doodle/pkg/fps.go

234 lines
5.7 KiB
Go
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package doodle
import (
"fmt"
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"runtime"
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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"strings"
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"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/collision"
"git.kirsle.net/SketchyMaze/doodle/pkg/drawtool"
"git.kirsle.net/SketchyMaze/doodle/pkg/uix"
"git.kirsle.net/go/render"
Optimize memory by freeing up SDL2 textures * Added to the F3 Debug Overlay is a "Texture:" label that counts the number of textures currently loaded by the (SDL2) render engine. * Added Teardown() functions to Level, Doodad and the Chunker they both use to free up SDL2 textures for all their cached graphics. * The Canvas.Destroy() function now cleans up all textures that the Canvas is responsible for: calling the Teardown() of the Level or Doodad, calling Destroy() on all level actors, and cleaning up Wallpaper textures. * The Destroy() method of the game's various Scenes will properly Destroy() their canvases to clean up when transitioning to another scene. The MainScene, MenuScene, EditorScene and PlayScene. * Fix the sprites package to actually cache the ui.Image widgets. The game has very few sprites so no need to free them just yet. Some tricky places that were leaking textures have been cleaned up: * Canvas.InstallActors() destroys the canvases of existing actors before it reinitializes the list and installs the replacements. * The DraggableActor when the user is dragging an actor around their level cleans up the blueprint masked drag/drop actor before nulling it out. Misc changes: * The player character cheats during Play Mode will immediately swap out the player character on the current level. * Properly call the Close() function instead of Hide() to dismiss popup windows. The Close() function itself calls Hide() but also triggers WindowClose event handlers. The Doodad Dropper subscribes to its close event to free textures for all its doodad canvases.
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"git.kirsle.net/go/render/sdl"
"git.kirsle.net/go/ui"
)
// Frames to cache for FPS calculation.
const maxSamples = 100
// Debug mode options, these can be enabled in the dev console
// like: boolProp DebugOverlay true
var (
DebugOverlay = false
DebugCollision = false
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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DebugTextPadding = 8
DebugTextSize = 24
DebugTextColor = render.SkyBlue
DebugTextStroke = render.Grey
DebugTextShadow = render.Black
)
var (
fpsCurrentTicks uint32 // current time we get sdl.GetTicks()
fpsLastTime uint32 // last time we printed the fpsCurrentTicks
fpsCurrent int
fpsFrames int
fpsSkipped uint32
fpsInterval uint32 = 1000
fpsDoNotCap bool // remove the FPS delay cap in main loop
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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// Memory usage metrics.
memHeap uint64 // Current heap memory size (shrinks on GC)
memSys uint64 // Current total memory usage
numGoroutine int
// Custom labels for individual Scenes to add debug info.
customDebugLabels []debugLabel
)
type debugLabel struct {
key string
variable *string
}
// DrawDebugOverlay draws the debug FPS text on the SDL canvas.
func (d *Doodle) DrawDebugOverlay() {
if !DebugOverlay {
return
}
var framesSkipped = fmt.Sprintf("(skip: %dms)", fpsSkipped)
if fpsDoNotCap {
framesSkipped = "uncapped"
}
Optimize memory by freeing up SDL2 textures * Added to the F3 Debug Overlay is a "Texture:" label that counts the number of textures currently loaded by the (SDL2) render engine. * Added Teardown() functions to Level, Doodad and the Chunker they both use to free up SDL2 textures for all their cached graphics. * The Canvas.Destroy() function now cleans up all textures that the Canvas is responsible for: calling the Teardown() of the Level or Doodad, calling Destroy() on all level actors, and cleaning up Wallpaper textures. * The Destroy() method of the game's various Scenes will properly Destroy() their canvases to clean up when transitioning to another scene. The MainScene, MenuScene, EditorScene and PlayScene. * Fix the sprites package to actually cache the ui.Image widgets. The game has very few sprites so no need to free them just yet. Some tricky places that were leaking textures have been cleaned up: * Canvas.InstallActors() destroys the canvases of existing actors before it reinitializes the list and installs the replacements. * The DraggableActor when the user is dragging an actor around their level cleans up the blueprint masked drag/drop actor before nulling it out. Misc changes: * The player character cheats during Play Mode will immediately swap out the player character on the current level. * Properly call the Close() function instead of Hide() to dismiss popup windows. The Close() function itself calls Hide() but also triggers WindowClose event handlers. The Doodad Dropper subscribes to its close event to free textures for all its doodad canvases.
