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authorPilzAdam <pilzadam@minetest.net>2013-08-16 17:42:12 +0200
committerPilzAdam <pilzadam@minetest.net>2013-08-16 17:42:12 +0200
commit75a139e62cccd7c2b053a1ae6ed7f0fed5abdf63 (patch)
treeb5607df15db7a1af6a351d76c2c273444f7dbac7 /src/script/cpp_api/s_item.cpp
parent1e4e64f83195ed1be0aa0c4a237a50de6dd132a9 (diff)
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Use errorstream instead of std::cout in pathfinder.cpp
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/span> with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ /* Used for tuning constants when developing. Eg. if you have this constant somewhere that you just can't get right by changing it and recompiling all over again: v3f wield_position = v3f(55, -35, 65); Make it look like this: v3f wield_position = v3f(55, -35, 65); QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.X, 0, 100); QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Y, -80, 20); QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Z, 0, 100); Then you can modify the values at runtime, using the keys keymap_quicktune_prev keymap_quicktune_next keymap_quicktune_dec keymap_quicktune_inc Once you have modified the values at runtime and then quit, the game will print out all the modified values at the end: Modified quicktune values: wield_position.X = 60 wield_position.Y = -30 wield_position.Z = 65 The QUICKTUNE macros shouldn't generally be left in committed code. */ #pragma once #include <string> #include <map> #include <vector> enum QuicktuneValueType{ QVT_NONE, QVT_FLOAT }; struct QuicktuneValue { QuicktuneValueType type = QVT_NONE; union{ struct{ float current; float min; float max; } value_QVT_FLOAT; }; bool modified = false; QuicktuneValue() = default; std::string getString(); void relativeAdd(float amount); }; std::vector<std::string> getQuicktuneNames(); QuicktuneValue getQuicktuneValue(const std::string &name); void setQuicktuneValue(const std::string &name, const QuicktuneValue &val); void updateQuicktuneValue(const std::string &name, QuicktuneValue &val); #ifndef NDEBUG #define QUICKTUNE(type_, var, min_, max_, name){\ QuicktuneValue qv;\ qv.type = type_;\ qv.value_##type_.current = var;\ qv.value_##type_.min = min_;\ qv.value_##type_.max = max_;\ updateQuicktuneValue(name, qv);\ var = qv.value_##type_.current;\ } #else // NDEBUG #define QUICKTUNE(type, var, min_, max_, name){} #endif #define QUICKTUNE_AUTONAME(type_, var, min_, max_)\ QUICKTUNE(type_, var, min_, max_, #var)