503 lines
21 KiB
C++
503 lines
21 KiB
C++
#include "ImguiUI.h"
|
|
#include "UIWidgets.h"
|
|
#include "ResolutionEditor.h"
|
|
#include "FreecamWindow.h"
|
|
#include "Tools.h"
|
|
#include "SceneExplorer.h"
|
|
#include "Properties.h"
|
|
#include "TrackProperties.h"
|
|
#include "ContentBrowser.h"
|
|
|
|
#include <spdlog/spdlog.h>
|
|
#include <imgui.h>
|
|
#define IMGUI_DEFINE_MATH_OPERATORS
|
|
#include "ship/Context.h"
|
|
|
|
#include <imgui_internal.h>
|
|
#include <libultraship/libultraship.h>
|
|
#include <fast/Fast3dWindow.h>
|
|
#include "port/Engine.h"
|
|
#include "PortMenu.h"
|
|
|
|
extern "C" {
|
|
extern s32 gGamestateNext;
|
|
extern s32 gMenuSelection;
|
|
#include "audio/external.h"
|
|
#include "defines.h"
|
|
}
|
|
|
|
namespace GameUI {
|
|
// std::shared_ptr<GameMenuBar> mGameMenuBar;
|
|
std::shared_ptr<PortMenu> mPortMenu;
|
|
std::shared_ptr<Ship::GuiWindow> mConsoleWindow;
|
|
std::shared_ptr<Ship::GuiWindow> mStatsWindow;
|
|
std::shared_ptr<Ship::GuiWindow> mInputEditorWindow;
|
|
std::shared_ptr<Ship::GuiWindow> mGfxDebuggerWindow;
|
|
std::shared_ptr<Ship::GuiWindow> mToolsWindow;
|
|
std::shared_ptr<Ship::GuiWindow> mSceneExplorerWindow;
|
|
std::shared_ptr<Ship::GuiWindow> mPropertiesWindow;
|
|
std::shared_ptr<Ship::GuiWindow> mTrackPropertiesWindow;
|
|
std::shared_ptr<Ship::GuiWindow> mContentBrowserWindow;
|
|
|
|
void SetupGuiElements() {
|
|
auto gui = Ship::Context::GetInstance()->GetWindow()->GetGui();
|
|
|
|
// mGameMenuBar = std::make_shared<GameMenuBar>("gOpenMenuBar", CVarGetInteger("gOpenMenuBar", 0));
|
|
// gui->SetMenuBar(mGameMenuBar);
|
|
|
|
mPortMenu = std::make_shared<PortMenu>("gOpenMenu", "Port Menu");
|
|
gui->SetMenu(mPortMenu);
|
|
|
|
mStatsWindow = gui->GetGuiWindow("Stats");
|
|
if (mStatsWindow == nullptr) {
|
|
SPDLOG_ERROR("Could not find stats window");
|
|
}
|
|
|
|
mConsoleWindow = gui->GetGuiWindow("Console");
|
|
if (mConsoleWindow == nullptr) {
|
|
SPDLOG_ERROR("Could not find console window");
|
|
}
|
|
|
|
mInputEditorWindow = gui->GetGuiWindow("Input Editor");
|
|
if (mInputEditorWindow == nullptr) {
|
|
SPDLOG_ERROR("Could not find input editor window");
|
|
return;
|
|
}
|
|
|
|
mGfxDebuggerWindow = gui->GetGuiWindow("GfxDebuggerWindow");
|
|
if (mGfxDebuggerWindow == nullptr) {
|
|
SPDLOG_ERROR("Could not find input GfxDebuggerWindow");
|
|
}
|
|
|
|
mToolsWindow = std::make_shared<TrackEditor::ToolsWindow>("gEditorEnabled", "Tools", ImVec2(100, 100),
|
|
(ImGuiWindowFlags_NoTitleBar));
|
|
gui->AddGuiWindow(mToolsWindow);
|
|
|
|
mSceneExplorerWindow = std::make_shared<TrackEditor::SceneExplorerWindow>("gEditorEnabled", "Scene Explorer");
|
|
gui->AddGuiWindow(mSceneExplorerWindow);
|
|
|
|
mPropertiesWindow = std::make_shared<TrackEditor::PropertiesWindow>("gEditorEnabled", "Properties");
|
|
gui->AddGuiWindow(mPropertiesWindow);
|
|
|
|
mTrackPropertiesWindow = std::make_shared<TrackEditor::TrackPropertiesWindow>("gEditorEnabled", "Track Properties");
|
|
gui->AddGuiWindow(mTrackPropertiesWindow);
