Improvements to the Debug Overlay Feature
* Scenes can insert custom key/value labels to the debug overlay and track string variables in real time * Added ability to unthrottle FPS in main loop
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docs/Shell.md
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7
docs/Shell.md
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@ -0,0 +1,7 @@
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# Developer Console
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## Cheats
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| Cheat Code | Effect |
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|-------------------|--------------------------------|
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| unleash the beast | Disable frame rate throttling. |
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@ -9,6 +9,16 @@ var (
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// Speed to scroll a canvas with arrow keys in Edit Mode.
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// Speed to scroll a canvas with arrow keys in Edit Mode.
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CanvasScrollSpeed int32 = 8
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CanvasScrollSpeed int32 = 8
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// Window scrolling behavior in Play Mode.
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ScrollboxHoz = 64 // horizontal px from window border to start scrol
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ScrollboxVert = 128
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ScrollMaxVelocity = 24
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// Player speeds
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PlayerMaxVelocity = 12
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PlayerAcceleration = 2
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Gravity = 2
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// Default chunk size for canvases.
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// Default chunk size for canvases.
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ChunkSize = 128
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ChunkSize = 128
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@ -22,6 +22,17 @@ func (c Command) Run(d *Doodle) error {
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return nil
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return nil
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}
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}
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// Cheat codes
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if c.Raw == "unleash the beast" {
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if fpsDoNotCap {
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d.Flash("Reset frame rate throttle to factory default FPS")
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} else {
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d.Flash("Unleashing as many frames as we can render!")
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}
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fpsDoNotCap = !fpsDoNotCap
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return nil
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}
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switch c.Command {
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switch c.Command {
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case "echo":
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case "echo":
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d.Flash(c.ArgsLiteral)
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d.Flash(c.ArgsLiteral)
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@ -148,13 +148,15 @@ func (d *Doodle) Run() error {
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}
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}
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// Delay to maintain the target frames per second.
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// Delay to maintain the target frames per second.
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elapsed := time.Now().Sub(start)
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tmp := elapsed / time.Millisecond
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var delay uint32
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var delay uint32
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if TargetFPS-int(tmp) > 0 { // make sure it won't roll under
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if !fpsDoNotCap {
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delay = uint32(TargetFPS - int(tmp))
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elapsed := time.Now().Sub(start)
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tmp := elapsed / time.Millisecond
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if TargetFPS-int(tmp) > 0 { // make sure it won't roll under
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delay = uint32(TargetFPS - int(tmp))
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}
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d.Engine.Delay(delay)
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}
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}
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d.Engine.Delay(delay)
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// Track how long this frame took to measure FPS over time.
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// Track how long this frame took to measure FPS over time.
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d.TrackFPS(delay)
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d.TrackFPS(delay)
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@ -32,6 +32,11 @@ type EditorScene struct {
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Level *level.Level
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Level *level.Level
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Doodad *doodads.Doodad
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Doodad *doodads.Doodad
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// Custom debug overlay values.
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debTool *string
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debSwatch *string
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debWorldIndex *string
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// Last saved filename by the user.
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// Last saved filename by the user.
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filename string
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filename string
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}
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}
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@ -43,6 +48,16 @@ func (s *EditorScene) Name() string {
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// Setup the editor scene.
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// Setup the editor scene.
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func (s *EditorScene) Setup(d *Doodle) error {
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func (s *EditorScene) Setup(d *Doodle) error {
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// Debug overlay values.
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s.debTool = new(string)
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s.debSwatch = new(string)
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s.debWorldIndex = new(string)
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customDebugLabels = []debugLabel{
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{"Pixel", s.debWorldIndex},
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{"Tool", s.debTool},
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{"Swatch", s.debSwatch},
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}
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// Initialize the user interface. It references the palette and such so it
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// Initialize the user interface. It references the palette and such so it
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// must be initialized after those things.
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// must be initialized after those things.
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s.d = d
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s.d = d
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@ -107,6 +122,11 @@ func (s *EditorScene) Setup(d *Doodle) error {
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// Loop the editor scene.
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// Loop the editor scene.
