1a6a8b52f7
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
27 lines
861 B
Prolog
Executable file
27 lines
861 B
Prolog
Executable file
#!/usr/bin/perl
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# Given a list of input PNGs, create a C source file file
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# containing a const array of XPMs, under the name `xpm_icon'.
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$k = 0;
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@xpms = ();
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foreach $f (@ARGV) {
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# XPM format is generated directly by ImageMagick, so that's easy
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# enough. We just have to adjust the declaration line so that it
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# has the right name, linkage and storage class.
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@lines = ();
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open XPM, "convert $f xpm:- |";
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push @lines, $_ while <XPM>;
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close XPM;
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die "XPM from $f in unexpected format\n" unless $lines[1] =~ /^static.*\{$/;
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$lines[1] = "static const char *const xpm_icon_$k"."[] = {\n";
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$k++;
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push @xpms, @lines, "\n";
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}
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# Now output.
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foreach $line (@xpms) { print $line; }
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print "const char *const *const xpm_icons[] = {\n";
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for ($i = 0; $i < $k; $i++) { print " xpm_icon_$i,\n"; }
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print "};\n";
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print "const int n_xpm_icons = $k;\n";
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