#include "SohImGuiImpl.h" #include #include #include #include #include #include #include "Archive.h" #include "Environment.h" #include "GameSettings.h" #include "SohConsole.h" #include "SohHooks.h" #include "Lib/ImGui/imgui_internal.h" #include "GlobalCtx2.h" #include "ResourceMgr.h" #include "TextureMod.h" #include "Window.h" #include "Cvar.h" #include "GameOverlay.h" #include "Texture.h" #include "../Fast3D/gfx_pc.h" #include "Lib/stb/stb_image.h" #include "Lib/Fast3D/gfx_rendering_api.h" #include "Lib/spdlog/include/spdlog/common.h" #include "Utils/StringHelper.h" #ifdef ENABLE_OPENGL #include "Lib/ImGui/backends/imgui_impl_opengl3.h" #include "Lib/ImGui/backends/imgui_impl_sdl.h" #endif #if defined(ENABLE_DX11) || defined(ENABLE_DX12) #include "Lib/ImGui/backends/imgui_impl_dx11.h" #include "Lib/ImGui/backends/imgui_impl_win32.h" #include IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); #endif using namespace Ship; bool oldCursorState = true; #define EXPERIMENTAL() \ ImGui::PushStyleColor(ImGuiCol_Text, IM_COL32(255, 50, 50, 255)); \ ImGui::Text("Experimental"); \ ImGui::PopStyleColor(); \ ImGui::Separator(); #define TOGGLE_BTN ImGuiKey_F1 #define HOOK(b) if(b) needs_save = true; OSContPad* pads; std::map DefaultAssets; namespace SohImGui { WindowImpl impl; ImGuiIO* io; Console* console = new Console; GameOverlay* overlay = new GameOverlay; bool p_open = false; bool needs_save = false; std::vector CustomTexts; int SelectedLanguage = CVar_GetS32("gLanguages", 0); //Default Language to 0=English 1=German 2=French float kokiri_col[3] = { 0.118f, 0.41f, 0.106f }; float goron_col[3] = { 0.392f, 0.078f, 0.0f }; float zora_col[3] = { 0.0f, 0.235f, 0.392f }; float navi_idle_i_col[3] = { 0.0f, 0.0f, 0.0f }; float navi_idle_o_col[3] = { 0.0f, 0.0f, 0.0f }; float navi_npc_i_col[3] = { 0.0f, 0.0f, 0.0f }; float navi_npc_o_col[3] = { 0.0f, 0.0f, 0.0f }; float navi_enemy_i_col[3] = { 0.0f, 0.0f, 0.0f }; float navi_enemy_o_col[3] = { 0.0f, 0.0f, 0.0f }; float navi_prop_i_col[3] = { 0.0f, 0.0f, 0.0f }; float navi_prop_o_col[3] = { 0.0f, 0.0f, 0.0f }; const char* filters[3] = { "Three-Point", "Linear", "None" }; std::map> windowCategories; std::map customWindows; void ImGuiWMInit() { switch (impl.backend) { case Backend::SDL: ImGui_ImplSDL2_InitForOpenGL(static_cast(impl.sdl.window), impl.sdl.context); break; #if defined(ENABLE_DX11) || defined(ENABLE_DX12) case Backend::DX11: ImGui_ImplWin32_Init(impl.dx11.window); break; #endif default: break; } // OTRTODO: This gameplay specific stuff should not be in libultraship. This needs to be moved to soh and use sTunicColors kokiri_col[0] = 30 / 255.0f; kokiri_col[1] = 105 / 255.0f; kokiri_col[2] = 27 / 255.0f; goron_col[0] = 100 / 255.0f; goron_col[1] = 20 / 255.0f; goron_col[2] = 0; zora_col[0] = 0; zora_col[1] = 60 / 255.0f; zora_col[2] = 100 / 255.0f; navi_idle_i_col[0] = 0; navi_idle_i_col[1] = 0; navi_idle_i_col[2] = 0; navi_idle_o_col[0] = 0; navi_idle_o_col[1] = 0; navi_idle_o_col[2] = 0; navi_npc_i_col[0] = 0; navi_npc_i_col[1] = 0; navi_npc_i_col[2] = 0; navi_npc_o_col[0] = 0; navi_npc_o_col[1] = 0; navi_npc_o_col[2] = 0; navi_enemy_i_col[0] = 0; navi_enemy_i_col[1] = 0; navi_enemy_i_col[2] = 0; navi_enemy_o_col[0] = 0; navi_enemy_o_col[1] = 0; navi_enemy_o_col[2] = 0; navi_prop_i_col[0] = 0; navi_prop_i_col[1] = 0; navi_prop_i_col[2] = 0; navi_prop_o_col[0] = 0; navi_prop_o_col[1] = 0; navi_prop_o_col[2] = 0; } void ImGuiBackendInit() { switch (impl.backend) { case Backend::SDL: ImGui_ImplOpenGL3_Init("#version 120"); break; #if defined(ENABLE_DX11) || defined(ENABLE_DX12) case Backend::DX11: ImGui_ImplDX11_Init(static_cast(impl.dx11.device), static_cast(impl.dx11.device_context)); break; #endif default: break; } } void