Dengine/src/Debug.c
Doyle Thai 9c3df0c488 Fix console rendering old strings, refactor audio
Removed duplication of audio buffering code in audio update and streaming
vorbis.
2016-07-27 01:40:22 +10:00

355 lines
11 KiB
C

#include "Dengine/Debug.h"
#include "Dengine/Platform.h"
#include "Dengine/AssetManager.h"
DebugState GLOBAL_debug;
void debug_init(MemoryArena *arena, v2 windowSize, Font font)
{
GLOBAL_debug.font = font;
GLOBAL_debug.callCount = PLATFORM_MEM_ALLOC(arena, debugcallcount_num, i32);
GLOBAL_debug.stringLineGap = 1.1f * asset_getVFontSpacing(font.metrics);
/* Init debug string stack */
GLOBAL_debug.numDebugStrings = 0;
GLOBAL_debug.stringUpdateTimer = 0.0f;
GLOBAL_debug.stringUpdateRate = 0.15f;
GLOBAL_debug.initialStringP =
V2(0.0f, (windowSize.h - 1.8f * GLOBAL_debug.stringLineGap));
GLOBAL_debug.currStringP = GLOBAL_debug.initialStringP;
/* Init gui console */
i32 maxConsoleStrLen = ARRAY_COUNT(GLOBAL_debug.console[0]);
GLOBAL_debug.consoleIndex = 0;
// TODO(doyle): Font max size not entirely correct? using 1 * font.maxSize.w
// reveals around 4 characters ..
f32 consoleXPos = windowSize.x - (font.maxSize.w * 38);
f32 consoleYPos = windowSize.h - 1.8f * GLOBAL_debug.stringLineGap;
GLOBAL_debug.initialConsoleP = V2(consoleXPos, consoleYPos);
}
void debug_consoleLog(char *string, char *file, int lineNum)
{
i32 maxConsoleStrLen = ARRAY_COUNT(GLOBAL_debug.console[0]);
/* Completely clear out current console line */
for (i32 i = 0; i < maxConsoleStrLen; i++)
GLOBAL_debug.console[GLOBAL_debug.consoleIndex][i] = 0;
i32 strIndex = 0;
i32 fileStrLen = common_strlen(file);
for (i32 count = 0; strIndex < maxConsoleStrLen; strIndex++, count++)
{
if (fileStrLen <= count) break;
GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex] = file[count];
}
if (strIndex < maxConsoleStrLen)
GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex++] = ':';
char line[12] = {0};
common_itoa(lineNum, line, ARRAY_COUNT(line));
i32 lineStrLen = common_strlen(line);
for (i32 count = 0; strIndex < maxConsoleStrLen; strIndex++, count++)
{
if (lineStrLen <= count) break;
GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex] = line[count];
}
if (strIndex < maxConsoleStrLen)
GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex++] = ':';
i32 stringStrLen = common_strlen(string);
for (i32 count = 0; strIndex < maxConsoleStrLen; strIndex++, count++)
{
if (stringStrLen <= count) break;
GLOBAL_debug.console[GLOBAL_debug.consoleIndex][strIndex] = string[count];
}
if (strIndex >= maxConsoleStrLen)
{
GLOBAL_debug.console[GLOBAL_debug.consoleIndex][maxConsoleStrLen-4] = '.';
GLOBAL_debug.console[GLOBAL_debug.consoleIndex][maxConsoleStrLen-3] = '.';
GLOBAL_debug.console[GLOBAL_debug.consoleIndex][maxConsoleStrLen-2] = '.';
GLOBAL_debug.console[GLOBAL_debug.consoleIndex][maxConsoleStrLen-1] = 0;
}
i32 maxConsoleLines = ARRAY_COUNT(GLOBAL_debug.console);
GLOBAL_debug.consoleIndex++;
if (GLOBAL_debug.consoleIndex >= maxConsoleLines)
GLOBAL_debug.consoleIndex = 0;
}
void debug_pushString(char *formatString, void *data, char *dataType)
{
if (GLOBAL_debug.numDebugStrings >=
ARRAY_COUNT(GLOBAL_debug.debugStrings))
{
DEBUG_LOG("Debug string stack is full, DEBUG_PUSH() failed");
return;
}
if (GLOBAL_debug.stringUpdateTimer <= 0)
{
i32 numDebugStrings = GLOBAL_debug.numDebugStrings;
if (common_strcmp(dataType, "v2") == 0)
{
v2 val = *(CAST(v2 *) data);
snprintf(GLOBAL_debug.debugStrings[numDebugStrings],
ARRAY_COUNT(GLOBAL_debug.debugStrings[0]),
formatString, val.x, val.y);
}
else if (common_strcmp(dataType, "i32") == 0)
{
