void ScreenDebugOverlay::Init() { Screen::Init(); // Init debug mappings // TODO: Arch-specific? { g_Mappings.Clear(); g_Mappings.holdForDebug1 = DeviceInput(DEVICE_KEYBOARD, KEY_F3); g_Mappings.holdForDebug2.MakeInvalid(); g_Mappings.holdForSlow = DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT); g_Mappings.holdForFast = DeviceInput(DEVICE_KEYBOARD, KEY_TAB); g_Mappings.toggleMute = DeviceInput(DEVICE_KEYBOARD, KEY_PAUSE); /* TODO: Find a better way of indicating which option is which here. * Maybe we should take a page from ScreenEdit's menus and make * RowDefs()? */ int i=0; g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F8); g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F7); g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F6); i=0; g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C1); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C2); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C3); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C4); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C5); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C6); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C7); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C8); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C9); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C0); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cq); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cw); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ce); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ct); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cy); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ci); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Co); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cp); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ca); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cs); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cd); g_Mappings.pageButton[DeviceInput(DEVICE_KEYBOARD, KEY_F5)] = 0; g_Mappings.pageButton[DeviceInput(DEVICE_KEYBOARD, KEY_F6)] = 1; g_Mappings.pageButton[DeviceInput(DEVICE_KEYBOARD, KEY_F7)] = 2; g_Mappings.pageButton[DeviceInput(DEVICE_KEYBOARD, KEY_F8)] = 3; } std::map<std::string,int> iNextDebugButton; int iNextGameplayButton = 0; for (auto *p: *g_pvpSubscribers) { std::string sPageName = p->GetPageName(); DeviceInput di; switch( p->GetType() ) { case IDebugLine::all_screens: di = g_Mappings.debugButton[iNextDebugButton[sPageName]++]; break; case IDebugLine::gameplay_only: di = g_Mappings.gameplayButton[iNextGameplayButton++]; break; } p->m_Button = di; if( find(m_asPages.begin(), m_asPages.end(), sPageName) == m_asPages.end() ) m_asPages.push_back( sPageName ); } m_iCurrentPage = 0; m_bForcedHidden = false; m_Quad.StretchTo( Rage::RectF( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) ); m_Quad.SetDiffuse( BACKGROUND_COLOR ); this->AddChild( &m_Quad ); // if you're going to add user commands, make sure to have the overrides // set after parsing the metrics. -aj m_textHeader.SetName( "HeaderText" ); m_textHeader.LoadFromFont( THEME->GetPathF("ScreenDebugOverlay", "header") ); LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textHeader ); m_textHeader.SetText( DEBUG_MENU.GetValue() ); this->AddChild( &m_textHeader ); for (auto s = m_asPages.begin(); s != m_asPages.end(); ++s) { int iPage = s - m_asPages.begin(); DeviceInput di; bool b = GetKeyFromMap( g_Mappings.pageButton, iPage, di ); ASSERT( b ); std::string sButton = INPUTMAN->GetDeviceSpecificInputString( di ); BitmapText *p = new BitmapText; p->SetName( "PageText" ); p->LoadFromFont( THEME->GetPathF("ScreenDebugOverlay", "page") ); LOAD_ALL_COMMANDS_AND_ON_COMMAND( p ); // todo: Y value is still hardcoded. -aj p->SetXY( PAGE_START_X+iPage*PAGE_SPACING_X, SCREEN_TOP+20 ); p->SetText( *s + " (" + sButton + ")" ); m_vptextPages.push_back( p ); this->AddChild( p ); } auto onEachLine = [this](IDebugLine *) { { BitmapText *bt = new BitmapText; bt->SetName( "ButtonText" ); bt->LoadFromFont( THEME->GetPathF("ScreenDebugOverlay", "line") ); bt->SetHorizAlign( align_right ); bt->SetText( "blah" ); LOAD_ALL_COMMANDS_AND_ON_COMMAND( *bt ); m_vptextButton.push_back( bt ); this->AddChild( bt ); } { BitmapText *bt = new BitmapText; bt->SetName( "FunctionText" ); bt->LoadFromFont( THEME->GetPathF("ScreenDebugOverlay", "line") ); bt->SetHorizAlign( align_left ); bt->SetText( "blah" ); LOAD_ALL_COMMANDS_AND_ON_COMMAND( *bt ); m_vptextFunction.push_back( bt ); this->AddChild( bt ); } }; std::for_each(g_pvpSubscribers->begin(), g_pvpSubscribers->end(), onEachLine); this->SetVisible( false ); }
