update Gfx.showDebug
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@ -351,26 +351,66 @@ pub fn beginFrame() void {
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pub fn showDebug() void {
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const self = &g_state;
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// TODO: Improve this by using tables or somekind of filtering
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_ = ImGUI.beginTabBar("graphics tab bar");
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defer ImGUI.endTabBar();
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{
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ImGUI.text("Spritesheets:", .{});
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var spritesheet_iter = self.spritesheets.iterator();
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while (spritesheet_iter.next()) |spritesheet_id| {
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const spritesheet = self.spritesheets.getAssumeExists(spritesheet_id);
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ImGUI.text("{f}:", .{spritesheet_id});
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ImGUI.text(" - needs_texture_rebuild:{}", .{spritesheet.needs_texture_rebuild});
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ImGUI.text(" - texture:{f}", .{spritesheet.texture});
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ImGUI.text(" - size:{}", .{spritesheet.size});
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if (ImGUI.beginTabItem("Spritesheets")) {
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defer ImGUI.endTabItem();
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if(ImGUI.beginTable("spritesheets", 2, 0)) {
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defer ImGUI.endTable();
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ImGUI.tableSetupColumn("ID", 0);
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ImGUI.tableSetupColumn("Size", 0);
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ImGUI.tableHeadersRow();
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var spritesheet_iter = self.spritesheets.iterator();
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while (spritesheet_iter.next()) |spritesheet_id| {
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const spritesheet = self.spritesheets.getAssumeExists(spritesheet_id);
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ImGUI.pushID(.{ .int = spritesheet_id.index });
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defer ImGUI.popID();
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ImGUI.tableNextRow();
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ImGUI.tableNextColumn();
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ImGUI.text("{{ {}, {} }}", .{spritesheet_id.index, spritesheet_id.generation});
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ImGUI.tableNextColumn();
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ImGUI.text("{}x{}", .{spritesheet.size.x, spritesheet.size.x});
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}
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}
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}
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{
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ImGUI.text("Sprites:", .{});
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var sprite_iter = self.sprites.iterator();
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while (sprite_iter.next()) |sprite_id| {
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const sprite = self.sprites.getAssumeExists(sprite_id);
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ImGUI.text("{f} - {?}", .{sprite_id, sprite.position});
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if (ImGUI.beginTabItem("Sprites")) {
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defer ImGUI.endTabItem();
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if(ImGUI.beginTable("sprites", 2, 0)) {
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defer ImGUI.endTable();
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ImGUI.tableSetupColumn("ID", 0);
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ImGUI.tableSetupColumn("Position", 0);
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ImGUI.tableHeadersRow();
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var sprite_iter = self.sprites.iterator();
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while (sprite_iter.next()) |sprite_id| {
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const sprite = self.sprites.getAssumeExists(sprite_id);
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ImGUI.pushID(.{ .int = sprite_id.index });
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defer ImGUI.popID();
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ImGUI.tableNextRow();
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ImGUI.tableNextColumn();
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ImGUI.text("{{ {}, {} }}", .{sprite_id.index, sprite_id.generation});
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ImGUI.tableNextColumn();
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if (sprite.position) |position| {
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ImGUI.text("{:3}, {:3}", .{position.x, position.y});
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} else {
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ImGUI.text("null", .{});
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}
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}
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}
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}
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}
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