Add extensions, TextureLoader (#570)

* Add extensions, `TextureLoader`

* Fix wording

* Add to default ini

* Add folder to flatpak

* Use different enable strategy
This commit is contained in:
Christian Semmler 2025-07-10 00:24:59 -07:00 committed by GitHub
parent 4e8ac86415
commit 68c967ebdf
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
10 changed files with 214 additions and 7 deletions

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@ -48,6 +48,7 @@ option(ISLE_WERROR "Treat warnings as errors" OFF)
option(ISLE_DEBUG "Enable imgui debug" ON)
cmake_dependent_option(ISLE_USE_DX5 "Build with internal DirectX 5 SDK" "${NOT_MINGW}" "WIN32;CMAKE_SIZEOF_VOID_P EQUAL 4" OFF)
cmake_dependent_option(ISLE_MINIWIN "Use miniwin" ON "NOT ISLE_USE_DX5" OFF)
cmake_dependent_option(ISLE_EXTENSIONS "Use extensions" ON "NOT ISLE_USE_DX5" OFF)
cmake_dependent_option(ISLE_BUILD_CONFIG "Build CONFIG.EXE application" ON "MSVC OR ISLE_MINIWIN;NOT NINTENDO_3DS;NOT WINDOWS_STORE" OFF)
cmake_dependent_option(ISLE_COMPILE_SHADERS "Compile shaders" ON "SDL_SHADERCROSS_BIN;TARGET Python3::Interpreter" OFF)
option(CMAKE_POSITION_INDEPENDENT_CODE "Build with -fPIC" ON)
@ -61,6 +62,7 @@ message(STATUS "Isle app: ${ISLE_BUILD_APP}")
message(STATUS "Config app: ${ISLE_BUILD_CONFIG}")
message(STATUS "Internal DirectX5 SDK: ${ISLE_USE_DX5}")
message(STATUS "Internal miniwin: ${ISLE_MINIWIN}")
message(STATUS "Isle extensions: ${ISLE_EXTENSIONS}")
message(STATUS "Isle debugging: ${ISLE_DEBUG}")
message(STATUS "Compile shaders: ${ISLE_COMPILE_SHADERS}")
@ -170,6 +172,7 @@ add_library(lego1
target_precompile_headers(lego1 PRIVATE "LEGO1/lego1_pch.h")
set_property(TARGET lego1 PROPERTY DEFINE_SYMBOL "LEGO1_DLL")
target_include_directories(lego1 PUBLIC "$<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/util>")
target_include_directories(lego1 PUBLIC "$<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/extensions/include>")
target_include_directories(lego1 PUBLIC "$<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/LEGO1>")
target_include_directories(lego1 PUBLIC "$<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/LEGO1/omni/include>")
target_include_directories(lego1 PUBLIC "$<BUILD_INTERFACE:${CMAKE_SOURCE_DIR}/LEGO1/lego/sources>")
@ -487,6 +490,14 @@ if (NOT ISLE_MINIWIN)
target_compile_definitions(lego1 PRIVATE DIRECTINPUT_VERSION=0x0500)
endif()
if (ISLE_EXTENSIONS)
target_compile_definitions(lego1 PUBLIC EXTENSIONS)
target_sources(lego1 PRIVATE
extensions/src/extensions.cpp
extensions/src/textureloader.cpp
)
endif()
if (ISLE_BUILD_APP)
add_executable(isle WIN32
ISLE/res/isle.rc

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@ -6,12 +6,7 @@ If you feel fit to contribute, feel free to create a pull request! Someone will
Please keep your pull requests small and understandable; you may be able to shoot ahead and make a lot of progress in a short amount of time, but this is a collaborative project, so you must allow others to catch up and follow along. Large pull requests become significantly more unwieldy to review, and as such make it exponentially more likely for a mistake or error to go undetected. They also make it harder to merge other pull requests because the more files you modify, the more likely it is for a merge conflict to occur. A general guideline is to keep submissions limited to one class at a time. Sometimes two or more classes may be too interlinked for this to be feasible, so this is not a hard rule, however if your PR is starting to modify more than 10 or so files, it's probably getting too big.
This repository has a single goal: achieving platform independence. Consequently, contributions that do not support this goal cannot be accepted. Examples of out-of-scope contributions include:
* Improving code efficiency or performance without addressing platform compatibility
* Replacing `MxString` with `std::string`
* Fixing gameplay bugs
* Enhancing audio or video quality
This repository has achieving platform independence as its primary goal, with limited support for light modding (using [`extensions`](/extensions)). Any changes that modify code in `LEGO1` are unlikely to be accepted, unless they directly serve to increase platform compatibility.
If in doubt, please contact us in the [Matrix chatroom](https://matrix.to/#/#isledecomp:matrix.org).

