mirror of
https://github.com/HarbourMasters/Shipwright.git
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EnhancementColor3 tweak SohImGui Clean (#400)
* HUD Logic fix and cleaning * array revert it was just fo rme to read it better * Fix tunic logic seem like my cleaning was not good * I had declared default in CPP It resulted to overwrite what user would make oof. Also a ! was missing. * There, Default here is better. * magic bar and used bar what switched while updating EnhancementColor * hud mod update * Update SohImGuiImpl.h * should fix build
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@ -66,29 +66,38 @@ namespace SohImGui {
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std::vector<const char*> CustomTexts;
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int SelectedLanguage = CVar_GetS32("gLanguages", 0); //Default Language to 0=English 1=German 2=French
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int SelectedHUD = CVar_GetS32("gHudColors", 1); //Default colors to Gamecube.
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float hearts_colors[3] = {0,0,0};
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float hearts_dd_colors[3] = {0,0,0};
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float a_btn_colors[3] = {0,0,0};
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float b_btn_colors[3] = {0,0,0};
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float c_btn_colors[3] = {0,0,0};
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float start_btn_colors[3] = {0,0,0};
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float magic_border_colors[3] = {0,0,0};
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float magic_remaining_colors[3] = {0,0,0};
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float magic_use_colors[3] = {0,0,0};
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float minimap_colors[3] = {0,0,0};
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float rupee_colors[3] = {0,0,0};
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float smolekey_colors[3] = {0,0,0};
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float kokiri_col[3] = { 0.118f, 0.41f, 0.106f };
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float goron_col[3] = { 0.392f, 0.078f, 0.0f };
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float zora_col[3] = { 0.0f, 0.235f, 0.392f };
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float navi_idle_i_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_idle_o_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_npc_i_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_npc_o_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_enemy_i_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_enemy_o_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_prop_i_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_prop_o_col[3] = { 0.0f, 0.0f, 0.0f };
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ImVec4 hearts_colors;
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ImVec4 hearts_dd_colors;
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ImVec4 a_btn_colors;
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ImVec4 b_btn_colors;
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ImVec4 c_btn_colors;
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ImVec4 start_btn_colors;
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ImVec4 magic_border_colors;
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ImVec4 magic_remaining_colors;
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ImVec4 magic_use_colors;
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ImVec4 minimap_colors;
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ImVec4 rupee_colors;
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ImVec4 smolekey_colors;
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ImVec4 kokiri_col;
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ImVec4 goron_col;
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ImVec4 zora_col;
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ImVec4 navi_idle_i_col;
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ImVec4 navi_idle_o_col;
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ImVec4 navi_npc_i_col;
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ImVec4 navi_npc_o_col;
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ImVec4 navi_enemy_i_col;
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ImVec4 navi_enemy_o_col;
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ImVec4 navi_prop_i_col;
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ImVec4 navi_prop_o_col;
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const char* RainbowColorCvarList[] = {
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//This is the list of possible CVars that has rainbow effect.
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"gTunic_Kokiri_","gTunic_Goron_","gTunic_Zora_",
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"gCCHeartsPrim","gDDCCHeartsPrim",
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"gCCABtnPrim","gCCBBtnPrim","gCCCBtnPrim","gCCStartBtnPrim",
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"gCCMagicBorderPrim","gCCMagicPrim","gCCMagicUsePrim",
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"gCCMinimapPrim","gCCRupeePrim","gCCKeysPrim"
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};
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const char* filters[3] = {
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"Three-Point",
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@ -99,6 +108,15 @@ namespace SohImGui {
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std::map<std::string, std::vector<std::string>> windowCategories;
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std::map<std::string, CustomWindow> customWindows;
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int ClampFloatToInt(float value, int min, int max){
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return fmin(fmax(value,min),max);
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}
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void Tooltip(const char* text) {
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip("%s", text);
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}
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void ImGuiWMInit() {
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switch (impl.backend) {
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case Backend::SDL:
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@ -240,82 +258,64 @@ namespace SohImGui {
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stbi_image_free(img_data);
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}
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void LoadInterfaceEditor(){//This function is necessary as without it IMGui wont load the updated float array.
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hearts_colors[0] = (float)CVar_GetS32("gCCHeartsPrimR", 255)/255;
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hearts_colors[1] = (float)CVar_GetS32("gCCHeartsPrimG", 70)/255;
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hearts_colors[2] = (float)CVar_GetS32("gCCHeartsPrimB", 50)/255;
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hearts_dd_colors[0] = (float)CVar_GetS32("gDDCCHeartsPrimR", 255)/255;
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hearts_dd_colors[1] = (float)CVar_GetS32("gDDCCHeartsPrimG", 255)/255;
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hearts_dd_colors[2] = (float)CVar_GetS32("gDDCCHeartsPrimB", 255)/255;
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a_btn_colors[0] = (float)CVar_GetS32("gCCABtnPrimR", 90)/255;
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a_btn_colors[1] = (float)CVar_GetS32("gCCABtnPrimG", 90)/255;
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a_btn_colors[2] = (float)CVar_GetS32("gCCABtnPrimB", 255)/255;
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b_btn_colors[0] = (float)CVar_GetS32("gCCBBtnPrimR", 0)/255;
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b_btn_colors[1] = (float)CVar_GetS32("gCCBBtnPrimG", 150)/255;
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b_btn_colors[2] = (float)CVar_GetS32("gCCBBtnPrimB", 0)/255;
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c_btn_colors[0] = (float)CVar_GetS32("gCCCBtnPrimR", 255)/255;
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c_btn_colors[1] = (float)CVar_GetS32("gCCCBtnPrimG", 160)/255;
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c_btn_colors[2] = (float)CVar_GetS32("gCCCBtnPrimB", 0)/255;
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start_btn_colors[0] = (float)CVar_GetS32("gCCStartBtnPrimR", 120)/255;
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start_btn_colors[1] = (float)CVar_GetS32("gCCStartBtnPrimG", 120)/255;
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start_btn_colors[2] = (float)CVar_GetS32("gCCStartBtnPrimB", 120)/255;
