116 lines
3.0 KiB
C++
116 lines
3.0 KiB
C++
//
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// debug/MarketingTools.h
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//
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// Copyright (C) 1999-2010 Rockstar Games. All Rights Reserved.
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//
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#ifndef MARKETING_TOOLS_H
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#define MARKETING_TOOLS_H
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#include "frontend/NewHud.h"
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#include "Peds/PedMoveBlend/PedMoveBlendOnFoot.h"
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#include "weapons/Explosion.h"
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class CPed;
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namespace rage {
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class bkGroup;
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}
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class CMarketingTools
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{
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#if __BANK //Marketing tools are only available in BANK builds.
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public:
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static void Init(unsigned initMode);
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static void Update();
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static void UpdateLights();
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static void InitWidgets();
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static void InitHudComponentWidgets();
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static bool IsActive() { return ms_IsActive; }
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static bool ShouldDisableBloodForPed(const CPed& ped);
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private:
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static void UpdateKeyboardInput();
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static void UpdatePadInput();
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static void UpdateAudioControls();
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static void UpdateGfxControls();
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static void UpdateLightControls();
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static void UpdateHudControls();
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static void WidgetDropExplosion();
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static void WidgetAddLight();
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static void WidgetDeleteLight();
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static void WidgetChangeEditIndex();
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static void WidgetRefreshLightWidgets();
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public:
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static void WidgetHudShowAll();
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static void WidgetHudHideAll();
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private:
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static void WidgetChangedHudToggles();
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static void WidgetAddCharacterControls();
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static u32 ms_InvincibilityMode;
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static u32 ms_BloodMode;
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static u32 ms_AmmoMode;
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static u32 ms_ForcedWeatherType;
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static float ms_SlowMotionSpeed;
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static bool ms_IsActive;
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static bool ms_ShouldMuteMusic;
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static bool ms_ShouldMuteSpeech;
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static bool ms_ShouldMuteSfx;
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static bool ms_ShouldMuteAmbience;
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static bool ms_OverrideMotionBlur;
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static bool ms_LightsEnabled;
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static bool ms_WasHudShown;
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static bool ms_DisplayHud;
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static bool ms_DisplayMiniMap;
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static bool ms_DisplayMarkers;
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static bool ms_DisplayHudComponent[MAX_NEW_HUD_COMPONENTS];
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static float ms_OverrideMotionBlurStrength;
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static CExplosionManager::CExplosionArgs * ms_ExplosionSetup;
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static const int MAX_DEBUG_LIGHTS = 10;
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static struct CLightDebugSetup
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{
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CLightDebugSetup() { Reset(); }
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void Reset();
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void AddWidgets(bkBank & bank);
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Vector3 m_LightColour;
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Vector3 m_LightPosition;
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Vector3 m_LightDirection;
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Vector3 m_LightTangent;
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float m_LightRange;
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float m_LightInnerCone;
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float m_LightOuterCone;
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float m_LightConeAngle;
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float m_LightIntensity;
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float m_LightFalloffExponent;
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float m_LightCapsuleExtent;
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int m_LightType;
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bool m_IsCoronaOnly;
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bool m_IsLightAttached;
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bool m_IsLightOrientedToCam;
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bool m_IsDynamicShadowLight;
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bool m_IsFXLight;
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} ms_LightArray[MAX_DEBUG_LIGHTS];
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static u32 ms_LightArrayNumUsed;
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static u32 ms_LightArrayEditIndex;
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static rage::bkGroup * ms_LightControlGroup;
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static rage::bkGroup * ms_LightWidgetGroup;
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static rage::bkGroup * ms_CharacterControlsGroup;
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static rage::bkGroup * ms_CharacterWidgetGroup;
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#else // !__BANK - Stub out everything.
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public:
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static bool IsActive() { return false; }
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static bool ShouldDisableBloodForPed(const CPed& UNUSED_PARAM(ped)) { return false; }
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#endif //__BANK
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};
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#endif // MARKETING_TOOLS_H
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