mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2025-10-06 00:22:39 +02:00
* 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>
360 lines
25 KiB
Plaintext
360 lines
25 KiB
Plaintext
<template name="config-menu__controls">
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<head>
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</head>
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<body>
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<form class="config__form" data-attr-cur-input="cur_input_row" data-attr-cur-binding-slot="active_binding_slot">
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<div class="config__header">
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<div class="config__header-left">
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<button
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class="toggle"
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id="cont_kb_toggle"
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data-class-toggle--checked="input_device_is_keyboard"
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onclick="toggle_input_device"
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style="nav-down: #input_row_button_0_0; nav-up: #tab_controls"
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>
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<div class="toggle__border" />
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<div class="toggle__floater" />
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<div class="toggle__icons">
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<div class="toggle__icon toggle__icon--left"><div></div></div>
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<div class="toggle__icon toggle__icon--right"><div></div></div>
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</div>
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</button>
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</div>
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<div>
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<button
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class="button button--warning"
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style="nav-down:#input_row_button_0_0"
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data-event-click="reset_input_bindings_to_defaults"
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>
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<div class="button__label">Reset to defaults</div>
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</button>
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</div>
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</div>
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<div class="config__wrapper input-config">
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<div class="input-config__horizontal-split">
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<div class="input-config__mappings" data-event-mouseout="set_input_row_focus(-1)">
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<div class="input-config__mappings-scroll">
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<div class="input-config__mappings-wrapper">
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<div
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class="control-option"
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data-attr-id="'input_row_' + i"
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data-for="input_bindings, i : inputs.array"
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data-event-mouseover="set_input_row_focus(i)"
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data-class-control-option--active="get_input_enum_name(i)==cur_input_row"
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data-if="!input_device_is_keyboard || (get_input_enum_name(i) != 'TOGGLE_MENU' && get_input_enum_name(i) != 'ACCEPT_MENU' && get_input_enum_name(i) != 'APPLY_MENU')"
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>
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<label
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class="control-option__label"
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>{{get_input_name(i)}}</label>
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<div class="control-option__bindings">
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<button
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data-attr-id="'input_row_button_' + i + '_' + j"
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data-event-blur="set_input_row_focus(-1)"
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data-event-focus="set_input_row_focus(i)"
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data-for="cur_binding, j : input_bindings"
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data-event-click="set_input_binding(i,j)"
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class="prompt-font control-option__binding"
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data-attr-bind-slot="j"
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data-attr-style="i == 0 ? 'nav-up:#cont_kb_toggle' : 'nav-up:auto'"
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>
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<div class="control-option__binding-recording">
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<div class="control-option__binding-circle" />
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<div class="control-option__binding-edge">
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<svg class="control-option__binding-edge-svg" src="icons/RecordBorder.svg" />
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</div>
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</div>
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<div class="control-option__binding-icon">{{cur_binding}}</div>
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</button>
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</div>
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<button
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data-if="get_input_enum_name(i) != 'TOGGLE_MENU' && get_input_enum_name(i) != 'ACCEPT_MENU'"
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data-event-blur="set_input_row_focus(-1)"
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data-event-focus="set_input_row_focus(i)"
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data-event-click="clear_input_bindings(i)"
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class="icon-button icon-button--error"
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data-attr-style="i == 0 ? 'nav-up:#cont_kb_toggle' : 'nav-up:auto'"
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>
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<svg src="icons/Trash.svg" />
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</button>
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<button
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data-if="get_input_enum_name(i) == 'TOGGLE_MENU' || get_input_enum_name(i) == 'ACCEPT_MENU'"
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data-event-blur="set_input_row_focus(-1)"
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data-event-focus="set_input_row_focus(i)"
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data-event-click="reset_single_input_binding_to_default(i)"
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class="icon-button icon-button--error"
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data-attr-style="i == 0 ? 'nav-up:#cont_kb_toggle' : 'nav-up:auto'"
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>
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<svg src="icons/Reset.svg" />
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</button>
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</div>
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</div>
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</div>
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</div>
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<div class="input-config__visual-wrapper">
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<div class="input-config__visual-aspect">
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<div class="input-config__visual">
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<!-- stick only -->
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<div class="input-config__visual-stick-wrapper">
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<div
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class="input-viz input-config__visual-stick"
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visual-input="X_AXIS_NEG X_AXIS_POS Y_AXIS_NEG Y_AXIS_POS"
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>
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<div class="input-viz__stick-split input-viz__stick-split--vertical">
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<div class="input-viz input-viz__mappings" visual-input="Y_AXIS_POS">
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<svg class="input-viz__dpad-arrow input-viz__dpad-arrow--up" src="icons/VizMap/DPadArrow.svg" />
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.Y_AXIS_POS"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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<div class="input-viz__dpad-divider" />
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<div class="input-viz input-viz__mappings" visual-input="Y_AXIS_NEG">
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<svg class="input-viz__dpad-arrow input-viz__dpad-arrow--down" src="icons/VizMap/DPadArrow.svg" />
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.Y_AXIS_NEG"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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<div class="input-viz__stick-split input-viz__stick-split--horizontal">
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<div class="input-viz input-viz__mappings" visual-input="X_AXIS_NEG">
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<svg class="input-viz__dpad-arrow input-viz__dpad-arrow--left" src="icons/VizMap/DPadArrow.svg" />
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.X_AXIS_NEG"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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<div class="input-viz__dpad-divider" />
