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buildscript {
repositories {
gradlePluginPortal()
}
dependencies {
classpath "io.github.fourlastor:construo:2.1.0"
if(enableGraalNative == 'true') {
classpath "org.graalvm.buildtools.native:org.graalvm.buildtools.native.gradle.plugin:0.9.28"
}
}
}
plugins {
id "application"
}
apply plugin: 'io.github.fourlastor.construo'
import io.github.fourlastor.construo.Target
sourceSets.main.resources.srcDirs += [ rootProject.file('assets').path ]
application.mainClass = 'io.github.eldek0.lwjgl3.Lwjgl3Launcher'
application.applicationName = appName
eclipse.project.name = appName + '-lwjgl3'
java.sourceCompatibility = 21
java.targetCompatibility = 21
if (JavaVersion.current().isJava9Compatible()) {
compileJava.options.release.set(21)
}
dependencies {
implementation "com.badlogicgames.gdx:gdx-backend-lwjgl3:$gdxVersion"
implementation "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-desktop"
implementation project(':core')
if(enableGraalNative == 'true') {
implementation "io.github.berstanio:gdx-svmhelper-backend-lwjgl3:$graalHelperVersion"
}
}
def os = System.properties['os.name'].toLowerCase(Locale.ROOT)
run {
workingDir = rootProject.file('assets').path
// You can uncomment the next line if your IDE claims a build failure even when the app closed properly.
//setIgnoreExitValue(true)
if (os.contains('mac')) jvmArgs += "-XstartOnFirstThread"
}
jar {
// sets the name of the .jar file this produces to the name of the game or app, with the version after.
archiveFileName.set("${appName}-${projectVersion}.jar")
// the duplicatesStrategy matters starting in Gradle 7.0; this setting works.
duplicatesStrategy = DuplicatesStrategy.EXCLUDE
dependsOn configurations.runtimeClasspath
from { configurations.runtimeClasspath.collect { it.isDirectory() ? it : zipTree(it) } }
// these "exclude" lines remove some unnecessary duplicate files in the output JAR.
exclude('META-INF/INDEX.LIST', 'META-INF/*.SF', 'META-INF/*.DSA', 'META-INF/*.RSA')
dependencies {
exclude('META-INF/INDEX.LIST', 'META-INF/maven/**')
}
// setting the manifest makes the JAR runnable.
// enabling native access helps avoid a warning when Java 24 or later runs the JAR.
// setting Multi-Release to true allows LWJGL3 to use different classes on recent Java versions.
manifest {
attributes 'Main-Class': application.mainClass, 'Enable-Native-Access': 'ALL-UNNAMED', 'Multi-Release': 'true'
}
// this last step may help on some OSes that need extra instruction to make runnable JARs.
doLast {
file(archiveFile).setExecutable(true, false)
}
}
// Builds a JAR that only includes the files needed to run on macOS, not Windows or Linux.
// The file size for a Mac-only JAR is about 7MB smaller than a cross-platform JAR.
tasks.register("jarMac") {
dependsOn("jar")
group("build")
jar.archiveFileName.set("${appName}-${projectVersion}-mac.jar")
jar.exclude("windows/x86/**", "windows/x64/**", "linux/arm32/**", "linux/arm64/**", "linux/x64/**", "**/*.dll", "**/*.so",
'META-INF/INDEX.LIST', 'META-INF/*.SF', 'META-INF/*.DSA', 'META-INF/*.RSA')
dependencies {
jar.exclude("windows/x86/**", "windows/x64/**", "linux/arm32/**", "linux/arm64/**", "linux/x64/**",
'META-INF/INDEX.LIST', 'META-INF/maven/**')
}
}
// Builds a JAR that only includes the files needed to run on Linux, not Windows or macOS.
// The file size for a Linux-only JAR is about 5MB smaller than a cross-platform JAR.
tasks.register("jarLinux") {
dependsOn("jar")
group("build")
jar.archiveFileName.set("${appName}-${projectVersion}-linux.jar")
jar.exclude("windows/x86/**", "windows/x64/**", "macos/arm64/**", "macos/x64/**", "**/*.dll", "**/*.dylib",
'META-INF/INDEX.LIST', 'META-INF/*.SF', 'META-INF/*.DSA', 'META-INF/*.RSA')
dependencies {
jar.exclude("windows/x86/**", "windows/x64/**", "macos/arm64/**", "macos/x64/**",
'META-INF/INDEX.LIST', 'META-INF/maven/**')
}
}
// Builds a JAR that only includes the files needed to run on Windows, not Linux or macOS.
