cadastery/scripts/debug/debugger.gd

313 lines
7.7 KiB
GDScript

extends CanvasLayer
## Handles displaying debug info.
signal mode_changed(mode: Mode)
enum Mode { DISABLED, PERFORMANCE, FULL }
const LINE_WIDTH: float = 2
const MARKER_RADIUS: float = 0.2
const CIRCLE_RADIUS: float = 3
const DEFAULT_COLOR: Color = Color.RED
var mode: Mode = Mode.PERFORMANCE
var _vectors_to_draw: Dictionary = {}
var _markers_to_draw: Dictionary = {}
var _circles_to_draw: Dictionary = {}
var _text_to_draw: Dictionary = {}
var _events_to_draw: Dictionary = {}
var _label1_text: String = ""
var _label2_text: String = ""
var _label3_text: String = ""
@onready var _control: Control = $Control
@onready var _label1: RichTextLabel = $Control/LabelContainer1/Label1
@onready var _label2: RichTextLabel = $Control/LabelContainer2/Label2
@onready var _label3: RichTextLabel = $Control/LabelContainer3/Label3
@onready var _label4: RichTextLabel = $Control/LabelContainer4/Label4
func _ready() -> void:
assert(_control, str(self) + ": _control missing!")
assert(_label1, str(self) + ": _label1 missing!")
assert(_label2, str(self) + ": _label2 missing!")
assert(_label3, str(self) + ": _label2 missing!")
assert(_label4, str(self) + ": _label2 missing!")
_control.draw.connect(_on_control_draw)
Inputer.mode_changed.connect(_on_inputer_mode_changed)
# enabled = OS.has_feature("editor")
_update_visibility()
_update_controls_label()
mode_changed.emit(mode)
func _process(_delta: float) -> void:
if mode == Mode.DISABLED:
return
_control.queue_redraw()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("toggle_debug"):
mode = wrapi(mode + 1, 0, Mode.size()) as Mode
_update_visibility()
mode_changed.emit(mode)
func show_debug() -> bool:
return mode == Mode.FULL
func text(key: String, value: Variant, label_index: int = 1) -> void:
if not show_debug():
return
_text_to_draw[key] = {"value": value, "label_index": label_index}
func add_event(key: String) -> void:
_events_to_draw[key] = {"frame": -9999, "args": []}
func event_emitted(key: String, args: Array[Variant] = []) -> void:
if not show_debug():
return
_events_to_draw[key] = {"frame": Engine.get_physics_frames(), "args": args}
func vector(
key: String, from: Vector3, to: Vector3, color: Color = DEFAULT_COLOR
) -> void:
if not show_debug():
return
_vectors_to_draw[key] = {"from": from, "to": to, "color": color, "on": true}
func marker(
key: String,
pos: Vector3,
radius: float = MARKER_RADIUS,
color: Color = DEFAULT_COLOR
) -> void:
if not show_debug():
return
_markers_to_draw[key] = ({"pos": pos, "radius": radius, "color": color, "on": true})
func circle(key: String, pos: Vector3, color: Color = DEFAULT_COLOR) -> void:
if not show_debug():
return
_circles_to_draw[key] = {"pos": pos, "color": color, "on": true}
func _update_visibility() -> void:
visible = mode != Mode.DISABLED
func _unproject(pos: Vector3) -> Vector2:
return Referencer.main_camera.unproject_position(pos)
func _update_controls_label() -> void:
var label_text: String = (
"DEBUG CONTROLS\ntoggle debug: %s"
% [
Inputer.get_action_prompt("toggle_debug"),
]
)
_label4.text = label_text
func _append_text(key: String, value: Variant, label_index: int) -> void:
var line := str(value)
if value is int:
line = (" " if value >= 0 else "") + line
if (value as int) > 0:
line = "[color=sky_blue]%s[/color]" % line
elif (value as int) < 0:
line = "[color=salmon]%s[/color]" % line
elif value is float:
line = (" " if value >= 0 else "") + "%.6f" % value
if value > 0:
line = "[color=sky_blue]%s[/color]" % line
elif value < 0:
line = "[color=salmon]%s[/color]" % line
elif value is bool:
if value:
line = "[color=sky_blue]%s[/color]" % line
else:
line = "[color=salmon]%s[/color]" % line
elif value is Vector3:
line = (
"(%s, %s, %s)"
