mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-08-20 13:24:40 -04:00
Merge with origin/main
This commit is contained in:
+184
-19
@@ -54,7 +54,7 @@ include("${CMAKE_CURRENT_SOURCE_DIR}/cmake/FetchDusklight.cmake")
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add_subdirectory("${DUSKLIGHT_DIR}/sdk" dusklight-sdk EXCLUDE_FROM_ALL)
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add_mod(my_mod
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FEATURES game # remove for service/asset-only mods; add webgpu for GfxService
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FEATURES game fmt # remove game for service-only mods; add webgpu for GfxService
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SOURCES src/mod.cpp
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MOD_JSON mod.json
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RES_DIR res # mod resources, including icon.png and banner.png
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@@ -64,6 +64,8 @@ add_mod(my_mod
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```
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Available features:
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- `fmt`: Provides the header-only `{fmt}` library and the formatted logging helpers in `mods/svc/log.hpp`.
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- `game`: Allows calling into and hooking game code. Mods that **only** use services may omit it, providing a wider
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range of compatibility with Dusklight versions and a slightly faster build process.
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- `webgpu`: Allows importing the WebGPU API (`webgpu/webgpu.h`). Must be enabled when using
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@@ -143,6 +145,9 @@ IMPORT_SERVICE_VERSION(LogService, svc_log, 0); // required, minimum minor ver
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IMPORT_OPTIONAL_SERVICE(SomeService, svc_maybe); // may be null
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```
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A service must be imported in only **one** file (usually your `mod.cpp`). Other files may simply use `svc_log` or
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`mods::log::` after including the appropriate header.
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Each service is individually versioned, and there may be multiple major versions of a service provided at once,
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allowing backwards compatibility with older mods while still changing services fundamentally if necessary. A **major**
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bump is a breaking change, treated as a different service entirely. For **additive** changes, a service appends new
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@@ -179,7 +184,15 @@ svc_log->write(mod_ctx, LOG_LEVEL_DEBUG, "verbose details");
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```
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Messages appear in the console prefixed with your mod ID. Messages are plain UTF-8 strings and are copied before the
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call returns; use `snprintf` or `fmt::format` for formatting.
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call returns. C++ mods can enable `add_mod(... FEATURES fmt)` and use the formatted logging helpers in
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`mods/svc/log.hpp`:
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```cpp
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#include <mods/svc/log.hpp>
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mods::log::info("spawned actor {} at ({}, {})", actorName, x, y);
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mods::log::warn("health is down to {:.1f}%", healthPercent);
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```
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### ResourceService (`mods/svc/resource.h`)
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@@ -196,8 +209,8 @@ if (svc_resource->load(mod_ctx, "config.txt", &buf) == MOD_OK) {
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}
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```
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Missing files return `MOD_UNAVAILABLE`. Always `free` what you `load`. Note that the bundle is read-only; for writable
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storage, use the directory from `svc_host->mod_dir(mod_ctx)`.
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Missing files return `MOD_UNAVAILABLE`. Always `free` what you `load`. The bundle is read-only; use
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`HostService::data_dir` for persistent storage.
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### HostService (`mods/svc/host.h`)
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@@ -206,9 +219,17 @@ Mod metadata and runtime interaction with the loader:
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```cpp
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IMPORT_SERVICE(HostService, svc_host);
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const char* id = svc_host->mod_id(mod_ctx);
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const char* dir = svc_host->mod_dir(mod_ctx); // writable per-mod directory
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svc_host->fail(mod_ctx, MOD_ERROR, "something unrecoverable happened"); // disables the mod
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// Temporary mod data directory, wiped on startup
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const char* cacheDir = svc_host->mod_dir(mod_ctx);
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// Persistent mod data directory
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const char* dataDir = nullptr;
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if (svc_host->data_dir(mod_ctx, &dataDir) == MOD_OK) {
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// ...
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}
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// Report an error and disable the mod
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svc_host->fail(mod_ctx, MOD_ERROR, "something unrecoverable happened");
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```
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`get_service`/`publish_service` provide dynamic service lookup; see [Exporting Services](#exporting-services).
