Now overlay UI can show some text pretty easily and is showing the debug stats.
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parent
d8e1fc7aa3
commit
30a7e1b2cc
5 changed files with 51 additions and 21 deletions
35
gui.cpp
35
gui.cpp
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@ -20,14 +20,10 @@ namespace gui {
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$status_view($level),
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$overlay_view($level, $textures),
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$font{FONT_FILE_NAME},
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$text{$font},
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$rayview($textures, RAY_VIEW_WIDTH, RAY_VIEW_HEIGHT)
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{
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$window.setVerticalSyncEnabled(VSYNC);
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$window.setFramerateLimit(FRAME_LIMIT);
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$text.setPosition({RAY_VIEW_X,RAY_VIEW_Y});
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$text.setCharacterSize(20);
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$text.setFillColor(ColorValue::LIGHT_DARK);
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$textures.load_tiles();
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$textures.load_sprites();
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}
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@ -258,6 +254,7 @@ namespace gui {
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break;
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case KEY::P:
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debug();
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break;
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default:
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break; // ignored
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}
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@ -266,21 +263,27 @@ namespace gui {
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}
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void FSM::debug() {
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auto& debug = $level.world->get_the<Debug>();
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debug.FPS = !debug.FPS;
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debug.PATHS = !debug.PATHS;
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auto player = $level.world->get_the<Player>();
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auto& player_combat = $level.world->get<Combat>(player.entity);
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player_combat.hp = player_combat.max_hp;
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$combat_view.set_damage(float(player_combat.hp) / float(player_combat.max_hp));
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auto& dbg = $level.world->get_the<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<Player>();
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auto& player_combat = $level.world->get<Combat>(player.entity);
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player_combat.hp = player_combat.max_hp;
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$combat_view.set_damage(float(player_combat.hp) / float(player_combat.max_hp));
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$overlay_view.init_stats();
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} else {
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// it's off now, close it
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$overlay_view.close_stats();
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}
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}
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void FSM::draw_stats() {
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auto player = $level.world->get_the<Player>();
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auto player_combat = $level.world->get<Combat>(player.entity);
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$text.setString(
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fmt::format("FPS\n"
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std::string stats = fmt::format("STATS\n"
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"HP: {}\n"
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"mean:{:>8.5}\n"
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"sdev: {:>8.5}\n"
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@ -292,9 +295,9 @@ namespace gui {
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"Debug? {}\n\n",
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player_combat.hp, $stats.mean(), $stats.stddev(), $stats.min,
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$stats.max, $stats.n, VSYNC,
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FRAME_LIMIT, DEBUG_BUILD));
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FRAME_LIMIT, DEBUG_BUILD);
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$window.draw($text);
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$overlay_view.draw_stats(stats);
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}
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void FSM::draw_blood() {
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