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Text rendering
This commit is contained in:
parent
538d0c02f9
commit
2344024f08
@ -28,6 +28,7 @@ class SCMFile;
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* @brief Stores simple data about Textures such as transparency flags.
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*
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* @todo Covert usage to TextureHandles or something for streaming.
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* @todo Move out of GameData.hpp and into TextureInfo.hpp
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*/
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struct TextureInfo
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{
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@ -10,6 +10,7 @@
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#include <render/OpenGLRenderer.hpp>
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#include "MapRenderer.hpp"
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#include "TextRenderer.hpp"
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class Model;
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class ModelFrame;
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@ -244,6 +245,7 @@ public:
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}
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MapRenderer map;
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TextRenderer text;
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};
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#endif
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@ -77,6 +77,7 @@ public:
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/// @todo dont use GLint in the interface.
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virtual void setProgramBlockBinding(ShaderProgram* p, const std::string& name, GLint point) = 0;
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virtual void setUniformTexture(ShaderProgram*p, const std::string& name, GLint tex) = 0;
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virtual void setUniform(ShaderProgram*p, const std::string& name, const glm::mat4& m) = 0;
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virtual void setUniform(ShaderProgram*p, const std::string& name, const glm::vec4& v) = 0;
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virtual void setUniform(ShaderProgram*p, const std::string& name, const glm::vec3& v) = 0;
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virtual void setUniform(ShaderProgram*p, const std::string& name, const glm::vec2& v) = 0;
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@ -89,7 +90,15 @@ public:
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virtual void draw(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p) = 0;
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virtual void drawArrays(const glm::mat4& model, DrawBuffer* draw, const DrawParameters& p) = 0;
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void setViewport(const glm::ivec2& vp) { viewport = vp; }
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const glm::ivec2& getViewport() const { return viewport; }
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glm::mat4 get2DProjection() const;
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virtual void invalidate() = 0;
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private:
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glm::ivec2 viewport;
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};
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class OpenGLRenderer : public Renderer
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@ -127,6 +136,7 @@ public:
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ShaderProgram* createShader(const std::string &vert, const std::string &frag);
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void setProgramBlockBinding(ShaderProgram* p, const std::string &name, GLint point);
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void setUniformTexture(ShaderProgram* p, const std::string &name, GLint tex);
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void setUniform(ShaderProgram* p, const std::string& name, const glm::mat4& m);
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void setUniform(ShaderProgram* p, const std::string& name, const glm::vec4& m);
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void setUniform(ShaderProgram* p, const std::string& name, const glm::vec3& m);
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void setUniform(ShaderProgram* p, const std::string& name, const glm::vec2& m);
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53
rwengine/include/render/TextRenderer.hpp
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53
rwengine/include/render/TextRenderer.hpp
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@ -0,0 +1,53 @@
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#pragma once
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#include <engine/GameData.hpp>
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#include "OpenGLRenderer.hpp"
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#define GAME_FONTS 3
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class GameWorld;
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class GameRenderer;
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/**
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* @brief Handles rendering of bitmap font textures.
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*
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* In future, strings textures might be cached to improve performance, but
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* for now, we just render each glyph on it's own quad
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*/
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class TextRenderer
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{
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public:
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/**
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* @todo Can this be merged with the gamestate text entries?