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@@ -236,7 +257,7 @@ every service dropped its state. For your own mod's teardown, use `mod_shutdown`
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### HookService (`mods/svc/hook.h`)
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Installs hooks on game functions and resolves symbols by name. You'll rarely call it directly; use the typed helpers in
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`mods/hook.hpp` described in [Hooking Game Functions](#hooking-game-functions).
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`mods/svc/hook.hpp` described in [Hooking Game Functions](#hooking-game-functions).
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### OverlayService (`mods/svc/overlay.h`)
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@@ -327,6 +348,88 @@ Change callbacks fire on the game thread whenever the value changes at runtime (
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Writes that store the same value are silent. Values applied from `config.json` or `--cvar` at registration do
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**not** fire callbacks; read the value after `register_var` for the starting state.
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### SaveService (`mods/svc/save.h`)
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Stores named binary blobs for each save slot. Blob names are scoped to the calling mod, and each mod may store up to
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`SAVE_BLOB_BUDGET_BYTES` per slot. The service copies data passed to `set_blob`.
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```cpp
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IMPORT_SERVICE(SaveService, svc_save);
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struct MySaveData {
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uint32_t version;
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uint32_t counter;
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};
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MySaveData state{1, 42};
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svc_save->set_blob(mod_ctx, "state", &state, sizeof(state));
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MySaveData loaded{};
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size_t loadedSize = sizeof(loaded);
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if (svc_save->get_blob(mod_ctx, "state", &loaded, &loadedSize) == MOD_OK &&
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loadedSize == sizeof(loaded)) {
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apply_state(loaded);
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}
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```
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`set_blob`, `get_blob`, and `delete_blob` operate on the current slot, which is available after creating or loading a
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save and unavailable at file select. Blob changes are written with the next game save. File-select copy and erase
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operations update the blob data as well. Use `peek_blob` to read the calling mod's data from any slot; it uses the same
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buffer contract as `get_blob`. Pass a `NULL` buffer to either read function to query the blob size.
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`observe_saves` registers callbacks for new, loaded, and written saves. New-save callbacks run after the slot's blobs
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are cleared. Observers are removed automatically when the mod is detached, so the output handle is only needed for
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manual unregistration. Save callbacks run on the game thread.
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### StageService (`mods/svc/stage.h`)
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Allows making changes to a stage's "stage info" (contents of .dzs/.dzr files).
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(Currently only supports editing actor nodes.)
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```cpp
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IMPORT_SERVICE(StageService, svc_stage);
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stage_actor_data_class record = {
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"carry00",
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0xFF000000,
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cXyz(0.0f, 0.0f, 0.0f),
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csXyz(0, 0, 0),
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0,
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};
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StageActorHandle handle{};
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svc_stage->patch_actor(mod_ctx, "F_SP102", 0, -1, record_crc, &record, sizeof(record), &handle);
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```
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```
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StageActorHandle handle{};
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svc_stage->delete_actor(mod_ctx, "F_SP102", 0, -1, record_crc, &handle);
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```
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Patch or remove actors from the original actor list as the room loads.
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Given records must be of either `stage_actor_data_class` or `stage_tgsc_data_class` types.
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`record_crc` is the CRC-32 of the unmodified original record used to identify the record to replace or remove.
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```
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stage_actor_data_class record = {
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"carry00",
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0xFF000000,
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cXyz(0.0f, 0.0f, 0.0f),
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csXyz(0, 0, 0),
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0,
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};
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StageActorHandle handle{};
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svc_stage->add_actor(mod_ctx, "F_SP102", 0, -1, &record, sizeof(record), &handle);
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```
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Add a new actor to the actor list as the room loads.
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Given records must be of either `stage_actor_data_class` or `stage_tgsc_data_class` types.
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Stage names may contain up to 8 characters. For patches and deletions, room `0xff` and layer `-1` match any room or
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layer; additions require a specific room. Edits are removed when the mod is detached. If multiple mods edit the same
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record, the later-loaded mod wins.
