Actor Nametag System (#3083)

* initial nametag system

* add debug name tags in actor viewer
This commit is contained in:
Adam Bird 2023-08-20 13:59:23 -04:00 committed by GitHub
parent 2da8be331b
commit f19f303651
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GPG Key ID: 4AEE18F83AFDEB23
12 changed files with 449 additions and 5 deletions

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@ -2447,6 +2447,8 @@ void Heaps_Free(void);
CollisionHeader* BgCheck_GetCollisionHeader(CollisionContext* colCtx, s32 bgId); CollisionHeader* BgCheck_GetCollisionHeader(CollisionContext* colCtx, s32 bgId);
void Interface_CreateQuadVertexGroup(Vtx* vtxList, s32 xStart, s32 yStart, s32 width, s32 height, u8 flippedH);
// Exposing these methods to leverage them from the file select screen to render messages // Exposing these methods to leverage them from the file select screen to render messages
void Message_OpenText(PlayState* play, u16 textId); void Message_OpenText(PlayState* play, u16 textId);
void Message_Decode(PlayState* play); void Message_Decode(PlayState* play);

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@ -259,6 +259,8 @@ static std::map<std::string, CosmeticOption> cosmeticOptions = {
COSMETIC_OPTION("Hud_MinimapEntrance", "Minimap Entrance", GROUP_HUD, ImVec4(200, 0, 0, 255), false, true, true), COSMETIC_OPTION("Hud_MinimapEntrance", "Minimap Entrance", GROUP_HUD, ImVec4(200, 0, 0, 255), false, true, true),
COSMETIC_OPTION("Hud_EnemyHealthBar", "Enemy Health Bar", GROUP_HUD, ImVec4(255, 0, 0, 255), true, true, false), COSMETIC_OPTION("Hud_EnemyHealthBar", "Enemy Health Bar", GROUP_HUD, ImVec4(255, 0, 0, 255), true, true, false),
COSMETIC_OPTION("Hud_EnemyHealthBorder", "Enemy Health Border", GROUP_HUD, ImVec4(255, 255, 255, 255), true, false, true), COSMETIC_OPTION("Hud_EnemyHealthBorder", "Enemy Health Border", GROUP_HUD, ImVec4(255, 255, 255, 255), true, false, true),
COSMETIC_OPTION("Hud_NameTagActorText", "Nametag Text", GROUP_HUD, ImVec4(255, 255, 255, 255), true, true, false),
COSMETIC_OPTION("Hud_NameTagActorBackground", "Nametag Background", GROUP_HUD, ImVec4(0, 0, 0, 80), true, false, true),
COSMETIC_OPTION("Title_FileChoose", "File Choose", GROUP_TITLE, ImVec4(100, 150, 255, 255), false, true, false), COSMETIC_OPTION("Title_FileChoose", "File Choose", GROUP_TITLE, ImVec4(100, 150, 255, 255), false, true, false),
COSMETIC_OPTION("Title_NintendoLogo", "Nintendo Logo", GROUP_TITLE, ImVec4( 0, 0, 255, 255), false, true, true), COSMETIC_OPTION("Title_NintendoLogo", "Nintendo Logo", GROUP_TITLE, ImVec4( 0, 0, 255, 255), false, true, true),

