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mirror of https://github.com/rwengine/openrw.git synced 2024-11-25 03:42:48 +01:00

Add HUDDrawer class and add a test

This commit is contained in:
Petar Kukolj 2018-10-29 14:52:18 +01:00 committed by Filip Gawin
parent 811765fd79
commit 262523c211
8 changed files with 132 additions and 154 deletions

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@ -15,8 +15,8 @@ set(RWGAME_SOURCES
GameWindow.hpp
GameWindow.cpp
DrawUI.cpp
DrawUI.hpp
HUDDrawer.hpp
HUDDrawer.cpp
MenuSystem.hpp
MenuSystem.cpp
GameInput.hpp

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@ -1,77 +0,0 @@
#ifndef _RWGAME_DRAWUI_HPP_
#define _RWGAME_DRAWUI_HPP_
#include <engine/GameWorld.hpp>
#include <render/GameRenderer.hpp>
class PlayerController;
/**
* Wrapper class for HUD drawing parameters.
*/
class HUDParameters {
public:
struct Parameters {
float hudScale;
float uiTextSize;
float uiTextHeight;
float uiElementMargin;
float uiOuterMargin;
float uiInfoMargin;
float uiWeaponSize;
float uiAmmoSize;
float uiAmmoHeight;
float uiWantedLevelHeight;
float uiScriptTimerHeight;
float uiArmourOffset;
float uiMapSize;
};
static const size_t uiTextSize = 25;
static const size_t uiTextHeight = 22;
static const size_t uiElementMargin = 3;
static const size_t uiOuterMargin = 20;
static const size_t uiInfoMargin = 10;
static const size_t uiWeaponSize = 64;
static const size_t uiAmmoSize = 14;
static const size_t uiAmmoHeight = 16;
static const size_t uiWantedLevelHeight =
uiOuterMargin + uiWeaponSize + uiElementMargin;
static const size_t uiScriptTimerHeight =
uiWantedLevelHeight + uiTextHeight + uiElementMargin;
static const size_t uiArmourOffset = uiTextSize * 3;
static const size_t uiMaxWantedLevel = 6;
static const size_t uiLowHealth = 9;
static constexpr glm::u8vec3 uiTimeColour = glm::u8vec3(196, 165, 119);
static constexpr glm::u8vec3 uiMoneyColour = glm::u8vec3(89, 113, 147);
static constexpr glm::u8vec3 uiHealthColour = glm::u8vec3(187, 102, 47);
static constexpr glm::u8vec3 uiArmourColour = glm::u8vec3(123, 136, 93);
static constexpr glm::u8vec3 uiScriptTimerColour = glm::u8vec3(186, 101, 50);
static constexpr glm::u8vec3 uiShadowColour = glm::u8vec3(0, 0, 0);
static constexpr float uiMapSize = 150.f;
static constexpr float uiWorldSizeMin = 200.f;
static constexpr float uiWorldSizeMax = 300.f;
static HUDParameters& getInstance() {
static HUDParameters instance;
return instance;
}
void scaleHUD(float scale = 1.f);
Parameters getHUDParameters();
private:
Parameters hudParameters;
HUDParameters() = default;
~HUDParameters() = default;
HUDParameters(const HUDParameters&) = delete;
HUDParameters& operator=(const HUDParameters&) = delete;
};
void drawHUD(ViewCamera& currentView, PlayerController* player,
GameWorld* world, GameRenderer* render);
void drawOnScreenText(GameWorld* world, GameRenderer* renderer);
#endif

