* add option to invert st in save editor
* only allow inverting in stone tower scenes
* change tooltip to disabledTooltip
Co-authored-by: Archez <Archez@users.noreply.github.com>
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Co-authored-by: Archez <Archez@users.noreply.github.com>
* Enhancement to enable magic for 2-handed swords
Create a new magic charge size for the two-handed swords
Add utility method for determining if the held item's button is being pressed, not just B
* Clean up two-handed sword spin attacks
Add hook for thunder matrix transformation, move that logic into TwoHandedSwordSpinAttack
Move held item button press function into TwoHandedSwordSpinAttack.cpp
Add enhancement to the searchable menu
Clean up logic for magic spin attack form check
Use variadic args for hooks
* Remove redundant includes from TwoHandedSwordSpinAttack.cpp
* Use extern on TwoHandedSwordSpinAttack structs
* add option to skip first cycle
* nest cycle skip in intro skip
* set persistant flags from first cycle
* better comments
* missed a flag
* add modern menu option
* clang format
* add entrance cutscene flags
* Add cheat to allow Elegy of Emptiness anywhere
* Use modern menu for Elegy Anywhere, rename VB
Removed redundant null from Elegy scene check
Moved ElegyAnywhere enhancement's menu order
* Remove extraneous widgets from ElegyAnywhere menu
* Cremia always gives hugs after getting Romani Mask. Adds enhancement option but the option doesn't change anything yet
* moved cremia enhancement out of cutscene files
* hook works now
* change enhancement to picklist
* cleaned conditional
* move to minigame section and add modern menu item
* clang format
* Ensures the sidebar search gets added if on at boot.
Searches the sidebar entries to find an entry with a label that matches the searchSidebarEntry label to delete when disabling sidebar search, just in case something goes wrong and it's not actually where it's supposed to be (sidebarSearchIndex).
* ... clang...
* Use glob_recurse across all of 2s2h/
* Update mm/CMakeLists.txt
Co-authored-by: Archez <Archez@users.noreply.github.com>
* Remove old source_group calls
---------
Co-authored-by: Archez <Archez@users.noreply.github.com>
* Mirror mode initial version
* Update mm/src/code/z_actor.c
Co-authored-by: Archez <Archez@users.noreply.github.com>
* mirror mode support for minimaps and dungeon pause map
* mirror mode support overworld pause map and song of soaring
* mirror mode support for various remaining things
* mirror mode support pause warp enhancement
* Add searchable menu item
---------
Co-authored-by: Archez <Archez@users.noreply.github.com>
Co-authored-by: Archez <archez39@me.com>
* Start the framework.
* Start header bar.
* Header buttons now toggle. Sections show accordingly.
Basic audio section done. Needs subdividing for sane widget widths.
* Add fonts and multiple sizes.
Add graphics settings to menu.
* Finalized fonts, more sizes.
* Modularized the menu structure. Has an errant EndChild somewhere.
* Finished first step modularization.
Parameterized menu height.
* Some adaptive menu size.
* Moved all enhancements over and organized.
Tried to add button option for sidebar entries.
* Finished Enhancements Menu.
Sidebar window button still broken (can't reference window variables properly, not drawing in the right place).
* Developer Tools header started.
Menu now pops out with a checkbox in Developer Tools.
Menu sizing works for smaller game sizes.
Popout docking disabled.
Port bool added for disallowing popout regardless of cvar.
* Better auto-sizing. Columns collapse to 1 below 800 window width, and scroll.
* Move inside of HudEditorWindow::DrawElement to DrawContents, and call DrawContents from DrawElement.
* Menu resizability complete.
Menu popout complete.
Menu popout position/size is retained when popped in.
Apply HUD editor changes, draw contents in menu if window is closed.
All child sizes properly calculated.
SidebarEntry drawing separated into its own custom element.
* Split header entries into separate widget.
Header now dynamically sized and shows scrollbar when necessary.
* Modify EventLog to be drawable with the DrawContents setup.
Prevent menu from covering other windows (always in back).
* Add reset, close menu, and quit buttons to the header.
* Fix reset and quit button placement.
* Swap Actor Viewer, Collision Viewer, Save Editor to DrawContents concept.
Change reset icon to FA_ICON_UNDO (single arrow) and quit icon to FA_ICON_POWER_OFF.
Add button to close menu button tooltip, add parentheses to button for reset tooltip.
* Custom InputEditorWindow to work with menu.
Fix LUS references in Menu.cpp for Window backend changes.
Implement gamepad navigation and forced cursor visibility checkboxes.
Toggle cursor visibility according to menu status and forced visibility CVar.
* clang-format
* Swap std for fmt (runner build error).
Ensure cursor visibility is restored if started in full screen with the menu open.
* Oops, still had #include <format>
* Swap to LUS GetMenu() functionality.
Add option to hide "F1 to open enhancements menu" text at startup if menus aren't open.
* Remove last vestiges of pre-LUS-menu functionality.
* cleanup
* Adapt to GuiElement, GuiWindow changes on the menu support PR.
* LUS PR bump.
Adapt to cursor visibility changes in LUS.
Adapt to menu toggle changes in LUS.
Fix input editor not hiding in menu when popped out.
* Add new enhancements and cheats to Modern Menu from rebase.
* clang
* Apply Graphics Menu Lag Fix to Menu structure.
* Remove unnecessary window children to simplify controller navigation.
* clang
* Add `UpdateWindowBackendObjects()` call to backend combobox.
* Rebase to latest develop. Remove redundant window backend stuff that exists now in BenMenuBar.
