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Add com.codename1.gaming game development APIs#5166

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Add com.codename1.gaming game development APIs#5166
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Overview

Adds a new com.codename1.gaming package: a game-oriented surface built on top of existing Codename One facilities (the EDT animation system, the Graphics pipeline and the media APIs) rather than replacing them. Game developers get a tight update/render loop, sprite primitives, pollable input, low-latency sound effects and rigid-body physics, all under com.codename1.gaming (never under ui).

Everything is pure Java where it matters, so it runs unchanged on every target — including iOS via ParparVM.

What's included

1. Game loop + sprites (pure core)

  • GameView — subclass it, implement update(double dt) + render(Graphics g). Drives the loop through the existing Animation/registerAnimated system, manages framerate (saves/restores the global value), supports a fixed-timestep accumulator with getInterpolationAlpha(), and auto-releases its framerate hold on detach. No new public methods on existing classes — key capture rides on handlesInput() + the focused-component keyPressed path.
  • GameInput — pollable keyboard/pointer state (level + per-frame edges, game-action aware).
  • Sprite (anchor/rotation/scale/alpha via the affine transform, AABB), SpriteSheet (cached frame slicing), AnimatedSprite, Scene (z-ordered + camera).

2. Low-latency audio — SoundPool / SoundEffect

  • SPI com.codename1.media.SoundPoolPeer, selected via new Display/CodenameOneImplementation.createSoundPool(int) (returns null → fallback).
  • MediaSoundPoolPeer — pure cross-platform fallback over MediaManager (works everywhere today).
  • Native backends: JavaSE software mixer (volume/pan/rate/polyphony), Android android.media.SoundPool, iOS AVAudioPlayer pool (CN1SoundPool.m + IOSNative glue). The JS port isn't in this repo; the fallback covers it. SoundPool.isNativeAccelerated() reports the active path.

3. Physics — com.codename1.gaming.physics

  • Idiomatic wrapper: PhysicsWorld / PhysicsBody / BodyType / ContactListener / PhysicsContact. Pixels↔meters and the y-axis flip are centralized so app code stays in screen coordinates.
  • Bodies drive sprites via PhysicsLinkable (Sprite implements it) — world.step() moves the sprite automatically.
  • Engine is JBox2D shaded into com.codename1.gaming.physics.box2d (org.jbox2d repackaged, StrictMathMath, @Override stripped for -source 1.5; GWT/benchmark trees dropped). BSD-2 license headers retained, attributed in the new root NOTICE.

Docs & demo

  • New "Game Development" chapter in the developer guide (docs/developer-guide/Game-Development.asciidoc), wired into the master include after the graphics chapter.
  • Samples/GamingDemoSample — ties it all together (tap to drop bouncing balls with per-drop pitch); generates its sprite images and sound at runtime, so it needs no assets.

Verification

  • ✅ Core compiles at -source 1.5 (164 shaded engine classes + the API).
  • ✅ Physics simulation runtime-tested: a dynamic box falls down-screen, settles on the ground, contacts fire, and a linked sprite tracks the body exactly.
  • ✅ JavaSE audio mixer runtime-tested: opened the line, decoded a WAV, played overlapping panned/pitched voices.
  • ✅ Demo compiles against core + JavaSE.
  • ⚠️ Android and iOS native audio backends still need device verification (their toolchains weren't available in this environment). The cross-platform fallback keeps SoundPool functional on those targets meanwhile.

🤖 Generated with Claude Code

shai-almog and others added 30 commits June 2, 2026 16:42
Rework the native barrier to the C/iOS backend's model: the JS host side is a
dumb, hard-reference table that never GCs on its own; GC applies only to the
Java side, and the Java side's finalizer frees the front-end resource it owns.

1. Stop crossing the barrier for values the Java side already knows. The paint
   flush and layout were calling outputCanvas.getContext('2d') /
   getWidth()/getHeight() and getDisplayWidth()/Height() (-> canvas.getWidth())
   on every frame -- a continuous storm of round-trips whose responses
   intermittently crossed into concurrent object reads (getDocument/getContext
   resuming with a width/height number -> degraded receiver -> the ButtonTheme
   hard-stall). Cache displayWidth/displayHeight (set in updateCanvasSize) and
   the outputCanvas 2D context (stable for a canvas) in Java fields and reuse
   them; getDisplayWidth/Height return the cached values. No dimension/context
   round-trips during steady-state paint.

2. Drive host-ref release from the OWNING Java object's finalizer, not from JSO
   wrapper GC. NativeImage owns its backing canvas / HTMLImageElement;
   registerImageResource() arms a FinalizationRegistry keyed on that resource
   (a single, stable wrapper held only by the image), and on collection the
   worker posts releaseHostRef for its id. The host keeps a hard ref until then.
   This replaces #5143's wrapper-refcount release, which raced: the host dedups
   one id across many re-created worker wrappers and a raw __jsValue marker
   could outlive them, so refcount-zero released canvases still in use ->
   "Missing host receiver". Single-owner keying cannot do that.

browser_bridge.releaseHostRefs now evicts whatever id the dead owner held
(canvas or image) behind the never-release singleton guard.

Refs #5145.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…rks (#5145)

The late-suite screenshot wedge (after the #5143 host-ref fix) has two roots in
the worker<->host postMessage channel under a dense paint burst:

1. Response-cross: an idempotent object read (document.createElement,
   canvas.getContext, getImageData, measureText, canvas.toDataURL) resumes with
   a corrupted value -- a number, an empty {} that lost its host-ref marker,
   null from a never-null method, or a thrown "Missing JS member"/"Missing host
   receiver". The old substitute-null turned each into a hard NPE / EDT deadlock
   (createElement -> null canvas; or an emit-time toDataURL throw escaping a
   lock).
2. Lost-response: a host callback never arrives, so the green thread parks on
   pendingHostCalls[id] forever (hard wedge, heartbeat alive but runnable=0).

Mirroring the C/iOS backend model (the host is a thin, dumb pixel sink; the
worker must never blindly trust it to always respond):

- Barrier-model reductions to cut cross frequency at the source: cache the
  document Java-side (doc(); no per-createCanvas window.getDocument()); pass the
  known width/height into the HTML5Graphics ctor and BufferedGraphics instead of
  reading canvas.getWidth()/getHeight() back across the barrier; track the
  scratch-buffer dims Java-side.
- invokeJsoBridge retry: re-issue an idempotent read up to 12x (with a growing
  backoff sleep so the concurrent numeric-getter burst that caused the cross
  drains before retrying) on a degraded result (number / empty-{} /
  null-for-never-null) -- or on a transient throw for ANY round-trip method (a
  "Missing JS member"/"Missing host receiver" throw means the call never
  executed, so re-issuing is side-effect-free; this is what recovers an
  emit-time canvas.toDataURL() cross).
- Host-call watchdog: for bounded host natives (jso bridge, DOM-element create,
  ui-settle, canvas->PNG capture, etc.) a lost response resumes the parked
  thread with a transient error so the retry re-issues / the caller advances.
  Unbounded natives (image load, fetch, the cn1ss WebSocket) are never aborted.
  Zero-cost on a healthy channel.
- Re-park LightweightPickerButtons (a lightweight-popup EDT deadlock, distinct
  from the cross, so the retry/watchdog can't rescue it); ValidatorLightweightPicker
  now runs clean and stays un-parked.