i32 val = *(CAST(i32 *) data);
snprintf(GLOBAL_debug.debugStrings[numDebugStrings],
ARRAY_COUNT(GLOBAL_debug.debugStrings[0]),
formatString, val);
}
else if (common_strcmp(dataType, "f32") == 0)
{
f32 val = *(CAST(f32 *) data);
snprintf(GLOBAL_debug.debugStrings[numDebugStrings],
ARRAY_COUNT(GLOBAL_debug.debugStrings[0]),
formatString, val);
}
else if (common_strcmp(dataType, "char") == 0)
{
if (data)
{
char *val = CAST(char *) data;
snprintf(GLOBAL_debug.debugStrings[numDebugStrings],
ARRAY_COUNT(GLOBAL_debug.debugStrings[0]),
formatString, val);
}
else
{
snprintf(GLOBAL_debug.debugStrings[numDebugStrings],
ARRAY_COUNT(GLOBAL_debug.debugStrings[0]),
formatString);
}
}
else
{
ASSERT(INVALID_CODE_PATH);
}
GLOBAL_debug.numDebugStrings++;
}
}
INTERNAL void updateAndRenderDebugStack(Renderer *renderer, MemoryArena *arena,
f32 dt)
{
for (i32 i = 0; i < GLOBAL_debug.numDebugStrings; i++)
{
f32 rotate = 0;
v4 color = V4(0, 0, 0, 1);
renderer_staticString(renderer, arena, &GLOBAL_debug.font,
GLOBAL_debug.debugStrings[i],
GLOBAL_debug.currStringP, V2(0, 0), rotate, color);
GLOBAL_debug.currStringP.y -= (0.9f * GLOBAL_debug.stringLineGap);
}
if (GLOBAL_debug.stringUpdateTimer <= 0)
{
GLOBAL_debug.stringUpdateTimer =
GLOBAL_debug.stringUpdateRate;
}
else
{
GLOBAL_debug.stringUpdateTimer -= dt;
if (GLOBAL_debug.stringUpdateTimer <= 0)
{
GLOBAL_debug.numDebugStrings = 0;
}
}
GLOBAL_debug.currStringP = GLOBAL_debug.initialStringP;
}
INTERNAL void renderConsole(Renderer *renderer, MemoryArena *arena)
{
i32 maxConsoleLines = ARRAY_COUNT(GLOBAL_debug.console);
v2 consoleStrP = GLOBAL_debug.initialConsoleP;
for (i32 i = 0; i < maxConsoleLines; i++)
{
f32 rotate = 0;
v4 color = V4(0, 0, 0, 1);
renderer_staticString(renderer, arena, &GLOBAL_debug.font,
GLOBAL_debug.console[i], consoleStrP,
V2(0, 0), rotate, color);
consoleStrP.y -= (0.9f * GLOBAL_debug.stringLineGap);
}
}
void debug_drawUi(GameState *state, f32 dt)
{
AssetManager *assetManager = &state->assetManager;
Renderer *renderer = &state->renderer;
World *const world = &state->world[state->currWorldIndex];
Entity *hero = &world->entities[world->heroIndex];
// TODO(doyle): Dumb copy function from game so we don't expose api
v4 cameraBounds = math_getRect(world->cameraPos, renderer->size);
if (cameraBounds.x <= world->bounds.x)
{
cameraBounds.x = world->bounds.x;
cameraBounds.z = cameraBounds.x + renderer->size.w;
}
if (cameraBounds.y >= world->bounds.y) cameraBounds.y = world->bounds.y;
if (cameraBounds.z >= world->bounds.z)
{
cameraBounds.z = world->bounds.z;
cameraBounds.x = cameraBounds.z - renderer->size.w;
}
if (cameraBounds.w <= world->bounds.w) cameraBounds.w = world->bounds.w;
Font *font = &GLOBAL_debug.font;
if (world->numEntitiesInBattle > 0)
{
v4 color = V4(1.0f, 0, 0, 1);
char *battleStr = "IN-BATTLE RANGE";
f32 strLenInPixels =
CAST(f32)(font->maxSize.w * common_strlen(battleStr));
v2 strPos = V2((renderer->size.w * 0.5f) - (strLenInPixels * 0.5f),
renderer->size.h - 300.0f);
renderer_staticString(&state->renderer, &state->arena, font, battleStr,
strPos, V2(0, 0), 0, color);
}
for (i32 i = 0; i < world->freeEntityIndex; i++)
{
Entity *const entity = &world->entities[i];
if (entity->state == entitystate_dead) continue;
/* Render debug markers on entities */
v4 color = V4(1, 1, 1, 1);
char *debugString = NULL;
switch (entity->type)
{
case entitytype_mob:
color = V4(1, 0, 0, 1);
debugString = "MOB";
break;
case entitytype_hero:
color = V4(0, 0, 1.0f, 1);
debugString = "HERO";
break;
case entitytype_npc:
color = V4(0, 1.0f, 0, 1);
debugString = "NPC";
break;
