hud mod update

This commit is contained in:
Baoulettes 2022-05-25 20:45:55 +02:00
commit a2b0171d5e
3 changed files with 177 additions and 24 deletions

View file

@ -90,6 +90,15 @@ namespace SohImGui {
ImVec4 navi_prop_i_col; ImVec4 navi_prop_i_col;
ImVec4 navi_prop_o_col; ImVec4 navi_prop_o_col;
const char* RainbowColorCvarList[] = {
//This is the list of possible CVars that has rainbow effect.
"gTunic_Kokiri_","gTunic_Goron_","gTunic_Zora_",
"gCCHeartsPrim","gDDCCHeartsPrim",
"gCCABtnPrim","gCCBBtnPrim","gCCCBtnPrim","gCCStartBtnPrim",
"gCCMagicBorderPrim","gCCMagicPrim","gCCMagicUsePrim",
"gCCMinimapPrim","gCCRupeePrim","gCCKeysPrim"
};
const char* filters[3] = { const char* filters[3] = {
"Three-Point", "Three-Point",
"Linear", "Linear",
@ -99,6 +108,15 @@ namespace SohImGui {
std::map<std::string, std::vector<std::string>> windowCategories; std::map<std::string, std::vector<std::string>> windowCategories;
std::map<std::string, CustomWindow> customWindows; std::map<std::string, CustomWindow> customWindows;
int ClampFloatToInt(float value, int min, int max){
return fmin(fmax(value,min),max);
}
void Tooltip(std::string text) {
if (ImGui::IsItemHovered())
ImGui::SetTooltip("%s", text.c_str());
}
void ImGuiWMInit() { void ImGuiWMInit() {
switch (impl.backend) { switch (impl.backend) {
case Backend::SDL: case Backend::SDL:
@ -240,6 +258,49 @@ namespace SohImGui {
stbi_image_free(img_data); stbi_image_free(img_data);
} }
void LoadRainbowColor() {
for (uint16_t s=0; s <= sizeof(RainbowColorCvarList); s++) {
std::string cvarName = RainbowColorCvarList[s];
std::string Cvar_Red = cvarName;
Cvar_Red += "R";
std::string Cvar_Green = cvarName;
Cvar_Green += "G";
std::string Cvar_Blue = cvarName;
Cvar_Blue += "B";
std::string Cvar_RBM = cvarName;
Cvar_RBM += "RBM";
std::string RBM_HUE = cvarName;
RBM_HUE+="Hue";
f32 Canon = 10.f*s;
ImVec4 NewColor;
const f32 deltaTime = 1.0f / ImGui::GetIO().Framerate;
f32 hue = CVar_GetFloat(RBM_HUE.c_str(), 0.0f);
f32 newHue = hue + CVar_GetS32("gColorRainbowSpeed", 1) * 36.0f * deltaTime;
if (newHue >= 360)
newHue = 0;
CVar_SetFloat(RBM_HUE.c_str(), newHue);
f32 current_hue = CVar_GetFloat(RBM_HUE.c_str(), 0);
u8 i = current_hue / 60 + 1;
u8 a = (-current_hue / 60.0f + i) * 255;
u8 b = (current_hue / 60.0f + (1 - i)) * 255;
switch (i) {
case 1: NewColor.x = 255; NewColor.y = b; NewColor.z = 0; break;
case 2: NewColor.x = a; NewColor.y = 255; NewColor.z = 0; break;
case 3: NewColor.x = 0; NewColor.y = 255; NewColor.z = b; break;
case 4: NewColor.x = 0; NewColor.y = a; NewColor.z = 255; break;
case 5: NewColor.x = b; NewColor.y = 0; NewColor.z = 255; break;
case 6: NewColor.x = 255; NewColor.y = 0; NewColor.z = a; break;
}
if(CVar_GetS32(Cvar_RBM.c_str(), 0) != 0) {
CVar_SetS32(Cvar_Red.c_str(), ClampFloatToInt(NewColor.x,0,255));
CVar_SetS32(Cvar_Green.c_str(), ClampFloatToInt(NewColor.y,0,255));
CVar_SetS32(Cvar_Blue.c_str(), ClampFloatToInt(NewColor.z,0,255));
}
}
}
void LoadPickersColors(ImVec4& ColorArray, const char* cvarname, const ImVec4& default_colors, bool has_alpha) { void LoadPickersColors(ImVec4& ColorArray, const char* cvarname, const ImVec4& default_colors, bool has_alpha) {
