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Files
UltimateTrainingModpack/training_mod_consts/src/lib.rs
T
gnaomo 743d5dbce0 Changed Menu Defaults (#423)
* Changed Menu Defaults

* Update lib.rs
2022-11-07 08:37:46 -08:00

1688 lines
48 KiB
Rust

#[macro_use]
extern crate bitflags;
#[macro_use]
extern crate bitflags_serde_shim;
#[macro_use]
extern crate num_derive;
use core::f64::consts::PI;
use ramhorns::Content;
use serde::{Deserialize, Serialize};
use serde_repr::{Deserialize_repr, Serialize_repr};
#[cfg(feature = "smash")]
use smash::lib::lua_const::*;
use strum::IntoEnumIterator;
use strum_macros::EnumIter;
pub trait ToggleTrait {
fn to_toggle_strs() -> Vec<&'static str>;
fn to_toggle_vals() -> Vec<u32>;
}
pub trait SliderTrait {
fn get_limits() -> (u32, u32);
}
// bitflag helper function macro
macro_rules! extra_bitflag_impls {
($e:ty) => {
impl core::fmt::Display for $e {
fn fmt(&self, f: &mut core::fmt::Formatter) -> core::fmt::Result {
core::fmt::Debug::fmt(self, f)
}
}
impl $e {
pub fn to_vec(&self) -> Vec::<$e> {
let mut vec = Vec::<$e>::new();
let mut field = <$e>::from_bits_truncate(self.bits);
while !field.is_empty() {
let flag = <$e>::from_bits(1u32 << field.bits.trailing_zeros()).unwrap();
field -= flag;
vec.push(flag);
}
return vec;
}
pub fn to_index(&self) -> u32 {
if self.bits == 0 {
0
} else {
self.bits.trailing_zeros()
}
}
pub fn get_random(&self) -> $e {
let options = self.to_vec();
match options.len() {
0 => {
return <$e>::empty();
}
1 => {
return options[0];
}
_ => {
return *random_option(&options);
}
}
}
}
impl ToggleTrait for $e {
fn to_toggle_strs() -> Vec<&'static str> {
let all_options = <$e>::all().to_vec();
all_options.iter().map(|i| i.as_str().unwrap_or("")).collect()
}
fn to_toggle_vals() -> Vec<u32> {
let all_options = <$e>::all().to_vec();
all_options.iter().map(|i| i.bits() as u32).collect()
}
}
}
}
pub fn get_random_int(_max: i32) -> i32 {
#[cfg(feature = "smash")]
unsafe {
smash::app::sv_math::rand(smash::hash40("fighter"), _max)
}
#[cfg(not(feature = "smash"))]
0
}
/// Generate a random float between _min and _max.
/// Note that (_min <= _max) is not enforced.
pub fn get_random_float(_min: f32, _max: f32) -> f32 {
#[cfg(feature = "smash")]
unsafe {
_min + smash::app::sv_math::randf(smash::hash40("fighter"), _max - _min)
}
#[cfg(not(feature = "smash"))]
_min
}
pub fn random_option<T>(arg: &[T]) -> &T {
&arg[get_random_int(arg.len() as i32) as usize]
}
// DI
/*
0, 0.785398, 1.570796, 2.356194, -3.14159, -2.356194, -1.570796, -0.785398
0, pi/4, pi/2, 3pi/4, pi, 5pi/4, 3pi/2, 7pi/4
*/
// DI / Left stick
bitflags! {
pub struct Direction : u32 {
const OUT = 0x1;
const UP_OUT = 0x2;
const UP = 0x4;
const UP_IN = 0x8;
const IN = 0x10;
const DOWN_IN = 0x20;
const DOWN = 0x40;
const DOWN_OUT = 0x80;
const NEUTRAL = 0x100;
const LEFT = 0x200;
const RIGHT = 0x400;
}
}
impl Direction {
pub fn into_angle(self) -> Option<f64> {
let index = self.into_index();
if index == 0 {
None
} else {
Some((index as i32 - 1) as f64 * PI / 4.0)
}
}
fn into_index(self) -> i32 {
match self {
Direction::OUT => 1,
Direction::UP_OUT => 2,
Direction::UP => 3,
Direction::UP_IN => 4,
Direction::IN => 5,
Direction::DOWN_IN => 6,
Direction::DOWN => 7,
Direction::DOWN_OUT => 8,
Direction::NEUTRAL => 0,
Direction::LEFT => 5,
Direction::RIGHT => 1,
_ => 0,
}
}
fn as_str(self) -> Option<&'static str> {
Some(match self {
Direction::OUT => "Away",
Direction::UP_OUT => "Up and Away",
Direction::UP => "Up",
Direction::UP_IN => "Up and In",
Direction::IN => "In",
Direction::DOWN_IN => "Down and In",
Direction::DOWN => "Down",
Direction::DOWN_OUT => "Down and Away",
Direction::NEUTRAL => "Neutral",
Direction::LEFT => "Left",
Direction::RIGHT => "Right",
_ => return None,
})
}
}
extra_bitflag_impls! {Direction}
impl_serde_for_bitflags!(Direction);
// Ledge Option
bitflags! {
pub struct LedgeOption : u32
{
const NEUTRAL = 0x1;
const ROLL = 0x2;
const JUMP = 0x4;
const ATTACK = 0x8;
const WAIT = 0x10;
}
}
impl LedgeOption {
pub fn into_status(self) -> Option<i32> {
#[cfg(feature = "smash")]
{
Some(match self {
LedgeOption::NEUTRAL => *FIGHTER_STATUS_KIND_CLIFF_CLIMB,
LedgeOption::ROLL => *FIGHTER_STATUS_KIND_CLIFF_ESCAPE,
LedgeOption::JUMP => *FIGHTER_STATUS_KIND_CLIFF_JUMP1,
LedgeOption::ATTACK => *FIGHTER_STATUS_KIND_CLIFF_ATTACK,
LedgeOption::WAIT => *FIGHTER_STATUS_KIND_CLIFF_WAIT,
_ => return None,
})
}
#[cfg(not(feature = "smash"))]
None
}
fn as_str(self) -> Option<&'static str> {
Some(match self {
LedgeOption::NEUTRAL => "Neutral Getup",
LedgeOption::ROLL => "Roll",
LedgeOption::JUMP => "Jump",
LedgeOption::ATTACK => "Getup Attack",
LedgeOption::WAIT => "Wait",
_ => return None,
})
}
const fn default() -> LedgeOption {
// Neutral,Roll,Jump,Attack (everything except wait)
