19 13:11:51.000000000 +0200
+++ b/src/Libraries/3D/Source/Bitmap.c 2026-09-27 20:44:47.378954871 +0200
@@ -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));
@@ -185,6 +196,15 @@
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 +229,11 @@
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.
+ bm_w = w_override ? w_override : bm->w;
+ bm_h = h_override ? h_override : bm->h;
tempL = p->gZ; // mov eax,[edi].z
tempL <<= 8; // sal eax,8 ;should be
--- a/src/Libraries/3D/Source/3d.h 2026-07-19 13:11:51.000000000 +0200
+++ b/src/Libraries/3D/Source/3d.h 2026-09-27 19:42:26.528424908 +0200
@@ -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);
+91
View File
@@ -0,0 +1,91 @@
# 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. 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
+283
View File
@@ -0,0 +1,283 @@
# 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
```
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.
### 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`.
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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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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
# The AI upscaler model for mdlp's upscale mod type (see ../README.md
# section 4): RealESRGAN_x4plus_anime_6B, a 6-block RRDBNet ONNX-exported
# from xinntao/Real-ESRGAN's anime-illustration checkpoint (BSD-3-Clause).
# It's trained on flat-color line art, so it keeps hard sprite edges rather
# than smoothing them the way a photo- or video-denoising model would. A
# mod's own "model" field (upscaleDef in ../src/mdlp/upscale.go) is not
# consulted; every resource goes through this one model. upscale_batch.py
# resizes its fixed native 4x output down to whatever scale a mod actually
# asks for.
ARG UPSCALE_MODEL_URL=https://huggingface.co/skillsafe-ai/realesrgan-x4plus-anime-6b/resolve/main/model.onnx
RUN mkdir -p /opt/upscale-model \
&& curl -sSL -o /opt/upscale-model/model.onnx "$UPSCALE_MODEL_URL"
COPY mdlp-image/upscale_batch.py /usr/local/bin/upscale_batch.py
RUN chmod 755 /usr/local/bin/upscale_batch.py
ENV UPSCALE_MODEL_PATH=/opt/upscale-model/model.onnx
RUN curl -sSLO "https://go.dev/dl/go${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:${PATH}
ENV GOTOOLCHAIN=local
ENV GOPATH=/opt/go
# Populates /opt/go/pkg/mod with every dependency mdlp/go.mod pins, so the
# container never needs network access to build it. mdlp/go.mod replaces
# github.com/inkyblackness/hacked with the local ../hacked (see ../README.md),
# so that module's own go.mod/go.sum have to be present too for dependency
# resolution - only these two go.mod/go.sum pairs are copied in for this, not
# the rest of either source tree, so editing .go files doesn't invalidate
# this layer's cache.
COPY src/hacked/go.mod src/hacked/go.sum /tmp/mdlp-deps/hacked/
COPY src/mdlp/go.mod src/mdlp/go.sum /tmp/mdlp-deps/mdlp/
RUN cd /tmp/mdlp-deps/mdlp && go mod download && rm -rf /tmp/mdlp-deps
COPY mdlp-image/docker-entrypoint.sh /usr/local/bin/docker-entrypoint.sh
COPY mdlp-image/process-mods.sh /usr/local/bin/process-mods.sh
# 755, not +x: see hacked-build-image/Dockerfile's identical comment - the
# entrypoint drops to a `builder` user matching the host's UID/GID, which is
# never in these root-owned files' group.
RUN chmod 755 /usr/local/bin/docker-entrypoint.sh /usr/local/bin/process-mods.sh
WORKDIR /workspace/modding
ENTRYPOINT ["/usr/local/bin/docker-entrypoint.sh"]
CMD ["/usr/local/bin/process-mods.sh"]
# Marks a shell as already running inside this image, same convention as
# hacked-build-image/Dockerfile - lets ../Makefile compile directly instead
# of trying to docker-run this image again from inside itself.
ENV MDLP_IMAGE=1
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@@ -0,0 +1 @@
1
+35
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@@ -0,0 +1,35 @@
#!/usr/bin/env bash
# Drops from root (needed to read the Go toolchain and module cache under
# /usr/local/go and /opt/go) to a user matching the host's UID/GID, so
# anything written into the bind-mounted repo (modding/dist/, ...) is owned
# by the host user instead of root.
set -euo pipefail
USER_UID="${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 "$@"
+49
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#!/usr/bin/env bash
# Builds modding/src/mdlp/ (the first-party Mod Definition Language
# Processor, see ../README.md) and runs it against modding/mods/ to produce
# modding/dist/mods/, entirely offline - mdlp's own Go module dependencies
# were already fetched into the image at image-build time (see Dockerfile).
#
# Baked into the image at /usr/local/bin/process-mods.sh (see Dockerfile's
# CMD) - run via ../mdlp-run-image.sh, which bind-mounts the whole
# repository (not just modding/) at /workspace, since mdlp also needs the
# game's own data directory outside modding/.
#
# Set MODS="name1 name2" (before calling ../mdlp-run-image.sh) to build only
# those mods; unset or empty builds every subdirectory under mods/.
set -euo pipefail
MODDING_ROOT="$(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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#!/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
+59
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@@ -0,0 +1,59 @@
#!/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.
