recreate original launcher structure via recompui + prep multigame ui

This commit is contained in:
thecozies
2026-08-16 21:34:34 -05:00
parent 15223d1958
commit 370068a7b0
6 changed files with 338 additions and 23 deletions
+1
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@@ -141,6 +141,7 @@ add_executable(Zelda64Recompiled)
set (SOURCES
${CMAKE_SOURCE_DIR}/src/main/launcher_animation.cpp
${CMAKE_SOURCE_DIR}/src/main/launcher.cpp
${CMAKE_SOURCE_DIR}/src/main/main.cpp
${CMAKE_SOURCE_DIR}/src/main/support.cpp
${CMAKE_SOURCE_DIR}/src/main/register_overlays.cpp
+15
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@@ -5,10 +5,25 @@
#include <span>
#include <vector>
#include "librecomp/game.hpp"
namespace zelda64 {
enum Game {
OoT,
MM
};
constexpr zelda64::Game default_game = Game::MM;
zelda64::Game get_current_game();
zelda64::Game swap_current_game();
const recomp::GameEntry &get_game_entry(Game game);
void quicksave_save();
void quicksave_load();
std::vector<uint8_t> decompress_mm(std::span<const uint8_t> compressed_rom);
std::vector<uint8_t> decompress_oot(std::span<const uint8_t> compressed_rom);
};
#endif
+2
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@@ -4,6 +4,8 @@
#include "recompui/recompui.h"
namespace zelda64 {
void on_launcher_init(recompui::LauncherMenu *menu);
void launcher_animation_setup(recompui::LauncherMenu *menu);
void launcher_animation_update(recompui::LauncherMenu *menu);
}
+18 -6
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@@ -64,11 +64,17 @@ constexpr uint32_t byteswap(uint32_t val) {
}
#endif
// Produces a decompressed MM rom. This is only needed because the game has compressed code.
// Produces a decompressed rom. This is only needed because the game has compressed code.
// For other recomps using this repo as an example, you can omit the decompression routine and
// set the corresponding fields in the GameEntry if the game doesn't have compressed code,
// even if it does have compressed data.
std::vector<uint8_t> zelda64::decompress_mm(std::span<const uint8_t> compressed_rom) {
static std::vector<uint8_t> decompress(
std::span<const uint8_t> compressed_rom,
const std::u8string &header_code,
const size_t dma_data_rom_addr,
const size_t decompressed_size
) {
// Sanity check the rom size and header. These should already be correct from the runtime's check,
// but it should prevent this file from accidentally being copied to another recomp.
if (compressed_rom.size() != 0x2000000) {
@@ -76,7 +82,7 @@ std::vector<uint8_t> zelda64::decompress_mm(std::span<const uint8_t> compressed_
return {};
}
if (compressed_rom[0x3B] != 'N' || compressed_rom[0x3C] != 'Z' || compressed_rom[0x3D] != 'S' || compressed_rom[0x3E] != 'E') {
if (compressed_rom[0x3B] != header_code[0] || compressed_rom[0x3C] != header_code[1] || compressed_rom[0x3D] != header_code[2] || compressed_rom[0x3E] != header_code[3]) {
assert(false);
return {};
}
@@ -98,10 +104,8 @@ std::vector<uint8_t> zelda64::decompress_mm(std::span<const uint8_t> compressed_
DmaDataEntry cur_entry{};
size_t cur_entry_index = 0;
constexpr size_t dma_data_rom_addr = 0x1A500;
std::vector<uint8_t> ret{};
ret.resize(0x2F00000);
ret.resize(decompressed_size);
size_t content_end = 0;
@@ -166,3 +170,11 @@ std::vector<uint8_t> zelda64::decompress_mm(std::span<const uint8_t> compressed_
return ret;
}
static std::vector<uint8_t> zelda64::decompress_mm(std::span<const uint8_t> compressed_rom) {
return decompress(compressed_rom, u8"NZSE", 0x1A500, 0x2F00000);
}
static std::vector<uint8_t> zelda64::decompress_oot(std::span<const uint8_t> compressed_rom) {
return decompress(compressed_rom, u8"CZLE", 0x7430, 0x347F000);
}
+270
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@@ -0,0 +1,270 @@
#include "recompui/recompui.h"
#include "zelda_game.h"
#include "zelda_launcher.h"
// UI Components
namespace {
using namespace recompui;
class SubtitleTitleButton : public Element {
protected:
Style selected_style;
Style hover_style;
Style focus_style;
std::function<void()> pressed_callback;
bool selected = false;
bool right = false;
bool soon = false;
Element *exposed_contents = nullptr;
Label *title = nullptr;
Label *subtitle = nullptr;
Element *soon_label_wrap = nullptr;
Label *soon_label = nullptr;
Label *soon_label_tm = nullptr;
int soon_opacity = 0;
int soon_opacity_goal = 0;
// Element overrides.
