mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-22 01:12:19 -05:00
Add flag, equipment, and quest status editors (#164)
This commit is contained in:
parent
1dcd24e7e2
commit
a11038f515
@ -179,21 +179,46 @@ namespace SohImGui {
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stbi_image_free(img_data);
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}
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void LoadResource(const std::string& name, const std::string& path) {
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void LoadResource(const std::string& name, const std::string& path, const ImVec4& tint) {
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GfxRenderingAPI* api = gfx_get_current_rendering_api();
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const auto res = static_cast<Ship::Texture*>(GlobalCtx2::GetInstance()->GetResourceManager()->LoadResource(normalize(path)).get());
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if (res->texType != Ship::TextureType::RGBA32bpp) {
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std::vector<uint8_t> texBuffer;
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texBuffer.reserve(res->width * res->height * 4);
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switch (res->texType) {
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case Ship::TextureType::RGBA32bpp:
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texBuffer.assign(res->imageData, res->imageData + (res->width * res->height * 4));
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break;
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case Ship::TextureType::GrayscaleAlpha8bpp:
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for (int32_t i = 0; i < res->width * res->height; i++) {
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uint8_t ia = res->imageData[i];
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uint8_t color = ((ia >> 4) & 0xF) * 255 / 15;
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uint8_t alpha = (ia & 0xF) * 255 / 15;
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texBuffer.push_back(color);
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texBuffer.push_back(color);
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texBuffer.push_back(color);
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texBuffer.push_back(alpha);
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}
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break;
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default:
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// TODO convert other image types
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SPDLOG_WARN("SohImGui::LoadResource: Attempting to load unsupporting image type %s", path.c_str());
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return;
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}
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for (size_t pixel = 0; pixel < texBuffer.size() / 4; pixel++) {
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texBuffer[pixel * 4 + 0] *= tint.x;
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texBuffer[pixel * 4 + 1] *= tint.y;
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texBuffer[pixel * 4 + 2] *= tint.z;
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texBuffer[pixel * 4 + 3] *= tint.w;
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}
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const auto asset = new GameAsset{ api->new_texture() };
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api->select_texture(0, asset->textureId);
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api->set_sampler_parameters(0, false, 0, 0);
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api->upload_texture(res->imageData, res->width, res->height);
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api->upload_texture(texBuffer.data(), res->width, res->height);
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DefaultAssets[name] = asset;
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}
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@ -1,5 +1,6 @@
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#pragma once
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#include "Lib/ImGui/imgui.h"
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#include "SohConsole.h"
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struct GameAsset {
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@ -63,7 +64,7 @@ namespace SohImGui {
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void ShowCursor(bool hide, Dialogues w);
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void BindCmd(const std::string& cmd, CommandEntry entry);
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void AddWindow(const std::string& category, const std::string& name, WindowDrawFunc drawFunc);
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void LoadResource(const std::string& name, const std::string& path);
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void LoadResource(const std::string& name, const std::string& path, const ImVec4& tint = ImVec4(1, 1, 1, 1));
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ImTextureID GetTextureByID(int id);
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ImTextureID GetTextureByName(const std::string& name);
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}
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@ -185,6 +185,7 @@
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<ClCompile Include="soh\gu_pc.c" />
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<ClCompile Include="soh\OTRGlobals.cpp" />
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<ClCompile Include="soh\stubs.c" />
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<ClCompile Include="soh\util.cpp" />
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<ClCompile Include="soh\z_message_OTR.cpp" />
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<ClCompile Include="soh\z_play_otr.cpp" />
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<ClCompile Include="soh\z_scene_otr.cpp" />
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@ -928,6 +929,7 @@
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<ClInclude Include="soh\Enhancements\debugger\debugSaveEditor.h" />
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<ClInclude Include="soh\gameconsole.h" />
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<ClInclude Include="soh\OTRGlobals.h" />
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<ClInclude Include="soh\util.h" />
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<ClInclude Include="src\overlays\actors\ovl_Arms_Hook\z_arms_hook.h" />
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<ClInclude Include="src\overlays\actors\ovl_Arrow_Fire\z_arrow_fire.h" />
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<ClInclude Include="src\overlays\actors\ovl_Arrow_Ice\z_arrow_ice.h" />
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@ -2181,6 +2181,9 @@
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<ClCompile Include="soh\Enhancements\debugger\debugSaveEditor.cpp">