Usage: upscale_batch.py <model.onnx> <in-dir> <out-dir> <scale>
"""
import sys
import os
import numpy as np
import onnxruntime as ort
from PIL import Image
def main():
model_path, in_dir, out_dir, scale_arg = sys.argv[1:5]
scale = int(scale_arg)
session = ort.InferenceSession(model_path, providers=["CPUExecutionProvider"])
input_name = session.get_inputs()[0].name
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]
# 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.
arr = np.asarray(rgb, dtype=np.float32) / 255.0
arr = np.transpose(arr, (2, 0, 1))[np.newaxis, ...]
output = session.run(None, {input_name: arr})[0]
output = np.clip(output[0], 0.0, 1.0) * 255.0
output = np.transpose(output, (1, 2, 0)).astype(np.uint8)
upscaled_rgb = Image.fromarray(output, "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" \
"$@"
+40
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#!/usr/bin/env bash
# Pushes the mdlp-image - already built locally with ./mdlp-image.sh, and
# ideally verified with ./mdlp-run-image.sh - to a container registry, so CI
# or other machines can reuse it without rebuilding the whole toolchain.
set -euo pipefail
cd "$(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 +1,7 @@
{
"type": "Mails",
"index": 26,
"sender": "Rebecca Lansing1",
"title": "Rebecca-001",
"verboseTextFile": "mail-026.txt"
}
@@ -0,0 +1 @@
Listen to me very carefully HACKER. Something has gone terribly wrong on Citadel station. You might be the last survivor. Communications are being jammed. We know that something on board is attempting to harm humanity. The mining laser is being charged for a possible strike against Earth populations. On your level is the office of a Dr. D'Arcy, who may know something about the laser. The office is located near the central hub, on a balcony, with the medical icon clearly visible. When the laser is destroyed, you will have to reach the bridge and stop whatever is responsible for the catastrophe. We believe that the biological labs and security systems have gone haywire, so be careful. If you pull this off, we will be able to get you out alive. Good luck.
@@ -0,0 +1,26 @@
{
"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"
]
}
@@ -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=
+595
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@@ -0,0 +1,595 @@
// 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
// an HTML index page, so they can be browsed by eye instead of guessed at
// by resource ID.
package main
import (
"flag"
"fmt"
"html"
"image"
"image/color"
"image/gif"
"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
}
// 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 }
// 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)
for dirIndex, dir := range dirs {
absDir, err := filepath.Abs(dir)
if err != nil {
log.Fatalf("resolving -data %q: %v", dir, err)
}
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)
}
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.
view, err := mod.LocalizedResources(key.Lang).Select(key.ID)
if err != nil {
continue
}
switch {
case view.ContentType() == resource.Animation:
entry, err := safeRenderAnimationDescriptor(mod, defaultPal, sourceFile, key.ID, key.Lang, gifDir)
if err != nil {
log.Printf("skipping animation %s (%s): %v", key.ID, sourceFile, err)
continue
}
entries = append(entries, entry)
case view.ContentType() == resource.Bitmap && view.BlockCount() >= *minFrames:
entry, err := safeRenderMultiBlockBitmap(view, defaultPal, sourceFile, key.ID, key.Lang, gifDir)
if err != nil {
log.Printf("skipping bitmap %s (%s): %v", key.ID, sourceFile, err)
continue
}
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 one RLE-diffed against the previous - the same
// chaining hacked's own editor/animations/View.go uses when importing a
// GIF, done here in reverse (decode instead of encode).
func decodeFrames(view resource.View) ([]*bitmap.Bitmap, error) {
count := view.BlockCount()
frames := make([]*bitmap.Bitmap, 0, count)
var prevPixels []byte
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) {
size := int(w) * int(h)
buf := make([]byte, size)
if len(prevPixels) == size {
copy(buf, prevPixels)
}
return buf, nil
})
if err != nil {
return nil, fmt.Errorf("block %d: %w", i, err)
}
prevPixels = bmp.Pixels
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)
}
func writeGIF(path string, frames []*bitmap.Bitmap, fallbackPal bitmap.Palette, delays []int) error {
f, err := os.Create(path)
if err != nil {
return err
}
defer f.Close()
maxWidth, maxHeight := 0, 0
for _, bmp := range frames {
if int(bmp.Header.Width) > maxWidth {
maxWidth = int(bmp.Header.Width)
}
if int(bmp.Header.Height) > maxHeight {
maxHeight = 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, which is why these looped only once
// before this fix.
out := gif.GIF{LoopCount: 0, Config: image.Config{Width: maxWidth, Height: maxHeight}}
for i, bmp := range frames {
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)
}
out.Image = append(out.Image, img)
out.Delay = append(out.Delay, delays[i])
}
return gif.EncodeAll(f, &out)
}
// 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 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)
}
func renderMultiBlockBitmap(view resource.View, fallbackPal bitmap.Palette, sourceFile string, id resource.ID, lang resource.Language, outDir 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 // 100ms - no explicit timing exists for this raw form
}
gifName := fmt.Sprintf("%04X_%s.gif", int(id), lang.String())
if err := writeGIF(filepath.Join(outDir, gifName), frames, fallbackPal, delays); 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,
}, 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 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)
}
func renderAnimationDescriptor(mod *world.Mod, fallbackPal bitmap.Palette, sourceFile string, id resource.ID, lang resource.Language, outDir 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
var prevPixels []byte
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)
}
bmp, err := bitmap.DecodeReferenced(reader, func(w, h int16) ([]byte, error) {
size := int(w) * int(h)
buf := make([]byte, size)
if len(prevPixels) == size {
copy(buf, prevPixels)
}
return buf, nil
})
if err != nil {
return galleryEntry{}, fmt.Errorf("frame %d: %w", frameIndex, err)
}
prevPixels = bmp.Pixels
frames = append(frames, bmp)
delay := int(entry.FrameTime) / 10
if delay <= 0 {
delay = 10
}
delays = append(delays, delay)
frameIndex++
}
}
if len(frames) == 0 {
return galleryEntry{}, fmt.Errorf("no frames decoded")
}
gifName := fmt.Sprintf("%04X_%s.gif", int(id), lang.String())
if err := writeGIF(filepath.Join(outDir, gifName), frames, fallbackPal, delays); 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,
}, 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(".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>")
b.WriteString(`<div id="controls">` +
`<label>Model: <select id="model">` +
`<option>realesrgan-x4plus-anime</option>` +
`<option>realesrgan-x4plus</option>` +
`<option>realesr-animevideov3</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>` +
`<span id="shown-count"></span>` +
`<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;/upscale/&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))
// Animation descriptors and multi-block bitmaps are genuinely distinct
// content types (different decode path, see contentTypeName) - grouped
// into separate sections rather than interleaved.
