9.6 KiB
CLAUDE.md
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
Critical: Be sure to keep this file up to date with new changes.
Project Overview
Audiogame Manager is a comprehensive bash-based installer and launcher system for Windows audio games running under Wine on Linux. The project focuses on accessibility, providing speech synthesis support and screen reader compatibility for audio games designed for blind and visually impaired users.
Architecture
Core Components
- Main Script:
audiogame-manager.sh
- Entry point providing interactive menus for game installation, launching, and management with Wine32/64 bottle support - Includes Directory:
.includes/
- Modular helper scripts containing core functionalityfunctions.sh
- Core utilities (download, cache management, validation, requirements checking)dialog-interface.sh
- UI abstraction layer supporting both console (dialog) and GUI (yad) modesbottle.sh
- Wine bottle management, RHVoice installation, and prefix managementcheckup.sh
- System dependency validationhelp.sh
- Documentation systemdesktop.sh
- Desktop integrationupdate.sh
- Auto-update mechanisms
- Game Scripts:
game-scripts/
- Individual game update/launch scripts - Install Scripts:
.install/
- Game installation scripts (100+ games supported) - Speech Integration:
speech/
- TTS and accessibility toolsset-voice.sh
- Voice configuration with test functionality- Supports multiple TTS engines (RHVoice, SAPI, Cepstral)
- Per-bottle voice configuration system
- NVDA screen reader compatibility through custom DLL
- Wine Integration:
wine/
- Wine setup utilities including bottle creation and dependency installationmkwine.sh
- Wine bottle creation- Distribution-specific dependency installers
Wine Architecture
The project uses Wine with specific architectural requirements:
- Modern approach: Use WOW64 (wine64) for everything by default - it can run both 32-bit and 64-bit applications efficiently
- Wine32: Legacy 32-bit prefix (stored in
~/.local/wine32
) - only for SAPI-dependent games with WOW64 issues - Wine64: Modern prefix (stored in
~/.local/wine64
) - primary target for all games - Wine32 version is controlled by
wineThirtyTwoVersion
variable in main script and auto-manages installation/updates - Custom bottles: Stored in
~/.local/share/audiogame-manager/wineBottles/
with per-bottle configurations in~/.config/audiogame-manager/
- IMPORTANT: Never create game-specific wine directories like
~/.local/winegamename
- use the standard bottle system
Interface System
Dialog interface automatically detects environment:
- Console mode: Uses
dialog
for accessibility - GUI mode: Uses
yad
when DISPLAY is available - All UI functions are prefixed with
agm_
(audiogame manager)
Development Commands
System Check
./audiogame-manager.sh -c # Check system requirements and dependencies
bash -n audiogame-manager.sh # Basic syntax check
Installation and Usage
./audiogame-manager.sh # Launch installed games menu
./audiogame-manager.sh -i # Install games (interactive menu)
./audiogame-manager.sh -I "Game Name" # Install a game noninteractively
./audiogame-manager.sh -h # Show help
Wine Bottle Management
./wine/mkwine.sh [bottle_name] [architecture] # Create a new Wine bottle
Voice and Speech Testing
./speech/set-voice.sh # Configure and test voice settings
./speech/set-voice.sh [bottle_name] # Configure voice for a specific bottle
Dependency Management
# Check all required packages
./.includes/checkup.sh packages
# Install Wine dependencies for different distros
./wine/install-dependencies-arch.sh
./wine/install-dependencies-debian.sh
Testing All Include Files
for f in .includes/*.sh; do bash -n "$f"; done
Key Patterns and Conventions
Coding Style - EXTREMELY IMPORTANT - MUST BE FOLLOWED
- Variables: Use camelCase for variable names (e.g.,
gameTitle
,wineBottle
,installPath
)- CRITICAL: ALL variables must use camelCase - no exceptions
- Examples:
selectedGame
,wineArch
,installPath
,downloadUrl
- Never use:
selected_game
,wine_arch
,install_path
,download_url
- Functions: Use snake_case for function names (e.g.,
install_game
,create_wine_bottle
,check_dependencies
)- CRITICAL: ALL functions must use snake_case - no exceptions
- Examples:
get_wine_bottle()
,process_launcher_flags()
,download_file()
- Never use:
getWineBottle()
,processLauncherFlags()
,downloadFile()
- Shebang: Use
#!/bin/bash
for all bash scripts - Sourcing pattern: Use modular sourcing:
. "${0%/*}/.includes/file.sh"
- Indentation: Use consistent indentation (tabs or spaces, follow existing file patterns)
