mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-09-07 03:39:44 -04:00
Add macOS Support (#537)
This commit is contained in:
@@ -4,6 +4,7 @@
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#include "zelda_config.h"
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#include "zelda_debug.h"
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#include "zelda_render.h"
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#include "zelda_support.h"
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#include "promptfont.h"
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#include "ultramodern/config.hpp"
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#include "ultramodern/ultramodern.hpp"
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@@ -519,7 +520,8 @@ public:
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}
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Rml::ElementDocument* load_document(Rml::Context* context) override {
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return context->LoadDocument("assets/config_menu.rml");
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const std::filesystem::path asset = zelda64::get_asset_path("config_menu.rml");
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return context->LoadDocument(asset.string());
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}
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void register_events(recompui::UiEventListenerInstancer& listener) override {
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recompui::register_event(listener, "apply_options",
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@@ -725,7 +727,7 @@ public:
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throw std::runtime_error("Failed to make RmlUi data model for the controls config menu");
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}
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constructor.BindFunc("input_count", [](Rml::Variant& out) { out = recomp::get_num_inputs(); } );
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constructor.BindFunc("input_count", [](Rml::Variant& out) { out = static_cast<uint64_t>(recomp::get_num_inputs()); } );
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constructor.BindFunc("input_device_is_keyboard", [](Rml::Variant& out) { out = cur_device == recomp::InputDevice::Keyboard; } );
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constructor.RegisterTransformFunc("get_input_name", [](const Rml::VariantList& inputs) {
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+33
-36
@@ -1,5 +1,6 @@
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#include "recomp_ui.h"
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#include "zelda_config.h"
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#include "zelda_support.h"
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#include "librecomp/game.hpp"
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#include "ultramodern/ultramodern.hpp"
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#include "RmlUi/Core.h"
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@@ -15,41 +16,36 @@ extern std::vector<recomp::GameEntry> supported_games;
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void select_rom() {
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nfdnchar_t* native_path = nullptr;
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nfdresult_t result = NFD_OpenDialogN(&native_path, nullptr, 0, nullptr);
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if (result == NFD_OKAY) {
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std::filesystem::path path{native_path};
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NFD_FreePathN(native_path);
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native_path = nullptr;
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recomp::RomValidationError rom_error = recomp::select_rom(path, supported_games[0].game_id);
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switch (rom_error) {
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case recomp::RomValidationError::Good:
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mm_rom_valid = true;
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model_handle.DirtyVariable("mm_rom_valid");
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break;
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case recomp::RomValidationError::FailedToOpen:
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recompui::message_box("Failed to open ROM file.");
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break;
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case recomp::RomValidationError::NotARom:
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recompui::message_box("This is not a valid ROM file.");
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break;
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case recomp::RomValidationError::IncorrectRom:
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recompui::message_box("This ROM is not the correct game.");
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break;
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case recomp::RomValidationError::NotYet:
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recompui::message_box("This game isn't supported yet.");
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break;
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case recomp::RomValidationError::IncorrectVersion:
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recompui::message_box(
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"This ROM is the correct game, but the wrong version.\nThis project requires the NTSC-U N64 version of the game.");
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break;
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case recomp::RomValidationError::OtherError:
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recompui::message_box("An unknown error has occurred.");
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break;
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}
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}
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zelda64::open_file_dialog([](bool success, const std::filesystem::path& path) {
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if (success) {
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recomp::RomValidationError rom_error = recomp::select_rom(path, supported_games[0].game_id);
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switch (rom_error) {
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case recomp::RomValidationError::Good:
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mm_rom_valid = true;
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model_handle.DirtyVariable("mm_rom_valid");
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break;
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case recomp::RomValidationError::FailedToOpen:
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recompui::message_box("Failed to open ROM file.");
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break;
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case recomp::RomValidationError::NotARom:
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recompui::message_box("This is not a valid ROM file.");
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break;
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case recomp::RomValidationError::IncorrectRom:
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recompui::message_box("This ROM is not the correct game.");
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break;
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case recomp::RomValidationError::NotYet:
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recompui::message_box("This game isn't supported yet.");
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break;
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case recomp::RomValidationError::IncorrectVersion:
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recompui::message_box(
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"This ROM is the correct game, but the wrong version.\nThis project requires the NTSC-U N64 version of the game.");
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break;
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case recomp::RomValidationError::OtherError:
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recompui::message_box("An unknown error has occurred.");
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break;
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}
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}
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});
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}
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class LauncherMenu : public recompui::MenuController {
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@@ -61,7 +57,8 @@ public:
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}
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Rml::ElementDocument* load_document(Rml::Context* context) override {
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return context->LoadDocument("assets/launcher.rml");
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const std::filesystem::path asset = zelda64::get_asset_path("launcher.rml");
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return context->LoadDocument(asset.string());
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}
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void register_events(recompui::UiEventListenerInstancer& listener) override {
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recompui::register_event(listener, "select_rom",
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+13
-3
@@ -15,6 +15,7 @@
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#include "recomp_input.h"
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#include "librecomp/game.hpp"
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#include "zelda_config.h"
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#include "zelda_support.h"
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#include "ui_rml_hacks.hpp"
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#include "concurrentqueue.h"
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@@ -34,6 +35,9 @@
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#ifdef _WIN32
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# include "InterfaceVS.hlsl.dxil.h"
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# include "InterfacePS.hlsl.dxil.h"
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#elif defined(__APPLE__)
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# include "InterfaceVS.hlsl.metal.h"
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# include "InterfacePS.hlsl.metal.h"
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#endif
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#ifdef _WIN32
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@@ -43,6 +47,13 @@
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# define GET_SHADER_SIZE(name, format) \
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((format) == RT64::RenderShaderFormat::SPIRV ? std::size(name##BlobSPIRV) : \
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(format) == RT64::RenderShaderFormat::DXIL ? std::size(name##BlobDXIL) : 0)
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#elif defined(__APPLE__)
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# define GET_SHADER_BLOB(name, format) \
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((format) == RT64::RenderShaderFormat::SPIRV ? name##BlobSPIRV : \
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(format) == RT64::RenderShaderFormat::METAL ? name##BlobMSL : nullptr)
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# define GET_SHADER_SIZE(name, format) \
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((format) == RT64::RenderShaderFormat::SPIRV ? std::size(name##BlobSPIRV) : \
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(format) == RT64::RenderShaderFormat::METAL ? std::size(name##BlobMSL) : 0)
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#else
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# define GET_SHADER_BLOB(name, format) \
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((format) == RT64::RenderShaderFormat::SPIRV ? name##BlobSPIRV : nullptr)
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@@ -1144,8 +1155,6 @@ void init_hook(RT64::RenderInterface* interface, RT64::RenderDevice* device) {
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Rml::Debugger::Initialise(ui_context->rml.context);
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{
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const Rml::String directory = "assets/";
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struct FontFace {
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const char* filename;
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bool fallback_face;
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@@ -1162,7 +1171,8 @@ void init_hook(RT64::RenderInterface* interface, RT64::RenderDevice* device) {
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};
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for (const FontFace& face : font_faces) {
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Rml::LoadFontFace(directory + face.filename, face.fallback_face);
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auto font = zelda64::get_asset_path(face.filename);
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Rml::LoadFontFace(font.string(), face.fallback_face);
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}
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}
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