Shipwright/soh/soh/Enhancements/cosmetics/CosmeticsEditor.cpp

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#include "CosmeticsEditor.h"
#include <libultraship/ImGuiImpl.h>
#include <string>
#include <libultraship/Cvar.h>
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#include <random>
#include <algorithm>
#include <ultra64/types.h>
#include "../../UIWidgets.hpp"
const char* RainbowColorCvarList[] = {
//This is the list of possible CVars that has rainbow effect.
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"gTunic_Kokiri", "gTunic_Goron", "gTunic_Zora",
"gFireArrowCol", "gIceArrowCol",
"gNormalArrowCol", "gNormalArrowColEnv",
"gFireArrowColEnv", "gIceArrowColEnv", "gLightArrowColEnv",
"gCCHeartsPrim", "gDDCCHeartsPrim", "gLightArrowCol", "gCCDDHeartsPrim",
"gCCABtnPrim", "gCCBBtnPrim", "gCCCBtnPrim", "gCCStartBtnPrim",
"gCCCUBtnPrim", "gCCCLBtnPrim", "gCCCRBtnPrim", "gCCCDBtnPrim", "gCCDpadPrim",
"gCCMagicBorderNormPrim", "gCCMagicBorderPrim", "gCCMagicPrim", "gCCMagicUsePrim",
"gCCMinimapPrim", "gCCMinimapDGNPrim", "gCCMinimapCPPrim", "gCCMinimapLEPrim",
"gCCRupeePrim", "gCCKeysPrim", "gDog1Col", "gDog2Col", "gCCVSOAPrim",
"gKeese1_Ef_Prim","gKeese2_Ef_Prim","gKeese1_Ef_Env","gKeese2_Ef_Env",
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"gDF_Col", "gDF_Env",
Nintendo switch support (#935) * Moved gfx effects to the gpu and removed loadtexbyname on some textures * Readded empty if * Added nintendo switch support * Fixed compilation errors and window closing issue on linux * Fixed kaleido on 64 bit * Fixed audio on nintendo switch * Implemented performance mode switcher * Added suggestions from pr review * Fixed ftruncate errors * Fixed compilation errors * Added missing include rule * Fixed libstorm path * Removed ftruncate extern to use a correct posix version * Merge branch 'develop' from HarbourMasters into znx (#3) * Add Support for macOS (#441) * Fixed soh filters * add more makefile changes * almost ready * more updates * update * update * Update Makefiles to handle both platforms * Allow for overriding the CXX and CC executables * Restore original structure while supporting custom CXX flags * Remove some platform specific libs * Dynamic target name * Make X11 paths package-agnostic * Remove changes to `gfx_opengl.cpp` * Use OpenGL2 on MacOS instead of OpenGL3 * make it actually render something * render at least the first texture, still need to figure out the second one * Let’s use OpenGL 3 again * maybe this works to get the right texture? link's eyes still look off a bit * did this work? * set the platform to macos * actual numbers are right, but logic is ugly XXX/TODO, i know * add zlib to ldflags for ZAPDUtils * A bit of cleanup * Revert unneeded changes * Remove GL_CHECK * Fix issues with z64 branch * use an std::map instead of a giant array * three point filter fix (#2) * Fix mac compilation * fix audio for 64 bit * revert audio heap size, keep bigger pools * Add more Apple specific checks to our modifications * Add building instructions for macOS * Remove unecessary step from building instructions * Add missing SDL2 & GLEW to Linux LDLIBS * Update BUILDING.md Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com> * Update soh/.gitignore to include other arch binaries Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com> * Use right platform name for debugging window Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com> * Fix stormlib on macos (arm64) * Simplify some of the ifdef checks * Revert an older no longer necessary fix * Remove remaining unecessary deviations * Update building instructions after StormLib changes * Feature: Use OpenGL 4.1 (#1) * Further tweak the BUILDING * Tidy up * reword -j message * Add Jenkins CI Support (#2) * Fix type issues * add target <appbundle> and <filledappbundle> add makefile targets to create an .app `filledappbundle` creates the target with the .otr included this should perhaps be moved to Application Support though * pull gcc's rpath from otool output * move make target to the end so it's not default * Add Jenkins and make exe in par with other platforms * Actually save build artefacts * Fix artefact path * Remove x11 mentions and linking (not used) * Update building instructions for generating app * use appsupport directory * Add new app icon * Update target to match macOS types * Update more audio types * fix null deref in Audio_PlayFanfare * Remove old import from z64 * address final nit with apple ifdefs Co-authored-by: KiritoDev <36680385+KiritoDv@users.noreply.github.com> Co-authored-by: Jeffrey Crowell <github@crowell.biz> Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com> * Move macOS to parallel stage * fix linux crash * Ignore all named saves Necessary after new save format * DPad items * Move UI location arrays from static to global to accomodate customizable UI * FIX: Increased the maximum actor limit for draw distance Fix issue #529 * FIX: Remove duplicates of gNewDrops from the enhancements menu * Get rid of erroneous int casts * casts jya_cobra's shadowTexture pointer to uintptr_t instead of s32. * Fix ability to assign equipment you don't own * Fix title cards for market potion shop and bombchu shop * Invalidate message item icon texture before drawing * Add margins for dpad * Fixed some instances where the original OOT save is erroneously preserved or recreated, leading to another conversion next time you launched the game * Headphones setting in game should now work. Resolves #13 * Map Select name fixes * Change Power to Upgrades * Rename Soh* files * Update names * Add more files * Add more files * Add toggles for disabling heart drops and random drops (#507) * Adds toggles for disabling random drops and fixed heart drops * Changed the "No Fixed Heart Drops" toggle to the more useful "No Random Heart Drops" toggle * Adds an explanation that the no heart drops option is similar to Hero Mode * Moved difficulty options into their own sub-menu Moved time saver options into their own sub-menu Moved clutter reducing options into their own sub-menu * fixed the tag name of mweep speed * Moved Skip Text to Experimental * Fix testing masks of DPad * Fix audio, boot commands, and save staes. * add menu from https://github.com/PurpleHato/Shipwright/tree/ResetMenu * implement reset * Update README.md * command on mac * special char doesn't work with default imgui font * change name based on PR comment * missed a couple spots * change sunset in save editor so dampe is out * Update to latest `docking` imgui (#582) * Update to latest `docking` imgui commit: 67410d53f739b6a0df138e2252f0e5136b42062f * Fix modified import for SDL * Update imgui_impl_sdl.cpp * Add Imgui include path for better imports * Controller Navigation Fix-Up (#544) * Controller Navigation Fix-Up * [MISC] Fix typo * Use Macro for __FILE__ & __LINE__ when possible (#559) * First batch some overlay * Almost all overlay * effect & gamestate * kaleido stuffs * more overlay * more left over from code folder * remaining hardcoded line and file * Open & Close _DISP __FILE__ & __LINE__ clean up * Some if (1) {} remove * LOG_xxxx __FILE__ , __LINE__ cleaned * ASSERT macro __FILE__ __LINE__ * mtx without line/file in functions * " if (1) {} " & "if (0) {}" and tab/white place * LogUtils as macro * GameState_, GameAlloc_, SystemArena_ & ZeldaArena_ * Revert "GameState_, GameAlloc_, SystemArena_ & ZeldaArena_" This reverts commit 0d85caaf7e342648c01a15fe21e93637352dc596. * Like last commit but as macro * Fix matrix not using macros * use function not macro * DebugArena_* functions GameAlloc_MallocDebug BgCheck_PosErrorCheck as macros removed issues with ; in macro file * MM Bunny Hood enhancements: no age restrictions & wear across entrances (#560) * Remove age restriction on MM Bunny Hood * Handle mask slot changing; init Link wearing mask * Reset mask state after selling * Use unordered maps in some hot paths (#566) * Use unordered maps in some hot paths * Address PR comments * Cheat: Infinite Epona Boost (#577) * Cheat: Infinite Epona Boost * Edit for readability * update pulseaudio for 44.1khz audio (#587) * use pulseaudio defaults * spaces/tabs * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate Co-authored-by: briaguya <briaguya@alice> * Restoration Item Sliders (#595) * Allows players to set custom restoration values for potions and milk * Fixed a dumb oversight * implemented fairy sliders * use ini window resolution (#410) * use ini window resolution * use arguments for directx window size * default 640x480 not 320x240 * kick off a build * and revert * default config 640x480 not 320x240 * add todo Co-authored-by: briaguya <briaguya@alice> * 3D Drops & Projectiles update (#548) * Fix remaining rupee and keys * fix tabs -> spaces * more fix about tabs -> spaces * Better up <-> down mouvement for hearts * remove useless comment * Cosmetics menu rework (#589) * - * DPad/some margin fix(left side) * various ImGui stuff and fixes * disabled kaleido menu (non working) * fix win being dumb * same for C btn this time * Fix windows build * Beating hearts fix * Default win size and some placement fix * Fix Dpad Ammo & C notes, Kaleido, white dog * some texts fix and tab move * Add stone of agony, some fixes and build correctly * precise item place with Dpad * Gamecube -> GameCube Co-authored-by: Baoulettes <iMacWin10> * [CI] Create an Appimage for 64bit builds (#570) * [CI] Create AppImage file * [CI] Updated Jenkinsfile * [MISC] fix indentation * [MISC] Fix indentation * [MISC] Fix indentation * [CI] 7z appimage and readme * [CI] AppImage icon file (#597) * [CI] Add patchelf * [BUILD] Include Hi-Res icon * Fix portability use of std::clamp (#596) * Add N64 weird frames and OOB Bombchus cvars (#602) * Add gN64WeirdFrames and gBombchuOOB cvars * Rename gBombchuOOB to gBombchusOOB * Fix pipeline * [BUILD] Do not strip ZAPD (#598) * [BUILD] Do not strip ZAPD * [BUILD] Reuse Icon Asset * [APPIMAGE] Handle paths with spaces * [macos] Distribute optimized builds (#599) * Cosmetics texts fixes (#604) * branch init + few fixes * Reset button * Several texts fixes and default color to GameCube * space issues * some more extra space that was not needed. * space yes last time ... * Arrows being able to be rainbow some more texts fixes * more texts fixes * c-buttons some plurial fix * Fixes bug in demo effect due to removed display list set. * King dodongo room crash (#613) * first attempt * force camera setting to be at least 0 (dirty!) * - * reverted something to just include fix * Invalidate text box icon before drawing (#607) * [APPIMAGE] Set lib path for ZAPD (#611) * New drop runtime fix (#614) * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * Fix Ganon's Castle title cards (#606) * Checkered room crash workaround (#615) * Increase poly and vertex count for dyna actors * Add TODO * Only apply fix in Forest Temple * Enable globally * Match case of 'Shipwright' in Linux build (#619) * Fix 0xabababab crash (#617) * Unconditionally setup the normal skybox * Only call Skybox_Setup once ever * Equipment upgrade text fix and any pause slot enhancement fix (#620) * Fix upgrade name text not rendering * Use cvar and don't render equip help for empty item slots * Fix rendering logic * Fix incorrect item name rendered for one frame * Reorder comparison * Remove extra indent * Remove accidental changes * ImGui grammer, consistency, and clarity fixes (#625) * ImGui grammer, consistency, and clarity fixes Co-Authored-By: Stormghetti <56653191+Stormghetti@users.noreply.github.com> * Adds more new lines for users on smaller displays Co-Authored-By: Stormghetti <56653191+Stormghetti@users.noreply.github.com> Co-authored-by: Stormghetti <56653191+Stormghetti@users.noreply.github.com> * New drops shadows & rotation fixes (#627) * fixes * forgot to add heart pieces in rotation logic * Dodongo's Cavern blue warp crash fix (#622) * Doodong's Cavern blue warp crash fix * >= not > * Don't waste a line of space * add support for clang compiler (#592) * hacks to align strings for clang... wow just wow * start work to getting built with clang * fix issues with struct constructors, all builds, doesn't link still * fix some narrowing issues that clang complains about * fix compliation of zapd * fix null deref in VersionInfo * builds with clang * make stringbuilding use StringHelper instead of addition * fix linking * add CLANG SHIP overlay on clang built versions * doesn't need to be volatile * mark unknown strings as extern * rename some stuff * can't align extern * hopefully fix compilation for everythign * expandtab * allow setting LD * Revert "allow setting LD" This reverts commit 711aba6db2c41bab476bd34e878af6a37a7f5559. maybe to use lld it should be a LDFLAG? * -Wno-deprecated-declarations is required for newer versions of clang on macOS 13 beta sdk, the version of apple clang requires this * Add jenkins support for clang * Forward CXX flags to stormlib compilation * Move GCC only flags to check * use exports to set multiarch setup * Fix Jenkins forever * use make instead of cmake --build add some flags to build with clang-11 as well * address review coments - rework extraction to allow multi thread - misc readability cleanup * update makefile to add WARN on linux+clang Co-authored-by: David Chavez <david@dcvz.io> * Fix develop * Fixes grey screen issue + tooltip for 2 handed shield * Don't close controller after SDL has quit (#642) * Don't close controller after SDL has quit * Don't check if controller can rumble if null * Fixes Barinade's set whenever boss fight is reloaded (#639) * Reimplements unused Barinade reset function. * Removes the Jellyfish from Barinade's body on reset. * add the ability to pull graves during the day (#637) * change max internal res multiplier to 3x, use float and % instead of int (#638) * change max internal res multiplier to 3x, use float and % instead of int * Update libultraship/libultraship/ImGuiImpl.cpp Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> * Fixes crash on Biggoron trade failure screen wipe Resolves #621 * fixes center docking (#652) * testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com> * Cosmetics hotfixes (#640) * Initial branch creation * Revert Main Game so it do not conflict later * should fix window build, made namespace for Cosmetics * forgot to edit one title * Ability to add hidden window (usefull for Rainbow) Fix building issues * Line break, unused bool remove * add descriptive todo for death crash bandaid (#655) Co-authored-by: briaguya <briaguya@alice> * Removed legacy audio mode and fixed ganon sound bug (#657) * Free Camera (#337) * wip free cam * Almost done, needs collision still * Added free cam behind cvar * added WIP collision * Fixed & implemented "Manual mode" from WW & TP * Fixed camera not rotating when Link is moving * fixed initialized camera rotation * Fixed camera getting stuck + made it smoother * reduced deadzone * fixed epona camera height + added WW z-target free camera * Adjusted player camera height & fixed fov * Fixed camera roll * fixed fov when moving the camera while in z-target * Camera resets to Auto when going through doors or changing maps * Fixed building * touch * more touch work * Added WIP mouse support to the free cam * gui stuff * fixed building * fixed building error * ok fixed building for real this time * oops * Fix compilation issues * removed mouse stuff that magically appeared in this branch * smoothed out stick values & removed remains of mouse support * re-added manual camera when pressing Z * reduced minimum Y position of camera * Addressed dcsv's nitpicks * part 2 * oops Co-authored-by: David Chavez <david@dcvz.io> * Rando: Allows Malon's Item Check to be obtained by pulling out the Ocarina. [FIXED PR] (#672) * Fixes using the Ocarina to get the check from Malon. Still some cleanup to do here. For some reason the player can shield before receiving the check. It doesn't set the flag if the player does that so they can still try again, but would prefer a different solution if possible. * Prevents Shielding from blocking the Item_Give from happening. * Code Cleanup and comments explaining the new rando flow. * Removes inventory check when pulling out Ocarina This allows OI to properly give the check, which is important for Glitched logic later down the line. Talking to Malon still requires the Ocarina in your inventory. * Prevents non-malon textboxes from triggering the check. Also adds a comment explaining the condtional for getting the check from talking to Malon since it got pretty long. * Actually fixes checking for text boxes. * Relocates a comment for improved clarity. * Fix Rando Water Temple Softlock (#665) We use 3DS logic to generate item placement, but didn't have this specific door in Water Temple unlocked from the beginning like 3DS does. This meant that if people took specific paths through the temple, they could softlock themselves by missing a key. * Rando: GtG and carpenter prompts skip (#663) * Skip gtg and carpenter prompt For rando. Tested and just works. * Fixed missing break * Hide debug overlay behind gDebugEnabled (#660) * Introduce App Directory Path (#572) * Introduce app directory path concept * macos: Remove hacky way of using applicaiton directory * Update the new SaveManager * Address stack user after return * Remove unecessary property * Use std::string for filepath * Improve clang specific detections * Use new path system for imgui files * Improve helper for getting relative paths * fix hidden wnd (#744) * Split damage multiplication into its own PR (#656) * Split damage multiplication into its own PR * Found a more elegant implementation of the powers char*[] * Fixes Maps, Compasses, and Boss Keys in Vanilla. (#751) * .xiF slebaL * Update Keese labels * Fixed soundfont issues * Skip warp song cutscenes in rando (#664) Does it by skipping to the last part of the cutscene data. Tested on all songs, both adult and child. * don't spawn blocking mido after we've already shown him the sword/shield (#675) Co-authored-by: briaguya <briaguya@alice> * Controller Configuration UI and JSON Config (#760) * Initial controller hud ui * Reverted fbdemo changes * Moved config to json and implemented controller config * fix build on linux, gitignore new config file * fix build * Fix compilation and file directory paths * Call save on cvar save * Fixed cvar loading and added deck slots to the config * Changed control deck port 0 to use a physical device by default * Added gyro and rumble & fixed loading errors * Save config on toggle menubar * fix linux build * Fixed drift