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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-07-26 11:24:38 -04:00
OpenDiablo2/d2common/d2DebugUtil/d2DebugPrint.go
thetogi 7b60882ba3
Replace ebitenUtil with d2DebugUtil and new charmap for debugger. (#577)
* lint updates for /d2astar

* png issue

* debug package

* load bmp properly

* debug draft

* Vector float64 (#565)

* Fixed nil pointer in Copy()

* Position added

Added Floor() and String() methods to Vector.

Also added Position which declares an embedded Vector2 and returns various forms of it.

* d2vector.Vector2 renamed to d2vector.BigFloat

* vector.go renamed to big_float.go

* Float64 stub and more renaming

* Vector value getters

* Separate vector types with initial methods.

* Divide and lint warnings.

* Distance and Length.

* Scale, Abs and Negate.

* CompareFloat64Fuzzy delta direction reversed.

* Refactor vector_test.go.

* Renamed Approx methods.

* Distance and Length.

* Distance and Length.

* Removed BigFloat and Vector, renamed Float64 to Vector, simplified tests.

* Angle, SignedAngle and other small functions.

* Receiver rename.

* SingedAngle and test fixed

* Rotate.

* SetLength.

* Cross.

* NinetyAnti and NinetyClock.

* Lerp and Clamp.

* Reflect and ReflectSurface.

* Cardinal convenience functions.

* Comments.

* Panic on NaN and Inf in Position.

* Lint warnings and comments.

* D2map lint warnings (#566)

* Comments and newlines in engine.go

* Comments and newlines in object.go

* Comments and newlines in animated_entity.go

* Comments and newlines in missile.go

* Comments and newlines in npc.go

* Comments and newlines in player.go

* Removed object.go (incorrectly merged it in during rebase).

* Comments and newlines in renderer.go.

* Comments and newlines in map_entity.go.

* Comments and newlines in walk_mesh.go.

* Comments and newlines in viewport.go and tile_cache.go.

* Comments and newlines in stamp.go and wilderness_tile_types.go.

* Comments and newlines in everything else.

* removing inventory grid test for now because it causes builds to fail on github (#570)

* Refactored d2enum (#567)

* Refactored animation mode enum

* More d2enum changes

* Refactored tile enum

* Refactored weapon class enum

* Refactored more enums

* Refactored item event enum

* Fixed init_functions animation mode

* Removed string2enum from MonsterAnimationMode

* Refactored ItemStatCost description

* Last enum lint errors

* Regenerated monster stringer file

* compressed image

* Replaced restruct with StreamReader (#574)

* Fixed bug in palette.go (#575)

* Javascript console commands (#572)

* Allow the execution of JS from the terminal when hosting a local game or playing a single game

Signed-off-by: William Claude <w.claude@thebeat.co>

* Reorganise imports on edited files

Signed-off-by: William Claude <w.claude@thebeat.co>

* Remove Reset

Signed-off-by: William Claude <w.claude@thebeat.co>

* Add inventory.txt loader, use the records (#573)

* adding resource entry for inventory.txt

* adding loader for inventory.txt

* adding call to inventory.txt loader in d2app

* d2game now uses the inventory.txt records for making the inventory panel

* removed comments

* remove unused files

* update go.mod

* lint updates for /d2astar

* png issue

* update go.mod

Co-authored-by: danhale-git <36298392+danhale-git@users.noreply.github.com>
Co-authored-by: dk <dknuth0101@gmail.com>
Co-authored-by: Intyre <Intyre@gmail.com>
Co-authored-by: William <1004323+aziule@users.noreply.github.com>
2020-07-11 18:12:20 -04:00

70 lines
1.7 KiB
Go

package d2DebugUtil
import (
"image"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2DebugUtil/internal/assets"
"github.com/hajimehoshi/ebiten"
)
var (
debugPrintTextImage *ebiten.Image
debugPrintTextSubImages = map[rune]*ebiten.Image{}
)
func init() {
img := assets.CreateTextImage()
debugPrintTextImage, _ = ebiten.NewImageFromImage(img, ebiten.FilterDefault)
}
// DebugPrint draws the string str on the image on left top corner.
//
// The available runes are in U+0000 to U+00FF, which is C0 Controls and Basic Latin and C1 Controls and Latin-1 Supplement.
//
// DebugPrint always returns nil as of 1.5.0-alpha.
func D2DebugPrint(image *ebiten.Image, str string) error {
D2DebugPrintAt(image, str, 0, 0)
return nil
}
// DebugPrintAt draws the string str on the image at (x, y) position.
//
// The available runes are in U+0000 to U+00FF, which is C0 Controls and Basic Latin and C1 Controls and Latin-1 Supplement.
func D2DebugPrintAt(image *ebiten.Image, str string, x, y int) {
drawDebugText(image, str, x, y, false)
}
func drawDebugText(rt *ebiten.Image, str string, ox, oy int, shadow bool) {
op := &ebiten.DrawImageOptions{}
if shadow {
op.ColorM.Scale(0, 0, 0, 0.5)
}
x := 0
y := 0
w, _ := debugPrintTextImage.Size()
for _, c := range str {
const (
cw = assets.CharWidth
ch = assets.CharHeight
)
if c == '\n' {
x = 0
y += ch
continue
}
s, ok := debugPrintTextSubImages[c]
if !ok {
n := w / cw
sx := (int(c) % n) * cw
sy := (int(c) / n) * ch
s = debugPrintTextImage.SubImage(image.Rect(sx, sy, sx+cw, sy+ch)).(*ebiten.Image)
debugPrintTextSubImages[c] = s
}
op.GeoM.Reset()
op.GeoM.Translate(float64(x), float64(y))
op.GeoM.Translate(float64(ox+1), float64(oy))
_ = rt.DrawImage(s, op)
x += cw
}
}