Add warp developer tool (#283)

This commit is contained in:
Garrett Cox
2024-05-22 09:05:03 -05:00
parent f4921d5b8e
commit 8253bd27f7
3 changed files with 78 additions and 0 deletions
+2
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@@ -9,6 +9,7 @@
#include "2s2h/Enhancements/Enhancements.h"
#include "2s2h/Enhancements/Graphics/MotionBlur.h"
#include "2s2h/DeveloperTools/DeveloperTools.h"
#include "2s2h/DeveloperTools/WarpPoint.h"
#include "HudEditor.h"
extern bool ShouldClearTextureCacheAtEndOfFrame;
@@ -408,6 +409,7 @@ void DrawDeveloperToolsMenu() {
}
}
}
RenderWarpPointSection();
ImGui::Separator();
if (mCollisionViewerWindow) {
UIWidgets::WindowButton("Collision Viewer", "gWindows.CollisionViewer", mCollisionViewerWindow,
+70
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@@ -0,0 +1,70 @@
#include "WarpPoint.h"
#include <libultraship/libultraship.h>
#include "2s2h/BenGui/UIWidgets.hpp"
#include "window/gui/IconsFontAwesome4.h"
extern "C" {
#include "z64.h"
#include "macros.h"
#include "functions.h"
extern PlayState* gPlayState;
extern SaveContext gSaveContext;
}
#define CV "gDeveloperTools.WarpPoint."
// 2S2H Added columns to scene table: entranceSceneId, betterMapSelectIndex, humanName
#define DEFINE_SCENE(_name, enumValue, _textId, _drawConfig, _restrictionFlags, _persistentCycleFlags, _entranceSceneId, _betterMapSelectIndex, humanName) \
{ enumValue, humanName },
#define DEFINE_SCENE_UNSET(_enumValue)
std::unordered_map<s16, const char*> warpPointSceneList = {
#include "tables/scene_table.h"
};
#undef DEFINE_SCENE
#undef DEFINE_SCENE_UNSET
void RenderWarpPointSection() {
if (gPlayState == NULL) return;
if (UIWidgets::Button("Set Warp Point")) {
Player* player = GET_PLAYER(gPlayState);
CVarSetInteger(CV "Entrance", gSaveContext.save.entrance);
CVarSetInteger(CV "Room", gPlayState->roomCtx.curRoom.num);
CVarSetFloat(CV "X", player->actor.world.pos.x);
CVarSetFloat(CV "Y", player->actor.world.pos.y);
CVarSetFloat(CV "Z", player->actor.world.pos.z);
CVarSetFloat(CV "Rotation", player->actor.shape.rot.y);
CVarSetInteger(CV "Saved", 1);
}
if (CVarGetInteger(CV "Saved", 0)) {
u32 sceneId = Entrance_GetSceneIdAbsolute(CVarGetInteger(CV "Entrance", ENTRANCE(SOUTH_CLOCK_TOWN, 0)));
ImGui::AlignTextToFramePadding();
ImGui::Text("%s Room %d", warpPointSceneList[sceneId], CVarGetInteger(CV "Room", 0));
ImGui::SameLine();
if (UIWidgets::Button(ICON_FA_TIMES, { .size = UIWidgets::Sizes::Inline })) {
CVarClear(CV "Entrance");
CVarClear(CV "Room");
CVarClear(CV "X");
CVarClear(CV "Y");
CVarClear(CV "Z");
CVarClear(CV "Rotation");
CVarClear(CV "Saved");
}
ImGui::SameLine();
if (UIWidgets::Button("Warp", { .size = UIWidgets::Sizes::Inline })) {
Vec3f pos = { CVarGetFloat(CV "X", 0.0f),
CVarGetFloat(CV "Y", 0.0f),
CVarGetFloat(CV "Z", 0.0f) };
Play_SetRespawnData(&gPlayState->state, RESPAWN_MODE_DOWN,
CVarGetInteger(CV "Entrance", ENTRANCE(SOUTH_CLOCK_TOWN, 0)),
CVarGetInteger(CV "Room", 0), PLAYER_PARAMS(0xFF, PLAYER_INITMODE_D),
&pos, CVarGetFloat(CV "Rotation", 0.0f));
func_80169EFC(&gPlayState->state);
}
}
}
+6
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@@ -0,0 +1,6 @@
#ifndef DEVELOPER_TOOLS_WARP_POINT_H
#define DEVELOPER_TOOLS_WARP_POINT_H
void RenderWarpPointSection();
#endif // DEVELOPER_TOOLS_WARP_POINT_H