Speed graph changes

This commit is contained in:
Federico Cecchetto 2022-07-01 19:23:06 +02:00
parent 4a9fc4ece9
commit 3632e0913c

View File

@ -29,6 +29,7 @@ namespace fps
game::dvar_t* cg_speedGraphY; game::dvar_t* cg_speedGraphY;
game::dvar_t* cg_speedGraphWidth; game::dvar_t* cg_speedGraphWidth;
game::dvar_t* cg_speedGraphHeight; game::dvar_t* cg_speedGraphHeight;
game::dvar_t* cg_speedGraphIncludeZAxis;
float fps_color_good[4] = {0.6f, 1.0f, 0.0f, 1.0f}; float fps_color_good[4] = {0.6f, 1.0f, 0.0f, 1.0f};
float fps_color_ok[4] = {1.0f, 0.7f, 0.3f, 1.0f}; float fps_color_ok[4] = {1.0f, 0.7f, 0.3f, 1.0f};
@ -190,7 +191,7 @@ namespace fps
const auto speed = static_cast<float>(sqrt( const auto speed = static_cast<float>(sqrt(
pow(game::g_entities[0].client->velocity[0], 2) + pow(game::g_entities[0].client->velocity[0], 2) +
pow(game::g_entities[0].client->velocity[1], 2) + pow(game::g_entities[0].client->velocity[1], 2) +
pow(game::g_entities[0].client->velocity[2], 2) (cg_speedGraphIncludeZAxis->current.enabled ? pow(game::g_entities[0].client->velocity[2], 2) : 0)
)); ));
const auto base_width = relative(cg_speedGraphWidth->current.integer); const auto base_width = relative(cg_speedGraphWidth->current.integer);
@ -209,30 +210,40 @@ namespace fps
speed_history.push_back(speed); speed_history.push_back(speed);
} }
auto max_speed = 0.f;
for (const auto& value : speed_history)
{
if (value > max_speed)
{
max_speed = value;
}
}
const auto base_x = relative(cg_speedGraphX->current.integer); const auto base_x = relative(cg_speedGraphX->current.integer);
const auto base_y = screen_max[1] - relative(cg_speedGraphY->current.integer); const auto base_y = screen_max[1] - relative(cg_speedGraphY->current.integer);
const auto width = 1.f; const auto width = 1.f;
draw_box(base_x, base_y - base_height - 4.f, base_width + 4.f, draw_box(base_x, base_y - base_height - 4.f, base_width + 5.f,
base_height + 4.f, cg_speedGraphBackgroundColor->current.vector); base_height + 4.f, cg_speedGraphBackgroundColor->current.vector);
const auto diff = max - static_cast<int>(speed_history.size()); const auto diff = max - static_cast<int>(speed_history.size());
for (auto i = 0; i < speed_history.size(); i++) for (auto i = 0; i < speed_history.size(); i++)
{ {
const auto percentage = std::min(speed_history[i] / 1000.f, 1.f); const auto percentage = std::min(speed_history[i] / std::max(1500.f, max_speed), 1.f);
const auto height = percentage * base_height; const auto height = percentage * base_height;
const auto x = base_x + static_cast<float>(diff + i) * width + 2.f; const auto x = base_x + static_cast<float>(diff + i) * width + 2.f;
const auto y = base_y - height - 2.f; const auto y = base_y - height - 2.f;
draw_line(x, y, width, height); draw_line(x + 1.f, y, width, height);
} }
const auto speed_string = utils::string::va("%i\n", static_cast<int>(speed)); const auto speed_string = utils::string::va("%i (%i)\n",
static_cast<int>(speed), static_cast<int>(max_speed));
const auto font_height = relative(20); const auto font_height = relative(15);
const auto font = game::R_RegisterFont("fonts/fira_mono_regular.ttf", static_cast<int>(font_height)); const auto font = game::R_RegisterFont("fonts/default.ttf", static_cast<int>(font_height));
const auto text_x = base_x + relative(5); const auto text_x = base_x + relative(5);
const auto text_y = base_y - (base_height / 2.f) + (font_height / 2.f); const auto text_y = base_y - (base_height / 2.f) + (font_height / 2.f);
@ -321,6 +332,9 @@ namespace fps
cg_speedGraphWidth = dvars::register_int("cg_speedGraphWidth", 200, 0, 1000, game::DVAR_FLAG_SAVED, "Speed graph width"); cg_speedGraphWidth = dvars::register_int("cg_speedGraphWidth", 200, 0, 1000, game::DVAR_FLAG_SAVED, "Speed graph width");
cg_speedGraphHeight = dvars::register_int("cg_speedGraphHeight", 80, 0, 1000, game::DVAR_FLAG_SAVED, "Speed graph height"); cg_speedGraphHeight = dvars::register_int("cg_speedGraphHeight", 80, 0, 1000, game::DVAR_FLAG_SAVED, "Speed graph height");
cg_speedGraphIncludeZAxis = dvars::register_bool("cg_speedGraphIncludeZAxis", false, game::DVAR_FLAG_SAVED,
"Include velocity on the z axis when calculating the speed");
} }
}; };
} }