some stuff

This commit is contained in:
aMannus 2022-08-27 00:42:54 +02:00
parent 4ebcc83161
commit 637f089485

View File

@ -3219,12 +3219,12 @@ void DrawRandoEditor(bool& open) {
if (CVar_GetS32("gRandomizer", 0) && if (CVar_GetS32("gRandomizer", 0) &&
ImGui::BeginTabBar("Randomizer Settings", ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)) { ImGui::BeginTabBar("Randomizer Settings", ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)) {
if (ImGui::BeginTabItem("Main Rules")) { if (ImGui::BeginTabItem("World")) {
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cellPadding); ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cellPadding);
if (ImGui::BeginTable("tableRandoMainRules", 3, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) { if (ImGui::BeginTable("tableRandoWorld", 3, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) {
ImGui::TableSetupColumn("Open Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f); ImGui::TableSetupColumn("Open Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::TableSetupColumn("Shuffle Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f); ImGui::TableSetupColumn("Misc World Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::TableSetupColumn("Shuffle Dungeon Items", ImGuiTableColumnFlags_WidthStretch, 200.0f); ImGui::TableSetupColumn("Entrance Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true); ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
ImGui::TableHeadersRow(); ImGui::TableHeadersRow();
ImGui::PopItemFlag(); ImGui::PopItemFlag();
@ -3676,12 +3676,12 @@ void DrawRandoEditor(bool& open) {
ImGui::EndTabItem(); ImGui::EndTabItem();
} }
if (ImGui::BeginTabItem("Other")) { if (ImGui::BeginTabItem("Misc")) {
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cellPadding); ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cellPadding);
if (ImGui::BeginTable("tableRandoOther", 3, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) { if (ImGui::BeginTable("tableRandoMisc", 3, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) {
ImGui::TableSetupColumn("Timesavers", ImGuiTableColumnFlags_WidthStretch, 200.0f); ImGui::TableSetupColumn("Timesavers", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::TableSetupColumn("World Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f); ImGui::TableSetupColumn("Hint Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::TableSetupColumn("Item Pool & Hint Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f); ImGui::TableSetupColumn("Item Pool Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true); ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
ImGui::TableHeadersRow(); ImGui::TableHeadersRow();
ImGui::PopItemFlag(); ImGui::PopItemFlag();
@ -3745,54 +3745,12 @@ void DrawRandoEditor(bool& open) {
ImGui::EndChild(); ImGui::EndChild();
// COLUMN 2 - WORLD SETTINGS // COLUMN 2 - HINT SETTINGS
ImGui::TableNextColumn(); ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f; window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildWorldSettings", ImVec2(0, -8)); ImGui::BeginChild("ChildHintSettings", ImVec2(0, -8));
ImGui::PushItemWidth(-FLT_MIN); ImGui::PushItemWidth(-FLT_MIN);
ImGui::Text("Coming soon");
ImGui::PopItemWidth();
ImGui::EndChild();
// COLUMN 3 - ITEM POOL & HINT SETTINGS
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildItemPoolHintSettings", ImVec2(0, -8));
ImGui::PushItemWidth(-FLT_MIN);
ImGui::Text(Settings::ItemPoolValue.GetName().c_str());
InsertHelpHoverText("Sets how many major items appear in the item pool.\n"
"\n"
"Plentiful - Extra major items are added to the pool.\n"
"\n"
"Balanced - Original item pool.\n"
"\n"
"Scarce - Some excess items are removed, including health upgrades.\n"
"\n"
"Minimal - Most excess items are removed.");
SohImGui::EnhancementCombobox("gRandomizeItemPool", randoItemPool, 4, 1);
PaddedSeparator();
// Ice Traps
ImGui::Text(Settings::IceTrapValue.GetName().c_str());
InsertHelpHoverText("Sets how many items are replaced by ice traps.\n"
"\n"
"Off - No ice traps.\n"
"\n"
