/* =========================================================================== 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 . 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 "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 ), mode( GRAPH_FILL ), sideways( false ), border( 0.0f ), position( 100.0f, 100.0f, 100.0f, 100.0f ), enable( true ) { 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 ); } } } }