doodle/fps.go
Noah Petherbridge 20771fbe13 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.
2018-10-19 13:32:25 -07:00

132 lines
3.3 KiB
Go

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 !d.Debug || !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 !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
}
}