build soh with LUS 1.0.0 (#2881)

* Bump LUS

* Ship -> LUS namespace change

* z_scene_otr Ship -> LUS namespace

* Starting to get SoH to build with LUS imgui changes.

* start stuff

* gamecontroleditor build issues resolved maybe

* cosmetics editor and what not

* console

* actor viewer

* more stuff

* more stuff

* on to errors that make sense

* putting this down for a bit

* no idea what these errors mean now

* some kind of progress maybe

* latest lus main

* more

* back to linker errors and being lost

* Fixes command function signature.

* More fixes

* Even more fixes

* Bump LUS

* More Fixes.

* Fixes even more errors.

* lus bump

* input editor as var

* audio editor working

* it builds with this

* bump lus

* it opens

* bump lus to latest main again

* make sure to do all the command registering in debugconsole

* lus and what not

* switch type stuff plz

* undo

* do the thing that fixes the thing

* fix mac?

* correctly show/hide menubar on boot

* bump lus

* input blocking updates

* bump lus

* Bump LUS

* Press F1 to open enhancement menus moved to SoH

* lus and rendering backend stuff

* audio backend and lus

* Bump LUS

* Fixes WindowBackend dropdown

* Bump LUS

* misc -> utils and moves binarytools to utils.

* Window refactor

* bump lus

* make it work

* Fixes for moved files again

* Bump LUS

* Mercury -> Config

* Bump LUS

* Reacts to removed LUS hooks and bump LUS

* Remove Hook: GfxInit

* Removes debug audio_setgamevolume to 1

* use non-crashing branch of lus

* fix: make audio init work without hooks

* game icon stuff

* multifix bmp

* use input viewer class branch for now

* just "Ship" it's cleaner

* Bump LUS

* Removed ExitGame hook.

* Bump LUS

* Hook system removed from LUS.

* More LUS updates

* Changes to make window position saving.

* Bump LUS

* Bump LUS (for real)

* LUS resources now return a specialized pointer.

* Bump LUS

* Fixes issue in SetPathways::GetPointerSize

* Bump LUS to 1.0.0

* builds but crashes

* fix crash

* better macro names in debug console

* remove commeted out line

* remove redundant check tracker settings window logic

* remove commented out line

* move the *

* remove extra seqplayers enum def

* this sneaky little guy was hiding behind a wii u ifdef

* remove extra check tracker header

---------

Co-authored-by: Kenix <kenixwhisperwind@gmail.com>
Co-authored-by: briaguya <briaguya@alice>
This commit is contained in:
briaguya
2023-06-03 15:27:45 -04:00
committed by GitHub
parent d922b91e15
commit 2308ab8823
219 changed files with 3356 additions and 3282 deletions

