doodle/fps.go
Noah Petherbridge a7fd3aa1ca Doodad Edit Mode: Saving and Loading From Disk
Adds the first features to Edit Mode to support creation of Doodad
files! The "New Doodad" button pops up a prompt for a Doodad size
(default 100px) and configures the Canvas widget and makes a Doodad
struct instead of a Level to manage.

* Move the custom Canvas widget from `level.Canvas` to `uix.Canvas`
  (the uix package is for our custom UI widgets now)
* Rename the `doodads.Doodad` interface (for runtime instances of
  Doodads) to `doodads.Actor` and make `doodads.Doodad` describe the
  file format and JSON schema instead.
* Rename the `EditLevel()` method to `EditDrawing()` and it inspects the
  file extension to know whether to launch the Edit Mode for a Level or
  for a Doodad drawing.
* Doodads can be edited by using the `-edit` CLI flag or using the
  in-game file open features (including `edit` command of dev console).
* Add a `Scrollable` boolean to uix.Canvas to restrict the keyboard
  being able to scroll the level, for editing Doodads which have a fixed
  size.
2018-09-26 10:07:22 -07:00

94 lines
2.0 KiB
Go

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 + 32, // extra padding to not overlay menu bars
},
)
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.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
}
}