Clean up the debug UI so that it's not using the jank debug component I didn't use anyway.
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parent
e8199a973c
commit
b8d2d1870d
5 changed files with 22 additions and 36 deletions
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@ -41,16 +41,13 @@ namespace gui {
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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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if(active) {
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auto& level = $level_mgr.current();
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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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@ -77,13 +74,10 @@ namespace gui {
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}
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void DebugUI::debug() {
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auto& level = $level_mgr.current();
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active = !active;
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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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if(active) {
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auto& level = $level_mgr.current();
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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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@ -99,10 +93,6 @@ namespace gui {
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return $gui.mouse(x, y, hover);
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}
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void DebugUI::update_level(GameLevel &level) {
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$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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