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>
132 lines
5.7 KiB
C
132 lines
5.7 KiB
C
#include "patches.h"
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#include "sys_flashrom.h"
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#include "PR/os_internal_flash.h"
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#include "fault.h"
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#include "overlays/gamestates/ovl_file_choose/z_file_select.h"
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#include "overlays/kaleido_scope/ovl_kaleido_scope/z_kaleido_scope.h"
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extern OSMesgQueue sFlashromMesgQueue;
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s32 SysFlashrom_IsInit(void);
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void Sleep_Msec(u32 ms);
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extern u16 D_801F6AF0;
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extern u8 D_801F6AF2;
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// @recomp Patched to not wait a hardcoded amount of time for the save to complete.
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RECOMP_PATCH void Sram_UpdateWriteToFlashDefault(SramContext* sramCtx) {
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if (sramCtx->status == 2) {
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if (SysFlashrom_IsBusy() != 0) { // if task running
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if (SysFlashrom_AwaitResult() == 0) { // wait for task done
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// task success
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sramCtx->status = 4;
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} else {
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// task failure
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sramCtx->status = 4;
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}
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}
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} else if (sramCtx->status == 4) {
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// @recomp Patched to check status instead of using a hardcoded wait.
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sramCtx->status = 0;
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}
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}
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// @recomp Patched to not wait a hardcoded amount of time for the save to complete.
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RECOMP_PATCH void Sram_UpdateWriteToFlashOwlSave(SramContext* sramCtx) {
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if (sramCtx->status == 7) {
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if (SysFlashrom_IsBusy() != 0) { // Is task running
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if (SysFlashrom_AwaitResult() == 0) { // Wait for task done
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SysFlashrom_WriteDataAsync(sramCtx->saveBuf, sramCtx->curPage + 0x80, sramCtx->numPages);
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sramCtx->status = 8;
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} else {
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SysFlashrom_WriteDataAsync(sramCtx->saveBuf, sramCtx->curPage + 0x80, sramCtx->numPages);
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sramCtx->status = 8;
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}
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}
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} else if (sramCtx->status == 8) {
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if (SysFlashrom_IsBusy() != 0) { // Is task running
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if (SysFlashrom_AwaitResult() == 0) { // Wait for task done
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sramCtx->status = 4;
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} else {
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sramCtx->status = 4;
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}
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}
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} else if (sramCtx->status == 4) {
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// @recomp Patched to check status instead of using a hardcoded wait.
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sramCtx->status = 0;
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bzero(sramCtx->saveBuf, SAVE_BUFFER_SIZE);
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gSaveContext.save.isOwlSave = false;
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gSaveContext.save.saveInfo.checksum = 0;
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// flash read to buffer then copy to save context
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SysFlashrom_ReadData(sramCtx->saveBuf, sramCtx->curPage, sramCtx->numPages);
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Lib_MemCpy(&gSaveContext, sramCtx->saveBuf, offsetof(SaveContext, fileNum));
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}
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}
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RECOMP_DECLARE_EVENT(recomp_after_init_save(FileSelectState* fileSelect, SramContext* sramCtx));
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// @recomp Patched to expose recomp_on_save_init event
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RECOMP_PATCH void Sram_InitSave(FileSelectState* fileSelect2, SramContext* sramCtx) {
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s32 phi_v0;
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u16 i;
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FileSelectState* fileSelect = fileSelect2;
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s16 maskCount;
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if (gSaveContext.flashSaveAvailable) {
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Sram_InitNewSave();
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if (fileSelect->buttonIndex == 0) {
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gSaveContext.save.cutsceneIndex = 0xFFF0;
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}
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for (phi_v0 = 0; phi_v0 < ARRAY_COUNT(gSaveContext.save.saveInfo.playerData.playerName); phi_v0++) {
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gSaveContext.save.saveInfo.playerData.playerName[phi_v0] =
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fileSelect->fileNames[fileSelect->buttonIndex][phi_v0];
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}
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gSaveContext.save.saveInfo.playerData.newf[0] = 'Z';
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gSaveContext.save.saveInfo.playerData.newf[1] = 'E';
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gSaveContext.save.saveInfo.playerData.newf[2] = 'L';
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gSaveContext.save.saveInfo.playerData.newf[3] = 'D';
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gSaveContext.save.saveInfo.playerData.newf[4] = 'A';
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gSaveContext.save.saveInfo.playerData.newf[5] = '3';
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recomp_after_init_save(fileSelect, sramCtx);
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gSaveContext.save.saveInfo.checksum = Sram_CalcChecksum(&gSaveContext.save, sizeof(Save));
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Lib_MemCpy(sramCtx->saveBuf, &gSaveContext.save, sizeof(Save));
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Lib_MemCpy(&sramCtx->saveBuf[0x2000], &gSaveContext.save, sizeof(Save));
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for (i = 0; i < ARRAY_COUNT(gSaveContext.save.saveInfo.playerData.newf); i++) {
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fileSelect->newf[fileSelect->buttonIndex][i] = gSaveContext.save.saveInfo.playerData.newf[i];
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}
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fileSelect->threeDayResetCount[fileSelect->buttonIndex] =
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gSaveContext.save.saveInfo.playerData.threeDayResetCount;
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for (i = 0; i < ARRAY_COUNT(gSaveContext.save.saveInfo.playerData.playerName); i++) {
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fileSelect->fileNames[fileSelect->buttonIndex][i] = gSaveContext.save.saveInfo.playerData.playerName[i];
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}
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fileSelect->healthCapacity[fileSelect->buttonIndex] = gSaveContext.save.saveInfo.playerData.healthCapacity;
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fileSelect->health[fileSelect->buttonIndex] = gSaveContext.save.saveInfo.playerData.health;
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fileSelect->defenseHearts[fileSelect->buttonIndex] = gSaveContext.save.saveInfo.inventory.defenseHearts;
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fileSelect->questItems[fileSelect->buttonIndex] = gSaveContext.save.saveInfo.inventory.questItems;
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fileSelect->time[fileSelect->buttonIndex] = CURRENT_TIME;
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fileSelect->day[fileSelect->buttonIndex] = gSaveContext.save.day;
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fileSelect->isOwlSave[fileSelect->buttonIndex] = gSaveContext.save.isOwlSave;
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fileSelect->rupees[fileSelect->buttonIndex] = gSaveContext.save.saveInfo.playerData.rupees;
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fileSelect->walletUpgrades[fileSelect->buttonIndex] = CUR_UPG_VALUE(UPG_WALLET);
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for (i = 0, maskCount = 0; i < MASK_NUM_SLOTS; i++) {
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if (gSaveContext.save.saveInfo.inventory.items[i + ITEM_NUM_SLOTS] != ITEM_NONE) {
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maskCount++;
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}
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}
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fileSelect->maskCount[fileSelect->buttonIndex] = maskCount;
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fileSelect->heartPieceCount[fileSelect->buttonIndex] = GET_QUEST_HEART_PIECE_COUNT;
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}
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gSaveContext.save.time = D_801F6AF0;
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gSaveContext.flashSaveAvailable = D_801F6AF2;
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}
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