doodle/fps.go
Noah Petherbridge e1cbff8c3f Add Palette Window and Palette Support to Edit Mode
* Add ui.Window to easily create reusable windows with titles.
* Add a palette window (panel) to the right edge of the Edit Mode.
  * Has Radio Buttons listing the colors available in the palette.
* Add palette support to Edit Mode so when you draw pixels, they take
  on the color and attributes of the currently selected Swatch in your
  palette.
* Revise the on-disk format to better serialize the Palette object to
  JSON.
* Break Play Mode: collision detection fails because the Grid key
  elements are now full Pixel objects (which retain their Palette and
  Swatch properties).
  * The Grid will need to be re-worked to separate X,Y coordinates from
    the Pixel metadata to just test "is something there, and what is
    it?"
2018-08-10 17:19:47 -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 = false
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,
},
)
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.Doodad) {
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
}
}