mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-08-27 17:07:00 -04:00
Update to use RecompFrontend.
This commit is contained in:
@@ -1,202 +0,0 @@
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#ifndef __RECOMP_INPUT_H__
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#define __RECOMP_INPUT_H__
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#include <cstdint>
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#include <variant>
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#include <vector>
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#include <type_traits>
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#include <span>
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#include <string>
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#include <string_view>
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#include "ultramodern/input.hpp"
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#include "json/json.hpp"
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namespace recomp {
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// x-macros to build input enums and arrays.
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// First parameter is the enum name, second parameter is the bit field for the input (or 0 if there is no associated one), third is the readable name.
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// TODO refactor this to allow projects to rename these, or get rid of the readable name and leave that up to individual projects to map.
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#define DEFINE_N64_BUTTON_INPUTS() \
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DEFINE_INPUT(A, 0x8000, "Action") \
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DEFINE_INPUT(B, 0x4000, "Attack/Cancel") \
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DEFINE_INPUT(Z, 0x2000, "Target") \
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DEFINE_INPUT(START, 0x1000, "Start") \
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DEFINE_INPUT(L, 0x0020, "Toggle map") \
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DEFINE_INPUT(R, 0x0010, "Shield") \
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DEFINE_INPUT(C_UP, 0x0008, "Look/Fairy") \
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DEFINE_INPUT(C_LEFT, 0x0002, "Item 1") \
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DEFINE_INPUT(C_DOWN, 0x0004, "Item 2") \
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DEFINE_INPUT(C_RIGHT, 0x0001, "Item 3") \
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DEFINE_INPUT(DPAD_UP, 0x0800, "Special Item 1") \
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DEFINE_INPUT(DPAD_RIGHT, 0x0100, "Special Item 2") \
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DEFINE_INPUT(DPAD_DOWN, 0x0400, "Special Item 3") \
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DEFINE_INPUT(DPAD_LEFT, 0x0200, "Special Item 4")
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#define DEFINE_N64_AXIS_INPUTS() \
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DEFINE_INPUT(Y_AXIS_POS, 0, "Up") \
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DEFINE_INPUT(Y_AXIS_NEG, 0, "Down") \
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DEFINE_INPUT(X_AXIS_NEG, 0, "Left") \
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DEFINE_INPUT(X_AXIS_POS, 0, "Right") \
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#define DEFINE_RECOMP_UI_INPUTS() \
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DEFINE_INPUT(TOGGLE_MENU, 0, "Toggle Menu") \
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DEFINE_INPUT(ACCEPT_MENU, 0, "Accept (Menu)") \
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DEFINE_INPUT(APPLY_MENU, 0, "Apply (Menu)")
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#define DEFINE_ALL_INPUTS() \
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DEFINE_N64_BUTTON_INPUTS() \
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DEFINE_N64_AXIS_INPUTS() \
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DEFINE_RECOMP_UI_INPUTS()
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// Enum containing every recomp input.
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#define DEFINE_INPUT(name, value, readable) name,
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enum class GameInput {
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DEFINE_ALL_INPUTS()
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COUNT,
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N64_BUTTON_START = A,
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N64_BUTTON_COUNT = C_RIGHT - N64_BUTTON_START + 1,
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N64_AXIS_START = X_AXIS_NEG,
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N64_AXIS_COUNT = Y_AXIS_POS - N64_AXIS_START + 1,
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};
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#undef DEFINE_INPUT
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struct InputField {
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uint32_t input_type;
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int32_t input_id;
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std::string to_string() const;
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auto operator<=>(const InputField& rhs) const = default;
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};
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void poll_inputs();
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float get_input_analog(const InputField& field);
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float get_input_analog(const std::span<const recomp::InputField> fields);
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bool get_input_digital(const InputField& field);
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bool get_input_digital(const std::span<const recomp::InputField> fields);
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void get_gyro_deltas(float* x, float* y);
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void get_mouse_deltas(float* x, float* y);
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void get_right_analog(float* x, float* y);
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enum class InputDevice {
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Controller,
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Keyboard,
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COUNT
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};
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void start_scanning_input(InputDevice device);
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void stop_scanning_input();
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void finish_scanning_input(InputField scanned_field);
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void cancel_scanning_input();
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void config_menu_set_cont_or_kb(bool cont_interacted);
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InputField get_scanned_input();
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int get_scanned_input_index();
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struct DefaultN64Mappings {
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std::vector<InputField> a;
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std::vector<InputField> b;
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std::vector<InputField> l;
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std::vector<InputField> r;
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std::vector<InputField> z;
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std::vector<InputField> start;
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std::vector<InputField> c_left;
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std::vector<InputField> c_right;
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std::vector<InputField> c_up;
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std::vector<InputField> c_down;
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std::vector<InputField> dpad_left;
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std::vector<InputField> dpad_right;
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std::vector<InputField> dpad_up;
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std::vector<InputField> dpad_down;
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std::vector<InputField> analog_left;
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std::vector<InputField> analog_right;