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magic_border_colors[0] = (float)CVar_GetS32("gCCMagicBorderPrimR", 255)/255;
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magic_border_colors[1] = (float)CVar_GetS32("gCCMagicBorderPrimG", 255)/255;
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magic_border_colors[2] = (float)CVar_GetS32("gCCMagicBorderPrimB", 255)/255;
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magic_use_colors[0] = (float)CVar_GetS32("gCCMagicPrimR", 250)/255;
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magic_use_colors[1] = (float)CVar_GetS32("gCCMagicPrimG", 250)/255;
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magic_use_colors[2] = (float)CVar_GetS32("gCCMagicPrimB", 0)/255;
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magic_remaining_colors[0] = (float)CVar_GetS32("gCCMagicUsePrimR", 0)/255;
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magic_remaining_colors[1] = (float)CVar_GetS32("gCCMagicUsePrimG", 200)/255;
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magic_remaining_colors[2] = (float)CVar_GetS32("gCCMagicUsePrimB", 0)/255;
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minimap_colors[0] = (float)CVar_GetS32("gCCMinimapPrimR", 0)/255;
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minimap_colors[1] = (float)CVar_GetS32("gCCMinimapPrimG", 255)/255;
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minimap_colors[2] = (float)CVar_GetS32("gCCMinimapPrimB", 255)/255;
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rupee_colors[0] = (float)CVar_GetS32("gCCRupeePrimR", 200)/255;
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rupee_colors[1] = (float)CVar_GetS32("gCCRupeePrimG", 255)/255;
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rupee_colors[2] = (float)CVar_GetS32("gCCRupeePrimB", 100)/255;
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smolekey_colors[0] = (float)CVar_GetS32("gCCKeysPrimR", 200)/255;
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smolekey_colors[1] = (float)CVar_GetS32("gCCKeysPrimG", 230)/255;
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smolekey_colors[2] = (float)CVar_GetS32("gCCKeysPrimB", 255)/255;
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kokiri_col[0] = (float)CVar_GetS32("gTunic_Kokiri_R", 30)/255;
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kokiri_col[1] = (float)CVar_GetS32("gTunic_Kokiri_G", 105)/255;
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kokiri_col[2] = (float)CVar_GetS32("gTunic_Kokiri_B", 27)/255;
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goron_col[0] = (float)CVar_GetS32("gTunic_Goron_R", 100)/255;
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goron_col[1] = (float)CVar_GetS32("gTunic_Goron_G", 20)/255;
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goron_col[2] = (float)CVar_GetS32("gTunic_Goron_B", 0)/255;
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zora_col[0] = (float)CVar_GetS32("gTunic_Zora_R", 0)/255;
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zora_col[1] = (float)CVar_GetS32("gTunic_Zora_G", 60)/255;
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zora_col[2] = (float)CVar_GetS32("gTunic_Zora_B", 100)/255;
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navi_idle_i_col[0] = (float)CVar_GetS32("gNavi_Idle_Inner_R", 255)/255;
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navi_idle_i_col[1] = (float)CVar_GetS32("gNavi_Idle_Inner_G", 255)/255;
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navi_idle_i_col[2] = (float)CVar_GetS32("gNavi_Idle_Inner_B", 255)/255;
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navi_idle_o_col[0] = (float)CVar_GetS32("gNavi_Idle_Outer_R", 115)/255;
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navi_idle_o_col[1] = (float)CVar_GetS32("gNavi_Idle_Outer_G", 230)/255;
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navi_idle_o_col[2] = (float)CVar_GetS32("gNavi_Idle_Outer_B", 255)/255;
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navi_npc_i_col[0] = (float)CVar_GetS32("gNavi_NPC_Inner_R", 100)/255;
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navi_npc_i_col[1] = (float)CVar_GetS32("gNavi_NPC_Inner_G", 100)/255;
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navi_npc_i_col[2] = (float)CVar_GetS32("gNavi_NPC_Inner_B", 255)/255;
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navi_npc_o_col[0] = (float)CVar_GetS32("gNavi_NPC_Outer_R", 90)/255;
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navi_npc_o_col[1] = (float)CVar_GetS32("gNavi_NPC_Outer_G", 90)/255;
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navi_npc_o_col[2] = (float)CVar_GetS32("gNavi_NPC_Outer_B", 255)/255;
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navi_enemy_i_col[0] = (float)CVar_GetS32("gNavi_Enemy_Inner_R", 255)/255;
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navi_enemy_i_col[1] = (float)CVar_GetS32("gNavi_Enemy_Inner_G", 255)/255;
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navi_enemy_i_col[2] = (float)CVar_GetS32("gNavi_Enemy_Inner_B", 0)/255;
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navi_enemy_o_col[0] = (float)CVar_GetS32("gNavi_Enemy_Outer_R", 220)/255;
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navi_enemy_o_col[1] = (float)CVar_GetS32("gNavi_Enemy_Outer_G", 220)/255;
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navi_enemy_o_col[2] = (float)CVar_GetS32("gNavi_Enemy_Outer_B", 0)/255;
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navi_prop_i_col[0] = (float)CVar_GetS32("gNavi_Prop_Inner_R", 0)/255;
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navi_prop_i_col[1] = (float)CVar_GetS32("gNavi_Prop_Inner_G", 255)/255;
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navi_prop_i_col[2] = (float)CVar_GetS32("gNavi_Prop_Inner_B", 0)/255;
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navi_prop_o_col[0] = (float)CVar_GetS32("gNavi_Prop_Outer_R", 0)/255;
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navi_prop_o_col[1] = (float)CVar_GetS32("gNavi_Prop_Outer_G", 220)/255;
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navi_prop_o_col[2] = (float)CVar_GetS32("gNavi_Prop_Outer_B", 0)/255;
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if (CVar_GetS32("gHudColors", 1) ==0) {
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SelectedHUD = 0;
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} else if (CVar_GetS32("gHudColors", 1) == 1) {
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SelectedHUD = 1;
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} else if (CVar_GetS32("gHudColors", 1) == 2) {
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SelectedHUD = 2;
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void LoadRainbowColor() {
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for (uint16_t s=0; s <= sizeof(RainbowColorCvarList); s++) {
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std::string cvarName = RainbowColorCvarList[s];
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std::string Cvar_Red = cvarName;
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Cvar_Red += "R";
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std::string Cvar_Green = cvarName;
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Cvar_Green += "G";
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std::string Cvar_Blue = cvarName;
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Cvar_Blue += "B";
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std::string Cvar_RBM = cvarName;
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Cvar_RBM += "RBM";
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std::string RBM_HUE = cvarName;
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RBM_HUE+="Hue";
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f32 Canon = 10.f*s;
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ImVec4 NewColor;
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const f32 deltaTime = 1.0f / ImGui::GetIO().Framerate;
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f32 hue = CVar_GetFloat(RBM_HUE.c_str(), 0.0f);
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f32 newHue = hue + CVar_GetS32("gColorRainbowSpeed", 1) * 36.0f * deltaTime;
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if (newHue >= 360)
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newHue = 0;
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CVar_SetFloat(RBM_HUE.c_str(), newHue);
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f32 current_hue = CVar_GetFloat(RBM_HUE.c_str(), 0);
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u8 i = current_hue / 60 + 1;
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u8 a = (-current_hue / 60.0f + i) * 255;
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u8 b = (current_hue / 60.0f + (1 - i)) * 255;
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switch (i) {
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case 1: NewColor.x = 255; NewColor.y = b; NewColor.z = 0; break;
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case 2: NewColor.x = a; NewColor.y = 255; NewColor.z = 0; break;
