Files
Zelda64Recomp/src/ui/core/ui_context.cpp
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

669 lines
22 KiB
C++

#include <mutex>
#include <string>
#include <unordered_map>
#include <fstream>
#include "slot_map.h"
#include "RmlUi/Core/StreamMemory.h"
#include "ultramodern/error_handling.hpp"
#include "recomp_ui.h"
#include "ui_context.h"
#include "../elements/ui_element.h"
// Hash implementations for ContextId and ResourceId.
template <>
struct std::hash<recompui::ContextId> {
std::size_t operator()(const recompui::ContextId& id) const {
return std::hash<uint32_t>()(id.slot_id);
}
};
template <>
struct std::hash<recompui::ResourceId> {
std::size_t operator()(const recompui::ResourceId& id) const {
return std::hash<uint32_t>()(id.slot_id);
}
};
using resource_slotmap = dod::slot_map32<std::unique_ptr<recompui::Style>>;
namespace recompui {
struct Context {
std::mutex context_lock;
resource_slotmap resources;
Rml::ElementDocument* document;
Element root_element;
Element* autofocus_element = nullptr;
std::vector<Element*> loose_elements;
std::unordered_set<ResourceId> to_update;
bool captures_input = true;
bool captures_mouse = true;
Context(Rml::ElementDocument* document) : document(document), root_element(document) {}
};
} // namespace recompui
using context_slotmap = dod::slot_map32<recompui::Context>;
static struct {
std::recursive_mutex all_contexts_lock;
context_slotmap all_contexts;
std::unordered_set<recompui::ContextId> opened_contexts;
std::unordered_map<Rml::ElementDocument*, recompui::ContextId> documents_to_contexts;
Rml::SharedPtr<Rml::StyleSheetContainer> style_sheet;
} context_state;
thread_local recompui::Context* opened_context = nullptr;
thread_local recompui::ContextId opened_context_id = recompui::ContextId::null();
enum class ContextErrorType {
OpenWithoutClose,
OpenInvalidContext,
CloseWithoutOpen,
CloseWrongContext,
DestroyInvalidContext,
GetContextWithoutOpen,
AddResourceWithoutOpen,
AddResourceToWrongContext,
UpdateElementWithoutContext,
UpdateElementInWrongContext,
GetResourceWithoutOpen,
GetResourceFailed,
DestroyResourceWithoutOpen,
DestroyResourceInWrongContext,
DestroyResourceNotFound,
GetDocumentInvalidContext,
GetAutofocusInvalidContext,
SetAutofocusInvalidContext,
InternalError,
};
enum class SlotTag : uint8_t {
Style = 0,
Element = 1,
};
void context_error(recompui::ContextId id, ContextErrorType type) {
(void)id;
const char* error_message = "";
switch (type) {
case ContextErrorType::OpenWithoutClose:
error_message = "Attempted to open a UI context without closing another UI context";
break;
case ContextErrorType::OpenInvalidContext:
error_message = "Attempted to open an invalid UI context";
break;
case ContextErrorType::CloseWithoutOpen:
error_message = "Attempted to close a UI context without one being open";
break;
case ContextErrorType::CloseWrongContext:
error_message = "Attempted to close a different UI context than the one that's open";
break;
case ContextErrorType::DestroyInvalidContext:
error_message = "Attempted to destroy an invalid UI element";
break;
case ContextErrorType::GetContextWithoutOpen:
error_message = "Attempted to get the current UI context with no UI context open";
break;
case ContextErrorType::AddResourceWithoutOpen:
error_message = "Attempted to create a UI resource with no open UI context";
break;
case ContextErrorType::AddResourceToWrongContext:
error_message = "Attempted to create a UI resource in a different UI context than the one that's open";
break;
case ContextErrorType::UpdateElementWithoutContext:
error_message = "Attempted to update a UI element with no open UI context";
break;
case ContextErrorType::UpdateElementInWrongContext:
error_message = "Attempted to update a UI element in a different UI context than the one that's open";
break;
case ContextErrorType::GetResourceWithoutOpen:
error_message = "Attempted to get a UI resource with no open UI context";
break;
case ContextErrorType::GetResourceFailed:
error_message = "Failed to get a UI resource from the current open UI context";
break;
case ContextErrorType::DestroyResourceWithoutOpen:
error_message = "Attempted to destroy a UI resource with no open UI context";
break;
case ContextErrorType::DestroyResourceInWrongContext:
error_message = "Attempted to destroy a UI resource in a different UI context than the one that's open";
break;
case ContextErrorType::DestroyResourceNotFound:
error_message = "Attempted to destroy a UI resource that doesn't exist in the current context";
break;
case ContextErrorType::GetDocumentInvalidContext:
error_message = "Attempted to get the document of an invalid UI context";
break;
case ContextErrorType::GetAutofocusInvalidContext:
error_message = "Attempted to get the autofocus element of an invalid UI context";
break;
case ContextErrorType::SetAutofocusInvalidContext:
error_message = "Attempted to set the autofocus element of an invalid UI context";
break;
case ContextErrorType::InternalError:
error_message = "Internal error in UI context";
break;
default:
error_message = "Unknown UI context error";
break;
}
// This assumes the error is coming from a mod, as it's unlikely that an end user will see a UI context error
// in the base recomp.
