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https://github.com/open-goal/jak-project
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d1ece445d4
Relates to #1353 This adds no new functionality or overhead to the compiler, yet. This is the preliminary work that has: - added code to the compiler in several spots to flag when something is used without being properly required/imported/whatever (disabled by default) - that was used to generate project wide file dependencies (some circulars were manually fixed) - then that graph underwent a transitive reduction and the result was written to all `jak1` source files. The next step will be making this actually produce and use a dependency graph. Some of the reasons why I'm working on this: - eliminates more `game.gp` boilerplate. This includes the `.gd` files to some extent (`*-ag` files and `tpage` files will still need to be handled) this is the point of the new `bundles` form. This should make it even easier to add a new file into the source tree. - a build order that is actually informed from something real and compiler warnings that tell you when you are using something that won't be available at build time. - narrows the search space for doing LSP actions -- like searching for references. Since it would be way too much work to store in the compiler every location where every symbol/function/etc is used, I have to do ad-hoc searches. By having a dependency graph i can significantly reduce that search space. - opens the doors for common shared code with a legitimate pattern. Right now jak 2 shares code from the jak 1 folder. This is basically a hack -- but by having an explicit require syntax, it would be possible to reference arbitrary file paths, such as a `common` folder. Some stats: - Jak 1 has about 2500 edges between files, including transitives - With transitives reduced at the source code level, each file seems to have a modest amount of explicit requirements. Known issues: - Tracking the location for where `defmacro`s and virtual state definitions were defined (and therefore the file) is still problematic. Because those forms are in a macro environment, the reader does not track them. I'm wondering if a workaround could be to search the reader's text_db by not just the `goos::Object` but by the text position. But for the purposes of finishing this work, I just statically analyzed and searched the code with throwaway python code.
66 lines
2.7 KiB
Common Lisp
66 lines
2.7 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(require "engine/gfx/hw/display.gc")
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(require "pc/debug/pc-debug-common.gc")
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(require "engine/math/quaternion-h.gc")
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(require "engine/game/game-info-h.gc")
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#|
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Various debugging displays made for the pc port. This file includes overrides or game-specific implementations.
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|#
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;; debug-only file!
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(declare-file (debug))
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(defmethod print-debug-misc pc-settings-jak1 ((obj pc-settings-jak1))
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"prints various miscellaneous debug text to the game console, according to what's enabled in this object."
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(when *display-bug-report*
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(format *stdcon* "~0kbug-report ~A~%" *user*)
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(format *stdcon* "nick ~A continue ~S~%" (-> *load-state* vis-nick) (-> *game-info* current-continue name))
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(dotimes (i (-> *level* length))
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(format *stdcon* "level ~D ~12A ~A~%" i (-> *level* level i name) (-> *level* level i display?))
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)
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(format *stdcon* "music ~A (f: ~D/~S)~%" (-> *setting-control* current music) (-> *setting-control* current sound-flava) (music-flava->string (the-as music-flava (-> *setting-control* default sound-flava))))
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(format *stdcon* "sound ~A ~A~%" *sound-bank-1* *sound-bank-2*)
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(let ((pos (target-pos 0)))
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(format *stdcon* "target ~m ~m ~m~%" (-> pos x) (-> pos y) (-> pos z))
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)
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(let ((pos (camera-pos)))
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(format *stdcon* "cam-trans ~m ~m ~m~%" (-> pos x) (-> pos y) (-> pos z))
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)
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(let ((rot (new 'stack 'quaternion)))
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(matrix->quaternion rot (-> *math-camera* camera-rot))
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(format *stdcon* "cam-rot ~f ~f ~f ~f~%" (-> rot x) (-> rot y) (-> rot z) (-> rot w))
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)
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(format *stdcon* "~1k")
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)
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)
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(defconstant MEM_BAR_NUM 7) ;; amount of memory usage bars (override later if wanted)
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(defmethod draw-memory pc-settings ((obj pc-settings) (buf dma-buffer))
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"draw the memory heap status in the bottom right corner"
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(when *display-heap-status*
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(draw-memory-bar-kheap buf global :idx 0 :color (static-rgba 32 32 255 64))
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(draw-memory-bar-kheap buf debug :idx 1 :color (static-rgba 255 32 32 64))
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(draw-memory-bar-kheap buf (-> *level* level 0 heap) :name "l0" :idx 2 :color (static-rgba 32 255 255 64))
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(draw-memory-bar-kheap buf (-> *level* level 1 heap) :name "l1" :idx 3 :color (static-rgba 255 32 255 64))
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(draw-memory-bar-dead-pool-heap buf *nk-dead-pool* :name "actor" :idx 4 :color (static-rgba 32 255 32 64))
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(draw-memory-bar-generic buf
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:remain (* 16 (dma-buffer-free (-> (current-frame) global-buf)))
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:total (length (-> (current-frame) global-buf))
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:name "dma-global" :idx 5 :color (static-rgba 32 32 255 64))
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(draw-memory-bar-generic buf
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:remain (* 16 (dma-buffer-free (-> (current-frame) debug-buf)))
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:total (length (-> (current-frame) debug-buf))
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:name "dma-debug" :idx 6 :color (static-rgba 255 32 32 64))
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#t)
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)
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