Noah Petherbridge
9356502a50
Implements the dev console in-game with various commands to start out with. Press the Enter key to show or hide the console. Commands supported: new Start a new map in Edit Mode. save [filename.json] Save the current map to disk. Filename is required unless you have saved recently. edit filename.json Open a map from disk in Edit Mode. play filename.json Play a map from disk in Play Mode.
76 lines
1.5 KiB
Go
76 lines
1.5 KiB
Go
package doodle
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import (
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"fmt"
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"git.kirsle.net/apps/doodle/render"
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)
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// Frames to cache for FPS calculation.
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const maxSamples = 100
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var (
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fpsCurrentTicks uint32 // current time we get sdl.GetTicks()
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fpsLastTime uint32 // last time we printed the fpsCurrentTicks
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fpsCurrent int
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fpsFrames int
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fpsSkipped uint32
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fpsInterval uint32 = 1000
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)
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// DrawDebugOverlay draws the debug FPS text on the SDL canvas.
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func (d *Doodle) DrawDebugOverlay() {
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if !d.Debug {
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return
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}
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label := fmt.Sprintf(
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"FPS: %d (%dms) S:%s F12=screenshot",
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fpsCurrent,
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fpsSkipped,
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d.scene.Name(),
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)
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err := d.Engine.DrawText(
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render.Text{
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Text: label,
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Size: 24,
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Color: DebugTextColor,
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Stroke: DebugTextStroke,
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Shadow: DebugTextShadow,
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},
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render.Point{
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X: DebugTextPadding,
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Y: DebugTextPadding,
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},
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)
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if err != nil {
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log.Error("DrawDebugOverlay: text error: %s", err.Error())
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}
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}
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// TrackFPS shows the current FPS once per second.
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func (d *Doodle) TrackFPS(skipped uint32) {
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fpsFrames++
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fpsCurrentTicks = d.Engine.GetTicks()
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// Skip the first second.
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if fpsCurrentTicks < fpsInterval {
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return
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}
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if fpsLastTime < fpsCurrentTicks-fpsInterval {
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// log.Debug("Uptime: %s FPS: %d deltaTicks: %d skipped: %dms",
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// time.Now().Sub(d.startTime),
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// fpsCurrent,
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// fpsCurrentTicks-fpsLastTime,
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// skipped,
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// )
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fpsLastTime = fpsCurrentTicks
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fpsCurrent = fpsFrames
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fpsFrames = 0
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fpsSkipped = skipped
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}
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}
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