Mod textures, display names, and atlas injection

Mod Atlas (ModAtlas.cpp/h):
- Build merged terrain.png and items.png from mod assets (blocks/*.png, items/*.png)
- Scan vanilla atlas for empty (fully transparent) cells; place mod textures only there
- Install merged atlases over game files before Minecraft::init; restore originals after
- Hook loadUVs to create SimpleIcon objects for mod textures
- Hook registerIcon to return mod icons when requested by name
- FixupModIcons: copy field_0x48 (source-image ptr) from vanilla icons after init

Mod Strings (ModStrings.cpp/h):
- Store mod display names by description ID
- Hook GetString to serve mod names for blocks/items

API changes:
- BlockProperties/ItemProperties: .Name(displayName), namespaced .Icon()
- NativeInterop: displayName params, native_allocate_description_id, native_register_string
- Registry.Assets for string registration
- Output: mods/LegacyForge.API/, mods/ExampleMod/ (per-mod folders)

Mod discovery:
- Scan mods/*/ for mod folders; load DLLs from each
- LegacyForge.API as mod in mods/LegacyForge.API/

ExampleMod:
- Ruby ore block and ruby item with custom textures and names
- Assets: blocks/ruby_ore.png, items/ruby.png, lang files
- Furnace recipe: ruby_ore -> ruby

Runtime: loadUVs, registerIcon, getResourceAsStream, GetString hooks; stb_image for PNG
This commit is contained in:
Jacobwasbeast
2026-03-06 22:04:15 -06:00
parent 336e037730
commit 2280cb1192
34 changed files with 10770 additions and 50 deletions

View File

@@ -8,13 +8,20 @@
<AssemblyName>ExampleMod</AssemblyName>
<Description>Example mod for LegacyForge demonstrating the mod API</Description>
<Version>1.0.0</Version>
<OutputPath>..\build\mods</OutputPath>
<OutputPath>..\build\mods\ExampleMod</OutputPath>
<AppendTargetFrameworkToOutputPath>false</AppendTargetFrameworkToOutputPath>
<AppendRuntimeIdentifierToOutputPath>false</AppendRuntimeIdentifierToOutputPath>
</PropertyGroup>
<ItemGroup>
<ProjectReference Include="..\LegacyForge.API\LegacyForge.API.csproj" />
<!-- Private=false: do not copy LegacyForge.API into ExampleMod. API lives in mods/LegacyForge.API/ -->
<ProjectReference Include="..\LegacyForge.API\LegacyForge.API.csproj">
<Private>false</Private>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Content Include="assets\**\*" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
</Project>