Offer runnable C++ and Lua project starters

This commit is contained in:
Emil
2026-09-24 01:59:17 +03:00
parent d4c1f0e86b
commit 6459d69cc7
13 changed files with 487 additions and 22 deletions
+50 -7
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@@ -4,6 +4,7 @@
#include <faset/editor/mcp.hpp>
#include <faset/editor/session.hpp>
#include <iostream>
#include <memory>
#include <thread>
#ifdef FASET_HAS_EDITOR_UI
#include <faset/editor/editor_ui.hpp>
@@ -40,7 +41,7 @@ void help() {
std::cout
<< "Faset Editor\n"
" faset_editor Open the project launcher\n"
" faset_editor --project PATH [--new NAME --dimension 2|3] [--scene RELATIVE_PATH]\n"
" faset_editor --project PATH [--new NAME --dimension 2|3 [--language cpp|lua]] [--scene RELATIVE_PATH]\n"
" faset_editor --project PATH --mcp [--gui]\n"
" faset_editor --project PATH --command JSON [--wait]\n"
"Options: --engine SDK_SOURCE, --headless, --frames N, --capture PATH.ppm\n"
@@ -52,9 +53,10 @@ int editor_main(int argc, char** argv) {
using namespace faset::editor;
try {
std::filesystem::path project, engine = path_from_utf8(FASET_ENGINE_SOURCE), scene, capture;
std::string new_name, command;
std::string new_name, command, language = "cpp";
int dimension = 3;
bool mcp = false, gui = true, explicit_gui = false, wait = false;
bool explicit_language = false;
std::uint64_t frames = 0;
for (int i = 1; i < argc; ++i) {
const std::string arg = argv[i];
@@ -74,6 +76,10 @@ int editor_main(int argc, char** argv) {
new_name = value();
else if (arg == "--dimension")
dimension = std::stoi(value());
else if (arg == "--language") {
language = value();
explicit_language = true;
}
else if (arg == "--scene")
scene = path_from_utf8(value());
else if (arg == "--mcp")
@@ -100,30 +106,65 @@ int editor_main(int argc, char** argv) {
throw Error("cli.option", "Unknown option: " + arg);
}
require(!(mcp && !command.empty()), "cli.mode", "Choose MCP or a single command");
require(!explicit_language || !new_name.empty(), "cli.language",
"--language requires --new NAME");
require(language == "cpp" || language == "lua", "cli.language",
"Language must be cpp or lua");
if (mcp && !explicit_gui)
gui = false;
require(!project.empty() || (gui && !mcp && new_name.empty()), "cli.project",
"Use --project PATH for command, MCP, or --new modes");
auto previous_project = project;
#ifdef FASET_HAS_EDITOR_UI
std::optional<ProjectSelection> retry_create;
std::string creation_error;
#endif
for (;;) {
if (project.empty()) {
#ifdef FASET_HAS_EDITOR_UI
const auto selection =
run_project_launcher(engine, previous_project, frames, capture);
run_project_launcher(engine, previous_project, frames, capture,
retry_create, creation_error);
retry_create.reset();
creation_error.clear();
if (!selection)
return 0;
project = selection->path;
new_name = selection->create ? selection->name : std::string();
dimension = selection->dimension;
language = selection->language;
explicit_language = selection->create;
#else
throw Error("editor.gui_unavailable",
"This build has no graphical project launcher; use --project PATH");
#endif
}
Session session({std::filesystem::absolute(project), std::filesystem::absolute(engine),
executable_directory(argv[0])});
if (!new_name.empty())
session.scaffold(new_name, dimension);
std::unique_ptr<Session> session_holder;
try {
session_holder = std::make_unique<Session>(SessionConfig{
std::filesystem::absolute(project), std::filesystem::absolute(engine),
executable_directory(argv[0])});
if (!new_name.empty()) {
if (explicit_language)
session_holder->scaffold(new_name, dimension, language);
else
session_holder->scaffold(new_name, dimension);
}
} catch (const std::exception& error) {
#ifdef FASET_HAS_EDITOR_UI
if (gui && !new_name.empty()) {
retry_create = ProjectSelection{std::filesystem::absolute(project),
new_name, dimension, true, language};
creation_error = error.what();
project.clear();
new_name.clear();
scene.clear();
continue;
}
#endif
throw;
}
Session& session = *session_holder;
const auto settings = session.project();
#ifdef FASET_HAS_EDITOR_UI
if (gui && std::filesystem::exists(project / "project.faset.json"))
@@ -167,6 +208,8 @@ int editor_main(int argc, char** argv) {
project.clear();
scene.clear();
new_name.clear();
explicit_language = false;
language = "cpp";
continue;
#else
throw Error(
+52 -10
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@@ -75,6 +75,22 @@ ProjectSelection open_project(const fs::path& path) {
