mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
run clang format (#448)
* add linux clang format script * first shot at powershell * whoops * webrequest is slow, try webclient * just get the one file * simplify and maybe make it work? * whoops again * try a different suggestion * why is it always windows * again * try again * bit of path stuff * chmod +x * add action to check * fix workflow name * run clang format
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@@ -16,28 +16,15 @@ typedef enum Method {
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HOLD,
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} Method;
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std::array<const char*, 12> acMapping = {
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"Switch",
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"Background",
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"Player",
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"Explosive",
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"NPC",
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"Enemy",
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"Prop",
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"Item/Action",
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"Misc.",
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"Boss",
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"Door",
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"Chest"
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};
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std::array<const char*, 12> acMapping = { "Switch", "Background", "Player", "Explosive", "NPC", "Enemy",
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"Prop", "Item/Action", "Misc.", "Boss", "Door", "Chest" };
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#define DEFINE_ACTOR(name, _enumValue, _allocType, _debugName, _humanName) {_enumValue, _humanName},
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#define DEFINE_ACTOR_INTERNAL(_name, _enumValue, _allocType, _debugName, _humanName) {_enumValue, _humanName},
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#define DEFINE_ACTOR_UNSET(_enumValue) {_enumValue, "Unset"},
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#define DEFINE_ACTOR(name, _enumValue, _allocType, _debugName, _humanName) { _enumValue, _humanName },
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#define DEFINE_ACTOR_INTERNAL(_name, _enumValue, _allocType, _debugName, _humanName) { _enumValue, _humanName },
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#define DEFINE_ACTOR_UNSET(_enumValue) { _enumValue, "Unset" },
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std::unordered_map<s16, const char*> actorDescriptions = {
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#include "tables/actor_table.h"
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#include "tables/actor_table.h"
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};
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#undef DEFINE_ACTOR
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@@ -49,7 +36,8 @@ std::string GetActorDescription(u16 actorNum) {
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}
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std::vector<Actor*> GetCurrentSceneActors() {
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if (!gPlayState) return {};
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if (!gPlayState)
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return {};
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std::vector<Actor*> sceneActors;
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for (size_t category = ACTORCAT_SWITCH; category < ACTORCAT_MAX; category++) {
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@@ -62,7 +50,6 @@ std::vector<Actor*> GetCurrentSceneActors() {
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}
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}
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return sceneActors;
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}
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static bool needs_reset = false;
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@@ -127,8 +114,10 @@ void ActorViewerWindow::DrawElement() {
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display = list[i];
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newActorId = i;
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filler = label;
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GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorDraw>(preventActorDrawHookId);
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GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorUpdate>(preventActorUpdateHookId);
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GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorDraw>(
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preventActorDrawHookId);
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GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorUpdate>(
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preventActorUpdateHookId);
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preventActorDrawHookId = 0;
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preventActorUpdateHookId = 0;
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break;
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@@ -150,27 +139,29 @@ void ActorViewerWindow::DrawElement() {
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ImGui::BeginGroup();
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if (preventActorDrawHookId) {
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if (ImGui::Button("Continue Drawing", ImVec2(ImGui::GetFontSize() * 10, 0))) {
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GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorDraw>(preventActorDrawHookId);
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GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorDraw>(
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preventActorDrawHookId);
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preventActorDrawHookId = 0;
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}
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} else {
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if (ImGui::Button("Stop Drawing", ImVec2(ImGui::GetFontSize() * 10, 0))) {
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preventActorDrawHookId = GameInteractor::Instance->RegisterGameHookForPtr<GameInteractor::ShouldActorDraw>((uintptr_t)display, [](Actor* _, bool* result) {
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*result = false;
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});
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preventActorDrawHookId =
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GameInteractor::Instance->RegisterGameHookForPtr<GameInteractor::ShouldActorDraw>(
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(uintptr_t)display, [](Actor* _, bool* result) { *result = false; });
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}
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}
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ImGui::SameLine();
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if (preventActorUpdateHookId) {
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if (ImGui::Button("Continue Updating", ImVec2(ImGui::GetFontSize() * 10, 0))) {
