Add spacing in debug display stack, center all button text

This commit is contained in:
Doyle Thai 2016-08-20 14:24:42 +10:00
parent 801107908a
commit cc874888cc
2 changed files with 11 additions and 8 deletions

View File

@ -422,12 +422,14 @@ void debug_drawUi(GameState *state, f32 dt)
DEBUG_PUSH_STRING(" [: Spawn a mob"); DEBUG_PUSH_STRING(" [: Spawn a mob");
DEBUG_PUSH_STRING("<TAB>: Switch UI element"); DEBUG_PUSH_STRING("<TAB>: Switch UI element");
DEBUG_PUSH_STRING("<ESC>: Close program"); DEBUG_PUSH_STRING("<ESC>: Close program");
DEBUG_PUSH_STRING("");
DEBUG_PUSH_STRING("== Config == "); DEBUG_PUSH_STRING("== Config == ");
DEBUG_PUSH_VAR("Toggle World Audio: %d", state->config.playWorldAudio, DEBUG_PUSH_VAR("Toggle World Audio: %d", state->config.playWorldAudio,
"i32"); "i32");
DEBUG_PUSH_VAR("Toggle Debug Display: %d", state->config.showDebugDisplay, DEBUG_PUSH_VAR("Toggle Debug Display: %d", state->config.showDebugDisplay,
"i32"); "i32");
DEBUG_PUSH_STRING("");
DEBUG_PUSH_STRING("== Hero Properties == "); DEBUG_PUSH_STRING("== Hero Properties == ");
DEBUG_PUSH_VAR("Hero Pos: %06.2f, %06.2f", hero->pos, "v2"); DEBUG_PUSH_VAR("Hero Pos: %06.2f, %06.2f", hero->pos, "v2");
@ -438,6 +440,7 @@ void debug_drawUi(GameState *state, f32 dt)
char *heroQueuedAttackStr = char *heroQueuedAttackStr =
debug_entityattack_string(hero->stats->queuedAttack); debug_entityattack_string(hero->stats->queuedAttack);
DEBUG_PUSH_VAR("Hero QueuedAttack: %s", *heroQueuedAttackStr, "char"); DEBUG_PUSH_VAR("Hero QueuedAttack: %s", *heroQueuedAttackStr, "char");
DEBUG_PUSH_STRING("");
DEBUG_PUSH_STRING("== State Properties == "); DEBUG_PUSH_STRING("== State Properties == ");
DEBUG_PUSH_VAR("FreeEntityIndex: %d", world->freeEntityIndex, "i32"); DEBUG_PUSH_VAR("FreeEntityIndex: %d", world->freeEntityIndex, "i32");
@ -449,6 +452,7 @@ void debug_drawUi(GameState *state, f32 dt)
DEBUG_PUSH_VAR("TotalMemoryAllocated: %db", debug_bAllocated, "i32"); DEBUG_PUSH_VAR("TotalMemoryAllocated: %db", debug_bAllocated, "i32");
i32 debug_kbAllocated = state->arena.bytesAllocated / 1024; i32 debug_kbAllocated = state->arena.bytesAllocated / 1024;
DEBUG_PUSH_VAR("TotalMemoryAllocated: %dkb", debug_kbAllocated, "i32"); DEBUG_PUSH_VAR("TotalMemoryAllocated: %dkb", debug_kbAllocated, "i32");
DEBUG_PUSH_STRING("");
AudioManager *audioManager = &state->audioManager; AudioManager *audioManager = &state->audioManager;
DEBUG_PUSH_STRING("== Audio System =="); DEBUG_PUSH_STRING("== Audio System ==");
@ -459,6 +463,7 @@ void debug_drawUi(GameState *state, f32 dt)
audioManager->sourceList[i].isFree); audioManager->sourceList[i].isFree);
DEBUG_PUSH_VAR("Source ID[%02.0f].id[%02.0f].isFree: %1.0f", tmp, "v3"); DEBUG_PUSH_VAR("Source ID[%02.0f].id[%02.0f].isFree: %1.0f", tmp, "v3");
} }
DEBUG_PUSH_STRING("");
DEBUG_PUSH_STRING("== EntityIDs in Battle List == "); DEBUG_PUSH_STRING("== EntityIDs in Battle List == ");
DEBUG_PUSH_VAR("NumEntitiesInBattle: %d", world->numEntitiesInBattle, DEBUG_PUSH_VAR("NumEntitiesInBattle: %d", world->numEntitiesInBattle,

View File

@ -65,15 +65,13 @@ i32 userInterface_button(UiState *const uiState,
{ {
v2 labelDim = asset_stringDimInPixels(font, label); v2 labelDim = asset_stringDimInPixels(font, label);
v2 labelPos = rect.pos; v2 labelPos = rect.pos;
if (labelDim.w < rect.size.w)
{
// Initially position the label to half the width of the button // Initially position the label to half the width of the button
labelPos.x += (rect.size.w * 0.5f); labelPos.x += (rect.size.w * 0.5f);
// Move the label pos back half the length of the string (i.e. // Move the label pos back half the length of the string (i.e.
// center it) // center it)
labelPos.x -= (CAST(f32)labelDim.w * 0.5f); labelPos.x -= (CAST(f32) labelDim.w * 0.5f);
}
if (labelDim.h < rect.size.h) if (labelDim.h < rect.size.h)
{ {