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<Filter>Source Files\soh\Enhancements\debugger</Filter>
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</ClCompile>
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<ClCompile Include="soh\util.cpp">
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<Filter>Source Files\soh</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\overlays\actors\ovl_kaleido_scope\z_kaleido_scope.h">
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@ -3728,6 +3731,9 @@
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<ClInclude Include="soh\Enhancements\debugger\debugSaveEditor.h">
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<Filter>Header Files\soh\Enhancements\debugger</Filter>
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</ClInclude>
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<ClInclude Include="soh\util.h">
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<Filter>Header Files\soh</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<None Include="include\macro.inc">
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@ -1,6 +1,8 @@
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#include "debugSaveEditor.h"
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#include "../../util.h"
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#include "../libultraship/SohImGuiImpl.h"
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#include <array>
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#include <bit>
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#include <map>
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#include <string>
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@ -13,18 +15,20 @@ extern "C" {
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extern GlobalContext* gGlobalCtx;
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#include "textures/icon_item_static/icon_item_static.h"
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#include "textures/icon_item_24_static/icon_item_24_static.h"
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}
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typedef struct {
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uint32_t id;
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std::string name;
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std::string nameFaded;
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std::string texturePath;
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} ItemMapEntry;
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#define ITEM_MAP_ENTRY(id) \
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{ \
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id, { \
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id, #id, static_cast<char*>(gItemIcons[id]) \
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id, #id, #id "_Faded", static_cast<char*>(gItemIcons[id]) \
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} \
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}
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@ -120,6 +124,10 @@ std::map<uint32_t, ItemMapEntry> itemMapping = {
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ITEM_MAP_ENTRY(ITEM_WALLET_GIANT),
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ITEM_MAP_ENTRY(ITEM_SEEDS),
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ITEM_MAP_ENTRY(ITEM_FISHING_POLE),
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ITEM_MAP_ENTRY(ITEM_KEY_BOSS),
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ITEM_MAP_ENTRY(ITEM_COMPASS),
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ITEM_MAP_ENTRY(ITEM_DUNGEON_MAP),
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ITEM_MAP_ENTRY(ITEM_KEY_SMALL),
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};
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// Maps entries in the GS flag array to the area name it represents
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@ -147,6 +155,7 @@ std::vector<std::string> gsMapping = {
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"Gerudo Fortress",
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"Desert Colossus, Haunted Wasteland",
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};
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extern "C" u8 gAreaGsFlags[];
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extern "C" u8 gAmmoItems[];
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@ -158,6 +167,63 @@ u8 gAllAmmoItems[] = {
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ITEM_BOOMERANG, ITEM_LENS, ITEM_BEAN, ITEM_HAMMER,
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};
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typedef struct {
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uint32_t id;
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std::string name;
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std::string nameFaded;
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std::string texturePath;
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} QuestMapEntry;
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#define QUEST_MAP_ENTRY(id, tex) \
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{ \
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id, { \
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id, #id, #id "_Faded", tex \
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} \
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}
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// Maps quest items ids to info for use in ImGui
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std::map<uint32_t, QuestMapEntry> questMapping = {
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QUEST_MAP_ENTRY(QUEST_MEDALLION_FOREST, gForestMedallionIconTex),
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QUEST_MAP_ENTRY(QUEST_MEDALLION_FIRE, gFireMedallionIconTex),
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QUEST_MAP_ENTRY(QUEST_MEDALLION_WATER, gWaterMedallionIconTex),
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QUEST_MAP_ENTRY(QUEST_MEDALLION_SPIRIT, gSpiritMedallionIconTex),
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QUEST_MAP_ENTRY(QUEST_MEDALLION_SHADOW, gShadowMedallionIconTex),
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QUEST_MAP_ENTRY(QUEST_MEDALLION_LIGHT, gLightMedallionIconTex),
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QUEST_MAP_ENTRY(QUEST_KOKIRI_EMERALD, gKokiriEmeraldIconTex),
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QUEST_MAP_ENTRY(QUEST_GORON_RUBY, gGoronRubyIconTex),
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QUEST_MAP_ENTRY(QUEST_ZORA_SAPPHIRE, gZoraSapphireIconTex),
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QUEST_MAP_ENTRY(QUEST_STONE_OF_AGONY, gStoneOfAgonyIconTex),
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QUEST_MAP_ENTRY(QUEST_GERUDO_CARD, gGerudosCardIconTex),
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};
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typedef struct {
