[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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@ -446,6 +446,46 @@ void Message_DrawTextboxIcon(GlobalContext* globalCtx, Gfx** p, s16 x, s16 y) {
static s16 sIconEnvR = 0;
static s16 sIconEnvG = 0;
static s16 sIconEnvB = 0;
if (CVar_GetS32("gHudColors", 1) == 0) {
sIconPrimColors[0][0] = 4;
sIconPrimColors[0][1] = 84;
sIconPrimColors[0][2] = 204;
sIconPrimColors[1][0] = 45;
sIconPrimColors[1][1] = 125;
sIconPrimColors[1][2] = 255;
sIconEnvColors[0][0] = 0;
sIconEnvColors[0][1] = 0;
sIconEnvColors[0][2] = 0;
sIconEnvColors[1][0] = 0;
sIconEnvColors[1][1] = 70;
sIconEnvColors[1][2] = 255;
} else if (CVar_GetS32("gHudColors", 1) == 1) {
sIconPrimColors[0][0] = 4;
sIconPrimColors[0][1] = 200;
sIconPrimColors[0][2] = 80;
sIconPrimColors[1][0] = 50;
sIconPrimColors[1][1] = 255;
sIconPrimColors[1][2] = 130;
sIconEnvColors[0][0] = 0;
sIconEnvColors[0][1] = 0;
sIconEnvColors[0][2] = 0;
sIconEnvColors[1][0] = 0;
sIconEnvColors[1][1] = 255;
sIconEnvColors[1][2] = 130;
} else if (CVar_GetS32("gHudColors", 1) == 2) {
sIconPrimColors[0][0] = (CVar_GetS32("gCCABtnPrimR", 50)/255)*95;
sIconPrimColors[0][1] = (CVar_GetS32("gCCABtnPrimG", 255)/255)*95;
sIconPrimColors[0][2] = (CVar_GetS32("gCCABtnPrimB", 130)/255)*95;
sIconPrimColors[1][0] = CVar_GetS32("gCCABtnPrimR", 50);
sIconPrimColors[1][1] = CVar_GetS32("gCCABtnPrimG", 255);
sIconPrimColors[1][2] = CVar_GetS32("gCCABtnPrimB", 130);
sIconEnvColors[0][0] = 0;
sIconEnvColors[0][1] = 0;
sIconEnvColors[0][2] = 0;
sIconEnvColors[1][0] = 10;
sIconEnvColors[1][1] = 10;
sIconEnvColors[1][2] = 10;
}
MessageContext* msgCtx = &globalCtx->msgCtx;
Font* font = &msgCtx->font;
Gfx* gfx = *p;
@ -2827,12 +2867,22 @@ void Message_DrawMain(GlobalContext* globalCtx, Gfx** p) {
gDPPipeSync(gfx++);
if (sOcarinaNoteBuf[i] == OCARINA_NOTE_A) {
gDPSetPrimColor(gfx++, 0, 0, sOcarinaNoteAPrimR, sOcarinaNoteAPrimG, sOcarinaNoteAPrimB,
sOcarinaNotesAlphaValues[i]);
if (CVar_GetS32("gHudColors", 1) == 0) { //A buttons :)
gDPSetPrimColor(gfx++, 0, 0, 80, 150, 255, sOcarinaNotesAlphaValues[i]);
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(gfx++, 0, 0, sOcarinaNoteAPrimR, sOcarinaNoteAPrimG, sOcarinaNoteAPrimB, sOcarinaNotesAlphaValues[i]);
} else if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(gfx++, 0, 0, CVar_GetS32("gCCABtnPrimR", 0), CVar_GetS32("gCCABtnPrimG", 0), CVar_GetS32("gCCABtnPrimB", 0), sOcarinaNotesAlphaValues[i]);
}
gDPSetEnvColor(gfx++, sOcarinaNoteAEnvR, sOcarinaNoteAEnvG, sOcarinaNoteAEnvB, 0);
} else {
gDPSetPrimColor(gfx++, 0, 0, sOcarinaNoteCPrimR, sOcarinaNoteCPrimG, sOcarinaNoteCPrimB,
sOcarinaNotesAlphaValues[i]);
if (CVar_GetS32("gHudColors", 1) == 0) { //C buttons :)
gDPSetPrimColor(gfx++, 0, 0, sOcarinaNoteCPrimR, sOcarinaNoteCPrimG, sOcarinaNoteCPrimB, sOcarinaNotesAlphaValues[i]);
} else if (CVar_GetS32("gHudColors", 1) == 1) {
gDPSetPrimColor(gfx++, 0, 0, sOcarinaNoteCPrimR, sOcarinaNoteCPrimG, sOcarinaNoteCPrimB, sOcarinaNotesAlphaValues[i]);
} else if (CVar_GetS32("gHudColors", 1) == 2) {
gDPSetPrimColor(gfx++, 0, 0, CVar_GetS32("gCCCBtnPrimR", 0), CVar_GetS32("gCCCBtnPrimG", 0), CVar_GetS32("gCCCBtnPrimB", 0), sOcarinaNotesAlphaValues[i]);
}
gDPSetEnvColor(gfx++, sOcarinaNoteCEnvR, sOcarinaNoteCEnvG, sOcarinaNoteCEnvB, 0);
}