1
0
mirror of https://github.com/rwengine/openrw.git synced 2024-09-03 17:19:46 +02:00
openrw/rwgame/DrawUI.cpp

168 lines
4.4 KiB
C++
Raw Normal View History

#include "DrawUI.hpp"
#include <render/GameRenderer.hpp>
#include <ai/PlayerController.hpp>
#include <objects/CharacterObject.hpp>
#include <engine/GameState.hpp>
2016-04-10 06:53:49 +02:00
#include <iomanip>
constexpr size_t ui_TextSize = 35;
constexpr size_t ui_TextHeight = 30;
constexpr size_t ui_outerMargin = 20;
constexpr size_t ui_infoMargin = 10;
constexpr size_t ui_weaponSize = 50;
const glm::vec3 ui_timeColour(196/255.f, 165/255.f, 119/255.f);
const glm::vec3 ui_moneyColour(89/255.f, 113/255.f, 147/255.f);
const glm::vec3 ui_healthColour(187/255.f, 102/255.f, 47/255.f);
void drawMap(PlayerController* player, GameWorld* world, GameRenderer* render)
{
MapRenderer::MapInfo map;
map.scale = 0.4f;
glm::quat plyRot;
if( player )
{
plyRot = player->getCharacter()->getRotation();
}
map.rotation = glm::roll(plyRot);
const glm::ivec2& vp = render->getRenderer()->getViewport();
map.mapScreenTop = glm::vec2(260.f, vp.y - 10.f);
map.mapScreenBottom = glm::vec2(10.f, vp.y - 210.f);
if( player )
{
map.center = glm::vec2(player->getCharacter()->getPosition());
}
render->map.draw(world, map);
}
2016-04-10 06:53:49 +02:00
void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* render)
{
float infoTextX = render->getRenderer()->getViewport().x -
(ui_outerMargin + ui_weaponSize + ui_infoMargin);
float infoTextY = 0.f + ui_outerMargin;
TextRenderer::TextInfo ti;
ti.font = 1;
ti.size = ui_TextSize;
ti.align = TextRenderer::TextInfo::Right;
std::stringstream ss;
ss << std::setw(2) << std::setfill('0') << world->getHour()
<< std::setw(0) << ":"
<< std::setw(2) << world->getMinute();
ti.text = ss.str();
ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY+1.f);
render->text.renderText(ti);
ti.baseColour = ui_timeColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
infoTextY += ui_TextHeight;
ti.text = "$" + std::to_string(world->state->playerInfo.money);
ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY+1.f);
render->text.renderText(ti);
ti.baseColour = ui_moneyColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
}
void drawHUD(PlayerController* player, GameWorld* world, GameRenderer* render)
{
drawMap(player, world, render);
2016-04-10 06:53:49 +02:00
drawPlayerInfo(player, world, render);
}
void drawOnScreenText(GameWorld* world, GameRenderer* renderer)
{
const glm::ivec2& vp = renderer->getRenderer()->getViewport();
TextRenderer::TextInfo ti;
ti.font = 2;
ti.screenPosition = glm::vec2( 10.f, 10.f );
ti.size = 20.f;
for(OnscreenText& t : world->state->text)
{
glm::vec2 shadowOffset( 0, 0 );
switch(t.osTextStyle)
{
default:
ti.size = 15.f;
ti.font = 0;
ti.align = TextRenderer::TextInfo::Left;
ti.baseColour = glm::vec3(1.f);
ti.screenPosition = vp / 2;
break;
case OnscreenText::HighPriority:
ti.size = 16.f;
ti.font = 2;
ti.baseColour = glm::vec3(1.f);
ti.screenPosition = glm::vec2(vp.x * 0.5f, vp.y * 0.9f);
ti.align = TextRenderer::TextInfo::Center;
break;
case OnscreenText::CenterBig:
ti.size = 30.f;
ti.font = 1;
ti.baseColour = glm::vec3(82, 114, 128) / 255.f;
ti.align = TextRenderer::TextInfo::Center;
ti.screenPosition = vp / 2;
ti.screenPosition += glm::vec2(0.f, ti.size / 2.f);
shadowOffset = glm::vec2(2.f, 0.f);
break;
case OnscreenText::MissionName:
ti.size = 30.f;
ti.font = 1;
ti.baseColour = glm::vec3(205, 162, 7)/255.f;
ti.screenPosition = glm::vec2(vp.x - 10.f, vp.y * 0.79f);
ti.align = TextRenderer::TextInfo::Right;
shadowOffset = glm::vec2(2.f, 2.f);
break;
case OnscreenText::Help:
ti.screenPosition = glm::vec2(20.f, 20.f);
ti.font = 2;
ti.size = 20.f;
2015-05-09 05:02:15 +02:00
ti.baseColour = glm::vec3(0.9f);
ti.align = TextRenderer::TextInfo::Left;
break;
}
ti.text = t.osTextString;
2015-05-09 05:02:15 +02:00
ti.varText = t.osTextVar;
if( glm::length( shadowOffset ) > 0 )
{
TextRenderer::TextInfo shadow( ti );
shadow.baseColour = glm::vec3(0.f);
shadow.screenPosition += shadowOffset;
renderer->text.renderText(shadow);
}
renderer->text.renderText(ti);
}
for(auto& t : world->state->texts) {
ti.font = 2;
ti.screenPosition = t.position / glm::vec2(640, 480);
ti.screenPosition *= vp;
ti.baseColour = glm::vec3(t.colourFG);
ti.size = 20.f;
ti.text = t.text;
renderer->text.renderText(ti);
}
}