varies millores en el hud de debug
This commit is contained in:
@@ -1,6 +1,7 @@
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#include "ui_manager.hpp"
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#include <SDL3/SDL.h>
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#include <algorithm>
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#include <string>
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#include "ball.hpp" // for Ball
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@@ -84,7 +85,7 @@ void UIManager::initialize(SDL_Renderer* renderer, ThemeManager* theme_manager,
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text_renderer_notifier_ = new TextRenderer();
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// Inicializar renderers con tamaño dinámico
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text_renderer_debug_->init(renderer, "data/fonts/FunnelSans-Regular.ttf", current_font_size_, true);
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text_renderer_debug_->init(renderer, "data/fonts/FunnelSans-Regular.ttf", std::max(9, current_font_size_ - 2), true);
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text_renderer_notifier_->init(renderer, "data/fonts/FunnelSans-Regular.ttf", current_font_size_, true);
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// Crear y configurar sistema de notificaciones
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@@ -109,7 +110,7 @@ void UIManager::update(Uint64 current_time, float delta_time) {
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fps_current_ = fps_frame_count_;
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fps_frame_count_ = 0;
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fps_last_time_ = current_time;
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fps_text_ = "fps: " + std::to_string(fps_current_);
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fps_text_ = "FPS: " + std::to_string(fps_current_);
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}
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// Actualizar sistema de notificaciones
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@@ -180,7 +181,7 @@ void UIManager::updatePhysicalWindowSize(int width, int height) {
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// Reinicializar text renderers con nuevo tamaño
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if (text_renderer_debug_) {
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text_renderer_debug_->reinitialize(current_font_size_);
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text_renderer_debug_->reinitialize(std::max(9, current_font_size_ - 2));
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}
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if (text_renderer_notifier_) {
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text_renderer_notifier_->reinitialize(current_font_size_);
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@@ -204,42 +205,23 @@ void UIManager::renderDebugHUD(const Engine* engine,
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AppMode current_app_mode,
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const Shape* active_shape,
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float shape_convergence) {
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// Obtener altura de línea para espaciado dinámico
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int line_height = text_renderer_debug_->getTextHeight();
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int margin = 8; // Margen constante en píxeles físicos
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// Obtener viewport FÍSICO (píxeles reales, no lógicos)
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// CRÍTICO: En F3, SDL_GetRenderViewport() devuelve coordenadas LÓGICAS,
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// pero printAbsolute() trabaja en píxeles FÍSICOS. Usar helper para obtener
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// viewport en coordenadas físicas.
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int margin = 8;
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SDL_Rect physical_viewport = getPhysicalViewport(renderer_);
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// ===========================
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// COLUMNA LEFT (Sistema)
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// ===========================
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int left_y = margin;
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// --- Construir strings ---
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// AppMode (antes estaba centrado, ahora va a la izquierda)
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std::string appmode_text;
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SDL_Color appmode_color = {255, 255, 255, 255}; // Blanco por defecto
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if (current_app_mode == AppMode::LOGO) {
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appmode_text = "AppMode: LOGO";
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appmode_color = {255, 128, 0, 255}; // Naranja
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} else if (current_app_mode == AppMode::DEMO) {
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appmode_text = "AppMode: DEMO";
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appmode_color = {255, 165, 0, 255}; // Naranja
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} else if (current_app_mode == AppMode::DEMO_LITE) {
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appmode_text = "AppMode: DEMO LITE";
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appmode_color = {255, 200, 0, 255}; // Amarillo-naranja
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} else {
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appmode_text = "AppMode: SANDBOX";
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appmode_color = {0, 255, 128, 255}; // Verde claro
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}
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text_renderer_debug_->printAbsolute(margin, left_y, appmode_text.c_str(), appmode_color);
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left_y += line_height;
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// SimulationMode
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std::string simmode_text;
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if (current_mode == SimulationMode::PHYSICS) {
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simmode_text = "SimMode: PHYSICS";
