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ModuleDebugInfo.cpp
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#include "ModuleDebugInfo.h"
#include "Application.h"
#include "Globals.h"
#include "ModuleFonts.h"
#include "ModuleInput.h"
#include "ModuleCollisions.h"
#include "ModuleTextureManager.h"
#include "ModuleParticles.h"
#include "ModuleAudio.h"
#include "ModuleHUD.h"
#include "ModulePlayer.h"
#include "ModuleLoseScreen.h"
#include "ModuleInitialScreen.h"
#include "ModuleFadeToBlack.h"
#include "ModuleStartScreen.h"
#include "ModuleLevel2.h"
#include "ModuleWinScreen.h"
#include "ModuleStore.h"
#include "ModuleSelector.h"
#include "ModuleLevel1.h"
#include "SDL2/include/SDL.h"
#include <stdio.h>
#define DebugModules 12
ModuleDebugInfo::ModuleDebugInfo(bool startEnabled) : Module(startEnabled)
{
name = "Debug Info";
}
ModuleDebugInfo::~ModuleDebugInfo() {}
bool ModuleDebugInfo::Start()
{
debugFont = App->fonts->Load("Assets/Fonts/FontY.png", App->HUD->lookupTable, 5);
++totalFonts; ++activeFonts;
return true;
}
bool ModuleDebugInfo::CleanUp()
{
// Unload debug font
activeFonts = 0;
App->fonts->UnLoad(debugFont);
--totalFonts;
return true;
}
update_status ModuleDebugInfo::Update() {
// Mute Audio when F2 is pressed, press again to unmute
if (App->input->keyboard[SDL_SCANCODE_F2] == KEY_DOWN) {
App->audio->MuteMusic();
}
// Debug functionality to jump screens
if (App->input->keyboard[SDL_SCANCODE_F4] == KEY_DOWN) {
if (App->initialScreen->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->initialScreen, (Module*)App->startScreen, 30);
}
else if (App->startScreen->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->startScreen, (Module*)App->selector, 30);
}
else if (App->selector->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->selector, (Module*)App->store, 30);
}
else if (App->store->IsEnabled()) {
if(App->selector->GetSelected()) App->transition->FadeToBlack((Module*)App->store, (Module*)App->lvl2, 30);
else App->transition->FadeToBlack((Module*)App->store, (Module*)App->lvl1, 30);
}
else if (App->lvl2->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->lvl2, (Module*)App->selector, 30);
}
else if (App->lvl1->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->lvl1, (Module*)App->selector, 30);
}
else if (App->winScreen->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->winScreen, (Module*)App->selector, 30);
}
else if (App->loseScreen->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->loseScreen, (Module*)App->startScreen, 30);
}
}
if (App->input->keyboard[SDL_SCANCODE_F5] == KEY_DOWN) {
if (App->lvl2->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->lvl2, (Module*)App->startScreen, 30);
}
if (App->lvl1->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->lvl1, (Module*)App->startScreen, 30);
}
}
// Debug functionality to Win Screen
if (App->input->keyboard[SDL_SCANCODE_F6] == KEY_DOWN) {
if (App->lvl2->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->lvl2, (Module*)App->winScreen, 30);
}
if (App->lvl1->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->lvl1, (Module*)App->winScreen, 30);
}
}
if (App->input->keyboard[SDL_SCANCODE_F7] == KEY_DOWN) {
if (App->lvl2->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->lvl2, (Module*)App->loseScreen, 30);
}
if (App->lvl1->IsEnabled()) {
App->transition->FadeToBlack((Module*)App->lvl1, (Module*)App->loseScreen, 30);
}
}
if (App->input->keyboard[SDL_SCANCODE_F8] == KEY_DOWN && !debugGamepadInfo) {
debugMemLeaks = !debugMemLeaks;
}
if (debugMemLeaks) {
if (App->input->keyboard[SDL_SCANCODE_F9] == KEY_DOWN && counterModules <= DebugModules) {
++counterModules;
}
if (counterModules == 1)
inspectedModule = (Module*)App->initialScreen;
else if (counterModules == 2)
inspectedModule = (Module*)App->startScreen;
else if (counterModules == 3)
inspectedModule = (Module*)App->selector;
else if (counterModules == 4)
inspectedModule = (Module*)App->store;
else if (counterModules == 5)
inspectedModule = (Module*)App->lvl2;
else if (counterModules == 6)
inspectedModule = (Module*)App->lvl1;
else if (counterModules == 7)
inspectedModule = (Module*)App->player;
else if (counterModules == 8)
inspectedModule = (Module*)App->enemies;
else if (counterModules == 9)
inspectedModule = (Module*)App->weapons;
else if (counterModules == 10)
inspectedModule = (Module*)App->winScreen;
else if (counterModules == 11)
inspectedModule = (Module*)App->loseScreen;
else if (counterModules == 12)
inspectedModule = (Module*)App->debugInfo;
if (App->input->keyboard[SDL_SCANCODE_F9] == KEY_DOWN && counterModules == DebugModules) {
counterModules = 0;
}
}
// Switch gamepad debug info
