mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-08-14 20:44:02 -04:00
Modding menu and UI and additional mod exports (#535)
* init config opt system w/ 3 types and description support * Move config registry/option to librecomp + added Color conf opt type * Updated color option type styling * Added dropdown option type * Added TextField option type * Button config type + callback wip * init mod menu + bem class + button presets * WIP mod menu, fix some warnings * Rewrite mod details under new UI system. * Refactored mods menu entirely. * Remove ModMenu.scss. * Take ownership of created pointers on Element class. * Add styles. * Multi-style state and disabled state propagation. * Switch to string views. * Convert to spaces, hook up mod enabled to toggle. * Mod menu progress. * Layout for mod details panel, add gap property setters * Update RmlUi for gap property in flexbox * Add slot_map and begin ui context * Implement context and resource storage slotmaps * Config submenu. * Refactored to account for context changes. * Turn off tab searching when submenu is open. * Revert accidental RmlUi downgrade * Upgrade RmlUi to 6.0 release * Text input. * Radio option. * Cleanup. * Refactor Rml document handling to use new ContextId system (prompts currently unimplemented) * Add support for config schema. * Split config sub menu into separate context and fix configure button, prevent infinite loop when looking for autofocus element * Reimplement mechanism to open the config menu to a specific tab * Begin implementing mod UI API * Link storage to mod menu. * Proper enum parsing. * Enable mod reordering. * Draggable improvements to mod menu and runtime update. * Adjust styling of submenu. * Mods folder button. * Linux build fixes. * Hook up new manifest fields to mod UI * Add basic thumbnail parsing functionality. * More style changes. * Implement update event for elements * Use RT64's texture laoding instead. * Restore spacer animations. * Animation API begone. * Auto-enabled mods. * Update runtime submodule and N64Recomp commit in CI for mod config API, remove unnecessary extern C * Sub menu display name, assert on text input. * Clamp delta time to fix UI disappearing on OS with timestamps that don't always increase. * Add a state for when no mods are installed. * Unify API function naming scheme and export relevant API functions * Add actor update/init events and save init event (#536) * Expose remaining property setters to mod UI API * Implemented mod UI callbacks * Implement actor extension data and use it for transform tagging * Zero the memory allocated to hold extended actor data * Implement label and textinput in mod UI API * Patch virtual address translation to support entire extended RAM address space (#533) * Download full target build of llvm in CI Windows runners to fix missing MIPS support and update N64Recomp CI commit * Enable triple buffering in RT64 (#546) * Implement controlling input capturing for mod UI contexts * Created mod UI API functions for setting visibility, setting text, and destroying elements * Fix errant RML tag in mod menu and insert breaks for newlines when setting element text * Fix compilation after rebase * Fixes for macOS * Set the blender description manually for the UI renderer * Created mod UI API functions for imageview elements * Switch to designated initializers to work around missing aggregate initialization compiler support * Update RT64 for driver bug workarounds and misc fixes * Update RT64 to fix native sampler issues with tile copies * Update RT64 for depth clear optimization and more native sampler changes * Update RT64 and allow it to choose the graphics API when set to Auto * Update runtime to allow renderers to choose the graphics API * Update RT64 to enable early Z test shader optimization * Implement data structure mod APIs * Update lunasvg to increase its minimum cmake version * Switch to runtime concatenation of function name in data API error reporting to fix Linux compilation issue * Add missing typename to fix compilation on some compilers * Update RT64 to fix failed assert with MSAA off * Reimplement prompts as a separate UI context and make it so the quit game prompt doesn't bring up the config menu * DnD prototype. * Fix to dynamic lib path and runtime commit. * Finish drag and drop mod installation, disable mod refresh button and code mod toggle when game starts * Remove std::format usage and add missing <list> includes to fix Linux/MacOS compilation * Switch to aggregate initialization for Version to work around missing implicit constructor on some compilers * Replace use of std::bind with lambdas * Add mod install button, put mod description in scroll container, minor mod menu tweaks * Update runtime to fix renderer shutdown race condition * Implement texture pack reordering * Add mod UI API exports for slider, password input, and label radio and expose RmlUi debugger on F8 * Update runtime for mod version export * Update runtime for save swapping mod API * Apply recomp.rcss to mod UI contexts (fixes scrolls) * Updated mod list styling (#561) * Updated mod list styling * mod entry max height * Update RT64 for v5 texture hash * Update runtime for mod API to get save file path * Add special config option id to control texture pack state for code mods * Update runtime for mod default enabled state * Add exports for stars' display lists (#563) * Update runtime to fix default value of enabled_by_default * Update runtime to allow NULL recomp_free * Implement navigation and focus styling for new UI framework (no manual overrides yet) * Fix the previous scissor state bleeding when drawing the RmlUi output onto the swapchain buffer * Use a multiple file select dialog for mod install button * Add mod export for loading UI image from bytes (png/dds) * Manual navigation in UI framework and WIP mod menu navigation * Repeat key events when holding down controller inputs for UI navigation * Patch AnimationContext_SetLoadFrame to allow custom animations (#564) * Close context when showing or hiding a context and reopen afterwards to prevent deadlocks * Add quotes around xdg-open and open commands to support paths with spaces * Update RT64 for high precision texture coordinates when using texture replacements * Add support for built-in mods and convert D-Pad to a built-in mod (#567) * Add embedded mod (using mm_recomp_draw_distance as an example). * Update runtime after merge * Experiment with removing the D-Pad. * Add event needed for dpad as mod, revert remaining changes in built-in patches for dpad * Add built-in dpad mod, add remaining event calls to input.c * Add built-in mods readme --------- Co-authored-by: Dario <dariosamo@gmail.com> * Fixing navigation of mods menu. * Focused state for mod entry. * Prevent hover styling and focus on input elements when disabled * Fix up/down navigation on text input elements * Set mod tab to navigate down to first mod, fix redundant mod scanning * Remove more redundant mod scanning and fix mods being scanned during gameplay * Update runtime for mod folder export * Improve radio navigation and setup mod config submenu navigation setup * Restore fd anywhere export functionality (#570) * fix fd * add comment back in * Make config tabset navigate down to first mod entry when mod menu is open, make mod configure screen focus on configure button after closing * Add navigation exports to mod UI API * Fix opening the config menu via keyboard/controller causing a double animation warning in RmlUi --------- Co-authored-by: Dario <dariosamo@gmail.com> Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: danielryb <59661841+danielryb@users.noreply.github.com> Co-authored-by: Reonu <danileon95@gmail.com> Co-authored-by: LittleCube <littlecubehax@gmail.com>