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@@ -252,40 +234,36 @@ void UIManager::renderDebugHUD(const Engine* engine,
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} else if (current_mode == SimulationMode::BOIDS) {
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simmode_text = "SimMode: BOIDS";
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}
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text_renderer_debug_->printAbsolute(margin, left_y, simmode_text.c_str(), {0, 255, 255, 255}); // Cian
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left_y += line_height;
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// Número de pelotas (escenario actual)
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std::string sprite_name = engine->getCurrentTextureName();
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std::transform(sprite_name.begin(), sprite_name.end(), sprite_name.begin(), ::toupper);
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std::string sprite_text = "Sprite: " + sprite_name;
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size_t ball_count = scene_manager->getBallCount();
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std::string balls_text;
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if (ball_count >= 1000) {
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// Formatear con separador de miles (ejemplo: 5,000 o 50,000)
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std::string count_str = std::to_string(ball_count);
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std::string formatted;
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int digits = count_str.length();
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int digits = static_cast<int>(count_str.length());
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for (int i = 0; i < digits; i++) {
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if (i > 0 && (digits - i) % 3 == 0) {
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formatted += ',';
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}
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if (i > 0 && (digits - i) % 3 == 0) formatted += ',';
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formatted += count_str[i];
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}
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balls_text = "Balls: " + formatted;
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} else {
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balls_text = "Balls: " + std::to_string(ball_count);
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}
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text_renderer_debug_->printAbsolute(margin, left_y, balls_text.c_str(), {128, 255, 128, 255}); // Verde claro
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left_y += line_height;
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// Máximo de pelotas en modos automáticos (resultado del benchmark)
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int max_auto_idx = engine->getMaxAutoScenario();
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int max_auto_balls = BALL_COUNT_SCENARIOS[max_auto_idx];
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if (engine->isCustomAutoAvailable() && engine->getCustomScenarioBalls() > max_auto_balls)
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if (engine->isCustomAutoAvailable() && engine->getCustomScenarioBalls() > max_auto_balls) {
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max_auto_balls = engine->getCustomScenarioBalls();
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}
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std::string max_auto_text;
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if (max_auto_balls >= 1000) {
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std::string count_str = std::to_string(max_auto_balls);
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std::string formatted;
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int digits = count_str.length();
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int digits = static_cast<int>(count_str.length());
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for (int i = 0; i < digits; i++) {
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if (i > 0 && (digits - i) % 3 == 0) formatted += ',';
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formatted += count_str[i];
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@@ -294,14 +272,7 @@ void UIManager::renderDebugHUD(const Engine* engine,
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} else {
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max_auto_text = "Auto max: " + std::to_string(max_auto_balls);
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}
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text_renderer_debug_->printAbsolute(margin, left_y, max_auto_text.c_str(), {128, 255, 128, 255}); // Verde claro
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left_y += line_height;
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// V-Sync
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text_renderer_debug_->printAbsolute(margin, left_y, vsync_text_.c_str(), {0, 255, 255, 255}); // Cian
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left_y += line_height;
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// Modo de escalado (INTEGER/LETTERBOX/STRETCH o WINDOWED si no está en fullscreen)
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std::string scaling_text;
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if (engine->getFullscreenEnabled() || engine->getRealFullscreenEnabled()) {
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ScalingMode scaling = engine->getCurrentScalingMode();
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@@ -315,20 +286,10 @@ void UIManager::renderDebugHUD(const Engine* engine,
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} else {
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scaling_text = "Scaling: WINDOWED";
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}
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text_renderer_debug_->printAbsolute(margin, left_y, scaling_text.c_str(), {255, 255, 0, 255}); // Amarillo
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left_y += line_height;
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// Resolución física (píxeles reales de la ventana)
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std::string phys_res_text = "Physical: " + std::to_string(physical_window_width_) + "x" + std::to_string(physical_window_height_);
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text_renderer_debug_->printAbsolute(margin, left_y, phys_res_text.c_str(), {255, 128, 255, 255}); // Magenta claro
