mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
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* init config opt system w/ 3 types and description support * Move config registry/option to librecomp + added Color conf opt type * Updated color option type styling * Added dropdown option type * Added TextField option type * Button config type + callback wip * init mod menu + bem class + button presets * WIP mod menu, fix some warnings * Rewrite mod details under new UI system. * Refactored mods menu entirely. * Remove ModMenu.scss. * Take ownership of created pointers on Element class. * Add styles. * Multi-style state and disabled state propagation. * Switch to string views. * Convert to spaces, hook up mod enabled to toggle. * Mod menu progress. * Layout for mod details panel, add gap property setters * Update RmlUi for gap property in flexbox * Add slot_map and begin ui context * Implement context and resource storage slotmaps * Config submenu. * Refactored to account for context changes. * Turn off tab searching when submenu is open. * Revert accidental RmlUi downgrade * Upgrade RmlUi to 6.0 release * Text input. * Radio option. * Cleanup. * Refactor Rml document handling to use new ContextId system (prompts currently unimplemented) * Add support for config schema. * Split config sub menu into separate context and fix configure button, prevent infinite loop when looking for autofocus element * Reimplement mechanism to open the config menu to a specific tab * Begin implementing mod UI API * Link storage to mod menu. * Proper enum parsing. * Enable mod reordering. * Draggable improvements to mod menu and runtime update. * Adjust styling of submenu. * Mods folder button. * Linux build fixes. * Hook up new manifest fields to mod UI * Add basic thumbnail parsing functionality. * More style changes. * Implement update event for elements * Use RT64's texture laoding instead. * Restore spacer animations. * Animation API begone. * Auto-enabled mods. * Update runtime submodule and N64Recomp commit in CI for mod config API, remove unnecessary extern C * Sub menu display name, assert on text input. * Clamp delta time to fix UI disappearing on OS with timestamps that don't always increase. * Add a state for when no mods are installed. * Unify API function naming scheme and export relevant API functions * Add actor update/init events and save init event (#536) * Expose remaining property setters to mod UI API * Implemented mod UI callbacks * Implement actor extension data and use it for transform tagging * Zero the memory allocated to hold extended actor data * Implement label and textinput in mod UI API * Patch virtual address translation to support entire extended RAM address space (#533) * Download full target build of llvm in CI Windows runners to fix missing MIPS support and update N64Recomp CI commit * Enable triple buffering in RT64 (#546) * Implement controlling input capturing for mod UI contexts * Created mod UI API functions for setting visibility, setting text, and destroying elements * Fix errant RML tag in mod menu and insert breaks for newlines when setting element text * Fix compilation after rebase * Fixes for macOS * Set the blender description manually for the UI renderer * Created mod UI API functions for imageview elements * Switch to designated initializers to work around missing aggregate initialization compiler support * Update RT64 for driver bug workarounds and misc fixes * Update RT64 to fix native sampler issues with tile copies * Update RT64 for depth clear optimization and more native sampler changes * Update RT64 and allow it to choose the graphics API when set to Auto * Update runtime to allow renderers to choose the graphics API * Update RT64 to enable early Z test shader optimization * Implement data structure mod APIs * Update lunasvg to increase its minimum cmake version * Switch to runtime concatenation of function name in data API error reporting to fix Linux compilation issue * Add missing typename to fix compilation on some compilers * Update RT64 to fix failed assert with MSAA off * Reimplement prompts as a separate UI context and make it so the quit game prompt doesn't bring up the config menu * DnD prototype. * Fix to dynamic lib path and runtime commit. * Finish drag and drop mod installation, disable mod refresh button and code mod toggle when game starts * Remove std::format usage and add missing <list> includes to fix Linux/MacOS compilation * Switch to aggregate initialization for Version to work around missing implicit constructor on some compilers * Replace use of std::bind with lambdas * Add mod install button, put mod description in scroll container, minor mod menu tweaks * Update runtime to fix renderer shutdown race condition * Implement texture pack reordering * Add mod UI API exports for slider, password input, and label radio and expose RmlUi debugger on F8 * Update runtime for mod version export * Update runtime for save swapping mod API * Apply recomp.rcss to mod UI contexts (fixes scrolls) * Updated mod list styling (#561) * Updated mod list styling * mod entry max height * Update RT64 for v5 texture hash * Update runtime for mod API to get save file path * Add special config option id to control texture pack state for code mods * Update runtime for mod default enabled state * Add exports for stars' display lists (#563) * Update runtime to fix default value of enabled_by_default * Update runtime to allow NULL recomp_free * Implement navigation and focus styling for new UI framework (no manual overrides yet) * Fix the previous scissor state bleeding when drawing the RmlUi output onto the swapchain buffer * Use a multiple file select dialog for mod install button * Add mod export for loading UI image from bytes (png/dds) * Manual navigation in UI framework and WIP mod menu navigation * Repeat key events when holding down controller inputs for UI navigation * Patch AnimationContext_SetLoadFrame to allow custom animations (#564) * Close context when showing or hiding a context and reopen afterwards to prevent deadlocks * Add quotes around xdg-open and open commands to support paths