LedgeOption::NEUTRAL
.union(LedgeOption::ROLL)
.union(LedgeOption::JUMP)
.union(LedgeOption::ATTACK)
}
}
extra_bitflag_impls! {LedgeOption}
impl_serde_for_bitflags!(LedgeOption);
// Tech options
bitflags! {
pub struct TechFlags : u32 {
const NO_TECH = 0x1;
const ROLL_F = 0x2;
const ROLL_B = 0x4;
const IN_PLACE = 0x8;
}
}
impl TechFlags {
fn as_str(self) -> Option<&'static str> {
Some(match self {
TechFlags::NO_TECH => "No Tech",
TechFlags::ROLL_F => "Roll Forwards",
TechFlags::ROLL_B => "Roll Backwards",
TechFlags::IN_PLACE => "Tech In Place",
_ => return None,
})
}
}
extra_bitflag_impls! {TechFlags}
impl_serde_for_bitflags!(TechFlags);
// Missed Tech Options
bitflags! {
pub struct MissTechFlags : u32 {
const GETUP = 0x1;
const ATTACK = 0x2;
const ROLL_F = 0x4;
const ROLL_B = 0x8;
}
}
impl MissTechFlags {
fn as_str(self) -> Option<&'static str> {
Some(match self {
MissTechFlags::GETUP => "Neutral Getup",
MissTechFlags::ATTACK => "Getup Attack",
MissTechFlags::ROLL_F => "Roll Forwards",
MissTechFlags::ROLL_B => "Roll Backwards",
_ => return None,
})
}
}
extra_bitflag_impls! {MissTechFlags}
impl_serde_for_bitflags!(MissTechFlags);
/// Shield States
#[repr(i32)]
#[derive(
Debug, Clone, Copy, PartialEq, FromPrimitive, EnumIter, Serialize_repr, Deserialize_repr,
)]
pub enum Shield {
None = 0x0,
Infinite = 0x1,
Hold = 0x2,
Constant = 0x4,
}
impl Shield {
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
Shield::None => "None",
Shield::Infinite => "Infinite",
Shield::Hold => "Hold",
Shield::Constant => "Constant",
})
}
}
impl ToggleTrait for Shield {
fn to_toggle_strs() -> Vec<&'static str> {
Shield::iter().map(|i| i.as_str().unwrap_or("")).collect()
}
fn to_toggle_vals() -> Vec<u32> {
Shield::iter().map(|i| i as u32).collect()
}
}
// Save State Mirroring
#[repr(i32)]
#[derive(
Debug, Clone, Copy, PartialEq, FromPrimitive, EnumIter, Serialize_repr, Deserialize_repr,
)]
pub enum SaveStateMirroring {
None = 0x0,
Alternate = 0x1,
Random = 0x2,
}
impl SaveStateMirroring {
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
SaveStateMirroring::None => "None",
SaveStateMirroring::Alternate => "Alternate",
SaveStateMirroring::Random => "Random",
})
}
}
impl ToggleTrait for SaveStateMirroring {
fn to_toggle_strs() -> Vec<&'static str> {
SaveStateMirroring::iter()
.map(|i| i.as_str().unwrap_or(""))
.collect()
}
fn to_toggle_vals() -> Vec<u32> {
SaveStateMirroring::iter().map(|i| i as u32).collect()
}
}
#[repr(i32)]
#[derive(Debug, Clone, Copy, PartialEq, Serialize_repr, Deserialize_repr)]
pub enum OnOff {
Off = 0,
On = 1,
}
impl OnOff {
pub fn from_val(val: u32) -> Option<Self> {
match val {
1 => Some(OnOff::On),
0 => Some(OnOff::Off),
_ => None,
}
}
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
OnOff::Off => "Off",
OnOff::On => "On",
})
}
}
impl ToggleTrait for OnOff {
fn to_toggle_strs() -> Vec<&'static str> {
vec!["Off", "On"]
}
fn to_toggle_vals() -> Vec<u32> {
vec![0, 1]
}
}
bitflags! {
pub struct Action : u32 {
const AIR_DODGE = 0x1;
const JUMP = 0x2;
const SHIELD = 0x4;
const SPOT_DODGE = 0x8;
const ROLL_F = 0x10;
const ROLL_B = 0x20;
const NAIR = 0x40;
const FAIR = 0x80;
const BAIR = 0x100;
const UAIR = 0x200;
const DAIR = 0x400;
const NEUTRAL_B = 0x800;
const SIDE_B = 0x1000;
const UP_B = 0x2000;
const DOWN_B = 0x4000;
const F_SMASH = 0x8000;
const U_SMASH = 0x10000;
const D_SMASH = 0x20000;
const JAB = 0x40000;
const F_TILT = 0x80000;
const U_TILT = 0x0010_0000;
const D_TILT = 0x0020_0000;
const GRAB = 0x0040_0000;
// TODO: Make work
const DASH = 0x0080_0000;
const DASH_ATTACK = 0x0100_0000;
}
}
impl Action {
pub fn into_attack_air_kind(self) -> Option<i32> {
#[cfg(feature = "smash")]
{
Some(match self {
Action::NAIR => *FIGHTER_COMMAND_ATTACK_AIR_KIND_N,
Action::FAIR => *FIGHTER_COMMAND_ATTACK_AIR_KIND_F,
Action::BAIR => *FIGHTER_COMMAND_ATTACK_AIR_KIND_B,
Action::DAIR => *FIGHTER_COMMAND_ATTACK_AIR_KIND_LW,
Action::UAIR => *FIGHTER_COMMAND_ATTACK_AIR_KIND_HI,
_ => return None,
})
}
#[cfg(not(feature = "smash"))]
None
}
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
Action::AIR_DODGE => "Airdodge",
Action::JUMP => "Jump",
Action::SHIELD => "Shield",
Action::SPOT_DODGE => "Spotdodge",
Action::ROLL_F => "Roll Forwards",
Action::ROLL_B => "Roll Backwards",
Action::NAIR => "Neutral Aerial",
Action::FAIR => "Forward Aerial",
Action::BAIR => "Backward Aerial",
Action::UAIR => "Up Aerial",
Action::DAIR => "Down Aerial",
Action::NEUTRAL_B => "Neutral Special",
Action::SIDE_B => "Side Special",
Action::UP_B => "Up Special",
Action::DOWN_B => "Down Special",
Action::F_SMASH => "Forward Smash",
Action::U_SMASH => "Up Smash",
Action::D_SMASH => "Down Smash",
Action::JAB => "Jab",
Action::F_TILT => "Forward Tilt",
Action::U_TILT => "Up Tilt",
