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Overhaul debug menu organisation

This commit is contained in:
Daniel Evans 2016-06-16 23:31:05 +01:00
parent 1157d1dd7c
commit e9127fac6a
2 changed files with 162 additions and 58 deletions

View File

@ -9,6 +9,9 @@
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/string_cast.hpp>
constexpr float kDebugEntryHeight = 14.f;
const glm::vec2 kDebugMenuOffset = glm::vec2(10.f, 50.f);
static void jumpCharacter(RWGame* game, CharacterObject* player, const glm::vec3& target, bool ground = true)
{
glm::vec3 newPosition = target;
@ -28,12 +31,15 @@ static void jumpCharacter(RWGame* game, CharacterObject* player, const glm::vec3
}
}
DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd)
: State(game), _freeLook( false ), _sonicMode( false )
Menu* DebugState::createDebugMenu()
{
Menu *m = new Menu(2);
m->offset = glm::vec2(10.f, 50.f);
float entryHeight = 14.f;
CharacterObject* player = nullptr;
if (game->getPlayer()) {
player = game->getPlayer()->getCharacter();
}
Menu* m = new Menu(2);
m->offset = kDebugMenuOffset;
#if 0
m->addEntry(Menu::lambda("Random Vehicle", [this] {
auto it = getWorld()->vehicleTypes.begin();
@ -76,57 +82,80 @@ DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd)
}, entryHeight));
}
#endif
m->addEntry(Menu::lambda("Add car", [=] {
auto playerRot = game->getPlayer()->getCharacter()->getRotation();
auto spawnPos = game->getPlayer()->getCharacter()->getPosition();
spawnPos += playerRot * glm::vec3(0.f, 3.f, 0.f);
auto spawnRot = glm::quat(glm::vec3(0.f, 0.f, glm::roll(playerRot) + glm::half_pi<float>()));
auto car = game->getWorld()->createVehicle(136, spawnPos, spawnRot);
}, entryHeight));
m->addEntry(Menu::lambda("Jump to Debug Camera", [=] {
jumpCharacter(game, game->getPlayer()->getCharacter(), _debugCam.position + _debugCam.rotation * glm::vec3(3.f, 0.f, 0.f), false);
}, entryHeight));
m->addEntry(Menu::lambda("Jump to Docks", [=] {
jumpCharacter(game, game->getPlayer()->getCharacter(), glm::vec3(1390.f, -837.f, 100.f));
}, entryHeight));
m->addEntry(Menu::lambda("Jump to Garage", [=] {
jumpCharacter(game, game->getPlayer()->getCharacter(), glm::vec3(270.f, -605.f, 40.f));
}, entryHeight));
m->addEntry(Menu::lambda("Jump to Airport", [=] {
jumpCharacter(game, game->getPlayer()->getCharacter(), glm::vec3(-950.f, -980.f, 12.f));
}, entryHeight));
m->addEntry(Menu::lambda("Jump to Hideout", [=] {
jumpCharacter(game, game->getPlayer()->getCharacter(), glm::vec3(875.0, -309.0, 100.0));
}, entryHeight));
m->addEntry(Menu::lambda("Jump to Luigi's", [=] {
jumpCharacter(game, game->getPlayer()->getCharacter(), glm::vec3(902.75, -425.56, 100.0));
}, entryHeight));
m->addEntry(Menu::lambda("Jump to Hospital", [=] {
jumpCharacter(game, game->getPlayer()->getCharacter(), glm::vec3(1123.77, -569.15, 100.0));
}, entryHeight));
m->addEntry(Menu::lambda("Add Follower", [=] {
auto spawnPos = game->getPlayer()->getCharacter()->getPosition();
spawnPos += game->getPlayer()->getCharacter()->getRotation() * glm::vec3(-1.f, 0.f, 0.f);
auto follower = game->getWorld()->createPedestrian(12, spawnPos);
jumpCharacter(game, follower, spawnPos);
follower->controller->setGoal(CharacterController::FollowLeader);
follower->controller->setTargetCharacter(game->getPlayer()->getCharacter());
}, entryHeight));
jumpCharacter(game, player, _debugCam.position + _debugCam.rotation * glm::vec3(3.f, 0.f, 0.f), false);
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("-Map", [=] {
this->enterMenu(createMapMenu());
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("-Vehicles", [=] {
this->enterMenu(createVehicleMenu());
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("-AI", [=] {
this->enterMenu(createAIMenu());
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("Set Super Jump", [=] {
game->getPlayer()->getCharacter()->setJumpSpeed(20.f);
}, entryHeight));
player->setJumpSpeed(20.f);
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("Set Normal Jump", [=] {
game->getPlayer()->getCharacter()->setJumpSpeed(CharacterObject::DefaultJumpSpeed);
}, entryHeight));
player->setJumpSpeed(CharacterObject::DefaultJumpSpeed);
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("Full Health", [=] {
game->getPlayer()->getCharacter()->getCurrentState().health = 100.f;
}, entryHeight));
player->getCurrentState().health = 100.f;
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("Full Armour", [=] {
game->getPlayer()->getCharacter()->getCurrentState().armour = 100.f;
}, entryHeight));
player->getCurrentState().armour = 100.f;
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("Cull Here", [=] {