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func (s *EditorScene) Loop(d *Doodle, ev *events.State) error {
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func (s *EditorScene) Loop(d *Doodle, ev *events.State) error {
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// Update debug overlay values.
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*s.debTool = s.UI.Canvas.Tool.String()
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*s.debSwatch = s.UI.Canvas.Palette.ActiveSwatch.Name
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*s.debWorldIndex = s.UI.Canvas.WorldIndexAt(s.UI.cursor).String()
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// Has the window been resized?
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// Has the window been resized?
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if resized := ev.Resized.Read(); resized {
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if resized := ev.Resized.Read(); resized {
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w, h := d.Engine.WindowSize()
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w, h := d.Engine.WindowSize()
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@ -262,6 +282,5 @@ func (s *EditorScene) SaveDoodad(filename string) error {
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// Destroy the scene.
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// Destroy the scene.
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func (s *EditorScene) Destroy() error {
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func (s *EditorScene) Destroy() error {
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debugWorldIndex = render.Origin
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return nil
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return nil
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}
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}
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@ -164,11 +164,10 @@ func (u *EditorUI) Loop(ev *events.State) error {
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// Update status bar labels.
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// Update status bar labels.
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{
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{
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debugWorldIndex = u.Canvas.WorldIndexAt(u.cursor)
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u.StatusMouseText = fmt.Sprintf("Rel:(%d,%d) Abs:(%s)",
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u.StatusMouseText = fmt.Sprintf("Rel:(%d,%d) Abs:(%s)",
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ev.CursorX.Now,
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ev.CursorX.Now,
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ev.CursorY.Now,
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ev.CursorY.Now,
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debugWorldIndex,
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*u.Scene.debWorldIndex,
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)
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)
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u.StatusPaletteText = fmt.Sprintf("%s Tool",
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u.StatusPaletteText = fmt.Sprintf("%s Tool",
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u.Canvas.Tool,
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u.Canvas.Tool,
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57
pkg/fps.go
57
pkg/fps.go
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@ -33,37 +33,72 @@ var (
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fpsFrames int
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fpsFrames int
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fpsSkipped uint32
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fpsSkipped uint32
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fpsInterval uint32 = 1000
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fpsInterval uint32 = 1000
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fpsDoNotCap bool // remove the FPS delay cap in main loop
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// XXX: some opt-in WorldIndex variables for the debug overlay.
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// Custom labels for individual Scenes to add debug info.
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// This is the world pixel that the mouse cursor is over,
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customDebugLabels []debugLabel
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// the Cursor + Scroll position of the canvas.
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debugWorldIndex render.Point
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)
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)
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type debugLabel struct {
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key string
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variable *string
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}
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// DrawDebugOverlay draws the debug FPS text on the SDL canvas.
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// DrawDebugOverlay draws the debug FPS text on the SDL canvas.
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func (d *Doodle) DrawDebugOverlay() {
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func (d *Doodle) DrawDebugOverlay() {
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if !d.Debug || !DebugOverlay {
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if !DebugOverlay {
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return
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return
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}
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}
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var framesSkipped = fmt.Sprintf("(skip: %dms)", fpsSkipped)
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if fpsDoNotCap {
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framesSkipped = "uncapped"
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}
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var (
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var (
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darken = balance.DebugStrokeDarken
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darken = balance.DebugStrokeDarken
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Yoffset int32 = 20 // leave room for the menu bar
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Yoffset int32 = 20 // leave room for the menu bar
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Xoffset int32 = 5
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Xoffset int32 = 20
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keys = []string{
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keys = []string{
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" FPS:",
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"FPS:",
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"Scene:",
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"Scene:",
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"Pixel:",
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"Mouse:",
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"Mouse:",
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}
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}
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values = []string{
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values = []string{
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fmt.Sprintf("%d (skip: %dms)", fpsCurrent, fpsSkipped),
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fmt.Sprintf("%d %s", fpsCurrent, framesSkipped),
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d.Scene.Name(),
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d.Scene.Name(),
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debugWorldIndex.String(),
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fmt.Sprintf("%d,%d", d.event.CursorX.Now, d.event.CursorY.Now),
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fmt.Sprintf("%d,%d", d.event.CursorX.Now, d.event.CursorY.Now),
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}
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}
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)
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)
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// Insert custom keys.