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// Get the size of cached SDL2 textures at the render engine level.
var texCount = "n/a"
if sdl, ok := d.Engine.(*sdl.Renderer); ok {
texCount = fmt.Sprintf("%d", sdl.CountTextures())
Optimize memory by freeing up SDL2 textures * Added to the F3 Debug Overlay is a "Texture:" label that counts the number of textures currently loaded by the (SDL2) render engine. * Added Teardown() functions to Level, Doodad and the Chunker they both use to free up SDL2 textures for all their cached graphics. * The Canvas.Destroy() function now cleans up all textures that the Canvas is responsible for: calling the Teardown() of the Level or Doodad, calling Destroy() on all level actors, and cleaning up Wallpaper textures. * The Destroy() method of the game's various Scenes will properly Destroy() their canvases to clean up when transitioning to another scene. The MainScene, MenuScene, EditorScene and PlayScene. * Fix the sprites package to actually cache the ui.Image widgets. The game has very few sprites so no need to free them just yet. Some tricky places that were leaking textures have been cleaned up: * Canvas.InstallActors() destroys the canvases of existing actors before it reinitializes the list and installs the replacements. * The DraggableActor when the user is dragging an actor around their level cleans up the blueprint masked drag/drop actor before nulling it out. Misc changes: * The player character cheats during Play Mode will immediately swap out the player character on the current level. * Properly call the Close() function instead of Hide() to dismiss popup windows. The Close() function itself calls Hide() but also triggers WindowClose event handlers. The Doodad Dropper subscribes to its close event to free textures for all its doodad canvases.
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}
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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var (
darken = balance.DebugStrokeDarken
Yoffset = 20 // leave room for the menu bar
Xoffset = 20
keys = []string{
"FPS:",
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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"Scene:",
"Mouse:",
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"Textures:",
"Sys/Heap:",
"Threads:",
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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}
values = []string{
fmt.Sprintf("%d %s", fpsCurrent, framesSkipped),
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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d.Scene.Name(),
fmt.Sprintf("%d,%d", d.event.CursorX, d.event.CursorY),
Optimize memory by freeing up SDL2 textures * Added to the F3 Debug Overlay is a "Texture:" label that counts the number of textures currently loaded by the (SDL2) render engine. * Added Teardown() functions to Level, Doodad and the Chunker they both use to free up SDL2 textures for all their cached graphics. * The Canvas.Destroy() function now cleans up all textures that the Canvas is responsible for: calling the Teardown() of the Level or Doodad, calling Destroy() on all level actors, and cleaning up Wallpaper textures. * The Destroy() method of the game's various Scenes will properly Destroy() their canvases to clean up when transitioning to another scene. The MainScene, MenuScene, EditorScene and PlayScene. * Fix the sprites package to actually cache the ui.Image widgets. The game has very few sprites so no need to free them just yet. Some tricky places that were leaking textures have been cleaned up: * Canvas.InstallActors() destroys the canvases of existing actors before it reinitializes the list and installs the replacements. * The DraggableActor when the user is dragging an actor around their level cleans up the blueprint masked drag/drop actor before nulling it out. Misc changes: * The player character cheats during Play Mode will immediately swap out the player character on the current level. * Properly call the Close() function instead of Hide() to dismiss popup windows. The Close() function itself calls Hide() but also triggers WindowClose event handlers. The Doodad Dropper subscribes to its close event to free textures for all its doodad canvases.