recompui::message_box((std::string{"Fatal error in mod - "} + error_message + ".").c_str());
assert(false);
ultramodern::error_handling::quick_exit(__FILE__, __LINE__, __FUNCTION__);
}
recompui::ContextId create_context_impl(Rml::ElementDocument* document) {
static Rml::ElementDocument dummy_document{""};
bool add_to_dict = true;
if (document == nullptr) {
document = &dummy_document;
add_to_dict = false;
}
recompui::ContextId ret;
{
std::lock_guard lock{ context_state.all_contexts_lock };
ret = { context_state.all_contexts.emplace(document).raw };
if (add_to_dict) {
context_state.documents_to_contexts.emplace(document, ret);
}
}
return ret;
}
void recompui::init_styling(const std::filesystem::path& rcss_file) {
std::string style{};
{
std::ifstream style_stream{rcss_file};
style_stream.seekg(0, std::ios::end);
style.resize(style_stream.tellg());
style_stream.seekg(0, std::ios::beg);
style_stream.read(style.data(), style.size());
}
std::unique_ptr<Rml::StreamMemory> rml_stream = std::make_unique<Rml::StreamMemory>(reinterpret_cast<Rml::byte*>(style.data()), style.size());
rml_stream->SetSourceURL(rcss_file.filename().string());
context_state.style_sheet = Rml::Factory::InstanceStyleSheetStream(rml_stream.get());
}
recompui::ContextId recompui::create_context(const std::filesystem::path& path) {
ContextId new_context = create_context_impl(nullptr);
auto workingdir = std::filesystem::current_path();
new_context.open();
Rml::ElementDocument* doc = recompui::load_document(path.string());
opened_context->document = doc;
opened_context->root_element.base = doc;
new_context.close();
{
std::lock_guard lock{ context_state.all_contexts_lock };
context_state.documents_to_contexts.emplace(doc, new_context);
}
return new_context;
}
recompui::ContextId recompui::create_context(Rml::ElementDocument* document) {
assert(document != nullptr);
return create_context_impl(document);
}
recompui::ContextId recompui::create_context() {
Rml::ElementDocument* doc = create_empty_document();
doc->SetStyleSheetContainer(context_state.style_sheet);
ContextId ret = create_context_impl(doc);
Element* root = ret.get_root_element();
// Mark the root element as not being a shim, as that's only needed for elements that were parented to Rml ones manually.
root->shim = false;
ret.open();
root->set_width(100.0f, Unit::Percent);
root->set_height(100.0f, Unit::Percent);
root->set_display(Display::Flex);
ret.close();
doc->Hide();
return ret;
}
void recompui::destroy_context(ContextId id) {
bool existed = false;
// TODO prevent deletion of a context while its mutex is in use. Second lock on the context's mutex before popping
// from the slotmap?
// Check if the provided id exists.
{
std::lock_guard lock{ context_state.all_contexts_lock };
// Check if the target context is currently open.
existed = context_state.all_contexts.has_key(context_slotmap::key{ id.slot_id });
}
// Raise an error if the context didn't exist.
if (!existed) {
context_error(id, ContextErrorType::DestroyInvalidContext);
}
id.open();
id.clear_children();
id.close();
// Delete the provided id.