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*/
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struct TextInfo
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{
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/// Font index @see TextRenderer::setFontTexture
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int font;
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/// Message to be displayed (including markup)
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std::string text;
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/// On screen position
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glm::vec2 screenPosition;
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/// font size
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float size;
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/// Base colour
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glm::vec3 baseColour;
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TextInfo();
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};
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TextRenderer(GameWorld* engine, GameRenderer* renderer);
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~TextRenderer();
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void setFontTexture( int index, const std::string& font );
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void renderText( const TextInfo& ti );
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private:
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std::string fonts[GAME_FONTS];
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GameWorld* engine;
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GameRenderer* renderer;
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Renderer::ShaderProgram* textShader;
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GeometryBuffer gb;
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DrawBuffer db;
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};
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@ -107,6 +107,7 @@ void GameData::load()
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_knownFiles.insert({"hud.txd", {false, datpath+"/models/hud.txd"}});
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_knownFiles.insert({"english.gxt", {false, datpath+"/TEXT/english.gxt"}});
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_knownFiles.insert({"ped.ifp", {false, datpath+"/anim/ped.ifp"}});
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_knownFiles.insert({"fonts.txd", {false, datpath+"/models/fonts.txd"}});
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_knownFiles.insert({"news.txd", {false, datpath+"/txd/NEWS.TXD"}});
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_knownFiles.insert({"splash1.txd", {false, datpath+"/txd/SPLASH1.TXD"}});
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@ -118,6 +119,7 @@ void GameData::load()
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loadDFF("arrow.dff");
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loadTXD("particle.txd");
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loadTXD("hud.txd");
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loadTXD("fonts.txd");
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loadCarcols(datpath+"/data/carcols.dat");
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loadWeather(datpath+"/data/timecyc.dat");
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@ -80,7 +80,7 @@ DrawBuffer ssRectDraw;
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GameRenderer::GameRenderer(GameWorld* engine)
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: engine(engine), renderer(new OpenGLRenderer), _renderAlpha(0.f),
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map(engine, renderer)
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map(engine, renderer), text(engine, this)
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{
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engine->logInfo("[DRAW] " + renderer->getIDString());
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@ -1,6 +1,7 @@
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#include <render/OpenGLRenderer.hpp>
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#include <GL/glew.h>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <sstream>
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#include <iostream>
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@ -79,6 +80,22 @@ GLuint compileProgram(const char* vertex, const char* fragment)
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return prog;
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}
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glm::mat4 Renderer::get2DProjection() const
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{
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glm::vec2 aspect(1.f, 1.f);
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if( viewport.x > viewport.y )
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{
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// Widescreen
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aspect.x = viewport.x / (float) viewport.y;
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}
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else
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{
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// Tall-o-vision
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aspect.y = viewport.y / (float)viewport.x;
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}
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return glm::ortho(0.f, 800.f * aspect.x, 600.f * aspect.y, 0.f, -1.f, 1.f);
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}
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void OpenGLRenderer::useDrawBuffer(DrawBuffer* dbuff)
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{
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if( dbuff != currentDbuff )
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@ -147,6 +164,13 @@ void OpenGLRenderer::setUniformTexture(Renderer::ShaderProgram* p, const std::st
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glUniform1i(currentProgram->getUniformLocation(name), tex);
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}
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void OpenGLRenderer::setUniform(Renderer::ShaderProgram* p, const std::string& name, const glm::mat4& m)
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{
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useProgram(p);
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glUniformMatrix4fv(currentProgram->getUniformLocation(name.c_str()), 1, GL_FALSE, glm::value_ptr(m));
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}
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void OpenGLRenderer::setUniform(Renderer::ShaderProgram* p, const std::string& name, const glm::vec4& m)
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{
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useProgram(p);
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178
rwengine/src/render/TextRenderer.cpp
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178
rwengine/src/render/TextRenderer.cpp
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@ -0,0 +1,178 @@
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#include "render/TextRenderer.hpp"
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#include <render/GameRenderer.hpp>
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#include <engine/GameWorld.hpp>
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const char* TextVertexShader = R"(
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#version 130
