[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202)

* Update SohImGuiImpl.cpp

* Add int variant of CVar_ Get/Set/Register

* Add variant of CVar_ Get/Set/Register

* Add LoadHUDColors()

* Added temporary menu for custom colors

* vars added

* added section load

* variables save/load

* register boolean for colors radiobox

* Minimap recolor

* Hearts (top left) color, incl. DD variant

* Add A/B/C/Start btn colors and rupee

* A & C button icon and save prompt cursor.

* A & C notes and cursor

* Some notes I forgot tbh was open since hours.

* Shops cursor color with included pulse

* Wrong section was added

* Fixed some logic there and removed an unused if

* Moved a condition to make it better.

* That what happen when you left it open for hours

* Update z_message_PAL.c

* Added color array for A button

* Get/Set/Register Int not needed anymore

* Update Cvar.h

* Update Cvar.cpp

* Removed HUDCOLOR_SECTION moved it to cosmetics

Updated Tunics and navi mod too.

* changed categorie name and updated

* Updated Cosmetics menu and add colors there

* Update GameSettings.cpp

* Update GameSettings.h

* A more generic name

* Update SohImGuiImpl.cpp

* Update bootcommands.c

* update var name

* var name update

* var name update (creative name I know...)

* Updated variables names to match gHudColors

* to lazy to name this one

* gHudColors renaming stuff there too

* guess what, variable renaming.

* Update Tunic/Navi mods with new variable name.

* Updated Links tunic variable names

* Fix condition for Right C button

* Add condition to check if the button is on

* Added system to check if color tunics is turned on.

* Added empty C button colors

* Add ability to move Hearts

* Ability to move minimap (incl. dgn one)

Add Dungeon icon fix requirement. once merged I will fix conflict with this one.

* Compass icon move with the minimap

* Added several button move function

* stone of agony folly the interface too.

* fix minimap alpha

* Fixes notes env color (was showing incorrectly)

* PR repo mass update, cleaning incoming

* Clean_PR stuff

* useless there ...

* Properly load the function.

Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ?

* fix conflict and useless edit

* Fix default color for A/B and C btns

* Fix Rupee default color in ImGUI

* Reworked Tunics handling, much better this way

* Fix minimap default color

* C button default color fix

* better behavior and default color fix

* Fixed every default color to match gamecube style

* Fix dungeon entrance icon n.2

it was not using margin and always show icon system

* This need a scene else it show everywhere oof
This commit is contained in:
Baoulettes
2022-05-21 19:16:28 +02:00
committed by GitHub
parent a3cf852267
commit 0993337721
14 changed files with 919 additions and 300 deletions

View File

@@ -108,6 +108,22 @@ void MapMark_DrawForDungeon(GlobalContext* globalCtx) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 255, 255, 255, interfaceCtx->minimapAlpha);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, interfaceCtx->minimapAlpha);
s16 Top_MC_Margin = 0;
s16 Left_MC_Margin = 0;
s16 Right_MC_Margin = 0;
s16 Bottom_MC_Margin = 0;
if (CVar_GetS32("gHUDMargins", 0) != 0) {
Top_MC_Margin = CVar_GetS32("gHUDMargin_T", 0);
Left_MC_Margin = CVar_GetS32("gHUDMargin_L", 0);
Right_MC_Margin = CVar_GetS32("gHUDMargin_R", 0);
Bottom_MC_Margin = CVar_GetS32("gHUDMargin_B", 0);
} else {
Top_MC_Margin = 0;
Left_MC_Margin = 0;
Right_MC_Margin = 0;
Bottom_MC_Margin = 0;
}
markPoint = &mapMarkIconData->points[0];
for (i = 0; i < mapMarkIconData->count; i++) {
if ((mapMarkIconData->markType != MAP_MARK_CHEST) || !Flags_GetTreasure(globalCtx, markPoint->chestFlag)) {
@@ -118,8 +134,8 @@ void MapMark_DrawForDungeon(GlobalContext* globalCtx) {
markInfo->textureWidth, markInfo->textureHeight, 0, G_TX_NOMIRROR | G_TX_WRAP,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
rectLeft = (GREG(94) + OTRGetRectDimensionFromRightEdge(markPoint->x) + 204) << 2;
rectTop = (GREG(95) + markPoint->y + 140) << 2;
rectLeft = (GREG(94) + OTRGetRectDimensionFromRightEdge(markPoint->x+Right_MC_Margin) + 204) << 2;
rectTop = (GREG(95) + markPoint->y + Bottom_MC_Margin + 140) << 2;
gSPTextureRectangle(OVERLAY_DISP++, rectLeft, rectTop, markInfo->rectWidth + rectLeft,
rectTop + markInfo->rectHeight, G_TX_RENDERTILE, 0, 0, markInfo->dsdx,
markInfo->dtdy);