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@ -2,6 +2,8 @@
#include "../../util.h" #include "../../util.h"
#include "../../UIWidgets.hpp" #include "../../UIWidgets.hpp"
#include "soh/ActorDB.h" #include "soh/ActorDB.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/nametag.h"
#include <array> #include <array>
#include <bit> #include <bit>
@ -22,6 +24,8 @@ extern PlayState* gPlayState;
#include "textures/icon_item_24_static/icon_item_24_static.h" #include "textures/icon_item_24_static/icon_item_24_static.h"
} }
#define DEBUG_ACTOR_NAMETAG_TAG "debug_actor_viewer"
typedef struct { typedef struct {
u16 id; u16 id;
u16 params; u16 params;
@ -51,6 +55,13 @@ std::array<const char*, 12> acMapping = {
"Chest" "Chest"
}; };
typedef enum {
ACTORVIEWER_NAMETAGS_NONE,
ACTORVIEWER_NAMETAGS_DESC,
ACTORVIEWER_NAMETAGS_NAME,
ACTORVIEWER_NAMETAGS_BOTH,
} ActorViewerNameTagsType;
const std::string GetActorDescription(u16 id) { const std::string GetActorDescription(u16 id) {
return ActorDB::Instance->RetrieveEntry(id).entry.valid ? ActorDB::Instance->RetrieveEntry(id).entry.desc : "???"; return ActorDB::Instance->RetrieveEntry(id).entry.valid ? ActorDB::Instance->RetrieveEntry(id).entry.desc : "???";
} }
@ -96,6 +107,42 @@ void PopulateActorDropdown(int i, std::vector<Actor*>& data) {
} }
} }
void ActorViewer_AddTagForActor(Actor* actor) {
int val = CVarGetInteger("gDebugActorViewerNameTags", ACTORVIEWER_NAMETAGS_NONE);
auto entry = ActorDB::Instance->RetrieveEntry(actor->id);
std::string tag;
if (val > 0 && entry.entry.valid) {
switch (val) {
case ACTORVIEWER_NAMETAGS_DESC:
tag = entry.desc;
break;
case ACTORVIEWER_NAMETAGS_NAME:
tag = entry.name;
break;
case ACTORVIEWER_NAMETAGS_BOTH:
tag = entry.name + '\n' + entry.desc;
break;
}
NameTag_RegisterForActorWithOptions(actor, tag.c_str(), { .tag = DEBUG_ACTOR_NAMETAG_TAG });
}
}
void ActorViewer_AddTagForAllActors() {
if (gPlayState == nullptr) {
return;
}
for (size_t i = 0; i < ARRAY_COUNT(gPlayState->actorCtx.actorLists); i++) {
ActorListEntry currList = gPlayState->actorCtx.actorLists[i];
Actor* currAct = currList.head;
while (currAct != nullptr) {
ActorViewer_AddTagForActor(currAct);
currAct = currAct->next;
}
}
}
void ActorViewerWindow::DrawElement() { void ActorViewerWindow::DrawElement() {
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver); ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
@ -330,6 +377,22 @@ void ActorViewerWindow::DrawElement() {
ImGui::TreePop(); ImGui::TreePop();
} }
static const char* nameTagOptions[] = {
"None",
"Short Description",
"Actor ID",
"Both"
};
UIWidgets::Spacer(0);
ImGui::Text("Actor Name Tags");
if (UIWidgets::EnhancementCombobox("gDebugActorViewerNameTags", nameTagOptions, ACTORVIEWER_NAMETAGS_NONE)) {
NameTag_RemoveAllByTag(DEBUG_ACTOR_NAMETAG_TAG);
ActorViewer_AddTagForAllActors();
}
UIWidgets::Tooltip("Adds \"name tags\" above actors for identification");
} else { } else {
ImGui::Text("Global Context needed for actor info!"); ImGui::Text("Global Context needed for actor info!");
if (needs_reset) { if (needs_reset) {
@ -341,6 +404,12 @@ void ActorViewerWindow::DrawElement() {
} }
} }
ImGui::End(); ImGui::End();
} }
void ActorViewerWindow::InitElement() {
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnActorInit>([](void* refActor) {
Actor* actor = static_cast<Actor*>(refActor);
ActorViewer_AddTagForActor(actor);
});
}

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@ -7,6 +7,6 @@ class ActorViewerWindow : public LUS::GuiWindow {
using GuiWindow::GuiWindow; using GuiWindow::GuiWindow;
void DrawElement() override; void DrawElement() override;
void InitElement() override {}; void InitElement() override;
void UpdateElement() override {}; void UpdateElement() override {};
}; };

