Add GUI toggle for Ganon blood color, also fix minor unrelated typos in ImGui (#411)

* Add GUI toggle for Ganon blood color

* Move to new Restoration section

* rm accidental line break

* Simplify booleans
This commit is contained in:
vaguerant 2022-06-07 09:21:06 +10:00 committed by GitHub
parent 596d5b478b
commit 8cbc4d27eb
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 34 additions and 22 deletions

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@ -65,7 +65,7 @@ namespace SohImGui {
bool needs_save = false;
std::vector<const char*> CustomTexts;
int SelectedLanguage = CVar_GetS32("gLanguages", 0); //Default Language to 0=English 1=German 2=French
int SelectedHUD = CVar_GetS32("gHudColors", 1); //Default colors to Gamecube.
int SelectedHUD = CVar_GetS32("gHudColors", 1); //Default colors to GameCube.
ImVec4 hearts_colors;
ImVec4 hearts_dd_colors;
ImVec4 a_btn_colors;
@ -942,6 +942,14 @@ namespace SohImGui {
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Restoration"))
{
EnhancementCheckbox("Red Ganon blood", "gRedGanonBlood");
Tooltip("Restore the original red blood from NTSC 1.0/1.1. Disable for green blood");
ImGui::EndMenu();
}
EXPERIMENTAL();
const char* fps_cvar = "gInterpolationFPS";
@ -996,8 +1004,8 @@ namespace SohImGui {
EnhancementCheckbox("HUD Margins editor", "gUseMargins");
EnhancementRadioButton("N64 interface", "gHudColors", 0);
Tooltip("Change interface color to N64 style.");
EnhancementRadioButton("Gamecube interface", "gHudColors", 1);
Tooltip("Change interface color to Gamecube style.");
EnhancementRadioButton("GameCube interface", "gHudColors", 1);
Tooltip("Change interface color to GameCube style.");
EnhancementRadioButton("Custom interface", "gHudColors", 2);
Tooltip("Change interface color to your own made style.");
if (CVar_GetS32("gHudColors", 1) == 2) {
@ -1143,13 +1151,13 @@ namespace SohImGui {
}
if (ImGui::BeginTabItem("Buttons")) {
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.");
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");
Tooltip("B Button colors (Red in original GameCube)\nAffect B button colors on interface");
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");
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");
Tooltip("Start Button colors (gray in GameCube)\nAffect Start button colors in inventory");
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Magic Bar")) {
@ -1375,4 +1383,4 @@ namespace SohImGui {
#endif
return reinterpret_cast<ImTextureID>(id);
}
}
}

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@ -25,6 +25,7 @@ void BootCommands_Init()
CVar_RegisterS32("gDebugEnabled", 0);
CVar_RegisterS32("gPauseLiveLink", 0);
CVar_RegisterS32("gMinimalUI", 0);
CVar_RegisterS32("gRedGanonBlood", 0);
CVar_RegisterS32("gRumbleEnabled", 0);
CVar_RegisterS32("gUniformLR", 0);
CVar_RegisterS32("gTwoHandedIdle", 0);

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@ -1209,19 +1209,15 @@ void BossGanon_ShatterWindows(u8 windowShatterState) {
}
void BossGanon_DeathAndTowerCutscene(BossGanon* this, GlobalContext* globalCtx) {
const bool originalBlood = CVar_GetS32("gOriginalBlood", 1);
static Color_RGBA8 bloodPrimColor = { 0, 120, 0, 255 };
static Color_RGBA8 bloodEnvColor = { 0, 120, 0, 255 };
static Color_RGBA8 bloodPrimColor = { 120, 0, 0, 255 };
static Color_RGBA8 bloodEnvColor = { 120, 0, 0, 255 };
if(CVar_GetS32("gRedGanonBlood", 0)) {
bloodPrimColor.r = 120;
bloodPrimColor.g = 0;
if(!originalBlood) {
bloodPrimColor.r = 0;
bloodPrimColor.g = 120;
bloodPrimColor.b = 0;
bloodEnvColor.r = 0;
bloodEnvColor.g = 120;
bloodEnvColor.b = 0;
bloodEnvColor.r = 120;
bloodEnvColor.g = 0;
}
s16 i;

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@ -1456,6 +1456,17 @@ void func_80901020(BossGanon2* this, GlobalContext* globalCtx) {
void func_8090109C(BossGanon2* this, GlobalContext* globalCtx) {
u8 i;
static Color_RGBA8 sPrimColor = { 0, 120, 0, 255 };
static Color_RGBA8 sEnvColor = { 0, 120, 0, 255 };
if(CVar_GetS32("gRedGanonBlood", 0)) {
sPrimColor.r = 120;
sPrimColor.g = 0;
sEnvColor.r = 120;
sEnvColor.g = 0;
}
for (i = 0; i < 70; i++) {
Vec3f velocity;
Vec3f accel;

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@ -238,10 +238,6 @@ static ColliderJntSphInit sJntSphInit2 = {
sJntSphItemsInit2,
};
static Color_RGBA8 sPrimColor = { 0, 120, 0, 255 };
static Color_RGBA8 sEnvColor = { 0, 120, 0, 255 };
static Vec3f D_8090702C[] = {
{ 10.0f, -10.0f, 0.0f },
{ 0.0f, 0.0f, -60.0f },