if (App->input->keyboard[SDL_SCANCODE_F10] == KEY_DOWN && !debugMemLeaks)
debugGamepadInfo = !debugGamepadInfo;
// Max Lifes
if (App->input->keyboard[SDL_SCANCODE_8] == KEY_DOWN) {
maxLifes = !maxLifes;
}
// Max Money
if (App->input->keyboard[SDL_SCANCODE_9] == KEY_DOWN) {
maxMoney = !maxMoney;
}
return update_status::UPDATE_CONTINUE;
}
update_status ModuleDebugInfo::PostUpdate()
{
if (debugMemLeaks) {
App->fonts->BlitText(5, 5, debugFont, "Press F8 to close debug info");
App->fonts->BlitText(5, 20, debugFont, "Total loaded resources");
// Display total textures loaded
sprintf_s(debugText, 150, "textures %i", App->textures->GetTexturesCount());
App->fonts->BlitText(20, 35, debugFont, debugText);
// Display player's money
if (maxMoney) App->fonts->BlitText(140, 35, debugFont, "Infinite Money");
else {
sprintf_s(debugText, 150, "Money %i", App->player->money);
App->fonts->BlitText(140, 35, debugFont, debugText);
}
// Display player's lifes
if (maxLifes) App->fonts->BlitText(140, 50, debugFont, "Infinite Lifes");
else {
sprintf_s(debugText, 150, "Lifes %i", App->player->GetLifes());
App->fonts->BlitText(140, 50, debugFont, debugText);
}
if (App->player->maxAmmo) App->fonts->BlitText(140, 65, debugFont, "Infinite Ammo");
else App->fonts->BlitText(140, 65, debugFont, "Limited Ammo");
sprintf_s(debugText, 150, "Level %i", App->player->level);
App->fonts->BlitText(140, 80, debugFont, debugText);
sprintf_s(debugText, 150, "Total %i", App->player->total);
App->fonts->BlitText(140, 95, debugFont, debugText);
// Display total audio files loaded
sprintf_s(debugText, 150, "audio fx %i", App->audio->GetFxCount());
App->fonts->BlitText(20, 50, debugFont, debugText);
// Display total font files loaded
sprintf_s(debugText, 150, "fonts %i", App->fonts->GetFontsCount());
App->fonts->BlitText(20, 65, debugFont, debugText);
// Display total colliders loaded
sprintf_s(debugText, 150, "colliders %i", App->collisions->GetColliderCount());
App->fonts->BlitText(20, 80, debugFont, debugText);
// Display total particles loaded
sprintf_s(debugText, 150, "particles %i", App->particles->GetParticlesCount());
App->fonts->BlitText(20, 95, debugFont, debugText);
App->fonts->BlitText(5, 120, debugFont, "Press F9 to traverse modules");
if (inspectedModule != nullptr) {
DrawModuleResources(inspectedModule);
}
}
else if (debugGamepadInfo)
DrawGamepadInfo();
return update_status::UPDATE_CONTINUE;
}
void ModuleDebugInfo::DrawModuleResources(Module* module)
{
sprintf_s(debugText, 150, "module %s", module->name);
App->fonts->BlitText(5, 135, debugFont, debugText);
sprintf_s(debugText, 150, "active total");
App->fonts->BlitText(150, 135, debugFont, debugText);
sprintf_s(debugText, 150, "textures %i %i", module->activeTextures, module->totalTextures);
App->fonts->BlitText(25, 150, debugFont, debugText);
sprintf_s(debugText, 150, "audio fx %i %i", module->activeFx, module->totalFx);
App->fonts->BlitText(25, 165, debugFont, debugText);
sprintf_s(debugText, 150, "fonts %i %i", module->activeFonts, module->totalFonts);
App->fonts->BlitText(25, 180, debugFont, debugText);
sprintf_s(debugText, 150, "colliders %i %i", module->activeColliders, module->totalColliders);
App->fonts->BlitText(25, 195, debugFont, debugText);
}
void ModuleDebugInfo::DrawGamepadInfo() {
GamePad& pad = App->input->pads[0];
sprintf_s(debugText, 150, "Pad 0 %s", (pad.enabled) ? "plugged" : "not detected");
App->fonts->BlitText(5, 10, debugFont, debugText);
sprintf_s(debugText, 150, "Buttons %s %s %s %s %s %s %s %s %s %s %s",
(pad.a) ? "A" : "",
(pad.b) ? "B" : "",
(pad.x) ? "X" : "",
(pad.y) ? "Y" : "",
(pad.start) ? "START" : "",
(pad.back) ? "BACK" : "",
(pad.guide) ? "Guide" : "",
(pad.l1) ? "LB" : "",
(pad.r1) ? "RB" : "",
(pad.l3) ? "L3" : "",
(pad.r3) ? "R3" : ""
);
App->fonts->BlitText(5, 20, debugFont, debugText);
sprintf_s(debugText, 150, "Dpad %s %s %s %s",
(pad.up) ? "Up" : "",
(pad.down) ? "Down" : "",
(pad.left) ? "Left" : "",
(pad.right) ? "Right" : ""
);
App->fonts->BlitText(5, 30, debugFont, debugText);
sprintf_s(debugText, 150, "Left trigger %0.2f", pad.l2);
App->fonts->BlitText(5, 40, debugFont, debugText);
sprintf_s(debugText, 150, "Right trigger %0.2f", pad.r2);
App->fonts->BlitText(5, 50, debugFont, debugText);
sprintf_s(debugText, 150, "Left thumb %.2fx, %0.2fy", pad.l_x, pad.l_y);
App->fonts->BlitText(5, 60, debugFont, debugText);
sprintf_s(debugText, 150, " Deadzone %0.2f", pad.l_dz);
App->fonts->BlitText(5, 70, debugFont, debugText);
sprintf_s(debugText, 150, "Right thumb %.2fx, %0.2fy", pad.r_x, pad.r_y);
App->fonts->BlitText(5, 80, debugFont, debugText);
sprintf_s(debugText, 150, " Deadzone %0.2f", pad.r_dz);
App->fonts->BlitText(5, 90, debugFont, debugText);
}