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openrw/rwgame/DrawUI.cpp

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#include "DrawUI.hpp"
#include <ai/PlayerController.hpp>
#include <engine/GameState.hpp>
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#include <objects/CharacterObject.hpp>
#include <data/WeaponData.hpp>
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#include <render/GameRenderer.hpp>
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#include <glm/gtc/constants.hpp>
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#include <iomanip>
constexpr size_t ui_textSize = 25;
constexpr size_t ui_textHeight = 22;
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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_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_shadowColour(0, 0, 0);
const float ui_mapSize = 150.f;
const float ui_worldSizeMin = 200.f;
const float ui_worldSizeMax = 300.f;
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void drawMap(ViewCamera& currentView, PlayerController* player,
GameWorld* world, GameRenderer* render) {
MapRenderer::MapInfo map;
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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 * 0.95;
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render->map.draw(world, map);
}
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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;
float iconX = render->getRenderer()->getViewport().x -
(ui_outerMargin + ui_weaponSize);
float iconY = ui_outerMargin;
float wantedX = render->getRenderer()->getViewport().x - (ui_outerMargin);
float wantedY = ui_outerMargin + ui_weaponSize + 3.f;
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 = GameStringUtil::fromString(ss.str());
}
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);
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.baseColour = ui_shadowColour;
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);
infoTextY += ui_textHeight;
if (player->getCharacter()->getCurrentState().health > ui_lowHealth
|| fmod(world->getGameTime(), 0.5) >= .25) { // UI: Blinking health indicator if health is low
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std::stringstream ss;
ss << std::setw(3) << std::setfill('0')
<< (int)player->getCharacter()->getCurrentState().health;
ti.text = GameSymbols::Heart + GameStringUtil::fromString(ss.str());
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')
<< (int)player->getCharacter()->getCurrentState().armour;
ti.text = GameSymbols::Armour + GameStringUtil::fromString(ss.str());
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];
bool isProjectile = weapon->fireType == WeaponData::PROJECTILE;
bool isShotgun = weapon->modelID == 176;
bool isSniper = weapon->modelID == 177;
bool noClip = isProjectile || isShotgun || isSniper;
if (noClip) {
ti.text = GameStringUtil::fromString(
std::to_string(slotInfo.bulletsTotal));
} else {
ti.text = GameStringUtil::fromString(
std::to_string(slotInfo.bulletsClip) + "-" +
std::to_string(slotInfo.bulletsTotal));
}
ti.baseColour = ui_shadowColour;
ti.font = 2;
ti.size = ui_ammoSize;
ti.align = TextRenderer::TextInfo::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);
}
}
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void drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
const auto vp = glm::vec2(renderer->getRenderer()->getViewport());
TextRenderer::TextInfo ti;
ti.font = 2;
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) {
ti.size = t.size;
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::Left;
break;
case 1:
ti.align = TextRenderer::TextInfo::Center;
break;
case 2:
ti.align = TextRenderer::TextInfo::Right;
break;
}
// Check for the background type
if (t.colourBG.a == 0) {
glm::vec2 shadowPosition((int8_t)t.colourBG.x,
(int8_t)t.colourBG.y);
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);
}
}
}