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case 3: NewColor.x = 0; NewColor.y = 255; NewColor.z = b; break;
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case 4: NewColor.x = 0; NewColor.y = a; NewColor.z = 255; break;
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case 5: NewColor.x = b; NewColor.y = 0; NewColor.z = 255; break;
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case 6: NewColor.x = 255; NewColor.y = 0; NewColor.z = a; break;
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}
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if(CVar_GetS32(Cvar_RBM.c_str(), 0) != 0) {
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CVar_SetS32(Cvar_Red.c_str(), ClampFloatToInt(NewColor.x,0,255));
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CVar_SetS32(Cvar_Green.c_str(), ClampFloatToInt(NewColor.y,0,255));
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CVar_SetS32(Cvar_Blue.c_str(), ClampFloatToInt(NewColor.z,0,255));
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}
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}
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}
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void LoadPickersColors(ImVec4& ColorArray, const char* cvarname, const ImVec4& default_colors, bool has_alpha) {
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std::string Cvar_Red = cvarname;
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Cvar_Red += "R";
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std::string Cvar_Green = cvarname;
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Cvar_Green += "G";
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std::string Cvar_Blue = cvarname;
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Cvar_Blue += "B";
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std::string Cvar_Alpha = cvarname;
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Cvar_Alpha += "A";
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ColorArray.x = (float)CVar_GetS32(Cvar_Red.c_str(), default_colors.x)/255;
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ColorArray.y = (float)CVar_GetS32(Cvar_Green.c_str(), default_colors.y)/255;
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ColorArray.z = (float)CVar_GetS32(Cvar_Blue.c_str(), default_colors.z)/255;
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if (has_alpha) {
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ColorArray.w = (float)CVar_GetS32(Cvar_Alpha.c_str(), default_colors.w)/255;
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}
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}
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@ -530,31 +530,123 @@ namespace SohImGui {
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}
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}
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int ClampFloatToInt(float value, int min, int max) {
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return fmin(fmax(value, min), max);
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void RandomizeColor(const char* cvarName, ImVec4* colors) {
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std::string Cvar_Red = cvarName;
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Cvar_Red += "R";
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std::string Cvar_Green = cvarName;
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Cvar_Green += "G";
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std::string Cvar_Blue = cvarName;
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Cvar_Blue += "B";
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std::string Cvar_RBM = cvarName;
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Cvar_RBM += "RBM";
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std::string MakeInvisible = "##";
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MakeInvisible += cvarName;
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MakeInvisible += "Random";
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std::string FullName = "Random";
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FullName+=MakeInvisible;
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if (ImGui::Button(FullName.c_str())) {
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s16 RND_R = rand() % (255 - 0);
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s16 RND_G = rand() % (255 - 0);
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s16 RND_B = rand() % (255 - 0);
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colors->x = (float)RND_R/255;
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colors->y = (float)RND_G/255;
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colors->z = (float)RND_B/255;
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CVar_SetS32(Cvar_Red.c_str(), ClampFloatToInt(colors->x*255,0,255));
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CVar_SetS32(Cvar_Green.c_str(), ClampFloatToInt(colors->y*255,0,255));
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CVar_SetS32(Cvar_Blue.c_str(), ClampFloatToInt(colors->z*255,0,255));
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CVar_SetS32(Cvar_RBM.c_str(), 0); //On click disable rainbow mode.
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needs_save = true;
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}
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Tooltip("Clicking this button will make a random color for the colors at it's right.\nPrevious color will be overwrite and will not be recoverable");
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}
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void EnhancementColor3(const char* text, const char* cvarName, float ColorRGB[3], bool TitleSameLine) {
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//Simplified.
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std::string cvarNameString(cvarName);
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void RainbowColor(const char* cvarName, ImVec4* colors) {
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std::string Cvar_RBM = cvarName;
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Cvar_RBM += "RBM";
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std::string MakeInvisible = "Rainbow";
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MakeInvisible += "##";
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MakeInvisible += cvarName;
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MakeInvisible += "Rainbow";
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EnhancementCheckbox(MakeInvisible.c_str(), Cvar_RBM.c_str());
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Tooltip("Clicking this button will make color cycling\nPrevious color will be overwrite and will not be recoverable");
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}
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void ResetColor(const char* cvarName, ImVec4* colors, ImVec4 defaultcolors, bool has_alpha) {
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std::string Cvar_Red = cvarName;
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Cvar_Red += "R";
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std::string Cvar_Green = cvarName;
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Cvar_Green += "G";
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std::string Cvar_Blue = cvarName;
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Cvar_Blue += "B";
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std::string Cvar_Alpha = cvarName;
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Cvar_Alpha += "A";
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std::string Cvar_RBM = cvarName;
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Cvar_RBM += "RBM";
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std::string MakeInvisible = "Reset";
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MakeInvisible += "##";
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MakeInvisible += cvarName;
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MakeInvisible += "Reset";
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if (ImGui::Button(MakeInvisible.c_str())) {
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colors->x = defaultcolors.x/255;
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colors->y = defaultcolors.y/255;
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colors->z = defaultcolors.z/255;
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if (has_alpha) { colors->w = defaultcolors.w/255;};
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CVar_SetS32(Cvar_Red.c_str(), ClampFloatToInt(colors->x*255,0,255));
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CVar_SetS32(Cvar_Green.c_str(), ClampFloatToInt(colors->y*255,0,255));
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CVar_SetS32(Cvar_Blue.c_str(), ClampFloatToInt(colors->z*255,0,255));
|
||||
if (has_alpha) { CVar_SetS32(Cvar_Alpha.c_str(), ClampFloatToInt(colors->w*255,0,255)); };
|
||||
CVar_SetS32(Cvar_RBM.c_str(), 0); //On click disable rainbow mode.
