Take some debug render code out of main_loop.cpp, see #43

This commit is contained in:
kaetemi 2013-06-27 02:13:48 +02:00
parent 825ebb3335
commit a046b1c494
6 changed files with 601 additions and 495 deletions

View file

@ -153,6 +153,7 @@
// pulled from main_loop.cpp // pulled from main_loop.cpp
#include "ping.h" #include "ping.h"
#include "profiling.h" #include "profiling.h"
#include "main_loop_debug.h"
/////////// ///////////
@ -178,7 +179,6 @@ static void viewportToScissor(const CViewport &vp, CScissor &scissor)
//////////// ////////////
// EXTERN // // EXTERN //
//////////// ////////////
extern std::set<std::string> LodCharactersNotFound;
extern UDriver *Driver; extern UDriver *Driver;
extern IMouseDevice *MouseDevice; extern IMouseDevice *MouseDevice;
extern UScene *Scene; extern UScene *Scene;
@ -193,13 +193,16 @@ extern TTime UniversalTime;
extern UMaterial GenericMat; extern UMaterial GenericMat;
extern UCamera MainCam; extern UCamera MainCam;
extern CEventsListener EventsListener; extern CEventsListener EventsListener;
extern uint32 NbDatabaseChanges;
extern CMatrix MainSceneViewMatrix; extern CMatrix MainSceneViewMatrix;
extern CMatrix InvMainSceneViewMatrix; extern CMatrix InvMainSceneViewMatrix;
extern std::vector<UTextureFile*> LogoBitmaps; extern std::vector<UTextureFile*> LogoBitmaps;
extern bool IsInRingSession; extern bool IsInRingSession;
extern std::string UsedFSAddr; extern std::string UsedFSAddr;
// temp
extern NLMISC::CValueSmoother smoothFPS;
extern NLMISC::CValueSmoother moreSmoothFPS;
void loadBackgroundBitmap (TBackground background); void loadBackgroundBitmap (TBackground background);
void destroyLoadingBitmap (); void destroyLoadingBitmap ();
void drawLoadingBitmap (float progress); void drawLoadingBitmap (float progress);
@ -301,8 +304,6 @@ CGameContextMenu GameContextMenu;
NLMISC::CValueSmoother smoothFPS;
NLMISC::CValueSmoother moreSmoothFPS(64);
// Profile // Profile
@ -344,12 +345,6 @@ H_AUTO_DECL ( RZ_Client_Main_Loop_Net )
/////////////// ///////////////
// FUNCTIONS // // FUNCTIONS //
/////////////// ///////////////
// Display some debug infos.
void displayDebug();
void displayDebugFps();
void displayDebugUIUnderMouse();
// Display an Help.
void displayHelp();
//update the sound manager (listener pos, user walk/run sound...) //update the sound manager (listener pos, user walk/run sound...)
void updateSound(); void updateSound();
@ -3056,488 +3051,6 @@ class CHandlerDebugUiDumpElementUnderMouse : public IActionHandler
REGISTER_ACTION_HANDLER( CHandlerDebugUiDumpElementUnderMouse, "debug_ui_inspect_element_under_mouse"); REGISTER_ACTION_HANDLER( CHandlerDebugUiDumpElementUnderMouse, "debug_ui_inspect_element_under_mouse");
//---------------------------------------------------
// displayDebug :
// Display some debug infos.
//---------------------------------------------------
void displayDebug()
{
float lineStep = ClientCfg.DebugLineStep;
float line;
// Initialize Pen //
//----------------//
// Create a shadow when displaying a text.
TextContext->setShaded(true);
// Set the font size.
TextContext->setFontSize(ClientCfg.DebugFontSize);
// Set the text color
TextContext->setColor(ClientCfg.DebugFontColor);
// TOP LEFT //
//----------//
TextContext->setHotSpot(UTextContext::TopLeft);
line = 0.9f;
// FPS and Ms per frame
{
// smooth across frames.
double deltaTime = smoothFPS.getSmoothValue ();
// FPS and Ms per frame
if(deltaTime != 0.f)
TextContext->printfAt(0.f, line,"%.1f fps", 1.f/deltaTime);
else
TextContext->printfAt(0.f, line,"%.1f fps", 0.f);
TextContext->printfAt(0.1f, line, "%d ms", (uint)(deltaTime*1000));
}
line -= lineStep;
line -= lineStep;
// USER
// Front
TextContext->printfAt(0.0f, line, " %f (%f,%f,%f) front", atan2(UserEntity->front().y, UserEntity->front().x), UserEntity->front().x, UserEntity->front().y, UserEntity->front().z);
line -= lineStep;
// Dir
TextContext->printfAt(0.0f, line, " %f (%f,%f,%f) dir", atan2(UserEntity->dir().y, UserEntity->dir().x), UserEntity->dir().x, UserEntity->dir().y, UserEntity->dir().z);
line -= lineStep;
// NB Stage
TextContext->printfAt(0.0f, line, " NB Stage: %d", UserEntity->nbStage());
line -= lineStep;
// NB Animation FXs still remaining in the remove list.
TextContext->printfAt(0.0f, line, " NB FXs to remove: %d", UserEntity->nbAnimFXToRemove());
line -= lineStep;
// Mode.
TextContext->printfAt(0.0f, line, " Mode: %d (%s)", (sint)UserEntity->mode(), MBEHAV::modeToString(UserEntity->mode()).c_str());
line -= lineStep;
// Behaviour.
TextContext->printfAt(0.0f, line, " Behaviour: %d (%s)", (sint)UserEntity->behaviour(), MBEHAV::behaviourToString(UserEntity->behaviour()).c_str());
line -= lineStep;
// Display the target mount.
TextContext->printfAt(0.0f, line, " Mount: %d", UserEntity->mount());
line -= lineStep;
// Display the target rider.
TextContext->printfAt(0.0f, line, " Rider: %d", UserEntity->rider());
line -= lineStep;
// Display the current animation name.
TextContext->printfAt(0.0f, line, " Current Animation Name: %s", UserEntity->currentAnimationName().c_str());
line -= lineStep;
// Display the current move animation set name.