// The file size for a Windows-only JAR is about 6MB smaller than a cross-platform JAR.
tasks.register("jarWin") {
dependsOn("jar")
group("build")
jar.archiveFileName.set("${appName}-${projectVersion}-win.jar")
jar.exclude("macos/arm64/**", "macos/x64/**", "linux/arm32/**", "linux/arm64/**", "linux/x64/**", "**/*.dylib", "**/*.so",
'META-INF/INDEX.LIST', 'META-INF/*.SF', 'META-INF/*.DSA', 'META-INF/*.RSA')
dependencies {
jar.exclude("macos/arm64/**", "macos/x64/**", "linux/arm32/**", "linux/arm64/**", "linux/x64/**",
'META-INF/INDEX.LIST', 'META-INF/maven/**')
}
}
construo {
// name of the executable
name.set(appName)
// human-readable name, used for example in the `.app` name for macOS
humanName.set(appName)
jlink {
guessModulesFromJar.set(false)
// You may need to add more modules, as needed.
modules.addAll("java.base", "java.management", "java.desktop", "jdk.unsupported")
}
targets.configure {
register("linuxX64", Target.Linux) {
architecture.set(Target.Architecture.X86_64)
jdkUrl.set("https://github.com/adoptium/temurin21-binaries/releases/download/jdk-21.0.10%2B7/OpenJDK21U-jdk_x64_linux_hotspot_21.0.10_7.tar.gz")
// Linux does not currently have a way to set the icon on the executable
}
register("macM1", Target.MacOs) {
architecture.set(Target.Architecture.AARCH64)
jdkUrl.set("https://github.com/adoptium/temurin21-binaries/releases/download/jdk-21.0.10%2B7/OpenJDK21U-jdk_aarch64_mac_hotspot_21.0.10_7.tar.gz")
// macOS needs an identifier
identifier.set("io.github.eldek0." + appName)
// Optional: icon for macOS, as an ICNS file
macIcon.set(project.file("icons/logo.icns"))
}
register("macX64", Target.MacOs) {
architecture.set(Target.Architecture.X86_64)
jdkUrl.set("https://github.com/adoptium/temurin21-binaries/releases/download/jdk-21.0.10%2B7/OpenJDK21U-jdk_x64_mac_hotspot_21.0.10_7.tar.gz")
// macOS needs an identifier
identifier.set("io.github.eldek0." + appName)
// Optional: icon for macOS, as an ICNS file
macIcon.set(project.file("icons/logo.icns"))
}
register("winX64", Target.Windows) {
architecture.set(Target.Architecture.X86_64)
// Optional: icon for Windows, as a PNG
icon.set(project.file("icons/logo.png"))
jdkUrl.set("https://github.com/adoptium/temurin21-binaries/releases/download/jdk-21.0.10%2B7/OpenJDK21U-jdk_x64_windows_hotspot_21.0.10_7.zip")
// Uncomment the next line to show a console when the game runs, to print messages.
//useConsole.set(true)
}
}
}
// Equivalent to the jar task; here for compatibility with gdx-setup.
tasks.register('dist') {
dependsOn 'jar'
}
distributions {
main {
contents {
into('libs') {
project.configurations.runtimeClasspath.files.findAll { file ->
file.getName() != project.tasks.jar.outputs.files.singleFile.name
}.each { file ->
exclude file.name
}
}
}
}
}
startScripts.dependsOn(':lwjgl3:jar')
startScripts.classpath = project.tasks.jar.outputs.files
if(enableGraalNative == 'true') {
apply from: file("nativeimage.gradle")
}

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project(":lwjgl3") {
apply plugin: "org.graalvm.buildtools.native"
graalvmNative {
binaries {
main {
imageName = appName
mainClass = application.mainClass
requiredVersion = '23.0'
buildArgs.add("-march=compatibility")
jvmArgs.addAll("-Dfile.encoding=UTF8")
sharedLibrary = false
resources.autodetect()
}
}
}
run {
doNotTrackState("Running the app should not be affected by Graal.")
}
// Modified from https://lyze.dev/2021/04/29/libGDX-Internal-Assets-List/ ; thanks again, Lyze!
// This creates a resource-config.json file based on the contents of the assets folder (and the libGDX icons).
// This file is used by Graal Native to embed those specific files.
