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https://github.com/hedge-dev/UnleashedRecomp.git
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api: added globals struct
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023fc0edf7
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7788e36704
9 changed files with 126 additions and 68 deletions
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@ -57,6 +57,7 @@
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#include "SWA/CSD/CsdTexListMirage.h"
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#include "SWA/CSD/GameObjectCSD.h"
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#include "SWA/Camera/Camera.h"
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#include "SWA/Globals.h"
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#include "SWA/HUD/GeneralWindow/GeneralWindow.h"
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#include "SWA/HUD/Loading/Loading.h"
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#include "SWA/HUD/Pause/HudPause.h"
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69
UnleashedRecomp/api/SWA/Globals.h
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69
UnleashedRecomp/api/SWA/Globals.h
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@ -0,0 +1,69 @@
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#pragma once
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#include <SWA.inl>
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namespace SWA
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{
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struct SGlobals
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{
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// ms_DrawLightFieldSamplingPoint: サンプリング点をデバッグ表示
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static inline bool* ms_DrawLightFieldSamplingPoint;
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// ms_IgnoreLightFieldData: データを無視する
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static inline bool* ms_IgnoreLightFieldData;
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// IsCollisionRender
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static inline bool* ms_IsCollisionRender;
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// N/A
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static inline bool* ms_IsLoading;
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// IsObjectCollisionRender
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static inline bool* ms_IsObjectCollisionRender;
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// ms_IsRenderDebugDraw: デバッグ描画
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static inline bool* ms_IsRenderDebugDraw;
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// ms_IsRenderDebugDrawText: デバッグ文字描画
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static inline bool* ms_IsRenderDebugDrawText;
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// ms_IsRenderDebugPositionDraw: デバッグ位置描画
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static inline bool* ms_IsRenderDebugPositionDraw;
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// ms_IsRenderGameMainHud: ゲームメインHUD 描画
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static inline bool* ms_IsRenderGameMainHud;
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// ms_IsRenderHud: 全 HUD 描画
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static inline bool* ms_IsRenderHud;
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// ms_IsRenderHudPause: ポーズメニュー 描画
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static inline bool* ms_IsRenderHudPause;
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// IsTriggerRender
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static inline bool* ms_IsTriggerRender;
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// ms_LightFieldDebug: 値をデバッグ表示
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static inline bool* ms_LightFieldDebug;
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// VisualizeLoadedLevel: ミップレベルを視覚化 赤=0, 緑=1, 青=2, 黄=未ロード
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static inline bool* ms_VisualizeLoadedLevel;
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static void Init()
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{
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ms_DrawLightFieldSamplingPoint = (bool*)g_memory.Translate(0x83367BCE);
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ms_IgnoreLightFieldData = (bool*)g_memory.Translate(0x83367BCF);
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ms_IsCollisionRender = (bool*)g_memory.Translate(0x833678A6);
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ms_IsLoading = (bool*)MmGetHostAddress(0x83367A4C);
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ms_IsObjectCollisionRender = (bool*)g_memory.Translate(0x83367905);
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ms_IsRenderDebugDraw = (bool*)g_memory.Translate(0x8328BB23);
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ms_IsRenderDebugDrawText = (bool*)g_memory.Translate(0x8328BB25);
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ms_IsRenderDebugPositionDraw = (bool*)g_memory.Translate(0x8328BB24);
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ms_IsRenderGameMainHud = (bool*)g_memory.Translate(0x8328BB27);
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ms_IsRenderHud = (bool*)MmGetHostAddress(0x8328BB26);
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ms_IsRenderHudPause = (bool*)g_memory.Translate(0x8328BB28);
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ms_IsTriggerRender = (bool*)g_memory.Translate(0x83367904);
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ms_LightFieldDebug = (bool*)g_memory.Translate(0x83367BCD);
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ms_VisualizeLoadedLevel = (bool*)g_memory.Translate(0x833678C1);
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}
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};
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}
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@ -1,4 +1,5 @@
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#include <app.h>
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#include <api/SWA.h>
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#include <gpu/video.h>
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#include <install/installer.h>
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#include <kernel/function.h>
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@ -33,6 +34,8 @@ PPC_FUNC(sub_824EB490)
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App::s_isMissingDLC = !Installer::checkAllDLC(GetGamePath());
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App::s_language = Config::Language;
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SWA::SGlobals::Init();
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__imp__sub_824EB490(ctx, base);
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}
