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openrw/rwgame/DrawUI.cpp

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#include "DrawUI.hpp"
#include <ai/PlayerController.hpp>
#include <data/WeaponData.hpp>
#include <engine/GameData.hpp>
#include <engine/GameState.hpp>
#include <objects/CharacterObject.hpp>
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#include <render/GameRenderer.hpp>
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#include <glm/gtc/constants.hpp>
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#include <iomanip>
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#include <sstream>
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constexpr size_t ui_textSize = 25;
constexpr size_t ui_textHeight = 22;
constexpr size_t ui_elementMargin = 3;
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constexpr size_t ui_outerMargin = 20;
constexpr size_t ui_infoMargin = 10;
constexpr size_t ui_weaponSize = 64;
constexpr size_t ui_ammoSize = 14;
constexpr size_t ui_ammoHeight = 16;
constexpr size_t ui_wantedLevelHeight =
ui_outerMargin + ui_weaponSize + ui_elementMargin;
constexpr size_t ui_scriptTimerHeight =
ui_wantedLevelHeight + ui_textHeight + ui_elementMargin;
constexpr size_t ui_armourOffset = ui_textSize * 3;
constexpr size_t ui_maxWantedLevel = 6;
constexpr size_t ui_lowHealth = 9;
const glm::u8vec3 ui_timeColour(196, 165, 119);
const glm::u8vec3 ui_moneyColour(89, 113, 147);
const glm::u8vec3 ui_healthColour(187, 102, 47);
const glm::u8vec3 ui_armourColour(123, 136, 93);
const glm::u8vec3 ui_scriptTimerColour(186, 101, 50);
const glm::u8vec3 ui_shadowColour(0, 0, 0);
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constexpr float ui_mapSize = 150.f;
constexpr float ui_worldSizeMin = 200.f;
constexpr float ui_worldSizeMax = 300.f;
void drawScriptTimer(GameWorld* world, GameRenderer* render) {
if (world->state->scriptTimerVariable) {
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float scriptTimerTextX = static_cast<float>(
render->getRenderer()->getViewport().x - ui_outerMargin);
float scriptTimerTextY = ui_scriptTimerHeight;
TextRenderer::TextInfo ti;
ti.font = FONT_PRICEDOWN;
ti.size = ui_textSize;
ti.align = TextRenderer::TextInfo::TextAlignment::Right;
{
int32_t seconds = *world->state->scriptTimerVariable / 1000;
std::stringstream ss;
ss << std::setw(2) << std::setfill('0') << seconds / 60
<< std::setw(0) << ":" << std::setw(2) << seconds % 60;
ti.text = GameStringUtil::fromString(ss.str(), ti.font);
}
ti.baseColour = ui_shadowColour;
ti.screenPosition =
glm::vec2(scriptTimerTextX + 1.f, scriptTimerTextY + 1.f);
render->text.renderText(ti);
ti.baseColour = ui_scriptTimerColour;
ti.screenPosition = glm::vec2(scriptTimerTextX, scriptTimerTextY);
render->text.renderText(ti);
}
}
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void drawMap(ViewCamera& currentView, PlayerController* player,
GameWorld* world, GameRenderer* render) {
MapRenderer::MapInfo map;
if (world->state->hudFlash != HudFlash::FlashRadar ||
std::fmod(world->getGameTime(), 0.5f) >= .25f) {
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glm::quat camRot = currentView.rotation;
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map.rotation = glm::roll(camRot) - glm::half_pi<float>();
map.worldSize = ui_worldSizeMin;
map.worldSize = ui_worldSizeMax;
if (player) {
map.worldCenter = glm::vec2(player->getCharacter()->getPosition());
}
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const glm::ivec2& vp = render->getRenderer()->getViewport();
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glm::vec2 mapTop =
glm::vec2(ui_outerMargin, vp.y - (ui_outerMargin + ui_mapSize));
glm::vec2 mapBottom =
glm::vec2(ui_outerMargin + ui_mapSize, vp.y - ui_outerMargin);
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map.screenPosition = (mapTop + mapBottom) / 2.f;
map.screenSize = ui_mapSize * 0.95f;
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render->map.draw(world, map);
}
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}
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void drawPlayerInfo(PlayerController* player, GameWorld* world,
GameRenderer* render) {
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float infoTextX = static_cast<float>(render->getRenderer()->getViewport().x -