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@ -1,4 +1,4 @@
#include "DrawUI.hpp"
#include "HUDDrawer.hpp"
#include <ai/PlayerController.hpp>
#include <data/WeaponData.hpp>
#include <engine/GameData.hpp>
@ -10,18 +10,15 @@
#include <iomanip>
#include <sstream>
void drawScriptTimer(GameWorld* world, GameRenderer* render) {
HUDParameters& hudParams = HUDParameters::getInstance();
HUDParameters::Parameters parameters = hudParams.getHUDParameters();
void HUDDrawer::drawScriptTimer(GameWorld* world, GameRenderer* render) {
if (world->state->scriptTimerVariable) {
float scriptTimerTextX = static_cast<float>(
render->getRenderer()->getViewport().x - parameters.uiOuterMargin);
float scriptTimerTextY = parameters.uiScriptTimerHeight;
render->getRenderer()->getViewport().x - hudParameters.uiOuterMargin);
float scriptTimerTextY = hudParameters.uiScriptTimerHeight;
TextRenderer::TextInfo ti;
ti.font = FONT_PRICEDOWN;
ti.size = parameters.uiTextSize;
ti.size = hudParameters.uiTextSize;
ti.align = TextRenderer::TextInfo::TextAlignment::Right;
{
@ -33,30 +30,28 @@ void drawScriptTimer(GameWorld* world, GameRenderer* render) {
ti.text = GameStringUtil::fromString(ss.str(), ti.font);
}
ti.baseColour = hudParams.uiShadowColour;
ti.baseColour = hudParameters.uiShadowColour;
ti.screenPosition =
glm::vec2(scriptTimerTextX + 1.f, scriptTimerTextY + 1.f);
render->text.renderText(ti);
ti.baseColour = hudParams.uiScriptTimerColour;
ti.baseColour = hudParameters.uiScriptTimerColour;
ti.screenPosition = glm::vec2(scriptTimerTextX, scriptTimerTextY);
render->text.renderText(ti);
}
}
void drawMap(ViewCamera& currentView, PlayerController* player,
void HUDDrawer::drawMap(ViewCamera& currentView, PlayerController* player,
GameWorld* world, GameRenderer* render) {
MapRenderer::MapInfo map;
HUDParameters& hudParams = HUDParameters::getInstance();
HUDParameters::Parameters parameters = hudParams.getHUDParameters();
if (world->state->hudFlash != HudFlash::FlashRadar ||
std::fmod(world->getGameTime(), 0.5f) >= .25f) {
glm::quat camRot = currentView.rotation;
map.rotation = glm::roll(camRot) - glm::half_pi<float>();
map.worldSize = hudParams.uiWorldSizeMin;
map.worldSize = hudParams.uiWorldSizeMax;
map.worldSize = hudParameters.uiWorldSizeMin;
map.worldSize = hudParameters.uiWorldSizeMax;
if (player) {
map.worldCenter = glm::vec2(player->getCharacter()->getPosition());
}
@ -64,34 +59,31 @@ void drawMap(ViewCamera& currentView, PlayerController* player,
const glm::ivec2& vp = render->getRenderer()->getViewport();
glm::vec2 mapTop =
glm::vec2(parameters.uiOuterMargin, vp.y - (parameters.uiOuterMargin + parameters.uiMapSize));
glm::vec2(hudParameters.uiOuterMargin, vp.y - (hudParameters.uiOuterMargin + hudParameters.uiMapSize));
glm::vec2 mapBottom =
glm::vec2(parameters.uiOuterMargin + parameters.uiMapSize, vp.y - parameters.uiOuterMargin);
glm::vec2(hudParameters.uiOuterMargin + hudParameters.uiMapSize, vp.y - hudParameters.uiOuterMargin);
map.screenPosition = (mapTop + mapBottom) / 2.f;
map.screenSize = parameters.uiMapSize * 0.95f;
map.screenSize = hudParameters.uiMapSize * 0.95f;
render->map.draw(world, map);
}
}
void drawPlayerInfo(PlayerController* player, GameWorld* world,
void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
GameRenderer* render) {
HUDParameters& hudParams = HUDParameters::getInstance();
HUDParameters::Parameters parameters = hudParams.getHUDParameters();
float infoTextX = static_cast<float>(render->getRenderer()->getViewport().x -
(parameters.uiOuterMargin + parameters.uiWeaponSize + parameters.uiInfoMargin));
float infoTextY = 0.f + parameters.uiOuterMargin;
(hudParameters.uiOuterMargin + hudParameters.uiWeaponSize + hudParameters.uiInfoMargin));
float infoTextY = 0.f + hudParameters.uiOuterMargin;
float iconX = static_cast<float>(render->getRenderer()->getViewport().x -
(parameters.uiOuterMargin + parameters.uiWeaponSize));
float iconY = parameters.uiOuterMargin;
float wantedX = static_cast<float>(render->getRenderer()->getViewport().x - parameters.uiOuterMargin);
float wantedY = parameters.uiWantedLevelHeight;
(hudParameters.uiOuterMargin + hudParameters.uiWeaponSize));
float iconY = hudParameters.uiOuterMargin;
float wantedX = static_cast<float>(render->getRenderer()->getViewport().x - hudParameters.uiOuterMargin);
float wantedY = hudParameters.uiWantedLevelHeight;
TextRenderer::TextInfo ti;
ti.font = FONT_PRICEDOWN;
ti.size = parameters.uiTextSize;
ti.size = hudParameters.uiTextSize;
ti.align = TextRenderer::TextInfo::TextAlignment::Right;
{
@ -102,16 +94,16 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
ti.text = GameStringUtil::fromString(ss.str(), ti.font);
}
ti.baseColour = hudParams.uiShadowColour;
ti.baseColour = hudParameters.uiShadowColour;
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
render->text.renderText(ti);
ti.baseColour = hudParams.uiTimeColour;
ti.baseColour = hudParameters.uiTimeColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
infoTextY += parameters.uiTextHeight;
infoTextY += hudParameters.uiTextHeight;
{
std::stringstream ss;
@ -121,19 +113,19 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
ti.text = GameSymbols::Money + GameStringUtil::fromString(ss.str(), ti.font);
}
ti.baseColour = hudParams.uiShadowColour;
ti.baseColour = hudParameters.uiShadowColour;
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
render->text.renderText(ti);
ti.baseColour = hudParams.uiMoneyColour;
ti.baseColour = hudParameters.uiMoneyColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