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@ -37,6 +37,7 @@
#include "tgl/d3drm/impl.h"
#include "viewmanager/viewmanager.h"
#include <extensions/extensions.h>
#include <miniwin/miniwindevice.h>
#define SDL_MAIN_USE_CALLBACKS
@ -1013,6 +1014,13 @@ bool IsleApp::LoadConfig()
iniparser_set(dict, "isle:Max Allowed Extras", SDL_itoa(m_maxAllowedExtras, buf, 10));
iniparser_set(dict, "isle:Transition Type", SDL_itoa(m_transitionType, buf, 10));
#ifdef EXTENSIONS
iniparser_set(dict, "extensions", NULL);
for (const char* key : Extensions::availableExtensions) {
iniparser_set(dict, key, "false");
}
#endif
#ifdef __3DS__
N3DS_SetupDefaultConfigOverrides(dict);
#endif
@ -1089,6 +1097,18 @@ bool IsleApp::LoadConfig()
m_savePath = new char[strlen(savePath) + 1];
strcpy(m_savePath, savePath);
#ifdef EXTENSIONS
std::vector<const char*> keys;
keys.resize(iniparser_getsecnkeys(dict, "extensions"));
iniparser_getseckeys(dict, "extensions", keys.data());
for (const char* key : keys) {
if (iniparser_getboolean(dict, key, 0)) {
Extensions::Enable(key);
}
}
#endif
iniparser_freedict(dict);
delete[] iniConfig;
#ifndef IOS

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@ -1,5 +1,6 @@
#include "legotextureinfo.h"
#include "extensions/textureloader.h"
#include "legovideomanager.h"
#include "misc.h"
#include "misc/legoimage.h"
@ -9,6 +10,8 @@
DECOMP_SIZE_ASSERT(LegoTextureInfo, 0x10)
using namespace Extensions;
// FUNCTION: LEGO1 0x10065bf0
LegoTextureInfo::LegoTextureInfo()
{
@ -56,6 +59,10 @@ LegoTextureInfo* LegoTextureInfo::Create(const char* p_name, LegoTexture* p_text
strcpy(textureInfo->m_name, p_name);
}
if (Extension<TextureLoader>::Call(PatchTexture, textureInfo).value_or(false)) {
return textureInfo;
}
LPDIRECTDRAW pDirectDraw = VideoManager()->GetDirect3D()->DirectDraw();
LegoImage* image = p_texture->GetImage();

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@ -4,7 +4,7 @@
This initiative is a portable version of LEGO Island (Version 1.1, English) based on the [decompilation project](https://github.com/isledecomp/isle). Our primary goal is to transform the codebase to achieve platform independence, thereby enhancing compatibility across various systems while preserving the original game's experience as faithfully as possible.
Please note: this project is dedicated to achieving platform independence without altering the core gameplay, adding new features, enhancing visual quality, or rewriting code for improvement's sake. While those are worthwhile objectives, they are not within the scope of this project.
Please note: this project is primarily dedicated to achieving platform independence without altering the core gameplay or rewriting code for improvement's sake. While those are worthwhile objectives, they are not within the scope of this project. `isle-portable` offers support for light modding using [`extensions`](/extensions).
## Status

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@ -0,0 +1,28 @@
#pragma once
#include "lego1_export.h"
#include <functional>
#include <optional>
#include <string>
namespace Extensions
{
constexpr const char* availableExtensions[] = {"extensions:texture loader"};
LEGO1_EXPORT void Enable(const char* p_key);
template <typename T>
struct Extension {
template <typename Function, typename... Args>
static auto Call(Function&& function, Args&&... args) -> std::optional<std::invoke_result_t<Function, Args...>>
{
#ifdef EXTENSIONS
if (T::enabled) {
return std::invoke(std::forward<Function>(function), std::forward<Args>(args)...);
}
#endif
return std::nullopt;
}
};
}; // namespace Extensions

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@ -0,0 +1,24 @@
#pragma once
#include "extensions/extensions.h"
#include "legotextureinfo.h"
namespace Extensions
{
class TextureLoader {
public:
static bool PatchTexture(LegoTextureInfo* p_textureInfo);
static bool enabled;
private:
static constexpr const char* texturePath = "/textures/";
static SDL_Surface* FindTexture(const char* p_name);
};
#ifdef EXTENSIONS
constexpr auto PatchTexture = &TextureLoader::PatchTexture;
#else
constexpr decltype(&TextureLoader::PatchTexture) PatchTexture = nullptr;
#endif
}; // namespace Extensions

