Files
Zelda64Recomp/src/main/launcher.cpp
T

385 lines
15 KiB
C++

#include "recompui/recompui.h"
#include "zelda_game.h"
#include "zelda_launcher.h"
#include "hlsl++.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;
GameOptionsMenu *game_options_menu;
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);
}
}
struct GameOptionExtraData {
Element *bullet = nullptr;
float anim_progress = 0;
float anim_goal = 0;
};
std::vector<GameOptionExtraData> game_option_data;
bool handle_game_option_event(int index, const Event& e) {
GameOption *option = game_options_menu->get_options()[index];
GameOptionExtraData &data = game_option_data[index];
switch (e.type) {
case EventType::Click:
break;
case EventType::Hover:
{
bool hovering = std::get<EventHover>(e.variant).active && option->is_enabled();
if (hovering) {
data.anim_goal = 1.0f;
} else {
data.anim_goal = 0.0f;
}
option->queue_update();
break;
}
case EventType::Enable:
break;
case EventType::Focus: {
bool active = std::get<EventFocus>(e.variant).active;
if (active) {
data.anim_goal = 1.0f;
} else {
data.anim_goal = 0.0f;
}
option->queue_update();
break;
}
case EventType::Update:
if (data.anim_goal != data.anim_progress) {
float sign = (data.anim_goal > data.anim_progress) ? 1.0f : -1.0f;
float diff1 = fabsf(data.anim_goal - data.anim_progress);
float change_rate = std::max(0.02f, diff1 * 0.08f);
data.anim_progress += change_rate * sign;
data.anim_progress = std::clamp(data.anim_progress, 0.0f, 1.0f);
float diff = fabsf(data.anim_goal - data.anim_progress);
if (diff < 0.01f) {
data.anim_progress = data.anim_goal;
}
float smooth_val = hlslpp::smoothstep(hlslpp::float1(0.0f), 1.0f, data.anim_progress);
data.bullet->set_opacity(smooth_val);
data.bullet->set_translate_2D((1.0f - smooth_val) * (right ? 50.0f : -50.0f), -50.0f, Unit::Percent);
int opa = static_cast<int>(40.0f * smooth_val);
option->set_decorator_horizontal_gradient(
theme::color::PrimaryL,
theme::color::PrimaryL,
right ? 0 : opa,
right ? opa : 0
);
option->queue_update();
}
break;
default:
assert(false && "Unknown event type.");
break;
}
return false;
}
void style_game_options() {
std::vector<recompui::GameOption *> &options = game_options_menu->get_options();
auto context = get_current_context();
size_t num_options = options.size();
game_option_data.clear();
game_option_data.resize(num_options);
for (size_t i = 0; i < num_options; i++) {
options[i]->set_position(Position::Relative);
if (right) {
options[i]->set_padding_right(44);
} else {
options[i]->set_padding_left(44);
}
options[i]->set_background_color(theme::color::Transparent);
options[i]->hover_style.set_background_color(theme::color::Transparent);
options[i]->focus_style.set_background_color(theme::color::Transparent);
options[i]->set_decorator_horizontal_gradient(theme::color::PrimaryL, theme::color::PrimaryL, 0, 0);
options[i]->set_event_callback([this, i](const Event& e) {
return handle_game_option_event(i, e);
});
game_option_data[i].bullet = context.create_element<Label>(options[i], "", theme::Typography::LabelLG);
game_option_data[i].bullet->set_opacity(0);
game_option_data[i].bullet->set_position(Position::Absolute);
game_option_data[i].bullet->set_width(16);
game_option_data[i].bullet->set_top(50, Unit::Percent);
game_option_data[i].bullet->set_translate_2D(0, -50, Unit::Percent);
if (right) {
game_option_data[i].bullet->set_right(16);
} else {
game_option_data[i].bullet->set_left(16);
}
}
}
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 = 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);
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 ? GameOptionsMenuLayout::Right : GameOptionsMenuLayout::Left
);
game_options_menu->set_width(100, Unit::Percent);
game_options_menu->set_as_navigation_container(NavigationType::Vertical);
game_options_menu->add_default_options();
style_game_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);
}