|
|
|
|
mContentBrowserWindow =
|
|
std::make_shared<TrackEditor::ContentBrowserWindow>("gEditorEnabled", "Content Browser");
|
|
gui->AddGuiWindow(mContentBrowserWindow);
|
|
}
|
|
|
|
void Destroy() {
|
|
mConsoleWindow = nullptr;
|
|
mStatsWindow = nullptr;
|
|
mInputEditorWindow = nullptr;
|
|
mToolsWindow = nullptr;
|
|
mSceneExplorerWindow = nullptr;
|
|
mPropertiesWindow = nullptr;
|
|
mTrackPropertiesWindow = nullptr;
|
|
mContentBrowserWindow = nullptr;
|
|
}
|
|
|
|
std::string GetWindowButtonText(const char* text, bool menuOpen) {
|
|
char buttonText[100] = "";
|
|
if (menuOpen) {
|
|
strcat(buttonText, ICON_FA_CHEVRON_RIGHT " ");
|
|
}
|
|
strcat(buttonText, text);
|
|
if (!menuOpen) {
|
|
strcat(buttonText, " ");
|
|
}
|
|
return buttonText;
|
|
}
|
|
} // namespace GameUI
|
|
|
|
static const char* filters[3] = {
|
|
#ifdef __WIIU__
|
|
"",
|
|
#else
|
|
"Three-Point",
|
|
#endif
|
|
"Linear", "None"
|
|
};
|
|
|
|
void DrawSettingsMenu() {
|
|
// if (UIWidgets::BeginMenu("Settings")) {
|
|
// if (UIWidgets::BeginMenu("Audio")) {
|
|
// UIWidgets::CVarSliderFloat("Master Volume", "gGameMasterVolume", 0.0f, 1.0f, 1.0f, {
|
|
// .format = "%.0f%%",
|
|
// .isPercentage = true,
|
|
// });
|
|
// if (UIWidgets::CVarSliderFloat("Main Music Volume", "gMainMusicVolume", 0.0f, 1.0f, 1.0f,
|
|
// {
|
|
// .format = "%.0f%%",
|
|
// .isPercentage = true,
|
|
// })) {
|
|
// audio_set_player_volume(SEQ_PLAYER_LEVEL, CVarGetFloat("gMainMusicVolume", 1.0f));
|
|
// }
|
|
// if (UIWidgets::CVarSliderFloat("Sound Effects Volume", "gSFXMusicVolume",
|
|
// 0.0f, 1.0f, 1.0f, {
|
|
// .format = "%.0f%%",
|
|
// .isPercentage = true,
|
|
// })) {
|
|
// audio_set_player_volume(SEQ_PLAYER_SFX, CVarGetFloat("gSFXMusicVolume", 1.0f));
|
|
// }
|
|
// if (UIWidgets::CVarSliderFloat("Environment Volume", "gEnvironmentVolume",
|
|
// 0.0f, 1.0f, 1.0f, {
|
|
// .format = "%.0f%%",
|
|
// .isPercentage = true,
|
|
// })) {
|
|
// audio_set_player_volume(SEQ_PLAYER_ENV, CVarGetFloat("gEnvironmentVolume", 1.0f));
|
|
// }
|
|
//
|
|
// static std::unordered_map<Ship::AudioBackend, const char*> audioBackendNames = {
|
|
// { Ship::AudioBackend::WASAPI, "Windows Audio Session API" },
|
|
// { Ship::AudioBackend::SDL, "SDL" },
|
|
// };
|
|
//
|
|
// ImGui::Text("Audio API (Needs reload)");
|
|
// auto currentAudioBackend = Ship::Context::GetInstance()->GetAudio()->GetCurrentAudioBackend();
|
|
//
|
|
// if (Ship::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->size() <= 1) {
|
|
// UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f);
|
|
// }
|
|
// if (ImGui::BeginCombo("##AApi", audioBackendNames[currentAudioBackend])) {
|
|
// for (uint8_t i = 0; i <
|
|
// Ship::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->size(); i++) {
|
|
// auto backend =
|
|
// Ship::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->data()[i]; if
|
|
// (ImGui::Selectable(audioBackendNames[backend], backend == currentAudioBackend)) {
|
|
// Ship::Context::GetInstance()->GetAudio()->SetCurrentAudioBackend(backend);