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left_y += line_height;
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// Resolución lógica (resolución interna del renderizador)
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std::string logic_res_text = "Logical: " + std::to_string(engine->getCurrentScreenWidth()) + "x" + std::to_string(engine->getCurrentScreenHeight());
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text_renderer_debug_->printAbsolute(margin, left_y, logic_res_text.c_str(), {255, 128, 255, 255}); // Magenta claro
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left_y += line_height;
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// Display refresh rate (obtener de SDL)
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std::string refresh_text;
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int num_displays = 0;
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SDL_DisplayID* displays = SDL_GetDisplays(&num_displays);
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@@ -343,83 +304,62 @@ void UIManager::renderDebugHUD(const Engine* engine,
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} else {
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refresh_text = "Refresh: N/A";
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}
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text_renderer_debug_->printAbsolute(margin, left_y, refresh_text.c_str(), {255, 255, 128, 255}); // Amarillo claro
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left_y += line_height;
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// Tema actual (delegado a ThemeManager)
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std::string theme_text = std::string("Theme: ") + theme_manager_->getCurrentThemeNameEN();
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text_renderer_debug_->printAbsolute(margin, left_y, theme_text.c_str(), {128, 255, 255, 255}); // Cian claro
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left_y += line_height;
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// ===========================
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// COLUMNA RIGHT (Primera pelota)
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// ===========================
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int right_y = margin;
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Uint64 ticks_ms = SDL_GetTicks();
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Uint64 total_secs = ticks_ms / 1000;
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int hh = static_cast<int>(total_secs / 3600);
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int mm = static_cast<int>((total_secs % 3600) / 60);
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int ss = static_cast<int>(total_secs % 60);
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char elapsed_buf[32];
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SDL_snprintf(elapsed_buf, sizeof(elapsed_buf), "Elapsed: %02d:%02d:%02d", hh, mm, ss);
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std::string elapsed_text(elapsed_buf);
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// FPS counter (esquina superior derecha)
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int fps_text_width = text_renderer_debug_->getTextWidthPhysical(fps_text_.c_str());
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int fps_x = physical_viewport.w - fps_text_width - margin;
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text_renderer_debug_->printAbsolute(fps_x, right_y, fps_text_.c_str(), {255, 255, 0, 255}); // Amarillo
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right_y += line_height;
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// --- Construir vector de líneas en orden ---
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std::vector<std::string> lines;
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lines.push_back(fps_text_);
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lines.push_back(appmode_text);
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lines.push_back(simmode_text);
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lines.push_back(sprite_text);
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lines.push_back(balls_text);
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lines.push_back(max_auto_text);
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lines.push_back(vsync_text_);
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lines.push_back(scaling_text);
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lines.push_back(phys_res_text);
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lines.push_back(logic_res_text);
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lines.push_back(refresh_text);
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lines.push_back(theme_text);
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lines.push_back(elapsed_text);
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// Info de la primera pelota (si existe)
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const Ball* first_ball = scene_manager->getFirstBall();
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if (first_ball != nullptr) {
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// Posición X, Y
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lines.push_back("VelX: " + std::to_string(static_cast<int>(first_ball->getVelocityX())));
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lines.push_back("VelY: " + std::to_string(static_cast<int>(first_ball->getVelocityY())));
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SDL_FRect pos = first_ball->getPosition();
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std::string pos_text = "Pos: (" + std::to_string(static_cast<int>(pos.x)) + ", " + std::to_string(static_cast<int>(pos.y)) + ")";
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int pos_width = text_renderer_debug_->getTextWidthPhysical(pos_text.c_str());
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text_renderer_debug_->printAbsolute(physical_viewport.w - pos_width - margin, right_y, pos_text.c_str(), {255, 128, 128, 255}); // Rojo claro
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right_y += line_height;
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// Velocidad X
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int vx_int = static_cast<int>(first_ball->getVelocityX());
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std::string vx_text = "VelX: " + std::to_string(vx_int);
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int vx_width = text_renderer_debug_->getTextWidthPhysical(vx_text.c_str());
