Merge branch 'develop' of github.com:Malkierian/Shipwright into dev-to-rando-5-5
This commit is contained in:
@@ -614,7 +614,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0), ImVec2(1, 1));
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ImGui::Image(Ship::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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@@ -656,7 +656,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
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if (ImGui::ImageButton(Ship::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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@@ -704,7 +704,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f),
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if (ImGui::ImageButton(Ship::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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@@ -742,7 +742,7 @@ void DrawInventoryTab() {
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ImGui::PushItemWidth(32.0f);
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ImGui::BeginGroup();
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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::Image(Ship::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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@@ -1187,7 +1187,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
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if (ImGui::ImageButton(Ship::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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@@ -1215,7 +1215,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(slotEntry.name), ImVec2(32.0f, 32.0f), ImVec2(0, 0),
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if (ImGui::ImageButton(Ship::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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@@ -1252,7 +1252,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(hasEquip ? entry.name : entry.nameFaded),
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if (ImGui::ImageButton(Ship::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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@@ -1351,7 +1351,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
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if (ImGui::ImageButton(Ship::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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@@ -1369,7 +1369,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(hasItem ? entry.name : entry.nameFaded),
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if (ImGui::ImageButton(Ship::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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@@ -1416,7 +1416,7 @@ 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::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName(hasQuestItem ? entry.name : entry.nameFaded),
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if (ImGui::ImageButton(Ship::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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@@ -1479,7 +1479,7 @@ void DrawQuestStatusTab() {
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if (dungeonItemsScene != SCENE_JABU_JABU_BOSS) {
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float lineHeight = ImGui::GetTextLineHeightWithSpacing();
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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::Image(Ship::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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@@ -1735,7 +1735,7 @@ void DrawPlayerTab() {
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ImGui::SameLine();
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ImGui::InputScalar("C Right", ImGuiDataType_U8, &gSaveContext.equips.buttonItems[3], &one, NULL);
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if (CVarGetInteger("gDpadEquips", 0)) {
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if (CVarGetInteger(CVAR_SETTING("DpadEquips"), 0)) {
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ImGui::NewLine();
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ImGui::Text("Current D-pad Equips");
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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
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@@ -1823,34 +1823,34 @@ void SaveEditorWindow::DrawElement() {
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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::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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Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
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Ship::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::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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Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, gregGreen);
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Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, gregFadedGreen);
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}
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for (const auto& entry : triforcePieceMapping) {
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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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Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
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Ship::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 : questMapping) {
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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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Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
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Ship::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::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.name, gSongNoteTex, entry.color);
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Ship::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::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.nameFaded, gSongNoteTex, fadedCol);
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Ship::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::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.name, gSongNoteTex, entry.color);
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Ship::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::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.nameFaded, gSongNoteTex, fadedCol);
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Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.nameFaded, gSongNoteTex, fadedCol);
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}
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}
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