mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2026-08-27 08:47:11 -04:00
385 lines
15 KiB
C++
385 lines
15 KiB
C++
#include "recompui/recompui.h"
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#include "zelda_game.h"
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#include "zelda_launcher.h"
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#include "hlsl++.h"
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// UI Components
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namespace {
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using namespace recompui;
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class SubtitleTitleButton : public Element {
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protected:
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Style selected_style;
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Style hover_style;
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Style focus_style;
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std::function<void()> pressed_callback;
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bool selected = false;
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bool right = false;
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bool soon = false;
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Element *exposed_contents = nullptr;
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Label *title = nullptr;
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Label *subtitle = nullptr;
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Element *soon_label_wrap = nullptr;
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Label *soon_label = nullptr;
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Label *soon_label_tm = nullptr;
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int soon_opacity = 0;
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int soon_opacity_goal = 0;
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// Element overrides.
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virtual void process_event(const Event &e) override {
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switch (e.type) {
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case EventType::Click:
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if (!soon && !selected && pressed_callback) {
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pressed_callback();
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}
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break;
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case EventType::Hover:
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if (soon) {
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soon_opacity_goal = std::get<EventHover>(e.variant).active ? 255 : 0;
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queue_update();
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} else {
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set_style_enabled(hover_state, std::get<EventHover>(e.variant).active && !selected);
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}
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break;
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case EventType::Focus:
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if (!soon) {
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set_style_enabled(focus_state, std::get<EventFocus>(e.variant).active);
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}
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break;
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case EventType::Update:
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if (soon && soon_opacity_goal != soon_opacity) {
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int rate = soon_opacity_goal < soon_opacity ? -1 : 1;
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soon_opacity += rate;
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soon_label_tm->set_color(theme::color::TextDim, soon_opacity);
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queue_update();
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}
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break;
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default:
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assert(false && "Unknown event type.");
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break;
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}
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};
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std::string_view get_type_name() override { return "SubtitleTitleButton"; }
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public:
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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) {
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auto context = recompui::get_current_context();
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this->soon = soon;
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right = right_align;
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set_display(Display::Block);
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set_position(Position::Relative);
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set_width_auto();
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set_height_auto();
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set_padding(0);
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set_background_color(theme::color::Transparent);
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set_color(theme::color::TextDim);
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set_text_align(right ? TextAlign::Right : TextAlign::Left);
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set_opacity(0.5);
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selected_style.set_color(theme::color::Text);
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selected_style.set_cursor(Cursor::None);
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selected_style.set_opacity(1);
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hover_style.set_color(theme::color::Primary);
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hover_style.set_opacity(1);
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focus_style.set_color(theme::color::Primary);
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focus_style.set_opacity(1);
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if (!soon) {
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enable_focus();
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set_cursor(Cursor::Pointer);
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}
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add_style(&selected_style, checked_state);
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add_style(&hover_style, hover_state);
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add_style(&focus_style, focus_state);
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title = context.create_element<Label>(this, "Zelda 64: Recompiled", theme::Typography::Header3);
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title->set_margin_bottom(12);
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subtitle = context.create_element<Label>(this, text, theme::Typography::Header1);
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if (soon) {
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soon_label_wrap = context.create_element<Element>(this, 0, "div", false);
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soon_label_wrap->set_color(theme::color::TextDim, 128);
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soon_label_wrap->set_margin_top(16);
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{
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soon_label = context.create_element<Label>(soon_label_wrap, "COMING SOON™", theme::Typography::LabelSM);
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soon_label->set_display(Display::Inline);
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soon_label_tm = context.create_element<Label>(soon_label_wrap, "™", theme::Typography::LabelSM);
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soon_label_tm->set_display(Display::Inline);
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soon_label_tm->set_color(theme::color::TextDim, 0);
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}
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}
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};
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void set_pressed_callback(std::function<void()> callback) { pressed_callback = callback; };
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Style* get_selected_style() { return &selected_style; }
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Style* get_hover_style() { return &hover_style; }
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Style* get_focus_style() { return &focus_style; }
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void set_selected(bool sel) {
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selected = sel;
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set_style_enabled(checked_state, selected);
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if (selected) exposed_contents->display_show();
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else exposed_contents->display_hide();
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}
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void set_exposed_contents(Element *el) { exposed_contents = el; }
