Add embedded assets, splash screens, and asset loading support
Features added: - Embedded main.lua and Lua files support (EMBED_MAIN option) - Embedded assets support (EMBED_ASSETS option) - Splash screens with dual logo display (always embedded) - Asset loading progress tracking API (BeginAssetLoading, UpdateAssetLoading, EndAssetLoading) - Custom font embedding for splash/loading screens - --log flag for Windows console control - --no-logo flag to skip splash screens in development - Python scripts for embedding (embed_lua.py, embed_assets.py, embed_logo.py, embed_font.py) - Documentation (EMBEDDING.md, ASSET_LOADING.md, SPLASH_SCREENS.md) This allows building single-executable releases with all Lua code and assets embedded.
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embed_lua.py
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embed_lua.py
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#!/usr/bin/env python3
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"""
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Embed multiple Lua files into a C header file for inclusion in the executable.
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Usage: python embed_lua.py <output.h> <file1.lua> [file2.lua] [file3.lua] ...
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Embeds all specified Lua files into a C header with a virtual filesystem.
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The first file is treated as main.lua (entry point).
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"""
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import sys
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import os
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def sanitize_name(filename):
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"""Convert filename to valid C identifier"""
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name = os.path.basename(filename)
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name = name.replace('.', '_').replace('-', '_').replace('/', '_').replace('\\', '_')
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return name
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def embed_files(output_file, input_files):
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with open(output_file, 'w') as f:
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f.write('#ifndef EMBEDDED_MAIN_H\n')
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f.write('#define EMBEDDED_MAIN_H\n\n')
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f.write('/* Auto-generated file - do not edit manually */\n\n')
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# Embed each file as a separate array
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for idx, input_file in enumerate(input_files):
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with open(input_file, 'rb') as inf:
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data = inf.read()
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var_name = sanitize_name(input_file)
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f.write(f'/* Embedded file: {input_file} */\n')
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f.write(f'static const unsigned char embedded_lua_{idx}_{var_name}[] = {{\n')
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for i, byte in enumerate(data):
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if i % 12 == 0:
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f.write(' ')
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f.write(f'0x{byte:02x}')
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if i < len(data) - 1:
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f.write(',')
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if (i + 1) % 12 == 0:
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f.write('\n')
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else:
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f.write(' ')
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f.write('\n};\n')
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f.write(f'static const unsigned int embedded_lua_{idx}_{var_name}_len = {len(data)};\n\n')
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# Create the file table
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f.write('/* File table for virtual filesystem */\n')
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f.write('typedef struct {\n')
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f.write(' const char* name;\n')
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f.write(' const unsigned char* data;\n')
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f.write(' unsigned int size;\n')
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f.write('} EmbeddedLuaFile;\n\n')
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f.write('static const EmbeddedLuaFile embedded_lua_files[] = {\n')
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for idx, input_file in enumerate(input_files):
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var_name = sanitize_name(input_file)
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# Store both original filename and basename for require compatibility
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basename = os.path.basename(input_file)
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f.write(f' {{ "{basename}", embedded_lua_{idx}_{var_name}, embedded_lua_{idx}_{var_name}_len }},\n')
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f.write('};\n\n')
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f.write(f'static const int embedded_lua_file_count = {len(input_files)};\n\n')
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# Main entry point (first file)
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var_name = sanitize_name(input_files[0])
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f.write('/* Main entry point */\n')
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f.write(f'#define embedded_main_lua embedded_lua_0_{var_name}\n')
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f.write(f'#define embedded_main_lua_len embedded_lua_0_{var_name}_len\n\n')
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f.write('#endif /* EMBEDDED_MAIN_H */\n')
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if __name__ == '__main__':
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if len(sys.argv) < 3:
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print('Usage: python embed_lua.py <output.h> <file1.lua> [file2.lua] ...')
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print(' The first Lua file is treated as the main entry point.')
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sys.exit(1)
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output_file = sys.argv[1]
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input_files = sys.argv[2:]
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# Check all input files exist
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for f in input_files:
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if not os.path.exists(f):
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print(f'Error: File not found: {f}')
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sys.exit(1)
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embed_files(output_file, input_files)
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print(f'Embedded {len(input_files)} file(s) into {output_file}')
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for f in input_files:
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print(f' - {f}')
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