Zelda64Recomp/src/ui/ui_mod_menu.h
Wiseguy d766cf328f
Some checks are pending
validate-internal / build (push) Waiting to run
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

130 lines
4.7 KiB
C++

#ifndef RECOMPUI_ELEMENT_MOD_MENU_H
#define RECOMPUI_ELEMENT_MOD_MENU_H
#include "librecomp/mods.hpp"
#include "elements/ui_scroll_container.h"
#include "ui_config_sub_menu.h"
#include "ui_mod_details_panel.h"
namespace recompui {
class ModMenu;
class ModEntryView : public Element {
public:
ModEntryView(Element *parent);
virtual ~ModEntryView();
void set_mod_details(const recomp::mods::ModDetails &details);
void set_mod_thumbnail(const std::string &thumbnail);
void set_mod_enabled(bool enabled);
void set_selected(bool selected);
void set_focused(bool focused);
protected:
virtual void process_event(const Event &e) override;
std::string_view get_type_name() override { return "ModEntryView"; }
private:
Image *thumbnail_image = nullptr;
Element *body_container = nullptr;
Label *name_label = nullptr;
Label *description_label = nullptr;
Style checked_style;
Style hover_style;
Style checked_hover_style;
Style pulsing_style;
};
class ModEntryButton : public Element {
public:
ModEntryButton(Element *parent, uint32_t mod_index);
virtual ~ModEntryButton();
void set_mod_selected_callback(std::function<void(uint32_t)> callback);
void set_mod_drag_callback(std::function<void(uint32_t, EventDrag)> callback);
void set_mod_details(const recomp::mods::ModDetails &details);
void set_mod_thumbnail(const std::string &thumbnail);
void set_mod_enabled(bool enabled);
void set_selected(bool selected);
void set_focused(bool focused);
protected:
virtual void process_event(const Event &e) override;
std::string_view get_type_name() override { return "ModEntryButton"; }
private:
uint32_t mod_index = 0;
ModEntryView *view = nullptr;
std::function<void(uint32_t)> selected_callback = nullptr;
std::function<void(uint32_t, EventDrag)> drag_callback = nullptr;
};
class ModEntrySpacer : public Element {
private:
float height = 0.0f;
float target_height = 0.0f;
std::chrono::high_resolution_clock::duration last_time;
void check_height_distance();
protected:
virtual void process_event(const Event &e) override;
std::string_view get_type_name() override { return "ModEntrySpacer"; }
public:
ModEntrySpacer(Element *parent);
void set_target_height(float target_height, bool animate_to_target);
};
class ModMenu : public Element {
public:
ModMenu(Element *parent);
virtual ~ModMenu();
void set_mods_dirty(bool scan_mods) { mods_dirty = true; mod_scan_queued = scan_mods; }
Element* get_first_mod_entry() { return !mod_entry_buttons.empty() ? mod_entry_buttons[0] : nullptr; }
Element* get_mod_configure_button() { return mod_details_panel != nullptr ? mod_details_panel->get_configure_button() : nullptr; }
protected:
std::string_view get_type_name() override { return "ModMenu"; }
private:
void refresh_mods(bool scan_mods);
void open_mods_folder();
void open_install_dialog();
void mod_toggled(bool enabled);
void mod_selected(uint32_t mod_index);
void mod_dragged(uint32_t mod_index, EventDrag drag);
void mod_configure_requested();
bool handle_special_config_options(const recomp::mods::ConfigOption& option, const recomp::mods::ConfigValueVariant& config_value);
void mod_enum_option_changed(const std::string &id, uint32_t value);
void mod_string_option_changed(const std::string &id, const std::string &value);
void mod_number_option_changed(const std::string &id, double value);
void mod_hd_textures_enabled_changed(uint32_t value);
void create_mod_list();
void process_event(const Event &e) override;
Container *body_container = nullptr;
Container *list_container = nullptr;
ScrollContainer *list_scroll_container = nullptr;
ModDetailsPanel *mod_details_panel = nullptr;
Container *body_empty_container = nullptr;
Container *footer_container = nullptr;
Button *install_mods_button = nullptr;
Button *refresh_button = nullptr;
Button *mods_folder_button = nullptr;
int32_t active_mod_index = -1;
std::vector<ModEntryButton *> mod_entry_buttons;
std::vector<ModEntrySpacer *> mod_entry_spacers;
std::vector<float> mod_entry_middles;
ModEntryView *mod_entry_floating_view = nullptr;
float mod_drag_start_coordinates[2] = {};
float mod_drag_view_coordinates[2] = {};
uint32_t mod_drag_target_index = 0;
std::vector<recomp::mods::ModDetails> mod_details{};
std::unordered_set<std::string> loaded_thumbnails;
std::string game_mod_id;
bool mods_dirty = false;
bool mod_scan_queued = false;
ConfigSubMenu *config_sub_menu;
};
class ElementModMenu : public Rml::Element {
public:
ElementModMenu(const Rml::String& tag);
virtual ~ElementModMenu();
};
} // namespace recompui
#endif