// This has to run before nativeCompile, so it runs at the start of an unrelated resource-handling command.
generateResourcesConfigFile.doFirst {
def assetsFolder = new File("${project.rootDir}/assets/")
def lwjgl3 = project(':lwjgl3')
def resFolder = new File("${lwjgl3.projectDir}/src/main/resources/META-INF/native-image/${lwjgl3.ext.appName}")
resFolder.mkdirs()
def resFile = new File(resFolder, "resource-config.json")
resFile.delete()
resFile.append(
"""{
"resources":{
"includes":[
{
"pattern": ".*(""")
// This adds every filename in the assets/ folder to a pattern that adds those files as resources.
fileTree(assetsFolder).each {
// The backslash-Q and backslash-E escape the start and end of a literal string, respectively.
resFile.append("\\\\Q${it.name}\\\\E|")
}
// We also match all of the window icon images this way and the font files that are part of libGDX.
resFile.append(
"""libgdx.+\\\\.png|lsans.+)"
}
]},
"bundles":[]
}"""
)
}
}

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package io.github.eldek0.lwjgl3;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3Application;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3ApplicationConfiguration;
import io.github.eldek0.App;
/** Launches the desktop (LWJGL3) application. */
public class Lwjgl3Launcher {
public static void main(String[] args) {
if (StartupHelper.startNewJvmIfRequired()) return; // This handles macOS support and helps on Windows.
createApplication();
}
private static Lwjgl3Application createApplication() {
return new Lwjgl3Application(new App(), getDefaultConfiguration());
}
private static Lwjgl3ApplicationConfiguration getDefaultConfiguration() {
Lwjgl3ApplicationConfiguration configuration = new Lwjgl3ApplicationConfiguration();
configuration.setTitle("fnafinjava");
//// Vsync limits the frames per second to what your hardware can display, and helps eliminate
//// screen tearing. This setting doesn't always work on Linux, so the line after is a safeguard.
configuration.useVsync(true);
//// Limits FPS to the refresh rate of the currently active monitor, plus 1 to try to match fractional
//// refresh rates. The Vsync setting above should limit the actual FPS to match the monitor.
configuration.setForegroundFPS(Lwjgl3ApplicationConfiguration.getDisplayMode().refreshRate + 1);
//// If you remove the above line and set Vsync to false, you can get unlimited FPS, which can be
//// useful for testing performance, but can also be very stressful to some hardware.
//// You may also need to configure GPU drivers to fully disable Vsync; this can cause screen tearing.
configuration.setWindowedMode(App.SCREEN_WIDTH, App.SCREEN_HEIGHT);
//// You can change these files; they are in lwjgl3/src/main/resources/ .
//// They can also be loaded from the root of assets/ .
configuration.setWindowIcon("libgdx128.png", "libgdx64.png", "libgdx32.png", "libgdx16.png");
//// This could improve compatibility with Windows machines with buggy OpenGL drivers, Macs
//// with Apple Silicon that have to emulate compatibility with OpenGL anyway, and more.
//// This uses the dependency `com.badlogicgames.gdx:gdx-lwjgl3-angle` to function.
//// You would need to add this line to lwjgl3/build.gradle , below the dependency on `gdx-backend-lwjgl3`:
//// implementation "com.badlogicgames.gdx:gdx-lwjgl3-angle:$gdxVersion"
//// You can choose to add the following line and the mentioned dependency if you want; they
//// are not intended for games that use GL30 (which is compatibility with OpenGL ES 3.0).
//// Know that it might not work well in some cases.
// configuration.setOpenGLEmulation(Lwjgl3ApplicationConfiguration.GLEmulation.ANGLE_GLES20, 0, 0);
return configuration;
}
}

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/*
* Copyright 2020 damios
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at:
* https://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// Note, the above license and copyright applies to this file only.
package io.github.eldek0.lwjgl3;
import com.badlogic.gdx.Version;
import com.badlogic.gdx.backends.lwjgl3.Lwjgl3NativesLoader;
import org.lwjgl.system.JNI;
import org.lwjgl.system.linux.UNISTD;
import org.lwjgl.system.macosx.LibC;
import org.lwjgl.system.macosx.ObjCRuntime;
import java.io.File;
import java.lang.management.ManagementFactory;
import java.util.ArrayList;
import java.util.List;
import java.util.Locale;
/**
* A helper object for game startup, featuring three utilities related to LWJGL3 on various operating systems.
* <p>
* The utilities are as follows:
* <ul>
* <li> Windows: Prevents a common crash related to LWJGL3's extraction of shared library files.</li>
* <li> macOS: Spawns a child JVM process with {@code -XstartOnFirstThread} in the JVM args (if it was not already).
