#include "debugscript.h"
+#include "profiler.h"
#include <string>
using namespace IPDF;
+using namespace std;
-void DebugScript::ParseAction()
+void DebugScript::ParseAction(View * view, Screen * scr)
{
+ *m_input >> std::ws;
+ if (m_input == NULL || !m_input->good())
+ return;
+ istream & inp = *m_input;
+ Debug("Get action type...");
std::string actionType;
inp >> actionType;
+ Debug("Action type: %s", actionType.c_str());
// Skip comments
while (actionType[0] == '#')
{
currentAction.type = AT_DebugFont;
inp >> currentAction.textargs;
}
+ else if (actionType == "approachz") // approach zenoistically
+ {
+ currentAction.type = AT_ApproachBoundsZeno;
+ std::string _x, _y, _w, _h, _z;
+ inp >> _x >> _y >> _w >> _h >> _z;
+ currentAction.x = RealFromStr(_x.c_str());
+ currentAction.y = RealFromStr(_y.c_str());
+ currentAction.w = RealFromStr(_w.c_str());
+ currentAction.h = RealFromStr(_h.c_str());
+ currentAction.z = RealFromStr(_z.c_str());
+ }
+ else if (actionType == "approachl") // approach linearly
+ {
+ currentAction.type = AT_ApproachBoundsLinear;
+ std::string _x, _y, _w, _h, _z;
+ inp >> _x >> _y >> _w >> _h >> _z;
+ currentAction.x = RealFromStr(_x.c_str());
+ currentAction.y = RealFromStr(_y.c_str());
+ currentAction.w = RealFromStr(_w.c_str());
+ currentAction.h = RealFromStr(_h.c_str());
+ currentAction.z = RealFromStr(_z.c_str());
+ currentAction.x = (currentAction.x - view->GetBounds().x)/currentAction.z;
+ currentAction.y = (currentAction.y - view->GetBounds().y)/currentAction.z;
+ currentAction.w = (currentAction.w - view->GetBounds().w)/currentAction.z;
+ currentAction.h = (currentAction.h - view->GetBounds().h)/currentAction.z;
+ }
+ else if (actionType == "setbounds")
+ {
+ currentAction.type = AT_SetBounds;
+ std::string _x, _y, _w, _h;
+ inp >> _x >> _y >> _w >> _h;
+ currentAction.x = RealFromStr(_x.c_str());
+ currentAction.y = RealFromStr(_y.c_str());
+ currentAction.w = RealFromStr(_w.c_str());
+ currentAction.h = RealFromStr(_h.c_str());
+ }
+ else if (actionType == "querygpubounds")
+ {
+ currentAction.type = AT_QueryGPUBounds;
+ inp >> currentAction.textargs;
+ currentAction.loops = 1;
+ }
+ else if (actionType == "screenshot")
+ {
+ 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());
}
{
if (m_index >= m_actions.size())
{
- ParseAction();
+ ParseAction(view, scr);
if (m_labels.size() > 0)
{
m_actions.push_back(currentAction);
scr->ShowDebugFont(currentAction.textargs == "1" || currentAction.textargs == "on");
currentAction.loops = 1;
break;
+
+ case AT_ApproachBoundsZeno:
+ {
+ VRect target(currentAction.x, currentAction.y, currentAction.w, currentAction.h);
+ if (currentAction.z != VReal(1))
+ {
+ target.x = view->GetBounds().x + (target.x-view->GetBounds().x)/VReal(currentAction.z);
+ target.y = view->GetBounds().y + (target.y-view->GetBounds().y)/VReal(currentAction.z);
+ target.w = view->GetBounds().w + (target.w-view->GetBounds().w)/VReal(currentAction.z);
+ target.h = view->GetBounds().h + (target.h-view->GetBounds().h)/VReal(currentAction.z);
+ }
+
+
+ VReal s = target.w/(view->GetBounds().w);
+ if (Real(s) != 1)
+ {
+ VReal x0;
+ VReal y0;
+ x0 = (view->GetBounds().x - target.x)/((s - VReal(1))*view->GetBounds().w);
+ y0 = (view->GetBounds().y - target.y)/((s - VReal(1))*view->GetBounds().h);
+ view->ScaleAroundPoint(x0, y0, s);
+ currentAction.loops++;
+ }
+ else
+ {
+ Debug("Already at target view; Waiting for remaining %d frames", currentAction.loops);
+ currentAction.type = AT_WaitFrame;
+ }
+ break;
+ }
+ case AT_ApproachBoundsLinear:
+ {
+ VRect target(currentAction.x, currentAction.y, currentAction.w, currentAction.h);
+ target.x += view->GetBounds().x;
+ target.y += view->GetBounds().y;
+ target.w += view->GetBounds().w;
+ target.h += view->GetBounds().h;
+ VReal s = target.w/(view->GetBounds().w);
+ if (Real(s) != 1)
+ {
+ VReal x0;
+ VReal y0;
+ x0 = (view->GetBounds().x - target.x)/((s - VReal(1))*view->GetBounds().w);
+ y0 = (view->GetBounds().y - target.y)/((s - VReal(1))*view->GetBounds().h);
+ view->ScaleAroundPoint(x0, y0, s);
+ currentAction.loops++;
+ }
+ else
+ {
+ Debug("Already at target view; Waiting for remaining %d frames", currentAction.loops);
+ currentAction.type = AT_WaitFrame;
+ }
+ break;
+ }
+ case AT_SetBounds:
+ {
+ VRect target(currentAction.x, currentAction.y, currentAction.w, currentAction.h);
+ view->SetBounds(target);
+ break;
+ }
+
+ case AT_QueryGPUBounds:
+ {
+ view->QueryGPUBounds(currentAction.textargs.c_str(), "w");
+ currentAction.loops = 1;
+ break;
+ }
+ case AT_ScreenShot:
+ {
+ view->SaveBMP(currentAction.textargs.c_str());
+ 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.");
}
// object_count clock delta_clock x Log10(x) y Log10(y) w Log10(w) Size(w)
#ifdef QUADTREE_DISABLED
- printf("%d\t%llu\t%llu\t%s\t%f\t%s\t%f\t%s\t%f\t%u\n",
- now.object_count, (uint64_t)now.clock,
- (uint64_t)(now.clock - m_perf_last.clock),
- Str(now.view_bounds.x).c_str(), Log10(Abs(now.view_bounds.x)),
- Str(now.view_bounds.y).c_str(), Log10(Abs(now.view_bounds.y)),
- Str(now.view_bounds.w).c_str(), Log10(now.view_bounds.w),
- Size(now.view_bounds.w));
+ printf("%d\t%llu\t%llu\t%s\t%s\t%s\t%s\t%s\t%s\t%u\n",
+ now.object_count, (long long unsigned)now.clock,
+ (long long unsigned)(now.clock - m_perf_last.clock),
+ Str(now.view_bounds.x).c_str(), Str(Log10(Abs(now.view_bounds.x))).c_str(),
+ Str(now.view_bounds.y).c_str(), Str(Log10(Abs(now.view_bounds.y))).c_str(),
+ Str(now.view_bounds.w).c_str(), Str(Log10(now.view_bounds.w)).c_str(),
+ (unsigned)Size(now.view_bounds.w));
#endif
m_perf_last = now;
}