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uint32_t id;
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std::string name;
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std::string nameFaded;
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ImVec4 color;
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} SongMapEntry;
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#define SONG_MAP_ENTRY(id, r, g, b) \
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{ \
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id, #id, #id "_Faded", ImVec4(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f) \
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}
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// Maps song ids to info for use in ImGui
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std::array<SongMapEntry, 12> songMapping = { {
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SONG_MAP_ENTRY(QUEST_SONG_LULLABY, 255, 255, 255),
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SONG_MAP_ENTRY(QUEST_SONG_EPONA, 255, 255, 255),
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SONG_MAP_ENTRY(QUEST_SONG_SARIA, 255, 255, 255),
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SONG_MAP_ENTRY(QUEST_SONG_SUN, 255, 255, 255),
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SONG_MAP_ENTRY(QUEST_SONG_TIME, 255, 255, 255),
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SONG_MAP_ENTRY(QUEST_SONG_STORMS, 255, 255, 255),
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SONG_MAP_ENTRY(QUEST_SONG_MINUET, 150, 255, 100),
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SONG_MAP_ENTRY(QUEST_SONG_BOLERO, 255, 80, 40),
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SONG_MAP_ENTRY(QUEST_SONG_SERENADE, 100, 150, 255),
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SONG_MAP_ENTRY(QUEST_SONG_REQUIEM, 255, 160, 0),
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SONG_MAP_ENTRY(QUEST_SONG_NOCTURNE, 255, 100, 255),
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SONG_MAP_ENTRY(QUEST_SONG_PRELUDE, 255, 240, 100),
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} };
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// Adds a text tooltip for the previous ImGui item
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void SetLastItemHoverText(const std::string& text) {
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if (ImGui::IsItemHovered()) {
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@ -178,17 +244,33 @@ void InsertHelpHoverText(const std::string& text) {
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}
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}
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void DrawSaveEditor(bool& open) {
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if (!open) {
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return;
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}
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// Encapsulates what is drawn by the passed-in function within a border
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template<typename T>
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void DrawGroupWithBorder(T&& drawFunc) {
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// First group encapsulates the inner portion and border
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ImGui::BeginGroup();
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ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
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if (!ImGui::Begin("Save Editor", &open)) {
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ImGui::End();
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return;
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}
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ImVec2 padding = ImGui::GetStyle().FramePadding;
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ImVec2 p0 = ImGui::GetCursorScreenPos();
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ImGui::SetCursorScreenPos(ImVec2(p0.x + padding.x, p0.y + padding.y));
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// Second group encapsulates just the inner portion
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ImGui::BeginGroup();
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drawFunc();
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ImGui::Dummy(padding);
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ImGui::EndGroup();
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ImVec2 p1 = ImGui::GetItemRectMax();
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p1.x += padding.x;
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ImVec4 borderCol = ImGui::GetStyle().Colors[ImGuiCol_Border];
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ImGui::GetWindowDrawList()->AddRect(p0, p1, IM_COL32(borderCol.x * 255, borderCol.y * 255, borderCol.z * 255, borderCol.w * 255));
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ImGui::EndGroup();
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}
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void DrawInfoTab() {
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// TODO This is the bare minimum to get the player name showing
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// There will need to be more effort to get it robust and editable
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std::string name;
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@ -201,8 +283,6 @@ void DrawSaveEditor(bool& open) {
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}
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name += '\0';
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if (ImGui::BeginTabBar("SaveContextTabBar", ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)) {
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if (ImGui::BeginTabItem("Info")) {
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ImGui::PushItemWidth(ImGui::GetFontSize() * 6);
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ImGui::Text("Name: %s", name.c_str());
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@ -304,10 +384,6 @@ void DrawSaveEditor(bool& open) {
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ImGui::InputScalar("Deaths", ImGuiDataType_U16, &gSaveContext.deaths);
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InsertHelpHoverText("Total number of deaths");
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// TODO Move to quest status screen once the page is created
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ImGui::InputScalar("GS Count", ImGuiDataType_S16, &gSaveContext.inventory.gsTokens);
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InsertHelpHoverText("Number of gold skulltula tokens aquired");
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bool bgsFlag = gSaveContext.bgsFlag != 0;
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if (ImGui::Checkbox("Has BGS", &bgsFlag)) {
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gSaveContext.bgsFlag = bgsFlag;
