commit 4c6c36eff118fa17a42dfeb6281b4dd0d0892fbe Author: geoffsee <> Date: Mon Jun 30 12:03:59 2025 -0400 init diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml new file mode 100644 index 0000000..b373c9d --- /dev/null +++ b/.github/workflows/ci.yml @@ -0,0 +1,76 @@ +name: CI + +on: + pull_request: + push: + branches: + - clean-master + +jobs: + test: + strategy: + matrix: + os: [windows-latest, ubuntu-latest, macos-latest] + runs-on: ${{ matrix.os }} + steps: + - uses: actions/checkout@v4 + - uses: actions/cache@v4 + with: + path: | + ~/.cargo/bin/ + ~/.cargo/registry/index/ + ~/.cargo/registry/cache/ + ~/.cargo/git/db/ + target/ + key: ${{ runner.os }}-cargo-test-${{ hashFiles('**/Cargo.toml') }} + - uses: dtolnay/rust-toolchain@master + with: + toolchain: stable + - name: Install alsa and udev + run: sudo apt-get update; sudo apt-get install --no-install-recommends libasound2-dev libudev-dev + if: runner.os == 'linux' + - name: Build & run tests + run: cargo test + all-doc-tests: + runs-on: ubuntu-latest + steps: + - uses: actions/checkout@v4 + - uses: actions/cache@v4 + with: + path: | + ~/.cargo/bin/ + ~/.cargo/registry/index/ + ~/.cargo/registry/cache/ + ~/.cargo/git/db/ + target/ + key: ubuntu-latest-cargo-all-doc-tests-${{ hashFiles('**/Cargo.toml') }} + - uses: dtolnay/rust-toolchain@master + with: + toolchain: stable + - name: Install alsa and udev + run: sudo apt-get update; sudo apt-get install --no-install-recommends libasound2-dev libudev-dev + - name: Run doc tests with all features (this also compiles README examples) + run: cargo test --doc --all-features + lint: + runs-on: ubuntu-latest + steps: + - uses: actions/checkout@v4 + - uses: actions/cache@v4 + with: + path: | + ~/.cargo/bin/ + ~/.cargo/registry/index/ + ~/.cargo/registry/cache/ + ~/.cargo/git/db/ + target/ + key: ubuntu-latest-cargo-lint-${{ hashFiles('**/Cargo.toml') }} + - uses: dtolnay/rust-toolchain@master + with: + toolchain: stable + components: rustfmt, clippy + - name: Install alsa and udev + run: sudo apt-get update; sudo apt-get install --no-install-recommends libasound2-dev libudev-dev + - name: Run clippy + run: cargo clippy --workspace --all-targets --all-features -- -Dwarnings + - name: Check format + run: cargo fmt --all -- --check diff --git a/.github/workflows/deploy-page.yaml b/.github/workflows/deploy-page.yaml new file mode 100644 index 0000000..2d10e24 --- /dev/null +++ b/.github/workflows/deploy-page.yaml @@ -0,0 +1,40 @@ +name: deploy-github-page + +on: + workflow_dispatch: + +permissions: + contents: write + +jobs: + build-web: + runs-on: ubuntu-latest + + steps: + - name: Checkout repository + uses: actions/checkout@v4 + - name: Install rust toolchain + uses: dtolnay/rust-toolchain@master + with: + toolchain: stable + - name: Install Dependencies + run: sudo apt-get update; sudo apt-get install pkg-config libx11-dev libasound2-dev libudev-dev + - name: Install trunk + uses: jetli/trunk-action@v0.4.0 + with: + version: 'latest' + - name: Add wasm target + run: | + rustup target add wasm32-unknown-unknown + - name: Build Release + run: | + trunk build --release + - name: optimize Wasm + uses: NiklasEi/wasm-opt-action@v2 + with: + file: dist/*.wasm + - name: Deploy to GitHub Pages + uses: JamesIves/github-pages-deploy-action@v4.2.5 + with: + branch: gh-pages + folder: dist diff --git a/.github/workflows/release-android-google-play.yaml b/.github/workflows/release-android-google-play.yaml new file mode 100644 index 0000000..b33a205 --- /dev/null +++ b/.github/workflows/release-android-google-play.yaml @@ -0,0 +1,75 @@ +# For setup instructions regarding this workflow, see https://www.nikl.me/blog/2023/github_workflow_to_publish_android_app/ + +name: release-android-google-play + +on: + workflow_dispatch: + inputs: + version: + description: 'GitHub Release' + required: true + type: string + play_release: + description: 'Release name from google play console' + required: true + type: string + +env: + # used for uploading the app to a GitHub release + GAME_EXECUTABLE_NAME: yachtpit + BUNDLE_PATH: "target/x/release/android/mobile.aab" + PACKAGE_NAME: "io.gs.yachtpit" + # release track; you can promote a build to "higher" tracks in the play console or publish to a different track directly + # see track at https://github.com/r0adkll/upload-google-play#inputs for more options + TRACK: internal + MOBILE_DIRECTORY: mobile + +permissions: + contents: write + +jobs: + bundle-sign-release: + runs-on: ubuntu-latest + timeout-minutes: 40 + steps: + - name: Install Dependencies + run: sudo apt-get update; sudo apt-get install pkg-config libx11-dev libasound2-dev libudev-dev lld llvm + - uses: actions/checkout@v4 + - uses: dtolnay/rust-toolchain@stable + - name: Add Android targets + run: rustup target add aarch64-linux-android armv7-linux-androideabi + - name: Install cargo-binstall + run: curl -L --proto '=https' --tlsv1.2 -sSf https://raw.githubusercontent.com/cargo-bins/cargo-binstall/main/install-from-binstall-release.sh | bash + - name: Install xbuild + run: cargo binstall --git https://github.com/NiklasEi/xbuild --bin-dir x xbuild -y + - name: Build app bundle + run: | + cd ${{ env.MOBILE_DIRECTORY }} + x doctor + x build --release --platform android --store play + - name: sign app bundle + run: | + KEYSTORE_PATH=${{ runner.temp }}/upload-keystore.jks + echo -n "${{ secrets.PLAYSTORE_KEYSTORE }}" | base64 --decode > $KEYSTORE_PATH + jarsigner -verbose -sigalg SHA256withRSA -digestalg SHA-256 -keystore $KEYSTORE_PATH -storepass "${{ secrets.PLAYSTORE_KEYSTORE_PASSWORD }}" ${{ env.BUNDLE_PATH }} upload + - name: Upload self-signed bundle to GitHub + uses: svenstaro/upload-release-action@v2 + with: + repo_token: ${{ secrets.GITHUB_TOKEN }} + file: ${{ env.BUNDLE_PATH }} + asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ inputs.version }}_android.aab + release_name: ${{ inputs.version }} + tag: ${{ inputs.version }} + overwrite: true + - name: prepare Google play store secrets + run: | + SERVICE_ACCOUNT=${{ runner.temp }}/service-account.json + echo -n "${{ secrets.PLAYSTORE_SERVICE_ACCOUNT }}" | base64 --decode > $SERVICE_ACCOUNT + - name: upload bundle to Google play store + uses: r0adkll/upload-google-play@v1 + with: + serviceAccountJson: ${{ runner.temp }}/service-account.json + packageName: ${{ env.PACKAGE_NAME }} + releaseName: ${{ inputs.play_release }} + releaseFiles: ${{ env.BUNDLE_PATH }} + track: ${{ env.TRACK }} diff --git a/.github/workflows/release-ios-testflight.yaml b/.github/workflows/release-ios-testflight.yaml new file mode 100644 index 0000000..b6a3a3f --- /dev/null +++ b/.github/workflows/release-ios-testflight.yaml @@ -0,0 +1,97 @@ +name: release-ios-testflight + +# This workflow builds, archives, exports, validates and uploads your ios app. +# The version from input is only used for artifact names and as the release to upload the final ipa to. +# Bump the versions in `mobile/ios-src/Info.plist` to change the version of your app bundle. + +# Special setup and Apple Developer Program membership (99$/year) is required for this workflow! + +# For setup instructions, see https://www.nikl.me/blog/2023/github_workflow_to_publish_ios_app/ + +on: + workflow_dispatch: + inputs: + version: + description: 'Version - in the form of v1.2.3' + required: true + type: string + +env: + # used for uploading the app to a GitHub release + GAME_EXECUTABLE_NAME: yachtpit + XCODE_PROJECT: mobile + MOBILE_DIRECTORY: mobile + +permissions: + contents: write + +jobs: + build-for-iOS: + runs-on: macos-latest + timeout-minutes: 40 + steps: + - uses: actions/checkout@v4 + - uses: dtolnay/rust-toolchain@stable + - name: Add iOS targets + run: rustup target add aarch64-apple-ios + - name: Install the Apple certificate and provisioning profile + id: profile + env: + IOS_CERTIFICATE: ${{ secrets.IOS_CERTIFICATE }} + IOS_CERTIFICATE_PASSWORD: ${{ secrets.IOS_CERTIFICATE_PASSWORD }} + IOS_PROVISION_PROFILE: ${{ secrets.IOS_PROVISION_PROFILE }} + IOS_KEYCHAIN_PASSWORD: ${{ secrets.IOS_KEYCHAIN_PASSWORD }} + run: | + # create variables + CERTIFICATE_PATH=${{ runner.temp }}/build_certificate.p12 + PP_PATH=${{ runner.temp }}/profile.mobileprovision + KEYCHAIN_PATH=${{ runner.temp }}/app-signing.keychain-db + + # import certificate and provisioning profile from secrets + echo -n "$IOS_CERTIFICATE" | base64 --decode -o $CERTIFICATE_PATH + echo -n "$IOS_PROVISION_PROFILE" | base64 --decode -o $PP_PATH + uuid=`grep UUID -A1 -a $PP_PATH | grep -io "[-A-F0-9]\{36\}"` + echo "uuid=$uuid" >> $GITHUB_OUTPUT + + # create temporary keychain + security create-keychain -p "$IOS_KEYCHAIN_PASSWORD" $KEYCHAIN_PATH + security set-keychain-settings -lut 21600 $KEYCHAIN_PATH + security unlock-keychain -p "$IOS_KEYCHAIN_PASSWORD" $KEYCHAIN_PATH + + # import certificate to keychain + security import $CERTIFICATE_PATH -P "$IOS_CERTIFICATE_PASSWORD" -A -t cert -f pkcs12 -k $KEYCHAIN_PATH + security list-keychain -d user -s $KEYCHAIN_PATH + + # apply provisioning profile + mkdir -p ~/Library/MobileDevice/Provisioning\ Profiles + cp $PP_PATH ~/Library/MobileDevice/Provisioning\ Profiles/$uuid.mobileprovision + - name: Build app for iOS + run: | + cd ${{ env.MOBILE_DIRECTORY }} + xcodebuild PROVISIONING_PROFILE=${{ steps.profile.outputs.uuid }} -scheme ${{ env.XCODE_PROJECT }} clean archive -archivePath "Actions" -configuration Release -arch arm64 + - name: export ipa + env: + EXPORT_PLIST: ${{ secrets.IOS_EXPORT_PRODUCTION }} + run: | + EXPORT_PLIST_PATH=${{ runner.temp }}/ExportOptions.plist + echo -n "$EXPORT_PLIST" | base64 --decode --output $EXPORT_PLIST_PATH + xcodebuild PROVISIONING_PROFILE=${{ steps.profile.outputs.uuid }} -exportArchive -archivePath ${{ env.MOBILE_DIRECTORY }}/Actions.xcarchive -exportOptionsPlist $EXPORT_PLIST_PATH -exportPath ${{ runner.temp }}/export + - name: decode API key + env: + API_KEY_BASE64: ${{ secrets.IOS_APPSTORE_API_PRIVATE_KEY }} + run: | + mkdir -p ~/private_keys + echo -n "$API_KEY_BASE64" | base64 --decode --output ~/private_keys/AuthKey_${{ secrets.IOS_APPSTORE_API_KEY_ID }}.p8 + - name: Upload to testflight + run: | + xcrun altool --validate-app -f ${{ runner.temp }}/export/${{ env.XCODE_PROJECT }}.ipa -t ios --apiKey ${{ secrets.IOS_APPSTORE_API_KEY_ID }} --apiIssuer ${{ secrets.IOS_APPSTORE_ISSUER_ID }} + xcrun altool --upload-app -f ${{ runner.temp }}/export/${{ env.XCODE_PROJECT }}.ipa -t ios --apiKey ${{ secrets.IOS_APPSTORE_API_KEY_ID }} --apiIssuer ${{ secrets.IOS_APPSTORE_ISSUER_ID }} + - name: Upload release + uses: svenstaro/upload-release-action@v2 + with: + repo_token: ${{ secrets.GITHUB_TOKEN }} + file: ${{ runner.temp }}/export/${{ env.XCODE_PROJECT }}.ipa + asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ inputs.version }}_ios.ipa + release_name: ${{ inputs.version }} + tag: ${{ inputs.version }} + overwrite: true diff --git a/.github/workflows/release.yaml b/.github/workflows/release.yaml new file mode 100644 index 0000000..3c27aa2 --- /dev/null +++ b/.github/workflows/release.yaml @@ -0,0 +1,271 @@ +name: release-flow + +on: + push: + tags: + - "v[0-9]+.[0-9]+.[0-9]+*" + workflow_dispatch: + inputs: + version: + description: 'Version - in the form of v1.2.3' + required: true + type: string + +env: + # This variable is used to name release output files. + GAME_EXECUTABLE_NAME: yachtpit + GAME_OSX_APP_NAME: yachtpit + +permissions: + contents: write + +jobs: + get-version: + runs-on: ubuntu-latest + steps: + - name: Get tag + id: tag + run: echo "tag=${GITHUB_REF#refs/tags/}" >> "$GITHUB_OUTPUT" + outputs: + version: ${{ inputs.version || steps.tag.outputs.tag }} + + build-macOS: + runs-on: macos-latest + needs: get-version + env: + # macOS 11.0 Big Sur is the first version to support universal binaries + MACOSX_DEPLOYMENT_TARGET: 11.0 + VERSION: ${{needs.get-version.outputs.version}} + steps: + - name: Checkout repository + uses: actions/checkout@v4 + - name: Remove build script + run: | + rm build.rs + - name: Install rust toolchain for Apple Silicon + uses: dtolnay/rust-toolchain@master + with: + toolchain: stable + targets: aarch64-apple-darwin + - name: Build release for Apple Silicon + run: | + SDKROOT=$(xcrun -sdk macosx --show-sdk-path) cargo build --profile dist --target=aarch64-apple-darwin + - name: Install rust toolchain for Apple x86 + uses: dtolnay/rust-toolchain@master + with: + toolchain: stable + targets: x86_64-apple-darwin + - name: Build release for x86 Apple + run: | + SDKROOT=$(xcrun -sdk macosx --show-sdk-path) cargo build --profile dist --target=x86_64-apple-darwin + - name: Create Universal Binary + run: | + lipo -create -output target/dist/${{ env.GAME_EXECUTABLE_NAME }} target/aarch64-apple-darwin/dist/${{ env.GAME_EXECUTABLE_NAME }} target/x86_64-apple-darwin/dist/${{ env.GAME_EXECUTABLE_NAME }} + - name: Create release + run: | + mkdir -p build/macos/src/Game.app/Contents/MacOS/assets + cp -r assets/ build/macos/src/Game.app/Contents/MacOS/assets + cp -r credits/ build/macos/src/Game.app/Contents/MacOS/credits + cp target/dist/${{ env.GAME_EXECUTABLE_NAME }} build/macos/src/Game.app/Contents/MacOS/ + mv build/macos/src/Game.app build/macos/src/${{ env.GAME_OSX_APP_NAME }}.app + ln -s /Applications build/macos/src/ + hdiutil create -fs HFS+ -volname "${{ env.GAME_OSX_APP_NAME }}" -srcfolder build/macos/src ${{ env.GAME_EXECUTABLE_NAME }}.dmg + - name: Upload release + uses: svenstaro/upload-release-action@v2 + with: + repo_token: ${{ secrets.GITHUB_TOKEN }} + file: ${{ env.GAME_EXECUTABLE_NAME }}.dmg + asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_macOS.dmg + release_name: ${{ env.VERSION }} + tag: ${{ env.VERSION }} + overwrite: true + + build-linux: + runs-on: ubuntu-latest + needs: get-version + env: + VERSION: ${{needs.get-version.outputs.version}} + steps: + - name: Checkout repository + uses: actions/checkout@v4 + - name: Install rust toolchain + uses: dtolnay/rust-toolchain@master + with: + toolchain: stable + - name: Install Dependencies + run: sudo apt-get update; sudo apt-get install pkg-config libx11-dev libasound2-dev libudev-dev + - name: Build release + run: | + cargo build --profile dist + - name: Prepare release + run: | + chmod +x target/dist/${{ env.GAME_EXECUTABLE_NAME }} + mv target/dist/${{ env.GAME_EXECUTABLE_NAME }} . + - name: Bundle release + run: | + tar -czf ${{ env.GAME_EXECUTABLE_NAME }}_linux.tar.gz ${{ env.GAME_EXECUTABLE_NAME }} assets credits + - name: Upload release + uses: svenstaro/upload-release-action@v2 + with: + repo_token: ${{ secrets.GITHUB_TOKEN }} + file: ${{ env.GAME_EXECUTABLE_NAME }}_linux.tar.gz + asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_linux.tar.gz + release_name: ${{ env.VERSION }} + tag: ${{ env.VERSION }} + overwrite: true + + build-windows: + runs-on: windows-latest + needs: get-version + env: + VERSION: ${{needs.get-version.outputs.version}} + BUILD_INSTALLER: ${{ false }} + steps: + - name: Checkout repository + uses: actions/checkout@v4 + - name: Install rust toolchain + uses: dtolnay/rust-toolchain@master + with: + toolchain: stable + - name: Install dotnet + if: ${{ env.BUILD_INSTALLER }} + uses: actions/setup-dotnet@v3 + with: + global-json-file: build/windows/installer/global.json + - name: Build release + run: | + cargo build --profile dist + - name: Prepare release + run: | + mkdir target/dist/assets && cp -r assets target/dist/assets + mkdir target/dist/credits && cp -r credits target/dist/credits + - name: Zip release + uses: vimtor/action-zip@v1.1 + with: + files: target/dist/assets/ target/dist/credits/ target/dist/${{ env.GAME_EXECUTABLE_NAME }}.exe + dest: ${{ env.GAME_EXECUTABLE_NAME }}_windows.zip + - name: Create Installer + if: ${{ env.BUILD_INSTALLER }} + shell: bash + run: | + tag=${{ env.VERSION }} + version="${tag#v}" + dotnet build -p:Version=$version -c Release build/windows/installer/Installer.wixproj --output installer + - name: Upload release + uses: svenstaro/upload-release-action@v2 + with: + repo_token: ${{ secrets.GITHUB_TOKEN }} + file: ${{ env.GAME_EXECUTABLE_NAME }}_windows.zip + asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_windows.zip + tag: ${{ env.VERSION }} + overwrite: true + - name: Upload installer + if: ${{ env.BUILD_INSTALLER }} + uses: svenstaro/upload-release-action@v2 + with: + repo_token: ${{ secrets.GITHUB_TOKEN }} + file: installer/en-US/installer.msi + asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_windows.msi + release_name: ${{ env.VERSION }} + tag: ${{ env.VERSION }} + overwrite: true + + build-web: + runs-on: ubuntu-latest + needs: get-version + env: + VERSION: ${{needs.get-version.outputs.version}} + steps: + - name: Checkout repository + uses: actions/checkout@v4 + - name: Install rust toolchain + uses: dtolnay/rust-toolchain@master + with: + toolchain: stable + - name: Install Dependencies + run: sudo apt-get update; sudo apt-get install pkg-config libx11-dev libasound2-dev libudev-dev + - name: Install trunk + uses: jetli/trunk-action@v0.4.0 + with: + version: latest + - name: Add wasm target + run: | + rustup target add wasm32-unknown-unknown + - name: Build Release + run: | + trunk build --release + - name: Optimize Wasm + uses: NiklasEi/wasm-opt-action@v2 + with: + file: dist/*.wasm + - name: Zip release + uses: vimtor/action-zip@v1.1 + with: + files: dist/ + dest: ${{ env.GAME_EXECUTABLE_NAME }}_web.zip + - name: Upload release + uses: svenstaro/upload-release-action@v2 + with: + repo_token: ${{ secrets.GITHUB_TOKEN }} + file: ${{ env.GAME_EXECUTABLE_NAME }}_web.zip + asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_web.zip + release_name: ${{ env.VERSION }} + tag: ${{ env.VERSION }} + overwrite: true + + build-for-iOS: + runs-on: macos-latest + timeout-minutes: 30 + needs: get-version + env: + VERSION: ${{needs.get-version.outputs.version}} + steps: + - uses: actions/checkout@v4 + - uses: dtolnay/rust-toolchain@stable + - name: Add iOS targets + run: rustup target add aarch64-apple-ios x86_64-apple-ios + - name: Build app for iOS + run: | + cd mobile + make xcodebuild-iphone-release + mkdir Payload + mv build/Build/Products/Release-iphoneos/*.app Payload + zip -r ${{ env.GAME_EXECUTABLE_NAME }}.zip Payload + mv ${{ env.GAME_EXECUTABLE_NAME }}.zip ${{ env.GAME_EXECUTABLE_NAME }}.ipa + - name: Upload release + uses: svenstaro/upload-release-action@v2 + with: + repo_token: ${{ secrets.GITHUB_TOKEN }} + file: mobile/${{ env.GAME_EXECUTABLE_NAME }}.ipa + asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_unsigned_ios.ipa + release_name: ${{ env.VERSION }} + tag: ${{ env.VERSION }} + overwrite: true + + build-for-Android: + runs-on: ubuntu-latest + timeout-minutes: 30 + needs: get-version + env: + VERSION: ${{needs.get-version.outputs.version}} + steps: + - uses: actions/checkout@v4 + - uses: dtolnay/rust-toolchain@stable + - name: Add Android targets + # could add more targets like armv7-linux-androideabi here (then also add to cargo-apk config) + run: rustup target add aarch64-linux-android + - name: Install Cargo APK + run: cargo install --force cargo-apk + - name: Build app for Android + # This uses a debug build, since release builds require keystore configuration + # For AAB builds that can be pushed to the Play store, see the release-android-google-play workflow. + run: ANDROID_NDK_ROOT=$ANDROID_NDK_LATEST_HOME cargo apk build --package mobile + - name: Upload release + uses: svenstaro/upload-release-action@v2 + with: + repo_token: ${{ secrets.GITHUB_TOKEN }} + file: target/debug/apk/${{ env.GAME_OSX_APP_NAME }}.apk + asset_name: ${{ env.GAME_EXECUTABLE_NAME }}_${{ env.VERSION }}_android.apk + release_name: ${{ env.VERSION }} + tag: ${{ env.VERSION }} + overwrite: true diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..78ba215 --- /dev/null +++ b/.gitignore @@ -0,0 +1,5 @@ +target/ +.idea/ +.DS_Store + +dist/ \ No newline at end of file diff --git a/BACKLOG.md b/BACKLOG.md new file mode 100644 index 0000000..8a8a77e --- /dev/null +++ b/BACKLOG.md @@ -0,0 +1,275 @@ +# Backlog - yachtpit + +## Goal +Complete the yachtpit instrument cluster with comprehensive icon system and enhance user experience for marine navigation and monitoring. + +## Overview +**Duration:** 2 weeks +**Capacity:** 40 story points +**Focus:** Icons, UI/UX, Integration, Testing + +--- + +## High Priority ~ 24 points + + +### Track: Core Navigation & Instrumentation + +#### US-001: Navigation Display Icons (8 points) +**As a** yacht captain +**I want** to see intuitive navigation icons (compass, GPS, waypoints) +**So that** I can quickly understand my vessel's position and heading + +**Acceptance Criteria:** +- [ ] Compass rose icon displays current heading +- [ ] GPS satellite icon shows connection status +- [ ] Waypoint icons mark navigation points +- [ ] North arrow provides directional reference +- [ ] Icons are visible in marine lighting conditions + +**Technical Tasks:** +- Create compass rose SVG icon (2h) +- Implement GPS status indicator component (3h) +- Add waypoint marker system (4h) +- Update TextureAssets in loading.rs (1h) +- Add navigation icons to assets/textures/icons/ (1h) + +#### US-002: Instrument Gauge Icons (8 points) +**As a** yacht operator +**I want** clear visual indicators for speed, depth, and engine status +**So that** I can monitor critical vessel parameters at a glance + +**Acceptance Criteria:** +- [ ] Speed gauge displays with knots unit indicator +- [ ] Depth sounder shows water depth with meter units +- [ ] Engine temperature gauge with warning states +- [ ] Fuel level indicator with consumption tracking +- [ ] Battery level with charging status + +**Technical Tasks:** +- Design speedometer and depth gauge icons (3h) +- Create engine status indicator components (4h) +- Implement fuel and battery level displays (3h) +- Add gauge needle animations (2h) +- Update YachtData struct with new parameters (1h) + +#### US-003: System Status Indicators (8 points) +**As a** yacht crew member +**I want** color-coded status indicators for all systems +**So that** I can immediately identify operational, warning, and fault conditions + +**Acceptance Criteria:** +- [ ] Green dots for operational systems +- [ ] Yellow dots for warning states +- [ ] Red dots for fault/offline systems +- [ ] Blue dots for standby mode +- [ ] Status changes reflect real system states + +**Technical Tasks:** +- Create status dot icon set (2h) +- Implement SystemStatus component (3h) +- Add status update logic to system displays (4h) +- Create alert notification system (2h) +- Add system health monitoring (2h) + +--- + +## Medium Priority ~ 12 points + + +### Track: Advanced Marine Systems + +#### US-004: Radar & AIS Integration +**As a** yacht navigator +**I want** radar and AIS system displays with appropriate icons +**So that** I can track other vessels and obstacles around my yacht + +**Acceptance Criteria:** +- [ ] Radar dish icon shows system status +- [ ] AIS ship icons display other vessels +- [ ] Target blip indicators for radar contacts +- [ ] Radio wave icons for communication status +- [ ] Integration with existing system selection + +**Technical Tasks:** +- Design radar and AIS icon set (2h) +- Implement radar sweep animation (3h) +- Add AIS target tracking display (4h) +- Update system interaction handlers (1h) + +#### US-005: Weather & Environmental Icons +**As a** yacht captain +**I want** weather condition indicators with wind and atmospheric data +**So