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[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
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14 changed files with 919 additions and 300 deletions
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@ -744,24 +744,25 @@ void func_8008F470(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable,
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#else
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gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(sMouthTextures[eyeIndex]));
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#endif
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Color_RGB8 sTemp;
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color = &sTemp;
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if (tunic == PLAYER_TUNIC_KOKIRI) {
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color->r = CVar_GetS32("gTunic_Kokiri_Red", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
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color->g = CVar_GetS32("gTunic_Kokiri_Green", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
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color->b = CVar_GetS32("gTunic_Kokiri_Blue", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
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} else if (tunic == PLAYER_TUNIC_GORON) {
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color->r = CVar_GetS32("gTunic_Goron_Red", sTunicColors[PLAYER_TUNIC_GORON].r);
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color->g = CVar_GetS32("gTunic_Goron_Green", sTunicColors[PLAYER_TUNIC_GORON].g);
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color->b = CVar_GetS32("gTunic_Goron_Blue", sTunicColors[PLAYER_TUNIC_GORON].b);
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} else if (tunic == PLAYER_TUNIC_ZORA) {
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color->r = CVar_GetS32("gTunic_Zora_Red", sTunicColors[PLAYER_TUNIC_ZORA].r);
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color->g = CVar_GetS32("gTunic_Zora_Green", sTunicColors[PLAYER_TUNIC_ZORA].g);
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color->b = CVar_GetS32("gTunic_Zora_Blue", sTunicColors[PLAYER_TUNIC_ZORA].b);
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} else {
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color->r = CVar_GetS32("gTunic_Kokiri_Red", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
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color->g = CVar_GetS32("gTunic_Kokiri_Green", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
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color->b = CVar_GetS32("gTunic_Kokiri_Blue", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
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Color_RGB8 NewColor[3];
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color = &sTunicColors[tunic];
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if (CVar_GetS32("gUseTunicsCol",0) == 1) {
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if (tunic == PLAYER_TUNIC_KOKIRI || tunic == PLAYER_TUNIC_GORON || tunic == PLAYER_TUNIC_ZORA) {
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NewColor[PLAYER_TUNIC_KOKIRI].r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
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NewColor[PLAYER_TUNIC_KOKIRI].g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
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NewColor[PLAYER_TUNIC_KOKIRI].b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
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NewColor[PLAYER_TUNIC_GORON].r = CVar_GetS32("gTunic_Goron_R", sTunicColors[PLAYER_TUNIC_GORON].r);
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NewColor[PLAYER_TUNIC_GORON].g = CVar_GetS32("gTunic_Goron_G", sTunicColors[PLAYER_TUNIC_GORON].g);
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NewColor[PLAYER_TUNIC_GORON].b = CVar_GetS32("gTunic_Goron_B", sTunicColors[PLAYER_TUNIC_GORON].b);
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NewColor[PLAYER_TUNIC_ZORA].r = CVar_GetS32("gTunic_Zora_R", sTunicColors[PLAYER_TUNIC_ZORA].r);
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NewColor[PLAYER_TUNIC_ZORA].g = CVar_GetS32("gTunic_Zora_G", sTunicColors[PLAYER_TUNIC_ZORA].g);
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NewColor[PLAYER_TUNIC_ZORA].b = CVar_GetS32("gTunic_Zora_B", sTunicColors[PLAYER_TUNIC_ZORA].b);
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} else {
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NewColor[PLAYER_TUNIC_KOKIRI].r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
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NewColor[PLAYER_TUNIC_KOKIRI].g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
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NewColor[PLAYER_TUNIC_KOKIRI].b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
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}
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color = NewColor;
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}
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gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);
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