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@ -336,10 +412,9 @@ void DrawSaveEditor(bool& open) {
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*/
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ImGui::PopItemWidth();
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ImGui::EndTabItem();
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}
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}
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if (ImGui::BeginTabItem("Inventory")) {
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void DrawInventoryTab() {
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static bool restrictToValid = true;
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ImGui::Checkbox("Restrict to valid items", &restrictToValid);
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@ -362,8 +437,8 @@ void DrawSaveEditor(bool& open) {
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uint8_t item = gSaveContext.inventory.items[index];
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if (item != ITEM_NONE) {
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const ItemMapEntry& slotEntry = itemMapping.find(item)->second;
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if (ImGui::ImageButton(SohImGui::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f),
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ImVec2(0, 0), ImVec2(1, 1), 0)) {
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if (ImGui::ImageButton(SohImGui::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
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ImVec2(1, 1), 0)) {
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selectedIndex = index;
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ImGui::OpenPopup(itemPopupPicker);
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}
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@ -382,7 +457,7 @@ void DrawSaveEditor(bool& open) {
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gSaveContext.inventory.items[selectedIndex] = ITEM_NONE;
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ImGui::CloseCurrentPopup();
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}
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SetLastItemHoverText("ITEM_NONE");
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SetLastItemHoverText("None");
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std::vector<ItemMapEntry> possibleItems;
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if (restrictToValid) {
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@ -412,7 +487,7 @@ void DrawSaveEditor(bool& open) {
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gSaveContext.inventory.items[selectedIndex] = slotEntry.id;
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ImGui::CloseCurrentPopup();
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}
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SetLastItemHoverText(slotEntry.name);
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SetLastItemHoverText(SohUtils::GetItemName(slotEntry.id));
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}
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ImGui::EndPopup();
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@ -446,11 +521,180 @@ void DrawSaveEditor(bool& open) {
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ImGui::PopID();
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}
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}
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}
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ImGui::EndTabItem();
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// Draw a flag bitfield as an grid of checkboxes
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void DrawFlagArray(const std::string& name, uint32_t& flags) {
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ImGui::PushID(name.c_str());
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for (int32_t flagIndex = 0; flagIndex < 32; flagIndex++) {
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if ((flagIndex % 8) != 0) {
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ImGui::SameLine();
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}
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ImGui::PushID(flagIndex);
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uint32_t bitMask = 1 << flagIndex;
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bool flag = (flags & bitMask) != 0;
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if (ImGui::Checkbox("##check", &flag)) {
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if (flag) {
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flags |= bitMask;
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} else {
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flags &= ~bitMask;
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}
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}
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ImGui::PopID();
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}
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ImGui::PopID();
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}
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void DrawFlagsTab() {
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if (ImGui::TreeNode("Current Scene")) {
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if (gGlobalCtx != nullptr) {
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ActorContext* act = &gGlobalCtx->actorCtx;
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DrawGroupWithBorder([&]() {
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ImGui::Text("Switch");
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InsertHelpHoverText("Permanently-saved switch flags");
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DrawFlagArray("Switch", act->flags.swch);
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});
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ImGui::SameLine();
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DrawGroupWithBorder([&]() {
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ImGui::Text("Temp Switch");
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InsertHelpHoverText("Temporary switch flags. Unset on scene transitions");
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DrawFlagArray("Temp Switch", act->flags.tempSwch);
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});
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DrawGroupWithBorder([&]() {
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ImGui::Text("Clear");
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InsertHelpHoverText("Permanently-saved room-clear flags");
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DrawFlagArray("Clear", act->flags.clear);
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});
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ImGui::SameLine();
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DrawGroupWithBorder([&]() {
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ImGui::Text("Temp Clear");