virtual void process_event(const Event &e) override {
switch (e.type) {
case EventType::Click:
if (!soon && !selected && pressed_callback) {
pressed_callback();
}
break;
case EventType::Hover:
if (soon) {
soon_opacity_goal = std::get<EventHover>(e.variant).active ? 255 : 0;
queue_update();
} else {
set_style_enabled(hover_state, std::get<EventHover>(e.variant).active && !selected);
}
break;
case EventType::Focus:
if (!soon) {
set_style_enabled(focus_state, std::get<EventFocus>(e.variant).active);
}
break;
case EventType::Update:
if (soon && soon_opacity_goal != soon_opacity) {
int rate = soon_opacity_goal < soon_opacity ? -1 : 1;
soon_opacity += rate;
soon_label_tm->set_color(theme::color::TextDim, soon_opacity);
queue_update();
}
break;
default:
assert(false && "Unknown event type.");
break;
}
};
std::string_view get_type_name() override { return "SubtitleTitleButton"; }
public:
SubtitleTitleButton(ResourceId rid, Element *parent, const std::string &text, bool right_align = false, bool soon = false) : Element(rid, parent, Events(EventType::Click, EventType::Hover, EventType::Enable, EventType::Focus, EventType::Update), "button", false) {
auto context = recompui::get_current_context();
this->soon = soon;
right = right_align;
set_display(Display::Block);
set_position(Position::Relative);
set_width_auto();
set_height_auto();
set_padding(0);
set_background_color(theme::color::Transparent);
set_color(theme::color::TextDim);
set_text_align(right ? TextAlign::Right : TextAlign::Left);
set_opacity(0.5);
selected_style.set_color(theme::color::Text);
selected_style.set_cursor(Cursor::None);
selected_style.set_opacity(1);
hover_style.set_color(theme::color::Primary);
hover_style.set_opacity(1);
focus_style.set_color(theme::color::Primary);
focus_style.set_opacity(1);
if (!soon) {
enable_focus();
set_cursor(Cursor::Pointer);
}
add_style(&selected_style, checked_state);
add_style(&hover_style, hover_state);
add_style(&focus_style, focus_state);
title = context.create_element<Label>(this, "Zelda 64: Recompiled", theme::Typography::Header3);
title->set_margin_bottom(12);
subtitle = context.create_element<Label>(this, text, theme::Typography::Header1);
if (soon) {
soon_label_wrap = context.create_element<Element>(this, 0, "div", false);
soon_label_wrap->set_color(theme::color::TextDim, 128);
soon_label_wrap->set_margin_top(16);
{
soon_label = context.create_element<Label>(soon_label_wrap, "COMING SOON™", theme::Typography::LabelSM);
soon_label->set_display(Display::Inline);
soon_label_tm = context.create_element<Label>(soon_label_wrap, "", theme::Typography::LabelSM);
soon_label_tm->set_display(Display::Inline);
soon_label_tm->set_color(theme::color::TextDim, 0);
}
}
};
void set_pressed_callback(std::function<void()> callback) { pressed_callback = callback; };
Style* get_selected_style() { return &selected_style; }
Style* get_hover_style() { return &hover_style; }
Style* get_focus_style() { return &focus_style; }
void set_selected(bool sel) {
selected = sel;
set_style_enabled(checked_state, selected);
if (selected) exposed_contents->display_show();
else exposed_contents->display_hide();
}
void set_exposed_contents(Element *el) { exposed_contents = el; }
};
class GameHalf {
private:
Element *root;
Element *title_wrapper;
Element *content_wrapper;