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#extension GL_ARB_explicit_attrib_location : enable
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#extension GL_ARB_uniform_buffer_object : enable
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layout(location = 0) in vec2 position;
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layout(location = 3) in vec2 texcoord;
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layout(location = 2) in vec3 colour;
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out vec2 TexCoord;
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out vec3 Colour;
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uniform mat4 proj;
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void main()
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{
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gl_Position = proj * vec4(position, 0.0, 1.0);
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TexCoord = texcoord;
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Colour = colour;
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})";
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const char* TextFragmentShader = R"(
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#version 130
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in vec2 TexCoord;
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in vec3 Colour;
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uniform vec4 colour;
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uniform sampler2D fontTexture;
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out vec4 outColour;
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void main()
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{
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float a = texture(fontTexture, TexCoord).a;
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outColour = vec4(Colour, a);
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})";
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struct TextVertex
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{
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glm::vec2 position;
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glm::vec2 texcoord;
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glm::vec3 colour;
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static const AttributeList vertex_attributes() {
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return {
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{ATRS_Position, 2, sizeof(TextVertex), 0ul},
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{ATRS_TexCoord, 2, sizeof(TextVertex), 0ul + sizeof(glm::vec2)},
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{ATRS_Colour, 3, sizeof(TextVertex), 0ul + sizeof(glm::vec2) * 2},
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};
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}
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};
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TextRenderer::TextInfo::TextInfo()
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: font(0), size(1.f), baseColour({1.f, 1.f, 1.f})
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{
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}
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TextRenderer::TextRenderer(GameWorld* engine, GameRenderer* renderer)
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: fonts({}), engine(engine), renderer(renderer)
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{
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textShader = renderer->getRenderer()->createShader(
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TextVertexShader, TextFragmentShader );
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}
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TextRenderer::~TextRenderer()
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{
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}
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void TextRenderer::setFontTexture(int index, const std::string& texture)
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{
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if( index < GAME_FONTS )
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{
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fonts[index] = texture;
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}
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}
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/// @todo This is very rough
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int charToIndex(char g)
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{
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if( g >= '0' && g <= '9' )
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{
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return 16 + (g - '0');
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}
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else if( g >= 'A' && g <= 'Z' )
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{
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return 33 + (g - 'A');
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}
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else if( g >= 'a' && g <= 'z' )
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{
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return 65 + (g - 'a');
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}
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switch(g)
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{
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default: return 0;
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case '!': return 1;
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case '"': return 2;
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case '#': return 3;
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case '$': return 4;
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case '%': return 5;
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case '&': return 6;
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case '\'': return 7;
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case '(': return 8;
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case ')': return 9;
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case '*': return 10;
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case '+': return 11;
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case ',': return 12;
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case '-': return 13;
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case '.': return 14;
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case '/': return 15;
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}
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}
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glm::vec4 indexToCoord(int font, int index)
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{
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int x = index % 16;
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int y = index / 16;
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glm::vec2 gsize( 1.f / 16.f, 1.f / ((font == 0) ? 16.f : 13.f) );
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return glm::vec4( x, y, x + 1, y + 1 ) *
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glm::vec4( gsize, gsize ); // + glm::vec4( 0.0001f, 0.0001f,-0.0001f,-0.0001f);
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}
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void TextRenderer::renderText(const TextRenderer::TextInfo& ti)
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{