TextContext->printfAt(0.0f, line, " Current AnimationSet Name (MOVE): %s", UserEntity->currentAnimationSetName(MOVE).c_str());
line -= lineStep;
// Display Missing Animations
if(::CAnimation::MissingAnim.empty() == false)
{
TextContext->printfAt(0.0f, line, " '%u' Missing Animations, 1st: '%s'", ::CAnimation::MissingAnim.size(), (*(::CAnimation::MissingAnim.begin())).c_str());
line -= lineStep;
}
// Display Missing LoD
if(LodCharactersNotFound.empty() == false)
{
TextContext->printfAt(0.0f, line, " '%u' Missing LoD, 1st: '%s'", LodCharactersNotFound.size(), (*(LodCharactersNotFound.begin())).c_str());
line -= lineStep;
}
// Watched Entity
line -= lineStep;
// Now Displaying the selection.
TextContext->printfAt(0.0f, line, "--*** Watched entity ***--");
line -= lineStep;
// Display information about the debug entity slot.
if(WatchedEntitySlot != CLFECOMMON::INVALID_SLOT)
{
// Get a pointer on the target.
CEntityCL *watchedEntity = EntitiesMngr.entity(WatchedEntitySlot);
if(watchedEntity)
{
// Display Debug Information about the Selection.
watchedEntity->displayDebug(0.0f, line, -lineStep);
// Distance of the target
CVectorD diffvector = UserEntity->pos() - watchedEntity->pos();
TextContext->printfAt(0.0f, line, " Distance: %10.2f (Manhattan: %.2f)", diffvector.norm(), fabs(diffvector.x) + fabs(diffvector.y) );
line -= lineStep;
}
// Target not allocated
else
{
TextContext->printfAt(0.0f, line, "Not allocated (%d)", WatchedEntitySlot);
line -= lineStep;
}
}
// No Target
else
{
TextContext->printfAt(0.0f, line, "None");
line -= lineStep;
}
/* Ca rame grave !
uint nMem = NLMEMORY::GetAllocatedMemory();
line -= lineStep;
TextContext->printfAt(0.0f, line, "Mem Used: %d",nMem);*/
// 3D Filters information:
#ifdef _PROFILE_ON_
line-= lineStep;
TextContext->printfAt(0.0f, line, "3D Filters:");
line-= lineStep;
TextContext->printfAt(0.0f, line, "MeshNoVP: %s", Filter3D[FilterMeshNoVP]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "MeshVP: %s", Filter3D[FilterMeshVP]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "FXs: %s", Filter3D[FilterFXs]?"Ok":"NOT RENDERED!");
line-= lineStep;
if (Landscape)
{
TextContext->printfAt(0.0f, line, "Landscape: %s", Filter3D[FilterLandscape]?"Ok":"NOT RENDERED!");
line-= lineStep;
}
else
{
TextContext->printfAt(0.0f, line, "Landscape not enabled");
}
TextContext->printfAt(0.0f, line, "Vegetable: %s", Filter3D[FilterVegetable]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "Skeleton: %s", Filter3D[FilterSkeleton]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "Water: %s", Filter3D[FilterWater]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "Cloud: %s", Filter3D[FilterCloud]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "CoarseMesh: %s", Filter3D[FilterCoarseMesh]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "Sky: %s", Filter3D[FilterSky]?"Ok":"NOT RENDERED!");
line-= lineStep;
// Materials Infos
TextContext->printfAt(0.0f, line, "SetupedMatrix: %d", Driver->profileSetupedModelMatrix() );
line-= lineStep;
TextContext->printfAt(0.0f, line, "SetupedMaterials: %d", Driver->profileSetupedMaterials() );
line-= lineStep;
// Display camera cluster system
TextContext->printfAt(0.0f, line, "ClusterSystem: %p", MainCam.getClusterSystem() );
line-= 2 * lineStep;
// Lua stuffs
CInterfaceManager *pIM = CInterfaceManager::getInstance();
TextContext->printfAt(0.0f, line, "Lua mem (kb) : %d / %d", CLuaManager::getInstance().getLuaState()->getGCCount(), CLuaManager::getInstance().getLuaState()->getGCThreshold());
line-= lineStep;
TextContext->printfAt(0.0f, line, "Lua stack size = %d", CLuaManager::getInstance().getLuaState()->getTop());
line-= lineStep;
#endif
// TOP LEFT //
//-----------//
TextContext->setHotSpot(UTextContext::TopLeft);
line = 1.f;
string str;
#if FINAL_VERSION
str = "FV";
#else
str = "DEV";
#endif
if(ClientCfg.ExtendedCommands)
str += "_E";
str += " "RYZOM_VERSION;
TextContext->printfAt(0.f, line, "Version %s", str.c_str());
// TOP MIDDLE //
//------------//
TextContext->setHotSpot(UTextContext::MiddleTop);
line = 1.f;
// Motion Mode
TextContext->printfAt(0.5f, line, "%s", UserControls.modeStr().c_str());
line -= lineStep;
// TOP RIGHT //
//-----------//
TextContext->setHotSpot(UTextContext::TopRight);
line = 1.f;
//// 3D Infos
// Video mem allocated.
TextContext->printfAt(1.f, line, "Video mem. : %f", Driver->profileAllocatedTextureMemory()/(1024.f*1024.f));
line -= lineStep;
// Video mem used since last swapBuffers().
TextContext->printfAt(1.f, line, "Video mem. since last swap buffer: %f", Driver->getUsedTextureMemory()/(1024.f*1024.f));
line -= lineStep;
// Get the last face count asked from the main scene before reduction.
TextContext->printfAt(1.f, line, "Nb Skin Face Asked: %f", Scene->getGroupNbFaceAsked("Skin"));
line -= lineStep;
TextContext->printfAt(1.f, line, "Nb Fx Face Asked: %f", Scene->getGroupNbFaceAsked("Fx"));
line -= lineStep;
// All Triangles In
CPrimitiveProfile pIn;
CPrimitiveProfile pOut;
Driver->profileRenderedPrimitives(pIn, pOut);
TextContext->printfAt(1.f, line, "Tri In : %d", pIn.NTriangles+2*pIn.NQuads);
line -= lineStep;
// All Triangles Out
TextContext->printfAt(1.f, line, "Tri Out : %d", pOut.NTriangles+2*pIn.NQuads);
line -= lineStep;
// Current Cluster
string strPos;
// Check there is a PACS Primitive before using it.