|
||||
needs_save = true;
|
||||
}
|
||||
Tooltip("Clicking this button will to the game original color (GameCube version)\nPrevious color will be overwrite and will not be recoverable");
|
||||
}
|
||||
|
||||
void EnhancementColor(const char* text, const char* cvarName, ImVec4 ColorRGBA, ImVec4 default_colors, bool allow_rainbow, bool has_alpha, bool TitleSameLine) {
|
||||
std::string Cvar_Red = cvarName;
|
||||
Cvar_Red += "R";
|
||||
std::string Cvar_Green = cvarName;
|
||||
Cvar_Green += "G";
|
||||
std::string Cvar_Blue = cvarName;
|
||||
Cvar_Blue += "B";
|
||||
std::string Cvar_Alpha = cvarName;
|
||||
Cvar_Alpha += "A";
|
||||
std::string Cvar_RBM = cvarName;
|
||||
Cvar_RBM += "RBM";
|
||||
|
||||
LoadPickersColors(ColorRGBA, cvarName, default_colors, has_alpha);
|
||||
ImGuiColorEditFlags flags = ImGuiColorEditFlags_None;
|
||||
|
||||
if (!TitleSameLine){
|
||||
ImGui::Text("%s", text);
|
||||
flags = ImGuiColorEditFlags_NoLabel;
|
||||
}
|
||||
if (ImGui::ColorEdit3(text, ColorRGB, flags)) {
|
||||
CVar_SetS32((cvarNameString + "R").c_str(), ClampFloatToInt(ColorRGB[0] * 255, 0, 255));
|
||||
CVar_SetS32((cvarNameString + "G").c_str(), ClampFloatToInt(ColorRGB[1] * 255, 0, 255));
|
||||
CVar_SetS32((cvarNameString + "B").c_str(), ClampFloatToInt(ColorRGB[2] * 255, 0, 255));
|
||||
if (!has_alpha) {
|
||||
if (ImGui::ColorEdit3(text, (float *)&ColorRGBA, flags)) {
|
||||
CVar_SetS32(Cvar_Red.c_str(), ClampFloatToInt(ColorRGBA.x*255,0,255));
|
||||
CVar_SetS32(Cvar_Green.c_str(), ClampFloatToInt(ColorRGBA.y*255,0,255));
|
||||
CVar_SetS32(Cvar_Blue.c_str(), ClampFloatToInt(ColorRGBA.z*255,0,255));
|
||||
needs_save = true;
|
||||
}
|
||||
} else {
|
||||
if (ImGui::ColorEdit4(text, (float *)&ColorRGBA, flags)) {
|
||||
CVar_SetS32(Cvar_Red.c_str(), ClampFloatToInt(ColorRGBA.x*255,0,255));
|
||||
CVar_SetS32(Cvar_Green.c_str(), ClampFloatToInt(ColorRGBA.y*255,0,255));
|
||||
CVar_SetS32(Cvar_Blue.c_str(), ClampFloatToInt(ColorRGBA.z*255,0,255));
|
||||
CVar_SetS32(Cvar_Alpha.c_str(), ClampFloatToInt(ColorRGBA.w*255,0,255));
|
||||
needs_save = true;
|
||||
}
|
||||
|
||||
|
||||
void Tooltip(const char* text) {
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("%s", text);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
ResetColor(cvarName, &ColorRGBA, default_colors, has_alpha);
|
||||
ImGui::SameLine();
|
||||
RandomizeColor(cvarName, &ColorRGBA);
|
||||
if (allow_rainbow) {
|
||||
//Not all draw support rainbow, like Navi.
|
||||
ImGui::SameLine();
|
||||
RainbowColor(cvarName, &ColorRGBA);
|
||||
}
|
||||
}
|
||||
|
||||
void DrawMainMenuAndCalculateGameSize(void) {
|
||||
@ -562,7 +654,6 @@ namespace SohImGui {
|
||||
ImGuiBackendNewFrame();
|
||||
ImGuiWMNewFrame();
|
||||
ImGui::NewFrame();
|
||||
LoadInterfaceEditor();
|
||||
|
||||
const std::shared_ptr<Window> wnd = GlobalCtx2::GetInstance()->GetWindow();
|
||||
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoBackground |
|
||||
@ -938,36 +1029,36 @@ namespace SohImGui {
|
||||
if (ImGui::BeginTabBar("Cosmetics Editor", ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)) {
|
||||
if (ImGui::BeginTabItem("Navi")) {
|
||||
EnhancementCheckbox("Custom colors for Navi", "gUseNaviCol");
|
||||
Tooltip("Enable/Disable custom Navi's colors. \nIf disabled you will have original colors for Navi.\nColors are refreshed when Navi goes back in your pockets");
|
||||
EnhancementColor3("Navi Idle Inner", "gNavi_Idle_Inner_", navi_idle_i_col, false);
|
||||
Tooltip("Enable/Disable custom Navi's colors. \nIf disabled you will have original colors for Navi.\nColors are refreshed when Navi goes back in your pockets.");
|
||||
EnhancementColor("Navi Idle Inner", "gNavi_Idle_Inner_", navi_idle_i_col, ImVec4(255,255,255,255), false);
|
||||
Tooltip("Inner color for Navi (idle flying around)");
|
||||
EnhancementColor3("Navi Idle Outer", "gNavi_Idle_Outer_", navi_idle_o_col, false);
|
||||
EnhancementColor("Navi Idle Outer", "gNavi_Idle_Outer_", navi_idle_o_col, ImVec4(115,230,255,255), false);
|
||||
Tooltip("Outer color for Navi (idle flying around)");
|
||||
ImGui::Separator();
|
||||
EnhancementColor3("Navi NPC Inner", "gNavi_NPC_Inner_", navi_npc_i_col, false);
|
||||
EnhancementColor("Navi NPC Inner", "gNavi_NPC_Inner_", navi_npc_i_col, ImVec4(100,100,255,255), false);
|
||||
Tooltip("Inner color for Navi (when Navi fly around NPCs)");
|
||||
EnhancementColor3("Navi NPC Outer", "gNavi_NPC_Outer_", navi_npc_o_col, false);
|
||||
EnhancementColor("Navi NPC Outer", "gNavi_NPC_Outer_", navi_npc_o_col, ImVec4(90,90,255,255), false);
|
||||
Tooltip("Outer color for Navi (when Navi fly around NPCs)");
|
||||
ImGui::Separator();
|
||||
EnhancementColor3("Navi Enemy Inner", "gNavi_Enemy_Inner_", navi_enemy_i_col, false);
|
||||
EnhancementColor("Navi Enemy Inner", "gNavi_Enemy_Inner_", navi_enemy_i_col, ImVec4(255,255,0,255), false);
|
||||
Tooltip("Inner color for Navi (when Navi fly around Enemies or Bosses)");
|
||||
EnhancementColor3("Navi Enemy Outer", "gNavi_Enemy_Outer_", navi_enemy_o_col, false);
|
||||
EnhancementColor("Navi Enemy Outer", "gNavi_Enemy_Outer_", navi_enemy_o_col, ImVec4(220,220,0,255), false);
|
||||
Tooltip("Outer color for Navi (when Navi fly around Enemies or Bosses)");
|
||||
ImGui::Separator();
|
||||
EnhancementColor3("Navi Prop Inner", "gNavi_Prop_Inner_", navi_prop_i_col, false);
|
||||
EnhancementColor("Navi Prop Inner", "gNavi_Prop_Inner_", navi_prop_i_col, ImVec4(0,255,0,255), false);
|
||||
Tooltip("Inner color for Navi (when Navi fly around props (signs etc))");
|
||||
EnhancementColor3("Navi Prop Outer", "gNavi_Prop_Outer_", navi_prop_o_col, false);
|
||||
EnhancementColor("Navi Prop Outer", "gNavi_Prop_Outer_", navi_prop_o_col, ImVec4(0,220,0,255), false);
|
||||
Tooltip("Outer color for Navi (when Navi fly around props (signs etc))");
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
if (ImGui::BeginTabItem("Tunics")) {