* Search Enhancement (#2)
* 90% complete, Commit for review.
* Updated remaining Menu Entries, Reverted Backends and other Window Buttons for now.
Motion Blur copied to Search Menu.
* Did I mention I dislike this clang thing? lol
* Updating MotionBlur options and reverting soem things.
* Integrates .disabled and .disabledTooltip to the constructors. Allows for multiple qualifications to be checked against for disabling widgets and for setting the tooltip accordingly.
* Updated Disabled Reasoning
* Better Disabled State registration system
* Clean up from testing
* Expand WidgetOptions to be able to handle string and float values. bool and uint32_t are handled through int32_t.
Numerous renames.
Added several data structures to allow for dynamic updating of CVars for DisableOptions, as well as dynamic evaluation of status with enumerated conditions (less than, greater than, equal to).
Added menuThemeIndex variable to store state of menu theme selection instead of having all the individual calls to CVarGetInteger for it. Updated once per frame.
* Changed color vector to map with enum as key and UIWidget::Colors as the value.
More renames.
Moved float slider values into case block.
* Add Color_RGB8 and Color_RGBA8 to CVarVariant in preparation for adding color widgets to menu item system.
Not happy it required comparison operator overrides, but it is what it is.
* Changed disable conditions to lambdas.
* Convert Stats and Collision Viewer to menu item system.
Swap out DisableOption vector for activeDisables and a lambda function for evaluating disabled and hidden. Set the precedent to still use the DisableInfo system.
* Add DisableOption for both camera settings being off.
Put Debug Camera in Free Look column, disable common widgets for both cameras, hide widgets specific to either if off.
* Moved more widgets to MenuItem system. Some need proper initialization routines because of Ship::Context references.
* Convert menu items to nested vector setup.
Remove MenuItem enum.
Add menu item location display to search results.
* Partial removal of SidebarEntryIndex enum.
* Finish removing SidebarEntryIndex.
Rework drawing code to handle the change back to direct vector access.
Add tooltips to search.
* Fix Graphics enhancements section title.
* Copy added menu items to modern menu system.
* clang
* Add some documentation for the menu system components.
* Revert change to std::map
* `size_t` because GCC has to be happy
* Fixed HUD Editor Widescreen mode not displaying the sliders properly.
Changed all windows to full-section-width display.
* Revert changes to MotionBlur.cpp
* Add non-CVar variants of checkbox, combobox, and the sliders.
Fix motion blur functionality with new non-CVar widgets.
* Add non-CVar variants of checkbox, combobox, and the sliders.
Fix motion blur functionality with those non-CVar widgets.
Add size and labelPosition to widgetOptions, implemented on button and checkbox/combobox/sliders.
Change window popout buttons to inline size type.
* Rename SearchMenu.h to SearchableMenuItems.h and move to BenGui folder.
* Forgot to change the include XD
* Change `modifierFunc` to `preFunc`, updated documentation for that and including `postFunc`.
* Modify code to require variable for non-CVar widget initialization when necessary. Check for `valuePointer` being nullptr, and preventing widget drawing with a debug assert and error log entry.
Remove all `has_variant` calls and wrap entire widget type switch in `SearchMenuGetItem` with a try/catch on `std::bad_variant_access` with another error log and debug assert.
* More review changes.
* Implement `isPercentage`, `format`, and `showButtons` for sliders.
Pull values of those over from menubar.
Add documentation on `widgetOptions` for those and others added for previous review changes.
Move Fast Magic Arrow and Instant Fin Recall to Gameplay section.
* Modify header and sidebar "buttons" to match theming of regular buttons.
* Add precision clamping to SliderFloat value. At least 1.0 seems to be consistent at "100%".
Change IR slider to be percentage.
* Mention weirdness with SDL and pad menu button in controller nav tooltip.
* Move Menu files to 2s2h/BenGui.
* Add Warp Points to Developer Tools.
Make "Press F1" prompt show only when a menu isn't registered.
* clang
* Make search input take focus when search menu is open.
* Forgot include.
* Global search (#3)
* Restore Sidebar search entry, but lock it behind a checkbox in Settings. Dynamically adds or removes the sidebar entry, and header search is toggled inversely.
* Make menu toggle its visibility when using the button in the menu to close. Couldn't handle Alt+F4 without a hook I didn't want to add.
Remove unneeded commented code.
---------
Co-authored-by: Caladius <Caladius@users.noreply.github.com>
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* PoC of using variadic arguments with GameInteractor_Should
* va_list boilerplate in SHOULD macro
* drop opt arg in favor of variadic arg changes
* account for default type promotion
* remove demo code
* add new GI hooks
* move collision viewer to draw hook
* actor viewer tweaks; prevent crash when actors are killed
* add ShipUtils
* add actor name tags
* add debug name tags to actor viewer
* fixes
* headers?
* cleanup actor viewer
* Add more options for actor name tags
* headers
* headers
* ditch fmt::join cause linux package managers use old spdlog/fmt
* just a little more cleanup
* initial commit of relevant files
* attempt to appease clang formatting
* fix edge case of marine researcher dialogue being wrong with low egg counts
* refactored to better use hooks and no longer touch main mm code directly
* undo GameInteractor.h changes
* removed useless egg checks, only need the researcher
* trigger remote build
* removing useless includes leftover from the old approach.
* move UIWidgets for egg into existing section
* use asset paths for better custom asset support
* fix keyframe animation timings
* display title cards as a full texture
* asset support for gfxprint
* support pause menu overworld map
* fix more resources that need to be loaded
* pr feedback