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Make finish quicktune and leave it unused (as intended)
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parent
18c4a90101
commit
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6 changed files with 214 additions and 114 deletions
149
src/quicktune.h
149
src/quicktune.h
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@ -17,6 +17,35 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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/*
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Used for tuning constants when developing.
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Eg. if you have this constant somewhere that you just can't get right
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by changing it and recompiling all over again:
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v3f wield_position = v3f(55, -35, 65);
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Make it look like this:
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v3f wield_position = v3f(55, -35, 65);
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QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.X, 0, 100);
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QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Y, -80, 20);
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QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Z, 0, 100);
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Then you can modify the values at runtime, using the keys
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keymap_quicktune_prev
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keymap_quicktune_next
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keymap_quicktune_dec
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keymap_quicktune_inc
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Once you have modified the values at runtime and then quit, the game
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will print out all the modified values at the end:
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Modified quicktune values:
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wield_position.X = 60
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wield_position.Y = -30
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wield_position.Z = 65
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The QUICKTUNE macros shouldn't generally be left in committed code.
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*/
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#ifndef QUICKTUNE_HEADER
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#define QUICKTUNE_HEADER
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@ -24,11 +53,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <string>
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#include <map>
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#include <vector>
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#include "utility.h"
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enum QuicktuneValueType{
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QUICKTUNE_NONE,
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QUICKTUNE_FLOAT
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QVT_NONE,
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QVT_FLOAT
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};
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struct QuicktuneValue
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{
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@ -38,111 +66,40 @@ struct QuicktuneValue
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float current;
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float min;
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float max;
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} value_float;
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} value_QVT_FLOAT;
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};
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bool modified;
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QuicktuneValue():
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type(QVT_NONE),
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modified(false)
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{}
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std::string getString();
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void relativeAdd(float amount);
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};
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std::vector<std::string> getQuicktuneNames();
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//std::map<std::string, QuicktuneValue> getQuicktuneNames();
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QuicktuneValue getQuicktuneValue(const std::string &name);
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void setQuicktuneValue(const std::string &name, const QuicktuneValue &val);
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class QuicktuneShortcutter
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{
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private:
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std::vector<std::string> m_names;
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u32 m_selected_i;
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std::string m_message;
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public:
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std::string getMessage()
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{
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std::string s = m_message;
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m_message = "";
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return s;
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}
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std::string getSelectedName()
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{
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if(m_selected_i < m_names.size())
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return m_names[m_selected_i];
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return "";
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}
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void next()
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{
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m_names = getQuicktuneNames();
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if(m_selected_i < m_names.size()-1)
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m_selected_i++;
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else
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m_selected_i = 0;
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m_message = std::string("Selected \"")+getSelectedName()+"\"";
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}
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void prev()
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{
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m_names = getQuicktuneNames();
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if(m_selected_i > 0)
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m_selected_i--;
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else
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m_selected_i = m_names.size()-1;
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m_message = std::string("Selected \"")+getSelectedName()+"\"";
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}
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void inc()
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{
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QuicktuneValue val = getQuicktuneValue(getSelectedName());
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switch(val.type){
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case QUICKTUNE_NONE:
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break;
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case QUICKTUNE_FLOAT:
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val.value_float.current += 0.05 * (val.value_float.max - val.value_float.min);
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if(val.value_float.current > val.value_float.max)
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val.value_float.current = val.value_float.max;
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m_message = std::string("\"")+getSelectedName()
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+"\" = "+ftos(val.value_float.current);
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break;
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default:
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m_message = std::string("\"")+getSelectedName()
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+"\" has unknown value type";
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}
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setQuicktuneValue(getSelectedName(), val);
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}
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void dec()
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{
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QuicktuneValue val = getQuicktuneValue(getSelectedName());
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switch(val.type){
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case QUICKTUNE_NONE:
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break;
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case QUICKTUNE_FLOAT:
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val.value_float.current -= 0.05 * (val.value_float.max - val.value_float.min);
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if(val.value_float.current < val.value_float.max)
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val.value_float.current = val.value_float.max;
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m_message = std::string("\"")+getSelectedName()
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+"\" = "+ftos(val.value_float.current);
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break;
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default:
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m_message = std::string("\"")+getSelectedName()
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+"\" has unknown value type";
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}
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setQuicktuneValue(getSelectedName(), val);
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}
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};
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void updateQuicktuneValue(const std::string &name, QuicktuneValue &val);
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#ifndef NDEBUG
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#define QUICKTUNE_FLOAT(var, min, max, name){\
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QuicktuneValue qv;\
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qv.type = QUICKTUNE_FLOAT;\
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qv.value_float.current = var;\
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qv.value_float.min = min;\
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qv.value_float.min = max;\
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updateQuicktune(name, qv);\
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var = qv.value_float.current;\
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}
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#define QUICKTUNE(type_, var, min_, max_, name){\
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QuicktuneValue qv;\
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qv.type = type_;\
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qv.value_##type_.current = var;\
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qv.value_##type_.min = min_;\
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qv.value_##type_.max = max_;\
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updateQuicktuneValue(name, qv);\
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var = qv.value_##type_.current;\
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}
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#else // NDEBUG
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#define QUICKTUNE(type, var, min_, max_, name){}
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#endif
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#define QUICKTUNE_FLOAT(var, min, max, name){}
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#endif
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#define QUICKTUNE_AUTONAME(type_, var, min_, max_)\
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QUICKTUNE(type_, var, min_, max_, #var)
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#endif
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