Action::D_TILT => "Down Tilt",
Action::GRAB => "Grab",
Action::DASH => "Dash",
Action::DASH_ATTACK => "Dash Attack",
_ => return None,
})
}
}
extra_bitflag_impls! {Action}
impl_serde_for_bitflags!(Action);
bitflags! {
pub struct AttackAngle : u32 {
const NEUTRAL = 0x1;
const UP = 0x2;
const DOWN = 0x4;
}
}
impl AttackAngle {
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
AttackAngle::NEUTRAL => "Neutral",
AttackAngle::UP => "Up",
AttackAngle::DOWN => "Down",
_ => return None,
})
}
}
extra_bitflag_impls! {AttackAngle}
impl_serde_for_bitflags!(AttackAngle);
bitflags! {
pub struct Delay : u32 {
const D0 = 0x1;
const D1 = 0x2;
const D2 = 0x4;
const D3 = 0x8;
const D4 = 0x10;
const D5 = 0x20;
const D6 = 0x40;
const D7 = 0x80;
const D8 = 0x100;
const D9 = 0x200;
const D10 = 0x400;
const D11 = 0x800;
const D12 = 0x1000;
const D13 = 0x2000;
const D14 = 0x4000;
const D15 = 0x8000;
const D16 = 0x10000;
const D17 = 0x20000;
const D18 = 0x40000;
const D19 = 0x80000;
const D20 = 0x0010_0000;
const D21 = 0x0020_0000;
const D22 = 0x0040_0000;
const D23 = 0x0080_0000;
const D24 = 0x0100_0000;
const D25 = 0x0200_0000;
const D26 = 0x0400_0000;
const D27 = 0x0800_0000;
const D28 = 0x1000_0000;
const D29 = 0x2000_0000;
const D30 = 0x4000_0000;
}
}
// Throw Option
bitflags! {
pub struct ThrowOption : u32
{
const NONE = 0x1;
const FORWARD = 0x2;
const BACKWARD = 0x4;
const UP = 0x8;
const DOWN = 0x10;
}
}
impl ThrowOption {
pub fn into_cmd(self) -> Option<i32> {
#[cfg(feature = "smash")]
{
Some(match self {
ThrowOption::NONE => 0,
ThrowOption::FORWARD => *FIGHTER_PAD_CMD_CAT2_FLAG_THROW_F,
ThrowOption::BACKWARD => *FIGHTER_PAD_CMD_CAT2_FLAG_THROW_B,
ThrowOption::UP => *FIGHTER_PAD_CMD_CAT2_FLAG_THROW_HI,
ThrowOption::DOWN => *FIGHTER_PAD_CMD_CAT2_FLAG_THROW_LW,
_ => return None,
})
}
#[cfg(not(feature = "smash"))]
None
}
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
ThrowOption::NONE => "None",
ThrowOption::FORWARD => "Forward Throw",
ThrowOption::BACKWARD => "Back Throw",
ThrowOption::UP => "Up Throw",
ThrowOption::DOWN => "Down Throw",
_ => return None,
})
}
}
extra_bitflag_impls! {ThrowOption}
impl_serde_for_bitflags!(ThrowOption);
// Buff Option
bitflags! {
pub struct BuffOption : u32
{
const ACCELERATLE = 0x1;
const OOMPH = 0x2;
const PSYCHE = 0x4;
const BOUNCE = 0x8;
const ARSENE = 0x10;
const BREATHING = 0x20;
const LIMIT = 0x40;
const KO = 0x80;
const WING = 0x100;
}
}
impl BuffOption {
pub fn into_int(self) -> Option<i32> {
#[cfg(feature = "smash")]
{
Some(match self {
BuffOption::ACCELERATLE => *FIGHTER_BRAVE_SPECIAL_LW_COMMAND11_SPEED_UP,
BuffOption::OOMPH => *FIGHTER_BRAVE_SPECIAL_LW_COMMAND12_ATTACK_UP,
BuffOption::PSYCHE => *FIGHTER_BRAVE_SPECIAL_LW_COMMAND21_CHARGE,
BuffOption::BOUNCE => *FIGHTER_BRAVE_SPECIAL_LW_COMMAND13_REFLECT,
BuffOption::BREATHING => 1,
BuffOption::ARSENE => 1,
BuffOption::LIMIT => 1,
BuffOption::KO => 1,
BuffOption::WING => 1,
_ => return None,
})
}
#[cfg(not(feature = "smash"))]
None
}
fn as_str(self) -> Option<&'static str> {
Some(match self {
BuffOption::ACCELERATLE => "Acceleratle",
BuffOption::OOMPH => "Oomph",
BuffOption::BOUNCE => "Bounce",
BuffOption::PSYCHE => "Psyche Up",
BuffOption::BREATHING => "Deep Breathing",
BuffOption::ARSENE => "Arsene",
BuffOption::LIMIT => "Limit Break",
BuffOption::KO => "KO Punch",
BuffOption::WING => "1-Winged Angel",
_ => return None,
})
}
}
extra_bitflag_impls! {BuffOption}
impl_serde_for_bitflags!(BuffOption);
impl Delay {
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
Delay::D0 => "0",
Delay::D1 => "1",
Delay::D2 => "2",
Delay::D3 => "3",
Delay::D4 => "4",
Delay::D5 => "5",
Delay::D6 => "6",
Delay::D7 => "7",
Delay::D8 => "8",
Delay::D9 => "9",
Delay::D10 => "10",
Delay::D11 => "11",
Delay::D12 => "12",
Delay::D13 => "13",
Delay::D14 => "14",
Delay::D15 => "15",
Delay::D16 => "16",
Delay::D17 => "17",
Delay::D18 => "18",
Delay::D19 => "19",
Delay::D20 => "20",
Delay::D21 => "21",
Delay::D22 => "22",
Delay::D23 => "23",
Delay::D24 => "24",
Delay::D25 => "25",
Delay::D26 => "26",
Delay::D27 => "27",
Delay::D28 => "28",
Delay::D29 => "29",
Delay::D30 => "30",
_ => return None,
})
}
pub fn into_delay(&self) -> u32 {
self.to_index()
}
}
extra_bitflag_impls! {Delay}
impl_serde_for_bitflags!(Delay);
bitflags! {
pub struct MedDelay : u32 {
const D0 = 0x1;
const D5 = 0x2;
const D10 = 0x4;
const D15 = 0x8;
const D20 = 0x10;
const D25 = 0x20;
const D30 = 0x40;
const D35 = 0x80;
const D40 = 0x100;
const D45 = 0x200;
const D50 = 0x400;
const D55 = 0x800;
const D60 = 0x1000;
const D65 = 0x2000;
const D70 = 0x4000;
const D75 = 0x8000;
const D80 = 0x10000;
const D85 = 0x20000;
const D90 = 0x40000;
const D95 = 0x80000;
const D100 = 0x0010_0000;
const D105 = 0x0020_0000;
const D110 = 0x0040_0000;
