Files
Zelda64Recomp/assets/config_menu/controls.rml
Wiseguy d766cf328f Modding menu and UI and additional mod exports (#535)
* 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>
2025-04-28 03:01:36 -04:00

360 lines
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Plaintext

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