/ld26-basecode

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1 by Josh C
zoetrope 1.4
1
-- Class: DebugConsole
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-- It can be used to keep track of fps, the position of a sprite,
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-- and so on. It only updates when visible.
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--
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-- This also allows debugging hotkeys -- e.g. you could set it so that
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-- pressing Control-Alt-I toggles invincibility of the player sprite.
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-- Out of the box:
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--		- Control-Alt-F toggles fullscreen
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--		- Control-Alt-Q quits the app.
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--		- Control-Alt-P deactivates the view.
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-- 		- Control-Alt-R reloads all app code from on disk.
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--		- Control-Alt-S saves a screenshot to the app's directory --
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--		  see https://love2d.org/wiki/love.filesystem for where this is.
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DebugConsole = Group:extend
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{
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	-- Property: toggleKey
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	-- What key toggles visibility. By default, this is the tab key.
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	toggleKey = 'tab',
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	-- Property: hotkeyModifiers
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	-- A table of modifier keys that must be held in order to activate
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	-- a debugging hotkey (set via <addHotkey()>). If you want hotkeys to
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	-- activate without having to hold any keys down, set this to nil.
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	hotkeyModifiers = {'ctrl', 'alt'},
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	-- Property: watchBasics
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	-- If true, the console will automatically start watching the frames
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	-- per second and memory usage. Changing this value after the object has
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	-- been created has no effect.
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	watchBasics = true,
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	-- Property: watchWidth
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	-- How wide the sidebar, where watch values are displayed, should be.
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	watchWidth = 150,
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	-- Property: inputHistory
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	-- A table of previously-entered commands.
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	inputHistory = {},
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	-- Property: inputHistoryIndex
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	-- Which history entry, if any, we are displaying.
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	inputHistoryIndex = 1,
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	-- Property: bg
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	-- The background <Fill> used to darken the view.
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	-- Property: log
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	-- The <Text> sprite showing recent lines in the log.
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	-- Property: watchList
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	-- The <Text> sprite showing the state of all watched variables.
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	-- Property: input
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	-- The <TextInput> that the user types into to enter commands.
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	-- Property: prompt
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	-- The <Text> sprite that shows a > in front of commands.
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	-- internal property: _bindings
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	-- Keeps track of debugging hotkeys.
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	new = function (self, obj)
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		local width = the.app.width
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		local height = the.app.height
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		obj = self:extend(obj)
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		obj.visible = false
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		obj._watches = {}
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		obj._hotkeys = {}
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		obj.fill = Fill:new{ x = 0, y = 0, width = width, height = height, fill = {0, 0, 0, 200} }
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		obj:add(obj.fill)
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		obj.log = Text:new{ x = 4, y = 4, width = width - self.watchWidth - 8, height = height - 8, text = '' }
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		obj:add(obj.log)
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		obj.watchList = Text:new{ x = width - self.watchWidth - 4, y = 4,
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								   width = self.watchWidth - 8, height = height - 8, text = '', wordWrap = false }
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		obj:add(obj.watchList)
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		obj.prompt = Text:new{ x = 4, y = 0, width = 100, text = '>' }
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		obj:add(obj.prompt)
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		local inputIndent = obj.log._fontObj:getWidth('>') + 4
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		obj.input = TextInput:new
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		{
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			x = inputIndent, y = 0, width = the.app.width,
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			active = false,
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			onType = function (self, char)
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				return char ~= the.console.toggleKey
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			end
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		}
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		obj:add(obj.input)
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		-- some default behavior
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		obj:addHotkey('f', function() the.app:toggleFullscreen() end)
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		obj:addHotkey('p', function()
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			the.view.active = not the.view.active
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			if the.view.active then
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				the.view:tint()
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			else
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				the.view:tint(0, 0, 0, 200)
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			end
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		end)
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		obj:addHotkey('q', love.event.quit)
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		if debugger then obj:addHotkey('r', debugger.reload) end
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		obj:addHotkey('s', function() the.app:saveScreenshot('screenshot.png') end)
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		if obj.watchBasics then
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			obj:watch('FPS', 'love.timer.getFPS()')
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			obj:watch('Memory', 'math.floor(collectgarbage("count") / 1024) .. "M"')
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		end
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		-- hijack print function
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		-- this is nasty to debug if it goes wrong, be careful
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		obj._oldPrint = print
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		print = function (...)
