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# Dusk Mod API
Mods are shared libraries packaged into a `.dusk` zip archive. The loader scans the `mods/` directory at startup, extracts each library, and calls your exports each frame.
## Table of Contents
1. [Getting Started](#getting-started)
2. [mod.json](#modjson)
3. [Required Exports](#required-exports)
4. [DuskModAPI Reference](#duskmodapi-reference)
5. [Logging](#logging)
6. [Loading Resources](#loading-resources)
7. [ImGui Integration](#imgui-integration)
8. [Hooking Game Functions](#hooking-game-functions)
- [Pre-hooks](#pre-hooks)
- [Post-hooks](#post-hooks)
- [Replace hooks](#replace-hooks)
- [Reading and writing arguments](#reading-and-writing-arguments)
9. [Inter-Mod Communication](#inter-mod-communication)
10. [Full Example](#full-example)
---
## Getting Started
Fork the [mod template](../tools/mod_template/), it is a self-contained CMake project that references dusk as a subdirectory.
```
my_mod/
├── CMakeLists.txt
├── mod.json
├── src/mod.cpp
└── res/ (optional bundled resources)
```
**CMakeLists.txt:**
```cmake
cmake_minimum_required(VERSION 3.25)
project(my_mod CXX)
set(DUSK_DIR "${CMAKE_CURRENT_SOURCE_DIR}/dusk" CACHE PATH "Path to dusk source root")
add_subdirectory("${DUSK_DIR}" dusk EXCLUDE_FROM_ALL)
add_dusk_mod(my_mod
SOURCES src/mod.cpp
MOD_JSON mod.json
RES_DIR res # optional
)
```
After building, `my_mod.dusk` is placed in `mods/` next to the project root (`DUSK_MODS_OUTPUT_DIR` cache variable). Copy it to the game's `mods/` folder and launch.
- Windows: `%APPDATA%\TwilitRealm\Dusk\mods`
- Linux: `~/.local/share/TwilitRealm/Dusk/mods`
- macOS: `~/Library/Application Support/TwilitRealm/Dusk/mods`
The `.dusk` archive is a standard zip containing `mod.json`, the compiled library, and an optional `res/` tree. `add_dusk_mod()` creates it automatically.
---
## mod.json
```json
{
"name": "My Mod",
"version": "1.0.0",
"author": "Your Name",
"description": "A short description shown in the mod manager."
}
```
All fields are optional but recommended. `name` falls back to the filename, `version` to `"?"`.
---
## Required Exports
```cpp
#include "dusk/mod_api.h"
DUSK_REQUIRE_API_VERSION // declares mod_api_version; loader rejects the mod if the engine is older
extern "C" {
void mod_init (DuskModAPI* api); // required, called once at startup
void mod_tick (DuskModAPI* api); // required, called every frame
void mod_cleanup(DuskModAPI* api); // optional, called on shutdown
}
```
`DUSK_REQUIRE_API_VERSION` is optional but recommended. When present, the loader will refuse to initialize the mod if its API version doesn't exactly match the engine's.
---
## DuskModAPI Reference
The `api` pointer is valid for the lifetime of the mod. When using `hook.hpp`, call `dusk::init(api)` once and `dusk::g_api` is set for you.
| Field | Description |
|-------|-------------|
| `api_version` | ABI version, check against `DUSK_MOD_API_VERSION` if needed |
| `mod_dir` | Absolute path to the extracted mod cache directory |
| `log_info` / `log_warn` / `log_error` | `printf`-style logging, prefixed with the mod name |
| `load_resource` / `free_resource` | Load files from the `res/` tree in the `.dusk` archive |
| `register_tab_content` | Add a panel to the mod manager's per-mod tab |
| `register_menu_item` | Add an item to the quick-access menu |
| `hook_dispatch_pre` / `hook_dispatch_post` | Called by the trampoline, do not call directly |
| `service_publish` | Register a named pointer in the global service registry |
| `service_get` | Look up a named pointer registered by another mod |
---
## Logging
```cpp
api->log_info("Player health: %d", hp);
api->log_warn("Something looks wrong");
api->log_error("Fatal: %s", msg);
```
Output appears in the dusk console as `[My Mod] ...`
The format string is `printf`-compatible.
---
## Loading Resources
```cpp
size_t size = 0;
void* data = api->load_resource("config.txt", &size);
if (data) {
std::string text(static_cast<char*>(data), size);
api->free_resource(data);
}
```
- Path is relative to `res/`, pass `"config.txt"` not `"res/config.txt"`
- Always call `free_resource`, the buffer is owned by miniz
- For writable storage, write files under `api->mod_dir`
---
## ImGui Integration
**Tab content:** shown in the mod's panel in the Mods window, called every frame while visible:
```cpp
static void DrawPanel(void* userdata) {
ImGui::Text("Hello!");
}
api->register_tab_content(DrawPanel, nullptr);
```
Pass a pointer through `userdata` if your callback needs state:
```cpp
api->register_tab_content(DrawPanel, &g_state);
```
**Menu items:** added to the quick-access menu. Use `ImGui::MenuItem`, `ImGui::Separator`, etc.:
```cpp
static void DrawMenuEntry(void*) {
if (ImGui::MenuItem("Reset rotation")) { ... }
}
api->register_menu_item(DrawMenuEntry, nullptr);
```
---
## Hooking Game Functions
Call `dusk::init(api)` first.