that** I can make informed navigation decisions based on conditions + +**Acceptance Criteria:** +- [ ] Wind vane shows direction and speed +- [ ] Barometer icon displays atmospheric pressure +- [ ] Temperature and humidity indicators +- [ ] Beaufort scale wind force display +- [ ] Weather data updates in real-time simulation + +**Technical Tasks:** +- Create weather icon collection (2h) +- Implement wind direction component (2h) +- Add atmospheric data display (3h) +- Integrate weather simulation system (2h) + +--- + +## Low Priority ~ 4 points + +### Track: Safety & Emergency Systems + +#### US-006: Safety Equipment Icons +**As a** yacht safety officer +**I want** visual indicators for safety equipment status +**So that** I can ensure all emergency equipment is ready and accessible + +**Acceptance Criteria:** +- [ ] Life ring icon for safety equipment +- [ ] Fire extinguisher status indicator +- [ ] First aid kit availability marker +- [ ] Emergency radio communication status + +**Technical Tasks:** +- Design safety equipment icon set (1h) +- Add safety system status tracking (2h) +- Implement emergency equipment checklist (1h) + +#### US-007: Chart & Navigation Tools +**As a** yacht navigator +**I want** chart symbols and measurement tool icons +**So that** I can perform navigation calculations and chart plotting + +**Acceptance Criteria:** +- [ ] Nautical chart icon for chart display mode +- [ ] Ruler icon for distance measurements +- [ ] Protractor icon for bearing calculations +- [ ] Harbor and anchorage markers + +**Technical Tasks:** +- Create navigation tool icon set (1h) +- Add measurement tool functionality (2h) +- Implement chart symbol display (1h) + +--- + +## Technical Debt & Infrastructure Tasks + +### Track: All + +#### TD-001: Asset Management System Enhancement +**Priority:** High +**Description:** Expand TextureAssets to support comprehensive icon loading system + +**Tasks:** +- [ ] Create icons subdirectory structure in assets/textures/ +- [ ] Update loading.rs with icon asset collections +- [ ] Implement icon resource management system +- [ ] Add icon preloading optimization +- [ ] Create asset validation system + +#### TD-002: Component Architecture Refactoring +**Priority:** Medium +**Description:** Optimize component structure for better performance and maintainability + +**Tasks:** +- [ ] Refactor instrument cluster components +- [ ] Implement component pooling for status indicators +- [ ] Add component lifecycle management +- [ ] Optimize query systems for better performance + +#### TD-003: Testing Infrastructure +**Priority:** Medium +**Description:** Expand test coverage for new components and systems + +**Tasks:** +- [ ] Add unit tests for new icon components +- [ ] Create integration tests for system interactions +- [ ] Implement visual regression tests for UI components +- [ ] Add performance benchmarks for rendering systems + +--- + +## Definition of Done + +### User Stories +- [ ] All acceptance criteria met +- [ ] Code reviewed and approved +- [ ] Unit tests written and passing +- [ ] Integration tests passing +- [ ] Documentation updated +- [ ] Icons meet design guidelines (high contrast, nautical theme) +- [ ] Performance impact assessed and acceptable +- [ ] Accessibility requirements met + +### Technical Tasks +- [ ] Code follows project conventions +- [ ] No new compiler warnings +- [ ] Memory usage within acceptable limits +- [ ] Cross-platform compatibility verified +- [ ] Asset optimization completed + +--- + +## Risk Assessment + +### High Risk Items +1. **Icon Design Consistency** - Risk of inconsistent visual style across 100+ icons + - *Mitigation:* Create comprehensive style guide and icon templates + +2. **Performance Impact** - Large number of icons may affect rendering performance + - *Mitigation:* Implement icon atlasing and lazy loading + +3. **Asset Loading Time** - Extensive icon set may increase initial load time + - *Mitigation:* Progressive loading and asset compression + +### Medium Risk Items +1. **Cross-platform Icon Rendering** - Icons may render differently across platforms + - *Mitigation:* Test on all target platforms early + +2. **Memory Usage** - Icon textures may consume significant memory + - *Mitigation:* Optimize icon sizes and use appropriate formats + +--- + +## Next Retrospective + +### Key Metrics to Track +- Story points completed vs. planned +- Icon implementation velocity +- Performance impact measurements +- User feedback on icon clarity and usability +- Code quality metrics (test coverage, complexity) + +### Success Criteria +- High-priority user stories progress +- Icon system foundation established +- Performance remains within acceptable limits +- User experience significantly improved +- Technical debt reduced + +--- + +## Notes for Development + +## Personal Development Notes + +### Current State Analysis +- **Strengths:** Solid Bevy/Rust foundation, comprehensive component structure in player.rs +- **Gaps:** Missing icon assets, limited TextureAssets configuration, no icon management system +- **Opportunities:** Leverage existing YachtData structure, build on established plugin architecture + +### Personal Development Approach +1. Start with core navigation icons (US-001) as foundation +2. Establish icon loading and management patterns early +3. Implement status indicator system for immediate visual feedback +4. Build comprehensive testing as icons are added +5. 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custom profiles: https://github.com/trunk-rs/trunk/issues/605 +# xbuild also uses this profile for building android AABs because I couldn't find a configuration for it +[profile.release] +opt-level = "z" +lto = 'thin' +codegen-units = 1 +strip = true + +# Profile for distribution +[profile.dist] +inherits = "release" +opt-level = 3 +lto = true +codegen-units = 1 +strip = true + +[features] +dev = [ + "bevy/dynamic_linking", +] + +# All of Bevy's default features exept for the audio related ones (bevy_audio, vorbis), since they clash with bevy_kira_audio +# and android_shared_stdcxx/android-game-activity, since those are covered in `mobile` +[dependencies] +bevy = { version = "0.16", default-features = false, features = [ + "animation", + "bevy_asset", + "bevy_color", + "bevy_core_pipeline", + "bevy_gilrs", + "bevy_gizmos", + "bevy_gltf", + "bevy_log", + "bevy_mesh_picking_backend", + "bevy_pbr", + "bevy_picking", + "bevy_render", + "bevy_scene", + "bevy_sprite", + 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b/ICONS_NEEDED.md @@ -0,0 +1,161 @@ +# Icons Required for Yacht yachtpit Application + +This document lists all the icons that need to be generated for the yacht yachtpit application based on the current UI implementation. + +## Navigation & Compass Icons + +### Primary Navigation +- **Compass Rose Icon** - For the central navigation display +- **North Arrow Icon** - Directional indicator +- **GPS Satellite Icon** - GPS status indicator +- **Waypoint Icon** - Navigation waypoints +- **Route Line Icon** - Planned route visualization + +## Instrument Gauge Icons + +### Speed Gauge +- **Speedometer Icon** - Circular gauge background +- **Speed Needle Icon** - Gauge pointer/needle +- **Knots Unit Icon** - "KTS" stylized icon + +### Depth Gauge +- **Depth Sounder Icon** - Sonar/depth measurement icon +- **Water Depth Icon** - Underwater depth visualization +- **Meter Unit Icon** - "M" stylized icon + +## Engine & Systems Icons + +### Engine Status +- **Engine Icon** - Marine engine representation +- **Temperature Gauge Icon** - Engine temperature indicator +- **Cooling System Icon** - Engine cooling status +- **Engine Alert Icon** - Warning/alert indicator + +### Fuel System +- **Fuel Tank Icon** - Fuel level indicator +- **Fuel Pump Icon** - Fuel system status +- **Fuel Drop Icon** - Fuel consumption indicator + +### Electrical System +- **Battery Icon** - Battery level indicator +- **Charging Icon** - Battery charging status +- **Power Icon** - Electrical system status +- **Voltage Meter Icon** - Electrical measurement + +## Communication & Navigation Systems + +### GPS System +- **GPS Icon** - Global positioning system +- **Satellite Signal Icon** - Signal strength indicator +- **Location Pin Icon** - Current position marker + +### Radar System +- **Radar Dish Icon** - Radar antenna representation +- **Radar Sweep Icon** - Radar scanning animation +- **Target Blip Icon** - Radar contact indicator + +### AIS (Automatic Identification System) +- **AIS Icon** - Ship identification system +- **Ship Icon** - Other vessel representation +- **Radio Wave Icon** - Communication signal + +## Weather & Environmental Icons + +### Wind Information +- **Wind Vane Icon** - Wind direction indicator +- **Wind Speed Icon** - Anemometer representation +- **Wind Arrow Icon** - Directional wind indicator +- **Beaufort Scale Icon** - Wind force scale + +### Weather Conditions +- **Barometer Icon** - Atmospheric pressure +- **Temperature Icon** - Air temperature +- **Humidity Icon** - Relative humidity indicator + +## Status & Alert Icons + +### System Status Indicators +- **Green Status Dot** - System operational +- **Red Status Dot** - System fault/offline +- **Yellow Status Dot** - System warning +- **Blue Status Dot** - System standby + +### Alert Icons +- **Warning Triangle** - General warning +- **Critical Alert** - Emergency situation +- **Information Icon** - General information +- **Maintenance Icon** - Service required + +## UI Control Icons + +### Navigation Controls +- **Menu Icon** - Main menu access +- **Settings Icon** - Configuration access +- **Home Icon** - Return to main display +- **Back Arrow** - Navigation back + +### Display Controls +- **Brightness Icon** - Screen brightness control +- **Contrast Icon** - Display contrast +- **Night Mode Icon** - Low-light display mode +- **Full Screen Icon** - Display mode toggle + +## Chart & Mapping Icons + +### Chart Elements +- **Chart Icon** - Nautical chart representation +- **Depth Contour Icon** - Underwater topography +- **Buoy Icon** - Navigation aids +- **Harbor Icon** - Port/marina indicator +- **Anchor Icon** - Anchorage areas + +### Measurement Tools +- **Ruler Icon** - Distance measurement +- **Protractor Icon** - Bearing measurement +- **Scale Icon** - Chart scale indicator + +## Safety & Emergency Icons + +### Safety Equipment +- **Life Ring Icon** - Safety equipment +- **Fire Extinguisher Icon** - Emergency equipment +- **First Aid Icon** - Medical supplies +- **Emergency Radio Icon** - Distress communication + +### Emergency Procedures +- **SOS Icon** - Distress signal +- **Mayday Icon** - Emergency call +- **Coast Guard Icon** - Emergency services +- **Evacuation Icon** - Emergency procedures + +## File Formats Required + +All icons should be generated in the following formats: +- **PNG**: 16x16, 24x24, 32x32, 48x48, 64x64, 128x128, 256x256 pixels +- **SVG**: Scalable vector format for high-DPI displays +- **ICO**: Windows icon format (for desktop application) + +## Design Guidelines + +### Style Requirements +- **Nautical Theme**: Maritime-inspired design language +- **High Contrast**: Suitable for marine lighting conditions +- **Monochromatic**: Primary colors should be cyan/blue theme +- **Clean Lines**: Minimalist, professional appearance +- **Scalable**: Must remain legible at small sizes + +### Color Palette +- **Primary**: Cyan (#00CCFF) - Main UI elements +- **Secondary**: Green (#00FF80) - Operational status +- **Warning**: Orange (#FF8000) - Caution states +- **Alert**: Red (#FF0040) - Critical alerts +- **Neutral**: Gray (#999999) - Inactive elements + +## Implementation Notes + +These icons will replace the current text-based placeholders in: +- `src/player.rs` - Main instrument cluster +- `src/menu.rs` - Menu system icons +- `src/loading.rs` - Loading screen elements + +The icons should be placed in the `assets/textures/icons/` directory and loaded through the existing `TextureAssets` resource system. \ No newline at end of file diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..0e259d4 --- /dev/null +++ b/LICENSE @@ -0,0 +1,121 @@ +Creative Commons Legal Code + +CC0 1.0 Universal + + CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE + LEGAL SERVICES. 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Affirmer understands and acknowledges that Creative Commons is not a + party to this document and has no duty or obligation with respect to + this CC0 or use of the Work. diff --git a/README.md b/README.md new file mode 100644 index 0000000..88fea86 --- /dev/null +++ b/README.md @@ -0,0 +1,5 @@ +# yachtpit + +> Warning: Experimental and incomplete. Project is unfunded. + +**yachtpit** is an open-source cross-platform cockpit for Boats, targeting Windows, macOS, Linux, WebAssembly, Android, and iOS. \ No newline at end of file diff --git a/Trunk.toml b/Trunk.toml new file mode 100644 index 0000000..36598c5 --- /dev/null +++ b/Trunk.toml @@ -0,0 +1,5 @@ +[build] +public_url = "./" + +[serve] +port = 8080 diff --git a/assets/audio/flying.ogg b/assets/audio/flying.ogg new file mode 100644 index 0000000..f79b6e3 Binary files /dev/null and b/assets/audio/flying.ogg differ diff --git a/assets/textures/bevy.png b/assets/textures/bevy.png new file mode 100644 index 0000000..b869ef6 Binary files /dev/null and b/assets/textures/bevy.png differ diff --git a/assets/textures/github.png b/assets/textures/github.png new file mode 100644 index 0000000..6cb3b70 Binary files /dev/null and b/assets/textures/github.png differ diff --git a/build.rs b/build.rs new file mode 100644 index 0000000..6700d6f --- /dev/null +++ b/build.rs @@ -0,0 +1,10 @@ +extern crate embed_resource; +use std::env; + +fn main() { + let target = env::var("TARGET").unwrap(); + if target.contains("windows") { + // on windows we will set our game icon as icon for the executable + embed_resource::compile("build/windows/icon.rc"); + } +} diff --git a/build/android/res/mipmap-mdpi/icon.png b/build/android/res/mipmap-mdpi/icon.png new file mode 100644 index 0000000..63a5cd3 Binary files /dev/null and b/build/android/res/mipmap-mdpi/icon.png differ diff --git a/build/icon_1024x1024.png b/build/icon_1024x1024.png new file mode 100644 index 0000000..e1a7be5 Binary files /dev/null and b/build/icon_1024x1024.png differ diff --git a/build/macos/AppIcon.iconset/icon_128x128.png b/build/macos/AppIcon.iconset/icon_128x128.png new file mode 100644 index 0000000..a31ad87 Binary files /dev/null and b/build/macos/AppIcon.iconset/icon_128x128.png differ diff --git a/build/macos/AppIcon.iconset/icon_128x128@2x.png b/build/macos/AppIcon.iconset/icon_128x128@2x.png new file 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a/build/macos/create_icns.sh b/build/macos/create_icns.sh new file mode 100755 index 0000000..f71ed47 --- /dev/null +++ b/build/macos/create_icns.sh @@ -0,0 +1,17 @@ +#!/usr/bin/env sh + +rm -rf AppIcon.iconset/* +mkdir -p AppIcon.iconset +sips -z 16 16 ../icon_1024x1024.png --out AppIcon.iconset/icon_16x16.png +sips -z 32 32 ../icon_1024x1024.png --out AppIcon.iconset/icon_16x16@2x.png +sips -z 32 32 ../icon_1024x1024.png --out AppIcon.iconset/icon_32x32.png +sips -z 64 64 ../icon_1024x1024.png --out AppIcon.iconset/icon_32x32@2x.png +sips -z 128 128 ../icon_1024x1024.png --out AppIcon.iconset/icon_128x128.png +sips -z 256 256 ../icon_1024x1024.png --out AppIcon.iconset/icon_128x128@2x.png +sips -z 256 256 ../icon_1024x1024.png --out AppIcon.iconset/icon_256x256.png +sips -z 512 512 ../icon_1024x1024.png --out AppIcon.iconset/icon_256x256@2x.png +sips -z 512 512 ../icon_1024x1024.png --out AppIcon.iconset/icon_512x512.png +cp ../icon_1024x1024.png AppIcon.iconset/icon_512x512@2x.png +iconutil -c icns AppIcon.iconset +mkdir -p src/Game.app/Contents/Resources +mv AppIcon.icns src/Game.app/Contents/Resources/ diff --git a/build/macos/create_icns_linux.sh b/build/macos/create_icns_linux.sh new file mode 100755 index 0000000..d538ef0 --- /dev/null +++ b/build/macos/create_icns_linux.sh @@ -0,0 +1,17 @@ +#!