{
std::lock_guard lock{ context_state.all_contexts_lock };
context_state.all_contexts.erase(context_slotmap::key{ id.slot_id });
}
}
void recompui::destroy_all_contexts() {
recompui::hide_all_contexts();
std::lock_guard lock{ context_state.all_contexts_lock };
// TODO prevent deletion of a context while its mutex is in use. Second lock on the context's mutex before popping
// from the slotmap
std::vector<context_slotmap::key> keys{};
for (const auto& [key, item] : context_state.all_contexts.items()) {
keys.push_back(key);
}
for (auto key : keys) {
Context* ctx = context_state.all_contexts.get(key);
std::lock_guard context_lock{ ctx->context_lock };
opened_context = ctx;
opened_context_id = ContextId{ key };
opened_context_id.clear_children();
opened_context = nullptr;
opened_context_id = ContextId::null();
}
context_state.all_contexts.reset();
context_state.documents_to_contexts.clear();
}
void recompui::ContextId::open() {
// Ensure no other context is opened by this thread already.
if (opened_context_id != ContextId::null()) {
context_error(*this, ContextErrorType::OpenWithoutClose);
}
// Get the context with this id.
Context* ctx;
{
std::lock_guard lock{ context_state.all_contexts_lock };
ctx = context_state.all_contexts.get(context_slotmap::key{ slot_id });
// If the context was found, add it to the opened contexts.
if (ctx != nullptr) {
context_state.opened_contexts.emplace(*this);
}
}
// Check if the context exists.
if (ctx == nullptr) {
context_error(*this, ContextErrorType::OpenInvalidContext);
}
// Take ownership of the target context.
ctx->context_lock.lock();
opened_context = ctx;
opened_context_id = *this;
}
bool recompui::ContextId::open_if_not_already() {
if (opened_context_id == *this) {
return false;
}
open();
return true;
}
void recompui::ContextId::close() {
// Ensure a context is currently opened by this thread.
if (opened_context_id == ContextId::null()) {
context_error(*this, ContextErrorType::CloseWithoutOpen);
}
// Check that the context that was specified is the same one that's currently open.
if (*this != opened_context_id) {
context_error(*this, ContextErrorType::CloseWrongContext);
}
// Release ownership of the target context.
opened_context->context_lock.unlock();
opened_context = nullptr;
opened_context_id = ContextId::null();
// Remove this context from the opened contexts.
{
std::lock_guard lock{ context_state.all_contexts_lock };
context_state.opened_contexts.erase(*this);
}
}
recompui::ContextId recompui::try_close_current_context() {
if (opened_context_id != ContextId::null()) {
ContextId prev_context = opened_context_id;
opened_context_id.close();
return prev_context;
}
return ContextId::null();
}
void recompui::ContextId::process_updates() {
// Ensure a context is currently opened by this thread.
if (opened_context_id == ContextId::null()) {
context_error(*this, ContextErrorType::InternalError);
}
// Check that the context that was specified is the same one that's currently open.
if (*this != opened_context_id) {
context_error(*this, ContextErrorType::InternalError);
}
// Move the current update set into a local variable. This clears the update set
// and allows it to be used to queue updates from any element callbacks.
std::unordered_set<ResourceId> to_update = std::move(opened_context->to_update);
Event update_event = Event::update_event();
for (auto cur_resource_id : to_update) {
resource_slotmap::key cur_key{ cur_resource_id.slot_id };
// Ignore any resources that aren't elements.
if (cur_key.get_tag() != static_cast<uint8_t>(SlotTag::Element)) {
// Assert to catch errors of queueing other resource types for update.
