ddnet/src/game/client/components/debughud.cpp

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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/shared/config.h>
#include <engine/graphics.h>
#include <engine/textrender.h>
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#include <game/generated/protocol.h>
#include <game/generated/client_data.h>
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#include <game/layers.h>
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#include <game/client/gameclient.h>
#include <game/client/animstate.h>
#include <game/client/render.h>
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//#include "controls.h"
//#include "camera.h"
#include "debughud.h"
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void CDebugHud::RenderNetCorrections()
{
if(!g_Config.m_Debug || g_Config.m_DbgGraphs || !m_pClient->m_Snap.m_pLocalCharacter || !m_pClient->m_Snap.m_pLocalPrevCharacter)
return;
float Width = 300*Graphics()->ScreenAspect();
Graphics()->MapScreen(0, 0, Width, 300);
/*float speed = distance(vec2(netobjects.local_prev_character->x, netobjects.local_prev_character->y),
vec2(netobjects.local_character->x, netobjects.local_character->y));*/
float Velspeed = length(vec2(m_pClient->m_Snap.m_pLocalCharacter->m_VelX/256.0f, m_pClient->m_Snap.m_pLocalCharacter->m_VelY/256.0f))*50;
float Ramp = VelocityRamp(Velspeed, m_pClient->m_Tuning.m_VelrampStart, m_pClient->m_Tuning.m_VelrampRange, m_pClient->m_Tuning.m_VelrampCurvature);
const char *paStrings[] = {"velspeed:", "velspeed*ramp:", "ramp:", "Pos", " x:", " y:", "netobj corrections", " num:", " on:"};
const int Num = sizeof(paStrings)/sizeof(char *);
const float LineHeight = 6.0f;
const float Fontsize = 5.0f;
float x = Width-100.0f, y = 50.0f;
for(int i = 0; i < Num; ++i)
TextRender()->Text(0, x, y+i*LineHeight, Fontsize, paStrings[i], -1);
x = Width-10.0f;
char aBuf[128];
str_format(aBuf, sizeof(aBuf), "%.0f", Velspeed/32);
float w = TextRender()->TextWidth(0, Fontsize, aBuf, -1);
TextRender()->Text(0, x-w, y, Fontsize, aBuf, -1);
y += LineHeight;
str_format(aBuf, sizeof(aBuf), "%.0f", Velspeed/32*Ramp);
w = TextRender()->TextWidth(0, Fontsize, aBuf, -1);
TextRender()->Text(0, x-w, y, Fontsize, aBuf, -1);
y += LineHeight;
str_format(aBuf, sizeof(aBuf), "%.2f", Ramp);
w = TextRender()->TextWidth(0, Fontsize, aBuf, -1);
TextRender()->Text(0, x-w, y, Fontsize, aBuf, -1);
y += 2*LineHeight;
str_format(aBuf, sizeof(aBuf), "%d", m_pClient->m_Snap.m_pLocalCharacter->m_X/32);
w = TextRender()->TextWidth(0, Fontsize, aBuf, -1);
TextRender()->Text(0, x-w, y, Fontsize, aBuf, -1);
y += LineHeight;
str_format(aBuf, sizeof(aBuf), "%d", m_pClient->m_Snap.m_pLocalCharacter->m_Y/32);
w = TextRender()->TextWidth(0, Fontsize, aBuf, -1);
TextRender()->Text(0, x-w, y, Fontsize, aBuf, -1);
y += 2*LineHeight;
str_format(aBuf, sizeof(aBuf), "%d", m_pClient->NetobjNumCorrections());
w = TextRender()->TextWidth(0, Fontsize, aBuf, -1);
TextRender()->Text(0, x-w, y, Fontsize, aBuf, -1);
y += LineHeight;
w = TextRender()->TextWidth(0, Fontsize, m_pClient->NetobjCorrectedOn(), -1);
TextRender()->Text(0, x-w, y, Fontsize, m_pClient->NetobjCorrectedOn(), -1);
}
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void CDebugHud::RenderTuning()
{
// render tuning debugging
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if(!g_Config.m_DbgTuning)
return;
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CTuningParams StandardTuning;
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Graphics()->MapScreen(0, 0, 300*Graphics()->ScreenAspect(), 300);
float y = 50.0f;
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int Count = 0;
for(int i = 0; i < m_pClient->m_Tuning.Num(); i++)
{
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char aBuf[128];
float Current, Standard;
m_pClient->m_Tuning.Get(i, &Current);
StandardTuning.Get(i, &Standard);
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if(Standard == Current)
TextRender()->TextColor(1,1,1,1.0f);
else
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TextRender()->TextColor(1,0.25f,0.25f,1.0f);
float w;
float x = 5.0f;
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str_format(aBuf, sizeof(aBuf), "%.2f", Standard);
x += 20.0f;
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w = TextRender()->TextWidth(0, 5, aBuf, -1);
TextRender()->Text(0x0, x-w, y+Count*6, 5, aBuf, -1);
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str_format(aBuf, sizeof(aBuf), "%.2f", Current);
x += 20.0f;
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w = TextRender()->TextWidth(0, 5, aBuf, -1);
TextRender()->Text(0x0, x-w, y+Count*6, 5, aBuf, -1);
x += 5.0f;
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TextRender()->Text(0x0, x, y+Count*6, 5, m_pClient->m_Tuning.m_apNames[i], -1);
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Count++;
}
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y = y+Count*6;
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Graphics()->TextureSet(-1);
Graphics()->BlendNormal();
Graphics()->LinesBegin();
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float Height = 50.0f;
float pv = 1;
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IGraphics::CLineItem Array[100];
for(int i = 0; i < 100; i++)
{
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float Speed = i/100.0f * 3000;
float Ramp = VelocityRamp(Speed, m_pClient->m_Tuning.m_VelrampStart, m_pClient->m_Tuning.m_VelrampRange, m_pClient->m_Tuning.m_VelrampCurvature);
float RampedSpeed = (Speed * Ramp)/1000.0f;
Array[i] = IGraphics::CLineItem((i-1)*2, y+Height-pv*Height, i*2, y+Height-RampedSpeed*Height);
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//Graphics()->LinesDraw((i-1)*2, 200, i*2, 200);
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pv = RampedSpeed;
}
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Graphics()->LinesDraw(Array, 100);
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Graphics()->LinesEnd();
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TextRender()->TextColor(1,1,1,1);
}
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void CDebugHud::OnRender()
{
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RenderTuning();
RenderNetCorrections();
}