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renderer->getRenderer()->useProgram(textShader);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glActiveTexture(GL_TEXTURE0);
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renderer->getRenderer()->setUniform(textShader, "proj", renderer->getRenderer()->get2DProjection());
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renderer->getRenderer()->setUniformTexture(textShader, "fontTexture", 0);
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glm::vec2 coord = ti.screenPosition;
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Renderer::DrawParameters dp;
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dp.start = 0;
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dp.count = gb.getCount();
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dp.texture = engine->gameData.textures[{fonts[ti.font], ""}].texName;
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glm::vec2 ss( ti.size );
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glm::vec3 colour = ti.baseColour;
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/// @todo make this less wastefull
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for( const char& c : ti.text )
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{
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// Handle special chars.
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if( c == '\n' )
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{
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coord.x = ti.screenPosition.x;
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coord.y += ss.y;
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continue;
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}
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int glyph = charToIndex(c);
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auto tex = indexToCoord(ti.font, glyph);
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glm::vec2 p = coord;
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coord.x += ss.x;
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std::vector<TextVertex> geo = {
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{ { p.x, p.y + ss.y }, {tex.x, tex.w}, colour },
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{ { p.x + ss.x, p.y + ss.y }, {tex.z, tex.w}, colour },
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{ { p.x, p.y }, {tex.x, tex.y}, colour },
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{ { p.x + ss.x, p.y }, {tex.z, tex.y}, colour },
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};
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gb.uploadVertices(geo);
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db.addGeometry(&gb);
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db.setFaceType(GL_TRIANGLE_STRIP);
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renderer->getRenderer()->drawArrays(glm::mat4(), &db, dp);
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}
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}
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@ -2,17 +2,16 @@
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#define _GAME_MENUSYSTEM_HPP_
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#include <string>
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#include <memory>
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#include <SFML/Window.hpp>
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#include <SFML/Graphics.hpp>
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#include <glm/glm.hpp>
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#include <render/GameRenderer.hpp>
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#include <functional>
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class Menu
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{
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sf::Font font;
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int font;
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public:
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Menu(const sf::Font& font)
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Menu(int font)
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: font(font), activeEntry(-1) {}
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struct MenuEntry
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@ -20,19 +19,26 @@ public:
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std::string name;
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float _size;
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MenuEntry(const std::string& n, float size = 38.f) : name(n), _size(size) {}
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MenuEntry(const std::string& n, float size = 30.f) : name(n), _size(size) {}
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float getHeight() { return _size; }
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virtual void draw(const sf::Font& font, sf::RenderWindow& window, glm::vec2& basis)
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virtual void draw(int font, bool active, GameRenderer* r, glm::vec2& basis)
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{
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sf::Text t;
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t.setFont(font);
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t.setPosition(basis.x + 6, basis.y + 2);
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t.setString(name);
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auto cSize = getHeight() - 10.f;
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t.setCharacterSize(cSize);
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window.draw(t);
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TextRenderer::TextInfo ti;
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ti.font = font;
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ti.screenPosition = basis;
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ti.text = name;
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ti.size = getHeight();
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if( ! active )
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{
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ti.baseColour = glm::vec3(1.f, 1.f, 1.f);
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}
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else
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{
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ti.baseColour = glm::vec3(1.f, 1.f, 0.f);
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}
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r->text.renderText(ti);
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basis.y += getHeight();
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}
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@ -49,7 +55,7 @@ public:
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void activate(float clickX, float clickY) { callback(); }
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};
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static std::shared_ptr<MenuEntry> lambda(const std::string& n, std::function<void (void)> callback, float size = 38.f)
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static std::shared_ptr<MenuEntry> lambda(const std::string& n, std::function<void (void)> callback, float size = 30.f)
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{
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return std::shared_ptr<MenuEntry>(new Entry(n, callback, size));
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}
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@ -68,20 +74,19 @@ public:
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entries.push_back(entry);
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}