std::string Cvar_Red = cvarname; std::string Cvar_Red = cvarname;
Cvar_Red += "R"; Cvar_Red += "R";
@ -468,11 +529,49 @@ namespace SohImGui {
} }
} }
int ClampFloatToInt(float value, int min, int max){ void RandomizeColor(const char* cvarName, ImVec4* colors) {
return fmin(fmax(value,min),max); std::string Cvar_Red = cvarName;
Cvar_Red += "R";
std::string Cvar_Green = cvarName;
Cvar_Green += "G";
std::string Cvar_Blue = cvarName;
Cvar_Blue += "B";
std::string Cvar_RBM = cvarName;
Cvar_RBM += "RBM";
std::string MakeInvisible = "##";
MakeInvisible += cvarName;
MakeInvisible += "Random";
std::string FullName = "Random";
FullName+=MakeInvisible;
if (ImGui::Button(FullName.c_str())) {
s16 RND_R = rand() % (255 - 0);
s16 RND_G = rand() % (255 - 0);
s16 RND_B = rand() % (255 - 0);
colors->x = (float)RND_R/255;
colors->y = (float)RND_G/255;
colors->z = (float)RND_B/255;
CVar_SetS32(Cvar_Red.c_str(), ClampFloatToInt(colors->x*255,0,255));
CVar_SetS32(Cvar_Green.c_str(), ClampFloatToInt(colors->y*255,0,255));
CVar_SetS32(Cvar_Blue.c_str(), ClampFloatToInt(colors->z*255,0,255));
CVar_SetS32(Cvar_RBM.c_str(), 0); //On click disable rainbow mode.
needs_save = true;
}
Tooltip("Clicking this button will make a random color for the colors at it's right.\nPrevious color will be overwrite and will not be recoverable");
} }
void EnhancementColor(const char* text, const char* cvarName, ImVec4 ColorRGBA, ImVec4 default_colors, bool has_alpha, bool TitleSameLine) { void RainbowColor(const char* cvarName, ImVec4* colors) {
std::string Cvar_RBM = cvarName;
Cvar_RBM += "RBM";
std::string MakeInvisible = "Rainbow";
MakeInvisible += "##";
MakeInvisible += cvarName;
MakeInvisible += "Rainbow";
EnhancementCheckbox(MakeInvisible.c_str(), Cvar_RBM.c_str());
Tooltip("Clicking this button will make color cycling\nPrevious color will be overwrite and will not be recoverable");
}
void ResetColor(const char* cvarName, ImVec4* colors, ImVec4 defaultcolors, bool has_alpha) {
std::string Cvar_Red = cvarName; std::string Cvar_Red = cvarName;
Cvar_Red += "R"; Cvar_Red += "R";
std::string Cvar_Green = cvarName; std::string Cvar_Green = cvarName;
@ -481,9 +580,42 @@ namespace SohImGui {
Cvar_Blue += "B"; Cvar_Blue += "B";
std::string Cvar_Alpha = cvarName; std::string Cvar_Alpha = cvarName;
Cvar_Alpha += "A"; Cvar_Alpha += "A";
LoadPickersColors(ColorRGBA, cvarName, default_colors, has_alpha); std::string Cvar_RBM = cvarName;
Cvar_RBM += "RBM";
std::string MakeInvisible = "Reset";
MakeInvisible += "##";
MakeInvisible += cvarName;
MakeInvisible += "Reset";
if (ImGui::Button(MakeInvisible.c_str())) {
colors->x = defaultcolors.x/255;
colors->y = defaultcolors.y/255;
colors->z = defaultcolors.z/255;
if (has_alpha) { colors->w = defaultcolors.w/255;};
CVar_SetS32(Cvar_Red.c_str(), ClampFloatToInt(colors->x*255,0,255));
CVar_SetS32(Cvar_Green.c_str(), ClampFloatToInt(colors->y*255,0,255));
CVar_SetS32(Cvar_Blue.c_str(), ClampFloatToInt(colors->z*255,0,255));
if (has_alpha) { CVar_SetS32(Cvar_Alpha.c_str(), ClampFloatToInt(colors->w*255,0,255)); };
CVar_SetS32(Cvar_RBM.c_str(), 0); //On click disable rainbow mode.