|
||||
EnhancementCheckbox("Custom colors on tunics", "gUseTunicsCol");
|
||||
Tooltip("Enable/Disable custom Link's tunics colors. \nIf disabled you will have original colors for Link's tunics");
|
||||
EnhancementColor3("Kokiri Tunic", "gTunic_Kokiri_", kokiri_col, false);
|
||||
Tooltip("Enable/Disable custom Link's tunics colors. \nIf disabled you will have original colors for Link's tunics.");
|
||||
EnhancementColor("Kokiri Tunic", "gTunic_Kokiri_", kokiri_col, ImVec4(30,105,27,255));
|
||||
ImGui::Separator();
|
||||
EnhancementColor3("Goron Tunic", "gTunic_Goron_", goron_col, false);
|
||||
EnhancementColor("Goron Tunic", "gTunic_Goron_", goron_col, ImVec4(100,20,0,255));
|
||||
ImGui::Separator();
|
||||
EnhancementColor3("Zora Tunic", "gTunic_Zora_", zora_col, false);
|
||||
EnhancementColor("Zora Tunic", "gTunic_Zora_", zora_col, ImVec4(0,60,100,255));
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
ImGui::EndTabBar();
|
||||
@ -983,39 +1074,39 @@ namespace SohImGui {
|
||||
ImGui::Begin("Interface Editor", nullptr, ImGuiWindowFlags_NoFocusOnAppearing);
|
||||
if (ImGui::BeginTabBar("Interface Editor", ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)) {
|
||||
if (ImGui::BeginTabItem("Hearts")) {
|
||||
EnhancementColor3("Hearts inner", "gCCHeartsPrim", hearts_colors, false);
|
||||
EnhancementColor("Hearts inner", "gCCHeartsPrim", hearts_colors, ImVec4(255,70,50,255));
|
||||
Tooltip("Hearts inner color (red in original)\nAffect both Normal Hearts and the ones in Double Defense");
|
||||
EnhancementColor3("Hearts double def", "gDDCCHeartsPrim", hearts_dd_colors, false);
|
||||
Tooltip("Hearts outline color (white in original)\nAffect Double Defense outline only");
|
||||
EnhancementColor("Hearts double def", "gDDCCHeartsPrim", hearts_dd_colors, ImVec4(255,255,255,255));
|
||||
Tooltip("Hearts outline color (white in original)\nAffect Double Defense outline only.");
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
if (ImGui::BeginTabItem("Buttons")) {
|
||||
EnhancementColor3("A Buttons", "gCCABtnPrim", a_btn_colors, false);
|
||||
Tooltip("A Buttons colors (Green in original Gamecube)\nAffect A buttons colors on interface, in shops, messages boxes, ocarina notes and inventory cursors");
|
||||
EnhancementColor3("B Buttons", "gCCBBtnPrim", b_btn_colors, false);
|
||||
EnhancementColor("A Buttons", "gCCABtnPrim", a_btn_colors, ImVec4(90,90,255,255));
|
||||
Tooltip("A Buttons colors (Green in original Gamecube)\nAffect A buttons colors on interface, in shops, messages boxes, ocarina notes and inventory cursors.");
|
||||
EnhancementColor("B Buttons", "gCCBBtnPrim", b_btn_colors, ImVec4(0,150,0,255));
|
||||
Tooltip("B Button colors (Red in original Gamecube)\nAffect B button colors on interface");
|
||||
EnhancementColor3("C Buttons", "gCCCBtnPrim", c_btn_colors, false);
|
||||
EnhancementColor("C Buttons", "gCCCBtnPrim", c_btn_colors, ImVec4(255,160,0,255));
|
||||
Tooltip("C Buttons colors (Yellowish / Oranges in originals)\nAffect C buttons colors on interface, in inventory and ocarina notes");
|
||||
EnhancementColor3("Start Buttons", "gCCStartBtnPrim", start_btn_colors, false);
|
||||
EnhancementColor("Start Buttons", "gCCStartBtnPrim", start_btn_colors, ImVec4(120,120,120,255));
|
||||
Tooltip("Start Button colors (gray in Gamecube)\nAffect Start button colors in inventory");
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
if (ImGui::BeginTabItem("Magic Bar")) {
|
||||
EnhancementColor3("Magic bar borders", "gCCMagicBorderPrim", magic_border_colors, false);
|
||||
Tooltip("Affect the border of the magic bar when being used\nWhite flash in original game");
|
||||
EnhancementColor3("Magic bar main color", "gCCMagicPrim", magic_remaining_colors, false);
|
||||
Tooltip("Affect the magic bar color\nGreen in original game");
|
||||
EnhancementColor3("Magic bar being used", "gCCMagicUsePrim", magic_use_colors, false);
|
||||
Tooltip("Affect the magic bar when being used\nYellow in original game");
|
||||
EnhancementColor("Magic bar borders", "gCCMagicBorderPrim", magic_border_colors, ImVec4(255,255,255,255));
|
||||
Tooltip("Affect the border of the magic bar when being used\nWhite flash in original game.");
|
||||
EnhancementColor("Magic bar main color", "gCCMagicPrim", magic_remaining_colors, ImVec4(0,200,0,255));
|
||||
Tooltip("Affect the magic bar color\nGreen in original game.");
|
||||
EnhancementColor("Magic bar being used", "gCCMagicUsePrim", magic_use_colors, ImVec4(250,250,0,255));
|
||||
Tooltip("Affect the magic bar when being used\nYellow in original game.");
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
if (ImGui::BeginTabItem("Misc")) {
|
||||
EnhancementColor3("Minimap color", "gCCMinimapPrim", minimap_colors, false);
|
||||
Tooltip("Affect the Dungeon and Overworld minimaps");
|
||||
EnhancementColor3("Rupee icon color", "gCCRupeePrim", rupee_colors, false);
|
||||
Tooltip("Affect the Rupee icon on interface\nGreen by default");
|
||||
EnhancementColor3("Small Keys icon color", "gCCKeysPrim", smolekey_colors, false);
|
||||
Tooltip("Affect the Small keys icon on interface\nGray by default");
|
||||
EnhancementColor("Minimap color", "gCCMinimapPrim", minimap_colors, ImVec4(0,255,255,255));
|
||||
Tooltip("Affect the Dungeon and Overworld minimaps.");
|
||||
EnhancementColor("Rupee icon color", "gCCRupeePrim", rupee_colors, ImVec4(120,120,120,255));
|
||||
Tooltip("Affect the Rupee icon on interface\nGreen by default.");
|
||||
EnhancementColor("Small Keys icon color", "gCCKeysPrim", smolekey_colors, ImVec4(200,230,255,255));
|
||||
Tooltip("Affect the Small keys icon on interface\nGray by default.");
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
ImGui::EndTabBar();
|
||||
@ -1180,6 +1271,8 @@ namespace SohImGui {
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
}
|
||||
//Placed here so it does the rainbow effects even if menu is not on.
