mirror of
https://github.com/Zelda64Recomp/Zelda64Recomp
synced 2025-10-05 16:12:49 +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>
132 lines
4.3 KiB
C++
132 lines
4.3 KiB
C++
#include <mutex>
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#include <unordered_set>
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#include "recomp_ui.h"
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#include "librecomp/overlays.hpp"
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#include "librecomp/helpers.hpp"
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#include "ultramodern/error_handling.hpp"
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#include "ui_helpers.h"
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#include "ui_api_images.h"
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#include "elements/ui_image.h"
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using namespace recompui;
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struct {
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std::mutex mutex;
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std::unordered_set<uint32_t> textures{};
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uint32_t textures_created = 0;
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} TextureState;
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const std::string mod_texture_prefix = "?/mod_api/";
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static std::string get_texture_name(uint32_t texture_id) {
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return mod_texture_prefix + std::to_string(texture_id);
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}
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static uint32_t get_new_texture_id() {
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std::lock_guard lock{TextureState.mutex};
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uint32_t cur_id = TextureState.textures_created++;
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TextureState.textures.emplace(cur_id);
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return cur_id;
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}
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static void release_texture(uint32_t texture_id) {
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std::string texture_name = get_texture_name(texture_id);
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std::lock_guard lock{TextureState.mutex};
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if (TextureState.textures.erase(texture_id) == 0) {
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recompui::message_box("Fatal error in mod - attempted to destroy texture that doesn't exist!");
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assert(false);
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ultramodern::error_handling::quick_exit(__FILE__, __LINE__, __FUNCTION__);
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}
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recompui::release_image(texture_name);
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}
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thread_local std::vector<char> swapped_image_bytes;
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void recompui_create_texture_rgba32(uint8_t* rdram, recomp_context* ctx) {
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PTR(void) data_in = _arg<0, PTR(void)>(rdram, ctx);
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uint32_t width = _arg<1, uint32_t>(rdram, ctx);
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uint32_t height = _arg<2, uint32_t>(rdram, ctx);
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uint32_t cur_id = get_new_texture_id();
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// The size in bytes of the image's pixel data.
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size_t size_bytes = width * height * 4 * sizeof(uint8_t);
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swapped_image_bytes.resize(size_bytes);
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// Byteswap copy the pixel data.
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for (size_t i = 0; i < size_bytes; i++) {
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swapped_image_bytes[i] = MEM_B(i, data_in);
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}
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// Create a texture name from the ID and queue its bytes.
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std::string texture_name = get_texture_name(cur_id);
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recompui::queue_image_from_bytes_rgba32(texture_name, swapped_image_bytes, width, height);
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// Return the new texture ID.
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_return(ctx, cur_id);
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}
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void recompui_create_texture_image_bytes(uint8_t* rdram, recomp_context* ctx) {
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PTR(void) data_in = _arg<0, PTR(void)>(rdram, ctx);
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uint32_t size_bytes = _arg<1, u32>(rdram, ctx);
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uint32_t cur_id = get_new_texture_id();
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// The size in bytes of the image's data.
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swapped_image_bytes.resize(size_bytes);
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// Byteswap copy the image's data.
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for (size_t i = 0; i < size_bytes; i++) {
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swapped_image_bytes[i] = MEM_B(i, data_in);
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}
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// Create a texture name from the ID and queue its bytes.
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std::string texture_name = get_texture_name(cur_id);
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recompui::queue_image_from_bytes_file(texture_name, swapped_image_bytes);
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// Return the new texture ID.
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_return(ctx, cur_id);
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}
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void recompui_destroy_texture(uint8_t* rdram, recomp_context* ctx) {
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uint32_t texture_id = _arg<0, uint32_t>(rdram, ctx);
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release_texture(texture_id);
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}
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void recompui_create_imageview(uint8_t* rdram, recomp_context* ctx) {
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ContextId ui_context = get_context(rdram, ctx);
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Element* parent = arg_element<1>(rdram, ctx, ui_context);
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uint32_t texture_id = _arg<2, uint32_t>(rdram, ctx);
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Element* ret = ui_context.create_element<Image>(parent, get_texture_name(texture_id));
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return_resource(ctx, ret->get_resource_id());
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}
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void recompui_set_imageview_texture(uint8_t* rdram, recomp_context* ctx) {
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Style* resource = arg_style<0>(rdram, ctx);
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uint32_t texture_id = _arg<1, uint32_t>(rdram, ctx);
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if (!resource->is_element()) {
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recompui::message_box("Fatal error in mod - attempted to set texture of non-element");
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assert(false);
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ultramodern::error_handling::quick_exit(__FILE__, __LINE__, __FUNCTION__);
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}
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Element* element = static_cast<Element*>(resource);
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element->set_src(get_texture_name(texture_id));
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}
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#define REGISTER_FUNC(name) recomp::overlays::register_base_export(#name, name)
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void recompui::register_ui_image_exports() {
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REGISTER_FUNC(recompui_create_texture_rgba32);
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REGISTER_FUNC(recompui_create_texture_image_bytes);
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REGISTER_FUNC(recompui_destroy_texture);
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REGISTER_FUNC(recompui_create_imageview);
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REGISTER_FUNC(recompui_set_imageview_texture);
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}
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