var animations, bitmaps []galleryEntry
for _, e := range entries {
if contentTypeName(e.kind) == "Animation" {
animations = append(animations, e)
} else {
bitmaps = append(bitmaps, e)
}
}
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,
fmt.Sprintf("%dx%d", e.width, e.height), transparency,
}, " "))
fmt.Fprintf(&b, "<div class=\"card\" data-search=\"%s\">", html.EscapeString(search))
fmt.Fprintf(&b, "<img src=\"gifs/%s\" width=\"%d\" height=\"%d\">", html.EscapeString(e.gifName), e.width*2, e.height*2)
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>")
}
}
fmt.Fprintf(&b, "<h2>Animations (%d)</h2>", len(animations))
writeCards(animations, "a")
fmt.Fprintf(&b, "<h2>Bitmaps (%d)</h2>", len(bitmaps))
writeCards(bitmaps, "b")
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 (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++;
});
document.getElementById('shown-count').textContent = shown + ' / ' + cards.length + ' shown';
}
document.getElementById('search').addEventListener('input', applyFilter);
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>
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@@ -0,0 +1,3 @@
100 ICON "hacked.ico"
100 24 "hacked.exe.manifest"
GLFW_ICON ICON "hacked.ico"
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@@ -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
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#!/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
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@@ -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
}
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@@ -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
+9
View File
@@ -0,0 +1,9 @@
package external
// Clipboard represents a temporary storage.
type Clipboard interface {
// String returns the current value of the clipboard, if it is compatible with UTF-8.
String() (string, error)
// SetString sets the current value of the clipboard as UTF-8 string.
SetString(value string)
}
+71
View File
@@ -0,0 +1,71 @@
package external
import (
"image"
"image/png"
"os"
"path/filepath"
"github.com/inkyblackness/hacked/ss1/content/audio"
"github.com/inkyblackness/hacked/ss1/content/audio/wav"
"github.com/inkyblackness/hacked/ss1/content/bitmap"
"github.com/inkyblackness/hacked/ui/gui"
)
// Export starts an export dialog series, calling the given callback with a folder name.
func Export(machine gui.ModalStateMachine, info string, callback func(string), lastFailed bool) {
machine.SetState(&exportStartState{
machine: machine,
callback: callback,
info: info,
withError: lastFailed,
})
}
// ExportAudio is a helper wrapper for exporting audio.
func ExportAudio(machine gui.ModalStateMachine, filename string, sound audio.L8) {
info := "File to be written: " + filename
var dirHandler func(string)
dirHandler = func(dirname string) {
writer, err := os.Create(filepath.Join(dirname, filename))
if err != nil {
Export(machine, info, dirHandler, true)
return
}
defer func() { _ = writer.Close() }()
err = wav.Save(writer, sound.SampleRate, sound.Samples)
if err != nil {
Export(machine, info, dirHandler, true)
}
}
Export(machine, info, dirHandler, false)
}
// ExportImage is a helper wrapper for exporting single images.
func ExportImage(machine gui.ModalStateMachine, filename string, bmp bitmap.Bitmap) {
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 {
Export(machine, "Could not create file.\n"+info, exportTo, true)
return
}
defer func() { _ = writer.Close() }()
imageRect := image.Rect(0, 0, int(bmp.Header.Width), int(bmp.Header.Height))
imagePal := bmp.Palette.ColorPalette(false)
paletted := image.NewPaletted(imageRect, imagePal)
paletted.Pix = bmp.Pixels
err = png.Encode(writer, paletted)
if err != nil {
Export(machine, info, exportTo, true)
return
}
}
Export(machine, info, exportTo, false)
}
+32
View File
@@ -0,0 +1,32 @@
package external
import (
"time"
"github.com/inkyblackness/imgui-go/v3"
"github.com/inkyblackness/hacked/ui/gui"
)
type exportStartState struct {
machine gui.ModalStateMachine
callback func(string)
info string
withError bool
}
func (state exportStartState) Render() {
imgui.OpenPopup("Export")
nextState := &exportWaitingState{
machine: state.machine,
callback: state.callback,
info: state.info,
}
if state.withError {
nextState.failureTime = time.Now()
}
state.machine.SetState(nextState)
}
func (state exportStartState) HandleFiles(names []string) {
}
@@ -0,0 +1,81 @@
package external
import (
"os"
"time"
"github.com/inkyblackness/imgui-go/v3"
"github.com/sqweek/dialog"
"github.com/inkyblackness/hacked/ui/gui"
)
type exportWaitingState struct {
machine gui.ModalStateMachine
callback func(string)
info string
failureTime time.Time
}
func (state *exportWaitingState) Render() {
if imgui.BeginPopupModalV("Export", nil,
imgui.WindowFlagsNoResize|imgui.WindowFlagsNoMove|imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsAlwaysAutoResize) {
imgui.Text("Waiting for folder.")
if !state.failureTime.IsZero() {
imgui.PushStyleColor(imgui.StyleColorText, imgui.Vec4{X: 1, Y: 0, Z: 0, W: 1})
imgui.Text("Previous attempt failed, could not save file.\nPlease check and try again.")
imgui.PopStyleColor()
if time.Since(state.failureTime).Seconds() > 5 {
state.failureTime = time.Time{}
}
}
imgui.Text(`From your file browser drag'n'drop the folder
where to save the data into the editor window.
`)
imgui.PushStyleColor(imgui.StyleColorText, imgui.Vec4{X: 1, Y: 0, Z: 0, W: 1})
imgui.Text("Saving will potentially overwrite existing files in the folder.")
imgui.PopStyleColor()
imgui.Text(state.info)
imgui.Separator()
if imgui.Button("Browse...") {
dlgBuilder := dialog.Directory()
filename, err := dlgBuilder.Browse()
if err == nil {
state.HandleFiles([]string{filename})
}
}
imgui.SameLine()
if imgui.Button("Cancel") {
state.machine.SetState(nil)
imgui.CloseCurrentPopup()
}
imgui.EndPopup()
} else {
state.machine.SetState(nil)
}
}
func (state *exportWaitingState) HandleFiles(names []string) {
dirPath, ok := state.verifyDir(names)
if ok {
state.machine.SetState(nil)
state.callback(dirPath)
} else {
state.failureTime = time.Now()
}
}
func (state exportWaitingState) verifyDir(names []string) (string, bool) {
if len(names) != 1 {
return "", false
}
fileInfo, err := os.Stat(names[0])
if err != nil {
return "", false
}
if !fileInfo.IsDir() {
return "", false
}
return names[0], true
}
+137
View File
@@ -0,0 +1,137 @@
package external
import (
"github.com/inkyblackness/imgui-go/v3"
"github.com/sqweek/dialog"
"github.com/inkyblackness/hacked/ui/gui"
)
// SingleFileHandler is a callback for a single selected file.
