minidef
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@@ -390,9 +390,9 @@ namespace Game
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inst.Time.StartTime = bx::getHPCounter();
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}
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if (inst.ImguiIniSize > 0)
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if (inst.DebugData.ImguiIniSize > 0)
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{
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ImGui::LoadIniSettingsFromMemory(inst.ImguiIni, inst.ImguiIniSize);
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ImGui::LoadIniSettingsFromMemory(inst.DebugData.ImguiIni, inst.DebugData.ImguiIniSize);
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}
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else
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{
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@@ -453,6 +453,8 @@ namespace Game
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ImGui_ImplSDL3_NewFrame();
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ImGui::DockSpaceOverViewport(0, 0, ImGuiDockNodeFlags_PassthruCentralNode);
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auto& level = GetInstance().GameLevel;
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auto& debug = GetInstance().DebugData;
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if (UIVisible == UIVisibilityState::Debug)
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{
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if (ImGui::Begin("Rendering"))
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@@ -500,12 +502,39 @@ namespace Game
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{
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ImGui::Image(DitherTextures.RampTex.idx, {BX_COUNTOF(DitherTextures.BrightnessRamp), 8});
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}
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Vec3 quadPos = GetInstance().GameLevel.UIQuads.Get({0}).EData.Transform.GetPosition();
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Vec3 quadPos = level.UIQuads.Get({0}).EData.Transform.GetPosition();
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ImGui::Text("%f %f %f", quadPos.x, quadPos.y, quadPos.z);
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ImGui::Text("Shader log:");
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ImGui::TextWrapped("%s", GetShared().Dev.ShaderLog);
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}
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ImGui::End();
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if (ImGui::Begin("Puzzles"))
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{
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ImGui::Text("List");
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for (int32_t i = 0; i < BX_COUNTOF(level.Puzzles); ++i)
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{
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auto& puzzleData = level.Puzzles[i].Data;
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bool isSelected = debug.SelectedDebugLevel == i;
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ImGui::PushID("selectable");
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if (ImGui::Selectable(puzzleData.PuzzleName, isSelected))
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{
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debug.SelectedDebugLevel = isSelected ? UINT16_MAX : i;
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}
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ImGui::PopID();
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if (isSelected)
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{
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ImGui::PushID("edit field");
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ImGui::InputText("", puzzleData.PuzzleName, sizeof(Puzzle::PuzzleData::PuzzleName));
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ImGui::PopID();
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if (!puzzleData.RenderDebugUI())
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{
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debug.SelectedDebugLevel = UINT16_MAX;
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}
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}
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}
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}
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ImGui::End();
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}
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GetInstance().GameLevel.Update();
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@@ -536,10 +565,10 @@ namespace Game
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{
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LOG("--- RENDERING_SHUTDOWN ---");
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ImGui::SaveIniSettingsToDisk("imgui.ini");
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const char* iniData = ImGui::SaveIniSettingsToMemory(reinterpret_cast<uint64_t*>(&GetInstance().ImguiIniSize));
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assert(GetInstance().ImguiIniSize <= BX_COUNTOF(GameInstance::ImguiIni));
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bx::memCopy(
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GetInstance().ImguiIni, iniData, bx::min(GetInstance().ImguiIniSize, BX_COUNTOF(GameInstance::ImguiIni)));
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auto& debug = GetInstance().DebugData;
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const char* iniData = ImGui::SaveIniSettingsToMemory(reinterpret_cast<uint64_t*>(&debug.ImguiIniSize));
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assert(debug.ImguiIniSize <= BX_COUNTOF(InstanceDebugData::ImguiIni));
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bx::memCopy(debug.ImguiIni, iniData, bx::min(debug.ImguiIniSize, BX_COUNTOF(InstanceDebugData::ImguiIni)));
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ImGui_ImplSDL3_Shutdown();
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imguiDestroy();
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bgfx::shutdown();
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