sneak/Shared/Debug.cs

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C#
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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Collections.Generic;
namespace SemiColinGames {
static class Debug {
struct DebugRect {
public Rectangle Rect;
public Color Color;
public DebugRect(Rectangle rect, Color color) {
Rect = rect;
Color = color;
}
}
struct DebugLine {
public Point Start;
public Point End;
public Color Color;
public DebugLine(Point start, Point end, Color color) {
Start = start;
End = end;
Color = color;
}
}
public static bool Enabled = true;
// This is a LinkedList instead of a List because SetFpsText() adds to its front.
static readonly LinkedList<string> toasts = new LinkedList<string>();
static readonly List<DebugRect> rects = new List<DebugRect>();
static readonly List<DebugLine> lines = new List<DebugLine>();
static Texture2D whiteTexture;
public static void Initialize(GraphicsDevice graphics) {
whiteTexture = new Texture2D(graphics, 1, 1);
whiteTexture.SetData(new Color[] { Color.White });
}
public static void WriteLine(string s) {
System.Diagnostics.Debug.WriteLine(s);
}
public static void WriteLine(string s, params object[] args) {
System.Diagnostics.Debug.WriteLine(s, args);
}
public static void Clear() {
toasts.Clear();
rects.Clear();
lines.Clear();
}
public static void AddToast(string s) {
toasts.AddLast(s);
}
// FPS text is always displayed as the first toast (if set).
public static void SetFpsText(string s) {
toasts.AddFirst(s);
}
public static void AddRect(Rectangle rect, Color color) {
rects.Add(new DebugRect(rect, color));
}
public static void AddLine(Point start, Point end, Color color) {
lines.Add(new DebugLine(start, end, color));
}
public static void AddLine(int p1x, int p1y, int p2x, int p2y, Color color) {
lines.Add(new DebugLine(new Point(p1x, p1y), new Point(p2x, p2y), color));
}
public static void DrawToasts(SpriteBatch spriteBatch, SpriteFont font) {
if (!Enabled) {
return;
}
int y = 10;
foreach (var toast in toasts) {
spriteBatch.DrawString(font, toast, new Vector2(10, y), Color.Teal);
y += 30;
}
}
public static void Draw(SpriteBatch spriteBatch, Camera camera) {
if (!Enabled) {
return;
}
foreach (var debugRect in rects) {
var rect = debugRect.Rect;
rect.Offset(-camera.Left, 0);
var color = debugRect.Color;
// top side
spriteBatch.Draw(
whiteTexture, new Rectangle(rect.Left, rect.Top, rect.Width, 1), color);
// bottom side
spriteBatch.Draw(
whiteTexture, new Rectangle(rect.Left, rect.Bottom - 1, rect.Width, 1), color);
// left side
spriteBatch.Draw(
whiteTexture, new Rectangle(rect.Left, rect.Top, 1, rect.Height), color);
// right side
spriteBatch.Draw(
whiteTexture, new Rectangle(rect.Right - 1, rect.Top, 1, rect.Height), color);
}
foreach (var line in lines) {
Point[] points = Line.Rasterize(line.Start, line.End);
foreach (var point in points) {
spriteBatch.Draw(
whiteTexture, new Rectangle(point.X, point.Y, 1, 1), line.Color);
}
}
}
}
}