95 lines
3.0 KiB
C++
95 lines
3.0 KiB
C++
// debug_overlay.cpp - Implementación del overlay de debug.
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#include "core/system/debug_overlay.hpp"
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#include <SDL3/SDL.h>
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#include <cctype>
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#include <cmath>
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#include <string>
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#include "core/defaults.hpp"
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#include "core/rendering/gpu/gpu_frame_renderer.hpp"
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#include "core/types.hpp"
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namespace System {
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namespace {
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namespace Cfg = Defaults::Hud::DebugOverlay;
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auto toUpperAscii(std::string s) -> std::string {
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for (char& c : s) {
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c = static_cast<char>(std::toupper(static_cast<unsigned char>(c)));
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}
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return s;
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}
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} // namespace
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DebugOverlay::DebugOverlay(Rendering::Renderer* renderer,
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const Config::RenderingConfig& rendering_cfg)
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: text_(renderer),
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renderer_(renderer),
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rendering_cfg_(&rendering_cfg) {}
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void DebugOverlay::update(float delta_time) {
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fps_accumulator_ += delta_time;
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fps_frame_count_++;
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if (fps_accumulator_ >= Cfg::FPS_UPDATE_INTERVAL) {
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fps_display_ = static_cast<int>(std::lround(static_cast<float>(fps_frame_count_) / fps_accumulator_));
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fps_frame_count_ = 0;
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fps_accumulator_ = 0.0F;
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}
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}
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void DebugOverlay::draw() const {
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if (!visible_) {
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return;
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}
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const std::string FPS_TEXT = "FPS: " + std::to_string(fps_display_);
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const std::string RES_TEXT = "RES: " + std::to_string(rendering_cfg_->render_width) + "X" + std::to_string(rendering_cfg_->render_height);
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const char* driver_raw = SDL_GetGPUDeviceDriver(renderer_->device().get());
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const std::string DRIVER_TEXT = "DRIVER: " + toUpperAscii(driver_raw != nullptr ? driver_raw : "?");
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const std::string VSYNC_TEXT = std::string("VSYNC: ") + (rendering_cfg_->vsync == 1 ? "ON" : "OFF");
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const std::string AA_TEXT = std::string("AA: ") + (rendering_cfg_->antialias == 1 ? "ON" : "OFF");
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float y = Cfg::Y_FPS;
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text_.render(FPS_TEXT,
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Vec2{.x = Cfg::X, .y = y},
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Cfg::FPS_SCALE,
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Cfg::TEXT_SPACING,
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Cfg::BRIGHTNESS,
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Cfg::COLOR);
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y += Cfg::FPS_LINE_HEIGHT;
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text_.render(RES_TEXT,
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Vec2{.x = Cfg::X, .y = y},
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Cfg::TEXT_SCALE,
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Cfg::TEXT_SPACING,
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Cfg::BRIGHTNESS,
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Cfg::COLOR);
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y += Cfg::LINE_HEIGHT;
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text_.render(DRIVER_TEXT,
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Vec2{.x = Cfg::X, .y = y},
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Cfg::TEXT_SCALE,
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Cfg::TEXT_SPACING,
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Cfg::BRIGHTNESS,
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Cfg::COLOR);
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y += Cfg::LINE_HEIGHT;
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text_.render(VSYNC_TEXT,
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Vec2{.x = Cfg::X, .y = y},
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Cfg::TEXT_SCALE,
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Cfg::TEXT_SPACING,
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Cfg::BRIGHTNESS,
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Cfg::COLOR);
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y += Cfg::LINE_HEIGHT;
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text_.render(AA_TEXT,
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Vec2{.x = Cfg::X, .y = y},
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Cfg::TEXT_SCALE,
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Cfg::TEXT_SPACING,
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Cfg::BRIGHTNESS,
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Cfg::COLOR);
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}
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} // namespace System
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