Worker-liveness heartbeat + host-ref counters are gated to diag-only (zero
production cost). Validated in CI (javascript-screenshots).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds the portable, engine-managed-shader 3D graphics API surface:
RenderView (PeerComponent-hosted GPU surface), Renderer callback,
GraphicsDevice command layer, Material/Light/Camera, Mesh + vertex/index
buffers (SIMD-aligned backing for zero-copy upload on ParparVM), Texture,
RenderState, VertexFormat, Matrix4 math and Primitives helpers.

Adds the impl seam (isOpenGLSupported/createGLPeer/glSetContinuous/
glRequestRender) defaulting to unsupported, plus narrow Display/CN
accessors. All backends stubbed; core compiles at -source 1.5.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Implements the 3D GraphicsDevice for the JavaSE simulator as a dependency-free
software rasterizer: depth-buffered, perspective-correct attribute interpolation,
back-face culling, texture sampling (nearest/bilinear, clamp/repeat) and per-pixel
shading for UNLIT/LAMBERT/PHONG/SPRITE materials. Renders into a BufferedImage
presented through a native peer surface (JavaSEGLSurface), with on-demand and
continuous (timer-driven) render modes.

A software renderer keeps the simulator dependency-free and makes 3D screenshots
deterministic across machines and headless CI; native GPU backends are used on
device. Adds camera eye getters and a graceful SIMD-alloc fallback in VertexBuffer.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds three tests exercising com.codename1.gpu end-to-end through RenderView and
the platform peer pipeline:
- Gpu3DCubeScreenshotTest: deterministic Phong-lit cube screenshot
- Gpu3DTexturedCubeScreenshotTest: deterministic textured (procedural checker) cube
- Gpu3DAnimationTest: behavioral test asserting the continuous render loop drives
  multiple frames to the Renderer

Registered in Cn1ssDeviceRunner. Tests degrade to a placeholder on platforms
without a 3D backend so the suite never crashes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Implements the three native GPU backends behind the portable 3D API, plus a
shared GLSL ES 1.00 shader generator in core (engine-managed shaders; WebGL1 and
GLES2 share the language so Android and JS reuse it):

- Android: AndroidGraphicsDevice on GLES20 + a GLSurfaceView peer; program/VBO/IBO
  caches, lazy upload from SIMD-aligned arrays via direct buffers.
- iOS: IOSGraphicsDevice + native CN1GL3D Metal context (CAMetalLayer + CADisplayLink),
  descriptor-keyed pipeline cache, runtime MSL compilation from a Metal generator,
  depth attachment, zero-copy MTLBuffers over SIMD-aligned array pointers. Gated on
  CN1_USE_METAL; IOSNative bridge with the required _R_ wrappers.
- JavaScript: HTML5GraphicsDevice over a WebGL canvas peer using the port's JSO
  interop; reuses the core GLSL generator.

Each port overrides isOpenGLSupported/createGLPeer/glSetContinuous/glRequestRender.
Verified: Android port BUILD SUCCESS; iOS app compiles+links for iphonesimulator;
JS sources compile against the port classpath.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds a '3D Graphics and Shaders' chapter covering concepts (engine-managed
shaders), RenderView/Renderer, materials, meshes/buffers, camera and Matrix4,
per-platform backends and threading. Included after the graphics chapter.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…om CI

The screenshot harness wrote received PNGs only to a runner temp dir; nothing
uploaded them, so a faithful golden could not be (re)seeded from a CI render.
Copy $CN1SS_WS_DIR/*.png into $ARTIFACTS_DIR/delivered/ on both the normal and
timeout exit paths so they ride along in the javascript-ui-tests artifact.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- SpotBugs: drop redundant null-check in AndroidGraphicsDevice.draw; remove
  unread viewport fields in IOSGraphicsDevice (value goes straight to native).
- Docs: satisfy vale quality gate (remove adverb, capitalize heading after
  colon, use contractions) in the 3D guide chapter.
- Tests: rewrite Gpu3DAnimationTest to drive frames via explicit on-demand
  requestRender() instead of continuous mode. The free-running CADisplayLink in
  continuous mode wedged the iOS screenshot suite; the two on-demand cube
  screenshot tests already render correctly on iOS Metal. This also de-risks the
  JS requestAnimationFrame path.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…S suites

- PMD: remove unnecessary Light no-arg constructor, foreach in
  VertexFormat.findByUsage, @OverRide on RenderView.initComponent, drop
  redundant fully-qualified PeerComponent names in Display.
- LanguageTool: accept 'Phong' (lighting-model term) in the guide.
- Tests: the iOS and HTML5 hellocodenameone suites run the full screenshot set
  under a tight per-job time budget; the 3D tests' added runtime cost tipped them
  over (hang point varied run-to-run, confirming a total-time-budget issue rather
  than a per-test hang). Skip the three 3D tests on iOS/HTML5; the iOS Metal
  backend was already verified rendering real screenshots in CI. They still run
  on the simulator/Android paths.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…seed cycle)

StickyHeader (x3) and StatusBarTapDiagnostic self-skipped on HTML5 because the
old console-log-chunked transport truncated their large composite PNGs. The
suite now streams over WebSocket (handles large payloads), so the skip is
obsolete. Remove it so these run on JS like every other platform. This is the
seeding cycle: they deliver as goldenless extras (ignored by the comparator),
and the CI delivered-screenshot upload captures their PNGs so the JS goldens
can be seeded from a faithful render in the follow-up commit.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…n-skip tests

The screenshot system could not capture a live GPU peer: an Android GLSurfaceView
and a browser WebGL canvas each render to their own surface, separate from the
view/output canvas the screenshot path reads, so 3D came out blank.

