Improve entity debugger

This commit is contained in:
tobspr 2020-09-19 08:15:40 +02:00
parent 7650931f1f
commit b7c773a70e
2 changed files with 83 additions and 57 deletions

View File

@ -53,13 +53,27 @@
opacity: 0.5;
}
}
&,
* {
@include SuperSmallText;
@include S(font-size, 7px, $important: true);
@include S(line-height, 12px, $important: true);
}
.object {
grid-column: 1 / 3;
line-height: 1.5em;
> summary {
transition: opacity 0.1s ease-in-out;
cursor: pointer;
&:hover {
opacity: 0.8;
}
}
> div {
@include S(margin-left, 4px);
cursor: pointer;
}
}
}

View File

@ -1,8 +1,13 @@
import { BaseHUDPart } from "../base_hud_part";
/* dev:start */
import { makeDiv, removeAllChildren } from "../../../core/utils";
import { globalConfig } from "../../../core/config";
import { Vector } from "../../../core/vector";
import { Entity } from "../../entity";
import { BaseHUDPart } from "../base_hud_part";
import { DynamicDomAttach } from "../dynamic_dom_attach";
/**
* Allows to inspect entities by pressing F8 while hovering them
*/
export class HUDEntityDebugger extends BaseHUDPart {
createElements(parent) {
this.element = makeDiv(
@ -14,17 +19,10 @@ export class HUDEntityDebugger extends BaseHUDPart {
<span class="hint">Use F8 to toggle this overlay</span>
<div class="propertyTable">
<div>Tile below cursor</div> <span class="mousePos"></span>
<div>Chunk below cursor</div> <span class="chunkPos"></span>
<div class="entityComponents"></div>
</div>
`
);
/** @type {HTMLElement} */
this.mousePosElem = this.element.querySelector(".mousePos");
/** @type {HTMLElement} */
this.chunkPosElem = this.element.querySelector(".chunkPos");
this.componentsElem = this.element.querySelector(".entityComponents");
}
@ -32,27 +30,59 @@ export class HUDEntityDebugger extends BaseHUDPart {
this.root.gameState.inputReciever.keydown.add(key => {
if (key.keyCode === 119) {
// F8
this.toggle();
this.pickEntity();
}
});
this.root.camera.downPreHandler.add(this.onMouseDown, this);
/**
* The currently selected entity
* @type {Entity}
*/
this.selectedEntity = null;
this.lastUpdate = 0;
this.visible = !G_IS_DEV;
this.domAttach = new DynamicDomAttach(this.root, this.element);
}
toggle() {
this.visible = !this.visible;
pickEntity() {
const mousePos = this.root.app.mousePosition;
if (!mousePos) {
return;
}
const worldPos = this.root.camera.screenToWorld(mousePos);
const worldTile = worldPos.toTileSpace();
const entity = this.root.map.getTileContent(worldTile, this.root.currentLayer);
this.selectedEntity = entity;
if (entity) {
this.rerenderFull(entity);
}
}
/**
*
* @param {string} name
* @param {any} val
* @param {number} indent
* @param {Array} recursion
*/
propertyToHTML(name, val, indent = 0, recursion = []) {
if (val !== null && typeof val === "object") {
// Array is displayed like object, with indexes
recursion.push(val);
// Get type class name (like Array, Object, Vector...)
const typeName = `(${val.constructor ? val.constructor.name : "unknown"})`;
let typeName = `(${val.constructor ? val.constructor.name : "unknown"})`;
if (Array.isArray(val)) {
typeName = `(Array[${val.length}])`;
}
if (val instanceof Vector) {
typeName = `(Vector[${val.x}, ${val.y}])`;
}
const colorStyle = `color: hsl(${30 * indent}, 100%, 80%)`;
let html = `<details class="object" style="${colorStyle}">
@ -89,57 +119,39 @@ export class HUDEntityDebugger extends BaseHUDPart {
return `<label>${name}</label> <span>${displayValue}</span>`;
}
update() {
const mousePos = this.root.app.mousePosition;
if (!mousePos) {
return;
}
const worldPos = this.root.camera.screenToWorld(mousePos);
const worldTile = worldPos.toTileSpace();
/**
* Rerenders the whole container
* @param {Entity} entity
*/
rerenderFull(entity) {
removeAllChildren(this.componentsElem);
let html = "";
const chunk = worldTile.divideScalar(globalConfig.mapChunkSize).floor();
this.mousePosElem.innerText = worldTile.x + " / " + worldTile.y;
this.chunkPosElem.innerText = chunk.x + " / " + chunk.y;
const property = (strings, val) => `<label>${strings[0]}</label> <span>${val}</span>`;
const entity = this.root.map.getTileContent(worldTile, this.root.currentLayer);
html += property`registered ${!!entity.registered}`;
html += property`uid ${entity.uid}`;
html += property`destroyed ${!!entity.destroyed}`;
if (entity) {
removeAllChildren(this.componentsElem);
let html = "";
for (const componentId in entity.components) {
const data = entity.components[componentId];
html += "<details class='object'>";
html += "<summary>" + componentId + "</summary><div>";
const property = (strings, val) => `<label>${strings[0]}</label> <span>${val}</span>`;
html += property`registered ${entity.registered}`;
html += property`uid ${entity.uid}`;
html += property`destroyed ${entity.destroyed}`;
for (const componentId in entity.components) {
const data = entity.components[componentId];
html += "<details class='object'>";
html += "<summary>" + componentId + "</summary><div>";
for (const property in data) {
// Put entity into recursion list, so it won't get "expanded"
html += this.propertyToHTML(property, data[property], 0, [entity]);
}
html += "</div></details>";
for (const property in data) {
// Put entity into recursion list, so it won't get "expanded"
html += this.propertyToHTML(property, data[property], 0, [entity]);
}
this.componentsElem.innerHTML = html;
html += "</div></details>";
}
this.domAttach.update(this.visible);
this.componentsElem.innerHTML = html;
}
onMouseDown() {
// On click, update current entity
const mousePos = this.root.app.mousePosition;
if (!mousePos) {
return;
}
const worldPos = this.root.camera.screenToWorld(mousePos);
const worldTile = worldPos.toTileSpace();
update() {
this.domAttach.update(!!this.selectedEntity);
}
}
/* dev:end */