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319 lines
13 KiB
C++
319 lines
13 KiB
C++
#include "ActorViewer.h"
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#include "2s2h/BenGui/UIWidgets.hpp"
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#include "global.h"
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#include "2s2h/Enhancements/GameInteractor/GameInteractor.h"
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typedef struct ActorInfo {
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u16 id;
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u16 params;
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Vec3f pos;
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Vec3s rot;
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} ActorInfo;
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typedef enum Method {
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LIST,
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TARGET,
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HOLD,
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} Method;
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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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std::unordered_map<s16, const char*> actorDescriptions = {
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#include "tables/actor_table.h"
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};
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#undef DEFINE_ACTOR
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#undef DEFINE_ACTOR_INTERNAL
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#undef DEFINE_ACTOR_UNSET
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std::string GetActorDescription(u16 actorNum) {
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return actorDescriptions.contains(actorNum) ? actorDescriptions[actorNum] : "???";
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}
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std::vector<Actor*> GetCurrentSceneActors() {
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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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Actor* currentActor = gPlayState->actorCtx.actorLists[category].first;
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if (currentActor != nullptr) {
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while (currentActor != nullptr) {
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sceneActors.push_back(currentActor);
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currentActor = currentActor->next;
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}
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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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static Actor* display{};
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static Actor* fetch;
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static ActorInfo newActor;
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static std::vector<Actor*> list;
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static s16 lastSceneId = 0;
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static s16 newActorId = 0;
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static u8 category = 0;
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static s8 method = -1;
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static std::string filler = "Please select";
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static HOOK_ID preventActorDrawHookId = 0;
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static HOOK_ID preventActorUpdateHookId = 0;
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void ResetVariables() {
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display = fetch = {};
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newActor = {};
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filler = "Please select";
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GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorDraw>(preventActorDrawHookId);
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GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorUpdate>(preventActorUpdateHookId);
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preventActorDrawHookId = 0;
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preventActorUpdateHookId = 0;
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}
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void ActorViewerWindow::DrawElement() {
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ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
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if (!ImGui::Begin("Actor Viewer", &mIsVisible, ImGuiWindowFlags_NoFocusOnAppearing)) {
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ImGui::End();
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return;
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}
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if (gPlayState != nullptr) {
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needs_reset = lastSceneId != gPlayState->sceneId;
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if (needs_reset) {
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ResetVariables();
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lastSceneId = gPlayState->sceneId;
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needs_reset = false;
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}
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if (ImGui::BeginCombo("Actor", filler.c_str())) {
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if (gPlayState != nullptr) {
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list = GetCurrentSceneActors();
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lastSceneId = gPlayState->sceneId;
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}
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if (!list.empty()) {
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u8 count = 0;
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u8 prev_category = 0xff;
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for (size_t i = 0; i < list.size(); i++) {
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std::string label = acMapping[list[i]->category];
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if (list[i]->category != prev_category) {
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prev_category = list[i]->category;
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count = 1;
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} else {
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count++;
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}
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label += " " + std::to_string(count) + ": " + GetActorDescription(list[i]->id);
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if (ImGui::Selectable(label.c_str())) {
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method = LIST;
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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>(
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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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}
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}
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}
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ImGui::EndCombo();
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}
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if (ImGui::TreeNode("Selected Actor")) {
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if (display != nullptr) {
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ImGui::BeginGroup();
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ImGui::Text("ID: %hd", display->id);
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ImGui::Text("Description: %s", GetActorDescription(display->id).c_str());
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ImGui::Text("Category: %s", acMapping[display->category]);
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ImGui::Text("Params: %hd", display->params);
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ImGui::EndGroup();
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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>(
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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 =
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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>(
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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 =