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std::vector<InputField> analog_up;
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std::vector<InputField> analog_down;
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std::vector<InputField> toggle_menu;
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std::vector<InputField> accept_menu;
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std::vector<InputField> apply_menu;
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};
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inline const std::vector<InputField>& get_default_mapping_for_input(const DefaultN64Mappings& defaults, const GameInput input) {
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static const std::vector<InputField> empty_input_field{};
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switch (input) {
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case GameInput::A: return defaults.a;
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case GameInput::B: return defaults.b;
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case GameInput::L: return defaults.l;
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case GameInput::R: return defaults.r;
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case GameInput::Z: return defaults.z;
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case GameInput::START: return defaults.start;
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case GameInput::C_LEFT: return defaults.c_left;
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case GameInput::C_RIGHT: return defaults.c_right;
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case GameInput::C_UP: return defaults.c_up;
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case GameInput::C_DOWN: return defaults.c_down;
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case GameInput::DPAD_LEFT: return defaults.dpad_left;
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case GameInput::DPAD_RIGHT: return defaults.dpad_right;
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case GameInput::DPAD_UP: return defaults.dpad_up;
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case GameInput::DPAD_DOWN: return defaults.dpad_down;
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case GameInput::X_AXIS_NEG: return defaults.analog_left;
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case GameInput::X_AXIS_POS: return defaults.analog_right;
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case GameInput::Y_AXIS_POS: return defaults.analog_up;
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case GameInput::Y_AXIS_NEG: return defaults.analog_down;
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case GameInput::TOGGLE_MENU: return defaults.toggle_menu;
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case GameInput::ACCEPT_MENU: return defaults.accept_menu;
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case GameInput::APPLY_MENU: return defaults.apply_menu;
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default: return empty_input_field;
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}
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}
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extern const DefaultN64Mappings default_n64_keyboard_mappings;
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extern const DefaultN64Mappings default_n64_controller_mappings;
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constexpr size_t bindings_per_input = 2;
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size_t get_num_inputs();
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const std::string& get_input_name(GameInput input);
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const std::string& get_input_enum_name(GameInput input);
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GameInput get_input_from_enum_name(const std::string_view name);
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InputField& get_input_binding(GameInput input, size_t binding_index, InputDevice device);
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void set_input_binding(GameInput input, size_t binding_index, InputDevice device, InputField value);
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bool get_n64_input(int controller_num, uint16_t* buttons_out, float* x_out, float* y_out);
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void set_rumble(int controller_num, bool);
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void update_rumble();
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void handle_events();
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ultramodern::input::connected_device_info_t get_connected_device_info(int controller_num);
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// Rumble strength ranges from 0 to 100.
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int get_rumble_strength();
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void set_rumble_strength(int strength);
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// Gyro and mouse sensitivities range from 0 to 100.
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int get_gyro_sensitivity();
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int get_mouse_sensitivity();
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int get_joystick_deadzone();
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void set_gyro_sensitivity(int strength);
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void set_mouse_sensitivity(int strength);
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void set_joystick_deadzone(int strength);
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void apply_joystick_deadzone(float x_in, float y_in, float* x_out, float* y_out);
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void set_right_analog_suppressed(bool suppressed);
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enum class BackgroundInputMode {
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On,
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Off,
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OptionCount
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};
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NLOHMANN_JSON_SERIALIZE_ENUM(recomp::BackgroundInputMode, {
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{recomp::BackgroundInputMode::On, "On"},
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{recomp::BackgroundInputMode::Off, "Off"}
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});
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BackgroundInputMode get_background_input_mode();
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void set_background_input_mode(BackgroundInputMode mode);
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bool game_input_disabled();
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bool all_input_disabled();
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}
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#endif
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@@ -1,146 +0,0 @@
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#ifndef __RECOMP_UI__
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#define __RECOMP_UI__
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#include <memory>
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#include <string>
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#include <string_view>
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#include <list>
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// TODO move this file into src/ui
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#include "SDL.h"
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#include "RmlUi/Core.h"
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#include "../src/ui/util/hsv.h"
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#include "../src/ui/util/bem.h"
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#include "../src/ui/core/ui_context.h"
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namespace Rml {
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class ElementDocument;
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class EventListenerInstancer;
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class Context;
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class Event;
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}
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namespace recompui {
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class UiEventListenerInstancer;
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// TODO remove this once the UI has been ported over to the new system.