if(UserEntity->getPrimitive() && GR)
{
UGlobalPosition gPos;
UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI);
string strPos = GR->getIdentifier(gPos);
}
else
strPos = "No Primitive";
TextContext->printfAt(1.f, line, "Cluster : %s", strPos.c_str());
line -= lineStep;
//// SOUND Infos
line -= lineStep;
if(SoundMngr)
{
TextContext->printfAt(1.f, line, "Sound source instance: %u", SoundMngr->getSourcesInstanceCount());
line -= lineStep;
TextContext->printfAt(1.f, line, "Logical playing SoundSource: %u", SoundMngr->getMixer()->getPlayingSourcesCount ());
line -= lineStep;
TextContext->printfAt(1.f, line, "Audio tracks: %u/%u", SoundMngr->getMixer()->getUsedTracksCount(), SoundMngr->getMixer()->getPolyphony());
line -= lineStep;
if (SoundMngr->getMixer()->getMutedPlayingSourcesCount() > 0)
{
TextContext->printfAt(1.f, line, "Source muted: %u !", SoundMngr->getMixer()->getMutedPlayingSourcesCount());
line -= lineStep;
}
TextContext->printfAt(1.f, line, "Samples in memory: %g MB", SoundMngr->getLoadingSamplesSize() / (1024.0f*1024.0f));
line -= lineStep;
}
// BOTTOM RIGHT //
//--------------//
TextContext->setHotSpot(UTextContext::BottomRight);
line = 0.f;
//// POSITION
CVector postmp = View.viewPos();
// Pos
TextContext->printfAt(1.f, line, "Position : %d %d %d",(int)postmp.x,(int)postmp.y,(int)postmp.z);
line += lineStep;
// Body Heading
TextContext->printfAt(1.f, line, "Front : %.2f %.2f %.2f", UserEntity->front().x, UserEntity->front().y, UserEntity->front().z);
line += lineStep;
// Speed
TextContext->printfAt(1.f, line, "Speed : %.2f", (float) UserEntity->speed());
line += lineStep;
// Zone
if (!ClientCfg.Light)
{
if (Landscape)
{
TextContext->printfAt(1.f, line, "Zone: %s", Landscape->getZoneName(postmp).c_str());
line += lineStep;
}
}
// Prim File
string primFile = PrimFiles.getCurrentPrimitive ();
if (!primFile.empty ())
{
TextContext->printfAt(1.f, line, "Prim File: %s", primFile.c_str ());
line += lineStep;
}
//// CONNECTION
line += lineStep;
// Ryzom Day.
TextContext->printfAt(1.f, line, "Ryzom Day : %d", RT.getRyzomDay());
line += lineStep;
// hour in the game
float dayNightCycleHour = (float)RT.getRyzomTime();
TextContext->printfAt(1.f, line, "Ryzom Time : %2u:%02u", int(dayNightCycleHour), int((dayNightCycleHour-int(dayNightCycleHour))*60.0f));
line += lineStep;
// light hour in the game, used to display te day/night
TextContext->printfAt(1.f, line, "Ryzom Light Time : %2u:%02u (%s)", int(DayNightCycleHour), int((DayNightCycleHour-int(DayNightCycleHour))*60.0f), LightCycleManager.getStateString().c_str());
line += lineStep;
// Server GameCycle
TextContext->printfAt(1.f, line, "Server GameCycle : %u", (uint)NetMngr.getCurrentServerTick());
line += lineStep;
// Current GameCycle
TextContext->printfAt(1.f, line, "Current GameCycle : %u", (uint)NetMngr.getCurrentClientTick());
line += lineStep;
// Current GameCycle
TextContext->printfAt(1.f, line, "Ms per Cycle : %d", NetMngr.getMsPerTick());
line += lineStep;
// Packet Loss
TextContext->printfAt(1.f, line, "Packet Loss : %.1f %%", NetMngr.getMeanPacketLoss()*100.0f);
line += lineStep;
// Packet Loss
TextContext->printfAt(1.f, line, "Packets Lost : %u", NetMngr.getTotalLostPackets());
line += lineStep;
// Mean Upload
TextContext->printfAt(1.f, line, "Mean Upld : %.3f kbps", NetMngr.getMeanUpload());
line += lineStep;
// Mean Download
TextContext->printfAt(1.f, line, "Mean Dnld : %.3f kbps", NetMngr.getMeanDownload());
line += lineStep;
// Mean Download
TextContext->printfAt(1.f, line, "Nb in Vision : %d(%d,%d,%d)",
EntitiesMngr.nbEntitiesAllocated(),
EntitiesMngr.nbUser(),
EntitiesMngr.nbPlayer(),
EntitiesMngr.nbChar());
line += lineStep;
// Number of database changes
TextContext->printfAt(1.f, line, "DB Changes : %u", NbDatabaseChanges );
line += lineStep;
// Ping
TextContext->printfAt(1.f, line, "DB Ping : %u ms", Ping.getValue());
line += lineStep;
// Manual weather setup
{
if(ContinentMngr.cur()) // Only usable if there is a continent loaded.
