#include "debugscript.h"
+#include "profiler.h"
#include <string>
void DebugScript::ParseAction(View * view, Screen * scr)
{
+ *m_input >> std::ws;
if (m_input == NULL || !m_input->good())
return;
istream & inp = *m_input;
currentAction.type = AT_ScreenShot;
inp >> currentAction.textargs;
}
+ else if (actionType == "printfps")
+ {
+ currentAction.type = AT_PrintFPS;
+ currentAction.iz = currentAction.loops;
+ m_fps_cpu_mean = 0;
+ m_fps_gpu_mean = 0;
+ m_fps_cpu_stddev = 0;
+ m_fps_gpu_stddev = 0;
+ }
+ else if (actionType == "printbounds")
+ {
+ currentAction.type = AT_PrintBounds;
+ }
+ else if (actionType == "profileon")
+ {
+ currentAction.type = AT_ProfileDisplay;
+ currentAction.iz = 1;
+ }
+ else if (actionType == "profileoff")
+ {
+ currentAction.type = AT_ProfileDisplay;
+ currentAction.iz = 0;
+ }
else
Fatal("Unknown action %s", actionType.c_str());
break;
case AT_LoadSVG:
{
+#ifndef QUADTREE_DISABLED
+ view->Doc().SetQuadtreeInsertNode(view->GetCurrentQuadtreeNode());
+#endif
#ifdef TRANSFORM_OBJECTS_NOT_VIEW
view->Doc().LoadSVG(currentAction.textargs, Rect(Real(1)/Real(2),Real(1)/Real(2),Real(1)/Real(800),Real(1)/Real(600)));
#else
const Rect & bounds = view->GetBounds();
view->Doc().LoadSVG(currentAction.textargs, Rect(bounds.x+bounds.w/Real(2),bounds.y+bounds.h/Real(2),bounds.w/Real(800),bounds.h/Real(600)));
#endif
+#ifndef QUADTREE_DISABLED
+ view->Doc().PropagateQuadChanges(view->GetCurrentQuadtreeNode());
+#endif
currentAction.type = AT_WaitFrame;
view->ForceRenderDirty();
view->ForceBufferDirty();
currentAction.loops = 1;
break;
}
+ case AT_PrintFPS:
+ {
+ // Using a (apparently) Soviet trick to calculate the stddev in one pass
+ // This was my favourite algorithm in my Physics honours project
+ // Ah the memories
+ // The horrible horrible memories
+ // At least things won't get that bad
+ // Right?
+ if (currentAction.loops <= 1)
+ {
+ double n = double(currentAction.iz);
+ m_fps_cpu_mean /= n;
+ m_fps_gpu_mean /= n;
+
+ m_fps_cpu_stddev = sqrt(m_fps_cpu_stddev / n - m_fps_cpu_mean*m_fps_cpu_mean);
+ m_fps_gpu_stddev = sqrt(m_fps_gpu_stddev / n - m_fps_gpu_mean*m_fps_gpu_mean);
+
+
+
+ printf("%d\t%f\t%f\t%f\t%f\n", currentAction.iz,
+ m_fps_gpu_mean, m_fps_gpu_stddev,
+ m_fps_cpu_mean, m_fps_cpu_stddev);
+ }
+ else
+ {
+
+ double fps_cpu = 1.0/scr->GetLastFrameTimeCPU();
+ double fps_gpu = 1.0/scr->GetLastFrameTimeGPU();
+
+ m_fps_cpu_mean += fps_cpu;
+ m_fps_gpu_mean += fps_gpu;
+
+ m_fps_cpu_stddev += fps_cpu*fps_cpu;
+ m_fps_gpu_stddev += fps_gpu*fps_gpu;
+ }
+ break;
+ }
+ case AT_PrintBounds:
+ {
+ printf("%s\t%s\t%s\t%s\n", Str(view->GetBounds().x).c_str(), Str(view->GetBounds().y).c_str(), Str(view->GetBounds().w).c_str(), Str(view->GetBounds().h).c_str());
+ break;
+ }
+ case AT_ProfileDisplay:
+ {
+ g_profiler.Enable(currentAction.iz);
+ break;
+ }
default:
Fatal("Unknown script command in queue.");
}