mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-08-13 17:03:47 -04:00
076887e71f
* TWEAK: Submenus for the enhancement menu original PR was #322 closed it because I messed it * Fix for Assignable Tunics and Boots
987 lines
38 KiB
C++
987 lines
38 KiB
C++
#include "SohImGuiImpl.h"
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#include <iostream>
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#include <map>
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#include <utility>
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#include <string>
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#include <algorithm>
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#include <vector>
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#include "Archive.h"
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#include "Environment.h"
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#include "GameSettings.h"
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#include "SohConsole.h"
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#include "SohHooks.h"
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#include "Lib/ImGui/imgui_internal.h"
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#include "GlobalCtx2.h"
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#include "ResourceMgr.h"
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#include "TextureMod.h"
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#include "Window.h"
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#include "Cvar.h"
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#include "GameOverlay.h"
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#include "Texture.h"
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#include "../Fast3D/gfx_pc.h"
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#include "Lib/stb/stb_image.h"
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#include "Lib/Fast3D/gfx_rendering_api.h"
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#include "Lib/spdlog/include/spdlog/common.h"
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#include "Utils/StringHelper.h"
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#ifdef ENABLE_OPENGL
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#include "Lib/ImGui/backends/imgui_impl_opengl3.h"
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#include "Lib/ImGui/backends/imgui_impl_sdl.h"
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#endif
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#if defined(ENABLE_DX11) || defined(ENABLE_DX12)
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#include "Lib/ImGui/backends/imgui_impl_dx11.h"
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#include "Lib/ImGui/backends/imgui_impl_win32.h"
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#include <Windows.h>
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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#endif
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using namespace Ship;
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bool oldCursorState = true;
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#define EXPERIMENTAL() \
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ImGui::PushStyleColor(ImGuiCol_Text, IM_COL32(255, 50, 50, 255)); \
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ImGui::Text("Experimental"); \
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ImGui::PopStyleColor(); \
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ImGui::Separator();
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#define TOGGLE_BTN ImGuiKey_F1
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#define HOOK(b) if(b) needs_save = true;
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OSContPad* pads;
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std::map<std::string, GameAsset*> DefaultAssets;
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namespace SohImGui {
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WindowImpl impl;
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ImGuiIO* io;
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Console* console = new Console;
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GameOverlay* overlay = new GameOverlay;
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bool p_open = false;
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bool needs_save = false;
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std::vector<const char*> CustomTexts;
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int SelectedLanguage = CVar_GetS32("gLanguages", 0); //Default Language to 0=English 1=German 2=French
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float kokiri_col[3] = { 0.118f, 0.41f, 0.106f };
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float goron_col[3] = { 0.392f, 0.078f, 0.0f };
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float zora_col[3] = { 0.0f, 0.235f, 0.392f };
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float navi_idle_i_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_idle_o_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_npc_i_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_npc_o_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_enemy_i_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_enemy_o_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_prop_i_col[3] = { 0.0f, 0.0f, 0.0f };
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float navi_prop_o_col[3] = { 0.0f, 0.0f, 0.0f };
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const char* filters[3] = {
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"Three-Point",
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"Linear",
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"None"
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};
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std::map<std::string, std::vector<std::string>> windowCategories;
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std::map<std::string, CustomWindow> customWindows;
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void ImGuiWMInit() {
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switch (impl.backend) {
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case Backend::SDL:
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ImGui_ImplSDL2_InitForOpenGL(static_cast<SDL_Window*>(impl.sdl.window), impl.sdl.context);
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break;
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#if defined(ENABLE_DX11) || defined(ENABLE_DX12)
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case Backend::DX11:
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ImGui_ImplWin32_Init(impl.dx11.window);
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break;
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#endif
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default:
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break;
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}
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// OTRTODO: This gameplay specific stuff should not be in libultraship. This needs to be moved to soh and use sTunicColors
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kokiri_col[0] = 30 / 255.0f;
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kokiri_col[1] = 105 / 255.0f;
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kokiri_col[2] = 27 / 255.0f;
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goron_col[0] = 100 / 255.0f;
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goron_col[1] = 20 / 255.0f;
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goron_col[2] = 0;
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zora_col[0] = 0;
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zora_col[1] = 60 / 255.0f;
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zora_col[2] = 100 / 255.0f;
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navi_idle_i_col[0] = 0;
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navi_idle_i_col[1] = 0;
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navi_idle_i_col[2] = 0;