- Android: the GL peer now reads back its framebuffer (glReadPixels) after each
  drawn frame; AndroidScreenshotTask composites the latest frame of every live
  GL peer onto the captured screenshot (works regardless of SurfaceView
  z-order/compositing). Also setZOrderMediaOverlay(true) for on-screen visibility.
- JavaScript: WebGL contexts are created with preserveDrawingBuffer; the
  screenshot path composites each live WebGL peer canvas onto the output canvas
  before reading pixels.
- iOS Metal capture already includes the child Metal layer.
- Tests: un-skip the 3D screenshot tests on all platforms; the animation test now
  captures a deterministic mid-animation frame of the live GPU peer.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…ise budget

Seed-cycle-1 confirmed the four un-skipped tests deliver cleanly over WebSocket
(no chunk truncation): StickyHeaderScreenshotTest, StickyHeaderSlideTransition,
StickyHeaderFadeTransition, StatusBarTapDiagnostic. Seed their JS goldens from
that faithful CI delivery (375x667 deterministic composites) and bump
CN1_JS_TIMEOUT_SECONDS 1800 -> 2400 so the four extra grid-composite tests fit
the budget (seed-cycle-1 timed out only because the reverted budget was tight).
Expected: JS screenshots 93 -> 97 matched.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…old GL

- Gpu3DAnimationTest now captures the live GPU RenderView at six pinned rotation
  angles (real device screenshots cropped to the view) composed into a 2x3 grid,
  matching the hellocodenameone animation-test convention of showing the stages
  of an animation deterministically rather than one timing-dependent frame.
- The static cube/textured tests force a fresh GPU frame (requestRender) shortly
  before the screenshot so a cold GL surface that has not drawn yet cannot
  produce a blank capture.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Metal backend cleared correctly but drew no geometry: the portable
projection produces GL-convention clip space (Y up, Z in [-w, w]) while Metal's
framebuffer is Y-down and clips Z to [0, w]. With Y unflipped the cube's front
faces wound opposite to frontFacingWinding=CounterClockwise, so back-face
culling removed every visible face (only the clear color showed). The generated
MSL vertex shader now flips clip Y and remaps clip Z to Metal's range, matching
the GL/software backends.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Temporary diagnostics to find why the iOS Metal cube renders only the clear
color. To be reverted once the root cause is fixed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…scheduler gate

Root cause of the screenshot off-by-one (dual-stream tests like ChatInput/ChatView
capturing the previous/next test's form): the cn1ss emit parks the green thread on
the __cn1_wait_for_ui_settle__ / __cn1_capture_canvas_png__ host round-trips, which
span up to ~24 rAF frames on the host. While parked, drain() keeps stepping every
other green thread; their fire-and-forget draw ops (host-call-batch) hit
codenameone-canvas mid-sample, so the captured PNG shows the wrong form. The old
atomicThread serialization that would have prevented this is dead code (removed to
avoid a monitor deadlock).

Add a capture-scoped scheduler gate instead of a workaround:
- parparvm_runtime.js: captureGateOwner + beginCaptureGate()/endCaptureGate(); while
  held, drain() defers every OTHER green thread (held aside and restored in the
  finally, never lost) so none can paint during the capture. The gate is null in the
  steady state, so non-capture scheduling is byte-for-byte unchanged.
- port.js: the cn1ss DOM-capture emit presents the form FIRST (ungated), then holds
  the gate across the settle+capture host calls in a try/finally.

Deadlock-safe by construction: the owner is gated only while parked on the HOST
(never on a monitor held by a deferred thread -- the form present runs before the
gate), the host capture proceeds independently on the main thread, the HOST_CALL
watchdog bounds a lost response, and endCaptureGate is in a finally so an aborted or
throwing capture still frees the gate. This is the threading-model fix; no off-screen
capture, forced repaint, or golden reseed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The committed TabsTheme_light golden actually contained "ListTheme / light"
content -- an off-by-one capture baked into the golden during an earlier buggy
run (master was "green" only because its capture was wrong the same way). With
the capture-gate serialization in place the capture is now deterministically
correct (TabsTheme tabs + "First tab content"), so it no longer matches the
stale golden. Reseed from the corrected capture. The other 96 goldens already
held correct content and still match.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
These dual-appearance tests were parked (chatInputEmitHijack/chatViewEmitHijack)
because their capture read the visible canvas while it still showed the PREVIOUS
test's form -- the off-by-one now fixed at the root by the capture-gate scheduler
serialization. Remove the forced-timeout entries so they run. Their existing JS
goldens hold the old off-by-one content, so this run is expected to mismatch on
ChatInput_/ChatView_ {dark,light}; the goldens will be reseeded from the
gate-corrected captures once verified.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
gl3dGetOrCreatePipeline is the only non-void gl3d native taking String args.
ParparVM dispatches such methods through the plain (un-suffixed) C symbol, which
was missing (only the _R_long wrapper existed), so the call resolved to null and
threw NullPointerException every frame inside getOrCreatePipeline - the cube
never drew (only the clear color showed). Added the plain-form symbol delegating
to the _R_long impl in both the Metal and non-Metal branches, matching the
createImageFromARGB convention in IOSNative.m.
…ark ChatInput/ChatView

Root cause of ChatInput_dark capturing the next test's form (ImageViewer): the
JS-port bridge (port.js runCn1ssResolvedTest) hard-coded a flat 10s per-test
deadline, clobbering Cn1ssDeviceRunner.testTimeoutMs()'s existing rule that a
DualAppearanceBaseTest gets 30s on HTML5 (its light+dark phases each pay
registerReadyCallback's 1500ms + settle + capture). At 10s the runner
force-advanced mid-dark-phase, and the pending dark emit then captured the NEXT
test's form.

Fix: the bridge passes 0 (sentinel) and awaitTestCompletion computes the
type-aware deadline itself, so dual-appearance tests get their full 30s on HTML5
too and their second phase completes in their own slot. Un-park ChatInput/ChatView
(their goldens, which hold the old wrong content, will be reseeded from the
corrected captures once verified).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…correct content

With ChatInput/ChatView un-parked (dual-appearance deadline fix) and the
capture-gate serialization in place, all five captures now render their own
form correctly (verified visually from the CI delivery):
 - ChatInput_{dark,light}: the +/Message/Mic/Send input bar
 - ChatView_{dark,light}: the AI Travel Assistant conversation
 - TabsTheme_dark: the Tabs theme (Home/Search/Info + first tab content)
Their committed goldens still held off-by-one content baked in by the old
buggy capture (ChatInput_dark had ImageViewer nav; TabsTheme_dark had a
DialogTheme dialog). Reseed from the corrected captures.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Match the exact convention of working String-arg non-void natives
(createVideoComponent, getResourceSize): the plain symbol holds the real
implementation and the _R_<rettype> form is a thin wrapper that delegates to it.
The committed golden held "TabsTheme / light" content (off-by-one baked in by
the old buggy capture). With the capture-gate + dual-appearance deadline fixes
the capture is now deterministically the ToolbarTheme dark form (Menu/Search/
overflow toolbar + "Body content under the Toolbar." -- verified from the CI
delivery). Reseed from the corrected capture. It did not surface earlier only
because the prior run timed out before reaching it.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The iOS Metal 3D peer rendered blank because the pipeline cache was a
freed object. The generated Codename One Objective-C is compiled without
ARC, so the autoreleased [NSMutableDictionary dictionary] assigned to the
strong _pipelineCache ivar was never retained and was deallocated when
the autorelease pool drained. The first pipeline lookup then messaged a
freed object, which the CN1 signal handler surfaced as a spurious
NullPointerException. Allocate it owned with [[NSMutableDictionary alloc]
init].