const D115 = 0x0080_0000;
const D120 = 0x0100_0000;
const D125 = 0x0200_0000;
const D130 = 0x0400_0000;
const D135 = 0x0800_0000;
const D140 = 0x1000_0000;
const D145 = 0x2000_0000;
const D150 = 0x4000_0000;
}
}
impl MedDelay {
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
MedDelay::D0 => "0",
MedDelay::D5 => "5",
MedDelay::D10 => "10",
MedDelay::D15 => "15",
MedDelay::D20 => "20",
MedDelay::D25 => "25",
MedDelay::D30 => "30",
MedDelay::D35 => "35",
MedDelay::D40 => "40",
MedDelay::D45 => "45",
MedDelay::D50 => "50",
MedDelay::D55 => "55",
MedDelay::D60 => "60",
MedDelay::D65 => "65",
MedDelay::D70 => "70",
MedDelay::D75 => "75",
MedDelay::D80 => "80",
MedDelay::D85 => "85",
MedDelay::D90 => "90",
MedDelay::D95 => "95",
MedDelay::D100 => "100",
MedDelay::D105 => "105",
MedDelay::D110 => "110",
MedDelay::D115 => "115",
MedDelay::D120 => "120",
MedDelay::D125 => "125",
MedDelay::D130 => "130",
MedDelay::D135 => "135",
MedDelay::D140 => "140",
MedDelay::D145 => "145",
MedDelay::D150 => "150",
_ => return None,
})
}
pub fn into_meddelay(&self) -> u32 {
self.to_index() * 5
}
}
extra_bitflag_impls! {MedDelay}
impl_serde_for_bitflags!(MedDelay);
bitflags! {
pub struct LongDelay : u32 {
const D0 = 0x1;
const D10 = 0x2;
const D20 = 0x4;
const D30 = 0x8;
const D40 = 0x10;
const D50 = 0x20;
const D60 = 0x40;
const D70 = 0x80;
const D80 = 0x100;
const D90 = 0x200;
const D100 = 0x400;
const D110 = 0x800;
const D120 = 0x1000;
const D130 = 0x2000;
const D140 = 0x4000;
const D150 = 0x8000;
const D160 = 0x10000;
const D170 = 0x20000;
const D180 = 0x40000;
const D190 = 0x80000;
const D200 = 0x0010_0000;
const D210 = 0x0020_0000;
const D220 = 0x0040_0000;
const D230 = 0x0080_0000;
const D240 = 0x0100_0000;
const D250 = 0x0200_0000;
const D260 = 0x0400_0000;
const D270 = 0x0800_0000;
const D280 = 0x1000_0000;
const D290 = 0x2000_0000;
const D300 = 0x4000_0000;
}
}
impl LongDelay {
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
LongDelay::D0 => "0",
LongDelay::D10 => "10",
LongDelay::D20 => "20",
LongDelay::D30 => "30",
LongDelay::D40 => "40",
LongDelay::D50 => "50",
LongDelay::D60 => "60",
LongDelay::D70 => "70",
LongDelay::D80 => "80",
LongDelay::D90 => "90",
LongDelay::D100 => "100",
LongDelay::D110 => "110",
LongDelay::D120 => "120",
LongDelay::D130 => "130",
LongDelay::D140 => "140",
LongDelay::D150 => "150",
LongDelay::D160 => "160",
LongDelay::D170 => "170",
LongDelay::D180 => "180",
LongDelay::D190 => "190",
LongDelay::D200 => "200",
LongDelay::D210 => "210",
LongDelay::D220 => "220",
LongDelay::D230 => "230",
LongDelay::D240 => "240",
LongDelay::D250 => "250",
LongDelay::D260 => "260",
LongDelay::D270 => "270",
LongDelay::D280 => "280",
LongDelay::D290 => "290",
LongDelay::D300 => "300",
_ => return None,
})
}
pub fn into_longdelay(&self) -> u32 {
self.to_index() * 10
}
}
extra_bitflag_impls! {LongDelay}
impl_serde_for_bitflags!(LongDelay);
bitflags! {
pub struct BoolFlag : u32 {
const TRUE = 0x1;
const FALSE = 0x2;
}
}
extra_bitflag_impls! {BoolFlag}
impl_serde_for_bitflags!(BoolFlag);
impl BoolFlag {
pub fn into_bool(self) -> bool {
matches!(self, BoolFlag::TRUE)
}
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
BoolFlag::TRUE => "True",
_ => "False",
})
}
}
#[repr(u32)]
#[derive(
Debug, Clone, Copy, PartialEq, Eq, FromPrimitive, EnumIter, Serialize_repr, Deserialize_repr,
)]
pub enum SdiFrequency {
None = 0,
Normal = 1,
Medium = 2,
High = 4,
}
impl SdiFrequency {
pub fn into_u32(self) -> u32 {
match self {
SdiFrequency::None => u32::MAX,
SdiFrequency::Normal => 8,
SdiFrequency::Medium => 6,
SdiFrequency::High => 4,
}
}
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
SdiFrequency::None => "None",
SdiFrequency::Normal => "Normal",
SdiFrequency::Medium => "Medium",
SdiFrequency::High => "High",
})
}
}
impl ToggleTrait for SdiFrequency {
fn to_toggle_strs() -> Vec<&'static str> {
SdiFrequency::iter()
.map(|i| i.as_str().unwrap_or(""))
.collect()
}
fn to_toggle_vals() -> Vec<u32> {
SdiFrequency::iter().map(|i| i as u32).collect()
}
}
#[repr(u32)]
#[derive(
Debug, Clone, Copy, PartialEq, Eq, FromPrimitive, EnumIter, Serialize_repr, Deserialize_repr,
)]
pub enum ClatterFrequency {
None = 0,
Normal = 1,
Medium = 2,
High = 4,
}
impl ClatterFrequency {
pub fn into_u32(self) -> u32 {
match self {
ClatterFrequency::None => u32::MAX,
ClatterFrequency::Normal => 8,
ClatterFrequency::Medium => 5,
ClatterFrequency::High => 2,
}
}
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
ClatterFrequency::None => "None",
ClatterFrequency::Normal => "Normal",
ClatterFrequency::Medium => "Medium",
ClatterFrequency::High => "High",
})
}
}
impl ToggleTrait for ClatterFrequency {
fn to_toggle_strs() -> Vec<&'static str> {
ClatterFrequency::iter()
