Added some debugging tools
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@@ -419,14 +419,31 @@ void Box_execEngine() {
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engine.simTime = engine.realTime;
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clock_t delta = (double) CLOCKS_PER_SEC / 30.0;
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while (engine.running) {
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execLoadRootNode();
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Dbg_Timer dbgTimer;
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Dbg_FPSCounter fps;
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Dbg_initTimer(&dbgTimer);
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Dbg_initFPSCounter(&fps);
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while (engine.running) {
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Dbg_tickFPSCounter(&fps);
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Dbg_clearConsole();
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Dbg_printTimerLog(&dbgTimer);
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Dbg_printFPSCounter(&fps);
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Dbg_startTimer(&dbgTimer, "execLoadRootNode()");
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execLoadRootNode();
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Dbg_stopTimer(&dbgTimer);
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Dbg_startTimer(&dbgTimer, "execEvents()");
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execEvents();
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Dbg_stopTimer(&dbgTimer);
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//calc the time passed
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engine.realTime = clock();
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Dbg_startTimer(&dbgTimer, "execStep() (variable)");
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//while not enough time has passed
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while(engine.simTime < engine.realTime) {
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//simulate the world
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@@ -435,13 +452,20 @@ void Box_execEngine() {
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//calc the time simulation
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engine.simTime += delta;
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}
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Dbg_stopTimer(&dbgTimer);
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//render the world
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Dbg_startTimer(&dbgTimer, "clear screen");
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SDL_SetRenderDrawColor(engine.renderer, 128, 128, 128, 255); //NOTE: This line can be disabled later
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SDL_RenderClear(engine.renderer); //NOTE: This line can be disabled later
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Dbg_stopTimer(&dbgTimer);
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Dbg_startTimer(&dbgTimer, "draw screen");
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Box_callRecursiveEngineNode(engine.rootNode, &engine.interpreter, "onDraw", NULL);
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SDL_RenderPresent(engine.renderer);
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Dbg_stopTimer(&dbgTimer);
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}
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Dbg_freeTimer(&dbgTimer);
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Dbg_freeFPSCounter(&fps);
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}
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