infoTextY += parameters.uiTextHeight;
infoTextY += hudParameters.uiTextHeight;
if ((world->state->hudFlash != HudFlash::FlashHealth &&
player->getCharacter()->getCurrentState().health > hudParams.uiLowHealth) ||
player->getCharacter()->getCurrentState().health > hudParameters.uiLowHealth) ||
std::fmod(world->getGameTime(), 0.5f) >=
.25f) { // UI: Blinking health indicator if health is low
std::stringstream ss;
@ -142,12 +134,12 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
player->getCharacter()->getCurrentState().health);
ti.text = GameSymbols::Heart + GameStringUtil::fromString(ss.str(), ti.font);
ti.baseColour = hudParams.uiShadowColour;
ti.baseColour = hudParameters.uiShadowColour;
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
render->text.renderText(ti);
ti.baseColour = hudParams.uiHealthColour;
ti.baseColour = hudParameters.uiHealthColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
}
@ -159,22 +151,22 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
player->getCharacter()->getCurrentState().armour);
ti.text = GameSymbols::Armour + GameStringUtil::fromString(ss.str(), ti.font);
ti.baseColour = hudParams.uiShadowColour;
ti.baseColour = hudParameters.uiShadowColour;
ti.screenPosition =
glm::vec2(infoTextX + 1.f - parameters.uiArmourOffset, infoTextY + 1.f);
glm::vec2(infoTextX + 1.f - hudParameters.uiArmourOffset, infoTextY + 1.f);
render->text.renderText(ti);
ti.baseColour = hudParams.uiArmourColour;
ti.screenPosition = glm::vec2(infoTextX - parameters.uiArmourOffset, infoTextY);
ti.baseColour = hudParameters.uiArmourColour;
ti.screenPosition = glm::vec2(infoTextX - hudParameters.uiArmourOffset, infoTextY);
render->text.renderText(ti);
}
GameString s;
for (size_t i = 0; i < hudParams.uiMaxWantedLevel; ++i) {
for (size_t i = 0; i < hudParameters.uiMaxWantedLevel; ++i) {
s += GameSymbols::Star;
}
ti.text = s;
ti.baseColour = hudParams.uiShadowColour;
ti.baseColour = hudParameters.uiShadowColour;
ti.screenPosition = glm::vec2(wantedX + 1.f, wantedY + 1.f);
render->text.renderText(ti);
@ -214,7 +206,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
RW_CHECK(itemTexture->getName() != 0, "Item has 0 texture");
render->drawTexture(
itemTexture.get(),
glm::vec4(iconX, iconY, parameters.uiWeaponSize, parameters.uiWeaponSize));
glm::vec4(iconX, iconY, hudParameters.uiWeaponSize, hudParameters.uiWeaponSize));
}
if (weapon->fireType != WeaponData::MELEE) {
@ -244,17 +236,17 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
std::to_string(slotInfo.bulletsClip), ti.font);
}
ti.baseColour = hudParams.uiShadowColour;
ti.baseColour = hudParameters.uiShadowColour;
ti.font = FONT_ARIAL;
ti.size = parameters.uiAmmoSize;
ti.size = hudParameters.uiAmmoSize;
ti.align = TextRenderer::TextInfo::TextAlignment::Center;
ti.screenPosition = glm::vec2(iconX + parameters.uiWeaponSize / 2.f,
iconY + parameters.uiWeaponSize - parameters.uiAmmoHeight);
ti.screenPosition = glm::vec2(iconX + hudParameters.uiWeaponSize / 2.f,
iconY + hudParameters.uiWeaponSize - hudParameters.uiAmmoHeight);
render->text.renderText(ti);
}
}
void drawHUD(ViewCamera& currentView, PlayerController* player,
void HUDDrawer::drawHUD(ViewCamera& currentView, PlayerController* player,
GameWorld* world, GameRenderer* render) {
if (player && player->getCharacter()) {
drawMap(currentView, player, world, render);
@ -263,9 +255,7 @@ void drawHUD(ViewCamera& currentView, PlayerController* player,
}
}
void drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
HUDParameters::Parameters parameters = HUDParameters::getInstance().getHUDParameters();
void HUDDrawer::drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
const auto vp = glm::vec2(renderer->getRenderer()->getViewport());
TextRenderer::TextInfo ti;
@ -277,7 +267,7 @@ void drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
for (auto& l : alltext) {
for (auto& t : l) {
ti.size = static_cast<float>(t.size * parameters.hudScale);
ti.size = static_cast<float>(t.size * hudParameters.hudScale);
ti.font = t.font;
ti.text = t.text;
ti.wrapX = t.wrapX;
@ -316,22 +306,22 @@ void drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
}
}
void HUDParameters::scaleHUD(float scale) {
void HUDDrawer::applyHUDScale(const float scale) {
hudParameters.hudScale = scale;
hudParameters.uiTextSize = uiTextSize * scale;
hudParameters.uiTextHeight = uiTextHeight * scale;
hudParameters.uiElementMargin = uiElementMargin * scale;
hudParameters.uiOuterMargin = uiOuterMargin * scale;
hudParameters.uiInfoMargin = uiInfoMargin * scale;
hudParameters.uiWeaponSize = uiWeaponSize * scale;
hudParameters.uiAmmoSize = uiAmmoSize * scale;
hudParameters.uiAmmoHeight = uiAmmoHeight * scale;
hudParameters.uiWantedLevelHeight = uiWantedLevelHeight * scale;
hudParameters.uiScriptTimerHeight = uiScriptTimerHeight * scale;
hudParameters.uiArmourOffset = uiArmourOffset * scale;
hudParameters.uiMapSize = uiMapSize * scale;
hudParameters.uiTextSize *= scale;
hudParameters.uiTextHeight *= scale;
hudParameters.uiElementMargin *= scale;
hudParameters.uiOuterMargin *= scale;
hudParameters.uiInfoMargin *= scale;
hudParameters.uiWeaponSize *= scale;
hudParameters.uiAmmoSize *= scale;
hudParameters.uiAmmoHeight *= scale;
hudParameters.uiWantedLevelHeight *= scale;
hudParameters.uiScriptTimerHeight *= scale;
hudParameters.uiArmourOffset *= scale;
hudParameters.uiMapSize *= scale;
}
HUDParameters::Parameters HUDParameters::getHUDParameters() {
HUDDrawer::HUDParameters HUDDrawer::getHUDParameters() {
return hudParameters;
}