|
|
// }
|
|
// }
|
|
// ImGui::EndCombo();
|
|
// }
|
|
// if (Ship::Context::GetInstance()->GetAudio()->GetAvailableAudioBackends()->size() <= 1) {
|
|
// UIWidgets::ReEnableComponent("");
|
|
// }
|
|
//
|
|
// ImGui::EndMenu();
|
|
// }
|
|
//
|
|
// UIWidgets::Spacer(0);
|
|
//
|
|
// if (UIWidgets::BeginMenu("Controller")) {
|
|
// UIWidgets::WindowButton("Controller Mapping", "gInputEditorWindow", GameUI::mInputEditorWindow);
|
|
//
|
|
// UIWidgets::Spacer(0);
|
|
//
|
|
// #ifndef __SWITCH__
|
|
// UIWidgets::CVarCheckbox(
|
|
// "Menubar Controller Navigation", "gControlNav",
|
|
// { .tooltip = "Allows controller navigation of the SOH menu bar (Settings,
|
|
// Enhancements,...)\nCAUTION: "
|
|
// "This will disable game inputs while the menubar is visible.\n\nD-pad to move between
|
|
// " "items, A to select, and X to grab focus on the menu bar" });
|
|
// #endif
|
|
// UIWidgets::CVarCheckbox("Show Inputs", "gInputEnabled",
|
|
// { .tooltip = "Shows currently pressed inputs on the bottom right of the
|
|
// screen" });
|
|
// if (CVarGetInteger("gInputEnabled", 0)) {
|
|
// UIWidgets::CVarSliderFloat(
|
|
// "Input Scale", "gInputScale", 1.0f, 3.0f, 1.0f,
|
|
// {
|
|
// .tooltip = "Sets the on screen size of the displayed inputs from the Show Inputs setting",
|
|
// .format = "%.1fx",
|
|
// });
|
|
// }
|
|
//
|
|
// ImGui::EndMenu();
|
|
// }
|
|
//
|
|
// ImGui::EndMenu();
|
|
// }
|
|
//
|
|
// ImGui::SetCursorPosY(0.0f);
|
|
// if (UIWidgets::BeginMenu("Graphics")) {
|
|
// UIWidgets::WindowButton("Resolution Editor", "gAdvancedResolutionEditorEnabled",
|
|
// GameUI::mAdvancedResolutionSettingsWindow);
|
|
//
|
|
// UIWidgets::Spacer(0);
|
|
//
|
|
// // Previously was running every frame, and nothing was setting it? Maybe a bad copy/paste?
|
|
// // Ship::Context::GetInstance()->GetWindow()->SetResolutionMultiplier(CVarGetFloat("gInternalResolution",
|
|
// 1));
|
|
// // UIWidgets::Tooltip("Multiplies your output resolution by the value inputted, as a more intensive but
|
|
// // effective form of anti-aliasing");
|
|
// #ifndef __WIIU__
|
|
// if (UIWidgets::CVarSliderInt(
|
|
// "MSAA: %d", "gMSAAValue", 1, 8, 1,
|
|
// { .tooltip =
|
|
// "Activates multi-sample anti-aliasing when above 1x up to 8x for 8 samples for every pixel"
|
|
// })) {
|
|
// Ship::Context::GetInstance()->GetWindow()->SetMsaaLevel(CVarGetInteger("gMSAAValue", 1));
|
|
// }
|
|
// #endif
|
|
//
|
|
// { // FPS Slider
|
|
// const int minFps = 30;
|
|
// static int maxFps;
|
|
// if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() ==
|
|
// Ship::WindowBackend::FAST3D_DXGI_DX11) {
|
|
// maxFps = 360;
|
|
// } else {
|
|
// maxFps = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
|
|
// }
|
|
// int currentFps = 0;
|
|
// #ifdef __WIIU__
|
|
// UIWidgets::Spacer(0);
|
|
// // only support divisors of 60 on the Wii U
|
|
// if (currentFps > 60) {
|
|
// currentFps = 60;
|
|
// } else {
|
|
// currentFps = 60 / (60 / currentFps);
|
|
// }
|
|
//
|
|
