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#include "client/pch.hh"
#include "client/toggles.hh"
#include "core/config.hh"
#include "client/chat.hh"
#include "client/const.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 == DEBUG_KEY) {
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>();
}
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