mirror of
https://github.com/izzy2lost/2ship2harkinian-Android.git
synced 2026-06-19 01:20:08 -07:00
Add various tweaks and a warning to debug mode toggle (#643)
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@@ -615,8 +615,32 @@ const char* logLevels[] = {
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void DrawDeveloperToolsMenu() {
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if (UIWidgets::BeginMenu("Developer Tools", UIWidgets::Colors::Yellow)) {
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UIWidgets::CVarCheckbox("Debug Mode", "gDeveloperTools.DebugEnabled",
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{ .tooltip = "Enables Debug Mode, allowing you to select maps with L + R + Z." });
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if (UIWidgets::CVarCheckbox("Debug Mode", "gDeveloperTools.DebugEnabled",
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{ .tooltip = "Enables Debug Mode, revealing some developer options and allows you "
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"to enter Map Select with L + R + Z" })) {
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// If disabling debug mode, disable all debug features
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if (!CVarGetInteger("gDeveloperTools.DebugEnabled", 0)) {
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CVarClear("gDeveloperTools.DebugSaveFileMode");
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CVarClear("gDeveloperTools.PreventActorUpdate");
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CVarClear("gDeveloperTools.PreventActorDraw");
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CVarClear("gDeveloperTools.PreventActorInit");
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CVarClear("gDeveloperTools.DisableObjectDependency");
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if (gPlayState != NULL) {
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gPlayState->frameAdvCtx.enabled = false;
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}
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RegisterDebugSaveCreate();
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RegisterPreventActorUpdateHooks();
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RegisterPreventActorDrawHooks();
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RegisterPreventActorInitHooks();
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}
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}
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if (ImGui::IsItemHovered()) {
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ImGui::BeginTooltip();
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f),
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"Warning: Some of these features can break your game,\nor cause unexpected behavior, "
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"please ensure you disable them\nbefore reporting any bugs.");
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ImGui::EndTooltip();
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}
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if (CVarGetInteger("gDeveloperTools.DebugEnabled", 0)) {
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UIWidgets::CVarCheckbox(
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@@ -629,45 +653,48 @@ void DrawDeveloperToolsMenu() {
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"Change the behavior of creating saves while debug mode is enabled:\n\n"
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"- Empty Save: The default 3 heart save file in first cycle\n"
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"- Vanilla Debug Save: Uses the title screen save info (8 hearts, all items and masks)\n"
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"- 100\% Save: All items, equipment, mask, quast status and bombers notebook complete" })) {
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"- 100\% Save: All items, equipment, mask, quast status and bombers notebook complete",
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.defaultIndex = DEBUG_SAVE_INFO_NONE })) {
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RegisterDebugSaveCreate();
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}
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}
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if (UIWidgets::CVarCheckbox("Prevent Actor Update", "gDeveloperTools.PreventActorUpdate")) {
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RegisterPreventActorUpdateHooks();
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}
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if (UIWidgets::CVarCheckbox("Prevent Actor Draw", "gDeveloperTools.PreventActorDraw")) {
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RegisterPreventActorDrawHooks();
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}
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if (UIWidgets::CVarCheckbox("Prevent Actor Init", "gDeveloperTools.PreventActorInit")) {
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RegisterPreventActorInitHooks();
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}
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if (UIWidgets::CVarCombobox("Log Level", "gDeveloperTools.LogLevel", logLevels,
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{
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.tooltip = "The log level determines which messages are printed to the "
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"console. This does not affect the log file output",
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.defaultIndex = 1,
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})) {
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Ship::Context::GetInstance()->GetLogger()->set_level(
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(spdlog::level::level_enum)CVarGetInteger("gDeveloperTools.LogLevel", 1));
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}
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if (UIWidgets::CVarCheckbox("Prevent Actor Update", "gDeveloperTools.PreventActorUpdate")) {
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RegisterPreventActorUpdateHooks();
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}
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if (UIWidgets::CVarCheckbox("Prevent Actor Draw", "gDeveloperTools.PreventActorDraw")) {
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RegisterPreventActorDrawHooks();
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}
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if (UIWidgets::CVarCheckbox("Prevent Actor Init", "gDeveloperTools.PreventActorInit")) {
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RegisterPreventActorInitHooks();
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}