|
||||
LoadRainbowColor();
|
||||
}
|
||||
|
||||
void CancelFrame() {
|
||||
|
@ -63,16 +63,14 @@ namespace SohImGui {
|
||||
extern bool needs_save;
|
||||
void Init(WindowImpl window_impl);
|
||||
void Update(EventImpl event);
|
||||
void Tooltip(const char* text);
|
||||
|
||||
void EnhancementRadioButton(const char* text, const char* cvarName, int id);
|
||||
void EnhancementCheckbox(const char* text, const char* cvarName);
|
||||
void EnhancementButton(const char* text, const char* cvarName);
|
||||
void EnhancementSliderInt(const char* text, const char* id, const char* cvarName, int min, int max, const char* format);
|
||||
void EnhancementSliderFloat(const char* text, const char* id, const char* cvarName, float min, float max, const char* format, float defaultValue, bool isPercentage);
|
||||
|
||||
void Tooltip(const char* text);
|
||||
|
||||
void EnhancementColor3(const char* text, const char* cvarName, float defaultColors[3], bool TitleSameLine);
|
||||
void EnhancementColor(const char* text, const char* cvarName, ImVec4 ColorRGBA, ImVec4 default_colors, bool allow_rainbow = true, bool has_alpha=false, bool TitleSameLine=false);
|
||||
|
||||
void DrawMainMenuAndCalculateGameSize(void);
|
||||
|
||||
@ -83,7 +81,10 @@ namespace SohImGui {
|
||||
void BindCmd(const std::string& cmd, CommandEntry entry);
|
||||
void AddWindow(const std::string& category, const std::string& name, WindowDrawFunc drawFunc);
|
||||
void LoadResource(const std::string& name, const std::string& path, const ImVec4& tint = ImVec4(1, 1, 1, 1));
|
||||
void LoadInterfaceEditor();
|
||||
void LoadPickersColors(ImVec4& ColorArray, const char* cvarname, const ImVec4& default_colors, bool has_alpha=false);
|
||||
void RandomizeColor(const char* cvarName, ImVec4* colors);
|
||||
void RainbowColor(const char* cvarName, ImVec4* colors);
|
||||
void ResetColor(const char* cvarName, ImVec4* colors, ImVec4 defaultcolors, bool has_alpha);
|
||||
ImTextureID GetTextureByID(int id);
|
||||
ImTextureID GetTextureByName(const std::string& name);
|
||||
}
|
||||
|
@ -128,6 +128,13 @@ void HealthMeter_Init(GlobalContext* globalCtx) {
|
||||
HeartDDOutline[0] = CVar_GetS32("gDDCCHeartsPrimR", 90);
|
||||
HeartDDOutline[1] = CVar_GetS32("gDDCCHeartsPrimG", 90);
|
||||
HeartDDOutline[2] = CVar_GetS32("gDDCCHeartsPrimB", 90);
|
||||
} else {
|
||||
HeartInner[0] = HEARTS_PRIM_R;
|
||||
HeartInner[1] = HEARTS_PRIM_G;
|
||||
HeartInner[2] = HEARTS_PRIM_B;
|
||||
HeartDDOutline[0] = HEARTS_DD_PRIM_R;
|
||||
HeartDDOutline[1] = HEARTS_DD_PRIM_G;
|
||||
HeartDDOutline[2] = HEARTS_DD_PRIM_B;
|
||||
}
|
||||
|
||||
interfaceCtx->unk_228 = 0x140;
|
||||
@ -194,12 +201,12 @@ void HealthMeter_Update(GlobalContext* globalCtx) {
|
||||
HeartDDOutline[1] = CVar_GetS32("gDDCCHeartsPrimG", sHeartsDDPrim[0][1]);
|
||||
HeartDDOutline[2] = CVar_GetS32("gDDCCHeartsPrimB", sHeartsDDPrim[0][2]);
|
||||
} else {
|
||||
HeartInner[0] = sHeartsPrimColors[0][0];
|
||||
HeartInner[1] = sHeartsPrimColors[0][1];
|
||||
HeartInner[2] = sHeartsPrimColors[0][2];
|
||||
HeartDDOutline[0] = sHeartsDDPrim[0][0];
|
||||
HeartDDOutline[1] = sHeartsDDPrim[0][1];
|
||||
HeartDDOutline[2] = sHeartsDDPrim[0][2];
|
||||
HeartInner[0] = HEARTS_PRIM_R;
|
||||
HeartInner[1] = HEARTS_PRIM_G;
|
||||
HeartInner[2] = HEARTS_PRIM_B;
|
||||
HeartDDOutline[0] = HEARTS_DD_PRIM_R;
|
||||
HeartDDOutline[1] = HEARTS_DD_PRIM_G;
|
||||
HeartDDOutline[2] = HEARTS_DD_PRIM_B;
|
||||
}
|
||||
|
||||
if (interfaceCtx->unk_200 != 0) {
|
||||
@ -299,33 +306,33 @@ void HealthMeter_Update(GlobalContext* globalCtx) {
|
||||
sBeatingHeartsDDEnv[1] = (u8)(gFactor + HeartDDInner[1]) & 0xFF;
|
||||
sBeatingHeartsDDEnv[2] = (u8)(bFactor + HeartDDInner[2]) & 0xFF;
|
||||
} else {
|
||||
sHeartsDDPrim[2][0] = HeartInner[0];
|
||||
sHeartsDDPrim[2][1] = HeartInner[1];
|
||||
sHeartsDDPrim[2][2] = HeartInner[2];
|
||||
sHeartsDDPrim[2][0] = HEARTS_PRIM_R;
|
||||
sHeartsDDPrim[2][1] = HEARTS_PRIM_G;
|
||||
sHeartsDDPrim[2][2] = HEARTS_PRIM_B;
|
||||
|
||||
sHeartsDDPrim[1][0] = sHeartsDDPrimColors[ddType][0];
