feat: an optional item wheel for the R/L item row, Twilight Princess style #2261
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Delete branch "tapxgamestudio-coder/feat/item-wheel"
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Picking an item from the R/L item row means scrolling through it one item at a time, which gets slow with a full inventory. This adds an optional Twilight Princess style item wheel: hold R or L, point the left stick or the mouse at any item, and let go to equip it.
It is off by default (Insert menu > Gameplay > Item wheel), so nothing changes for anyone who does not turn it on. Off, the game's own row, its sounds and the menus' mouse support all work as before.
Screenshots
The wheel (2560x1152 scene on a 3440x1440 window, cropped to 16:9): every item in a ring over the blurred, dimmed game, the equipped one in gold, its name on a banner, counts as the HUD shows them.
The mouse pointing at an item (ringed in white); a click equips it and closes the wheel.
The setting, and the game's own row with the setting off (unchanged).
What changed
host/oot_wheel.c(new): reads the item row's screen (vtable0x84c0d430) on each update. It is called first fromhost/oot_menu.c'shos_oot_menu_tickand returns 1 while the wheel has the row, so the menus' mouse leaves that screen alone. The full item list is not in memory, so items are learned from the panes the row loads; slots not loaded yet are filled by briefly turning the hidden row and back (once per inventory change). A pick turns the row there with D-pad taps and keeps R held until it arrives, so letting go early still equips the item pointed at.gpu/vk/vk_menu.cpp:draw_wheeldraws the wheel with Dear ImGui under the menu and the FPS counter. It uses one ring, or two staggered rings from 17 items so slots stay large. The item icons are the game's own, put into one texture fromwheel/icons.bin. A short opening animation spreads the slots out.gpu/vk/vk_framegen.cpp,vk_draw.cpp: the backdrop is the scene before the HUD (the gameplay upscale's output, from TAAU, the temporal upscalers or FSR 3.1), blurred and dimmed, so the row, its hints and the HUD are gone from behind the wheel. Only with the Item wheel row on: off, the upscale hook returns at once and nothing is made or recorded. Frame interpolation is unchanged (the backdrop is painted onto the game's picture before it reads it).host/nn_audio.c: the row's own open, select and close sounds play as usual. Its scroll tick, which would play once per hidden tap, is silenced while the wheel steers, and the wheel plays the same tick once per new slot instead (fromwheel/sounds.bin).host/display.c: while the wheel is open the mouse is released and its pointer centred; hovering points, and a click picks the item and closes the wheel.nx2/prompt_assets.py,nx2/wheel_sounds.py: the build makeswheel/icons.bin(prompt_assets.py --wheel-icons, with the prompts' decoders, so Pillow and texture2ddecoder stay inprompt_assets.py; a run of its own at every build, about 3 s, outside the prompts' reuse from #2698, which covers only the prompts' inputs and outputs) andwheel/sounds.bin(standard library and zstandard) from the player's RomFS. As with the prompts, nothing made from the game leaves the PC. Without the files the wheel shows item names and its tick is silent; a failure does not stop the build.HOS_ITEM_WHEEL,HOS_WHEEL_TRACEandRX_VK_WHEEL_BACKDROPindocs/development.md.HOS_OPT_ITEM_WHEEL),MKWVK_API_VERSION22 (MkwVkHost.wheel, after upstream'sscreen_sizeat 20 and #2760's 21; it moves up again if another PR that bumps it lands first), and window messageWM_APP + 20for the wheel's mouse.Testing
Windows 11, NVIDIA GeForce RTX 3080 (driver 621.01), 3440x1440 window, frame generation x2. In game:
Game-free checks:
tests/run_all.py, with the Vulkan and SPIR-V headers found (RX_CPM), fails the same 6 tests on this PC as cleanmaindoes (tools missing here), and passes the rest,test_framegen_resourcesandtest_present_source_cropincluded. Newtests/test_wheel_assets.pychecks that the build makes both files in the layouts their readers expect, and that every sound the host plays is one the build writes.test_fps_overlay_order.pynow covers the wheel's place among the overlays.Not tested:
temporal_rejected_network): there the backdrop falls back to the game's picture with its row.Assisted-by: Claude Code (Claude Opus 5.5)
🤖 Generated with Claude Code
The wheel itself looks great in the screenshots, and the host side is careful: the seqlock publish/read pair is correct, the renderer only ever reads the host's snapshot (never guest memory), and a stale row closes the wheel from the renderer's side. I focused on the parts that affect players who never turn the wheel on, on the repo rules, and on the input injection. I ran the touched checks on the PR merged with current main (no textual conflicts). I didn't review