needs_save = true;
}
Tooltip("Clicking this button will to the game original color (GameCube version)\nPrevious color will be overwrite and will not be recoverable");
}
void EnhancementColor(const char* text, const char* cvarName, ImVec4 ColorRGBA, ImVec4 default_colors, bool allow_rainbow, bool has_alpha, bool TitleSameLine) {
std::string Cvar_Red = cvarName;
Cvar_Red += "R";
std::string Cvar_Green = cvarName;
Cvar_Green += "G";
std::string Cvar_Blue = cvarName;
Cvar_Blue += "B";
std::string Cvar_Alpha = cvarName;
Cvar_Alpha += "A";
std::string Cvar_RBM = cvarName;
Cvar_RBM += "RBM";
LoadPickersColors(ColorRGBA, cvarName, default_colors, has_alpha);
ImGuiColorEditFlags flags = ImGuiColorEditFlags_None; ImGuiColorEditFlags flags = ImGuiColorEditFlags_None;
if (!TitleSameLine){ if (!TitleSameLine){
ImGui::Text("%s", text); ImGui::Text("%s", text);
flags = ImGuiColorEditFlags_NoLabel; flags = ImGuiColorEditFlags_NoLabel;
@ -504,11 +636,16 @@ namespace SohImGui {
needs_save = true; needs_save = true;
} }
} }
}
void Tooltip(std::string text) { ImGui::SameLine();
if (ImGui::IsItemHovered()) ResetColor(cvarName, &ColorRGBA, default_colors, has_alpha);
ImGui::SetTooltip("%s", text.c_str()); ImGui::SameLine();
RandomizeColor(cvarName, &ColorRGBA);
if (allow_rainbow) {
//Not all draw support rainbow, like Navi.
ImGui::SameLine();
RainbowColor(cvarName, &ColorRGBA);
}
} }
void DrawMainMenuAndCalculateGameSize() { void DrawMainMenuAndCalculateGameSize() {
@ -824,24 +961,24 @@ namespace SohImGui {
if (ImGui::BeginTabItem("Navi")) { if (ImGui::BeginTabItem("Navi")) {
EnhancementCheckbox("Custom colors for Navi", "gUseNaviCol"); EnhancementCheckbox("Custom colors for Navi", "gUseNaviCol");
Tooltip("Enable/Disable custom Navi's colors. \nIf disabled you will have original colors for Navi.\nColors are refreshed when Navi goes back in your pockets."); Tooltip("Enable/Disable custom Navi's colors. \nIf disabled you will have original colors for Navi.\nColors are refreshed when Navi goes back in your pockets.");
EnhancementColor("Navi Idle Inner", "gNavi_Idle_Inner_", navi_idle_i_col, ImVec4(255,255,255,255)); EnhancementColor("Navi Idle Inner", "gNavi_Idle_Inner_", navi_idle_i_col, ImVec4(255,255,255,255), false);
Tooltip("Inner color for Navi (idle flying around)"); Tooltip("Inner color for Navi (idle flying around)");
EnhancementColor("Navi Idle Outer", "gNavi_Idle_Outer_", navi_idle_o_col, ImVec4(115,230,255,255)); EnhancementColor("Navi Idle Outer", "gNavi_Idle_Outer_", navi_idle_o_col, ImVec4(115,230,255,255), false);
Tooltip("Outer color for Navi (idle flying around)"); Tooltip("Outer color for Navi (idle flying around)");
ImGui::Separator(); ImGui::Separator();
EnhancementColor("Navi NPC Inner", "gNavi_NPC_Inner_", navi_npc_i_col, ImVec4(100,100,255,255)); EnhancementColor("Navi NPC Inner", "gNavi_NPC_Inner_", navi_npc_i_col, ImVec4(100,100,255,255), false);
Tooltip("Inner color for Navi (when Navi fly around NPCs)"); Tooltip("Inner color for Navi (when Navi fly around NPCs)");
EnhancementColor("Navi NPC Outer", "gNavi_NPC_Outer_", navi_npc_o_col, ImVec4(90,90,255,255)); EnhancementColor("Navi NPC Outer", "gNavi_NPC_Outer_", navi_npc_o_col, ImVec4(90,90,255,255), false);
Tooltip("Outer color for Navi (when Navi fly around NPCs)"); Tooltip("Outer color for Navi (when Navi fly around NPCs)");