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navi_idle_o_col[0] = 0;
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navi_idle_o_col[1] = 0;
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navi_idle_o_col[2] = 0;
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navi_npc_i_col[0] = 0;
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navi_npc_i_col[1] = 0;
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navi_npc_i_col[2] = 0;
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navi_npc_o_col[0] = 0;
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navi_npc_o_col[1] = 0;
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navi_npc_o_col[2] = 0;
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navi_enemy_i_col[0] = 0;
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navi_enemy_i_col[1] = 0;
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navi_enemy_i_col[2] = 0;
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navi_enemy_o_col[0] = 0;
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navi_enemy_o_col[1] = 0;
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navi_enemy_o_col[2] = 0;
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navi_prop_i_col[0] = 0;
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navi_prop_i_col[1] = 0;
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navi_prop_i_col[2] = 0;
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navi_prop_o_col[0] = 0;
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navi_prop_o_col[1] = 0;
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navi_prop_o_col[2] = 0;
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}
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void ImGuiBackendInit() {
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switch (impl.backend) {
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case Backend::SDL:
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ImGui_ImplOpenGL3_Init("#version 120");
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break;
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#if defined(ENABLE_DX11) || defined(ENABLE_DX12)
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case Backend::DX11:
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ImGui_ImplDX11_Init(static_cast<ID3D11Device*>(impl.dx11.device), static_cast<ID3D11DeviceContext*>(impl.dx11.device_context));
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break;
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#endif
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default:
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break;
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}
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}
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void ImGuiProcessEvent(EventImpl event) {
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switch (impl.backend) {
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case Backend::SDL:
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ImGui_ImplSDL2_ProcessEvent(static_cast<const SDL_Event*>(event.sdl.event));
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break;
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#if defined(ENABLE_DX11) || defined(ENABLE_DX12)
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case Backend::DX11:
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ImGui_ImplWin32_WndProcHandler(static_cast<HWND>(event.win32.handle), event.win32.msg, event.win32.wparam, event.win32.lparam);
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break;
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#endif
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default:
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break;
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}
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}
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void ImGuiWMNewFrame() {
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switch (impl.backend) {
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case Backend::SDL:
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ImGui_ImplSDL2_NewFrame(static_cast<SDL_Window*>(impl.sdl.window));
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break;
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#if defined(ENABLE_DX11) || defined(ENABLE_DX12)
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case Backend::DX11:
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ImGui_ImplWin32_NewFrame();
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break;
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#endif
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default:
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break;
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}
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}
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void ImGuiBackendNewFrame() {
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switch (impl.backend) {
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case Backend::SDL:
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ImGui_ImplOpenGL3_NewFrame();
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break;
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#if defined(ENABLE_DX11) || defined(ENABLE_DX12)
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case Backend::DX11:
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ImGui_ImplDX11_NewFrame();
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break;
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#endif
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default:
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break;
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}
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}
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void ImGuiRenderDrawData(ImDrawData* data) {
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switch (impl.backend) {
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case Backend::SDL:
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ImGui_ImplOpenGL3_RenderDrawData(data);
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break;
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#if defined(ENABLE_DX11) || defined(ENABLE_DX12)
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case Backend::DX11:
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ImGui_ImplDX11_RenderDrawData(data);
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break;
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#endif
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default:
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break;
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}
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}
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bool UseViewports() {
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switch (impl.backend) {
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case Backend::DX11:
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return true;
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default:
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return false;
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}
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}
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void ShowCursor(bool hide, Dialogues d) {
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if (d == Dialogues::dLoadSettings) {
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GlobalCtx2::GetInstance()->GetWindow()->ShowCursor(hide);
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return;
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}
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if (d == Dialogues::dConsole && CVar_GetS32("gOpenMenuBar", 0)) {
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return;
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}
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if (!GlobalCtx2::GetInstance()->GetWindow()->IsFullscreen()) {
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oldCursorState = false;
