mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
35e2ffb4ab
This makes mouse grabbing much less painful.
719 lines
18 KiB
C
719 lines
18 KiB
C
#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/cbuf.h"
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#include "QF/cvar.h"
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#include "QF/input.h"
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#include "QF/keys.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/input/event.h"
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#include "QF/scene/scene.h"
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#include "QF/scene/transform.h"
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#include "QF/ui/canvas.h"
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#include "QF/ui/imui.h"
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#include "QF/plugin/console.h"
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#include "QF/plugin/vid_render.h"
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#include "cl_console.h"
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static in_axis_t deb_move_forward = {
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.mode = ina_set,
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.name = "debug.move.forward",
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.description = "[debug] Move forward (negative) or backward (positive)",
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};
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static in_axis_t deb_move_side = {
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.mode = ina_set,
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.name = "debug.move.side",
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.description = "[debug] Move right (positive) or left (negative)",
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};
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static in_axis_t deb_move_up = {
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.mode = ina_set,
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.name = "debug.move.up",
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.description = "[debug] Move up (negative) or down (positive)",
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};
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static in_axis_t deb_move_pitch = {
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.mode = ina_set,
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.name = "debug.move.pitch",
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.description = "[debug] Pitch axis",
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};
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static in_axis_t deb_move_yaw = {
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.mode = ina_set,
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.name = "debug.move.yaw",
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.description = "[debug] Yaw axis",
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};
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static in_axis_t deb_move_roll = {
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.mode = ina_set,
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.name = "debug.move.roll",
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.description = "[debug] Roll axis",
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};
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static in_axis_t deb_mouse_x = {
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.mode = ina_set,
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.name = "debug.mouse.x",
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.description = "[debug] Mouse X",
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};
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static in_axis_t deb_mouse_y = {
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.mode = ina_set,
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.name = "debug.mouse.y",
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.description = "[debug] Mouse Y",
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};
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static in_button_t deb_left = {
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.name = "debug.left",
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.description = "[debug] When active the player is turning left"
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};
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static in_button_t deb_right = {
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.name = "debug.right",
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.description = "[debug] When active the player is turning right"
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};
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static in_button_t deb_forward = {
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.name = "debug.forward",
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.description = "[debug] When active the player is moving forward"
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};
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static in_button_t deb_back = {
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.name = "debug.back",
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.description = "[debug] When active the player is moving backwards"
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};
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static in_button_t deb_lookup = {
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.name = "debug.lookup",
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.description = "[debug] When active the player's view is looking up"
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};
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static in_button_t deb_lookdown = {
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.name = "debug.lookdown",
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.description = "[debug] When active the player's view is looking down"
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};
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static in_button_t deb_moveleft = {
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.name = "debug.moveleft",
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.description = "[debug] When active the player is strafing left"
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};
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static in_button_t deb_moveright = {
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.name = "debug.moveright",
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.description = "[debug] When active the player is strafing right"
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};
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static in_button_t deb_up = {
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.name = "debug.moveup",
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.description = "[debug] When active the player is swimming up in a liquid"
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};
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static in_button_t deb_down = {
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.name = "debug.movedown",
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.description = "[debug] When active the player is swimming down in a liquid"
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};