game->getRenderer()->setCullOverride(true, _debugCam);
}, entryHeight));
}, kDebugEntryHeight));
// Optional block if the player is in a vehicle
auto cv = player->getCurrentVehicle();
if(cv) {
m->addEntry(Menu::lambda("Flip vehicle", [=] {
cv->setRotation(cv->getRotation() * glm::quat(glm::vec3(0.f, glm::pi<float>(), 0.f)));
}, kDebugEntryHeight));
}
return m;
}
Menu* DebugState::createMapMenu()
{
CharacterObject* player = nullptr;
if (game->getPlayer()) {
player = game->getPlayer()->getCharacter();
}
Menu* m = new Menu(2);
m->offset = kDebugMenuOffset;
m->addEntry(Menu::lambda("Back", [=] {
this->enterMenu(createDebugMenu());
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("Jump to Docks", [=] {
jumpCharacter(game, player, glm::vec3(1390.f, -837.f, 100.f));
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("Jump to Garage", [=] {
jumpCharacter(game, player, glm::vec3(270.f, -605.f, 40.f));
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("Jump to Airport", [=] {
jumpCharacter(game, player, glm::vec3(-950.f, -980.f, 12.f));
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("Jump to Hideout", [=] {
jumpCharacter(game, player, glm::vec3(875.0, -309.0, 100.0));
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("Jump to Luigi's", [=] {
jumpCharacter(game, player, glm::vec3(902.75, -425.56, 100.0));
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("Jump to Hospital", [=] {
jumpCharacter(game, player, glm::vec3(1123.77, -569.15, 100.0));
}, kDebugEntryHeight));
m->addEntry(Menu::lambda("Unsolid garage doors", [=] {
std::vector<std::string> garageDoorModels {
@ -172,19 +201,89 @@ DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd)
obj->setSolid(false);
}
}
}, entryHeight));
}, kDebugEntryHeight));
return m;
}
// Optional block if the player is in a vehicle
auto player = game->getPlayer()->getCharacter();
auto cv = player->getCurrentVehicle();
if(cv) {
m->addEntry(Menu::lambda("Flip vehicle", [=] {
cv->setRotation(cv->getRotation() * glm::quat(glm::vec3(0.f, glm::pi<float>(), 0.f)));
}, entryHeight));
Menu* DebugState::createVehicleMenu()
{
CharacterObject* player = nullptr;
if (game->getPlayer()) {
player = game->getPlayer()->getCharacter();
}
this->enterMenu(m);
Menu* m = new Menu(2);
m->offset = kDebugMenuOffset;
m->addEntry(Menu::lambda("Back", [=] {
this->enterMenu(createDebugMenu());
}, kDebugEntryHeight));
#define SPAWN_VEHICLE(name, id) \
m->addEntry(Menu::lambda("Add " name, [=] { \
auto playerRot = player->getRotation(); \
auto spawnPos = player->getPosition(); \
spawnPos += playerRot * glm::vec3(0.f, 3.f, 0.f); \
auto spawnRot = glm::quat(glm::vec3(0.f, 0.f, glm::roll(playerRot) + glm::half_pi<float>())); \
auto car = game->getWorld()->createVehicle(id, spawnPos, spawnRot); \
RW_UNUSED(car);\
}, kDebugEntryHeight))
SPAWN_VEHICLE("Yakuza", 136);
SPAWN_VEHICLE("Landstalker", 90);
SPAWN_VEHICLE("Bobcat", 112);
SPAWN_VEHICLE("Banshee", 119);
SPAWN_VEHICLE("Rhino", 122);
SPAWN_VEHICLE("Barracks", 123);
SPAWN_VEHICLE("Rumpo", 130);
SPAWN_VEHICLE("Columbian", 138);
SPAWN_VEHICLE("Dodo", 126);
SPAWN_VEHICLE("Speeder", 142);
#undef SPAWN_VEHCILE
return m;
}
Menu* DebugState::createAIMenu()
{
CharacterObject* player = nullptr;
if (game->getPlayer()) {
player = game->getPlayer()->getCharacter();
}
Menu* m = new Menu(2);
m->offset = kDebugMenuOffset;
m->addEntry(Menu::lambda("Back", [=] {
this->enterMenu(createDebugMenu());
}, kDebugEntryHeight));
#define SPAWN_FOLLOWER(name, id) \
m->addEntry(Menu::lambda("Add " name " Follower", [=] { \
auto spawnPos = player->getPosition() + player->getRotation() * glm::vec3(0.f, 1.f, 0.f); \
auto follower = game->getWorld()->createPedestrian(id, spawnPos); \
jumpCharacter(game, follower, spawnPos); \
follower->controller->setGoal(CharacterController::FollowLeader); \
follower->controller->setTargetCharacter(player); \
}, kDebugEntryHeight))
SPAWN_FOLLOWER("Triad", 12);
SPAWN_FOLLOWER("Cop", 1);
SPAWN_FOLLOWER("SWAT", 2);
SPAWN_FOLLOWER("FBI", 3);
SPAWN_FOLLOWER("Fireman", 6);
SPAWN_FOLLOWER("Construction", 74);
#undef SPAWN_FOLLOWER
return m;
}
DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd)
: State(game)
, _freeLook( false )
, _sonicMode( false )
{
this->enterMenu(createDebugMenu());
_debugCam.position = vp;
_debugCam.rotation = vd;

View File

@ -10,6 +10,11 @@ class DebugState : public State
glm::vec2 _debugLook;
bool _freeLook;
bool _sonicMode;
Menu* createDebugMenu();
Menu* createMapMenu();
Menu* createVehicleMenu();
Menu* createAIMenu();
public:
DebugState(RWGame* game, const glm::vec3& vp = {}, const glm::quat& vd = {});