feat: enhance debug visuals with cursor-based effect

This commit is contained in:
2025-08-11 11:50:53 -05:00
parent c5213320ac
commit e964adc818
5 changed files with 138 additions and 33 deletions

View File

@@ -1,6 +1,7 @@
use std::time::{Duration, Instant};
use anyhow::{anyhow, Result};
use glam::Vec2;
use sdl2::event::{Event, WindowEvent};
use sdl2::keyboard::Keycode;
use sdl2::render::{Canvas, ScaleMode, Texture, TextureCreator};
@@ -19,6 +20,7 @@ pub struct App<'a> {
backbuffer: Texture<'a>,
paused: bool,
last_tick: Instant,
cursor_pos: Vec2,
}
impl App<'_> {
@@ -56,7 +58,7 @@ impl App<'_> {
// Initial draw
game.draw(&mut canvas, &mut backbuffer)?;
game.present_backbuffer(&mut canvas, &backbuffer)?;
game.present_backbuffer(&mut canvas, &backbuffer, glam::Vec2::ZERO)?;
Ok(Self {
game,
@@ -65,6 +67,7 @@ impl App<'_> {
backbuffer,
paused: false,
last_tick: Instant::now(),
cursor_pos: Vec2::ZERO,
})
}
@@ -109,6 +112,10 @@ impl App<'_> {
Event::KeyDown { keycode, .. } => {
self.game.keyboard_event(keycode.unwrap());
}
Event::MouseMotion { x, y, .. } => {
// Convert window coordinates to logical coordinates
self.cursor_pos = Vec2::new(x as f32, y as f32);
}
_ => {}
}
}
@@ -121,7 +128,10 @@ impl App<'_> {
if let Err(e) = self.game.draw(&mut self.canvas, &mut self.backbuffer) {
error!("Failed to draw game: {e}");
}
if let Err(e) = self.game.present_backbuffer(&mut self.canvas, &self.backbuffer) {
if let Err(e) = self
.game
.present_backbuffer(&mut self.canvas, &self.backbuffer, self.cursor_pos)
{
error!("Failed to present backbuffer: {e}");
}
}

View File

@@ -108,10 +108,16 @@ impl Game {
Ok(())
}
pub fn present_backbuffer<T: RenderTarget>(&mut self, canvas: &mut Canvas<T>, backbuffer: &Texture) -> Result<()> {
pub fn present_backbuffer<T: RenderTarget>(
&mut self,
canvas: &mut Canvas<T>,
backbuffer: &Texture,
cursor_pos: glam::Vec2,
) -> Result<()> {
canvas.copy(backbuffer, None, None).map_err(anyhow::Error::msg)?;
if self.debug_mode {
self.map.debug_render_nodes(canvas);
self.map
.debug_render_with_cursor(canvas, &mut self.text_texture, &mut self.atlas, cursor_pos);
}
self.draw_hud(canvas)?;
canvas.present();

View File

@@ -184,13 +184,18 @@ impl Map {
MapRenderer::render_map(canvas, atlas, map_texture);
}
/// Renders a debug visualization of the navigation graph.
/// Renders a debug visualization with cursor-based highlighting.
///
/// This function is intended for development and debugging purposes. It draws the
/// nodes and edges of the graph on top of the map, allowing for visual
/// inspection of the navigation paths.
pub fn debug_render_nodes<T: RenderTarget>(&self, canvas: &mut Canvas<T>) {
MapRenderer::debug_render_nodes(&self.graph, canvas);
/// This function provides interactive debugging by highlighting the nearest node
/// to the cursor, showing its ID, and highlighting its connections.
pub fn debug_render_with_cursor<T: RenderTarget>(
&self,
canvas: &mut Canvas<T>,
text_renderer: &mut crate::texture::text::TextTexture,
atlas: &mut SpriteAtlas,
cursor_pos: glam::Vec2,
) {
MapRenderer::debug_render_with_cursor(&self.graph, canvas, text_renderer, atlas, cursor_pos);
}
/// Builds the house structure in the graph.

