mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-11-05 02:39:41 +01:00
Add level debugger screen
The level debugger is toggleable in playtesting mode by pressing Y. You can toggle whether or not the game is paused inside of the debugger by pressing TAB. The debugger screen allows you to see entity and block properties, and allows you to move them around.
This commit is contained in:
parent
3c4ed36418
commit
91f87fa126
6 changed files with 332 additions and 1 deletions
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@ -84,6 +84,7 @@ set(VVV_SRC
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src/Input.cpp
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src/KeyPoll.cpp
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src/Labclass.cpp
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src/LevelDebugger.cpp
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src/Localization.cpp
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src/LocalizationMaint.cpp
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src/LocalizationStorage.cpp
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@ -17,6 +17,7 @@
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#include "Font.h"
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#include "GlitchrunnerMode.h"
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#include "Graphics.h"
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#include "LevelDebugger.h"
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#include "Localization.h"
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#include "LocalizationStorage.h"
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#include "KeyPoll.h"
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@ -7491,7 +7492,7 @@ int Game::get_timestep(void)
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bool Game::physics_frozen(void)
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{
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return roomname_translator::is_pausing();
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return roomname_translator::is_pausing() || level_debugger::is_pausing();
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}
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bool Game::incompetitive(void)
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@ -13,6 +13,7 @@
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#include "Graphics.h"
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#include "GraphicsUtil.h"
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#include "KeyPoll.h"
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#include "LevelDebugger.h"
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#include "Localization.h"
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#include "LocalizationMaint.h"
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#include "LocalizationStorage.h"
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@ -2436,6 +2437,12 @@ void gameinput(void)
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}
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}
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level_debugger::input();
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if (level_debugger::is_pausing())
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{
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return;
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}
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game.press_map = false;
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if (key.isDown(KEYBOARD_ENTER) || key.isDown(SDLK_KP_ENTER) || key.isDown(game.controllerButton_map) )
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{
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306
desktop_version/src/LevelDebugger.cpp
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306
desktop_version/src/LevelDebugger.cpp
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@ -0,0 +1,306 @@
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#include "LevelDebugger.h"
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#include "Constants.h"
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#include "Entity.h"
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#include "Font.h"
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#include "Graphics.h"
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#include "KeyPoll.h"
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#include "Localization.h"
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#include "Map.h"
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#include "UtilityClass.h"
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#include "VFormat.h"
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namespace level_debugger
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{
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bool active = false;
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bool should_pause = true;
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bool tab_held = false;
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bool debug_held = false;
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// Moving entities/blocks
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bool mouse_held = false;
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int held_entity = -1;
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int held_block = -1;
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int grabber_offset_x = 0;
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int grabber_offset_y = 0;
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bool is_pausing(void)
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{
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return active && should_pause;
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}
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bool is_active(void)
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{
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return active;
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}
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void toggle_active(void)
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{
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active = !active;
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}
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bool mouse_within(SDL_Rect* rect)
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{
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return key.mx >= rect->x && key.mx < rect->x + rect->w &&
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key.my >= rect->y && key.my < rect->y + rect->h;
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}
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void input(void)
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{
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if (!map.custommode || map.custommodeforreal)
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{
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active = false;
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return;
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}
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if (key.isDown(SDLK_y))
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{
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if (!debug_held)
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{
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debug_held = true;
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active = !active;
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}
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}
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else
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{
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debug_held = false;
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}
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if (!active)
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{
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return;
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}
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if (key.isDown(SDLK_TAB))
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{
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if (!tab_held)
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{
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tab_held = true;
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should_pause = !should_pause;
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}
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}
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else
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{