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InsertHelpHoverText("Temporary room-clear flags. Unset on scene transitions");
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DrawFlagArray("Temp Clear", act->flags.tempClear);
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});
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DrawGroupWithBorder([&]() {
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ImGui::Text("Collect");
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InsertHelpHoverText("Permanently-saved collect flags");
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DrawFlagArray("Collect", act->flags.collect);
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});
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ImGui::SameLine();
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DrawGroupWithBorder([&]() {
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ImGui::Text("Temp Collect");
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InsertHelpHoverText("Temporary collect flags. Unset on scene transitions");
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DrawFlagArray("Temp Collect", act->flags.tempCollect);
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});
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DrawGroupWithBorder([&]() {
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ImGui::Text("Chest");
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InsertHelpHoverText("Permanently-saved chest flags");
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DrawFlagArray("Chest", act->flags.chest);
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});
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ImGui::SameLine();
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ImGui::BeginGroup();
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if (ImGui::Button("Reload Flags")) {
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act->flags.swch = gSaveContext.sceneFlags[gGlobalCtx->sceneNum].swch;
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act->flags.clear = gSaveContext.sceneFlags[gGlobalCtx->sceneNum].clear;
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act->flags.collect = gSaveContext.sceneFlags[gGlobalCtx->sceneNum].collect;
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act->flags.chest = gSaveContext.sceneFlags[gGlobalCtx->sceneNum].chest;
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}
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SetLastItemHoverText("Load flags from saved scene flags. Normally happens on scene load");
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if (ImGui::Button("Save Flags")) {
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gSaveContext.sceneFlags[gGlobalCtx->sceneNum].swch = act->flags.swch;
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gSaveContext.sceneFlags[gGlobalCtx->sceneNum].clear = act->flags.clear;
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gSaveContext.sceneFlags[gGlobalCtx->sceneNum].collect = act->flags.collect;
|
||||
gSaveContext.sceneFlags[gGlobalCtx->sceneNum].chest = act->flags.chest;
|
||||
}
|
||||
SetLastItemHoverText("Save current scene flags. Normally happens on scene exit");
|
||||
|
||||
ImGui::EndGroup();
|
||||
} else {
|
||||
ImGui::Text("Current game state does not have an active scene");
|
||||
}
|
||||
|
||||
if (ImGui::BeginTabItem("Flags")) {
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
if (ImGui::TreeNode("Saved Scene Flags")) {
|
||||
static uint32_t selectedSceneFlagMap = 0;
|
||||
ImGui::Text("Map");
|
||||
ImGui::SameLine();
|
||||
if (ImGui::BeginCombo("##Map", SohUtils::GetSceneName(selectedSceneFlagMap).c_str())) {
|
||||
for (int32_t sceneIndex = 0; sceneIndex < SCENE_ID_MAX; sceneIndex++) {
|
||||
if (ImGui::Selectable(SohUtils::GetSceneName(sceneIndex).c_str())) {
|
||||
selectedSceneFlagMap = sceneIndex;
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
|
||||
// Don't show current scene button if there is no current scene
|
||||
if (gGlobalCtx != nullptr) {
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Current")) {
|
||||
selectedSceneFlagMap = gGlobalCtx->sceneNum;
|
||||
}
|
||||
SetLastItemHoverText("Open flags for current scene");
|
||||
}
|
||||
|
||||
DrawGroupWithBorder([&]() {
|
||||
ImGui::Text("Switch");
|
||||
InsertHelpHoverText("Switch flags");
|
||||
DrawFlagArray("Switch", gSaveContext.sceneFlags[selectedSceneFlagMap].swch);
|
||||
});
|
||||
|
||||
ImGui::SameLine();
|
||||
|
||||
DrawGroupWithBorder([&]() {
|
||||
ImGui::Text("Clear");
|
||||
InsertHelpHoverText("Room-clear flags");
|
||||
DrawFlagArray("Clear", gSaveContext.sceneFlags[selectedSceneFlagMap].clear);
|
||||
});
|
||||
|
||||
DrawGroupWithBorder([&]() {
|
||||
ImGui::Text("Collect");
|
||||
InsertHelpHoverText("Collect flags");
|
||||
DrawFlagArray("Collect", gSaveContext.sceneFlags[selectedSceneFlagMap].collect);
|
||||
});
|
||||
|
||||
ImGui::SameLine();
|
||||
|
||||
DrawGroupWithBorder([&]() {
|
||||
ImGui::Text("Chest");
|
||||
InsertHelpHoverText("Chest flags");
|
||||
DrawFlagArray("Chest", gSaveContext.sceneFlags[selectedSceneFlagMap].chest);
|
||||
});
|
||||
|
||||
DrawGroupWithBorder([&]() {
|
||||
ImGui::Text("Rooms");
|
||||
InsertHelpHoverText("Flags for visted rooms");
|
||||
DrawFlagArray("Rooms", gSaveContext.sceneFlags[selectedSceneFlagMap].rooms);
|
||||
});
|
||||
|
||||
ImGui::SameLine();
|
||||
|
||||
DrawGroupWithBorder([&]() {
|
||||
ImGui::Text("Floors");
|
||||
InsertHelpHoverText("Flags for visted floors");
|
||||
DrawFlagArray("Floors", gSaveContext.sceneFlags[selectedSceneFlagMap].floors);
|
||||
});
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
DrawGroupWithBorder([&]() {
|
||||
static uint32_t selectedGsMap = 0;
|
||||
ImGui::Text("Gold Skulltulas");
|
||||
ImGui::Text("Map");
|
||||
@ -504,10 +748,368 @@ void DrawSaveEditor(bool& open) {
|
||||
}
|
||||
gSaveContext.inventory.gsTokens = gsCount;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
// TODO other flag types, like switch, clear, etc.
|
||||
// These flags interact with the actor context, so it's a bit more complicated
|
||||
// Draws a combo that lets you choose and upgrade value from a drop-down of text values
|
||||
void DrawUpgrade(const std::string& categoryName, int32_t categoryId, const std::vector<std::string>& names) {
|
||||
ImGui::Text(categoryName.c_str());
|
||||
ImGui::SameLine();
|
||||
ImGui::PushID(categoryName.c_str());
|
||||
if (ImGui::BeginCombo("##upgrade", names[CUR_UPG_VALUE(categoryId)].c_str())) {
|
||||
for (int32_t i = 0; i < names.size(); i++) {
|
||||
if (ImGui::Selectable(names[i].c_str())) {
|
||||
Inventory_ChangeUpgrade(categoryId, i);
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
ImGui::PopID();
|
||||
SetLastItemHoverText(categoryName.c_str());
|
||||
}
|
||||
|
||||
// Draws a combo that lets you choose and upgrade value from a popup grid of icons
|
||||
void DrawUpgradeIcon(const std::string& categoryName, int32_t categoryId, const std::vector<uint8_t>& items) {
|
||||
static const char* upgradePopupPicker = "upgradePopupPicker";
|
||||
|
||||
ImGui::PushID(categoryName.c_str());
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(1, 1, 1, 0));