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static in_axis_t *deb_in_axes[] = {
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&deb_move_forward,
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&deb_move_side,
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&deb_move_up,
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&deb_move_pitch,
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&deb_move_yaw,
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&deb_move_roll,
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&deb_mouse_x,
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&deb_mouse_y,
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0
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};
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static in_button_t *deb_in_buttons[] = {
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&deb_left,
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&deb_right,
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&deb_forward,
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&deb_back,
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&deb_lookup,
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&deb_lookdown,
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&deb_moveleft,
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&deb_moveright,
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&deb_up,
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&deb_down,
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0
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};
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static int debug_event_id;
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static int debug_saved_focus;
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static int debug_context;
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static int debug_saved_context;
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static imui_ctx_t *debug_imui;
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static int64_t debug_enable_time;
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#define IMUI_context debug_imui
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static scene_t *debug_scene;
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static transform_t debug_camera_pivot;
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static transform_t debug_camera;
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bool con_debug;
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static cvar_t con_debug_cvar = {
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.name = "con_debug",
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.description =
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"Enable the debug interface",
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.default_value = "false",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_bool, .value = &con_debug },
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};
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static char *deb_fontname;
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static cvar_t deb_fontname_cvar = {
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.name = "deb_fontname",
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.description =
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"Font name/patter for debug interface",
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.default_value = "Consolas",
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.flags = CVAR_NONE,
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.value = { .type = 0, .value = &deb_fontname },
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};
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static float deb_fontsize;
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static cvar_t deb_fontsize_cvar = {
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.name = "deb_fontsize",
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.description =
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"Font size for debug interface",
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.default_value = "22",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &deb_fontsize },
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};
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static int deb_xlen = -1;
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static int deb_ylen = -1;
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static vec4f_t mouse_start;
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static void
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con_debug_f (void *data, const cvar_t *cvar)
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{
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Con_Show_Mouse (con_debug);
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if (debug_imui) {
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IMUI_SetVisible (debug_imui, con_debug);
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debug_enable_time = Sys_LongTime ();
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if (!con_debug) {
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IE_Set_Focus (debug_saved_focus);
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IMT_SetContext (debug_saved_context);
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r_override_camera = false;
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} else {
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IMUI_SetSize (debug_imui, deb_xlen, deb_ylen);
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}
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}
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}
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static int
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debug_app_window (const IE_event_t *ie_event)
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{
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if (deb_xlen != ie_event->app_window.xlen
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|| deb_ylen != ie_event->app_window.ylen) {
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deb_xlen = ie_event->app_window.xlen;
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deb_ylen = ie_event->app_window.ylen;
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IMUI_SetSize (debug_imui, deb_xlen, deb_ylen);
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}
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return 1;
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}
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static int
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capture_mouse_event (const IE_event_t *ie_event)
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{
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static IE_mouse_event_t prev_mouse;
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static bool dragging;
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if (ie_event->mouse.type == ie_mousedown
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&& ((ie_event->mouse.buttons ^ prev_mouse.buttons) & 4)) {
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IN_UpdateGrab (1);
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dragging = true;
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mouse_start = (vec4f_t) {
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ie_event->mouse.x,
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ie_event->mouse.y,
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};