default:
break;
}
if (debugString)
{
v2 strPos = v2_add(entity->pos, entity->hitboxSize);
i32 indexOfLowerAInMetrics = 'a' - CAST(i32) font->codepointRange.x;
strPos.y += font->charMetrics[indexOfLowerAInMetrics].offset.y;
renderer_string(&state->renderer, &state->arena, cameraBounds, font,
debugString, strPos, V2(0, 0), 0, color);
f32 stringLineGap = 1.1f * asset_getVFontSpacing(font->metrics);
strPos.y -= GLOBAL_debug.stringLineGap;
char entityPosStr[128];
snprintf(entityPosStr, ARRAY_COUNT(entityPosStr), "%06.2f, %06.2f",
entity->pos.x, entity->pos.y);
renderer_string(&state->renderer, &state->arena, cameraBounds, font,
entityPosStr, strPos, V2(0, 0), 0, color);
strPos.y -= GLOBAL_debug.stringLineGap;
char entityIDStr[32];
snprintf(entityIDStr, ARRAY_COUNT(entityIDStr), "ID: %4d/%d", entity->id,
world->uniqueIdAccumulator-1);
renderer_string(&state->renderer, &state->arena, cameraBounds, font,
entityIDStr, strPos, V2(0, 0), 0, color);
if (entity->stats)
{
strPos.y -= GLOBAL_debug.stringLineGap;
char entityHealth[32];
snprintf(entityHealth, ARRAY_COUNT(entityHealth), "HP: %3.0f/%3.0f",
entity->stats->health, entity->stats->maxHealth);
renderer_string(&state->renderer, &state->arena, cameraBounds,
font, entityHealth, strPos, V2(0, 0), 0, color);
strPos.y -= GLOBAL_debug.stringLineGap;
char entityTimer[32];
snprintf(entityTimer, ARRAY_COUNT(entityTimer), "ATB: %3.0f/%3.0f",
entity->stats->actionTimer, entity->stats->actionRate);
renderer_string(&state->renderer, &state->arena, cameraBounds,
font, entityTimer, strPos, V2(0, 0), 0, color);
strPos.y -= GLOBAL_debug.stringLineGap;
char entityIdTarget[32];
snprintf(entityIdTarget, ARRAY_COUNT(entityIdTarget),
"Targetting ID: %d", entity->stats->entityIdToAttack);
renderer_string(&state->renderer, &state->arena, cameraBounds,
font, entityIdTarget, strPos, V2(0, 0), 0, color);
}
strPos.y -= GLOBAL_debug.stringLineGap;
char *entityStateStr = debug_entitystate_string(entity->state);
renderer_string(&state->renderer, &state->arena, cameraBounds, font,
entityStateStr, strPos, V2(0, 0), 0, color);
}
}
/* Render debug info stack */
DEBUG_PUSH_STRING("== Hero Properties == ");
DEBUG_PUSH_VAR("Hero Pos: %06.2f, %06.2f", hero->pos, "v2");
DEBUG_PUSH_VAR("Hero dPos: %06.2f, %06.2f", hero->dPos, "v2");
DEBUG_PUSH_VAR("Hero Busy Duration: %05.3f", hero->stats->busyDuration, "f32");
char *heroStateString = debug_entitystate_string(hero->state);
DEBUG_PUSH_VAR("Hero State: %s", *heroStateString, "char");
char *heroQueuedAttackStr =
debug_entityattack_string(hero->stats->queuedAttack);
DEBUG_PUSH_VAR("Hero QueuedAttack: %s", *heroQueuedAttackStr, "char");
DEBUG_PUSH_STRING("== State Properties == ");
DEBUG_PUSH_VAR("FreeEntityIndex: %d", world->freeEntityIndex, "i32");
DEBUG_PUSH_VAR("glDrawArray Calls: %d",
GLOBAL_debug.callCount[debugcallcount_drawArrays], "i32");
i32 debug_bAllocated = state->arena.bytesAllocated;
DEBUG_PUSH_VAR("TotalMemoryAllocated: %db", debug_bAllocated, "i32");
i32 debug_kbAllocated = state->arena.bytesAllocated / 1024;
DEBUG_PUSH_VAR("TotalMemoryAllocated: %dkb", debug_kbAllocated, "i32");
DEBUG_PUSH_STRING("== EntityIDs in Battle List == ");
DEBUG_PUSH_VAR("NumEntitiesInBattle: %d", world->numEntitiesInBattle,
"i32");
if (world->numEntitiesInBattle > 0)
{
for (i32 i = 0; i < world->maxEntities; i++)
{
if (world->entityIdInBattle[i])
DEBUG_PUSH_VAR("Entity ID: %d", i, "i32");
}
}
else
{
DEBUG_PUSH_STRING("-none-");
}
updateAndRenderDebugStack(&state->renderer, &state->arena, dt);
renderConsole(&state->renderer, &state->arena);
debug_clearCallCounter();
}