mirror of
https://github.com/open-goal/jak-project
synced 2026-09-07 19:40:48 -04:00
f0ceea8b2e
* wip, taking a break to work on asm stuff first * the goal code for sparticle * mips2c the first sparticle asm function * temp * particle processing no longer crashing * temp * working texture cache for vi1 and hud textures * sprites * cleanup 1 * temp * temp * add zstd library * temp * working * tests * include fix * uncomment * better decomp of sparticle stuff, part 1 * update references
57 lines
1.3 KiB
C++
57 lines
1.3 KiB
C++
#pragma once
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/*!
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* @file debug_gui.h
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* The debug menu-bar and frame timing window
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*/
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#include "common/util/Timer.h"
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#include "game/graphics/dma/dma.h"
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class FrameTimeRecorder {
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public:
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static constexpr int SIZE = 60 * 5;
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void finish_frame();
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void start_frame();
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void draw_window(const DmaStats& dma_stats);
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bool should_advance_frame() {
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if (m_single_frame) {
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m_single_frame = false;
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return true;
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}
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return m_play;
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}
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private:
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float m_frame_times[SIZE] = {0};
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int m_idx = 0;
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Timer m_timer;
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bool m_open = true;
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bool m_play = true;
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bool m_single_frame = false;
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};
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class OpenGlDebugGui {
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public:
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void start_frame();
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void finish_frame();
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void draw(const DmaStats& dma_stats);
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bool should_draw_render_debug() const { return m_draw_debug; }
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bool& want_save() { return m_want_save; }
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bool& want_dump_replay() { return m_want_replay; }
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bool& want_dump_load() { return m_want_dump_load; }
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const char* dump_name() const { return m_dump_save_name; }
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bool should_advance_frame() { return m_frame_timer.should_advance_frame(); }
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private:
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FrameTimeRecorder m_frame_timer;
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bool m_draw_frame_time = false;
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bool m_draw_debug = false;
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bool m_want_save = false;
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bool m_want_replay = false;
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bool m_want_dump_load = false;
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char m_dump_save_name[256] = "dump.bin";
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}; |