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texCount,
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fmt.Sprintf("%d MiB / %d MiB", memSys, memHeap),
fmt.Sprintf("%d", numGoroutine),
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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}
)
// Insert custom keys.
for _, custom := range customDebugLabels {
keys = append(keys, custom.key)
if custom.variable == nil {
values = append(values, "<nil>")
} else if len(*custom.variable) == 0 {
values = append(values, `""`)
} else {
values = append(values, *custom.variable)
}
}
// Find the longest key to align the labels up.
var longest int
for _, key := range keys {
if len(key) > longest {
longest = len(key)
}
}
// Space pad the keys for alignment.
for i, key := range keys {
if len(key) < longest {
key = strings.Repeat(" ", longest-len(key)) + key
keys[i] = key
}
}
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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key := ui.NewLabel(ui.Label{
Text: strings.Join(keys, "\n"),
Font: render.Text{
Size: balance.DebugFontSize,
FontFilename: balance.ShellFontFilename,
Color: balance.DebugLabelColor,
Stroke: balance.DebugLabelColor.Darken(darken),
},
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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})
key.Compute(d.Engine)
key.Present(d.Engine, render.NewPoint(
DebugTextPadding+Xoffset,
DebugTextPadding+Yoffset,
))
value := ui.NewLabel(ui.Label{
Text: strings.Join(values, "\n"),
Font: render.Text{
Size: balance.DebugFontSize,
FontFilename: balance.DebugFontFilename,
Color: balance.DebugValueColor,
Stroke: balance.DebugValueColor.Darken(darken),
},
Draw Actors Embedded in Levels in Edit Mode Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
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})
value.Compute(d.Engine)
value.Present(d.Engine, render.NewPoint(
DebugTextPadding+Xoffset+key.Size().W+DebugTextPadding,
DebugTextPadding+Yoffset, // padding to not overlay menu bar
))
}
// DrawCollisionBox draws the collision box around a Doodad.
//
// The canvas will be the level Canvas, and the collision box is drawn in world
// space using the canvas.DrawStrokes function.
func (d *Doodle) DrawCollisionBox(canvas *uix.Canvas, actor *uix.Actor) {
if !DebugCollision {
return
}
var (
rect = collision.GetBoundingRect(actor)
box = collision.GetCollisionBox(rect)
hitbox = actor.Hitbox()
)
// Adjust the actor's bounding rect by its stated Hitbox from its script.
rect = collision.SizePlusHitbox(rect, hitbox)
box = collision.GetCollisionBox(rect)
// The stroke data for drawing the collision box "inside" the level Canvas,
// so it scrolls and works in world units not screen units.
var strokes = []struct {
Color render.Color
PointA render.Point
PointB render.Point
}{
{render.DarkGreen, box.Top[0], box.Top[1]},
{render.DarkBlue, box.Bottom[0], box.Bottom[1]},
{render.DarkYellow, box.Left[0], box.Left[1]},
{render.Red, box.Right[0], box.Right[1]},
}
for _, cfg := range strokes {
stroke := drawtool.NewStroke(drawtool.Line, cfg.Color)
stroke.PointA = cfg.PointA
stroke.PointB = cfg.PointB
canvas.DrawStrokes(d.Engine, []*drawtool.Stroke{stroke})
}
}
// TrackFPS shows the current FPS once per second.
//
// In debug mode, changes the window title to include the FPS counter.
func (d *Doodle) TrackFPS(skipped uint32) {
fpsFrames++
fpsCurrentTicks = d.Engine.GetTicks()
// Skip the first second.
if fpsCurrentTicks < fpsInterval {
return
}
if fpsLastTime < fpsCurrentTicks-fpsInterval {
fpsLastTime = fpsCurrentTicks
fpsCurrent = fpsFrames
fpsFrames = 0
fpsSkipped = skipped
}
// FPS in the title bar.
d.Engine.SetTitle(fmt.Sprintf("%s (%d FPS)", d.Title(), fpsCurrent))
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// Refresh memory usage.
GetMemUsage()
}
// GetMemUsage collects statistics on memory utilization.
func GetMemUsage() {
var m runtime.MemStats
runtime.ReadMemStats(&m)
memHeap = bToMb(m.Alloc)
memSys = bToMb(m.Sys)
numGoroutine = runtime.NumGoroutine()
}
func bToMb(b uint64) uint64 {
return b / 1024 / 1024
}