Lus updates (#2822)

* Changes for LUS renames in ResourceManager and Archive.

* Moves WriteSaveFile and ReadSaveFile to SaveManager.

* Removes ImGui namespace.

* Bump LUS

* Update soh/soh/GameMenuBar.cpp

* Bump LUS

---------

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
This commit is contained in:
Kenix3
2023-05-03 20:46:26 -04:00
committed by GitHub
parent 859bf856b8
commit 4980ae8dcc
105 changed files with 487 additions and 460 deletions

View File

@@ -604,7 +604,7 @@ void DrawInfoTab() {
void DrawBGSItemFlag(uint8_t itemID) {
const ItemMapEntry& slotEntry = itemMapping[itemID];
ImGui::Image(SohImGui::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1));
ImGui::Image(Ship::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;
@@ -646,7 +646,7 @@ void DrawInventoryTab() {
uint8_t item = gSaveContext.inventory.items[index];
if (item != ITEM_NONE) {
const ItemMapEntry& slotEntry = itemMapping.find(item)->second;
if (ImGui::ImageButton(SohImGui::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
if (ImGui::ImageButton(Ship::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
ImVec2(1, 1), 0)) {
selectedIndex = index;
ImGui::OpenPopup(itemPopupPicker);
@@ -694,7 +694,7 @@ void DrawInventoryTab() {
ImGui::SameLine();
}
const ItemMapEntry& slotEntry = possibleItems[pickerIndex];
if (ImGui::ImageButton(SohImGui::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f),
if (ImGui::ImageButton(Ship::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
@@ -732,7 +732,7 @@ void DrawInventoryTab() {
ImGui::PushItemWidth(32.0f);
ImGui::BeginGroup();
ImGui::Image(SohImGui::GetTextureByName(itemMapping[item].name), ImVec2(32.0f, 32.0f));
ImGui::Image(Ship::GetTextureByName(itemMapping[item].name), ImVec2(32.0f, 32.0f));
ImGui::InputScalar("##ammoInput", ImGuiDataType_S8, &AMMO(item));
ImGui::EndGroup();
@@ -1147,7 +1147,7 @@ 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(SohImGui::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
if (ImGui::ImageButton(Ship::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
ImVec2(1, 1), 0)) {
ImGui::OpenPopup(upgradePopupPicker);
}
@@ -1175,7 +1175,7 @@ void DrawUpgradeIcon(const std::string& categoryName, int32_t categoryId, const
UIWidgets::SetLastItemHoverText("None");
} else {
const ItemMapEntry& slotEntry = itemMapping[items[pickerIndex]];
if (ImGui::ImageButton(SohImGui::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
if (ImGui::ImageButton(Ship::GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
ImVec2(1, 1), 0)) {
Inventory_ChangeUpgrade(categoryId, pickerIndex);
ImGui::CloseCurrentPopup();
@@ -1212,7 +1212,7 @@ 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(SohImGui::GetTextureByName(hasEquip ? entry.name : entry.nameFaded),
if (ImGui::ImageButton(Ship::GetTextureByName(hasEquip ? entry.name : entry.nameFaded),
ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1), 0)) {
if (hasEquip) {
gSaveContext.inventory.equipment &= ~bitMask;
@@ -1311,7 +1311,7 @@ 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(SohImGui::GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
if (ImGui::ImageButton(Ship::GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1), 0)) {
if (hasQuestItem) {
gSaveContext.inventory.questItems &= ~bitMask;
@@ -1329,7 +1329,7 @@ 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(SohImGui::GetTextureByName(hasItem ? entry.name : entry.nameFaded),
if (ImGui::ImageButton(Ship::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;
@@ -1376,7 +1376,7 @@ 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(SohImGui::GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
if (ImGui::ImageButton(Ship::GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
ImVec2(16.0f, 24.0f), ImVec2(0, 0), ImVec2(1, 1), 0)) {
if (hasQuestItem) {
gSaveContext.inventory.questItems &= ~bitMask;
@@ -1439,7 +1439,7 @@ void DrawQuestStatusTab() {
if (dungeonItemsScene != SCENE_BDAN_BOSS) {
float lineHeight = ImGui::GetTextLineHeightWithSpacing();
ImGui::Image(SohImGui::GetTextureByName(itemMapping[ITEM_KEY_SMALL].name), ImVec2(lineHeight, lineHeight));
ImGui::Image(Ship::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];
@@ -1780,34 +1780,34 @@ void DrawSaveEditor(bool& open) {
}
void InitSaveEditor() {
SohImGui::AddWindow("Developer Tools", "Save Editor", DrawSaveEditor);
Ship::AddWindow("Developer Tools", "Save Editor", DrawSaveEditor);
// Load item icons into ImGui
for (const auto& entry : itemMapping) {
SohImGui::LoadResource(entry.second.name, entry.second.texturePath);
SohImGui::LoadResource(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
Ship::LoadResource(entry.second.name, entry.second.texturePath);
Ship::LoadResource(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;
SohImGui::LoadResource(entry.second.name, entry.second.texturePath, gregGreen);
SohImGui::LoadResource(entry.second.nameFaded, entry.second.texturePath, gregFadedGreen);
Ship::LoadResource(entry.second.name, entry.second.texturePath, gregGreen);
Ship::LoadResource(entry.second.nameFaded, entry.second.texturePath, gregFadedGreen);
}
for (const auto& entry : questMapping) {
SohImGui::LoadResource(entry.second.name, entry.second.texturePath);
SohImGui::LoadResource(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
Ship::LoadResource(entry.second.name, entry.second.texturePath);
Ship::LoadResource(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
}
for (const auto& entry : songMapping) {
SohImGui::LoadResource(entry.name, gSongNoteTex, entry.color);
Ship::LoadResource(entry.name, gSongNoteTex, entry.color);
ImVec4 fadedCol = entry.color;
fadedCol.w = 0.3f;
SohImGui::LoadResource(entry.nameFaded, gSongNoteTex, fadedCol);
Ship::LoadResource(entry.nameFaded, gSongNoteTex, fadedCol);
}
for (const auto& entry : vanillaSongMapping) {
SohImGui::LoadResource(entry.name, gSongNoteTex, entry.color);
Ship::LoadResource(entry.name, gSongNoteTex, entry.color);
ImVec4 fadedCol = entry.color;
fadedCol.w = 0.3f;
SohImGui::LoadResource(entry.nameFaded, gSongNoteTex, fadedCol);
Ship::LoadResource(entry.nameFaded, gSongNoteTex, fadedCol);
}
}