{
if (!ForceTrueWeatherValue)
{
const CWeatherFunction &wf = ContinentMngr.cur()->WeatherFunction[CurrSeason];
float wv;
if (ClientCfg.ManualWeatherSetup)
{
wv = std::max(wf.getNumWeatherSetups() - 1, 0u) * ManualWeatherValue;
}
else
{
wv = std::max(wf.getNumWeatherSetups() - 1, 0u) * ::getBlendedWeather(RT.getRyzomDay(), RT.getRyzomTime(), *WeatherFunctionParams, ContinentMngr.cur()->WeatherFunction);
}
const CWeatherSetup *ws = wf.getWeatherSetup((uint) floorf(wv));
std::string name0 = ws ? NLMISC::CStringMapper::unmap(ws->SetupName) : "???";
ws = wf.getWeatherSetup(std::min((uint) (floorf(wv) + 1), wf.getNumWeatherSetups() - 1));
std::string name1 = ws ? NLMISC::CStringMapper::unmap(ws->SetupName) : "???";
TextContext->printfAt(1.f, line, "Weather value : %.02f : %s -> %s", ws ? wv : 0.f, name0.c_str(), name1.c_str());
line += lineStep;
}
else
{
TextContext->printfAt(1.f, line, "Weather value : %.02f", WeatherManager.getWeatherValue() * std::max(ContinentMngr.cur()->WeatherFunction[CurrSeason].getNumWeatherSetups() - 1, 0u));
line += lineStep;
TextContext->printfAt(1.f, line, "TEST WEATHER FUNCTION");
line += lineStep;
}
// season
TextContext->printfAt(1.f, line, "Season : %s", EGSPD::CSeason::toString(CurrSeason).c_str());
line += lineStep;
}
}
// fog dist
if (ContinentMngr.cur())
{
TextContext->printfAt(1.f, line, "Continent fog min near = %.1f, max far = %.1f", ContinentMngr.cur()->FogStart, ContinentMngr.cur()->FogEnd);
line += lineStep;
CFogState tmpFog;
ContinentMngr.getFogState(MainFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), tmpFog);
TextContext->printfAt(1.f, line, "Continent fog curr near = %.1f, curr far = %.1f", tmpFog.FogStartDist, tmpFog.FogEndDist);
line += lineStep;
}
const CWeatherState &ws = WeatherManager.getCurrWeatherState();
TextContext->printfAt(1.f, line, "Weather fog near = %.1f, far = %.1f", ws.FogNear[MainFog], ws.FogFar[MainFog]);
line += lineStep;
TextContext->printfAt(1.f, line, "Final fog near = %.1f, far = %.1f", MainFogState.FogStartDist, MainFogState.FogEndDist);
line += lineStep;
float left, right, bottom, top, znear, zfar;
Scene->getCam().getFrustum(left, right, bottom, top, znear, zfar);
TextContext->printfAt(1.f, line, "Clip near = %.1f, far = %.1f", znear, zfar);
line += lineStep;
// Connection states
TextContext->printfAt(1.f, line, "State : %s", NetMngr.getConnectionStateCStr() );
line += lineStep;
// UGlobalPosition globalPos;
// UserEntity->getPrimitive()->getGlobalPosition(globalPos, dynamicWI);
// uint32 material = GR->getMaterial( globalPos );
// TextContext->printfAt(0.5f,0.5f,"Material : %d Gpos=(inst=%d,surf=%d,x=%.2f,y=%.2f",material, globalPos.InstanceId, globalPos.LocalPosition.Surface, globalPos.LocalPosition.Estimation.x, globalPos.LocalPosition.Estimation.y);
// No more shadow when displaying a text.
TextContext->setShaded(false);
}// displayDebug //
//-----------------------------------------------
// Macro to Display a Text
//-----------------------------------------------
#define DISP_TEXT(x, text) \
/* Display the text at the right place */ \
TextContext->printfAt(x, line, text); \
/* Change the line */ \
line += lineStep; \
//---------------------------------------------------
// displayHelp :
// Display an Help.
//---------------------------------------------------
void displayHelp()
{
float line = 1.f;
float lineStep = -ClientCfg.HelpLineStep;
// Create a shadow when displaying a text.
TextContext->setShaded(true);
// Set the font size.
TextContext->setFontSize(ClientCfg.HelpFontSize);
// Set the text color
TextContext->setColor(ClientCfg.HelpFontColor);
line = 1.f;
TextContext->setHotSpot(UTextContext::TopLeft);
DISP_TEXT(0.0f, "SHIFT + F1 : This Menu")
DISP_TEXT(0.0f, "SHIFT + F2 : Display Debug Infos")
DISP_TEXT(0.0f, "SHIFT + F3 : Wire mode");
DISP_TEXT(0.0f, "SHIFT + F4 : Do not Render the Scene");
DISP_TEXT(0.0f, "SHIFT + F5 : Toogle Display OSD interfaces");
// DISP_TEXT(0.0f, "SHIFT + F6 : Not used");
DISP_TEXT(0.0f, "SHIFT + F7 : Compass Mode (User/Camera)");
DISP_TEXT(0.0f, "SHIFT + F8 : Camera Mode (INSERT to change your position)");
DISP_TEXT(0.0f, "SHIFT + F9 : Free Mouse");
DISP_TEXT(0.0f, "SHIFT + F10 : Take a Screen Shot (+CTRL) for jpg");
// DISP_TEXT(0.0f, "SHIFT + F11 : Test");
DISP_TEXT(0.0f, "SHIFT + ESCAPE : Quit");
DISP_TEXT(0.0f, "SHIFT + C : First/Third Person View");
line = 1.f;
TextContext->setHotSpot(UTextContext::TopRight);
DISP_TEXT(1.0f, "UP : FORWARD");
DISP_TEXT(1.0f, "DOWN : BACKWARD");
DISP_TEXT(1.0f, "LEFT : ROTATE LEFT");
DISP_TEXT(1.0f, "RIGHT : ROTATE RIGHT");
DISP_TEXT(1.0f, "CTRL + LEFT : STRAFE LEFT");
DISP_TEXT(1.0f, "CTRL + RIGHT : STRAFE RIGHT");
DISP_TEXT(1.0f, "END : Auto Walk");
DISP_TEXT(1.0f, "DELETE : Walk/Run");
DISP_TEXT(1.0f, "PG UP : Look Up");
DISP_TEXT(1.0f, "PG DOWN : Look Down");
// DISP_TEXT(1.0f, "CTRL + I : Inventory");
// DISP_TEXT(1.0f, "CTRL + C : Spells composition interface");
// DISP_TEXT(1.0f, "CTRL + S : Memorized Spells interface");
DISP_TEXT(1.0f, "CTRL + B : Show/Hide PACS Borders");
DISP_TEXT(1.0f, "CTRL + P : Player target himself");
DISP_TEXT(1.0f, "CTRL + D : Unselect target");
DISP_TEXT(1.0f, "CTRL + TAB : Next Chat Mode (say/shout");
DISP_TEXT(1.0f, "CTRL + R : Reload Client.cfg File");
// DISP_TEXT(1.0f, "CTRL + N : Toggle Night / Day lighting");
DISP_TEXT(1.0f, "CTRL + F2 : Profile on / off");
DISP_TEXT(1.0f, "CTRL + F3 : Movie Shooter record / stop");
DISP_TEXT(1.0f, "CTRL + F4 : Movie Shooter replay");
DISP_TEXT(1.0f, "CTRL + F5 : Movie Shooter save");
#ifndef NL_USE_DEFAULT_MEMORY_MANAGER
DISP_TEXT(1.0f, "CTRL + F6 : Save memory stat report");
#endif // NL_USE_DEFAULT_MEMORY_MANAGER
DISP_TEXT(1.0f, "CTRL + F7 : Show / hide prim file");
DISP_TEXT(1.0f, "CTRL + F8 : Change prim file UP");
DISP_TEXT(1.0f, "CTRL + F9 : Change prim file DOWN");
// No more shadow when displaying a text.