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@ -0,0 +1,19 @@
#include "extensions/extensions.h"
#include "extensions/textureloader.h"
#include <SDL3/SDL_log.h>
void Extensions::Enable(const char* p_key)
{
for (const char* key : availableExtensions) {
if (!SDL_strcasecmp(p_key, key)) {
if (!SDL_strcasecmp(p_key, "extensions:texture loader")) {
TextureLoader::enabled = true;
}
SDL_Log("Enabled extension: %s", p_key);
break;
}
}
}

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@ -0,0 +1,98 @@
#include "extensions/textureloader.h"
using namespace Extensions;
bool TextureLoader::enabled = false;
bool TextureLoader::PatchTexture(LegoTextureInfo* p_textureInfo)
{
SDL_Surface* surface = FindTexture(p_textureInfo->m_name);
if (!surface) {
return false;
}
const SDL_PixelFormatDetails* details = SDL_GetPixelFormatDetails(surface->format);
DDSURFACEDESC desc;
memset(&desc, 0, sizeof(desc));
desc.dwSize = sizeof(desc);
desc.dwFlags = DDSD_PIXELFORMAT | DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
desc.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_SYSTEMMEMORY;
desc.ddpfPixelFormat.dwSize = sizeof(desc.ddpfPixelFormat);
desc.dwWidth = surface->w;
desc.dwHeight = surface->h;
desc.ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
desc.ddpfPixelFormat.dwRGBBitCount = details->bits_per_pixel == 8 ? 24 : details->bits_per_pixel;
desc.ddpfPixelFormat.dwRBitMask = details->Rmask;
desc.ddpfPixelFormat.dwGBitMask = details->Gmask;
desc.ddpfPixelFormat.dwBBitMask = details->Bmask;
desc.ddpfPixelFormat.dwRGBAlphaBitMask = details->Amask;
if (VideoManager()->GetDirect3D()->DirectDraw()->CreateSurface(&desc, &p_textureInfo->m_surface, NULL) != DD_OK) {
SDL_DestroySurface(surface);
return false;
}
memset(&desc, 0, sizeof(desc));
desc.dwSize = sizeof(desc);
if (p_textureInfo->m_surface->Lock(NULL, &desc, DDLOCK_SURFACEMEMORYPTR | DDLOCK_WRITEONLY, NULL) != DD_OK) {
SDL_DestroySurface(surface);
return false;
}
MxU8* dst = (MxU8*) desc.lpSurface;
Uint8* srcPixels = (Uint8*) surface->pixels;
if (details->bits_per_pixel == 8) {
SDL_Palette* palette = SDL_GetSurfacePalette(surface);
if (palette) {
for (int y = 0; y < surface->h; ++y) {
Uint8* srcRow = srcPixels + y * surface->pitch;
Uint8* dstRow = dst + y * desc.lPitch;
for (int x = 0; x < surface->w; ++x) {
SDL_Color color = palette->colors[srcRow[x]];
dstRow[x * 3 + 0] = color.r;
dstRow[x * 3 + 1] = color.g;
dstRow[x * 3 + 2] = color.b;
}
}
}
else {
p_textureInfo->m_surface->Unlock(desc.lpSurface);
SDL_DestroySurface(surface);
return false;
}
}
else {
memcpy(dst, srcPixels, surface->pitch * surface->h);
}
p_textureInfo->m_surface->Unlock(desc.lpSurface);
p_textureInfo->m_palette = NULL;
if (((TglImpl::RendererImpl*) VideoManager()->GetRenderer())
->CreateTextureFromSurface(p_textureInfo->m_surface, &p_textureInfo->m_texture) != D3DRM_OK) {
SDL_DestroySurface(surface);
return false;
}
p_textureInfo->m_texture->SetAppData((LPD3DRM_APPDATA) p_textureInfo);
SDL_DestroySurface(surface);
return true;
}
SDL_Surface* TextureLoader::FindTexture(const char* p_name)
{
SDL_Surface* surface;
MxString path = MxString(MxOmni::GetHD()) + texturePath + p_name + ".bmp";
path.MapPathToFilesystem();
if (!(surface = SDL_LoadBMP(path.GetData()))) {
path = MxString(MxOmni::GetCD()) + texturePath + p_name + ".bmp";
path.MapPathToFilesystem();
surface = SDL_LoadBMP(path.GetData());
}
return surface;
}

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@ -55,6 +55,11 @@
"path": "../../../miniwin",
"dest": "miniwin/"
},
{
"type": "dir",
"path": "../../../extensions",
"dest": "extensions/"
},
{
"type": "dir",
"path": "../../../packaging",