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luanti/src/util/quicktune.h
2024-12-24 15:27:08 +01:00

81 lines
2.1 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
/*
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.
*/
#pragma once
#include <string>
#include <map>
#include <vector>
enum QuicktuneValueType {
QVT_NONE,
QVT_FLOAT,
QVT_INT
};
struct QuicktuneValue
{
QuicktuneValueType type = QVT_NONE;
union {
struct {
float current, min, max;
} value_QVT_FLOAT;
struct {
int current, min, max;
} value_QVT_INT;
};
bool modified = false;
QuicktuneValue() = default;
std::string getString();
void relativeAdd(float amount);
};
const std::vector<std::string> &getQuicktuneNames();
QuicktuneValue getQuicktuneValue(const std::string &name);
void setQuicktuneValue(const std::string &name, const QuicktuneValue &val);
void updateQuicktuneValue(const std::string &name, QuicktuneValue &val);
#define QUICKTUNE(type_, var, min_, max_, name) do { \
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; \
} while (0)
#define QUICKTUNE_AUTONAME(type_, var, min_, max_)\
QUICKTUNE(type_, var, min_, max_, #var)