建档
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155
source/EngineFrame/Actor/Debug_Actor.cpp
Normal file
155
source/EngineFrame/Actor/Debug_Actor.cpp
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#include "Debug_Actor.h"
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#include "EngineCore/Game.h"
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#include <string>
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Debug_Actor::Debug_Actor()
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{
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m_debugFont = TTF_OpenFont("Fonts/GasinamuNew.ttf", 16);
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if (m_debugFont == nullptr)
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{
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to load debug font: %s", TTF_GetError());
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}
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FPS_Text = new Text("Current FPS:", m_debugFont, SDL_Color{255, 255, 255, 255});
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DT_Text = new Text("DeltaTime :", m_debugFont, SDL_Color{255, 255, 255, 255});
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RC_Text = new Text("Render Calls:", m_debugFont, SDL_Color{255, 255, 255, 255});
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if (FPS_Text != nullptr)
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{
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SDL_Point Pos{26, 26};
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FPS_Text->SetPos(Pos);
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this->AddComponent(FPS_Text);
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}
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if (DT_Text != nullptr)
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{
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SDL_Point Pos{26, 46};
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DT_Text->SetPos(Pos);
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this->AddComponent(DT_Text);
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}
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if (RC_Text != nullptr)
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{
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SDL_Point Pos{26, 66};
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RC_Text->SetPos(Pos);
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this->AddComponent(RC_Text);
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}
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}
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Debug_Actor::~Debug_Actor()
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{
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if (m_debugFont != nullptr)
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{
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TTF_CloseFont(m_debugFont);
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m_debugFont = nullptr;
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}
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}
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void Debug_Actor::Update(float deltaTime)
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{
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Actor::Update(deltaTime);
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if (FPS_Text != nullptr)
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{
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std::string fpsText = "Current FPS: " + std::to_string(FPS);
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FPS_Text->SetText(fpsText);
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std::string dtText = "DeltaTime: " + std::to_string((int)(deltaTime * 1000));
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DT_Text->SetText(dtText);
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std::string rcText = "Render Calls: " + std::to_string(RenderCount);
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RC_Text->SetText(rcText);
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}
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}
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void Debug_Actor::Render()
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{
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if (FPS_Text != nullptr)
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{
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SDL_Renderer *renderer = Game::GetInstance().GetRenderer();
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if (renderer != nullptr)
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{
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SDL_Point textPos = FPS_Text->Pos;
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SDL_Point textSize = FPS_Text->Size;
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int bgX = textPos.x - padding;
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int bgY = textPos.y - padding;
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int bgWidth = textSize.x + padding * 2;
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int bgHeight = textSize.y + padding * 2 * 4;
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DrawRoundedRect(renderer, bgX, bgY, bgWidth, bgHeight, cornerRadius, bgColor);
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}
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}
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Actor::Render();
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}
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void Debug_Actor::DrawRoundedRect(SDL_Renderer *renderer, int x, int y, int w, int h, int radius, SDL_Color color)
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{
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if (renderer == nullptr)
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return;
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SDL_SetRenderDrawColor(renderer, color.r, color.g, color.b, color.a);
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SDL_RenderDrawLine(renderer, x + radius, y, x + w - radius, y);
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SDL_RenderDrawLine(renderer, x + radius, y + h, x + w - radius, y + h);
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SDL_RenderDrawLine(renderer, x, y + radius, x, y + h - radius);
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SDL_RenderDrawLine(renderer, x + w, y + radius, x + w, y + h - radius);
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const int segments = 16;
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for (int i = 0; i < segments; i++)
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{
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float t1 = static_cast<float>(i) / segments;
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float t2 = static_cast<float>(i + 1) / segments;
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float angle1 = M_PI * (1.0f - t1);
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float angle2 = M_PI * (1.0f - t2);
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SDL_RenderDrawLineF(
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renderer,
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x + radius + cos(angle1) * radius, y + radius + sin(angle1) * radius,
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x + radius + cos(angle2) * radius, y + radius + sin(angle2) * radius);
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angle1 = 2 * M_PI - t1 * M_PI_2;
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angle2 = 2 * M_PI - t2 * M_PI_2;
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SDL_RenderDrawLineF(
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renderer,
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x + w - radius + cos(angle1) * radius, y + radius + sin(angle1) * radius,
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x + w - radius + cos(angle2) * radius, y + radius + sin(angle2) * radius);
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angle1 = t1 * M_PI_2;
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angle2 = t2 * M_PI_2;
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SDL_RenderDrawLineF(
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renderer,
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x + w - radius + cos(angle1) * radius, y + h - radius + sin(angle1) * radius,
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x + w - radius + cos(angle2) * radius, y + h - radius + sin(angle2) * radius);
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angle1 = M_PI_2 + t1 * M_PI_2;
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angle2 = M_PI_2 + t2 * M_PI_2;
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SDL_RenderDrawLineF(
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renderer,
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x + radius + cos(angle1) * radius, y + h - radius + sin(angle1) * radius,
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x + radius + cos(angle2) * radius, y + h - radius + sin(angle2) * radius);
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}
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for (int dy = 0; dy < h; dy++)
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{
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int leftIndent = 0;
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int rightIndent = 0;
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if (dy < radius)
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{
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float ratio = 1.0f - static_cast<float>(dy) / radius;
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leftIndent = rightIndent = static_cast<int>(radius * (1.0f - sqrt(1.0f - ratio * ratio)));
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}
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else if (dy > h - radius)
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{
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float ratio = static_cast<float>(dy - (h - radius)) / radius;
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leftIndent = rightIndent = static_cast<int>(radius * (1.0f - sqrt(1.0f - ratio * ratio)));
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}
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SDL_RenderDrawLine(
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renderer,
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x + leftIndent, y + dy,
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x + w - rightIndent, y + dy);
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}
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}
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