# skele [![License: MPL 2.0](https://img.shields.io/badge/License-MPL_2.0-brightgreen.svg)](https://opensource.org/licenses/MPL-2.0) `skele` is a lightweight, generic game framework written in C99. It provides a **platform-agnostic core** (clock, video, input) split cleanly from OS/backend-specific implementations, so games and engines built on it stay portable without fighting the framework's opinions. It pairs naturally with [`stk`](https://git.forlornoutpost.ca/anth64/stk) for hot-reloadable game modules, but has no hard dependency on it beyond the optional `skele_stk_setup`/`skele_stk_teardown` glue. --- ## Key Features - **Platform-agnostic core** (`include/`) with OS/backend-specific implementations swapped in at build time (`src/platform/`) - **Two video backends** behind one API: software/SDL3 blit (`libskele`) and OpenGL (`libglskele`) - **Headless server builds**, linking only the engine core, no client/video/input code pulled in - **Fixed-timestep clock** with monotonic time and signal-aware sleep (POSIX and Win32) - **SDL3-backed input**: keyboard, gamepad (up to 4 pads), mouse, with held/pressed-this-frame state and analog axes - **256-color palette + software blit path** for indexed-color renderers (Doom-era style pipelines) - **Optional `stk` hot-reload integration** via `skele_stk_setup`/`skele_stk_teardown` --- ## Quick Start ### Building ```bash # Unix (Linux/BSD/macOS) ./build.sh debug release # Windows build.bat debug release ``` Builds three static libraries into `bin/{debug,release}`: - `libskele.a` - software/SDL3 client backend - `libglskele.a` - OpenGL client backend - `libskeleserver.a` - headless engine core only Raspberry Pi 5 is auto-detected and builds against GL 3.1 instead of the default 3.3. ### Installation #### Unix (Linux/BSD/macOS) ```bash ./build.sh install ``` Installs to `/usr` on Linux, `/usr/local` on BSD/macOS by default. Use `PREFIX` to customize: ```bash ./build.sh PREFIX=$HOME/.local install ``` #### Windows ``` build.bat release ``` * Once finished building, copy the headers from `include/` to `your_project/include/skele/` and copy the built `.lib`/`.dll` files to your project's `lib` directory. --- ## Usage ### Basic Example (software client) ```c #include "client/blit.h" #include "client/input.h" #include "client/video.h" #include "clock.h" #include "skele.h" #include #include static uint8_t running = 1; static void on_signal(void) { running = 0; } int main(void) { skele_video_config_t video_cfg; uint64_t last, now, elapsed, accum = 0; uint8_t *pixels; skele_clock_init(on_signal); if (skele_stk_setup() != SKELE_INIT_SUCCESS) return 1; if (skele_init() != SKELE_INIT_SUCCESS) { skele_stk_teardown(); return 1; } video_cfg.render_width = SKELE_DEFAULT_RENDER_WIDTH; video_cfg.render_height = SKELE_DEFAULT_RENDER_HEIGHT; video_cfg.window_width = 0; video_cfg.window_height = 0; video_cfg.flags = 0; if (skele_video_init(video_cfg) != SKELE_INIT_SUCCESS) { skele_stk_teardown(); skele_shutdown(); return 1; } pixels = calloc(video_cfg.render_width * video_cfg.render_height, sizeof(uint8_t)); last = skele_time_ns(); while (running) { stk_poll(); if (!skele_input_poll()) break; now = skele_time_ns(); elapsed = now - last; accum += elapsed; last = now; while (accum >= skele_tick_ns) { skele_tick(); accum -= skele_tick_ns; } skele_video_blit(pixels); skele_video_present(); } free(pixels); skele_video_shutdown(); skele_stk_teardown(); skele_shutdown(); return 0; } ``` See `example/client`, `example/gl_client`, and `example/server` for the full reference loops, including a fixed-timestep accumulator suitable for interpolated rendering. ### Headless / Server Builds Link `libskeleserver.a` instead of `libskele.a`/`libglskele.a` to get the engine core (clock, tick, `stk` glue) without pulling in any video/input/SDL3 dependency: ```bash cc -o my_server main.c -lskeleserver -lstk ``` ### API Reference #### Core (`skele.h`) - `uint8_t skele_init(void)` / `void skele_shutdown(void)` - engine lifecycle - `void skele_tick(void)` - advance one simulation tick - `void skele_set_tick_rate(uint8_t rate)` - configure ticks/sec (default `SKELE_DEFAULT_TICK_RATE`) - `uint64_t skele_tick_ns` - nanoseconds per tick, for accumulator loops - `uint8_t skele_stk_setup(void)` / `void skele_stk_teardown(void)` - wire up `stk` hot-reload #### Clock (`clock.h`) - `void skele_clock_init(void (*on_signal)(void))` - monotonic clock + signal handling - `uint64_t skele_time_ns(void)` - current monotonic time - `void skele_sleep_ns(uint64_t ns)` - sleep for a duration #### Video (`client/video.h`) - `uint8_t skele_video_init(skele_video_config_t cfg)` / `void skele_video_shutdown(void)` - `void skele_video_present(void)` - present the current frame - `void skele_video_set_title(const char *title)` - `void skele_video_toggle_fullscreen(void)` / `skele_video_set_fullscreen_kind(...)` - `void skele_video_cycle_scale(void)` - cycle integer window scale - `void skele_video_set_mouse_grab(uint8_t grab)` #### Blit / Palette (`client/blit.h`, `client/palette.h`) - `void skele_video_blit(uint8_t *pixels)` - blit an indexed-color framebuffer through the active palette - `void skele_palette_set(skele_palette_t pal)` / `skele_palette_set_index(uint8_t index, uint32_t color)` #### Input (`client/input.h`) - `uint8_t skele_input_poll(void)` - pump platform events, returns `0` on quit - `uint8_t skele_key_down(skele_key_t key)` / `skele_key_held(skele_key_t key)` - pressed-this-frame vs. currently-held - `uint8_t skele_pad_connected(uint8_t pad)`, `skele_pad_button_down/held(...)`, `float skele_pad_axis(...)` - up to `SKELE_MAX_PADS` gamepads - `void skele_mouse_delta(int32_t *dx, int32_t *dy)`, `skele_mouse_button_down/held(...)` --- ## Project Status **Current Version:** 0.0.0 Early/active development. Platform backends (clock, video, input) are functional and exercised by real client applications, but the engine core (`skele_init`/`skele_tick`) is still minimal. API is not yet stable; expect breaking changes until the core lifecycle is fleshed out. No test suite yet. --- ## License Mozilla Public License 2.0 (MPL-2.0) --- ## Contributing Contributions welcome! Please ensure code follows C99 standard and works across all supported platforms.