/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along 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. */ #ifndef QUICKTUNE_HEADER #define QUICKTUNE_HEADER #include #include #include enum QuicktuneValueType{ QVT_NONE, QVT_FLOAT }; struct QuicktuneValue { QuicktuneValueType type; union{ struct{ float current; float min; float max; } value_QVT_FLOAT; }; bool modified; QuicktuneValue(): type(QVT_NONE), modified(false) {} std::string getString(); void relativeAdd(float amount); }; std::vector 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) #endif