using System;
using ADOFAIRenderer;
using ADOFAIRenderer.Core;
using ADOFAIRenderer.Core.Data;
using ADOFAIRenderer.UI;
using FFmpeg.AutoGen;
using MelonLoader;
using MelonLoader.Utils;
using UnityEngine;
using Object = UnityEngine.Object;
[assembly: MelonInfo(typeof(RenderMod), "ADOFAI Renderer", "0.4.0-BETA", "ADOFAI Editor Forum")]
[assembly: MelonGame("7th Beat Games", "A Dance of Fire and Ice")]
namespace ADOFAIRenderer;
///
/// MelonLoader entry point of the mod. Loads the settings and localization, points FFmpeg.AutoGen at the native
/// FFmpeg libraries, and creates the persistent manager objects (RenderManager, FirstUpdateHook, RendererUIManager).
///
internal class RenderMod : MelonMod
{
///
/// When true, the render button is not added to the level editor (scnEditorPatch checks it in scnEditor.Start).
/// Set by the user from the NVIDIA driver warning dialog (FirstUpdateHook). Main thread only.
///
// ReSharper disable once MemberCanBePrivate.Global
public static bool IsFeatureDisabled = false;
///
/// Expiration time of this build (UTC). After it, the render configuration window shows an "expired" note next to
/// the version text. It does not block rendering.
///
public static DateTime ExpirationTime = new(2026, 11, 21, 0, 0, 0, DateTimeKind.Utc);
///
/// Called once by MelonLoader after the mod assembly is loaded.
/// The native FFmpeg libraries are loaded from MelonLoader's UserLibs directory.
/// The three manager GameObjects are marked DontDestroyOnLoad so they survive scene changes.
///
public override void OnInitializeMelon()
{
GlobalSettings.Load();
Localization.LocalizationManager.Initialize();
ffmpeg.RootPath = MelonEnvironment.UserLibsDirectory;
var renderManagerObj = new GameObject("Render Manager");
var updateHookerObj = new GameObject("Update Hooker");
var uiManagerObj = new GameObject("Renderer UI Manager");
Object.DontDestroyOnLoad(renderManagerObj);
Object.DontDestroyOnLoad(updateHookerObj);
Object.DontDestroyOnLoad(uiManagerObj);
renderManagerObj.AddComponent();
updateHookerObj.AddComponent();
uiManagerObj.AddComponent();
ModAssets.Load();
}
///
/// Called by MelonLoader when the game quits. Aborts an active render (encoders disposed, render thread joined,
/// unfinished output file deleted) through RenderManager.CleanUpActiveRender.
///
public override void OnApplicationQuit()
{
if (RenderManager.Instance == null) return;
Melon.Logger.Msg("MelonLoader shutdown detected: Forcefully terminating and cleaning up active RenderManager processes.");
RenderManager.Instance.CleanUpActiveRender();
}
}