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void draw(sf::RenderWindow& window)
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void draw(GameRenderer* r)
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{
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glm::vec2 basis(offset);
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for(size_t i = 0;
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i < entries.size();
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++i)
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{
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if(activeEntry >= 0 && i == (unsigned) activeEntry) {
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sf::RectangleShape rs(sf::Vector2f(250.f, entries[i]->getHeight()));
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rs.setPosition(basis.x, basis.y);
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rs.setFillColor(sf::Color::Cyan);
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window.draw(rs);
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bool active = false;
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if(activeEntry >= 0 && i == (unsigned) activeEntry)
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{
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active = true;
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}
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entries[i]->draw(font, window, basis);
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entries[i]->draw(font, active, r, basis);
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}
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}
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@ -4,6 +4,7 @@
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#include <engine/GameObject.hpp>
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#include <engine/GameState.hpp>
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#include <engine/GameWorld.hpp>
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#include <render/GameRenderer.hpp>
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#include <render/DebugDraw.hpp>
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#include <script/ScriptMachine.hpp>
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@ -19,10 +20,6 @@ RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
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: engine(nullptr), inFocus(true),
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accum(0.f), timescale(1.f)
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{
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if(! font.loadFromFile(gamepath + "/DejaVuSansMono.ttf")) {
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std::cerr << "Failed to load font" << std::endl;
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}
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size_t w = GAME_WINDOW_WIDTH, h = GAME_WINDOW_HEIGHT;
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bool fullscreen = false;
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||||
|
||||
@ -65,6 +62,11 @@ RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
|
||||
engine->gameData.loadIMG("/models/txd");
|
||||
engine->gameData.loadIMG("/anim/cuts");
|
||||
|
||||
// Set up text renderer
|
||||
engine->renderer.text.setFontTexture(0, "pager");
|
||||
engine->renderer.text.setFontTexture(1, "font1");
|
||||
engine->renderer.text.setFontTexture(2, "font2");
|
||||
|
||||
/// @TODO expand this here.
|
||||
engine->load();
|
||||
debug = new DebugDraw;
|
||||
@ -139,7 +141,7 @@ int RWGame::run()
|
||||
|
||||
render(alpha);
|
||||
|
||||
StateManager::get().draw(window);
|
||||
StateManager::get().draw(&engine->renderer);
|
||||
|
||||
window.display();
|
||||
|
||||
@ -202,6 +204,9 @@ void RWGame::tick(float dt)
|
||||
|
||||
void RWGame::render(float alpha)
|
||||
{
|
||||
auto size = getWindow().getSize();
|
||||
engine->renderer.getRenderer()->setViewport({size.x, size.y});
|
||||
|
||||
ViewCamera viewCam;
|
||||
if( engine->state.currentCutscene != nullptr && engine->state.cutsceneStartTime >= 0.f )
|
||||
{
|
||||
@ -285,8 +290,6 @@ void RWGame::render(float alpha)
|
||||
debug->flush(&engine->renderer);
|
||||
#endif
|
||||
|
||||
window.resetGLStates();
|
||||
|
||||
std::stringstream ss;
|
||||
ss << std::setfill('0') << "Time: " << std::setw(2) << engine->getHour()
|
||||
<< ":" << std::setw(2) << engine->getMinute() << " (" << engine->gameTime << "s)\n";
|
||||
@ -303,38 +306,39 @@ void RWGame::render(float alpha)
|
||||
ss << std::endl;
|
||||
}
|
||||
|
||||
sf::Text text(ss.str(), font, 14);
|
||||
text.setPosition(10, 10);
|
||||
window.draw(text);
|
||||
TextRenderer::TextInfo ti;
|
||||
ti.text = ss.str();
|
||||
ti.font = 2;
|
||||
ti.screenPosition = glm::vec2( 10.f, 10.f );
|
||||
ti.size = 20.f;
|
||||
engine->renderer.text.renderText(ti);
|
||||
|
||||
while( engine->log.size() > 0 && engine->log.front().time + 10.f < engine->gameTime ) {
|
||||
engine->log.pop_front();
|
||||
}
|
||||
|
||||
sf::Vector2f tpos(10.f, window.getSize().y - 30.f);
|
||||
text.setCharacterSize(14);
|
||||
ti.screenPosition = glm::vec2( 10.f, 500.f );
|
||||
ti.size = 15.f;
|
||||
for(auto it = engine->log.begin(); it != engine->log.end(); ++it) {
|
||||
text.setString(it->message);
|
||||
ti.text = it->message;
|
||||
switch(it->type) {
|
||||
case GameWorld::LogEntry::Error:
|
||||
text.setColor(sf::Color::Red);
|
||||
ti.baseColour = glm::vec3(1.f, 0.f, 0.f);
|
||||
break;
|
||||
case GameWorld::LogEntry::Warning:
|
||||
text.setColor(sf::Color::Yellow);
|
||||
ti.baseColour = glm::vec3(1.f, 1.f, 0.f);
|
||||
break;
|
||||
default:
|
||||
text.setColor(sf::Color::White);
|
||||
ti.baseColour = glm::vec3(1.f, 1.f, 1.f);
|
||||
break;
|
||||
}
|
||||
|
||||
// Interpolate the color
|
||||
auto c = text.getColor();
|
||||
c.a = (engine->gameTime - it->time > 5.f) ? 255 - (((engine->gameTime - it->time) - 5.f)/5.f) * 255 : 255;
|
||||
text.setColor(c);
|
||||
// c.a = (engine->gameTime - it->time > 5.f) ? 255 - (((engine->gameTime - it->time) - 5.f)/5.f) * 255 : 255;
|
||||
// text.setColor(c);
|
||||
|
||||
text.setPosition(tpos);
|
||||
window.draw(text);
|
||||
tpos.y -= text.getLocalBounds().height;
|
||||
engine->renderer.text.renderText(ti);
|
||||
ti.screenPosition.y -= ti.size;
|
||||
}
|
||||
|
||||
for( int i = 0; i < engine->state.text.size(); )
|
||||
@ -351,77 +355,79 @@ void RWGame::render(float alpha)
|
||||
|
||||
for(OnscreenText& t : engine->state.text)
|
||||
{
|
||||
float fontSize = 15.f;
|
||||
float fontSize = 20.f;
|
||||
switch(t.osTextStyle)
|
||||
{
|
||||
default:
|
||||
fontSize = 15.f;
|
||||
fontSize = 20.f;
|
||||
break;
|
||||
case 1:
|
||||
fontSize = 25.f;
|
||||
fontSize = 40.f;
|
||||
break;
|
||||
case 2:
|
||||
fontSize = 20.f;
|
||||
break;
|
||||
}
|
||||
|
||||
sf::Text messageText(t.osTextString, font, fontSize);
|
||||
auto sz = window.getSize();
|
||||
|
||||
auto b = messageText.getLocalBounds();
|
||||
|
||||
ti.size = fontSize;
|
||||
ti.screenPosition = glm::vec2(0.f);
|
||||
ti.font = 0;
|
||||
if(t.osTextStyle == 1)
|
||||
{
|
||||
messageText.setPosition(sz.x / 2.f - std::round(b.width / 2.f), sz.y / 2.f - std::round(b.height / 2.f));
|
||||
ti.screenPosition = glm::vec2(500.f, 500.f);
|
||||
}
|
||||
else if(t.osTextStyle == 2)
|
||||
{
|
||||
messageText.setPosition(sz.x * 0.9f - std::round(b.width), sz.y * 0.8f - std::round(b.height / 2.f));
|
||||
ti.screenPosition = glm::vec2(500.f, 500.f);
|
||||
}
|
||||
else if(t.osTextStyle == 12)
|
||||
{
|
||||
messageText.setPosition(15.f, 15.f);
|
||||
ti.screenPosition = glm::vec2(20.f, 20.f);
|
||||
ti.font = 2;
|
||||
// messageText.setPosition(15.f, 15.f);
|
||||
|
||||
// Insert line breaks into the message string.