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 1.0f);
|
||||
uint8_t item = items[CUR_UPG_VALUE(categoryId)];
|
||||
if (item != ITEM_NONE) {
|
||||
const ItemMapEntry& slotEntry = itemMapping[item];
|
||||
if (ImGui::ImageButton(SohImGui::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
|
||||
ImVec2(1, 1), 0)) {
|
||||
ImGui::OpenPopup(upgradePopupPicker);
|
||||
}
|
||||
} else {
|
||||
if (ImGui::Button("##itemNone", ImVec2(32.0f, 32.0f))) {
|
||||
ImGui::OpenPopup(upgradePopupPicker);
|
||||
}
|
||||
}
|
||||
ImGui::PopStyleVar();
|
||||
ImGui::PopStyleColor();
|
||||
SetLastItemHoverText(categoryName.c_str());
|
||||
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
|
||||
if (ImGui::BeginPopup(upgradePopupPicker)) {
|
||||
for (int32_t pickerIndex = 0; pickerIndex < items.size(); pickerIndex++) {
|
||||
if ((pickerIndex % 8) != 0) {
|
||||
ImGui::SameLine();
|
||||
}
|
||||
|
||||
if (items[pickerIndex] == ITEM_NONE) {
|
||||
if (ImGui::Button("##upgradePopupPicker", ImVec2(32.0f, 32.0f))) {
|
||||
Inventory_ChangeUpgrade(categoryId, pickerIndex);
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
SetLastItemHoverText("None");
|
||||
} else {
|
||||
const ItemMapEntry& slotEntry = itemMapping[items[pickerIndex]];
|
||||
if (ImGui::ImageButton(SohImGui::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
|
||||
ImVec2(1, 1), 0)) {
|
||||
Inventory_ChangeUpgrade(categoryId, pickerIndex);
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
SetLastItemHoverText(SohUtils::GetItemName(slotEntry.id));
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
ImGui::PopStyleVar();
|
||||
|
||||
ImGui::PopID();
|
||||
}
|
||||
|
||||
void DrawEquipmentTab() {
|
||||
const std::vector<uint8_t> equipmentValues = {
|
||||
ITEM_SWORD_KOKIRI, ITEM_SWORD_MASTER, ITEM_SWORD_BGS, ITEM_SWORD_BROKEN,
|
||||
ITEM_SHIELD_DEKU, ITEM_SHIELD_HYLIAN, ITEM_SHIELD_MIRROR, ITEM_NONE,
|
||||
ITEM_TUNIC_KOKIRI, ITEM_TUNIC_GORON, ITEM_TUNIC_ZORA, ITEM_NONE,
|
||||
ITEM_BOOTS_KOKIRI, ITEM_BOOTS_IRON, ITEM_BOOTS_HOVER, ITEM_NONE,
|
||||
};
|
||||
for (int32_t i = 0; i < equipmentValues.size(); i++) {
|
||||
// Skip over unused 4th slots for shields, boots, and tunics
|
||||
if (equipmentValues[i] == ITEM_NONE) {
|
||||
continue;
|
||||
}
|
||||
if ((i % 4) != 0) {
|
||||
ImGui::SameLine();
|
||||
}
|
||||
|
||||
ImGui::PushID(i);
|
||||
uint32_t bitMask = 1 << i;
|
||||
bool hasEquip = (bitMask & gSaveContext.inventory.equipment) != 0;
|
||||
const ItemMapEntry& entry = itemMapping[equipmentValues[i]];
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
|
||||
if (ImGui::ImageButton(SohImGui::GetTextureByName(hasEquip ? entry.name : entry.nameFaded),
|
||||
ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1), 0)) {
|
||||
if (hasEquip) {
|
||||
gSaveContext.inventory.equipment &= ~bitMask;
|
||||
} else {
|
||||
gSaveContext.inventory.equipment |= bitMask;
|
||||
}
|
||||
}
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::PopID();
|
||||
SetLastItemHoverText(SohUtils::GetItemName(entry.id));
|
||||
}
|
||||
|
||||
const std::vector<uint8_t> bulletBagValues = {
|
||||
ITEM_NONE,
|
||||
ITEM_BULLET_BAG_30,
|
||||
ITEM_BULLET_BAG_40,
|
||||
ITEM_BULLET_BAG_50,
|
||||
};
|
||||
DrawUpgradeIcon("Bullet Bag", UPG_BULLET_BAG, bulletBagValues);
|
||||
|
||||
ImGui::SameLine();
|
||||
|
||||
const std::vector<uint8_t> quiverValues = {
|
||||
ITEM_NONE,
|
||||
ITEM_QUIVER_30,
|
||||
ITEM_QUIVER_40,
|
||||
ITEM_QUIVER_50,
|
||||
};
|
||||
DrawUpgradeIcon("Quiver", UPG_QUIVER, quiverValues);
|
||||
|
||||
ImGui::SameLine();
|
||||
|
||||
const std::vector<uint8_t> bombBagValues = {
|
||||
ITEM_NONE,
|
||||
ITEM_BOMB_BAG_20,
|
||||
ITEM_BOMB_BAG_30,
|
||||
ITEM_BOMB_BAG_40,
|
||||
};
|
||||
DrawUpgradeIcon("Bomb Bag", UPG_BOMB_BAG, bombBagValues);
|
||||
|
||||
ImGui::SameLine();
|
||||
|
||||
const std::vector<uint8_t> scaleValues = {
|
||||
ITEM_NONE,
|
||||
ITEM_SCALE_SILVER,
|
||||
ITEM_SCALE_GOLDEN,
|
||||
};
|
||||
DrawUpgradeIcon("Scale", UPG_SCALE, scaleValues);
|
||||
|
||||
ImGui::SameLine();
|
||||
|
||||
const std::vector<uint8_t> strengthValues = {
|
||||
ITEM_NONE,
|
||||
ITEM_BRACELET,
|
||||
ITEM_GAUNTLETS_SILVER,
|
||||
ITEM_GAUNTLETS_GOLD,
|
||||
};
|
||||
DrawUpgradeIcon("Strength", UPG_STRENGTH, strengthValues);
|
||||
|
||||
// There is no icon for child wallet, so default to a text list
|
||||
const std::vector<std::string> walletNames = {
|
||||
"Child (99)",
|
||||
"Adult (200)",
|
||||
"Giant (500)",
|
||||
};
|
||||
DrawUpgrade("Wallet", UPG_WALLET, walletNames);
|
||||
|
||||
const std::vector<std::string> stickNames = {
|
||||
"None",
|
||||
"10",
|
||||
"20",
|
||||
"30",
|
||||
};
|
||||
DrawUpgrade("Sticks", UPG_STICKS, stickNames);
|
||||
|
||||
const std::vector<std::string> nutNames = {
|
||||
"None",
|
||||
"20",
|
||||
"30",
|
||||
"40",
|
||||
};
|
||||
DrawUpgrade("Deku Nuts", UPG_NUTS, nutNames);
|
||||
}
|
||||
|
||||
// Draws a toggleable icon for a quest item that is faded when disabled
|
||||
void DrawQuestItemButton(uint32_t item) {
|
||||
const QuestMapEntry& entry = questMapping[item];
|
||||
uint32_t bitMask = 1 << entry.id;
|
||||
bool hasQuestItem = (bitMask & gSaveContext.inventory.questItems) != 0;
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
|
||||
if (ImGui::ImageButton(SohImGui::GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
|
||||
ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1), 0)) {
|
||||
if (hasQuestItem) {
|
||||
gSaveContext.inventory.questItems &= ~bitMask;
|
||||
} else {
|
||||
gSaveContext.inventory.questItems |= bitMask;
|
||||
}
|
||||
}
|
||||
ImGui::PopStyleColor();
|
||||
SetLastItemHoverText(SohUtils::GetQuestItemName(entry.id));
|
||||
}
|
||||
|
||||
// Draws a toggleable icon for a dungeon item that is faded when disabled
|
||||
void DrawDungeonItemButton(uint32_t item, uint32_t scene) {
|
||||
const ItemMapEntry& entry = itemMapping[item];
|
||||
uint32_t bitMask = 1 << (entry.id - ITEM_KEY_BOSS); // Bitset starts at ITEM_KEY_BOSS == 0. the rest are sequential
|
||||
bool hasItem = (bitMask & gSaveContext.inventory.dungeonItems[scene]) != 0;
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
|
||||
if (ImGui::ImageButton(SohImGui::GetTextureByName(hasItem ? entry.name : entry.nameFaded),
|
||||
ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1), 0)) {
|
||||
if (hasItem) {
|
||||
gSaveContext.inventory.dungeonItems[scene] &= ~bitMask;
|
||||
} else {
|
||||
gSaveContext.inventory.dungeonItems[scene] |= bitMask;
|
||||
}
|
||||
}
|
||||
ImGui::PopStyleColor();
|
||||
SetLastItemHoverText(SohUtils::GetItemName(entry.id));
|
||||
}
|
||||
|
||||
void DrawQuestStatusTab() {
|
||||
ImGui::PushItemWidth(ImGui::GetFontSize() * 6);
|
||||
|
||||
for (int32_t i = QUEST_MEDALLION_FOREST; i < QUEST_MEDALLION_LIGHT + 1; i++) {
|
||||
if (i != QUEST_MEDALLION_FOREST) {
|
||||
ImGui::SameLine();
|
||||
}
|
||||
DrawQuestItemButton(i);
|
||||
}
|
||||
|
||||
for (int32_t i = QUEST_KOKIRI_EMERALD; i < QUEST_ZORA_SAPPHIRE + 1; i++) {
|
||||
if (i != QUEST_KOKIRI_EMERALD) {
|
||||
ImGui::SameLine();
|
||||
}
|
||||
DrawQuestItemButton(i);
|
||||
}
|
