[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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@ -12,6 +12,11 @@ s16 sPlayerInitialPosZ = 0;
s16 sPlayerInitialDirection = 0;
s16 sEntranceIconMapIndex = 0;
s16 Top_MM_Margin = 0;
s16 Left_MM_Margin = 0;
s16 Right_MM_Margin = 0;
s16 Bottom_MM_Margin = 0;
void Map_SavePlayerInitialInfo(GlobalContext* globalCtx) {
Player* player = GET_PLAYER(globalCtx);
@ -604,11 +609,11 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
gDPSetEnvColor(OVERLAY_DISP++, 0, 0, 0, 255);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_PRIMITIVE, G_CC_PRIMITIVE);
tempX = player->actor.world.pos.x;
tempZ = player->actor.world.pos.z;
tempX = player->actor.world.pos.x+Right_MM_Margin;
tempZ = player->actor.world.pos.z+Bottom_MM_Margin;
tempX /= R_COMPASS_SCALE_X;
tempZ /= R_COMPASS_SCALE_Y;
Matrix_Translate(OTRGetDimensionFromRightEdge((R_COMPASS_OFFSET_X + tempX) / 10.0f), (R_COMPASS_OFFSET_Y - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
Matrix_Translate(OTRGetDimensionFromRightEdge((R_COMPASS_OFFSET_X+(Right_MM_Margin*10) + tempX) / 10.0f), (R_COMPASS_OFFSET_Y+((Bottom_MM_Margin*10)*-1) - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
Matrix_Scale(0.4f, 0.4f, 0.4f, MTXMODE_APPLY);
Matrix_RotateX(-1.6f, MTXMODE_APPLY);
tempX = (0x7FFF - player->actor.shape.rot.y) / 0x400;
@ -619,11 +624,11 @@ void Minimap_DrawCompassIcons(GlobalContext* globalCtx) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 200, 255, 0, 255);
gSPDisplayList(OVERLAY_DISP++, gCompassArrowDL);
tempX = sPlayerInitialPosX;
tempZ = sPlayerInitialPosZ;
tempX = sPlayerInitialPosX+Right_MM_Margin;
tempZ = sPlayerInitialPosZ+Bottom_MM_Margin;
tempX /= R_COMPASS_SCALE_X;
tempZ /= R_COMPASS_SCALE_Y;
Matrix_Translate(OTRGetDimensionFromRightEdge((R_COMPASS_OFFSET_X + tempX) / 10.0f), (R_COMPASS_OFFSET_Y - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
Matrix_Translate(OTRGetDimensionFromRightEdge((R_COMPASS_OFFSET_X+(Right_MM_Margin*10) + tempX) / 10.0f), (R_COMPASS_OFFSET_Y+((Bottom_MM_Margin*10)*-1) - tempZ) / 10.0f, 0.0f, MTXMODE_NEW);
Matrix_Scale(VREG(9) / 100.0f, VREG(9) / 100.0f, VREG(9) / 100.0f, MTXMODE_APPLY);
Matrix_RotateX(VREG(52) / 10.0f, MTXMODE_APPLY);
Matrix_RotateY(sPlayerInitialDirection / 10.0f, MTXMODE_APPLY);
@ -662,17 +667,22 @@ void Minimap_Draw(GlobalContext* globalCtx) {
TEXEL0, 0, PRIMITIVE, 0);
if (CHECK_DUNGEON_ITEM(DUNGEON_MAP, mapIndex)) {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 100, 255, 255, interfaceCtx->minimapAlpha);
if (CVar_GetS32("gHudColors", 1) == 2) { //Dungeon minimap
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCMinimapPrimR", R_MINIMAP_COLOR(0)), CVar_GetS32("gCCMinimapPrimG", R_MINIMAP_COLOR(1)), CVar_GetS32("gCCMinimapPrimB", R_MINIMAP_COLOR(2)), interfaceCtx->minimapAlpha);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, 100, 255, 255, interfaceCtx->minimapAlpha);
}
gSPInvalidateTexCache(OVERLAY_DISP++, interfaceCtx->mapSegment);
gDPLoadTextureBlock_4b(OVERLAY_DISP++, interfaceCtx->mapSegment, G_IM_FMT_I, 96, 85, 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
const s16 dgnMiniMapX = OTRGetRectDimensionFromRightEdge(R_DGN_MINIMAP_X);
const s16 dgnMiniMapX = OTRGetRectDimensionFromRightEdge(R_DGN_MINIMAP_X + Right_MM_Margin);
const s16 dgnMiniMapY = R_DGN_MINIMAP_Y + Bottom_MM_Margin;
gSPWideTextureRectangle(OVERLAY_DISP++, dgnMiniMapX << 2, R_DGN_MINIMAP_Y << 2,
(dgnMiniMapX + 96) << 2, (R_DGN_MINIMAP_Y + 85) << 2, G_TX_RENDERTILE,
gSPWideTextureRectangle(OVERLAY_DISP++, dgnMiniMapX << 2, dgnMiniMapY << 2,
(dgnMiniMapX + 96) << 2, (dgnMiniMapY + 85) << 2, G_TX_RENDERTILE,
0, 0, 1 << 10, 1 << 10);
}
@ -719,27 +729,35 @@ void Minimap_Draw(GlobalContext* globalCtx) {
func_80094520(globalCtx->state.gfxCtx);
gDPSetCombineMode(OVERLAY_DISP++, G_CC_MODULATEIA_PRIM, G_CC_MODULATEIA_PRIM);
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MINIMAP_COLOR(0), R_MINIMAP_COLOR(1), R_MINIMAP_COLOR(2),
interfaceCtx->minimapAlpha);
