[Mod]HUD Editor - Color Scheme incl. N64 colors. (#202)

* Update SohImGuiImpl.cpp

* Add int variant of CVar_ Get/Set/Register

* Add variant of CVar_ Get/Set/Register

* Add LoadHUDColors()

* Added temporary menu for custom colors

* vars added

* added section load

* variables save/load

* register boolean for colors radiobox

* Minimap recolor

* Hearts (top left) color, incl. DD variant

* Add A/B/C/Start btn colors and rupee

* A & C button icon and save prompt cursor.

* A & C notes and cursor

* Some notes I forgot tbh was open since hours.

* Shops cursor color with included pulse

* Wrong section was added

* Fixed some logic there and removed an unused if

* Moved a condition to make it better.

* That what happen when you left it open for hours

* Update z_message_PAL.c

* Added color array for A button

* Get/Set/Register Int not needed anymore

* Update Cvar.h

* Update Cvar.cpp

* Removed HUDCOLOR_SECTION moved it to cosmetics

Updated Tunics and navi mod too.

* changed categorie name and updated

* Updated Cosmetics menu and add colors there

* Update GameSettings.cpp

* Update GameSettings.h

* A more generic name

* Update SohImGuiImpl.cpp

* Update bootcommands.c

* update var name

* var name update

* var name update (creative name I know...)

* Updated variables names to match gHudColors

* to lazy to name this one

* gHudColors renaming stuff there too

* guess what, variable renaming.

* Update Tunic/Navi mods with new variable name.

* Updated Links tunic variable names

* Fix condition for Right C button

* Add condition to check if the button is on

* Added system to check if color tunics is turned on.

* Added empty C button colors

* Add ability to move Hearts

* Ability to move minimap (incl. dgn one)

Add Dungeon icon fix requirement. once merged I will fix conflict with this one.

* Compass icon move with the minimap

* Added several button move function

* stone of agony folly the interface too.

* fix minimap alpha

* Fixes notes env color (was showing incorrectly)

* PR repo mass update, cleaning incoming

* Clean_PR stuff

* useless there ...

* Properly load the function.

Imagine creating a pseudo function to load load of colour and you actually forgot to add it, could not be me right , RIGHT ?

* fix conflict and useless edit

* Fix default color for A/B and C btns

* Fix Rupee default color in ImGUI

* Reworked Tunics handling, much better this way

* Fix minimap default color

* C button default color fix

* better behavior and default color fix

* Fixed every default color to match gamecube style

* Fix dungeon entrance icon n.2

it was not using margin and always show icon system

* This need a scene else it show everywhere oof
This commit is contained in:
Baoulettes 2022-05-21 19:16:28 +02:00 committed by GitHub
parent a3cf852267
commit 0993337721
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GPG key ID: 4AEE18F83AFDEB23
14 changed files with 919 additions and 300 deletions