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} else if (ie_event->mouse.type == ie_mouseup
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&& ((ie_event->mouse.buttons ^ prev_mouse.buttons) & 4)) {
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IN_UpdateGrab (0);
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dragging = false;
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}
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prev_mouse = ie_event->mouse;
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return !dragging;
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}
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static int
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debug_mouse (const IE_event_t *ie_event)
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{
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if (!IMUI_ProcessEvent (debug_imui, ie_event)) {
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return capture_mouse_event (ie_event);
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}
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return 1;
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}
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static void
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close_debug (void)
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{
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con_debug = false;
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con_debug_f (0, &con_debug_cvar);
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}
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static int
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debug_key (const IE_event_t *ie_event)
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{
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int shift = ie_event->key.shift & ~(ies_capslock | ies_numlock);
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if (ie_event->key.code == QFK_ESCAPE && shift == ies_control) {
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close_debug ();
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}
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IMUI_ProcessEvent (debug_imui, ie_event);
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return 1;
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}
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static int
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debug_event_handler (const IE_event_t *ie_event, void *data)
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{
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static int (*handlers[ie_event_count]) (const IE_event_t *ie_event) = {
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[ie_app_window] = debug_app_window,
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[ie_mouse] = debug_mouse,
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[ie_key] = debug_key,
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};
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if ((unsigned) ie_event->type >= ie_event_count
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|| !handlers[ie_event->type]) {
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return IN_Binding_HandleEvent (ie_event);
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}
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return handlers[ie_event->type] (ie_event);
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}
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void
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Con_Debug_InitCvars (void)
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{
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Cvar_Register (&con_debug_cvar, con_debug_f, 0);
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Cvar_Register (&deb_fontname_cvar, 0, 0);
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Cvar_Register (&deb_fontsize_cvar, 0, 0);
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}
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static imui_style_t current_style;
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void
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Con_Debug_Init (void)
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{
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for (int i = 0; deb_in_axes[i]; i++) {
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IN_RegisterAxis (deb_in_axes[i]);
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}
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for (int i = 0; deb_in_buttons[i]; i++) {
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IN_RegisterButton (deb_in_buttons[i]);
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}
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debug_event_id = IE_Add_Handler (debug_event_handler, 0);
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debug_context = IMT_CreateContext ("debug.context");
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debug_imui = IMUI_NewContext (*con_data.canvas_sys,
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deb_fontname, deb_fontsize);
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IMUI_SetVisible (debug_imui, con_debug);
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IMUI_Style_Fetch (debug_imui, ¤t_style);
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debug_scene = Scene_NewScene (0);
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}
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void
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Con_Debug_Shutdown (void)
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{
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IE_Remove_Handler (debug_event_id);
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Scene_DeleteScene (debug_scene);
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}
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static void
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color_window (void)
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{
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static imui_window_t style_editor = {
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.name = "Style Colors",
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.xpos = 75,
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.ypos = 75,
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.is_open = false,
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};
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static int style_selection;
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static int style_mode;
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static int style_color;
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UI_Window (&style_editor) {
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if (style_editor.is_collapsed) {
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continue;
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}
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UI_Vertical {
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UI_Horizontal {
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UI_FlexibleSpace ();
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UI_Radio (&style_selection, 0, "Background");
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UI_FlexibleSpace ();
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UI_Radio (&style_selection, 1, "Foreground");
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UI_FlexibleSpace ();