|
||||
sHeartsDDPrim[1][1] = sHeartsDDPrimColors[ddType][1];
|
||||
sHeartsDDPrim[1][2] = sHeartsDDPrimColors[ddType][2];
|
||||
sHeartsDDPrim[1][0] = HEARTS_DD_PRIM_R;
|
||||
sHeartsDDPrim[1][1] = HEARTS_DD_PRIM_G;
|
||||
sHeartsDDPrim[1][2] = HEARTS_DD_PRIM_B;
|
||||
|
||||
sHeartsDDEnv[1][0] = sHeartsDDEnvColors[ddType][0];
|
||||
sHeartsDDEnv[1][1] = sHeartsDDEnvColors[ddType][1];
|
||||
sHeartsDDEnv[1][2] = sHeartsDDEnvColors[ddType][2];
|
||||
sHeartsDDEnv[1][0] = HEARTS_PRIM_R;
|
||||
sHeartsDDEnv[1][1] = HEARTS_PRIM_G;
|
||||
sHeartsDDEnv[1][2] = HEARTS_PRIM_B;
|
||||
|
||||
rFactor = sHeartsDDPrimFactors[ddType][0] * ddFactor;
|
||||
gFactor = sHeartsDDPrimFactors[ddType][1] * ddFactor;
|
||||
bFactor = sHeartsDDPrimFactors[ddType][2] * ddFactor;
|
||||
|
||||
sBeatingHeartsDDPrim[0] = (u8)(rFactor + HeartDDOutline[0]) & 0xFF;
|
||||
sBeatingHeartsDDPrim[1] = (u8)(gFactor + HeartDDOutline[1]) & 0xFF;
|
||||
sBeatingHeartsDDPrim[2] = (u8)(bFactor + HeartDDOutline[2]) & 0xFF;
|
||||
sBeatingHeartsDDPrim[0] = (u8)(rFactor + HEARTS_DD_PRIM_R) & 0xFF;
|
||||
sBeatingHeartsDDPrim[1] = (u8)(gFactor + HEARTS_DD_PRIM_G) & 0xFF;
|
||||
sBeatingHeartsDDPrim[2] = (u8)(bFactor + HEARTS_DD_PRIM_B) & 0xFF;
|
||||
|
||||
rFactor = sHeartsDDEnvFactors[ddType][0] * ddFactor;
|
||||
gFactor = sHeartsDDEnvFactors[ddType][1] * ddFactor;
|
||||
bFactor = sHeartsDDEnvFactors[ddType][2] * ddFactor;
|
||||
|
||||
sBeatingHeartsDDEnv[0] = (u8)(rFactor + HeartDDInner[0]) & 0xFF;
|
||||
sBeatingHeartsDDEnv[1] = (u8)(gFactor + HeartDDInner[1]) & 0xFF;
|
||||
sBeatingHeartsDDEnv[2] = (u8)(bFactor + HeartDDInner[2]) & 0xFF;
|
||||
sBeatingHeartsDDEnv[0] = (u8)(rFactor + HEARTS_PRIM_R) & 0xFF;
|
||||
sBeatingHeartsDDEnv[1] = (u8)(gFactor + HEARTS_PRIM_G) & 0xFF;
|
||||
sBeatingHeartsDDEnv[2] = (u8)(bFactor + HEARTS_PRIM_B) & 0xFF;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -744,26 +744,38 @@ void func_8008F470(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable,
|
||||
#else
|
||||
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[eyeIndex]));
|
||||
#endif
|
||||
Color_RGB8 NewColor[3];
|
||||
color = &sTunicColors[tunic];
|
||||
if (CVar_GetS32("gUseTunicsCol",0) == 1) {
|
||||
if (tunic == PLAYER_TUNIC_KOKIRI || tunic == PLAYER_TUNIC_GORON || tunic == PLAYER_TUNIC_ZORA) {
|
||||
NewColor[PLAYER_TUNIC_KOKIRI].r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
|
||||
NewColor[PLAYER_TUNIC_KOKIRI].g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
|
||||
NewColor[PLAYER_TUNIC_KOKIRI].b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
|
||||
NewColor[PLAYER_TUNIC_GORON].r = CVar_GetS32("gTunic_Goron_R", sTunicColors[PLAYER_TUNIC_GORON].r);
|
||||
NewColor[PLAYER_TUNIC_GORON].g = CVar_GetS32("gTunic_Goron_G", sTunicColors[PLAYER_TUNIC_GORON].g);
|
||||
NewColor[PLAYER_TUNIC_GORON].b = CVar_GetS32("gTunic_Goron_B", sTunicColors[PLAYER_TUNIC_GORON].b);
|
||||
NewColor[PLAYER_TUNIC_ZORA].r = CVar_GetS32("gTunic_Zora_R", sTunicColors[PLAYER_TUNIC_ZORA].r);
|
||||
NewColor[PLAYER_TUNIC_ZORA].g = CVar_GetS32("gTunic_Zora_G", sTunicColors[PLAYER_TUNIC_ZORA].g);
|
||||
NewColor[PLAYER_TUNIC_ZORA].b = CVar_GetS32("gTunic_Zora_B", sTunicColors[PLAYER_TUNIC_ZORA].b);
|
||||
|
||||
Color_RGB8 sTemp;
|
||||
Color_RGB8 sOriginalTunicColors[] = {
|
||||
{ 30, 105, 27 },
|
||||
{ 100, 20, 0 },
|
||||
{ 0, 60, 100 },
|
||||
};
|
||||
color = &sTemp;
|
||||
if (tunic == PLAYER_TUNIC_KOKIRI && CVar_GetS32("gUseTunicsCol",0)) {
|
||||
color->r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
|
||||
color->g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
|
||||
color->b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
|
||||
} else if (tunic == PLAYER_TUNIC_GORON && CVar_GetS32("gUseTunicsCol",0)) {
|
||||
color->r = CVar_GetS32("gTunic_Goron_R", sTunicColors[PLAYER_TUNIC_GORON].r);
|
||||
color->g = CVar_GetS32("gTunic_Goron_G", sTunicColors[PLAYER_TUNIC_GORON].g);
|
||||
color->b = CVar_GetS32("gTunic_Goron_B", sTunicColors[PLAYER_TUNIC_GORON].b);
|
||||
