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495c831972
It lets complier to make extra optimization. See: https://gcc.godbolt.org/#compilers:!((compiler:g6,options:'-O2+-Wall++- xc%2B%2B+- std%3Dc%2B%2B11',sourcez:MYGwhgzhAECC0G8BQAHArgIxAS2ALiWiOgDdsAnAFzTBFIHtsATaAMwAoBKaAXmgAYA3EgC%2BwpKEgwAQtDzR0WXHESpMOfIWIlGLDt1bYAdrWj0SAU3LlmF4WKQTwUaAGE5C9cvjJFGgsQMzGxcZpbWtvbiOsGs9PTs0gBk0BjcyIEYAHT69o4xLBhg5OyuKcDpWkTAOVz2QAA%3D%3D)),filterAsm: (commentOnly:!t,directives:!t,intel:!t,labels:!t),version:3
46 lines
1.1 KiB
C++
46 lines
1.1 KiB
C++
#ifndef DEBUGSTATE_HPP
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#define DEBUGSTATE_HPP
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#include "State.hpp"
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class DebugState final : public State {
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ViewCamera _debugCam;
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glm::vec3 _movement{};
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glm::vec2 _debugLook{};
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bool _freeLook = false;
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bool _sonicMode = false;
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bool _invertedY;
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std::shared_ptr<Menu> createDebugMenu();
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std::shared_ptr<Menu> createMapMenu();
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std::shared_ptr<Menu> createVehicleMenu();
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std::shared_ptr<Menu> createAIMenu();
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std::shared_ptr<Menu> createWeaponMenu();
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std::shared_ptr<Menu> createWeatherMenu();
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std::shared_ptr<Menu> createMissionsMenu();
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public:
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DebugState(RWGame* game, const glm::vec3& vp = {},
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const glm::quat& vd = {1.0f, 0.0f, 0.0f, 0.0f});
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void enter() override;
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void exit() override;
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void tick(float dt) override;
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void draw(GameRenderer* r) override;
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void handleEvent(const SDL_Event& event) override;
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void printCameraDetails();
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void spawnVehicle(unsigned int id);
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void spawnFollower(unsigned int id);
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void giveItem(int slot);
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const ViewCamera& getCamera(float) override;
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};
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#endif // DEBUGSTATE_HPP
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