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class MenuController {
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public:
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virtual ~MenuController() {}
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virtual void load_document() = 0;
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virtual void register_events(UiEventListenerInstancer& listener) = 0;
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virtual void make_bindings(Rml::Context* context) = 0;
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};
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std::unique_ptr<MenuController> create_launcher_menu();
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std::unique_ptr<MenuController> create_config_menu();
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using event_handler_t = void(const std::string& param, Rml::Event&);
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void queue_event(const SDL_Event& event);
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bool try_deque_event(SDL_Event& out);
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std::unique_ptr<UiEventListenerInstancer> make_event_listener_instancer();
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void register_event(UiEventListenerInstancer& listener, const std::string& name, event_handler_t* handler);
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void show_context(ContextId context, std::string_view param);
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void hide_context(ContextId context);
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void hide_all_contexts();
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bool is_context_shown(ContextId context);
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bool is_context_capturing_input();
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bool is_context_capturing_mouse();
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bool is_any_context_shown();
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ContextId try_close_current_context();
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ContextId get_launcher_context_id();
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ContextId get_config_context_id();
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ContextId get_config_sub_menu_context_id();
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enum class ConfigTab {
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General,
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Controls,
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Graphics,
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Sound,
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Mods,
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Debug,
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};
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void set_config_tab(ConfigTab tab);
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int config_tab_to_index(ConfigTab tab);
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Rml::ElementTabSet* get_config_tabset();
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Rml::Element* get_mod_tab();
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void set_config_tabset_mod_nav();
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void focus_mod_configure_button();
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enum class ButtonVariant {
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Primary,
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Secondary,
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Tertiary,
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Success,
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Error,
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Warning,
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NumVariants,
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};
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void init_styling(const std::filesystem::path& rcss_file);
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void init_prompt_context();
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void open_choice_prompt(
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const std::string& header_text,
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const std::string& content_text,
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const std::string& confirm_label_text,
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const std::string& cancel_label_text,
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std::function<void()> confirm_action,
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std::function<void()> cancel_action,
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ButtonVariant confirm_variant = ButtonVariant::Success,
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ButtonVariant cancel_variant = ButtonVariant::Error,
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bool focus_on_cancel = true,
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const std::string& return_element_id = ""
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);
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void open_info_prompt(
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const std::string& header_text,
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const std::string& content_text,
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const std::string& okay_label_text,
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std::function<void()> okay_action,
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ButtonVariant okay_variant = ButtonVariant::Error,
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const std::string& return_element_id = ""
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);
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void open_notification(
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const std::string& header_text,
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const std::string& content_text,
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const std::string& return_element_id = ""
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);
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void close_prompt();
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bool is_prompt_open();
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void update_mod_list(bool scan_mods = true);
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void process_game_started();
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void apply_color_hack();
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void get_window_size(int& width, int& height);
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void set_cursor_visible(bool visible);
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void update_supported_options();
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void toggle_fullscreen();
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bool get_cont_active(void);
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void set_cont_active(bool active);
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void activate_mouse();
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void message_box(const char* msg);
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void set_render_hooks();
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Rml::ElementPtr create_custom_element(Rml::Element* parent, std::string tag);
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Rml::ElementDocument* load_document(const std::filesystem::path& path);
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Rml::ElementDocument* create_empty_document();
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Rml::Element* get_child_by_tag(Rml::Element* parent, const std::string& tag);
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void queue_image_from_bytes_rgba32(const std::string &src, const std::vector<char> &bytes, uint32_t width, uint32_t height);
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void queue_image_from_bytes_file(const std::string &src, const std::vector<char> &bytes);
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void release_image(const std::string &src);
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void drop_files(const std::list<std::filesystem::path> &file_list);
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}
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#endif
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+36
-57
@@ -2,92 +2,71 @@
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#define __ZELDA_CONFIG_H__
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#include <filesystem>
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#include <string_view>
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#include "ultramodern/config.hpp"
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#include "recomp_input.h"
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#include <string>
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namespace zelda64 {
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constexpr std::u8string_view program_id = u8"Zelda64Recompiled";
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constexpr std::string_view program_name = "Zelda 64: Recompiled";
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inline const std::u8string program_id = u8"Zelda64Recompiled";
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inline const std::string program_name = "Zelda 64: Recompiled";
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namespace configkeys {
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namespace general {
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inline const std::string debug_mode = "debug_mode";
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inline const std::string targeting_mode = "targeting_mode";
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inline const std::string autosave_mode = "autosave_mode";
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inline const std::string camera_invert_mode = "camera_invert_mode";
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inline const std::string analog_cam_mode = "analog_cam_mode";
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inline const std::string analog_camera_invert_mode = "analog_camera_invert_mode";
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}
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namespace sound {
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inline const std::string bgm_volume = "bgm_volume";
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inline const std::string low_health_beeps = "low_health_beeps";
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}
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||||
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namespace graphics {
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}
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||||
}
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||||
|
||||
// TODO: Move loading configs to the runtime once we have a way to allow per-project customization.
