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113 lines
2.8 KiB
C++
113 lines
2.8 KiB
C++
#include <memory.h> // memcmp
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extern "C" {
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#include <engine/e_config.h>
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}
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#include <engine/e_client_interface.h>
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#include <game/generated/g_protocol.hpp>
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#include <game/generated/gc_data.hpp>
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#include <game/layers.hpp>
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#include <game/client/gameclient.hpp>
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#include <game/client/animstate.hpp>
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#include <game/client/render.hpp>
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//#include "controls.hpp"
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//#include "camera.hpp"
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#include "debughud.hpp"
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void DEBUGHUD::render_netcorrections()
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{
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if(!config.debug || !gameclient.snap.local_character || !gameclient.snap.local_prev_character)
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return;
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gfx_mapscreen(0, 0, 300*gfx_screenaspect(), 300);
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/*float speed = distance(vec2(netobjects.local_prev_character->x, netobjects.local_prev_character->y),
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vec2(netobjects.local_character->x, netobjects.local_character->y));*/
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float velspeed = length(vec2(gameclient.snap.local_character->vx/256.0f, gameclient.snap.local_character->vy/256.0f))*50;
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float ramp = velocity_ramp(velspeed, gameclient.tuning.velramp_start, gameclient.tuning.velramp_range, gameclient.tuning.velramp_curvature);
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char buf[512];
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str_format(buf, sizeof(buf), "%.0f\n%.0f\n%.2f\n%d %s\n%d %d",
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velspeed, velspeed*ramp, ramp,
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netobj_num_corrections(), netobj_corrected_on(),
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gameclient.snap.local_character->x,
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gameclient.snap.local_character->y
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);
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gfx_text(0, 150, 50, 12, buf, -1);
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}
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void DEBUGHUD::render_tuning()
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{
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// render tuning debugging
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if(!config.dbg_tuning)
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return;
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TUNING_PARAMS standard_tuning;
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gfx_mapscreen(0, 0, 300*gfx_screenaspect(), 300);
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float y = 50.0f;
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int count = 0;
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for(int i = 0; i < gameclient.tuning.num(); i++)
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{
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char buf[128];
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float current, standard;
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gameclient.tuning.get(i, ¤t);
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standard_tuning.get(i, &standard);
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if(standard == current)
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gfx_text_color(1,1,1,1.0f);
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else
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gfx_text_color(1,0.25f,0.25f,1.0f);
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float w;
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float x = 5.0f;
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str_format(buf, sizeof(buf), "%.2f", standard);
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x += 20.0f;
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w = gfx_text_width(0, 5, buf, -1);
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gfx_text(0x0, x-w, y+count*6, 5, buf, -1);
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str_format(buf, sizeof(buf), "%.2f", current);
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x += 20.0f;
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w = gfx_text_width(0, 5, buf, -1);
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gfx_text(0x0, x-w, y+count*6, 5, buf, -1);
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x += 5.0f;
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gfx_text(0x0, x, y+count*6, 5, gameclient.tuning.names[i], -1);
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count++;
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}
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y = y+count*6;
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gfx_texture_set(-1);
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gfx_blend_normal();
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gfx_lines_begin();
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float height = 50.0f;
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float pv = 1;
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for(int i = 0; i < 100; i++)
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{
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float speed = i/100.0f * 3000;
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float ramp = velocity_ramp(speed, gameclient.tuning.velramp_start, gameclient.tuning.velramp_range, gameclient.tuning.velramp_curvature);
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float rampedspeed = (speed * ramp)/1000.0f;
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gfx_lines_draw((i-1)*2, y+height-pv*height, i*2, y+height-rampedspeed*height);
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//gfx_lines_draw((i-1)*2, 200, i*2, 200);
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pv = rampedspeed;
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}
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gfx_lines_end();
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gfx_text_color(1,1,1,1);
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}
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void DEBUGHUD::on_render()
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{
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render_tuning();
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render_netcorrections();
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}
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