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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
28 lines
1.0 KiB
C#
28 lines
1.0 KiB
C#
namespace LegacyForge.API.Assets;
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/// <summary>
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/// Asset registration for mods. Use for language strings and (future) texture paths.
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/// Block and item display names are typically set via BlockProperties.Name() and ItemProperties.Name().
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/// Use this registry for additional strings (e.g. GUI labels, messages).
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/// </summary>
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public static class AssetRegistry
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{
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/// <summary>
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/// Register a display string for a custom description ID.
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/// Use native_allocate_description_id() to get an ID, then wire it to your custom UI/entity.
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/// </summary>
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public static void RegisterString(int descriptionId, string displayName)
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{
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NativeInterop.native_register_string(descriptionId, displayName ?? "");
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}
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/// <summary>
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/// Allocate a new description ID for custom strings.
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/// IDs are in the mod range (10000+) and are looked up via the GetString hook.
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/// </summary>
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public static int AllocateDescriptionId()
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{
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return NativeInterop.native_allocate_description_id();
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}
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}
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