178 lines
4.3 KiB
Go
178 lines
4.3 KiB
Go
package doodle
|
|
|
|
import (
|
|
"fmt"
|
|
"strings"
|
|
|
|
"git.kirsle.net/apps/doodle/pkg/balance"
|
|
"git.kirsle.net/apps/doodle/pkg/collision"
|
|
"git.kirsle.net/apps/doodle/pkg/doodads"
|
|
"git.kirsle.net/go/render"
|
|
"git.kirsle.net/go/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 = false
|
|
DebugCollision = false
|
|
|
|
DebugTextPadding = 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
|
|
fpsDoNotCap bool // remove the FPS delay cap in main loop
|
|
|
|
// Custom labels for individual Scenes to add debug info.
|
|
customDebugLabels []debugLabel
|
|
)
|
|
|
|
type debugLabel struct {
|
|
key string
|
|
variable *string
|
|
}
|
|
|
|
// DrawDebugOverlay draws the debug FPS text on the SDL canvas.
|
|
func (d *Doodle) DrawDebugOverlay() {
|
|
if !DebugOverlay {
|
|
return
|
|
}
|
|
|
|
var framesSkipped = fmt.Sprintf("(skip: %dms)", fpsSkipped)
|
|
if fpsDoNotCap {
|
|
framesSkipped = "uncapped"
|
|
}
|
|
|
|
var (
|
|
darken = balance.DebugStrokeDarken
|
|
Yoffset = 20 // leave room for the menu bar
|
|
Xoffset = 20
|
|
keys = []string{
|
|
"FPS:",
|
|
"Scene:",
|
|
"Mouse:",
|
|
}
|
|
values = []string{
|
|
fmt.Sprintf("%d %s", fpsCurrent, framesSkipped),
|
|
d.Scene.Name(),
|
|
fmt.Sprintf("%d,%d", d.event.CursorX, d.event.CursorY),
|
|
}
|
|
)
|
|
|
|
// Insert custom keys.
|
|
for _, custom := range customDebugLabels {
|
|
keys = append(keys, custom.key)
|
|
if custom.variable == nil {
|
|
values = append(values, "<nil>")
|
|
} else if len(*custom.variable) == 0 {
|
|
values = append(values, `""`)
|
|
} else {
|
|
values = append(values, *custom.variable)
|
|
}
|
|
}
|
|
|
|
// Find the longest key to align the labels up.
|
|
var longest int
|
|
for _, key := range keys {
|
|
if len(key) > longest {
|
|
longest = len(key)
|
|
}
|
|
}
|
|
|
|
// Space pad the keys for alignment.
|
|
for i, key := range keys {
|
|
if len(key) < longest {
|
|
key = strings.Repeat(" ", longest-len(key)) + key
|
|
keys[i] = key
|
|
}
|
|
}
|
|
|
|
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.
|
|
//
|
|
// TODO: move inside the Canvas. Currently it takes an actor's World Position
|
|
// and draws the box as if it were a relative (to the window) position, so the
|
|
// hitbox drifts off when the level scrolls away from 0,0
|
|
func (d *Doodle) DrawCollisionBox(actor doodads.Actor) {
|
|
if !DebugCollision {
|
|
return
|
|
}
|
|
|
|
var (
|
|
rect = doodads.GetBoundingRect(actor)
|
|
box = collision.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.
|
|
//
|
|
// In debug mode, changes the window title to include the FPS counter.
|
|
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
|
|
}
|
|
|
|
if d.Debug {
|
|
d.Engine.SetTitle(fmt.Sprintf("%s (%d FPS)", d.Title(), fpsCurrent))
|
|
}
|
|
}
|