ImGuiProcessEvent(EventImpl event) { switch (impl.backend) { case Backend::SDL: ImGui_ImplSDL2_ProcessEvent(static_cast(event.sdl.event)); break; #if defined(ENABLE_DX11) || defined(ENABLE_DX12) case Backend::DX11: ImGui_ImplWin32_WndProcHandler(static_cast(event.win32.handle), event.win32.msg, event.win32.wparam, event.win32.lparam); break; #endif default: break; } } void ImGuiWMNewFrame() { switch (impl.backend) { case Backend::SDL: ImGui_ImplSDL2_NewFrame(static_cast(impl.sdl.window)); break; #if defined(ENABLE_DX11) || defined(ENABLE_DX12) case Backend::DX11: ImGui_ImplWin32_NewFrame(); break; #endif default: break; } } void ImGuiBackendNewFrame() { switch (impl.backend) { case Backend::SDL: ImGui_ImplOpenGL3_NewFrame(); break; #if defined(ENABLE_DX11) || defined(ENABLE_DX12) case Backend::DX11: ImGui_ImplDX11_NewFrame(); break; #endif default: break; } } void ImGuiRenderDrawData(ImDrawData* data) { switch (impl.backend) { case Backend::SDL: ImGui_ImplOpenGL3_RenderDrawData(data); break; #if defined(ENABLE_DX11) || defined(ENABLE_DX12) case Backend::DX11: ImGui_ImplDX11_RenderDrawData(data); break; #endif default: break; } } bool UseViewports() { switch (impl.backend) { case Backend::DX11: return true; default: return false; } } void ShowCursor(bool hide, Dialogues d) { if (d == Dialogues::dLoadSettings) { GlobalCtx2::GetInstance()->GetWindow()->ShowCursor(hide); return; } if (d == Dialogues::dConsole && CVar_GetS32("gOpenMenuBar", 0)) { return; } if (!GlobalCtx2::GetInstance()->GetWindow()->IsFullscreen()) { oldCursorState = false; return; } if (oldCursorState != hide) { oldCursorState = hide; GlobalCtx2::GetInstance()->GetWindow()->ShowCursor(hide); } } void LoadTexture(const std::string& name, const std::string& path) { GfxRenderingAPI* api = gfx_get_current_rendering_api(); const auto res = GlobalCtx2::GetInstance()->GetResourceManager()->LoadFile(path); const auto asset = new GameAsset{ api->new_texture() }; uint8_t* img_data = stbi_load_from_memory(reinterpret_cast(res->buffer.get()), res->dwBufferSize, &asset->width, &asset->height, nullptr, 4); if (img_data == nullptr) { std::cout << "Found error: " << stbi_failure_reason() << std::endl; return; } api->select_texture(0, asset->textureId); api->set_sampler_parameters(0, false, 0, 0); api->upload_texture(img_data, asset->width, asset->height); DefaultAssets[name] = asset; stbi_image_free(img_data); } void LoadResource(const std::string& name, const std::string& path, const ImVec4& tint) { GfxRenderingAPI* api = gfx_get_current_rendering_api(); const auto res = static_cast(GlobalCtx2::GetInstance()->GetResourceManager()->LoadResource(path).get()); std::vector texBuffer; texBuffer.reserve(res->width * res->height * 4); switch (res->texType) { case Ship::TextureType::RGBA32bpp: texBuffer.assign(res->imageData, res->imageData + (res->width * res->height * 4)); break; case Ship::TextureType::GrayscaleAlpha8bpp: for (int32_t i = 0; i < res->width * res->height; i++) { uint8_t ia = res->imageData[i]; uint8_t color = ((ia >> 4) & 0xF) * 255 / 15; uint8_t alpha = (ia & 0xF) * 255 / 15; texBuffer.push_back(color); texBuffer.push_back(color); texBuffer.push_back(color); texBuffer.push_back(alpha); } break; default: // TODO convert other image types SPDLOG_WARN("SohImGui::LoadResource: Attempting to load unsupporting image type %s", path.c_str()); return; } for (size_t pixel = 0; pixel < texBuffer.size() / 4; pixel++) { texBuffer[pixel * 4 + 0] *= tint.x; texBuffer[pixel * 4 + 1] *= tint.y; texBuffer[pixel * 4 + 2] *= tint.z; texBuffer[pixel * 4 + 3] *= tint.w; } const auto asset = new GameAsset{ api->new_texture() }; api->select_texture(0, asset->textureId); api->set_sampler_parameters(0, false, 0, 