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UI_Radio (&style_selection, 2, "Text");
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UI_FlexibleSpace ();
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}
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UI_Horizontal {
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UI_FlexibleSpace ();
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UI_Radio (&style_mode, 0, "Normal");
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UI_FlexibleSpace ();
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UI_Radio (&style_mode, 1, "Hot");
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UI_FlexibleSpace ();
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UI_Radio (&style_mode, 2, "Active");
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UI_FlexibleSpace ();
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}
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if (style_selection == 0) {
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style_color = current_style.background.color[style_mode];
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} else if (style_selection == 1) {
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style_color = current_style.foreground.color[style_mode];
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} else if (style_selection == 2) {
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style_color = current_style.text.color[style_mode];
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}
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imui_style_t style;
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IMUI_Style_Fetch (debug_imui, &style);
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auto bg_save = style.background.normal;
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auto fg_save = style.foreground.normal;
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UI_Style (0) for (int y = 0; y < 16; y++) {
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UI_Horizontal for (int x = 0; x < 16; x++) {
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if (!x) UI_FlexibleSpace ();
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int c = y * 16 + x;
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int ic = y * 16 + (15-x);
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style.background.normal = c;
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style.foreground.normal = c == style_color ? c : ic;
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IMUI_Style_Update (debug_imui, &style);
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UI_Radio (&style_color, c, va (0, "##color_%x%x", y, x));
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if (x == 15) {
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style.background.normal = bg_save;
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style.foreground.normal = fg_save;
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IMUI_Style_Update (debug_imui, &style);
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UI_FlexibleSpace ();
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}
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}
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}
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}
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if (style_selection == 0) {
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current_style.background.color[style_mode] = style_color;
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} else if (style_selection == 1) {
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current_style.foreground.color[style_mode] = style_color;
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} else if (style_selection == 2) {
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current_style.text.color[style_mode] = style_color;
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}
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}
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}
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static transform_t
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create_debug_camera (void)
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{
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debug_camera_pivot = Transform_New (debug_scene->reg, nulltransform);
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debug_camera = Transform_New (debug_scene->reg, debug_camera_pivot);
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return debug_camera;
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}
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static void
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camera_mouse_first_person (void)
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{
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vec4f_t delta_pos = {};
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vec4f_t delta_rot = {};
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delta_pos[0] -= IN_UpdateAxis (&deb_move_forward);
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delta_pos[1] -= IN_UpdateAxis (&deb_move_side);
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delta_pos[2] -= IN_UpdateAxis (&deb_move_up);
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float dt = *con_data.frametime;
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vec4f_t rot = Transform_GetLocalRotation (debug_camera_pivot);
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delta_pos = qvmulf (rot, delta_pos) * dt;
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vec4f_t pos = Transform_GetLocalPosition (debug_camera_pivot);
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Transform_SetLocalPosition (debug_camera_pivot, pos + delta_pos);
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delta_rot[PITCH] -= IN_UpdateAxis (&deb_move_pitch);
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delta_rot[YAW] -= IN_UpdateAxis (&deb_move_yaw);
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delta_rot[ROLL] -= IN_UpdateAxis (&deb_move_roll);
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delta_rot *= dt;
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vec4f_t drot;
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AngleQuat ((vec_t*)&delta_rot, (vec_t*)&drot);
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vec4f_t r = normalf (qmulf (rot, drot));
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Transform_SetLocalRotation (debug_camera_pivot, r);
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}
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static vec4f_t
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trackball_vector (vec4f_t xy)
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{
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// xy is already in -1..1 order of magnitude range (ie, might be a bit
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// over due to screen aspect)
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// This is very similar to blender's trackball calculation (based on it,
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// really)
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float r = 1;
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float t = r * r / 2;
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float d = dotf (xy, xy)[0];
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vec4f_t vec = xy;
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if (d < t) {