with spaces * Update RT64 for high precision texture coordinates when using texture replacements * Add support for built-in mods and convert D-Pad to a built-in mod (#567) * Add embedded mod (using mm_recomp_draw_distance as an example). * Update runtime after merge * Experiment with removing the D-Pad. * Add event needed for dpad as mod, revert remaining changes in built-in patches for dpad * Add built-in dpad mod, add remaining event calls to input.c * Add built-in mods readme --------- Co-authored-by: Dario <dariosamo@gmail.com> * Fixing navigation of mods menu. * Focused state for mod entry. * Prevent hover styling and focus on input elements when disabled * Fix up/down navigation on text input elements * Set mod tab to navigate down to first mod, fix redundant mod scanning * Remove more redundant mod scanning and fix mods being scanned during gameplay * Update runtime for mod folder export * Improve radio navigation and setup mod config submenu navigation setup * Restore fd anywhere export functionality (#570) * fix fd * add comment back in * Make config tabset navigate down to first mod entry when mod menu is open, make mod configure screen focus on configure button after closing * Add navigation exports to mod UI API * Fix opening the config menu via keyboard/controller causing a double animation warning in RmlUi --------- Co-authored-by: Dario <dariosamo@gmail.com> Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: danielryb <59661841+danielryb@users.noreply.github.com> Co-authored-by: Reonu <danileon95@gmail.com> Co-authored-by: LittleCube <littlecubehax@gmail.com>
60 lines
2.2 KiB
C
60 lines
2.2 KiB
C
#ifndef __TRANSFORM_IDS_H__
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#define __TRANSFORM_IDS_H__
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#include "extended_actors.h"
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#define CAMERA_TRANSFORM_ID 0x10U
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#define CIRCLE_OVERLAY_TRANSFORM_ID 0x11U
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#define CIRCLE_OVERLAY_TRANSFORM_PROJECTION_ID 0x12U
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#define TEXTBOX_TRANSFORM_ID 0x13U
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#define TEXTBOX_TRANSFORM_PROJECTION_ID 0x14U
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#define LETTERBOX_TRANSFORM_ID 0x15U
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#define LETTERBOX_TRANSFORM_PROJECTION_ID 0x16U
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#define PAUSE_CURSOR_TRANSFORM_ID 0x17U
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#define PAUSE_INFO_PANEL_TRANSFORM_ID 0x18U
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#define SKYBOX_TRANSFORM_ID_START 0x100U
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#define PARTICLE_TRANSFORM_ID_START 0x200U
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#define SOARING_WINGS_TRANSFORM_ID 0x300U
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#define SOARING_CAPSULE_TRANSFORM_ID 0x301U
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#define SOARING_LENS_FLARE_TRANSFORM_ID 0x302U
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#define BOWSTRING_TRANSFORM_ID 0x400U
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#define HOOKSHOT_RETICLE_TRANSFORM_ID 0x401U
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#define CUSTOM_LENS_FLARE_TRANSFORM_ID_START 0x500 // Count: 2
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#define SUN_LENS_FLARE_TRANSFORM_ID 0x502 // Count: 1
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#define GOHT_ROCKS_TRANSFORM_ID_START 0x600U // Count: 0x200
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#define SPECIAL_EFFECTS_TRANSFORM_ID_START 0x800U
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#define STAR_TRANSFORM_ID_START 0x1000U
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#define EFFECT_TRANSFORM_ID_COUNT 0x800U
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#define EFFECT_SPARK_TRANSFORM_ID_START 0x2000U
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#define EFFECT_BLURE_TRANSFORM_ID_START (EFFECT_SPARK_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT)
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#define EFFECT_SHIELD_PARTICLE_TRANSFORM_ID_START (EFFECT_BLURE_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT)
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#define EFFECT_TIRE_MARK_TRANSFORM_ID_START (EFFECT_SHIELD_PARTICLE_TRANSFORM_ID_START + 2 * EFFECT_TRANSFORM_ID_COUNT)
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#define ACTOR_TRANSFORM_LIMB_COUNT 256
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#define ACTOR_TRANSFORM_ID_COUNT (ACTOR_TRANSFORM_LIMB_COUNT * 2) // One ID for each limb and another for each post-draw
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#define ACTOR_TRANSFORM_ID_START 0x1000000U
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u32 actor_transform_id(Actor* actor);
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u32 actor_get_interpolation_skipped(Actor* actor);
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void actor_set_interpolation_skipped(Actor* actor);
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void actor_clear_interpolation_skipped(Actor* actor);
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void actor_set_custom_flag_1(Actor* actor);
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bool actor_get_custom_flag_1(Actor* actor);
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void force_camera_interpolation();
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void force_camera_skip_interpolation();
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ActorExtensionId actor_get_slot(Actor* actor);
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void actor_set_slot(Actor* actor, ActorExtensionId);
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void register_base_actor_extensions();
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#endif
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