/usr/bin/env sh + +rm -rf AppIcon.iconset/* +mkdir -p AppIcon.iconset +convert ../icon_1024x1024.png -resize 16x16 AppIcon.iconset/icon_16x16.png +convert ../icon_1024x1024.png -resize 32x32 AppIcon.iconset/icon_16x16@2x.png +convert ../icon_1024x1024.png -resize 32x32 AppIcon.iconset/icon_32x32.png +convert ../icon_1024x1024.png -resize 64x64 AppIcon.iconset/icon_32x32@2x.png +convert ../icon_1024x1024.png -resize 128x128 AppIcon.iconset/icon_128x128.png +convert ../icon_1024x1024.png -resize 256x256 AppIcon.iconset/icon_128x128@2x.png +convert ../icon_1024x1024.png -resize 256x256 AppIcon.iconset/icon_256x256.png +convert ../icon_1024x1024.png -resize 512x512 AppIcon.iconset/icon_256x256@2x.png +convert ../icon_1024x1024.png -resize 512x512 AppIcon.iconset/icon_512x512.png +cp ../icon_1024x1024.png AppIcon.iconset/icon_512x512@2x.png +png2icns ./AppIcon.icns AppIcon.iconset/icon_16x16.png AppIcon.iconset/icon_32x32.png AppIcon.iconset/icon_128x128.png AppIcon.iconset/icon_256x256.png AppIcon.iconset/icon_512x512.png +mkdir -p src/Game.app/Contents/Resources +mv AppIcon.icns src/Game.app/Contents/Resources/ diff --git a/build/macos/src/Game.app/Contents/Info.plist b/build/macos/src/Game.app/Contents/Info.plist new file mode 100644 index 0000000..9152a34 --- /dev/null +++ b/build/macos/src/Game.app/Contents/Info.plist @@ -0,0 +1,29 @@ + + + + + CFBundleDevelopmentRegion + en + CFBundleDisplayName + yachtpit + CFBundleExecutable + yachtpit + CFBundleIconFile + AppIcon.icns + CFBundleIdentifier + io.gs.yachtpit + CFBundleInfoDictionaryVersion + 6.0 + CFBundleName + yachtpit + CFBundlePackageType + APPL + CFBundleShortVersionString + + 0.1.0 + CFBundleSupportedPlatforms + + MacOSX + + + diff --git a/build/macos/src/Game.app/Contents/Resources/AppIcon.icns b/build/macos/src/Game.app/Contents/Resources/AppIcon.icns new file mode 100644 index 0000000..a46cb58 Binary files /dev/null and b/build/macos/src/Game.app/Contents/Resources/AppIcon.icns differ diff --git a/build/web/sound.js b/build/web/sound.js new file mode 100644 index 0000000..b2ab677 --- /dev/null +++ b/build/web/sound.js @@ -0,0 +1,62 @@ +// Insert hack to make sound autoplay on Chrome as soon as the user interacts with the tab: +// https://developers.google.com/web/updates/2018/11/web-audio-autoplay#moving-forward + +// the following function keeps track of all AudioContexts and resumes them on the first user +// interaction with the page. If the function is called and all contexts are already running, +// it will remove itself from all event listeners. +(function () { + // An array of all contexts to resume on the page + const audioContextList = []; + + // An array of various user interaction events we should listen for + const userInputEventNames = [ + "click", + "contextmenu", + "auxclick", + "dblclick", + "mousedown", + "mouseup", + "pointerup", + "touchend", + "keydown", + "keyup", + ]; + + // A proxy object to intercept AudioContexts and + // add them to the array for tracking and resuming later + self.AudioContext = new Proxy(self.AudioContext, { + construct(target, args) { + const result = new target(...args); + audioContextList.push(result); + return result; + }, + }); + + // To resume all AudioContexts being tracked + function resumeAllContexts(_event) { + let count = 0; + + audioContextList.forEach((context) => { + if (context.state !== "running") { + context.resume(); + } else { + count++; + } + }); + + // If all the AudioContexts have now resumed then we unbind all + // the event listeners from the page to prevent unnecessary resume attempts + // Checking count > 0 ensures that the user interaction happens AFTER the game started up + if (count > 0 && count === audioContextList.length) { + userInputEventNames.forEach((eventName) => { + document.removeEventListener(eventName, resumeAllContexts); + }); + } + } + + // We bind the resume function for each user interaction + // event on the page + userInputEventNames.forEach((eventName) => { + document.addEventListener(eventName, resumeAllContexts); + }); +})(); diff --git a/build/web/styles.css b/build/web/styles.css new file mode 100644 index 0000000..759cd38 --- /dev/null +++ b/build/web/styles.css @@ -0,0 +1,53 @@ +body, html { + height: 100%; +} + +body { + background-color: transparent; + margin: 0; + display: flex; + justify-content: center; + align-items: center; +} + +.game-container { + width: 800px; + height: 600px; + display: flex; + justify-content: center; + align-items: center; +} + +.lds-dual-ring { + display: inline-block; + position: absolute; + left: 0; + right: 0; + margin: auto; + width: 80px; + height: 80px; +} + +.lds-dual-ring:after { + content: " "; + display: block; + width: 64px; + height: 64px; + border-radius: 50%; + border: 6px solid #fff; + border-color: #fff transparent #fff transparent; + animation: lds-dual-ring 1.2s linear infinite; +} + +@keyframes lds-dual-ring { + 0% { + transform: rotate(0deg); + } + 100% { + transform: rotate(360deg); + } +} + +#bevy { + z-index: 2; +} diff --git a/build/windows/icon.ico b/build/windows/icon.ico new file mode 100644 index 0000000..8c7afbf Binary files /dev/null and b/build/windows/icon.ico differ diff --git a/build/windows/icon.rc b/build/windows/icon.rc new file mode 100644 index 0000000..61c0aef --- /dev/null +++ b/build/windows/icon.rc @@ -0,0 +1 @@ +app_icon ICON "icon.ico" diff --git a/build/windows/installer/.gitignore b/build/windows/installer/.gitignore new file mode 100644 index 0000000..4ded7c4 --- /dev/null +++ b/build/windows/installer/.gitignore @@ -0,0 +1,2 @@ +/bin/ +/obj/ diff --git a/build/windows/installer/InstallDirUi.wxs b/build/windows/installer/InstallDirUi.wxs new file mode 100644 index 0000000..2935290 --- /dev/null +++ b/build/windows/installer/InstallDirUi.wxs @@ -0,0 +1,73 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/build/windows/installer/Installer.sln b/build/windows/installer/Installer.sln new file mode 100644 index 0000000..a79b034 --- /dev/null +++ b/build/windows/installer/Installer.sln @@ -0,0 +1,40 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 17 +VisualStudioVersion = 17.0.31903.59 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{B7DD6F7E-DEF8-4E67-B5B7-07EF123DB6F0}") = "Installer", "Installer.wixproj", "{340293B0-F46C-46A0-88D8-4BB2F3465C53}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Debug|ARM64 = Debug|ARM64 + Debug|x64 = Debug|x64 + Debug|x86 = Debug|x86 + Release|Any CPU = Release|Any CPU + Release|ARM64 = Release|ARM64 + Release|x64 = Release|x64 + Release|x86 = Release|x86 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|Any CPU.ActiveCfg = Debug|x64 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|Any CPU.Build.0 = Debug|x64 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|ARM64.ActiveCfg = Debug|ARM64 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|ARM64.Build.0 = Debug|ARM64 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|x64.ActiveCfg = Debug|x64 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|x64.Build.0 = Debug|x64 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|x86.ActiveCfg = Debug|x86 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Debug|x86.Build.0 = Debug|x86 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|Any CPU.ActiveCfg = Release|x64 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|Any CPU.Build.0 = Release|x64 