mirror of
https://github.com/dhewm/dhewm3.git
synced 2025-01-31 05:30:40 +00:00
ImGui: Improve integration, use scalable font, Control Options menu
This commit is contained in:
parent
86be2eb513
commit
c9a8901dbd
8 changed files with 4426 additions and 54 deletions
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@ -173,5 +173,6 @@ This can be configured with the following CVars:
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- `r_useCarmacksReverse` Use Z-Fail ("Carmack's Reverse") when rendering shadows (default `1`)
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- `r_useStencilOpSeparate` Use glStencilOpSeparate() (if available) when rendering shadow (default `1`)
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- `r_scaleMenusTo43` Render full-screen menus in 4:3 by adding black bars on the left/right if necessary (default `1`)
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- `s_alReverbGain` reduce strength of OpenAL (EAX-like) EFX reverb effects, `0.0` - `1.0` (default `0.5`)
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@ -71,6 +71,10 @@ if(NOT MSVC) # GCC/clang or compatible, hopefully
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endif()
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endif()
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# we need C++11 for ImGui
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# TODO: if we allow disabling ImGui, we could disable setting the c++ standard - or maybe just embrace C++11?
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set (CMAKE_CXX_STANDARD 11)
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if(NOT CMAKE_SYSTEM_PROCESSOR)
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message(FATAL_ERROR "No target CPU architecture set")
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endif()
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@ -31,6 +31,7 @@ If you have questions concerning this license or the applicable additional terms
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#include "framework/Game.h"
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#include "framework/DeclEntityDef.h"
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#include "framework/Session.h"
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/*
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=================
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@ -124,7 +125,8 @@ bool idDeclEntityDef::Parse( const char *text, const int textLength ) {
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// precache all referenced media
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// do this as long as we arent in modview
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if ( !( com_editors & (EDITOR_RADIANT|EDITOR_AAS) ) ) {
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// DG: ... and only if we currently have a loaded/loading map
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if ( !( com_editors & (EDITOR_RADIANT|EDITOR_AAS) ) && session->GetCurrentMapName()[0] ) {
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game->CacheDictionaryMedia( &dict );
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}
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@ -1,26 +1,196 @@
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#include "Common.h"
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#include "CVarSystem.h"
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#include "sys/sys_imgui.h"
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#ifndef IMGUI_DISABLE
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static bool dhewm3MenuOpen = false;
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namespace {
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static void AddCVarOptionTooltips( const idCVar& cvar, const char* desc = nullptr )
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{
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if (ImGui::BeginItemTooltip())
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{
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ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
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ImGui::TextUnformatted( cvar.GetName() );
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ImGui::PopTextWrapPos();
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ImGui::EndTooltip();
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}
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ImGui::SameLine();
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ImGui::TextDisabled("(?)");
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if (ImGui::BeginItemTooltip())
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{
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ImGui::PushTextWrapPos( ImGui::GetFontSize() * 35.0f );
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ImGui::TextUnformatted( desc ? desc : cvar.GetDescription() );
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ImGui::PopTextWrapPos();
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ImGui::EndTooltip();
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}
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}
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enum OptionType {
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OT_NONE,
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OT_HEADING, // not an option, just a heading on the page
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OT_BOOL,
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OT_FLOAT,
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OT_INT,
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OT_CUSTOM, // using a callback in Draw()
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};
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struct CVarOption {
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typedef void (*DrawCallback)( idCVar& cvar ); // for OT_CUSTOM
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const char* name = nullptr;
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idCVar* cvar = nullptr;
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const char* label = nullptr;
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DrawCallback drawCallback = nullptr;
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OptionType type = OT_NONE;
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// TODO: the following two could be a union, together with drawCallback and possibly others!
