mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-06-09 04:40:22 -04:00
Hooked up graphics option menu to RT64, updated RT64
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+20
-3
@@ -565,7 +565,7 @@ public:
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};
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bool can_focus(Rml::Element* element) {
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return element->GetProperty(Rml::PropertyId::TabIndex)->Get<Rml::Style::TabIndex>() != Rml::Property(Rml::Style::TabIndex::None);
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return element->GetOwnerDocument() != nullptr && element->GetProperty(Rml::PropertyId::TabIndex)->Get<Rml::Style::TabIndex>() != Rml::Property(Rml::Style::TabIndex::None);
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}
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Rml::Element* get_target(Rml::ElementDocument* document, Rml::Element* element) {
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@@ -660,7 +660,20 @@ struct {
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// Revert focus to the previous element if focused on anything without a tab index.
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// This should prevent the user from losing focus on something that has no navigation.
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if (focused && !can_focus(focused)) {
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prev_focused->Focus();
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// If the previously focused element is still accepting focus, return focus to it.
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if (prev_focused && can_focus(prev_focused)) {
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prev_focused->Focus();
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}
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// Otherwise, check if the currently focused element has a "nav-return" attribute and focus that attribute's value if so.
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else {
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Rml::Variant* nav_return = focused->GetAttribute("nav-return");
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if (nav_return && nav_return->GetType() == Rml::Variant::STRING) {
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Rml::Element* return_element = current_document->GetElementById(nav_return->Get<std::string>());
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if (return_element) {
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return_element->Focus();
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}
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}
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}
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}
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else {
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prev_focused = current_document->GetFocusLeafNode();
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@@ -693,6 +706,7 @@ void init_hook(RT64::RenderInterface* interface, RT64::RenderDevice* device) {
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SDL_GetWindowSizeInPixels(window, &width, &height);
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UIContext.rml.context = Rml::CreateContext("main", Rml::Vector2i(width, height));
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recomp::make_ui_bindings(UIContext.rml.context);
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Rml::Debugger::Initialise(UIContext.rml.context);
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@@ -730,7 +744,7 @@ bool recomp::try_deque_event(SDL_Event& out) {
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return ui_event_queue.try_dequeue(out);
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}
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std::atomic<recomp::Menu> open_menu = recomp::Menu::Config;//Launcher;
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std::atomic<recomp::Menu> open_menu = recomp::Menu::Launcher;
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void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderTexture* swap_chain_texture) {
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int num_keys;
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@@ -778,6 +792,9 @@ void draw_hook(RT64::RenderCommandList* command_list, RT64::RenderTexture* swap_
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int width, height;
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SDL_GetWindowSizeInPixels(window, &width, &height);
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// Scale the UI based on the window size with 720 vertical resolution as the reference point.
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UIContext.rml.context->SetDensityIndependentPixelRatio(height / 720.0f);
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UIContext.rml.render_interface->start(command_list, width, height);
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static int prev_width = 0;
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