||||
|
||||
// Put Stone of Agony and Gerudo Card on the same line with a little space between them
|
||||
ImGui::SameLine();
|
||||
ImGui::Dummy(ImVec2(20, 0));
|
||||
|
||||
ImGui::SameLine();
|
||||
DrawQuestItemButton(QUEST_STONE_OF_AGONY);
|
||||
|
||||
ImGui::SameLine();
|
||||
DrawQuestItemButton(QUEST_GERUDO_CARD);
|
||||
|
||||
for (const SongMapEntry& entry : songMapping) {
|
||||
if ((entry.id != QUEST_SONG_MINUET) && (entry.id != QUEST_SONG_LULLABY)) {
|
||||
ImGui::SameLine();
|
||||
}
|
||||
|
||||
uint32_t bitMask = 1 << entry.id;
|
||||
bool hasQuestItem = (bitMask & gSaveContext.inventory.questItems) != 0;
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
|
||||
if (ImGui::ImageButton(SohImGui::GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
|
||||
ImVec2(16.0f, 24.0f), ImVec2(0, 0), ImVec2(1, 1), 0)) {
|
||||
if (hasQuestItem) {
|
||||
gSaveContext.inventory.questItems &= ~bitMask;
|
||||
} else {
|
||||
gSaveContext.inventory.questItems |= bitMask;
|
||||
}
|
||||
}
|
||||
ImGui::PopStyleColor();
|
||||
SetLastItemHoverText(SohUtils::GetQuestItemName(entry.id));
|
||||
}
|
||||
|
||||
ImGui::InputScalar("GS Count", ImGuiDataType_S16, &gSaveContext.inventory.gsTokens);
|
||||
InsertHelpHoverText("Number of gold skulltula tokens aquired");
|
||||
|
||||
uint32_t bitMask = 1 << QUEST_SKULL_TOKEN;
|
||||
bool gsUnlocked = (bitMask & gSaveContext.inventory.questItems) != 0;
|
||||
if (ImGui::Checkbox("GS unlocked", &gsUnlocked)) {
|
||||
if (gsUnlocked) {
|
||||
gSaveContext.inventory.questItems |= bitMask;
|
||||
} else {
|
||||
gSaveContext.inventory.questItems &= ~bitMask;
|
||||
}
|
||||
}
|
||||
InsertHelpHoverText("If unlocked, enables showing the gold skulltula count in the quest status menu");
|
||||
|
||||
int32_t pohCount = (gSaveContext.inventory.questItems & 0xF0000000) >> 28;
|
||||
if (ImGui::BeginCombo("PoH count", std::to_string(pohCount).c_str())) {
|
||||
for (int32_t i = 0; i < 4; i++) {
|
||||
if (ImGui::Selectable(std::to_string(i).c_str(), pohCount == i)) {
|
||||
gSaveContext.inventory.questItems &= ~0xF0000000;
|
||||
gSaveContext.inventory.questItems |= (i << 28);
|
||||
}
|
||||
}
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
InsertHelpHoverText("The number of pieces of heart acquired towards the next heart container");
|
||||
|
||||
DrawGroupWithBorder([&]() {
|
||||
ImGui::Text("Dungeon Items");
|
||||
|
||||
static int32_t dungeonItemsScene = SCENE_YDAN;
|
||||
ImGui::PushItemWidth(-ImGui::GetWindowWidth() * 0.35f);
|
||||
if (ImGui::BeginCombo("##DungeonSelect", SohUtils::GetSceneName(dungeonItemsScene).c_str())) {
|
||||
for (int32_t dungeonIndex = SCENE_YDAN; dungeonIndex < SCENE_BDAN_BOSS + 1; dungeonIndex++) {
|
||||
if (ImGui::Selectable(SohUtils::GetSceneName(dungeonIndex).c_str(),
|
||||
dungeonIndex == dungeonItemsScene)) {
|
||||
dungeonItemsScene = dungeonIndex;
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
ImGui::PopItemWidth();
|
||||
|
||||
DrawDungeonItemButton(ITEM_KEY_BOSS, dungeonItemsScene);
|
||||
ImGui::SameLine();
|
||||
DrawDungeonItemButton(ITEM_COMPASS, dungeonItemsScene);
|
||||
ImGui::SameLine();
|
||||
DrawDungeonItemButton(ITEM_DUNGEON_MAP, dungeonItemsScene);
|
||||
|
||||
if (dungeonItemsScene != SCENE_BDAN_BOSS) {
|
||||
float lineHeight = ImGui::GetTextLineHeightWithSpacing();
|
||||
ImGui::Image(SohImGui::GetTextureByName(itemMapping[ITEM_KEY_SMALL].name), ImVec2(lineHeight, lineHeight));
|
||||
ImGui::SameLine();
|
||||
ImGui::InputScalar("##Keys", ImGuiDataType_S8, gSaveContext.inventory.dungeonKeys + dungeonItemsScene);
|
||||
} else {
|
||||
// dungeonItems is size 20 but dungeonKeys is size 19, so there are no keys for the last scene (Barinade's Lair)
|
||||
ImGui::Text("Barinade's Lair does not have small keys");
|
||||
}
|
||||
});
|
||||
|
||||
ImGui::PopItemWidth();
|
||||
}
|
||||
|
||||
void DrawSaveEditor(bool& open) {
|
||||
if (!open) {
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
|
||||
if (!ImGui::Begin("Save Editor", &open)) {
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
|
||||
if (ImGui::BeginTabBar("SaveContextTabBar", ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)) {
|
||||
if (ImGui::BeginTabItem("Info")) {
|
||||
DrawInfoTab();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
if (ImGui::BeginTabItem("Inventory")) {
|
||||
DrawInventoryTab();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
if (ImGui::BeginTabItem("Flags")) {
|
||||
DrawFlagsTab();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
if (ImGui::BeginTabItem("Equipment")) {
|
||||
DrawEquipmentTab();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
if (ImGui::BeginTabItem("Quest Status")) {
|
||||
DrawQuestStatusTab();
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
@ -523,5 +1125,16 @@ void InitSaveEditor() {
|
||||
// Load item icons into ImGui
|
||||
for (const auto& entry : itemMapping) {
|
||||
SohImGui::LoadResource(entry.second.name, entry.second.texturePath);
|
||||
SohImGui::LoadResource(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
|
||||
}
|
||||
for (const auto& entry : questMapping) {
|
||||
SohImGui::LoadResource(entry.second.name, entry.second.texturePath);
|
||||
SohImGui::LoadResource(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
|
||||
}
|
||||
for (const auto& entry : songMapping) {
|
||||
SohImGui::LoadResource(entry.name, gSongNoteTex, entry.color);
|
||||
ImVec4 fadedCol = entry.color;
|
||||
fadedCol.w = 0.3f;
|
||||
SohImGui::LoadResource(entry.nameFaded, gSongNoteTex, fadedCol);
|
||||
}
|
||||
}
|
||||
|
314
soh/soh/util.cpp
Normal file
314
soh/soh/util.cpp
Normal file
@ -0,0 +1,314 @@
|
||||
#include "util.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
std::vector<std::string> sceneNames = {
|
||||
"Inside the Deku Tree",
|
||||
"Dodongo's Cavern",
|
||||
"Inside Jabu-Jabu's Belly",
|
||||
"Forest Temple",
|
||||
"Fire Temple",
|
||||
"Water Temple",
|
||||
"Spirit Temple",
|
||||
"Shadow Temple",
|
||||
"Bottom of the Well",
|
||||
"Ice Cavern",
|
||||
"Ganon's Tower",
|
||||
"Gerudo Training Ground",
|
||||
"Thieves' Hideout",
|
||||
"Inside Ganon's Castle",
|
||||
"Ganon's Tower (Collapsing)",
|
||||
"Inside Ganon's Castle (Collapsing)",
|
||||
"Treasure Box Shop",
|
||||
"Gohma's Lair",
|
||||
"King Dodongo's Lair",
|
||||
"Barinade's Lair",
|
||||
"Phantom Ganon's Lair",
|
||||
"Volvagia's Lair",
|
||||
"Morpha's Lair",
|
||||
"Twinrova's Lair & Nabooru's Mini-Boss Room",
|
||||
"Bongo Bongo's Lair",
|
||||
"Ganondorf's Lair",
|
||||
"Tower Collapse Exterior",
|
||||
"Market Entrance (Child - Day)",
|
||||
"Market Entrance (Child - Night)",
|
||||
"Market Entrance (Ruins)",
|
||||
"Back Alley (Child - Day)",
|
||||
"Back Alley (Child - Night)",
|
||||
"Market (Child - Day)",
|
||||
"Market (Child - Night)",
|
||||
"Market (Ruins)",
|
||||
"Temple of Time Exterior (Child - Day)",
|
||||
"Temple of Time Exterior (Child - Night)",
|
||||
"Temple of Time Exterior (Ruins)",
|
||||
"Know-It-All Brothers' House",
|
||||
"House of Twins",
|
||||
"Mido's House",
|
||||
"Saria's House",
|
||||
"Carpenter Boss's House",
|
||||
"Back Alley House (Man in Green)",
|
||||
"Bazaar",
|
||||
