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https://github.com/HarbourMasters/Shipwright
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build soh with LUS 1.0.0 (#2881)
* Bump LUS * Ship -> LUS namespace change * z_scene_otr Ship -> LUS namespace * Starting to get SoH to build with LUS imgui changes. * start stuff * gamecontroleditor build issues resolved maybe * cosmetics editor and what not * console * actor viewer * more stuff * more stuff * on to errors that make sense * putting this down for a bit * no idea what these errors mean now * some kind of progress maybe * latest lus main * more * back to linker errors and being lost * Fixes command function signature. * More fixes * Even more fixes * Bump LUS * More Fixes. * Fixes even more errors. * lus bump * input editor as var * audio editor working * it builds with this * bump lus * it opens * bump lus to latest main again * make sure to do all the command registering in debugconsole * lus and what not * switch type stuff plz * undo * do the thing that fixes the thing * fix mac? * correctly show/hide menubar on boot * bump lus * input blocking updates * bump lus * Bump LUS * Press F1 to open enhancement menus moved to SoH * lus and rendering backend stuff * audio backend and lus * Bump LUS * Fixes WindowBackend dropdown * Bump LUS * misc -> utils and moves binarytools to utils. * Window refactor * bump lus * make it work * Fixes for moved files again * Bump LUS * Mercury -> Config * Bump LUS * Reacts to removed LUS hooks and bump LUS * Remove Hook: GfxInit * Removes debug audio_setgamevolume to 1 * use non-crashing branch of lus * fix: make audio init work without hooks * game icon stuff * multifix bmp * use input viewer class branch for now * just "Ship" it's cleaner * Bump LUS * Removed ExitGame hook. * Bump LUS * Hook system removed from LUS. * More LUS updates * Changes to make window position saving. * Bump LUS * Bump LUS (for real) * LUS resources now return a specialized pointer. * Bump LUS * Fixes issue in SetPathways::GetPointerSize * Bump LUS to 1.0.0 * builds but crashes * fix crash * better macro names in debug console * remove commeted out line * remove redundant check tracker settings window logic * remove commented out line * move the * * remove extra seqplayers enum def * this sneaky little guy was hiding behind a wii u ifdef * remove extra check tracker header --------- Co-authored-by: Kenix <kenixwhisperwind@gmail.com> Co-authored-by: briaguya <briaguya@alice>
This commit is contained in:
+11
-12
@@ -9,8 +9,7 @@
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#define IMGUI_DEFINE_MATH_OPERATORS
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#include <ImGui/imgui_internal.h>
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#include <ImGuiImpl.h>
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#include <libultraship/bridge.h>
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#include <libultraship/libultraship.h>
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#include <libultraship/libultra/types.h>
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#include "soh/Enhancements/cosmetics/CosmeticsEditor.h"
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@@ -206,7 +205,7 @@ namespace UIWidgets {
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bool val = (bool)CVarGetInteger(cvarName, defaultValue);
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if (CustomCheckbox(text, &val, disabled, disabledGraphic)) {
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CVarSetInteger(cvarName, val);
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LUS::RequestCvarSaveOnNextTick();
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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changed = true;
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}
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@@ -246,7 +245,7 @@ namespace UIWidgets {
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CVarSetInteger(cvarName, i);
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selected = i;
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changed = true;
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LUS::RequestCvarSaveOnNextTick();
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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}
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}
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}
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@@ -259,7 +258,7 @@ namespace UIWidgets {
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if (disabledValue >= 0 && selected != disabledValue) {
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CVarSetInteger(cvarName, disabledValue);
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changed = true;
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LUS::RequestCvarSaveOnNextTick();
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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}
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}
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@@ -348,7 +347,7 @@ namespace UIWidgets {
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if (changed) {
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CVarSetInteger(cvarName, val);
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LUS::RequestCvarSaveOnNextTick();
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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}
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return changed;
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@@ -424,7 +423,7 @@ namespace UIWidgets {
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if (changed) {
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CVarSetFloat(cvarName, val);
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LUS::RequestCvarSaveOnNextTick();
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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}
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return changed;
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@@ -471,7 +470,7 @@ namespace UIWidgets {
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int val = CVarGetInteger(cvarName, 0);
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if (ImGui::RadioButton(make_invisible.c_str(), id == val)) {
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CVarSetInteger(cvarName, id);
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LUS::RequestCvarSaveOnNextTick();
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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ret = true;
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}
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ImGui::SameLine();
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@@ -498,7 +497,7 @@ namespace UIWidgets {
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CVarSetColor(cvarName, colorsRGBA);
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CVarSetInteger(Cvar_RBM.c_str(), 0); //On click disable rainbow mode.
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LUS::RequestCvarSaveOnNextTick();
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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changed = true;
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}
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Tooltip("Revert colors to the game's original colors (GameCube version)\nOverwrites previously chosen color");
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@@ -523,7 +522,7 @@ namespace UIWidgets {
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NewColors.b = fmin(fmax(colors->z * 255, 0), 255);
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CVarSetColor(cvarName, NewColors);
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CVarSetInteger(Cvar_RBM.c_str(), 0); // On click disable rainbow mode.
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LUS::RequestCvarSaveOnNextTick();
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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changed = true;
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}
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Tooltip("Chooses a random color\nOverwrites previously chosen color");
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@@ -584,7 +583,7 @@ namespace UIWidgets {
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colors.a = 255.0;
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CVarSetColor(cvarName, colors);
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LUS::RequestCvarSaveOnNextTick();
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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changed = true;
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}
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}
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@@ -600,7 +599,7 @@ namespace UIWidgets {
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colors.a = ColorRGBA.w * 255.0;
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CVarSetColor(cvarName, colors);
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LUS::RequestCvarSaveOnNextTick();
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LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
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changed = true;
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}
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}
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