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Debug lines while not hovering

This commit adds new debug lines while you're NOT hovering over an
entity or a block. Additionally, coordinates are now displayed smaller,
to not take up as much vertical space.
This commit is contained in:
AllyTally 2023-07-02 20:11:29 -03:00 committed by Misa Elizabeth Kai
parent be77047440
commit fd2f738145

View file

@ -7,6 +7,7 @@
#include "KeyPoll.h" #include "KeyPoll.h"
#include "Localization.h" #include "Localization.h"
#include "Map.h" #include "Map.h"
#include "Script.h"
#include "UtilityClass.h" #include "UtilityClass.h"
#include "VFormat.h" #include "VFormat.h"
@ -73,16 +74,6 @@ namespace level_debugger
return; return;
} }
if ((game.press_map || key.isDown(27)) && !game.mapheld)
{
/* If we press enter, allow the rest of the code in Input.cpp to fire
* Intended to return to the editor, but it's fine if it activates
* something instead */
active = false;
return;
}
if (key.isDown(SDLK_TAB)) if (key.isDown(SDLK_TAB))
{ {
if (!tab_held) if (!tab_held)
@ -220,11 +211,18 @@ namespace level_debugger
} }
} }
void render_coords(int y, const char* text, int first, int second)
{
char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(buffer, sizeof(buffer), "{text}: ({first},{second})", "text:str, first:int, second:int", text, first, second);
render_info(y, buffer);
}
void render_info(int y, const char* text, std::string value) void render_info(int y, const char* text, std::string value)
{ {
char buffer[SCREEN_WIDTH_CHARS + 1]; char buffer[SCREEN_WIDTH_CHARS + 1];
vformat_buf(buffer, sizeof(buffer), text, "value:str", value.c_str()); vformat_buf(buffer, sizeof(buffer), "{text}: {value}", "text:str, value:str", text, value.c_str());
font::print(PR_BOR | PR_FONT_8X8, 5, 32 + (10 * y), buffer, 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2)); render_info(y, buffer);
} }
void render_info(int y, const char* text) void render_info(int y, const char* text)
@ -289,28 +287,52 @@ namespace level_debugger
font::print(PR_BOR | PR_FONT_8X8, 5, 14, loc::gettext("[Press TAB to toggle movement]"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2)); font::print(PR_BOR | PR_FONT_8X8, 5, 14, loc::gettext("[Press TAB to toggle movement]"), 220 - (help.glow), 220 - (help.glow), 255 - (help.glow / 2));
if (hovered != -1)
{
int line = 0; int line = 0;
if (hovered == -1)
{
render_coords(line++, "Room", game.roomx % 100, game.roomy % 100);
render_coords(line++, "Cursor", key.mx, key.my);
render_info(line++, "Entities", help.String(obj.entities.size()));
line++;
render_info(line++, "State", help.String(game.state));
render_info(line++, "State Delay", help.String(game.statedelay));
line++;
render_info(line++, "AEM Target", help.String(script.i));
line++;
if (script.running)
{
render_info(line++, "Script", script.scriptname);
render_info(line++, "Delay", help.String(script.scriptdelay));
render_info(line++, "Position", help.String(script.position));
line++;
render_info(line++, "Loop Line", help.String(script.looppoint));
render_info(line++, "Loop Count", help.String(script.loopcount));
}
}
else
{
if (hovered_entity) if (hovered_entity)
{ {
entclass* entity = &obj.entities[hovered]; entclass* entity = &obj.entities[hovered];
render_info(line++, "Index: {value}", help.String(hovered)); render_info(line++, "Index", help.String(hovered));
render_info(line++, "X: {value}", help.String(entity->xp)); render_coords(line++, "Position", entity->xp, entity->yp);
render_info(line++, "Y: {value}", help.String(entity->yp)); render_coords(line++, "Size", entity->w, entity->h);
render_info(line++, "Width: {value}", help.String(entity->w));
render_info(line++, "Height: {value}", help.String(entity->h));
line++; line++;
render_info(line++, "Rule: {value}", help.String(entity->rule)); render_info(line++, "Rule", help.String(entity->rule));
