mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
Forgot to do this step when I overrode the cvars earlier (#471)
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@@ -46,7 +46,7 @@ void SetupGuiElements() {
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style.ItemSpacing = ImVec2(8.0f, 6.0f);
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style.Colors[ImGuiCol_MenuBarBg] = UIWidgets::Colors::DarkGray;
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mBenMenuBar = std::make_shared<BenMenuBar>("gOpenMenuBar", CVarGetInteger("gOpenMenuBar", 0));
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mBenMenuBar = std::make_shared<BenMenuBar>(CVAR_MENU_BAR_OPEN, CVarGetInteger(CVAR_MENU_BAR_OPEN, 0));
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gui->SetMenuBar(std::reinterpret_pointer_cast<Ship::GuiMenuBar>(mBenMenuBar));
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if (gui->GetMenuBar() && !gui->GetMenuBar()->IsVisible()) {
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@@ -172,17 +172,17 @@ void DrawSettingsMenu() {
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if (UIWidgets::BeginMenu("Graphics")) {
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#ifndef __APPLE__
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if (UIWidgets::CVarSliderFloat("Internal Resolution: %f %%", "gInternalResolution", 0.5f, 2.0f, 1.0f)) {
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if (UIWidgets::CVarSliderFloat("Internal Resolution: %f %%", CVAR_INTERNAL_RESOLUTION, 0.5f, 2.0f, 1.0f)) {
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Ship::Context::GetInstance()->GetWindow()->SetResolutionMultiplier(
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CVarGetFloat("gInternalResolution", 1));
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CVarGetFloat(CVAR_INTERNAL_RESOLUTION, 1));
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};
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UIWidgets::Tooltip(
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"Multiplies your output resolution by the value inputted, as a more intensive but effective "
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"form of anti-aliasing");
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#endif
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#ifndef __WIIU__
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if (UIWidgets::CVarSliderInt("MSAA: %d", "gMSAAValue", 1, 8, 1)) {
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Ship::Context::GetInstance()->GetWindow()->SetMsaaLevel(CVarGetInteger("gMSAAValue", 1));
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if (UIWidgets::CVarSliderInt("MSAA: %d", CVAR_MSAA_VALUE, 1, 8, 1)) {
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Ship::Context::GetInstance()->GetWindow()->SetMsaaLevel(CVarGetInteger(CVAR_MSAA_VALUE, 1));
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};
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UIWidgets::Tooltip(
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"Activates multi-sample anti-aliasing when above 1x up to 8x for 8 samples for every pixel");
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@@ -271,20 +271,20 @@ void DrawSettingsMenu() {
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}
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if (Ship::Context::GetInstance()->GetWindow()->CanDisableVerticalSync()) {
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UIWidgets::CVarCheckbox("Enable Vsync", "gVsyncEnabled");
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UIWidgets::CVarCheckbox("Enable Vsync", CVAR_VSYNC_ENABLED);
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}
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if (Ship::Context::GetInstance()->GetWindow()->SupportsWindowedFullscreen()) {
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UIWidgets::CVarCheckbox("Windowed fullscreen", "gSdlWindowedFullscreen");
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UIWidgets::CVarCheckbox("Windowed fullscreen", CVAR_SDL_WINDOWED_FULLSCREEN);
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}
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if (Ship::Context::GetInstance()->GetWindow()->GetGui()->SupportsViewports()) {
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UIWidgets::CVarCheckbox(
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"Allow multi-windows", "gEnableMultiViewports",
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"Allow multi-windows", CVAR_ENABLE_MULTI_VIEWPORTS,
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{ .tooltip = "Allows multiple windows to be opened at once. Requires a reload to take effect." });
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}
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UIWidgets::CVarCombobox("Texture Filter (Needs reload)", "gTextureFilter", textureFilteringMap);
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UIWidgets::CVarCombobox("Texture Filter (Needs reload)", CVAR_TEXTURE_FILTER, textureFilteringMap);
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// Currently this only has "Overlays Text Font", it doesn't use our new UIWidgets so it stands out
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// Ship::Context::GetInstance()->GetWindow()->GetGui()->GetGameOverlay()->DrawSettings();
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@@ -299,7 +299,7 @@ void DrawSettingsMenu() {
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}
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/*
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#ifndef __SWITCH__
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UIWidgets::CVarCheckbox("Menubar Controller Navigation", "gControlNav", {
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UIWidgets::CVarCheckbox("Menubar Controller Navigation", CVAR_IMGUI_CONTROLLER_NAV, {
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.tooltip = "Allows controller navigation of the SOH menu bar (Settings, Enhancements,...)\nCAUTION: "
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"This will disable game inputs while the menubar is visible.\n\nD-pad to move between "
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"items, A to select, and X to grab focus on the menu bar"
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@@ -313,7 +313,7 @@ void DrawSettingsMenu() {
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.showButtons = false,
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.format = ""
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});
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UIWidgets::CVarSliderInt("Simulated Input Lag: %d frames", "gSimulatedInputLag", 0, 6, 0, {
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UIWidgets::CVarSliderInt("Simulated Input Lag: %d frames", CVAR_SIMULATED_INPUT_LAG, 0, 6, 0, {
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.tooltip = "Buffers your inputs to be executed a specified amount of frames later"
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});
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+3
-3
@@ -154,7 +154,7 @@ OTRGlobals::OTRGlobals() {
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auto overlay = context->GetInstance()->GetWindow()->GetGui()->GetGameOverlay();
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overlay->LoadFont("Press Start 2P", "fonts/PressStart2P-Regular.ttf", 12.0f);
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overlay->LoadFont("Fipps", "fonts/Fipps-Regular.otf", 32.0f);
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overlay->SetCurrentFont(CVarGetString("gOverlayFont", "Press Start 2P"));
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overlay->SetCurrentFont(CVarGetString(CVAR_GAME_OVERLAY_FONT, "Press Start 2P"));
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auto loader = context->GetResourceManager()->GetResourceLoader();
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loader->RegisterResourceFactory(std::make_shared<LUS::ResourceFactoryBinaryTextureV0>(), RESOURCE_FORMAT_BINARY,
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@@ -658,7 +658,7 @@ extern "C" void Graph_StartFrame() {
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#endif
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case KbScancode::LUS_KB_TAB: {
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// Toggle HD Assets
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CVarSetInteger("gAltAssets", !CVarGetInteger("gAltAssets", 0));
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CVarSetInteger(CVAR_ALT_ASSETS, !CVarGetInteger(CVAR_ALT_ASSETS, 0));
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// ShouldClearTextureCacheAtEndOfFrame = true;
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break;
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}
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@@ -1227,7 +1227,7 @@ extern "C" SkeletonHeader* ResourceMgr_LoadSkeletonByName(const char* path, Skel
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pathStr = pathStr.substr(sOtr.length());
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}
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bool isAlt = CVarGetInteger("gAltAssets", 0);
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bool isAlt = CVarGetInteger(CVAR_ALT_ASSETS, 0);
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if (isAlt) {
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pathStr = Ship::IResource::gAltAssetPrefix + pathStr;
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@@ -62,7 +62,7 @@ void SkeletonPatcher::ClearSkeletons() {
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}
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void SkeletonPatcher::UpdateSkeletons() {
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bool isHD = CVarGetInteger("gAltAssets", 0);
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bool isHD = CVarGetInteger(CVAR_ALT_ASSETS, 0);
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for (auto skel : skeletons) {
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Skeleton* newSkel =
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(Skeleton*)Ship::Context::GetInstance()
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