throw std::runtime_error("Project name or scene type is invalid.");
return {path, std::move(name), dimension, false};
}
bool fresh_destination(const fs::path& path) {
if (!fs::exists(path))
return true;
if (!fs::is_directory(path) || fs::is_symlink(path))
return false;
for (const auto& entry : fs::directory_iterator(path)) {
if (entry.path().filename() != ".faset" || !entry.is_directory() ||
entry.is_symlink())
return false;
for (const auto& internal : fs::directory_iterator(entry.path()))
if (internal.path().filename() != "cache" || !internal.is_directory() ||
internal.is_symlink() || !fs::is_empty(internal.path()))
return false;
}
return true;
}
Json recent_records(const fs::path& file) {
try {
auto j = read_json(file);
@@ -124,9 +140,11 @@ struct ProjectLauncher::Impl {
std::optional<ProjectSelection> selected;
bool create = false, cancelled = false, browsing = false, browser_valid = false;
int dimension = 3;
std::string language = "cpp";
std::string error;
Impl(render::Renderer& r, const fs::path& engine, const fs::path& initial,
const fs::path& recents)
const fs::path& recents, const std::optional<ProjectSelection>& retry,
std::string creation_error)
: renderer(r), ui(engine / "assets/fonts/NotoSans.ttf"),
recents_file(recents.empty() ? recent_path() : recents) {
auto theme = ui::Theme::load(engine / "assets/ui/dark.json");
@@ -147,13 +165,22 @@ struct ProjectLauncher::Impl {
ui.set_ime(
[this](bool enabled) { renderer.set_text_input(enabled); },
[this](ui::Rect r) { renderer.set_text_input_area(r.x, r.y, r.width, r.height); });
const auto start = initial.empty() ? user_home() / "FasetProjects/MyGame" : initial;
const auto start = retry ? retry->path
: initial.empty() ? user_home() / "FasetProjects/MyGame" : initial;
ui.update_text("launcher-path", path_to_utf8(start));
create = initial.empty();
create = retry ? retry->create : initial.empty();
if (retry) {
ui.update_text("launcher-name", retry->name);
dimension = retry->dimension;
language = retry->language;
error = std::move(creation_error);
}
ui.find("launcher-open")->on_click = [this](Widget&) { set_mode(false); };
ui.find("launcher-create")->on_click = [this](Widget&) { set_mode(true); };
ui.find("launcher-2d")->on_click = [this](Widget&) { dimension = 2; };
ui.find("launcher-3d")->on_click = [this](Widget&) { dimension = 3; };
ui.find("launcher-cpp")->on_click = [this](Widget&) { language = "cpp"; };
ui.find("launcher-lua")->on_click = [this](Widget&) { language = "lua"; };
ui.find("launcher-submit")->on_click = [this](Widget&) { submit(); };
ui.find("launcher-cancel")->on_click = [this](Widget&) { cancelled = true; };
ui.find("launcher-name")->on_preview = [this](Widget&) { error.clear(); };
@@ -209,14 +236,14 @@ struct ProjectLauncher::Impl {
throw std::runtime_error("Enter a project name.");
if (name.size() > 256 || name.find_first_of("\r\n\t") != std::string::npos)
throw std::runtime_error("Use a short project name on one line.");
if (fs::exists(path) && (!fs::is_directory(path) || !fs::is_empty(path)))
if (!fresh_destination(path))
throw std::runtime_error("Create requires a new or empty directory.");
auto parent = path.parent_path();
while (!parent.empty() && !fs::exists(parent))
parent = parent.parent_path();
if (parent.empty() || !fs::is_directory(parent))
throw std::runtime_error("Project parent directory is unavailable.");
selected = ProjectSelection{path, name, dimension, true};
selected = ProjectSelection{path, name, dimension, true, language};
} else
selected = open_project(path);
error.clear();
@@ -351,14 +378,24 @@ struct ProjectLauncher::Impl {
ui.find("launcher-create")->selected = create;
ui.find("launcher-2d")->selected = dimension == 2;
ui.find("launcher-3d")->selected = dimension == 3;
ui.find("launcher-cpp")->selected = language == "cpp";
ui.find("launcher-lua")->selected = language == "lua";
ui.find("launcher-2d")->appearance =
dimension == 2 ? Appearance::Quiet : Appearance::Default;
ui.find("launcher-3d")->appearance =
dimension == 3 ? Appearance::Quiet : Appearance::Default;
ui.find("launcher-cpp")->appearance =
language == "cpp" ? Appearance::Quiet : Appearance::Default;
ui.find("launcher-lua")->appearance =
language == "lua" ? Appearance::Quiet : Appearance::Default;
ui.find("launcher-language-hint")->text =
language == "cpp" ? "Compiled gameplay. Add Lua later if you need quick reloads."
