Zelda64Recomp/include/recomp_ui.h
Wiseguy d766cf328f
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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

145 lines
4.4 KiB
C++

#ifndef __RECOMP_UI__
#define __RECOMP_UI__
#include <memory>
#include <string>
#include <string_view>
#include <list>
// TODO move this file into src/ui
#include "SDL.h"
#include "RmlUi/Core.h"
#include "../src/ui/util/hsv.h"
#include "../src/ui/util/bem.h"
#include "../src/ui/core/ui_context.h"
namespace Rml {
class ElementDocument;
class EventListenerInstancer;
class Context;
class Event;
}
namespace recompui {
class UiEventListenerInstancer;
// TODO remove this once the UI has been ported over to the new system.
class MenuController {
public:
virtual ~MenuController() {}
virtual void load_document() = 0;
virtual void register_events(UiEventListenerInstancer& listener) = 0;
virtual void make_bindings(Rml::Context* context) = 0;
};
std::unique_ptr<MenuController> create_launcher_menu();
std::unique_ptr<MenuController> create_config_menu();
using event_handler_t = void(const std::string& param, Rml::Event&);
void queue_event(const SDL_Event& event);
bool try_deque_event(SDL_Event& out);
std::unique_ptr<UiEventListenerInstancer> make_event_listener_instancer();
void register_event(UiEventListenerInstancer& listener, const std::string& name, event_handler_t* handler);
void show_context(ContextId context, std::string_view param);
void hide_context(ContextId context);
void hide_all_contexts();
bool is_context_shown(ContextId context);
bool is_context_capturing_input();
bool is_context_capturing_mouse();
bool is_any_context_shown();
ContextId try_close_current_context();
ContextId get_launcher_context_id();
ContextId get_config_context_id();
ContextId get_config_sub_menu_context_id();
enum class ConfigTab {
General,
Controls,
Graphics,
Sound,
Mods,
Debug,
};
void set_config_tab(ConfigTab tab);
Rml::ElementTabSet* get_config_tabset();
Rml::Element* get_mod_tab();
void set_config_tabset_mod_nav();
void focus_mod_configure_button();
enum class ButtonVariant {
Primary,
Secondary,
Tertiary,
Success,
Error,
Warning,
NumVariants,
};
void init_styling(const std::filesystem::path& rcss_file);
void init_prompt_context();
void open_choice_prompt(
const std::string& header_text,
const std::string& content_text,
const std::string& confirm_label_text,
const std::string& cancel_label_text,
std::function<void()> confirm_action,
std::function<void()> cancel_action,
ButtonVariant confirm_variant = ButtonVariant::Success,
ButtonVariant cancel_variant = ButtonVariant::Error,
bool focus_on_cancel = true,
const std::string& return_element_id = ""
);
void open_info_prompt(
const std::string& header_text,
const std::string& content_text,
const std::string& okay_label_text,
std::function<void()> okay_action,
ButtonVariant okay_variant = ButtonVariant::Error,
const std::string& return_element_id = ""
);
void open_notification(
const std::string& header_text,
const std::string& content_text,
const std::string& return_element_id = ""
);
void close_prompt();
bool is_prompt_open();
void update_mod_list(bool scan_mods = true);
void process_game_started();
void apply_color_hack();
void get_window_size(int& width, int& height);
void set_cursor_visible(bool visible);
void update_supported_options();
void toggle_fullscreen();
bool get_cont_active(void);
void set_cont_active(bool active);
void activate_mouse();
void message_box(const char* msg);
void set_render_hooks();
Rml::ElementPtr create_custom_element(Rml::Element* parent, std::string tag);
Rml::ElementDocument* load_document(const std::filesystem::path& path);
Rml::ElementDocument* create_empty_document();
Rml::Element* get_child_by_tag(Rml::Element* parent, const std::string& tag);
void queue_image_from_bytes_rgba32(const std::string &src, const std::vector<char> &bytes, uint32_t width, uint32_t height);
void queue_image_from_bytes_file(const std::string &src, const std::vector<char> &bytes);
void release_image(const std::string &src);
void drop_files(const std::list<std::filesystem::path> &file_list);
}
#endif