- When fixing code, correct any indentation inconsistencies to match the established style
Error Handling
- Functions return 0 for success, non-zero for failure
- Use consistent exit codes throughout scripts
- Provide clear error messages with context
- Critical errors vs warnings are clearly distinguished in checkup system
- Progress feedback is provided for all long-running operations
- Always clean up temporary files on exit
- Log important operations for debugging
File Structure
- Game installers follow naming convention:
.install/Game Name.sh
- IMPORTANT: Games starting with hash (#) are commented out even if it's a comment
- First line of a game installer may not start with # unless we're excluding it
- Cache directory:
~/.local/share/audiogame-manager/cache/
- Wine bottles:
~/.local/wine32/
and~/.local/wine64/
- Custom bottles:
~/.local/share/audiogame-manager/wineBottles/
- Configuration:
~/.config/audiogame-manager/
UI Functions
All dialog functions in .includes/dialog-interface.sh
follow pattern:
agm_menu()
- Selection menusagm_msgbox()
- Message displayagm_yesno()
- Confirmation dialogsagm_progressbox()
- Progress display- Functions automatically adapt to console/GUI environment
Game Integration
- Each game has both an installer (
.install/
) and optional update script (game-scripts/
) - Games are categorized by engine type and requirements
- SAPI games automatically use Wine32, others use Wine64
- Games are tracked in configuration files with Wine bottle associations
- Each game can use different Wine bottles with specific configurations
Game Installation Pattern
- Check system requirements and dependencies
- Create or verify Wine bottle
- Install Wine dependencies via winetricks
- Download and validate game files (use checksums when available)
- Configure speech synthesis (typically RHVoice)
- Add game entry to launcher configuration
Accessibility Features
- Sound alerts using
sox
for important notifications - Screen reader compatibility through proper dialog usage
- Keyboard navigation support throughout interface
- Voice testing integrated into setup process
Dependencies
Critical (Required)
- wine, curl, dialog, sox
- Archive tools: 7z, cabextract, unzip, xz
- winetricks (for Wine component management)
Optional (Warnings if missing)
- gawk (for game removal)
- ocrdesktop (installer debugging)
- qjoypad (gamepad support)
- translate-shell, sqlite3, perl (translation features)
- w3m (documentation viewing)
- xclip, xdotool (X11 integration)
Platform Support
- x86_64 Linux (primary)
- aarch64 with FEX-Emu (alternative Wine implementation)
Testing
- System requirements:
./audiogame-manager.sh -c
- Voice functionality: Use built-in voice test in
set-voice.sh
- Game installation: Test with simple games first before complex ones
- Wine bottle integrity: Check
~/.local/wine32/system.reg
and~/.local/wine64/system.reg
exist - Test with different Wine versions when modifying bottle creation
- Verify speech synthesis functionality after TTS changes
- Test game installation scripts in clean environments
- Check both 32-bit and 64-bit compatibility where applicable
Recent Refactor Notes (2025)
Major Refactor Status
The project has undergone a significant refactor to modularize functionality. Status: Largely Complete
Key Fixes Applied
- Function naming: Fixed
process_launcher-flags()
→process_launcher_flags()
inaudiogame-manager.sh:270
- Variable scope: Added
export game
in main script so.includes/bottle.sh
functions can access it - Installation logic: Completed the
-I
option implementation for noninteractive game installation - Code deduplication: Removed duplicate
check_news
and launcher logic fromupdate.sh
Critical Variable Handling
$game
variable: Must be exported when set (line 489 in main script) for bottle.sh functions to workagmNoLaunch
variable: Used to prevent main script execution when sourced by other scripts- Bottle names: Derived from game names, converted to lowercase with spaces replaced by hyphens
Important Patterns
- Noninteractive installation: The
-I
option sources the appropriate.install/GameName.sh
script - Variable scope: Include files rely on exported variables from main script
- Wine bottle logic: Game-specific wine versions are handled in
bottle.sh:get_bottle()
Common Issues to Watch For
- Variable exports: Ensure variables are exported when needed by include files
- Function naming: Use snake_case for functions, camelCase for variables
- Path quoting: Always quote paths that might contain spaces
- Duplicate logic: Check main script vs includes to avoid redundant code