This commit is contained in:
@@ -0,0 +1,10 @@
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#ifndef __OVERLOADED_H__
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#define __OVERLOADED_H__
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// Helper for std::visit
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template<class... Ts>
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struct overloaded : Ts... { using Ts::operator()...; };
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template<class... Ts>
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overloaded(Ts...) -> overloaded<Ts...>;
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#endif
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@@ -0,0 +1,11 @@
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#ifndef __RECOMP_DATA_H__
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#define __RECOMP_DATA_H__
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namespace recomputil {
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void init_extended_actor_data();
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void reset_actor_data();
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void register_data_api_exports();
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}
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#endif
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+111
-93
@@ -3,125 +3,143 @@
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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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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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class UiEventListenerInstancer;
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class MenuController {
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public:
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virtual ~MenuController() {}
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virtual Rml::ElementDocument* load_document(Rml::Context* context) = 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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// 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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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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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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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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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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enum class Menu {
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Launcher,
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Config,
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None
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};
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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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void set_current_menu(Menu menu);
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Menu get_current_menu();
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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 ConfigSubmenu {
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General,
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Controls,
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Graphics,
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Audio,
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Debug,
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Count
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};
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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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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 set_config_tab(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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void set_config_submenu(ConfigSubmenu submenu);
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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 destroy_ui();
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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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void update_rml_display_refresh_rate();
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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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extern const std::unordered_map<ButtonVariant, std::string> button_variants;
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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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struct PromptContext {
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Rml::DataModelHandle model_handle;
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std::string header = "";
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std::string content = "";
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std::string confirmLabel = "Confirm";
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std::string cancelLabel = "Cancel";
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ButtonVariant confirmVariant = ButtonVariant::Success;
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ButtonVariant cancelVariant = ButtonVariant::Error;
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std::function<void()> onConfirm;
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std::function<void()> onCancel;
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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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std::string returnElementId = "";
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void message_box(const char* msg);
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bool open = false;
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bool shouldFocus = false;
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bool focusOnCancel = true;
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void set_render_hooks();
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PromptContext() = default;
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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 close_prompt();