TextContext->setShaded(false);
}// displayHelp //
//--------------------------------------------------- //---------------------------------------------------

View file

@ -0,0 +1,560 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h>
#include "main_loop_debug.h"
#include <nel/3d/u_text_context.h>
#include "game_share/ryzom_version.h"
#include "global.h"
#include "client_cfg.h"
#include "user_entity.h"
#include "debug_client.h"
#include "entities.h"
#include "motion/user_controls.h"
#include "pacs_client.h"
#include "sound_manager.h"
#include "view.h"
#include "prim_file.h"
#include "weather.h"
#include "light_cycle_manager.h"
#include "net_manager.h"
#include "ping.h"
#include "world_database_manager.h"
#include "continent_manager.h"
#include "client_sheets/weather_function_params_sheet.h"
#include "weather_manager_client.h"
#include "fog_map.h"
using namespace NLMISC;
using namespace NL3D;
// ********************************************************************
// ********************************************************************
// ********************************************************************
// ********************************************************************
// ********************************************************************
extern std::set<std::string> LodCharactersNotFound;
extern uint32 NbDatabaseChanges;
extern CFogState MainFogState;
extern CPing Ping;
//namespace /* anonymous */ {
NLMISC::CValueSmoother smoothFPS;
NLMISC::CValueSmoother moreSmoothFPS(64);
//} /* anonymous namespace */
//---------------------------------------------------
// displayDebug :
// Display some debug infos.
//---------------------------------------------------
void displayDebug()
{
float lineStep = ClientCfg.DebugLineStep;
float line;
// Initialize Pen //
//----------------//
// Create a shadow when displaying a text.
TextContext->setShaded(true);
// Set the font size.
TextContext->setFontSize(ClientCfg.DebugFontSize);
// Set the text color
TextContext->setColor(ClientCfg.DebugFontColor);
// TOP LEFT //
//----------//
TextContext->setHotSpot(UTextContext::TopLeft);
line = 0.9f;
// FPS and Ms per frame
{
// smooth across frames.
double deltaTime = smoothFPS.getSmoothValue ();
// FPS and Ms per frame
if(deltaTime != 0.f)
TextContext->printfAt(0.f, line,"%.1f fps", 1.f/deltaTime);
else
TextContext->printfAt(0.f, line,"%.1f fps", 0.f);
TextContext->printfAt(0.1f, line, "%d ms", (uint)(deltaTime*1000));
}
line -= lineStep;
line -= lineStep;
// USER
// Front
TextContext->printfAt(0.0f, line, " %f (%f,%f,%f) front", atan2(UserEntity->front().y, UserEntity->front().x), UserEntity->front().x, UserEntity->front().y, UserEntity->front().z);
line -= lineStep;
// Dir
TextContext->printfAt(0.0f, line, " %f (%f,%f,%f) dir", atan2(UserEntity->dir().y, UserEntity->dir().x), UserEntity->dir().x, UserEntity->dir().y, UserEntity->dir().z);
line -= lineStep;
// NB Stage
TextContext->printfAt(0.0f, line, " NB Stage: %d", UserEntity->nbStage());
line -= lineStep;
// NB Animation FXs still remaining in the remove list.
TextContext->printfAt(0.0f, line, " NB FXs to remove: %d", UserEntity->nbAnimFXToRemove());
line -= lineStep;
// Mode.
TextContext->printfAt(0.0f, line, " Mode: %d (%s)", (sint)UserEntity->mode(), MBEHAV::modeToString(UserEntity->mode()).c_str());
line -= lineStep;
// Behaviour.
TextContext->printfAt(0.0f, line, " Behaviour: %d (%s)", (sint)UserEntity->behaviour(), MBEHAV::behaviourToString(UserEntity->behaviour()).c_str());
line -= lineStep;
// Display the target mount.
TextContext->printfAt(0.0f, line, " Mount: %d", UserEntity->mount());
line -= lineStep;
// Display the target rider.
TextContext->printfAt(0.0f, line, " Rider: %d", UserEntity->rider());
line -= lineStep;
// Display the current animation name.
TextContext->printfAt(0.0f, line, " Current Animation Name: %s", UserEntity->currentAnimationName().c_str());
line -= lineStep;
// Display the current move animation set name.
TextContext->printfAt(0.0f, line, " Current AnimationSet Name (MOVE): %s", UserEntity->currentAnimationSetName(MOVE).c_str());
line -= lineStep;
// Display Missing Animations
if(::CAnimation::MissingAnim.empty() == false)
{
TextContext->printfAt(0.0f, line, " '%u' Missing Animations, 1st: '%s'", ::CAnimation::MissingAnim.size(), (*(::CAnimation::MissingAnim.begin())).c_str());
line -= lineStep;
}
// Display Missing LoD
if(LodCharactersNotFound.empty() == false)
{
TextContext->printfAt(0.0f, line, " '%u' Missing LoD, 1st: '%s'", LodCharactersNotFound.size(), (*(LodCharactersNotFound.begin())).c_str());
line -= lineStep;
}
// Watched Entity
line -= lineStep;
// Now Displaying the selection.
TextContext->printfAt(0.0f, line, "--*** Watched entity ***--");
line -= lineStep;
// Display information about the debug entity slot.
if(WatchedEntitySlot != CLFECOMMON::INVALID_SLOT)
{
// Get a pointer on the target.
CEntityCL *watchedEntity = EntitiesMngr.entity(WatchedEntitySlot);
if(watchedEntity)
{
// Display Debug Information about the Selection.
watchedEntity->displayDebug(0.0f, line, -lineStep);
// Distance of the target
CVectorD diffvector = UserEntity->pos() - watchedEntity->pos();
TextContext->printfAt(0.0f, line, " Distance: %10.2f (Manhattan: %.2f)", diffvector.norm(), fabs(diffvector.x) + fabs(diffvector.y) );
line -= lineStep;
}
// Target not allocated
else
{
TextContext->printfAt(0.0f, line, "Not allocated (%d)", WatchedEntitySlot);
line -= lineStep;
}
}
// No Target
else
{
TextContext->printfAt(0.0f, line, "None");
line -= lineStep;
}
/* Ca rame grave !
