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https://github.com/TwilitRealm/dusklight
synced 2026-08-12 11:22:00 -04:00
Refactor Dusk settings out to common interface used by game and UI code
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+11
-10
@@ -10,12 +10,14 @@
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#include "d/d_bg_w.h"
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#include "d/d_com_inf_game.h"
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#include "f_op/f_op_actor_mng.h"
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#include "dusk/offset_ptr.h"
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#include "d/d_debug_viewer.h"
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#include "d/d_bg_s_capt_poly.h"
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#include "dusk/imgui/ImGuiConsole.hpp"
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#if TARGET_PC
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#include "dusk/offset_ptr.h"
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#include "dusk/settings.h"
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#endif
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#if DEBUG
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int g_ground_counter;
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@@ -619,8 +621,8 @@ static int poly_draw(dBgS_CaptPoly* capt, cBgD_Vtx_t* vtxList, int v0, int v1, i
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GXColor wall_color = {0, 0xFF, 0, 0xFF};
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#if TARGET_PC
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dusk::ImGuiMenuTools::CollisionViewSettings collisionViewSettings = dusk::g_imguiConsole.getCollisionViewSettings();
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f32 view_opacity = 255 * (collisionViewSettings.m_terrainViewOpacity / 100.0f);
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const auto& collisionViewSettings = dusk::getTransientSettings().collisionView;
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f32 view_opacity = 255 * (collisionViewSettings.terrainViewOpacity / 100.0f);
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ground_color.a = view_opacity;
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roof_color.a = view_opacity;
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wall_color.a = view_opacity;
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@@ -658,16 +660,16 @@ void dBgS::Draw() {
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cBgS::Draw();
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#if TARGET_PC
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#define IMGUI_TOGGLE_HIO_FLAG(status, flag) \
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#define DUSK_TOGGLE_HIO_FLAG(status, flag) \
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if (status) { \
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s_InsideHio.m_flags |= flag; \
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} else { \
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s_InsideHio.m_flags &= ~flag; \
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}
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dusk::ImGuiMenuTools::CollisionViewSettings collisionViewSettings = dusk::g_imguiConsole.getCollisionViewSettings();
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IMGUI_TOGGLE_HIO_FLAG(collisionViewSettings.m_enableTerrainView, dBgS_InsideHIO::FLAG_DISP_POLY_e);
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IMGUI_TOGGLE_HIO_FLAG(collisionViewSettings.m_enableWireframe, dBgS_InsideHIO::FLAG_WHITE_WIRE_e);
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const auto& collisionViewSettings = dusk::getTransientSettings().collisionView;
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DUSK_TOGGLE_HIO_FLAG(collisionViewSettings.enableTerrainView, dBgS_InsideHIO::FLAG_DISP_POLY_e);
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DUSK_TOGGLE_HIO_FLAG(collisionViewSettings.enableWireframe, dBgS_InsideHIO::FLAG_WHITE_WIRE_e);
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#endif
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if (s_InsideHio.ChkDispPoly()) {
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@@ -680,8 +682,7 @@ void dBgS::Draw() {
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f32 var_f31 = fabsf(s_InsideHio.m_p0.x);
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#if TARGET_PC
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dusk::ImGuiMenuTools::CollisionViewSettings collisionViewSettings = dusk::g_imguiConsole.getCollisionViewSettings();
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var_f31 = collisionViewSettings.m_drawRange;
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var_f31 = collisionViewSettings.drawRange;
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#endif
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min.x = player->current.pos.x - var_f31;
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