Add spacing in debug display stack, center all button text
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801107908a
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@ -422,12 +422,14 @@ void debug_drawUi(GameState *state, f32 dt)
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DEBUG_PUSH_STRING(" [: Spawn a mob");
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DEBUG_PUSH_STRING(" [: Spawn a mob");
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DEBUG_PUSH_STRING("<TAB>: Switch UI element");
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DEBUG_PUSH_STRING("<TAB>: Switch UI element");
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DEBUG_PUSH_STRING("<ESC>: Close program");
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DEBUG_PUSH_STRING("<ESC>: Close program");
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DEBUG_PUSH_STRING("");
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DEBUG_PUSH_STRING("== Config == ");
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DEBUG_PUSH_STRING("== Config == ");
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DEBUG_PUSH_VAR("Toggle World Audio: %d", state->config.playWorldAudio,
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DEBUG_PUSH_VAR("Toggle World Audio: %d", state->config.playWorldAudio,
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"i32");
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"i32");
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DEBUG_PUSH_VAR("Toggle Debug Display: %d", state->config.showDebugDisplay,
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DEBUG_PUSH_VAR("Toggle Debug Display: %d", state->config.showDebugDisplay,
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"i32");
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"i32");
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DEBUG_PUSH_STRING("");
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DEBUG_PUSH_STRING("== Hero Properties == ");
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DEBUG_PUSH_STRING("== Hero Properties == ");
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DEBUG_PUSH_VAR("Hero Pos: %06.2f, %06.2f", hero->pos, "v2");
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DEBUG_PUSH_VAR("Hero Pos: %06.2f, %06.2f", hero->pos, "v2");
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@ -438,6 +440,7 @@ void debug_drawUi(GameState *state, f32 dt)
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char *heroQueuedAttackStr =
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char *heroQueuedAttackStr =
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debug_entityattack_string(hero->stats->queuedAttack);
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debug_entityattack_string(hero->stats->queuedAttack);
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DEBUG_PUSH_VAR("Hero QueuedAttack: %s", *heroQueuedAttackStr, "char");
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DEBUG_PUSH_VAR("Hero QueuedAttack: %s", *heroQueuedAttackStr, "char");
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DEBUG_PUSH_STRING("");
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DEBUG_PUSH_STRING("== State Properties == ");
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DEBUG_PUSH_STRING("== State Properties == ");
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DEBUG_PUSH_VAR("FreeEntityIndex: %d", world->freeEntityIndex, "i32");
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DEBUG_PUSH_VAR("FreeEntityIndex: %d", world->freeEntityIndex, "i32");
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@ -449,6 +452,7 @@ void debug_drawUi(GameState *state, f32 dt)
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DEBUG_PUSH_VAR("TotalMemoryAllocated: %db", debug_bAllocated, "i32");
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DEBUG_PUSH_VAR("TotalMemoryAllocated: %db", debug_bAllocated, "i32");
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i32 debug_kbAllocated = state->arena.bytesAllocated / 1024;
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i32 debug_kbAllocated = state->arena.bytesAllocated / 1024;
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DEBUG_PUSH_VAR("TotalMemoryAllocated: %dkb", debug_kbAllocated, "i32");
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DEBUG_PUSH_VAR("TotalMemoryAllocated: %dkb", debug_kbAllocated, "i32");
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DEBUG_PUSH_STRING("");
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AudioManager *audioManager = &state->audioManager;
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AudioManager *audioManager = &state->audioManager;
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DEBUG_PUSH_STRING("== Audio System ==");
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DEBUG_PUSH_STRING("== Audio System ==");
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@ -459,6 +463,7 @@ void debug_drawUi(GameState *state, f32 dt)
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audioManager->sourceList[i].isFree);
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audioManager->sourceList[i].isFree);
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DEBUG_PUSH_VAR("Source ID[%02.0f].id[%02.0f].isFree: %1.0f", tmp, "v3");
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DEBUG_PUSH_VAR("Source ID[%02.0f].id[%02.0f].isFree: %1.0f", tmp, "v3");
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}
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}
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DEBUG_PUSH_STRING("");
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DEBUG_PUSH_STRING("== EntityIDs in Battle List == ");
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DEBUG_PUSH_STRING("== EntityIDs in Battle List == ");
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DEBUG_PUSH_VAR("NumEntitiesInBattle: %d", world->numEntitiesInBattle,
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DEBUG_PUSH_VAR("NumEntitiesInBattle: %d", world->numEntitiesInBattle,
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@ -65,15 +65,13 @@ i32 userInterface_button(UiState *const uiState,
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{
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{
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v2 labelDim = asset_stringDimInPixels(font, label);
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v2 labelDim = asset_stringDimInPixels(font, label);
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v2 labelPos = rect.pos;
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v2 labelPos = rect.pos;
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if (labelDim.w < rect.size.w)
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{
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// Initially position the label to half the width of the button
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labelPos.x += (rect.size.w * 0.5f);
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// Move the label pos back half the length of the string (i.e.
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// Initially position the label to half the width of the button
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// center it)
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labelPos.x += (rect.size.w * 0.5f);
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labelPos.x -= (CAST(f32)labelDim.w * 0.5f);
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}
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// Move the label pos back half the length of the string (i.e.
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// center it)
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labelPos.x -= (CAST(f32) labelDim.w * 0.5f);
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if (labelDim.h < rect.size.h)
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if (labelDim.h < rect.size.h)
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{
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{
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