uint nMem = NLMEMORY::GetAllocatedMemory();
line -= lineStep;
TextContext->printfAt(0.0f, line, "Mem Used: %d",nMem);*/
// 3D Filters information:
#ifdef _PROFILE_ON_
line-= lineStep;
TextContext->printfAt(0.0f, line, "3D Filters:");
line-= lineStep;
TextContext->printfAt(0.0f, line, "MeshNoVP: %s", Filter3D[FilterMeshNoVP]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "MeshVP: %s", Filter3D[FilterMeshVP]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "FXs: %s", Filter3D[FilterFXs]?"Ok":"NOT RENDERED!");
line-= lineStep;
if (Landscape)
{
TextContext->printfAt(0.0f, line, "Landscape: %s", Filter3D[FilterLandscape]?"Ok":"NOT RENDERED!");
line-= lineStep;
}
else
{
TextContext->printfAt(0.0f, line, "Landscape not enabled");
}
TextContext->printfAt(0.0f, line, "Vegetable: %s", Filter3D[FilterVegetable]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "Skeleton: %s", Filter3D[FilterSkeleton]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "Water: %s", Filter3D[FilterWater]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "Cloud: %s", Filter3D[FilterCloud]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "CoarseMesh: %s", Filter3D[FilterCoarseMesh]?"Ok":"NOT RENDERED!");
line-= lineStep;
TextContext->printfAt(0.0f, line, "Sky: %s", Filter3D[FilterSky]?"Ok":"NOT RENDERED!");
line-= lineStep;
// Materials Infos
TextContext->printfAt(0.0f, line, "SetupedMatrix: %d", Driver->profileSetupedModelMatrix() );
line-= lineStep;
TextContext->printfAt(0.0f, line, "SetupedMaterials: %d", Driver->profileSetupedMaterials() );
line-= lineStep;
// Display camera cluster system
TextContext->printfAt(0.0f, line, "ClusterSystem: %p", MainCam.getClusterSystem() );
line-= 2 * lineStep;
// Lua stuffs
CInterfaceManager *pIM = CInterfaceManager::getInstance();
TextContext->printfAt(0.0f, line, "Lua mem (kb) : %d / %d", CLuaManager::getInstance().getLuaState()->getGCCount(), CLuaManager::getInstance().getLuaState()->getGCThreshold());
line-= lineStep;
TextContext->printfAt(0.0f, line, "Lua stack size = %d", CLuaManager::getInstance().getLuaState()->getTop());
line-= lineStep;
#endif
// TOP LEFT //
//-----------//
TextContext->setHotSpot(UTextContext::TopLeft);
line = 1.f;
string str;
#if FINAL_VERSION
str = "FV";
#else
str = "DEV";
#endif
if(ClientCfg.ExtendedCommands)
str += "_E";
str += " "RYZOM_VERSION;
TextContext->printfAt(0.f, line, "Version %s", str.c_str());
// TOP MIDDLE //
//------------//
TextContext->setHotSpot(UTextContext::MiddleTop);
line = 1.f;
// Motion Mode
TextContext->printfAt(0.5f, line, "%s", UserControls.modeStr().c_str());
line -= lineStep;
// TOP RIGHT //
//-----------//
TextContext->setHotSpot(UTextContext::TopRight);
line = 1.f;
//// 3D Infos
// Video mem allocated.
TextContext->printfAt(1.f, line, "Video mem. : %f", Driver->profileAllocatedTextureMemory()/(1024.f*1024.f));
line -= lineStep;
// Video mem used since last swapBuffers().
TextContext->printfAt(1.f, line, "Video mem. since last swap buffer: %f", Driver->getUsedTextureMemory()/(1024.f*1024.f));
line -= lineStep;
// Get the last face count asked from the main scene before reduction.
TextContext->printfAt(1.f, line, "Nb Skin Face Asked: %f", Scene->getGroupNbFaceAsked("Skin"));
line -= lineStep;
TextContext->printfAt(1.f, line, "Nb Fx Face Asked: %f", Scene->getGroupNbFaceAsked("Fx"));
line -= lineStep;
// All Triangles In
CPrimitiveProfile pIn;
CPrimitiveProfile pOut;
Driver->profileRenderedPrimitives(pIn, pOut);
TextContext->printfAt(1.f, line, "Tri In : %d", pIn.NTriangles+2*pIn.NQuads);
line -= lineStep;
// All Triangles Out
TextContext->printfAt(1.f, line, "Tri Out : %d", pOut.NTriangles+2*pIn.NQuads);
line -= lineStep;
// Current Cluster
string strPos;
// Check there is a PACS Primitive before using it.
if(UserEntity->getPrimitive() && GR)
{
UGlobalPosition gPos;
UserEntity->getPrimitive()->getGlobalPosition(gPos, dynamicWI);
string strPos = GR->getIdentifier(gPos);
}
else
strPos = "No Primitive";
TextContext->printfAt(1.f, line, "Cluster : %s", strPos.c_str());
line -= lineStep;
//// SOUND Infos
line -= lineStep;
if(SoundMngr)
{
TextContext->printfAt(1.f, line, "Sound source instance: %u", SoundMngr->getSourcesInstanceCount());
line -= lineStep;
TextContext->printfAt(1.f, line, "Logical playing SoundSource: %u", SoundMngr->getMixer()->getPlayingSourcesCount ());
line -= lineStep;
TextContext->printfAt(1.f, line, "Audio tracks: %u/%u", SoundMngr->getMixer()->getUsedTracksCount(), SoundMngr->getMixer()->getPolyphony());
line -= lineStep;
if (SoundMngr->getMixer()->getMutedPlayingSourcesCount() > 0)
{
TextContext->printfAt(1.f, line, "Source muted: %u !", SoundMngr->getMixer()->getMutedPlayingSourcesCount());
line -= lineStep;
}
TextContext->printfAt(1.f, line, "Samples in memory: %g MB", SoundMngr->getLoadingSamplesSize() / (1024.0f*1024.0f));
line -= lineStep;
}
// BOTTOM RIGHT //
//--------------//
TextContext->setHotSpot(UTextContext::BottomRight);
line = 0.f;
//// POSITION
CVector postmp = View.viewPos();
// Pos
TextContext->printfAt(1.f, line, "Position : %d %d %d",(int)postmp.x,(int)postmp.y,(int)postmp.z);
line += lineStep;
// Body Heading
TextContext->printfAt(1.f, line, "Front : %.2f %.2f %.2f", UserEntity->front().x, UserEntity->front().y, UserEntity->front().z);
line += lineStep;
// Speed
TextContext->printfAt(1.f, line, "Speed : %.2f", (float) UserEntity->speed());
line += lineStep;
// Zone
if (!ClientCfg.Light)
{
if (Landscape)
{
TextContext->printfAt(1.f, line, "Zone: %s", Landscape->getZoneName(postmp).c_str());
line += lineStep;
}
}
// Prim File
string primFile = PrimFiles.getCurrentPrimitive ();
if (!primFile.empty ())
{
TextContext->printfAt(1.f, line, "Prim File: %s", primFile.c_str ());
line += lineStep;
}
//// CONNECTION
line += lineStep;
// Ryzom Day.
