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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
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LegacyForgeRuntime/src/ModStrings.h
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LegacyForgeRuntime/src/ModStrings.h
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#pragma once
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#include <unordered_map>
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#include <string>
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#include <mutex>
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/// <summary>
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/// Stores mod-registered display names for blocks and items.
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/// Maps description IDs (allocated from MOD_DESC_ID_BASE) to wide strings.
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/// Hooked into app.GetString() so the game displays mod names.
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/// </summary>
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namespace ModStrings
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{
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constexpr int MOD_DESC_ID_BASE = 10000;
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void Register(int descriptionId, const wchar_t* value);
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const wchar_t* Get(int descriptionId);
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int AllocateId();
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bool IsModId(int id);
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}
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