Also reverts the earlier red-herring "plain symbol + _R_ wrapper" change:
ParparVM #defines the virtual_ dispatch straight to the _R_long symbol
(confirmed in the generated com_codename1_impl_ios_IOSNative.h), so the
gl3d native matches every other non-void native here with a single
_R_long implementation. Removes all temporary CN1SS-prefixed draw/frame
diagnostics from CN1GL3D.m, IOSGraphicsDevice.java and IOSGLSurface.java.

The GL-to-Metal clip-space adaptation (Y flip + Z remap) stays in
IOSMetalShaderGenerator; it is the other half of getting correct,
front-facing geometry on Metal.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…frozen-worker heartbeat

The late-suite wedge (frozen=1/runnable=0, ~test 86, right after a capture's PNG
is computed host-side) can't be isolated from current logs -- the heartbeat shows
the worker is parked but not WHAT every thread is parked on, and Playwright can't
attach to the worker. Store the symbol in pendingHostCalls and, on a frozen+idle
heartbeat, dump the pending host-call symbols+counts (+ timedWakeups length, +
captureGate ownership). A run that wedges will then name the lost-response native
(suspected __cn1_capture_canvas_png__, whose 10s watchdog is somehow not firing).
Diag-only (VM_DIAG_ENABLED); zero production cost.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
… tests

They were parked because ChartCombinedXY's canvasToBlob retry loop HUNG THE SUITE
after ~88 fallback captures. That failure mode is now contained by the
scheduler-resilience fix: an uncaught green-thread exception / watchdog timeout
terminates only that thread, so a capture hang costs at most one frame instead of
wedging the whole run. They have no JS goldens yet, so they deliver as ignored
extras; goldens will be seeded once the captures are verified.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@github-actions

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Developer Guide build artifacts are available for download from this workflow run:

Developer Guide quality checks:

  • AsciiDoc linter: No issues found (report)
  • Vale: No alerts found (report)
  • Paragraph capitalization: No paragraph capitalization issues (report)
  • LanguageTool: No grammar matches (report)
  • Image references: No unused images detected (report)

@shai-almog

shai-almog commented Jun 4, 2026

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Compared 128 screenshots: 128 matched.

Native Android coverage

  • 📊 Line coverage: 14.14% (8557/60532 lines covered) [HTML preview] (artifact android-coverage-report, jacocoAndroidReport/html/index.html)
    • Other counters: instruction 11.44% (42195/368993), branch 4.97% (1723/34657), complexity 6.00% (1995/33251), method 10.42% (1622/15561), class 17.07% (374/2191)
    • Lowest covered classes
      • kotlin.collections.kotlin.collections.ArraysKt___ArraysKt – 0.00% (0/6327 lines covered)
      • kotlin.collections.unsigned.kotlin.collections.unsigned.UArraysKt___UArraysKt – 0.00% (0/2384 lines covered)
      • org.jacoco.agent.rt.internal_b6258fc.asm.org.jacoco.agent.rt.internal_b6258fc.asm.ClassReader – 0.00% (0/1519 lines covered)
      • kotlin.collections.kotlin.collections.CollectionsKt___CollectionsKt – 0.00% (0/1148 lines covered)
      • org.jacoco.agent.rt.internal_b6258fc.asm.org.jacoco.agent.rt.internal_b6258fc.asm.MethodWriter – 0.00% (0/923 lines covered)
      • kotlin.sequences.kotlin.sequences.SequencesKt___SequencesKt – 0.00% (0/730 lines covered)
      • kotlin.text.kotlin.text.StringsKt___StringsKt – 0.00% (0/623 lines covered)
      • org.jacoco.agent.rt.internal_b6258fc.asm.org.jacoco.agent.rt.internal_b6258fc.asm.Frame – 0.00% (0/564 lines covered)
      • kotlin.collections.kotlin.collections.ArraysKt___ArraysJvmKt – 0.00% (0/495 lines covered)
      • kotlinx.coroutines.kotlinx.coroutines.JobSupport – 0.00% (0/423 lines covered)

✅ Native Android screenshot tests passed.

Native Android coverage

  • 📊 Line coverage: 14.14% (8557/60532 lines covered) [HTML preview] (artifact android-coverage-report, jacocoAndroidReport/html/index.html)
    • Other counters: instruction 11.44% (42195/368993), branch 4.97% (1723/34657), complexity 6.00% (1995/33251), method 10.42% (1622/15561), class 17.07% (374/2191)
    • Lowest covered classes
      • kotlin.collections.kotlin.collections.ArraysKt___ArraysKt – 0.00% (0/6327 lines covered)
      • kotlin.collections.unsigned.kotlin.collections.unsigned.UArraysKt___UArraysKt – 0.00% (0/2384 lines covered)
      • org.jacoco.agent.rt.internal_b6258fc.asm.org.jacoco.agent.rt.internal_b6258fc.asm.ClassReader – 0.00% (0/1519 lines covered)
      • kotlin.collections.kotlin.collections.CollectionsKt___CollectionsKt – 0.00% (0/1148 lines covered)
      • org.jacoco.agent.rt.internal_b6258fc.asm.org.jacoco.agent.rt.internal_b6258fc.asm.MethodWriter – 0.00% (0/923 lines covered)
      • kotlin.sequences.kotlin.sequences.SequencesKt___SequencesKt – 0.00% (0/730 lines covered)
      • kotlin.text.kotlin.text.StringsKt___StringsKt – 0.00% (0/623 lines covered)
      • org.jacoco.agent.rt.internal_b6258fc.asm.org.jacoco.agent.rt.internal_b6258fc.asm.Frame – 0.00% (0/564 lines covered)
      • kotlin.collections.kotlin.collections.ArraysKt___ArraysJvmKt – 0.00% (0/495 lines covered)
      • kotlinx.coroutines.kotlinx.coroutines.JobSupport – 0.00% (0/423 lines covered)

Benchmark Results

Detailed Performance Metrics

Metric Duration
Base64 payload size 8192 bytes
Base64 benchmark iterations 6000
Base64 native encode 1472.000 ms
Base64 CN1 encode 358.000 ms
Base64 encode ratio (CN1/native) 0.243x (75.7% faster)
Base64 native decode 613.000 ms
Base64 CN1 decode 84.000 ms
Base64 decode ratio (CN1/native) 0.137x (86.3% faster)
Image encode benchmark status skipped (SIMD unsupported)

@shai-almog

shai-almog commented Jun 4, 2026

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iOS screenshot updates

Compared 125 screenshots: 122 matched, 3 missing references.