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float minVal = 0.0f;
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float maxVal = 0.0f;
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CVarOption() = default;
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CVarOption(const char* _name, const char* _label, OptionType _type, float _minVal = 0.0f, float _maxVal = 0.0f)
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: name(_name), label(_label), type(_type), minVal(_minVal), maxVal(_maxVal)
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{}
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CVarOption(const char* _name, DrawCallback drawCB)
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: name(_name), drawCallback(drawCB), type(OT_CUSTOM)
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{}
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CVarOption(const char* headingLabel) : label(headingLabel), type(OT_HEADING)
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{}
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void Init()
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{
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if (name != NULL) {
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cvar = cvarSystem->Find(name);
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printf("# Init() name = %s cvar = %p\n", name, cvar);
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}
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else printf("# Init() name = NULL label = %s\n", label);
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}
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void Draw()
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{
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if (type == OT_HEADING) {
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if (label != NULL) {
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ImGui::SeparatorText(label);
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}
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} else if (cvar != nullptr) {
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switch(type) {
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case OT_BOOL:
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{
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bool b = cvar->GetBool();
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bool bOrig = b;
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ImGui::Checkbox( label, &b );
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AddCVarOptionTooltips( *cvar );
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if (b != bOrig) {
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cvar->SetBool(b);
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}
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break;
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}
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case OT_FLOAT:
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{
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float f = cvar->GetFloat();
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float fOrig = f;
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// TODO: make format configurable?
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ImGui::SliderFloat(label, &f, minVal, maxVal, "%.2f", 0);
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AddCVarOptionTooltips( *cvar );
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if(f != fOrig) {
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cvar->SetFloat(f);
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}
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break;
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}
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case OT_INT:
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{
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int i = cvar->GetInteger();
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int iOrig = i;
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ImGui::SliderInt(label, &i, minVal, maxVal);
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AddCVarOptionTooltips( *cvar );
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if (i != iOrig) {
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cvar->SetInteger(i);
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}
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break;
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}
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case OT_CUSTOM:
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if (drawCallback != nullptr) {
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drawCallback(*cvar);
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}
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break;
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}
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}
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}
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};
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static void InitOptions(CVarOption options[], size_t numOptions)
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{
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for( int i=0; i<numOptions; ++i ) {
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options[i].Init();
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}
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}
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static void DrawOptions(CVarOption options[], size_t numOptions)
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{
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for( int i=0; i<numOptions; ++i ) {
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options[i].Draw();
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}
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}
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static CVarOption controlOptions[] = {
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CVarOption("Mouse Settings"),
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CVarOption("sensitivity", "Sensitivity", OT_FLOAT, 1.0f, 30.0f),
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CVarOption("m_smooth", "Smoothing Samples", OT_INT, 1, 8),
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CVarOption("in_nograb", "Don't grab Mouse Cursor (for debugging/testing)", OT_BOOL),
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CVarOption("Keyboard Settings"),
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CVarOption("in_grabKeyboard", "Grab Keyboard", OT_BOOL),
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CVarOption("in_ignoreConsoleKey", "Don't open console with key between Esc, Tab and 1", OT_BOOL),
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CVarOption("Gamepad Settings"),
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CVarOption("in_useGamepad", "Enable Gamepad Support", OT_BOOL),
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CVarOption("joy_gamepadLayout", [](idCVar& cvar) {
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int sel = cvar.GetInteger() + 1; // -1 .. 3 => 0 .. 4
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int selOrig = sel;
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// -1: auto (needs SDL 2.0.12 or newer), 0: XBox-style, 1: Nintendo-style, 2: PS4/5-style, 3: PS2/3-style
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const char* items[] = { "Auto-Detect", "XBox Controller-like",
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"Nintendo-style", "Playstation 4/5 Controller-like",
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"Playstation 2/3 Controller-like" };
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ImGui::Combo("Gamepad Layout", &sel, items, IM_ARRAYSIZE(items));
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AddCVarOptionTooltips( cvar, "Button Layout of Gamepad (esp. for the displayed names of the 4 buttons on the right)" );
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if(sel != selOrig) {
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cvar.SetInteger(sel-1);
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}
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}),