: "Lua gameplay reloads during development without a C++ rebuild.";
for (const auto* id : {"launcher-name-label", "launcher-name", "launcher-dimension-label",
"launcher-dimensions", "launcher-name-group",
"launcher-name-space", "launcher-path-space",
"launcher-dimension-group"})
"launcher-dimension-group", "launcher-language-group",
"launcher-language-space"})
ui.find(id)->visible = create;
ui.find("launcher-heading")->text = create ? "Create project" : "Open project";
ui.find("launcher-submit")->text = create ? "Create project" : "Open project";
@@ -424,8 +461,11 @@ struct ProjectLauncher::Impl {
}
};
ProjectLauncher::ProjectLauncher(render::Renderer& r, const fs::path& engine,
const fs::path& initial, const fs::path& recents)
: impl_(std::make_unique<Impl>(r, engine, initial, recents)) {}
const fs::path& initial, const fs::path& recents,
const std::optional<ProjectSelection>& retry,
std::string creation_error)
: impl_(std::make_unique<Impl>(r, engine, initial, recents, retry,
std::move(creation_error))) {}
ProjectLauncher::~ProjectLauncher() = default;
void ProjectLauncher::frame(const std::vector<render::Event>& events) {
impl_->frame(events);
@@ -445,9 +485,11 @@ bool ProjectLauncher::cancelled() const {
std::optional<ProjectSelection> run_project_launcher(const fs::path& engine,
const fs::path& initial,
std::uint64_t max_frames,
const fs::path& capture) {
const fs::path& capture,
const std::optional<ProjectSelection>& retry,
std::string creation_error) {
render::Renderer renderer({1100, 720, "Faset Engine — Projects", false, true});
ProjectLauncher launcher(renderer, engine, initial);
ProjectLauncher launcher(renderer, engine, initial, {}, retry, std::move(creation_error));
std::uint64_t frames = 0;
while (!renderer.should_close() && !launcher.cancelled() && !launcher.selection() &&
(max_frames == 0 || frames < max_frames)) {
+9
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@@ -41,6 +41,15 @@
{"id": "launcher-3d", "kind": "button", "text": "3D", "layout": {"width": 116}}
]}
]},
{"id": "launcher-language-space", "kind": "row", "layout": {"height": 18}},
{"id": "launcher-language-group", "kind": "column", "layout": {"gap": 6}, "children": [
{"id": "launcher-language-label", "kind": "label", "text": "Gameplay language", "layout": {"height": 24}},
{"id": "launcher-languages", "kind": "row", "layout": {"height": 42, "gap": 4}, "children": [
{"id": "launcher-cpp", "kind": "button", "text": "C++", "layout": {"width": 116}},
{"id": "launcher-lua", "kind": "button", "text": "Lua", "layout": {"width": 116}}
]},
{"id": "launcher-language-hint", "kind": "label", "text": "Compiled gameplay. Add Lua later if you need quick reloads.", "font_size": 12, "layout": {"height": 30}}
]},
{"id": "launcher-hint", "kind": "label", "text": "Open a directory containing project.faset.json.", "font_size": 13, "layout": {"height": 36}},
{"id": "launcher-actions-space", "kind": "row", "layout": {"height": 22}},
{"id": "launcher-actions-rule", "kind": "row", "layout": {"height": 1}},
+13 -3
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@@ -31,17 +31,27 @@ cmake --build --preset linux-debug --parallel
ctest --preset linux-debug
```
Create a project and open the native Editor:
Create a runnable C++ or Lua starter and open the native Editor:
```sh
build/linux-debug/faset_editor --project "$PWD/MyGame" --new MyGame --dimension 3
build/linux-debug/faset_editor --project "$PWD/MyGame" --new MyGame --dimension 3 --language cpp
build/linux-debug/faset_editor --project "$PWD/LuaGame" --new LuaGame --dimension 2 --language lua
```
You can also run `build/linux-debug/faset_editor` without arguments to open the
project launcher and create or select a project using the native interface.
project launcher. Its Create view offers C++ 2D, C++ 3D, Lua 2D, and Lua 3D.
