mirror of
https://github.com/luanti-org/luanti.git
synced 2025-08-06 17:41:04 +00:00
81 lines
2.1 KiB
C++
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)
|