major rework
This commit is contained in:
306
Car simulation/UI/DisplayManager.cs
Normal file
306
Car simulation/UI/DisplayManager.cs
Normal file
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using SFML.Graphics;
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using SFML.System;
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using Car_simulation.Core.Models;
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using Car_simulation.UI.Instruments;
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namespace Car_simulation.UI
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{
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public class DisplayManager
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{
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private InstrumentPanel _instrumentPanel;
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private RenderWindow _window;
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private Font _font;
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private Color _backgroundColor = new Color(20, 20, 30);
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private Text _fpsText;
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private Clock _fpsClock;
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private int _frameCount = 0;
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private float _fpsUpdateInterval = 0.5f;
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private float _fpsAccumulator = 0f;
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// Debug information
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private bool _showDebugInfo = false;
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private RectangleShape _debugPanel;
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private List<Text> _debugTexts;
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// Performance tracking
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private Queue<float> _frameTimes = new Queue<float>();
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private const int FRAME_TIME_HISTORY = 60;
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private Text _performanceText;
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public DisplayManager(RenderWindow window, Font font)
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{
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_window = window;
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_font = font;
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Initialize();
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}
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private void Initialize()
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{
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_instrumentPanel = new InstrumentPanel(_font, new Vector2f(750, 50), new Vector2f(750, 275));
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// FPS counter
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_fpsText = new Text("FPS: 0", _font, 12);
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_fpsText.FillColor = new Color(180, 180, 180);
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_fpsText.Position = new Vector2f(10, _window.Size.Y - 25);
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_fpsClock = new Clock();
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// Performance text
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_performanceText = new Text("", _font, 12);
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_performanceText.FillColor = new Color(180, 180, 220);
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_performanceText.Position = new Vector2f(_window.Size.X - 200, _window.Size.Y - 25);
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// Debug panel
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InitializeDebugPanel();
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}
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private void InitializeDebugPanel()
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{
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_debugPanel = new RectangleShape(new Vector2f(300, 200));
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_debugPanel.Position = new Vector2f(_window.Size.X - 320, 20);
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_debugPanel.FillColor = new Color(0, 0, 0, 200);
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_debugPanel.OutlineThickness = 1;
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_debugPanel.OutlineColor = Color.Cyan;
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_debugTexts = new List<Text>();
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for (int i = 0; i < 10; i++)
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{
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Text text = new Text("", _font, 12);
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text.FillColor = Color.Cyan;
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text.Position = new Vector2f(_window.Size.X - 310, 30 + i * 18);
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_debugTexts.Add(text);
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}
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}
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public void Update(Car car, float deltaTime, float totalTime, long updateCount)
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{
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UpdateFPS(deltaTime);
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UpdatePerformanceInfo(deltaTime);
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_instrumentPanel.Update(car);
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if (_showDebugInfo)
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{
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UpdateDebugInfo(car, deltaTime, totalTime, updateCount);
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}
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}
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private void UpdateFPS(float deltaTime)
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{
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_frameCount++;
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_fpsAccumulator += deltaTime;
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if (_fpsAccumulator >= _fpsUpdateInterval)
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{
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float fps = _frameCount / _fpsAccumulator;
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_fpsText.DisplayedString = $"FPS: {fps:F1}";
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_frameCount = 0;
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_fpsAccumulator = 0f;
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}
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}
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private void UpdatePerformanceInfo(float deltaTime)
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{
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// Track frame times for smoothing
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_frameTimes.Enqueue(deltaTime * 1000); // Convert to milliseconds
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if (_frameTimes.Count > FRAME_TIME_HISTORY)
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{
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_frameTimes.Dequeue();
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}
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// Calculate average frame time
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float avgFrameTime = 0;
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foreach (var time in _frameTimes)
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{
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avgFrameTime += time;
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}
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avgFrameTime /= _frameTimes.Count;
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_performanceText.DisplayedString = $"Frame: {deltaTime * 1000:F1}ms (Avg: {avgFrameTime:F1}ms)";
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}
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private void UpdateDebugInfo(Car car, float deltaTime, float totalTime, long updateCount)
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{
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int line = 0;
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if (line < _debugTexts.Count)
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_debugTexts[line++].DisplayedString = $"Time: {totalTime:F2}s";
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if (line < _debugTexts.Count)
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_debugTexts[line++].DisplayedString = $"Updates: {updateCount}";
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if (line < _debugTexts.Count)
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_debugTexts[line++].DisplayedString = $"Delta: {deltaTime:F4}s";
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if (line < _debugTexts.Count)
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_debugTexts[line++].DisplayedString = $"Position: ({car.Position.X:F1}, {car.Position.Y:F1})";
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if (line < _debugTexts.Count)
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_debugTexts[line++].DisplayedString = $"Velocity: {car.Velocity.Length:F2} m/s";
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if (line < _debugTexts.Count)
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_debugTexts[line++].DisplayedString = $"Engine Omega: {car.Engine.AngularVelocity:F2} rad/s";
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if (line < _debugTexts.Count)
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_debugTexts[line++].DisplayedString = $"Wheel Omega: {car.WheelSystem.AngularVelocity:F2} rad/s";
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if (line < _debugTexts.Count)
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_debugTexts[line++].DisplayedString = $"Clutch Eng: {car.Drivetrain.ClutchEngagement:P0}";
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if (line < _debugTexts.Count)
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_debugTexts[line++].DisplayedString = $"Force Clutch: {car.ForceClutch}";
