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Silksong.ModMenu #8

@BadMagic100

Description

@BadMagic100

Background

We want to create an in-game mod menu with native-looking UI, similar to what was in HK.

Requirements

  • The menu should be present at Options -> Mods in both the title menu and pause menu
  • The menu should use game-native buttons/fonts/etc, ie look the same as what is already in the options menu
  • The menu should be able to work with both BepInEx config and config from Silksong.DataManager #6
  • Global settings/bepinex config should be shown in the menu automatically, with the ability to opt out in both cases (the assumption is most people who make settings want people to be able to edit them - if this turns out not to be true we can change our minds later).
  • Mods should be able to customize their menu layout. If they do so, the default menu handling should be rejected.
  • The menu should minimally support the following data types:
    • Bounded numeric types (slider)
    • Enums/bools (toggle button)
    • Key/button binds
  • The menu framework should be reasonably extensible to add additional control/data types. Sync with @dandy911 on discord for ideas what this should look like
  • The menu should be navigable with both keyboard and controller

Implementation ideas

There is some past work from HK (which looks nice but is a horrible dev experience) and Satchel's BetterMenus which improves on this some

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