Mod API: Rename dusk::mods -> mods

This commit is contained in:
Luke Street
2026-07-15 12:04:26 -06:00
parent 5ea7f7ca9a
commit 5db55c508b
16 changed files with 66 additions and 70 deletions
+18 -18
View File
@@ -945,7 +945,7 @@ ModResult register_bool_option(
cvarDesc.type = CONFIG_VAR_BOOL;
cvarDesc.default_bool = defaultValue;
if (svc_config->register_var(mod_ctx, &cvarDesc, &outHandle) != MOD_OK) {
return dusk::mods::set_error(error, MOD_ERROR, "failed to register shadow option");
return mods::set_error(error, MOD_ERROR, "failed to register shadow option");
}
return MOD_OK;
}
@@ -957,7 +957,7 @@ ModResult register_int_option(
cvarDesc.type = CONFIG_VAR_INT;
cvarDesc.default_int = defaultValue;
if (svc_config->register_var(mod_ctx, &cvarDesc, &outHandle) != MOD_OK) {
return dusk::mods::set_error(error, MOD_ERROR, "failed to register shadow option");
return mods::set_error(error, MOD_ERROR, "failed to register shadow option");
}
return MOD_OK;
}
@@ -969,7 +969,7 @@ extern "C" {
MOD_EXPORT ModResult mod_initialize(ModError* error) {
ModResult result = svc_resource->load(mod_ctx, "shadow.wgsl", &g_shaderSource);
if (result != MOD_OK || g_shaderSource.data == nullptr) {
return dusk::mods::set_error(error, result, "failed to load shadow.wgsl");
return mods::set_error(error, result, "failed to load shadow.wgsl");
}
result = register_bool_option("effectEnabled", false, g_cvarEnabled, error);
@@ -1014,56 +1014,56 @@ MOD_EXPORT ModResult mod_initialize(ModError* error) {
}
if (svc_gfx->get_device_info(mod_ctx, &g_deviceInfo) != MOD_OK) {
return dusk::mods::set_error(error, MOD_ERROR, "failed to query device info");
return mods::set_error(error, MOD_ERROR, "failed to query device info");
}
if (!build_composite_pipeline(true, g_compositePipeline, g_compositeLayout) ||
!build_composite_pipeline(false, g_compositeDebugPipeline, g_compositeDebugLayout))
{
return dusk::mods::set_error(error, MOD_ERROR, "failed to create composite pipeline");
return mods::set_error(error, MOD_ERROR, "failed to create composite pipeline");
}
GfxDrawTypeDesc drawDesc = GFX_DRAW_TYPE_DESC_INIT;
drawDesc.label = "shadow composite";
drawDesc.draw = on_draw;
if (svc_gfx->register_draw_type(mod_ctx, &drawDesc, &g_drawType) != MOD_OK) {
return dusk::mods::set_error(error, MOD_ERROR, "failed to register draw type");
return mods::set_error(error, MOD_ERROR, "failed to register draw type");
}
GfxStageHookDesc stageDesc = GFX_STAGE_HOOK_DESC_INIT;
stageDesc.callback = on_scene_begin;
if (svc_gfx->register_stage_hook(
mod_ctx, GFX_STAGE_SCENE_BEGIN, &stageDesc, &g_sceneBeginHook) != MOD_OK)
{
return dusk::mods::set_error(error, MOD_ERROR, "failed to register stage hook");
return mods::set_error(error, MOD_ERROR, "failed to register stage hook");
}
stageDesc.callback = on_scene_after_terrain;
if (svc_gfx->register_stage_hook(
mod_ctx, GFX_STAGE_SCENE_AFTER_TERRAIN, &stageDesc, &g_sceneAfterTerrainHook) != MOD_OK)
{
return dusk::mods::set_error(error, MOD_ERROR, "failed to register stage hook");
return mods::set_error(error, MOD_ERROR, "failed to register stage hook");
}
stageDesc.callback = on_frame_before_hud;
if (svc_gfx->register_stage_hook(
mod_ctx, GFX_STAGE_FRAME_BEFORE_HUD, &stageDesc, &g_frameBeforeHudHook) != MOD_OK)
{
return dusk::mods::set_error(error, MOD_ERROR, "failed to register stage hook");
return mods::set_error(error, MOD_ERROR, "failed to register stage hook");
}
// Skip the game's own shadow rendering while the dynamic pass is active: the
// shadowControl pair covers the actor real/blob shadows, drawCloudShadow the weather
// cloud shadows.
if (dusk::mods::hook_add_pre<GameShadowImageDraw>(svc_hook, on_game_shadow_pre) != MOD_OK ||
dusk::mods::hook_add_pre<GameShadowDraw>(svc_hook, on_game_shadow_pre) != MOD_OK ||
dusk::mods::hook_add_pre<CloudShadowDraw>(svc_hook, on_game_shadow_pre) != MOD_OK)
if (mods::hook_add_pre<GameShadowImageDraw>(svc_hook, on_game_shadow_pre) != MOD_OK ||
mods::hook_add_pre<GameShadowDraw>(svc_hook, on_game_shadow_pre) != MOD_OK ||
mods::hook_add_pre<CloudShadowDraw>(svc_hook, on_game_shadow_pre) != MOD_OK)
{
return dusk::mods::set_error(error, MOD_ERROR, "failed to hook game shadow rendering");
return mods::set_error(error, MOD_ERROR, "failed to hook game shadow rendering");
}
if (dusk::mods::hook_add_pre<ClipperSphereClip>(svc_hook, on_frustum_clip_pre) != MOD_OK ||
dusk::mods::hook_add_pre<ClipperBoxClip>(svc_hook, on_frustum_clip_pre) != MOD_OK)
if (mods::hook_add_pre<ClipperSphereClip>(svc_hook, on_frustum_clip_pre) != MOD_OK ||
mods::hook_add_pre<ClipperBoxClip>(svc_hook, on_frustum_clip_pre) != MOD_OK)
{
return dusk::mods::set_error(error, MOD_ERROR, "failed to hook frustum clipping");
return mods::set_error(error, MOD_ERROR, "failed to hook frustum clipping");
}
if (dusk::mods::hook_add_pre<CopyTex>(svc_hook, on_copy_tex_pre) != MOD_OK) {
return dusk::mods::set_error(error, MOD_ERROR, "failed to hook GXCopyTex");
if (mods::hook_add_pre<CopyTex>(svc_hook, on_copy_tex_pre) != MOD_OK) {
return mods::set_error(error, MOD_ERROR, "failed to hook GXCopyTex");
}
UiModsPanelDesc panelDesc = UI_MODS_PANEL_DESC_INIT;
panelDesc.build = build_panel;