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7528986e44
* Code modernization: src/p*, src/q*, src/r*, src/s* (partial) * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * C++ STL header style * Spelling: vertice -> vertex
99 lines
2.7 KiB
C++
99 lines
2.7 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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/*
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Used for tuning constants when developing.
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Eg. if you have this constant somewhere that you just can't get right
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by changing it and recompiling all over again:
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v3f wield_position = v3f(55, -35, 65);
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Make it look like this:
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v3f wield_position = v3f(55, -35, 65);
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QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.X, 0, 100);
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QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Y, -80, 20);
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QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Z, 0, 100);
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Then you can modify the values at runtime, using the keys
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keymap_quicktune_prev
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keymap_quicktune_next
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keymap_quicktune_dec
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keymap_quicktune_inc
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Once you have modified the values at runtime and then quit, the game
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will print out all the modified values at the end:
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Modified quicktune values:
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wield_position.X = 60
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wield_position.Y = -30
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wield_position.Z = 65
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The QUICKTUNE macros shouldn't generally be left in committed code.
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*/
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#pragma once
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#include <string>
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#include <map>
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#include <vector>
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enum QuicktuneValueType{
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QVT_NONE,
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QVT_FLOAT
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};
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struct QuicktuneValue
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{
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QuicktuneValueType type = QVT_NONE;
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union{
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struct{
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float current;
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float min;
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float max;
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} value_QVT_FLOAT;
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};
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bool modified = false;
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QuicktuneValue() = default;
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std::string getString();
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void relativeAdd(float amount);
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};
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std::vector<std::string> getQuicktuneNames();
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QuicktuneValue getQuicktuneValue(const std::string &name);
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void setQuicktuneValue(const std::string &name, const QuicktuneValue &val);
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void updateQuicktuneValue(const std::string &name, QuicktuneValue &val);
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#ifndef NDEBUG
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#define QUICKTUNE(type_, var, min_, max_, name){\
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QuicktuneValue qv;\
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qv.type = type_;\
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qv.value_##type_.current = var;\
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qv.value_##type_.min = min_;\
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qv.value_##type_.max = max_;\
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updateQuicktuneValue(name, qv);\
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var = qv.value_##type_.current;\
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}
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#else // NDEBUG
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#define QUICKTUNE(type, var, min_, max_, name){}
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#endif
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#define QUICKTUNE_AUTONAME(type_, var, min_, max_)\
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QUICKTUNE(type_, var, min_, max_, #var)
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