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@ -151,9 +151,11 @@ public:
DEFINE_HOOK(OnSceneSpawnActors, void()); DEFINE_HOOK(OnSceneSpawnActors, void());
DEFINE_HOOK(OnPlayerUpdate, void()); DEFINE_HOOK(OnPlayerUpdate, void());
DEFINE_HOOK(OnOcarinaSongAction, void()); DEFINE_HOOK(OnOcarinaSongAction, void());
DEFINE_HOOK(OnActorInit, void(void* actor));
DEFINE_HOOK(OnActorUpdate, void(void* actor)); DEFINE_HOOK(OnActorUpdate, void(void* actor));
DEFINE_HOOK(OnPlayerBonk, void()); DEFINE_HOOK(OnPlayerBonk, void());
DEFINE_HOOK(OnPlayDestroy, void());
DEFINE_HOOK(OnPlayDrawEnd, void());
DEFINE_HOOK(OnSaveFile, void(int32_t fileNum)); DEFINE_HOOK(OnSaveFile, void(int32_t fileNum));
DEFINE_HOOK(OnLoadFile, void(int32_t fileNum)); DEFINE_HOOK(OnLoadFile, void(int32_t fileNum));

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@ -42,6 +42,10 @@ void GameInteractor_ExecuteOnOcarinaSongAction() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnOcarinaSongAction>(); GameInteractor::Instance->ExecuteHooks<GameInteractor::OnOcarinaSongAction>();
} }
void GameInteractor_ExecuteOnActorInit(void* actor) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorInit>(actor);
}
void GameInteractor_ExecuteOnActorUpdate(void* actor) { void GameInteractor_ExecuteOnActorUpdate(void* actor) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorUpdate>(actor); GameInteractor::Instance->ExecuteHooks<GameInteractor::OnActorUpdate>(actor);
} }
@ -50,6 +54,14 @@ void GameInteractor_ExecuteOnPlayerBonk() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPlayerBonk>(); GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPlayerBonk>();
} }
void GameInteractor_ExecuteOnPlayDestroy() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPlayDestroy>();
}
void GameInteractor_ExecuteOnPlayDrawEnd() {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnPlayDrawEnd>();
}
// MARK: - Save Files // MARK: - Save Files
void GameInteractor_ExecuteOnSaveFile(int32_t fileNum) { void GameInteractor_ExecuteOnSaveFile(int32_t fileNum) {

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@ -14,9 +14,12 @@ void GameInteractor_ExecuteOnSceneInit(int16_t sceneNum);
void GameInteractor_ExecuteOnSceneSpawnActors(); void GameInteractor_ExecuteOnSceneSpawnActors();
void GameInteractor_ExecuteOnPlayerUpdate(); void GameInteractor_ExecuteOnPlayerUpdate();
void GameInteractor_ExecuteOnOcarinaSongAction(); void GameInteractor_ExecuteOnOcarinaSongAction();
void GameInteractor_ExecuteOnActorInit(void* actor);
void GameInteractor_ExecuteOnActorUpdate(void* actor); void GameInteractor_ExecuteOnActorUpdate(void* actor);
void GameInteractor_ExecuteOnPlayerBonk(); void GameInteractor_ExecuteOnPlayerBonk();
void GameInteractor_ExecuteOnOcarinaSongAction(); void GameInteractor_ExecuteOnOcarinaSongAction();
void GameInteractor_ExecuteOnPlayDestroy();
void GameInteractor_ExecuteOnPlayDrawEnd();
// MARK: - Save Files // MARK: - Save Files
void GameInteractor_ExecuteOnSaveFile(int32_t fileNum); void GameInteractor_ExecuteOnSaveFile(int32_t fileNum);

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@ -6,6 +6,7 @@
#include "soh/Enhancements/enhancementTypes.h" #include "soh/Enhancements/enhancementTypes.h"
#include "soh/Enhancements/randomizer/3drando/random.hpp" #include "soh/Enhancements/randomizer/3drando/random.hpp"
#include "soh/Enhancements/cosmetics/authenticGfxPatches.h" #include "soh/Enhancements/cosmetics/authenticGfxPatches.h"
#include "soh/Enhancements/nametag.h"
extern "C" { extern "C" {
#include <z64.h> #include <z64.h>
@ -621,4 +622,5 @@ void InitMods() {
RegisterBonkDamage(); RegisterBonkDamage();
RegisterMenuPathFix(); RegisterMenuPathFix();
RegisterMirrorModeHandler(); RegisterMirrorModeHandler();
NameTag_RegisterHooks();
} }