// int fpsSlider = 1;
|
|
// if (currentFps == 30) {
|
|
// ImGui::Text("FPS: Original (30)");
|
|
// } else {
|
|
// ImGui::Text("FPS: %d", currentFps);
|
|
// if (currentFps == 30) {
|
|
// fpsSlider = 2;
|
|
// } else { // currentFps == 60
|
|
// fpsSlider = 3;
|
|
// }
|
|
// }
|
|
// if (CVarGetInteger("gMatchRefreshRate", 0)) {
|
|
// UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f);
|
|
// }
|
|
//
|
|
// if (ImGui::Button(" - ##WiiUFPS")) {
|
|
// fpsSlider--;
|
|
// }
|
|
// ImGui::SameLine();
|
|
// ImGui::SetCursorPosX(ImGui::GetCursorPosX() - 7.0f);
|
|
//
|
|
// UIWidgets::Spacer(0);
|
|
//
|
|
// ImGui::PushItemWidth(std::min((ImGui::GetContentRegionAvail().x - 60.0f), 260.0f));
|
|
// ImGui::SliderInt("##WiiUFPSSlider", &fpsSlider, 1, 3, "", ImGuiSliderFlags_AlwaysClamp);
|
|
// ImGui::PopItemWidth();
|
|
//
|
|
// ImGui::SameLine();
|
|
// ImGui::SetCursorPosX(ImGui::GetCursorPosX() - 7.0f);
|
|
// if (ImGui::Button(" + ##WiiUFPS")) {
|
|
// fpsSlider++;
|
|
// }
|
|
//
|
|
// if (CVarGetInteger("gMatchRefreshRate", 0)) {
|
|
// UIWidgets::ReEnableComponent("");
|
|
// }
|
|
// if (fpsSlider > 3) {
|
|
// fpsSlider = 3;
|
|
// } else if (fpsSlider < 1) {
|
|
// fpsSlider = 1;
|
|
// }
|
|
//
|
|
// if (fpsSlider == 1) {
|
|
// currentFps = 20;
|
|
// } else if (fpsSlider == 2) {
|
|
// currentFps = 30;
|
|
// } else if (fpsSlider == 3) {
|
|
// currentFps = 60;
|
|
// }
|
|
// CVarSetInteger("gInterpolationFPS", currentFps);
|
|
// Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame();
|
|
// #else
|
|
// bool matchingRefreshRate =
|
|
// CVarGetInteger("gMatchRefreshRate", 0) &&
|
|
// Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() !=
|
|
// Ship::WindowBackend::FAST3D_DXGI_DX11;
|
|
// UIWidgets::CVarSliderInt((currentFps == 20) ? "FPS: Original (20)" : "FPS: %d", "gInterpolationFPS",
|
|
// minFps,
|
|
// maxFps, 1, { .disabled = matchingRefreshRate });
|
|
// #endif
|
|
// if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() ==
|
|
// Ship::WindowBackend::FAST3D_DXGI_DX11) {
|
|
// UIWidgets::Tooltip(
|
|
// "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. "
|
|
// "This is purely "
|
|
// "visual and does not impact game logic, execution of glitches etc.\n\n"
|
|
// "A higher target FPS than your monitor's refresh rate will waste resources, and might give a
|
|
// worse " "result.");
|
|
// } else {
|
|
// UIWidgets::Tooltip(
|
|
// "Uses Matrix Interpolation to create extra frames, resulting in smoother graphics. This is
|
|
// purely " "visual and does not impact game logic, execution of glitches etc.");
|
|
// }
|
|
// } // END FPS Slider
|
|
//
|
|
// if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() ==
|
|
// Ship::WindowBackend::FAST3D_DXGI_DX11) {
|
|
// UIWidgets::Spacer(0);
|
|
// if (ImGui::Button("Match Refresh Rate")) {
|
|
// int hz = Ship::Context::GetInstance()->GetWindow()->GetCurrentRefreshRate();
|
|
// if (hz >= 30 && hz <= 360) {
|
|
// CVarSetInteger("gInterpolationFPS", hz);
|
|
// Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame();
|
|
// }
|
|
// }
|
|
// } else {
|
|
// UIWidgets::PaddedEnhancementCheckbox("Match Refresh Rate", "gMatchRefreshRate", true, false);
|
|
// }
|
|
//
|
|
// UIWidgets::Tooltip("Matches interpolation value to the current game's window refresh rate");
|
|
//
|
|
// if (Ship::Context::GetInstance()->GetWindow()->GetWindowBackend() ==
|
|
// Ship::WindowBackend::FAST3D_DXGI_DX11) {
|
|
// UIWidgets::PaddedEnhancementSliderInt(
|
|
// CVarGetInteger("gExtraLatencyThreshold", 0) == 0 ? "Jitter fix: Off" : "Jitter fix: >= %d FPS",
|
|
// "##ExtraLatencyThreshold", "gExtraLatencyThreshold", 0, 360, "", 0, true, true, false);
|
|
// UIWidgets::Tooltip("When Interpolation FPS setting is at least this threshold, add one frame of input
|
|
// lag "
|
|
// "(e.g. 16.6 ms for 60 FPS) in order to avoid jitter. This setting allows the CPU to
|
|
// " "work on one frame while GPU works on the previous frame.\nThis setting should be
|
|
// used " "when your computer is too slow to do CPU + GPU work in time.");
|
|
// }
|
|
//
|
|
// UIWidgets::PaddedSeparator(true, true, 3.0f, 3.0f);
|
|
//
|
|
// static std::unordered_map<Ship::WindowBackend, const char*> windowBackendNames = {
|
|
// { Ship::WindowBackend::FAST3D_DXGI_DX11, "DirectX" },
|
|
// { Ship::WindowBackend::FAST3D_SDL_OPENGL, "OpenGL" },
|
|
// { Ship::WindowBackend::FAST3D_SDL_METAL, "Metal" },
|
|
// };
|
|
//
|
|
// ImGui::Text("Renderer API (Needs reload)");
|
|
// Ship::WindowBackend runningWindowBackend = Ship::Context::GetInstance()->GetWindow()->GetWindowBackend();
|
|
// Ship::WindowBackend configWindowBackend;
|
|
// int configWindowBackendId = Ship::Context::GetInstance()->GetConfig()->GetInt("Window.Backend.Id", -1);
|
|
// if (Ship::Context::GetInstance()->GetWindow()->IsAvailableWindowBackend(configWindowBackendId)) {
|
|
// configWindowBackend = static_cast<Ship::WindowBackend>(configWindowBackendId);
|
|
// } else {
|
|
// configWindowBackend = runningWindowBackend;
|
|
// }
|
|
//
|
|
// if (Ship::Context::GetInstance()->GetWindow()->GetAvailableWindowBackends()->size() <= 1) {
|
|
// UIWidgets::DisableComponent(ImGui::GetStyle().Alpha * 0.5f);
|
|
// }
|
|
// if (ImGui::BeginCombo("##RApi", windowBackendNames[configWindowBackend])) {
|
|
// for (size_t i = 0; i <
|
|
// Ship::Context::GetInstance()->GetWindow()->GetAvailableWindowBackends()->size();
|
|
// i++) {
|
|
// auto backend = Ship::Context::GetInstance()->GetWindow()->GetAvailableWindowBackends()->data()[i];
|
|
// if (ImGui::Selectable(windowBackendNames[backend], backend == configWindowBackend)) {
|
|
// Ship::Context::GetInstance()->GetConfig()->SetInt("Window.Backend.Id",
|
|
// static_cast<int>(backend));
|
|
// Ship::Context::GetInstance()->GetConfig()->SetString("Window.Backend.Name",
|
|
// windowBackendNames[backend]);
|
|
// Ship::Context::GetInstance()->GetConfig()->Save();
|
|
// }
|
|
// }
|
|
// ImGui::EndCombo();
|
|
// }
|
|
// if (Ship::Context::GetInstance()->GetWindow()->GetAvailableWindowBackends()->size() <= 1) {