void ScreenDebugOverlay::Init() { Screen::Init(); // Init debug mappings // TODO: Arch-specific? { g_Mappings.Clear(); g_Mappings.holdForDebug1 = DeviceInput(DEVICE_KEYBOARD, KEY_F3); g_Mappings.holdForDebug2.MakeInvalid(); g_Mappings.holdForSlow = DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT); g_Mappings.holdForFast = DeviceInput(DEVICE_KEYBOARD, KEY_TAB); /* TODO: Find a better way of indicating which option is which here. * Maybe we should take a page from ScreenEdit's menus and make * RowDefs()? */ int i=0; g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F8); g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F7); g_Mappings.gameplayButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_F6); i=0; g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C1); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C2); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C3); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C4); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C5); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C6); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C7); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C8); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C9); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C0); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cq); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cw); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ce); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ct); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cy); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ci); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Co); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cp); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_UP); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_DOWN); g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_BACK); g_Mappings.pageButton[DeviceInput(DEVICE_KEYBOARD, KEY_F5)] = 0; g_Mappings.pageButton[DeviceInput(DEVICE_KEYBOARD, KEY_F6)] = 1; g_Mappings.pageButton[DeviceInput(DEVICE_KEYBOARD, KEY_F7)] = 2; g_Mappings.pageButton[DeviceInput(DEVICE_KEYBOARD, KEY_F8)] = 3; } map<RString,int> iNextDebugButton; int iNextGameplayButton = 0; FOREACH( IDebugLine*, *g_pvpSubscribers, p ) { RString sPageName = (*p)->GetPageName(); DeviceInput di; switch( (*p)->GetType() ) { case IDebugLine::all_screens: di = g_Mappings.debugButton[iNextDebugButton[sPageName]++]; break; case IDebugLine::gameplay_only: di = g_Mappings.gameplayButton[iNextGameplayButton++]; break; } (*p)->m_Button = di; if( find(m_asPages.begin(), m_asPages.end(), sPageName) == m_asPages.end() ) m_asPages.push_back( sPageName ); } m_iCurrentPage = 0; m_bForcedHidden = false; m_Quad.StretchTo( RectF( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) ); m_Quad.SetDiffuse( BACKGROUND_COLOR ); this->AddChild( &m_Quad ); // if you're going to add user commands, make sure to have the overrides // set after parsing the metrics. -aj m_textHeader.SetName( "HeaderText" ); m_textHeader.LoadFromFont( THEME->GetPathF("ScreenDebugOverlay", "header") ); LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textHeader ); m_textHeader.SetText( DEBUG_MENU ); this->AddChild( &m_textHeader ); FOREACH_CONST( RString, m_asPages, s ) { int iPage = s - m_asPages.begin(); DeviceInput di; bool b = GetKeyFromMap( g_Mappings.pageButton, iPage, di ); ASSERT( b ); RString sButton = INPUTMAN->GetDeviceSpecificInputString( di ); BitmapText *p = new BitmapText; p->SetName( "PageText" ); p->LoadFromFont( THEME->GetPathF("ScreenDebugOverlay", "page") ); LOAD_ALL_COMMANDS_AND_ON_COMMAND( p ); // todo: Y value is still hardcoded. -aj p->SetXY( PAGE_START_X+iPage*PAGE_SPACING_X, SCREEN_TOP+20 ); p->SetText( *s + " (" + sButton + ")" ); m_vptextPages.push_back( p ); this->AddChild( p ); }