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### UiService (`mods/svc/ui.h`)
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Integrate seamlessly with Dusklight's UI system: add controls and buttons to your mod's detail pane in the Mods window,
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@@ -409,6 +512,22 @@ sets `keep_open`. A `keep_open` action can close it later (or immediately) with
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`on_dismiss` if present and always closes. `dialog_set_body`, `dialog_set_icon`, and `dialog_add_action` mutate a live
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dialog.
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**Toasts:** `push_toast` enqueues a notification. Titles and bodies accept RML. The optional `type` is applied as an
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RCSS class; `warning` uses the built-in warning appearance, and mods can define their own types. A duration of 0 uses
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the default of 5 seconds.
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Toasts have a `mod-id` attribute, so `UI_SCOPE_OVERLAY` styles can use selectors such as
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`toast[mod-id="com.example.randomizer"].success`.
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```cpp
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UiToastDesc toast = UI_TOAST_DESC_INIT;
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toast.type = "success";
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toast.title_rml = "Randomizer";
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toast.body_rml = "<span>Seed loaded successfully.</span>";
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toast.duration_ms = 3000;
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svc_ui->push_toast(mod_ctx, &toast);
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```
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**Menu bar tabs:** `register_menu_tab` adds a tab to the in-game menu bar. `on_selected` fires when the user activates
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the tab: typically you'd push a window from it. The tab is removed by `unregister_menu_tab`, or automatically when the
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mod is disabled.
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@@ -420,6 +539,26 @@ existing documents restyle immediately, and future ones pick it up when created.
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host styles and may override them. Scope selectors tightly (use `[mod-id="..."]`!), especially for `UI_SCOPE_WINDOW`,
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unless changing host UI is intentional.
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### WindowService (`mods/svc/window.h`)
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Allows creating new windows that can be rendered to via `GfxService`.
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```cpp
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IMPORT_SERVICE(WindowService, svc_window);
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WindowDesc desc = WINDOW_DESC_INIT;
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desc.title = "My auxiliary view";
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desc.on_event = on_window_event;
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WindowHandle window = 0;
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svc_window->create_window(mod_ctx, &desc, &window);
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```
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Window callbacks run on the game thread. A close event is only a request; call `destroy_window` when the mod is ready to
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close it. A window attached to a GfxService present target cannot be destroyed until that target is unregistered. Only
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one present target may be attached to a WindowService window at a time.
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New windows are hidden by default so a mod can finish attaching graphics before calling `show_window`.
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### GfxService (`mods/svc/gfx.h`)
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**Requires `add_mod(... FEATURES webgpu)`**
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@@ -451,6 +590,30 @@ registered with `register_compute_type` follow the same worker-thread rule and r
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All WGPU handles from the service are borrowed. Resolved target views are valid for the current frame only. GPU objects
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created by a mod are owned by that mod and should be released in `mod_shutdown`.
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#### External presentation
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GfxService supports external presentation ("present targets") backed by either a WindowService window (via
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`register_window_present_target`) or a plain `WGPUSurface` (via `register_present_target`).
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```cpp
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GfxPresentTargetDesc target_desc = GFX_PRESENT_TARGET_DESC_INIT;
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target_desc.render = render_auxiliary_view;
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GfxPresentTargetHandle target = 0;
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svc_gfx->register_window_present_target(mod_ctx, window, &target_desc, &target);
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// From a stage callback:
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svc_gfx->push_present(mod_ctx, target, &payload, sizeof(payload));
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```
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For WindowService windows, the surface is automatically reconfigured on window size changes.
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For plain `WBPUSurface`s, `resize_present_target` must be used to resize.
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To create a `WGPUSurface` manually, `GfxDeviceInfo` holds the `WGPUInstance` and `WGPUAdapter` which can be used with
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`wgpuInstanceCreateSurface` and a chained `WGPUSurfaceSource*` struct.
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`push_present` must be called every frame from a GfxService stage callback. If surface was lost, `push_present` returns
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`MOD_ERROR`. Unregister and re-register the target before trying again.
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### CameraService (`mods/svc/camera.h`)
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Converts a game view provided by a render callback into WebGPU-convention camera data. Matrix fields are column-major
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@@ -470,6 +633,9 @@ if (svc_camera->get_camera(mod_ctx, game_view, &camera) == MOD_OK) {
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first in-game frame. Projection matrices match the renderer's WebGPU clip convention and renderer depth convention
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(reversed-Z by default).
