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