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}
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public void Draw()
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{
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_window.Clear(_backgroundColor);
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_instrumentPanel.Draw(_window);
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// Draw FPS counter
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_window.Draw(_fpsText);
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// Draw performance info
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_window.Draw(_performanceText);
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// Draw debug panel if enabled
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if (_showDebugInfo)
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{
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_window.Draw(_debugPanel);
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foreach (var text in _debugTexts)
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{
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if (!string.IsNullOrEmpty(text.DisplayedString))
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_window.Draw(text);
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}
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}
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// Draw version info
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DrawVersionInfo();
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}
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private void DrawVersionInfo()
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{
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Text versionText = new Text("Car Simulation v1.0", _font, 10);
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versionText.FillColor = new Color(100, 100, 100);
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versionText.Position = new Vector2f(_window.Size.X - 120, _window.Size.Y - 15);
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_window.Draw(versionText);
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}
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public void ToggleDebugInfo()
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{
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_showDebugInfo = !_showDebugInfo;
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}
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public bool ShowDebugInfo => _showDebugInfo;
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public void HandleResize(uint width, uint height)
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{
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// Update FPS text position
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_fpsText.Position = new Vector2f(10, height - 25);
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// Update performance text position
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_performanceText.Position = new Vector2f(width - 200, height - 25);
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// Update debug panel position
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_debugPanel.Position = new Vector2f(width - 320, 20);
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// Update debug text positions
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for (int i = 0; i < _debugTexts.Count; i++)
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{
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_debugTexts[i].Position = new Vector2f(width - 310, 30 + i * 18);
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}
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// You might want to reposition the instrument panel too
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// For now, the instrument panel is fixed, but you could add resize handling
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}
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public void DrawCustomMessage(string message, Vector2f position, uint fontSize, Color color)
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{
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Text customText = new Text(message, _font, fontSize);
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customText.FillColor = color;
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customText.Position = position;
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_window.Draw(customText);
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}
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public void DrawProgressBar(Vector2f position, Vector2f size, float progress, Color fillColor, Color bgColor)
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{
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// Draw background
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RectangleShape background = new RectangleShape(size);
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background.Position = position;
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background.FillColor = bgColor;
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background.OutlineThickness = 1;
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background.OutlineColor = Color.White;
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_window.Draw(background);
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// Draw fill
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if (progress > 0)
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{
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RectangleShape fill = new RectangleShape(new Vector2f(size.X * Math.Clamp(progress, 0, 1), size.Y));
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fill.Position = position;
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fill.FillColor = fillColor;
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_window.Draw(fill);
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}
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// Draw percentage text
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Text progressText = new Text($"{progress:P0}", _font, 12);
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progressText.FillColor = Color.White;
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progressText.Position = new Vector2f(
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position.X + size.X / 2 - progressText.GetLocalBounds().Width / 2,
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position.Y + size.Y / 2 - progressText.CharacterSize / 2
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);
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_window.Draw(progressText);
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}
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public void DrawGraph(string title, List<float> data, Vector2f position, Vector2f size, Color lineColor)
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{
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if (data.Count < 2) return;
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// Draw graph background
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RectangleShape graphBackground = new RectangleShape(size);
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graphBackground.Position = position;
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graphBackground.FillColor = new Color(0, 0, 0, 128);
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graphBackground.OutlineThickness = 1;
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graphBackground.OutlineColor = Color.White;
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_window.Draw(graphBackground);
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// Draw title
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Text titleText = new Text(title, _font, 12);
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titleText.FillColor = Color.White;
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titleText.Position = new Vector2f(position.X + 5, position.Y + 5);
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_window.Draw(titleText);
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// Find min and max values
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float minValue = data.Min();
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float maxValue = data.Max();
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float valueRange = Math.Max(maxValue - minValue, 0.001f);
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// Draw data points as line
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VertexArray line = new VertexArray(PrimitiveType.LineStrip);
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for (int i = 0; i < data.Count; i++)
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{
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float x = position.X + (i / (float)(data.Count - 1)) * size.X;
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float normalizedValue = (data[i] - minValue) / valueRange;
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float y = position.Y + size.Y - normalizedValue * size.Y;
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line.Append(new Vertex(new Vector2f(x, y), lineColor));
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}
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_window.Draw(line);
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// Draw min/max labels
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Text minText = new Text($"{minValue:F0}", _font, 10);
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minText.FillColor = Color.White;
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minText.Position = new Vector2f(position.X + size.X - 30, position.Y + size.Y - 15);
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_window.Draw(minText);
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Text maxText = new Text($"{maxValue:F0}", _font, 10);
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maxText.FillColor = Color.White;
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maxText.Position = new Vector2f(position.X + size.X - 30, position.Y + 5);
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_window.Draw(maxText);
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}
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}
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}
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