  • Gpu3DAnimation — missing reference. Reference screenshot missing at /Users/runner/work/CodenameOne/CodenameOne/scripts/ios/screenshots/Gpu3DAnimation.png.

    Gpu3DAnimation
    Preview info: JPEG preview quality 70; JPEG preview quality 70; downscaled to 825x1789.
    Full-resolution PNG saved as Gpu3DAnimation.png in workflow artifacts.

  • Gpu3DCube — missing reference. Reference screenshot missing at /Users/runner/work/CodenameOne/CodenameOne/scripts/ios/screenshots/Gpu3DCube.png.

    Gpu3DCube
    Preview info: JPEG preview quality 70; JPEG preview quality 70; downscaled to 825x1789.
    Full-resolution PNG saved as Gpu3DCube.png in workflow artifacts.

  • Gpu3DTexturedCube — missing reference. Reference screenshot missing at /Users/runner/work/CodenameOne/CodenameOne/scripts/ios/screenshots/Gpu3DTexturedCube.png.

    Gpu3DTexturedCube
    Preview info: JPEG preview quality 70; JPEG preview quality 70; downscaled to 825x1789.
    Full-resolution PNG saved as Gpu3DTexturedCube.png in workflow artifacts.

Benchmark Results

  • VM Translation Time: 0 seconds
  • Compilation Time: 169 seconds

Build and Run Timing

Metric Duration
Simulator Boot 87000 ms
Simulator Boot (Run) 0 ms
App Install 16000 ms
App Launch 15000 ms
Test Execution 355000 ms

Detailed Performance Metrics

Metric Duration
Base64 payload size 8192 bytes
Base64 benchmark iterations 6000
Base64 native encode 2178.000 ms
Base64 CN1 encode 3611.000 ms
Base64 encode ratio (CN1/native) 1.658x (65.8% slower)
Base64 native decode 423.000 ms
Base64 CN1 decode 1264.000 ms
Base64 decode ratio (CN1/native) 2.988x (198.8% slower)
Base64 SIMD encode 419.000 ms
Base64 encode ratio (SIMD/native) 0.192x (80.8% faster)
Base64 encode ratio (SIMD/CN1) 0.116x (88.4% faster)
Base64 SIMD decode 567.000 ms
Base64 decode ratio (SIMD/native) 1.340x (34.0% slower)
Base64 decode ratio (SIMD/CN1) 0.449x (55.1% faster)
Image encode benchmark iterations 100
Image createMask (SIMD off) 62.000 ms
Image createMask (SIMD on) 10.000 ms
Image createMask ratio (SIMD on/off) 0.161x (83.9% faster)
Image applyMask (SIMD off) 158.000 ms
Image applyMask (SIMD on) 124.000 ms
Image applyMask ratio (SIMD on/off) 0.785x (21.5% faster)
Image modifyAlpha (SIMD off) 147.000 ms
Image modifyAlpha (SIMD on) 71.000 ms
Image modifyAlpha ratio (SIMD on/off) 0.483x (51.7% faster)
Image modifyAlpha removeColor (SIMD off) 256.000 ms
Image modifyAlpha removeColor (SIMD on) 72.000 ms
Image modifyAlpha removeColor ratio (SIMD on/off) 0.281x (71.9% faster)
Image PNG encode (SIMD off) 1229.000 ms
Image PNG encode (SIMD on) 1165.000 ms
Image PNG encode ratio (SIMD on/off) 0.948x (5.2% faster)
Image JPEG encode 656.000 ms

@shai-almog

shai-almog commented Jun 4, 2026

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iOS Metal screenshot updates

Compared 128 screenshots: 127 matched, 1 updated.

  • DesktopMode — updated screenshot. Screenshot differs (1179x2556 px, bit depth 8).

    DesktopMode
    Preview info: JPEG preview quality 70; JPEG preview quality 70; downscaled to 825x1789.
    Full-resolution PNG saved as DesktopMode.png in workflow artifacts.

Benchmark Results

  • VM Translation Time: 0 seconds
  • Compilation Time: 180 seconds

Build and Run Timing

Metric Duration
Simulator Boot 69000 ms
Simulator Boot (Run) 0 ms
App Install 12000 ms
App Launch 3000 ms
Test Execution 254000 ms

Detailed Performance Metrics

Metric Duration
Base64 payload size 8192 bytes
Base64 benchmark iterations 6000
Base64 native encode 443.000 ms
Base64 CN1 encode 1311.000 ms
Base64 encode ratio (CN1/native) 2.959x (195.9% slower)
Base64 native decode 279.000 ms
Base64 CN1 decode 1208.000 ms
Base64 decode ratio (CN1/native) 4.330x (333.0% slower)
Base64 SIMD encode 469.000 ms
Base64 encode ratio (SIMD/native) 1.059x (5.9% slower)
Base64 encode ratio (SIMD/CN1) 0.358x (64.2% faster)
Base64 SIMD decode 405.000 ms
Base64 decode ratio (SIMD/native) 1.452x (45.2% slower)
Base64 decode ratio (SIMD/CN1) 0.335x (66.5% faster)
Image encode benchmark iterations 100
Image createMask (SIMD off) 58.000 ms
Image createMask (SIMD on) 9.000 ms
Image createMask ratio (SIMD on/off) 0.155x (84.5% faster)
Image applyMask (SIMD off) 136.000 ms
Image applyMask (SIMD on) 56.000 ms
Image applyMask ratio (SIMD on/off) 0.412x (58.8% faster)
Image modifyAlpha (SIMD off) 139.000 ms
Image modifyAlpha (SIMD on) 66.000 ms
Image modifyAlpha ratio (SIMD on/off) 0.475x (52.5% faster)
Image modifyAlpha removeColor (SIMD off) 154.000 ms
Image modifyAlpha removeColor (SIMD on) 97.000 ms
Image modifyAlpha removeColor ratio (SIMD on/off) 0.630x (37.0% faster)
Image PNG encode (SIMD off) 1181.000 ms
Image PNG encode (SIMD on) 883.000 ms
Image PNG encode ratio (SIMD on/off) 0.748x (25.2% faster)
Image JPEG encode 513.000 ms

@shai-almog

shai-almog commented Jun 4, 2026

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Compared 11 screenshots: 11 matched.
✅ JavaSE simulator integration screenshots matched stored baselines.

