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minetest/src/quicktune.h
2013-02-24 20:15:24 +01:00

105 lines
2.8 KiB
C++

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