ImGui::Separator(); ImGui::Separator();
EnhancementColor("Navi Enemy Inner", "gNavi_Enemy_Inner_", navi_enemy_i_col, ImVec4(255,255,0,255)); EnhancementColor("Navi Enemy Inner", "gNavi_Enemy_Inner_", navi_enemy_i_col, ImVec4(255,255,0,255), false);
Tooltip("Inner color for Navi (when Navi fly around Enemies or Bosses)"); Tooltip("Inner color for Navi (when Navi fly around Enemies or Bosses)");
EnhancementColor("Navi Enemy Outer", "gNavi_Enemy_Outer_", navi_enemy_o_col, ImVec4(220,220,0,255)); EnhancementColor("Navi Enemy Outer", "gNavi_Enemy_Outer_", navi_enemy_o_col, ImVec4(220,220,0,255), false);
Tooltip("Outer color for Navi (when Navi fly around Enemies or Bosses)"); Tooltip("Outer color for Navi (when Navi fly around Enemies or Bosses)");
ImGui::Separator(); ImGui::Separator();
EnhancementColor("Navi Prop Inner", "gNavi_Prop_Inner_", navi_prop_i_col, ImVec4(0,255,0,255)); EnhancementColor("Navi Prop Inner", "gNavi_Prop_Inner_", navi_prop_i_col, ImVec4(0,255,0,255), false);
Tooltip("Inner color for Navi (when Navi fly around props (signs etc))"); Tooltip("Inner color for Navi (when Navi fly around props (signs etc))");
EnhancementColor("Navi Prop Outer", "gNavi_Prop_Outer_", navi_prop_o_col, ImVec4(0,220,0,255)); EnhancementColor("Navi Prop Outer", "gNavi_Prop_Outer_", navi_prop_o_col, ImVec4(0,220,0,255), false);
Tooltip("Outer color for Navi (when Navi fly around props (signs etc))"); Tooltip("Outer color for Navi (when Navi fly around props (signs etc))");
ImGui::EndTabItem(); ImGui::EndTabItem();
} }
@ -1065,6 +1202,8 @@ namespace SohImGui {
ImGui::UpdatePlatformWindows(); ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault(); ImGui::RenderPlatformWindowsDefault();
} }
//Placed here so it does the rainbow effects even if menu is not on.
LoadRainbowColor();
} }
void CancelFrame() { void CancelFrame() {

View file

@ -68,7 +68,7 @@ namespace SohImGui {
void EnhancementCheckbox(std::string text, std::string cvarName); void EnhancementCheckbox(std::string text, std::string cvarName);
void EnhancementSliderInt(std::string text, std::string id, std::string cvarName, int min, int max, std::string format); void EnhancementSliderInt(std::string text, std::string id, std::string cvarName, int min, int max, std::string format);
void EnhancementSliderFloat(std::string text, std::string id, std::string cvarName, float min, float max, std::string format, float defaultValue); void EnhancementSliderFloat(std::string text, std::string id, std::string cvarName, float min, float max, std::string format, float defaultValue);
void EnhancementColor(const char* text, const char* cvarName, ImVec4 ColorRGBA, ImVec4 default_colors, bool has_alpha=false, bool TitleSameLine=false); void EnhancementColor(const char* text, const char* cvarName, ImVec4 ColorRGBA, ImVec4 default_colors, bool allow_rainbow = true, bool has_alpha=false, bool TitleSameLine=false);
void DrawMainMenuAndCalculateGameSize(void); void DrawMainMenuAndCalculateGameSize(void);
@ -80,6 +80,9 @@ namespace SohImGui {
void AddWindow(const std::string& category, const std::string& name, WindowDrawFunc drawFunc); void AddWindow(const std::string& category, const std::string& name, WindowDrawFunc drawFunc);
void LoadResource(const std::string& name, const std::string& path, const ImVec4& tint = ImVec4(1, 1, 1, 1)); void LoadResource(const std::string& name, const std::string& path, const ImVec4& tint = ImVec4(1, 1, 1, 1));
