Commit Graph

38 Commits

Author SHA1 Message Date
fce3b3aad6 [Add] Implement database persistance and Login UI.
[Build System]
- Integrate 'sqlite3' and 'sqlite_modern_cpp' using FetchContent.
- Enabled 'C' language to allow compilation of 'sqlite3' lib.

[Persistance]
- Adds a 'DatabaseManager' class to handle all SQLite operations.
- Creates a 'players' table on server startup.
- Server uses separate database for single-player 'bettola_sp.db' and
  'bettola.db'

[UI]
- Adds a new 'LoginScreen' UI.
- Game flow is now MainMenu -> LoginScreen -> bootSequence -> Desktop.
- 'LoginScreen' has interactive tabs to switch between "Login" and
  "Create Account" 'modes'.
- Full client-server communication for creating accounts and
  authentication.

[Server]
- Refactor 'NetworkManager' to handle an 'AUTHENTICATING' state for new
  connectiosn.
- Player state is only set to 'ACTIVE' after a successful login
2025-10-05 22:45:33 +01:00
564512225f [Add] Beginning of login UI and db persistance. 2025-10-05 19:52:17 +01:00
d37f632344 [Refactor] Implement batched shape rendering.
This mirrors the previous refactor of the TextRenderer. All calls to
draw_rect and draw_triangle now buffer vertex data (position and color).
A begin()/flush() system is introduced to manage batching.
2025-10-05 00:44:23 +01:00
d992cb54bf [Add] Occlusion culling.
Prevents rendering of UI windows that are completely hidden by other
windows.

Desktop rendering now checks if a window is fully occluded by any single
window higher in the Z-order. If a window is determined to be hidden,
its entire render function can be skipped.

This is a pragmatic implementation that handles the most common
occlusion scenario (i.e., a maximised window). There would be little
benefit of other edge cases in the particular game I think.
2025-10-04 22:27:38 +01:00
caa482a7a0 [Add] Implement delta time game loop. 2025-10-04 21:28:16 +01:00
d602a8f1d4 [Fix] Correct window event handling and Z-ordering.
Resolves a bug where mouse clicks would "pass through" the top-most
window and incorrectly trigger events on windows visually behind it.
2025-10-04 21:02:21 +01:00
69eee6da8f Reapply "[Fix] Render depth on bootsequence and main menu."
This reverts commit c7469797f0.
2025-10-04 20:58:57 +01:00
c7469797f0 Revert "[Fix] Render depth on bootsequence and main menu."
This reverts commit 90ee80d0a0.
2025-10-04 20:40:40 +01:00
90ee80d0a0 [Fix] Render depth on bootsequence and main menu. 2025-10-04 18:53:14 +01:00
c3316b3da1 [Refactor] Implement batched text rendering.
Overhauls text rendering to improve performance.

Renderer was really ineffient, sending a separate GPU draw call for
every character rendered. This created a bottleneck, especially with
text-heavy UI stuff like the wallpaper.

- The 'TextRenderer' now generates a single texture atlas for all font
  glyhs on load so all characters share a single texture.
- 'begin()' / 'flush()' was added to the 'TextRenderer'. Calls to
  'render_text' now buffer vertex data (position, texture coords,
colour) instead of drawing immediately. A single 'flush()' call at the
end of a pass draws all buffered text in one draw call.
- A simple batching introduced some shitty visual layering bugs. to
  solve this, a staged flushing architecture has been implemented. Each
logical UI component is now responsible for managing its own rendering
passes, beginning and flushing text batches as needed to ensure correct
back-to-front layering.
2025-10-04 18:32:35 +01:00
9d2a2f4195 [Fix] Separate single-player and multiplayer ports. 2025-10-04 05:20:50 +01:00
e7607e3fc0 [Refactor] Created UIRenderer for consistant coord system.
The UI codebase was suffering with complexity due to the need to
manually convert between two different coordinate systems:
- Top-down "screen coordinates" used by SDL for input and windowing.
- Bottom-up "GL coordinates" used by low-level renderers.

This was making layout calculations diffucult and is bug prone.

With this commit, I'm introducing a 'UIRenderer' abstraction layer that
wraps the low-level 'ShapeRenderer' and 'TextRenderer'. This is
responsible for centralising all coordinate system conversations.