nn_audio.c's sound path or the ImGui drawing in detail.blocking
gpu/vk/vk_framegen.cpp:1131-1135, 1200: the "off by default" isn't true for the renderer.wheel_state()returnshost->wheel(), which is never null (hos_wheel_statealways returns&wheel_state), soframegen_on() || wheel_state()is always true. On every frame, for every player, whatever the Item wheel row says,framegen_hudlessnow builds the four HUD pipelines once, makes two scene-sized images, and records avkCmdCopyImageof the gameplay upscale's output with twofull_barriers. That's paid on every hardware tier, including the Deck and integrated GPUs, where a full barrier mid-replay is not cheap. Please gate it on the option (and the wheel being open), for examplewheel_open()oropts.item_wheel, so the default path records nothing new.blocking
gpu/vk/vk_framegen.cpp:987, 1044(and thehud_putcalls): with frame generation on, the interpolated frames are now made fromfg.hudlessand the HUD is pasted back from the nearest real frame, for everyone, not just wheel users. The FSR 3.1 frame interpolation input (in.color) changes too. That's a separate feature ("HUD-aware frame generation") riding in an opt-in PR. It relies on a heuristic (scene vs. picture difference afterpow(1/2.2), full weight at 1/8) that has only been seen on one RTX 3080, and it's on by default withRX_VK_FRAMEGEN_HUD=0as the way out. Please split it into its own PR with before/after captures on AMD (FSR 3.1 FI) and NVIDIA, and keep this PR to the wheel's backdrop.blocking:
tests/test_framegen_resources.pyfails at this head and merged with main (FAIL line 416: live.size() == 53 && barriers == 12 && framegen_on()), and passes on main. It compiles the real framegen constructors, andensure_sizenow makeshudless/maskstoo. Your local run probably skipped it, since it needs Vulkan headers. Please update the check's expected counts in this PR, as AGENTS.md asks, rather than loosening it. CI has only run the title check here so far.blocking
nx2/wheel_icons.py:27,nx2/make_game.py:1890: CONTRIBUTING limits Pillow, texture2ddecoder, astc-encoder-py and fontTools tonx2/prompt_assets.pyandnx2/prompt_draw.py.wheel_icons.pyimportsPILand decodes throughprompt_assets.decode(texture2ddecoder/astc). This needs a maintainer's explicit OK and a CONTRIBUTING update, or the icon decoding moved behindprompt_assets.py(for example a--wheel-iconsoutput of the prompts step) so the dependency stays where it is allowed.should fix
host/oot_wheel.c:454, 569: R is kept held for the game for up to 4 s after the player lets go (the comment says 1.5 s), and while R is kept, a row that has stopped updating counts as open forROW_STALL_NS(500 ms). If the game closes the row itself during that time (a text box, a cutscene, damage), the synthetic R and the D-pad taps reach gameplay for up to half a second. Your own comment notes that LEFT opens the pause menu there. You list this case as untested. Could you either drop the synthetic input as soon as the row's screen is gone, rather than after the stall window, or test it (for example opening the wheel as a Navi prompt fires)? Please also fix the comment.should fix (docs): the new Gameplay row "Item wheel" needs a line in the readme's option table (#2105 adds a check that will fail without it). The new switches (
HOS_ITEM_WHEEL,HOS_WHEEL_BACKDROP,HOS_WHEEL_SURVEY,HOS_WHEEL_TRACE,HOS_WHEEL_PROBE,RX_VK_FRAMEGEN_HUD) should go intodocs/development.md's switch tables, as CONTRIBUTING asks.coordination:
MKWVK_API_VERSION18 is also what #2317 uses forMkwVkHost.data_dir, so whichever lands second needs 19 and its field after the other's. The "(wheel mod)" tags in comments read like a fork's labels. The repo marks its own additions "(hookshot)".Confirmed blockers:
wheel_state()(gpu/vk/vk_framegen.cpp:1131-1136) returnshost->wheel(), which is never null, soframegen_on() || wheel_state()at:1200is always true. Every player pays for the HUD pipelines, two scene-sized images, a copy and two full barriers, including Steam Deck and iGPUs.tests/test_framegen_resources.pyfails at the head (line 416: live.size() == 53 && barriers == 12) and passes on main.RX_VK_FRAMEGEN_HUD=0turns it off). It changes FSR 3.1's input and was only seen on one RTX 3080. Please split it into its own PR.nx2/wheel_icons.py:27imports Pillow outside the two files CONTRIBUTING allows.MKWVK_API_VERSION18 is also claimed by #2317, #2459, #2478 and #2479.This now conflicts with main in
gpu/vk/vk_api.h. Could you merge main into the branch (or rebase) when you get a chance? I'll take another look once it's up to date.Thanks for the careful review. Every point was right. All of it is addressed in the new head.