calculation * Controller config now saves when pressing F1 * Removed ExitGame hook from ImGuiImpl * Moved mappings to a map * Added GetKeyName * untranslate scancodes * Fixed hud layout on keyboard device * Fixed keyboard read on hud * Fixed crash when reloading controllers * Removed ConfigFile and changed file extension * Changed Dummy to Disconnected and fixed filters * Removed function leftover * Changed ControllerHud to InputEditor Co-authored-by: briaguya <briaguya@alice> Co-authored-by: David Chavez <david@dcvz.io> * Enough! My ship sails in the morning. * Fixed menubar items position (#763) * Fixed menubar items position * Reverted tooltip tab position * Fixes macOS randomizer functionality with App Directory (#761) * Fixes macOS randomizer functionality with App Directory * Fix windows build * Update soh/soh/Enhancements/randomizer/3drando/rando_main.cpp * Update soh/soh/Enhancements/randomizer/3drando/spoiler_log.cpp * Revert band-aid fix Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> * Fix migration cvar deletion path (#765) * Various controller fixes (#771) * Fix controller * Also fix rumble strength being a bool * Remove ControllerHud.cpp * Downgrade platform toolset back to previous version * Fix gyro * Fix bug that makes binding axes difficult and clear buttons before reading * Exaggerate gyro display and adjust stick binding threshold * Initialize drift thresholds * git subrepo push soh subrepo: subdir: "soh" merged: "75ccbade8" upstream: origin: "https://github.com/HarbourMasters/soh.git" branch: "master" commit: "75ccbade8" git-subrepo: version: "0.4.1" origin: "???" commit: "???" * One more change from PR review * Fix some paths * Fix merge conflict messup * More merge conflict fixes * And another conflict fix * And another fix * Remove reference to removed build files * Add full path to switch cmake Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: KiritoDev <36680385+KiritoDv@users.noreply.github.com> Co-authored-by: Jeffrey Crowell <github@crowell.biz> Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com> Co-authored-by: sholdee <102821812+sholdee@users.noreply.github.com> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: rozlette <Rozelette@users.noreply.github.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: vaguerant <vaguerant@users.noreply.github.com> Co-authored-by: earthcrafterman <banddstudios@gmail.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: qurious-pixel <62252937+qurious-pixel@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Sirius902 <10891979+Sirius902@users.noreply.github.com> Co-authored-by: modestposer <modestposer@gmail.com> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com> Co-authored-by: Stormghetti <56653191+Stormghetti@users.noreply.github.com> Co-authored-by: Sirius902 <3645979-Sirius902@users.noreply.gitlab.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: ChristopherJTrent <ChristopherJTrent@outlook.com> Co-authored-by: agamache <aaroncgamache@gmail.com> Co-authored-by: M4xw <m4x@m4xw.net> * Fixed switch compilation * Fixed responsive on switch imgui * Remove config save hook * Added physical slots into controller name * Add `ifdef` for switch specific code * Add `ifdef` for switch specific code * Added applet mode detection * Replaced homebrew icon * Fixed randomness on applet mode view * Fixed clkrst initialization * Switch profiles cleanup * Cleaned code based on dcvz comments * Remove unused hooks in Mercury * Fixed compilation * Use IMGUI_IMPL_OPENGL_LOADER_CUSTOM * Fix up StormLib modifications * Handle touch events at ImGui/SDL level * Enable opening menu with - * Load Nintendo Switch font * Updates to window initiation * Handle virtual keyboard via SDL * Print OTR missing message to screen * Rename makefile for Switch * Some more additional fixes * Branch creation plus edit Changed ItemWidth & made label invisible (else issues) Added a submit button next to the text field * Removed set_texture_filter on imgui draw * Readded nintendo switch font * Fixed randomizer crash * Fix issue with strdup windows * [SWITCH] Update Jenkins file (#9) * [SWITCH] Update Jenkins file * [SWITCH] Dockerfile.switch Can be combined with other Dockerfile * [SWITCH] Add entrypoint file * Update Jenkinsfile * [SWITCH] Dockerfile mtab link link `/proc/self/mounts /etc/mtab` Co-authored-by: David Chavez <david@dcvz.io> * Cleaned code based on PR comments * Fixed switch compilation * Cleaned full texture cache instead of doing it per char * Randomizer only saves when its not a vanilla save * Disabled input when menubar is opened * Removed return from SetupFont * Cleaned code based on comments * Cleaned up random texts on switch error screen * Killed * Removed debug and changed compilation flags Co-authored-by: KiritoDv <nohomoboi01@gmail.com> Co-authored-by: Felipe Guaycuru <guaycuru@gmail.com> Co-authored-by: David Chavez <david@dcvz.io> Co-authored-by: Jeffrey Crowell <github@crowell.biz> Co-authored-by: BountyChocolate123456 <101743444+BountyChocolate123456@users.noreply.github.com> Co-authored-by: sholdee <102821812+sholdee@users.noreply.github.com> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: rozlette <Rozelette@users.noreply.github.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com> Co-authored-by: vaguerant <vaguerant@users.noreply.github.com> Co-authored-by: earthcrafterman <banddstudios@gmail.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> Co-authored-by: qurious-pixel <62252937+qurious-pixel@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Sirius902 <10891979+Sirius902@users.noreply.github.com> Co-authored-by: modestposer <modestposer@gmail.com> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com> Co-authored-by: Stormghetti <56653191+Stormghetti@users.noreply.github.com> Co-authored-by: Sirius902 <3645979-Sirius902@users.noreply.gitlab.com> Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com> Co-authored-by: ChristopherJTrent <ChristopherJTrent@outlook.com> Co-authored-by: agamache <aaroncgamache@gmail.com> Co-authored-by: M4xw <m4x@m4xw.net>
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"gNL_Diamond_Col", "gNL_Diamond_Env", "gNL_Orb_Col", "gNL_Orb_Env",
"gSwordTrailTopCol", "gSwordTrailBottomCol", "gBoomTrailStartCol", "gBoomTrailEndCol", "gBombTrailCol",
"gKSwordTrailTopCol", "gKSwordTrailBottomCol","gMSwordTrailTopCol", "gMSwordTrailBottomCol","gBSwordTrailTopCol", "gBSwordTrailBottomCol",
"gStickTrailTopCol", "gStickTrailBottomCol","gHammerTrailTopCol", "gHammerTrailBottomCol",
"gCharged1Col", "gCharged1ColEnv", "gCharged2Col", "gCharged2ColEnv",
"gCCFileChoosePrim", "gCCFileChooseTextPrim", "gCCEquipmentsPrim", "gCCItemsPrim",
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"gCCMapsPrim", "gCCQuestsPrim", "gCCSavePrim", "gCCGameoverPrim"
};
const char* MarginCvarList[] {
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"gHearts", "gHeartsCount", "gMagicBar", "gVSOA", "gBBtn", "gABtn", "gStartBtn",
"gCBtnU", "gCBtnD", "gCBtnL", "gCBtnR", "gDPad", "gMinimap",
"gSKC", "gRC", "gCarrots", "gTimers", "gAS", "gTCM", "gTCB"
};
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ImVec4 GetRandomValue(int MaximumPossible){
ImVec4 NewColor;
unsigned long range = 255 - 0;
#ifndef __SWITCH__
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std::random_device rd;
std::mt19937 rng(rd());
#else
size_t seed = std::hash<std::string>{}(std::to_string(rand()));
std::mt19937_64 rng(seed);
#endif
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std::uniform_int_distribution<int> dist(0, 255 - 1);
NewColor.x = (float)(dist(rng)) / 255;
NewColor.y = (float)(dist(rng)) / 255;
NewColor.z = (float)(dist(rng)) / 255;
return NewColor;
}
void GetRandomColorRGB(CosmeticsColorSection* ColorSection, int SectionSize){
#ifdef __SWITCH__
srand(time(NULL));
#endif
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for (int i = 0; i < SectionSize; i++){
CosmeticsColorIndividual* Element = ColorSection[i].Element;
ImVec4 colors = Element->ModifiedColor;
Color_RGBA8 NewColors = { 0, 0, 0, 255 };
std::string cvarName = Element->CvarName;
std::string Cvar_RBM = cvarName + "RBM";
colors = RANDOMIZE_32(255);
NewColors.r = fmin(fmax(colors.x * 255, 0), 255);
NewColors.g = fmin(fmax(colors.y * 255, 0), 255);
NewColors.b = fmin(fmax(colors.z * 255, 0), 255);
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Element->ModifiedColor = colors;
CVar_SetRGBA(cvarName.c_str(), NewColors);
CVar_SetS32(Cvar_RBM.c_str(), 0);
}
}
void GetDefaultColorRGB(CosmeticsColorSection* ColorSection, int SectionSize){
for (int i = 0; i < SectionSize; i++){
CosmeticsColorIndividual* Element = ColorSection[i].Element;
ImVec4 colors = Element->ModifiedColor;
ImVec4 defaultcolors = Element->DefaultColor;
std::string cvarName = Element->CvarName;
std::string Cvar_RBM = cvarName + "RBM";
colors.x = defaultcolors.x;
colors.y = defaultcolors.y;
colors.z = defaultcolors.z;
if (Element->hasAlpha) { colors.w = defaultcolors.w; };
Element->ModifiedColor = colors;
Color_RGBA8 colorsRGBA;
colorsRGBA.r = defaultcolors.x;
colorsRGBA.g = defaultcolors.y;
colorsRGBA.b = defaultcolors.z;
if (Element->hasAlpha) { colorsRGBA.a = defaultcolors.w; };
CVar_SetRGBA(cvarName.c_str(), colorsRGBA);
CVar_SetS32(Cvar_RBM.c_str(), 0); //On click disable rainbow mode.
