Huge makeover for debug keys

This commit is contained in:
2025-01-25 19:45:08 -06:00
parent 2e804c1aa9
commit b1efc03029
6 changed files with 182 additions and 126 deletions

View File

@@ -18,6 +18,30 @@
//#include "cursors.hpp"
#include "keymods.hpp"
// NOTE: This only supports a few characters including the ones
// that are currently used for debug key shortcuts!
// It is also very hard-coded to the key layout on my laptop (which may only be standard in the US!)
cKey charToKey(char ch) {
if(ch >= 'a' && ch <= 'z'){
return {false, ch};
}else if(ch >= 'A' && ch <= 'Z'){
return {false, tolower(ch), mod_shift};
}
switch(ch){
case '=': case '/':
return {false, ch};
case '<':
return {false, ',', mod_shift};
case '>':
return {false, '.', mod_shift};
case '!':
return {false, '1', mod_shift};
case '?':
return {false, '/', mod_shift};
}
throw "Tried to convert unsupported char to cKey!";
}
eKeyMod operator + (eKeyMod lhs, eKeyMod rhs){
if(lhs == rhs) return lhs;
else if(lhs == mod_none) return rhs;

View File

@@ -57,6 +57,8 @@ struct cKey {
eKeyMod mod;
};
cKey charToKey(char ch);
/// Combine two key modifiers.
/// @param lhs @param rhs
/// @return lhs + rhs

View File

@@ -27,6 +27,7 @@
#include "boe.ui.hpp"
#include "mathutil.hpp"
#include "fileio/fileio.hpp"
#include "fileio/resmgr/res_dialog.hpp"
#include "dialogxml/dialogs/choicedlog.hpp"
#include "dialogxml/dialogs/dialog.hpp"
#include "dialogxml/widgets/scrollbar.hpp"
@@ -2273,8 +2274,108 @@ void easter_egg(int idx) {
print_buf();
}
std::map<char,key_action_t> debug_actions;
std::vector<std::vector<char>> debug_actions_help_order;
void add_debug_action(std::vector<char> keys, std::string name, void (*action)()) {
key_action_t shortcut = {keys, name, action};
for(char ch: keys){
debug_actions[ch] = shortcut;
}
debug_actions_help_order.push_back(keys);
}
void show_debug_help() {
if(recording){
record_action("show_debug_help", "");
}
cDialog debug_panel(*ResMgr::dialogs.get("help-debug"));
int idx;
for(idx = 0; idx < debug_actions_help_order.size(); ++idx){
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]];
std::ostringstream btn_text;
btn_text << action.keys[0];
for(int key_idx = 1; key_idx < action.keys.size(); ++key_idx){
btn_text << ", " << action.keys[key_idx];
}
btn_text << " - " << action.name;
button.setText(btn_text.str());
// TODO it's unfortunate that the button can only have one key if actions might have
// more than one
button.attachKey(charToKey(action.keys[0]));
// Don't recursively open the panel
if(action.action != &show_debug_help){
button.attachClickHandler([action](cDialog& me, std::string, eKeyMod) -> bool {
me.toast(false);
action.action();
return true;
});
}
}
for(; idx < 30; ++idx){
std::ostringstream btn_name;
btn_name << "btn" << (idx+1);
cControl& button = debug_panel[btn_name.str()];
button.hide();
}
debug_panel.attachClickHandlers([](cDialog& me, std::string, eKeyMod) -> bool {
me.toast(false);
return true;
}, {"okay"});
debug_panel.run();
}
// Non-comprehensive list of unused keys:
// JUXYZ chijklnoqvy @#$%^-_+[]{},.'"`~/\|;:
void init_debug_actions() {
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({'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);
add_debug_action({'H'}, "Heal", debug_heal);
// This one was missing from the old help dialog:
add_debug_action({'I'}, "Give item", debug_give_item);
add_debug_action({'K'}, "Kill everything", debug_kill);
add_debug_action({'N'}, "End scenario", []() -> void {handle_victory(true);});
add_debug_action({'O'}, "Print your location", debug_print_location);
add_debug_action({'Q'}, "Magic map", debug_magic_map);
add_debug_action({'R'}, "Return to start", debug_return_to_start);
add_debug_action({'S'}, "Set stuff done flags", []() -> void {
// edit_stuff_done() is used in the character editor which
// doesn't have replays, so its replay action is recorded
// external to the function definition unlike most actions.
if(recording){
record_action("edit_stuff_done", "");
}
edit_stuff_done();
});
add_debug_action({'T'}, "Enter town", debug_enter_town);
add_debug_action({'W'}, "Refresh jobs/shops", debug_refresh_stores);
add_debug_action({'='}, "Heal, increase magic skills", debug_heal_plus_extra);
add_debug_action({'<'}, "Make one day pass", debug_increase_age);
add_debug_action({'>'}, "Reset towns (excludes the one you're in, if any)", debug_towns_forget);
add_debug_action({'!'}, "Toggle Special Node Step-through Mode", debug_step_through);
add_debug_action({'/', '?'}, "Bring up this window", show_debug_help);
}
// Later we might want to know whether the key is used or not
bool handle_debug_key(char key) {
if(!univ.debug_mode)
return false;
if(debug_actions.find(key) != debug_actions.end()){
debug_actions[key].action();
return true;
}
return false;
}
bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
bool are_done = false;
location pass_point; // TODO: This isn't needed
@@ -2453,6 +2554,11 @@ bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
break;
case '?':
// In debug mode, override basic help menus with a debug mode cheat-sheet
if(univ.debug_mode){
show_debug_help();
break;
}
if(overall_mode == MODE_SHOPPING) {
give_help_and_record(226,27);
break;
@@ -2498,7 +2604,6 @@ bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
}
break;
case 'D':
toggle_debug_mode();
break;
@@ -2508,108 +2613,6 @@ bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
show_inventory();
break;
case '=':
if(!univ.debug_mode) break;
debug_heal_plus_extra();
break;
case 'B':
if(!univ.debug_mode) break;
debug_leave_town();
break;
case 'C':
if(!univ.debug_mode) break;
debug_clean_up();
break;
case 'E':
if(!univ.debug_mode) break;
debug_stealth_detect_life_firewalk();
break;
case 'F':
if(!univ.debug_mode) break;
debug_fly();
break;
case 'G':
if(!univ.debug_mode) break;
debug_ghost_mode();
break;
case 'H':
if(!univ.debug_mode) break;
debug_heal();
break;
case 'K':
if(!univ.debug_mode) break;
debug_kill();
break;
case 'N':
if(!univ.debug_mode) break;
handle_victory(true);
break;
case 'O':
if(!univ.debug_mode) break;
debug_print_location();
break;
case 'I':
if(!univ.debug_mode) break;
debug_give_item();
break;
case 'Q':
if(!univ.debug_mode) break;
debug_magic_map();
break;
case 'R':
if(!univ.debug_mode) break;
debug_return_to_start();
break;
case 'S':
if(!univ.debug_mode) break;
// edit_stuff_done() is used in the character editor which
// doesn't have replays, so its replay action is recorded
// external to the function definition unlike most actions.
if(recording){
record_action("edit_stuff_done", "");
}
edit_stuff_done();
break;
case 'T':
if(!univ.debug_mode) break;
debug_enter_town();
break;
case 'W':
if(!univ.debug_mode) break;
debug_refresh_stores();
break;
case '<':
if(!univ.debug_mode) break;
debug_increase_age();
break;
case '>':
if(!univ.debug_mode) break;
debug_towns_forget();
break;
case '!':
if(!univ.debug_mode) break;
debug_step_through();
break;
case '/':
if(!univ.debug_mode) break;
show_dialog_action("help-debug");
break;
case 'a': // Show automap
display_map();
break;
@@ -2716,6 +2719,11 @@ bool handle_keystroke(const sf::Event& event, cFramerateLimiter& fps_limiter){
advance_time(did_something, need_redraw, need_reprint);
}
break;
// Debug action keyboard shortcuts:
default:
handle_debug_key(chr);
break;
}
spell_forced = false;
return are_done;