Each explicit starter includes `Scenes/main.scene.json` with a player, ground,
and a behavior bound to `Scripts/Gameplay.cpp` or `Scripts/main.lua`. 3D starters
also include a camera and light. Existing files in a destination directory are
never replaced by starter creation. The older `--new NAME --dimension 2|3`
command without `--language` retains its original scene-free C++ scaffold.
Use **Build** after changing `MyGame/Scripts/Gameplay.cpp`, then **Play**.
The Player runs separately. Stop it before changing and rebuilding C++ gameplay.
Lua starters declare their entry script in `project.faset.json`, install LuaLS
annotations/configuration, and need no `Gameplay.cpp`. Use **Refresh Lua** after
editing a Lua behavior declaration; development **Reload Lua** can apply a valid
script edit to a running Player without recompiling C++.
See [MCP and CLI](../editor/mcp.md) for headless authoring and automation.
For an optimized build use `linux-release`. The `linux-sanitize` preset enables
+17
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@@ -5,6 +5,23 @@ behaviors share the same runtime lifecycle, typed entity operations, scene compo
and Inspector metadata. The Editor does not run gameplay code in its own process.
There is no built-in script editor: edit `.lua` files in Zed or another external editor.
## Start with a runnable Lua project
Choose **Create project → Lua → 2D or 3D** in the native launcher, or run:
```sh
build/linux-debug/faset_editor --project "$PWD/LuaGame" --new LuaGame --dimension 2 --language lua
```
The starter creates `Scripts/main.lua`, a scene with a player and ground, and a
manifest entry for that script. The player moves horizontally and jumps with the
default input actions. The 3D choice also provides a camera and directional light.
Open `Scripts/main.lua` in your external editor and change `speed` or
`fixed_update`. **Refresh Lua** updates declared Inspector fields; **Reload Lua**
updates a development Player after a valid edit without rebuilding native gameplay.
The starter installs LuaLS declarations and `.luarc.json`; reopening it in Zed or
another LuaLS-enabled editor provides completions for the Faset API.
## Enable Lua in a project
Add explicit entry scripts to `project.faset.json`:
+4
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@@ -3,6 +3,7 @@
#include <filesystem>
#include <memory>
#include <string>
#include <string_view>
#include <vector>
namespace faset::editor {
@@ -38,6 +39,9 @@ class BuildService {
BuildService(const BuildService&) = delete;
BuildService& operator=(const BuildService&) = delete;
void scaffold(const std::string& name, int dimension);
// Explicit starter choice creates a runnable start scene. The legacy overload above
// remains intentionally scene-free for existing command-line and API callers.
void scaffold(const std::string& name, int dimension, std::string_view language);
std::string start_build();
std::string start_cook(Json resolved_scene);
// Publishes output/generations/<id>; current.json changes only after all validation succeeds.
+7 -2
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@@ -8,6 +8,7 @@ struct ProjectSelection {
std::string name;
int dimension = 3;
bool create = false;
std::string language = "cpp";
};
// Records only existing, valid projects. Call after successful Session setup.
void remember_project(const std::filesystem::path& project);
@@ -15,7 +16,9 @@ class ProjectLauncher {
public:
ProjectLauncher(render::Renderer&, const std::filesystem::path& engine_root,
const std::filesystem::path& initial_project = {},
const std::filesystem::path& recent_store = {});
const std::filesystem::path& recent_store = {},
const std::optional<ProjectSelection>& retry = {},
std::string creation_error = {});
~ProjectLauncher();
void frame(const std::vector<render::Event>&);
const render::Snapshot& snapshot() const;
@@ -30,5 +33,7 @@ class ProjectLauncher {
std::optional<ProjectSelection>
run_project_launcher(const std::filesystem::path& engine_root,
const std::filesystem::path& initial_project = {},
std::uint64_t max_frames = 0, const std::filesystem::path& capture = {});
std::uint64_t max_frames = 0, const std::filesystem::path& capture = {},
const std::optional<ProjectSelection>& retry = {},
std::string creation_error = {});
} // namespace faset::editor
+2
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@@ -6,6 +6,7 @@
#include <faset/editor/plugins.hpp>
#include <memory>
#include <mutex>
#include <string_view>
#include <thread>
namespace faset::editor {
