Files
NX2navi/launcher/ui/selftest.py
Claude c403547c8b Add the NX2navi launcher: a one-click setup that builds the game from the player's dump, starts it and keeps it up to date.
NX2navi-Setup.exe installs the launcher into %LOCALAPPDATA%\Programs\NX2navi without administrator rights, with
shortcuts and an Apps entry. The launcher finds the player's .nup, downloads the build tools itself (the MSYS2 UCRT64
packages toolchain.lock.json pins, checked by sha256 and unpacked without pacman, and zbic from PyPI) and runs
tools/make_game.py, whose steps it shows with their progress. Its window follows the game's options menu: colours
sampled from it, the menu's filigree, the white glowing cursor, the Triforce in the title band and as the programs'
icon, and all text in the game's Cetra Display, decoded from the player's own dump. Mouse, keyboard and an XInput
pad drive it.

Updates come from GitHub releases (NX2navi-update.json): the new version is downloaded, checked and staged beside
the running one, the stub restarts into it and falls back to the previous version when it fails to start, and the
game is rebuilt without the dump. make_game.py now keys its exefs and romfs steps on the game files alone, has
--rebuild and --events, compiles only the files whose source, headers, flags or compiler changed, and replaces
ocarina.exe only once the new one links. tools/make_launcher.py builds the release on Windows or Linux.

Tested: tests/launcher_test.py (19 tests), the real toolchain download and install, and under Wine 11 the setup,
the stub, the window on the bundled Windows Python, an update from a local feed by clicking Updates, the rollback
of a version that fails to start, and the downloaded clang compiling and linking a program against the game's
libraries.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>

Merged onto the current port: make_game.py keeps the launcher's step keys, cached link and in-place swap, and its
own runtime manifest (windres), AMD's FidelityFX library and the shader preparation, which becomes a step of its own
("shaders") that the launcher shows in its install, rebuild and update jobs. make_launcher.py ships the shader tools
and, with --ffx, AMD's library.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-07 14:50:52 -05:00