Your second pass looks like it read the earlier head (e2dffe5):
wheel_state(), the HUD-aware passes,nx2/wheel_icons.pyand the "(wheel mod)" labels were already gone in bbfa193, and are still gone now. The one new point, the API version, was real: #1990 took 18 on main today, so the branch is rebased onto current main and the wheel is 19 now. Point by point:Blocking
vk_framegen.cpp): you were right,wheel_state()was never null, so every player paid for the copy and the barriers. Nowframegen_wheel_on()gates everything on the Item wheel row (orHOS_ITEM_WHEEL): off, the gameplay upscale's hook returns at once, and no pipeline, image or command is made. The copy has to run every frame while the row is on, not only while the wheel is open: the game stops drawing its scene while its item row is shown, so the frame before the row opens is the only clean scene there is. I checked this in game: gating onwheel_open()alone left the game's row and HUD behind the wheel. With the row off, a run with frame generation x2 logs no wheel lines at all.hudless/masksimages, no split/put passes, noRX_VK_FRAMEGEN_HUD). The backdrop is painted onto the game's picture before frame interpolation reads it, so the wheel doesn't need it.vk_framegen.cpp's diff against main is now only the backdrop (two passes: blur, then blur and dim).test_framegen_resources: it was skipped here for lack of Vulkan headers. With them (RX_CPMpointed at the CPM cache), it passes at this head, with the counts unchanged, becauseensure_sizeno longer makes the extra images.nx2/wheel_icons.pyis gone. The icons are nowwrite_wheel_iconsinnx2/prompt_assets.py, made by the prompts step with--wheel-icons <game>/wheel/icons.bin. The output is byte-identical to before.nx2/wheel_sounds.pyuses only the standard library and zstandard (throughprompt_assets.read_zs).tests/test_wheel_assets.pynow fails if it imports one of the four prompt-only packages, or ifwheel_icons.pycomes back.Should fix
host/oot_wheel.c): a stall and a close looked the same before. Now the menu tick also records when any other screen updates (other_tick_ns). If other screens go on updating for 60 ms without the row, the game has closed it (in a stall, nothing updates), so the wheel closes and R and the taps stop at once instead of afterROW_STALL_NS. Tested in game: pick an item 8 slots away, let go of R (R kept held), then press B in the middle of the taps. The trace showsthe row closes (the game went on without it; R kept held: let go now)one tap after B, and the row doesn't reopen. Early-release picks still land (Slingshot to Nayru's Love with R let go after 0.7 s), and the trace showed no false closes in these runs. A game stall should still count as open, since no screen updates then, but I couldn't reproduce the 157 ms stall to test it. The comment now says 4 s and why.docs/development.mdhasHOS_ITEM_WHEEL,HOS_WHEEL_TRACEandRX_VK_WHEEL_BACKDROP(renamed fromHOS_WHEEL_BACKDROP, since the renderer reads it). I removed the reverse-engineering probe and its switches (HOS_WHEEL_PROBE,HOS_WHEEL_SCAN) and the survey'sHOS_WHEEL_SURVEY, so there are fewer switches to document.Coordination
MkwVkHostfield, sowheelstill comes right afterprompts_live). If #2317, #2459, #2478 or #2479 lands first, I'll rebase again, take the next number and putwheelafter their fields.Tested on Windows 11, RTX 3080, frame generation x2, with the row off, the row on, early-release picks and B mid-pick, then again on the wheel after rebasing onto current main (
fce5345).tests/run_all.pywith the Vulkan and SPIR-V headers available: the same 4 failures as clean main on this PC (tools missing here), everything else passes. AMD, Intel and Linux are still untested.Rebased onto current main. The wheel is API version 20 now (#1930 took 19), and the wheel's sounds moved out of the source slices the new audio tests compile. Ready for another look.
Thanks, the earlier blockers are fixed. With the row off, nothing is recorded or made (
framegen_wheel_on). HUD-aware frame generation is gone. The icons are made inprompt_assets.py --wheel-icons. The readme and switch-table lines are in, and the labels say "(hookshot)". I merged it into current main and rantests/run_all.pywith the Vulkan headers: 469 passed. The only failures weretest_lift_cache, which fails on main here, and atest_recorder_syncload timeout, which passes alone.test_framegen_resourcesand #2105's readme check pass too.One bug:
gpu/vk/vk_framegen.cpp:1038-1039readsRX_VK_WHEEL_BACKDROPandHOS_ITEM_WHEELwithenv_int, whilehost/oot_wheel.c:473readsHOS_ITEM_WHEELwithenv_on. WithHOS_ITEM_WHEEL=on, the host turns the wheel on but the renderer follows the menu row and draws no backdrop. With=offand the row on, the wheel is off but the scene is still copied every frame.RX_VK_WHEEL_BACKDROP=offdoesn't turn the backdrop off either. Please useenv_on/env_value_offon both sides.API version 20 is also claimed by #2317, #2566, #2594, #2600, #2604 and #2760, so whichever lands second has to bump it.
Thanks. Fixed in 2fb1ed96: the renderer reads
HOS_ITEM_WHEELandRX_VK_WHEEL_BACKDROPwithenv_value_offnow, the same as the host, andtest_wheel_assets.pyfails if the two readings differ or a wheel switch goes back toenv_int. Checked in game withHOS_ITEM_WHEEL=on(backdrop drawn) andRX_VK_WHEEL_BACKDROP=off(none), and both readings compiled againsthookshot_env.hagree for unset,0,1,on,off,no,false,yes,trueand2. On the API version: understood, whichever lands second bumps it.