} else if (tunic == PLAYER_TUNIC_ZORA && CVar_GetS32("gUseTunicsCol",0)) {
|
||||
color->r = CVar_GetS32("gTunic_Zora_R", sTunicColors[PLAYER_TUNIC_ZORA].r);
|
||||
color->g = CVar_GetS32("gTunic_Zora_G", sTunicColors[PLAYER_TUNIC_ZORA].g);
|
||||
color->b = CVar_GetS32("gTunic_Zora_B", sTunicColors[PLAYER_TUNIC_ZORA].b);
|
||||
} else if (!CVar_GetS32("gUseTunicsCol",0)){
|
||||
if (tunic >= 3) {
|
||||
color->r = sOriginalTunicColors[0].r;
|
||||
color->g = sOriginalTunicColors[0].g;
|
||||
color->b = sOriginalTunicColors[0].b;
|
||||
} else {
|
||||
NewColor[PLAYER_TUNIC_KOKIRI].r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
|
||||
NewColor[PLAYER_TUNIC_KOKIRI].g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
|
||||
NewColor[PLAYER_TUNIC_KOKIRI].b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
|
||||
color->r = sOriginalTunicColors[tunic].r;
|
||||
color->g = sOriginalTunicColors[tunic].g;
|
||||
color->b = sOriginalTunicColors[tunic].b;
|
||||
}
|
||||
color = NewColor;
|
||||
}
|
||||
|
||||
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
|
||||
|
||||
sDListsLodOffset = lod * 2;
|
||||
|
@ -976,14 +976,23 @@ void KaleidoScope_DrawCursor(GlobalContext* globalCtx, u16 pageIndex) {
|
||||
temp = pauseCtx->unk_1E4;
|
||||
|
||||
if (CVar_GetS32("gHudColors", 1) == 0) {
|
||||
sCursorColors[1][0] = 255;
|
||||
sCursorColors[1][1] = 255;
|
||||
sCursorColors[1][2] = 0;
|
||||
sCursorColors[2][0] = 0;
|
||||
sCursorColors[2][1] = 50;
|
||||
sCursorColors[2][2] = 255;
|
||||
} else if (CVar_GetS32("gHudColors", 1) == 1) {
|
||||
sCursorColors[1][0] = 255;
|
||||
sCursorColors[1][1] = 255;
|
||||
sCursorColors[1][2] = 0;
|
||||
sCursorColors[2][0] = 0;
|
||||
sCursorColors[2][1] = 255;
|
||||
sCursorColors[2][2] = 50;
|
||||
} else if (CVar_GetS32("gHudColors", 1) == 2) {
|
||||
sCursorColors[1][0] = CVar_GetS32("gCCCBtnPrimR", 255);
|
||||
sCursorColors[1][1] = CVar_GetS32("gCCCBtnPrimG", 255);
|
||||
sCursorColors[1][2] = CVar_GetS32("gCCCBtnPrimB", 0);
|
||||
sCursorColors[2][0] = CVar_GetS32("gCCABtnPrimR", 0);
|
||||
sCursorColors[2][1] = CVar_GetS32("gCCABtnPrimG", 255);
|
||||
sCursorColors[2][2] = CVar_GetS32("gCCABtnPrimB", 50);
|
||||
@ -1060,6 +1069,12 @@ void KaleidoScope_DrawPages(GlobalContext* globalCtx, GraphicsContext* gfxCtx) {
|
||||
{ 0, 0, 0 }, { 255, 255, 0 }, { 0, 255, 50 }, { 0, 0, 0 }, { 0, 0, 0 }, { 0, 255, 50 },
|
||||
};
|
||||
if (CVar_GetS32("gHudColors", 1) == 0) {
|
||||
D_8082ACF4[4][0] = 255;
|
||||
D_8082ACF4[4][1] = 255;
|
||||
D_8082ACF4[4][2] = 0;
|
||||
D_8082ACF4[7][0] = 255;
|
||||
D_8082ACF4[7][1] = 255;
|
||||
D_8082ACF4[7][2] = 0;
|
||||
D_8082ACF4[8][0] = 0;
|
||||
D_8082ACF4[8][1] = 50;
|
||||
D_8082ACF4[8][2] = 255;
|
||||
@ -1067,6 +1082,12 @@ void KaleidoScope_DrawPages(GlobalContext* globalCtx, GraphicsContext* gfxCtx) {
|
||||
D_8082ACF4[11][1] = 50;
|
||||
D_8082ACF4[11][2] = 255;
|
||||
} else if (CVar_GetS32("gHudColors", 1) == 1) {
|
||||
D_8082ACF4[4][0] = 255;
|
||||
D_8082ACF4[4][1] = 255;
|
||||
D_8082ACF4[4][2] = 0;
|
||||
D_8082ACF4[7][0] = 255;
|
||||
D_8082ACF4[7][1] = 255;
|
||||
D_8082ACF4[7][2] = 0;
|
||||
D_8082ACF4[8][0] = 0;
|
||||
D_8082ACF4[8][1] = 255;
|
||||
D_8082ACF4[8][2] = 50;
|
||||
@ -1074,6 +1095,12 @@ void KaleidoScope_DrawPages(GlobalContext* globalCtx, GraphicsContext* gfxCtx) {
|
||||
D_8082ACF4[11][1] = 255;
|
||||
D_8082ACF4[11][2] = 50;
|
||||
} else if (CVar_GetS32("gHudColors", 1) == 2) {
|
||||
D_8082ACF4[4][0] = CVar_GetS32("gCCCBtnPrimR", 255);
|
||||
D_8082ACF4[4][1] = CVar_GetS32("gCCCBtnPrimG", 255);
|
||||
D_8082ACF4[4][2] = CVar_GetS32("gCCCBtnPrimB", 0);
|
||||
D_8082ACF4[7][0] = CVar_GetS32("gCCCBtnPrimR", 255);
|
||||
D_8082ACF4[7][1] = CVar_GetS32("gCCCBtnPrimG", 255);
|
||||
D_8082ACF4[7][2] = CVar_GetS32("gCCCBtnPrimB", 0);
|
||||
D_8082ACF4[8][0] = CVar_GetS32("gCCABtnPrimR", 0);
|
||||
D_8082ACF4[8][1] = CVar_GetS32("gCCABtnPrimG", 255);
|
||||
D_8082ACF4[8][2] = CVar_GetS32("gCCABtnPrimB", 50);
|
||||
|
Loading…
Reference in New Issue
Block a user