Standalone scene editor for psxsplash, replacing the Unity-based SplashEdit. Plan and design decisions: psxsplash/splashedit#48.
Nightly build, rebuilt from every push to main: one archive per OS with the editor, the psxsplash engine and pcsx-redux. Per-OS notes are on the release page.
Needs CMake 3.24+, a C++20 compiler, SDL3 and FreeType. Dear ImGui and stb are fetched at configure time.
cmake -S . -B build -G Ninja
cmake --build build
./build/splashedit
--screenshot out.png [--size 1600x960] [--mouse x,y] [--clean] renders a few frames and writes a PNG, which also works headless under xvfb-run.
Fonts: Inter (SIL OFL 1.1) and Lucide (ISC), licences in assets/fonts.
assets/brand holds the psxsplash logo, icon and "made with" badges, copied from psxsplash/brand where tools/build_brand.py generates them. Use these for the window icon, splash/about screens and anything the exporter shows the user; don't draw new logos here. To change the branding, change the generator in psxsplash/brand and copy the output back. The old splat with the PlayStation logo must not be used anywhere.
icon.svg,icon-*.png: window and app iconlogo.svg(light backgrounds),logo-dark.svg/logo-dark.png(dark UI),logo-mono.svg(one colour)made-with.svg,made-with-square.svg: badges for exported gamesbootscreen.svg: 320x240 reference for the in-engine splash
Colours: #ff3b3b #ffb400 #2ecc40 #1e90ff #b145ff #ff4fa3, ink #16122b.