View File

@@ -1,7 +1,6 @@
#include "debugSaveEditor.h"
#include "../../util.h"
#include "../../OTRGlobals.h"
#include <ImGuiImpl.h>
#include "../../UIWidgets.hpp"
#include <spdlog/fmt/fmt.h>
@@ -10,6 +9,7 @@
#include <map>
#include <string>
#include <libultraship/bridge.h>
#include <libultraship/libultraship.h>
extern "C" {
#include <z64.h>
@@ -605,7 +605,7 @@ void DrawInfoTab() {
void DrawBGSItemFlag(uint8_t itemID) {
const ItemMapEntry& slotEntry = itemMapping[itemID];
ImGui::Image(LUS::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1));
ImGui::Image(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1));
ImGui::SameLine();
int tradeIndex = itemID - ITEM_POCKET_EGG;
bool hasItem = (gSaveContext.adultTradeItems & (1 << tradeIndex)) != 0;
@@ -647,7 +647,7 @@ void DrawInventoryTab() {
uint8_t item = gSaveContext.inventory.items[index];
if (item != ITEM_NONE) {
const ItemMapEntry& slotEntry = itemMapping.find(item)->second;
if (ImGui::ImageButton(LUS::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
if (ImGui::ImageButton(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
ImVec2(1, 1), 0)) {
selectedIndex = index;
ImGui::OpenPopup(itemPopupPicker);
@@ -695,7 +695,7 @@ void DrawInventoryTab() {
ImGui::SameLine();
}
const ItemMapEntry& slotEntry = possibleItems[pickerIndex];
if (ImGui::ImageButton(LUS::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f),
if (ImGui::ImageButton(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f),
ImVec2(0, 0), ImVec2(1, 1), 0)) {
gSaveContext.inventory.items[selectedIndex] = slotEntry.id;
// Set adult trade item flag if you're playing adult trade shuffle in rando
@@ -733,7 +733,7 @@ void DrawInventoryTab() {
ImGui::PushItemWidth(32.0f);
ImGui::BeginGroup();
ImGui::Image(LUS::GetTextureByName(itemMapping[item].name), ImVec2(32.0f, 32.0f));
ImGui::Image(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(itemMapping[item].name), ImVec2(32.0f, 32.0f));
ImGui::InputScalar("##ammoInput", ImGuiDataType_S8, &AMMO(item));
ImGui::EndGroup();
@@ -1148,7 +1148,7 @@ void DrawUpgradeIcon(const std::string& categoryName, int32_t categoryId, const
uint8_t item = items[CUR_UPG_VALUE(categoryId)];
if (item != ITEM_NONE) {
const ItemMapEntry& slotEntry = itemMapping[item];
if (ImGui::ImageButton(LUS::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
if (ImGui::ImageButton(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
ImVec2(1, 1), 0)) {
ImGui::OpenPopup(upgradePopupPicker);
}
@@ -1176,7 +1176,7 @@ void DrawUpgradeIcon(const std::string& categoryName, int32_t categoryId, const
UIWidgets::SetLastItemHoverText("None");
} else {
const ItemMapEntry& slotEntry = itemMapping[items[pickerIndex]];
if (ImGui::ImageButton(LUS::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
if (ImGui::ImageButton(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
ImVec2(1, 1), 0)) {
Inventory_ChangeUpgrade(categoryId, pickerIndex);
ImGui::CloseCurrentPopup();
@@ -1213,7 +1213,7 @@ void DrawEquipmentTab() {
bool hasEquip = (bitMask & gSaveContext.inventory.equipment) != 0;
const ItemMapEntry& entry = itemMapping[equipmentValues[i]];
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
if (ImGui::ImageButton(LUS::GetTextureByName(hasEquip ? entry.name : entry.nameFaded),
if (ImGui::ImageButton(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(hasEquip ? entry.name : entry.nameFaded),
ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1), 0)) {
if (hasEquip) {
gSaveContext.inventory.equipment &= ~bitMask;
@@ -1312,7 +1312,7 @@ void DrawQuestItemButton(uint32_t item) {
uint32_t bitMask = 1 << entry.id;
bool hasQuestItem = (bitMask & gSaveContext.inventory.questItems) != 0;
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
if (ImGui::ImageButton(LUS::GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
if (ImGui::ImageButton(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1), 0)) {
if (hasQuestItem) {
gSaveContext.inventory.questItems &= ~bitMask;
@@ -1330,7 +1330,7 @@ void DrawDungeonItemButton(uint32_t item, uint32_t scene) {