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@ -0,0 +1,313 @@
#include "nametag.h"
#include <libultraship/bridge.h>
#include <vector>
#include <algorithm>
#include "soh/frame_interpolation.h"
#include "soh/Enhancements/custom-message/CustomMessageInterfaceAddon.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
extern "C" {
#include "z64.h"
#include "macros.h"
#include "functions.h"
#include "variables.h"
#include "textures/message_static/message_static.h"
extern PlayState* gPlayState;
}
typedef struct {
Actor* actor;
std::string text; // Original text
std::string processedText; // Text filtered for supported font textures
const char* tag; // Tag identifier
Color_RGBA8 textColor; // Text color override. Global color is used if alpha is 0
int16_t height; // Textbox height
int16_t width; // Textbox width
int16_t yOffset; // Addition Y offset
Mtx* mtx; // Allocated Mtx for rendering
Vtx* vtx; // Allocated Vtx for rendering
} NameTag;
static std::vector<NameTag> nameTags;
static std::vector<Gfx> nameTagDl;
void FreeNameTag(NameTag* nameTag) {
if (nameTag->vtx != nullptr) {
free(nameTag->vtx);
nameTag->vtx = nullptr;
}
if (nameTag->mtx != nullptr) {
free(nameTag->mtx);
nameTag->mtx = nullptr;
}
}
void DrawNameTag(PlayState* play, const NameTag* nameTag) {
if (nameTag->actor == nullptr || nameTag->actor->draw == nullptr || !nameTag->actor->isDrawn ||
nameTag->vtx == nullptr || nameTag->mtx == nullptr) {
return;
}
// Name tag is too far away to meaningfully read, don't bother rendering it
if (nameTag->actor->xyzDistToPlayerSq > 200000.0f) {
return;
}
// Fade out name tags that are far away
float alpha = 1.0f;
if (nameTag->actor->xyzDistToPlayerSq > 160000.0f) {
alpha = (200000.0f - nameTag->actor->xyzDistToPlayerSq) / 40000.0f;
}
float scale = 75.0f / 100.f;
size_t numChar = nameTag->processedText.length();
// No text to render
if (numChar == 0) {
return;
}
Color_RGBA8 textboxColor = { 0, 0, 0, 80};
Color_RGBA8 textColor = { 255, 255, 255, 255 };
if (CVarGetInteger("gCosmetics.Hud_NameTagActorBackground.Changed", 0)) {
textboxColor = CVarGetColor("gCosmetics.Hud_NameTagActorBackground.Value", textboxColor);
}
if (CVarGetInteger("gCosmetics.Hud_NameTagActorText.Changed", 0)) {
textColor = CVarGetColor("gCosmetics.Hud_NameTagActorText.Value", textColor);
}
FrameInterpolation_RecordOpenChild(nameTag->actor, 10);
// Prefer the highest between world position and focus position if targetable
float posY = nameTag->actor->world.pos.y;
if (nameTag->actor->flags & ACTOR_FLAG_TARGETABLE) {
posY = std::max(posY, nameTag->actor->focus.pos.y);
}
posY += nameTag->yOffset + 16;
// Set position, billboard effect, scale (with mirror mode), then center nametag
Matrix_Translate(nameTag->actor->world.pos.x, posY, nameTag->actor->world.pos.z, MTXMODE_NEW);
Matrix_ReplaceRotation(&play->billboardMtxF);
Matrix_Scale(scale * (CVarGetInteger("gMirroredWorld", 0) ? -1 : 1), -scale, 1.0f, MTXMODE_APPLY);
Matrix_Translate(-(float)nameTag->width / 2, -nameTag->height, 0, MTXMODE_APPLY);
Matrix_ToMtx(nameTag->mtx, (char*)__FILE__, __LINE__);
nameTagDl.push_back(gsSPMatrix(nameTag->mtx, G_MTX_PUSH | G_MTX_LOAD | G_MTX_MODELVIEW));
// textbox
nameTagDl.push_back(gsSPVertex(nameTag->vtx, 4, 0));
nameTagDl.push_back(gsDPSetPrimColor(0, 0, textboxColor.r, textboxColor.g, textboxColor.b, textboxColor.a * alpha));
// Multi-instruction macro, need to insert all to the dl buffer
