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Improve tooltips for tri-state toggles.
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parent
64ab57b2ef
commit
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4 changed files with 7 additions and 15 deletions
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@ -153,10 +153,7 @@ public partial class CustomizationDrawer
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var tmp = _currentByte != CustomizeValue.Zero;
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if (_withApply)
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{
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switch (UiHelpers.DrawMetaToggle(_currentIndex.ToDefaultName(),
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$"This attribute will be {(_currentApply ? tmp ? "enabled." : "disabled." : "kept as is.")}", tmp, _currentApply,
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out var newValue,
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out var newApply, _locked))
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switch (UiHelpers.DrawMetaToggle(_currentIndex.ToDefaultName(), tmp, _currentApply, out var newValue, out var newApply, _locked))
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{
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case DataChange.Item:
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_customize.Set(idx, newValue ? CustomizeValue.Max : CustomizeValue.Zero);
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@ -128,8 +128,7 @@ public partial class CustomizationDrawer : IDisposable
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=> UiHelpers.DrawCheckbox("Force Wetness", "Force the character to be wet or not.", currentValue, out newValue, locked);
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public DataChange DrawWetnessState(bool currentValue, bool currentApply, out bool newValue, out bool newApply, bool locked)
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=> UiHelpers.DrawMetaToggle("Force Wetness", "Change the characters forced wetness state: Disabled, Enabled or Don't Apply.",
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currentValue, currentApply, out newValue, out newApply, locked);
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=> UiHelpers.DrawMetaToggle("Force Wetness", currentValue, currentApply, out newValue, out newApply, locked);
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private bool DrawInternal()
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{
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@ -161,23 +161,19 @@ public class EquipmentDrawer
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=> UiHelpers.DrawCheckbox("Hat Visible", "Hide or show the characters head gear.", currentValue, out newValue, locked);
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public static DataChange DrawHatState(bool currentValue, bool currentApply, out bool newValue, out bool newApply, bool locked)
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=> UiHelpers.DrawMetaToggle("Hat Visible", "Change the visibility of the characters head gear: Hidden, Visible or Don't Apply.",
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currentValue, currentApply, out newValue, out newApply, locked);
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=> UiHelpers.DrawMetaToggle("Hat Visible", currentValue, currentApply, out newValue, out newApply, locked);
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public static bool DrawVisorState(bool currentValue, out bool newValue, bool locked)
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=> UiHelpers.DrawCheckbox("Visor Toggled", "Toggle the visor state of the characters head gear.", currentValue, out newValue, locked);
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public static DataChange DrawVisorState(bool currentValue, bool currentApply, out bool newValue, out bool newApply, bool locked)
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=> UiHelpers.DrawMetaToggle("Visor Toggled", "Change the toggled state of the characters head gear: Normal, Toggled or Don't Apply.",
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currentValue, currentApply, out newValue, out newApply, locked);
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=> UiHelpers.DrawMetaToggle("Visor Toggled", currentValue, currentApply, out newValue, out newApply, locked);
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public static bool DrawWeaponState(bool currentValue, out bool newValue, bool locked)
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=> UiHelpers.DrawCheckbox("Weapon Visible", "Hide or show the characters weapons when not drawn.", currentValue, out newValue, locked);
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public static DataChange DrawWeaponState(bool currentValue, bool currentApply, out bool newValue, out bool newApply, bool locked)
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=> UiHelpers.DrawMetaToggle("Weapon Visible",
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"Change the visibility of the characters weapons when not drawn: Hidden, Visible or Don't Apply.", currentValue, currentApply,
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out newValue, out newApply, locked);
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=> UiHelpers.DrawMetaToggle("Weapon Visible", currentValue, currentApply, out newValue, out newApply, locked);
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private bool DrawMainhand(EquipItem current, bool drawAll, out EquipItem weapon, out string label, bool locked, bool small, bool open)
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{
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@ -66,7 +66,7 @@ public static class UiHelpers
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return ret;
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}
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public static DataChange DrawMetaToggle(string label, string tooltip, bool currentValue, bool currentApply, out bool newValue,
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public static DataChange DrawMetaToggle(string label, bool currentValue, bool currentApply, out bool newValue,
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out bool newApply,
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bool locked)
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{
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@ -78,7 +78,7 @@ public static class UiHelpers
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ret = ImGui.CheckboxFlags("##" + label, ref flags, 3);
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}
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ImGuiUtil.HoverTooltip(tooltip);
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ImGuiUtil.HoverTooltip($"This attribute will be {(currentApply ? currentValue ? "enabled." : "disabled." : "kept as is.")}");
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ImGui.SameLine();
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ImGui.TextUnformatted(label);
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