uint32_t bitMask = 1 << (entry.id - ITEM_KEY_BOSS); // Bitset starts at ITEM_KEY_BOSS == 0. the rest are sequential
bool hasItem = (bitMask & gSaveContext.inventory.dungeonItems[scene]) != 0;
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
if (ImGui::ImageButton(LUS::GetTextureByName(hasItem ? entry.name : entry.nameFaded),
if (ImGui::ImageButton(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(hasItem ? entry.name : entry.nameFaded),
ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1), 0)) {
if (hasItem) {
gSaveContext.inventory.dungeonItems[scene] &= ~bitMask;
@@ -1377,7 +1377,7 @@ void DrawQuestStatusTab() {
uint32_t bitMask = 1 << entry.id;
bool hasQuestItem = (bitMask & gSaveContext.inventory.questItems) != 0;
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0, 0, 0, 0));
if (ImGui::ImageButton(LUS::GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
if (ImGui::ImageButton(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
ImVec2(16.0f, 24.0f), ImVec2(0, 0), ImVec2(1, 1), 0)) {
if (hasQuestItem) {
gSaveContext.inventory.questItems &= ~bitMask;
@@ -1440,7 +1440,7 @@ void DrawQuestStatusTab() {
if (dungeonItemsScene != SCENE_BDAN_BOSS) {
float lineHeight = ImGui::GetTextLineHeightWithSpacing();
ImGui::Image(LUS::GetTextureByName(itemMapping[ITEM_KEY_SMALL].name), ImVec2(lineHeight, lineHeight));
ImGui::Image(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(itemMapping[ITEM_KEY_SMALL].name), ImVec2(lineHeight, lineHeight));
ImGui::SameLine();
if (ImGui::InputScalar("##Keys", ImGuiDataType_S8, gSaveContext.inventory.dungeonKeys + dungeonItemsScene)) {
gSaveContext.sohStats.dungeonKeys[dungeonItemsScene] = gSaveContext.inventory.dungeonKeys[dungeonItemsScene];
@@ -1733,17 +1733,9 @@ void DrawPlayerTab() {
}
}
void DrawSaveEditor(bool& open) {
if (!open) {
if (CVarGetInteger("gSaveEditorEnabled", 0)) {
CVarClear("gSaveEditorEnabled");
LUS::RequestCvarSaveOnNextTick();
}
return;
}
void SaveEditorWindow::DrawElement() {
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
if (!ImGui::Begin("Save Editor", &open, ImGuiWindowFlags_NoFocusOnAppearing)) {
if (!ImGui::Begin("Save Editor", &mIsVisible, ImGuiWindowFlags_NoFocusOnAppearing)) {
ImGui::End();
return;
}
@@ -1785,35 +1777,33 @@ void DrawSaveEditor(bool& open) {
ImGui::End();
}
void InitSaveEditor() {
LUS::AddWindow("Developer Tools", "Save Editor", DrawSaveEditor, CVarGetInteger("gSaveEditorEnabled", 0));
void SaveEditorWindow::InitElement() {
// Load item icons into ImGui
for (const auto& entry : itemMapping) {
LUS::LoadResource(entry.second.name, entry.second.texturePath);
LUS::LoadResource(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
}
for (const auto& entry : gregMapping) {
ImVec4 gregGreen = ImVec4(42.0f / 255.0f, 169.0f / 255.0f, 40.0f / 255.0f, 1.0f);
ImVec4 gregFadedGreen = gregGreen;
gregFadedGreen.w = 0.3f;
LUS::LoadResource(entry.second.name, entry.second.texturePath, gregGreen);
LUS::LoadResource(entry.second.nameFaded, entry.second.texturePath, gregFadedGreen);
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, gregGreen);
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, gregFadedGreen);
}
for (const auto& entry : questMapping) {
LUS::LoadResource(entry.second.name, entry.second.texturePath);
LUS::LoadResource(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
}
for (const auto& entry : songMapping) {
LUS::LoadResource(entry.name, gSongNoteTex, entry.color);
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.name, gSongNoteTex, entry.color);
ImVec4 fadedCol = entry.color;
fadedCol.w = 0.3f;
LUS::LoadResource(entry.nameFaded, gSongNoteTex, fadedCol);
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.nameFaded, gSongNoteTex, fadedCol);
}
for (const auto& entry : vanillaSongMapping) {
LUS::LoadResource(entry.name, gSongNoteTex, entry.color);
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.name, gSongNoteTex, entry.color);
ImVec4 fadedCol = entry.color;
fadedCol.w = 0.3f;
LUS::LoadResource(entry.nameFaded, gSongNoteTex, fadedCol);
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.nameFaded, gSongNoteTex, fadedCol);
}
}