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			local caller = debug.getinfo(2)
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			if caller.linedefined ~= 0 then
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				obj.log.text = obj.log.text .. '(' .. caller.short_src .. ':' .. caller.linedefined .. ') '
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			end
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			for _, value in pairs{...} do
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				obj.log.text = obj.log.text .. tostring(value) .. ' '
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			end
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			obj.log.text = obj.log.text .. '\n'
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			obj._updateLog = true
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			obj._oldPrint(...)
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		end
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		debugger._unsourcedPrint = function (...)
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			for _, value in pairs{...} do
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				obj.log.text = obj.log.text .. tostring(value) .. ' '
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			end
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			obj.log.text = obj.log.text .. '\n'
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			obj._updateLog = true
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			obj._oldPrint(...)
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		end
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		the.console = obj
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		if obj.onNew then obj.onNew() end
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		return obj
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	end,
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	-- Method: watch
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	-- Adds an expression to be watched.
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	--
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	-- Arguments:
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	--		label - string label
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	--		expression - expression to evaluate as a string
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	watch = function (self, label, expression)
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		table.insert(self._watches, { label = label,
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									  func = loadstring('return ' .. expression) })
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	end,
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	-- Method: addHotkey
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	-- Adds a hotkey to execute a function. This hotkey will require
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	-- holding down whatever modifiers are set in <hotkeyModifiers>.
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	--
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	-- Arguments:
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	--		key - key to trigger the hotkey
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	--		func - function to run. This will receive the key that
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	--			   was pressed, so you can re-use functions (i.e. 
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	--			   the 1 key loads level 1, the 2 key loads level 2).
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	--
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	-- Returns:
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	--		nothing
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	addHotkey = function (self, key, func)
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		table.insert(self._hotkeys, { key = key, func = func })
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	end,
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	-- Method: execute
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	-- Safely executes a string of code and prints the result.
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	--
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	-- Arguments:
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	--		code - string code to execute
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	--
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	-- Returns:
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	--		string result
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	execute = function (self, code)
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		if string.sub(code, 1, 1) == '=' then
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			code = 'debugger._unsourcedPrint (' .. string.sub(code, 2) .. ')'
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		end
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		local func, err = loadstring(code)
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		if func then
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			local ok, result = pcall(func)
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			if not ok then
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				debugger._unsourcedPrint('Error, ' .. tostring(result) .. '\n')
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			else
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				debugger._unsourcedPrint('')
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			end
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			return tostring(result)
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		else
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			debugger._unsourcedPrint('Syntax error, ' .. string.gsub(tostring(err), '^.*:', '') .. '\n')
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		end
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	end,
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	-- Method: show
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	-- Shows the debug console.
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	-- 
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	-- Arguments:
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	--		none
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	--
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	-- Returns:
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	--		nothing
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	show = function (self)
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		self.visible = true
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		self.input.active = true
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	end,
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	-- Method: hide
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	-- Hides the debug console.
