Files
Zelda64Recomp/patches/patches.h
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

107 lines
5.5 KiB
C

#ifndef __PATCHES_H__
#define __PATCHES_H__
#define RECOMP_EXPORT __attribute__((section(".recomp_export")))
#define RECOMP_PATCH __attribute__((section(".recomp_patch")))
#define RECOMP_FORCE_PATCH __attribute__((section(".recomp_force_patch")))
#define RECOMP_DECLARE_EVENT(func) \
_Pragma("GCC diagnostic push") \
_Pragma("GCC diagnostic ignored \"-Wunused-parameter\"") \
__attribute__((noinline, weak, used, section(".recomp_event"))) void func {} \
_Pragma("GCC diagnostic pop")
// TODO fix renaming symbols in patch recompilation
#define osCreateMesgQueue osCreateMesgQueue_recomp
#define osRecvMesg osRecvMesg_recomp
#define osSendMesg osSendMesg_recomp
#define osViGetCurrentFramebuffer osViGetCurrentFramebuffer_recomp
#define osFlashWriteArray osFlashWriteArray_recomp
#define osFlashWriteBuffer osFlashWriteBuffer_recomp
#define osWritebackDCache osWritebackDCache_recomp
#define osInvalICache osInvalICache_recomp
#define osGetTime osGetTime_recomp
#define osContStartReadData osContStartReadData_recomp
#define osContGetReadData osContGetReadData_recomp
#define osContStartQuery osContStartQuery_recomp
#define osContGetQuery osContGetQuery_recomp
#define sinf __sinf_recomp
#define cosf __cosf_recomp
#define bzero bzero_recomp
#define gRandFloat sRandFloat
#include "global.h"
#include "rt64_extended_gbi.h"
#ifndef gEXFillRectangle
#define gEXFillRectangle(cmd, lorigin, rorigin, ulx, uly, lrx, lry) \
G_EX_COMMAND2(cmd, \
PARAM(RT64_EXTENDED_OPCODE, 8, 24) | PARAM(G_EX_FILLRECT_V1, 24, 0), \
PARAM(lorigin, 12, 0) | PARAM(rorigin, 12, 12), \
\
PARAM((ulx) * 4, 16, 16) | PARAM((uly) * 4, 16, 0), \
PARAM((lrx) * 4, 16, 16) | PARAM((lry) * 4, 16, 0) \
)
#endif
#define gEXMatrixGroupNoInterpolation(cmd, push, proj, edit) \
gEXMatrixGroup(cmd, G_EX_ID_IGNORE, G_EX_INTERPOLATE_SIMPLE, push, proj, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupInterpolateOnlyTiles(cmd, push, proj, edit) \
gEXMatrixGroup(cmd, G_EX_ID_IGNORE, G_EX_INTERPOLATE_SIMPLE, push, proj, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupDecomposedNormal(cmd, id, push, proj, edit) \
gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupDecomposedSkipRot(cmd, id, push, proj, edit) \
gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupDecomposedSkipPosRot(cmd, id, push, proj, edit) \
gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupDecomposedSkipAll(cmd, id, push, proj, edit) \
gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_SKIP, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupDecomposedVerts(cmd, id, push, proj, edit) \
gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_LINEAR, edit)
#define gEXMatrixGroupDecomposedVertsOrderAuto(cmd, id, push, proj, edit) \
gEXMatrixGroupDecomposed(cmd, id, push, proj, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_COMPONENT_INTERPOLATE, G_EX_ORDER_AUTO, edit)
int recomp_printf(const char* fmt, ...);
float recomp_powf(float, float);
typedef enum {
/* 0 */ PICTO_BOX_STATE_OFF, // Not using the pictograph
/* 1 */ PICTO_BOX_STATE_LENS, // Looking through the lens of the pictograph
/* 2 */ PICTO_BOX_STATE_SETUP_PHOTO, // Looking at the photo currently taken
/* 3 */ PICTO_BOX_STATE_PHOTO
} PictoBoxState;
#define INCBIN(identifier, filename) \
asm(".pushsection .rodata\n" \
"\t.local " #identifier "\n" \
"\t.type " #identifier ", @object\n" \
"\t.balign 8\n" \
#identifier ":\n" \
"\t.incbin \"" filename "\"\n\n" \
\
"\t.balign 8\n" \
"\t.popsection\n"); \
extern u8 identifier[]
void View_ApplyInterpolate(View* view, s32 mask, bool reset_interpolation_state);
void set_camera_skipped(bool skipped);
void clear_camera_skipped();
void edit_billboard_groups(PlayState* play);
bool camera_was_skipped();
void room_load_hook(PlayState* play, Room* room);
void draw_autosave_icon(PlayState* play);
void recomp_crash(const char* err);
#endif