.map(|i| i.as_str().unwrap_or(""))
.collect()
}
fn to_toggle_vals() -> Vec<u32> {
ClatterFrequency::iter().map(|i| i as u32).collect()
}
}
/// Item Selections
#[repr(i32)]
#[derive(
Debug, Clone, Copy, PartialEq, FromPrimitive, EnumIter, Serialize_repr, Deserialize_repr,
)]
pub enum CharacterItem {
None = 0,
PlayerVariation1 = 0x1,
PlayerVariation2 = 0x2,
PlayerVariation3 = 0x4,
PlayerVariation4 = 0x8,
PlayerVariation5 = 0x10,
PlayerVariation6 = 0x20,
PlayerVariation7 = 0x40,
PlayerVariation8 = 0x80,
CpuVariation1 = 0x100,
CpuVariation2 = 0x200,
CpuVariation3 = 0x400,
CpuVariation4 = 0x800,
CpuVariation5 = 0x1000,
CpuVariation6 = 0x2000,
CpuVariation7 = 0x4000,
CpuVariation8 = 0x8000,
}
impl CharacterItem {
pub fn as_idx(self) -> u32 {
log_2(self as i32 as u32)
}
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
CharacterItem::PlayerVariation1 => "Player 1st Var.",
CharacterItem::PlayerVariation2 => "Player 2nd Var.",
CharacterItem::PlayerVariation3 => "Player 3rd Var.",
CharacterItem::PlayerVariation4 => "Player 4th Var.",
CharacterItem::PlayerVariation5 => "Player 5th Var.",
CharacterItem::PlayerVariation6 => "Player 6th Var.",
CharacterItem::PlayerVariation7 => "Player 7th Var.",
CharacterItem::PlayerVariation8 => "Player 8th Var.",
CharacterItem::CpuVariation1 => "CPU 1st Var.",
CharacterItem::CpuVariation2 => "CPU 2nd Var.",
CharacterItem::CpuVariation3 => "CPU 3rd Var.",
CharacterItem::CpuVariation4 => "CPU 4th Var.",
CharacterItem::CpuVariation5 => "CPU 5th Var.",
CharacterItem::CpuVariation6 => "CPU 6th Var.",
CharacterItem::CpuVariation7 => "CPU 7th Var.",
CharacterItem::CpuVariation8 => "CPU 8th Var.",
_ => "None",
})
}
}
impl ToggleTrait for CharacterItem {
fn to_toggle_strs() -> Vec<&'static str> {
CharacterItem::iter()
.map(|i| i.as_str().unwrap_or(""))
.collect()
}
fn to_toggle_vals() -> Vec<u32> {
CharacterItem::iter().map(|i| i as u32).collect()
}
}
bitflags! {
pub struct MashTrigger : u32 {
const HIT = 0b0000_0000_0000_0000_0001;
const BLOCK = 0b0000_0000_0000_0000_0010;
const PARRY = 0b0000_0000_0000_0000_0100;
const TUMBLE = 0b0000_0000_0000_0000_1000;
const LANDING = 0b0000_0000_0000_0001_0000;
const TRUMP = 0b0000_0000_0000_0010_0000;
const FOOTSTOOL = 0b0000_0000_0000_0100_0000;
const CLATTER = 0b0000_0000_0000_1000_0000;
const LEDGE = 0b0000_0000_0001_0000_0000;
const TECH = 0b0000_0000_0010_0000_0000;
const MISTECH = 0b0000_0000_0100_0000_0000;
const GROUNDED = 0b0000_0000_1000_0000_0000;
const AIRBORNE = 0b0000_0001_0000_0000_0000;
const DISTANCE_CLOSE = 0b0000_0010_0000_0000_0000;
const DISTANCE_MID = 0b0000_0100_0000_0000_0000;
const DISTANCE_FAR = 0b0000_1000_0000_0000_0000;
const ALWAYS = 0b0001_0000_0000_0000_0000;
}
}
impl MashTrigger {
pub fn as_str(self) -> Option<&'static str> {
Some(match self {
MashTrigger::HIT => "Hitstun",
MashTrigger::BLOCK => "Shieldstun",
MashTrigger::PARRY => "Parry",
MashTrigger::TUMBLE => "Tumble",
MashTrigger::LANDING => "Landing",
MashTrigger::TRUMP => "Ledge Trump",
MashTrigger::FOOTSTOOL => "Footstool",
MashTrigger::CLATTER => "Clatter",
MashTrigger::LEDGE => "Ledge Option",
MashTrigger::TECH => "Tech Option",
MashTrigger::MISTECH => "Mistech Option",
MashTrigger::GROUNDED => "Grounded",
MashTrigger::AIRBORNE => "Airborne",
MashTrigger::DISTANCE_CLOSE => "Distance: Close",
MashTrigger::DISTANCE_MID => "Distance: Mid",
MashTrigger::DISTANCE_FAR => "Distance: Far",
MashTrigger::ALWAYS => "Always",
_ => return None,
})
}
const fn default() -> MashTrigger {
// Hit, block, clatter
MashTrigger::HIT
.union(MashTrigger::BLOCK)
.union(MashTrigger::CLATTER)
}
}
extra_bitflag_impls! {MashTrigger}
impl_serde_for_bitflags!(MashTrigger);
#[derive(Clone, Copy, Serialize, Deserialize, Debug)]
pub struct DamagePercent(pub u32, pub u32);
impl SliderTrait for DamagePercent {
fn get_limits() -> (u32, u32) {
(0, 150)
}
}
impl DamagePercent {
const fn default() -> DamagePercent {
DamagePercent(0, 150)
}
}
bitflags! {
pub struct SaveDamage : u32
{
const DEFAULT = 0b001;
const SAVED = 0b010;
const RANDOM = 0b100;
}
}
impl SaveDamage {
fn as_str(self) -> Option<&'static str> {
Some(match self {
SaveDamage::DEFAULT => "Default",
SaveDamage::SAVED => "Save State",
SaveDamage::RANDOM => "Random Value",
_ => return None,
})
}
}
extra_bitflag_impls! {SaveDamage}
impl_serde_for_bitflags!(SaveDamage);
#[repr(C)]
#[derive(Clone, Copy, Serialize, Deserialize, Debug)]
pub struct TrainingModpackMenu {
pub aerial_delay: Delay,
pub air_dodge_dir: Direction,
pub attack_angle: AttackAngle,
pub buff_state: BuffOption,
pub character_item: CharacterItem,
pub clatter_strength: ClatterFrequency,
pub crouch: OnOff,
pub di_state: Direction,
pub falling_aerials: BoolFlag,
pub fast_fall_delay: Delay,
pub fast_fall: BoolFlag,
pub follow_up: Action,