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@ -335,38 +335,59 @@ void func_8002BE98(TargetContext* targetCtx, s32 actorCategory, GlobalContext* g
void func_8002BF60(TargetContext* targetCtx, Actor* actor, s32 actorCategory, GlobalContext* globalCtx) {
NaviColor* naviColor = &sNaviColorList[actorCategory];
if (actorCategory == ACTORCAT_PLAYER) {
naviColor->inner.r = CVar_GetS32("gNavi_Idle_Inner_Red", naviColor->inner.r);
naviColor->inner.g = CVar_GetS32("gNavi_Idle_Inner_Green", naviColor->inner.g);
naviColor->inner.b = CVar_GetS32("gNavi_Idle_Inner_Blue", naviColor->inner.b);
naviColor->outer.r = CVar_GetS32("gNavi_Idle_Outer_Red", naviColor->outer.r);
naviColor->outer.g = CVar_GetS32("gNavi_Idle_Outer_Green", naviColor->outer.g);
naviColor->outer.b = CVar_GetS32("gNavi_Idle_Outer_Blue", naviColor->outer.b);
}
if (actorCategory == ACTORCAT_NPC) {
naviColor->inner.r = CVar_GetS32("gNavi_NPC_Inner_Red", naviColor->inner.r);
naviColor->inner.g = CVar_GetS32("gNavi_NPC_Inner_Green", naviColor->inner.g);
naviColor->inner.b = CVar_GetS32("gNavi_NPC_Inner_Blue", naviColor->inner.b);
naviColor->outer.r = CVar_GetS32("gNavi_NPC_Outer_Red", naviColor->outer.r);
naviColor->outer.g = CVar_GetS32("gNavi_NPC_Outer_Green", naviColor->outer.g);
naviColor->outer.b = CVar_GetS32("gNavi_NPC_Outer_Blue", naviColor->outer.b);
}
if (actorCategory == ACTORCAT_BOSS || actorCategory == ACTORCAT_ENEMY) {
naviColor->inner.r = CVar_GetS32("gNavi_Enemy_Inner_Red", naviColor->inner.r);
naviColor->inner.g = CVar_GetS32("gNavi_Enemy_Inner_Green", naviColor->inner.g);
naviColor->inner.b = CVar_GetS32("gNavi_Enemy_Inner_Blue", naviColor->inner.b);
naviColor->outer.r = CVar_GetS32("gNavi_Enemy_Outer_Red", naviColor->outer.r);
naviColor->outer.g = CVar_GetS32("gNavi_Enemy_Outer_Green", naviColor->outer.g);
naviColor->outer.b = CVar_GetS32("gNavi_Enemy_Outer_Blue", naviColor->outer.b);
}
if (actorCategory == ACTORCAT_PROP) {
naviColor->inner.r = CVar_GetS32("gNavi_Prop_Inner_Red", naviColor->inner.r);
naviColor->inner.g = CVar_GetS32("gNavi_Prop_Inner_Green", naviColor->inner.g);
naviColor->inner.b = CVar_GetS32("gNavi_Prop_Inner_Blue", naviColor->inner.b);
naviColor->outer.r = CVar_GetS32("gNavi_Prop_Outer_Red", naviColor->outer.r);
naviColor->outer.g = CVar_GetS32("gNavi_Prop_Outer_Green", naviColor->outer.g);
naviColor->outer.b = CVar_GetS32("gNavi_Prop_Outer_Blue", naviColor->outer.b);
if (CVar_GetS32("gUseNaviCol",0) != 1 ) {
if (actorCategory == ACTORCAT_PLAYER) {
naviColor->inner.r = 255; naviColor->inner.g = 255; naviColor->inner.b = 255;
naviColor->outer.r = 115; naviColor->outer.g = 230; naviColor->outer.b = 255;
}
if (actorCategory == ACTORCAT_NPC) {
naviColor->inner.r = 100; naviColor->inner.g = 100; naviColor->inner.b = 255;
naviColor->outer.r = 90; naviColor->outer.g = 90; naviColor->outer.b = 255;
}
if (actorCategory == ACTORCAT_BOSS || actorCategory == ACTORCAT_ENEMY) {
naviColor->inner.r = 255; naviColor->inner.g = 255; naviColor->inner.b = 0;
naviColor->outer.r = 220; naviColor->outer.g = 220; naviColor->outer.b = 0;
}
if (actorCategory == ACTORCAT_PROP) {
naviColor->inner.r = 0; naviColor->inner.g = 255; naviColor->inner.b = 90;
naviColor->outer.r = 0; naviColor->outer.g = 220; naviColor->outer.b = 0;
}
} else {
if (actorCategory == ACTORCAT_PLAYER) {
naviColor->inner.r = CVar_GetS32("gNavi_Idle_Inner_R", naviColor->inner.r);
naviColor->inner.g = CVar_GetS32("gNavi_Idle_Inner_G", naviColor->inner.g);
naviColor->inner.b = CVar_GetS32("gNavi_Idle_Inner_B", naviColor->inner.b);
naviColor->outer.r = CVar_GetS32("gNavi_Idle_Outer_R", naviColor->outer.r);
naviColor->outer.g = CVar_GetS32("gNavi_Idle_Outer_G", naviColor->outer.g);
naviColor->outer.b = CVar_GetS32("gNavi_Idle_Outer_B", naviColor->outer.b);
}
if (actorCategory == ACTORCAT_NPC) {
naviColor->inner.r = CVar_GetS32("gNavi_NPC_Inner_R", naviColor->inner.r);
naviColor->inner.g = CVar_GetS32("gNavi_NPC_Inner_G", naviColor->inner.g);
naviColor->inner.b = CVar_GetS32("gNavi_NPC_Inner_B", naviColor->inner.b);
naviColor->outer.r = CVar_GetS32("gNavi_NPC_Outer_R", naviColor->outer.r);
naviColor->outer.g = CVar_GetS32("gNavi_NPC_Outer_G", naviColor->outer.g);
naviColor->outer.b = CVar_GetS32("gNavi_NPC_Outer_B", naviColor->outer.b);
}
if (actorCategory == ACTORCAT_BOSS || actorCategory == ACTORCAT_ENEMY) {
naviColor->inner.r = CVar_GetS32("gNavi_Enemy_Inner_R", naviColor->inner.r);
naviColor->inner.g = CVar_GetS32("gNavi_Enemy_Inner_G", naviColor->inner.g);
naviColor->inner.b = CVar_GetS32("gNavi_Enemy_Inner_B", naviColor->inner.b);
naviColor->outer.r = CVar_GetS32("gNavi_Enemy_Outer_R", naviColor->outer.r);
naviColor->outer.g = CVar_GetS32("gNavi_Enemy_Outer_G", naviColor->outer.g);
naviColor->outer.b = CVar_GetS32("gNavi_Enemy_Outer_B", naviColor->outer.b);
}
if (actorCategory == ACTORCAT_PROP) {
naviColor->inner.r = CVar_GetS32("gNavi_Prop_Inner_R", naviColor->inner.r);
naviColor->inner.g = CVar_GetS32("gNavi_Prop_Inner_G", naviColor->inner.g);
naviColor->inner.b = CVar_GetS32("gNavi_Prop_Inner_B", naviColor->inner.b);
naviColor->outer.r = CVar_GetS32("gNavi_Prop_Outer_R", naviColor->outer.r);
naviColor->outer.g = CVar_GetS32("gNavi_Prop_Outer_G", naviColor->outer.g);
naviColor->outer.b = CVar_GetS32("gNavi_Prop_Outer_B", naviColor->outer.b);
}
}
targetCtx->naviRefPos.x = actor->focus.pos.x;
targetCtx->naviRefPos.y = actor->focus.pos.y + (actor->targetArrowOffset * actor->scale.y);
targetCtx->naviRefPos.z = actor->focus.pos.z;