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2ship2harkinian-Android/mm/2s2h/DeveloperTools/ActorViewer.cpp
T

444 lines
18 KiB
C++

#include "ActorViewer.h"
#include "2s2h/BenGui/UIWidgets.hpp"
#include "2s2h/GameInteractor/GameInteractor.h"
#include "2s2h/NameTag/NameTag.h"
#include <spdlog/fmt/fmt.h>
#include <string>
#include <vector>
#include <unordered_map>
extern "C" {
#include "z64actor.h"
#include "functions.h"
#include "variables.h"
}
typedef struct ActorInfo {
u16 id;
u16 params;
Vec3f pos;
Vec3s rot;
} ActorInfo;
std::array<const char*, ACTORCAT_MAX> acMapping = { "Switch", "Background", "Player", "Explosive", "NPC", "Enemy",
"Prop", "Item/Action", "Misc.", "Boss", "Door", "Chest" };
#define DEFINE_ACTOR(name, _enumValue, _allocType, _debugName, _humanName) { _enumValue, _humanName },
#define DEFINE_ACTOR_INTERNAL(_name, _enumValue, _allocType, _debugName, _humanName) { _enumValue, _humanName },
#define DEFINE_ACTOR_UNSET(_enumValue) { _enumValue, "Unset" },
std::unordered_map<s16, const char*> actorDescriptions = {
#include "tables/actor_table.h"
};
#undef DEFINE_ACTOR
#undef DEFINE_ACTOR_INTERNAL
#undef DEFINE_ACTOR_UNSET
#define DEFINE_ACTOR(name, _enumValue, _allocType, _debugName, _humanName) { _enumValue, _debugName },
#define DEFINE_ACTOR_INTERNAL(_name, _enumValue, _allocType, _debugName, _humanName) { _enumValue, _debugName },
#define DEFINE_ACTOR_UNSET(_enumValue) { _enumValue, "Unset" },
std::unordered_map<s16, const char*> actorDebugNames = {
#include "tables/actor_table.h"
};
#undef DEFINE_ACTOR
#undef DEFINE_ACTOR_INTERNAL
#undef DEFINE_ACTOR_UNSET
#define DEBUG_ACTOR_NAMETAG_TAG "debug_actor_viewer"
#define CVAR_ACTOR_NAME_TAGS(val) "gDeveloperTools.ActorNameTags." val
std::string GetActorDescription(u16 actorNum) {
return actorDescriptions.contains(actorNum) ? actorDescriptions[actorNum] : "???";
}
std::string GetActorDebugName(u16 actorNum) {
return actorDebugNames.contains(actorNum) ? actorDebugNames[actorNum] : "???";
}
std::vector<Actor*> GetCurrentSceneActors() {
if (!gPlayState) {
return {};
}
std::vector<Actor*> sceneActors;
for (size_t category = ACTORCAT_SWITCH; category < ACTORCAT_MAX; category++) {
Actor* currentActor = gPlayState->actorCtx.actorLists[category].first;
if (currentActor != nullptr) {
while (currentActor != nullptr) {
sceneActors.push_back(currentActor);
currentActor = currentActor->next;
}
}
}
return sceneActors;
}
static Actor* selectedActor = nullptr;
static ActorInfo newActor;
static s16 lastSceneId = -1;
static std::string comboBoxLabel = "Please select";
static HOOK_ID preventActorDrawHookId = 0;
static HOOK_ID preventActorUpdateHookId = 0;
static HOOK_ID actorDeleteHookID = 0;
void ResetVariables() {
selectedActor = nullptr;
comboBoxLabel = "Please select";
GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorDraw>(preventActorDrawHookId);
GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorUpdate>(preventActorUpdateHookId);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnActorDestroy>(actorDeleteHookID);
preventActorDrawHookId = 0;
preventActorUpdateHookId = 0;
actorDeleteHookID = 0;
}
void SetSelectedActor(Actor* actor) {
ResetVariables();
selectedActor = actor;
actorDeleteHookID = GameInteractor::Instance->RegisterGameHookForPtr<GameInteractor::OnActorDestroy>(
(uintptr_t)selectedActor, [](Actor* _) { ResetVariables(); });
}
void ActorViewer_AddTagForActor(Actor* actor) {
if (!CVarGetInteger(CVAR_ACTOR_NAME_TAGS("Enabled"), 0)) {
return;
}
std::vector<std::string> parts;