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Cloudflare Preview

shai-almog and others added 7 commits June 4, 2026 13:33
The generated MSL negates clip.y so the GL-convention scene matches Metal's
top-left framebuffer origin. That negation reverses on-screen triangle winding:
a counter-clockwise (GL front) face is drawn clockwise on Metal. The encoder
still declared MTLWindingCounterClockwise as front-facing, so back-face culling
removed the front faces and kept the back faces - every mesh rendered
inside-out. Declare front-facing as clockwise to match the post-Y-flip winding.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds a game-oriented package built on top of existing Codename One
facilities (the EDT animation system, the Graphics pipeline and the
media APIs) rather than replacing them. Three subsystems:

Game loop + sprites (pure core)
- GameView: update(dt)/render(g) loop driven by the Animation system,
  framerate management, fixed-timestep + interpolation, pollable input
  via GameInput (no new public methods on existing classes - key capture
  rides on handlesInput() + the focused-component keyPressed path).
- Sprite / SpriteSheet (cached frame slicing) / AnimatedSprite / Scene.

Low latency audio (SoundPool / SoundEffect)
- SPI com.codename1.media.SoundPoolPeer selected via new
  Display/CodenameOneImplementation.createSoundPool(int) (null -> fallback).
- MediaSoundPoolPeer: pure cross-platform fallback over MediaManager.
- Native backends: JavaSE software mixer (volume/pan/rate/polyphony),
  Android android.media.SoundPool, iOS AVAudioPlayer pool
  (CN1SoundPool.m + IOSNative glue). The JS port is not in this repo;
  the fallback covers it.

Physics (com.codename1.gaming.physics)
- Idiomatic wrapper: PhysicsWorld/PhysicsBody/BodyType/ContactListener/
  PhysicsContact; bodies drive sprites via PhysicsLinkable (Sprite
  implements it). Pixels<->meters and y-flip centralized.
- Engine is JBox2D shaded into com.codename1.gaming.physics.box2d
  (org.jbox2d repackaged, StrictMath->Math, @OverRide stripped for
  source 1.5; gwt/benchmark trees dropped). Pure Java, so it runs on
  every platform including iOS via ParparVM. BSD-2 headers retained,
  attributed in the new root NOTICE file.

Docs: new "Game Development" chapter in the developer guide.
Demo: Samples/GamingDemoSample (sprites + physics + SFX, no assets).

Verified: core compiles at source 1.5; physics simulation (gravity,
y-flip, contacts, sprite linkage) and the JavaSE audio mixer both
runtime-tested. Android/iOS native audio backends still need
device verification.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Docs style gate: convert the shaded JBox2D /** banners and Javadoc to
  plain /* block comments (the repo enforces /// markdown doc comments in
  CodenameOne/ and Ports/CLDC11/). BSD-2 notice text is preserved. This
  also fixes the JavaDoc and Hugo website builds, whose javadoc step
  produced no output (zip exit 12) from the malformed input.
- CLDC11/ParparVM compatibility: the shaded engine used APIs absent from
  the Codename One VM. System.nanoTime -> currentTimeMillis (Timer),
  Math.atan2 -> the engine's fastAtan2 approximation, Math.random -> a
  shared java.util.Random, Float.floatToRawIntBits -> floatToIntBits.
  Fixes the core compile in the simulator/native test jobs.
- Developer guide Vale/LanguageTool gate: fixed prose in the new chapter
  (contractions, "framerate" -> "frame rate", "y axis" -> "y-axis",
  "non blocking" -> "non-blocking", "0..1" -> "0 to 1", façade, removed
  "very", dropped a flagged proper name).

Verified locally: markdown-docs validator passes; javadoc build produces
output; Vale and LanguageTool report 0 issues on the chapter; physics
simulation still behaves identically after the atan2 change.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…rgfile

The JavaDoc build (used by both the build-javadocs job and the Hugo
website build) piped `find` through `xargs javadoc`. Once the gaming
package pushed the source list past the runner's xargs command-line
limit, xargs split it across multiple javadoc invocations, each seeing
only a subset of the sources. Cross-package references then failed
en masse ("cannot find symbol", "package com.codename1.ui does not
exist"), javadoc produced no output, and the subsequent zip step exited
12 ("Nothing to do"). macOS xargs has a larger default limit, so the
failure did not reproduce locally.

Write the file list to an @argfile and hand it to one javadoc call, so
the whole source set is always processed together regardless of size.
Also mark the vendored com.codename1.gaming.physics.box2d package as an
intended doc exclusion (consistent with the existing com.codename1.impl
entry).

Verified locally with JDK 25: exit 0, full HTML output and a valid zip,
zero errors, and the gaming wrapper API docs resolve correctly.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The JDK 8 unit-test job runs SpotBugs (threshold Low, failOnError) and
reported 76 bugs from the new code.

- Exclude the vendored com.codename1.gaming.physics.box2d package
  (lightly adapted JBox2D, BSD-2) from SpotBugs wholesale, the same way
  TarEntry and the gzip classes are already excluded. The idiomatic
  com.codename1.gaming.physics wrapper is still analyzed.
- Fix the findings in our own code: replace new Integer(int) with
  Integer.valueOf(int) in GameInput and MediaSoundPoolPeer
  (DM_NUMBER_CTOR); make PhysicsWorld.ContactDispatcher a static nested
  class and hoist MediaSoundPoolPeer's loop-restart Runnable into a
  static RestartVoice class (SIC_INNER_SHOULD_BE_STATIC[_ANON]).

Verified locally: `mvn -pl core-unittests -am verify` SpotBugs check is
BUILD SUCCESS, and physics contacts still fire after the dispatcher
change.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The aggregated quality report (and the Android build jobs) run SpotBugs
on the port modules and flagged the new Android GameSoundPool:

- new Integer(int) -> Integer.valueOf(int) (DM_NUMBER_CTOR) across
  GameSoundPool (Android) and JavaSESoundPool (JavaSE), and the one
  new Long(...) added to IOSImplementation's sound-pool loader.
- GameSoundPool ignored the boolean result of File.delete() on temp
  files (RV_RETURN_VALUE_IGNORED_BAD_PRACTICE); route both call sites
  through a deleteQuietly() helper that consumes the result and falls
  back to deleteOnExit().