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@ -3312,7 +3312,7 @@ static RenderPipeline* CreateGraphicsPipelineInRenderThread(PipelineState pipeli
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pipeline = CreateGraphicsPipeline(pipelineState);
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#ifdef ASYNC_PSO_DEBUG
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bool loading = *reinterpret_cast<bool*>(g_memory.Translate(0x83367A4C));
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bool loading = *SWA::SGlobals::ms_IsLoading;
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if (loading)
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++g_pipelinesCreatedAsynchronously;
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@ -94,8 +94,7 @@ bool LoadingUpdateMidAsmHook(PPCRegister& r31)
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g_ppcContext->f1.f64 = deltaTime;
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g_memory.FindFunction(update)(*g_ppcContext, base);
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bool loading = PPC_LOAD_U8(0x83367A4C);
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if (loading)
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if (*SWA::SGlobals::ms_IsLoading)
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{
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now = std::chrono::steady_clock::now();
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constexpr auto INTERVAL = 1000000000ns / 30;
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@ -104,7 +103,7 @@ bool LoadingUpdateMidAsmHook(PPCRegister& r31)
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std::this_thread::sleep_until(next);
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}
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return loading;
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return *SWA::SGlobals::ms_IsLoading;
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}
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// ADXM_WaitVsync
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@ -159,9 +159,7 @@ PPC_FUNC(sub_824B0930)
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{
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g_achievementMenuIntroTime = 0;
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const auto ms_IsRenderHud = (bool*)g_memory.Translate(0x8328BB26);
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if (*ms_IsRenderHud && pHudPause->m_IsShown && pHudPause->m_Transition == SWA::eTransitionType_Undefined)
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if (*SWA::SGlobals::ms_IsRenderHud && pHudPause->m_IsShown && pHudPause->m_Transition == SWA::eTransitionType_Undefined)
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{
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ButtonGuide::Open(Button(Localise("Achievements_Name"), EButtonIcon::Back, EButtonAlignment::Left, EFontQuality::Low));
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g_isClosed = false;
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@ -1,3 +1,34 @@
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#include "frontend_listener.h"
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#include <api/SWA.h>
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#include <kernel/memory.h>
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#include <os/logger.h>
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#include <ui/options_menu.h>
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FrontendListener m_frontendListener;
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FrontendListener g_frontendListener;
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void FrontendListener::OnSDLEvent(SDL_Event* event)
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{
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if (OptionsMenu::s_isVisible)
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return;
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switch (event->type)
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{
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case SDL_KEYDOWN:
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{
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if (event->key.keysym.sym != SDLK_F8 || m_isF8KeyDown)
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break;
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*SWA::SGlobals::ms_IsRenderHud = !*SWA::SGlobals::ms_IsRenderHud;
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LOGFN("HUD {}", *SWA::SGlobals::ms_IsRenderHud ? "ON" : "OFF");
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m_isF8KeyDown = true;
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break;
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}
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case SDL_KEYUP:
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m_isF8KeyDown = event->key.keysym.sym != SDLK_F8;
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break;
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}
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}
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@ -1,42 +1,11 @@
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#pragma once
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#include <kernel/memory.h>
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#include <ui/sdl_listener.h>
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#include <ui/options_menu.h>
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#include <os/logger.h>
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class FrontendListener : public SDLEventListener
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{
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bool m_isF8KeyDown = false;
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public:
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void OnSDLEvent(SDL_Event* event) override
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{
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if (OptionsMenu::s_isVisible)
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return;
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switch (event->type)
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{
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case SDL_KEYDOWN:
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{
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if (event->key.keysym.sym != SDLK_F8 || m_isF8KeyDown)
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break;
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// アプリケーション設定 / 開発用 / デバッグ / HUD / 全 HUD 描画
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const auto ms_IsRenderHud = (bool*)g_memory.Translate(0x8328BB26);
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*ms_IsRenderHud = !*ms_IsRenderHud;
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LOGFN("HUD {}", *ms_IsRenderHud ? "ON" : "OFF");
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m_isF8KeyDown = true;
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break;
