doom3-bfg/neo/framework/DebugGraph.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
/*
================================================================================================
Contains the DebugGraph implementation.
================================================================================================
*/
/*
========================
idDebugGraph::idDebugGraph
========================
*/
idDebugGraph::idDebugGraph( int numItems ) :
bgColor( 0.0f, 0.0f, 0.0f, 0.5f ),
fontColor( 1.0f, 1.0f, 1.0f, 1.0f ),
enable( true ),
mode( GRAPH_FILL ),
sideways( false ),
border( 0.0f ),
position( 100.0f, 100.0f, 100.0f, 100.0f ) {
Init( numItems );
}
/*
========================
idDebugGraph::Init
========================
*/
void idDebugGraph::Init( int numBars ) {
bars.SetNum( numBars );
labels.Clear();
for ( int i = 0; i < numBars; i++ ) {
bars[i].value = 0.0f;
}
}
/*
========================
idDebugGraph::AddGridLine
========================
*/
void idDebugGraph::AddGridLine( float value, const idVec4 & color ) {
graphPlot_t & line = grid.Alloc();
line.value = value;
line.color = color;
}
/*
========================
idDebugGraph::SetValue
========================
*/
void idDebugGraph::SetValue( int b, float value, const idVec4 & color ) {
if ( !enable ) {
return;
}
if ( b < 0 ) {
bars.RemoveIndex( 0 );
graphPlot_t & graph = bars.Alloc();
graph.value = value;
graph.color = color;
} else {
bars[b].value = value;
bars[b].color = color;
}
}
/*
========================
idDebugGraph::SetLabel
========================
*/
void idDebugGraph::SetLabel( int b, const char * text ) {
if ( labels.Num() != bars.Num() ) {
labels.SetNum( bars.Num() );
}
labels[b] = text;
}
/*
========================
idDebugGraph::Render
========================
*/
void idDebugGraph::Render( idRenderSystem * gui ) {
if ( !enable ) {
return;
}
gui->DrawFilled( bgColor, position.x, position.y, position.z, position.w );
if ( bars.Num() == 0 ) {
return;
}
if ( sideways ) {
float barWidth = position.z - border * 2.0f;
float barHeight = ( ( position.w - border ) / (float)bars.Num() );
float barLeft = position.x + border;
float barTop = position.y + border;
for ( int i = 0; i < bars.Num(); i++ ) {
idVec4 rect( vec4_zero );
if ( mode == GRAPH_LINE ) {
rect.Set( barLeft + barWidth * bars[i].value, barTop + i * barHeight, 1.0f, barHeight - border );
} else if ( mode == GRAPH_FILL ) {
rect.Set( barLeft, barTop + i * barHeight, barWidth * bars[i].value, barHeight - border );
} else if ( mode == GRAPH_FILL_REVERSE ) {
rect.Set( barLeft + barWidth, barTop + i * barHeight, barWidth - barWidth * bars[i].value, barHeight - border );
}
gui->DrawFilled( bars[i].color, rect.x, rect.y, rect.z, rect.w );
}
if ( labels.Num() > 0 ) {
int maxLen = 0;
for ( int i = 0; i < labels.Num(); i++ ) {
maxLen = Max( maxLen, labels[i].Length() );
}
idVec4 rect( position );
rect.x -= SMALLCHAR_WIDTH * maxLen;
rect.z = SMALLCHAR_WIDTH * maxLen;
gui->DrawFilled( bgColor, rect.x, rect.y, rect.z, rect.w );
for ( int i = 0; i < labels.Num(); i++ ) {
idVec2 pos( barLeft - SMALLCHAR_WIDTH * maxLen, barTop + i * barHeight );
gui->DrawSmallStringExt( idMath::Ftoi( pos.x ), idMath::Ftoi( pos.y ), labels[i], fontColor, true );
}
}
} else {
float barWidth = ( ( position.z - border ) / (float)bars.Num() );
float barHeight = position.w - border * 2.0f;
float barLeft = position.x + border;
float barTop = position.y + border;
float barBottom = barTop + barHeight;
for ( int i = 0; i < grid.Num(); i++ ) {
idVec4 rect( position.x, barBottom - barHeight * grid[i].value, position.z, 1.0f );
gui->DrawFilled( grid[i].color, rect.x, rect.y, rect.z, rect.w );
}
for ( int i = 0; i < bars.Num(); i++ ) {
idVec4 rect;
if ( mode == GRAPH_LINE ) {
rect.Set( barLeft + i * barWidth, barBottom - barHeight * bars[i].value, barWidth - border, 1.0f );
} else if ( mode == GRAPH_FILL ) {
rect.Set( barLeft + i * barWidth, barBottom - barHeight * bars[i].value, barWidth - border, barHeight * bars[i].value );
} else if ( mode == GRAPH_FILL_REVERSE ) {
rect.Set( barLeft + i * barWidth, barTop, barWidth - border, barHeight * bars[i].value );
}
gui->DrawFilled( bars[i].color, rect.x, rect.y, rect.z, rect.w );
}
if ( labels.Num() > 0 ) {
idVec4 rect( position );
rect.y += barHeight;
rect.w = SMALLCHAR_HEIGHT;
gui->DrawFilled( bgColor, rect.x, rect.y, rect.z, rect.w );
for ( int i = 0; i < labels.Num(); i++ ) {
idVec2 pos( barLeft + i * barWidth, barBottom + border );
gui->DrawSmallStringExt( idMath::Ftoi( pos.x ), idMath::Ftoi( pos.y ), labels[i], fontColor, true );
}
}
}
}