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:
briaguya
2023-06-03 15:27:45 -04:00
committed by GitHub
parent d922b91e15
commit 2308ab8823
219 changed files with 3356 additions and 3282 deletions
+11 -12
View File
@@ -9,8 +9,7 @@
#define IMGUI_DEFINE_MATH_OPERATORS
#include <ImGui/imgui_internal.h>
#include <ImGuiImpl.h>
#include <libultraship/bridge.h>
#include <libultraship/libultraship.h>
#include <libultraship/libultra/types.h>
#include "soh/Enhancements/cosmetics/CosmeticsEditor.h"
@@ -206,7 +205,7 @@ namespace UIWidgets {
bool val = (bool)CVarGetInteger(cvarName, defaultValue);
if (CustomCheckbox(text, &val, disabled, disabledGraphic)) {
CVarSetInteger(cvarName, val);
LUS::RequestCvarSaveOnNextTick();
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
changed = true;
}
@@ -246,7 +245,7 @@ namespace UIWidgets {
CVarSetInteger(cvarName, i);
selected = i;
changed = true;
LUS::RequestCvarSaveOnNextTick();
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
}
}
}
@@ -259,7 +258,7 @@ namespace UIWidgets {
if (disabledValue >= 0 && selected != disabledValue) {
CVarSetInteger(cvarName, disabledValue);
changed = true;
LUS::RequestCvarSaveOnNextTick();
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
}
}
@@ -348,7 +347,7 @@ namespace UIWidgets {
if (changed) {
CVarSetInteger(cvarName, val);
LUS::RequestCvarSaveOnNextTick();
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
}
return changed;
@@ -424,7 +423,7 @@ namespace UIWidgets {
if (changed) {
CVarSetFloat(cvarName, val);
LUS::RequestCvarSaveOnNextTick();
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
}
return changed;
@@ -471,7 +470,7 @@ namespace UIWidgets {
int val = CVarGetInteger(cvarName, 0);
if (ImGui::RadioButton(make_invisible.c_str(), id == val)) {
CVarSetInteger(cvarName, id);
LUS::RequestCvarSaveOnNextTick();
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
ret = true;
}
ImGui::SameLine();
@@ -498,7 +497,7 @@ namespace UIWidgets {
CVarSetColor(cvarName, colorsRGBA);
CVarSetInteger(Cvar_RBM.c_str(), 0); //On click disable rainbow mode.
LUS::RequestCvarSaveOnNextTick();
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
changed = true;
}
Tooltip("Revert colors to the game's original colors (GameCube version)\nOverwrites previously chosen color");
@@ -523,7 +522,7 @@ namespace UIWidgets {
NewColors.b = fmin(fmax(colors->z * 255, 0), 255);
CVarSetColor(cvarName, NewColors);
CVarSetInteger(Cvar_RBM.c_str(), 0); // On click disable rainbow mode.
LUS::RequestCvarSaveOnNextTick();
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
changed = true;
}
Tooltip("Chooses a random color\nOverwrites previously chosen color");
@@ -584,7 +583,7 @@ namespace UIWidgets {
colors.a = 255.0;
CVarSetColor(cvarName, colors);
LUS::RequestCvarSaveOnNextTick();
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
changed = true;
}
}
@@ -600,7 +599,7 @@ namespace UIWidgets {
colors.a = ColorRGBA.w * 255.0;
CVarSetColor(cvarName, colors);
LUS::RequestCvarSaveOnNextTick();
LUS::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesOnNextTick();
changed = true;
}
}