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}
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case SDL_KEYUP:
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m_isF8KeyDown = event->key.keysym.sym != SDLK_F8;
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break;
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}
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}
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void OnSDLEvent(SDL_Event* event) override;
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};
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@ -1,4 +1,5 @@
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#include "view_window.h"
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#include <api/SWA.h>
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#include <gpu/video.h>
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#include <kernel/memory.h>
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#include <ui/reddog/reddog_controls.h>
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@ -15,47 +16,34 @@ void ViewWindow::Draw()
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Reddog::Checkbox("Render FPS", &Config::ShowFPS.Value);
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Reddog::Checkbox("Render Debug Lines", &Reddog::DebugDraw::ms_IsDrawLine);
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Reddog::Checkbox("Render Debug Text", &Reddog::DebugDraw::ms_IsDrawText);
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Reddog::Checkbox("Render HUD (F8)", (bool*)g_memory.Translate(0x8328BB26));
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Reddog::Checkbox("Render HUD (F8)", SWA::SGlobals::ms_IsRenderHud);
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Reddog::Separator();
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//// デバッグ描画
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//Reddog::Checkbox((const char*)u8"Render Debug Draw", (bool*)g_memory.Translate(0x8328BB23));
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//// デバッグ位置描画
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//Reddog::Checkbox((const char*)u8"Render Debug Position Draw", (bool*)g_memory.Translate(0x8328BB24));
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//// デバッグ文字描画
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//Reddog::Checkbox((const char*)u8"Render Debug Draw Text", (bool*)g_memory.Translate(0x8328BB25));
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// Reddog::Checkbox((const char*)u8"Render Debug Draw", SWA::SGlobals::ms_IsRenderDebugDraw);
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// Reddog::Checkbox((const char*)u8"Render Debug Position Draw", SWA::SGlobals::ms_IsRenderDebugPositionDraw);
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// Reddog::Checkbox((const char*)u8"Render Debug Draw Text", SWA::SGlobals::ms_IsRenderDebugDrawText);
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//Reddog::Separator();
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// Reddog::Separator();
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//// 全 HUD 描画
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//Reddog::Checkbox((const char*)g_memory.Translate(0x82031850), (bool*)g_memory.Translate(0x8328BB26));
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// ゲームメインHUD 描画
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Reddog::Checkbox((const char*)u8"Render Main Game HUD", (bool*)g_memory.Translate(0x8328BB27));
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// ポーズメニュー 描画
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Reddog::Checkbox((const char*)u8"Render Pause HUD", (bool*)g_memory.Translate(0x8328BB28));
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// Reddog::Checkbox((const char*)g_memory.Translate(0x82031850), SWA::SGlobals::ms_IsRenderHud);
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Reddog::Checkbox((const char*)u8"Render Main Game HUD", SWA::SGlobals::ms_IsRenderGameMainHud);
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Reddog::Checkbox((const char*)u8"Render Pause HUD", SWA::SGlobals::ms_IsRenderHudPause);
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Reddog::Separator();
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// 値をデバッグ表示
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Reddog::Checkbox((const char*)u8"Light Field Debug", (bool*)g_memory.Translate(0x83367BCD));
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// サンプリング点をデバッグ表示
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Reddog::Checkbox((const char*)u8"Draw Light Field Sampling Point", (bool*)g_memory.Translate(0x83367BCE));
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// データを無視する
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Reddog::Checkbox((const char*)u8"Ignore Light Field Data", (bool*)g_memory.Translate(0x83367BCF));
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Reddog::Checkbox((const char*)u8"Light Field Debug", SWA::SGlobals::ms_LightFieldDebug);
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Reddog::Checkbox((const char*)u8"Draw Light Field Sampling Point", SWA::SGlobals::ms_DrawLightFieldSamplingPoint);
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Reddog::Checkbox((const char*)u8"Ignore Light Field Data", SWA::SGlobals::ms_IgnoreLightFieldData);
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Reddog::Separator();
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// ミップレベルを視覚化 赤=0, 緑=1, 青=2, 黄=未ロード
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Reddog::Checkbox((const char*)u8"Visualize Loaded GI Mip Level", (bool*)g_memory.Translate(0x833678C1));
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Reddog::Checkbox((const char*)u8"Visualize Loaded GI Mip Level", SWA::SGlobals::ms_VisualizeLoadedLevel);
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Reddog::Separator();
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// IsCollisionRender
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Reddog::Checkbox((const char*)u8"Render Stage Collision", (bool*)g_memory.Translate(0x833678A6));
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// IsTriggerRender
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Reddog::Checkbox((const char*)u8"Render Event Collision", (bool*)g_memory.Translate(0x83367904));
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// IsObjectCollisionRender
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Reddog::Checkbox((const char*)u8"Render Rigid Body Collision", (bool*)g_memory.Translate(0x83367905));
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Reddog::Checkbox((const char*)u8"Render Stage Collision", SWA::SGlobals::ms_IsCollisionRender);
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Reddog::Checkbox((const char*)u8"Render Event Collision", SWA::SGlobals::ms_IsTriggerRender);
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Reddog::Checkbox((const char*)u8"Render Rigid Body Collision", SWA::SGlobals::ms_IsObjectCollisionRender);
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Reddog::Separator();
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