mirror of
https://github.com/Xevion/Pac-Man.git
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238 lines
8.6 KiB
Rust
238 lines
8.6 KiB
Rust
//! Debug rendering system
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use std::cmp::Ordering;
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use crate::constants::BOARD_PIXEL_OFFSET;
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use crate::map::builder::Map;
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use crate::systems::{Collider, CursorPosition, NodeId, Position, SystemTimings};
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use crate::texture::ttf::{TtfAtlas, TtfRenderer};
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use bevy_ecs::resource::Resource;
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use bevy_ecs::system::{NonSendMut, Query, Res};
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use glam::{IVec2, UVec2, Vec2};
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use sdl2::pixels::Color;
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use sdl2::rect::{Point, Rect};
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use sdl2::render::{Canvas, Texture};
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use sdl2::video::Window;
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use smallvec::SmallVec;
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use tracing::warn;
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#[derive(Resource, Default, Debug, Copy, Clone)]
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pub struct DebugState {
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pub enabled: bool,
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}
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fn f32_to_u8(value: f32) -> u8 {
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(value * 255.0) as u8
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}
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/// Resource to hold the debug texture for persistent rendering
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pub struct DebugTextureResource(pub Texture);
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/// Resource to hold the TTF text atlas
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pub struct TtfAtlasResource(pub TtfAtlas);
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/// Transforms a position from logical canvas coordinates to output canvas coordinates (with board offset)
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fn transform_position_with_offset(pos: Vec2, scale: f32) -> IVec2 {
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((pos + BOARD_PIXEL_OFFSET.as_vec2()) * scale).as_ivec2()
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}
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/// Renders timing information in the top-left corner of the screen using the debug text atlas
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fn render_timing_display(
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canvas: &mut Canvas<Window>,
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timings: &SystemTimings,
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text_renderer: &TtfRenderer,
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atlas: &mut TtfAtlas,
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) {
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// Format timing information using the formatting module
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let lines = timings.format_timing_display();
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let line_height = text_renderer.text_height(atlas) as i32 + 2; // Add 2px line spacing
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let padding = 10;
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// Calculate background dimensions
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let max_width = lines
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.iter()
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.filter(|l| !l.is_empty()) // Don't consider empty lines for width
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.map(|line| text_renderer.text_width(atlas, line))
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.max()
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.unwrap_or(0);
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// Only draw background if there is text to display
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let total_height = (lines.len() as u32) * line_height as u32;
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if max_width > 0 && total_height > 0 {
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let bg_padding = 5;
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// Draw background
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let bg_rect = Rect::new(
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padding - bg_padding,
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padding - bg_padding,
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max_width + (bg_padding * 2) as u32,
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total_height + bg_padding as u32,
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);
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canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
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canvas.set_draw_color(Color::RGBA(40, 40, 40, 180));
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canvas.fill_rect(bg_rect).unwrap();
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}
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for (i, line) in lines.iter().enumerate() {
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if line.is_empty() {
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continue;
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}
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// Position each line below the previous one
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let y_pos = padding + (i as i32 * line_height);
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let position = Vec2::new(padding as f32, y_pos as f32);
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// Render the line using the debug text renderer
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text_renderer
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.render_text(canvas, atlas, line, position, Color::RGBA(255, 255, 255, 200))
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.unwrap();
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn debug_render_system(
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mut canvas: NonSendMut<&mut Canvas<Window>>,
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mut debug_texture: NonSendMut<DebugTextureResource>,
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mut ttf_atlas: NonSendMut<TtfAtlasResource>,
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debug_state: Res<DebugState>,
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timings: Res<SystemTimings>,
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map: Res<Map>,
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colliders: Query<(&Collider, &Position)>,
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cursor: Res<CursorPosition>,
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) {
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if !debug_state.enabled {
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return;
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}
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let scale =
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(UVec2::from(canvas.output_size().unwrap()).as_vec2() / UVec2::from(canvas.logical_size()).as_vec2()).min_element();
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// Create debug text renderer
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let text_renderer = TtfRenderer::new(1.0);
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let cursor_world_pos = match *cursor {
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CursorPosition::None => None,
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CursorPosition::Some { position, .. } => Some(position - BOARD_PIXEL_OFFSET.as_vec2()),
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};
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// Draw debug info on the high-resolution debug texture
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canvas