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};
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class GameHalf {
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private:
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Element *root;
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Element *title_wrapper;
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Element *content_wrapper;
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GameOptionsMenu *game_options_menu;
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SubtitleTitleButton *title_button;
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zelda64::Game game;
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std::string name;
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std::function<void()> on_change_game;
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bool right = false;
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bool soon = false;
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void style_vertical_split() {
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root->set_display(Display::Flex);
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root->set_position(Position::Absolute);
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root->set_top(0);
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root->set_bottom(0);
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root->set_flex_direction(FlexDirection::Column);
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root->set_justify_content(JustifyContent::SpaceBetween);
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// Reset styles set in LauncherMenu's constructor
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root->set_height_auto();
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root->set_width_auto();
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root->set_as_navigation_container(NavigationType::Vertical);
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if (right) {
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root->set_right(0);
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root->set_left(50, Unit::Percent);
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root->set_align_items(AlignItems::FlexEnd);
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} else {
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root->set_right(50, Unit::Percent);
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root->set_left(0);
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root->set_align_items(AlignItems::FlexStart);
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}
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}
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void add_title_wrapper() {
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auto context = get_current_context();
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title_wrapper = context.create_element<Element>(root, 0, "div", false);
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title_wrapper->set_flex(1, 1);
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title_wrapper->set_flex_basis_auto();
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title_wrapper->set_height_auto();
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title_wrapper->set_width_auto();
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title_wrapper->set_padding_top(96);
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if (right) {
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title_wrapper->set_padding_right(96);
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title_wrapper->set_padding_left(0);
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} else {
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title_wrapper->set_padding_right(0);
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title_wrapper->set_padding_left(96);
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}
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}
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void add_content_wrapper() {
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auto context = get_current_context();
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content_wrapper = context.create_element<Element>(root, 0, "div", false);
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content_wrapper->set_display(Display::Flex);
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content_wrapper->set_position(Position::Relative);
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content_wrapper->set_flex(1, 1);
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content_wrapper->set_flex_basis(100, Unit::Percent);
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content_wrapper->set_height_auto();
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content_wrapper->set_width(100, Unit::Percent);
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content_wrapper->set_flex_direction(FlexDirection::Column);
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content_wrapper->set_padding(32);
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content_wrapper->set_justify_content(JustifyContent::FlexEnd);
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if (right) {
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content_wrapper->set_align_items(AlignItems::FlexEnd);
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} else {
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content_wrapper->set_align_items(AlignItems::FlexStart);
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}
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}
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struct GameOptionExtraData {
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Element *bullet = nullptr;
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float anim_progress = 0;
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float anim_goal = 0;
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};
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std::vector<GameOptionExtraData> game_option_data;
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bool handle_game_option_event(int index, const Event& e) {
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GameOption *option = game_options_menu->get_options()[index];
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GameOptionExtraData &data = game_option_data[index];
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switch (e.type) {
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case EventType::Click:
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break;
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case EventType::Hover:
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{
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bool hovering = std::get<EventHover>(e.variant).active && option->is_enabled();
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if (hovering) {
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data.anim_goal = 1.0f;
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} else {
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data.anim_goal = 0.0f;
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}
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option->queue_update();
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break;
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}
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case EventType::Enable:
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break;
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case EventType::Focus: {
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bool active = std::get<EventFocus>(e.variant).active;
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if (active) {
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data.anim_goal = 1.0f;
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} else {
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data.anim_goal = 0.0f;
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}
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option->queue_update();
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break;
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}
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case EventType::Update:
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if (data.anim_goal != data.anim_progress) {
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float sign = (data.anim_goal > data.anim_progress) ? 1.0f : -1.0f;
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float diff1 = fabsf(data.anim_goal - data.anim_progress);
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float change_rate = std::max(0.02f, diff1 * 0.08f);
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data.anim_progress += change_rate * sign;
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data.anim_progress = std::clamp(data.anim_progress, 0.0f, 1.0f);
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float diff = fabsf(data.anim_goal - data.anim_progress);
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if (diff < 0.01f) {
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data.anim_progress = data.anim_goal;
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}
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float smooth_val = hlslpp::smoothstep(hlslpp::float1(0.0f), 1.0f, data.anim_progress);
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data.bullet->set_opacity(smooth_val);