Verified the JavaSE port still compiles.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@shai-almog shai-almog force-pushed the add-gaming-package branch from 88bc9af to 810ff19 Compare June 4, 2026 12:31
@shai-almog shai-almog changed the base branch from master to feature/gpu-3d-api June 4, 2026 12:31
@shai-almog

shai-almog commented Jun 4, 2026

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Compared 121 screenshots: 121 matched.
✅ JavaScript-port screenshot tests passed.

@github-actions

github-actions Bot commented Jun 4, 2026

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✅ ByteCodeTranslator Quality Report

Test & Coverage

  • Tests: 716 total, 0 failed, 3 skipped

Benchmark Results

  • Execution Time: 11214 ms

  • Hotspots (Top 20 sampled methods):

    • 21.98% java.util.ArrayList.indexOf (407 samples)
    • 19.98% com.codename1.tools.translator.Parser.isMethodUsed (370 samples)
    • 16.95% java.lang.String.indexOf (314 samples)
    • 4.91% java.lang.Object.hashCode (91 samples)
    • 4.27% com.codename1.tools.translator.BytecodeMethod.addToConstantPool (79 samples)
    • 2.65% java.lang.System.identityHashCode (49 samples)
    • 1.94% com.codename1.tools.translator.ByteCodeClass.calcUsedByNative (36 samples)
    • 1.89% com.codename1.tools.translator.ByteCodeClass.updateAllDependencies (35 samples)
    • 1.89% com.codename1.tools.translator.ByteCodeClass.markDependent (35 samples)
    • 1.73% com.codename1.tools.translator.ByteCodeClass.findClass (32 samples)
    • 1.35% com.codename1.tools.translator.Parser.generateClassAndMethodIndexHeader (25 samples)
    • 1.30% com.codename1.tools.translator.BytecodeMethod.optimize (24 samples)
    • 1.08% com.codename1.tools.translator.Parser.cullMethods (20 samples)
    • 0.81% com.codename1.tools.translator.BytecodeMethod.appendMethodSignatureSuffixFromDesc (15 samples)
    • 0.81% java.lang.StringBuilder.append (15 samples)
    • 0.76% com.codename1.tools.translator.BytecodeMethod.isMethodUsedByNative (14 samples)
    • 0.70% org.objectweb.asm.ClassReader.readCode (13 samples)
    • 0.54% java.io.FileOutputStream.open0 (10 samples)
    • 0.54% com.codename1.tools.translator.BytecodeMethod.appendCMethodPrefix (10 samples)
    • 0.54% com.codename1.tools.translator.ByteCodeClass.isDefaultInterfaceMethod (10 samples)
  • ⚠️ Coverage report not generated.

Static Analysis

  • ✅ SpotBugs: no findings (report was not generated by the build).
  • ⚠️ PMD report not generated.
  • ⚠️ Checkstyle report not generated.

Generated automatically by the PR CI workflow.

Rebased onto feature/gpu-3d-api, the sprite layer now renders on the GPU
through com.codename1.gpu instead of the EDT Graphics pipeline, using the
package's purpose-built 2D support (Material.Type.SPRITE, createTexture(Image),
orthographic Camera, transparent RenderState, Primitives.quad).

- New SpriteRenderer implements com.codename1.gpu.Renderer: an orthographic
  camera mapping one world unit to one pixel (top-left origin, y down), drawing
  each visible sprite as a textured quad via a per-sprite model matrix; images
  are uploaded to Textures lazily and cached.
- Sprite is now a backend-agnostic data holder (image + position/rotation/scale
  + ARGB tint + normalized anchor + zOrder); the Graphics draw path is gone. It
  still implements PhysicsLinkable, so physics keeps driving sprites unchanged.
- Scene drops its Graphics render method and exposes z-sorted iteration to the
  renderer; it still advances AnimatedSprites each frame.
- GameView is now a com.codename1.gpu.RenderView hosting a SpriteRenderer over
  its Scene: the GPU drives the frame loop (display link on device, software
  rasterizer in the simulator), update(double) carries game logic, and there is
  no draw method, frame-rate, or no-sleep management. Lifecycle is
  start/stop/pause/resume via continuous rendering; fixed timestep + input
  unchanged.
- Updated the demo and the "Game Development" guide chapter to the GPU model.

Verified: core compiles at -source 1.5; the sprite model-matrix/camera math is
numerically correct (centered sprite -> NDC origin, top-left sprite -> screen
corner); physics still drives linked sprites; SpotBugs and the dev-guide
Vale/LanguageTool gates pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@shai-almog

shai-almog commented Jun 4, 2026

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Compared 128 screenshots: 128 matched.
✅ Native Mac screenshot tests passed.

Benchmark Results

  • VM Translation Time: 0 seconds
  • Compilation Time: 123 seconds

Detailed Performance Metrics

Metric Duration
Base64 payload size 8192 bytes
Base64 benchmark iterations 6000
Base64 native encode 856.000 ms
Base64 CN1 encode 1534.000 ms
Base64 encode ratio (CN1/native) 1.792x (79.2% slower)
Base64 native decode 554.000 ms
Base64 CN1 decode 1146.000 ms
Base64 decode ratio (CN1/native) 2.069x (106.9% slower)
Base64 SIMD encode 411.000 ms
Base64 encode ratio (SIMD/native) 0.480x (52.0% faster)
Base64 encode ratio (SIMD/CN1) 0.268x (73.2% faster)
Base64 SIMD decode 370.000 ms
Base64 decode ratio (SIMD/native) 0.668x (33.2% faster)
Base64 decode ratio (SIMD/CN1) 0.323x (67.7% faster)
Image encode benchmark iterations 100
Image createMask (SIMD off) 58.000 ms
Image createMask (SIMD on) 9.000 ms
Image createMask ratio (SIMD on/off) 0.155x (84.5% faster)
Image applyMask (SIMD off) 140.000 ms
Image applyMask (SIMD on) 91.000 ms
Image applyMask ratio (SIMD on/off) 0.650x (35.0% faster)
Image modifyAlpha (SIMD off) 142.000 ms
Image modifyAlpha (SIMD on) 65.000 ms
Image modifyAlpha ratio (SIMD on/off) 0.458x (54.2% faster)
Image modifyAlpha removeColor (SIMD off) 162.000 ms
Image modifyAlpha removeColor (SIMD on) 73.000 ms
Image modifyAlpha removeColor ratio (SIMD on/off) 0.451x (54.9% faster)
Image PNG encode (SIMD off) 971.000 ms
Image PNG encode (SIMD on) 771.000 ms
Image PNG encode ratio (SIMD on/off) 0.794x (20.6% faster)
Image JPEG encode 500.000 ms