type SingleFileHandler func(string) error
type singleFileRunner func(*dialog.FileBuilder) (string, error)
// SaveFile starts a dialog series to save a file.
func SaveFile(machine gui.ModalStateMachine, types []TypeInfo, callback SingleFileHandler) {
machine.SetState(&fileStartState{
machine: machine,
title: "Save",
typeInfo: types,
runner: func(builder *dialog.FileBuilder) (string, error) { return builder.Save() },
callback: callback,
})
}
// LoadFile starts a dialog series to load a file.
func LoadFile(machine gui.ModalStateMachine, types []TypeInfo, callback SingleFileHandler) {
machine.SetState(&fileStartState{
machine: machine,
title: "Load",
typeInfo: types,
runner: func(builder *dialog.FileBuilder) (string, error) { return builder.Load() },
callback: callback,
})
}
type fileStartState struct {
machine gui.ModalStateMachine
title string
typeInfo []TypeInfo
runner singleFileRunner
callback SingleFileHandler
}
func (state fileStartState) HandleFiles(names []string) {
}
func (state fileStartState) Render() {
imgui.OpenPopup(state.title)
nextState := &fileWaitingState{
machine: state.machine,
title: state.title,
typeInfo: state.typeInfo,
runner: state.runner,
callback: state.callback,
}
state.machine.SetState(nextState)
}
type fileWaitingState struct {
machine gui.ModalStateMachine
title string
typeInfo []TypeInfo
runner singleFileRunner
callback SingleFileHandler
renderCount int
shouldOpenDialog bool
problem string
}
func (state *fileWaitingState) HandleFiles(names []string) {
}
func (state *fileWaitingState) Render() {
if imgui.BeginPopupModalV(state.title, nil,
imgui.WindowFlagsNoResize|imgui.WindowFlagsNoMove|imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsAlwaysAutoResize) {
if len(state.problem) == 0 {
imgui.Text("Please use popup dialog...")
} else {
imgui.PushStyleColor(imgui.StyleColorText, imgui.Vec4{X: 1, Y: 0, Z: 0, W: 1})
imgui.Text(state.problem)
imgui.PopStyleColor()
}
state.renderControls()
imgui.EndPopup()
state.renderCount++
if state.renderCount == 3 {
state.shouldOpenDialog = true
}
if state.shouldOpenDialog {
state.shouldOpenDialog = false
state.openDialog()
}
} else {
state.machine.SetState(nil)
}
}
func (state *fileWaitingState) renderControls() {
imgui.Separator()
if imgui.Button("Browse...") {
state.shouldOpenDialog = true
}
imgui.SameLine()
if imgui.Button("Cancel") {
state.machine.SetState(nil)
imgui.CloseCurrentPopup()
}
}
func (state *fileWaitingState) openDialog() {
dlgBuilder := dialog.File()
for _, info := range state.typeInfo {
dlgBuilder = dlgBuilder.Filter(info.Title, info.Extensions...)
}
dlgBuilder = dlgBuilder.Filter("All files (*.*)", "*")
filename, err := state.runner(dlgBuilder)
state.machine.SetState(nil)
if err != nil {
return
}
state.reportFile(filename)
}
func (state *fileWaitingState) reportFile(filename string) {
state.problem = ""
err := state.callback(filename)
if err != nil {
state.problem = "Previous attempt failed.\nPlease check and try again.\nReason:\n" + err.Error()
state.machine.SetState(state)
}
}
+117
View File
@@ -0,0 +1,117 @@
package external
import (
"image"
"image/color"
"math"
"os"
"github.com/inkyblackness/hacked/ss1/content/audio"
"github.com/inkyblackness/hacked/ss1/content/audio/wav"
"github.com/inkyblackness/hacked/ss1/content/bitmap"
"github.com/inkyblackness/hacked/ui/gui"
)
// Import starts an import dialog series, calling the given callback with a file name.
func Import(machine gui.ModalStateMachine, info string, types []TypeInfo, callback func(string), lastFailed bool) {
machine.SetState(&importStartState{
machine: machine,
callback: callback,
info: info,
typeInfo: types,
withError: lastFailed,
})
}
// ImportAudio is a helper to handle audio file import. The callback is called with the loaded audio.
func ImportAudio(machine gui.ModalStateMachine, callback func(l8 audio.L8)) {
info := "File must be a WAV file, 22050 Hz, 8-bit or 16-bit, uncompressed."
types := []TypeInfo{{Title: "Audio files (*.wav)", Extensions: []string{"wav"}}}
var fileHandler func(string)
fileHandler = func(filename string) {
reader, err := os.Open(filename)
if err != nil {
Import(machine, info, types, fileHandler, true)
return
}
defer func() { _ = reader.Close() }()
sound, err := wav.Load(reader)
if err != nil {
Import(machine, info, types, fileHandler, true)
return
}
callback(sound)
}
Import(machine, info, types, fileHandler, false)
}
// ImportImage is a helper to handle image file import. The callback is called with the loaded image.
func ImportImage(machine gui.ModalStateMachine, paletteRetriever func() (bitmap.Palette, error), callback func(bitmap.Bitmap)) {
info := "File should be either a BMP, GIF, or a PNG file.\nPaletted images matching game palette are taken 1:1,\nothers are mapped closest fitting."