if (CVarGetInteger(CVAR_ACTOR_NAME_TAGS("DisplayID"), 0)) {
parts.push_back(GetActorDebugName(actor->id));
}
if (CVarGetInteger(CVAR_ACTOR_NAME_TAGS("DisplayDescription"), 0)) {
parts.push_back(GetActorDescription(actor->id));
}
if (CVarGetInteger(CVAR_ACTOR_NAME_TAGS("DisplayCategory"), 0)) {
parts.push_back(acMapping[actor->category]);
}
if (CVarGetInteger(CVAR_ACTOR_NAME_TAGS("DisplayParams"), 0)) {
parts.push_back(fmt::format("0x{:04X} ({})", (u16)actor->params, actor->params));
}
std::string tag = "";
for (size_t i = 0; i < parts.size(); i++) {
if (i != 0) {
tag += "\n";
}
tag += parts.at(i);
}
bool withZBuffer = CVarGetInteger(CVAR_ACTOR_NAME_TAGS("WithZBuffer"), 0);
NameTag_RegisterForActorWithOptions(actor, tag.c_str(),
{ .tag = DEBUG_ACTOR_NAMETAG_TAG, .noZBuffer = !withZBuffer });
}
void ActorViewer_AddTagForAllActors() {
if (gPlayState == nullptr) {
return;
}
for (size_t i = 0; i < ARRAY_COUNT(gPlayState->actorCtx.actorLists); i++) {
ActorListEntry currList = gPlayState->actorCtx.actorLists[i];
Actor* currAct = currList.first;
while (currAct != nullptr) {
ActorViewer_AddTagForActor(currAct);
currAct = currAct->next;
}
}
}
void ActorViewer_RegisterNameTagHooks() {
static HOOK_ID actorInitHookID = 0;
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnActorInit>(actorInitHookID);
actorInitHookID = 0;
if (!CVarGetInteger(CVAR_ACTOR_NAME_TAGS("Enabled"), 0)) {
return;
}
actorInitHookID =
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnActorInit>(ActorViewer_AddTagForActor);
}
void ActorViewerWindow::UpdateElement() {
static bool lastVisibleState = mIsVisible;
if (!mIsVisible && lastVisibleState != mIsVisible) {
ResetVariables();
}
lastVisibleState = mIsVisible;
}
void ActorViewerWindow::DrawElement() {
if (gPlayState != nullptr) {
if (lastSceneId != gPlayState->sceneId) {
ResetVariables();
lastSceneId = gPlayState->sceneId;
}
if (ImGui::BeginChild("options", ImVec2(0, 0), ImGuiChildFlags_Border | ImGuiChildFlags_AutoResizeY)) {
bool toggled = false;
bool optionChange = false;
ImGui::SeparatorText("Options");
toggled = UIWidgets::CVarCheckbox("Actor Name Tags", CVAR_ACTOR_NAME_TAGS("Enabled"),
{ .tooltip = "Adds \"name tags\" above actors for identification" });
ImGui::SameLine();
UIWidgets::Button("Display Items", { .tooltip = "Click to add display items on the name tags" });
if (ImGui::BeginPopupContextItem(nullptr, ImGuiPopupFlags_MouseButtonLeft | ImGuiPopupFlags_NoReopen)) {
optionChange |= UIWidgets::CVarCheckbox("ID", CVAR_ACTOR_NAME_TAGS("DisplayID"));
optionChange |= UIWidgets::CVarCheckbox("Description", CVAR_ACTOR_NAME_TAGS("DisplayDescription"));
optionChange |= UIWidgets::CVarCheckbox("Category", CVAR_ACTOR_NAME_TAGS("DisplayCategory"));
optionChange |= UIWidgets::CVarCheckbox("Params", CVAR_ACTOR_NAME_TAGS("DisplayParams"));
ImGui::EndPopup();
}
optionChange |= UIWidgets::CVarCheckbox(
"Name tags with Z-Buffer", CVAR_ACTOR_NAME_TAGS("WithZBuffer"),
{ .tooltip = "Allow name tags to be obstructed when behind geometry and actors" });
if (toggled || optionChange) {
bool tagsEnabled = CVarGetInteger(CVAR_ACTOR_NAME_TAGS("Enabled"), 0);
bool noOptionsEnabled = !CVarGetInteger(CVAR_ACTOR_NAME_TAGS("DisplayID"), 0) &&
!CVarGetInteger(CVAR_ACTOR_NAME_TAGS("DisplayDescription"), 0) &&
!CVarGetInteger(CVAR_ACTOR_NAME_TAGS("DisplayCategory"), 0) &&
!CVarGetInteger(CVAR_ACTOR_NAME_TAGS("DisplayParams"), 0);
// Save the user an extra click and prevent adding "empty" tags by enabling,
