Commit Graph
7 Commits
Author SHA1 Message Date
AyeZeeBB 89a97caed7 Plugins: an item grid's own list and marks, items worn on top, keys kept from the game, the menu's category icons
General APIs from pull request 269 (the player's own item tabs and outfit layers), whose tabs,
panels and prompts are now a plugin's (contrib/plugins/item-tabs, kept on this machine):
- reskate.menu.grid_show(keys): a plugin's list in the item grid that has the focus, drawn from
  every grid of the screen; reskate.menu.grid_mark(keys): the game's check on tiles. menu.grid()
  also says whether a list shows, whether it is empty, and where the grid's own prompts end.
- reskate.outfit.on_top(items) and on_top_state(): items worn on top of the outfit in the slots it
  leaves empty, the item given the slot's category, a slot tried and left if the game reports a
  failed load (ReSkate.layer_slots.txt remembers which load where); paid store items refused.
  Part of the shared outfit service, with reskate.outfit.set.
- reskate.input.game_keys(keys): presses the game does not see, by any way it reads the keyboard;
  "Delete" is a key name.
- d:game_image draws the customization menu's 17 category icons ("cas_tops", ...).
dingosdk_plugin_tests skips the test of a contrib plugin that is not on this machine.
2026-10-21 19:18:01 -05:00
AyeZeeBB dce293e25d Fit Check as a plugin: screen capture, the menu's preview turned and read, and what the skater wears
Pull request 326 split into general plugin APIs and contrib/plugins/fit-check:
- reskate.capture (start, stop, discard, state, compare, kept, save): the screen
  recorded before the overlay draws, cut out by the game's depth or by colour,
  saved as GIF, APNG, PNG or WebM with an optional card; the "capture" permission.
- reskate.room.turn: a stand-in pad's stick held over to turn the menu's preview.
- reskate.menu.game and reskate.menu.grid: what the game's menu and its item grid show.
- reskate.outfit.worn, board and title: what the skater wears, by name.
- reskate.files.reveal: a data folder opened in Explorer.
The plugin finds where the turn comes round, eases the stick off, picks evenly
spaced frames and saves them with the board's parts or the outfit on the card.
2026-10-21 17:16:56 -05:00
AyeZeeBB 2b5772bdf5 Customization: a mod item's card shows the info sign instead of an empty icon
The warning sign on a mod item's description notice was cleared by writing
an empty IconOverride. The game resolves that override again later in its
UI update and crashed on the empty one (Skate.exe+0x3e897fb, a lookup that
finds nothing): about a quarter of 2.1.0's crash reports, all of them after
the sign was cleared.

The notice now gets the game's own info sign (img_generic_info_64), set the
way the favorites star is. When that texture is not loaded the warning sign
stays and it is looked for again two seconds later; an empty override is
never written. Texture assets are matched by name ignoring case.
2026-10-17 20:32:28 -05:00
AyeZeeBB ab8c9dc6ae Customization: a mod's item card shows the mod, with its icon, inside the game's item card
A mod's item (or one of the game's own a mod changes) keeps three empty description lines, so
the game's item card, which grows upward from a fixed bottom edge, always has room in the same
place; the overlay draws the mod there: its icon (decoded off the render thread into a fourth
texture slot, the last 32 kept), a MOD or CHANGED BY MOD tag, its name, author, version and how
many items it has. The card is placed as the game places its own, measured at many window sizes:
by the smaller of its scales, a 21:9 frame centred on wider screens (the search bar follows it
too). The warning sign the game's focus script gives any description is taken off that notice
each tick while it shows the reserved lines.

The merge's item list records each mod's version and folder (an older list falls back to the mods
loaded at launch). The item grids now run every client tick instead of at the 500 ms
customization pace, follow the highlight between their 40 ms passes, and let go of a grid as soon
as its screen closes, so the card, the search bar and favorites keep up with the player.
2026-10-17 12:04:38 -05:00
AyeZeeBB 320086381c Paths: the last few written as text go through UTF-8, so a non-ASCII name no longer throws
path::string() uses the ANSI code page and throws on a character it lacks (a Cyrillic folder on
an English Windows). The remaining places it was used now go through path_utf8:

- Mods: a deck folder or a mod folder named outside the code page no longer leaves the Board Break
  decks empty, or the Mods folder ignored altogether.
- Game and mod archives: a file under Win32 with such a name is passed over instead of stopping
  the read.
- pose-dump no longer ends the multiplayer session when the game folder is not ASCII.
- The item browser's status line and a Board Break warning no longer fail on such a path.
- Launcher: system fonts are named to ImGui in UTF-8, which it reads.
2026-10-16 18:12:34 -05:00
AyeZeeBB 34da0d008d Overlay in HDR, DualSense marker bug, launcher mouse takeover, item search outside menus
Overlay in HDR
- ImGui draws sRGB colours, and the overlay wrote them straight into the
  game's HDR buffer, where they came out far too bright and washed out.
  The DX12 backend's pixel shader now converts them: to scRGB for an FP16
  buffer, and to HDR10 (BT.2020, PQ) for a 10-bit buffer while the display
  is in HDR, with white at 200 nits. An SDR buffer is drawn as before.
- The log says which was chosen ("Overlay output: ..."), and now also says
  when the game presents in a format the overlay does not draw to, which
  left its menus hidden with no reason given.
- Not seen on an HDR display. The changed shader compiles with the D3D
  compiler.
DualSense
- While a menu holds the game's input, the reports the game reads from a
  PlayStation pad are rewritten as untouched. USB and Bluetooth lay a
  report out differently, and the two were told apart by the size of the
  buffer the game read into. A USB DualSense read into a larger buffer had
  its d-pad byte written as "up", which placed a session marker whenever T
  or Insert opened something. The device's own report length decides now.
- The log line for the first rewritten report gives the pad, USB or
  Bluetooth, the report and the two lengths.
- Not tested with a DualSense.
Launcher
- The controller pointer learned where the right stick rests while no pad
  was being read, which includes the launcher being in the background, and
  took the middle for it. A stick that rests off the middle, or a wheel or
  throttle on that axis, then steered the pointer for good once the
  launcher had the focus again, and the mouse stopped responding until a
  restart. Nothing is learned while no pad is read, and a pad that goes
  away gives the pointer back. Two tests for it.
Item search
- The cosmetic search bar showed in the world: a grid keeps its focused
  item after its screen has gone. It needs the game's menu to be up, and
  to have been for a second, as well.
2026-10-10 16:34:39 -05:00
Fourth StudioandClaude Opus 5.5 6f41a16f1b Item grids: favorites, search and filters
In the skater's item grids (Apparel, Accessories, Board, Gestures) F favorites
the highlighted item, - (or Ctrl+F) opens a search box that filters as you
type, and X steps a filter (All, Favorites, Mods, Game items). Favorites sit
right after the worn item, carry the game's star where the tile shows its
rarity icon, and are kept in ReSkate.favorites.json beside Skate.exe.

The grids stay the game's own: their tile rows are reordered and filtered
through the native model functions, as the music screen's Mods shelf does.
Nothing is hooked for it and no file of the game or of a mod is changed.
See contrib/native-item-browser.md for how it works and what is not tried yet.

This is the Item Favorites mod done natively, so it no longer needs a DLL
loaded through a custom script.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 18:23:33 +02:00