Files
Zelda64Recomp/src/ui/elements/ui_toggle.cpp
T
Wiseguy d766cf328f 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>
2025-04-28 03:01:36 -04:00

161 lines
5.9 KiB
C++

#include "ui_toggle.h"
#include <cassert>
#include <ultramodern/ultramodern.hpp>
namespace recompui {
Toggle::Toggle(Element *parent) : Element(parent, Events(EventType::Click, EventType::Focus, EventType::Hover, EventType::Enable), "button") {
enable_focus();
set_width(162.0f);
set_height(72.0f);
set_border_radius(36.0f);
set_opacity(0.9f);
set_cursor(Cursor::Pointer);
set_border_width(2.0f);
set_border_color(Color{ 177, 76, 34, 255 });
set_background_color(Color{ 0, 0, 0, 0 });
checked_style.set_border_color(Color{ 34, 177, 76, 255 });
hover_style.set_border_color(Color{ 177, 76, 34, 255 });
hover_style.set_background_color(Color{ 206, 120, 68, 76 });
focus_style.set_border_color(Color{ 177, 76, 34, 255 });
focus_style.set_background_color(Color{ 206, 120, 68, 76 });
checked_hover_style.set_border_color(Color{ 34, 177, 76, 255 });
checked_hover_style.set_background_color(Color{ 68, 206, 120, 76 });
checked_focus_style.set_border_color(Color{ 34, 177, 76, 255 });
checked_focus_style.set_background_color(Color{ 68, 206, 120, 76 });
disabled_style.set_border_color(Color{ 177, 76, 34, 128 });
checked_disabled_style.set_border_color(Color{ 34, 177, 76, 128 });
add_style(&checked_style, checked_state);
add_style(&hover_style, hover_state);
add_style(&focus_style, focus_state);
add_style(&checked_hover_style, { checked_state, hover_state });
add_style(&checked_focus_style, { checked_state, focus_state });
add_style(&disabled_style, disabled_state);
add_style(&checked_disabled_style, { checked_state, disabled_state });
ContextId context = get_current_context();
floater = context.create_element<Element>(this);
floater->set_position(Position::Relative);
floater->set_top(2.0f);
floater->set_width(80.0f);
floater->set_height(64.0f);
floater->set_border_radius(32.0f);
floater->set_background_color(Color{ 177, 76, 34, 255 });
floater_checked_style.set_background_color(Color{ 34, 177, 76, 255 });
floater_disabled_style.set_background_color(Color{ 177, 76, 34, 128 });
floater_disabled_checked_style.set_background_color(Color{ 34, 177, 76, 128 });
floater->add_style(&floater_checked_style, checked_state);
floater->add_style(&floater_disabled_style, disabled_state);
floater->add_style(&floater_disabled_checked_style, { checked_state, disabled_state });
set_checked_internal(false, false, true, false);
}
void Toggle::set_checked_internal(bool checked, bool animate, bool setup, bool trigger_callbacks) {
if (this->checked != checked || setup) {
this->checked = checked;
if (animate) {
last_time = ultramodern::time_since_start();
queue_update();
}
else {
floater_left = floater_left_target();
}
floater->set_left(floater_left, Unit::Dp);
if (trigger_callbacks) {
for (const auto &function : checked_callbacks) {
function(checked);
}
}
set_style_enabled(checked_state, checked);
floater->set_style_enabled(checked_state, checked);
}
}
float Toggle::floater_left_target() const {
return checked ? 78.0f : 4.0f;
}
void Toggle::process_event(const Event &e) {
switch (e.type) {
case EventType::Click:
if (is_enabled()) {
set_checked_internal(!checked, true, false, true);
}
break;
case EventType::Hover: {
bool hover_active = std::get<EventHover>(e.variant).active && is_enabled();
set_style_enabled(hover_state, hover_active);
floater->set_style_enabled(hover_state, hover_active);
break;
}
case EventType::Focus: {
bool focus_active = std::get<EventFocus>(e.variant).active;
set_style_enabled(focus_state, focus_active);
break;
}
case EventType::Enable: {
bool enable_active = std::get<EventEnable>(e.variant).active;
set_style_enabled(disabled_state, !enable_active);
floater->set_style_enabled(disabled_state, !enable_active);
if (enable_active) {
set_cursor(Cursor::Pointer);
set_focusable(true);
}
else {
set_cursor(Cursor::None);
set_focusable(false);
}
break;
}
case EventType::Update: {
std::chrono::high_resolution_clock::duration now = ultramodern::time_since_start();
float delta_time = std::max(std::chrono::duration<float>(now - last_time).count(), 0.0f);
last_time = now;
constexpr float dp_speed = 740.0f;
const float target = floater_left_target();
if (target < floater_left) {
floater_left += std::max(-dp_speed * delta_time, target - floater_left);
}
else {
floater_left += std::min(dp_speed * delta_time, target - floater_left);
}
if (abs(target - floater_left) < 1e-4f) {
floater_left = target;
}
else {
queue_update();
}
floater->set_left(floater_left, Unit::Dp);
break;
}
default:
break;
}
}
void Toggle::set_checked(bool checked) {
set_checked_internal(checked, false, false, false);
}
bool Toggle::is_checked() const {
return checked;
}
void Toggle::add_checked_callback(std::function<void(bool)> callback) {
checked_callbacks.emplace_back(callback);
}
};