180 lines
10 KiB
Markdown
180 lines
10 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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## Project Overview
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**Aventures En Egipte (AEE)** — a retro-style 2D game written in C++ using SDL3. The game uses a software-rendered 8-bit paletted graphics engine (320x200, 256 colors), custom audio (JailAudio), and GIF-based assets. The codebase and commit messages are in Valencian/Catalan.
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## Build
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```bash
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# Linux
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cmake -B build
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cmake --build build
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# Windows (MinGW)
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cmake -B build -G "MinGW Makefiles"
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cmake --build build
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```
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Dependencies: SDL3. Uses CMake (minimum 3.10) with C++20. SPIR-V shaders compiled automatically if `glslc` is available; precompiled headers used as fallback.
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The executable is output to the project root. The `data/` folder must be in the working directory at runtime.
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## Architecture
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### Golden Rule: Do Not Touch Gameplay
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The original game logic (gameplay, entities, map, scoring, collisions, animations) must remain untouched. All modernization work targets the presentation layer and infrastructure only. Any new feature must be implemented as an overlay on top of the existing game, never by modifying original gameplay code.
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### Boundary: Original vs New Code
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| Path | Owner | Rule |
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|------|-------|------|
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| `source/core/jail/` | Original engine | **Do not modify** gameplay behavior |
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| `source/game/*.cpp/hpp` (except options/defines/defaults) | Original game | **Do not modify** |
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| `source/core/rendering/` | New presentation layer | Free to modify |
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| `source/core/input/` | New input layer | Free to modify |
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| `source/utils/` | New utilities | Free to modify |
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| `source/game/options,defines,defaults` | New config system | Free to modify |
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| `data/*.gif, *.ogg` | Original assets | **Do not modify** |
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| `data/fonts/, data/ui/, data/shaders/` | New assets | Free to modify |
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### Original "Jail" Engine (`source/core/jail/`)
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Flat C-style APIs (no classes), prefixed by subsystem. **Do not touch gameplay logic.**
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- **JG** (`jgame`) — Game loop timing: init/finalize, fixed-timestep update via `JG_ShouldUpdate()`
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- **JD8** (`jdraw8`) — 8-bit paletted software renderer. 320x200 screen buffer (`JD8_Surface` = `Uint8*`), palette-indexed blitting with color-key transparency, fade effects. `JD8_Flip()` converts palette→ARGB and delegates to `Screen::present()`
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- **JA** (`jail_audio`) — Custom audio mixing using SDL3 audio streams (OGG via stb_vorbis, WAV)
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- **JI** (`jinput`) — Input: keyboard state polling, key debouncing, cheat code detection. Filters GUI keys from game, calls `GlobalInputs::handle()` and `Mouse::updateCursorVisibility()` each update
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- **JF** (`jfile`) — File I/O: filesystem folder mode (`data/`) or packed resource file (`.jrf`). Config folder at `~/.config/jailgames/aee/`
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### System Layer (`source/core/system/`)
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- **Director** (`director.hpp/cpp`) — **Orchestrator singleton**. Owns main thread. Launches game thread that runs `ModuleGame`/`ModuleSequence::Go()`. Emulator-style architecture: Director runs at ~60 FPS independently, polls SDL events, updates overlay, presents frames. Game thread blocks at `JD8_Flip()` → `Director::publishFrame()` until Director consumes the frame. Director is **non-blocking**: if no new frame is available, it re-presents the last known game frame with fresh overlay on top
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### Presentation Layer (`source/core/rendering/`)
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- **Screen** (`screen.hpp/cpp`) — Singleton. Manages SDL_Window, SDL_Renderer, SDL_Texture. Dual rendering path: SDL3GPU with shaders (primary) or SDL_Renderer fallback. Handles fullscreen, zoom, aspect ratio 4:3, integer scaling, VSync. Counts FPS and updates render info text
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- **Overlay** (`overlay.hpp/cpp`) — Paints directly on the ARGB pixel buffer before presentation. Handles notifications (slide-in animation), render info display (top/bottom/off, configurable colors), and double-ESC-to-quit logic
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- **Text** (`text.hpp/cpp`) — Bitmap font renderer. Loads `.fnt` + `.gif` pairs, renders UTF-8 glyphs directly on `Uint32*` ARGB buffer. No dependency on SDL_Texture or palettes
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- **SDL3GPUShader** (`sdl3gpu/`) — GPU shader backend (Vulkan/Metal). PostFX and CRT-Pi shaders with presets, supersampling (3×/6×/9×), Lanczos downscaling. Supports 4:3 aspect ratio stretch fused into the upscale pass to avoid artifacts
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### Input Layer (`source/core/input/`)
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- **GlobalInputs** (`global_inputs.hpp/cpp`) — Maps configurable function keys to presentation actions. Uses debounce. Returns whether a key was consumed (to suppress from game layer)
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- **Mouse** (`mouse.hpp/cpp`) — Auto-hides cursor after 3 seconds of inactivity
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### Configuration System (`source/game/`)
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Follows the pattern from `jaildoctors_dilemma`, persists to YAML:
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- **defines.hpp** — Game constants: `Texts::WINDOW_TITLE`, `Texts::VERSION`, `GameScreen::WIDTH/HEIGHT`
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- **defaults.hpp** — Default values: `Defaults::KeysGUI`, `Defaults::KeysGame`, `Defaults::Video`, `Defaults::Audio`, `Defaults::Window`, `Defaults::Game`
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- **options.hpp/cpp** — `Options` namespace with inline globals and YAML load/save. Structs: `KeysGUI`, `KeysGame`, `Video`, `RenderInfo`, `Audio`, `Window`, `Game`, `PostFXPreset`, `CrtPiPreset`
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### Utilities (`source/utils/`)
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- **utils.hpp/cpp** — `toLower()` and other helpers
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### Function Key Map
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| Key | Action |
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|-----|--------|
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| F1 | Decrease window zoom |
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| F2 | Increase window zoom |
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| F3 | Toggle fullscreen |
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| F4 | Toggle shaders on/off |
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| F5 | Toggle aspect ratio (square pixels ↔ 4:3 CRT) |
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| F6 | Toggle supersampling |
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| F7 | Cycle shader type (PostFX ↔ CRT-Pi) |
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| F8 | Cycle shader presets |
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| F9 | Toggle stretch filter (nearest ↔ linear) |
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| F10 | Cycle render info (off → top → bottom → off) |
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| ESC | Double-press to quit (with overlay notification) |
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All key bindings are configurable via `Options::keys_gui` and stored in `config.yaml`.