@@ -33,6 +34,7 @@ class Session {
return plugins_ ? plugins_->panels() : Json::array();
}
void scaffold(const std::string& name, int dimension);
void scaffold(const std::string& name, int dimension, std::string_view language);
const SessionConfig& config() const {
return config_;
}
+189
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@@ -1,3 +1,4 @@
#include <algorithm>
#include <atomic>
#include <cctype>
#include <chrono>
@@ -6,6 +7,7 @@
#include <faset/assets/asset_data.hpp>
#include <faset/assets/asset_pipeline.hpp>
#include <faset/authoring/schema.hpp>
#include <faset/authoring/service.hpp>
#include <faset/core/hash.hpp>
#include <faset/core/io.hpp>
#include <faset/core/process.hpp>
@@ -91,6 +93,102 @@ fs::path build_executable(const fs::path& build, const std::string& configuratio
}
throw std::runtime_error("Build did not produce " + target);
}
Json starter_scene(const std::string& name, int dimension, std::string_view language) {
const auto schemas = authoring::builtin_schemas();
auto scene = authoring::make_scene(name + " — Starter", dimension);
scene["simulation"] = authoring::default_simulation_settings();
auto add_component = [&](Json& entity, std::string type, Json fields) {
entity["components"].push_back({{"id", new_id()},
{"type", std::move(type)},
{"version", 1},
{"fields", std::move(fields)}});
};
auto ground = authoring::make_entity(schemas, "Ground");
auto& ground_pose = ground["components"][0]["fields"];
ground_pose["position"] = {0, -1, 0};
ground_pose["scale"] = dimension == 2 ? Json::array({12, 1, 1}) : Json::array({12, 1, 12});
if (dimension == 2) {
add_component(ground, "faset.sprite", {{"size", {1, 1}},
{"color", {0.20, 0.25, 0.31, 1}}});
} else {
add_component(ground, "faset.mesh", {{"asset", "builtin:cube"},
{"color", {0.20, 0.25, 0.31, 1}}});
}
auto ground_body = schemas.default_fields("faset.rigid_body_" + std::to_string(dimension) +
"d");
ground_body["body_type"] = "static";
add_component(ground, "faset.rigid_body_" + std::to_string(dimension) + "d",
std::move(ground_body));
scene["entities"].push_back(std::move(ground));
auto actor = authoring::make_entity(schemas, "Player");
actor["components"][0]["fields"]["position"] = {0, 1, 0};
if (dimension == 2) {
add_component(actor, "faset.sprite", {{"size", {0.8, 0.8}},
{"color", {0.25, 0.72, 0.85, 1}}});
} else {
actor["components"][0]["fields"]["scale"] = {0.8, 0.8, 0.8};
add_component(actor, "faset.mesh", {{"asset", "builtin:cube"},
{"color", {0.25, 0.72, 0.85, 1}}});
}
add_component(actor, "faset.rigid_body_" + std::to_string(dimension) + "d",
schemas.default_fields("faset.rigid_body_" + std::to_string(dimension) + "d"));
add_component(actor, language == "lua" ? "starter.player" : "gameplay.character",
{{"speed", 4.0}, {"jump_speed", 5.0}});
scene["entities"].push_back(std::move(actor));
if (dimension == 3) {
auto camera = authoring::make_entity(schemas, "Camera");
camera["components"][0]["fields"]["position"] = {0, 2.5, 8};
camera["components"][0]["fields"]["rotation"] = {-0.18, 0, 0};
add_component(camera, "faset.camera", schemas.default_fields("faset.camera"));
scene["entities"].push_back(std::move(camera));
auto sun = authoring::make_entity(schemas, "Sun");
add_component(sun, "faset.light", schemas.default_fields("faset.light"));
scene["entities"].push_back(std::move(sun));
}
// Validate every built-in component now; the behavior component is validated by
// SchemaExporter from the selected C++/Lua module during the first build.
auto builtins = scene;
for (auto& entity : builtins["entities"]) {
auto& components = entity["components"].get_ref<Json::array_t&>();
std::erase_if(components, [](const Json& component) {
return !component.at("type").get<std::string>().starts_with("faset.");
});
}
authoring::validate_scene(builtins, schemas);
return scene;
}
struct StarterCreateLock {
fs::path path;
explicit StarterCreateLock(const fs::path& root) : path(root / ".faset/starter-create.lock") {
if (!fs::create_directory(path))
throw std::runtime_error("Another project creation is in progress; remove a stale " +
path_to_utf8(path) + " only after closing that Editor");
}
~StarterCreateLock() {
std::error_code ignored;
fs::remove_all(path, ignored);
}
StarterCreateLock(const StarterCreateLock&) = delete;
StarterCreateLock& operator=(const StarterCreateLock&) = delete;
};
void require_new_starter_directory(const fs::path& root) {
// BuildService creates .faset/cache in its constructor. Any other content is
// user-owned, including a previous starter, and must be left intact.