|
||||
auto m = messageText.getString();
|
||||
const float boxWidth = 250.f;
|
||||
int lastSpace = 0;
|
||||
float lineLength = 0.f, wordLength = 0.f;
|
||||
for( int c = 0; c < m.getSize(); ++c )
|
||||
{
|
||||
if(m[c] == ' ')
|
||||
{
|
||||
lastSpace = c;
|
||||
lineLength += wordLength;
|
||||
wordLength = 0.f;
|
||||
}
|
||||
|
||||
auto& metrics = font.getGlyph(m[c], fontSize, false);
|
||||
wordLength += metrics.bounds.width;
|
||||
|
||||
if( lineLength + wordLength > boxWidth )
|
||||
{
|
||||
m[lastSpace] = '\n';
|
||||
lineLength = 0.f;
|
||||
}
|
||||
}
|
||||
messageText.setString(m);
|
||||
|
||||
auto bds = messageText.getGlobalBounds();
|
||||
sf::RectangleShape bg(sf::Vector2f(bds.width, bds.height) + sf::Vector2f(10.f, 10.f));
|
||||
bg.setFillColor(sf::Color::Black);
|
||||
bg.setPosition(sf::Vector2f(bds.left, bds.top) - sf::Vector2f(5.f, 5.f));
|
||||
window.draw(bg);
|
||||
// // Insert line breaks into the message string.
|
||||
// auto m = messageText.getString();
|
||||
// const float boxWidth = 250.f;
|
||||
// int lastSpace = 0;
|
||||
// float lineLength = 0.f, wordLength = 0.f;
|
||||
// for( int c = 0; c < m.getSize(); ++c )
|
||||
// {
|
||||
// if(m[c] == ' ')
|
||||
// {
|
||||
// lastSpace = c;
|
||||
// lineLength += wordLength;
|
||||
// wordLength = 0.f;
|
||||
// }
|
||||
//
|
||||
// auto& metrics = font.getGlyph(m[c], fontSize, false);
|
||||
// wordLength += metrics.bounds.width;
|
||||
//
|
||||
// if( lineLength + wordLength > boxWidth )
|
||||
// {
|
||||
// m[lastSpace] = '\n';
|
||||
// lineLength = 0.f;
|
||||
// }
|
||||
// }
|
||||
// messageText.setString(m);
|
||||
//
|
||||
// auto bds = messageText.getGlobalBounds();
|
||||
// sf::RectangleShape bg(sf::Vector2f(bds.width, bds.height) + sf::Vector2f(10.f, 10.f));
|
||||
// bg.setFillColor(sf::Color::Black);
|
||||
// bg.setPosition(sf::Vector2f(bds.left, bds.top) - sf::Vector2f(5.f, 5.f));
|
||||
// window.draw(bg);
|
||||
}
|
||||
else
|
||||
{
|
||||
float lowerBar = sz.y - sz.y * 0.1f;
|
||||
messageText.setPosition(sz.x / 2.f - std::round(b.width / 2.f), lowerBar - std::round(b.height / 2.f));
|
||||
}
|
||||
window.draw(messageText);
|
||||
float lowerBar = 550.f;
|
||||
ti.screenPosition = glm::vec2(300.f, lowerBar);
|
||||
}
|
||||
|
||||
for(auto& t : engine->state.texts) {
|
||||
ti.text = t.osTextString;
|
||||
engine->renderer.text.renderText(ti);
|
||||
}
|
||||
|
||||
/*for(auto& t : engine->state.texts) {
|
||||
sf::Text messageText(t.text, font, 15);
|
||||
|
||||
glm::vec2 scpos(t.position.x, t.position.y);
|
||||
@ -432,7 +438,7 @@ void RWGame::render(float alpha)
|
||||
messageText.setPosition(scpos.x, scpos.y);
|
||||
|
||||
window.draw(messageText);
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
void RWGame::globalKeyEvent(const sf::Event& event)
|
||||
|
@ -15,8 +15,6 @@ class RWGame