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tab_held = false;
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}
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for (int i = 0; i < obj.entities.size(); i++)
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{
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SDL_Rect bounding_box = {
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obj.entities[i].xp + obj.entities[i].cx,
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obj.entities[i].yp + obj.entities[i].cy,
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obj.entities[i].w,
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obj.entities[i].h
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};
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if (key.leftbutton)
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{
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if (mouse_within(&bounding_box))
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{
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if (!mouse_held)
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{
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mouse_held = true;
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held_entity = i;
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grabber_offset_x = key.mx - obj.entities[i].xp;
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grabber_offset_y = key.my - obj.entities[i].yp;
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if (!key.keymap[SDLK_LSHIFT] && !key.keymap[SDLK_RSHIFT])
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{
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for (int j = 0; j < obj.blocks.size(); j++)
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{
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if (obj.entities[i].xp == obj.blocks[j].rect.x && obj.entities[i].yp == obj.blocks[j].rect.y)
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{
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held_block = j;
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}
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}
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}
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}
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break;
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}
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}
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else
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{
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mouse_held = false;
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held_entity = -1;
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held_block = -1;
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}
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}
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if (held_entity == -1)
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{
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for (int i = 0; i < obj.blocks.size(); i++)
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{
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SDL_Rect bounding_box = {
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obj.blocks[i].rect.x,
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obj.blocks[i].rect.y,
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obj.blocks[i].rect.w,
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obj.blocks[i].rect.h
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};
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if (key.leftbutton)
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{
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if (mouse_within(&bounding_box))
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{
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if (!mouse_held)
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{
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mouse_held = true;
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held_block = i;
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grabber_offset_x = key.mx - obj.blocks[i].rect.x;
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grabber_offset_y = key.my - obj.blocks[i].rect.y;
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}
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break;
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}
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}
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else
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{
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held_entity = -1;
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mouse_held = false;
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held_block = -1;
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}
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}
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}
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if (INBOUNDS_VEC(held_entity, obj.entities))
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{
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obj.entities[held_entity].xp = key.mx - grabber_offset_x;
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obj.entities[held_entity].yp = key.my - grabber_offset_y;
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if (key.isDown(SDLK_LSHIFT) || key.isDown(SDLK_RSHIFT))
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{
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obj.entities[held_entity].xp -= obj.entities[held_entity].xp % 8;
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obj.entities[held_entity].yp -= obj.entities[held_entity].yp % 8;
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}
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}
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if (INBOUNDS_VEC(held_block, obj.blocks))
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{
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int new_xp = key.mx - grabber_offset_x;
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int new_yp = key.my - grabber_offset_y;
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if (key.isDown(SDLK_LSHIFT) || key.isDown(SDLK_RSHIFT))
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{
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new_xp -= new_xp % 8;
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new_yp -= new_yp % 8;
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}
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obj.blocks[held_block].xp = new_xp;
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obj.blocks[held_block].yp = new_yp;
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obj.blocks[held_block].rect.x = new_xp;
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obj.blocks[held_block].rect.y = new_yp;
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}
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}
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void render_info(int y, const char* text, const char* value)
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{
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char buffer[SCREEN_WIDTH_CHARS + 1];
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vformat_buf(buffer, sizeof(buffer), text, "value:str", value);
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font::print(PR_BOR | PR_FONT_8X8, 5, 32 + (10 * y), buffer, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
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}
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void render(void)
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{
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if (!active)
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{
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return;
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}
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int hovered = -1;
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bool hovered_entity = true;
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SDL_Rect hover_box;
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for (int i = 0; i < obj.entities.size(); i++)
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{
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SDL_Rect bounding_box = {
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obj.entities[i].xp + obj.entities[i].cx,
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obj.entities[i].yp + obj.entities[i].cy,
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obj.entities[i].w,
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obj.entities[i].h
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};
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bool hovering = false;