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data.bullet->set_translate_2D((1.0f - smooth_val) * (right ? 50.0f : -50.0f), -50.0f, Unit::Percent);
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int opa = static_cast<int>(40.0f * smooth_val);
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option->set_decorator_horizontal_gradient(
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theme::color::PrimaryL,
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theme::color::PrimaryL,
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right ? 0 : opa,
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right ? opa : 0
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);
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option->queue_update();
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}
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break;
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default:
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assert(false && "Unknown event type.");
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break;
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}
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return false;
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}
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void style_game_options() {
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std::vector<recompui::GameOption *> &options = game_options_menu->get_options();
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auto context = get_current_context();
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size_t num_options = options.size();
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game_option_data.clear();
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game_option_data.resize(num_options);
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for (size_t i = 0; i < num_options; i++) {
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options[i]->set_position(Position::Relative);
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if (right) {
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options[i]->set_padding_right(44);
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} else {
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options[i]->set_padding_left(44);
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}
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options[i]->set_background_color(theme::color::Transparent);
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options[i]->hover_style.set_background_color(theme::color::Transparent);
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options[i]->focus_style.set_background_color(theme::color::Transparent);
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options[i]->set_decorator_horizontal_gradient(theme::color::PrimaryL, theme::color::PrimaryL, 0, 0);
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options[i]->set_event_callback([this, i](const Event& e) {
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return handle_game_option_event(i, e);
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});
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game_option_data[i].bullet = context.create_element<Label>(options[i], "•", theme::Typography::LabelLG);
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game_option_data[i].bullet->set_opacity(0);
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game_option_data[i].bullet->set_position(Position::Absolute);
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game_option_data[i].bullet->set_width(16);
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game_option_data[i].bullet->set_top(50, Unit::Percent);
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game_option_data[i].bullet->set_translate_2D(0, -50, Unit::Percent);
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if (right) {
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game_option_data[i].bullet->set_right(16);
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} else {
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game_option_data[i].bullet->set_left(16);
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}
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}
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}
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public:
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GameHalf(zelda64::Game game, const std::string &name, bool right = false, bool soon = false) : game(game), name(name), right(right), soon(soon) {};
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void init(Element *root_element) {
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root = root_element;
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root->clear_children();
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style_vertical_split();
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auto context = get_current_context();
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add_title_wrapper();
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title_button = context.create_element<SubtitleTitleButton>(title_wrapper, name, right, soon);
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add_content_wrapper();
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const recomp::GameEntry &game_entry = zelda64::get_game_entry(game);
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game_options_menu = context.create_element<GameOptionsMenu>(content_wrapper,
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game_entry.game_id,
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game_entry.mod_game_id,
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game_entry.display_name,
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game_entry.thumbnail_bytes,
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right ? GameOptionsMenuLayout::Right : GameOptionsMenuLayout::Left
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);
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game_options_menu->set_width(100, Unit::Percent);
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game_options_menu->set_as_navigation_container(NavigationType::Vertical);
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game_options_menu->add_default_options();
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style_game_options();
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title_button->set_exposed_contents(game_options_menu);
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}
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void derive_selected() {
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title_button->set_selected(zelda64::get_current_game() == game);
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}
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void set_on_changed_game(std::function<void()> on_change_game_callback) {
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on_change_game = on_change_game_callback;
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title_button->set_pressed_callback([this]() {
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on_change_game();
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});
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}
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};
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};
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static GameHalf oot_half{zelda64::Game::OoT, "Ocarina of Time", false, true};
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static GameHalf mm_half{zelda64::Game::MM, "Majora's Mask", true};
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void zelda64::on_launcher_init(recompui::LauncherMenu *menu) {
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menu->remove_default_title();
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menu->set_as_navigation_container(recompui::NavigationType::Horizontal);
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// changing the way these are used to be split into vertical sections (each game)
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oot_half.init(menu->get_background_container());
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mm_half.init(menu->get_menu_container());
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recompui::update_game_mod_id(get_game_entry(get_current_game()).mod_game_id);
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oot_half.set_on_changed_game([]() {
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swap_current_game();
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oot_half.derive_selected();
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mm_half.derive_selected();
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});
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mm_half.set_on_changed_game([]() {
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swap_current_game();
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oot_half.derive_selected();
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mm_half.derive_selected();
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});
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oot_half.derive_selected();
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mm_half.derive_selected();
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// zelda64::launcher_animation_setup(menu);
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}
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