View File

@@ -2,11 +2,18 @@
#ifndef BOE_GAME_ACTIONS_H
#define BOE_GAME_ACTIONS_H
#include <vector>
#include <SFML/Window/Event.hpp>
#include "location.hpp"
#include "dialogxml/keycodes.hpp"
#include "tools/framerate_limiter.hpp"
struct key_action_t {
std::vector<char> keys;
std::string name;
void (*action)();
};
void init_screen_locs();
bool prime_time();
bool handle_action(const sf::Event& event, cFramerateLimiter& fps_limiter);
@@ -75,6 +82,8 @@ void handle_use_space_select(bool& need_reprint);
void handle_use_space(location destination, bool& did_something, bool& need_redraw);
void show_inventory();
void toggle_debug_mode();
void init_debug_actions();
void show_debug_help();
void debug_give_item();
void debug_print_location();
void debug_step_through();

View File

@@ -873,6 +873,8 @@ static void replay_action(Element& action) {
cancel_item_target(did_something, need_redraw, need_reprint);
}else if(t == "easter_egg"){
easter_egg(boost::lexical_cast<int>(action.GetText()));
}else if(t == "show_debug_panel"){
show_debug_help();
}else if(t == "advance_time"){
// This is bad regardless of strictness, because visual changes may have occurred which won't get redrawn/reprinted
throw std::string { "Replay system internal error! advance_time() was supposed to be called by the last action, but wasn't: " } + _last_action_type;
@@ -942,6 +944,7 @@ void init_boe(int argc, char* argv[]) {
cUniverse::print_result = iLiving::print_result = add_string_to_buf;
cPlayer::give_help = give_help;
init_fileio();
init_debug_actions();
init_spell_menus();
init_mini_map();
redraw_screen(REFRESH_NONE);