Allow limited debug mode in startup menu

This commit is contained in:
2025-02-28 07:21:38 -06:00
committed by Celtic Minstrel
parent f464526d0d
commit a7ba60a6d5
2 changed files with 39 additions and 18 deletions

View File

@@ -2361,12 +2361,15 @@ void easter_egg(int idx) {
}
std::map<char,key_action_t> debug_actions;
std::map<char,key_action_t> startup_debug_actions;
std::vector<std::vector<char>> debug_actions_help_order;
void add_debug_action(std::vector<char> keys, std::string name, void (*action)()) {
void add_debug_action(std::vector<char> keys, std::string name, void (*action)(), bool startup_safe = false) {
key_action_t shortcut = {keys, name, action};
for(char ch: keys){
debug_actions[ch] = shortcut;
if(startup_safe)
startup_debug_actions[ch] = shortcut;
}
debug_actions_help_order.push_back(keys);
}
@@ -2381,7 +2384,12 @@ void show_debug_help() {
std::ostringstream btn_name;
btn_name << "btn" << (idx+1);
cControl& button = debug_panel[btn_name.str()];
key_action_t action = debug_actions[debug_actions_help_order[idx][0]];
char key = debug_actions_help_order[idx][0];
if(overall_mode == MODE_STARTUP && startup_debug_actions.find(key) == startup_debug_actions.end()){
button.hide();
continue;
}
key_action_t action = debug_actions[key];
std::ostringstream btn_text;
btn_text << action.keys[0];
for(int key_idx = 1; key_idx < action.keys.size(); ++key_idx){
@@ -2422,9 +2430,10 @@ void show_debug_help() {
// chjklnoqvy @#$-_+[]{},.'"`\|;:
// We want to keep lower-case for normal gameplay.
void init_debug_actions() {
// optional `true` argument means you can use this action in the startup menu.
add_debug_action({'B'}, "Leave town", debug_leave_town);
add_debug_action({'C'}, "Get cleaned up (lose negative status effects)", debug_clean_up);
add_debug_action({'D'}, "Toggle Debug mode", toggle_debug_mode);
add_debug_action({'D'}, "Toggle Debug mode", toggle_debug_mode, true);
add_debug_action({'E'}, "Stealth, Detect Life, Firewalk", debug_stealth_detect_life_firewalk);
add_debug_action({'F'}, "Flight", debug_fly);
add_debug_action({'G'}, "Toggle Ghost mode (letting you pass through walls)", debug_ghost_mode);
@@ -2434,8 +2443,8 @@ void init_debug_actions() {
add_debug_action({'Y'}, "Fill PC's inventory", debug_overburden);
// TODO this is not recorded or replayed because the rsrc you pick might not even be packaged
// in the build
add_debug_action({'J'}, "Preview a dialog's layout", preview_dialog_xml);
add_debug_action({'U'}, "Preview EVERY dialog's layout", preview_every_dialog_xml);
add_debug_action({'J'}, "Preview a dialog's layout", preview_dialog_xml, true);
add_debug_action({'U'}, "Preview EVERY dialog's layout", preview_every_dialog_xml, true);
add_debug_action({'K'}, "Kill everything", debug_kill);
add_debug_action({'N'}, "End scenario", []() -> void {handle_victory(true, true);});
add_debug_action({'O'}, "Print your location", debug_print_location);
@@ -2461,15 +2470,20 @@ void init_debug_actions() {
// std::bind won't work here for reasons
add_debug_action({'%'}, "Fight wandering encounter from this section", []() -> void {debug_fight_encounter(true);});
add_debug_action({'^'}, "Fight special encounter from this section", []() -> void {debug_fight_encounter(false);});
add_debug_action({'/', '?'}, "Bring up this window", show_debug_help);
add_debug_action({'Z'}, "Save the current action log for bug reporting", save_replay_log);
add_debug_action({'/', '?'}, "Bring up this window", show_debug_help, true);
add_debug_action({'Z'}, "Save the current action log for bug reporting", save_replay_log, true);
}
// Later we might want to know whether the key is used or not
bool handle_debug_key(char key) {
if(!univ.debug_mode)
if(!univ.debug_mode && key != 'D')
return false;
if(debug_actions.find(key) != debug_actions.end()){
if(overall_mode == MODE_STARTUP){
if(startup_debug_actions.find(key) != startup_debug_actions.end()){
startup_debug_actions[key].action();
return true;
}
}else if(debug_actions.find(key) != debug_actions.end()){
debug_actions[key].action();
return true;
}
@@ -2560,10 +2574,8 @@ bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
}
}
if(overall_mode == MODE_STARTUP)
return false;
obscureCursor();
if(overall_mode != MODE_STARTUP)
obscureCursor();
// DEBUG
// sprintf((char *) debug, "%d ",(short) chr2);
@@ -2579,6 +2591,12 @@ bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
else if(chr2 == Key::PageUp) chr2 = Key::Numpad9;
else if(chr2 == Key::PageDown) chr2 = Key::Numpad3;
// Startup menu can handle some debug actions:
if(overall_mode == MODE_STARTUP){
char chr = keyToChar(chr2, event.key.shift);
return handle_debug_key(chr);
}
sf::Event pass_event = {sf::Event::MouseButtonPressed};
extern rectangle talk_area_rect;
if(overall_mode == MODE_TALKING) {
@@ -2704,10 +2722,6 @@ bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
}
break;
case 'D':
toggle_debug_mode();
break;
// 'z', Really?
case 'z':
case 'i':

View File

@@ -404,9 +404,16 @@ void draw_startup_stats() {
pc_rect.offset(5,5);
pc_rect.top = pc_rect.bottom - 30;
pc_rect.left = pc_rect.right - string_length(copyright, style) - 32;
// TODO: Should replace this with a more appropriate copyright string
// Windows replaced it with "That is not dead which can eternally lie..." - I don't think that's quite appropriate though.
win_draw_string(mainPtr, pc_rect, copyright, eTextMode::WRAP, style);
if(univ.debug_mode){
pc_rect = startup_top;
pc_rect.offset(5,5);
pc_rect.top = pc_rect.bottom - 30;
pc_rect.left = pc_rect.left + 32;
win_draw_string(mainPtr, pc_rect, "Debug Mode: On", eTextMode::WRAP, style);
}
}