mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-06-15 06:31:26 -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:
+15
-31
@@ -27,6 +27,7 @@
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#include "zelda_render.h"
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#include "zelda_support.h"
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#include "zelda_game.h"
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#include "recomp_data.h"
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#include "ovl_patches.hpp"
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#include "librecomp/game.hpp"
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#include "librecomp/mods.hpp"
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@@ -37,6 +38,8 @@
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#include "../../patches/sound.h"
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#include "../../patches/misc_funcs.h"
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#include "mods/mm_recomp_dpad_builtin.h"
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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@@ -544,15 +547,17 @@ void release_preload(PreloadContext& context) {
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#endif
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void enable_texture_pack(recomp::mods::ModContext& context, const recomp::mods::ModHandle& mod) {
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(void)context;
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zelda64::renderer::enable_texture_pack(mod);
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zelda64::renderer::enable_texture_pack(context, mod);
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}
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void disable_texture_pack(recomp::mods::ModContext& context, const recomp::mods::ModHandle& mod) {
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(void)context;
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void disable_texture_pack(recomp::mods::ModContext&, const recomp::mods::ModHandle& mod) {
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zelda64::renderer::disable_texture_pack(mod);
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}
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void reorder_texture_pack(recomp::mods::ModContext&) {
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zelda64::renderer::trigger_texture_pack_update();
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}
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#define REGISTER_FUNC(name) recomp::overlays::register_base_export(#name, name)
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int main(int argc, char** argv) {
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@@ -614,6 +619,8 @@ int main(int argc, char** argv) {
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recomp::register_game(game);
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}
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recomp::mods::register_embedded_mod("mm_recomp_dpad_builtin", { (const uint8_t*)(mm_recomp_dpad_builtin), std::size(mm_recomp_dpad_builtin)});
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REGISTER_FUNC(recomp_get_window_resolution);
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REGISTER_FUNC(recomp_get_target_aspect_ratio);
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REGISTER_FUNC(recomp_get_target_framerate);
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@@ -627,9 +634,12 @@ int main(int argc, char** argv) {
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REGISTER_FUNC(recomp_get_mouse_deltas);
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REGISTER_FUNC(recomp_get_inverted_axes);
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REGISTER_FUNC(recomp_get_analog_inverted_axes);
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recompui::register_ui_exports();
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recomputil::register_data_api_exports();
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zelda64::register_overlays();
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zelda64::register_patches();
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recomputil::init_extended_actor_data();
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zelda64::load_config();
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recomp::rsp::callbacks_t rsp_callbacks{
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@@ -678,39 +688,13 @@ int main(int argc, char** argv) {
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.allow_runtime_toggle = true,
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.on_enabled = enable_texture_pack,
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.on_disabled = disable_texture_pack,
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.on_reordered = reorder_texture_pack,
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};
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auto texture_pack_content_type_id = recomp::mods::register_mod_content_type(texture_pack_content_type);
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// Register the .rtz texture pack file format with the previous content type as its only allowed content type.
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recomp::mods::register_mod_container_type("rtz", std::vector{ texture_pack_content_type_id }, false);
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recomp::mods::scan_mods();
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printf("Found mods:\n");
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for (const auto& mod : recomp::mods::get_mod_details("mm")) {
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printf(" %s(%s)\n", mod.mod_id.c_str(), mod.version.to_string().c_str());
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if (!mod.authors.empty()) {
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printf(" Authors: %s", mod.authors[0].c_str());
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for (size_t author_index = 1; author_index < mod.authors.size(); author_index++) {
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const std::string& author = mod.authors[author_index];
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printf(", %s", author.c_str());
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}
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printf("\n");
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printf(" Runtime toggleable: %d\n", mod.runtime_toggleable);
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}
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if (!mod.dependencies.empty()) {
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printf(" Dependencies: %s:%s", mod.dependencies[0].mod_id.c_str(), mod.dependencies[0].version.to_string().c_str());
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for (size_t dep_index = 1; dep_index < mod.dependencies.size(); dep_index++) {
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const recomp::mods::Dependency& dep = mod.dependencies[dep_index];
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printf(", %s:%s", dep.mod_id.c_str(), dep.version.to_string().c_str());
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}
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printf("\n");
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}
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// TODO load all mods as a temporary solution to not having a UI yet.
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recomp::mods::enable_mod(mod.mod_id, true);
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}
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printf("\n");
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recomp::start(
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project_version,
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{},
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