Files
ReSkate/Engine/Vfs/item_thumbnails.h
T
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

28 lines
1.2 KiB
C++

#pragma once
#include "Engine/Resource/texture.h"
#include <cstdint>
#include <filesystem>
#include <span>
#include <string>
#include <string_view>
#include <vector>
namespace dingosdk::vfs {
struct ItemThumbnail {
std::string item; // owned asset id, e.g. own_bkbanks_generic_twinkiehalf_00001
frostbite::Image image; // side x side RGBA
};
struct ThumbnailRead {
std::vector<ItemThumbnail> thumbnails;
std::size_t failed{}; // textures that were found but could not be decoded
};
// The build-kit object thumbnails the game ships ("thumbnail/tool/own_bk*"),
// read from the installed game's data and scaled to `side` x `side`.
ThumbnailRead read_build_kit_thumbnails(const std::filesystem::path& gameRoot, std::uint32_t side);
// Textures of the game's own UI by their resource names (e.g. "ui/textures/icons/cas/img_cas_tops_128"),
// from the bundle that holds them, scaled to `side` x `side`; `item` is the name. Names that are not
// in the bundle are left out.
ThumbnailRead read_ui_textures(const std::filesystem::path& gameRoot, std::string_view bundle,
std::span<const std::string> names, std::uint32_t side);
}