mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-07-31 15:47:17 -04:00
Fix map loader gameRegions literally being 2.7 MiB of recursive arrays
Just moving it to std::vector, easy enough.
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@@ -57,7 +57,7 @@ namespace dusk {
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if (ImGui::BeginCombo("Select Map", previewMap.data())) {
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int prevMapIdx = m_mapLoaderInfo.mapIdx;
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for (int i = 0; i < region.numMaps; ++i) {
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for (int i = 0; i < region.maps.size(); ++i) {
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const auto& map = region.maps[i];
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std::string label = m_mapLoaderInfo.showInternalNames ? fmt::format("{} ({})", map.mapName, map.mapFile) : map.mapName;
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if (ImGui::Selectable(label.data())) {
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@@ -79,20 +79,20 @@ namespace dusk {
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const auto& map = region.maps[m_mapLoaderInfo.mapIdx];
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const auto& room = map.mapRooms[m_mapLoaderInfo.roomNoIdx];
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if (map.numRooms > 1) {
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if (map.mapRooms.size() > 1) {
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ImGui::Text("Selected Room: %2d", room.roomNo);
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ImGui::SameLine();
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if (ImGui::Button("-###RoomNoIdxDec")) {
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m_mapLoaderInfo.roomNoIdx--;
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if (m_mapLoaderInfo.roomNoIdx < 0) {
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m_mapLoaderInfo.roomNoIdx = map.numRooms - 1;
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m_mapLoaderInfo.roomNoIdx = map.mapRooms.size() - 1;
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}
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m_mapLoaderInfo.pointNoIdx = 0;
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}
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ImGui::SameLine();
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if (ImGui::Button("+###RoomNoIdxInc")) {
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m_mapLoaderInfo.roomNoIdx++;
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if (m_mapLoaderInfo.roomNoIdx >= map.numRooms) {
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if (m_mapLoaderInfo.roomNoIdx >= map.mapRooms.size()) {
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m_mapLoaderInfo.roomNoIdx = 0;
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}
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m_mapLoaderInfo.pointNoIdx = 0;
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@@ -117,19 +117,19 @@ namespace dusk {
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}
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}
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if (room.numPoints > 1) {
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if (room.roomPoints.size() > 1) {
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ImGui::Text("Selected Point: %3d", room.roomPoints[m_mapLoaderInfo.pointNoIdx]);
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ImGui::SameLine();
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if (ImGui::Button("-###PointNoIdxDec")) {
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m_mapLoaderInfo.pointNoIdx--;
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if (m_mapLoaderInfo.pointNoIdx < 0) {
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m_mapLoaderInfo.pointNoIdx = room.numPoints - 1;
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m_mapLoaderInfo.pointNoIdx = room.roomPoints.size() - 1;
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}
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}
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ImGui::SameLine();
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if (ImGui::Button("+###PointNoIdxInc")) {
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m_mapLoaderInfo.pointNoIdx++;
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if (m_mapLoaderInfo.pointNoIdx >= room.numPoints) {
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if (m_mapLoaderInfo.pointNoIdx >= room.roomPoints.size()) {
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m_mapLoaderInfo.pointNoIdx = 0;
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}
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}
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