"Kokiri Shop",
|
||||
"Goron Shop",
|
||||
"Zora Shop",
|
||||
"Kakariko Potion Shop",
|
||||
"Market Potion Shop",
|
||||
"Bombchu Shop",
|
||||
"Happy Mask Shop",
|
||||
"Link's House",
|
||||
"Back Alley House (Dog Lady)",
|
||||
"Stable",
|
||||
"Impa's House",
|
||||
"Lakeside Laboratory",
|
||||
"Carpenters' Tent",
|
||||
"Gravekeeper's Hut",
|
||||
"Great Fairy's Fountain (Upgrades)",
|
||||
"Fairy's Fountain",
|
||||
"Great Fairy's Fountain (Spells)",
|
||||
"Grottos",
|
||||
"Grave (Redead)",
|
||||
"Grave (Fairy's Fountain)",
|
||||
"Royal Family's Tomb",
|
||||
"Shooting Gallery",
|
||||
"Temple of Time",
|
||||
"Chamber of the Sages",
|
||||
"Castle Hedge Maze (Day)",
|
||||
"Castle Hedge Maze (Night)",
|
||||
"Cutscene Map",
|
||||
"Dampé's Grave & Windmill",
|
||||
"Fishing Pond",
|
||||
"Castle Courtyard",
|
||||
"Bombchu Bowling Alley",
|
||||
"Ranch House & Silo",
|
||||
"Guard House",
|
||||
"Granny's Potion Shop",
|
||||
"Ganon's Tower Collapse & Battle Arena",
|
||||
"House of Skulltula",
|
||||
"Spot 00 - Hyrule Field",
|
||||
"Spot 01 - Kakariko Village",
|
||||
"Spot 02 - Graveyard",
|
||||
"Spot 03 - Zora's River",
|
||||
"Spot 04 - Kokiri Forest",
|
||||
"Spot 05 - Sacred Forest Meadow",
|
||||
"Spot 06 - Lake Hylia",
|
||||
"Spot 07 - Zora's Domain",
|
||||
"Spot 08 - Zora's Fountain",
|
||||
"Spot 09 - Gerudo Valley",
|
||||
"Spot 10 - Lost Woods",
|
||||
"Spot 11 - Desert Colossus",
|
||||
"Spot 12 - Gerudo's Fortress",
|
||||
"Spot 13 - Haunted Wasteland",
|
||||
"Spot 15 - Hyrule Castle",
|
||||
"Spot 16 - Death Mountain Trail",
|
||||
"Spot 17 - Death Mountain Crater",
|
||||
"Spot 18 - Goron City",
|
||||
"Spot 20 - Lon Lon Ranch",
|
||||
"Ganon's Castle Exterior",
|
||||
"Jungle Gym",
|
||||
"Ganondorf Test Room",
|
||||
"Depth Test",
|
||||
"Stalfos Mini-Boss Room",
|
||||
"Stalfos Boss Room",
|
||||
"Sutaru",
|
||||
"Castle Hedge Maze (Early)",
|
||||
"Sasa Test",
|
||||
"Treasure Chest Room",
|
||||
};
|
||||
|
||||
std::vector<std::string> itemNames = {
|
||||
"Deku Stick",
|
||||
"Deku Nut",
|
||||
"Bomb",
|
||||
"Fairy Bow",
|
||||
"Fire Arrow",
|
||||
"Din's Fire",
|
||||
"Fairy Slingshot",
|
||||
"Fairy Ocarina",
|
||||
"Ocarina of Time",
|
||||
"Bombchu",
|
||||
"Hookshot",
|
||||
"Longshot",
|
||||
"Ice Arrow",
|
||||
"Farore's Wind",
|
||||
"Boomerang",
|
||||
"Lens of Truth",
|
||||
"Magic Bean",
|
||||
"Megaton Hammer",
|
||||
"Light Arrow",
|
||||
"Nayru's Love",
|
||||
"Empty Bottle",
|
||||
"Red Potion",
|
||||
"Green Potion",
|
||||
"Blue Potion",
|
||||
"Bottled Fairy",
|
||||
"Fish",
|
||||
"Lon Lon Milk & Bottle",
|
||||
"Ruto's Letter",
|
||||
"Blue Fire",
|
||||
"Bug",
|
||||
"Big Poe",
|
||||
"Lon Lon Milk (Half)",
|
||||
"Poe",
|
||||
"Weird Egg",
|
||||
"Chicken",
|
||||
"Zelda's Letter",
|
||||
"Keaton Mask",
|
||||
"Skull Mask",
|
||||
"Spooky Mask",
|
||||
"Bunny Hood",
|
||||
"Goron Mask",
|
||||
"Zora Mask",
|
||||
"Gerudo Mask",
|
||||
"Mask of Truth",
|
||||
"SOLD OUT",
|
||||
"Pocket Egg",
|
||||
"Pocket Cucco",
|
||||
"Cojiro",
|
||||
"Odd Mushroom",
|
||||
"Odd Potion",
|
||||
"Poacher's Saw",
|
||||
"Goron's Sword (Broken)",
|
||||
"Prescription",
|
||||
"Eyeball Frog",
|
||||
"Eye Drops",
|
||||
"Claim Check",
|
||||
"Fairy Bow & Fire Arrow",
|
||||
"Fairy Bow & Ice Arrow",
|
||||
"Fairy Bow & Light Arrow",
|
||||
"Kokiri Sword",
|
||||
"Master Sword",
|
||||
"Giant's Knife & Biggoron's Sword",
|
||||
"Deku Shield",
|
||||
"Hylian Shield",
|
||||
"Mirror Shield",
|
||||
"Kokiri Tunic",
|
||||
"Goron Tunic",
|
||||
"Zora Tunic",
|
||||
"Kokiri Boots",
|
||||
"Iron Boots",
|
||||
"Hover Boots",
|
||||
"Bullet Bag (30)",
|
||||
"Bullet Bag (40)",
|
||||
"Bullet Bag (50)",
|
||||
"Quiver (30)",
|
||||
"Big Quiver (40)",
|
||||
"Biggest Quiver (50)",
|
||||
"Bomb Bag (20)",
|
||||
"Big Bomb Bag (30)",
|
||||
"Biggest Bomb Bag (40)",
|
||||
"Goron's Bracelet",
|
||||
"Silver Gauntlets",
|
||||
"Golden Gauntlets",
|
||||
"Silver Scale",
|
||||
"Golden Scale",
|
||||
"Giant's Knife (Broken)",
|
||||
"Adult's Wallet",
|
||||
"Giant's Wallet",
|
||||
"Deku Seeds (5)",
|
||||
"Fishing Pole",
|
||||
"Minuet of Forest",
|
||||
"Bolero of Fire",
|
||||
"Serenade of Water",
|
||||
"Requiem of Spirit",
|
||||
"Nocturne of Shadow",
|
||||
"Prelude of Light",
|
||||
"Zelda's Lullaby",
|
||||
"Epona's Song",
|
||||
"Saria's Song",
|
||||
"Sun's Song",
|
||||
"Song of Time",
|
||||
"Song of Storms",
|
||||
"Forest Medallion",
|
||||
"Fire Medallion",
|
||||
"Water Medallion",
|
||||
"Spirit Medallion",
|
||||
"Shadow Medallion",
|
||||
"Light Medallion",
|
||||
"Kokiri's Emerald",
|
||||
"Goron's Ruby",
|
||||
"Zora's Sapphire",
|
||||
"Stone of Agony",
|
||||
"Gerudo's Card",
|
||||
"Gold Skulltula Token",
|
||||
"Heart Container",
|
||||
"Piece of Heart [?]",
|
||||
"Big Key",
|
||||
"Compass",
|
||||
"Dungeon Map",
|
||||
"Small Key",
|
||||
"Small Magic Jar",
|
||||
"Large Magic Jar",
|
||||
"Piece of Heart",
|
||||
"[Removed]",
|
||||
"[Removed]",
|
||||
"[Removed]",
|
||||
"[Removed]",
|
||||
"[Removed]",
|
||||
"[Removed]",
|
||||
"[Removed]",
|
||||
"Lon Lon Milk",
|
||||
"Recovery Heart",
|
||||
"Green Rupee",
|
||||
"Blue Rupee",
|
||||
"Red Rupee",
|
||||
"Purple Rupee",
|
||||
"Huge Rupee",
|
||||
"[Removed]",
|
||||
"Deku Sticks (5)",
|
||||
"Deku Sticks (10)",
|
||||
"Deku Nuts (5)",
|
||||
"Deku Nuts (10)",
|
||||
"Bombs (5)",
|
||||
"Bombs (10)",
|
||||
"Bombs (20)",
|
||||
"Bombs (30)",
|
||||
"Arrows (Small)",
|
||||
"Arrows (Medium)",
|
||||
"Arrows (Large)",
|
||||
"Deku Seeds (30)",
|
||||
"Bombchu (5)",
|
||||
"Bombchu (20)",
|
||||
"Deku Stick Upgrade (20)",
|
||||
"Deku Stick Upgrade (30)",
|
||||
"Deku Nut Upgrade (30)",
|
||||
"Deku Nut Upgrade (40)",
|
||||
};
|
||||
|
||||
std::vector<std::string> questItemNames = {
|
||||
"Forest Medallion",
|
||||
"Fire Medallion",
|
||||
"Water Medallion",
|
||||
"Spirit Medallion",
|
||||
"Shadow Medallion",
|
||||
"Light Medallion",
|
||||
"Minuet of Forest",
|
||||
"Bolero of Fire",
|
||||
"Serenade of Water",
|
||||
"Requiem of Spirit",
|
||||
"Nocturne of Shadow",
|
||||
"Prelude of Light",
|
||||
"Zelda's Lullaby",
|
||||
"Epona's Song",
|
||||
"Saria's Song",
|
||||
"Sun's Song",
|
||||
"Song of Time",
|
||||
"Song of Storms",
|
||||
"Kokiri's Emerald",
|
||||
"Goron's Ruby",
|
||||
"Zora's Sapphire",
|
||||
"Stone of Agony",
|
||||
"Gerudo's Card",
|
||||
"Gold Skulltula Token",
|
||||
};
|
||||
|
||||
const std::string& SohUtils::GetSceneName(int32_t scene) {
|
||||
return sceneNames[scene];
|
||||
}
|
||||
|
||||
const std::string& SohUtils::GetItemName(int32_t item) {
|
||||
return itemNames[item];
|
||||
}
|
||||
|
||||
const std::string& SohUtils::GetQuestItemName(int32_t item) {
|
||||
return questItemNames[item];
|
||||
}
|
11
soh/soh/util.h
Normal file
11
soh/soh/util.h
Normal file
@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <stdint.h>
|
||||
|
||||
namespace SohUtils {
|
||||
const std::string& GetSceneName(int32_t scene);
|
||||
|
||||
const std::string& GetItemName(int32_t item);
|
||||
|
||||
const std::string& GetQuestItemName(int32_t item);
|
||||
} // namespace SohUtils
|
Loading…
Reference in New Issue
Block a user