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The Teleport tab lists every area of the game with its named start positions, read from the player's own game files: the warp songs' pads, both sides of the loading zones and the boss rooms among them. A click changes area the way the game's own doors do: during a short event of the game that only waits, the menu reserves the next area and start position in the game's data and asks the game's sequence for the change, so the area unloads and loads as in play, a first visit's cutscene plays and a boss room starts its fight. The Cutscenes tab lists the game's event scripts by name and starts one through the game's event manager. Tested from Hyrule Field to Kakariko Village, the Forest Temple, Kokiri Forest in the child's time, the bottom of Lake Hylia, Volvagia's room, and the pads of two warp songs, four of them in one run, with Link walking afterwards; the Kakariko arrival cutscene started by name. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
14 lines
467 B
C
14 lines
467 B
C
// The debug menu's window (ui/debug_menu.cpp), laid out by ui/menu.cpp in the settings menu's place.
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#pragma once
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#include <stdint.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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void debug_menu_layout(uint32_t w, uint32_t h, float scale); // between ImGui::NewFrame and Render, present thread
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void debug_menu_tab(int tab); // the tab to show at the next layout (test hook): 0 to 4
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#define DEBUG_MENU_TABS 5
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#ifdef __cplusplus
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}
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#endif
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