// disabling, or setting an option based on what changed
if (tagsEnabled && noOptionsEnabled) {
if (toggled) {
CVarSetInteger(CVAR_ACTOR_NAME_TAGS("DisplayID"), 1);
} else {
CVarSetInteger(CVAR_ACTOR_NAME_TAGS("Enabled"), 0);
}
} else if (optionChange && !tagsEnabled && !noOptionsEnabled) {
CVarSetInteger(CVAR_ACTOR_NAME_TAGS("Enabled"), 1);
}
ActorViewer_RegisterNameTagHooks();
NameTag_RemoveAllByTag(DEBUG_ACTOR_NAMETAG_TAG);
ActorViewer_AddTagForAllActors();
}
}
ImGui::EndChild();
if (ImGui::TreeNode("Select existing Actor")) {
if (ImGui::BeginCombo("Actor", comboBoxLabel.c_str())) {
auto list = GetCurrentSceneActors();
lastSceneId = gPlayState->sceneId;
if (!list.empty()) {
u8 count = 0;
u8 prev_category = 0xff;
for (size_t i = 0; i < list.size(); i++) {
std::string label = acMapping[list[i]->category];
if (list[i]->category != prev_category) {
prev_category = list[i]->category;
count = 1;
} else {
count++;
}
label += " " + std::to_string(count) + ": " + GetActorDescription(list[i]->id);
if (ImGui::Selectable(label.c_str())) {
SetSelectedActor(list[i]);
comboBoxLabel = label;
break;
}
}
}
ImGui::EndCombo();
}
if (selectedActor != nullptr) {
ImGui::BeginGroup();
ImGui::Text("ID: %hd", selectedActor->id);
ImGui::Text("Description: %s", GetActorDescription(selectedActor->id).c_str());
ImGui::Text("Category: %s", acMapping[selectedActor->category]);
ImGui::Text("Params: %hd", selectedActor->params);
ImGui::EndGroup();
ImGui::BeginGroup();
if (preventActorDrawHookId) {
if (ImGui::Button("Continue Drawing", ImVec2(ImGui::GetFontSize() * 10, 0))) {
GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorDraw>(
preventActorDrawHookId);
preventActorDrawHookId = 0;
}
} else {
if (ImGui::Button("Stop Drawing", ImVec2(ImGui::GetFontSize() * 10, 0))) {
preventActorDrawHookId =
GameInteractor::Instance->RegisterGameHookForPtr<GameInteractor::ShouldActorDraw>(
(uintptr_t)selectedActor, [](Actor* _, bool* result) { *result = false; });
}
}
ImGui::SameLine();
if (preventActorUpdateHookId) {
if (ImGui::Button("Continue Updating", ImVec2(ImGui::GetFontSize() * 10, 0))) {
GameInteractor::Instance->UnregisterGameHookForPtr<GameInteractor::ShouldActorUpdate>(
preventActorUpdateHookId);
preventActorUpdateHookId = 0;
}
} else {
if (ImGui::Button("Stop Updating", ImVec2(ImGui::GetFontSize() * 10, 0))) {
preventActorUpdateHookId =
GameInteractor::Instance->RegisterGameHookForPtr<GameInteractor::ShouldActorUpdate>(
(uintptr_t)selectedActor, [](Actor* _, bool* result) { *result = false; });
}
}
ImGui::EndGroup();
ImGui::PushItemWidth(ImGui::GetFontSize() * 10);
ImGui::BeginGroup();
ImGui::Text("Actor Position");
ImGui::InputScalar("x", ImGuiDataType_Float, &selectedActor->world.pos.x);
ImGui::SameLine();
ImGui::InputScalar("y", ImGuiDataType_Float, &selectedActor->world.pos.y);
ImGui::SameLine();
ImGui::InputScalar("z", ImGuiDataType_Float, &selectedActor->world.pos.z);
ImGui::EndGroup();
ImGui::BeginGroup();
ImGui::Text("Actor Rotation");
ImGui::InputScalar("rx", ImGuiDataType_S16, &selectedActor->world.rot.x);
ImGui::SameLine();
ImGui::InputScalar("ry", ImGuiDataType_S16, &selectedActor->world.rot.y);
ImGui::SameLine();
ImGui::InputScalar("rz", ImGuiDataType_S16, &selectedActor->world.rot.z);
ImGui::EndGroup();
ImGui::PopItemWidth();
ImGui::PushItemWidth(ImGui::GetFontSize() * 5);
if ((selectedActor->category == ACTORCAT_BOSS || selectedActor->category == ACTORCAT_ENEMY) &&
selectedActor->colChkInfo.health > 0) {
ImGui::InputScalar("Enemy Health", ImGuiDataType_U8, &selectedActor->colChkInfo.health);