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### Threading Model (Emulator Architecture)
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```
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Main thread (Director) Game thread (ModuleGame/Sequence::Go())
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──────────────────── ────────────────────────────────────
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loop at ~60 FPS { loop {
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SDL_PollEvent() ... game logic ...
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GlobalInputs, Mouse JD8_Flip():
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if new_frame_available: palette→ARGB in pixel_data
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copy to game_frame publishFrame(pixel_data) ⏸
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signal → ────────────────────→ (blocks until Director consumes)
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copy game_frame → present_buffer ←──── signal_consumed
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Overlay::render(present_buffer) continue game loop
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Screen::present(present_buffer) }
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SDL_Delay to hit 60fps
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}
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```
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**Key points:**
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- Director is NON-BLOCKING: if no new frame, re-presents the last one with fresh overlay
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- Double buffer: `game_frame` (untouched copy from game) + `presentation_buffer` (regenerated with overlay each frame)
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- Game thread pauses at `JD8_Flip()` waiting for Director — natural sync point
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- SDL events processed ONLY on main thread (SDL requirement)
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- `JI_Update()` no longer polls events — reads Director's state
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### Rendering Pipeline (inside Screen::present)
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```
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Screen::present(pixel_data):
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1. FPS count + render info text update
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2. IF GPU + shaders enabled:
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- uploadPixels → scene_texture (320×200)
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- [IF 4:3] stretch pass fused with upscale: scene → scaled_texture (W×factor, H×factor×1.2)
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- [IF SS] upscale pass: scene → scaled_texture (W×factor, H×factor)
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- PostFX or CRT-Pi shader → swapchain (with viewport letterboxing)
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3. ELSE IF GPU without shaders:
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- uploadPixels → clean render → swapchain
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4. ELSE (fallback):
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- SDL_UpdateTexture → SDL_RenderPresent
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```
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### Pixel Format
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JD8_Flip produces ABGR byte order: `0xFF000000 + R + (G<<8) + (B<<16)`. SDL texture uses `SDL_PIXELFORMAT_ABGR8888`. GPU textures use `SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM` (same byte layout on little-endian). Overlay colors are ABGR format.
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### Persistence Files
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| File | Content |
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|------|---------|
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| `~/.config/jailgames/aee/config.yaml` | Main config (video, audio, window, render_info, game, shader selection) |
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| `~/.config/jailgames/aee/postfx.yaml` | PostFX shader presets (6 defaults: CRT, NTSC, CURVED, SCANLINES, SUBTLE, CRT LIVE) |
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| `~/.config/jailgames/aee/crtpi.yaml` | CRT-Pi shader presets (4 defaults: DEFAULT, CURVED, SHARP, MINIMAL) |
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### External Libraries (`source/external/`)
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- `gif.h` — Header-only GIF decoder. **Cannot be included from more than one .cpp** (no include guards on functions). Other files use `extern` declarations for `LoadGif()`
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- `stb_vorbis.h` — stb single-header OGG decoder
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- `fkyaml_node.hpp` — Header-only YAML parser (fkYAML v0.4.2)
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### Data Assets (`data/`)
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- `*.gif`, `*.ogg` — Original game assets (**do not modify**)
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- `fonts/8bithud.fnt + .gif` — Bitmap font for overlay (8×8, 124 glyphs, UTF-8 with accents)
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- `shaders/` — GLSL sources: `postfx.vert`, `postfx.frag`, `upscale.frag`, `downscale.frag`, `crtpi_frag.glsl`
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- `ui/` — Reserved for future UI graphics
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### Known Issues & Technical Debt
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1. **gif.h cannot be included twice**: Functions are not `static` or `inline`, causing multiple definition errors. Text class uses `extern` forward declarations as workaround
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### Previously Fixed (kept for reference)
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- **ESC double-press**: Fixed by intercepting KEY_DOWN in Director, setting atomic `esc_blocked_` immediately. `JI_KeyPressed(ESCAPE)` consults this flag. No race condition possible because Director's flag wins before game polls
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- **Overlay freeze during intros**: Fixed by threading model. Director runs independently at 60 FPS regardless of game delays. Double buffer avoids overlay smearing on re-presented frames
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### Main Entry (`source/main.cpp`)
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Init order: `file_setconfigfolder` → `Options::load` → `Options::loadPostFX/CrtPi` → `JG_Init` → `Screen::init` → `JD8_Init` → `JA_Init` → `Overlay::init` → `Director::init` → `Director::run()` (blocks until quit). Shutdown: `Options::save` → `Director::destroy` → `Overlay::destroy` → `JA_Quit` → `JD8_Quit` → `Screen::destroy` → `JG_Finalize`.
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The state machine (alternating `ModuleSequence` state=1 and `ModuleGame` state=0) now lives inside `Director::gameThreadFunc()`, running on the game thread.
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