}
}
void SetMarginAll(const char* ButtonName, bool SetActivated) {
if (ImGui::Button(ButtonName)) {
u8 arrayLength = sizeof(MarginCvarList) / sizeof(*MarginCvarList);
//MarginCvarNonAnchor is an array that list every element that has No anchor by default, because if that the case this function will not touch it with pose type 0.
const char* MarginCvarNonAnchor[] { "gCarrots", "gTimers", "gAS", "gTCM","gTCB" };
u8 arrayLengthNonMargin = sizeof(MarginCvarNonAnchor) / sizeof(*MarginCvarNonAnchor);
for (u8 s = 0; s < arrayLength; s++) {
std::string cvarName = MarginCvarList[s];
std::string cvarPosType = cvarName+"PosType";
std::string cvarNameMargins = cvarName+"UseMargins";
if (CVar_GetS32(cvarPosType.c_str(),0) <= 2 && SetActivated) { //Our element is not Hidden or Non anchor
for(int i = 0; i < arrayLengthNonMargin; i++){
if(MarginCvarNonAnchor[i] == cvarName && CVar_GetS32(cvarPosType.c_str(),0) == 0){ //Our element is both in original position and do not have anchor by default so we skip it.
CVar_SetS32(cvarNameMargins.c_str(), false); //force set off
} else if(MarginCvarNonAnchor[i] == cvarName && CVar_GetS32(cvarPosType.c_str(),0) != 0){ //Our element is not in original position regarless it has no anchor by default since player made it anchored we can toggle margins
CVar_SetS32(cvarNameMargins.c_str(), SetActivated);
} else if(MarginCvarNonAnchor[i] != cvarName){ //Our elements has an anchor by default so regarless of it's position right now that okay to toggle margins.
CVar_SetS32(cvarNameMargins.c_str(), SetActivated);
}
}
} else { //Since the user requested to turn all margin off no need to do any check there.
CVar_SetS32(cvarNameMargins.c_str(), SetActivated);
}
}
}
}
void ResetPositionAll() {
if (ImGui::Button("Reset all positions")) {
u8 arrayLength = sizeof(MarginCvarList) / sizeof(*MarginCvarList);
for (u8 s = 0; s < arrayLength; s++) {
std::string cvarName = MarginCvarList[s];
std::string cvarPosType = cvarName+"PosType";
std::string cvarNameMargins = cvarName+"UseMargins";
CVar_SetS32(cvarPosType.c_str(), 0);
CVar_SetS32(cvarNameMargins.c_str(), false); //Turn margin off to everythings as that original position.
}
}
}
void ResetTrailLength(const char* variable, int value) {
if (ImGui::Button("Reset")) {
CVar_SetS32(variable, value);
}
}
void LoadRainbowColor(bool& open) {
u8 arrayLength = sizeof(RainbowColorCvarList) / sizeof(*RainbowColorCvarList);
for (u8 s = 0; s < arrayLength; s++) {
std::string cvarName = RainbowColorCvarList[s];
std::string Cvar_RBM = cvarName;
Cvar_RBM += "RBM";
std::string RBM_HUE = cvarName;
RBM_HUE += "Hue";
f32 Canon = 10.f * s;
ImVec4 NewColor;
const f32 deltaTime = 1.0f / ImGui::GetIO().Framerate;
f32 hue = CVar_GetFloat(RBM_HUE.c_str(), 0.0f);
f32 newHue = hue + CVar_GetS32("gColorRainbowSpeed", 1) * 36.0f * deltaTime;
if (newHue >= 360)
newHue = 0;
CVar_SetFloat(RBM_HUE.c_str(), newHue);
f32 current_hue = CVar_GetFloat(RBM_HUE.c_str(), 0);
u8 i = current_hue / 60 + 1;
u8 a = (-current_hue / 60.0f + i) * 255;
u8 b = (current_hue / 60.0f + (1 - i)) * 255;
switch (i) {
case 1: NewColor.x = 255; NewColor.y = b; NewColor.z = 0; break;
case 2: NewColor.x = a; NewColor.y = 255; NewColor.z = 0; break;
case 3: NewColor.x = 0; NewColor.y = 255; NewColor.z = b; break;
case 4: NewColor.x = 0; NewColor.y = a; NewColor.z = 255; break;
case 5: NewColor.x = b; NewColor.y = 0; NewColor.z = 255; break;
case 6: NewColor.x = 255; NewColor.y = 0; NewColor.z = a; break;
}
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Color_RGBA8 NewColorRGB = {
fmin(fmax(NewColor.x, 0), 255),
fmin(fmax(NewColor.y, 0), 255),
fmin(fmax(NewColor.z, 0), 255),
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255
};
if (CVar_GetS32(Cvar_RBM.c_str(), 0) != 0) {
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CVar_SetRGBA(cvarName.c_str(), NewColorRGB);
}
}
}
void Table_InitHeader(bool has_header = true) {
if (has_header) {
ImGui::TableHeadersRow();
}
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::AlignTextToFramePadding(); //This is to adjust Vertical pos of item in a cell to be normlized.
ImGui::SetCursorPosX(ImGui::GetCursorPosX() - 2);
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ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x-60);
}
void Table_NextCol() {
ImGui::TableNextColumn();
ImGui::AlignTextToFramePadding();
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x);
}
void Table_NextLine() {
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::AlignTextToFramePadding();
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x);
}
void Draw_HelpIcon(const std::string& helptext, bool sameline = true, int Pos = 0) {
// place the ? button to the most of the right side of the cell it is using.
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x-60);
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetContentRegionAvail().x - 15);
ImGui::SmallButton("?");
UIWidgets::Tooltip(helptext.c_str());
if (sameline) {
//I do not use ImGui::SameLine(); because it make some element vanish.
ImGui::SetCursorPosY(ImGui::GetCursorPosY() - 22);
}
ImGui::PushItemWidth(ImGui::GetContentRegionAvail().x);
}
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void DrawUseMarginsSlider(const std::string ElementName, const std::string CvarName){
std::string CvarLabel = CvarName + "UseMargins";
std::string Label = ElementName + " use margins";
UIWidgets::EnhancementCheckbox(Label.c_str(), CvarLabel.c_str());
UIWidgets::Tooltip("Using this allow you move the element with General margins sliders");
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}
void DrawPositionsRadioBoxes(const std::string CvarName, bool NoAnchorEnabled = true){
std::string CvarLabel = CvarName + "PosType";
UIWidgets::EnhancementRadioButton("Original position", CvarLabel.c_str(), 0);
UIWidgets::Tooltip("This will use original intended elements position");
UIWidgets::EnhancementRadioButton("Anchor to the left", CvarLabel.c_str(), 1);
UIWidgets::Tooltip("This will make your elements follow the left side of your game window");
UIWidgets::EnhancementRadioButton("Anchor to the right", CvarLabel.c_str(), 2);
UIWidgets::Tooltip("This will make your elements follow the right side of your game window");
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if (NoAnchorEnabled) {
UIWidgets::EnhancementRadioButton("No anchors", CvarLabel.c_str(), 3);
UIWidgets::Tooltip("This will make your elements to not follow any side\nBetter used for center elements");
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}
UIWidgets::EnhancementRadioButton("Hidden", CvarLabel.c_str(), 4);
UIWidgets::Tooltip("This will make your elements hidden");
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}
void DrawTransitions(const std::string CvarName){
UIWidgets::EnhancementRadioButton("Really slow fade (white)", CvarName.c_str(), 8);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Really slow fade (black)", CvarName.c_str(), 7);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Slow fade (white)", CvarName.c_str(), 10);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Slow fade (black)", CvarName.c_str(), 9);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Normal fade (white)", CvarName.c_str(), 3);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Normal fade (black)", CvarName.c_str(), 2);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Fast fade (white)", CvarName.c_str(), 5);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Fast fade (black)", CvarName.c_str(), 4);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Fast circle (white)", CvarName.c_str(), 40);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Normal circle (black)", CvarName.c_str(), 32);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Slow circle (white)", CvarName.c_str(), 41);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Slow circle (black)", CvarName.c_str(), 33);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Fast noise circle (white)", CvarName.c_str(), 42);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Fast noise circle (black)", CvarName.c_str(), 34);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Slow noise circle (white)", CvarName.c_str(), 43);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Slow noise circle (black)", CvarName.c_str(), 35);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Normal waves circle (white)", CvarName.c_str(), 44);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Normal waves circle (black)", CvarName.c_str(), 36);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Slow waves circle (white)", CvarName.c_str(), 45);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Slow waves circle (black)", CvarName.c_str(), 37);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Normal close circle (white)", CvarName.c_str(), 46);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Normal close circle (black)", CvarName.c_str(), 38);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Slow close circle (white)", CvarName.c_str(), 47);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Slow close circle (black)", CvarName.c_str(), 39);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Super fast circle (white)", CvarName.c_str(), 56);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Super fast circle (black)", CvarName.c_str(), 58);
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Super fast noise circle (white)", CvarName.c_str(), 57);
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Super fast noise circle (black)", CvarName.c_str(), 59);
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}
void DrawPositionSlider(const std::string CvarName, int MinY, int MaxY, int MinX, int MaxX){
std::string PosXCvar = CvarName+"PosX";
std::string PosYCvar = CvarName+"PosY";
std::string InvisibleLabelX = "##"+PosXCvar;
std::string InvisibleLabelY = "##"+PosYCvar;
UIWidgets::EnhancementSliderInt("Up <-> Down : %d", InvisibleLabelY.c_str(), PosYCvar.c_str(), MinY, MaxY, "", 0, true);
UIWidgets::Tooltip("This slider is used to move Up and Down your elements.");
UIWidgets::EnhancementSliderInt("Left <-> Right : %d", InvisibleLabelX.c_str(), PosXCvar.c_str(), MinX, MaxX, "", 0, true);
UIWidgets::Tooltip("This slider is used to move Left and Right your elements.");
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}
void DrawScaleSlider(const std::string CvarName,float DefaultValue){
std::string InvisibleLabel = "##"+CvarName;
std::string CvarLabel = CvarName+"Scale";
//Disabled for now. feature not done and several fixes needed to be merged.
