Re-enabled FPS display, fix other display issues
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@@ -33,6 +33,7 @@
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#include "image.hpp"
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#include "button.hpp"
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#include "tile_sheet.hpp"
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#include "text_line.hpp"
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//common
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#include "frame_rate.hpp"
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@@ -146,6 +147,7 @@ private:
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Button disconnectButton;
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Button shutdownButton;
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FrameRate fps;
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TextLine fpsTextLine;
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//the camera structure
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struct {
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@@ -185,13 +185,15 @@ void World::RenderFrame(SDL_Renderer* renderer) {
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//draw UI
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disconnectButton.DrawTo(renderer);
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shutdownButton.DrawTo(renderer);
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std::ostringstream msg;
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//TODO: FPS
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// msg << fps.GetFrameRate();
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// font.DrawStringTo(msg.str(), screen, 0, 0);
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//FPS
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fps.Calculate();
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fpsTextLine.DrawTo(renderer, 0, 0);
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int fpsRet = fps.Calculate();
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if (fpsRet != -1) {
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std::ostringstream msg;
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msg << "FPS: " << fpsRet;
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fpsTextLine.SetText(renderer, font, msg.str(), {255, 255, 255, 255});
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}
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}
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//-------------------------
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@@ -92,7 +92,7 @@ void DisconnectedScreen::FrameEnd() {
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void DisconnectedScreen::RenderFrame(SDL_Renderer* renderer) {
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backButton.DrawTo(renderer);
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textLine.DrawTo(renderer, 50, 50);
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textLine.DrawTo(renderer, 50, 30);
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}
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//-------------------------
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@@ -121,7 +121,7 @@ void LobbyMenu::RenderFrame(SDL_Renderer* renderer) {
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//draw the server's info
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serverVector[i].nameImage.DrawTo(renderer, boundingBox.x, boundingBox.y + boundingBox.h * i);
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serverVector[i].playerCountImage.DrawTo(renderer, boundingBox.x, boundingBox.y + boundingBox.h * i);
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serverVector[i].playerCountImage.DrawTo(renderer, boundingBox.x+300, boundingBox.y + boundingBox.h * i);
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}
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}
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@@ -242,7 +242,7 @@ void LobbyMenu::HandleBroadcastResponse(ServerPacket* const argPacket) {
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//fancy itoa
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auto itoa_base10 = [](int i) -> std::string {
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char str[20];
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printf(str, "%d", i);
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sprintf(str, "%d", i);
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return std::string(str);
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};
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+1
-1
Submodule common updated: 03e643a17a...2dd2aead13
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