```cpp
#include "dusk/hook.hpp"
extern "C" void mod_init(DuskModAPI* api) {
dusk::init(api);
dusk::hookAddPre<&ClassName::Method>(callback);
}
```
The trampoline is installed once per address. Multiple mods can register pre/post callbacks for the same function independently.
### Pre-hooks
Run before the original. Return `0` to let it proceed, non-zero to cancel it. Post-hooks still run either way.
```cpp
static int32_t on_posMove_pre(void* args) {
daAlink_c* link = dusk::arg<daAlink_c*>(args, 0); // this
if (link->shape_angle.y > 10000)
return 1; // cancel
return 0;
}
dusk::hookAddPre<&daAlink_c::posMove>(on_posMove_pre);
```
### Post-hooks
Run after the original (or replace-hook).
```cpp
static void on_posMove_post(void* args) {
daAlink_c* link = dusk::arg<daAlink_c*>(args, 0);
dusk::g_api->log_info("New Y angle: %d", (int)link->shape_angle.y);
}
dusk::hookAddPost<&daAlink_c::posMove>(on_posMove_post);
```
### Replace hooks
Completely substitutes the original. Only one replace-hook per function, a second install overwrites with a warning.
```cpp
static void on_posMove_replace(void* args) {
daAlink_c* link = dusk::arg<daAlink_c*>(args, 0);
link->shape_angle.y += 100;
}
dusk::hookSetReplace<&daAlink_c::posMove>(on_posMove_replace);
```
To call the original from inside a replace-hook:
```cpp
using Entry = dusk::HookEntry<&daAlink_c::posMove>;
static void on_posMove_replace(void* args) {
daAlink_c* link = dusk::arg<daAlink_c*>(args, 0);
link->shape_angle.y = 0;
Entry::g_orig(link);
}
```
### Reading and writing arguments
`args` is a `void*[N]` array. Index `0` is `this`, subsequent indices are parameters in declaration order.
```cpp
T value = dusk::arg <T>(args, n); // copy
T& ref = dusk::argRef<T>(args, n); // reference (read/write)
```
**Example:** halve incoming damage
```cpp
// void daEnemy_c::takeDamage(int amount, daActor_c* source)
static int32_t on_takeDamage_pre(void* args) {
dusk::argRef<int>(args, 1) /= 2;
return 0;
}
dusk::hookAddPre<&daEnemy_c::takeDamage>(on_takeDamage_pre);
```
For reference parameters (e.g. `const cXyz& pos`), use `argRef<cXyz>` to get a direct reference.
---
## Inter-Mod Communication
Mods can expose a public API to each other through a global service registry. The convention for names is `"mod_name/service_name"`.
**Mod A — publishing:**
```cpp
struct MyModAPI {
void (*do_thing)(int value);
};
static void my_do_thing(int value) { ... }
static MyModAPI g_api = { my_do_thing };
extern "C" void mod_init(DuskModAPI* api) {
api->service_publish("my_mod/api", &g_api);
}
```
**Mod B — consuming:**
```cpp
#include "my_mod_api.h"
static MyModAPI* g_my_mod = nullptr;
extern "C" void mod_init(DuskModAPI* api) {
g_my_mod = static_cast<MyModAPI*>(api->service_get("my_mod/api"));
}
```
---
## Full Example
```cpp
#include "d/actor/d_a_alink.h"
#include "dusk/hook.hpp"
#include "dusk/mod_api.h"
#include "imgui.h"
#include "m_Do/m_Do_controller_pad.h"
static int g_ticks = 0;
static int32_t on_posMove_pre(void* args) {
daAlink_c* link = dusk::arg<daAlink_c*>(args, 0);
if (mDoCPd_c::getHoldR(PAD_1)) {
link->shape_angle.y -= 2048;
}
return 0;
}
static void DrawPanel(void*) {
daAlink_c* link = daAlink_getAlinkActorClass();
ImGui::Text("Ticks: %d", g_ticks);
if (link) {
ImGui::Text("Y angle: %d", (int)link->shape_angle.y);
if (ImGui::Button("Reset rotation")) {
link->shape_angle.y = 0;
}
}
}
static void DrawMenuEntry(void*) {
daAlink_c* link = daAlink_getAlinkActorClass();
if (ImGui::MenuItem("Reset rotation", nullptr, false, link != nullptr)) {
link->shape_angle.y = 0;
}
}
extern "C" {
void mod_init(DuskModAPI* api) {
dusk::init(api);
dusk::hookAddPre<&daAlink_c::posMove>(on_posMove_pre);
api->register_tab_content(DrawPanel, nullptr);
api->register_menu_item(DrawMenuEntry, nullptr);
}
void mod_tick(DuskModAPI* api) {
++g_ticks;
}
void mod_cleanup(DuskModAPI* api) {
api->log_info("Unloaded after %d ticks.", g_ticks);
}
}
```