|
|
// UIWidgets::ReEnableComponent("");
|
|
// }
|
|
//
|
|
// if (Ship::Context::GetInstance()->GetWindow()->CanDisableVerticalSync()) {
|
|
// UIWidgets::PaddedEnhancementCheckbox("Enable Vsync", "gVsyncEnabled", true, false);
|
|
// }
|
|
//
|
|
// if (Ship::Context::GetInstance()->GetWindow()->SupportsWindowedFullscreen()) {
|
|
// UIWidgets::PaddedEnhancementCheckbox("Windowed fullscreen", "gSdlWindowedFullscreen", true, false);
|
|
// }
|
|
//
|
|
// if (Ship::Context::GetInstance()->GetWindow()->GetGui()->SupportsViewports()) {
|
|
// UIWidgets::PaddedEnhancementCheckbox("Allow multi-windows", "gEnableMultiViewports", true, false,
|
|
// false, "",
|
|
// UIWidgets::CheckboxGraphics::Cross, true);
|
|
// UIWidgets::Tooltip("Allows windows to be able to be dragged off of the main game window. Requires a
|
|
// reload "
|
|
// "to take effect.");
|
|
// }
|
|
//
|
|
// // If more filters are added to LUS, make sure to add them to the filters list here
|
|
// ImGui::Text("Texture Filter (Needs reload)");
|
|
//
|
|
// UIWidgets::EnhancementCombobox("gTextureFilter", filters, 0);
|
|
//
|
|
// UIWidgets::Spacer(0);
|
|
//
|
|
// Ship::Context::GetInstance()->GetWindow()->GetGui()->GetGameOverlay()->DrawSettings();
|
|
//
|
|
// ImGui::EndMenu();
|
|
// }
|
|
}
|
|
|
|
void DrawMenuBarIcon() {
|
|
static bool gameIconLoaded = false;
|
|
if (!gameIconLoaded) {
|
|
// Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadTexture("Game_Icon",
|
|
// "textures/icons/gIcon.png");
|
|
gameIconLoaded = false;
|
|
}
|
|
|
|
if (Ship::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName("Game_Icon")) {
|
|
#ifdef __SWITCH__
|
|
ImVec2 iconSize = ImVec2(20.0f, 20.0f);
|
|
float posScale = 1.0f;
|
|
#elif defined(__WIIU__)
|
|
ImVec2 iconSize = ImVec2(16.0f * 2, 16.0f * 2);
|
|
float posScale = 2.0f;
|
|
#else
|
|
ImVec2 iconSize = ImVec2(20.0f, 20.0f);
|
|
float posScale = 1.5f;
|
|
#endif
|
|
ImGui::SetCursorPos(ImVec2(5, 2.5f) * posScale);
|
|
ImGui::Image(Ship::Context::GetInstance()->GetWindow()->GetGui()->GetTextureByName("Game_Icon"), iconSize);
|
|
ImGui::SameLine();
|
|
ImGui::SetCursorPos(ImVec2(25, 0) * posScale);
|
|
}
|
|
}
|
|
|
|
void DrawGameMenu() {
|
|
}
|
|
|
|
void DrawEnhancementsMenu() {
|
|
if (UIWidgets::BeginMenu("Enhancements")) {
|
|
|
|
if (UIWidgets::BeginMenu("Gameplay")) {
|
|
ImGui::EndMenu();
|
|
}
|
|
|
|
ImGui::EndMenu();
|
|
}
|
|
}
|
|
|
|
void DrawCheatsMenu() {
|
|
}
|
|
|
|
const char* debugInfoPages[6] = {
|
|
"Object", "Check Surface", "Map", "Stage", "Effect", "Enemy",
|
|
};
|
|
|
|
void DrawDebugMenu() {
|
|
}
|
|
|
|
void GameMenuBar::DrawElement() {
|
|
if (ImGui::BeginMenuBar()) {
|
|
DrawMenuBarIcon();
|
|
|
|
DrawGameMenu();
|
|
|
|
ImGui::SetCursorPosY(0.0f);
|
|
|
|
// DrawSettingsMenu();
|
|
|
|
ImGui::SetCursorPosY(0.0f);
|
|
|
|
// DrawEnhancementsMenu();
|
|
|
|
ImGui::SetCursorPosY(0.0f);
|
|
|
|
// DrawCheatsMenu();
|
|
|
|
ImGui::SetCursorPosY(0.0f);
|
|
|
|
// DrawDebugMenu();
|
|
|
|
ImGui::EndMenuBar();
|
|
}
|
|
}
|