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<div class="input-viz input-viz__mappings" visual-input="X_AXIS_POS">
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<svg class="input-viz__dpad-arrow input-viz__dpad-arrow--right" src="icons/VizMap/DPadArrow.svg" />
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.X_AXIS_POS"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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<!-- top half -->
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<div class="input-config__visual-half">
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<div class="input-config__visual-quarter-left">
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<div
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class="input-viz input-viz__dpad"
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visual-input="DPAD_UP DPAD_DOWN DPAD_LEFT DPAD_RIGHT"
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>
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<svg src="icons/VizMap/DPad.svg" />
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<div class="input-viz__dpad-split input-viz__dpad-split--vertical">
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<div class="input-viz input-viz__mappings" visual-input="DPAD_UP">
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<svg class="input-viz__dpad-arrow input-viz__dpad-arrow--up" src="icons/VizMap/DPadArrow.svg" />
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.DPAD_UP"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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<div class="input-viz__dpad-divider" />
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<div class="input-viz input-viz__mappings" visual-input="DPAD_DOWN">
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<svg class="input-viz__dpad-arrow input-viz__dpad-arrow--down" src="icons/VizMap/DPadArrow.svg" />
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.DPAD_DOWN"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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<div class="input-viz__dpad-split input-viz__dpad-split--horizontal">
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<div class="input-viz input-viz__mappings" visual-input="DPAD_LEFT">
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<svg class="input-viz__dpad-arrow input-viz__dpad-arrow--left" src="icons/VizMap/DPadArrow.svg" />
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.DPAD_LEFT"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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<div class="input-viz__dpad-divider" />
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<div class="input-viz input-viz__mappings" visual-input="DPAD_RIGHT">
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<svg class="input-viz__dpad-arrow input-viz__dpad-arrow--right" src="icons/VizMap/DPadArrow.svg" />
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.DPAD_RIGHT"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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<div class="input-config__visual-quarter-right">
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<div class="input-config__main-buttons">
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<div
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class="input-viz input-viz__button input-viz__button--sm input-viz__button--Start"
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visual-input="START"
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>
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<svg src="icons/VizMap/ButtonSmall.svg" />
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<div class="input-viz__mappings">
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.START"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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<div
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class="input-viz input-viz__button input-viz__button--lg input-viz__button--B"
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visual-input="B"
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>
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<svg src="icons/VizMap/ButtonLarge.svg" />
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<div class="input-viz__mappings">
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.B"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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<div
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class="input-viz input-viz__button input-viz__button--lg input-viz__button--A"
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visual-input="A"
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>
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<svg src="icons/VizMap/ButtonLarge.svg" />
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<div class="input-viz__mappings">
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.A"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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</div>
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<div class="input-config__c-buttons">
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<div class="input-config__c-buttons-lr">
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<div
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class="input-viz input-viz__button input-viz__button--md input-viz__button--C"
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visual-input="C_LEFT"
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>
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<svg src="icons/VizMap/ButtonMedium.svg" />
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<div class="input-viz__mappings">
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.C_LEFT"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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<div
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class="input-viz input-viz__button input-viz__button--md input-viz__button--C"
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visual-input="C_RIGHT"
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>
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<svg src="icons/VizMap/ButtonMedium.svg" />
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<div class="input-viz__mappings">
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.C_RIGHT"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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</div>
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<div class="input-config__c-buttons-du">
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<div
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class="input-viz input-viz__button input-viz__button--md input-viz__button--C"
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visual-input="C_DOWN"
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>
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<svg src="icons/VizMap/ButtonMedium.svg" />
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<div class="input-viz__mappings">
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.C_DOWN"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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<div
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class="input-viz input-viz__button input-viz__button--sm input-viz__button--C"
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visual-input="C_UP"
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>
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<svg src="icons/VizMap/ButtonMedium.svg" />
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<div class="input-viz__mappings">
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.C_UP"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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<!-- bottom half -->
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<div class="input-config__visual-half input-config__visual-half--bottom">
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<div
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class="input-viz input-viz__Z"
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visual-input="Z"
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>
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<svg src="icons/VizMap/Target.svg" />
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<div class="input-viz__mappings">
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.Z"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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<div
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class="input-viz input-viz__R"
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visual-input="R"
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>
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<svg src="icons/VizMap/Shield.svg" />
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<div class="input-viz__mappings">
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.R"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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<div
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class="input-viz input-viz__L"
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visual-input="L"
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>
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<svg src="icons/VizMap/Map.svg" />
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<div class="input-viz__mappings">
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<div
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class="input-config__visual-mapping"
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data-for="cur_binding, i : inputs.L"
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>
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<div>{{cur_binding}}</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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</div>
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|
</form>
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|
</body>
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|
</template>
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|
|