174 lines
7.2 KiB
Python

"""--selftest [--shots DIR]: draw every screen with made-up states, optionally save a PNG of each, and close.
Nothing runs: the jobs are built and their steps set by hand."""
import os
import subprocess
import sys
import time
from pathlib import Path
from .. import feed, jobs
def grab_gdi(x, y, w, h, path):
"""Windows: copy the screen rectangle with GDI and write it as PNG (art.png_bytes); no extra packages."""
import ctypes
from ctypes import wintypes
import numpy as np
from . import art
user32, gdi32 = ctypes.windll.user32, ctypes.windll.gdi32
user32.GetDC.restype = wintypes.HDC
gdi32.CreateCompatibleDC.restype = wintypes.HDC
gdi32.CreateCompatibleBitmap.restype = wintypes.HBITMAP
gdi32.SelectObject.restype = wintypes.HGDIOBJ
screen = user32.GetDC(None)
mem = gdi32.CreateCompatibleDC(screen)
bmp = gdi32.CreateCompatibleBitmap(screen, w, h)
old = gdi32.SelectObject(mem, bmp)
gdi32.BitBlt(mem, 0, 0, w, h, screen, x, y, 0x00CC0020) # SRCCOPY
class BITMAPINFOHEADER(ctypes.Structure):
_fields_ = [('biSize', wintypes.DWORD), ('biWidth', wintypes.LONG), ('biHeight', wintypes.LONG),
('biPlanes', wintypes.WORD), ('biBitCount', wintypes.WORD), ('biCompression', wintypes.DWORD),
('biSizeImage', wintypes.DWORD), ('biXPelsPerMeter', wintypes.LONG),
('biYPelsPerMeter', wintypes.LONG), ('biClrUsed', wintypes.DWORD),
('biClrImportant', wintypes.DWORD)]
bi = BITMAPINFOHEADER(ctypes.sizeof(BITMAPINFOHEADER), w, -h, 1, 32, 0, 0, 0, 0, 0, 0)
buf = (ctypes.c_ubyte * (w * h * 4))()
gdi32.GetDIBits(mem, bmp, 0, h, buf, ctypes.byref(bi), 0)
gdi32.SelectObject(mem, old)
gdi32.DeleteObject(bmp)
gdi32.DeleteDC(mem)
user32.ReleaseDC(None, screen)
a = np.frombuffer(buf, dtype=np.uint8).reshape(h, w, 4)[..., [2, 1, 0, 3]].copy()
a[..., 3] = 255
Path(path).write_bytes(art.png_bytes(a))
return True
def grab(app, path):
"""A PNG of the window: GDI on Windows, else PIL's ImageGrab, else ImageMagick's import on X11."""
app.root.update()
x, y = app.root.winfo_rootx(), app.root.winfo_rooty()
w, h = app.root.winfo_width(), app.root.winfo_height()
if os.name == 'nt':
try:
return grab_gdi(x, y, w, h, path)
except Exception as e:
app.ctx.log(f'selftest: screen capture failed: {e!r}')
try:
from PIL import ImageGrab
ImageGrab.grab(bbox=(x, y, x + w, y + h), xdisplay=os.environ.get('DISPLAY') if os.name != 'nt' else None
).save(path)
return True
except Exception:
pass
try:
subprocess.run(['import', '-window', str(app.root.winfo_id()), str(path)], check=True, capture_output=True)
return True
except (OSError, subprocess.CalledProcessError):
return False
def fake_release(version='0.3.11'):
m = {'format': 1, 'version': version, 'app': {'name': f'NX2navi-app-{version}.zip', 'size': 1, 'sha256': '0'}}
notes = ('- Each program module comes from the .nup package that holds it whole.\n'
'- The PC stays awake while the game builds.\n- This launcher: one-click install, updates and play.')
return feed.Release(m, notes)
def states(app):
ctx = app.ctx
s = app.settings
s['dump'] = s.get('dump') or str(Path.home() / 'Downloads' / 'Ocarina of Time.nup')
s['game_dir'] = s.get('game_dir') or ('D:\\Games\\NX2navi' if os.name == 'nt' else '/games/NX2navi')
app.dumps = [Path(s['dump'])]
def first_run():
app.show('first_run', len(app.rows_first_run()) - 1)
def installing():
j = jobs.InstallJob(ctx, s['dump'], s['game_dir'])
for sid, val in (('tools', 'Done · 0:48'), ('check', 'Version 1.1.1'), ('exefs', 'Done · 0:04'),
('romfs', 'Done · 0:31')):
j.step(sid).state, j.step(sid).value, j.step(sid).fraction = jobs.DONE, val, 1.0
j.begin('lift')
j.progress('lift', 0.34, '412 of 1,204 chunks')
j.started = time.time() - 192
for ln in ('check: Ocarina of Time 1.1.1 (build e0f3ccfa)', 'romfs: 26.0 of 26.0 GB, 31 s', 'lift:',
' emitting with 16 workers', ' emitted 412/1204 chunks, 18s'):
j.lines.append(ln)
app.job, app.job_return, app.job_back = j, 'home', 'first_run'
app.show('job')
def home():
app.release, app.checked_at, app.check, app.check_error, app.message = None, time.time() - 5, None, '', ''
app.show('home', 0)
def update_ready():
app.release = fake_release()
app.show('home', 1)
def updating():
j = jobs.UpdateDownloadJob(ctx, fake_release())
for sid, val in (('download', 'Done · 0:06'), ('verify', 'Checksum OK')):
j.step(sid).state, j.step(sid).value, j.step(sid).fraction = jobs.DONE, val, 1.0
j.skip('tools_update', 'Unchanged')
j.step('lift').state, j.step('lift').value, j.step('lift').fraction = jobs.DONE, 'Done · 0:41', 1.0
j.begin('compile_changed')
j.progress('compile_changed', 0.61, '238 of 391 changed files')
j.started = time.time() - 104
app.job, app.job_return = j, 'home'
app.show('job')
def settings():
app.show('settings', 0)
def failed():
j = jobs.InstallJob(ctx, s['dump'], s['game_dir'])
for sid, val in (('tools', 'Done · 0:48'), ('check', 'Version 1.1.1'), ('exefs', 'Done · 0:04'),
('romfs', 'Done · 0:31'), ('lift', 'Done · 0:48')):
j.step(sid).state, j.step(sid).value, j.step(sid).fraction = jobs.DONE, val, 1.0
j.step('compile').state, j.step('compile').value = jobs.FAILED, 'Stopped'
j.result, j.error = 'failed', '3 files did not compile'
j.started, j.finished = time.time() - 362, time.time()
for ln in ('compile:', ' compiled 1200 of 1212, 236 s', 'error: 3 files did not compile'):
j.lines.append(ln)
app.job, app.job_return, app.job_back = j, 'home', 'first_run'
app.show('job')
def uninstall():
app.show('uninstall', 0)
return [('1-first-run', first_run), ('2-installing', installing), ('3-home', home),
('4-update-ready', update_ready), ('5-updating', updating), ('6-settings', settings),
('7-build-failed', failed), ('8-uninstall', uninstall)]
def run(app, shots):
out = Path(shots) if shots else None
if out:
out.mkdir(parents=True, exist_ok=True)
seq = states(app)
ok = True
def step(i=0):
nonlocal ok
if i >= len(seq):
app.ctx.log(f'selftest: {len(seq)} screens drawn')
print(f'selftest: {len(seq)} screens drawn' + (f', shots in {out}' if out else ''), flush=True)
app.root.after(100, app.root.destroy)
return
name, fn = seq[i]
try:
fn()
app.root.update()
except Exception as e:
ok = False
print(f'selftest: {name}: {e!r}', file=sys.stderr, flush=True)
raise
if out:
app.root.after(350, lambda: (grab(app, out / f'{name}.png'), step(i + 1)))
else:
app.root.after(50, lambda: step(i + 1))
step()