|
||||
|
||||
float accum;
|
||||
float timescale;
|
||||
|
||||
sf::Font font;
|
||||
public:
|
||||
|
||||
RWGame(const std::string& gamepath, int argc, char* argv[]);
|
||||
@ -34,11 +32,6 @@ public:
|
||||
return window;
|
||||
}
|
||||
|
||||
sf::Font& getFont()
|
||||
{
|
||||
return font;
|
||||
}
|
||||
|
||||
bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object = nullptr)
|
||||
{
|
||||
auto vc = nextCam;
|
||||
|
@ -2,7 +2,8 @@
|
||||
#define _GAME_STATE_HPP_
|
||||
#include <functional>
|
||||
#include <queue>
|
||||
#include <SFML/Graphics/RenderWindow.hpp>
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <SFML/System.hpp>
|
||||
#include <render/ViewCamera.hpp>
|
||||
#include "MenuSystem.hpp"
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
@ -26,10 +27,10 @@ struct State
|
||||
|
||||
virtual void tick(float dt) = 0;
|
||||
|
||||
virtual void draw(sf::RenderWindow& w)
|
||||
virtual void draw(GameRenderer* r)
|
||||
{
|
||||
if(getCurrentMenu()) {
|
||||
getCurrentMenu()->draw(w);
|
||||
getCurrentMenu()->draw(r);
|
||||
}
|
||||
}
|
||||
|
||||
@ -117,9 +118,9 @@ struct StateManager
|
||||
states.back()->tick(dt);
|
||||
}
|
||||
|
||||
void draw(sf::RenderWindow& w)
|
||||
void draw(GameRenderer* r)
|
||||
{
|
||||
states.back()->draw(w);
|
||||
states.back()->draw(r);
|
||||
}
|
||||
|
||||
void exit()
|
||||
|
@ -24,8 +24,8 @@ void jumpCharacter(RWGame* game, CharacterController* controller, const glm::vec
|
||||
DebugState::DebugState(RWGame* game, const glm::vec3& vp, const glm::quat& vd)
|
||||
: State(game), _freeLook( false ), _sonicMode( false )
|
||||
{
|
||||
Menu *m = new Menu(game->getFont());
|
||||
m->offset = glm::vec2(50.f, 100.f);
|
||||
Menu *m = new Menu(2);
|
||||
m->offset = glm::vec2(200.f, 200.f);
|
||||
float entryHeight = 24.f;
|
||||
#if 0
|
||||
m->addEntry(Menu::lambda("Random Vehicle", [this] {
|
||||
|
@ -187,14 +187,14 @@ void IngameState::tick(float dt)
|
||||
}
|
||||
}
|
||||
|
||||
void IngameState::draw(sf::RenderWindow& w)
|
||||
void IngameState::draw(GameRenderer* r)
|
||||
{
|
||||
if( !getWorld()->state.isCinematic && getWorld()->isCutsceneDone() )
|
||||
{
|
||||
drawHUD(w);
|
||||
drawHUD(getWindow());
|
||||
}
|
||||
|
||||
State::draw(w);
|
||||
State::draw(r);
|
||||
}
|
||||
|
||||
|
||||
|
@ -24,7 +24,7 @@ public:
|
||||
virtual void exit();
|
||||
|
||||
virtual void tick(float dt);
|
||||
virtual void draw(sf::RenderWindow& w);
|
||||
virtual void draw(GameRenderer* r);
|
||||
|
||||
virtual void handleEvent(const sf::Event& event);
|
||||
|
||||
|
@ -47,10 +47,13 @@ void LoadingState::handleEvent(const sf::Event &e)
|
||||
State::handleEvent(e);
|
||||
}
|
||||
|
||||
void LoadingState::draw(sf::RenderWindow &w)
|
||||
void LoadingState::draw(GameRenderer* r)
|
||||
{
|
||||
// Display some manner of loading screen.