0); api->upload_texture(texBuffer.data(), res->width, res->height); DefaultAssets[name] = asset; } void Init(WindowImpl window_impl) { Game::LoadSettings(); impl = window_impl; ImGuiContext* ctx = ImGui::CreateContext(); ImGui::SetCurrentContext(ctx); io = &ImGui::GetIO(); io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; io->Fonts->AddFontDefault(); if (UseViewports()) { io->ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; } console->Init(); overlay->Init(); ImGuiWMInit(); ImGuiBackendInit(); ModInternal::registerHookListener({ GFX_INIT, [](const HookEvent ev) { if (GlobalCtx2::GetInstance()->GetWindow()->IsFullscreen()) ShowCursor(CVar_GetS32("gOpenMenuBar", 0), Dialogues::dLoadSettings); LoadTexture("Game_Icon", "assets/ship_of_harkinian/icons/gSohIcon.png"); LoadTexture("A-Btn", "assets/ship_of_harkinian/buttons/ABtn.png"); LoadTexture("B-Btn", "assets/ship_of_harkinian/buttons/BBtn.png"); LoadTexture("L-Btn", "assets/ship_of_harkinian/buttons/LBtn.png"); LoadTexture("R-Btn", "assets/ship_of_harkinian/buttons/RBtn.png"); LoadTexture("Z-Btn", "assets/ship_of_harkinian/buttons/ZBtn.png"); LoadTexture("Start-Btn", "assets/ship_of_harkinian/buttons/StartBtn.png"); LoadTexture("C-Left", "assets/ship_of_harkinian/buttons/CLeft.png"); LoadTexture("C-Right", "assets/ship_of_harkinian/buttons/CRight.png"); LoadTexture("C-Up", "assets/ship_of_harkinian/buttons/CUp.png"); LoadTexture("C-Down", "assets/ship_of_harkinian/buttons/CDown.png"); } }); for (const auto& [i, controllers] : Ship::Window::Controllers) { CVar_SetFloat(StringHelper::Sprintf("gCont%i_GyroDriftX", i).c_str(), 0); CVar_SetFloat(StringHelper::Sprintf("gCont%i_GyroDriftY", i).c_str(), 0); needs_save = true; } ModInternal::registerHookListener({ CONTROLLER_READ, [](const HookEvent ev) { pads = static_cast(ev->baseArgs["cont_pad"]); } }); Game::InitSettings(); } void Update(EventImpl event) { if (needs_save) { Game::SaveSettings(); needs_save = false; } ImGuiProcessEvent(event); } #define BindButton(btn, status) ImGui::Image(GetTextureByID(DefaultAssets[btn]->textureId), ImVec2(16.0f * scale, 16.0f * scale), ImVec2(0, 0), ImVec2(1.0f, 1.0f), ImVec4(255, 255, 255, (status) ? 255 : 0)); void BindAudioSlider(const char* name, const char* key, float defaultValue, SeqPlayers playerId) { float value = CVar_GetFloat(key, defaultValue); ImGui::Text(name, static_cast(100 * value)); if (ImGui::SliderFloat((std::string("##") + key).c_str(), &value, 0.0f, 1.0f, "")) { const float volume = floorf(value * 100) / 100; CVar_SetFloat(key, volume); needs_save = true; Game::SetSeqPlayerVolume(playerId, volume); } } void EnhancementCombobox(const char* name, const char* ComboArray[], s16 FirstTimeValue = -1){ //The -1 do not force the maker to add a default first value if (FirstTimeValue < 0){ //If there is no default value it will pass this condition and so to prevent crash we set 0 FirstTimeValue = 0; } //And now we set the default value to the CVar fallback //This way we ensure to show the number we want the user to see the first time s16 selected=CVar_GetS32(name, FirstTimeValue); //Now we set the fetched value to the drop box. //This way if a player set something else than the default it will show their selection. s16 DefaultValue=selected; if (ImGui::BeginCombo("##name", ComboArray[DefaultValue])) { //char *[] got two extra : '\123' (begin) '\n' (last) s16 ComboxSize = sizeof(&ComboArray)-2; //Seem like it does not count entry 0 so it end up doing 0, 1, 2 and count 2 not 3 for (uint8_t i = 0; i <= ComboxSize; i++) { if (ImGui::Selectable(ComboArray[i], i==selected)) { CVar_SetS32(name, i); selected=i; needs_save = true; } } ImGui::EndCombo(); } } void EnhancementRadioButton(std::string text, std::string cvarName, int id) { /*Usage : EnhancementRadioButton("My Visible Name","gMyCVarName", MyID); First arg is the visible name of the Radio button Second is the cvar name where MyID will be saved. Note: the CVar name should be the same to each Buddies. Example : EnhancementRadioButton("English", "gLanguages", 0); EnhancementRadioButton("German", "gLanguages", 1); EnhancementRadioButton("French", "gLanguages", 2); */ int val = CVar_GetS32(cvarName.c_str(), 0); if (ImGui::RadioButton(text.c_str(), id == val)) { CVar_SetS32(cvarName.c_str(), (int)id); needs_save = true; } } void EnhancementCheckbox(std::string text, std::string cvarName) { bool val = (bool)CVar_GetS32(cvarName.c_str(), 0); if (ImGui::Checkbox(text.c_str(), &val)) { CVar_SetS32(cvarName.c_str(), val); needs_save = true; } } void EnhancementButton(std::string text, std::string cvarName) { bool val = (bool)CVar_GetS32(cvarName.c_str(), 0); if (ImGui::Button(text.c_str())) { CVar_SetS32(cvarName.c_str(), !val); needs_save = true; } } void EnhancementSliderInt(std::string text, std::string id, std::string cvarName, int min, int max, std::string format) { int val = CVar_GetS32(cvarName.c_str(), 0); ImGui::Text(text.c_str(), val); if (ImGui::SliderInt(id.c_str(), &val, min, max, format.c_str())) { CVar_SetS32(cvarName.c_str(), val); needs_save = true; } if (val < min) { val = min; CVar_SetS32(cvarName.c_str(), val); needs_save = true; } if (val > max) { val = max; CVar_SetS32(cvarName.c_str(), val); needs_save = true; } } void EnhancementSliderFloat(std::string text, std::string id, std::string cvarName, float min, float max, std::string format, float defaultValue, bool isPercentage) { float val = CVar_GetFloat(cvarName.c_str(), defaultValue); if (!isPercentage) ImGui::Text(text.c_str(), val); else ImGui::Text(text.c_str(), static_cast(100 * val)); if (ImGui::SliderFloat(id.c_str(), &val, min, max, format.c_str())) { CVar_SetFloat(cvarName.c_str(), val); needs_save = true; } if (val < min) { val = min; CVar_SetFloat(cvarName.c_str(), val); needs_save = true; } if (val > max) { val = max; CVar_SetFloat(cvarName.c_str(), val); needs_save = true; } } void EnhancementColor3(std::string text, std::string cvarName, float defaultColors[3]) { int r = CVar_GetS32((cvarName + "_Red").c_str(), (defaultColors[0] * 255.0f)); int g = CVar_GetS32((cvarName + "_Green").c_str(), (defaultColors[1] * 255.0f)); int b = CVar_GetS32((cvarName + "_Blue").c_str(), (defaultColors[2] * 255.0f)); float colors[3]; colors[0] = r / 255.0f; colors[1] = g / 255.0f; colors[2] = b / 255.0f; { if (ImGui::ColorEdit3(text.c_str(), colors)) { CVar_SetS32((cvarName + "_Red").c_str(), (int)(colors[0] * 255)); CVar_SetS32((cvarName + "_Green").c_str(), (int)(colors[1] * 255)); CVar_SetS32((cvarName + "_Blue").c_str(), (int)(colors[2] * 255)); needs_save = true; } } } void Tooltip(std::string text) { if (ImGui::IsItemHovered()) ImGui::SetTooltip("%s", text.c_str()); } void DrawMainMenuAndCalculateGameSize() { console->Update(); ImGuiBackendNewFrame(); ImGuiWMNewFrame(); ImGui::NewFrame(); const std::shared_ptr wnd = GlobalCtx2::GetInstance()->GetWindow(); ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoResize; if (CVar_GetS32("gOpenMenuBar", 0)) window_flags |= ImGuiWindowFlags_MenuBar; const ImGuiViewport* viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(viewport->WorkPos); ImGui::SetNextWindowSize(ImVec2(wnd->GetCurrentWidth(), wnd->GetCurrentHeight())); ImGui::SetNextWindowViewport(viewport->ID); ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); ImGui::Begin("Main - Deck", nullptr, window_flags); ImGui::PopStyleVar(3); ImVec2 top_left_pos = ImGui::GetWindowPos(); const ImGuiID dockId = ImGui::GetID("main_dock"); if (!ImGui::DockBuilderGetNode(dockId)) { ImGui::DockBuilderRemoveNode(dockId); ImGui::DockBuilderAddNode(dockId, ImGuiDockNodeFlags_NoTabBar); ImGui::DockBuilderDockWindow("OoT Master Quest", dockId); ImGui::DockBuilderFinish(dockId); } ImGui::DockSpace(dockId, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_None); if (ImGui::IsKeyPressed(TOGGLE_BTN)) { bool menu_bar = CVar_GetS32("gOpenMenuBar", 0); CVar_SetS32("gOpenMenuBar", !menu_bar); needs_save = true; GlobalCtx2::GetInstance()->GetWindow()->dwMenubar = menu_bar; ShowCursor(menu_bar, Dialogues::dMenubar); } if (ImGui::BeginMenuBar()) { if (DefaultAssets.contains("Game_Icon")) { ImGui::SetCursorPos(ImVec2(5, 2.5f)); ImGui::Image(GetTextureByID(DefaultAssets["Game_Icon"]->textureId), ImVec2(16.0f, 16.0f)); ImGui::SameLine(); ImGui::SetCursorPos(ImVec2(25, 0)); } ImGui::Text("Shipwright"); ImGui::Separator(); if (ImGui::BeginMenu("Audio")) { EnhancementSliderFloat("Master Volume: %d %%", "##Master_Vol", "gGameMasterVolume", 0.0f, 1.0f, "", 1.0f, true); BindAudioSlider("Main Music Volume: %d %%", "gMainMusicVolume", 1.0f, SEQ_BGM_MAIN); BindAudioSlider("Sub Music Volume: %d %%", "gSubMusicVolume", 1.0f, SEQ_BGM_SUB); BindAudioSlider("Sound Effects Volume: %d %%", "gSFXMusicVolume", 1.0f, SEQ_SFX); BindAudioSlider("Fanfare Volume: %d %%", "gFanfareVolume", 1.0f, SEQ_FANFARE); ImGui::EndMenu(); } if (ImGui::BeginMenu("Controller")) { for (const auto& [i, controllers] : Ship::Window::Controllers) { bool hasPad = std::find_if(controllers.begin(), controllers.end(), [](const auto& c) { return c->HasPadConf() && c->Connected(); }) != controllers.end(); if (!hasPad) continue; auto menuLabel = "Controller " + std::to_string(i + 1); if (ImGui::BeginMenu(menuLabel.c_str())) { EnhancementSliderFloat("Gyro Sensitivity: %d %%", "##GYROSCOPE", StringHelper::Sprintf("gCont%i_GyroSensitivity", i), 0.0f, 1.0f, "", 1.0f, true); if (ImGui::Button("Recalibrate Gyro")) { CVar_SetFloat(StringHelper::Sprintf("gCont%i_GyroDriftX", i).c_str(), 0); CVar_SetFloat(StringHelper::Sprintf("gCont%i_GyroDriftY", i).c_str(), 0); needs_save = true; } ImGui::Separator(); EnhancementSliderFloat("Rumble Strength: %d %%", "##RUMBLE", StringHelper::Sprintf("gCont%i_RumbleStrength", i), 0.0f, 1.0f, "", 1.0f, true); ImGui::EndMenu(); } ImGui::Separator(); } EnhancementCheckbox("Show Inputs", "gInputEnabled"); Tooltip("Shows currently pressed inputs on the bottom right of the screen"); EnhancementCheckbox("Rumble Enabled", "gRumbleEnabled"); EnhancementSliderFloat("Input Scale: %.1f", "##Input", "gInputScale", 1.0f, 3.0f, "", 1.0f, false); Tooltip("Sets the on screen size of the displayed inputs from Show Inputs"); ImGui::Separator(); EnhancementCheckbox("D-pad Support on Pause and File Select", "gDpadPauseName"); EnhancementCheckbox("D-pad Support in Ocarina and Text Choice", "gDpadOcarinaText"); EnhancementCheckbox("D-pad Support for Browsing Shop Items", "gDpadShop"); ImGui::EndMenu(); } if (ImGui::BeginMenu("Graphics")) { EnhancementSliderInt("Internal Resolution: %dx", "##IMul", "gInternalResolution", 1, 8, ""); Tooltip("Increases the render resolution of the game, up to 8x your output resolution,\nas a more intensive but effective form of anti-aliasing"); gfx_current_dimensions.internal_mul = CVar_GetS32("gInternalResolution", 1); EnhancementSliderInt("MSAA: %d", "##IMSAA", "gMSAAValue", 1, 8, ""); Tooltip("Activates anti-aliasing when above 1, up to 8x for 8 samples for every pixel"); gfx_msaa_level = CVar_GetS32("gMSAAValue", 1); EXPERIMENTAL(); ImGui::Text("Texture Filter (Needs reload)"); EnhancementCombobox("gTextureFilter", filters); GfxRenderingAPI* gapi = gfx_get_current_rendering_api(); gapi->set_texture_filter((FilteringMode)CVar_GetS32("gTextureFilter", 0)); overlay->DrawSettings(); ImGui::EndMenu(); } if (ImGui::BeginMenu("Languages")) { EnhancementRadioButton("English", "gLanguages", 0); EnhancementRadioButton("German", "gLanguages", 1); EnhancementRadioButton("French", "gLanguages", 2); ImGui::EndMenu(); } if (ImGui::BeginMenu("Enhancements")) { if (ImGui::BeginMenu("Gameplay")) { EnhancementSliderInt("Text Speed: %dx", "##TEXTSPEED", "gTextSpeed", 1, 5, ""); EnhancementSliderInt("King Zora Speed: %dx", "##WEEPSPEED", "gMweepSpeed", 1, 5, ""); EnhancementCheckbox("Skip Text", "gSkipText"); Tooltip("Holding down B skips text"); EnhancementCheckbox("Mute Low HP Alarm", "gLowHpAlarm"); Tooltip("Disable the low HP beeping sound"); EnhancementCheckbox("Minimal UI", "gMinimalUI"); Tooltip("Hides most of the UI when not needed"); EnhancementCheckbox("Visual Stone of Agony", "gVisualAgony"); Tooltip("Displays an icon and plays a sound when Stone of Agony should be activated, for those without rumble"); EnhancementCheckbox("Faster Block Push", "gFasterBlockPush"); EnhancementCheckbox("Assignable Tunics and Boots", "gAssignableTunicsAndBoots"); Tooltip("Allows equiping the tunic and boots to c-buttons"); EnhancementCheckbox("MM Bunny Hood", "gMMBunnyHood"); Tooltip("Wearing the Bunny Hood grants a speed increase like in Majora's Mask"); ImGui::EndMenu(); } if (ImGui::BeginMenu("Graphics")) { EnhancementCheckbox("N64 Mode", "gN64Mode"); Tooltip("Sets aspect ratio to 4:3 and lowers resolution to 240p, the N64's native resolution"); EnhancementCheckbox("Animated Link in Pause Menu", "gPauseLiveLink"); EnhancementCheckbox("Enable 3D Dropped items", "gNewDrops"); EnhancementCheckbox("Dynamic Wallet Icon", "gDynamicWalletIcon"); Tooltip("Changes the rupee in the wallet icon to match the wallet size you currently have"); EnhancementCheckbox("Always show dungeon entrances", "gAlwaysShowDungeonMinimapIcon"); Tooltip("Always shows dungeon entrance icons on the minimap"); ImGui::EndMenu(); } if (ImGui::BeginMenu("Fixes")) { EnhancementCheckbox("Fix L&R Pause menu", "gUniformLR"); Tooltip("Makes the L and R buttons in the pause menu the same color"); EnhancementCheckbox("Fix Dungeon entrances", "gFixDungeonMinimapIcon"); Tooltip("Show dungeon entrances icon only when it should be"); EnhancementCheckbox("Fix Two Handed idle animations", "gTwoHandedIdle"); Tooltip("Makes two handed idle animation play, a seemingly finished animation that was disabled on accident in the original game"); ImGui::EndMenu(); } EXPERIMENTAL(); EnhancementCheckbox("60FPS Interpolation", "g60FPS"); EnhancementCheckbox("Disable LOD", "gDisableLOD"); Tooltip("Turns off the level of detail setting, making models always use their higher poly variants"); ImGui::EndMenu(); } if (ImGui::BeginMenu("Cosmetics")) { ImGui::Text("Tunics"); ImGui::Separator(); EnhancementColor3("Kokiri Tunic", "gTunic_Kokiri", kokiri_col); EnhancementColor3("Goron Tunic", "gTunic_Goron", goron_col); EnhancementColor3("Zora Tunic", "gTunic_Zora", zora_col); ImGui::Text("Navi"); ImGui::Separator(); EnhancementColor3("Navi Idle Inner", "gNavi_Idle_Inner", navi_idle_i_col); EnhancementColor3("Navi Idle Outer", "gNavi_Idle_Outer", navi_idle_o_col); EnhancementColor3("Navi NPC Inner", "gNavi_NPC_Inner", navi_npc_i_col); EnhancementColor3("Navi NPC Outer", "gNavi_NPC_Outer", navi_npc_o_col); EnhancementColor3("Navi Enemy Inner", "gNavi_Enemy_Inner", navi_enemy_i_col); EnhancementColor3("Navi Enemy Outer", "gNavi_Enemy_Outer", navi_enemy_o_col); EnhancementColor3("Navi Prop Inner", "gNavi_Prop_Inner", navi_prop_i_col); EnhancementColor3("Navi Prop Outer", "gNavi_Prop_Outer", navi_prop_o_col); ImGui::EndMenu(); } if (ImGui::BeginMenu("Cheats")) { if (ImGui::BeginMenu("Infinite...")) { EnhancementCheckbox("Money", "gInfiniteMoney"); EnhancementCheckbox("Health", "gInfiniteHealth"); EnhancementCheckbox("Ammo", "gInfiniteAmmo"); EnhancementCheckbox("Magic", "gInfiniteMagic"); EnhancementCheckbox("Nayru's Love", "gInfiniteNayru"); ImGui::EndMenu(); } EnhancementCheckbox("No Clip", "gNoClip"); Tooltip("Allows you to walk through walls"); EnhancementCheckbox("Climb Everything", "gClimbEverything"); Tooltip("Makes every surface in the game climbable"); EnhancementCheckbox("Moon Jump on L", "gMoonJumpOnL"); Tooltip("Holding L makes you float into the air"); EnhancementCheckbox("Super Tunic", "gSuperTunic"); Tooltip("Makes every tunic have the effects of every other tunic"); EnhancementCheckbox("Easy ISG", "gEzISG"); Tooltip("Automatically activates the Infinite Sword glitch, making you constantly swing your sword"); EnhancementCheckbox("Unrestricted Items", "gNoRestrictItems"); Tooltip("Allows you to use any item at any location"); EnhancementCheckbox("Freeze Time", "gFreezeTime"); Tooltip("Freezes the time of day"); ImGui::EndMenu(); } if (ImGui::BeginMenu("Developer Tools")) { EnhancementCheckbox("OoT Debug Mode", "gDebugEnabled"); Tooltip("Enables Debug Mode, allowing you to select maps with L + R + Z, noclip with L + D-pad Right,\nand open the debug menu with L on the pause screen"); ImGui::Separator(); EnhancementCheckbox("Stats", "gStatsEnabled"); Tooltip("Shows the stats window, with your FPS and frametimes, and the OS you're playing on"); EnhancementCheckbox("Console", "gConsoleEnabled"); Tooltip("Enables the console window, allowing you to input commands, type help for some examples"); console->opened = CVar_GetS32("gConsoleEnabled", 0); ImGui::EndMenu(); } for (const auto& category : windowCategories) { if (ImGui::BeginMenu(category.first.c_str())) { for (const std::string& name : category.second) { std::string varName(name); varName.erase(std::ranges::remove_if(varName, isspace).begin(), varName.end()); std::string toggleName = "g" + varName + "Enabled"; EnhancementCheckbox(name, toggleName); customWindows[name].enabled = CVar_GetS32(toggleName.c_str(), 0); } ImGui::EndMenu(); } } ImGui::EndMenuBar(); } ImGui::End(); if (CVar_GetS32("gStatsEnabled", 0)) { const float framerate = ImGui::GetIO().Framerate; ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, 0)); ImGui::Begin("Debug Stats", nullptr, ImGuiWindowFlags_NoFocusOnAppearing); #ifdef _WIN32 ImGui::Text("Platform: Windows"); #else ImGui::Text("Platform: Linux"); #endif ImGui::Text("Status: %.3f ms/frame (%.1f FPS)", 1000.0f / framerate, framerate); ImGui::End(); ImGui::PopStyleColor(); } console->Draw(); for (auto& windowIter : customWindows) { CustomWindow& window = windowIter.second; if (window.drawFunc != nullptr) { window.drawFunc(window.enabled); } } ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0)); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f); ImGui::PushStyleColor(ImGuiCol_ChildBg, ImVec4(0.0f, 0.0f, 0.0f, 0.0f)); ImGuiWindowFlags flags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBackground; ImGui::Begin("OoT Master Quest", nullptr, flags); ImGui::PopStyleVar(3); ImGui::PopStyleColor(); ImVec2 main_pos = ImGui::GetWindowPos(); main_pos.x -= top_left_pos.x; main_pos.y -= top_left_pos.y; ImVec2 size = ImGui::GetContentRegionAvail(); ImVec2 pos = ImVec2(0, 0); gfx_current_dimensions.width = size.x * gfx_current_dimensions.internal_mul; gfx_current_dimensions.height = size.y * gfx_current_dimensions.internal_mul; gfx_current_game_window_viewport.x = main_pos.x; gfx_current_game_window_viewport.y = main_pos.y; gfx_current_game_window_viewport.width = size.x; gfx_current_game_window_viewport.height = size.y; if (CVar_GetS32("gN64Mode", 0)) { gfx_current_dimensions.width = 320; gfx_current_dimensions.height = 240; const int sw = size.y * 320 / 240; gfx_current_game_window_viewport.x += (size.x - sw) / 2; gfx_current_game_window_viewport.width = sw; pos = ImVec2(size.x / 2 - sw / 2, 0); size = ImVec2(sw, size.y); } overlay->Draw(); } void DrawFramebufferAndGameInput() { ImVec2 main_pos = ImGui::GetWindowPos(); ImVec2 size = ImGui::GetContentRegionAvail(); ImVec2 pos = ImVec2(0, 0); if (CVar_GetS32("gN64Mode", 0)) { const int sw = size.y * 320 / 240; pos = ImVec2(size.x / 2 - sw / 2, 0); size = ImVec2(sw, size.y); } std::string fb_str = SohUtils::getEnvironmentVar("framebuffer"); if (!fb_str.empty()) { uintptr_t fbuf = (uintptr_t)std::stoull(fb_str); //ImGui::ImageSimple(reinterpret_cast(fbuf), pos, size); ImGui::SetCursorPos(pos); ImGui::Image(reinterpret_cast(fbuf), size); } ImGui::End(); const float scale = CVar_GetFloat("gInputScale", 1.0f); ImVec2 BtnPos = ImVec2(160 * scale, 85 * scale); if (CVar_GetS32("gInputEnabled", 0)) { ImGui::SetNextWindowSize(BtnPos); ImGui::SetNextWindowPos(ImVec2(main_pos.x + size.x - BtnPos.x - 20, main_pos.y + size.y - BtnPos.y - 20)); if (pads != nullptr && ImGui::Begin("Game Buttons", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoBackground)) { ImGui::SetCursorPosY(32 * scale); ImGui::BeginGroup(); const ImVec2 cPos = ImGui::GetCursorPos(); ImGui::SetCursorPos(ImVec2(cPos.x + 10 * scale, cPos.y - 20 * scale)); BindButton("L-Btn", pads[0].button & BTN_L); ImGui::SetCursorPos(ImVec2(cPos.x + 16 * scale, cPos.y)); BindButton("C-Up", pads[0].button & BTN_CUP); ImGui::SetCursorPos(ImVec2(cPos.x, cPos.y + 16 * scale)); BindButton("C-Left", pads[0].button & BTN_CLEFT); ImGui::SetCursorPos(ImVec2(cPos.x + 32 * scale, cPos.y + 16 * scale)); BindButton("C-Right", pads[0].button & BTN_CRIGHT); ImGui::SetCursorPos(ImVec2(cPos.x + 16 * scale, cPos.y + 32 * scale)); BindButton("C-Down", pads[0].button & BTN_CDOWN); ImGui::EndGroup(); ImGui::SameLine(); ImGui::BeginGroup(); const ImVec2 sPos = ImGui::GetCursorPos(); ImGui::SetCursorPos(ImVec2(sPos.x + 21, sPos.y - 20 * scale)); BindButton("Z-Btn", pads[0].button & BTN_Z); ImGui::SetCursorPos(ImVec2(sPos.x + 22, sPos.y + 16 * scale)); BindButton("Start-Btn", pads[0].button & BTN_START); ImGui::EndGroup(); ImGui::SameLine(); ImGui::BeginGroup(); const ImVec2 bPos = ImGui::GetCursorPos(); ImGui::SetCursorPos(ImVec2(bPos.x + 20 * scale, bPos.y - 20 * scale)); BindButton("R-Btn", pads[0].button & BTN_R); ImGui::SetCursorPos(ImVec2(bPos.x + 12 * scale, bPos.y + 8 * scale)); BindButton("B-Btn", pads[0].button & BTN_B); ImGui::SetCursorPos(ImVec2(bPos.x + 28 * scale, bPos.y + 24 * scale)); BindButton("A-Btn", pads[0].button & BTN_A); ImGui::EndGroup(); ImGui::End(); } } } void Render() { ImGui::Render(); ImGuiRenderDrawData(ImGui::GetDrawData()); if (UseViewports()) { ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); } } void CancelFrame() { ImGui::EndFrame(); if (UseViewports()) { ImGui::UpdatePlatformWindows(); } } void BindCmd(const std::string& cmd, CommandEntry entry) { console->Commands[cmd] = std::move(entry); } void AddWindow(const std::string& category, const std::string& name, WindowDrawFunc drawFunc) { if (customWindows.contains(name)) { SPDLOG_ERROR("SohImGui::AddWindow: Attempting to add duplicate window name %s", name.c_str()); return; } customWindows[name] = { .enabled = false, .drawFunc = drawFunc }; windowCategories[category].emplace_back(name); } ImTextureID GetTextureByName(const std::string& name) { return GetTextureByID(DefaultAssets[name]->textureId); } ImTextureID GetTextureByID(int id) { #ifdef ENABLE_DX11 if (impl.backend == Backend::DX11) { ImTextureID gfx_d3d11_get_texture_by_id(int id); return gfx_d3d11_get_texture_by_id(id); } #endif return reinterpret_cast(id); } }