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.with_texture_canvas(&mut debug_texture.0, |debug_canvas| {
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// Clear the debug canvas
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debug_canvas.set_draw_color(Color::RGBA(0, 0, 0, 0));
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debug_canvas.clear();
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// Find the closest node to the cursor
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let closest_node = if let Some(cursor_world_pos) = cursor_world_pos {
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map.graph
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.nodes()
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.map(|node| node.position.distance(cursor_world_pos))
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.enumerate()
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.min_by(|(_, a), (_, b)| a.partial_cmp(b).unwrap_or(Ordering::Less))
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.map(|(id, _)| id)
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} else {
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None
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};
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debug_canvas.set_draw_color(Color::GREEN);
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{
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let rects = colliders
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.iter()
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.map(|(collider, position)| {
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let pos = position.get_pixel_position(&map.graph).unwrap();
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// Transform position and size using common methods
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let pos = (pos * scale).as_ivec2();
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let size = (collider.size * scale) as u32;
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Rect::from_center(Point::from((pos.x, pos.y)), size, size)
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})
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.collect::<SmallVec<[Rect; 100]>>();
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if rects.len() > rects.capacity() {
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warn!(
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capacity = rects.capacity(),
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count = rects.len(),
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"Collider rects capacity exceeded"
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);
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}
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debug_canvas.draw_rects(&rects).unwrap();
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}
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debug_canvas.set_draw_color(Color {
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a: f32_to_u8(0.4),
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..Color::RED
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});
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debug_canvas.set_blend_mode(sdl2::render::BlendMode::Blend);
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for (start_node, end_node) in map.graph.edges() {
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let start_node_model = map.graph.get_node(start_node).unwrap();
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let end_node = map.graph.get_node(end_node.target).unwrap().position;
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// Transform positions using common method
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let start = transform_position_with_offset(start_node_model.position, scale);
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let end = transform_position_with_offset(end_node, scale);
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debug_canvas
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.draw_line(Point::from((start.x, start.y)), Point::from((end.x, end.y)))
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.unwrap();
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}
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{
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let rects: Vec<_> = map
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.graph
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.nodes()
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.enumerate()
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.filter_map(|(id, node)| {
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let pos = transform_position_with_offset(node.position, scale);
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let size = (2.0 * scale) as u32;
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let rect = Rect::new(pos.x - (size as i32 / 2), pos.y - (size as i32 / 2), size, size);
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// If the node is the one closest to the cursor, draw it immediately
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if closest_node == Some(id) {
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debug_canvas.set_draw_color(Color::YELLOW);
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debug_canvas.fill_rect(rect).unwrap();
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return None;
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}
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Some(rect)
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})
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.collect();
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if rects.len() > rects.capacity() {
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warn!(
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capacity = rects.capacity(),
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count = rects.len(),
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"Node rects capacity exceeded"
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);
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}
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// Draw the non-closest nodes all at once in blue
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debug_canvas.set_draw_color(Color::BLUE);
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debug_canvas.fill_rects(&rects).unwrap();
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}
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// Render node ID if a node is highlighted
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if let Some(closest_node_id) = closest_node {
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let node = map.graph.get_node(closest_node_id as NodeId).unwrap();
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let pos = transform_position_with_offset(node.position, scale);
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let node_id_text = closest_node_id.to_string();
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let text_pos = Vec2::new((pos.x + 10) as f32, (pos.y - 5) as f32);
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text_renderer
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.render_text(
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debug_canvas,
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&mut ttf_atlas.0,
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&node_id_text,
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text_pos,
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Color {
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a: f32_to_u8(0.4),
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..Color::WHITE
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},
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)
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.unwrap();
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}
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// Render timing information in the top-left corner
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render_timing_display(debug_canvas, &timings, &text_renderer, &mut ttf_atlas.0);
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})
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.unwrap();
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}
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