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void load_config();
|
||||
void save_config();
|
||||
|
||||
void reset_input_bindings();
|
||||
void reset_cont_input_bindings();
|
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void reset_kb_input_bindings();
|
||||
void reset_single_input_binding(recomp::InputDevice device, recomp::GameInput input);
|
||||
|
||||
std::filesystem::path get_app_folder_path();
|
||||
void init_config();
|
||||
|
||||
bool get_debug_mode_enabled();
|
||||
void set_debug_mode_enabled(bool enabled);
|
||||
|
||||
|
||||
enum class AutosaveMode {
|
||||
On,
|
||||
Off,
|
||||
OptionCount
|
||||
On,
|
||||
};
|
||||
|
||||
NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::AutosaveMode, {
|
||||
{zelda64::AutosaveMode::On, "On"},
|
||||
{zelda64::AutosaveMode::Off, "Off"}
|
||||
});
|
||||
AutosaveMode get_autosave_mode();
|
||||
|
||||
enum class TargetingMode {
|
||||
Switch,
|
||||
Hold,
|
||||
OptionCount
|
||||
Hold
|
||||
};
|
||||
|
||||
NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::TargetingMode, {
|
||||
{zelda64::TargetingMode::Switch, "Switch"},
|
||||
{zelda64::TargetingMode::Hold, "Hold"}
|
||||
});
|
||||
|
||||
|
||||
TargetingMode get_targeting_mode();
|
||||
void set_targeting_mode(TargetingMode mode);
|
||||
|
||||
enum class CameraInvertMode {
|
||||
InvertNone,
|
||||
InvertX,
|
||||
InvertY,
|
||||
InvertBoth,
|
||||
OptionCount
|
||||
InvertBoth
|
||||
};
|
||||
|
||||
NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::CameraInvertMode, {
|
||||
{zelda64::CameraInvertMode::InvertNone, "InvertNone"},
|
||||
{zelda64::CameraInvertMode::InvertX, "InvertX"},
|
||||
{zelda64::CameraInvertMode::InvertY, "InvertY"},
|
||||
{zelda64::CameraInvertMode::InvertBoth, "InvertBoth"}
|
||||
});
|
||||
|
||||
|
||||
CameraInvertMode get_camera_invert_mode();
|
||||
void set_camera_invert_mode(CameraInvertMode mode);
|
||||
|
||||
CameraInvertMode get_analog_camera_invert_mode();
|
||||
void set_analog_camera_invert_mode(CameraInvertMode mode);
|
||||
|
||||
enum class AnalogCamMode {
|
||||
On,
|
||||
Off,
|
||||
OptionCount
|
||||
On,
|
||||
};
|
||||
|
||||
NLOHMANN_JSON_SERIALIZE_ENUM(zelda64::AnalogCamMode, {
|
||||
{zelda64::AnalogCamMode::On, "On"},
|
||||
{zelda64::AnalogCamMode::Off, "Off"}
|
||||
});
|
||||
|
||||
AutosaveMode get_autosave_mode();
|
||||
void set_autosave_mode(AutosaveMode mode);
|
||||
|
||||
|
||||
AnalogCamMode get_analog_cam_mode();
|
||||
void set_analog_cam_mode(AnalogCamMode mode);
|
||||
|
||||
void open_quit_game_prompt();
|
||||
enum class LowHealthBeepsMode {
|
||||
Off,
|
||||
On,
|
||||
};
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@@ -5,6 +5,11 @@
|
||||
#include <string>
|
||||
|
||||
namespace zelda64 {
|
||||
namespace debug {
|
||||
inline const std::string tab_id = "debug";
|
||||
inline const std::string tab_name = "Debug";
|
||||
}
|
||||
|
||||
struct SceneWarps {
|
||||
int index;
|
||||
std::string name;
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
#ifndef __ZELDA_LAUNCHER_H__
|
||||
#define __ZELDA_LAUNCHER_H__
|
||||
|
||||
#include "recompui/recompui.h"
|
||||
|
||||