Base automatically changed from feature/gpu-3d-api to master June 9, 2026 13:29
shai-almog and others added 5 commits June 9, 2026 17:19
# Conflicts:
#	.github/scripts/build_javadocs.sh
#	CodenameOne/src/com/codename1/gpu/RenderView.java
#	CodenameOne/src/com/codename1/impl/CodenameOneImplementation.java
#	CodenameOne/src/com/codename1/ui/CN.java
#	CodenameOne/src/com/codename1/ui/Display.java
#	Ports/Android/src/com/codename1/impl/android/AndroidGLSurface.java
#	Ports/Android/src/com/codename1/impl/android/AndroidGraphicsDevice.java
#	Ports/Android/src/com/codename1/impl/android/AndroidImplementation.java
#	Ports/Android/src/com/codename1/impl/android/AndroidScreenshotTask.java
#	Ports/JavaSE/src/com/codename1/impl/javase/JavaSEGLSurface.java
#	Ports/JavaSE/src/com/codename1/impl/javase/JavaSEPort.java
#	Ports/JavaScriptPort/src/main/java/com/codename1/impl/html5/BufferedGraphics.java
#	Ports/JavaScriptPort/src/main/java/com/codename1/impl/html5/HTML5GLSurface.java
#	Ports/JavaScriptPort/src/main/java/com/codename1/impl/html5/HTML5Graphics.java
#	Ports/JavaScriptPort/src/main/java/com/codename1/impl/html5/HTML5GraphicsDevice.java
#	Ports/JavaScriptPort/src/main/java/com/codename1/impl/html5/HTML5Implementation.java
#	Ports/JavaScriptPort/src/main/java/com/codename1/impl/html5/JavaScriptRenderingBackend.java
#	Ports/JavaScriptPort/src/main/webapp/port.js
#	Ports/iOSPort/nativeSources/CN1GL3D.m
#	Ports/iOSPort/src/com/codename1/impl/ios/IOSImplementation.java
#	Ports/iOSPort/src/com/codename1/impl/ios/IOSMetalShaderGenerator.java
#	docs/developer-guide/3D-Graphics.asciidoc
#	docs/developer-guide/developer-guide.asciidoc
#	docs/developer-guide/languagetool-accept.txt
#	scripts/hellocodenameone/common/src/main/java/com/codenameone/examples/hellocodenameone/tests/Gpu3DAnimationTest.java
#	scripts/hellocodenameone/common/src/main/java/com/codenameone/examples/hellocodenameone/tests/Gpu3DCubeScreenshotTest.java
#	scripts/hellocodenameone/common/src/main/java/com/codenameone/examples/hellocodenameone/tests/Gpu3DTexturedCubeScreenshotTest.java
#	vm/ByteCodeTranslator/src/javascript/parparvm_runtime.js
Builds on the GPU-native sprite engine (com.codename1.gpu) to add depth
to the gaming package:

Phase 1 - perspective camera + billboard sprites
- GameCamera: the camera a GameView renders through, with a 2D
  orthographic mode (the default, unchanged pixel-space behaviour) and a
  MODE_PERSPECTIVE mode (setPerspective/setPosition/setTarget). It
  configures the gpu Camera each frame and computes a camera-facing
  billboard basis.
- Sprite gains a z coordinate and setPosition(x,y,z). In perspective mode
  the SpriteRenderer draws each sprite as a camera-facing billboard placed
  in world space (T * Basis * roll * scale * anchor); the 2D path is
  unchanged.
- GameView.getCamera() exposes it.

Phase 2 - 3D mesh/model entities
- Model: a gpu Mesh + Material + position/rotation/scale, drawn (opaque,
  depth-written) before the alpha-blended billboards, lit by a shared
  Light. In perspective mode sprites depth-test against the models so
  closer geometry occludes them.
- GameView.onSetup(GraphicsDevice) is the render-thread hook where games
  create meshes (Primitives.cube, GltfLoader models) and add them via
  addModel(); getLight() controls shading.

Verified: core compiles against master's com.codename1.gpu; the billboard
basis is orthonormal and camera-facing, and the Model transform
(translate/scale/Euler rotation, ping-pong buffers, no matrix aliasing)
is numerically correct.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
…ment chapter

Documents GameCamera perspective mode + billboard sprites and the Model /
onSetup(GraphicsDevice) / getLight 3D-mesh API, cross-linked to the 3D
Graphics and Shaders chapter. Vale, LanguageTool and AsciiDoc lint pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A GameView in perspective mode showing a lit spinning 3D cube (Model) on a
ground plane, ringed by billboarded sprite coins that face the orbiting
camera. Self-contained (runtime-generated textures), compiles against the
core API.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The master merge brought a static-analysis gate
(.github/scripts/generate-quality-report.py) that fails on a fixed set of
"forbidden" PMD rules and on Checkstyle errors. The new gaming code and
the vendored JBox2D engine tripped it.

- Exclude the vendored com.codename1.gaming.physics.box2d package from PMD
  (exclude-pattern in pmd.xml) and Checkstyle (SuppressionSingleFilter in
  checkstyle.xml), exactly as the gzip vendored package already is. Android
  and iOS ports have no PMD config, so their sound-pool peers are untouched.
- Fix the forbidden findings in our own code: add @OverRide to every
  interface/override method (MissingOverride); convert index loops to
  for-each in Scene, PhysicsWorld and MediaSoundPoolPeer (ForLoopCanBeForeach);
  log ignored exceptions with Log.e instead of empty/comment-only catches
  (EmptyCatchBlock); one declaration per line in GameCamera
  (OneDeclarationPerLine); make SoundPool final
  (ClassWithOnlyPrivateConstructorsShouldBeFinal); and drop the object-identity
  comparison in Model.modelMatrix by always applying the three rotations
  through fixed ping-pong buffers (CompareObjectsWithEquals).

Verified locally: core compiles, and generate-quality-report.py exits 0
(PMD, Checkstyle and SpotBugs all clean) against the regenerated reports.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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github-actions Bot commented Jun 9, 2026

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✅ Continuous Quality Report

Test & Coverage

Static Analysis

  • SpotBugs [Report archive]
    • ByteCodeTranslator: 0 findings (no issues)
    • android: 0 findings (no issues)
    • codenameone-maven-plugin: 0 findings (no issues)
    • core-unittests: 0 findings (no issues)
    • ios: 0 findings (no issues)
  • PMD: 0 findings (no issues) [Report archive]
  • Checkstyle: 0 findings (no issues) [Report archive]

Generated automatically by the PR CI workflow.

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