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// less than 45 degrees around the sphere from the viewer facing
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// pole, so map the mouse point to the sphere
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vec[2] = sqrt (r * r - d);
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} else {
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// beyond 45 degrees around the sphere from the veiwer facing
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// pole, so the slope is rapidly approaching infinity or the mouse
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// point may miss the sphere entirely, so instead map the mouse
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// point to the hyperbolic cone pointed towards the viewer. The
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// cone and sphere are tangential at the 45 degree latitude
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vec[2] = t / sqrt (d);
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}
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return (vec4f_t) { vec[2], vec[0], vec[1] };
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}
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static float trackball_sensitivity = 0.1;
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#define sphere_scale 1.0f
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static void
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camera_mouse_trackball (void)
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{
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vec4f_t delta = {
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IN_UpdateAxis (&deb_mouse_x),
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IN_UpdateAxis (&deb_mouse_y),
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};
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float size = min (deb_xlen, deb_ylen) / 2;
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vec4f_t center = { deb_xlen, deb_ylen }; center /= 2;
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vec4f_t start = mouse_start - center;
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vec4f_t end = start + delta;
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start = trackball_vector (start / (size * sphere_scale));
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end = trackball_vector (end / (size * sphere_scale));
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vec4f_t drot = crossf (end, start);
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float ma = dotf (drot, drot)[0];
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if (ma < 1e-7) {
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return;
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}
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drot /= sqrtf (ma);
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float dist = sqrtf (dotf (delta, delta)[0]) * trackball_sensitivity;
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dist /= size;
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drot *= sinf (dist);
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drot[3] = cosf (dist);
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vec4f_t rot = Transform_GetLocalRotation (debug_camera_pivot);
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vec4f_t r = normalf (qmulf (rot, drot));
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Transform_SetLocalRotation (debug_camera_pivot, r);
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}
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static void
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hs (void)
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{
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IMUI_Spacer (debug_imui, imui_size_pixels, 10, imui_size_expand, 100);
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}
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static imui_window_t system_info_window = {
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.name = "System Info##window",
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.xpos = 50,
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.ypos = 50,
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};
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static imui_window_t cam_window = {
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.name = "Debug Camera",
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};
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static imui_window_t inp_window = {
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.name = "Debug Input",
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};
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static imui_window_t debug_menu = {
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.name = "Debug##menu",
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.group_offset = 0,
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.is_open = true,
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.no_collapse = true,
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};
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static imui_window_t renderer_menu = {
|
|
.name = "Renderer##menu",
|
|
.group_offset = 1,
|
|
.reference_gravity = grav_northwest,
|
|
.anchor_gravity = grav_southwest,
|
|
};
|
|
|
|
static void
|
|
menu_bar (void)
|
|
{
|
|
UI_MenuBar (&debug_menu) {
|
|
if (UI_MenuItem ("System Info##menu_item")) {
|
|
system_info_window.is_open = true;
|
|
}
|
|
hs ();
|
|
if (UI_MenuItem ("Camera")) {
|
|
cam_window.is_open = true;
|
|
}
|
|
hs ();
|
|
if (UI_MenuItem ("Input")) {
|
|
inp_window.is_open = true;
|
|
}
|
|
if (r_funcs->debug_ui) {
|
|
hs ();
|
|
// create the menu so the renderer can access it
|
|
UI_Menu (&renderer_menu);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
camera_window (void)
|
|
{
|
|
static int cam_state;
|
|
static int cam_mode;
|
|
|
|
int old_mode = cam_mode;
|
|
UI_Window (&cam_window) {
|
|
if (cam_window.is_collapsed) {
|
|
continue;
|
|
}
|
|
UI_Horizontal {
|
|
UI_Radio (&cam_state, 0, "Game##camera");
|
|
IMUI_Spacer (debug_imui, imui_size_pixels, 10,
|
|
imui_size_expand, 100);
|
|
UI_Radio (&cam_state, 1, "Debug##camera");
|
|
UI_FlexibleSpace ();
|
|
}
|
|
if (cam_state) {
|
|
UI_Horizontal {
|
|
UI_Radio (&cam_mode, 0, "First Person##camera");
|
|
IMUI_Spacer (debug_imui, imui_size_pixels, 10,
|
|
imui_size_expand, 100);
|
|
UI_Radio (&cam_mode, 1, "Trackball##camera");
|
|
// IMUI_Spacer (debug_imui, imui_size_pixels, 10,
|
|
// imui_size_expand, 100);
|
|
// UI_Radio (&cam_mode, 2, "Turntable##camera");
|
|
UI_FlexibleSpace ();
|
|
}
|
|
UI_Horizontal {
|
|
UI_Checkbox (&r_lock_viewleaf, "Lock VIS##camera");
|
|
UI_FlexibleSpace ();
|
|
}
|
|
}
|
|
if (r_override_camera) {
|
|
if (cam_mode == 0) {
|
|
camera_mouse_first_person();
|
|
} else if (cam_mode == 1) {
|
|
camera_mouse_trackball ();
|
|
}
|
|
}
|
|
}
|
|
if (cam_state) {
|
|
if (!Transform_Valid (r_camera)) {
|
|
r_camera = create_debug_camera ();
|
|
}
|
|
if (!r_override_camera || old_mode != cam_mode) {
|
|
// the camera is still whatever the client set it to (or what
|
|
// the renderer last used if switching modes)
|
|
static vec4f_t forward = {1, 0, 0, 0};
|
|
static vec4f_t up = {0, 0, 1, 0};
|
|
static vec4f_t qident = {0, 0, 0, 1};
|
|
|
|
vec4f_t f = r_data->refdef->camera[0]; //X is forward
|
|
vec4f_t u = r_data->refdef->camera[2]; //Z is up
|
|
vec4f_t q1 = qrotf (forward, f);
|
|
vec4f_t up1 = qvmulf (q1, up);
|
|
u -= dotf (u, f) * f; // ensure orthogonal (should be, but...)