types := []TypeInfo{{Title: "Image files (*.bmp, *.gif, *.png)", Extensions: []string{"bmp", "gif", "png"}}}
var fileHandler func(string)
fileHandler = func(filename string) {
reader, err := os.Open(filename)
if err != nil {
Import(machine, "Could not open file.\n"+info, types, fileHandler, true)
return
}
defer func() { _ = reader.Close() }()
img, _, err := image.Decode(reader)
if err != nil {
Import(machine, "File not recognized as image.\n"+info, types, fileHandler, true)
return
}
var bmp bitmap.Bitmap
importMapped := true
rawPalette, err := paletteRetriever()
if err != nil {
Import(machine, "Can not import image without having a palette loaded.\n"+info, types, fileHandler, true)
return
}
if palettedImg, isPaletted := img.(image.PalettedImage); isPaletted {
imgPalette, hasPalette := palettedImg.ColorModel().(color.Palette)
if hasPalette && paletteMatches(imgPalette, rawPalette.ColorPalette(false)) {
bounds := img.Bounds()
bmp.Header.Width = int16(math.Max(0, math.Min(float64(bounds.Dx()), math.MaxInt16)))
bmp.Header.Height = int16(math.Max(0, math.Min(float64(bounds.Dy()), math.MaxInt16)))
bmp.Pixels = make([]byte, int(bmp.Header.Width)*int(bmp.Header.Height))
for row := 0; row < int(bmp.Header.Height); row++ {
for column := 0; column < int(bmp.Header.Width); column++ {
bmp.Pixels[row*int(bmp.Header.Width)+column] = palettedImg.ColorIndexAt(column, row)
}
}
importMapped = false
}
}
if importMapped {
bitmapper := bitmap.NewBitmapper(&rawPalette)
bmp = bitmapper.Map(img)
}
callback(bmp)
}
Import(machine, info, types, fileHandler, false)
}
func paletteMatches(imgPalette color.Palette, rawPalette color.Palette) bool {
if len(imgPalette) > len(rawPalette) {
return false
}
for index, clr := range imgPalette {
imgR, imgG, imgB, _ := clr.RGBA()
rawR, rawG, rawB, _ := rawPalette[index].RGBA()
if (imgR != rawR) || (imgG != rawG) || (imgB != rawB) {
return false
}
}
return true
}
+34
View File
@@ -0,0 +1,34 @@
package external
import (
"time"
"github.com/inkyblackness/imgui-go/v3"
"github.com/inkyblackness/hacked/ui/gui"
)
type importStartState struct {
machine gui.ModalStateMachine
callback func(string)
info string
typeInfo []TypeInfo
withError bool
}
func (state importStartState) Render() {
imgui.OpenPopup("Import")
nextState := &importWaitingState{
machine: state.machine,
callback: state.callback,
info: state.info,
typeInfo: state.typeInfo,
}
if state.withError {
nextState.failureTime = time.Now()
}
state.machine.SetState(nextState)
}
func (state importStartState) HandleFiles(names []string) {
}
@@ -0,0 +1,83 @@
package external
import (
"os"
"time"
"github.com/inkyblackness/imgui-go/v3"
"github.com/sqweek/dialog"
"github.com/inkyblackness/hacked/ui/gui"
)
type importWaitingState struct {
machine gui.ModalStateMachine
callback func(string)
info string
typeInfo []TypeInfo
failureTime time.Time
}
func (state *importWaitingState) Render() {
if imgui.BeginPopupModalV("Import", nil,
imgui.WindowFlagsNoResize|imgui.WindowFlagsNoMove|imgui.WindowFlagsNoSavedSettings|imgui.WindowFlagsAlwaysAutoResize) {
imgui.Text("Waiting for file.")
if !state.failureTime.IsZero() {
imgui.PushStyleColor(imgui.StyleColorText, imgui.Vec4{X: 1, Y: 0, Z: 0, W: 1})
imgui.Text("Previous attempt failed, could not load file.\nPlease check and try again.")
imgui.PopStyleColor()
if time.Since(state.failureTime).Seconds() > 5 {
state.failureTime = time.Time{}
}
}
imgui.Text(`From your file browser drag'n'drop the file
that shall be loaded into the editor window.
`)
imgui.Text(state.info)
imgui.Separator()
if imgui.Button("Browse...") {
dlgBuilder := dialog.File()
for _, info := range state.typeInfo {
dlgBuilder = dlgBuilder.Filter(info.Title, info.Extensions...)
}
dlgBuilder = dlgBuilder.Filter("All files (*.*)", "*")
filename, err := dlgBuilder.Load()
if err == nil {
state.HandleFiles([]string{filename})
}
}
imgui.SameLine()
if imgui.Button("Cancel") {
state.machine.SetState(nil)
imgui.CloseCurrentPopup()
}
imgui.EndPopup()
} else {
state.machine.SetState(nil)
}
}
func (state *importWaitingState) HandleFiles(names []string) {
filename, ok := state.verifyFile(names)
if ok {
state.machine.SetState(nil)
state.callback(filename)
} else {
state.failureTime = time.Now()
}
}
func (state importWaitingState) verifyFile(names []string) (string, bool) {
if len(names) != 1 {
return "", false
}
fileInfo, err := os.Stat(names[0])
if err != nil {
return "", false
}
if fileInfo.IsDir() {
return "", false
}
return names[0], true
}
+7
View File
@@ -0,0 +1,7 @@
package external
// TypeInfo describes a file.
type TypeInfo struct {
Title string
Extensions []string
}
@@ -0,0 +1,91 @@
package graphics
import "github.com/inkyblackness/hacked/ui/opengl"
// BitmapTexture wraps an OpenGL handle for a downloaded image.
type BitmapTexture struct {
gl opengl.OpenGL
handle uint32
width, height float32
u, v float32
pixelData []byte
}
func powerOfTwo(value int) int {
result := 2
for (result < value) && (result < 0x1000) {
result *= 2
}
return result
}
// NewBitmapTexture downloads the provided raw data to OpenGL and returns a BitmapTexture instance.