pub frame_advantage: OnOff,
pub full_hop: BoolFlag,
pub hitbox_vis: OnOff,
pub input_delay: Delay,
pub ledge_delay: LongDelay,
pub ledge_state: LedgeOption,
pub mash_state: Action,
pub mash_triggers: MashTrigger,
pub miss_tech_state: MissTechFlags,
pub oos_offset: Delay,
pub pummel_delay: MedDelay,
pub quick_menu: OnOff,
pub reaction_time: Delay,
pub save_damage_cpu: SaveDamage,
pub save_damage_limits_cpu: DamagePercent,
pub save_damage_player: SaveDamage,
pub save_damage_limits_player: DamagePercent,
pub save_state_autoload: OnOff,
pub save_state_enable: OnOff,
pub save_state_mirroring: SaveStateMirroring,
pub sdi_state: Direction,
pub sdi_strength: SdiFrequency,
pub shield_state: Shield,
pub shield_tilt: Direction,
pub stage_hazards: OnOff,
pub tech_state: TechFlags,
pub throw_delay: MedDelay,
pub throw_state: ThrowOption,
}
const fn num_bits<T>() -> u32 {
(std::mem::size_of::<T>() * 8) as u32
}
fn log_2(x: u32) -> u32 {
if x == 0 {
0
} else {
num_bits::<u32>() - x.leading_zeros() - 1
}
}
#[repr(C)]
#[derive(Debug, Serialize, Deserialize)]
pub struct MenuJsonStruct {
pub menu: TrainingModpackMenu,
pub defaults_menu: TrainingModpackMenu,
// pub last_focused_submenu: &str
}
// Fighter Ids
#[repr(i32)]
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum FighterId {
Player = 0,
CPU = 1,
}
#[derive(Clone)]
pub enum SubMenuType {
TOGGLE,
SLIDER,
}
impl SubMenuType {
pub fn from_str(s: &str) -> SubMenuType {
match s {
"toggle" => SubMenuType::TOGGLE,
"slider" => SubMenuType::SLIDER,
_ => panic!("Unexpected SubMenuType!"),
}
}
}
pub static DEFAULTS_MENU: TrainingModpackMenu = TrainingModpackMenu {
aerial_delay: Delay::empty(),
air_dodge_dir: Direction::empty(),
attack_angle: AttackAngle::empty(),
buff_state: BuffOption::empty(),
character_item: CharacterItem::None,
clatter_strength: ClatterFrequency::None,
crouch: OnOff::Off,
di_state: Direction::empty(),
falling_aerials: BoolFlag::FALSE,
fast_fall_delay: Delay::empty(),
fast_fall: BoolFlag::FALSE,
follow_up: Action::empty(),
frame_advantage: OnOff::Off,
full_hop: BoolFlag::TRUE,
hitbox_vis: OnOff::On,
input_delay: Delay::D0,
ledge_delay: LongDelay::empty(),
ledge_state: LedgeOption::default(),
mash_state: Action::empty(),
mash_triggers: MashTrigger::default(),
miss_tech_state: MissTechFlags::all(),
oos_offset: Delay::empty(),
pummel_delay: MedDelay::empty(),
quick_menu: OnOff::Off,
reaction_time: Delay::empty(),
save_damage_cpu: SaveDamage::DEFAULT,
save_damage_limits_cpu: DamagePercent::default(),
save_damage_player: SaveDamage::DEFAULT,
save_damage_limits_player: DamagePercent::default(),
save_state_autoload: OnOff::Off,
save_state_enable: OnOff::On,
save_state_mirroring: SaveStateMirroring::None,
sdi_state: Direction::empty(),
sdi_strength: SdiFrequency::None,
shield_state: Shield::None,
shield_tilt: Direction::empty(),
stage_hazards: OnOff::Off,
tech_state: TechFlags::all(),
throw_delay: MedDelay::empty(),
throw_state: ThrowOption::NONE,
};
pub static mut MENU: TrainingModpackMenu = DEFAULTS_MENU;
#[derive(Content, Clone, Serialize)]
pub struct Slider {
pub selected_min: u32,
pub selected_max: u32,
pub abs_min: u32,
pub abs_max: u32,
}
#[derive(Content, Clone, Serialize)]
pub struct Toggle<'a> {
pub toggle_value: u32,
pub toggle_title: &'a str,
pub checked: bool,
}
#[derive(Content, Clone, Serialize)]
pub struct SubMenu<'a> {
pub submenu_title: &'a str,
pub submenu_id: &'a str,
pub help_text: &'a str,
pub is_single_option: bool,
pub toggles: Vec<Toggle<'a>>,
pub slider: Option<Slider>,
pub _type: &'a str,
}
impl<'a> SubMenu<'a> {
pub fn add_toggle(&mut self, toggle_value: u32, toggle_title: &'a str, checked: bool) {
self.toggles.push(Toggle {
toggle_value,
toggle_title,
checked,
});
}
pub fn new_with_toggles<T: ToggleTrait>(
submenu_title: &'a str,
submenu_id: &'a str,
help_text: &'a str,
is_single_option: bool,
initial_value: &u32
) -> SubMenu<'a> {
let mut instance = SubMenu {
submenu_title: submenu_title,
submenu_id: submenu_id,
help_text: help_text,
is_single_option: is_single_option,
toggles: Vec::new(),
slider: None,
_type: "toggle",
};
let values = T::to_toggle_vals();
let titles = T::to_toggle_strs();
for i in 0..values.len() {
let checked: bool = (values[i] & initial_value) > 0
|| (!values[i] == 0 && initial_value == &0);
instance.add_toggle(values[i], titles[i], checked);
}
instance
}
pub fn new_with_slider<S: SliderTrait>(
submenu_title: &'a str,
submenu_id: &'a str,
help_text: &'a str,
initial_lower_value: &u32,
initial_upper_value: &u32,
) -> SubMenu<'a> {
let min_max = S::get_limits();
SubMenu {
submenu_title: submenu_title,
submenu_id: submenu_id,
help_text: help_text,
is_single_option: false,
toggles: Vec::new(),
slider: Some(Slider {
selected_min: *initial_lower_value,