(ui_outerMargin + ui_weaponSize + ui_infoMargin));
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float infoTextY = 0.f + ui_outerMargin;
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float iconX = static_cast<float>(render->getRenderer()->getViewport().x -
(ui_outerMargin + ui_weaponSize));
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float iconY = ui_outerMargin;
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float wantedX = static_cast<float>(render->getRenderer()->getViewport().x - ui_outerMargin);
float wantedY = ui_wantedLevelHeight;
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TextRenderer::TextInfo ti;
ti.font = FONT_PRICEDOWN;
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ti.size = ui_textSize;
ti.align = TextRenderer::TextInfo::TextAlignment::Right;
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{
std::stringstream ss;
ss << std::setw(2) << std::setfill('0') << world->getHour()
<< std::setw(0) << ":" << std::setw(2) << world->getMinute();
ti.text = GameStringUtil::fromString(ss.str(), ti.font);
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}
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ti.baseColour = ui_shadowColour;
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
render->text.renderText(ti);
ti.baseColour = ui_timeColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
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render->text.renderText(ti);
infoTextY += ui_textHeight;
{
std::stringstream ss;
ss << std::setw(8) << std::setfill('0')
<< world->state->playerInfo.displayedMoney;
ti.text = GameSymbols::Money + GameStringUtil::fromString(ss.str(), ti.font);
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}
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ti.baseColour = ui_shadowColour;
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
render->text.renderText(ti);
ti.baseColour = ui_moneyColour;
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ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
infoTextY += ui_textHeight;
if ((world->state->hudFlash != HudFlash::FlashHealth &&
player->getCharacter()->getCurrentState().health > ui_lowHealth) ||
std::fmod(world->getGameTime(), 0.5f) >=
.25f) { // UI: Blinking health indicator if health is low
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std::stringstream ss;
ss << std::setw(3) << std::setfill('0')
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<< static_cast<int>(
player->getCharacter()->getCurrentState().health);
ti.text = GameSymbols::Heart + GameStringUtil::fromString(ss.str(), ti.font);
ti.baseColour = ui_shadowColour;
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
render->text.renderText(ti);
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ti.baseColour = ui_healthColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
}
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if (player->getCharacter()->getCurrentState().armour > 0) {
std::stringstream ss;
ss << std::setw(3) << std::setfill('0')
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<< static_cast<int>(
player->getCharacter()->getCurrentState().armour);
ti.text = GameSymbols::Armour + GameStringUtil::fromString(ss.str(), ti.font);
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ti.baseColour = ui_shadowColour;
ti.screenPosition =
glm::vec2(infoTextX + 1.f - ui_armourOffset, infoTextY + 1.f);
render->text.renderText(ti);
ti.baseColour = ui_armourColour;
ti.screenPosition = glm::vec2(infoTextX - ui_armourOffset, infoTextY);
render->text.renderText(ti);
}
GameString s;
for (size_t i = 0; i < ui_maxWantedLevel; ++i) {
s += GameSymbols::Star;
}
ti.text = s;
ti.baseColour = ui_shadowColour;
ti.screenPosition = glm::vec2(wantedX + 1.f, wantedY + 1.f);
render->text.renderText(ti);
#if 0 // Useful for debugging
ti.text = "ABCDEFGHIJKLMANOQRTSWXYZ\nM0123456789";
ti.size = 30;
ti.align = TextRenderer::TextInfo::Left;
ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
ti.screenPosition = glm::vec2(101.f, 202.f);
render->text.renderText(ti);
ti.baseColour = glm::vec3(1.f, 1.f, 1.f);
ti.screenPosition = glm::vec2(100.f, 200.f);
render->text.renderText(ti);
#endif
auto item = player->getCharacter()->getActiveItem();
auto weapon = world->data->weaponData[item];
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std::string itemTextureName = "fist";