//UIWidgets::EnhancementSliderFloat("Scale : %dx", InvisibleLabel.c_str(), CvarLabel.c_str(), 0.1f, 3.0f,"",DefaultValue,true,true);
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}
void DrawColorSection(CosmeticsColorSection* ColorSection, int SectionSize) {
for (s16 i = 0; i < SectionSize; i++) {
CosmeticsColorIndividual* ThisElement = ColorSection[i].Element;
const std::string Tooltip = ThisElement->ToolTip;
const std::string Name = ThisElement->Name;
const std::string Cvar = ThisElement->CvarName;
ImVec4 ModifiedColor = ThisElement->ModifiedColor;
ImVec4 DefaultColor = ThisElement->DefaultColor;
bool canRainbow = ThisElement->canRainbow;
bool hasAlpha = ThisElement->hasAlpha;
bool sameLine = ThisElement->sameLine;
bool Nextcol = ColorSection[i].Nextcol;
bool NextLine = ColorSection[i].NextLine;
if (Nextcol){
Table_NextCol();
}
if (NextLine){
Table_NextLine();
}
Draw_HelpIcon(Tooltip.c_str());
UIWidgets::EnhancementColor(Name.c_str(), Cvar.c_str(), ModifiedColor, DefaultColor, canRainbow, hasAlpha, sameLine);
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}
}
void DrawRandomizeResetButton(const std::string Identifier, CosmeticsColorSection* ColorSection, int SectionSize, bool isAllCosmetics = false){
std::string TableName = Identifier+"_Table";
std::string Col1Name = Identifier+"_Col1";
std::string Col2Name = Identifier+"_Col2";
std::string Tooltip_RNG = "Affect "+Identifier+" colors";
std::string RNG_BtnText = "Randomize : "+Identifier;
std::string Reset_BtnText = "Reset : "+Identifier;
if (ImGui::BeginTable(TableName.c_str(), 2, FlagsTable)) {
ImGui::TableSetupColumn(Col1Name.c_str(), FlagsCell, TablesCellsWidth/2);
ImGui::TableSetupColumn(Col2Name.c_str(), FlagsCell, TablesCellsWidth/2);
Table_InitHeader(false);
if(ImGui::Button(RNG_BtnText.c_str(), ImVec2( ImGui::GetContentRegionAvail().x, 20.0f))){
CVar_SetS32("gHudColors", 2);
CVar_SetS32("gUseNaviCol", 1);
CVar_SetS32("gUseKeeseCol", 1);
CVar_SetS32("gUseDogsCol", 1);
CVar_SetS32("gUseTunicsCol", 1);
CVar_SetS32("gUseArrowsCol", 1);
CVar_SetS32("gUseSpellsCol", 1);
CVar_SetS32("gUseChargedCol", 1);
CVar_SetS32("gUseTrailsCol", 1);
CVar_SetS32("gCCparated", 1);
GetRandomColorRGB(ColorSection, SectionSize);
}
UIWidgets::Tooltip(Tooltip_RNG.c_str());
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Table_NextCol();
if(ImGui::Button(Reset_BtnText.c_str(), ImVec2( ImGui::GetContentRegionAvail().x, 20.0f))){
GetDefaultColorRGB(ColorSection, SectionSize);
}
UIWidgets::Tooltip("Enable/Disable custom Link's tunics colors\nIf disabled you will have original colors for Link's tunics.");
UIWidgets::Tooltip(Tooltip_RNG.c_str());
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ImGui::EndTable();
}
}
void Draw_Npcs(){
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DrawRandomizeResetButton("all NPCs", NPCs_section, SECTION_SIZE(NPCs_section));
UIWidgets::EnhancementCheckbox("Custom colors for Navi", "gUseNaviCol");
UIWidgets::Tooltip("Enable/Disable custom Navi colors\nIf disabled, default colors will be used\nColors go into effect when Navi goes back into your pockets");
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if (CVar_GetS32("gUseNaviCol",0)) {
DrawRandomizeResetButton("Navi's", Navi_Section, SECTION_SIZE(Navi_Section));
};
if (CVar_GetS32("gUseNaviCol",0) && ImGui::BeginTable("tableNavi", 2, FlagsTable)) {
ImGui::TableSetupColumn("Inner colors##Navi", FlagsCell, TablesCellsWidth/2);
ImGui::TableSetupColumn("Outer colors##Navi", FlagsCell, TablesCellsWidth/2);
Table_InitHeader();
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DrawColorSection(Navi_Section, SECTION_SIZE(Navi_Section));
ImGui::EndTable();
}
UIWidgets::EnhancementCheckbox("Custom colors for Keese", "gUseKeeseCol");
UIWidgets::Tooltip("Enable/Disable custom Keese element colors\nIf disabled, default element colors will be used\nColors go into effect when Keese respawn (or when the room is reloaded)");
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if (CVar_GetS32("gUseKeeseCol",0) && ImGui::BeginTable("tableKeese", 2, FlagsTable)) {
ImGui::TableSetupColumn("Fire colors##Keese", FlagsCell, TablesCellsWidth/2);
ImGui::TableSetupColumn("Ice colors##Keese", FlagsCell, TablesCellsWidth/2);
Table_InitHeader();
DrawColorSection(Keese_Section, SECTION_SIZE(Keese_Section));
ImGui::EndTable();
}
UIWidgets::EnhancementCheckbox("Custom colors for Dogs", "gUseDogsCol");
UIWidgets::Tooltip("Enable/Disable custom colors for the two Dog variants\nIf disabled, default colors will be used");
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if (CVar_GetS32("gUseDogsCol",0) && ImGui::BeginTable("tableDogs", 2, FlagsTable)) {
ImGui::TableSetupColumn("White Dog color", FlagsCell, TablesCellsWidth/2);
ImGui::TableSetupColumn("Brown Dog color", FlagsCell, TablesCellsWidth/2);
Table_InitHeader();
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DrawColorSection(Dogs_Section, SECTION_SIZE(Dogs_Section));
ImGui::EndTable();
}
}
void Draw_ItemsSkills(){
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DrawRandomizeResetButton("all skills and items", AllItemsSkills_section, SECTION_SIZE(AllItemsSkills_section));
UIWidgets::EnhancementCheckbox("Custom tunics color", "gUseTunicsCol");
UIWidgets::Tooltip("Enable/Disable custom Link's tunics colors\nIf disabled you will have original colors for Link's tunics.");
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if (CVar_GetS32("gUseTunicsCol",0)) {
DrawRandomizeResetButton("Link's tunics", Tunics_Section, SECTION_SIZE(Tunics_Section));
};
if (CVar_GetS32("gUseTunicsCol",0) && ImGui::BeginTable("tableTunics", 3, FlagsTable)) {
ImGui::TableSetupColumn("Kokiri Tunic", FlagsCell, TablesCellsWidth/3);
ImGui::TableSetupColumn("Goron Tunic", FlagsCell, TablesCellsWidth/3);
ImGui::TableSetupColumn("Zora Tunic", FlagsCell, TablesCellsWidth/3);
Table_InitHeader();
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DrawColorSection(Tunics_Section, SECTION_SIZE(Tunics_Section));
ImGui::EndTable();
}
UIWidgets::EnhancementCheckbox("Custom arrows colors", "gUseArrowsCol");
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if (CVar_GetS32("gUseArrowsCol",0)) {
DrawRandomizeResetButton("elemental arrows", Arrows_section, SECTION_SIZE(Arrows_section));
}
if (CVar_GetS32("gUseArrowsCol",0) && ImGui::BeginTable("tableArrows", 2, FlagsTable)) {
ImGui::TableSetupColumn("Primary colors##Arrows", FlagsCell, TablesCellsWidth/2);
ImGui::TableSetupColumn("Env colors##Arrows", FlagsCell, TablesCellsWidth/2);
Table_InitHeader();
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DrawColorSection(Arrows_section, SECTION_SIZE(Arrows_section));
ImGui::EndTable();
}
UIWidgets::EnhancementCheckbox("Custom spells colors", "gUseSpellsCol");
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if (CVar_GetS32("gUseSpellsCol",0)) {
DrawRandomizeResetButton("spells", Spells_section, SECTION_SIZE(Spells_section));
}
if (CVar_GetS32("gUseSpellsCol",0) && ImGui::BeginTable("tableSpells", 2, FlagsTable)) {
ImGui::TableSetupColumn("Inner colors##Spells", FlagsCell, TablesCellsWidth/2);
ImGui::TableSetupColumn("Outer colors##Spells", FlagsCell, TablesCellsWidth/2);
Table_InitHeader();
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DrawColorSection(Spells_section, SECTION_SIZE(Spells_section));
ImGui::EndTable();
}
UIWidgets::EnhancementCheckbox("Custom spin attack colors", "gUseChargedCol");
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if (CVar_GetS32("gUseChargedCol",0)) {
DrawRandomizeResetButton("spins attack", SpinAtk_section, SECTION_SIZE(SpinAtk_section));
}
if (CVar_GetS32("gUseChargedCol",0) && ImGui::BeginTable("tableChargeAtk", 2, FlagsTable)) {
ImGui::TableSetupColumn("Primary colors##Charge", FlagsCell, TablesCellsWidth/2);
ImGui::TableSetupColumn("Env colors##Charge", FlagsCell, TablesCellsWidth/2);
Table_InitHeader();
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DrawColorSection(SpinAtk_section, SECTION_SIZE(SpinAtk_section));
ImGui::EndTable();
}
UIWidgets::EnhancementCheckbox("Custom trails", "gUseTrailsCol");
if (CVar_GetS32("gUseTrailsCol", 0)) {
DrawRandomizeResetButton("trails", AllTrail_section, SECTION_SIZE(AllTrail_section));
}
if (CVar_GetS32("gUseTrailsCol", 0) && ImGui::BeginTable("tabletrails", 3, FlagsTable)) {
ImGui::TableSetupColumn("Sword Trails", FlagsCell, TablesCellsWidth);
ImGui::TableSetupColumn("Boomerang Trails", FlagsCell, TablesCellsWidth);
ImGui::TableSetupColumn("Bomb Trails", FlagsCell, TablesCellsWidth);