57
rwgame/HUDDrawer.hpp Normal file
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@ -0,0 +1,57 @@
#ifndef _RWGAME_HUDDRAWER_HPP_
#define _RWGAME_HUDDRAWER_HPP_
#include <engine/GameWorld.hpp>
#include <render/GameRenderer.hpp>
class PlayerController;
class HUDDrawer {
public:
struct HUDParameters {
float hudScale = 1.f;
float uiTextSize = 25.f;
float uiTextHeight = 22.f;
float uiElementMargin = 3.f;
float uiOuterMargin = 20.f;
float uiInfoMargin = 10.f;
float uiWeaponSize = 64.f;
float uiAmmoSize = 14.f;
float uiAmmoHeight = 16.f;
float uiWantedLevelHeight =
uiOuterMargin + uiWeaponSize + uiElementMargin;
float uiScriptTimerHeight =
uiWantedLevelHeight + uiTextHeight + uiElementMargin;
float uiArmourOffset = uiTextSize * 3.f;
float uiMaxWantedLevel = 6.f;
float uiLowHealth = 9.f;
glm::u8vec3 uiTimeColour = glm::u8vec3(196, 165, 119);
glm::u8vec3 uiMoneyColour = glm::u8vec3(89, 113, 147);
glm::u8vec3 uiHealthColour = glm::u8vec3(187, 102, 47);
glm::u8vec3 uiArmourColour = glm::u8vec3(123, 136, 93);
glm::u8vec3 uiScriptTimerColour = glm::u8vec3(186, 101, 50);
glm::u8vec3 uiShadowColour = glm::u8vec3(0, 0, 0);
float uiMapSize = 150.f;
float uiWorldSizeMin = 200.f;
float uiWorldSizeMax = 300.f;
};
HUDDrawer() = default;
~HUDDrawer() = default;
void applyHUDScale(const float scale);
HUDParameters getHUDParameters();
void drawHUD(ViewCamera& currentView, PlayerController* player,
GameWorld* world, GameRenderer* render);
void drawOnScreenText(GameWorld* world, GameRenderer* renderer);
private:
HUDParameters hudParameters;
void drawScriptTimer(GameWorld* world, GameRenderer* render);
void drawMap(ViewCamera& currentView, PlayerController* player,
GameWorld* world, GameRenderer* render);
void drawPlayerInfo(PlayerController* player, GameWorld* world,
GameRenderer* render);
};
#endif