SubtitleTitleButton *title_button;
zelda64::Game game;
std::string name;
std::function<void()> on_change_game;
bool right = false;
bool soon = false;
void style_vertical_split() {
root->set_display(Display::Flex);
root->set_position(Position::Absolute);
root->set_top(0);
root->set_bottom(0);
root->set_flex_direction(FlexDirection::Column);
root->set_justify_content(JustifyContent::SpaceBetween);
// Reset styles set in LauncherMenu's constructor
root->set_height_auto();
root->set_width_auto();
root->set_as_navigation_container(NavigationType::Vertical);
if (right) {
root->set_right(0);
root->set_left(50, Unit::Percent);
root->set_align_items(AlignItems::FlexEnd);
} else {
root->set_right(50, Unit::Percent);
root->set_left(0);
root->set_align_items(AlignItems::FlexStart);
}
}
void add_title_wrapper() {
auto context = get_current_context();
title_wrapper = context.create_element<Element>(root, 0, "div", false);
title_wrapper->set_flex(1, 1);
title_wrapper->set_flex_basis_auto();
title_wrapper->set_height_auto();
title_wrapper->set_width_auto();
title_wrapper->set_padding_top(96);
if (right) {
title_wrapper->set_padding_right(96);
title_wrapper->set_padding_left(0);
} else {
title_wrapper->set_padding_right(0);
title_wrapper->set_padding_left(96);
}
}
void add_content_wrapper() {
auto context = get_current_context();
content_wrapper = context.create_element<Element>(root, 0, "div", false);
content_wrapper->set_display(Display::Flex);
content_wrapper->set_position(Position::Relative);
content_wrapper->set_flex(1, 1);
content_wrapper->set_flex_basis(100, Unit::Percent);
content_wrapper->set_height_auto();
content_wrapper->set_width(100, Unit::Percent);
content_wrapper->set_flex_direction(FlexDirection::Column);
content_wrapper->set_padding(32);
content_wrapper->set_justify_content(JustifyContent::FlexEnd);
if (right) {
content_wrapper->set_align_items(AlignItems::FlexEnd);
} else {
content_wrapper->set_align_items(AlignItems::FlexStart);
}
}
public:
GameHalf(zelda64::Game game, const std::string &name, bool right = false, bool soon = false) : game(game), name(name), right(right), soon(soon) {};
void init(Element *root_element) {
root = root_element;
root->clear_children();
style_vertical_split();
auto context = recompui::get_current_context();
add_title_wrapper();
title_button = context.create_element<SubtitleTitleButton>(title_wrapper, name, right, soon);
add_content_wrapper();
const recomp::GameEntry &game_entry = zelda64::get_game_entry(game);
auto game_options_menu = context.create_element<GameOptionsMenu>(content_wrapper,
game_entry.game_id,
game_entry.mod_game_id,
game_entry.display_name,
game_entry.thumbnail_bytes,
right ? recompui::GameOptionsMenuLayout::Right : recompui::GameOptionsMenuLayout::Left
);
game_options_menu->set_as_navigation_container(recompui::NavigationType::Vertical);
game_options_menu->add_default_options();
title_button->set_exposed_contents(game_options_menu);
}
void derive_selected() {
title_button->set_selected(zelda64::get_current_game() == game);
}
void set_on_changed_game(std::function<void()> on_change_game_callback) {
on_change_game = on_change_game_callback;
title_button->set_pressed_callback([this]() {
on_change_game();
});
}
};
};
static GameHalf oot_half{zelda64::Game::OoT, "Ocarina of Time", false, true};