for (const auto& entry : fs::directory_iterator(root)) {
if (entry.path().filename() != ".faset" || !entry.is_directory() ||
entry.is_symlink())
throw std::runtime_error("Create requires a new or empty project directory");
for (const auto& internal : fs::directory_iterator(entry.path())) {
if (internal.path().filename() == "starter-create.lock" &&
internal.is_directory() && !internal.is_symlink())
continue;
if (internal.path().filename() != "cache" || !internal.is_directory() ||
internal.is_symlink() || !fs::is_empty(internal.path()))
throw std::runtime_error("Create requires a new or empty project directory");
}
}
}
} // namespace
Json JobStatus::json() const {
return {{"id", id}, {"kind", kind}, {"state", state},
@@ -905,6 +1003,97 @@ void BuildService::scaffold(const std::string& name, int dimension) {
if (!fs::exists(c.project_root / ".gitignore"))
atomic_write(c.project_root / ".gitignore", ".faset/\nExports/\n");
}
void BuildService::scaffold(const std::string& name, int dimension,
std::string_view language) {
if (name.empty() || (dimension != 2 && dimension != 3) ||
(language != "cpp" && language != "lua"))
throw std::invalid_argument("Starter requires a name, 2D/3D and cpp/lua language");
const auto& c = impl_->config;
StarterCreateLock lock(c.project_root);
require_new_starter_directory(c.project_root);
const auto scene = starter_scene(name, dimension, language);
const auto source = c.engine_root / "tools/project_templates" /
(language == "lua" ? "lua-main.lua" : "Gameplay.cpp");
const auto module = read_text(source);
const auto header = language == "cpp"
? read_text(c.engine_root / "tools/project_templates/Gameplay.hpp")
: std::string();
const auto lua_annotations = language == "lua"
? read_text(c.engine_root / "tools/lua/faset.lua")
: std::string();
const auto lua_config = language == "lua"
? read_json(c.engine_root / "tools/lua/luarc.json")
: Json();
const auto lua_scripts_config =
language == "lua" ? read_json(c.engine_root / "tools/lua/luarc-scripts.json") : Json();
const auto stage = lock.path / "staged";
fs::create_directories(stage / "Scripts");
fs::create_directories(stage / "Scenes");
fs::create_directories(stage / "Assets");
if (language == "cpp") {
atomic_write(stage / "Scripts/Gameplay.cpp", module);
atomic_write(stage / "Scripts/Gameplay.hpp", header);
} else {
atomic_write(stage / "Scripts/main.lua", module);
atomic_write(stage / ".faset/lua/faset.lua", lua_annotations);
atomic_write_json(stage / ".luarc.json", lua_config);
atomic_write_json(stage / "Scripts/.luarc.json", lua_scripts_config);
}
atomic_write_json(stage / "Scenes/main.scene.json", scene);
Json project = {{"format", "faset.project"},
{"version", 1},
{"id", new_id()},
{"name", name},
{"dimension", dimension},
{"start_scene", "Scenes/main.scene.json"}};
if (language == "lua")
project["scripting"] = {{"lua", {{"scripts", Json::array({"Scripts/main.lua"})}}}};
atomic_write_json(stage / "project.faset.json", project);
atomic_write(stage / ".gitignore",
".faset/*\n!.faset/lua/\n.faset/lua/*\n!.faset/lua/faset.lua\nExports/\n");
std::vector<std::pair<fs::path, std::string>> created;
auto publish = [&](const fs::path& relative) {
const auto source = stage / relative;
const auto target = c.project_root / relative;
fs::create_directories(target.parent_path());
if (!fs::copy_file(source, target, fs::copy_options::none))
throw std::runtime_error("Starter destination appeared during creation: " +
path_to_utf8(target));
created.emplace_back(target, sha256_file(source));
};
try {
publish(".gitignore");
if (language == "cpp") {
publish("Scripts/Gameplay.cpp");
publish("Scripts/Gameplay.hpp");
} else {
publish("Scripts/main.lua");
publish(".faset/lua/faset.lua");
publish(".luarc.json");
publish("Scripts/.luarc.json");
}
publish("Scenes/main.scene.json");
fs::create_directory(c.project_root / "Assets");
// The manifest is the final commit marker: an interrupted create has no
// valid project record and never replaces an existing project file.
publish("project.faset.json");
} catch (...) {
for (auto it = created.rbegin(); it != created.rend(); ++it) {
try {
std::error_code ignored;
if (fs::is_regular_file(it->first, ignored) &&
sha256_file(it->first) == it->second)
fs::remove(it->first, ignored);
} catch (...) { /* Preserve the original create failure. */
}
}
for (const auto& relative : {"Assets", "Scenes", "Scripts", ".faset/lua"}) {
std::error_code ignored;
fs::remove(c.project_root / relative, ignored); // Empty directories only.