if (CVar_GetS32("gHudColors", 1) == 2) {//Overworld minimap
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, CVar_GetS32("gCCMinimapPrimR", R_MINIMAP_COLOR(0)), CVar_GetS32("gCCMinimapPrimG", R_MINIMAP_COLOR(1)), CVar_GetS32("gCCMinimapPrimB", R_MINIMAP_COLOR(2)), interfaceCtx->minimapAlpha);
} else {
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MINIMAP_COLOR(0), R_MINIMAP_COLOR(1), R_MINIMAP_COLOR(2), interfaceCtx->minimapAlpha);
}
gDPLoadTextureBlock_4b(OVERLAY_DISP++, interfaceCtx->mapSegment, G_IM_FMT_IA,
gMapData->owMinimapWidth[mapIndex], gMapData->owMinimapHeight[mapIndex], 0,
G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
const s16 oWMiniMapX = OTRGetRectDimensionFromRightEdge(R_OW_MINIMAP_X);
const s16 oWMiniMapX = OTRGetRectDimensionFromRightEdge(R_OW_MINIMAP_X + Right_MM_Margin);
const s16 oWMiniMapY = R_OW_MINIMAP_Y + Bottom_MM_Margin;
gSPWideTextureRectangle(OVERLAY_DISP++, oWMiniMapX << 2, R_OW_MINIMAP_Y << 2,
gSPWideTextureRectangle(OVERLAY_DISP++, oWMiniMapX << 2, oWMiniMapY << 2,
(oWMiniMapX + gMapData->owMinimapWidth[mapIndex]) << 2,
(R_OW_MINIMAP_Y + gMapData->owMinimapHeight[mapIndex]) << 2, G_TX_RENDERTILE, 0,
(oWMiniMapY + gMapData->owMinimapHeight[mapIndex]) << 2, G_TX_RENDERTILE, 0,
0, 1 << 10, 1 << 10);
if (CVar_GetS32("gHudColors", 1) != 2) {//This need to be added else it will color dungeon entrance icon too. (it re-init prim color to default color)
gDPSetPrimColor(OVERLAY_DISP++, 0, 0, R_MINIMAP_COLOR(0), R_MINIMAP_COLOR(1), R_MINIMAP_COLOR(2), interfaceCtx->minimapAlpha);
}
if (((globalCtx->sceneNum != SCENE_SPOT01) && (globalCtx->sceneNum != SCENE_SPOT04) &&
(globalCtx->sceneNum != SCENE_SPOT08)) ||
(LINK_AGE_IN_YEARS != YEARS_ADULT)) {
s16 IconSize = 8;
s16 PosX = gMapData->owEntranceIconPosX[sEntranceIconMapIndex];
s16 PosY = gMapData->owEntranceIconPosY[sEntranceIconMapIndex];
s16 PosX = gMapData->owEntranceIconPosX[sEntranceIconMapIndex]+Right_MM_Margin;
s16 PosY = gMapData->owEntranceIconPosY[sEntranceIconMapIndex]+Bottom_MM_Margin;
//gFixDungeonMinimapIcon fix both Y position of visible icon and hide these non needed.
if (CVar_GetS32("gFixDungeonMinimapIcon", 1) != 0){
//No idea why and how Original value work but this does actually fix them all.
@ -766,14 +784,20 @@ void Minimap_Draw(GlobalContext* globalCtx) {
}
}
const s16 entranceX = OTRGetRectDimensionFromRightEdge(270 + Right_MM_Margin);
const s16 entranceY = 154 + Bottom_MM_Margin;
if ((globalCtx->sceneNum == SCENE_SPOT08) && (gSaveContext.infTable[26] & gBitFlags[9])) {
gDPLoadTextureBlock(OVERLAY_DISP++, gMapDungeonEntranceIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b, 8,
8, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
gSPWideTextureRectangle(OVERLAY_DISP++, entranceX << 2, entranceY << 2, (entranceX + 32) << 2, (entranceY + 8) << 2,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
} else if ((globalCtx->sceneNum == SCENE_SPOT08) && CVar_GetS32("gAlwaysShowDungeonMinimapIcon", 0) != 0){
gDPLoadTextureBlock(OVERLAY_DISP++, gMapDungeonEntranceIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b, 8,
8, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD);
const s16 entranceX = OTRGetRectDimensionFromRightEdge(270);
gSPWideTextureRectangle(OVERLAY_DISP++, entranceX << 2, 154 << 2, (entranceX + 32) << 2, (154 + 8) << 2,
gSPWideTextureRectangle(OVERLAY_DISP++, entranceX << 2, entranceY << 2, (entranceX + 32) << 2, (entranceY + 8) << 2,
G_TX_RENDERTILE, 0, 0, 1 << 10, 1 << 10);
}
@ -809,6 +833,18 @@ void Map_Update(GlobalContext* globalCtx) {
s16 floor;
s16 i;
if (CVar_GetS32("gHUDMargins", 0) != 0) {
Top_MM_Margin = CVar_GetS32("gHUDMargin_T", 0);
Left_MM_Margin = CVar_GetS32("gHUDMargin_L", 0);
Right_MM_Margin = CVar_GetS32("gHUDMargin_R", 0);
Bottom_MM_Margin = CVar_GetS32("gHUDMargin_B", 0);
} else {
Top_MM_Margin = 0;
Left_MM_Margin = 0;
Right_MM_Margin = 0;
Bottom_MM_Margin = 0;
}
if ((globalCtx->pauseCtx.state == 0) && (globalCtx->pauseCtx.debugState == 0)) {
switch (globalCtx->sceneNum) {
case SCENE_YDAN: