53 I did a small thing for arena_keeper.
I made a way to compile it into "dev" mode. Which is basically the same except I can pause the game (only let draws call go through) and enter dev mode.
Right now that only lets me draw rectangles and have the game will spit out their size and location. This means that I can draw the UI elements and simply copy their location and size instead of having to make a guess, compile, check if my guess was correct and probably try again.
Some other things that I will probably implement to make this a bit easier:
Clicking on a square prints its information again
Drag mode (So I can reposition a square)
Delete mode (Click to remove a single square)
Clear all
Other stuff that I will probably add:
Slow mode: Instead of stopping every update just stop some.
Drawing other stuff than just squares
Maybe some way to fake events? That may be hard though....
Maybe planned:
Make it a separate crate, that allows you as a developer to call its run function and it automatically injects this dev mode into your game.
If I go that route I may even look if I can fake a window object, especially if it can create fake events then it may prove rather useful as a way to create automated tests