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CVarOption("joy_deadZone", "Axis Deadzone", OT_FLOAT, 0.0f, 0.99f),
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CVarOption("joy_triggerThreshold", "Trigger Threshold/Deadzone", OT_FLOAT, 0.0f, 0.99f),
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};
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// TODO: r_scaleMenusTo43
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} //anon namespace
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// called from D3::ImGuiHooks::NewFrame() (if this window is enabled)
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void Com_DrawDhewm3SettingsMenu()
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{
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bool showSettingsWindow = true;
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ImGui::Begin("dhewm3 Settings", &showSettingsWindow);
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static float scale = 1.0f;
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ImGuiIO& io = ImGui::GetIO();
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ImGui::SliderFloat("ImGui scale", &scale, 0.1f, 8.0f, "%.2f");
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ImGui::SameLine();
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if (ImGui::Button("Reset to Default")) {
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scale = D3::ImGuiHooks::GetDefaultDPI() / 96.0f;
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float scale = D3::ImGuiHooks::GetScale();
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ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.4f);
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if ( ImGui::DragFloat("ImGui scale", &scale, 0.005f, 0.25f, 8.0f, "%.3f") ) {
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D3::ImGuiHooks::SetScale( scale );
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}
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ImGui::SameLine();
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if ( ImGui::Button("Reset") ) {
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D3::ImGuiHooks::SetScale( -1.0f );
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}
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io.FontGlobalScale = scale;
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if (ImGui::Button("Show ImGui Demo")) {
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D3::ImGuiHooks::OpenWindow( D3::ImGuiHooks::D3_ImGuiWin_Demo );
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@ -29,48 +199,58 @@ void Com_DrawDhewm3SettingsMenu()
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ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
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if (ImGui::BeginTabBar("SettingsTabBar", tab_bar_flags))
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{
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if (ImGui::BeginTabItem("Avocado"))
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{
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ImGui::Text("This is the Avocado tab!\nblah blah blah blah blah");
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ImGui::EndTabItem();
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}
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if (ImGui::BeginTabItem("Broccoli"))
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/*if (ImGui::BeginTabItem("Control Bindings"))
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{
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ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");
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ImGui::EndTabItem();
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}*/
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if (ImGui::BeginTabItem("Control Options"))
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{
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DrawOptions( controlOptions, IM_ARRAYSIZE(controlOptions) );
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ImGui::EndTabItem();
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}
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if (ImGui::BeginTabItem("Cucumber"))
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if (ImGui::BeginTabItem("Game Options"))
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{
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ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
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ImGui::EndTabItem();
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}
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if (ImGui::BeginTabItem("Video Options"))
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{
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ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
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ImGui::EndTabItem();
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}
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if (ImGui::BeginTabItem("Audio Options"))
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{
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ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
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ImGui::EndTabItem();
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}
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ImGui::EndTabBar();
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}
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ImGui::End();
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if(!showSettingsWindow) {
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if (!showSettingsWindow) {
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D3::ImGuiHooks::CloseWindow( D3::ImGuiHooks::D3_ImGuiWin_Settings );
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dhewm3MenuOpen = false;
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}
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}
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void Com_InitDhewm3SettingsMenu()
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{
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InitOptions( controlOptions, IM_ARRAYSIZE(controlOptions) );
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}
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void Com_Dhewm3Settings_f( const idCmdArgs &args )
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{
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if ( !dhewm3MenuOpen ) {
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bool menuOpen = (D3::ImGuiHooks::GetOpenWindowsMask() & D3::ImGuiHooks::D3_ImGuiWin_Settings) != 0;
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if ( !menuOpen ) {
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// TODO: if in SP game, pause
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Com_InitDhewm3SettingsMenu();
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D3::ImGuiHooks::OpenWindow( D3::ImGuiHooks::D3_ImGuiWin_Settings );
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dhewm3MenuOpen = true;
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} else {
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D3::ImGuiHooks::CloseWindow( D3::ImGuiHooks::D3_ImGuiWin_Settings );
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// TODO: if in SP game, unpause
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dhewm3MenuOpen = false;
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}
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}
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4146
neo/sys/proggyvector_font.h
Normal file
4146
neo/sys/proggyvector_font.h
Normal file
File diff suppressed because it is too large
Load diff
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@ -19,15 +19,19 @@ typedef char* (*MY_XGETDEFAULTFUN)(Display*, const char*, const char*);
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extern void Com_DrawDhewm3SettingsMenu(); // in framework/dhewm3SettingsMenu.cpp
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static idCVar imgui_scale( "imgui_scale", "-1.0", CVAR_SYSTEM|CVAR_FLOAT|CVAR_ARCHIVE, "factor to scale ImGUI menus by (-1: auto)" ); // TODO: limit values?
