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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

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.
*/

#ifndef DEFAULTSETTINGS_HEADER
#define DEFAULTSETTINGS_HEADER

class Settings;

/**
 * initialize basic default settings
 * @param settings pointer to settings
 */
void set_default_settings(Settings *settings);

/**
 * override a default settings by settings from another settings element
 * @param settings target settings pointer
 * @param from source settings pointer
 */
void override_default_settings(Settings *settings, Settings *from);

#endif

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. */ #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)