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@ -2,7 +2,6 @@
#include <glm/gtx/norm.hpp>
#include "DrawUI.hpp"
#include "GameInput.hpp"
#include "State.hpp"
#include "states/BenchmarkState.hpp"
@ -75,7 +74,8 @@ RWGame::RWGame(Logger& log, int argc, char* argv[])
renderer.text.setFontTexture(FONT_PRICEDOWN, "font1");
renderer.text.setFontTexture(FONT_ARIAL, "font2");
HUDParameters::getInstance().scaleHUD(config.getHUDScale());
hudDrawer = HUDDrawer();
hudDrawer.applyHUDScale(config.getHUDScale());
renderer.map.scaleHUD(config.getHUDScale());
debug.setDebugMode(btIDebugDraw::DBG_DrawWireframe |
@ -623,7 +623,7 @@ void RWGame::render(float alpha, float time) {
renderDebugView(time, viewCam);
if (!world->isPaused()) drawOnScreenText(world.get(), &renderer);
if (!world->isPaused()) hudDrawer.drawOnScreenText(world.get(), &renderer);
if (StateManager::currentState()) {
RW_PROFILE_SCOPE("state");

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@ -23,6 +23,7 @@
#include "game.hpp"
#include "GameBase.hpp"
#include "HUDDrawer.hpp"
class PlayerController;
@ -31,6 +32,7 @@ class RWGame final : public GameBase {
GameRenderer renderer;
DebugDraw debug;
GameState state;
HUDDrawer hudDrawer;
std::unique_ptr<GameWorld> world;
@ -85,6 +87,10 @@ public:
return vm.get();
}
HUDDrawer& getHUDDrawer() {
return hudDrawer;
}
bool hitWorldRay(glm::vec3& hit, glm::vec3& normal,
GameObject** object = nullptr) {
auto vc = currentCam;

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@ -1,6 +1,6 @@
#include "IngameState.hpp"
#include "DebugState.hpp"
#include "DrawUI.hpp"
#include "HUDDrawer.hpp"
#include "PauseState.hpp"
#include "RWGame.hpp"
@ -283,7 +283,7 @@ void IngameState::tick(float dt) {
void IngameState::draw(GameRenderer* r) {
if (!getWorld()->state->isCinematic && getWorld()->isCutsceneDone()) {
drawHUD(_look, game->getWorld()->getPlayer(), getWorld(), r);
game->getHUDDrawer().drawHUD(_look, game->getWorld()->getPlayer(), getWorld(), r);
}
State::draw(r);

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@ -46,6 +46,7 @@ simpleConfig_t getValidConfig() {
" american ;american english french german italian spanish.";
result["input"]["invert_y"] =
"1 #values != 0 enable input inversion. Optional.";
result["game"]["hud_scale"] = "2.0\t;HUD scale";
return result;
}
@ -294,6 +295,7 @@ BOOST_AUTO_TEST_CASE(test_config_valid) {
BOOST_CHECK_EQUAL(config.getGameDataPath().string(), "/dev/test");
BOOST_CHECK_EQUAL(config.getGameLanguage(), "american");
BOOST_CHECK(config.getInputInvertY());
BOOST_CHECK_EQUAL(config.getHUDScale(), 2.f);
}
BOOST_AUTO_TEST_CASE(test_config_valid_modified) {