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UIWidgets::CVarCheckbox("Disable Object Dependency", "gDeveloperTools.DisableObjectDependency");
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if (gPlayState != NULL) {
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ImGui::Separator();
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UIWidgets::Checkbox(
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"Frame Advance", (bool*)&gPlayState->frameAdvCtx.enabled,
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{ .tooltip = "This allows you to advance through the game one frame at a time on command. "
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"To advance a frame, hold Z and tap R on the second controller. Holding Z "
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"and R will advance a frame every half second. You can also use the buttons below." });
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if (gPlayState->frameAdvCtx.enabled) {
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if (UIWidgets::Button("Advance 1", { .size = UIWidgets::Sizes::Inline })) {
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CVarSetInteger("gDeveloperTools.FrameAdvanceTick", 1);
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}
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ImGui::SameLine();
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UIWidgets::Button("Advance (Hold)", { .size = UIWidgets::Sizes::Inline });
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if (ImGui::IsItemActive()) {
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CVarSetInteger("gDeveloperTools.FrameAdvanceTick", 1);
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if (UIWidgets::CVarCombobox("Log Level", "gDeveloperTools.LogLevel", logLevels,
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{
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.tooltip = "The log level determines which messages are printed to the "
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"console. This does not affect the log file output",
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.defaultIndex = 1,
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})) {
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Ship::Context::GetInstance()->GetLogger()->set_level(
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(spdlog::level::level_enum)CVarGetInteger("gDeveloperTools.LogLevel", 1));
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}
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if (gPlayState != NULL) {
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ImGui::Separator();
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UIWidgets::Checkbox(
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"Frame Advance", (bool*)&gPlayState->frameAdvCtx.enabled,
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{ .tooltip = "This allows you to advance through the game one frame at a time on command. "
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"To advance a frame, hold Z and tap R on the second controller. Holding Z "
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"and R will advance a frame every half second. You can also use the buttons below." });
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if (gPlayState->frameAdvCtx.enabled) {
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if (UIWidgets::Button("Advance 1", { .size = UIWidgets::Sizes::Inline })) {
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CVarSetInteger("gDeveloperTools.FrameAdvanceTick", 1);
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}
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ImGui::SameLine();
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UIWidgets::Button("Advance (Hold)", { .size = UIWidgets::Sizes::Inline });
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if (ImGui::IsItemActive()) {
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CVarSetInteger("gDeveloperTools.FrameAdvanceTick", 1);
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}
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}
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}
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}
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@@ -277,8 +277,15 @@ 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",
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{ .tooltip = "Allows actors to spawn where/when they normally wouldn't." });
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UIWidgets::CVarCheckbox("Disable Object Dependency", "gDeveloperTools.DisableObjectDependency");
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if (ImGui::IsItemHovered()) {
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ImGui::BeginTooltip();
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ImGui::TextColored(
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ImVec4(1.0f, 1.0f, 0.0f, 1.0f),
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"Warning: This will cause some actors to spawn in places they normally wouldn't,\nplease ensure "
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"this is disabled before reporting any actor related issues");
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ImGui::EndTooltip();
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}
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if (UIWidgets::Button("Fetch from Link")) {
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Player* player = GET_PLAYER(gPlayState);
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@@ -67,6 +67,7 @@ void RenderWarpPointSection() {
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CVarGetInteger(CV "Room", 0), PLAYER_PARAMS(0xFF, PLAYER_INITMODE_D), &pos,
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CVarGetFloat(CV "Rotation", 0.0f));
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func_80169EFC(&gPlayState->state);
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gSaveContext.respawnFlag = -8;
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}
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}
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}
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@@ -110,7 +110,7 @@ s32 Object_GetSlot(ObjectContext* objectCtx, s16 objectId) {
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}
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}
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return CVarGetInteger("gObjDep", 0) ? 0 : -1;
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return CVarGetInteger("gDeveloperTools.DisableObjectDependency", 0) ? 0 : -1;
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}
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s32 Object_IsLoaded(ObjectContext* objectCtx, s32 slot) {
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