Gfx textboxTexture[] = { gsDPLoadTextureBlock_4b(gDefaultMessageBackgroundTex, G_IM_FMT_I, 128, 64, 0, G_TX_MIRROR,
G_TX_NOMIRROR, 7, 0, G_TX_NOLOD, G_TX_NOLOD) };
nameTagDl.insert(nameTagDl.end(), std::begin(textboxTexture), std::end(textboxTexture));
nameTagDl.push_back(gsSP1Quadrangle(0, 2, 3, 1, 0));
// text
if (nameTag->textColor.a == 0) {
nameTagDl.push_back(gsDPSetPrimColor(0, 0, textColor.r, textColor.g, textColor.b, textColor.a * alpha));
} else {
nameTagDl.push_back(gsDPSetPrimColor(0, 0, nameTag->textColor.r, nameTag->textColor.g, nameTag->textColor.b,
nameTag->textColor.a * alpha));
}
for (size_t i = 0, vtxGroup = 0; i < numChar; i++) {
uint16_t texIndex = nameTag->processedText[i] - 32;
// A maximum of 64 Vtx can be loaded at once by gSPVertex, or basically 16 characters
// handle loading groups of 16 chars at a time until there are no more left to load
if (i % 16 == 0) {
size_t numVtxToLoad = std::min<size_t>(numChar - i, 16) * 4;
nameTagDl.push_back(gsSPVertex(&(nameTag->vtx)[4 + (vtxGroup * 16 * 4)], numVtxToLoad, 0));
vtxGroup++;
}
if (texIndex != 0 && nameTag->processedText[i] != '\n') {
uintptr_t texture = (uintptr_t)Font_FetchCharTexture(texIndex);
int16_t vertexStart = 4 * (i % 16);
// Multi-instruction macro, need to insert all to the dl buffer
Gfx charTexture[] = { gsDPLoadTextureBlock_4b(
texture, G_IM_FMT_I, FONT_CHAR_TEX_WIDTH, FONT_CHAR_TEX_HEIGHT, 0, G_TX_NOMIRROR | G_TX_CLAMP,
G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD) };
nameTagDl.insert(nameTagDl.end(), std::begin(charTexture), std::end(charTexture));
nameTagDl.push_back(gsSP1Quadrangle(vertexStart, vertexStart + 2, vertexStart + 3, vertexStart + 1, 0));
}
}
nameTagDl.push_back(gsSPPopMatrix(G_MTX_MODELVIEW));
FrameInterpolation_RecordCloseChild();
}
// Draw all the name tags by leveraging a system heap buffer for majority of the graphics commands
void DrawNameTags() {
if (gPlayState == nullptr || nameTags.size() == 0) {
return;
}
nameTagDl.clear();
OPEN_DISPS(gPlayState->state.gfxCtx);
// Setup before rendering name tags
Gfx_SetupDL_38Xlu(gPlayState->state.gfxCtx);
nameTagDl.push_back(gsDPSetAlphaDither(G_AD_DISABLE));
nameTagDl.push_back(gsSPClearGeometryMode(G_SHADE));
nameTagDl.push_back(
gsDPSetCombineLERP(0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0, 0, 0, 0, PRIMITIVE, TEXEL0, 0, PRIMITIVE, 0));
// Add all the name tags
for (const auto& nameTag : nameTags) {
DrawNameTag(gPlayState, &nameTag);
}
// End the display list buffer
nameTagDl.push_back(gsSPEndDisplayList());
gSPDisplayList(POLY_XLU_DISP++, nameTagDl.data());
CLOSE_DISPS(gPlayState->state.gfxCtx);
}
void UpdateNameTags() {
// Leveraging ZBuffer above allows the name tags to be obscured by OPA surfaces based on depth.
// However, XLU surfaces do not calculate depth with regards to other XLU surfaces.
// With multiple name tags, a tag can only obscure other tags based on draw order.
// Here we sort the tags so that actors further away from the camera are ordered first.
std::sort(nameTags.begin(), nameTags.end(), [](NameTag a, NameTag b) {
if (a.actor == nullptr || b.actor == nullptr) {
return true;
}
f32 aDistToCamera = Actor_WorldDistXZToPoint(a.actor, &gPlayState->mainCamera.eye);
f32 bDistToCamera = Actor_WorldDistXZToPoint(b.actor, &gPlayState->mainCamera.eye);
return aDistToCamera > bDistToCamera;
});
}