* This is required for LWJGL3 to work on macOS.</li>
* <li> Linux (NVIDIA GPUs only): Spawns a child JVM process with the {@code __GL_THREADED_OPTIMIZATIONS}
* {@link System#getenv(String) Environment Variable} set to {@code 0} (if it was not already). This is required for
* LWJGL3 to work on Linux with NVIDIA GPUs.</li>
* </ul>
* <a href="https://jvm-gaming.org/t/starting-jvm-on-mac-with-xstartonfirstthread-programmatically/57547">Based on this java-gaming.org post by kappa</a>
* @author damios
*/
public class StartupHelper {
private StartupHelper() {}
private static final String JVM_RESTARTED_ARG = "jvmIsRestarted";
/**
* Must only be called on Linux. Check OS first (or use short-circuit evaluation)!
* @return whether NVIDIA drivers are present on Linux.
*/
public static boolean isLinuxNvidia() {
String[] drivers = new File("/proc/driver").list(
(dir, path) -> path.toUpperCase(Locale.ROOT).contains("NVIDIA")
);
if (drivers == null) return false;
return drivers.length > 0;
}
/**
* Applies the utilities as described by {@link StartupHelper}'s Javadoc.
* <p>
* All {@link System#getenv() Environment Variables} are copied to the child JVM process (if it is spawned), as
* specified by {@link ProcessBuilder#environment()}; the same applies for
* {@link System#getProperties() System Properties}.
* <p>
* <b>Usage:</b>
* <pre><code>
* public static void main(String[] args) {
* if (StartupHelper.startNewJvmIfRequired()) return;
* // ... The rest of main() goes here, as normal.
* }
* </code></pre>
* @return whether a child JVM process was spawned or not.
*/
public static boolean startNewJvmIfRequired() {
return startNewJvmIfRequired(true);
}
/**
* Applies the utilities as described by {@link StartupHelper}'s Javadoc.
* <p>
* All {@link System#getenv() Environment Variables} are copied to the child JVM process (if it is spawned), as
* specified by {@link ProcessBuilder#environment()}; the same applies for
* {@link System#getProperties() System Properties}.
* <p>
* <b>Usage:</b>
* <pre><code>
* public static void main(String[] args) {
* // The parameter on the next line could instead be false if you don't want to inherit IO.
* if (StartupHelper.startNewJvmIfRequired(true)) return;
* // ... The rest of main() goes here, as normal.
* }
* </code></pre>
* @param inheritIO whether I/O should be inherited in the child JVM process. Please note that enabling this will
* block the thread until the child JVM process stops executing.
* @return whether a child JVM process was spawned or not.
*/
public static boolean startNewJvmIfRequired(boolean inheritIO) {
String osName = System.getProperty("os.name").toLowerCase(Locale.ROOT);
if (osName.contains("mac")) return startNewJvm0(/*isMac =*/ true, inheritIO);
if (osName.contains("windows")) {
// Here, we are trying to work around an issue with how LWJGL3 loads its extracted .dll files.
// By default, LWJGL3 extracts to the directory specified by "java.io.tmpdir": usually, the user's home.
// If the user's name has non-ASCII (or some non-alphanumeric) characters in it, that would fail.
// By extracting to the relevant "ProgramData" folder, which is usually "C:\ProgramData", we avoid this.
// We also temporarily change the "user.name" property to one without any chars that would be invalid.
// We revert our changes immediately after loading LWJGL3 natives.
String programData = System.getenv("ProgramData");
if (programData == null) programData = "C:\\Temp"; // if ProgramData isn't set, try some fallback.
String prevTmpDir = System.getProperty("java.io.tmpdir", programData);
String prevUser = System.getProperty("user.name", "libGDX_User");
System.setProperty("java.io.tmpdir", programData + "\\libGDX-temp");
System.setProperty(
"user.name",
("User_" + prevUser.hashCode() + "_GDX" + Version.VERSION).replace('.', '_')
);
Lwjgl3NativesLoader.load();
System.setProperty("java.io.tmpdir", prevTmpDir);
System.setProperty("user.name", prevUser);
return false;
}
return startNewJvm0(/*isMac =*/ false, inheritIO);
}
private static final String MAC_JRE_ERR_MSG = "A Java installation could not be found. If you are distributing this app with a bundled JRE, be sure to set the '-XstartOnFirstThread' argument manually!";
private static final String LINUX_JRE_ERR_MSG = "A Java installation could not be found. If you are distributing this app with a bundled JRE, be sure to set the environment variable '__GL_THREADED_OPTIMIZATIONS' to '0'!";
private static final String CHILD_LOOP_ERR_MSG = "The current JVM process is a spawned child JVM process, but StartupHelper has attempted to spawn another child JVM process! This is a broken state, and should not normally happen! Your game may crash or not function properly!";
/**
* Spawns a child JVM process if on macOS, or on Linux with NVIDIA drivers.
