master
parent
07ce8a4148
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#include "debug_ui.hpp" |
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#include "constants.hpp" |
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#include "color.hpp" |
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#include "events.hpp" |
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#include <optional> |
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#include <fmt/core.h> |
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#include <fmt/xchar.h> |
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#include "components.hpp" |
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namespace gui { |
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using namespace guecs; |
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DebugUI::DebugUI(LevelManager& level_mgr) : |
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$level_mgr(level_mgr) |
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{ |
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} |
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void DebugUI::init(lel::Cell cell) { |
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$gui.position(cell.x, cell.y, cell.w, cell.h); |
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$gui.layout( |
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"[*%(100,400)debug_text]" |
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"[_]" |
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"[_]" |
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"[_]" |
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"[spawn1|spawn2|spawn3]" |
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"[spawn4|spawn5|spawn6]"); |
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add_spawn_button("AXE_RANGER", "axe_ranger", "spawn1"); |
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add_spawn_button("KNIGHT","armored_knight", "spawn2"); |
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add_spawn_button("SPIDER_GIANT_HAIRY", "hairy_spider", "spawn3"); |
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add_spawn_button("RAT_GIANT", "rat_with_sword", "spawn4"); |
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$gui.init(); |
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} |
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void DebugUI::add_spawn_button(std::string enemy_key, std::string sprite_name, std::string region) { |
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auto button = $gui.entity(region); |
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$gui.set<guecs::Clickable>(button, { [this, enemy_key](auto, auto){ spawn(enemy_key); } }); |
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$gui.set<guecs::Sprite>(button, { sprite_name}); |
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} |
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void DebugUI::spawn(std::string enemy_key) { |
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auto ent = $level_mgr.spawn_enemy(enemy_key); |
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auto& level = $level_mgr.current(); |
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level.world->send<Events::GUI>(Events::GUI::ENEMY_SPAWN, ent, {}); |
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} |
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void DebugUI::render(sf::RenderWindow& window) { |
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auto& level = $level_mgr.current(); |
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auto debug_settings = level.world->get_the<components::Debug>(); |
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if(debug_settings.FPS) { |
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auto player = level.world->get_the<components::Player>(); |
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auto player_combat = level.world->get<components::Combat>(player.entity); |
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auto map = level.map; |
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std::wstring stats = fmt::format(L"STATS\n" |
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L"HP: {}\n" |
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L"mean:{:>8.5}\n" |
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L"sdev: {:>8.5}\n" |
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L"min: {:>8.5}\n" |
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L"max: {:>8.5}\n" |
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L"count:{:<10}\n" |
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L"level: {} size: {}x{}\n\n" |
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L"VSync? {}\n" |
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L"FR Limit: {}\n" |
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L"Debug? {}\n\n", |
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player_combat.hp, $stats.mean(), $stats.stddev(), $stats.min, |
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$stats.max, $stats.n, level.index, map->width(), map->height(), |
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VSYNC, FRAME_LIMIT, DEBUG_BUILD); |
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$gui.show_text("debug_text", stats); |
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$gui.render(window); |
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// $gui.debug_layout(window);
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} |
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} |
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void DebugUI::debug() { |
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auto& level = $level_mgr.current(); |
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auto& dbg = level.world->get_the<components::Debug>(); |
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dbg.FPS = !dbg.FPS; |
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dbg.PATHS = !dbg.PATHS; |
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if(dbg.FPS) { |
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// it's on now, enable things
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auto player = level.world->get_the<components::Player>(); |
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auto& player_combat = level.world->get<components::Combat>(player.entity); |
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player_combat.hp = player_combat.max_hp; |
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$gui.show_text("debug_text", L"STATS"); |
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} else { |
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// it's off now, close it
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$gui.close<Textual>("debug_text"); |
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} |
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} |
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bool DebugUI::mouse(float x, float y) { |
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return $gui.mouse(x, y); |
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} |
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void DebugUI::update_level(GameLevel &level) { |
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$level = level; |
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} |
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Stats::TimeBullshit DebugUI::time_start() { |
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return $stats.time_start(); |
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} |
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void DebugUI::sample_time(Stats::TimeBullshit start) { |
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$stats.sample_time(start); |
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} |
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void DebugUI::reset_stats() { |
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$stats.reset(); |
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} |
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} |
@ -0,0 +1,30 @@ |
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#pragma once |
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#include "levelmanager.hpp" |
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#include <SFML/Graphics/RenderWindow.hpp> |
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#include <SFML/Graphics/Font.hpp> |
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#include "guecs.hpp" |
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#include "stats.hpp" |
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namespace gui { |
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class DebugUI { |
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public: |
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Stats $stats; |
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guecs::UI $gui; |
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GameLevel $level; |
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LevelManager& $level_mgr; |
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DebugUI(LevelManager& level_mgr); |
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void init(lel::Cell cell); |
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void render(sf::RenderWindow& window); |
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bool mouse(float x, float y); |
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void debug(); |
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void update_level(GameLevel &level); |
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void spawn(std::string enemy_key); |
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void add_spawn_button(std::string enemy_key, std::string sprite_name, std::string region); |
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Stats::TimeBullshit time_start(); |
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void sample_time(Stats::TimeBullshit start); |
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void reset_stats(); |
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}; |
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} |
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