|
|
vec4f_t q2 = qrotf (up1, u);
|
|
vec4f_t q = qmulf (q2, q1);
|
|
|
|
Transform_SetLocalRotation (debug_camera_pivot, q);
|
|
|
|
vec4f_t pos = r_data->refdef->camera[3];
|
|
float dist = cam_mode == 0 ? 0 : 128;
|
|
vec4f_t offs = dist * Transform_Forward (debug_camera_pivot);
|
|
|
|
Transform_SetLocalPosition (debug_camera_pivot, pos + offs);
|
|
|
|
Transform_SetLocalRotation (debug_camera, qident);
|
|
Transform_SetLocalPosition (debug_camera, (vec4f_t) {-dist,0,0,1});
|
|
}
|
|
r_override_camera = true;
|
|
} else {
|
|
r_override_camera = false;
|
|
}
|
|
}
|
|
|
|
static void
|
|
input_window (void)
|
|
{
|
|
UI_Window (&inp_window) {
|
|
if (inp_window.is_collapsed) {
|
|
continue;
|
|
}
|
|
for (int i = 0; deb_in_axes[i]; i++) {
|
|
auto axis = deb_in_axes[i];
|
|
UI_Horizontal {
|
|
UI_Label (axis->name);
|
|
UI_FlexibleSpace ();
|
|
UI_Labelf ("%8g", axis->rel_input);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static bool close_debug_pressed = false;
|
|
static void
|
|
system_info (void)
|
|
{
|
|
UI_Window (&system_info_window) {
|
|
if (system_info_window.is_collapsed) {
|
|
continue;
|
|
}
|
|
UI_Vertical {
|
|
UI_Horizontal {
|
|
if (UI_Button ("Close Debug")) {
|
|
close_debug_pressed = true;
|
|
}
|
|
IMUI_Spacer (debug_imui, imui_size_pixels, 10,
|
|
imui_size_expand, 100);
|
|
if (UI_Button ("Screenshot")) {
|
|
Cbuf_AddText (con_data.cbuf, "screenshot\n");
|
|
}
|
|
UI_FlexibleSpace ();
|
|
}
|
|
#if 0
|
|
for (int i = 0; deb_in_axes[i]; i++) {
|
|
UI_Horizontal {
|
|
UI_Label (deb_in_axes[i]->name);
|
|
UI_FlexibleSpace ();
|
|
//IN_UpdateAxis (deb_in_axes[i]);
|
|
UI_Labelf ("%6.3f", deb_in_axes[i]->value);
|
|
}
|
|
}
|
|
#endif
|
|
static int64_t prev_time;
|
|
static int64_t min_delta = INT64_MAX;
|
|
static int64_t max_delta = -INT64_MAX;
|
|
int64_t cur_time = Sys_LongTime ();
|
|
int64_t delta = cur_time - prev_time;
|
|
prev_time = cur_time;
|
|
min_delta = min (min_delta, delta);
|
|
max_delta = max (max_delta, delta);
|
|
UI_Horizontal {
|
|
UI_Label ("frame: ");
|
|
UI_FlexibleSpace ();
|
|
UI_Labelf ("%'7"PRIu64"\u03bcs##frame.time", min_delta);
|
|
UI_Labelf ("%'7"PRIu64"\u03bcs##frame.time", delta);
|
|
UI_Labelf ("%'7"PRIu64"\u03bcs##frame.time", max_delta);
|
|
}
|
|
UI_Horizontal {
|
|
UI_FlexibleSpace ();
|
|
if (UI_Button ("Reset##timings")) {
|
|
max_delta = -INT64_MAX;
|
|
min_delta = INT64_MAX;
|
|
}
|
|
}
|
|
UI_Horizontal {
|
|
UI_Labelf ("mem: %'zd", Sys_CurrentRSS ());
|
|
UI_FlexibleSpace ();
|
|
}
|
|
UI_FlexibleSpace ();
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
Con_Debug_Draw (void)
|
|
{
|
|
if (debug_enable_time && Sys_LongTime () - debug_enable_time > 1000) {
|
|
debug_saved_focus = IE_Get_Focus ();
|
|
IE_Set_Focus (debug_event_id);
|
|
debug_saved_context = IMT_GetContext ();
|
|
IMT_SetContext (debug_context);
|
|
debug_enable_time = 0;
|
|
}
|
|
|
|
IMUI_BeginFrame (debug_imui);
|
|
IMUI_Style_Update (debug_imui, ¤t_style);
|
|
menu_bar ();
|
|
system_info ();
|
|
color_window ();
|
|
camera_window ();
|
|
input_window ();
|
|
if (r_funcs->debug_ui) {
|
|
r_funcs->debug_ui (debug_imui);
|
|
}
|
|
|
|
if (close_debug_pressed) {
|
|
close_debug_pressed = false;
|
|
close_debug ();
|
|
}
|
|
|
|
IMUI_Draw (debug_imui);
|
|
}
|