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dusklight/src/dusk/imgui/ImGuiActorSpawner.cpp
T
2026-05-10 17:30:39 -06:00

143 lines
4.1 KiB
C++

#include "imgui.h"
#include "ImGuiMenuTools.hpp"
#include "d/actor/d_a_alink.h"
#include "d/d_com_inf_game.h"
#include "f_op/f_op_actor_mng.h"
#include "SSystem/SComponent/c_sxyz.h"
#include "SSystem/SComponent/c_xyz.h"
namespace dusk {
namespace {
struct ActorSpawnerState {
int actorId = 0;
int params = -1;
int argument = -1;
int angleX = 0;
int angleY = 0;
int angleZ = 0;
float scaleX = 1.0f;
float scaleY = 1.0f;
float scaleZ = 1.0f;
bool usePlayerRoom = true;
int manualRoom = 0;
int spawnCount = 1;
bool hasResult = false;
unsigned int lastResult = 0;
int lastAttempted = 0;
};
ActorSpawnerState s_state;
} // namespace
void ImGuiMenuTools::ShowActorSpawner() {
if (!m_showActorSpawner) {
return;
}
if (!ImGui::Begin("Actor Spawner", &m_showActorSpawner)) {
ImGui::End();
return;
}
daAlink_c* player = (daAlink_c*)dComIfGp_getPlayer(0);
ImGui::SeparatorText("Actor");
ImGui::InputInt("Actor ID", &s_state.actorId);
ImGui::InputInt("Params (hex)", &s_state.params, 0, 0, ImGuiInputTextFlags_CharsHexadecimal);
ImGui::InputInt("Argument", &s_state.argument);
s_state.argument = (s_state.argument < -128) ? -128 : (s_state.argument > 127) ? 127 : s_state.argument;
ImGui::SeparatorText("Angle");
ImGui::InputInt("Angle X", &s_state.angleX);
ImGui::InputInt("Angle Y", &s_state.angleY);
ImGui::InputInt("Angle Z", &s_state.angleZ);
ImGui::SeparatorText("Scale");
ImGui::InputFloat("Scale X", &s_state.scaleX, 0.1f, 1.0f);
ImGui::InputFloat("Scale Y", &s_state.scaleY, 0.1f, 1.0f);
ImGui::InputFloat("Scale Z", &s_state.scaleZ, 0.1f, 1.0f);
ImGui::SeparatorText("Spawn");
ImGui::InputInt("Count", &s_state.spawnCount);
if (s_state.spawnCount < 1) {
s_state.spawnCount = 1;
}
ImGui::SeparatorText("Position");
ImGui::Checkbox("Use player room", &s_state.usePlayerRoom);
if (!s_state.usePlayerRoom) {
ImGui::InputInt("Room No", &s_state.manualRoom);
}
if (player != nullptr) {
ImGui::Text("Spawn pos: %.2f, %.2f, %.2f",
player->current.pos.x, player->current.pos.y, player->current.pos.z);
} else {
ImGui::TextDisabled("Player not available");
}
ImGui::Separator();
bool canSpawn = player != nullptr;
if (!canSpawn) {
ImGui::BeginDisabled();
}
if (ImGui::Button("Spawn", ImVec2(-1, 0))) {
cXyz pos = player->current.pos;
csXyz angle;
angle.set((s16)s_state.angleX, (s16)s_state.angleY, (s16)s_state.angleZ);
cXyz scale(s_state.scaleX, s_state.scaleY, s_state.scaleZ);
int roomNo = s_state.usePlayerRoom ? player->current.roomNo : s_state.manualRoom;
layer_class* savedLayer = fpcLy_CurrentLayer();
base_process_class* playScene = fpcM_SearchByName(fpcNm_PLAY_SCENE_e);
if (playScene != nullptr) {
fpcLy_SetCurrentLayer(&((process_node_class*)playScene)->layer);
}
s_state.lastResult = 0;
s_state.lastAttempted = s_state.spawnCount;
for (int i = 0; i < s_state.spawnCount; ++i) {
unsigned int result = fopAcM_create(
(s16)s_state.actorId,
(u32)s_state.params,
&pos,
roomNo,
&angle,
&scale,
(s8)s_state.argument
);
if (result != 0) {
s_state.lastResult = result;
}
}
s_state.hasResult = true;
fpcLy_SetCurrentLayer(savedLayer);
}
if (!canSpawn) {
ImGui::EndDisabled();
}
if (s_state.hasResult) {
if (s_state.lastResult != 0) {
if (s_state.lastAttempted == 1) {
ImGui::Text("Spawned: proc ID %u", s_state.lastResult);
} else {
ImGui::Text("Spawned %d (last proc ID %u)", s_state.lastAttempted, s_state.lastResult);
}
} else {
ImGui::TextColored(ImVec4(1, 0.4f, 0.4f, 1), "Spawn failed (returned 0)");
}
}
ImGui::End();
}
} // namespace dusk