func NewBitmapTexture(gl opengl.OpenGL, width, height int, pixelData []byte) *BitmapTexture {
textureWidth := powerOfTwo(width)
textureHeight := powerOfTwo(height)
tex := &BitmapTexture{
gl: gl,
handle: gl.GenTextures(1)[0],
width: float32(width),
height: float32(height),
pixelData: pixelData,
}
tex.u = tex.width / float32(textureWidth)
tex.v = tex.height / float32(textureHeight)
paddedData := make([]byte, textureWidth*textureHeight)
for y := 0; y < height; y++ {
inStart := y * width
outOffset := y * textureWidth
for x := 0; x < width; x++ {
value := pixelData[inStart+x]
paddedData[outOffset] = value
outOffset++
}
}
gl.BindTexture(opengl.TEXTURE_2D, tex.handle)
gl.TexImage2D(opengl.TEXTURE_2D, 0, opengl.RED, int32(textureWidth), int32(textureHeight),
0, opengl.RED, opengl.UNSIGNED_BYTE, paddedData)
gl.TexParameteri(opengl.TEXTURE_2D, opengl.TEXTURE_MAG_FILTER, opengl.NEAREST)
gl.TexParameteri(opengl.TEXTURE_2D, opengl.TEXTURE_MIN_FILTER, opengl.NEAREST)
gl.GenerateMipmap(opengl.TEXTURE_2D)
gl.BindTexture(opengl.TEXTURE_2D, 0)
return tex
}
// Dispose releases the OpenGL texture.
func (tex *BitmapTexture) Dispose() {
if tex.handle != 0 {
tex.gl.DeleteTextures([]uint32{tex.handle})
tex.handle = 0
}
}
// Handle returns the texture handle.
func (tex *BitmapTexture) Handle() uint32 {
return tex.handle
}
// PixelData returns the original paletted pixel data.
func (tex *BitmapTexture) PixelData() []byte {
return tex.pixelData
}
// Size returns the dimensions of the bitmap, in pixels.
func (tex *BitmapTexture) Size() (width, height float32) {
return tex.width, tex.height
}
// UV returns the maximum U and V values for the bitmap. The bitmap will be
// stored in a power-of-two texture, which may be larger than the bitmap.
func (tex *BitmapTexture) UV() (u, v float32) {
return tex.u, tex.v
}
@@ -0,0 +1,76 @@
package graphics
import (
"github.com/inkyblackness/hacked/ss1/content/bitmap"
"github.com/inkyblackness/hacked/ui/opengl"
)
// FrameCacheKey is used to identify a cached frame.
type FrameCacheKey uint16
// FrameCache loads bitmaps with their palettes and provides OpenGL textures.
type FrameCache struct {
gl opengl.OpenGL
textures map[FrameCacheKey]*BitmapTexture
palettes map[FrameCacheKey]*PaletteTexture
keyCounter uint16
}
// NewFrameCache returns a new instance.
func NewFrameCache(gl opengl.OpenGL) *FrameCache {
cache := &FrameCache{
gl: gl,
textures: make(map[FrameCacheKey]*BitmapTexture),
palettes: make(map[FrameCacheKey]*PaletteTexture),
}
return cache
}
// AllocateKey returns a new key to be used with uploading a new frame.
func (cache *FrameCache) AllocateKey() FrameCacheKey {
cache.keyCounter++
return FrameCacheKey(cache.keyCounter)
}
// SetTexture registers a texture based on given bitmap under given key.
// The bitmap should contain a palette, otherwise it will most likely not be displayed.
func (cache *FrameCache) SetTexture(key FrameCacheKey, width, height uint16, pixels []byte, palette *bitmap.Palette) {
cache.DropTextureForKey(key)
tex := NewBitmapTexture(cache.gl, int(width), int(height), pixels)
cache.textures[key] = tex
if palette == nil {
return
}
pal := NewPaletteTexture(cache.gl, palette)
cache.palettes[key] = pal
}
// DropTextureForKey removes the currently cached frame.
func (cache *FrameCache) DropTextureForKey(key FrameCacheKey) {
if tex, existing := cache.textures[key]; existing {
tex.Dispose()
delete(cache.textures, key)
}
if pal, existing := cache.palettes[key]; existing {
pal.Dispose()
delete(cache.palettes, key)
}
}
// HandlesForKey returns the OpenGL handles for both palette and texture for given key.
func (cache FrameCache) HandlesForKey(key FrameCacheKey) (palette uint32, texture uint32) {
if tex, existing := cache.textures[key]; existing {
texture = tex.Handle()
}
if pal, existing := cache.palettes[key]; existing {
palette = pal.Handle()
}
return
}
// Texture returns the buffered texture for given key.
func (cache *FrameCache) Texture(key FrameCacheKey) *BitmapTexture {
return cache.textures[key]
}
@@ -0,0 +1,71 @@
package graphics
import (
"encoding/binary"
"github.com/inkyblackness/hacked/ss1/content/bitmap"
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ss1/world/ids"
"github.com/inkyblackness/hacked/ui/opengl"
)
// PaletteCache loads palettes and provides OpenGL textures.
type PaletteCache struct {
gl opengl.OpenGL
localizer resource.Localizer
palettes map[resource.Key]*PaletteTexture
}
// NewPaletteCache returns a new instance.
func NewPaletteCache(gl opengl.OpenGL, localizer resource.Localizer) *PaletteCache {
cache := &PaletteCache{
gl: gl,
localizer: localizer,
palettes: make(map[resource.Key]*PaletteTexture),
}
return cache
}
// InvalidateResources lets the cache remove any palette from resources that are specified in the given slice.
func (cache *PaletteCache) InvalidateResources(ids []resource.ID) {
for _, id := range ids {
for key, texture := range cache.palettes {
if key.ID == id {
texture.Dispose()
delete(cache.palettes, key)
}
}
}
}
// Palette returns the palette with given index - if available.
func (cache *PaletteCache) Palette(index int) (*PaletteTexture, error) {
key := resource.KeyOf(ids.GamePalettesStart.Plus(index), resource.LangAny, 0)
pal, existing := cache.palettes[key]
if existing {
return pal, nil
}
selector := cache.localizer.LocalizedResources(key.Lang)
view, err := selector.Select(key.ID)
if err != nil {
return nil, err
}
if view.ContentType() != resource.Palette {
return nil, resource.ErrWrongType(key, resource.Palette)
}
reader, err := view.Block(key.Index)
if err != nil {
return nil, err
}
var palette bitmap.Palette
err = binary.Read(reader, binary.LittleEndian, &palette)
if err != nil {
return nil, err
}
pal = NewPaletteTexture(cache.gl, &palette)
cache.palettes[key] = pal
return pal, nil
}
@@ -0,0 +1,70 @@
package graphics
import (
"github.com/inkyblackness/hacked/ss1/content/bitmap"
"github.com/inkyblackness/hacked/ui/opengl"
)
// PaletteTexture contains a palette stored as OpenGL texture.