// This isn't an actual error, so there's no issue with continuing in release builds.
assert(false);
continue;
}
// Get the resource being updaten from the context.
std::unique_ptr<Style>* cur_resource = opened_context->resources.get(cur_key);
// Make sure the resource exists before dispatching the event. It may have been deleted
// after being queued for a update, so just continue to the next element if it doesn't exist.
if (cur_resource == nullptr) {
continue;
}
static_cast<Element*>(cur_resource->get())->handle_event(update_event);
}
}
bool recompui::ContextId::captures_input() {
std::lock_guard lock{ context_state.all_contexts_lock };
Context* ctx = context_state.all_contexts.get(context_slotmap::key{ slot_id });
if (ctx == nullptr) {
return false;
}
return ctx->captures_input;
}
bool recompui::ContextId::captures_mouse() {
std::lock_guard lock{ context_state.all_contexts_lock };
Context* ctx = context_state.all_contexts.get(context_slotmap::key{ slot_id });
if (ctx == nullptr) {
return false;
}
return ctx->captures_mouse;
}
void recompui::ContextId::set_captures_input(bool captures_input) {
std::lock_guard lock{ context_state.all_contexts_lock };
Context* ctx = context_state.all_contexts.get(context_slotmap::key{ slot_id });
if (ctx == nullptr) {
return;
}
ctx->captures_input = captures_input;
}
void recompui::ContextId::set_captures_mouse(bool captures_mouse) {
std::lock_guard lock{ context_state.all_contexts_lock };
Context* ctx = context_state.all_contexts.get(context_slotmap::key{ slot_id });
if (ctx == nullptr) {
return;
}
ctx->captures_mouse = captures_mouse;
}
recompui::Style* recompui::ContextId::add_resource_impl(std::unique_ptr<Style>&& resource) {
// Ensure a context is currently opened by this thread.
if (opened_context_id == ContextId::null()) {
context_error(*this, ContextErrorType::AddResourceWithoutOpen);
}
// Check that the context that was specified is the same one that's currently open.
if (*this != opened_context_id) {
context_error(*this, ContextErrorType::AddResourceToWrongContext);
}
bool is_element = resource->is_element();
Style* resource_ptr = resource.get();
auto key = opened_context->resources.emplace(std::move(resource));
if (is_element) {
Element* element_ptr = static_cast<Element*>(resource_ptr);
element_ptr->set_id(std::string{element_ptr->get_type_name()} + "-" + std::to_string(key.raw));
key.set_tag(static_cast<uint8_t>(SlotTag::Element));
// Send one update to the element.
opened_context->to_update.emplace(ResourceId{ key.raw });
}
else {
key.set_tag(static_cast<uint8_t>(SlotTag::Style));
}
resource_ptr->resource_id = { key.raw };
return resource_ptr;
}
void recompui::ContextId::add_loose_element(Element* element) {
// Ensure a context is currently opened by this thread.
if (opened_context_id == ContextId::null()) {
context_error(*this, ContextErrorType::AddResourceWithoutOpen);
}
// Check that the context that was specified is the same one that's currently open.
if (*this != opened_context_id) {
context_error(*this, ContextErrorType::AddResourceToWrongContext);
}
opened_context->loose_elements.emplace_back(element);
}
void recompui::ContextId::queue_element_update(ResourceId element) {
// Ensure a context is currently opened by this thread.
if (opened_context_id == ContextId::null()) {
context_error(*this, ContextErrorType::UpdateElementWithoutContext);
}
// Check that the context that was specified is the same one that's currently open.
if (*this != opened_context_id) {
context_error(*this, ContextErrorType::UpdateElementInWrongContext);
}
// Check that the element that was specified is in the open context.
auto* elementPtr = opened_context->resources.get(resource_slotmap::key{ element.slot_id });
if (elementPtr == nullptr) {
context_error(*this, ContextErrorType::UpdateElementInWrongContext);
}
opened_context->to_update.emplace(element);
}
recompui::Style* recompui::ContextId::create_style() {
return add_resource_impl(std::make_unique<Style>());
}
void recompui::ContextId::destroy_resource(Style* resource) {
destroy_resource(resource->resource_id);
}
void recompui::ContextId::destroy_resource(ResourceId resource) {
// Ensure a context is currently opened by this thread.
if (opened_context_id == ContextId::null()) {
context_error(*this, ContextErrorType::DestroyResourceWithoutOpen);
}
// Check that the context that was specified is the same one that's currently open.
if (*this != opened_context_id) {
context_error(*this, ContextErrorType::DestroyResourceInWrongContext);
}
// Try to remove the resource from the current context.