render_info(line++, "Type: {value}", help.String(entity->type)); render_info(line++, "Type", help.String(entity->type));
render_info(line++, "Behave: {value}", help.String(entity->behave)); render_info(line++, "Behave", help.String(entity->behave));
render_info(line++, "Para: {value}", help.String(entity->para)); render_info(line++, "Para", help.String(entity->para));
render_info(line++, "State: {value}", help.String(entity->state)); render_info(line++, "State", help.String(entity->state));
line++; line++;
render_info(line++, "Tile: {value}", help.String(entity->tile)); render_info(line++, "Tile", help.String(entity->tile));
render_info(line++, "Draw Frame: {value}", help.String(entity->drawframe)); render_info(line++, "Draw Frame", help.String(entity->drawframe));
render_info(line++, "Size: {value}", help.String(entity->size)); render_info(line++, "Size", help.String(entity->size));
render_info(line++, "Direction: {value}", help.String(entity->dir)); render_info(line++, "Direction", help.String(entity->dir));
line++; line++;
@ -319,22 +341,22 @@ namespace level_debugger
{ {
case 0: case 0:
// Player // Player
render_info(line++, "Gravity: {value}", help.String(game.gravitycontrol)); render_info(line++, "Gravity", help.String(game.gravitycontrol));
render_info(line++, "Checkpoint: {value}", help.String(game.savepoint)); render_info(line++, "Checkpoint", help.String(game.savepoint));
break; break;
case 1: case 1:
// Moving platforms and enemies // Moving platforms and enemies
render_info(line++, "Speed: {value}", help.String(entity->para)); render_info(line++, "Speed", help.String(entity->para));
render_info(line++, "Movement type: {value}", help.String(entity->behave)); render_info(line++, "Movement type", help.String(entity->behave));
break; break;
case 7: case 7:
// Trinkets // Trinkets
render_info(line++, "ID: {value}", help.String(entity->para)); render_info(line++, "ID", help.String(entity->para));
break; break;
case 8: case 8:
// Checkpoints // Checkpoints
render_info(line++, "ID: {value}", help.String(entity->para)); render_info(line++, "ID", help.String(entity->para));
render_info(line++, "Active: {value}", game.savepoint == entity->para ? "True" : "False"); render_info(line++, "Active", game.savepoint == entity->para ? "True" : "False");
break; break;
case 9: case 9:
// Horizontal gravity lines // Horizontal gravity lines
@ -352,22 +374,20 @@ namespace level_debugger
else else
{ {
blockclass* block = &obj.blocks[hovered]; blockclass* block = &obj.blocks[hovered];
render_info(line++, "Index: {value}", help.String(hovered)); render_info(line++, "Index", help.String(hovered));
render_info(line++, "X: {value}", help.String(block->rect.x)); render_coords(line++, "Position", block->rect.x, block->rect.y);
render_info(line++, "Y: {value}", help.String(block->rect.y)); render_coords(line++, "Size", block->rect.w, block->rect.h);
render_info(line++, "Width: {value}", help.String(block->rect.w));
render_info(line++, "Height: {value}", help.String(block->rect.h));
line++; line++;
if (block->type == TRIGGER || block->type == ACTIVITY) if (block->type == TRIGGER || block->type == ACTIVITY)
{ {
render_info(line++, "Script: {value}", block->script); render_info(line++, "Script", block->script);
render_info(line++, "State: {value}", help.String(block->trigger)); render_info(line++, "State", help.String(block->trigger));
} }
else if (block->type == DIRECTIONAL) else if (block->type == DIRECTIONAL)
{ {
render_info(line++, "Direction: {value}", help.String(block->trigger)); render_info(line++, "Direction", help.String(block->trigger));
} }
graphics.draw_rect(hover_box.x, hover_box.y, hover_box.w, hover_box.h, graphics.getRGB(255 - help.glow, 32, 32)); graphics.draw_rect(hover_box.x, hover_box.y, hover_box.w, hover_box.h, graphics.getRGB(255 - help.glow, 32, 32));