All UI components has been refactored to use the 'UIRenderer' so the
entire UI code opeates exclusively in a single, top-down screen
coordinate system as one would expect.
2025-10-04 03:11:48 +01:00
601bc86bdc [Fix] Correct menu bar rendering and event handling. 2025-10-04 00:09:34 +01:00
a6e159f0da Menu bar for for text editor etc. 2025-10-03 23:56:30 +01:00
30ae57d0ba [Fix] Created get_text_width for menu button centering. 2025-10-02 23:45:56 +01:00
666b4f554b [Add] File loading and fix local 'exit' command. 2025-10-01 21:38:33 +01:00
ebd1e222d7 [Add] File saving for the fancy new text editor. 2025-09-30 21:37:24 +01:00
b4d985db29 [Add] Text editor and generic window content. 2025-09-29 23:15:46 +01:00
324cc795f0 [Add] Multi-line rendering in TextView. 2025-09-29 21:26:35 +01:00
d34c13ef8b [Change] Tried to fix stupid fucking animation jitter 2025-09-29 20:36:49 +01:00
4a6d33292a [Refactor] Abstract text editing into reusable components. 2025-09-28 23:31:17 +01:00
43907509eb [Add] Graphical application launcher. 2025-09-28 20:39:11 +01:00
996bf1c62c [Add] Temp desktop background and clock widget. 2025-09-28 17:24:41 +01:00
0e7f97ca81 [Refactor] Improve window buttons and fix state handling. 2025-09-28 15:37:15 +01:00
ea25cb6cc7 [Add] Taskbar and window management work
- Adds a taskbar that displays and manages open application windows
- close, minimise and restore functionality
- resizeable windows
- Refactored desktop event handling to manage window focus and render
  order
2025-09-28 14:12:11 +01:00
6876cbff95 [Add] Implement system boot sequence screen. 2025-09-28 03:10:12 +01:00
e72cc987ff [Add] Not your boring main menu. 2025-09-28 02:21:34 +01:00
b1bdb86b76 [Add] Implement screen manager state machine. 2025-09-28 00:09:26 +01:00
cf48324516 [Refactor] Givin' the client some luv!
Refactored client-side rendering code to use a Color struct rather than
raw float arrays.
2025-09-27 22:58:04 +01:00
00e78cc2ba [Refactor] One GameState to rule them all!
Introduces a central GameState class to manage the client's lifecycle,
network connection and UI components. The Terminal has been demoted to a
pure UI widget and main has been simplified to a basic entrypoint as
they should be!
2025-09-27 18:07:01 +01:00
6272800a22 [Refactor] Migrate networking from SDL_net to Asio.
the SDL3_net implementation was causing blocking behaviour and was
difficult to debug and has bad docs due to not being released. Caused
crashes all over. so moved to Asio. This thing took so damn long as this
also had it's issues!

- All networking now uses Asio's async callback model.
- TcpConnection class encapsulates logic for a single client-server
  connection, managing socket and message framing.
- Implmented thread-safe queues for handling incoming and outgoing
  messages between the network thread and the main application.
- Refactored ClientNetwork and NetworkManager, the primary client and
  server networking classes have been rewritten to use the new
asio-based architecture.
- Player objects on the server are not managed by std::unique_ptr to
  ensure proper lifetime management and prevent memleaks.
- VFSManager is now a single instance on the server, passed by reference
  to new players, avoding redundant script loading for every connection.
- Resolved server crash that occured immediately upon client connection.
  This was traced to an object lifetime issue within Asio's async
handlers which was fixed by simplifying the send operation.
2025-09-25 22:41:01 +01:00
208314f54a [Add] Remote SSH sessions and window management.
This is the beginning of the remote session functionality. It allows
players to connect to different NPC systems via an 'ssh' command.

*Server*
- Can now manage a world of multiple NPC file systems that are
  identified by IP addresses.
- Implemented SSH command to allow connection to remote NPC systems.
  Each remote session is managed via a 'CommandProcessor'.
- 'exit' command causes the remote server to terminate the client
  connection

*Client*
- Terminal can enter a 'remote' state via the SSH command which sends
  subsequent commands to the server.
- the local 'exit' command will close the terminal window.
- Refactored UI object ownership to prevent memory leaks and ensure
  proper cleanup when a window is closed or the terminal application.
2025-09-21 15:22:35 +01:00
70f096abc4 [Add] Bound-checked terminal scrolling. 2025-09-20 15:51:55 +01:00
846b8595f4 [Add] Blinking terminal cursor. 2025-09-20 14:13:36 +01:00
2d79aba17a [Add] Window focus and event routing. 2025-09-20 14:05:00 +01:00
8a902d3034 [Add] Desktop and draggable UI windows. 2025-09-20 13:48:12 +01:00
1bce18e993 [Change] Render terminal conte in UI window. 2025-09-20 13:06:13 +01:00
a0c5eab1cf [Add] Implement basic UI windowing system. 2025-09-20 12:30:57 +01:00