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84 lines
3.1 KiB
C++
84 lines
3.1 KiB
C++
#pragma once
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// using namespace std;
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#include "../media/xuiscene_debugoverlay.h"
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#define DEBUG_OVERLAY_UPDATE_TIME_PERIOD 10000
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class RegionFile;
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class DataOutputStream;
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class ConsoleSaveFile;
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#include "../../Minecraft.World/IO/Files/File.h"
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#include "../../Minecraft.World/Entities/Entity.h"
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class CScene_DebugOverlay : public CXuiSceneImpl {
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#ifdef _DEBUG_MENUS_ENABLED
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private:
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CXuiList m_items, m_mobs, m_enchantments;
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CXuiControl m_resetTutorial, m_createSchematic, m_toggleRain,
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m_toggleThunder, m_setCamera;
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CXuiControl m_setDay, m_setNight;
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CXuiSlider m_chunkRadius, m_setTime, m_setFov;
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std::vector<int> m_itemIds;
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std::vector<eINSTANCEOF> m_mobFactories;
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std::vector<int> m_enchantmentIds;
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protected:
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// Message map. Here we tie messages to message handlers.
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XUI_BEGIN_MSG_MAP()
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XUI_ON_XM_INIT(OnInit)
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XUI_ON_XM_NOTIFY_PRESS_EX(OnNotifyPressEx)
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XUI_ON_XM_KEYDOWN(OnKeyDown)
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XUI_ON_XM_NOTIFY_VALUE_CHANGED(OnNotifyValueChanged)
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XUI_ON_XM_TIMER(OnTimer)
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XUI_END_MSG_MAP()
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// Control mapping to objects
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BEGIN_CONTROL_MAP()
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MAP_CONTROL(IDC_ChunkRadius, m_chunkRadius)
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MAP_CONTROL(IDC_ResetTutorial, m_resetTutorial)
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MAP_CONTROL(IDC_CreateSchematic, m_createSchematic)
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MAP_CONTROL(IDC_ToggleRain, m_toggleRain)
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MAP_CONTROL(IDC_ToggleThunder, m_toggleThunder)
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MAP_CONTROL(IDC_SetDay, m_setDay)
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MAP_CONTROL(IDC_SetNight, m_setNight)
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MAP_CONTROL(IDC_SliderTime, m_setTime)
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MAP_CONTROL(IDC_SliderFov, m_setFov)
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MAP_CONTROL(IDC_MobList, m_mobs)
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MAP_CONTROL(IDC_EnchantmentsList, m_enchantments)
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MAP_CONTROL(IDC_ItemsList, m_items)
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MAP_CONTROL(IDC_SetCamera, m_setCamera)
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END_CONTROL_MAP()
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HRESULT OnInit(XUIMessageInit* pInitData, BOOL& bHandled);
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HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed,
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XUINotifyPress* pNotifyPressData, BOOL& rfHandled);
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HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
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HRESULT OnNotifyValueChanged(HXUIOBJ hObjSource,
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XUINotifyValueChanged* pNotifyValueChangedData,
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BOOL& bHandled);
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HRESULT OnTimer(XUIMessageTimer* pTimer, BOOL& bHandled);
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public:
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// Define the class. The class name must match the ClassOverride property
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// set for the scene in the UI Authoring tool.
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XUI_IMPLEMENT_CLASS(CScene_DebugOverlay, L"CScene_DebugOverlay",
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XUI_CLASS_SCENE)
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private:
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void SetSpawnToPlayerPos();
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#ifndef _CONTENT_PACKAGE
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void SaveLimitedFile(int chunkRadius);
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#endif
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RegionFile* getRegionFile(std::unordered_map<File, RegionFile*, FileKeyHash,
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FileKeyEq>& newFileCache,
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ConsoleSaveFile* saveFile,
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const std::wstring& prefix, int chunkX,
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int chunkZ);
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DataOutputStream* getChunkDataOutputStream(
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std::unordered_map<File, RegionFile*, FileKeyHash, FileKeyEq>&
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newFileCache,
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ConsoleSaveFile* saveFile, const std::wstring& prefix, int chunkX,
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int chunkZ);
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#endif
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}; |