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https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-15 14:05:06 -05:00
some stuff
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parent
4ebcc83161
commit
637f089485
@ -3219,12 +3219,12 @@ void DrawRandoEditor(bool& open) {
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if (CVar_GetS32("gRandomizer", 0) &&
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if (CVar_GetS32("gRandomizer", 0) &&
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ImGui::BeginTabBar("Randomizer Settings", ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)) {
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ImGui::BeginTabBar("Randomizer Settings", ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)) {
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if (ImGui::BeginTabItem("Main Rules")) {
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if (ImGui::BeginTabItem("World")) {
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ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cellPadding);
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ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cellPadding);
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if (ImGui::BeginTable("tableRandoMainRules", 3, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) {
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if (ImGui::BeginTable("tableRandoWorld", 3, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) {
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ImGui::TableSetupColumn("Open Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Open Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Shuffle Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Misc World Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Shuffle Dungeon Items", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Entrance Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
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ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
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ImGui::TableHeadersRow();
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ImGui::TableHeadersRow();
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ImGui::PopItemFlag();
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ImGui::PopItemFlag();
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@ -3676,12 +3676,12 @@ void DrawRandoEditor(bool& open) {
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ImGui::EndTabItem();
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ImGui::EndTabItem();
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}
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}
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if (ImGui::BeginTabItem("Other")) {
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if (ImGui::BeginTabItem("Misc")) {
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ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cellPadding);
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ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, cellPadding);
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if (ImGui::BeginTable("tableRandoOther", 3, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) {
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if (ImGui::BeginTable("tableRandoMisc", 3, ImGuiTableFlags_BordersH | ImGuiTableFlags_BordersV)) {
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ImGui::TableSetupColumn("Timesavers", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Timesavers", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("World Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Hint Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Item Pool & Hint Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::TableSetupColumn("Item Pool Settings", ImGuiTableColumnFlags_WidthStretch, 200.0f);
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ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
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ImGui::PushItemFlag(ImGuiItemFlags_Disabled, true);
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ImGui::TableHeadersRow();
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ImGui::TableHeadersRow();
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ImGui::PopItemFlag();
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ImGui::PopItemFlag();
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@ -3745,54 +3745,12 @@ void DrawRandoEditor(bool& open) {
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ImGui::EndChild();
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ImGui::EndChild();
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// COLUMN 2 - WORLD SETTINGS
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// COLUMN 2 - HINT SETTINGS
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ImGui::TableNextColumn();
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ImGui::TableNextColumn();
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window->DC.CurrLineTextBaseOffset = 0.0f;
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window->DC.CurrLineTextBaseOffset = 0.0f;
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ImGui::BeginChild("ChildWorldSettings", ImVec2(0, -8));
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ImGui::BeginChild("ChildHintSettings", ImVec2(0, -8));
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ImGui::PushItemWidth(-FLT_MIN);
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ImGui::PushItemWidth(-FLT_MIN);
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ImGui::Text("Coming soon");
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ImGui::PopItemWidth();
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ImGui::EndChild();
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// COLUMN 3 - ITEM POOL & HINT SETTINGS
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ImGui::TableNextColumn();
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window->DC.CurrLineTextBaseOffset = 0.0f;
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ImGui::BeginChild("ChildItemPoolHintSettings", ImVec2(0, -8));
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ImGui::PushItemWidth(-FLT_MIN);
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ImGui::Text(Settings::ItemPoolValue.GetName().c_str());
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InsertHelpHoverText("Sets how many major items appear in the item pool.\n"
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"\n"
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"Plentiful - Extra major items are added to the pool.\n"
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"\n"
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"Balanced - Original item pool.\n"
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"\n"
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"Scarce - Some excess items are removed, including health upgrades.\n"
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"\n"
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"Minimal - Most excess items are removed.");
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SohImGui::EnhancementCombobox("gRandomizeItemPool", randoItemPool, 4, 1);
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PaddedSeparator();
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// Ice Traps
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ImGui::Text(Settings::IceTrapValue.GetName().c_str());
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InsertHelpHoverText("Sets how many items are replaced by ice traps.\n"
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"\n"
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"Off - No ice traps.\n"
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"\n"
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"Normal - Only Ice Traps from the base item pool are shuffled in.\n"
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"\n"
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"Extra - Chance to replace added junk items with additional ice traps.\n"
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"\n"
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"Mayhem - All added junk items will be Ice Traps.\n"
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"\n"
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"Onslaught - All junk items will be replaced by Ice Traps, even those "
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"in the base pool.");
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SohImGui::EnhancementCombobox("gRandomizeIceTraps", randoIceTraps, 5, 1);
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PaddedSeparator();
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// Gossip Stone Hints
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// Gossip Stone Hints
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ImGui::Text(Settings::GossipStoneHints.GetName().c_str());
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ImGui::Text(Settings::GossipStoneHints.GetName().c_str());
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InsertHelpHoverText(