type PaletteTexture struct {
gl opengl.OpenGL
handle uint32
palette bitmap.Palette
}
// NewPaletteTexture creates a new PaletteTexture instance.
func NewPaletteTexture(gl opengl.OpenGL, palette *bitmap.Palette) *PaletteTexture {
tex := &PaletteTexture{
gl: gl,
handle: gl.GenTextures(1)[0],
}
tex.Update(palette)
return tex
}
// Dispose releases the OpenGL texture.
func (tex *PaletteTexture) Dispose() {
if tex.handle != 0 {
tex.gl.DeleteTextures([]uint32{tex.handle})
tex.handle = 0
}
}
// Palette returns the original palette.
func (tex *PaletteTexture) Palette() bitmap.Palette {
return tex.palette
}
// Handle returns the texture handle.
func (tex *PaletteTexture) Handle() uint32 {
return tex.handle
}
// Update reloads the palette.
func (tex *PaletteTexture) Update(palette *bitmap.Palette) {
gl := tex.gl
const bytesPerRGBA = 4
const colors = 256
var data [colors * bytesPerRGBA]byte
for i := 0; i < colors; i++ {
entry := palette[i]
data[i*bytesPerRGBA+0] = entry.Red
data[i*bytesPerRGBA+1] = entry.Green
data[i*bytesPerRGBA+2] = entry.Blue
data[i*bytesPerRGBA+3] = 0xFF
}
data[3] = 0x00
gl.BindTexture(opengl.TEXTURE_2D, tex.handle)
gl.TexImage2D(opengl.TEXTURE_2D, 0, opengl.RGBA, int32(colors), 1, 0, opengl.RGBA, opengl.UNSIGNED_BYTE, data[:])
gl.TexParameteri(opengl.TEXTURE_2D, opengl.TEXTURE_MAG_FILTER, opengl.NEAREST)
gl.TexParameteri(opengl.TEXTURE_2D, opengl.TEXTURE_MIN_FILTER, opengl.NEAREST)
gl.GenerateMipmap(opengl.TEXTURE_2D)
gl.BindTexture(opengl.TEXTURE_2D, 0)
tex.palette = *palette
}
@@ -0,0 +1,94 @@
package graphics
import (
"github.com/inkyblackness/hacked/ss1"
"github.com/inkyblackness/hacked/ss1/content/bitmap"
"github.com/inkyblackness/hacked/ss1/resource"
"github.com/inkyblackness/hacked/ui/opengl"
)
const (
errReferenceNotFound ss1.StringError = "reference not existing"
errReferenceWrongDimensions ss1.StringError = "reference has wrong dimensions"
)
// TextureCache loads bitmaps and provides OpenGL textures.
type TextureCache struct {
gl opengl.OpenGL
localizer resource.Localizer
textures map[resource.Key]*BitmapTexture
}
// NewTextureCache returns a new instance.
func NewTextureCache(gl opengl.OpenGL, localizer resource.Localizer) *TextureCache {
cache := &TextureCache{
gl: gl,
localizer: localizer,
textures: make(map[resource.Key]*BitmapTexture),
}
return cache
}
// InvalidateResources lets the cache remove any textures from resources that are specified in the given slice.
func (cache *TextureCache) InvalidateResources(ids []resource.ID) {
for _, id := range ids {
for key, texture := range cache.textures {
if key.ID == id {
texture.Dispose()
delete(cache.textures, key)
}
}
}
}
// Texture returns the texture with given key - if available.
func (cache *TextureCache) Texture(key resource.Key) (*BitmapTexture, error) {
return cache.TextureReferenced(key, nil)
}
// TextureReferenced returns the texture with given key - if available.
// Should the underlying bitmap have to be loaded, then the given reference is taken as a basis for compressed bitmaps.
// If reference is nil, then no reference is used.
func (cache *TextureCache) TextureReferenced(key resource.Key, reference *resource.Key) (*BitmapTexture, error) {
tex, existing := cache.textures[key]
if existing {
return tex, nil
}
selector := cache.localizer.LocalizedResources(key.Lang)
view, err := selector.Select(key.ID)
if err != nil {
return nil, err
}
if view.ContentType() != resource.Bitmap {
return nil, resource.ErrWrongType(key, resource.Bitmap)
}
reader, err := view.Block(key.Index)
if err != nil {
return nil, err
}
bmp, err := bitmap.DecodeReferenced(reader, func(width, height int16) ([]byte, error) {
buf := make([]byte, int(width)*int(height))
if reference == nil {
return buf, nil
}
refTex, refExisting := cache.textures[*reference]
if !refExisting {
return nil, errReferenceNotFound
}
refWidth, refHeight := refTex.Size()
if (int16(refWidth) != width) || (int16(refHeight) != height) {
return nil, errReferenceWrongDimensions
}
copy(buf, refTex.PixelData())
return buf, nil
})
if err != nil {
return nil, err
}
tex = NewBitmapTexture(cache.gl, int(bmp.Header.Width), int(bmp.Header.Height), bmp.Pixels)
cache.textures[key] = tex
return tex, nil
}
@@ -0,0 +1,162 @@
package levels
import (
"github.com/inkyblackness/hacked/editor/render"
"github.com/inkyblackness/hacked/ss1/content/archive/level"
"github.com/inkyblackness/hacked/ui/opengl"
)
var gridVertexShaderSource = `
#version 150
precision mediump float;
in vec3 vertexPosition;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
out vec4 gridColor;
out vec3 originalPosition;
void main(void) {
gl_Position = projectionMatrix * viewMatrix * vec4(vertexPosition, 1.0);
gridColor = vec4(0.0, 0.1, 0.0, 0.6);
originalPosition = vertexPosition;
}
`
var gridFragmentShaderSource = `
#version 150
precision mediump float;
uniform vec4 gridSize;
in vec4 gridColor;
in vec3 originalPosition;
out vec4 fragColor;
float modulo(float x, float y) {
return x - y * floor(x/y);
}
float nearGrid(float stepSize, float value) {
float remainder = modulo(value - (stepSize / 2.0), stepSize) * 2.0;
if (remainder >= stepSize) {
remainder = (stepSize * 2.0) - remainder;
}
return remainder / stepSize;
}
void main(void) {
float alphaX = nearGrid(256.0, originalPosition.x);
float alphaY = nearGrid(256.0, originalPosition.y);
bool beyondX = (originalPosition.x / 256.0) >= gridSize.x || (originalPosition.x < 0.0);
bool beyondY = (originalPosition.y / 256.0) >= gridSize.y || (originalPosition.y < 0.0);
float alpha = 0.0;
if (!beyondX && !beyondY) {
alpha = max(alphaX, alphaY);
} else if (beyondX && !beyondY) {
alpha = alphaX;
} else if (beyondY && !beyondX) {
alpha = alphaY;
} else {
alpha = min(alphaX, alphaY);
}
alpha = pow(2.0, 10.0 * (alpha - 1.0));
fragColor = vec4(gridColor.rgb, gridColor.a * alpha);
}
`
// BackgroundGrid renders a grid with transparent holes.
