Actor view values now using pointers rather than copies, add playerState flags to save editor (#2388)

This commit is contained in:
Garrett Cox
2023-01-23 15:39:05 -06:00
committed by GitHub
parent eb222f3998
commit e5bc5188e7
4 changed files with 207 additions and 64 deletions

View File

@@ -749,28 +749,7 @@ void DrawInventoryTab() {
}
// Draw a flag bitfield as an grid of checkboxes
void DrawFlagArray32(const std::string& name, uint32_t& flags) {
ImGui::PushID(name.c_str());
for (int32_t flagIndex = 0; flagIndex < 32; flagIndex++) {
if ((flagIndex % 8) != 0) {
ImGui::SameLine();
}
ImGui::PushID(flagIndex);
uint32_t bitMask = 1 << flagIndex;
bool flag = (flags & bitMask) != 0;
if (ImGui::Checkbox("##check", &flag)) {
if (flag) {
flags |= bitMask;
} else {
flags &= ~bitMask;
}
}
ImGui::PopID();
}
ImGui::PopID();
}
void DrawFlagArray16(const FlagTable& flagTable, uint16_t row, uint16_t& flags) {
void DrawFlagTableArray16(const FlagTable& flagTable, uint16_t row, uint16_t& flags) {
ImGui::PushID((std::to_string(row) + flagTable.name).c_str());
for (int32_t flagIndex = 15; flagIndex >= 0; flagIndex--) {
ImGui::SameLine();
@@ -798,6 +777,36 @@ void DrawFlagArray16(const FlagTable& flagTable, uint16_t row, uint16_t& flags)
}
void DrawFlagsTab() {
if (ImGui::TreeNode("Player State")) {
if (gPlayState != nullptr) {
Player* player = GET_PLAYER(gPlayState);
DrawGroupWithBorder([&]() {
ImGui::Text("stateFlags1");
UIWidgets::DrawFlagArray32("stateFlags1", player->stateFlags1);
});
ImGui::SameLine();
DrawGroupWithBorder([&]() {
ImGui::Text("stateFlags2");
UIWidgets::DrawFlagArray32("stateFlags2", player->stateFlags2);
});
DrawGroupWithBorder([&]() {
ImGui::Text("stateFlags3");
UIWidgets::DrawFlagArray8("stateFlags3", player->stateFlags3);
});
ImGui::SameLine();
DrawGroupWithBorder([&]() {
ImGui::Text("unk_6AE");
UIWidgets::DrawFlagArray16("unk_6AE", player->unk_6AE);
});
}
ImGui::TreePop();
}
if (ImGui::TreeNode("Current Scene")) {
if (gPlayState != nullptr) {
ActorContext* act = &gPlayState->actorCtx;
@@ -805,7 +814,15 @@ void DrawFlagsTab() {
DrawGroupWithBorder([&]() {
ImGui::Text("Switch");
UIWidgets::InsertHelpHoverText("Permanently-saved switch flags");
DrawFlagArray32("Switch", act->flags.swch);
ImGui::SameLine();
if (ImGui::Button("Set All##Switch")) {
act->flags.swch = UINT32_MAX;
}
ImGui::SameLine();
if (ImGui::Button("Clear All##Switch")) {
act->flags.swch = 0;
}
UIWidgets::DrawFlagArray32("Switch", act->flags.swch);
});
ImGui::SameLine();
@@ -813,13 +830,29 @@ void DrawFlagsTab() {
DrawGroupWithBorder([&]() {
ImGui::Text("Temp Switch");
UIWidgets::InsertHelpHoverText("Temporary switch flags. Unset on scene transitions");
DrawFlagArray32("Temp Switch", act->flags.tempSwch);
ImGui::SameLine();
if (ImGui::Button("Set All##Temp Switch")) {
act->flags.tempSwch = UINT32_MAX;
}
ImGui::SameLine();
if (ImGui::Button("Clear All##Temp Switch")) {
act->flags.tempSwch = 0;
}
UIWidgets::DrawFlagArray32("Temp Switch", act->flags.tempSwch);
});
DrawGroupWithBorder([&]() {
ImGui::Text("Clear");
UIWidgets::InsertHelpHoverText("Permanently-saved room-clear flags");
DrawFlagArray32("Clear", act->flags.clear);
ImGui::SameLine();
if (ImGui::Button("Set All##Clear")) {
act->flags.clear = UINT32_MAX;
}
ImGui::SameLine();
if (ImGui::Button("Clear All##Clear")) {
act->flags.clear = 0;
}
UIWidgets::DrawFlagArray32("Clear", act->flags.clear);
});
ImGui::SameLine();
@@ -827,13 +860,29 @@ void DrawFlagsTab() {
DrawGroupWithBorder([&]() {
ImGui::Text("Temp Clear");
UIWidgets::InsertHelpHoverText("Temporary room-clear flags. Unset on scene transitions");
DrawFlagArray32("Temp Clear", act->flags.tempClear);
ImGui::SameLine();
if (ImGui::Button("Set All##Temp Clear")) {
act->flags.tempClear = UINT32_MAX;
}
ImGui::SameLine();
if (ImGui::Button("Clear All##Temp Clear")) {
act->flags.tempClear = 0;
}
UIWidgets::DrawFlagArray32("Temp Clear", act->flags.tempClear);
});
DrawGroupWithBorder([&]() {
ImGui::Text("Collect");
UIWidgets::InsertHelpHoverText("Permanently-saved collect flags");