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InsertHelpHoverText(
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@ -3814,33 +3772,80 @@ void DrawRandoEditor(bool& open) {
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ImGui::Dummy(ImVec2(0.0f, 0.0f));
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ImGui::Dummy(ImVec2(0.0f, 0.0f));
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ImGui::Indent();
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ImGui::Indent();
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ImGui::Text(Settings::ClearerHints.GetName().c_str());
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ImGui::Text(Settings::ClearerHints.GetName().c_str());
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InsertHelpHoverText("Sets the difficulty of hints.\n"
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InsertHelpHoverText(
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"\n"
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"Sets the difficulty of hints.\n"
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"Obscure - Hints are unique for each item, but the writing may be cryptic.\n"
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"\n"
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"Ex: Kokiri Sword > a butter knife\n"
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"Obscure - Hints are unique for each item, but the writing may be cryptic.\n"
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"\n"
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"Ex: Kokiri Sword > a butter knife\n"
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"Ambiguous - Hints are clearly written, but may refer to more than one item.\n"
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"\n"
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"Ex: Kokiri Sword > a sword\n"
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"Ambiguous - Hints are clearly written, but may refer to more than one item.\n"
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"\n"
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"Ex: Kokiri Sword > a sword\n"
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"Clear - Hints are clearly written and are unique for each item.\n"
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"\n"
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"Ex: Kokiri Sword > the Kokiri Sword");
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"Clear - Hints are clearly written and are unique for each item.\n"
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"Ex: Kokiri Sword > the Kokiri Sword"
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);
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SohImGui::EnhancementCombobox("gRandomizeHintClarity", randoHintClarity, 3, 2);
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SohImGui::EnhancementCombobox("gRandomizeHintClarity", randoHintClarity, 3, 2);
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// Hint Distribution
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// Hint Distribution
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ImGui::Dummy(ImVec2(0.0f, 0.0f));
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ImGui::Dummy(ImVec2(0.0f, 0.0f));
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ImGui::Text(Settings::HintDistribution.GetName().c_str());
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ImGui::Text(Settings::HintDistribution.GetName().c_str());
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InsertHelpHoverText("Sets how many hints will be useful.\n"
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InsertHelpHoverText(
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"\n"
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"Sets how many hints will be useful.\n"
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"Useless - Only junk hints.\n"
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"\n"
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"\n"
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"Useless - Only junk hints.\n"
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"Balanced - Recommended hint spread.\n"
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"\n"
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"\n"
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"Balanced - Recommended hint spread.\n"
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"Strong - More useful hints.\n"
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"\n"
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"\n"
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"Strong - More useful hints.\n"
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"Very Strong - Many powerful hints.");
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"\n"
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"Very Strong - Many powerful hints."
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);
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SohImGui::EnhancementCombobox("gRandomizeHintDistribution", randoHintDistribution, 4, 1);
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SohImGui::EnhancementCombobox("gRandomizeHintDistribution", randoHintDistribution, 4, 1);
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ImGui::Unindent();
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ImGui::Unindent();
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}
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}
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ImGui::PopItemWidth();
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ImGui::EndChild();
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// COLUMN 3 - ITEM POOL SETTINGS
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ImGui::TableNextColumn();
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window->DC.CurrLineTextBaseOffset = 0.0f;
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ImGui::BeginChild("ChildItemPoolSettings", ImVec2(0, -8));
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ImGui::PushItemWidth(-FLT_MIN);
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// Item Pool Settings
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ImGui::Text(Settings::ItemPoolValue.GetName().c_str());
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InsertHelpHoverText(
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"Sets how many major items appear in the item pool.\n"
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"\n"
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"Plentiful - Extra major items are added to the pool.\n"
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"\n"
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"Balanced - Original item pool.\n"
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"\n"
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"Scarce - Some excess items are removed, including health upgrades.\n"
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"\n"
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"Minimal - Most excess items are removed."
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);
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SohImGui::EnhancementCombobox("gRandomizeItemPool", randoItemPool, 4, 1);
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PaddedSeparator();
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// Ice Traps
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ImGui::Text(Settings::IceTrapValue.GetName().c_str());
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InsertHelpHoverText(
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"Sets how many items are replaced by ice traps.\n"
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"\n"
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"Off - No ice traps.\n"
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"\n"
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"Normal - Only Ice Traps from the base item pool are shuffled in.\n"
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"\n"
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"Extra - Chance to replace added junk items with additional ice traps.\n"
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"\n"
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"Mayhem - All added junk items will be Ice Traps.\n"
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"\n"
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"Onslaught - All junk items will be replaced by Ice Traps, even those "
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"in the base pool."
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);
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SohImGui::EnhancementCombobox("gRandomizeIceTraps", randoIceTraps, 5, 1);
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ImGui::PopItemWidth();
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ImGui::PopItemWidth();
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ImGui::EndChild();
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ImGui::EndChild();
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