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void open_prompt(
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const std::string& headerText,
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const std::string& contentText,
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const std::string& confirmLabelText,
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const std::string& cancelLabelText,
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std::function<void()> confirmCb,
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std::function<void()> cancelCb,
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ButtonVariant _confirmVariant = ButtonVariant::Success,
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ButtonVariant _cancelVariant = ButtonVariant::Error,
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bool _focusOnCancel = true,
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const std::string& _returnElementId = ""
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);
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void on_confirm(void);
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void on_cancel(void);
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void on_click(Rml::DataModelHandle model_handle, Rml::Event& event, const Rml::VariantList& inputs);
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};
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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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PromptContext *get_prompt_context(void);
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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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void drop_files(const std::list<std::filesystem::path> &file_list);
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}
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#endif
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+16
-4
@@ -1,7 +1,7 @@
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#ifndef __ZELDA_RENDER_H__
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#define __ZELDA_RENDER_H__
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#include <set>
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#include <unordered_set>
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#include <filesystem>
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#include "common/rt64_user_configuration.h"
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@@ -14,6 +14,8 @@ namespace RT64 {
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namespace zelda64 {
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namespace renderer {
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inline const std::string special_option_texture_pack_enabled = "_recomp_texture_pack_enabled";
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class RT64Context final : public ultramodern::renderer::RendererContext {
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public:
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~RT64Context() override;
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@@ -30,9 +32,12 @@ namespace zelda64 {
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uint32_t get_display_framerate() const override;
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float get_resolution_scale() const override;
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protected:
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private:
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std::unique_ptr<RT64::Application> app;
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std::set<std::filesystem::path> enabled_texture_packs;
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std::unordered_set<std::string> enabled_texture_packs;
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std::unordered_set<std::string> secondary_disabled_texture_packs;
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void check_texture_pack_actions();
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};
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std::unique_ptr<ultramodern::renderer::RendererContext> create_render_context(uint8_t *rdram, ultramodern::renderer::WindowHandle window_handle, bool developer_mode);
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@@ -41,8 +46,15 @@ namespace zelda64 {
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bool RT64SamplePositionsSupported();
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bool RT64HighPrecisionFBEnabled();
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void enable_texture_pack(const recomp::mods::ModHandle& mod);
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void trigger_texture_pack_update();
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void enable_texture_pack(const recomp::mods::ModContext& context, const recomp::mods::ModHandle& mod);
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void disable_texture_pack(const recomp::mods::ModHandle& mod);
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void secondary_enable_texture_pack(const std::string& mod_id);
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void secondary_disable_texture_pack(const std::string& mod_id);
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// Texture pack enable option. Must be an enum with two options.
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// The first option is treated as disabled and the second option is treated as enabled.
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bool is_texture_pack_enable_config_option(const recomp::mods::ConfigOption& option, bool show_errors);
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}
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}
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@@ -3,11 +3,14 @@
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#include <functional>
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#include <filesystem>
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#include <vector>
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#include <optional>
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#include <list>
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namespace zelda64 {
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std::filesystem::path get_asset_path(const char* asset);
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void open_file_dialog(std::function<void(bool success, const std::filesystem::path& path)> callback);
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void open_file_dialog_multiple(std::function<void(bool success, const std::list<std::filesystem::path>& paths)> callback);
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void show_error_message_box(const char *title, const char *message);
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// Apple specific methods that usually require Objective-C. Implemented in support_apple.mm.
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Block a user