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namespace D3 {
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namespace ImGuiHooks {
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#include "proggyvector_font.h"
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static SDL_Window* sdlWindow = NULL;
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ImGuiContext* imguiCtx = NULL;
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static bool haveNewFrame = false;
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static int openImguiWindows = 0; // or-ed enum D3ImGuiWindow values
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float GetDefaultDPI()
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static float GetDefaultDPI()
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{
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SDL_Window* win = sdlWindow;
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float dpi = -1.0f;
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return dpi;
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}
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static float GetDefaultScale()
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{
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float ret = GetDefaultDPI() / 96.0f;
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ret = round(ret*2.0)*0.5; // round to .0 or .5
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return ret;
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}
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float GetScale()
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{
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float ret = imgui_scale.GetFloat();
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if (ret < 0.0f) {
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ret = GetDefaultScale();
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}
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return ret;
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}
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void SetScale( float scale )
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{
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ImGuiIO& io = ImGui::GetIO();
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float realScale = (scale < 0.0f) ? GetDefaultScale() : scale;
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io.FontGlobalScale = realScale;
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// TODO: could instead set fontsize to 18.0f * scale
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// (io.Fonts->ClearFonts() and then add again with new size - but must be done before NewFrame() / after EndFrame())
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imgui_scale.SetFloat( scale );
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}
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static bool imgui_initialized = false;
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// using void* instead of SDL_Window and SDL_GLContext to avoid dragging SDL headers into sys_imgui.h
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bool Init(void* _sdlWindow, void* sdlGlContext)
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{
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common->Printf( "Initializing ImGui\n" );
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SDL_Window* win = (SDL_Window*)_sdlWindow;
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sdlWindow = win;
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sdlWindow = (SDL_Window*)_sdlWindow;
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// Setup Dear ImGui context
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IMGUI_CHECKVERSION();
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@ -104,24 +135,15 @@ bool Init(void* _sdlWindow, void* sdlGlContext)
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colors[ImGuiCol_TitleBg] = ImVec4(0.28f, 0.36f, 0.48f, 0.88f);
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colors[ImGuiCol_TabHovered] = ImVec4(0.42f, 0.69f, 1.00f, 0.80f);
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colors[ImGuiCol_TabActive] = ImVec4(0.24f, 0.51f, 0.83f, 1.00f);
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#if 0
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float dpi = getFontDPI(win);
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printf("XXX dpi = %f\n", dpi);
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if (dpi != -1.0f) {
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float fontScale = dpi / 96.0f; // TODO: is 96dpi not the default anywhere? macOS maybe?
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fontScale = round(fontScale*2.0)*0.5; // round to .0 or .5
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io.FontGlobalScale = fontScale;
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printf("fontscale: %f\n", fontScale);
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ImFontConfig fontCfg;
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//fontCfg.OversampleH = fontCfg.OversampleV = 1;
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fontCfg.PixelSnapH = true;
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fontCfg.RasterizerDensity = fontScale;
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io.Fonts->AddFontDefault(&fontCfg);
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}
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#endif
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ImFontConfig fontCfg;
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strcpy(fontCfg.Name, "ProggyVector");
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ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(ProggyVector_compressed_data, ProggyVector_compressed_size, 18.0f, nullptr);
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SetScale( GetScale() );
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// Setup Platform/Renderer backends
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if ( ! ImGui_ImplSDL2_InitForOpenGL( win, sdlGlContext ) ) {
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if ( ! ImGui_ImplSDL2_InitForOpenGL( sdlWindow, sdlGlContext ) ) {
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ImGui::DestroyContext( imguiCtx );
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imguiCtx = NULL;
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common->Warning( "Failed to initialize ImGui SDL platform backend!\n" );
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@ -152,16 +174,20 @@ bool Init(void* _sdlWindow, void* sdlGlContext)
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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imgui_initialized = true;
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return true;
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}
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void Shutdown()
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{
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common->Printf( "Shutting down ImGui\n" );
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ImGui_ImplOpenGL2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext( imguiCtx );
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if ( imgui_initialized ) {
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common->Printf( "Shutting down ImGui\n" );
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// TODO: only if init was successful!