void LoadPickersColors(ImVec4& ColorArray, const char* cvarname, const ImVec4& default_colors, bool has_alpha=false); void LoadPickersColors(ImVec4& ColorArray, const char* cvarname, const ImVec4& default_colors, bool has_alpha=false);
void RandomizeColor(const char* cvarName, ImVec4* colors);
void RainbowColor(const char* cvarName, ImVec4* colors);
void ResetColor(const char* cvarName, ImVec4* colors, ImVec4 defaultcolors, bool has_alpha);
ImTextureID GetTextureByID(int id); ImTextureID GetTextureByID(int id);
ImTextureID GetTextureByName(const std::string& name); ImTextureID GetTextureByName(const std::string& name);
} }

View file

@ -746,23 +746,34 @@ void func_8008F470(GlobalContext* globalCtx, void** skeleton, Vec3s* jointTable,
#endif #endif
Color_RGB8 sTemp; Color_RGB8 sTemp;
Color_RGB8 sOriginalTunicColors[] = {
{ 30, 105, 27 },
{ 100, 20, 0 },
{ 0, 60, 100 },
};
color = &sTemp; color = &sTemp;
if (tunic == PLAYER_TUNIC_KOKIRI) { if (tunic == PLAYER_TUNIC_KOKIRI && CVar_GetS32("gUseTunicsCol",0)) {
color->r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r); color->r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r);
color->g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g); color->g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g);
color->b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b); color->b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b);
} else if (tunic == PLAYER_TUNIC_GORON) { } else if (tunic == PLAYER_TUNIC_GORON && CVar_GetS32("gUseTunicsCol",0)) {
color->r = CVar_GetS32("gTunic_Goron_R", sTunicColors[PLAYER_TUNIC_GORON].r); color->r = CVar_GetS32("gTunic_Goron_R", sTunicColors[PLAYER_TUNIC_GORON].r);
color->g = CVar_GetS32("gTunic_Goron_G", sTunicColors[PLAYER_TUNIC_GORON].g); color->g = CVar_GetS32("gTunic_Goron_G", sTunicColors[PLAYER_TUNIC_GORON].g);
color->b = CVar_GetS32("gTunic_Goron_B", sTunicColors[PLAYER_TUNIC_GORON].b); color->b = CVar_GetS32("gTunic_Goron_B", sTunicColors[PLAYER_TUNIC_GORON].b);
} else if (tunic == PLAYER_TUNIC_ZORA) { } else if (tunic == PLAYER_TUNIC_ZORA && CVar_GetS32("gUseTunicsCol",0)) {
color->r = CVar_GetS32("gTunic_Zora_R", sTunicColors[PLAYER_TUNIC_ZORA].r); color->r = CVar_GetS32("gTunic_Zora_R", sTunicColors[PLAYER_TUNIC_ZORA].r);
color->g = CVar_GetS32("gTunic_Zora_G", sTunicColors[PLAYER_TUNIC_ZORA].g); color->g = CVar_GetS32("gTunic_Zora_G", sTunicColors[PLAYER_TUNIC_ZORA].g);
color->b = CVar_GetS32("gTunic_Zora_B", sTunicColors[PLAYER_TUNIC_ZORA].b); color->b = CVar_GetS32("gTunic_Zora_B", sTunicColors[PLAYER_TUNIC_ZORA].b);
} else { } else if (!CVar_GetS32("gUseTunicsCol",0)){
color->r = CVar_GetS32("gTunic_Kokiri_R", sTunicColors[PLAYER_TUNIC_KOKIRI].r); if (tunic >= 3) {
color->g = CVar_GetS32("gTunic_Kokiri_G", sTunicColors[PLAYER_TUNIC_KOKIRI].g); color->r = sOriginalTunicColors[0].r;
color->b = CVar_GetS32("gTunic_Kokiri_B", sTunicColors[PLAYER_TUNIC_KOKIRI].b); color->g = sOriginalTunicColors[0].g;
color->b = sOriginalTunicColors[0].b;
} else {
color->r = sOriginalTunicColors[tunic].r;
color->g = sOriginalTunicColors[tunic].g;
color->b = sOriginalTunicColors[tunic].b;
}
} }
gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0); gDPSetEnvColor(POLY_OPA_DISP++, color->r, color->g, color->b, 0);