selected_max: *initial_upper_value,
abs_min: min_max.0,
abs_max: min_max.1,
}),
_type: "slider",
}
}
}
#[derive(Content, Serialize)]
pub struct Tab<'a> {
pub tab_id: &'a str,
pub tab_title: &'a str,
pub tab_submenus: Vec<SubMenu<'a>>,
}
impl<'a> Tab<'a> {
pub fn add_submenu_with_toggles<T: ToggleTrait>(
&mut self,
submenu_title: &'a str,
submenu_id: &'a str,
help_text: &'a str,
is_single_option: bool,
initial_value: &u32,
) {
self.tab_submenus.push(SubMenu::new_with_toggles::<T>(
submenu_title,
submenu_id,
help_text,
is_single_option,
initial_value,
));
}
pub fn add_submenu_with_slider<S: SliderTrait>(
&mut self,
submenu_title: &'a str,
submenu_id: &'a str,
help_text: &'a str,
initial_lower_value: &u32,
initial_upper_value: &u32,
) {
self.tab_submenus.push(SubMenu::new_with_slider::<S>(
submenu_title,
submenu_id,
help_text,
initial_lower_value,
initial_upper_value,
))
}
}
#[derive(Content, Serialize)]
pub struct UiMenu<'a> {
pub tabs: Vec<Tab<'a>>,
}
pub unsafe fn get_menu() -> UiMenu<'static> {
let mut overall_menu = UiMenu { tabs: Vec::new() };
let mut mash_tab = Tab {
tab_id: "mash",
tab_title: "Mash Settings",
tab_submenus: Vec::new(),
};
mash_tab.add_submenu_with_toggles::<Action>(
"Mash Toggles",
"mash_state",
"Mash Toggles: Actions to be performed as soon as possible",
false,
&(MENU.mash_state.bits as u32),
);
mash_tab.add_submenu_with_toggles::<Action>(
"Followup Toggles",
"follow_up",
"Followup Toggles: Actions to be performed after the Mash option",
false,
&(MENU.follow_up.bits as u32),
);
mash_tab.add_submenu_with_toggles::<MashTrigger>(
"Mash Triggers",
"mash_triggers",
"Mash triggers: When the Mash Option will be performed",
false,
&(MENU.mash_triggers.bits as u32),
);
mash_tab.add_submenu_with_toggles::<AttackAngle>(
"Attack Angle",
"attack_angle",
"Attack Angle: For attacks that can be angled, such as some forward tilts",
false,
&(MENU.attack_angle.bits as u32),
);
mash_tab.add_submenu_with_toggles::<ThrowOption>(
"Throw Options",
"throw_state",
"Throw Options: Throw to be performed when a grab is landed",
false,
&(MENU.throw_state.bits as u32),
);
mash_tab.add_submenu_with_toggles::<MedDelay>(
"Throw Delay",
"throw_delay",
"Throw Delay: How many frames to delay the throw option",
false,
&(MENU.throw_delay.bits as u32),
);
mash_tab.add_submenu_with_toggles::<MedDelay>(
"Pummel Delay",
"pummel_delay",
"Pummel Delay: How many frames after a grab to wait before starting to pummel",
false,
&(MENU.pummel_delay.bits as u32),
);
mash_tab.add_submenu_with_toggles::<BoolFlag>(
"Falling Aerials",
"falling_aerials",
"Falling Aerials: Should aerials be performed when rising or when falling",
false,
&(MENU.falling_aerials.bits as u32),
);
mash_tab.add_submenu_with_toggles::<BoolFlag>(
"Full Hop",
"full_hop",
"Full Hop: Should the CPU perform a full hop or a short hop",
false,
&(MENU.full_hop.bits as u32),
);
mash_tab.add_submenu_with_toggles::<Delay>(
"Aerial Delay",
"aerial_delay",
"Aerial Delay: How long to delay a Mash aerial attack",
false,
&(MENU.aerial_delay.bits as u32),
);
mash_tab.add_submenu_with_toggles::<BoolFlag>(
"Fast Fall",
"fast_fall",
"Fast Fall: Should the CPU fastfall during a jump",
false,
&(MENU.fast_fall.bits as u32),
);
mash_tab.add_submenu_with_toggles::<Delay>(
"Fast Fall Delay",
"fast_fall_delay",
"Fast Fall Delay: How many frames the CPU should delay their fastfall",
false,
&(MENU.fast_fall_delay.bits as u32),
);
mash_tab.add_submenu_with_toggles::<Delay>(
"OoS Offset",
"oos_offset",
"OoS Offset: How many times the CPU shield can be hit before performing a Mash option",
false,
&(MENU.oos_offset.bits as u32),
);
mash_tab.add_submenu_with_toggles::<Delay>(
"Reaction Time",
"reaction_time",
"Reaction Time: How many frames to delay before performing a mash option",
false,
&(MENU.reaction_time.bits as u32),
);
overall_menu.tabs.push(mash_tab);
let mut defensive_tab = Tab {
tab_id: "defensive",
tab_title: "Defensive Settings",
tab_submenus: Vec::new(),
};
defensive_tab.add_submenu_with_toggles::<Direction>(
"Airdodge Direction",
"air_dodge_dir",
"Airdodge Direction: Direction to angle airdodges",
false,
&(MENU.air_dodge_dir.bits as u32),
);
defensive_tab.add_submenu_with_toggles::<Direction>(
"DI Direction",
"di_state",
"DI Direction: Direction to angle the directional influence during hitlag",
false,
&(MENU.di_state.bits as u32),
);
defensive_tab.add_submenu_with_toggles::<Direction>(
"SDI Direction",
"sdi_state",
"SDI Direction: Direction to angle the smash directional influence during hitlag",
false,
&(MENU.sdi_state.bits as u32),
);
defensive_tab.add_submenu_with_toggles::<SdiFrequency>(
"SDI Strength",
"sdi_strength",
"SDI Strength: Relative strength of the smash directional influence inputs",
true,
&(MENU.sdi_strength as u32),
);