auto pop_result = opened_context->resources.pop(resource_slotmap::key{ resource.slot_id });
if (!pop_result.has_value()) {
context_error(*this, ContextErrorType::DestroyResourceNotFound);
}
}
void recompui::ContextId::clear_children() {
// Ensure a context is currently opened by this thread.
if (opened_context_id == ContextId::null()) {
context_error(*this, ContextErrorType::DestroyResourceWithoutOpen);
}
// Check that the context that was specified is the same one that's currently open.
if (*this != opened_context_id) {
context_error(*this, ContextErrorType::DestroyResourceInWrongContext);
}
// Remove the root element's children.
opened_context->root_element.clear_children();
// Remove any loose resources.
for (Element* e : opened_context->loose_elements) {
destroy_resource(e->resource_id);
}
opened_context->loose_elements.clear();
}
Rml::ElementDocument* recompui::ContextId::get_document() {
std::lock_guard lock{ context_state.all_contexts_lock };
Context* ctx = context_state.all_contexts.get(context_slotmap::key{ slot_id });
if (ctx == nullptr) {
context_error(*this, ContextErrorType::GetDocumentInvalidContext);
}
return ctx->document;
}
recompui::Element* recompui::ContextId::get_root_element() {
std::lock_guard lock{ context_state.all_contexts_lock };
Context* ctx = context_state.all_contexts.get(context_slotmap::key{ slot_id });
if (ctx == nullptr) {
context_error(*this, ContextErrorType::GetDocumentInvalidContext);
}
return &ctx->root_element;
}
recompui::Element* recompui::ContextId::get_autofocus_element() {
std::lock_guard lock{ context_state.all_contexts_lock };
Context* ctx = context_state.all_contexts.get(context_slotmap::key{ slot_id });
if (ctx == nullptr) {
context_error(*this, ContextErrorType::GetAutofocusInvalidContext);
}
return ctx->autofocus_element;
}
void recompui::ContextId::set_autofocus_element(Element* element) {
std::lock_guard lock{ context_state.all_contexts_lock };
Context* ctx = context_state.all_contexts.get(context_slotmap::key{ slot_id });
if (ctx == nullptr) {
context_error(*this, ContextErrorType::SetAutofocusInvalidContext);
}
ctx->autofocus_element = element;
}
recompui::ContextId recompui::get_current_context() {
// Ensure a context is currently opened by this thread.
if (opened_context_id == ContextId::null()) {
context_error(ContextId::null(), ContextErrorType::GetContextWithoutOpen);
}
return opened_context_id;
}
recompui::Style* get_resource_from_current_context(resource_slotmap::key key) {
// Ensure a context is currently opened by this thread.
if (opened_context_id == recompui::ContextId::null()) {
context_error(recompui::ContextId::null(), ContextErrorType::GetResourceWithoutOpen);
}
auto* value = opened_context->resources.get(key);
if (value == nullptr) {
context_error(opened_context_id, ContextErrorType::GetResourceFailed);
}
return value->get();
}
const recompui::Style* recompui::ResourceId::operator*() const {
resource_slotmap::key key{ slot_id };
return get_resource_from_current_context(key);
}
recompui::Style* recompui::ResourceId::operator*() {
resource_slotmap::key key{ slot_id };
return get_resource_from_current_context(key);
}
const recompui::Element* recompui::ResourceId::as_element() const {
resource_slotmap::key key{ slot_id };
uint8_t tag = key.get_tag();
assert(tag == static_cast<uint8_t>(SlotTag::Element));
return static_cast<Element*>(get_resource_from_current_context(key));
}
recompui::Element* recompui::ResourceId::as_element() {
resource_slotmap::key key{ slot_id };
uint8_t tag = key.get_tag();
assert(tag == static_cast<uint8_t>(SlotTag::Element));
return static_cast<Element*>(get_resource_from_current_context(key));
}
recompui::ContextId recompui::get_context_from_document(Rml::ElementDocument* document) {
std::lock_guard lock{ context_state.all_contexts_lock };
auto find_it = context_state.documents_to_contexts.find(document);
if (find_it == context_state.documents_to_contexts.end()) {
return ContextId::null();
}
return find_it->second;
}