* <p>
* All {@link System#getenv() Environment Variables} are copied to the child JVM process (if it is spawned), as
* specified by {@link ProcessBuilder#environment()}; the same applies for
* {@link System#getProperties() System Properties}.
* @param isMac whether the current OS is macOS. If this is `false` then the current OS is assumed to be Linux (and
* an immediate check for NVIDIA drivers is performed).
* @param inheritIO whether I/O should be inherited in the child JVM process. Please note that enabling this will
* block the thread until the child JVM process stops executing.
* @return whether a child JVM process was spawned or not.
*/
public static boolean startNewJvm0(boolean isMac, boolean inheritIO) {
long processID = getProcessID(isMac);
if (!isMac) {
// No need to restart non-NVIDIA Linux
if (!isLinuxNvidia()) return false;
// check whether __GL_THREADED_OPTIMIZATIONS is already disabled
if ("0".equals(System.getenv("__GL_THREADED_OPTIMIZATIONS"))) return false;
} else {
// There is no need for -XstartOnFirstThread on Graal native image
if (!System.getProperty("org.graalvm.nativeimage.imagecode", "").isEmpty()) return false;
// Checks if we are already on the main thread, such as from running via Construo.
long objcMsgSend = ObjCRuntime.getLibrary().getFunctionAddress("objc_msgSend");
long nsThread = ObjCRuntime.objc_getClass("NSThread");
long currentThread = JNI.invokePPP(nsThread, ObjCRuntime.sel_getUid("currentThread"), objcMsgSend);
boolean isMainThread = JNI.invokePPZ(currentThread, ObjCRuntime.sel_getUid("isMainThread"), objcMsgSend);
if (isMainThread) return false;
if ("1".equals(System.getenv("JAVA_STARTED_ON_FIRST_THREAD_" + processID))) return false;
}
// Check whether this JVM process is a child JVM process already.
// This state shouldn't usually be reachable, but this stops us from endlessly spawning new child JVM processes.
if ("true".equals(System.getProperty(JVM_RESTARTED_ARG))) {
System.err.println(CHILD_LOOP_ERR_MSG);
return false;
}
// Spawn the child JVM process with updated environment variables or JVM args
List<String> jvmArgs = new ArrayList<>();
// The following line is used assuming you target Java 8, the minimum for LWJGL3.
String javaExecPath = System.getProperty("java.home") + "/bin/java";
// If targeting Java 9 or higher, you could use the following instead of the above line:
//String javaExecPath = ProcessHandle.current().info().command().orElseThrow()
if (!(new File(javaExecPath).exists())) {
System.err.println(getJreErrMsg(isMac));
return false;
}
jvmArgs.add(javaExecPath);
if (isMac) jvmArgs.add("-XstartOnFirstThread");
jvmArgs.add("-D" + JVM_RESTARTED_ARG + "=true");
jvmArgs.addAll(ManagementFactory.getRuntimeMXBean().getInputArguments());
jvmArgs.add("-cp");
jvmArgs.add(System.getProperty("java.class.path"));
String mainClass = System.getenv("JAVA_MAIN_CLASS_" + processID);
if (mainClass == null) {
StackTraceElement[] trace = Thread.currentThread().getStackTrace();
if (trace.length > 0) mainClass = trace[trace.length - 1].getClassName();
else {
System.err.println("The main class could not be determined.");
return false;
}
}
jvmArgs.add(mainClass);
try {
ProcessBuilder processBuilder = new ProcessBuilder(jvmArgs);
if (!isMac) processBuilder.environment().put("__GL_THREADED_OPTIMIZATIONS", "0");
if (!inheritIO) processBuilder.start();
else processBuilder.inheritIO().start().waitFor();
} catch (Exception e) {
System.err.println("There was a problem restarting the JVM.");
// noinspection CallToPrintStackTrace
e.printStackTrace();
}
return true;
}
private static String getJreErrMsg(boolean isMac) {
if (isMac) return MAC_JRE_ERR_MSG;
else return LINUX_JRE_ERR_MSG;
}
private static long getProcessID(boolean isMac) {
if (isMac) return LibC.getpid();
else return UNISTD.getpid();
}
}

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