Files
UnleashedRecomp-hedge-dev/UnleashedRecomp/ui/reddog/windows/view_window.cpp
RadiantDerg 023fc0edf7 Added Vector mappings, Added DebugDraw class for drawing text on screen and in a popup
SWA API:
- Added CVector
- Added CVector4
- Combined CVectorX into one header

Reddog:
- Added toggle for visualizing the loaded GI Atlas Mipmap level
- Added toggles for rendering Havok collision
- Added toggles for Light Field
2025-01-17 20:17:12 +00:00

76 lines
3.0 KiB
C++

#include "view_window.h"
#include <gpu/video.h>
#include <kernel/memory.h>
#include <ui/reddog/reddog_controls.h>
#include <ui/reddog/debug_draw.h>
#include <ui/game_window.h>
#include <user/config.h>
static ViewWindow g_window{ "View" };
void ViewWindow::Draw()
{
if (Begin())
{
Reddog::Checkbox("Render FPS", &Config::ShowFPS.Value);
Reddog::Checkbox("Render Debug Lines", &Reddog::DebugDraw::ms_IsDrawLine);
Reddog::Checkbox("Render Debug Text", &Reddog::DebugDraw::ms_IsDrawText);
Reddog::Checkbox("Render HUD (F8)", (bool*)g_memory.Translate(0x8328BB26));
Reddog::Separator();
//// デバッグ描画
//Reddog::Checkbox((const char*)u8"Render Debug Draw", (bool*)g_memory.Translate(0x8328BB23));
//// デバッグ位置描画
//Reddog::Checkbox((const char*)u8"Render Debug Position Draw", (bool*)g_memory.Translate(0x8328BB24));
//// デバッグ文字描画
//Reddog::Checkbox((const char*)u8"Render Debug Draw Text", (bool*)g_memory.Translate(0x8328BB25));
//Reddog::Separator();
//// 全 HUD 描画
//Reddog::Checkbox((const char*)g_memory.Translate(0x82031850), (bool*)g_memory.Translate(0x8328BB26));
// ゲームメインHUD 描画
Reddog::Checkbox((const char*)u8"Render Main Game HUD", (bool*)g_memory.Translate(0x8328BB27));
// ポーズメニュー 描画
Reddog::Checkbox((const char*)u8"Render Pause HUD", (bool*)g_memory.Translate(0x8328BB28));
Reddog::Separator();
// 値をデバッグ表示
Reddog::Checkbox((const char*)u8"Light Field Debug", (bool*)g_memory.Translate(0x83367BCD));
// サンプリング点をデバッグ表示
Reddog::Checkbox((const char*)u8"Draw Light Field Sampling Point", (bool*)g_memory.Translate(0x83367BCE));
// データを無視する
Reddog::Checkbox((const char*)u8"Ignore Light Field Data", (bool*)g_memory.Translate(0x83367BCF));
Reddog::Separator();
// ミップレベルを視覚化 赤=0, 緑=1, 青=2, 黄=未ロード
Reddog::Checkbox((const char*)u8"Visualize Loaded GI Mip Level", (bool*)g_memory.Translate(0x833678C1));
Reddog::Separator();
// IsCollisionRender
Reddog::Checkbox((const char*)u8"Render Stage Collision", (bool*)g_memory.Translate(0x833678A6));
// IsTriggerRender
Reddog::Checkbox((const char*)u8"Render Event Collision", (bool*)g_memory.Translate(0x83367904));
// IsObjectCollisionRender
Reddog::Checkbox((const char*)u8"Render Rigid Body Collision", (bool*)g_memory.Translate(0x83367905));
Reddog::Separator();
if (Reddog::Button("Reset Window Dimensions (F2)"))
{
Config::Fullscreen = GameWindow::SetFullscreen(false);
GameWindow::ResetDimensions();
}
if (Reddog::Button("Recentre Window (F3)"))
{
if (!GameWindow::IsFullscreen())
GameWindow::SetDimensions(GameWindow::s_width, GameWindow::s_height);
}
}
End();
}