mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-02 08:35:08 -04:00
3d24f3f595
* Add fishing pole as sword in save editor Adds fishing pole as a sword to the save editor under current equipment. * Improve Collision Viewer Made all the values of the collision viewer persistent. Switched all color pickers to the EnhancementColor picker. Added a checkbox to enable/disable collision viewer. * Update SohImGuiImpl.cpp Probably fixed linux build error * Update colViewer.cpp Hopefully fixed it this time. Lets wait for jenkins. * Fixed colors Some color values were wrong * Update SohImGuiImpl.cpp & SohImGuiImpl.h
93 lines
3.1 KiB
C++
93 lines
3.1 KiB
C++
#pragma once
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#include "GameOverlay.h"
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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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uint32_t textureId;
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int width;
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int height;
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};
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namespace SohImGui {
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enum class Backend {
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DX11,
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SDL
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};
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enum class Dialogues {
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dConsole,
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dMenubar,
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dLoadSettings,
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};
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typedef struct {
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Backend backend;
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union {
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struct {
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void* window;
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void* device_context;
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void* device;
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} dx11;
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struct {
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void* window;
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void* context;
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} sdl;
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};
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} WindowImpl;
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typedef union {
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struct {
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void* handle;
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int msg;
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int wparam;
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int lparam;
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} win32;
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struct {
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void* event;
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} sdl;
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} EventImpl;
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extern WindowImpl impl;
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using WindowDrawFunc = void(*)(bool& enabled);
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typedef struct {
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bool enabled;
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WindowDrawFunc drawFunc;
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} CustomWindow;
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extern Console* console;
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extern Ship::GameOverlay* overlay;
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extern bool needs_save;
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void Init(WindowImpl window_impl);
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void Update(EventImpl event);
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void Tooltip(const char* text);
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void EnhancementRadioButton(const char* text, const char* cvarName, int id);
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void EnhancementCheckbox(const char* text, const char* cvarName);
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void EnhancementButton(const char* text, const char* cvarName);
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void EnhancementSliderInt(const char* text, const char* id, const char* cvarName, int min, int max, const char* format);
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void EnhancementSliderFloat(const char* text, const char* id, const char* cvarName, float min, float max, const char* format, float defaultValue, bool isPercentage);
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void EnhancementCombobox(const char* name, const char* ComboArray[], size_t arraySize, uint8_t FirstTimeValue);
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void EnhancementColor(const char* text, const char* cvarName, ImVec4 ColorRGBA, ImVec4 default_colors, bool allow_rainbow = true, bool has_alpha=false, bool TitleSameLine=false);
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void EnhancementCombo(const std::string& name, const char* cvarName, const std::vector<std::string>& items, int defaultValue = 0);
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void DrawMainMenuAndCalculateGameSize(void);
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void DrawFramebufferAndGameInput(void);
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void Render(void);
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void CancelFrame(void);
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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, const ImVec4& tint = ImVec4(1, 1, 1, 1));
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void LoadPickersColors(ImVec4& ColorArray, const char* cvarname, const ImVec4& default_colors, bool has_alpha=false);
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void RandomizeColor(const char* cvarName, ImVec4* colors);
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void RainbowColor(const char* cvarName, ImVec4* colors);
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void ResetColor(const char* cvarName, ImVec4* colors, ImVec4 defaultcolors, bool has_alpha);
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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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