TextContext->printfAt(1.f, line, "Ryzom Day : %d", RT.getRyzomDay());
line += lineStep;
// hour in the game
float dayNightCycleHour = (float)RT.getRyzomTime();
TextContext->printfAt(1.f, line, "Ryzom Time : %2u:%02u", int(dayNightCycleHour), int((dayNightCycleHour-int(dayNightCycleHour))*60.0f));
line += lineStep;
// light hour in the game, used to display te day/night
TextContext->printfAt(1.f, line, "Ryzom Light Time : %2u:%02u (%s)", int(DayNightCycleHour), int((DayNightCycleHour-int(DayNightCycleHour))*60.0f), LightCycleManager.getStateString().c_str());
line += lineStep;
// Server GameCycle
TextContext->printfAt(1.f, line, "Server GameCycle : %u", (uint)NetMngr.getCurrentServerTick());
line += lineStep;
// Current GameCycle
TextContext->printfAt(1.f, line, "Current GameCycle : %u", (uint)NetMngr.getCurrentClientTick());
line += lineStep;
// Current GameCycle
TextContext->printfAt(1.f, line, "Ms per Cycle : %d", NetMngr.getMsPerTick());
line += lineStep;
// Packet Loss
TextContext->printfAt(1.f, line, "Packet Loss : %.1f %%", NetMngr.getMeanPacketLoss()*100.0f);
line += lineStep;
// Packet Loss
TextContext->printfAt(1.f, line, "Packets Lost : %u", NetMngr.getTotalLostPackets());
line += lineStep;
// Mean Upload
TextContext->printfAt(1.f, line, "Mean Upld : %.3f kbps", NetMngr.getMeanUpload());
line += lineStep;
// Mean Download
TextContext->printfAt(1.f, line, "Mean Dnld : %.3f kbps", NetMngr.getMeanDownload());
line += lineStep;
// Mean Download
TextContext->printfAt(1.f, line, "Nb in Vision : %d(%d,%d,%d)",
EntitiesMngr.nbEntitiesAllocated(),
EntitiesMngr.nbUser(),
EntitiesMngr.nbPlayer(),
EntitiesMngr.nbChar());
line += lineStep;
// Number of database changes
TextContext->printfAt(1.f, line, "DB Changes : %u", NbDatabaseChanges );
line += lineStep;
// Ping
TextContext->printfAt(1.f, line, "DB Ping : %u ms", Ping.getValue());
line += lineStep;
// Manual weather setup
{
if(ContinentMngr.cur()) // Only usable if there is a continent loaded.
{
if (!ForceTrueWeatherValue)
{
const CWeatherFunction &wf = ContinentMngr.cur()->WeatherFunction[CurrSeason];
float wv;
if (ClientCfg.ManualWeatherSetup)
{
wv = std::max(wf.getNumWeatherSetups() - 1, 0u) * ManualWeatherValue;
}
else
{
wv = std::max(wf.getNumWeatherSetups() - 1, 0u) * ::getBlendedWeather(RT.getRyzomDay(), RT.getRyzomTime(), *WeatherFunctionParams, ContinentMngr.cur()->WeatherFunction);
}
const CWeatherSetup *ws = wf.getWeatherSetup((uint) floorf(wv));
std::string name0 = ws ? NLMISC::CStringMapper::unmap(ws->SetupName) : "???";
ws = wf.getWeatherSetup(std::min((uint) (floorf(wv) + 1), wf.getNumWeatherSetups() - 1));
std::string name1 = ws ? NLMISC::CStringMapper::unmap(ws->SetupName) : "???";
TextContext->printfAt(1.f, line, "Weather value : %.02f : %s -> %s", ws ? wv : 0.f, name0.c_str(), name1.c_str());
line += lineStep;
}
else
{
TextContext->printfAt(1.f, line, "Weather value : %.02f", WeatherManager.getWeatherValue() * std::max(ContinentMngr.cur()->WeatherFunction[CurrSeason].getNumWeatherSetups() - 1, 0u));
line += lineStep;
TextContext->printfAt(1.f, line, "TEST WEATHER FUNCTION");
line += lineStep;
}
// season
TextContext->printfAt(1.f, line, "Season : %s", EGSPD::CSeason::toString(CurrSeason).c_str());
line += lineStep;
}
}
// fog dist
if (ContinentMngr.cur())
{
TextContext->printfAt(1.f, line, "Continent fog min near = %.1f, max far = %.1f", ContinentMngr.cur()->FogStart, ContinentMngr.cur()->FogEnd);
line += lineStep;
CFogState tmpFog;
ContinentMngr.getFogState(MainFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), tmpFog);
TextContext->printfAt(1.f, line, "Continent fog curr near = %.1f, curr far = %.1f", tmpFog.FogStartDist, tmpFog.FogEndDist);
line += lineStep;
}
const CWeatherState &ws = WeatherManager.getCurrWeatherState();
TextContext->printfAt(1.f, line, "Weather fog near = %.1f, far = %.1f", ws.FogNear[MainFog], ws.FogFar[MainFog]);
line += lineStep;
TextContext->printfAt(1.f, line, "Final fog near = %.1f, far = %.1f", MainFogState.FogStartDist, MainFogState.FogEndDist);
line += lineStep;
float left, right, bottom, top, znear, zfar;
Scene->getCam().getFrustum(left, right, bottom, top, znear, zfar);
TextContext->printfAt(1.f, line, "Clip near = %.1f, far = %.1f", znear, zfar);
line += lineStep;
// Connection states
TextContext->printfAt(1.f, line, "State : %s", NetMngr.getConnectionStateCStr() );
line += lineStep;
// UGlobalPosition globalPos;
// UserEntity->getPrimitive()->getGlobalPosition(globalPos, dynamicWI);
// uint32 material = GR->getMaterial( globalPos );
// TextContext->printfAt(0.5f,0.5f,"Material : %d Gpos=(inst=%d,surf=%d,x=%.2f,y=%.2f",material, globalPos.InstanceId, globalPos.LocalPosition.Surface, globalPos.LocalPosition.Estimation.x, globalPos.LocalPosition.Estimation.y);
// No more shadow when displaying a text.