"Normal - Only Ice Traps from the base item pool are shuffled in.\n"
"\n"
"Extra - Chance to replace added junk items with additional ice traps.\n"
"\n"
"Mayhem - All added junk items will be Ice Traps.\n"
"\n"
"Onslaught - All junk items will be replaced by Ice Traps, even those "
"in the base pool.");
SohImGui::EnhancementCombobox("gRandomizeIceTraps", randoIceTraps, 5, 1);
PaddedSeparator();
// Gossip Stone Hints // Gossip Stone Hints
ImGui::Text(Settings::GossipStoneHints.GetName().c_str()); ImGui::Text(Settings::GossipStoneHints.GetName().c_str());
InsertHelpHoverText( InsertHelpHoverText(
@ -3814,33 +3772,80 @@ void DrawRandoEditor(bool& open) {
ImGui::Dummy(ImVec2(0.0f, 0.0f)); ImGui::Dummy(ImVec2(0.0f, 0.0f));
ImGui::Indent(); ImGui::Indent();
ImGui::Text(Settings::ClearerHints.GetName().c_str()); ImGui::Text(Settings::ClearerHints.GetName().c_str());
InsertHelpHoverText("Sets the difficulty of hints.\n" InsertHelpHoverText(
"\n" "Sets the difficulty of hints.\n"
"Obscure - Hints are unique for each item, but the writing may be cryptic.\n" "\n"
"Ex: Kokiri Sword > a butter knife\n" "Obscure - Hints are unique for each item, but the writing may be cryptic.\n"
"\n" "Ex: Kokiri Sword > a butter knife\n"
"Ambiguous - Hints are clearly written, but may refer to more than one item.\n" "\n"
"Ex: Kokiri Sword > a sword\n" "Ambiguous - Hints are clearly written, but may refer to more than one item.\n"
"\n" "Ex: Kokiri Sword > a sword\n"
"Clear - Hints are clearly written and are unique for each item.\n" "\n"
"Ex: Kokiri Sword > the Kokiri Sword"); "Clear - Hints are clearly written and are unique for each item.\n"
"Ex: Kokiri Sword > the Kokiri Sword"
);
SohImGui::EnhancementCombobox("gRandomizeHintClarity", randoHintClarity, 3, 2); SohImGui::EnhancementCombobox("gRandomizeHintClarity", randoHintClarity, 3, 2);
// Hint Distribution // Hint Distribution
ImGui::Dummy(ImVec2(0.0f, 0.0f)); ImGui::Dummy(ImVec2(0.0f, 0.0f));
ImGui::Text(Settings::HintDistribution.GetName().c_str()); ImGui::Text(Settings::HintDistribution.GetName().c_str());
InsertHelpHoverText("Sets how many hints will be useful.\n" InsertHelpHoverText(
"\n" "Sets how many hints will be useful.\n"
"Useless - Only junk hints.\n" "\n"
"\n" "Useless - Only junk hints.\n"
"Balanced - Recommended hint spread.\n" "\n"
"\n" "Balanced - Recommended hint spread.\n"
"Strong - More useful hints.\n" "\n"
"\n" "Strong - More useful hints.\n"
"Very Strong - Many powerful hints."); "\n"
"Very Strong - Many powerful hints."
);
SohImGui::EnhancementCombobox("gRandomizeHintDistribution", randoHintDistribution, 4, 1); SohImGui::EnhancementCombobox("gRandomizeHintDistribution", randoHintDistribution, 4, 1);
ImGui::Unindent(); ImGui::Unindent();
} }
ImGui::PopItemWidth();
ImGui::EndChild();
// COLUMN 3 - ITEM POOL SETTINGS
ImGui::TableNextColumn();
window->DC.CurrLineTextBaseOffset = 0.0f;
ImGui::BeginChild("ChildItemPoolSettings", ImVec2(0, -8));
ImGui::PushItemWidth(-FLT_MIN);
// Item Pool Settings
ImGui::Text(Settings::ItemPoolValue.GetName().c_str());
InsertHelpHoverText(
"Sets how many major items appear in the item pool.\n"
"\n"
"Plentiful - Extra major items are added to the pool.\n"
"\n"
"Balanced - Original item pool.\n"
"\n"
"Scarce - Some excess items are removed, including health upgrades.\n"
"\n"
"Minimal - Most excess items are removed."
);
SohImGui::EnhancementCombobox("gRandomizeItemPool", randoItemPool, 4, 1);
PaddedSeparator();
// Ice Traps
ImGui::Text(Settings::IceTrapValue.GetName().c_str());
InsertHelpHoverText(
"Sets how many items are replaced by ice traps.\n"
"\n"
"Off - No ice traps.\n"
"\n"
"Normal - Only Ice Traps from the base item pool are shuffled in.\n"
"\n"
"Extra - Chance to replace added junk items with additional ice traps.\n"
"\n"
"Mayhem - All added junk items will be Ice Traps.\n"
"\n"
"Onslaught - All junk items will be replaced by Ice Traps, even those "
"in the base pool."
);
SohImGui::EnhancementCombobox("gRandomizeIceTraps", randoIceTraps, 5, 1);
ImGui::PopItemWidth(); ImGui::PopItemWidth();
ImGui::EndChild(); ImGui::EndChild();