extern "C" void NameTag_RegisterForActorWithOptions(Actor* actor, const char* text, NameTagOptions options) {
std::string processedText = std::string(Interface_ReplaceSpecialCharacters((char*)text));
// Strip out unsupported characters
processedText.erase(std::remove_if(processedText.begin(), processedText.end(), [](const char& c) {
// 172 is max supported texture for the in-game font system,
// and filter anything less than a space but not the newline or nul characters
return c > 172 || (c < ' ' && c != '\n' && c != '\0');
}), processedText.end());
int16_t numChar = processedText.length();
int16_t numLines = 1;
int16_t offsetX = 0;
int16_t maxOffsetX = 0;
// 4 vertex per character plus one extra group of 4 for the textbox
Vtx* vertices = (Vtx*)calloc(sizeof(Vtx[4]), numChar + 1);
// Set all the char vtx first to get the total size for the textbox
for (size_t i = 0; i < numChar; i++) {
if (processedText[i] == '\n') {
offsetX = 0;
numLines++;
}
int16_t charIndex = processedText[i] - 32;
int16_t charWidth = 0;
// Don't add width for newline chars
if (charIndex >= 0) {
charWidth = (int16_t)(Message_GetCharacterWidth(charIndex) * (100.0f / R_TEXT_CHAR_SCALE));
}
Interface_CreateQuadVertexGroup(&(vertices)[(i + 1) * 4], offsetX, (numLines - 1) * 16, charWidth, 16, 0);
offsetX += charWidth;
if (offsetX > maxOffsetX) {
maxOffsetX = offsetX;
}
}
// Vtx for textbox, add +/- 4 in all directions
int16_t height = (numLines * 16) + 8;
int16_t width = maxOffsetX + 8;
Interface_CreateQuadVertexGroup(vertices, -4, -4, width, height, 0);
// Update the texture coordinates to consume the full textbox texture size (including mirror region)
vertices[1].v.tc[0] = 256 << 5;
vertices[2].v.tc[1] = 64 << 5;
vertices[3].v.tc[0] = 256 << 5;
vertices[3].v.tc[1] = 64 << 5;
NameTag nameTag;
nameTag.actor = actor;
nameTag.text = std::string(text);
nameTag.processedText = processedText;
nameTag.tag = options.tag;
nameTag.textColor = options.textColor;
nameTag.height = height;
nameTag.width = width;
nameTag.yOffset = options.yOffset;
nameTag.mtx = new Mtx();
nameTag.vtx = vertices;
nameTags.push_back(nameTag);
}
extern "C" void NameTag_RegisterForActor(Actor* actor, const char* text) {
NameTag_RegisterForActorWithOptions(actor, text, {});
}
extern "C" void NameTag_RemoveAllForActor(Actor* actor) {
for (auto it = nameTags.begin(); it != nameTags.end();) {
if (it->actor == actor) {
FreeNameTag(&(*it));
it = nameTags.erase(it);
} else {
it++;
}
}
}
extern "C" void NameTag_RemoveAllByTag(const char* tag) {
for (auto it = nameTags.begin(); it != nameTags.end();) {
if (it->tag != nullptr && strcmp(it->tag, tag) == 0) {
FreeNameTag(&(*it));
it = nameTags.erase(it);
} else {
it++;
}
}
}
void RemoveAllNameTags() {
for (auto& nameTag : nameTags) {
FreeNameTag(&nameTag);
}
nameTags.clear();
}
static bool sRegisteredHooks = false;
void NameTag_RegisterHooks() {
if (sRegisteredHooks) {
return;
}
sRegisteredHooks = true;
// Reorder tags every frame to mimic depth rendering
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([]() { UpdateNameTags(); });
// Render name tags at the end of player draw to avoid overflowing the display buffers
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnPlayDrawEnd>([]() { DrawNameTags(); });
// Remove all name tags on play state destroy as all actors are removed anyways
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnPlayDestroy>([]() { RemoveAllNameTags(); });
}

