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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
56 lines
2.1 KiB
C#
56 lines
2.1 KiB
C#
using LegacyForge.API.Block;
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using LegacyForge.API.Item;
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using LegacyForge.API.Entity;
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using LegacyForge.API.Recipe;
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using LegacyForge.API.Assets;
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namespace LegacyForge.API;
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/// <summary>
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/// Central access point for all LegacyForge registries.
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/// Use Registry.Block, Registry.Item, Registry.Entity, Registry.Recipe, or Registry.Assets.
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/// </summary>
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public static class Registry
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{
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/// <summary>Block registration. Call Register() with a namespaced ID and BlockProperties.</summary>
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public static class Block
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{
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public static RegisteredBlock Register(Identifier id, BlockProperties properties)
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=> BlockRegistry.Register(id, properties);
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}
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/// <summary>Item registration. Call Register() with a namespaced ID and ItemProperties.</summary>
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public static class Item
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{
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public static RegisteredItem Register(Identifier id, ItemProperties properties)
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=> ItemRegistry.Register(id, properties);
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}
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/// <summary>Entity registration. Call Register() with a namespaced ID and EntityDefinition.</summary>
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public static class Entity
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{
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public static RegisteredEntity Register(Identifier id, EntityDefinition definition)
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=> EntityRegistry.Register(id, definition);
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}
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/// <summary>Recipe registration for crafting and smelting.</summary>
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public static class Recipe
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{
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public static void AddShaped(Identifier result, int count, string[] pattern,
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params (char key, Identifier ingredient)[] keys)
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=> RecipeRegistry.AddShaped(result, count, pattern, keys);
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public static void AddFurnace(Identifier input, Identifier output, float xp)
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=> RecipeRegistry.AddFurnace(input, output, xp);
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}
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/// <summary>Asset registration for language strings and (future) textures.</summary>
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public static class Assets
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{
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public static void RegisterString(int descriptionId, string displayName)
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=> AssetRegistry.RegisterString(descriptionId, displayName);
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public static int AllocateDescriptionId()
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=> AssetRegistry.AllocateDescriptionId();
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}
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}
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