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GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorUpdate>(preventActorUpdateHookId);
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GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorUpdate>(
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preventActorUpdateHookId);
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preventActorUpdateHookId = 0;
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}
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} else {
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if (ImGui::Button("Stop Updating", ImVec2(ImGui::GetFontSize() * 10, 0))) {
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preventActorUpdateHookId = GameInteractor::Instance->RegisterGameHookForPtr<GameInteractor::ShouldActorUpdate>((uintptr_t)display, [](Actor* _, bool* result) {
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*result = false;
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});
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preventActorUpdateHookId =
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GameInteractor::Instance->RegisterGameHookForPtr<GameInteractor::ShouldActorUpdate>(
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(uintptr_t)display, [](Actor* _, bool* result) { *result = false; });
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}
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}
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ImGui::EndGroup();
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@@ -228,7 +219,7 @@ void ActorViewerWindow::DrawElement() {
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}
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}
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if (UIWidgets::Button("Fetch: Target", {.tooltip = "Grabs actor with target arrow above it."})) {
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if (UIWidgets::Button("Fetch: Target", { .tooltip = "Grabs actor with target arrow above it." })) {
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Player* player = GET_PLAYER(gPlayState);
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fetch = player->lockOnActor;
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if (fetch != nullptr) {
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@@ -240,7 +231,7 @@ void ActorViewerWindow::DrawElement() {
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display = {};
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}
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}
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if (UIWidgets::Button("Fetch: Held", {.tooltip = "Grabs actor Link is currently holding."})) {
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if (UIWidgets::Button("Fetch: Held", { .tooltip = "Grabs actor Link is currently holding." })) {
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Player* player = GET_PLAYER(gPlayState);
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fetch = player->heldActor;
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if (fetch != nullptr) {
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@@ -253,13 +244,11 @@ void ActorViewerWindow::DrawElement() {
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}
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}
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if (UIWidgets::Button("Kill", {.color = UIWidgets::Colors::Red}) && display != nullptr &&
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if (UIWidgets::Button("Kill", { .color = UIWidgets::Colors::Red }) && display != nullptr &&
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display->id != ACTOR_PLAYER) {
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Actor_Kill(display);
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}
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("New...")) {
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@@ -288,7 +277,8 @@ void ActorViewerWindow::DrawElement() {
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ImGui::InputScalar("rZ", ImGuiDataType_S16, &newActor.rot.z);
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ImGui::EndGroup();
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UIWidgets::CVarCheckbox("Remove Obj Dep?", "gObjDep", { .tooltip = "Allows actors to spawn where/when they normally wouldn't."});
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UIWidgets::CVarCheckbox("Remove Obj Dep?", "gObjDep",
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{ .tooltip = "Allows actors to spawn where/when they normally wouldn't." });
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if (UIWidgets::Button("Fetch from Link")) {
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Player* player = GET_PLAYER(gPlayState);
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@@ -296,16 +286,17 @@ void ActorViewerWindow::DrawElement() {
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newActor.rot = player->actor.world.rot;
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}
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if (UIWidgets::Button("Spawn", {.color = UIWidgets::Colors::Green})) {
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if (UIWidgets::Button("Spawn", { .color = UIWidgets::Colors::Green })) {
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Actor_Spawn(&gPlayState->actorCtx, gPlayState, newActor.id, newActor.pos.x, newActor.pos.y,
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newActor.pos.z, newActor.rot.x, newActor.rot.y, newActor.rot.z, newActor.params);
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newActor.pos.z, newActor.rot.x, newActor.rot.y, newActor.rot.z, newActor.params);
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}
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if (UIWidgets::Button("Spawn as Child", {.color = UIWidgets::Colors::Green})) {
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if (UIWidgets::Button("Spawn as Child", { .color = UIWidgets::Colors::Green })) {
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Actor* parent = display;
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if (parent != nullptr) {
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Actor_SpawnAsChild(&gPlayState->actorCtx, parent, gPlayState, newActor.id, newActor.pos.x,
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newActor.pos.y, newActor.pos.z, newActor.rot.x, newActor.rot.y, newActor.rot.z, newActor.params);
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newActor.pos.y, newActor.pos.z, newActor.rot.x, newActor.rot.y, newActor.rot.z,
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newActor.params);
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} else {
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Audio_PlaySfx(NA_SE_SY_ERROR);
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}
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@@ -320,10 +311,8 @@ void ActorViewerWindow::DrawElement() {
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} else {
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ImGui::Text("Playstate needed for actors!");
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}
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ImGui::End();
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ImGui::End();
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}
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void ActorViewerWindow::InitElement() {
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}
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