package doodle import ( "fmt" "strings" "git.kirsle.net/apps/doodle/balance" "git.kirsle.net/apps/doodle/doodads" "git.kirsle.net/apps/doodle/render" "git.kirsle.net/apps/doodle/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 = true DebugCollision = true DebugTextPadding int32 = 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 // XXX: some opt-in WorldIndex variables for the debug overlay. // This is the world pixel that the mouse cursor is over, // the Cursor + Scroll position of the canvas. debugWorldIndex render.Point ) // DrawDebugOverlay draws the debug FPS text on the SDL canvas. func (d *Doodle) DrawDebugOverlay() { if !DebugOverlay { return } var ( darken = balance.DebugStrokeDarken Yoffset int32 = 20 // leave room for the menu bar Xoffset int32 = 5 keys = []string{ " FPS:", "Scene:", "Pixel:", "Mouse:", } values = []string{ fmt.Sprintf("%d (skip: %dms)", fpsCurrent, fpsSkipped), d.Scene.Name(), debugWorldIndex.String(), fmt.Sprintf("%d,%d", d.event.CursorX.Now, d.event.CursorY.Now), } ) 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), }, }) 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), }, }) 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. func (d *Doodle) DrawCollisionBox(actor doodads.Actor) { if !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 } }