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|ARM64.ActiveCfg = Release|ARM64 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|ARM64.Build.0 = Release|ARM64 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|x64.ActiveCfg = Release|x64 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|x64.Build.0 = Release|x64 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|x86.ActiveCfg = Release|x86 + {340293B0-F46C-46A0-88D8-4BB2F3465C53}.Release|x86.Build.0 = Release|x86 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection +EndGlobal diff --git a/build/windows/installer/Installer.wixproj b/build/windows/installer/Installer.wixproj new file mode 100644 index 0000000..41cb75c --- /dev/null +++ b/build/windows/installer/Installer.wixproj @@ -0,0 +1,29 @@ + + + + none + installer + + + + + + + + + AssetsDirectory + INSTALLFOLDER + false + + + + + + + CreditsDirectory + INSTALLFOLDER + false + + + + diff --git a/build/windows/installer/Package.en-us.wxl b/build/windows/installer/Package.en-us.wxl new file mode 100644 index 0000000..83e657b --- /dev/null +++ b/build/windows/installer/Package.en-us.wxl @@ -0,0 +1,6 @@ + + + + diff --git a/build/windows/installer/Package.wxs b/build/windows/installer/Package.wxs new file mode 100644 index 0000000..10b1f3a --- /dev/null +++ b/build/windows/installer/Package.wxs @@ -0,0 +1,50 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/build/windows/installer/global.json b/build/windows/installer/global.json new file mode 100644 index 0000000..460168b --- /dev/null +++ b/build/windows/installer/global.json @@ -0,0 +1,6 @@ +{ + "sdk": { + "version": "9.0.100", + "rollForward": "latestFeature" + } +} diff --git a/cleanup.sh b/cleanup.sh new file mode 100755 index 0000000..f6b2d18 --- /dev/null +++ b/cleanup.sh @@ -0,0 +1,9 @@ +#!/usr/bin/env bash + +# Clean up build artifacts and temporary directories +echo "Cleaning up build artifacts and temporary directories..." +cargo clean +# Remove persisted data +find . -name "target" -type d -prune -exec rm -rf {} \; +find . -name "dist" -type d -prune -exec rm -rf {} \; +echo "Cleanup complete!" \ No newline at end of file diff --git a/credits/CREDITS.md b/credits/CREDITS.md new file mode 100644 index 0000000..9c46c68 --- /dev/null +++ b/credits/CREDITS.md @@ -0,0 +1,5 @@ +# Credits + +## Assets + +* Bevy icon: [MIT License](licenses/Bevy_MIT_License.md); diff --git a/credits/licenses/Bevy_MIT_License.md b/credits/licenses/Bevy_MIT_License.md new file mode 100644 index 0000000..9cf1062 --- /dev/null +++ b/credits/licenses/Bevy_MIT_License.md @@ -0,0 +1,19 @@ +MIT License + +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. diff --git a/index.html b/index.html new file mode 100644 index 0000000..b10f489 --- /dev/null +++ b/index.html @@ -0,0 +1,22 @@ + + + + + + yachtpit + + + + + + + + +
+
+ + Javascript and support for canvas is required + +
+ + diff --git a/mobile/.cargo/config.toml b/mobile/.cargo/config.toml new file mode 100644 index 0000000..19a6340 --- /dev/null +++ b/mobile/.cargo/config.toml @@ -0,0 +1,5 @@ +# Flag to notify the compiler we're building for the iOS simulator from an Apple silicon mac +# This needs some workarounds for now +# See https://github.com/bevyengine/bevy/pull/10178 - remove if it's not needed anymore. +[target.aarch64-apple-ios-sim] +rustflags = ["--cfg=ios_simulator"] diff --git a/mobile/.gitignore b/mobile/.gitignore new file mode 100644 index 0000000..b446ed7 --- /dev/null +++ b/mobile/.gitignore @@ -0,0 +1,3 @@ +mobile.xcodeproj/xcuserdata/ +mobile.xcodeproj/project.xcworkspace/ +build/ diff --git a/mobile/Cargo.toml b/mobile/Cargo.toml new file mode 100644 index 0000000..761a3aa --- /dev/null +++ b/mobile/Cargo.toml @@ -0,0 +1,34 @@ +[package] +name = "mobile" +version = "0.1.0" +edition = "2021" +publish = false + +[lib] +name = "mobile" +crate-type = ["staticlib", "cdylib"] + +[dependencies] +yachtpit = { path = ".." } +bevy = { version = "0.16.0", default-features = false, features = ["android-native-activity"] } + +[target."cfg(target_os = \"ios\")".dependencies] +objc2-avf-audio = { version = "0.3.0", features = [ + "AVAudioSession", + "AVAudioSessionTypes", +] } + +[package.metadata.android] +package = "io.gs.yachtpit" +apk_name = "yachtpit" +assets = "../assets" +strip = "strip" +resources = "../build/android/res" +build_targets = ["aarch64-linux-android"] + +[package.metadata.android.sdk] +target_sdk_version = 35 + +[package.metadata.android.application] +icon = "@mipmap/icon" +label = "yachtpit" diff --git a/mobile/Makefile b/mobile/Makefile new file mode 100644 index 0000000..f9944df --- /dev/null +++ b/mobile/Makefile @@ -0,0 +1,28 @@ +.PHONY: xcodebuild run install boot-sim generate clean + +DEVICE = ${DEVICE_ID} +ifndef DEVICE_ID + DEVICE=$(shell xcrun simctl list devices 'iOS' | grep -v 'unavailable' | grep -v '^--' | grep -v '==' | head -n 1 | grep -E -o -i "([0-9a-f]{8}-([0-9a-f]{4}-){3}[0-9a-f]{12})") +endif + +run: install + xcrun simctl launch --console $(DEVICE) io.gs.yachtpit + +boot-sim: + xcrun simctl boot $(DEVICE) || true + +install: xcodebuild-simulator boot-sim + xcrun simctl install $(DEVICE) build/Build/Products/Debug-iphonesimulator/mobile.app + +xcodebuild-simulator: + IOS_TARGETS=x86_64-apple-ios xcodebuild -scheme mobile -configuration Debug -derivedDataPath build -destination "id=$(DEVICE)" + +xcodebuild-iphone: + IOS_TARGETS=aarch64-apple-ios xcodebuild -scheme mobile -configuration Debug -derivedDataPath build -arch arm64 + +xcodebuild-iphone-release: + IOS_TARGETS=aarch64-apple-ios xcodebuild -scheme mobile -configuration Release -derivedDataPath build -arch arm64 + +clean: + rm -r build + cargo clean diff --git a/mobile/build_rust_deps.sh b/mobile/build_rust_deps.sh new file mode 100644 index 0000000..af8e0a7 --- /dev/null +++ b/mobile/build_rust_deps.sh @@ -0,0 +1,55 @@ +#!/usr/bin/env bash + +# based on https://github.com/mozilla/glean/blob/main/build-scripts/xc-universal-binary.sh + +set -eux + +PATH=$PATH:$HOME/.cargo/bin + +RELFLAG= +if [[ "$CONFIGURATION" != "Debug" ]]; then + RELFLAG="--profile dist" +fi + +set -euvx + +if [[ -n "${DEVELOPER_SDK_DIR:-}" ]]; then + # Assume we're in Xcode, which means we're probably cross-compiling. + # In this case, we need to add an extra library search path for build scripts and proc-macros, + # which run on the host instead of the target. + # (macOS Big Sur does not have linkable libraries in /usr/lib/.) + export LIBRARY_PATH="${DEVELOPER_SDK_DIR}/MacOSX.sdk/usr/lib:${LIBRARY_PATH:-}" +fi + +# add homebrew bin path, as it's the most commonly used package manager on macOS +# this is needed for cmake on apple arm processors as it's not available by default +export PATH="$PATH:/opt/homebrew/bin" + +IS_SIMULATOR=0 +if [ "${LLVM_TARGET_TRIPLE_SUFFIX-}" = "-simulator" ]; then + IS_SIMULATOR=1 +fi + +for arch in $ARCHS; do + case "$arch" in + x86_64) + if [ $IS_SIMULATOR -eq 0 ]; then + echo "Building for x86_64, but not a simulator build. What's going on?" >&2 + exit 2 + fi + + # Intel iOS simulator + export CFLAGS_x86_64_apple_ios="-target x86_64-apple-ios" + cargo rustc --crate-type staticlib --lib $RELFLAG --target x86_64-apple-ios + ;; + + arm64) + if [ $IS_SIMULATOR -eq 0 ]; then + # Hardware iOS targets + cargo rustc --crate-type staticlib --lib $RELFLAG --target aarch64-apple-ios + else + # M1 iOS simulator -- currently in Nightly only and requires to build `libstd` + cargo rustc --crate-type staticlib --lib $RELFLAG --target aarch64-apple-ios-sim + fi + esac +done diff --git a/mobile/ios-src/Assets.xcassets/AppIcon.appiconset/Contents.json b/mobile/ios-src/Assets.xcassets/AppIcon.appiconset/Contents.json new file mode 100644 index 0000000..5a60908 --- /dev/null +++ b/mobile/ios-src/Assets.xcassets/AppIcon.appiconset/Contents.json @@ -0,0 +1,14 @@ +{ + "images" : [ + { + "filename" : "icon_1024x1024.png", + "idiom" : "universal", + "platform" : "ios", + "size" : "1024x1024" + } + ], + "info" : { + "author" : "xcode", + "version" : 1 + } +} diff --git a/mobile/ios-src/Assets.xcassets/AppIcon.appiconset/icon_1024x1024.png b/mobile/ios-src/Assets.xcassets/AppIcon.appiconset/icon_1024x1024.png new file mode 100644 index 0000000..a79c37d Binary files /dev/null and b/mobile/ios-src/Assets.xcassets/AppIcon.appiconset/icon_1024x1024.png differ diff --git a/mobile/ios-src/Assets.xcassets/Contents.json b/mobile/ios-src/Assets.xcassets/Contents.json new file mode 100644 index 0000000..73c0059 --- /dev/null +++ b/mobile/ios-src/Assets.xcassets/Contents.json @@ -0,0 +1,6 @@ +{ + "info" : { + "author" : "xcode", + "version" : 1 + } +} diff --git a/mobile/ios-src/Info.plist b/mobile/ios-src/Info.plist new file mode 100644 index 0000000..f815a6b --- /dev/null +++ b/mobile/ios-src/Info.plist @@ -0,0 +1,35 @@ + + + + + CFBundleDevelopmentRegion + $(DEVELOPMENT_LANGUAGE) + CFBundleExecutable + $(EXECUTABLE_NAME) + CFBundleIdentifier + $(PRODUCT_BUNDLE_IDENTIFIER) + CFBundleInfoDictionaryVersion + 6.0 + CFBundleName + $(PRODUCT_NAME) + CFBundlePackageType + APPL + CFBundleShortVersionString + 0.1.1 + CFBundleIconName + AppIcon + CFBundleVersion + 0.1.1 + UILaunchStoryboardName + LaunchScreen + UIRequiresFullScreen + + UISupportedInterfaceOrientations + + UIInterfaceOrientationPortrait + UIInterfaceOrientationLandscapeLeft + UIInterfaceOrientationLandscapeRight + UIInterfaceOrientationPortraitUpsideDown + + + diff --git a/mobile/ios-src/LaunchScreen.storyboard b/mobile/ios-src/LaunchScreen.storyboard new file mode 100644 index 0000000..324de1d --- /dev/null +++ b/mobile/ios-src/LaunchScreen.storyboard @@ -0,0 +1,37 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/mobile/ios-src/bindings.h b/mobile/ios-src/bindings.h new file mode 100644 index 0000000..a705f03 --- /dev/null +++ b/mobile/ios-src/bindings.h @@ -0,0 +1 @@ +void main_rs(void); diff --git a/mobile/ios-src/main.m b/mobile/ios-src/main.m new file mode 100644 index 0000000..7d152fb --- /dev/null +++ b/mobile/ios-src/main.m @@ -0,0 +1,6 @@ +#import "bindings.h" + +int main() { + main_rs(); + return 0; +} diff --git a/mobile/manifest.yaml b/mobile/manifest.yaml new file mode 100644 index 0000000..475c0e9 --- /dev/null +++ b/mobile/manifest.yaml @@ -0,0 +1,11 @@ +android: + gradle: true + # this assets configuration is currently only used without gradle! + #assets: + # - "../assets/*" + icon: "ios-src/Assets.xcassets/AppIcon.appiconset/icon_1024x1024.png" + manifest: + package: "io.gs.yachtpit" + version_code: 1 + application: + label: "yachtpit" diff --git a/mobile/mobile.xcodeproj/project.pbxproj b/mobile/mobile.xcodeproj/project.pbxproj new file mode 100644 index 0000000..741ec8d --- /dev/null +++ b/mobile/mobile.xcodeproj/project.pbxproj @@ -0,0 +1,473 @@ +// !$*UTF8*$! +{ + archiveVersion = 1; + classes = { + }; + objectVersion = 51; + objects = { + +/* Begin PBXBuildFile section */ + 134866208A035F8615C99114 /* Metal.framework in Frameworks */ = {isa = PBXBuildFile; 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+use bevy::window::WindowMode; +use bevy::winit::WinitSettings; +use yachtpit::GamePlugin; + +#[unsafe(no_mangle)] +unsafe extern "C" fn main_rs() { + main(); +} + +// this macro is a no-op on ios and only needed for anroid since bevy 0.16 +// see https://github.com/bevyengine/bevy/pull/14780 +#[bevy_main] +fn main() { + #[cfg(target_os = "ios")] + unsafe { + // Sets our audio session to Ambient mode to prevent background music from stopping. + // The default for iOS apps is SoloAmbient, which stops background music. + // See apple docs: https://developer.apple.com/documentation/avfaudio/avaudiosession/category-swift.struct/ambient + if let Err(e) = objc2_avf_audio::AVAudioSession::sharedInstance() + .setCategory_error(objc2_avf_audio::AVAudioSessionCategoryAmbient.unwrap()) + { + println!("Error setting audio session category: {:?}", e); + } + } + + App::new() + .insert_resource(WinitSettings::mobile()) + .add_plugins(( + DefaultPlugins.set(WindowPlugin { + primary_window: Some(Window { + resizable: false, + mode: WindowMode::BorderlessFullscreen(MonitorSelection::Current), + ..default() + }), + ..default() + }), + GamePlugin, + )) + .run(); +} diff --git a/package.json b/package.json new file mode 100644 index 0000000..fe77f44 --- /dev/null +++ b/package.json @@ -0,0 +1,13 @@ +{ + "name": "yachtpit", + "version": "1.0.0", + "description": "", + "main": "index.js", + "files": ["dist"], + "scripts": { + "test": "echo \"Error: no test specified\" && exit 1" + }, + "keywords": [], + "author": "", + "license": "ISC" +} diff --git a/src/actions/game_control.rs b/src/actions/game_control.rs new file mode 100644 index 0000000..6925947 --- /dev/null +++ b/src/actions/game_control.rs @@ -0,0 +1,35 @@ +use bevy::prelude::{ButtonInput, KeyCode, Res}; + +pub enum GameControl { + Up, + Down, + Left, + Right, +} + +impl GameControl { + pub fn pressed(&self, keyboard_input: &Res>) -> bool { + match self { + GameControl::Up => { + keyboard_input.pressed(KeyCode::KeyW) || keyboard_input.pressed(KeyCode::ArrowUp) + } + GameControl::Down => { + keyboard_input.pressed(KeyCode::KeyS) || keyboard_input.pressed(KeyCode::ArrowDown) + } + GameControl::Left => { + keyboard_input.pressed(KeyCode::KeyA) || keyboard_input.pressed(KeyCode::ArrowLeft) + } + GameControl::Right => { + keyboard_input.pressed(KeyCode::KeyD) || keyboard_input.pressed(KeyCode::ArrowRight) + } + } + } +} + +pub fn get_movement(control: GameControl, input: &Res>) -> f32 { + if control.pressed(input) { + 1.0 + } else { + 0.0 + } +} diff --git a/src/actions/mod.rs b/src/actions/mod.rs new file mode 100644 index 0000000..1b7f2b5 --- /dev/null +++ b/src/actions/mod.rs @@ -0,0 +1,44 @@ +use bevy::prelude::*; + +use crate::actions::game_control::{get_movement, GameControl}; +use crate::GameState; + +mod game_control; + +pub const FOLLOW_EPSILON: f32 = 5.; + +pub struct ActionsPlugin; + +// This plugin listens for keyboard input and converts the input into Actions. +// Actions can then be used as a resource in other systems to act on the player input. +impl Plugin for ActionsPlugin { + fn build(&self, app: &mut App) { + app.init_resource::().add_systems( + Update, + set_movement_actions.run_if(in_state(GameState::Playing)), + ); + } +} + +#[derive(Default, Resource)] +pub struct Actions { + pub player_movement: Option, +} + +pub fn set_movement_actions( + mut actions: ResMut, + keyboard_input: Res>, +) { + let player_movement = Vec2::new( + get_movement(GameControl::Right, &keyboard_input) + - get_movement(GameControl::Left, &keyboard_input), + get_movement(GameControl::Up, &keyboard_input) + - get_movement(GameControl::Down, &keyboard_input), + ); + + if player_movement != Vec2::ZERO { + actions.player_movement = Some(player_movement.normalize()); + } else { + actions.player_movement = None; + } +} diff --git a/src/audio.rs b/src/audio.rs new file mode 100644 index 0000000..1e83d02 --- /dev/null +++ b/src/audio.rs @@ -0,0 +1,56 @@ +use crate::actions::{set_movement_actions, Actions}; +use crate::loading::AudioAssets; +use crate::GameState; +use bevy::prelude::*; +use bevy_kira_audio::prelude::*; + +pub struct InternalAudioPlugin; + +// This plugin is responsible to control the game audio +impl Plugin for InternalAudioPlugin { + fn build(&self, app: &mut App) { + app.add_plugins(AudioPlugin) + .add_systems(OnEnter(GameState::Playing), start_audio) + .add_systems( + Update, + control_flying_sound + .after(set_movement_actions) + .run_if(in_state(GameState::Playing)), + ); + } +} + +#[derive(Resource)] +struct FlyingAudio(Handle); + +fn start_audio(mut commands: Commands, audio_assets: Res, audio: Res