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@ -0,0 +1,31 @@
#ifndef _NAMETAG_H_
#define _NAMETAG_H_
#include <z64.h>
typedef struct {
const char* tag; // Tag identifier to filter/remove multiple tags
int16_t yOffset; // Additional Y offset to apply for the name tag
Color_RGBA8 textColor; // Text color override. Global color is used if alpha is 0
} NameTagOptions;
// Register required hooks for nametags on startup
void NameTag_RegisterHooks();
#ifdef __cplusplus
extern "C" {
#endif
// Registers a name tag to an actor with additional options applied
void NameTag_RegisterForActorWithOptions(Actor* actor, const char* text, NameTagOptions options);
// Registers a name tag to an actor. Multiple name tags can exist for the same actor
void NameTag_RegisterForActor(Actor* actor, const char* text);
// Remove all name tags registered to a specific actor
void NameTag_RemoveAllForActor(Actor* actor);
// Remove all name tags that share the same tag identifier
void NameTag_RemoveAllByTag(const char* tag);
#ifdef __cplusplus
}
#endif
#endif // _NAMETAG_H_

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@ -10,6 +10,7 @@
#include "soh/Enhancements/enemyrandomizer.h" #include "soh/Enhancements/enemyrandomizer.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h" #include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h" #include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/Enhancements/nametag.h"
#include "soh/ActorDB.h" #include "soh/ActorDB.h"
@ -1213,6 +1214,8 @@ void Actor_Init(Actor* actor, PlayState* play) {
actor->init(actor, play); actor->init(actor, play);
actor->init = NULL; actor->init = NULL;
GameInteractor_ExecuteOnActorInit(actor);
// For enemy health bar we need to know the max health during init // For enemy health bar we need to know the max health during init
if (actor->category == ACTORCAT_ENEMY) { if (actor->category == ACTORCAT_ENEMY) {
actor->maximumHealth = actor->colChkInfo.health; actor->maximumHealth = actor->colChkInfo.health;
@ -1228,6 +1231,8 @@ void Actor_Destroy(Actor* actor, PlayState* play) {
// "No Actor class destruct [%s]" // "No Actor class destruct [%s]"
osSyncPrintf("Actorクラス デストラクトがありません [%s]\n" VT_RST, ActorDB_Retrieve(actor->id)->name); osSyncPrintf("Actorクラス デストラクトがありません [%s]\n" VT_RST, ActorDB_Retrieve(actor->id)->name);
} }
NameTag_RemoveAllForActor(actor);
} }
void func_8002D7EC(Actor* actor) { void func_8002D7EC(Actor* actor) {

View File

@ -171,6 +171,7 @@ void Play_Destroy(GameState* thisx) {
PlayState* play = (PlayState*)thisx; PlayState* play = (PlayState*)thisx;
Player* player = GET_PLAYER(play); Player* player = GET_PLAYER(play);
GameInteractor_ExecuteOnPlayDestroy();
// Only initialize the frame counter when exiting the title screen // Only initialize the frame counter when exiting the title screen
if (gSaveContext.fileNum == 0xFF) { if (gSaveContext.fileNum == 0xFF) {
@ -1713,6 +1714,8 @@ void Play_Draw(PlayState* play) {
} }
} }
GameInteractor_ExecuteOnPlayDrawEnd();
// Reset the inverted culling // Reset the inverted culling
if (CVarGetInteger("gMirroredWorld", 0)) { if (CVarGetInteger("gMirroredWorld", 0)) {
gSPClearExtraGeometryMode(POLY_OPA_DISP++, G_EX_INVERT_CULLING); gSPClearExtraGeometryMode(POLY_OPA_DISP++, G_EX_INVERT_CULLING);