agl::utl::DevTools namespace

Enums

enum CameraControlType { }

Functions

void setMeterScale(float scale)
auto getMeterScale() -> float
auto calcScale(float factor) -> float
auto calcMeter(float factor) -> float
auto getStringMinMax(float min, float max) -> sead::SafeString
void setFrameSpeed(float frame_speed)
auto getFrameSpeed() -> float
void setCameraOperationSpeed(float speed)
auto getCameraOperationSpeed() -> float
void genMessage(sead::hostio::Context* context)
void drawCamera(DrawContext*, const sead::Camera&, const sead::Matrix34f&, const sead::Matrix44f&, bool, const sead::Color4f&, float)
void drawCamera(DrawContext*, const sead::Matrix34f&, const sead::Vector3f&, const sead::Matrix34f&, const sead::Matrix44f&, bool, const sead::Color4f&, float)
void drawCamera_(DrawContext*, const sead::Matrix34f&, const sead::Vector3f&, const sead::Matrix34f&, const sead::Matrix44f&, bool, const sead::Color4f&, float)
void drawFrustum(DrawContext*, const sead::Camera&, const sead::Projection&, const sead::Matrix34f&, const sead::Matrix44f&, bool, const sead::Color4f&)
void drawFrustum_(DrawContext*, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Matrix34f&, const sead::Matrix44f&, bool, const sead::Color4f&)
void drawFrustum(DrawContext*, const sead::Matrix34f&, const sead::Projection&, const sead::Matrix34f&, const sead::Matrix44f&, bool, const sead::Color4f&)
void drawCameraAndFrustum(DrawContext*, const sead::Camera&, const sead::Projection&, const sead::Matrix34f&, const sead::Matrix44f&, bool, const sead::Color4f&, const sead::Color4f&, float)
void beginDrawImm(DrawContext*, const sead::Matrix34f&, const sead::Matrix44f&)
void drawLineImm(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, const sead::Color4f&, float)
void setUniformToDevToolsShader_(DrawContext*, const sead::Matrix34f&, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Color4f&, const sead::Color4f&, const sead::Vector3f&)
void drawAxisImm(DrawContext*, const sead::Matrix34f&, float, float, float)
void drawDirectionalLight(DrawContext*, const sead::Vector3f&, const sead::Color4f&, const sead::Color4f&, const sead::Color4f&, const sead::Matrix34f&, const sead::Matrix44f&, float, bool)
void drawPou32Light(DrawContext*, const sead::Vector3f&, float, const sead::Color4f&, const sead::Matrix34f&, const sead::Matrix44f&)
void drawSpotLight(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, const sead::Color4f&, float, float, const sead::Matrix34f&, const sead::Matrix44f&)
void drawProjLight(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Color4f&, float, float, float, float, float, float, const sead::Vector3f&, bool, const sead::Matrix34f&, const sead::Matrix44f&)
void drawCapsule(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, float, const sead::Color4f&, const sead::Matrix34f&, const sead::Matrix44f&, bool)
void drawArrow(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, const sead::Color4f&, const sead::Color4f&, float, const sead::Matrix34f&, const sead::Matrix44f&)
void drawCursor(DrawContext*, const sead::Vector2f&, const sead::Vector2f&, float)
void drawTexture(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Color4f&)
void drawDepthGradation(DrawContext*, const RenderBuffer&, u32, const float*, const sead::Color4f*, float, float)
void controlCamera(sead::LookAtCamera*, const sead::Controller&, float, CameraControlType)
void controlCamera(sead::LookAtCamera*, const sead::Vector2f&, const sead::Vector2f&, float, float, float, bool, CameraControlType)
void controlCameraPou32er(sead::LookAtCamera*, PoiningControlBuffer*, const sead::Viewport&)
void controlCameraPou32er(sead::LookAtCamera*, PoiningControlBuffer*, float, float)
void controlCameraPou32er(sead::LookAtCamera*, PoiningControlBuffer*, bool, bool, bool, bool, const sead::Vector2f&, bool, float, float)
void controlCameraPou32er(sead::LookAtCamera*, const sead::Vector2f&, float, float, float)
void drawFrameBuffer(DrawContext*, const RenderBuffer&, const sead::Viewport&, ImageFilter2D::Channel)
void drawVisualizedDepth(DrawContext*, const TextureData&, s32, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Matrix34f&, const sead::Matrix44f&)
void drawVisualizedDepth(DrawContext*, const TextureData&, s32, const sead::Matrix44f&, const sead::Matrix34f&, const sead::Matrix44f&)
void drawColorQuad(DrawContext*, const sead::Color4f&, const sead::Matrix34f&, const sead::Matrix44f&)
void drawColorQuadTopBottom(DrawContext*, const sead::Color4f&, const sead::Color4f&, const sead::Matrix34f&, const sead::Matrix44f&)
void drawTexture_(DrawContext*, const ShaderProgram&, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Color4f&)
void drawTextureChannel(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, ImageFilter2D::Channel)
void drawTextureGamma(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, float)
void drawTextureMipLevel(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, float)
void drawTexture2DArray(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, s32, float, const sead::Color4f&)
void drawTexture3D(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, float, float)
void drawTextureCubeMap(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, CubeMapFace, float)
void drawTextureCubeArray(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, s32, CubeMapFace, float)
void drawTextureTexCoord(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Vector2f&, float, const sead::Vector2f&)
void drawTextureTexCoordMultColor(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Vector2f&, float, const sead::Vector2f&, const sead::Color4f&)
void drawTextureMSAA(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&)
void drawNV12Decord(DrawContext*, const TextureSampler&, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&)
void drawTextureColorMatrix(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Matrix44f&, const sead::Vector4f&, float)
void drawTexture_(DrawContext*, const ShaderProgram&, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Matrix44f&, const sead::Vector4f&)
void drawTexture2DArrayColorMatrix(DrawContext*, const TextureSampler&, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Matrix44f&, const sead::Vector4f&, s32, float)
void drawPou32Imm(DrawContext*, const sead::Vector3f&, const sead::Color4f&, float)
void drawTriangleImm(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Color4f&)
void drawWireTriangleImm(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Color4f&, float)
void drawGridImm(DrawContext*, float, float, u32, u32, const sead::Color4f&, float)
void drawWireCircleImm(DrawContext*, const sead::Matrix34f&, const sead::Color4f&, float, u32)
void drawBoundBoxImm(DrawContext*, const sead::BoundBox3f&, const sead::Color4f&, float)
void drawFan(DrawContext*, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Color4f&, float, float, u32, float)
void drawFan_(DrawContext*, u32*, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Color4f&, float, float, u32, float)
void drawWireFan(DrawContext*, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Color4f&, float, float, u32, float)
void setStickReverse(bool reverse)
auto isStickReverse() -> bool
void setRotateLRReverse(bool reverse)
auto isRotateLRReverse() -> bool
void setRotateUDReverse(bool reverse)
auto isRotateUDReverse() -> bool