diff options
Diffstat (limited to 'game/client/toggles.cc')
| -rw-r--r-- | game/client/toggles.cc | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/game/client/toggles.cc b/game/client/toggles.cc new file mode 100644 index 0000000..7d51832 --- /dev/null +++ b/game/client/toggles.cc @@ -0,0 +1,96 @@ +#include "client/pch.hh" +#include "client/toggles.hh" + +#include "core/config.hh" + +#include "client/chat.hh" +#include "client/gamepad.hh" +#include "client/glfw.hh" +#include "client/globals.hh" +#include "client/language.hh" + +bool toggles::is_sequence_await = false; + +bool toggles::draw_chunk_borders = false; +bool toggles::render_fullbright = false; +bool toggles::render_wireframe = false; + +#if defined(NDEBUG) +bool toggles::draw_metrics = false; +#else +bool toggles::draw_metrics = true; +#endif + +static void toggle_value(bool *value, const char *description) +{ + value[0] = !value[0]; + + if(description) { + if(value[0]) + client_chat::print(fmt::format("[debug] {} ON", description)); + else client_chat::print(fmt::format("[debug] {} OFF", description)); + } +} + +static void toggle_value_config(ConfigBoolean &value, const char *description) +{ + value.set_value(!value.get_value()); + + if(description) { + if(value.get_value()) + client_chat::print(fmt::format("[debug] {} ON", description)); + else client_chat::print(fmt::format("[debug] {} OFF", description)); + } +} + +static void on_glfw_key(const GlfwKeyEvent &event) +{ + if(globals::gui_keybind_ptr) { + // The UI keybind subsystem has the authority + // over debug toggles and it hogs the input keys + return; + } + + if(event.key == GLFW_KEY_F3) { + if(event.action == GLFW_PRESS) { + toggles::is_sequence_await = true; + return; + } + + if(event.action == GLFW_RELEASE) { + toggles::is_sequence_await = false; + return; + } + } + + if((event.action == GLFW_PRESS) && toggles::is_sequence_await) { + switch(event.key) { + case GLFW_KEY_G: + toggle_value(&toggles::draw_chunk_borders, "chunk borders"); + return; + case GLFW_KEY_V: + toggle_value(&toggles::draw_metrics, nullptr); + return; + case GLFW_KEY_J: + toggle_value(&toggles::render_fullbright, nullptr); + return; + case GLFW_KEY_Z: + toggle_value(&toggles::render_wireframe, "wireframe"); + return; + case GLFW_KEY_P: + toggle_value_config(gamepad::active, "gamepad input"); + return; + case GLFW_KEY_L: + // This causes the language subsystem + // to re-parse the JSON file essentially + // causing the game to soft-reload language + language::set(language::get_current()); + return; + } + } +} + +void toggles::init(void) +{ + globals::dispatcher.sink<GlfwKeyEvent>().connect<&on_glfw_key>(); +} |
