Debug UI now has little icons for each enemy and can spawn any enemy. Also I forgot the files.

master
Zed A. Shaw 1 week ago
parent 07ce8a4148
commit 6d73c87c4e
  1. 117
      debug_ui.cpp
  2. 30
      debug_ui.hpp

@ -0,0 +1,117 @@
#include "debug_ui.hpp"
#include "constants.hpp"
#include "color.hpp"
#include "events.hpp"
#include <optional>
#include <fmt/core.h>
#include <fmt/xchar.h>
#include "components.hpp"
namespace gui {
using namespace guecs;
DebugUI::DebugUI(LevelManager& level_mgr) :
$level_mgr(level_mgr)
{
}
void DebugUI::init(lel::Cell cell) {
$gui.position(cell.x, cell.y, cell.w, cell.h);
$gui.layout(
"[*%(100,400)debug_text]"
"[_]"
"[_]"
"[_]"
"[spawn1|spawn2|spawn3]"
"[spawn4|spawn5|spawn6]");
add_spawn_button("AXE_RANGER", "axe_ranger", "spawn1");
add_spawn_button("KNIGHT","armored_knight", "spawn2");
add_spawn_button("SPIDER_GIANT_HAIRY", "hairy_spider", "spawn3");
add_spawn_button("RAT_GIANT", "rat_with_sword", "spawn4");
$gui.init();
}
void DebugUI::add_spawn_button(std::string enemy_key, std::string sprite_name, std::string region) {
auto button = $gui.entity(region);
$gui.set<guecs::Clickable>(button, { [this, enemy_key](auto, auto){ spawn(enemy_key); } });
$gui.set<guecs::Sprite>(button, { sprite_name});
}
void DebugUI::spawn(std::string enemy_key) {
auto ent = $level_mgr.spawn_enemy(enemy_key);
auto& level = $level_mgr.current();
level.world->send<Events::GUI>(Events::GUI::ENEMY_SPAWN, ent, {});
}
void DebugUI::render(sf::RenderWindow& window) {
auto& level = $level_mgr.current();
auto debug_settings = level.world->get_the<components::Debug>();
if(debug_settings.FPS) {
auto player = level.world->get_the<components::Player>();
auto player_combat = level.world->get<components::Combat>(player.entity);
auto map = level.map;
std::wstring stats = fmt::format(L"STATS\n"
L"HP: {}\n"
L"mean:{:>8.5}\n"
L"sdev: {:>8.5}\n"
L"min: {:>8.5}\n"
L"max: {:>8.5}\n"
L"count:{:<10}\n"
L"level: {} size: {}x{}\n\n"
L"VSync? {}\n"
L"FR Limit: {}\n"
L"Debug? {}\n\n",
player_combat.hp, $stats.mean(), $stats.stddev(), $stats.min,
$stats.max, $stats.n, level.index, map->width(), map->height(),
VSYNC, FRAME_LIMIT, DEBUG_BUILD);
$gui.show_text("debug_text", stats);
$gui.render(window);
// $gui.debug_layout(window);
}
}
void DebugUI::debug() {
auto& level = $level_mgr.current();
auto& dbg = level.world->get_the<components::Debug>();
dbg.FPS = !dbg.FPS;
dbg.PATHS = !dbg.PATHS;
if(dbg.FPS) {
// it's on now, enable things
auto player = level.world->get_the<components::Player>();
auto& player_combat = level.world->get<components::Combat>(player.entity);
player_combat.hp = player_combat.max_hp;
$gui.show_text("debug_text", L"STATS");
} else {
// it's off now, close it
$gui.close<Textual>("debug_text");
}
}
bool DebugUI::mouse(float x, float y) {
return $gui.mouse(x, y);
}
void DebugUI::update_level(GameLevel &level) {
$level = level;
}
Stats::TimeBullshit DebugUI::time_start() {
return $stats.time_start();
}
void DebugUI::sample_time(Stats::TimeBullshit start) {
$stats.sample_time(start);
}
void DebugUI::reset_stats() {
$stats.reset();
}
}

@ -0,0 +1,30 @@
#pragma once
#include "levelmanager.hpp"
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/Font.hpp>
#include "guecs.hpp"
#include "stats.hpp"
namespace gui {
class DebugUI {
public:
Stats $stats;
guecs::UI $gui;
GameLevel $level;
LevelManager& $level_mgr;
DebugUI(LevelManager& level_mgr);
void init(lel::Cell cell);
void render(sf::RenderWindow& window);
bool mouse(float x, float y);
void debug();
void update_level(GameLevel &level);
void spawn(std::string enemy_key);
void add_spawn_button(std::string enemy_key, std::string sprite_name, std::string region);
Stats::TimeBullshit time_start();
void sample_time(Stats::TimeBullshit start);
void reset_stats();
};
}
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