package balance import ( "os" "strconv" "strings" "git.kirsle.net/apps/doodle/lib/render" ) // Debug related variables that can toggle on or off certain features and // overlays within the game. var ( /*************** * Visualizers * ***************/ // Debug overlay (FPS etc.) settings. DebugFontFilename = "DejaVuSans-Bold.ttf" DebugFontSize = 16 DebugLabelColor = render.MustHexColor("#FF9900") DebugValueColor = render.MustHexColor("#00CCFF") DebugStrokeDarken = 80 // Background color to use when exporting a drawing Chunk as a bitmap image // on disk. Default is white. Setting this to translucent yellow is a great // way to visualize the chunks loaded from cache on your screen. DebugChunkBitmapBackground = render.White // XXX: export $DEBUG_CHUNK_COLOR // Put a border around all Canvas widgets. DebugCanvasBorder = render.Invisible DebugCanvasLabel = false // Tag the canvas with a label. // Pretty-print JSON files when writing. JSONIndent = true ) func init() { // Load values from environment variables. var config = map[string]interface{}{ // Window size. "DOODLE_W": &Width, "DOODLE_H": &Height, // Tune some parameters. XXX: maybe dangerous at some point. "D_SCROLL_SPEED": &CanvasScrollSpeed, "D_DOODAD_SIZE": &DoodadSize, // Shell settings. "D_SHELL_BG": &ShellBackgroundColor, "D_SHELL_FG": &ShellForegroundColor, "D_SHELL_PC": &ShellPromptColor, "D_SHELL_LN": &ShellHistoryLineCount, "D_SHELL_FS": &ShellFontSize, // Visualizers "DEBUG_CHUNK_COLOR": &DebugChunkBitmapBackground, "DEBUG_CANVAS_BORDER": &DebugCanvasBorder, "DEBUG_CANVAS_LABEL": &DebugCanvasLabel, } for name, value := range config { switch v := value.(type) { case *int: *v = IntEnv(name, *(v)) case *bool: *v = BoolEnv(name, *(v)) case *int32: *v = int32(IntEnv(name, int(*(v)))) case *render.Color: *v = ColorEnv(name, *(v)) } } // Debug all? if BoolEnv("DOODLE_DEBUG_ALL", false) { DebugChunkBitmapBackground = render.RGBA(255, 255, 0, 128) DebugCanvasBorder = render.Red DebugCanvasLabel = true } } // ColorEnv gets a color value from environment variable or returns a default. // This will panic if the color is not valid, so only do this on startup time. func ColorEnv(name string, v render.Color) render.Color { if color := os.Getenv(name); color != "" { return render.MustHexColor(color) } return v } // IntEnv gets an int value from environment variable or returns a default. func IntEnv(name string, v int) int { if env := os.Getenv(name); env != "" { a, err := strconv.Atoi(env) if err != nil { panic(err) } return a } return v } // BoolEnv gets a bool from the environment with a default. func BoolEnv(name string, v bool) bool { if env := os.Getenv(name); env != "" { switch strings.ToLower(env) { case "true", "t", "1", "on", "yes", "y": return true case "false", "f", "0", "off", "no", "n": return false } } return v }