mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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192 lines
6.2 KiB
C++
192 lines
6.2 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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/*
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================================================================================================
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Contains the DebugGraph implementation.
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================================================================================================
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*/
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/*
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========================
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idDebugGraph::idDebugGraph
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========================
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*/
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idDebugGraph::idDebugGraph( int numItems ) :
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bgColor( 0.0f, 0.0f, 0.0f, 0.5f ),
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fontColor( 1.0f, 1.0f, 1.0f, 1.0f ),
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enable( true ),
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mode( GRAPH_FILL ),
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sideways( false ),
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border( 0.0f ),
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position( 100.0f, 100.0f, 100.0f, 100.0f ) {
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Init( numItems );
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}
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/*
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========================
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idDebugGraph::Init
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========================
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*/
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void idDebugGraph::Init( int numBars ) {
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bars.SetNum( numBars );
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labels.Clear();
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for ( int i = 0; i < numBars; i++ ) {
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bars[i].value = 0.0f;
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}
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}
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/*
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========================
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idDebugGraph::AddGridLine
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========================
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*/
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void idDebugGraph::AddGridLine( float value, const idVec4 & color ) {
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graphPlot_t & line = grid.Alloc();
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line.value = value;
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line.color = color;
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}
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/*
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========================
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idDebugGraph::SetValue
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========================
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*/
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void idDebugGraph::SetValue( int b, float value, const idVec4 & color ) {
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if ( !enable ) {
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return;
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}
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if ( b < 0 ) {
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bars.RemoveIndex( 0 );
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graphPlot_t & graph = bars.Alloc();
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graph.value = value;
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graph.color = color;
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} else {
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bars[b].value = value;
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bars[b].color = color;
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}
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}
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/*
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========================
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idDebugGraph::SetLabel
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========================
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*/
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void idDebugGraph::SetLabel( int b, const char * text ) {
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if ( labels.Num() != bars.Num() ) {
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labels.SetNum( bars.Num() );
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}
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labels[b] = text;
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}
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/*
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========================
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idDebugGraph::Render
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========================
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*/
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void idDebugGraph::Render( idRenderSystem * gui ) {
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if ( !enable ) {
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return;
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}
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gui->DrawFilled( bgColor, position.x, position.y, position.z, position.w );
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if ( bars.Num() == 0 ) {
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return;
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}
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if ( sideways ) {
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float barWidth = position.z - border * 2.0f;
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float barHeight = ( ( position.w - border ) / (float)bars.Num() );
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float barLeft = position.x + border;
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float barTop = position.y + border;
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for ( int i = 0; i < bars.Num(); i++ ) {
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idVec4 rect( vec4_zero );
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if ( mode == GRAPH_LINE ) {
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rect.Set( barLeft + barWidth * bars[i].value, barTop + i * barHeight, 1.0f, barHeight - border );
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} else if ( mode == GRAPH_FILL ) {
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rect.Set( barLeft, barTop + i * barHeight, barWidth * bars[i].value, barHeight - border );
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} else if ( mode == GRAPH_FILL_REVERSE ) {
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rect.Set( barLeft + barWidth, barTop + i * barHeight, barWidth - barWidth * bars[i].value, barHeight - border );
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}
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gui->DrawFilled( bars[i].color, rect.x, rect.y, rect.z, rect.w );
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}
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if ( labels.Num() > 0 ) {
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int maxLen = 0;
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for ( int i = 0; i < labels.Num(); i++ ) {
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maxLen = Max( maxLen, labels[i].Length() );
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}
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idVec4 rect( position );
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rect.x -= SMALLCHAR_WIDTH * maxLen;
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rect.z = SMALLCHAR_WIDTH * maxLen;
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gui->DrawFilled( bgColor, rect.x, rect.y, rect.z, rect.w );
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for ( int i = 0; i < labels.Num(); i++ ) {
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idVec2 pos( barLeft - SMALLCHAR_WIDTH * maxLen, barTop + i * barHeight );
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gui->DrawSmallStringExt( idMath::Ftoi( pos.x ), idMath::Ftoi( pos.y ), labels[i], fontColor, true );
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}
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}
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} else {
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float barWidth = ( ( position.z - border ) / (float)bars.Num() );
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float barHeight = position.w - border * 2.0f;
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float barLeft = position.x + border;
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float barTop = position.y + border;
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float barBottom = barTop + barHeight;
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for ( int i = 0; i < grid.Num(); i++ ) {
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idVec4 rect( position.x, barBottom - barHeight * grid[i].value, position.z, 1.0f );
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gui->DrawFilled( grid[i].color, rect.x, rect.y, rect.z, rect.w );
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}
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for ( int i = 0; i < bars.Num(); i++ ) {
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idVec4 rect;
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if ( mode == GRAPH_LINE ) {
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rect.Set( barLeft + i * barWidth, barBottom - barHeight * bars[i].value, barWidth - border, 1.0f );
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} else if ( mode == GRAPH_FILL ) {
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rect.Set( barLeft + i * barWidth, barBottom - barHeight * bars[i].value, barWidth - border, barHeight * bars[i].value );
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} else if ( mode == GRAPH_FILL_REVERSE ) {
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rect.Set( barLeft + i * barWidth, barTop, barWidth - border, barHeight * bars[i].value );
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}
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gui->DrawFilled( bars[i].color, rect.x, rect.y, rect.z, rect.w );
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}
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if ( labels.Num() > 0 ) {
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idVec4 rect( position );
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rect.y += barHeight;
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rect.w = SMALLCHAR_HEIGHT;
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gui->DrawFilled( bgColor, rect.x, rect.y, rect.z, rect.w );
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for ( int i = 0; i < labels.Num(); i++ ) {
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idVec2 pos( barLeft + i * barWidth, barBottom + border );
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gui->DrawSmallStringExt( idMath::Ftoi( pos.x ), idMath::Ftoi( pos.y ), labels[i], fontColor, true );
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}
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}
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}
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}
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