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if (hovered == -1 && mouse_within(&bounding_box))
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{
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hovering = true;
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hovered = i;
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hovered_entity = true;
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hover_box = bounding_box;
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}
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graphics.draw_rect(bounding_box.x, bounding_box.y, bounding_box.w, bounding_box.h, graphics.getRGB(15, 90, 90));
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}
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for (int i = 0; i < obj.blocks.size(); i++)
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{
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SDL_Rect bounding_box = {
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obj.blocks[i].rect.x,
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obj.blocks[i].rect.y,
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obj.blocks[i].rect.w,
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obj.blocks[i].rect.h
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};
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bool hovering = false;
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if (hovered == -1 && mouse_within(&bounding_box))
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{
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hovering = true;
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hovered = i;
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hovered_entity = false;
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hover_box = bounding_box;
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}
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graphics.draw_rect(bounding_box.x, bounding_box.y, bounding_box.w, bounding_box.h, graphics.getRGB(90, 15, 15));
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}
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font::print(PR_BOR | PR_FONT_8X8, 5, 14, loc::gettext("[Press TAB to toggle movement]"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
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if (hovered != -1)
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{
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int line = 0;
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if (hovered_entity)
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{
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entclass* entity = &obj.entities[hovered];
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render_info(line++, "Index: {value}", help.String(hovered).c_str());
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render_info(line++, "X: {value}", help.String(entity->xp).c_str());
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render_info(line++, "Y: {value}", help.String(entity->yp).c_str());
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render_info(line++, "Width: {value}", help.String(entity->w).c_str());
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render_info(line++, "Height: {value}", help.String(entity->h).c_str());
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line++;
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render_info(line++, "Rule: {value}", help.String(entity->rule).c_str());
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render_info(line++, "Type: {value}", help.String(entity->type).c_str());
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render_info(line++, "Behave: {value}", help.String(entity->behave).c_str());
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render_info(line++, "Para: {value}", help.String(entity->para).c_str());
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line++;
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render_info(line++, "Tile: {value}", help.String(entity->tile).c_str());
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render_info(line++, "Draw Frame: {value}", help.String(entity->drawframe).c_str());
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render_info(line++, "Size: {value}", help.String(entity->size).c_str());
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render_info(line++, "Direction: {value}", help.String(entity->dir).c_str());
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graphics.draw_rect(hover_box.x, hover_box.y, hover_box.w, hover_box.h, graphics.getRGB(32, 255 - help.glow, 255 - help.glow));
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}
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else
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{
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blockclass* block = &obj.blocks[hovered];
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render_info(line++, "Index: {value}", help.String(hovered).c_str());
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render_info(line++, "X: {value}", help.String(block->rect.x).c_str());
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render_info(line++, "Y: {value}", help.String(block->rect.y).c_str());
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render_info(line++, "Width: {value}", help.String(block->rect.w).c_str());
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render_info(line++, "Height: {value}", help.String(block->rect.h).c_str());
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line++;
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if (block->type == TRIGGER || block->type == ACTIVITY)
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{
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render_info(line++, "Script: {value}", block->script.c_str());
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render_info(line++, "State: {value}", help.String(block->trigger).c_str());
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}
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else if (block->type == DIRECTIONAL)
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{
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render_info(line++, "Direction: {value}", help.String(block->trigger).c_str());
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}
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graphics.draw_rect(hover_box.x, hover_box.y, hover_box.w, hover_box.h, graphics.getRGB(255 - help.glow, 32, 32));
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}
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}
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}
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};
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14
desktop_version/src/LevelDebugger.h
Normal file
14
desktop_version/src/LevelDebugger.h
Normal file
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@ -0,0 +1,14 @@
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#ifndef LEVELDEBUGGER_H
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#define LEVELDEBUGGER_H
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#include <SDL.h>
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namespace level_debugger
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{
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bool is_pausing(void);
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bool is_active(void);
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void input(void);
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void render(void);
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}
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#endif /* LEVELDEBUGGER_H */
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@ -14,6 +14,7 @@
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#include "GraphicsUtil.h"
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#include "InterimVersion.h"
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#include "KeyPoll.h"
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#include "LevelDebugger.h"
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#include "Localization.h"
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#include "LocalizationStorage.h"
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#include "MakeAndPlay.h"
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@ -2472,6 +2473,7 @@ void gamerender(void)
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graphics.drawtrophytext();
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}
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level_debugger::render();
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graphics.renderwithscreeneffects();
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}
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