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text_renderer_debug_->printAbsolute(physical_viewport.w - vx_width - margin, right_y, vx_text.c_str(), {128, 255, 128, 255}); // Verde claro
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right_y += line_height;
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// Velocidad Y
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int vy_int = static_cast<int>(first_ball->getVelocityY());
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std::string vy_text = "VelY: " + std::to_string(vy_int);
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int vy_width = text_renderer_debug_->getTextWidthPhysical(vy_text.c_str());
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text_renderer_debug_->printAbsolute(physical_viewport.w - vy_width - margin, right_y, vy_text.c_str(), {128, 255, 128, 255}); // Verde claro
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right_y += line_height;
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// Fuerza de gravedad
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int grav_int = static_cast<int>(first_ball->getGravityForce());
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std::string grav_text = "Gravity: " + std::to_string(grav_int);
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int grav_width = text_renderer_debug_->getTextWidthPhysical(grav_text.c_str());
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text_renderer_debug_->printAbsolute(physical_viewport.w - grav_width - margin, right_y, grav_text.c_str(), {255, 255, 128, 255}); // Amarillo claro
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right_y += line_height;
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// Estado superficie
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std::string surface_text = first_ball->isOnSurface() ? "Surface: YES" : "Surface: NO";
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int surface_width = text_renderer_debug_->getTextWidthPhysical(surface_text.c_str());
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text_renderer_debug_->printAbsolute(physical_viewport.w - surface_width - margin, right_y, surface_text.c_str(), {255, 200, 128, 255}); // Naranja claro
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right_y += line_height;
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// Coeficiente de rebote (loss)
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float loss_val = first_ball->getLossCoefficient();
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std::string loss_text = "Loss: " + std::to_string(loss_val).substr(0, 4);
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int loss_width = text_renderer_debug_->getTextWidthPhysical(loss_text.c_str());
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text_renderer_debug_->printAbsolute(physical_viewport.w - loss_width - margin, right_y, loss_text.c_str(), {255, 128, 255, 255}); // Magenta
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right_y += line_height;
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// Dirección de gravedad
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std::string gravity_dir_text = "Dir: " + gravityDirectionToString(static_cast<int>(scene_manager->getCurrentGravity()));
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int dir_width = text_renderer_debug_->getTextWidthPhysical(gravity_dir_text.c_str());
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text_renderer_debug_->printAbsolute(physical_viewport.w - dir_width - margin, right_y, gravity_dir_text.c_str(), {128, 255, 255, 255}); // Cian claro
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right_y += line_height;
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lines.push_back("Pos: (" + std::to_string(static_cast<int>(pos.x)) + ", " + std::to_string(static_cast<int>(pos.y)) + ")");
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lines.push_back("Gravity: " + std::to_string(static_cast<int>(first_ball->getGravityForce())));
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lines.push_back(first_ball->isOnSurface() ? "Surface: YES" : "Surface: NO");
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lines.push_back("Loss: " + std::to_string(first_ball->getLossCoefficient()).substr(0, 4));
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lines.push_back("Dir: " + gravityDirectionToString(static_cast<int>(scene_manager->getCurrentGravity())));
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}
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// Convergencia en modo LOGO (solo cuando está activo) - Parte inferior derecha
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if (current_app_mode == AppMode::LOGO && current_mode == SimulationMode::SHAPE) {
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int convergence_percent = static_cast<int>(shape_convergence * 100.0f);
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std::string convergence_text = "Convergence: " + std::to_string(convergence_percent) + "%";
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int conv_width = text_renderer_debug_->getTextWidthPhysical(convergence_text.c_str());
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text_renderer_debug_->printAbsolute(physical_viewport.w - conv_width - margin, right_y, convergence_text.c_str(), {255, 128, 0, 255}); // Naranja
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right_y += line_height;
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lines.push_back("Convergence: " + std::to_string(convergence_percent) + "%");
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}
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// --- Render con desbordamiento a segunda columna ---
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int max_lines = (physical_viewport.h - 2 * margin) / line_height;
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if (max_lines < 1) max_lines = 1;
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int col_width = physical_viewport.w / 2;
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for (int i = 0; i < static_cast<int>(lines.size()); i++) {
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int col = i / max_lines;
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int row = i % max_lines;
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int x = margin + col * col_width;
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int y = margin + row * line_height;
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text_renderer_debug_->printAbsoluteShadowed(x, y, lines[i].c_str());
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}
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}
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