205 lines
7.0 KiB
Markdown
205 lines
7.0 KiB
Markdown
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# Dolphin Dynamic Input Textures Specification (v1)
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## Format
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Dynamic Input Textures are generated textures based on a user's input formed from a group of png files and json files.
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```
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\__ Dolphin User Directory
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\__ Load (Directory)
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\__ DynamicInputTextures (Directory)
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\__ FOLDER (Directory)
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\__ PNG and JSON GO HERE
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```
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``FOLDER`` can be one or multiple directories which are named after:
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* a complete Game ID (e.g. ``SMNE01`` for "New Super Mario Bros. Wii (NTSC)")
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* one without a region (e.g. ``SMN`` for "New Super Mario Bros. Wii (All regions)").
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* Any folder name but with an empty ``<GAMEID>.txt`` underneath it
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## How to enable
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Place the files in the format above and ensure that "Load Custom Textures" is enabled under the advanced tab of the graphics settings.
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### PNG files
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At a minimum two images are required to support the generation and any number of 'button' images. These need to be in PNG format.
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### JSON files
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You need at least a single json file that describes the generation parameters. You may have multiple JSON files if you prefer that from an organizational standpoint.
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#### Possible fields in the JSON for a texture
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In each json, one or more generated textures can be specified. Each of those textures can have the following fields:
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|Identifier |Required | Since |
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|-------------------------|---------|-------|
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|``image`` | **Yes** | v1 |
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|``emulated_controls`` | **Yes** | v1 |
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|``host_controls`` | No | v1 |
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*image* - the image that has the input buttons you wish to replace, can be upscaled/redrawn if desired.
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*emulated_controls* - a map of emulated devices (ex: ``Wiimote1``, ``GCPad2``) each with their own section of emulated buttons that map to an array of "regions". Each region is a rectangle defined as a json array of four entries. The rectangle bounds are offsets into the image where the replacement occurs (left-coordinate, top-coordinate, right-coordinate, bottom-coordinate).
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*host_controls* - a map of devices (ex: ``DInput/0/Keyboard Mouse``, ``XInput/1/Gamepad``, or blank for wildcard) each with their own section of host buttons (keyboard or gamepad values) that each map to an image. This image will act as a replacement in the original image if this key is mapped to one of the buttons under the ``emulated_controls`` section. Required if ``default_host_controls`` is not defined in the global section.
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#### Global fields in the JSON applied to all textures
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The following fields apply to all textures in the json file:
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|Identifier | Since |
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|-------------------------|-------|
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|``generated_folder_name``| v1 |
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|``preserve_aspect_ratio``| v1 |
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|``default_host_controls``| v1 |
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*generated_folder_name* - the folder name that the textures will be generated into. Optional, defaults to '<gameid>_Generated'
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*preserve_aspect_ratio* - will preserve the aspect ratio when replacing the colored boxes with the image. Optional, defaults to on
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*default_host_controls* - a default map of devices to a map of host controls (keyboard or gamepad values) that each maps to an image.
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#### Examples
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Here's an example of generating a single image with the "A" and "B" Wiimote1 buttons replaced to either keyboard buttons or gamepad buttons depending on the user device and the input mapped:
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```js
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{
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"generated_folder_name": "MyDynamicTexturePack",
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"preserve_aspect_ratio": false,
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"output_textures":
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{
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"tex1_128x128_02870c3b015d8b40_5.png":
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{
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"image": "icons.png",
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"emulated_controls": {
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"Wiimote1":
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{
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"Buttons/A": [
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[0, 0, 30, 30],
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[500, 550, 530, 580],
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]
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"Buttons/B": [
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[100, 342, 132, 374]
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]
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}
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},
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"host_controls": {
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"DInput/0/Keyboard Mouse": {
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"A": "keyboard/a.png",
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"B": "keyboard/b.png"
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},
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"XInput/0/Gamepad": {
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"`Button A`": "gamepad/a.png",
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"`Button B`": "gamepad/b.png"
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}
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}
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}
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}
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}
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```
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As an example, you are writing a pack for a single-player game. You may want to provide DS4 controller icons but not care what device the user is using. You can use a wildcard for that:
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```js
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{
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"preserve_aspect_ratio": false,
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"output_textures":
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{
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"tex1_128x128_02870c3b015d8b40_5.png":
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{
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"image": "icons.png",
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"emulated_controls": {
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"Wiimote1":
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{
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"Buttons/A": [
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[0, 0, 30, 30],
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[500, 550, 530, 580]
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]
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"Buttons/B": [
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[100, 342, 132, 374]
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]
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}
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},
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"host_controls": {
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"": {
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"`Button X`": "ds4/x.png",
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"`Button Y`": "ds4/y.png"
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}
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}
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}
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}
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}
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```
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Here's an example of generating multiple images but using defaults from the global section except for one texture:
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```js
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{
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"default_host_controls": {
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"DInput/0/Keyboard Mouse": {
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"A": "keyboard/a.png",
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"B": "keyboard/b.png"
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}
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},
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"default_device": "DInput/0/Keyboard Mouse",
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"output_textures":
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{
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"tex1_21x26_5cbc6943a74cb7ca_67a541879d5fe615_9.png":
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{
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"image": "icons1.png",
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"emulated_controls": {
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"Wiimote1":
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{
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"Buttons/A": [
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[62, 0, 102, 40]
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]
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"Buttons/B": [
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[100, 342, 132, 374]
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]
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}
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}
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},
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"tex1_21x26_5e71c27dad9cda76_3d76bd5d1e73c3b1_9.png":
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{
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"image": "icons2.png",
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"emulated_controls": {
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"Wiimote1":
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{
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"Buttons/A": [
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[857, 682, 907, 732]
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]
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"Buttons/B": [
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[100, 342, 132, 374]
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]
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}
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}
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},
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"tex1_24x24_003f3a17f66f1704_82848f47946caa41_9.png":
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{
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"image": "icons3.png",
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"emulated_controls": {
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"Wiimote1":
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{
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"Buttons/A": [
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[0, 0, 30, 30],
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[500, 550, 530, 580]
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]
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"Buttons/B": [
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[100, 342, 132, 374]
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]
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}
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},
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"host_controls":
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{
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"DInput/0/Keyboard Mouse": {
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"A": "keyboard/a_special.png",
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"B": "keyboard/b.png"
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}
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}
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}
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}
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}
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```
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