* feat: adding solarized dark theme to ozone
* fix: variable not defined in header
* fix: added string for selecting theme in menu
* fix: added message hash for string
* feat: copied solarized dark translations into msg hashes
* fix: forgot to change name of enum label after copying
* first pass of new colors
* added selection border and fixed sublabel color
* sublabel color from blue to muted gray
* trying cyan for sublabel
* adjusted selected text color to match philosophy from solarized website
* testing what the entries_ colors do
* chose colors for entries_, adjusted other border and bgs
* match selection border to sublabel color
* trying gray for sublabel
* accidentally put the color in the wrong place, reverting and updating
* trying to change selected option color to orange
* not feeling orange, lets try teal
* try for orange border
* try for magenta border
* try for violet border
* trying blue border again
* trying omar blue bc why not
* reverting to regular blue for icons and green for border
* try magenta for footer border
* trying font color for footer border
* trying to get message background to show
* can't get it to render, but changed message background to violet
* testing sidebar changes
* sidebar colors
* lighter sidebar color
* trying gray sidebar
* try a gradient
* screwed up one of the coordinates
* reversing gradient
* attempting gradient with colors i made up
* accidentally wrote gradient to dracula instead of solarized dark
* adding gradient to the top, reversing bottom gradient
* randomly trying shuffling bottom gradient coords
* moving top right coordinate somewhere else
* swapped top two bottom coords to see
* swapped them back, i got lucky and things were right
* think i figured out the order, BL, BR, TL, TR
* making background gradient lil darker
* fixed coords
* lessening gradient effect
* lessening gradient effect, but by making darker instead of lighter
* of course, messed up two coords
* removed top and bottom gradients
* dark and flat sidebar
* forgot to change running background
* made running background a bit less transparent since this is a low contrast theme
== DETAILS
So, basically this back-and-forth is because we used fixed-size
data types (i.e. `uint32_t`) which maps to different primitive data
types on different platforms. So `uint32_t` might be a `long` on some
platforms (e.g. Wii U), while it's just a plain integer on others (PC).
And the format specifier works off primitive data type, not data type
size.
So, to resolve this, we:
- keep `%lx` as the format specifier
- cast the parameter to printf to unsigned long
This is better than the alternatives that could cause problems trying to
cast a long down to an int.
== DETAILS
These changes fall into a few broad categories:
1. Explicitly undefine things we want to re-define due to conflicts with
the version of devkitpro we're using
2. Clean up hex format specifiers to use `%lx` or `%lX` when working with
long integers
3. Move variables inside the ifdef they're used in to squelch "unused variable"
messages
4. Add parenthesis to make Wii U shader declarations stop complaining
And then there's a weird "misleading indent" warning that I fixed by just
rewriting a block of code to use a switch statement instead of if-then-else.
These changes work fine on Wii U, but we'll need to keep an eye on CI/CD to see
if other platform builds break.