#pragma once #include #include #include #include "Runtime/RetroTypes.hpp" #include "Runtime/World/CActor.hpp" #include "Runtime/World/CEntity.hpp" #include "Runtime/ImGuiPlayerLoadouts.hpp" #include "Runtime/ImGuiControllerConfig.hpp" #include "Runtime/ConsoleVariables/CVarCommons.hpp" #include "Runtime/ConsoleVariables/CVarManager.hpp" #include #if __APPLE__ #include #endif namespace metaforce { void ImGuiStringViewText(std::string_view text); void ImGuiTextCenter(std::string_view text); std::string ImGuiLoadStringTable(CAssetId stringId, int idx); struct ImGuiEntityEntry { TUniqueId uid = kInvalidUniqueId; CEntity* ent = nullptr; std::string_view type; std::string_view name; bool active = false; bool isActor = false; ImGuiEntityEntry() = default; ImGuiEntityEntry(TUniqueId uid, CEntity* ent, std::string_view type, std::string_view name, bool active) : uid(uid), ent(ent), type(type), name(name), active(active) {} [[nodiscard]] CActor* AsActor() const { return isActor ? static_cast(ent) : nullptr; } }; struct Toast { std::string message; float remain; float current = 0.f; Toast(std::string message, float duration) noexcept : message(std::move(message)), remain(duration) {} }; class ImGuiConsole { public: static std::set inspectingEntities; static std::array entities; static ImGuiPlayerLoadouts loadouts; ImGuiConsole(CVarManager& cvarMgr, CVarCommons& cvarCommons); void PreUpdate(); void PostUpdate(); void Shutdown(); static void BeginEntityRow(const ImGuiEntityEntry& entry); static void EndEntityRow(const ImGuiEntityEntry& entry); void ControllerAdded(uint32_t idx); void ControllerRemoved(uint32_t idx); void ToggleVisible(); std::optional m_errorString; std::optional m_gameDiscSelected; bool m_quitRequested = false; private: CVarManager& m_cvarMgr; CVarCommons& m_cvarCommons; bool m_showInspectWindow = false; bool m_showDemoWindow = false; bool m_showAboutWindow = false; bool m_showItemsWindow = false; bool m_showLayersWindow = false; bool m_showConsoleVariablesWindow = false; bool m_showPlayerTransformEditor = false; bool m_showPreLaunchSettingsWindow = false; std::optional m_savedLocation; std::optional m_savedRotation; bool m_paused = false; bool m_stepFrame = false; bool m_isVisible = false; bool m_inspectActiveOnly = false; bool m_inspectCurrentAreaOnly = false; std::string m_inspectFilterText; std::string m_layersFilterText; std::string m_cvarFiltersText; std::string m_lastDiscPath = m_cvarCommons.m_lastDiscPath->toLiteral(); // Debug overlays bool m_frameCounter = m_cvarCommons.m_debugOverlayShowFrameCounter->toBoolean(); #if TARGET_OS_TV bool m_frameRate = true; #else bool m_frameRate = m_cvarCommons.m_debugOverlayShowFramerate->toBoolean(); #endif bool m_inGameTime = m_cvarCommons.m_debugOverlayShowInGameTime->toBoolean(); bool m_roomTimer = m_cvarCommons.m_debugOverlayShowRoomTimer->toBoolean(); bool m_playerInfo = m_cvarCommons.m_debugOverlayPlayerInfo->toBoolean(); bool m_worldInfo = m_cvarCommons.m_debugOverlayWorldInfo->toBoolean(); bool m_areaInfo = m_cvarCommons.m_debugOverlayAreaInfo->toBoolean(); bool m_layerInfo = m_cvarCommons.m_debugOverlayLayerInfo->toBoolean(); bool m_randomStats = m_cvarCommons.m_debugOverlayShowRandomStats->toBoolean(); bool m_resourceStats = m_cvarCommons.m_debugOverlayShowResourceStats->toBoolean(); bool m_showInput = m_cvarCommons.m_debugOverlayShowInput->toBoolean(); bool m_drawAiPath = m_cvarCommons.m_debugToolDrawAiPath->toBoolean(); bool m_drawCollisionActors = m_cvarCommons.m_debugToolDrawCollisionActors->toBoolean(); bool m_drawPlatformCollision = m_cvarCommons.m_debugToolDrawPlatformCollision->toBoolean(); bool m_drawMazePath = m_cvarCommons.m_debugToolDrawMazePath->toBoolean(); bool m_drawLighting = m_cvarCommons.m_debugToolDrawLighting->toBoolean(); #if TARGET_OS_IOS bool m_pipelineInfo = false; bool m_drawCallInfo = false; bool m_bufferInfo = false; #else bool m_pipelineInfo = m_cvarCommons.m_debugOverlayPipelineInfo->toBoolean(); // TODO cvar bool m_drawCallInfo = m_cvarCommons.m_debugOverlayDrawCallInfo->toBoolean(); // TODO cvar bool m_bufferInfo = m_cvarCommons.m_debugOverlayBufferInfo->toBoolean(); // TODO cvar #endif bool m_developer = m_cvarMgr.findCVar("developer")->toBoolean(); bool m_cheats = m_cvarMgr.findCVar("cheats")->toBoolean(); bool m_isInitialized = false; bool m_isLaunchInitialized = false; int m_debugOverlayCorner = m_cvarCommons.m_debugOverlayCorner->toSigned(); int m_inputOverlayCorner = m_cvarCommons.m_debugInputOverlayCorner->toSigned(); const void* m_currentRoom = nullptr; double m_lastRoomTime = 0.f; double m_currentRoomStart = 0.f; std::deque m_toasts; std::string m_controllerName; u32 m_whichController = -1; bool m_controllerConfigVisible = false; ImGuiControllerConfig m_controllerConfig; void ShowAboutWindow(bool preLaunch); void ShowAppMainMenuBar(bool canInspect, bool preLaunch); void ShowMenuGame(); bool ShowEntityInfoWindow(TUniqueId uid); void ShowInspectWindow(bool* isOpen); void LerpDebugColor(CActor* act); void UpdateEntityEntries(); void ShowDebugOverlay(); void ShowItemsWindow(); void ShowLayersWindow(); void ShowConsoleVariablesWindow(); void ShowToasts(); void ShowInputViewer(); void SetOverlayWindowLocation(int corner) const; bool ShowCornerContextMenu(int& corner, int avoidCorner) const; void ShowPlayerTransformEditor(); void ShowPipelineProgress(); void ShowPreLaunchSettingsWindow(); }; AuroraBackend backend_from_string(const std::string& str); std::string_view backend_to_string(AuroraBackend backend); std::string_view backend_name(AuroraBackend backend); } // namespace metaforce