}
throw;
}
}
std::string BuildService::start_build() {
return impl_->enqueue("build");
}
+4
View File
@@ -113,6 +113,10 @@ void Session::scaffold(const std::string& name, int dimension) {
builds_.scaffold(name, dimension);
log("Created project: " + name);
}
void Session::scaffold(const std::string& name, int dimension, std::string_view language) {
builds_.scaffold(name, dimension, language);
log("Created " + std::string(language) + " starter project: " + name);
}
Json Session::assets_list() const {
Json list = Json::array();
const auto directory = assets_.cache_root() / "assets";
+101
View File
@@ -1,8 +1,12 @@
#include "assets_image_fixtures.hpp"
#include <algorithm>
#include <atomic>
#include <bit>
#include <chrono>
#include <cstdlib>
#include <functional>
#include <faset/assets/asset_pipeline.hpp>
#include <faset/authoring/service.hpp>
#include <faset/core/hash.hpp>
#include <faset/core/io.hpp>
#include <faset/core/process.hpp>
@@ -42,6 +46,102 @@ Json scene(int dimension) {
{"name", "Build test"}, {"dimension", dimension}, {"entities", Json::array()},
{"instances", Json::array()}};
}
void starter_contracts(const fs::path& root) {
for (const int dimension : {2, 3}) {
for (const char* language : {"cpp", "lua"}) {
const auto project = root / path_from_utf8(std::string("Starter café ") + language +
std::to_string(dimension));
editor::BuildConfig config;
config.project_root = project;
config.engine_root = path_from_utf8(FASET_ENGINE_SOURCE);
editor::BuildService service(config);
service.scaffold("Starter", dimension, language);
const auto manifest = read_json(project / "project.faset.json");
const auto start = read_json(project / "Scenes/main.scene.json");
require(manifest.at("dimension") == dimension &&
manifest.at("start_scene") == "Scenes/main.scene.json",
"Explicit starter has the requested scene type and startup path");
require(start.at("dimension") == dimension && !start.at("entities").empty(),
"Starter scene is valid and has visible contents");
auto builtins = start;
bool has_behavior = false;
for (auto& entity : builtins["entities"]) {
auto& components = entity["components"].get_ref<Json::array_t&>();
std::erase_if(components, [&](const Json& component) {
const auto custom =
!component.at("type").get<std::string>().starts_with("faset.");
has_behavior |= custom;
return custom;
});
}
require(has_behavior, "Starter scene binds its gameplay behavior");
authoring::validate_scene(builtins, authoring::builtin_schemas());
if (std::string_view(language) == "lua") {
require(!fs::exists(project / "Scripts/Gameplay.cpp") &&
!fs::exists(project / "Scripts/Gameplay.hpp"),
"Lua starter has no C++ gameplay stub");
require(manifest.at("scripting").at("lua").at("scripts") ==
Json::array({"Scripts/main.lua"}) &&
scripting::loadLuaProject(project).enabled() &&
fs::is_regular_file(project / ".luarc.json") &&
fs::is_regular_file(project / "Scripts/.luarc.json") &&
fs::is_regular_file(project / ".faset/lua/faset.lua"),
"Lua starter declares an actual runnable module");
} else {
require(fs::is_regular_file(project / "Scripts/Gameplay.cpp") &&
fs::is_regular_file(project / "Scripts/Gameplay.hpp") &&
!manifest.contains("scripting"),
"C++ starter contains its compiled gameplay module");
}
const auto marker = read_text(project / "Scenes/main.scene.json");
bool rejected = false;
try {
service.scaffold("Again", dimension, language);
} catch (const std::exception&) {
rejected = true;
}
require(rejected && read_text(project / "Scenes/main.scene.json") == marker,
"Explicit creation rejects existing project without overwriting it");
}
}
editor::BuildConfig legacy;
legacy.project_root = root / "legacy";
legacy.engine_root = path_from_utf8(FASET_ENGINE_SOURCE);
editor::BuildService(legacy).scaffold("Legacy", 3);
require(!fs::exists(legacy.project_root / "Scenes/main.scene.json"),
"Two-argument scaffold retains its prior no-scene behavior");
const auto concurrent_root = root / "concurrent";
editor::BuildConfig concurrent;
concurrent.project_root = concurrent_root;
concurrent.engine_root = path_from_utf8(FASET_ENGINE_SOURCE);
editor::BuildService first(concurrent), second(concurrent);
std::atomic<int> ready = 0;