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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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ImGui::PushItemWidth(ImGui::GetFontSize() * 10);
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ImGui::BeginGroup();
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ImGui::Text("Actor Position");
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ImGui::InputScalar("x", ImGuiDataType_Float, &display->world.pos.x);
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ImGui::SameLine();
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ImGui::InputScalar("y", ImGuiDataType_Float, &display->world.pos.y);
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ImGui::SameLine();
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ImGui::InputScalar("z", ImGuiDataType_Float, &display->world.pos.z);
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ImGui::EndGroup();
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ImGui::BeginGroup();
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ImGui::Text("Actor Rotation");
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ImGui::InputScalar("rx", ImGuiDataType_S16, &display->world.rot.x);
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ImGui::SameLine();
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ImGui::InputScalar("ry", ImGuiDataType_S16, &display->world.rot.y);
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ImGui::SameLine();
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ImGui::InputScalar("rz", ImGuiDataType_S16, &display->world.rot.z);
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ImGui::EndGroup();
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ImGui::PopItemWidth();
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ImGui::PushItemWidth(ImGui::GetFontSize() * 5);
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if ((display->category == ACTORCAT_BOSS || display->category == ACTORCAT_ENEMY) &&
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display->colChkInfo.health > 0) {
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ImGui::InputScalar("Enemy Health", ImGuiDataType_U8, &display->colChkInfo.health);
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}
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ImGui::PopItemWidth();
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ImGui::BeginGroup();
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ImGui::Text("Flags");
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UIWidgets::DrawFlagArray32("flags", display->flags);
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ImGui::EndGroup();
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ImGui::BeginGroup();
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ImGui::Text("BG Check");
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UIWidgets::DrawFlagArray16("bgCheckFlags", display->bgCheckFlags);
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ImGui::EndGroup();
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}
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if (UIWidgets::Button("Refresh")) {
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list = GetCurrentSceneActors();
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display = list[newActorId];
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}
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if (UIWidgets::Button("Go to Actor")) {
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Player* player = GET_PLAYER(gPlayState);
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if (display != nullptr) {
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Math_Vec3f_Copy(&player->actor.world.pos, &display->world.pos);
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Math_Vec3f_Copy(&player->actor.home.pos, &display->world.pos);
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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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Player* player = GET_PLAYER(gPlayState);
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fetch = player->lockOnActor;
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if (fetch != nullptr) {
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display = fetch;
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category = fetch->category;
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list = GetCurrentSceneActors();
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method = TARGET;
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} else {
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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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Player* player = GET_PLAYER(gPlayState);
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fetch = player->heldActor;
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if (fetch != nullptr) {
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display = fetch;
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category = fetch->category;
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list = GetCurrentSceneActors();
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method = HOLD;
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} else {
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display = {};
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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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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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ImGui::PushItemWidth(ImGui::GetFontSize() * 10);
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ImU16 one = 1;
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ImGui::Text("%s", GetActorDescription(newActor.id).c_str());
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ImGui::InputScalar("ID", ImGuiDataType_S16, &newActor.id, &one);
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ImGui::InputScalar("Params", ImGuiDataType_S16, &newActor.params, &one);
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ImGui::BeginGroup();
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ImGui::Text("New Actor Position");
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ImGui::InputScalar("x", ImGuiDataType_Float, &newActor.pos.x);
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ImGui::SameLine();
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ImGui::InputScalar("y", ImGuiDataType_Float, &newActor.pos.y);
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ImGui::SameLine();
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ImGui::InputScalar("z", ImGuiDataType_Float, &newActor.pos.z);
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ImGui::EndGroup();
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ImGui::BeginGroup();
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ImGui::Text("New Actor Rotation");
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ImGui::InputScalar("rX", ImGuiDataType_S16, &newActor.rot.x);
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ImGui::SameLine();
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ImGui::InputScalar("rY", ImGuiDataType_S16, &newActor.rot.y);
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ImGui::SameLine();
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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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if (UIWidgets::Button("Fetch from Link")) {
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Player* player = GET_PLAYER(gPlayState);
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newActor.pos = player->actor.world.pos;
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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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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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}
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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,
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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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}
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if (UIWidgets::Button("Reset")) {
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newActor = {};
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}
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ImGui::TreePop();
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}
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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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}
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void ActorViewerWindow::InitElement() {
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}
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