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return;
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}
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if (oldCursorState != hide) {
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oldCursorState = hide;
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GlobalCtx2::GetInstance()->GetWindow()->ShowCursor(hide);
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}
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}
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void LoadTexture(const std::string& name, const std::string& path) {
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GfxRenderingAPI* api = gfx_get_current_rendering_api();
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const auto res = GlobalCtx2::GetInstance()->GetResourceManager()->LoadFile(path);
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const auto asset = new GameAsset{ api->new_texture() };
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uint8_t* img_data = stbi_load_from_memory(reinterpret_cast<const stbi_uc*>(res->buffer.get()), res->dwBufferSize, &asset->width, &asset->height, nullptr, 4);
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if (img_data == nullptr) {
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std::cout << "Found error: " << stbi_failure_reason() << std::endl;
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return;
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}
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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(img_data, asset->width, asset->height);
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DefaultAssets[name] = asset;
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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, 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(path).get());
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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(texBuffer.data(), res->width, res->height);
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DefaultAssets[name] = asset;
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}
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void Init(WindowImpl window_impl) {
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Game::LoadSettings();
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impl = window_impl;
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ImGuiContext* ctx = ImGui::CreateContext();
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ImGui::SetCurrentContext(ctx);
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io = &ImGui::GetIO();
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io->ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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io->Fonts->AddFontDefault();
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if (UseViewports()) {
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io->ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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}
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console->Init();
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overlay->Init();
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ImGuiWMInit();
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ImGuiBackendInit();
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ModInternal::registerHookListener({ GFX_INIT, [](const HookEvent ev) {
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if (GlobalCtx2::GetInstance()->GetWindow()->IsFullscreen())
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ShowCursor(CVar_GetS32("gOpenMenuBar", 0), Dialogues::dLoadSettings);
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LoadTexture("Game_Icon", "assets/ship_of_harkinian/icons/gSohIcon.png");
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LoadTexture("A-Btn", "assets/ship_of_harkinian/buttons/ABtn.png");
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LoadTexture("B-Btn", "assets/ship_of_harkinian/buttons/BBtn.png");
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LoadTexture("L-Btn", "assets/ship_of_harkinian/buttons/LBtn.png");
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LoadTexture("R-Btn", "assets/ship_of_harkinian/buttons/RBtn.png");
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LoadTexture("Z-Btn", "assets/ship_of_harkinian/buttons/ZBtn.png");
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LoadTexture("Start-Btn", "assets/ship_of_harkinian/buttons/StartBtn.png");
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LoadTexture("C-Left", "assets/ship_of_harkinian/buttons/CLeft.png");
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LoadTexture("C-Right", "assets/ship_of_harkinian/buttons/CRight.png");
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LoadTexture("C-Up", "assets/ship_of_harkinian/buttons/CUp.png");
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LoadTexture("C-Down", "assets/ship_of_harkinian/buttons/CDown.png");
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} });
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for (const auto& [i, controllers] : Ship::Window::Controllers)
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{
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CVar_SetFloat(StringHelper::Sprintf("gCont%i_GyroDriftX", i).c_str(), 0);
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CVar_SetFloat(StringHelper::Sprintf("gCont%i_GyroDriftY", i).c_str(), 0);
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needs_save = true;
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}
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ModInternal::registerHookListener({ CONTROLLER_READ, [](const HookEvent ev) {
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pads = static_cast<OSContPad*>(ev->baseArgs["cont_pad"]);
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} });
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Game::InitSettings();
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}
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void Update(EventImpl event) {
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if (needs_save) {
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Game::SaveSettings();
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needs_save = false;
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}
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ImGuiProcessEvent(event);
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}
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#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));
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void BindAudioSlider(const char* name, const char* key, float defaultValue, SeqPlayers playerId)
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{
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float value = CVar_GetFloat(key, defaultValue);
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ImGui::Text(name, static_cast<int>(100 * value));
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if (ImGui::SliderFloat((std::string("##") + key).c_str(), &value, 0.0f, 1.0f, "")) {
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const float volume = floorf(value * 100) / 100;
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CVar_SetFloat(key, volume);
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needs_save = true;
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Game::SetSeqPlayerVolume(playerId, volume);
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}
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}
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void EnhancementRadioButton(std::string text, std::string cvarName, int id) {
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/*Usage :
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EnhancementRadioButton("My Visible Name","gMyCVarName", MyID);
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First arg is the visible name of the Radio button
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Second is the cvar name where MyID will be saved.
