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Make finish quicktune and leave it unused (as intended)

This commit is contained in:
Perttu Ahola 2012-03-12 21:27:29 +02:00
parent 18c4a90101
commit 2c9bb06516
6 changed files with 214 additions and 114 deletions

View file

@ -17,6 +17,35 @@ with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
Used for tuning constants when developing.
Eg. if you have this constant somewhere that you just can't get right
by changing it and recompiling all over again:
v3f wield_position = v3f(55, -35, 65);
Make it look like this:
v3f wield_position = v3f(55, -35, 65);
QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.X, 0, 100);
QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Y, -80, 20);
QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Z, 0, 100);
Then you can modify the values at runtime, using the keys
keymap_quicktune_prev
keymap_quicktune_next
keymap_quicktune_dec
keymap_quicktune_inc
Once you have modified the values at runtime and then quit, the game
will print out all the modified values at the end:
Modified quicktune values:
wield_position.X = 60
wield_position.Y = -30
wield_position.Z = 65
The QUICKTUNE macros shouldn't generally be left in committed code.
*/
#ifndef QUICKTUNE_HEADER
#define QUICKTUNE_HEADER
@ -24,11 +53,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <string>
#include <map>
#include <vector>
#include "utility.h"
enum QuicktuneValueType{
QUICKTUNE_NONE,
QUICKTUNE_FLOAT
QVT_NONE,
QVT_FLOAT
};
struct QuicktuneValue
{
@ -38,111 +66,40 @@ struct QuicktuneValue
float current;
float min;
float max;
} value_float;
} value_QVT_FLOAT;
};
bool modified;
QuicktuneValue():
type(QVT_NONE),
modified(false)
{}
std::string getString();
void relativeAdd(float amount);
};
std::vector<std::string> getQuicktuneNames();
//std::map<std::string, QuicktuneValue> getQuicktuneNames();
QuicktuneValue getQuicktuneValue(const std::string &name);
void setQuicktuneValue(const std::string &name, const QuicktuneValue &val);
class QuicktuneShortcutter
{
private:
std::vector<std::string> m_names;
u32 m_selected_i;
std::string m_message;
public:
std::string getMessage()
{
std::string s = m_message;
m_message = "";
return s;
}
std::string getSelectedName()
{
if(m_selected_i < m_names.size())
return m_names[m_selected_i];
return "";
}
void next()
{
m_names = getQuicktuneNames();
if(m_selected_i < m_names.size()-1)
m_selected_i++;
else
m_selected_i = 0;
m_message = std::string("Selected \"")+getSelectedName()+"\"";
}
void prev()
{
m_names = getQuicktuneNames();
if(m_selected_i > 0)
m_selected_i--;
else
m_selected_i = m_names.size()-1;
m_message = std::string("Selected \"")+getSelectedName()+"\"";
}
void inc()
{
QuicktuneValue val = getQuicktuneValue(getSelectedName());
switch(val.type){
case QUICKTUNE_NONE:
break;
case QUICKTUNE_FLOAT:
val.value_float.current += 0.05 * (val.value_float.max - val.value_float.min);
if(val.value_float.current > val.value_float.max)
val.value_float.current = val.value_float.max;
m_message = std::string("\"")+getSelectedName()
+"\" = "+ftos(val.value_float.current);
break;
default:
m_message = std::string("\"")+getSelectedName()
+"\" has unknown value type";
}
setQuicktuneValue(getSelectedName(), val);
}
void dec()
{
QuicktuneValue val = getQuicktuneValue(getSelectedName());
switch(val.type){
case QUICKTUNE_NONE:
break;
case QUICKTUNE_FLOAT:
val.value_float.current -= 0.05 * (val.value_float.max - val.value_float.min);
if(val.value_float.current < val.value_float.max)
val.value_float.current = val.value_float.max;
m_message = std::string("\"")+getSelectedName()
+"\" = "+ftos(val.value_float.current);
break;
default:
m_message = std::string("\"")+getSelectedName()
+"\" has unknown value type";
}
setQuicktuneValue(getSelectedName(), val);
}
};
void updateQuicktuneValue(const std::string &name, QuicktuneValue &val);
#ifndef NDEBUG
#define QUICKTUNE_FLOAT(var, min, max, name){\
QuicktuneValue qv;\
qv.type = QUICKTUNE_FLOAT;\
qv.value_float.current = var;\
qv.value_float.min = min;\
qv.value_float.min = max;\
updateQuicktune(name, qv);\
var = qv.value_float.current;\
}
#define QUICKTUNE(type_, var, min_, max_, name){\
QuicktuneValue qv;\
qv.type = type_;\
qv.value_##type_.current = var;\
qv.value_##type_.min = min_;\
qv.value_##type_.max = max_;\
updateQuicktuneValue(name, qv);\
var = qv.value_##type_.current;\
}
#else // NDEBUG
#define QUICKTUNE(type, var, min_, max_, name){}
#endif
#define QUICKTUNE_FLOAT(var, min, max, name){}
#endif
#define QUICKTUNE_AUTONAME(type_, var, min_, max_)\
QUICKTUNE(type_, var, min_, max_, #var)
#endif