namespace zelda64 {
|
||||
void launcher_animation_setup(recompui::LauncherMenu *menu);
|
||||
void launcher_animation_update(recompui::LauncherMenu *menu);
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -1,61 +0,0 @@
|
||||
#ifndef __ZELDA_RENDER_H__
|
||||
#define __ZELDA_RENDER_H__
|
||||
|
||||
#include <unordered_set>
|
||||
#include <filesystem>
|
||||
|
||||
#include "common/rt64_user_configuration.h"
|
||||
#include "ultramodern/renderer_context.hpp"
|
||||
#include "librecomp/mods.hpp"
|
||||
|
||||
namespace RT64 {
|
||||
struct Application;
|
||||
}
|
||||
|
||||
namespace zelda64 {
|
||||
namespace renderer {
|
||||
inline const std::string special_option_texture_pack_enabled = "_recomp_texture_pack_enabled";
|
||||
|
||||
class RT64Context final : public ultramodern::renderer::RendererContext {
|
||||
public:
|
||||
~RT64Context() override;
|
||||
RT64Context(uint8_t *rdram, ultramodern::renderer::WindowHandle window_handle, bool developer_mode);
|
||||
|
||||
bool valid() override { return static_cast<bool>(app); }
|
||||
|
||||
bool update_config(const ultramodern::renderer::GraphicsConfig &old_config, const ultramodern::renderer::GraphicsConfig &new_config) override;
|
||||
|
||||
void enable_instant_present() override;
|
||||
void send_dl(const OSTask *task) override;
|
||||
void update_screen() override;
|
||||
void shutdown() override;
|
||||
uint32_t get_display_framerate() const override;
|
||||
float get_resolution_scale() const override;
|
||||
|
||||
private:
|
||||
std::unique_ptr<RT64::Application> app;
|
||||
std::unordered_set<std::string> enabled_texture_packs;
|
||||
std::unordered_set<std::string> secondary_disabled_texture_packs;
|
||||
|
||||
void check_texture_pack_actions();
|
||||
};
|
||||
|
||||
std::unique_ptr<ultramodern::renderer::RendererContext> create_render_context(uint8_t *rdram, ultramodern::renderer::WindowHandle window_handle, bool developer_mode);
|
||||
|
||||
RT64::UserConfiguration::Antialiasing RT64MaxMSAA();
|
||||
bool RT64SamplePositionsSupported();
|
||||
bool RT64HighPrecisionFBEnabled();
|
||||
|
||||
void trigger_texture_pack_update();
|
||||
void enable_texture_pack(const recomp::mods::ModContext& context, const recomp::mods::ModHandle& mod);
|
||||
void disable_texture_pack(const recomp::mods::ModHandle& mod);
|
||||
void secondary_enable_texture_pack(const std::string& mod_id);
|
||||
void secondary_disable_texture_pack(const std::string& mod_id);
|
||||
|
||||
// Texture pack enable option. Must be an enum with two options.
|
||||
// The first option is treated as disabled and the second option is treated as enabled.
|
||||
bool is_texture_pack_enable_config_option(const recomp::mods::ConfigOption& option, bool show_errors);
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -3,11 +3,7 @@
|
||||
|
||||
namespace zelda64 {
|
||||
void reset_sound_settings();
|
||||
void set_main_volume(int volume);
|
||||
int get_main_volume();
|
||||
void set_bgm_volume(int volume);
|
||||
int get_bgm_volume();
|
||||
void set_low_health_beeps_enabled(bool enabled);
|
||||
bool get_low_health_beeps_enabled();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user