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	-- 
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	-- Arguments:
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	--		none
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	--
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	-- Returns:
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	--		nothing
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	hide = function (self)
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		self.visible = false
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		self.input.active = false
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	end,
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	update = function (self, elapsed)
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		-- listen for visibility key
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		if the.keys:justPressed(self.toggleKey) then
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			self.visible = not self.visible
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			self.input.active = self.visible
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		end
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		-- listen for hotkeys
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		local modifiers = (self.hotkeyModifiers == nil)
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		if not modifiers then
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			modifiers = true
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			for _, key in pairs(self.hotkeyModifiers) do
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				if not the.keys:pressed(key) then
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					modifiers = false
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					break
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				end
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			end
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		end
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		if modifiers then
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			for _, hotkey in pairs(self._hotkeys) do
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				if the.keys:justPressed(hotkey.key) then
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					hotkey.func(hotkey.key)
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				end
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			end
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		end
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		if self.visible then
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			-- update watches
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			self.watchList.text = ''
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			for _, watch in pairs(self._watches) do
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				local ok, value = pcall(watch.func)
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				if not ok then value = nil end
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				self.watchList.text = self.watchList.text .. watch.label .. ': ' .. tostring(value) .. '\n'
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			end
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			-- update log
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			if self._updateLog then
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				local lineHeight = self.log._fontObj:getHeight()
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				local _, height = self.log:getSize()
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				local linesToDelete = math.ceil((height - the.app.height - 20) / lineHeight)
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				if linesToDelete > 0 then
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					self.log.text = string.gsub(self.log.text, '.-\n', '', linesToDelete) 
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					height = height - linesToDelete * lineHeight
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				end
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				self.prompt.y = height + 4
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				self.input.y = height + 4
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				self._updateLog = false
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			end
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			-- handle special keys at the console
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			if the.keys:pressed('ctrl') and the.keys:justPressed('a') then
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				self.input.caret = 0
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			end
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			if the.keys:pressed('ctrl') and the.keys:justPressed('e') then
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				self.input.caret = string.len(self.input.text)
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			end
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			if the.keys:pressed('ctrl') and the.keys:justPressed('k') then
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				self.input.caret = 0
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				self.input.text = ''
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			end
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			if the.keys:justPressed('up') and self.inputHistoryIndex > 1 then
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				-- save what the user was in the middle of typing
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				self.inputHistory[self.inputHistoryIndex] = self.input.text
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				self.input.text = self.inputHistory[self.inputHistoryIndex - 1]
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				self.input.caret = string.len(self.input.text)
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				self.inputHistoryIndex = self.inputHistoryIndex - 1
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			end
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			if the.keys:justPressed('down') and self.inputHistoryIndex < #self.inputHistory then
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				self.input.text = self.inputHistory[self.inputHistoryIndex + 1]
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				self.input.caret = string.len(self.input.text)
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				self.inputHistoryIndex = self.inputHistoryIndex + 1
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			end
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			if the.keys:justPressed('return') then
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				debugger._unsourcedPrint('>' .. self.input.text)
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				self:execute(self.input.text)
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				table.insert(self.inputHistory, self.inputHistoryIndex, self.input.text)
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				while #self.inputHistory > self.inputHistoryIndex do
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					table.remove(self.inputHistory)
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				end
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				self.inputHistoryIndex = self.inputHistoryIndex + 1
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				self.input.text = ''
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				self.input.caret = 0
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			end
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		end
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		Group.update(self, elapsed)
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	end
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}
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-- Function: debugger.reload
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-- Resets the entire app and forces all code to be reloaded from 
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-- on disk. via https://love2d.org/forums/viewtopic.php?f=3&t=7965
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-- 
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-- Arguments:
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--		none
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--
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-- Returns:
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--		nothing
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if debugger then
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	debugger.reload = function()
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		if DEBUG then
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			love.audio.stop()
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			-- create local references to needed variables
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			-- because we're about to blow the global scope away
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			local initialGlobals = debugger._initialGlobals
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			local initialPackages = debugger._initialPackages
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			-- reset global scope
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			for key, _ in pairs(_G) do
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				_G[key] = initialGlobals[key]
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			end
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			-- reload main file and restart
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			for key, _ in pairs(package.loaded) do
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				if not initialPackages[key] then
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					package.loaded[key] = nil
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				end
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			end
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			require('main')
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			love.load()
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		end
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	end
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end