View File

@@ -1,6 +1,8 @@
//! Map rendering functionality.
use crate::texture::sprite::{AtlasTile, SpriteAtlas};
use crate::texture::text::TextTexture;
use glam::Vec2;
use sdl2::pixels::Color;
use sdl2::rect::{Point, Rect};
use sdl2::render::{Canvas, RenderTarget};
@@ -23,45 +25,93 @@ impl MapRenderer {
let _ = map_texture.render(canvas, atlas, dest);
}
/// Renders a debug visualization of the navigation graph.
/// Renders a debug visualization with cursor-based highlighting.
///
/// This function is intended for development and debugging purposes. It draws the
/// nodes and edges of the graph on top of the map, allowing for visual
/// inspection of the navigation paths.
pub fn debug_render_nodes<T: RenderTarget>(graph: &crate::entity::graph::Graph, canvas: &mut Canvas<T>) {
/// This function provides interactive debugging by highlighting the nearest node
/// to the cursor, showing its ID, and highlighting its connections.
pub fn debug_render_with_cursor<T: RenderTarget>(
graph: &crate::entity::graph::Graph,
canvas: &mut Canvas<T>,
text_renderer: &mut TextTexture,
atlas: &mut SpriteAtlas,
cursor_pos: Vec2,
) {
// Find the nearest node to the cursor
let nearest_node = Self::find_nearest_node(graph, cursor_pos);
// Draw all connections in blue
canvas.set_draw_color(Color::RGB(0, 0, 128)); // Dark blue for regular connections
for i in 0..graph.node_count() {
let node = graph.get_node(i).unwrap();
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
// Draw connections
canvas.set_draw_color(Color::BLUE);
for edge in graph.adjacency_list[i].edges() {
let end_pos = graph.get_node(edge.target).unwrap().position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
canvas
.draw_line((pos.x as i32, pos.y as i32), (end_pos.x as i32, end_pos.y as i32))
.unwrap();
}
}
// Draw all nodes in green
canvas.set_draw_color(Color::RGB(0, 128, 0)); // Dark green for regular nodes
for i in 0..graph.node_count() {
let node = graph.get_node(i).unwrap();
let pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
// Draw node
// let color = if pacman.position.from_node_idx() == i.into() {
// Color::GREEN
// } else if let Some(to_idx) = pacman.position.to_node_idx() {
// if to_idx == i.into() {
// Color::CYAN
// } else {
// Color::RED
// }
// } else {
// Color::RED
// };
canvas.set_draw_color(Color::GREEN);
canvas
.fill_rect(Rect::new(0, 0, 3, 3).centered_on(Point::new(pos.x as i32, pos.y as i32)))
.unwrap();
}
// Draw node index
// text.render(canvas, atlas, &i.to_string(), pos.as_uvec2()).unwrap();
// Highlight connections from the nearest node in bright blue
if let Some(nearest_id) = nearest_node {
let nearest_pos = graph.get_node(nearest_id).unwrap().position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
canvas.set_draw_color(Color::RGB(0, 255, 255)); // Bright cyan for highlighted connections
for edge in graph.adjacency_list[nearest_id].edges() {
let end_pos = graph.get_node(edge.target).unwrap().position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
canvas
.draw_line(
(nearest_pos.x as i32, nearest_pos.y as i32),
(end_pos.x as i32, end_pos.y as i32),
)
.unwrap();
}
// Highlight the nearest node in bright green
canvas.set_draw_color(Color::RGB(0, 255, 0)); // Bright green for highlighted node
canvas
.fill_rect(Rect::new(0, 0, 5, 5).centered_on(Point::new(nearest_pos.x as i32, nearest_pos.y as i32)))
.unwrap();
// Draw node ID text (small, offset to top right)
text_renderer.set_scale(0.5); // Small text
let id_text = format!("#{}", nearest_id);
let text_pos = glam::UVec2::new(
(nearest_pos.x + 4.0) as u32, // Offset to the right
(nearest_pos.y - 6.0) as u32, // Offset to the top
);
let _ = text_renderer.render(canvas, atlas, &id_text, text_pos);
}
}
/// Finds the nearest node to the given cursor position.
pub fn find_nearest_node(graph: &crate::entity::graph::Graph, cursor_pos: Vec2) -> Option<usize> {
let mut nearest_id = None;
let mut nearest_distance = f32::INFINITY;
for i in 0..graph.node_count() {
let node = graph.get_node(i).unwrap();
let node_pos = node.position + crate::constants::BOARD_PIXEL_OFFSET.as_vec2();
let distance = cursor_pos.distance(node_pos);
if distance < nearest_distance {
nearest_distance = distance;
nearest_id = Some(i);
}
}
nearest_id
}
}

34
tests/debug_rendering.rs Normal file
View File

@@ -0,0 +1,34 @@
use glam::Vec2;
use pacman::entity::graph::{Graph, Node};
use pacman::map::render::MapRenderer;
#[test]
fn test_find_nearest_node() {
let mut graph = Graph::new();
// Add some test nodes
let node1 = graph.add_node(Node {
position: Vec2::new(10.0, 10.0),
});
let node2 = graph.add_node(Node {
position: Vec2::new(50.0, 50.0),
});
let node3 = graph.add_node(Node {
position: Vec2::new(100.0, 100.0),
});
// Test cursor near node1
let cursor_pos = Vec2::new(12.0, 8.0);
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
assert_eq!(nearest, Some(node1));
// Test cursor near node2
let cursor_pos = Vec2::new(45.0, 55.0);
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
assert_eq!(nearest, Some(node2));
// Test cursor near node3
let cursor_pos = Vec2::new(98.0, 102.0);
let nearest = MapRenderer::find_nearest_node(&graph, cursor_pos);
assert_eq!(nearest, Some(node3));
}