#ifndef CLIENT_TOGGLES_HH #define CLIENT_TOGGLES_HH 1 #pragma once using toggle_type = unsigned int; constexpr static toggle_type TOGGLE_WIREFRAME = 0x0000U; // Render things in wireframe mode constexpr static toggle_type TOGGLE_FULLBRIGHT = 0x0001U; // Render things without lighting constexpr static toggle_type TOGGLE_CHUNK_AABB = 0x0002U; // Render chunk bounding boxes constexpr static toggle_type TOGGLE_METRICS_UI = 0x0003U; // Render debug metrics overlay constexpr static toggle_type TOGGLE_USE_GAMEPAD = 0x0004U; // Use gamepad for player movement constexpr static toggle_type TOGGLE_PM_FLIGHT = 0x0005U; // Enable flight for player movement constexpr static std::size_t TOGGLE_COUNT = 0x0006U; struct ToggleEnabledEvent final { toggle_type type; }; struct ToggleDisabledEvent final { toggle_type type; }; namespace toggles { // The value is true whenever the debug // toggles manager awaits for a sequenced key // to be pressed. During this no input should // be processed by any other gameplay system extern bool is_sequence_await; } // namespace toggles namespace toggles { void init(void); void init_late(void); bool get(toggle_type type); void set(toggle_type type, bool value); } // namespace toggles #endif // CLIENT_TOGGLES_HH