std::atomic<int> successes = 0;
auto attempt = [&](editor::BuildService& service, const char* name) {
++ready;
while (ready.load() < 2)
std::this_thread::yield();
try {
service.scaffold(name, 2, "lua");
++successes;
} catch (const std::exception&) {
}
};
std::thread a(attempt, std::ref(first), "First");
std::thread b(attempt, std::ref(second), "Second");
a.join();
b.join();
require(successes == 1, "Two concurrent creators publish exactly one starter");
const auto winner = read_json(concurrent_root / "project.faset.json");
require(winner.at("name") == "First" || winner.at("name") == "Second",
"Published manifest belongs to the successful creator");
require(fs::is_regular_file(concurrent_root / "Scripts/main.lua") &&
fs::is_regular_file(concurrent_root / "Scenes/main.scene.json"),
"The winning starter publishes all required files");
const auto ignore = read_text(concurrent_root / ".gitignore");
require(ignore.find("!.faset/lua/faset.lua") != std::string::npos,
"LuaLS declarations are commit-friendly in generated projects");
}
void lua_project_contracts(const fs::path& root) {
fs::create_directories(root);
require(!scripting::loadLuaProject(root).enabled(), "No manifest means no Lua dependency");
@@ -379,6 +479,7 @@ int test_main(int argc, char** argv) {
try {
fs::create_directories(temporary);
lua_project_contracts(temporary / "lua-project");
starter_contracts(temporary / "starters");
const auto original_executable = fs::absolute(path_from_utf8(argv[0]));
const auto executable = temporary / original_executable.filename();
fs::copy_file(original_executable, executable);
+17
View File
@@ -111,6 +111,9 @@ int main() {
text(launcher, "launcher-path", path_to_utf8(root / "." / new_project.filename()));
click(launcher, "launcher-2d");
check(launcher.widgets().find("launcher-2d")->selected, "2D project selection");
click(launcher, "launcher-lua");
check(launcher.widgets().find("launcher-lua")->selected,
"Lua project language selection");
renderer.render(launcher.snapshot());
renderer.capture(root / "launcher-create.ppm");
launcher.frame({key("Return", true)});
@@ -118,6 +121,7 @@ int main() {
"Create through keyboard rejected: " +
launcher.widgets().find("launcher-error")->text);
check(launcher.selection()->create && launcher.selection()->dimension == 2 &&
launcher.selection()->language == "lua" &&
launcher.selection()->name == "Тестовый проект",
"Create through keyboard preserves typed project metadata");
check(launcher.selection()->path == new_project,
@@ -127,6 +131,19 @@ int main() {
check(!std::filesystem::exists(new_project),
"Launcher does not create a partial project before Session scaffold");
}
{
editor::ProjectSelection retry{new_project, "Retry starter", 3, true, "lua"};
editor::ProjectLauncher launcher(renderer, path_from_utf8(FASET_TEST_ENGINE), {},
recents, retry, "Template source is unavailable");
launcher.frame({});
check(launcher.widgets().find("launcher-create")->selected &&
launcher.widgets().find("launcher-lua")->selected &&
launcher.widgets().find("launcher-path")->text == path_to_utf8(new_project) &&
launcher.widgets().find("launcher-name")->text == "Retry starter" &&
launcher.widgets().find("launcher-error")->text ==
"Template source is unavailable",
"Failed starter returns to Create with the chosen options and error");
}
{
editor::ProjectLauncher launcher(renderer, path_from_utf8(FASET_TEST_ENGINE),
root / "Missing", recents);
+22
View File
@@ -0,0 +1,22 @@
-- Faset starter gameplay. Edit this file and use Refresh Lua or development reload;
-- the native C++ engine does not need to recompile for a Lua-only edit.
local Player = faset.behavior {
id = "starter.player",
version = 1,
name = "Player",
fields = {
speed = { name = "Move speed", type = "number", default = 4, min = 0 },
jump_speed = { name = "Jump speed", type = "number", default = 5, min = 0 }
}
}
function Player:fixed_update(delta)
local velocity = self.entity:velocity()
velocity.x = faset.input().horizontal * self.fields.speed
if faset.input().jump_pressed and self.entity:is_grounded() then
velocity.y = self.fields.jump_speed
end
self.entity:set_velocity(velocity)
end
return Player