jak-project/goal_src/jak1/pc/debug/pc-debug-methods.gc
ManDude 4b8b2abbed
port pckernel to Jak 2 (#2248)
Adds the `pckernel` system to Jak 2, allowing you to do the PC-specific
things that Jak 1 lets you do like change game resolution, etc.

In other to reduce the amount of code duplication for something that
we're gonna be changing a lot over time, I split it into a few more code
files. In this new system, `pckernel-h.gc`, `pckernel-common.gc`
(previously `pckernel.gc`) and `pc-debug-common.gc` are the files that
should be shared across all games (I hacked the Jak 2 project to pull
these files from the Jak 1 folder), while `pckernel-impl.gc`,
`pckernel.gc` and `pc-debug-methods.gc` are their respective
game-specific counterparts that should be loaded after. I'm not fully
happy with this, I think it's slightly messy, but it cleanly separates
code that should be game-specific and not accidentally copied around and
code that should be the same for all games anyway.
2023-02-25 10:19:32 -05:00

60 lines
2.6 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
#|
Various debugging displays made for the pc port. This file includes overrides or game-specific implementations.
|#
;; debug-only file!
(declare-file (debug))
(defmethod print-debug-misc pc-settings-jak1 ((obj pc-settings-jak1))
"prints various miscellaneous debug text to the game console, according to what's enabled in this object."
(when (-> obj display-bug-report)
(format *stdcon* "~0kbug-report ~A~%" *user*)
(format *stdcon* "nick ~A continue ~S~%" (-> *load-state* vis-nick) (-> *game-info* current-continue name))
(dotimes (i (-> *level* length))
(format *stdcon* "level ~D ~12A ~A~%" i (-> *level* level i name) (-> *level* level i display?))
)
(format *stdcon* "music ~A (f: ~D/~S)~%" (-> *setting-control* current music) (-> *setting-control* current sound-flava) (music-flava->string (the-as music-flava (-> *setting-control* default sound-flava))))
(format *stdcon* "sound ~A ~A~%" *sound-bank-1* *sound-bank-2*)
(let ((pos (target-pos 0)))
(format *stdcon* "target ~m ~m ~m~%" (-> pos x) (-> pos y) (-> pos z))
)
(let ((pos (camera-pos)))
(format *stdcon* "cam-trans ~m ~m ~m~%" (-> pos x) (-> pos y) (-> pos z))
)
(let ((rot (new 'stack 'quaternion)))
(matrix->quaternion rot (-> *math-camera* camera-rot))
(format *stdcon* "cam-rot ~f ~f ~f ~f~%" (-> rot x) (-> rot y) (-> rot z) (-> rot w))
)
(format *stdcon* "~1k")
)
)
(defconstant MEM_BAR_NUM 7) ;; amount of memory usage bars (override later if wanted)
(defmethod draw-memory pc-settings ((obj pc-settings) (buf dma-buffer))
"draw the memory heap status in the bottom right corner"
(when (-> obj display-heap-status)
(draw-memory-bar-kheap buf global :idx 0 :color (static-rgba 32 32 255 64))
(draw-memory-bar-kheap buf debug :idx 1 :color (static-rgba 255 32 32 64))
(draw-memory-bar-kheap buf (-> *level* level 0 heap) :name "l0" :idx 2 :color (static-rgba 32 255 255 64))
(draw-memory-bar-kheap buf (-> *level* level 1 heap) :name "l1" :idx 3 :color (static-rgba 255 32 255 64))
(draw-memory-bar-dead-pool-heap buf *nk-dead-pool* :name "actor" :idx 4 :color (static-rgba 32 255 32 64))
(draw-memory-bar-generic buf
:remain (* 16 (dma-buffer-free (-> (current-frame) global-buf)))
:total (length (-> (current-frame) global-buf))
:name "dma-global" :idx 5 :color (static-rgba 32 32 255 64))
(draw-memory-bar-generic buf
:remain (* 16 (dma-buffer-free (-> (current-frame) debug-buf)))
:total (length (-> (current-frame) debug-buf))
:name "dma-debug" :idx 6 :color (static-rgba 255 32 32 64))
#t)
)