type BackgroundGrid struct {
context *render.Context
program uint32
vao *opengl.VertexArrayObject
vertexPositionBuffer uint32
vertexPositionAttrib int32
gridSizeUniform opengl.Vector4Uniform
viewMatrixUniform opengl.Matrix4Uniform
projectionMatrixUniform opengl.Matrix4Uniform
lastReportedColumns int
lastReportedRows int
}
// NewBackgroundGrid returns a new instance of BackgroundGrid.
func NewBackgroundGrid(context *render.Context) *BackgroundGrid {
gl := context.OpenGL
program, programErr := opengl.LinkNewStandardProgram(gl, gridVertexShaderSource, gridFragmentShaderSource)
if programErr != nil {
panic(opengl.NamedShaderError{Name: "BackgroundGridShader", Nested: programErr})
}
grid := &BackgroundGrid{
context: context,
program: program,
vao: opengl.NewVertexArrayObject(gl, program),
vertexPositionBuffer: gl.GenBuffers(1)[0],
vertexPositionAttrib: gl.GetAttribLocation(program, "vertexPosition"),
viewMatrixUniform: opengl.Matrix4Uniform(gl.GetUniformLocation(program, "viewMatrix")),
projectionMatrixUniform: opengl.Matrix4Uniform(gl.GetUniformLocation(program, "projectionMatrix")),
gridSizeUniform: opengl.Vector4Uniform(gl.GetUniformLocation(program, "gridSize")),
}
return grid
}
// Render renders the grid.
func (grid *BackgroundGrid) Render(columns, rows int) {
gl := grid.context.OpenGL
grid.setGridSize(columns, rows)
grid.vao.OnShader(func() {
grid.viewMatrixUniform.Set(gl, grid.context.ViewMatrix)
grid.projectionMatrixUniform.Set(gl, &grid.context.ProjectionMatrix)
grid.gridSizeUniform.Set(gl, &[4]float32{float32(columns), float32(rows), 0, 0})
gl.DrawArrays(opengl.TRIANGLES, 0, 6)
})
}
func (grid *BackgroundGrid) setGridSize(columns, rows int) {
if (grid.lastReportedColumns == columns) && (grid.lastReportedRows == rows) {
return
}
grid.lastReportedColumns = columns
grid.lastReportedRows = rows
gl := grid.context.OpenGL
{
hTiles := float32(columns)
vTiles := float32(rows)
gl.BindBuffer(opengl.ARRAY_BUFFER, grid.vertexPositionBuffer)
fineHalf := level.FineCoordinatesPerTileSide / float32(2.0)
hLimit := level.FineCoordinatesPerTileSide*hTiles + fineHalf
vLimit := level.FineCoordinatesPerTileSide*vTiles + fineHalf
var vertices = []float32{
-fineHalf, -fineHalf, 0.0,
hLimit, -fineHalf, 0.0,
hLimit, vLimit, 0.0,
hLimit, vLimit, 0.0,
-fineHalf, vLimit, 0.0,
-fineHalf, -fineHalf, 0.0}
gl.BufferData(opengl.ARRAY_BUFFER, len(vertices)*4, vertices, opengl.STATIC_DRAW)
gl.BindBuffer(opengl.ARRAY_BUFFER, 0)
}
grid.vao.WithSetter(func(gl opengl.OpenGL) {
gl.EnableVertexAttribArray(uint32(grid.vertexPositionAttrib))
gl.BindBuffer(opengl.ARRAY_BUFFER, grid.vertexPositionBuffer)
gl.VertexAttribOffset(uint32(grid.vertexPositionAttrib), 3, opengl.FLOAT, false, 0, 0)
gl.BindBuffer(opengl.ARRAY_BUFFER, 0)
})
}
@@ -0,0 +1,34 @@
package levels
import (
"fmt"
)
// ColorDisplay is an enumeration to how a tile should be colored.
type ColorDisplay int
// ColorDisplay constants are listed below.
const (
ColorDisplayNone ColorDisplay = 0
ColorDisplayFloor ColorDisplay = 1
ColorDisplayCeiling ColorDisplay = 2
)
// String returns a textual representation.
func (display ColorDisplay) String() string {
switch display {
case ColorDisplayNone:
return "None"
case ColorDisplayFloor:
return "Floor"
case ColorDisplayCeiling:
return "Ceiling"
default:
return fmt.Sprintf("Unknown%d", int(display))
}
}
// ColorDisplays returns all ColorDisplay constants.
func ColorDisplays() []ColorDisplay {
return []ColorDisplay{ColorDisplayNone, ColorDisplayFloor, ColorDisplayCeiling}
}
@@ -0,0 +1,6 @@
package levels
const (
hintUnknown = "???"
hintReadOnly = " (read-only)"
)

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