defensive_tab.add_submenu_with_toggles::<ClatterFrequency>(
"Clatter Strength",
"clatter_strength",
"Clatter Strength: Relative strength of the mashing out of grabs, buries, etc.",
true,
&(MENU.clatter_strength as u32),
);
defensive_tab.add_submenu_with_toggles::<LedgeOption>(
"Ledge Options",
"ledge_state",
"Ledge Options: Actions to be taken when on the ledge",
false,
&(MENU.ledge_state.bits as u32),
);
defensive_tab.add_submenu_with_toggles::<LongDelay>(
"Ledge Delay",
"ledge_delay",
"Ledge Delay: How many frames to delay the ledge option",
false,
&(MENU.ledge_delay.bits as u32),
);
defensive_tab.add_submenu_with_toggles::<TechFlags>(
"Tech Options",
"tech_state",
"Tech Options: Actions to take when slammed into a hard surface",
false,
&(MENU.tech_state.bits as u32),
);
defensive_tab.add_submenu_with_toggles::<MissTechFlags>(
"Mistech Options",
"miss_tech_state",
"Mistech Options: Actions to take after missing a tech",
false,
&(MENU.miss_tech_state.bits as u32),
);
defensive_tab.add_submenu_with_toggles::<Shield>(
"Shield Toggles",
"shield_state",
"Shield Toggles: CPU Shield Behavior",
true,
&(MENU.shield_state as u32),
);
defensive_tab.add_submenu_with_toggles::<Direction>(
"Shield Tilt",
"shield_tilt",
"Shield Tilt: Direction to tilt the shield",
false, // TODO: Should this be true?
&(MENU.shield_tilt.bits as u32),
);
defensive_tab.add_submenu_with_toggles::<OnOff>(
"Crouch",
"crouch",
"Crouch: Should the CPU crouch when on the ground",
true,
&(MENU.crouch as u32),
);
overall_menu.tabs.push(defensive_tab);
let mut save_state_tab = Tab {
tab_id: "save_state",
tab_title: "Save States",
tab_submenus: Vec::new(),
};
save_state_tab.add_submenu_with_toggles::<SaveStateMirroring>(
"Mirroring",
"save_state_mirroring",
"Mirroring: Flips save states in the left-right direction across the stage center",
true,
&(MENU.save_state_mirroring as u32),
);
save_state_tab.add_submenu_with_toggles::<OnOff>(
"Auto Save States",
"save_state_autoload",
"Auto Save States: Load save state when any fighter dies",
true,
&(MENU.save_state_autoload as u32),
);
save_state_tab.add_submenu_with_toggles::<SaveDamage>(
"Save Dmg (CPU)",
"save_damage_cpu",
"Save Damage: Should save states retain CPU damage",
true,
&(MENU.save_damage_cpu.bits as u32),
);
save_state_tab.add_submenu_with_slider::<DamagePercent>(
"Dmg Range (CPU)",
"save_damage_limits_cpu",
"Limits on random damage to apply to the CPU when loading a save state",
&(MENU.save_damage_limits_cpu.0 as u32),
&(MENU.save_damage_limits_cpu.1 as u32),
);
save_state_tab.add_submenu_with_toggles::<SaveDamage>(
"Save Dmg (Player)",
"save_damage_player",
"Save Damage: Should save states retain player damage",
true,
&(MENU.save_damage_player.bits as u32),
);
save_state_tab.add_submenu_with_slider::<DamagePercent>(
"Dmg Range (Player)",
"save_damage_limits_player",
"Limits on random damage to apply to the player when loading a save state",
&(MENU.save_damage_limits_player.0 as u32),
&(MENU.save_damage_limits_player.1 as u32),
);
save_state_tab.add_submenu_with_toggles::<OnOff>(
"Enable Save States",
"save_state_enable",
"Save States: Enable save states! Save a state with Grab+Down Taunt, load it with Grab+Up Taunt.",
true,
&(MENU.save_state_enable as u32),
);
save_state_tab.add_submenu_with_toggles::<CharacterItem>(
"Character Item",
"character_item",
"Character Item: CPU/Player item to hold when loading a save state",
true,
&(MENU.character_item as u32),
);
save_state_tab.add_submenu_with_toggles::<BuffOption>(
"Buff Options",
"buff_state",
"Buff Options: Buff(s) to be applied to respective character when loading save states",
false,
&(MENU.buff_state.bits as u32),
);
overall_menu.tabs.push(save_state_tab);
let mut misc_tab = Tab {
tab_id: "misc",
tab_title: "Misc Settings",
tab_submenus: Vec::new(),
};
misc_tab.add_submenu_with_toggles::<OnOff>(
"Frame Advantage",
"frame_advantage",
"Frame Advantage: Display the time difference between when the player is actionable and the CPU is actionable",
true,
&(MENU.frame_advantage as u32),
);
misc_tab.add_submenu_with_toggles::<OnOff>(
"Hitbox Visualization",
"hitbox_vis",
"Hitbox Visualization: Should hitboxes be displayed, hiding other visual effects",
true,
&(MENU.hitbox_vis as u32),
);
misc_tab.add_submenu_with_toggles::<Delay>(
"Input Delay",
"input_delay",
"Input Delay: Frames to delay player inputs by",
true,
&(MENU.input_delay.bits as u32),
);
misc_tab.add_submenu_with_toggles::<OnOff>(
"Stage Hazards",
"stage_hazards",
"Stage Hazards: Should stage hazards be present",
true,
&(MENU.stage_hazards as u32),
);
misc_tab.add_submenu_with_toggles::<OnOff>(
"Quick Menu",
"quick_menu",
"Quick Menu: Should use quick or web menu",
true,
&(MENU.quick_menu as u32),
);
overall_menu.tabs.push(misc_tab);
overall_menu
}