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Note: the CVar name should be the same to each Buddies.
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Example :
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EnhancementRadioButton("English", "gLanguages", 0);
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EnhancementRadioButton("German", "gLanguages", 1);
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EnhancementRadioButton("French", "gLanguages", 2);
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*/
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int val = CVar_GetS32(cvarName.c_str(), 0);
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if (ImGui::RadioButton(text.c_str(), id == val)) {
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CVar_SetS32(cvarName.c_str(), (int)id);
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needs_save = true;
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}
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}
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void EnhancementCheckbox(std::string text, std::string cvarName)
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{
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bool val = (bool)CVar_GetS32(cvarName.c_str(), 0);
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if (ImGui::Checkbox(text.c_str(), &val)) {
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CVar_SetS32(cvarName.c_str(), val);
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needs_save = true;
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}
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}
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void EnhancementButton(std::string text, std::string cvarName)
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{
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bool val = (bool)CVar_GetS32(cvarName.c_str(), 0);
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if (ImGui::Button(text.c_str())) {
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CVar_SetS32(cvarName.c_str(), !val);
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needs_save = true;
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}
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}
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void EnhancementSliderInt(std::string text, std::string id, std::string cvarName, int min, int max, std::string format)
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{
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int val = CVar_GetS32(cvarName.c_str(), 0);
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ImGui::Text(text.c_str(), val);
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if (ImGui::SliderInt(id.c_str(), &val, min, max, format.c_str()))
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{
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CVar_SetS32(cvarName.c_str(), val);
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needs_save = true;
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}
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if (val < min)
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{
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val = min;
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CVar_SetS32(cvarName.c_str(), val);
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needs_save = true;
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}
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if (val > max)
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{
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val = max;
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CVar_SetS32(cvarName.c_str(), val);
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needs_save = true;
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}
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}
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void EnhancementSliderFloat(std::string text, std::string id, std::string cvarName, float min, float max, std::string format, float defaultValue, bool isPercentage)
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{
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float val = CVar_GetFloat(cvarName.c_str(), defaultValue);
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if (!isPercentage)
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ImGui::Text(text.c_str(), val);
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else
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ImGui::Text(text.c_str(), static_cast<int>(100 * val));
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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<Window> 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)");
|
|
GfxRenderingAPI* gapi = gfx_get_current_rendering_api();
|
|
if (ImGui::BeginCombo("##filters", filters[gapi->get_texture_filter()])) {
|
|
for (int fId = 0; fId <= FilteringMode::NONE; fId++) {
|
|
if (ImGui::Selectable(filters[fId], fId == gapi->get_texture_filter())) {
|
|
INFO("New Filter: %s", filters[fId]);
|
|
gapi->set_texture_filter((FilteringMode)fId);
|
|
|
|
CVar_SetS32("gTextureFilter", (int)fId);
|
|
needs_save = true;
|
|
}
|
|
|
|
}
|
|
ImGui::EndCombo();
|
|
}
|
|
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<ImTextureID>(fbuf), pos, size);
|
|
ImGui::SetCursorPos(pos);
|
|
ImGui::Image(reinterpret_cast<ImTextureID>(fbuf), size);
|
|
}
|
|
|
|
ImGui::End();
|
|
|
|
const float scale = CVar_GetFloat("gInputScale", 1.0f);
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ImVec2 BtnPos = ImVec2(160 * scale, 85 * scale);
|
|
|
|
if (CVar_GetS32("gInputEnabled", 0)) {
|
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ImGui::SetNextWindowSize(BtnPos);
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ImGui::SetNextWindowPos(ImVec2(main_pos.x + size.x - BtnPos.x - 20, main_pos.y + size.y - BtnPos.y - 20));
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|
|
|
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<ImTextureID>(id);
|
|
}
|
|
}
|