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Camera operators allow overriding the main camera. When an operator callback returns true, its values replace the camera
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state for the current frame. Register and unregister using `register_camera_operator` / `unregister_camera_operator`.
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### GamemodeService (`mods/svc/gamemode.h`)
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Allows a mod to register a gamemode that allows the game to designate one form of gameplay (named a gamemode). This
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@@ -532,11 +698,10 @@ svc_gamemode->register_gamemode(mod_ctx, &gamemodeDesc);
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**Requires `add_mod(... FEATURES game)`**
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Mods may hook the vast majority of game functions, including file-local static, private and virtual functions.
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`mods/hook.hpp` provides typed helpers over the hook service:
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`mods/svc/hook.hpp` provides typed helpers over the hook service:
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```cpp
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#include "mods/hook.hpp"
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#include "mods/svc/hook.h"
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#include "mods/svc/hook.hpp"
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IMPORT_SERVICE(HookService, svc_hook);
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@@ -560,7 +725,7 @@ HookAction on_pos_move_pre(ModContext*, void* args, void* retval, void* userdata
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return HOOK_CONTINUE;
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}
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mods::hook_add_pre<LinkPosMove>(svc_hook, on_pos_move_pre);
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mods::hook::add_pre<LinkPosMove>(on_pos_move_pre);
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```
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### Post-hooks
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@@ -571,7 +736,7 @@ if any.
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```cpp
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void on_pos_move_post(ModContext*, void* args, void* retval, void* userdata) { ... }
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mods::hook_add_post<LinkPosMove>(svc_hook, on_pos_move_post);
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mods::hook::add_post<LinkPosMove>(on_pos_move_post);
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```
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### Replace-hooks
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@@ -586,7 +751,7 @@ void on_execute_replace(ModContext*, void* args, void* retval, void*) {
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}
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}
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mods::hook_replace<LinkExecute>(svc_hook, on_execute_replace);
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mods::hook::replace<LinkExecute>(on_execute_replace);
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```
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By default a second replace-hook on the same function is a conflict; `HookOptions` (`replace_policy`, `priority`,
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@@ -602,7 +767,7 @@ symbol name instead. You must supply the signature along with the name.
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DEFINE_HOOK_SYMBOL("daAlink_hookshotAtHitCallBack",
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void(fopAc_ac_c*, dCcD_GObjInf*, fopAc_ac_c*, dCcD_GObjInf*), HookshotHit);
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mods::hook_add_pre<HookshotHit>(svc_hook, on_hookshot_hit_pre);
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mods::hook::add_pre<HookshotHit>(on_hookshot_hit_pre);
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...
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HookshotHit::g_orig(link, atObjInf, target, tgObjInf); // call through to the original
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```
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@@ -642,7 +807,7 @@ HookAction on_create_item_pre(ModContext*, void* args, void*, void*) {
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return HOOK_CONTINUE;
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}
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mods::hook_add_pre<CreateItem>(svc_hook, on_create_item_pre);
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mods::hook::add_pre<CreateItem>(on_create_item_pre);
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```
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For reference parameters (e.g. `const cXyz& pos`), `arg_ref<cXyz>` yields a direct reference.
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@@ -828,6 +993,6 @@ const char* nativeDir = svc_host->native_dir(mod_ctx); // read-only
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```
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Libraries loaded explicitly by the mod remain its responsibility: stop their threads and unload them during
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`mod_shutdown`. Do not write into `native_dir`; use `mod_dir` for writable state. Native library namespaces are
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process-wide on some platforms, so two mods cannot safely assume that incompatible libraries with the same filename
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will remain isolated.
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`mod_shutdown`. Do not write into `native_dir`; use `data_dir` for persistent storage or `mod_dir` for temporary
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(session) storage. Native library namespaces are process-wide on some platforms, so two mods cannot safely assume that
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incompatible libraries with the same filename will remain isolated.
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Reference in New Issue
Block a user