if (weapon && weapon->modelID > 0) {
auto model =
world->data->findModelInfo<SimpleModelInfo>(weapon->modelID);
if (model != nullptr) {
itemTextureName = model->name;
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}
}
// Urgh
if (itemTextureName == "colt45") {
itemTextureName = "pistol";
} else if (itemTextureName == "bomb") {
itemTextureName = "detonator";
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}
TextureData::Handle itemTexture =
render->getData()->findSlotTexture("hud", itemTextureName);
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RW_CHECK(itemTexture != nullptr, "Item has 0 texture");
if (itemTexture != nullptr) {
RW_CHECK(itemTexture->getName() != 0, "Item has 0 texture");
render->drawTexture(
itemTexture.get(),
glm::vec4(iconX, iconY, ui_weaponSize, ui_weaponSize));
}
if (weapon->fireType != WeaponData::MELEE) {
const CharacterState& cs = player->getCharacter()->getCurrentState();
const CharacterWeaponSlot& slotInfo = cs.weapons[cs.currentWeapon];
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// In weapon.dat clip size of 0 or 1000+ indicates no reload
// Clip size of 1 is being visually omitted as well
bool noClip = weapon->clipSize < 2 || weapon->clipSize > 999;
uint32_t displayBulletsTotal = slotInfo.bulletsTotal;
if (noClip) {
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// The clip is actually there, but it holds just one shot/charge
displayBulletsTotal += slotInfo.bulletsClip;
ti.text =
GameStringUtil::fromString(std::to_string(displayBulletsTotal), ti.font);
} else {
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// Limit the maximal displayed length for the total bullet count
if (slotInfo.bulletsTotal > 9999) {
displayBulletsTotal = 9999;
}
ti.text = GameStringUtil::fromString(
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std::to_string(displayBulletsTotal) + "-" +
std::to_string(slotInfo.bulletsClip), ti.font);
}
ti.baseColour = ui_shadowColour;
ti.font = FONT_ARIAL;
ti.size = ui_ammoSize;
ti.align = TextRenderer::TextInfo::TextAlignment::Center;
ti.screenPosition = glm::vec2(iconX + ui_weaponSize / 2.f,
iconY + ui_weaponSize - ui_ammoHeight);
render->text.renderText(ti);
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}
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}
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void drawHUD(ViewCamera& currentView, PlayerController* player,
GameWorld* world, GameRenderer* render) {
if (player && player->getCharacter()) {
drawMap(currentView, player, world, render);
drawPlayerInfo(player, world, render);
drawScriptTimer(world, render);
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}
}
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void drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
const auto vp = glm::vec2(renderer->getRenderer()->getViewport());
TextRenderer::TextInfo ti;
ti.font = FONT_ARIAL;
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ti.screenPosition = glm::vec2(10.f, 10.f);
ti.size = 20.f;
auto& alltext = world->state->text.getAllText();
for (auto& l : alltext) {
for (auto& t : l) {
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ti.size = static_cast<float>(t.size);
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ti.font = t.font;
ti.text = t.text;
ti.wrapX = t.wrapX;
ti.screenPosition = (t.position / glm::vec2(640.f, 480.f)) * vp;
switch (t.alignment) {
case 0:
ti.align = TextRenderer::TextInfo::TextAlignment::Left;
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break;
case 1:
ti.align = TextRenderer::TextInfo::TextAlignment::Center;
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break;
case 2:
ti.align = TextRenderer::TextInfo::TextAlignment::Right;
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break;
}
// Check for the background type
if (t.colourBG.a == 0) {
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glm::vec2 shadowPosition(static_cast<int8_t>(t.colourBG.x),
static_cast<int8_t>(t.colourBG.y));
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ti.baseColour = glm::vec3(0.f);
ti.screenPosition += shadowPosition;
ti.backgroundColour = {0, 0, 0, 0};
renderer->text.renderText(ti, true);
ti.screenPosition -= shadowPosition;
} else if (t.colourBG.a > 0) {
ti.backgroundColour = t.colourBG;
}
ti.baseColour = t.colourFG;
renderer->text.renderText(ti);
}
}
}