static GameHalf mm_half{zelda64::Game::MM, "Majora's Mask", true};
void zelda64::on_launcher_init(recompui::LauncherMenu *menu) {
menu->remove_default_title();
menu->set_as_navigation_container(recompui::NavigationType::Horizontal);
// changing the way these are used to be split into vertical sections (each game)
oot_half.init(menu->get_background_container());
mm_half.init(menu->get_menu_container());
recompui::update_game_mod_id(get_game_entry(get_current_game()).mod_game_id);
oot_half.set_on_changed_game([]() {
swap_current_game();
oot_half.derive_selected();
mm_half.derive_selected();
});
mm_half.set_on_changed_game([]() {
swap_current_game();
oot_half.derive_selected();
mm_half.derive_selected();
});
oot_half.derive_selected();
mm_half.derive_selected();
// zelda64::launcher_animation_setup(menu);
}
+32 -17
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@@ -366,6 +366,20 @@ gpr get_entrypoint_address();
// array of supported GameEntry objects
std::vector<recomp::GameEntry> supported_games = {
{
.rom_hash = 0x9C427099CC30D135ULL,
.internal_name = "THE LEGEND OF ZELDA",
.display_name = "Ocarina of Time",
.game_id = u8"oot.n64.us.1.0",
.mod_game_id = "oot",
.save_type = recomp::SaveType::Sram,
.thumbnail_bytes = std::span<const char>(icon_bytes),
.is_enabled = false,
.decompression_routine = zelda64::decompress_oot,
.has_compressed_code = true,
.entrypoint_address = get_entrypoint_address(),
.entrypoint = recomp_entrypoint,
},
{
.rom_hash = 0xEF18B4A9E2386169ULL,
.internal_name = "ZELDA MAJORA'S MASK",
@@ -382,6 +396,22 @@ std::vector<recomp::GameEntry> supported_games = {
},
};
const recomp::GameEntry &zelda64::get_game_entry(zelda64::Game game) {
return supported_games[game];
}
static zelda64::Game current_game = zelda64::default_game;
zelda64::Game zelda64::get_current_game() {
return current_game;
}
zelda64::Game zelda64::swap_current_game() {
current_game = current_game == zelda64::Game::MM ? zelda64::Game::OoT : zelda64::Game::MM;
recompui::update_game_mod_id(supported_games[current_game].mod_game_id);
return current_game;
}
// TODO: move somewhere else
namespace zelda64 {
std::string get_game_thread_name(const OSThread* t) {
@@ -598,21 +628,6 @@ void reorder_texture_pack(recomp::mods::ModContext&) {
recompui::renderer::trigger_texture_pack_update();
}
void on_launcher_init(recompui::LauncherMenu *menu) {
auto game_options_menu = menu->init_game_options_menu(
supported_games[0].game_id,
supported_games[0].mod_game_id,
supported_games[0].display_name,
supported_games[0].thumbnail_bytes,
recompui::GameOptionsMenuLayout::Right
);
game_options_menu->add_default_options();
recompui::Element *menu_container = menu->get_menu_container();
menu->remove_default_title();
zelda64::launcher_animation_setup(menu);
}
#define REGISTER_FUNC(name) recomp::overlays::register_base_export(#name, name)
int main(int argc, char** argv) {
@@ -737,8 +752,8 @@ int main(int argc, char** argv) {
zelda64::init_config();
recompui::register_launcher_init_callback(on_launcher_init);
recompui::register_launcher_update_callback(zelda64::launcher_animation_update);
recompui::register_launcher_init_callback(zelda64::on_launcher_init);
// recompui::register_launcher_update_callback(zelda64::launcher_animation_update);
recomp::rsp::callbacks_t rsp_callbacks{
.get_rsp_microcode = get_rsp_microcode,