Table_InitHeader();
DrawColorSection(Trail_section, SECTION_SIZE(Trail_section));
ImGui::EndTable();
UIWidgets::EnhancementSliderInt("Sword Trail Length: %d", "##TrailsMul", "gTrailDuration", 1, 16, "", 4, true);
UIWidgets::Tooltip("Determines length of Link's sword trails.");
ResetTrailLength("gTrailDuration", 4);
UIWidgets::EnhancementCheckbox("Swords use separate colors", "gSeperateSwords");
if (CVar_GetS32("gSeperateSwords", 0) && ImGui::CollapsingHeader("Individual Sword Colors")) {
if (ImGui::BeginTable("tabletrailswords", 2, FlagsTable)) {
ImGui::TableSetupColumn("Kokiri Sword", FlagsCell, TablesCellsWidth / 2);
ImGui::TableSetupColumn("Master Sword", FlagsCell, TablesCellsWidth / 2);
ImGui::TableSetupColumn("Biggoron Sword", FlagsCell, TablesCellsWidth / 2);
ImGui::TableSetupColumn("Deku Stick", FlagsCell, TablesCellsWidth / 2);
ImGui::TableSetupColumn("Megaton Hammer", FlagsCell, TablesCellsWidth);
Table_InitHeader();
DrawColorSection(SwordTrail_section, SECTION_SIZE(SwordTrail_section));
ImGui::EndTable();
}
}
ImGui::NewLine();
}
}
void Draw_Menus(){
if (CVar_GetS32("gHudColors",0) ==2 ){
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if (ImGui::BeginTable("tableFileChoose", 2, FlagsTable)) {
ImGui::TableSetupColumn("File Choose color", FlagsCell, TablesCellsWidth/2);
ImGui::TableSetupColumn("Bottom text color", FlagsCell, TablesCellsWidth/2);
Table_InitHeader();
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DrawColorSection(FileChoose_section, SECTION_SIZE(FileChoose_section));
ImGui::EndTable();
}
} else {
ImGui::Text("To modify menus colors you need \"Custom Colors\" scheme\nto be selected in \"General\" tab.\nOnce enabled you will be able to modify the following colors:\nFile Choose color\nBottom text color");
}
}
void Draw_Placements(){
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if (ImGui::BeginTable("tableMargins", 1, FlagsTable)) {
ImGui::TableSetupColumn("General margins settings", FlagsCell, TablesCellsWidth);
Table_InitHeader();
UIWidgets::EnhancementSliderInt("Top : %dx", "##UIMARGINT", "gHUDMargin_T", (ImGui::GetWindowViewport()->Size.y/2)*-1, 25, "", 0, true);
UIWidgets::EnhancementSliderInt("Left: %dx", "##UIMARGINL", "gHUDMargin_L", -25, ImGui::GetWindowViewport()->Size.x, "", 0, true);
UIWidgets::EnhancementSliderInt("Right: %dx", "##UIMARGINR", "gHUDMargin_R", (ImGui::GetWindowViewport()->Size.x)*-1, 25, "", 0, true);
UIWidgets::EnhancementSliderInt("Bottom: %dx", "##UIMARGINB", "gHUDMargin_B", (ImGui::GetWindowViewport()->Size.y/2)*-1, 25, "", 0, true);
SetMarginAll("All margins on",true);
UIWidgets::Tooltip("Set most of the element to use margin\nSome elements with default position will not be affected\nElements without Archor or Hidden will not be turned on");
ImGui::SameLine();
SetMarginAll("All margins off",false);
UIWidgets::Tooltip("Set all of the element to not use margin");
ImGui::SameLine();
ResetPositionAll();
UIWidgets::Tooltip("Revert every element to use their original position and no margins");
ImGui::NewLine();
ImGui::EndTable();
}
if (ImGui::CollapsingHeader("Hearts count position")) {
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if (ImGui::BeginTable("tableHeartsCounts", 1, FlagsTable)) {
ImGui::TableSetupColumn("Hearts counts settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("Hearts counts", "gHearts");
DrawPositionsRadioBoxes("gHeartsCount");
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DrawPositionSlider("gHeartsCount",-22,ImGui::GetWindowViewport()->Size.y,-125,ImGui::GetWindowViewport()->Size.x);
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DrawScaleSlider("gHeartsCount",0.7f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Magic Meter position")) {
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if (ImGui::BeginTable("tablemmpos", 1, FlagsTable)) {
ImGui::TableSetupColumn("Magic meter settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("Magic meter", "gMagicBar");
DrawPositionsRadioBoxes("gMagicBar");
DrawPositionSlider("gMagicBar", 0, ImGui::GetWindowViewport()->Size.y/2, -5, ImGui::GetWindowViewport()->Size.x/2);
DrawScaleSlider("gMagicBar",1.0f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (CVar_GetS32("gVisualAgony",0) && ImGui::CollapsingHeader("Visual stone of agony position")) {
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if (ImGui::BeginTable("tabledvisualstoneofagony", 1, FlagsTable)) {
ImGui::TableSetupColumn("Visual stone of agony settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("Visual stone of agony", "gVSOA");
DrawPositionsRadioBoxes("gVSOA");
s16 Min_X_VSOA = 0;
s16 Max_X_VSOA = ImGui::GetWindowViewport()->Size.x/2;
if(CVar_GetS32("gVSOAPosType",0) == 2){
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Max_X_VSOA = 290;
} else if(CVar_GetS32("gVSOAPosType",0) == 4){
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Min_X_VSOA = (ImGui::GetWindowViewport()->Size.x/2)*-1;
}
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DrawPositionSlider("gVSOA", 0, ImGui::GetWindowViewport()->Size.y/2, Min_X_VSOA, Max_X_VSOA);
DrawScaleSlider("gVSOA",1.0f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("B Button position")) {
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if (ImGui::BeginTable("tablebbtn", 1, FlagsTable)) {
ImGui::TableSetupColumn("B Button settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("B Button", "gBBtn");
DrawPositionsRadioBoxes("gBBtn");
DrawPositionSlider("gBBtn", 0, ImGui::GetWindowViewport()->Size.y/4+50, -1, ImGui::GetWindowViewport()->Size.x-50);
DrawScaleSlider("gBBtn",0.95f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("A Button position")) {
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if (ImGui::BeginTable("tableabtn", 1, FlagsTable)) {
ImGui::TableSetupColumn("A Button settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("A Button", "gABtn");
DrawPositionsRadioBoxes("gABtn");
DrawPositionSlider("gABtn", -10, ImGui::GetWindowViewport()->Size.y/4+50, -20, ImGui::GetWindowViewport()->Size.x-50);
DrawScaleSlider("gABtn",0.95f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Start Button position")) {
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if (ImGui::BeginTable("tablestartbtn", 1, FlagsTable)) {
ImGui::TableSetupColumn("Start Button settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("Start Button", "gStartBtn");
DrawPositionsRadioBoxes("gStartBtn");
DrawPositionSlider("gStartBtn", 0, ImGui::GetWindowViewport()->Size.y/2, 0, ImGui::GetWindowViewport()->Size.x/2+70);
DrawScaleSlider("gStartBtn",0.75f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("C Button Up position")) {
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if (ImGui::BeginTable("tablecubtn", 1, FlagsTable)) {
ImGui::TableSetupColumn("C Button Up settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("C Button Up", "gCBtnU");
DrawPositionsRadioBoxes("gCBtnU");
s16 Min_X_CU = 0;
s16 Max_X_CU = ImGui::GetWindowViewport()->Size.x/2;
if(CVar_GetS32("gCBtnUPosType",0) == 2){
Max_X_CU = 294;
} else if(CVar_GetS32("gCBtnUPosType",0) == 3){
Max_X_CU = ImGui::GetWindowViewport()->Size.x/2;
} else if(CVar_GetS32("gCBtnUPosType",0) == 4){
Min_X_CU = (ImGui::GetWindowViewport()->Size.x/2)*-1;
}
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DrawPositionSlider("gCBtnU", 0, ImGui::GetWindowViewport()->Size.y/2, Min_X_CU, Max_X_CU);
DrawScaleSlider("gCBtnU",0.5f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("C Button Down position")) {
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if (ImGui::BeginTable("tablecdbtn", 1, FlagsTable)) {
ImGui::TableSetupColumn("C Button Down settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("C Button Down", "gCBtnD");
DrawPositionsRadioBoxes("gCBtnD");
s16 Min_X_CD = 0;
s16 Max_X_CD = ImGui::GetWindowViewport()->Size.x/2;
if(CVar_GetS32("gCBtnDPosType",0) == 2){
Max_X_CD = 294;
} else if(CVar_GetS32("gCBtnDPosType",0) == 3){
Max_X_CD = ImGui::GetWindowViewport()->Size.x/2;
} else if(CVar_GetS32("gCBtnDPosType",0) == 4){
Min_X_CD = (ImGui::GetWindowViewport()->Size.x/2)*-1;
}
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DrawPositionSlider("gCBtnD", 0, ImGui::GetWindowViewport()->Size.y/2, Min_X_CD, Max_X_CD);
DrawScaleSlider("gCBtnD",0.87f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("C Button Left position")) {
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if (ImGui::BeginTable("tableclbtn", 1, FlagsTable)) {
