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