% [
(" " if value.x >= 0 else "") + ("%.6f" % value.x),
(" " if value.y >= 0 else "") + ("%.6f" % value.y),
(" " if value.z >= 0 else "") + ("%.6f" % value.z),
]
)
elif value is Vector2:
line = (
"(%s, %s)"
% [
(" " if value.x >= 0 else "") + ("%.6f" % value.x),
(" " if value.y >= 0 else "") + ("%.6f" % value.y),
]
)
line = "%s: %s\n" % [key, line]
if label_index == 2:
_label2_text += line
else:
_label1_text += line
func _append_event(key: String, frame: int, args: Array[Variant]) -> void:
var line := key
if args.size() > 0:
line += "(%s)" % ", ".join(args.map(str))
var physics_frame := Engine.get_physics_frames()
var color := Color.SALMON.lerp(
Color.WHITE, clampf(float(physics_frame - frame) / 30.0, 0, 1)
)
if physics_frame - frame < 5:
color = Color.SKY_BLUE
line = "[color=#%s]%s[/color]\n" % [color.to_html(), line]
_label3_text += line
func _draw_vector(from: Vector3, to: Vector3, color: Color) -> void:
if (
not Referencer.main_camera.is_position_in_frustum(from)
and not Referencer.main_camera.is_position_in_frustum(to)
):
return
var start := _unproject(from)
var end := _unproject(to)
if (start - end).length() > 0:
_control.draw_line(start, end, color, LINE_WIDTH)
if get_viewport().get_visible_rect().has_point(end):
_draw_triangle(end, start.direction_to(end), 5, color)
func _draw_triangle(
pos: Vector2,
dir: Vector2,
size: float,
color: Color,
) -> void:
var a := pos + dir * size
var b := pos + dir.rotated(2 * PI / 3) * size
var c := pos + dir.rotated(4 * PI / 3) * size
var points := PackedVector2Array([a, b, c])
_control.draw_polygon(points, PackedColorArray([color]))
func _draw_marker(pos: Vector3, radius: float, color: Color) -> void:
if not Referencer.main_camera.is_position_in_frustum(pos):
return
var x_start := _unproject(pos + (Vector3.LEFT * radius))
var x_end := _unproject(pos + (Vector3.RIGHT * radius))
_control.draw_line(x_start, x_end, color, LINE_WIDTH)
var y_start := _unproject(pos + (Vector3.UP * radius))
var y_end := _unproject(pos + (Vector3.DOWN * radius))
_control.draw_line(y_start, y_end, color, LINE_WIDTH)
var z_start := _unproject(pos + (Vector3.FORWARD * radius))
var z_end := _unproject(pos + (Vector3.BACK * radius))
_control.draw_line(z_start, z_end, color, LINE_WIDTH)
func _draw_circle(pos: Vector3, color: Color) -> void:
if not Referencer.main_camera.is_position_in_frustum(pos):
return
var point := _unproject(pos)
_control.draw_circle(point, CIRCLE_RADIUS, color)
func _set_label_texts() -> void:
_label1.text = _label1_text
_label2.text = _label2_text
_label3.text = _label3_text
func _on_control_draw() -> void:
if mode != Mode.DISABLED:
_label1_text = ""
_label2_text = ""
_label3_text = ""
_append_text("fps", Engine.get_frames_per_second() as int, 0)
_append_text(
"draw calls",
(
Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME)
as int
),
0
)
if mode != Mode.FULL:
if mode != Mode.DISABLED:
_set_label_texts()
return
for v: Dictionary in _vectors_to_draw.values():
if v["on"]:
_draw_vector(
v["from"] as Vector3,
v["to"] as Vector3,
v["color"] as Color,
)
# v["on"] = false
for v: Dictionary in _markers_to_draw.values():
if v["on"]:
_draw_marker(
v["pos"] as Vector3,
v["radius"] as float,
v["color"] as Color,
)
# v["on"] = false
for v: Dictionary in _circles_to_draw.values():
if v["on"]:
_draw_circle(v["pos"] as Vector3, v["color"] as Color)
# v["on"] = false
for k: String in _text_to_draw.keys():
var v: Dictionary = _text_to_draw[k]
_append_text(k, v["value"] as Variant, v["label_index"] as int)
for k: String in _events_to_draw.keys():
var v: Dictionary = _events_to_draw[k]
_append_event(k, v["frame"] as int, v["args"] as Array[Variant])
_set_label_texts()
func _on_inputer_mode_changed(_input_mode: Inputer.Mode) -> void:
_update_controls_label()