DrawFlagArray32("Collect", act->flags.collect);
ImGui::SameLine();
if (ImGui::Button("Set All##Collect")) {
act->flags.collect = UINT32_MAX;
}
ImGui::SameLine();
if (ImGui::Button("Clear All##Collect")) {
act->flags.collect = 0;
}
UIWidgets::DrawFlagArray32("Collect", act->flags.collect);
});
ImGui::SameLine();
@@ -841,13 +890,29 @@ void DrawFlagsTab() {
DrawGroupWithBorder([&]() {
ImGui::Text("Temp Collect");
UIWidgets::InsertHelpHoverText("Temporary collect flags. Unset on scene transitions");
DrawFlagArray32("Temp Collect", act->flags.tempCollect);
ImGui::SameLine();
if (ImGui::Button("Set All##Temp Collect")) {
act->flags.tempCollect = UINT32_MAX;
}
ImGui::SameLine();
if (ImGui::Button("Clear All##Temp Collect")) {
act->flags.tempCollect = 0;
}
UIWidgets::DrawFlagArray32("Temp Collect", act->flags.tempCollect);
});
DrawGroupWithBorder([&]() {
ImGui::Text("Chest");
UIWidgets::InsertHelpHoverText("Permanently-saved chest flags");
DrawFlagArray32("Chest", act->flags.chest);
ImGui::SameLine();
if (ImGui::Button("Set All##Chest")) {
act->flags.chest = UINT32_MAX;
}
ImGui::SameLine();
if (ImGui::Button("Clear All##Chest")) {
act->flags.chest = 0;
}
UIWidgets::DrawFlagArray32("Chest", act->flags.chest);
});
ImGui::SameLine();
@@ -913,7 +978,7 @@ void DrawFlagsTab() {
DrawGroupWithBorder([&]() {
ImGui::Text("Switch");
UIWidgets::InsertHelpHoverText("Switch flags");
DrawFlagArray32("Switch", gSaveContext.sceneFlags[selectedSceneFlagMap].swch);
UIWidgets::DrawFlagArray32("Switch", gSaveContext.sceneFlags[selectedSceneFlagMap].swch);
});
ImGui::SameLine();
@@ -921,13 +986,13 @@ void DrawFlagsTab() {
DrawGroupWithBorder([&]() {
ImGui::Text("Clear");
UIWidgets::InsertHelpHoverText("Room-clear flags");
DrawFlagArray32("Clear", gSaveContext.sceneFlags[selectedSceneFlagMap].clear);
UIWidgets::DrawFlagArray32("Clear", gSaveContext.sceneFlags[selectedSceneFlagMap].clear);
});
DrawGroupWithBorder([&]() {
ImGui::Text("Collect");
UIWidgets::InsertHelpHoverText("Collect flags");
DrawFlagArray32("Collect", gSaveContext.sceneFlags[selectedSceneFlagMap].collect);
UIWidgets::DrawFlagArray32("Collect", gSaveContext.sceneFlags[selectedSceneFlagMap].collect);
});
ImGui::SameLine();
@@ -935,13 +1000,13 @@ void DrawFlagsTab() {
DrawGroupWithBorder([&]() {
ImGui::Text("Chest");
UIWidgets::InsertHelpHoverText("Chest flags");
DrawFlagArray32("Chest", gSaveContext.sceneFlags[selectedSceneFlagMap].chest);
UIWidgets::DrawFlagArray32("Chest", gSaveContext.sceneFlags[selectedSceneFlagMap].chest);
});
DrawGroupWithBorder([&]() {
ImGui::Text("Rooms");
UIWidgets::InsertHelpHoverText("Flags for visted rooms");
DrawFlagArray32("Rooms", gSaveContext.sceneFlags[selectedSceneFlagMap].rooms);
UIWidgets::DrawFlagArray32("Rooms", gSaveContext.sceneFlags[selectedSceneFlagMap].rooms);
});
ImGui::SameLine();
@@ -949,7 +1014,7 @@ void DrawFlagsTab() {
DrawGroupWithBorder([&]() {
ImGui::Text("Floors");
UIWidgets::InsertHelpHoverText("Flags for visted floors");
DrawFlagArray32("Floors", gSaveContext.sceneFlags[selectedSceneFlagMap].floors);
UIWidgets::DrawFlagArray32("Floors", gSaveContext.sceneFlags[selectedSceneFlagMap].floors);
});
ImGui::TreePop();
@@ -1027,19 +1092,19 @@ void DrawFlagsTab() {
ImGui::Text(fmt::format("{:<2x}", j).c_str());
switch (flagTable.flagTableType) {
case EVENT_CHECK_INF:
DrawFlagArray16(flagTable, j, gSaveContext.eventChkInf[j]);
DrawFlagTableArray16(flagTable, j, gSaveContext.eventChkInf[j]);
break;
case ITEM_GET_INF:
DrawFlagArray16(flagTable, j, gSaveContext.itemGetInf[j]);
DrawFlagTableArray16(flagTable, j, gSaveContext.itemGetInf[j]);
break;
case INF_TABLE:
DrawFlagArray16(flagTable, j, gSaveContext.infTable[j]);
DrawFlagTableArray16(flagTable, j, gSaveContext.infTable[j]);
break;
case EVENT_INF:
DrawFlagArray16(flagTable, j, gSaveContext.eventInf[j]);
DrawFlagTableArray16(flagTable, j, gSaveContext.eventInf[j]);
break;
case RANDOMIZER_INF:
DrawFlagArray16(flagTable, j, gSaveContext.randomizerInf[j]);
DrawFlagTableArray16(flagTable, j, gSaveContext.randomizerInf[j]);
break;
}
});