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ImGui_ImplOpenGL2_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext( imguiCtx );
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imgui_initialized = false;
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}
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}
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// NewFrame() is called once per D3 frame, after all events have been gotten
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@ -194,7 +220,7 @@ void NewFrame()
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bool ProcessEvent(const void* sdlEvent)
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{
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if (openImguiWindows == 0)
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return false;
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return false;
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const SDL_Event* ev = (const SDL_Event*)sdlEvent;
|
||||
// ImGui_ImplSDL2_ProcessEvent() doc says:
|
||||
|
@ -284,4 +310,9 @@ void CloseWindow( D3ImGuiWindow win )
|
|||
openImguiWindows &= ~win;
|
||||
}
|
||||
|
||||
int GetOpenWindowsMask()
|
||||
{
|
||||
return openImguiWindows;
|
||||
}
|
||||
|
||||
}} //namespace D3::ImGuiHooks
|
||||
|
|
|
@ -33,6 +33,10 @@ extern void OpenWindow( D3ImGuiWindow win );
|
|||
|
||||
extern void CloseWindow( D3ImGuiWindow win );
|
||||
|
||||
// enum D3ImGuiWindow values of all currently open imgui windows or-ed together
|
||||
// (0 if none are open)
|
||||
extern int GetOpenWindowsMask();
|
||||
|
||||
// called with every SDL event by Sys_GetEvent()
|
||||
// returns true if ImGui has handled the event (so it shouldn't be handled by D3)
|
||||
extern bool ProcessEvent(const void* sdlEvent);
|
||||
|
@ -45,7 +49,8 @@ extern void NewFrame();
|
|||
// renders ImGui menus then
|
||||
extern void EndFrame();
|
||||
|
||||
extern float GetDefaultDPI();
|
||||
extern float GetScale();
|
||||
extern void SetScale( float scale );
|
||||
|
||||
#else // IMGUI_DISABLE - just stub out everything
|
||||
|
||||
|
@ -72,7 +77,10 @@ inline void OpenWindow( D3ImGuiWindow win ) {}
|
|||
|
||||
inline void CloseWindow( D3ImGuiWindow win ) {}
|
||||
|
||||
inline float GetDefaultDPI() { return 96.0f; }
|
||||
inline int GetOpenWindowsMask() { return 0; }
|
||||
|
||||
inline float GetScale() { return 1.0f; }
|
||||
inline void SetScale( float scale ) {}
|
||||
|
||||
#endif
|
||||
|
||||
|
|
|
@ -56,7 +56,7 @@ typedef enum {
|
|||
typedef enum {
|
||||
SE_NONE, // evTime is still valid
|
||||
SE_KEY, // evValue is a key code, evValue2 is the down flag
|
||||
SE_CHAR, // evValue is an ascii char
|
||||
SE_CHAR, // evValue is a "High ASCII" (ISO-8859-1) char
|
||||
SE_MOUSE, // evValue and evValue2 are relative signed x / y moves
|
||||
SE_MOUSE_ABS, // evValue and evValue2 are absolute x / y coordinates in the window
|
||||
SE_JOYSTICK, // evValue is an axis number and evValue2 is the current state (-127 to 127)
|
||||
|
|
Loading…
Reference in a new issue