package doodle import ( "fmt" "git.kirsle.net/apps/doodle/doodads" "git.kirsle.net/apps/doodle/render" ) // 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 = true DebugCollision = true ) 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 ) // DrawDebugOverlay draws the debug FPS text on the SDL canvas. func (d *Doodle) DrawDebugOverlay() { if !d.Debug || !DebugOverlay { return } label := fmt.Sprintf( "FPS: %d (%dms) S:%s F12=screenshot", fpsCurrent, fpsSkipped, d.Scene.Name(), ) err := d.Engine.DrawText( render.Text{ Text: label, Size: 24, Color: DebugTextColor, Stroke: DebugTextStroke, Shadow: DebugTextShadow, }, render.Point{ X: DebugTextPadding, Y: DebugTextPadding, }, ) if err != nil { log.Error("DrawDebugOverlay: text error: %s", err.Error()) } } // DrawCollisionBox draws the collision box around a Doodad. func (d *Doodle) DrawCollisionBox(actor doodads.Doodad) { if !d.Debug || !DebugCollision { return } var ( rect = doodads.GetBoundingRect(actor) box = doodads.GetCollisionBox(rect) ) d.Engine.DrawLine(render.DarkGreen, box.Top[0], box.Top[1]) d.Engine.DrawLine(render.DarkBlue, box.Bottom[0], box.Bottom[1]) d.Engine.DrawLine(render.DarkYellow, box.Left[0], box.Left[1]) d.Engine.DrawLine(render.Red, box.Right[0], box.Right[1]) } // TrackFPS shows the current FPS once per second. 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 } }