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for _, custom := range customDebugLabels {
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keys = append(keys, custom.key)
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if custom.variable == nil {
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values = append(values, "<nil>")
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} else if len(*custom.variable) == 0 {
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values = append(values, `""`)
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} else {
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values = append(values, *custom.variable)
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}
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}
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// Find the longest key to align the labels up.
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var longest int
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for _, key := range keys {
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if len(key) > longest {
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longest = len(key)
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}
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}
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// Space pad the keys for alignment.
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for i, key := range keys {
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if len(key) < longest {
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key = strings.Repeat(" ", longest-len(key)) + key
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keys[i] = key
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}
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}
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key := ui.NewLabel(ui.Label{
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key := ui.NewLabel(ui.Label{
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Text: strings.Join(keys, "\n"),
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Text: strings.Join(keys, "\n"),
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Font: render.Text{
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Font: render.Text{
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@ -97,7 +132,7 @@ func (d *Doodle) DrawDebugOverlay() {
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// DrawCollisionBox draws the collision box around a Doodad.
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// DrawCollisionBox draws the collision box around a Doodad.
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func (d *Doodle) DrawCollisionBox(actor doodads.Actor) {
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func (d *Doodle) DrawCollisionBox(actor doodads.Actor) {
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if !d.Debug || !DebugCollision {
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if !DebugCollision {
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return
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return
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}
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}
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@ -22,6 +22,12 @@ type PlayScene struct {
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d *Doodle
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d *Doodle
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drawing *uix.Canvas
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drawing *uix.Canvas
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// Custom debug labels.
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debPosition *string
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debViewport *string
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debScroll *string
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debWorldIndex *string
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// Player character
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// Player character
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Player doodads.Actor
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Player doodads.Actor
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}
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}
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// Setup the play scene.
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// Setup the play scene.
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func (s *PlayScene) Setup(d *Doodle) error {
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func (s *PlayScene) Setup(d *Doodle) error {
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s.d = d
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s.d = d
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// Initialize debug overlay values.
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s.debPosition = new(string)
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s.debViewport = new(string)
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s.debScroll = new(string)
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s.debWorldIndex = new(string)
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customDebugLabels = []debugLabel{
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{"Pixel:", s.debWorldIndex},
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{"Player:", s.debPosition},
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{"Viewport:", s.debViewport},
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{"Scroll:", s.debScroll},
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}
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// Initialize the drawing canvas.
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s.drawing = uix.NewCanvas(balance.ChunkSize, false)
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s.drawing = uix.NewCanvas(balance.ChunkSize, false)
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s.drawing.MoveTo(render.Origin)
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s.drawing.MoveTo(render.Origin)
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s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height)))
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s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height)))
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@ -63,6 +83,23 @@ func (s *PlayScene) Setup(d *Doodle) error {
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// Loop the editor scene.
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// Loop the editor scene.
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func (s *PlayScene) Loop(d *Doodle, ev *events.State) error {
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func (s *PlayScene) Loop(d *Doodle, ev *events.State) error {
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// Update debug overlay values.
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*s.debWorldIndex = s.drawing.WorldIndexAt(render.NewPoint(ev.CursorX.Now, ev.CursorY.Now)).String()
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*s.debPosition = s.Player.Position().String()
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*s.debViewport = s.drawing.Viewport().String()
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*s.debScroll = s.drawing.Scroll.String()
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// Has the window been resized?
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if resized := ev.Resized.Read(); resized {
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w, h := d.Engine.WindowSize()
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if w != d.width || h != d.height {
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d.width = w
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d.height = h
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s.drawing.Resize(render.NewRect(int32(d.width), int32(d.height)))
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return nil
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}
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}
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// Switching to Edit Mode?
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// Switching to Edit Mode?
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if ev.KeyName.Read() == "e" {
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if ev.KeyName.Read() == "e" {
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log.Info("Edit Mode, Go!")
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log.Info("Edit Mode, Go!")
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