ImGui::TableSetupColumn("C Button Left settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("C Button Left", "gCBtnL");
DrawPositionsRadioBoxes("gCBtnL");
s16 Min_X_CL = 0;
s16 Max_X_CL = ImGui::GetWindowViewport()->Size.x/2;
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if(CVar_GetS32("gCBtnLPosType",0) == 2){
Max_X_CL = 294;
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} else if(CVar_GetS32("gCBtnLPosType",0) == 3){
Max_X_CL = ImGui::GetWindowViewport()->Size.x/2;
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} else if(CVar_GetS32("gCBtnLPosType",0) == 4){
Min_X_CL = (ImGui::GetWindowViewport()->Size.x/2)*-1;
}
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DrawPositionSlider("gCBtnL", 0, ImGui::GetWindowViewport()->Size.y/2, Min_X_CL, Max_X_CL);
DrawScaleSlider("gCBtnL",0.87f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("C Button Right position")) {
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if (ImGui::BeginTable("tablecrnbtn", 1, FlagsTable)) {
ImGui::TableSetupColumn("C Button Right settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("C Button Right", "gCBtnR");
DrawPositionsRadioBoxes("gCBtnR");
s16 Min_X_CR = 0;
s16 Max_X_CR = ImGui::GetWindowViewport()->Size.x/2;
if(CVar_GetS32("gCBtnRPosType",0) == 2){
Max_X_CR = 294;
} else if(CVar_GetS32("gCBtnRPosType",0) == 3){
Max_X_CR = ImGui::GetWindowViewport()->Size.x/2;
} else if(CVar_GetS32("gCBtnRPosType",0) == 4){
Min_X_CR = (ImGui::GetWindowViewport()->Size.x/2)*-1;
}
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DrawPositionSlider("gCBtnR", 0, ImGui::GetWindowViewport()->Size.y/2, Min_X_CR, Max_X_CR);
DrawScaleSlider("gCBtnR",0.87f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (CVar_GetS32("gDpadEquips",0) && ImGui::CollapsingHeader("DPad items position")) {
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if (ImGui::BeginTable("tabledpaditems", 1, FlagsTable)) {
ImGui::TableSetupColumn("DPad items settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("DPad items", "gDPad");
DrawPositionsRadioBoxes("gDPad");
s16 Min_X_Dpad = 0;
s16 Max_X_Dpad = ImGui::GetWindowViewport()->Size.x/2;
if(CVar_GetS32("gDPadPosType",0) == 2){
Max_X_Dpad = 290;
} else if(CVar_GetS32("gDPadPosType",0) == 4){
Min_X_Dpad = (ImGui::GetWindowViewport()->Size.x/2)*-1;
}
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DrawPositionSlider("gDPad", 0, ImGui::GetWindowViewport()->Size.y/2, Min_X_Dpad, Max_X_Dpad);
DrawScaleSlider("gDPad",1.0f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Minimaps position")) {
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if (ImGui::BeginTable("tableminimapspos", 1, FlagsTable)) {
ImGui::TableSetupColumn("minimaps settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("Minimap", "gMinimap");
DrawPositionsRadioBoxes("gMinimap", false);
DrawPositionSlider("gMinimap", (ImGui::GetWindowViewport()->Size.y/3)*-1, ImGui::GetWindowViewport()->Size.y/3, ImGui::GetWindowViewport()->Size.x*-1, ImGui::GetWindowViewport()->Size.x/2);
DrawScaleSlider("gMinimap",1.0f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Small Keys counter position")) {
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if (ImGui::BeginTable("tablesmolekeys", 1, FlagsTable)) {
ImGui::TableSetupColumn("Small Keys counter settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("Small Keys counter", "gSKC");
DrawPositionsRadioBoxes("gSKC");
DrawPositionSlider("gSKC", 0, ImGui::GetWindowViewport()->Size.y/3, -1, ImGui::GetWindowViewport()->Size.x/2);
DrawScaleSlider("gSKC",1.0f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Rupee counter position")) {
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if (ImGui::BeginTable("tablerupeecount", 1, FlagsTable)) {
ImGui::TableSetupColumn("Rupee counter settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("Rupee counter", "gRC");
DrawPositionsRadioBoxes("gRC");
DrawPositionSlider("gRC", -2, ImGui::GetWindowViewport()->Size.y/3, -3, ImGui::GetWindowViewport()->Size.x/2);
DrawScaleSlider("gRC",1.0f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Carrots position")) {
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if (ImGui::BeginTable("tableCarrots", 1, FlagsTable)) {
ImGui::TableSetupColumn("Carrots settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("Carrots", "gCarrots");
DrawPositionsRadioBoxes("gCarrots");
DrawPositionSlider("gCarrots", 0, ImGui::GetWindowViewport()->Size.y/2, -50, ImGui::GetWindowViewport()->Size.x/2+25);
DrawScaleSlider("gCarrots",1.0f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Timers position")) {
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if (ImGui::BeginTable("tabletimers", 1, FlagsTable)) {
ImGui::TableSetupColumn("Timers settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("Timers", "gTimers");
DrawPositionsRadioBoxes("gTimers");
DrawPositionSlider("gTimers", 0, ImGui::GetWindowViewport()->Size.y/2, -50, ImGui::GetWindowViewport()->Size.x/2-50);
DrawScaleSlider("gTimers",1.0f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Archery Scores position")) {
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if (ImGui::BeginTable("tablearchery", 1, FlagsTable)) {
ImGui::TableSetupColumn("Archery Scores settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("Archery scores", "gAS");
DrawPositionsRadioBoxes("gAS", false);
DrawPositionSlider("gAS", 0, ImGui::GetWindowViewport()->Size.y/2, -50, ImGui::GetWindowViewport()->Size.x/2-50);
DrawScaleSlider("gAS",1.0f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Title cards (Maps) position")) {
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if (ImGui::BeginTable("tabletcmaps", 1, FlagsTable)) {
ImGui::TableSetupColumn("Titlecard maps settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("Title cards (overworld)", "gTCM");
DrawPositionsRadioBoxes("gTCM");
DrawPositionSlider("gTCM", 0, ImGui::GetWindowViewport()->Size.y/2, -50, ImGui::GetWindowViewport()->Size.x/2+10);
DrawScaleSlider("gTCM",1.0f);
ImGui::NewLine();
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Title cards (Bosses) position")) {
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if (ImGui::BeginTable("tabletcbosses", 1, FlagsTable)) {
ImGui::TableSetupColumn("Title cards (Bosses) settings", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawUseMarginsSlider("Title cards (Bosses)", "gTCB");
DrawPositionsRadioBoxes("gTCB");
DrawPositionSlider("gTCB", 0, ImGui::GetWindowViewport()->Size.y/2, -50, ImGui::GetWindowViewport()->Size.x/2+10);
DrawScaleSlider("gTCB",1.0f);
ImGui::NewLine();
ImGui::EndTable();
}
}
}
void Draw_HUDButtons(){
if (CVar_GetS32("gHudColors",0) ==2 ){
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DrawRandomizeResetButton("every buttons", Buttons_section, SECTION_SIZE(Buttons_section));
if (ImGui::CollapsingHeader("A Button colors & A Cursors")) {
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if (ImGui::BeginTable("tableBTN_A", 1, FlagsTable)) {
ImGui::TableSetupColumn("A Button colors", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawColorSection(A_Btn_section, SECTION_SIZE(A_Btn_section));
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("B Button color")) {
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if (ImGui::BeginTable("tableBTN_B", 1, FlagsTable)) {
ImGui::TableSetupColumn("B button color", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawColorSection(B_Btn_section, SECTION_SIZE(B_Btn_section));
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("C-Buttons & C Cursor")) {
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if (ImGui::BeginTable("tableBTN_C", 1, FlagsTable)) {
ImGui::TableSetupColumn("Button C colors & C Cursor colors", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawColorSection(C_Btn_Unified_section, SECTION_SIZE(C_Btn_Unified_section));
ImGui::EndTable();
}
UIWidgets::EnhancementCheckbox("C-Buttons use separate colors", "gCCparated");
if (CVar_GetS32("gCCparated",0) && ImGui::CollapsingHeader("C Button individual colors")) {
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if (ImGui::BeginTable("tableBTN_CSep", 1, FlagsTable)) {
ImGui::TableSetupColumn("C-Buttons individual colors", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawColorSection(C_Btn_Separated_section, SECTION_SIZE(C_Btn_Separated_section));
ImGui::EndTable();
}
}
}
if (ImGui::CollapsingHeader("Start button colors")) {
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if (ImGui::BeginTable("tableBTN_Start", 1, FlagsTable)) {
