debug window: use block type from slider in block picking
parent
52696f2dde
commit
07068d740a
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@ -34,6 +34,7 @@ namespace chunkmanager
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// Queue of chunks to be meshed
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ChunkPriorityQueue chunks_to_mesh_queue;
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int block_to_place{2};
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// Init chunkmanager. Chunk indices and start threads
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int chunks_volume_real;
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@ -86,6 +87,8 @@ namespace chunkmanager
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update_thread = std::thread(update);
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gen_thread = std::thread(generate);
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mesh_thread = std::thread(mesh);
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debug::window::set_parameter("block_type_return", &block_to_place);
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}
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// Method for world generation thread(s)
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@ -254,7 +257,7 @@ namespace chunkmanager
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if(!chunks.find(a1, calculateIndex(px1, py1, pz1))) return;
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Chunk::Chunk* c1 = a1->second;
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// place the new block (only stone for now)
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c1->setBlock( Block::STONE, bx1, by1, bz1);
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c1->setBlock((Block)block_to_place, bx1, by1, bz1);
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// mark the mesh of the chunk the be updated
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chunks_to_mesh_queue.push(std::make_pair(c1, MESHING_PRIORITY_PLAYER_EDIT));
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@ -59,7 +59,6 @@ namespace debug{
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parameters[key] = value;
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}
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int block_type{0};
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void show_debug_window(){
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ImGui::Begin("Debug Window");
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@ -92,7 +91,7 @@ namespace debug{
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ImGui::SliderInt("Crosshair type",
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std::any_cast<int*>(parameters.at("crosshair_type_return")), 0, 1);
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ImGui::SliderInt("Block to place",
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block_type, 2, 6);
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std::any_cast<int*>(parameters.at("block_type_return")), 2, 6);
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}
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if(ImGui::CollapsingHeader("Mesh")){
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