TextContext->setShaded(false);
}// displayDebug //
// ********************************************************************
// ********************************************************************
// ********************************************************************
// ********************************************************************
// ********************************************************************
//-----------------------------------------------
// Macro to Display a Text
//-----------------------------------------------
#define DISP_TEXT(x, text) \
/* Display the text at the right place */ \
TextContext->printfAt(x, line, text); \
/* Change the line */ \
line += lineStep; \
//---------------------------------------------------
// displayHelp :
// Display an Help.
//---------------------------------------------------
void displayHelp()
{
float line = 1.f;
float lineStep = -ClientCfg.HelpLineStep;
// Create a shadow when displaying a text.
TextContext->setShaded(true);
// Set the font size.
TextContext->setFontSize(ClientCfg.HelpFontSize);
// Set the text color
TextContext->setColor(ClientCfg.HelpFontColor);
line = 1.f;
TextContext->setHotSpot(UTextContext::TopLeft);
DISP_TEXT(0.0f, "SHIFT + F1 : This Menu")
DISP_TEXT(0.0f, "SHIFT + F2 : Display Debug Infos")
DISP_TEXT(0.0f, "SHIFT + F3 : Wire mode");
DISP_TEXT(0.0f, "SHIFT + F4 : Do not Render the Scene");
DISP_TEXT(0.0f, "SHIFT + F5 : Toogle Display OSD interfaces");
// DISP_TEXT(0.0f, "SHIFT + F6 : Not used");
DISP_TEXT(0.0f, "SHIFT + F7 : Compass Mode (User/Camera)");
DISP_TEXT(0.0f, "SHIFT + F8 : Camera Mode (INSERT to change your position)");
DISP_TEXT(0.0f, "SHIFT + F9 : Free Mouse");
DISP_TEXT(0.0f, "SHIFT + F10 : Take a Screen Shot (+CTRL) for jpg");
// DISP_TEXT(0.0f, "SHIFT + F11 : Test");
DISP_TEXT(0.0f, "SHIFT + ESCAPE : Quit");
DISP_TEXT(0.0f, "SHIFT + C : First/Third Person View");
line = 1.f;
TextContext->setHotSpot(UTextContext::TopRight);
DISP_TEXT(1.0f, "UP : FORWARD");
DISP_TEXT(1.0f, "DOWN : BACKWARD");
DISP_TEXT(1.0f, "LEFT : ROTATE LEFT");
DISP_TEXT(1.0f, "RIGHT : ROTATE RIGHT");
DISP_TEXT(1.0f, "CTRL + LEFT : STRAFE LEFT");
DISP_TEXT(1.0f, "CTRL + RIGHT : STRAFE RIGHT");
DISP_TEXT(1.0f, "END : Auto Walk");
DISP_TEXT(1.0f, "DELETE : Walk/Run");
DISP_TEXT(1.0f, "PG UP : Look Up");
DISP_TEXT(1.0f, "PG DOWN : Look Down");
// DISP_TEXT(1.0f, "CTRL + I : Inventory");
// DISP_TEXT(1.0f, "CTRL + C : Spells composition interface");
// DISP_TEXT(1.0f, "CTRL + S : Memorized Spells interface");
DISP_TEXT(1.0f, "CTRL + B : Show/Hide PACS Borders");
DISP_TEXT(1.0f, "CTRL + P : Player target himself");
DISP_TEXT(1.0f, "CTRL + D : Unselect target");
DISP_TEXT(1.0f, "CTRL + TAB : Next Chat Mode (say/shout");
DISP_TEXT(1.0f, "CTRL + R : Reload Client.cfg File");
// DISP_TEXT(1.0f, "CTRL + N : Toggle Night / Day lighting");
DISP_TEXT(1.0f, "CTRL + F2 : Profile on / off");
DISP_TEXT(1.0f, "CTRL + F3 : Movie Shooter record / stop");
DISP_TEXT(1.0f, "CTRL + F4 : Movie Shooter replay");
DISP_TEXT(1.0f, "CTRL + F5 : Movie Shooter save");
#ifndef NL_USE_DEFAULT_MEMORY_MANAGER
DISP_TEXT(1.0f, "CTRL + F6 : Save memory stat report");
#endif // NL_USE_DEFAULT_MEMORY_MANAGER
DISP_TEXT(1.0f, "CTRL + F7 : Show / hide prim file");
DISP_TEXT(1.0f, "CTRL + F8 : Change prim file UP");
DISP_TEXT(1.0f, "CTRL + F9 : Change prim file DOWN");
// No more shadow when displaying a text.
TextContext->setShaded(false);
}// displayHelp //
// ********************************************************************
// ********************************************************************
// ********************************************************************
// ********************************************************************
// ********************************************************************
/* end of file */

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@ -0,0 +1,31 @@
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CL_MAIN_LOOP_DEBUG_H
#define CL_MAIN_LOOP_DEBUG_H
#include <nel/misc/types_nl.h>
// Display some debug infos.
void displayDebug();
void displayDebugFps();
void displayDebugUIUnderMouse();
// Display an Help.
void displayHelp();
#endif // CL_MAIN_LOOP_DEBUG_H
/* end of file */

View file

@ -14,6 +14,7 @@
// You should have received a copy of the GNU Affero General Public License // You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h>
#include "ping.h" #include "ping.h"
#include "interface_v3/interface_manager.h" #include "interface_v3/interface_manager.h"

View file

@ -14,6 +14,7 @@
// You should have received a copy of the GNU Affero General Public License // You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <nel/misc/types_nl.h>
#include "profiling.h" #include "profiling.h"
// NeL includes // NeL includes

View file

@ -14,8 +14,8 @@
// You should have received a copy of the GNU Affero General Public License // You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>. // along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CL_MAIN_LOOP_PROFILING_H #ifndef CL_PROFILING_H
#define CL_MAIN_LOOP_PROFILING_H #define CL_PROFILING_H
#include <nel/misc/types_nl.h> #include <nel/misc/types_nl.h>
@ -31,6 +31,6 @@ void testLaunchProfile();
/// Test ProfilingVBLock and run? /// Test ProfilingVBLock and run?
void testLaunchProfileVBLock(); void testLaunchProfileVBLock();
#endif // CL_MAIN_LOOP_PROFILING_H #endif // CL_PROFILING_H
/* end of file */ /* end of file */