|
||||
sf::Text loadingText("Loading...", game->getFont(), 28);
|
||||
loadingText.setPosition({30.f, 20.f});
|
||||
w.draw(loadingText);
|
||||
TextRenderer::TextInfo ti;
|
||||
ti.text = "Loading...";
|
||||
ti.screenPosition = glm::vec2( -1.f, 0.5f );
|
||||
ti.size = 0.1f;
|
||||
ti.font = 2;
|
||||
r->text.renderText(ti);
|
||||
}
|
||||
|
@ -13,7 +13,7 @@ public:
|
||||
|
||||
virtual void tick(float dt);
|
||||
|
||||
virtual void draw(sf::RenderWindow &w);
|
||||
virtual void draw(GameRenderer* r);
|
||||
|
||||
virtual void handleEvent(const sf::Event& event);
|
||||
};
|
||||
|
@ -7,8 +7,8 @@
|
||||
MenuState::MenuState(RWGame* game)
|
||||
: State(game)
|
||||
{
|
||||
Menu *m = new Menu(game->getFont());
|
||||
m->offset = glm::vec2(50.f, 100.f);
|
||||
Menu *m = new Menu(2);
|
||||
m->offset = glm::vec2(200.f, 200.f);
|
||||
m->addEntry(Menu::lambda("Start", [=] { StateManager::get().enter(new IngameState(game)); }));
|
||||
m->addEntry(Menu::lambda("Test", [=] { StateManager::get().enter(new IngameState(game, true)); }));
|
||||
m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
|
||||
|
@ -6,8 +6,8 @@
|
||||
PauseState::PauseState(RWGame* game)
|
||||
: State(game)
|
||||
{
|
||||
Menu *m = new Menu(game->getFont());
|
||||
m->offset = glm::vec2(50.f, 100.f);
|
||||
Menu *m = new Menu(2);
|
||||
m->offset = glm::vec2( 200.f, 200.f );
|
||||
m->addEntry(Menu::lambda("Continue", [] { StateManager::get().exit(); }));
|
||||
m->addEntry(Menu::lambda("Options", [] { std::cout << "Options" << std::endl; }));
|
||||
m->addEntry(Menu::lambda("Exit", [&] { getWindow().close(); }));
|
||||
@ -29,10 +29,12 @@ void PauseState::tick(float dt)
|
||||
|
||||
}
|
||||
|
||||
void PauseState::draw(sf::RenderWindow& w)
|
||||
void PauseState::draw(GameRenderer* r)
|
||||
{
|
||||
MapRenderer::MapInfo map;
|
||||
|
||||
auto& w = getWindow();
|
||||
|
||||
map.scale = 0.25f;
|
||||
map.viewport = glm::vec2(w.getSize().x, w.getSize().y);
|
||||
map.mapSize = map.viewport;
|
||||
@ -44,7 +46,7 @@ void PauseState::draw(sf::RenderWindow& w)
|
||||
}
|
||||
getWorld()->renderer.map.draw(map);
|
||||
|
||||
State::draw(w);
|
||||
State::draw(r);
|
||||
}
|
||||
|
||||
void PauseState::handleEvent(const sf::Event &e)
|
||||
|
@ -13,7 +13,7 @@ public:
|
||||
|
||||
virtual void tick(float dt);
|
||||
|
||||
virtual void draw(sf::RenderWindow& w);
|
||||
virtual void draw(GameRenderer* r);
|
||||
|
||||
virtual void handleEvent(const sf::Event& event);
|
||||
};
|
||||
|
@ -7,8 +7,7 @@ BOOST_AUTO_TEST_SUITE(MenuUnitTests)
|
||||
BOOST_AUTO_TEST_CASE(menu_test_click)
|
||||
{
|
||||
bool clickered = false;
|
||||
sf::Font f;
|
||||
Menu test(f);
|
||||
Menu test(0);
|
||||
test.addEntry(Menu::lambda("Test", [&]{ clickered = true; }));
|
||||
|
||||
BOOST_CHECK(! clickered );
|
||||
@ -32,8 +31,7 @@ BOOST_AUTO_TEST_CASE(menu_test_click)
|
||||
BOOST_AUTO_TEST_CASE(menu_test_click_offset)
|
||||
{
|
||||
bool clickered = false;
|
||||
sf::Font f;
|
||||
Menu test(f);
|
||||
Menu test(0);
|
||||
test.offset = glm::vec2(200.f, 200.f);
|
||||
test.addEntry(Menu::lambda("Test", [&]{ clickered = true; }));
|
||||
|
||||
@ -58,8 +56,7 @@ BOOST_AUTO_TEST_CASE(menu_test_click_offset)
|
||||
BOOST_AUTO_TEST_CASE(menu_test_active_index)
|
||||
{
|
||||
int clickindex = -1;
|
||||
sf::Font f;
|
||||
Menu test(f);
|
||||
Menu test(0);
|
||||
test.addEntry(Menu::lambda("Test1", [&]{ clickindex = 0; }));
|
||||
test.addEntry(Menu::lambda("Test2", [&]{ clickindex = 1; }));
|
||||
|
||||
@ -86,8 +83,7 @@ BOOST_AUTO_TEST_CASE(menu_test_active_index)
|
||||
BOOST_AUTO_TEST_CASE(menu_test_hover_index)
|
||||
{
|
||||
int clickindex = -1;
|
||||
sf::Font f;
|
||||
Menu test(f);
|
||||
Menu test(0);
|
||||
test.addEntry(Menu::lambda("Test1", [&]{ clickindex = 0; }));
|
||||
test.addEntry(Menu::lambda("Test2", [&]{ clickindex = 1; }));
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user