Merge branch 'develop' of github.com:Malkierian/Shipwright into dev-to-rando-5-5

This commit is contained in:
Malkierian
2024-05-05 22:05:10 -07:00
339 changed files with 7337 additions and 10809 deletions

View File

@@ -614,7 +614,7 @@ void DrawInfoTab() {
void DrawBGSItemFlag(uint8_t itemID) {
const ItemMapEntry& slotEntry = itemMapping[itemID];
ImGui::Image(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1));
ImGui::Image(Ship::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;
@@ -656,7 +656,7 @@ void DrawInventoryTab() {
uint8_t item = gSaveContext.inventory.items[index];
if (item != ITEM_NONE) {
const ItemMapEntry& slotEntry = itemMapping.find(item)->second;
if (ImGui::ImageButton(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
if (ImGui::ImageButton(Ship::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
ImVec2(1, 1), 0)) {
selectedIndex = index;
ImGui::OpenPopup(itemPopupPicker);
@@ -704,7 +704,7 @@ void DrawInventoryTab() {
ImGui::SameLine();
}
const ItemMapEntry& slotEntry = possibleItems[pickerIndex];
if (ImGui::ImageButton(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f),
if (ImGui::ImageButton(Ship::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
@@ -742,7 +742,7 @@ void DrawInventoryTab() {
ImGui::PushItemWidth(32.0f);
ImGui::BeginGroup();
ImGui::Image(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(itemMapping[item].name), ImVec2(32.0f, 32.0f));
ImGui::Image(Ship::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(itemMapping[item].name), ImVec2(32.0f, 32.0f));
ImGui::InputScalar("##ammoInput", ImGuiDataType_S8, &AMMO(item));
ImGui::EndGroup();
@@ -1187,7 +1187,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
if (ImGui::ImageButton(Ship::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
ImVec2(1, 1), 0)) {
ImGui::OpenPopup(upgradePopupPicker);
}
@@ -1215,7 +1215,7 @@ void DrawUpgradeIcon(const std::string& categoryName, int32_t categoryId, const
UIWidgets::SetLastItemHoverText("None");
} else {
const ItemMapEntry& slotEntry = itemMapping[items[pickerIndex]];
if (ImGui::ImageButton(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
if (ImGui::ImageButton(Ship::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();
@@ -1252,7 +1252,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(hasEquip ? entry.name : entry.nameFaded),
if (ImGui::ImageButton(Ship::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;
@@ -1351,7 +1351,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
if (ImGui::ImageButton(Ship::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;
@@ -1369,7 +1369,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(hasItem ? entry.name : entry.nameFaded),
if (ImGui::ImageButton(Ship::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;
@@ -1416,7 +1416,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
if (ImGui::ImageButton(Ship::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;
@@ -1479,7 +1479,7 @@ void DrawQuestStatusTab() {
if (dungeonItemsScene != SCENE_JABU_JABU_BOSS) {
float lineHeight = ImGui::GetTextLineHeightWithSpacing();
ImGui::Image(LUS::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(itemMapping[ITEM_KEY_SMALL].name), ImVec2(lineHeight, lineHeight));
ImGui::Image(Ship::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];
@@ -1735,7 +1735,7 @@ void DrawPlayerTab() {
ImGui::SameLine();
ImGui::InputScalar("C Right", ImGuiDataType_U8, &gSaveContext.equips.buttonItems[3], &one, NULL);
if (CVarGetInteger("gDpadEquips", 0)) {
if (CVarGetInteger(CVAR_SETTING("DpadEquips"), 0)) {
ImGui::NewLine();
ImGui::Text("Current D-pad Equips");
ImGui::InputScalar("D-pad Up ", ImGuiDataType_U8, &gSaveContext.equips.buttonItems[4], &one, NULL); // Two spaces at the end for aligning, not elegant but it's working
@@ -1823,34 +1823,34 @@ void SaveEditorWindow::DrawElement() {
void SaveEditorWindow::InitElement() {
// Load item icons into ImGui
for (const auto& entry : itemMapping) {
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));
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
Ship::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::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);
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, gregGreen);
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, gregFadedGreen);
}
for (const auto& entry : triforcePieceMapping) {
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));
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
}
for (const auto& entry : questMapping) {
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));
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
}
for (const auto& entry : songMapping) {
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.name, gSongNoteTex, entry.color);
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.name, gSongNoteTex, entry.color);
ImVec4 fadedCol = entry.color;
fadedCol.w = 0.3f;
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.nameFaded, gSongNoteTex, fadedCol);
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.nameFaded, gSongNoteTex, fadedCol);
}
for (const auto& entry : vanillaSongMapping) {
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.name, gSongNoteTex, entry.color);
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.name, gSongNoteTex, entry.color);
ImVec4 fadedCol = entry.color;
fadedCol.w = 0.3f;
LUS::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.nameFaded, gSongNoteTex, fadedCol);
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.nameFaded, gSongNoteTex, fadedCol);
}
}