}
ImGui::PopItemWidth();
ImGui::BeginGroup();
ImGui::Text("Flags");
UIWidgets::DrawFlagArray32("flags", selectedActor->flags);
ImGui::EndGroup();
ImGui::BeginGroup();
ImGui::Text("BG Check");
UIWidgets::DrawFlagArray16("bgCheckFlags", selectedActor->bgCheckFlags);
ImGui::EndGroup();
}
if (UIWidgets::Button("Go to Actor")) {
Player* player = GET_PLAYER(gPlayState);
if (selectedActor != nullptr) {
Math_Vec3f_Copy(&player->actor.world.pos, &selectedActor->world.pos);
Math_Vec3f_Copy(&player->actor.home.pos, &selectedActor->world.pos);
}
}
if (UIWidgets::Button("Fetch: Target", { .tooltip = "Grabs actor with target arrow above it." })) {
Player* player = GET_PLAYER(gPlayState);
if (player->lockOnActor != nullptr) {
SetSelectedActor(player->lockOnActor);
}
}
if (UIWidgets::Button("Fetch: Held", { .tooltip = "Grabs actor Link is currently holding." })) {
Player* player = GET_PLAYER(gPlayState);
if (player->heldActor != nullptr) {
SetSelectedActor(player->heldActor);
}
}
if (UIWidgets::Button("Kill", { .color = UIWidgets::Colors::Red }) && selectedActor != nullptr &&
selectedActor->id != ACTOR_PLAYER) {
Actor_Kill(selectedActor);
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Spawn new Actor")) {
ImGui::PushItemWidth(ImGui::GetFontSize() * 10);
ImU16 one = 1;
ImGui::Text("%s", GetActorDescription(newActor.id).c_str());
ImGui::InputScalar("ID", ImGuiDataType_S16, &newActor.id, &one);
ImGui::InputScalar("Params", ImGuiDataType_S16, &newActor.params, &one);
ImGui::BeginGroup();
ImGui::Text("New Actor Position");
ImGui::InputScalar("x", ImGuiDataType_Float, &newActor.pos.x);
ImGui::SameLine();
ImGui::InputScalar("y", ImGuiDataType_Float, &newActor.pos.y);
ImGui::SameLine();
ImGui::InputScalar("z", ImGuiDataType_Float, &newActor.pos.z);
ImGui::EndGroup();
ImGui::BeginGroup();
ImGui::Text("New Actor Rotation");
ImGui::InputScalar("rX", ImGuiDataType_S16, &newActor.rot.x);
ImGui::SameLine();
ImGui::InputScalar("rY", ImGuiDataType_S16, &newActor.rot.y);
ImGui::SameLine();
ImGui::InputScalar("rZ", ImGuiDataType_S16, &newActor.rot.z);
ImGui::EndGroup();
UIWidgets::CVarCheckbox("Disable Object Dependency", "gDeveloperTools.DisableObjectDependency");
if (ImGui::IsItemHovered()) {
ImGui::BeginTooltip();
ImGui::TextColored(
ImVec4(1.0f, 1.0f, 0.0f, 1.0f),
"Warning: This will cause some actors to spawn in places they normally wouldn't,\nplease ensure "
"this is disabled before reporting any actor related issues");
ImGui::EndTooltip();
}
if (UIWidgets::Button("Fetch from Link")) {
Player* player = GET_PLAYER(gPlayState);
newActor.pos = player->actor.world.pos;
newActor.rot = player->actor.world.rot;
}
if (UIWidgets::Button("Spawn", { .color = UIWidgets::Colors::Green })) {
Actor_Spawn(&gPlayState->actorCtx, gPlayState, newActor.id, newActor.pos.x, newActor.pos.y,
newActor.pos.z, newActor.rot.x, newActor.rot.y, newActor.rot.z, newActor.params);
}
if (UIWidgets::Button("Spawn as Child", { .color = UIWidgets::Colors::Green })) {
Actor* parent = selectedActor;
if (parent != nullptr && parent->child == nullptr) {
Actor_SpawnAsChild(&gPlayState->actorCtx, parent, gPlayState, newActor.id, newActor.pos.x,
newActor.pos.y, newActor.pos.z, newActor.rot.x, newActor.rot.y, newActor.rot.z,
newActor.params);
} else {
Audio_PlaySfx(NA_SE_SY_ERROR);
}
}
if (UIWidgets::Button("Reset")) {
newActor = {};
}
ImGui::TreePop();
}
} else {
ImGui::Text("Playstate needed for actors!");
}
}
void ActorViewerWindow::InitElement() {
ActorViewer_RegisterNameTagHooks();
}