ImGui::TableSetupColumn("Start button colors", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawColorSection(Start_Btn_section, SECTION_SIZE(Start_Btn_section));
ImGui::EndTable();
}
}
if (CVar_GetS32("gDpadEquips",0) && ImGui::CollapsingHeader("DPad colors")) {
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if (ImGui::BeginTable("tableDpadHud", 1, FlagsTable)) {
ImGui::TableSetupColumn("DPad color", FlagsCell, TablesCellsWidth);
Table_InitHeader(false);
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DrawColorSection(DPad_section, SECTION_SIZE(DPad_section));
ImGui::EndTable();
}
}
} else {
ImGui::Text("To modify buttons colors you need \"Custom Colors\" scheme\nto be selected in \"General\" tab.\nOnce enabled you will be able to modify the following colors:\nA Button colors,\nB Button colors,\nC Button colors & cursor,\nStart button\nDPad icon");
}
}
void Draw_General(){
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DrawRandomizeResetButton("all cosmetics", Everything_Section, SECTION_SIZE(Everything_Section), true);
if (ImGui::BeginTable("tableScheme", 3, FlagsTable | ImGuiTableFlags_Hideable)) {
ImGui::TableSetupColumn("N64 Scheme", FlagsCell, TablesCellsWidth);
ImGui::TableSetupColumn("GameCube Scheme", FlagsCell, TablesCellsWidth);
ImGui::TableSetupColumn("Custom Schemes", FlagsCell, TablesCellsWidth);
Table_InitHeader();
Draw_HelpIcon("Change interface color to N64 style");
UIWidgets::EnhancementRadioButton("N64 Colors", "gHudColors", 0);
Table_NextCol();
Draw_HelpIcon("Change interface color to GameCube style");
UIWidgets::EnhancementRadioButton("GCN Colors", "gHudColors", 1);
Table_NextCol();
Draw_HelpIcon("Lets you change every interface color to your liking");
UIWidgets::EnhancementRadioButton("Custom Colors", "gHudColors", 2);
ImGui::EndTable();
}
if (CVar_GetS32("gHudColors",0) ==2 ){
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DrawRandomizeResetButton("interface (excluding buttons)", Misc_Interface_section, SECTION_SIZE(Misc_Interface_section));
if (ImGui::CollapsingHeader("Hearts colors")) {
UIWidgets::Tooltip("Hearts colors in general\nDD stand for Double Defense");
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if (ImGui::BeginTable("tableHearts", 3, FlagsTable | ImGuiTableFlags_Hideable)) {
ImGui::TableSetupColumn("Hearts (normal)", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_IndentEnable, TablesCellsWidth/3);
ImGui::TableSetupColumn("Hearts (DD)", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_IndentEnable, TablesCellsWidth/3);
ImGui::TableSetupColumn("Hearts Outline (DD)", ImGuiTableColumnFlags_WidthStretch | ImGuiTableColumnFlags_IndentEnable, TablesCellsWidth/3);
Table_InitHeader();
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DrawColorSection(Hearts_section, SECTION_SIZE(Hearts_section));
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Magic Meter colors")) {
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if (ImGui::BeginTable("tableMagicmeter", 2, FlagsTable | ImGuiTableFlags_Hideable)) {
ImGui::TableSetupColumn("Magic meter", FlagsCell, TablesCellsWidth/2);
ImGui::TableSetupColumn("Magic meter in use", FlagsCell, TablesCellsWidth/2);
Table_InitHeader();
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DrawColorSection(Magic_Meter_section, SECTION_SIZE(Magic_Meter_section));
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Minimap and compass colors")) {
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if (ImGui::BeginTable("tableMinimapCol", 1, FlagsTable)) {
ImGui::TableSetupColumn("Minimap color", FlagsCell, TablesCellsWidth);
Table_InitHeader();
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DrawColorSection(Minimap_section, SECTION_SIZE(Minimap_section));
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Title cards colors")) {
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if (ImGui::BeginTable("tableTitleCards", 2, FlagsTable | ImGuiTableFlags_Hideable)) {
ImGui::TableSetupColumn("Title cards Overworld", FlagsCell, TablesCellsWidth/2);
ImGui::TableSetupColumn("Title cards Bosses", FlagsCell, TablesCellsWidth/2);
Table_InitHeader();
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DrawColorSection(TitleCards_section, SECTION_SIZE(TitleCards_section));
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Misc. interface colors")) {
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if (ImGui::BeginTable("tableMiscHudCol", 1, FlagsTable | ImGuiTableFlags_Hideable)) {
ImGui::TableSetupColumn("Misc HUD colors", FlagsCell, TablesCellsWidth);
Table_InitHeader();
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DrawColorSection(Misc_section, SECTION_SIZE(Misc_section));
ImGui::EndTable();
}
}
if (ImGui::CollapsingHeader("Scenes transitions")) {
if (ImGui::BeginTable("tabletransitionotherCol", 2, FlagsTable | ImGuiTableFlags_Hideable)) {
ImGui::TableSetupColumn("transitionother1", FlagsCell, TablesCellsWidth/2);
ImGui::TableSetupColumn("transitionother2", FlagsCell, TablesCellsWidth/2);
Table_InitHeader(false);
UIWidgets::EnhancementRadioButton("Originals", "gSceneTransitions", 255);
UIWidgets::Tooltip("This will make the game use original scenes transitions");
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Table_NextCol();
UIWidgets::EnhancementRadioButton("None", "gSceneTransitions", 11);
UIWidgets::Tooltip("This will make the game use no any scenes transitions");
Table_NextLine();
UIWidgets::EnhancementRadioButton("Desert mode (persistant)", "gSceneTransitions", 14);
UIWidgets::Tooltip("This will make the game use the sand storm scenes transitions that will persist in map");
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Desert mode (non persistant)", "gSceneTransitions", 15);
UIWidgets::Tooltip("This will make the game use the sand storm scenes transitions");
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Table_NextLine();
UIWidgets::EnhancementRadioButton("Normal fade (green)", "gSceneTransitions", 18);
UIWidgets::Tooltip("This will make the game use a greenish fade in/out scenes transitions");
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Table_NextCol();
UIWidgets::EnhancementRadioButton("Normal fade (blue)", "gSceneTransitions", 19);
UIWidgets::Tooltip("This will make the game use a blue fade in/out scenes transitions");
Table_NextLine();
UIWidgets::EnhancementRadioButton("Triforce", "gSceneTransitions", 1);
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ImGui::EndTable();
}
if (ImGui::BeginTable("tabletransitionCol", 2, FlagsTable | ImGuiTableFlags_Hideable)) {
ImGui::TableSetupColumn("White color", FlagsCell, TablesCellsWidth/2);
ImGui::TableSetupColumn("Black color", FlagsCell, TablesCellsWidth/2);
Table_InitHeader();
DrawTransitions("gSceneTransitions");
ImGui::EndTable();
}
}
} else {
ImGui::Text("To modify some generic colors you need \"Custom Colors\" scheme\nto be selected in \"General\" tab.\nOnce enabled you will be able to modify the following colors :\nHearts,\nMagic Meter,\nMinimap & compass,\nTitle card\nKeys & Rupee icons\nStone of Agony (Visual)");
}
}
void DrawCosmeticsEditor(bool& open) {
if (!open) {
CVar_SetS32("gCosmeticsEditorEnabled", 0);
return;
}
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ImGui::SetNextWindowSize(ImVec2(620, 430), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Cosmetics Editor", &open)) {
ImGui::End();
return;
}
if (ImGui::BeginTabBar("CosmeticsContextTabBar", ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)) {
if (ImGui::BeginTabItem("General")) {
Draw_General();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("HUD Buttons")) {
Draw_HUDButtons();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Items & Skills")) {
Draw_ItemsSkills();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("NPCs")) {
Draw_Npcs();
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Menus")) {
Draw_Menus();
ImGui::EndTabItem();
}
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if (ImGui::BeginTabItem("Placements & Scale")) {
Draw_Placements();
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::End();
}
void InitCosmeticsEditor() {
//This allow to hide a window without disturbing the player nor adding things in menu
//LoadRainbowColor() will this way run in background once it's window is activated
//ImGui::SetNextItemWidth(0.0f);
SohImGui::AddWindow("Enhancements", "Rainbowfunction", LoadRainbowColor, true, true);
//Draw the bar in the menu.
SohImGui::AddWindow("Enhancements", "Cosmetics Editor", DrawCosmeticsEditor);
}