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Add wrapper class for HUD drawing parameters
This commit is contained in:
parent
ef29878039
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@ -10,54 +10,18 @@
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#include <iomanip>
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#include <sstream>
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constexpr size_t ui_textSize = 25;
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constexpr size_t ui_textHeight = 22;
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constexpr size_t ui_elementMargin = 3;
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constexpr size_t ui_outerMargin = 20;
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constexpr size_t ui_infoMargin = 10;
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constexpr size_t ui_weaponSize = 64;
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constexpr size_t ui_ammoSize = 14;
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constexpr size_t ui_ammoHeight = 16;
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constexpr size_t ui_wantedLevelHeight =
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ui_outerMargin + ui_weaponSize + ui_elementMargin;
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constexpr size_t ui_scriptTimerHeight =
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ui_wantedLevelHeight + ui_textHeight + ui_elementMargin;
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constexpr size_t ui_armourOffset = ui_textSize * 3;
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constexpr size_t ui_maxWantedLevel = 6;
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constexpr size_t ui_lowHealth = 9;
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const glm::u8vec3 ui_timeColour(196, 165, 119);
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const glm::u8vec3 ui_moneyColour(89, 113, 147);
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const glm::u8vec3 ui_healthColour(187, 102, 47);
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const glm::u8vec3 ui_armourColour(123, 136, 93);
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const glm::u8vec3 ui_scriptTimerColour(186, 101, 50);
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const glm::u8vec3 ui_shadowColour(0, 0, 0);
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constexpr float ui_mapSize = 150.f;
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constexpr float ui_worldSizeMin = 200.f;
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constexpr float ui_worldSizeMax = 300.f;
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static float hudScale = 1.f;
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static float final_ui_textSize = ui_textSize;
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static float final_ui_textHeight = ui_textHeight;
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static float final_ui_elementMargin = ui_elementMargin;
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static float final_ui_outerMargin = ui_outerMargin;
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static float final_ui_infoMargin = ui_infoMargin;
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static float final_ui_weaponSize = ui_weaponSize;
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static float final_ui_ammoSize = ui_ammoSize;
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static float final_ui_ammoHeight = ui_ammoHeight;
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static float final_ui_wantedLevelHeight = ui_wantedLevelHeight;
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static float final_ui_scriptTimerHeight = ui_scriptTimerHeight;
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static float final_ui_armourOffset = ui_armourOffset;
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static float final_ui_mapSize = ui_mapSize;
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void drawScriptTimer(GameWorld* world, GameRenderer* render) {
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HUDParameters& hudParams = HUDParameters::getInstance();
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HUDParameters::Parameters parameters = hudParams.getHUDParameters();
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if (world->state->scriptTimerVariable) {
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float scriptTimerTextX = static_cast<float>(
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render->getRenderer()->getViewport().x - final_ui_outerMargin);
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float scriptTimerTextY = final_ui_scriptTimerHeight;
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render->getRenderer()->getViewport().x - parameters.uiOuterMargin);
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float scriptTimerTextY = parameters.uiScriptTimerHeight;
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TextRenderer::TextInfo ti;
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ti.font = FONT_PRICEDOWN;
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ti.size = final_ui_textSize;
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ti.size = parameters.uiTextSize;
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ti.align = TextRenderer::TextInfo::TextAlignment::Right;
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{
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@ -69,12 +33,12 @@ void drawScriptTimer(GameWorld* world, GameRenderer* render) {
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ti.text = GameStringUtil::fromString(ss.str(), ti.font);
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}
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ti.baseColour = ui_shadowColour;
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ti.baseColour = hudParams.uiShadowColour;
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ti.screenPosition =
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glm::vec2(scriptTimerTextX + 1.f, scriptTimerTextY + 1.f);
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render->text.renderText(ti);
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ti.baseColour = ui_scriptTimerColour;
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ti.baseColour = hudParams.uiScriptTimerColour;
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ti.screenPosition = glm::vec2(scriptTimerTextX, scriptTimerTextY);
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render->text.renderText(ti);
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}
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@ -83,14 +47,16 @@ void drawScriptTimer(GameWorld* world, GameRenderer* render) {
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void drawMap(ViewCamera& currentView, PlayerController* player,
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GameWorld* world, GameRenderer* render) {
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MapRenderer::MapInfo map;
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HUDParameters& hudParams = HUDParameters::getInstance();
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HUDParameters::Parameters parameters = hudParams.getHUDParameters();
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if (world->state->hudFlash != HudFlash::FlashRadar ||
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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>();
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map.worldSize = ui_worldSizeMin;
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map.worldSize = ui_worldSizeMax;
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map.worldSize = hudParams.uiWorldSizeMin;
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map.worldSize = hudParams.uiWorldSizeMax;
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if (player) {
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map.worldCenter = glm::vec2(player->getCharacter()->getPosition());
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}
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@ -98,12 +64,12 @@ void drawMap(ViewCamera& currentView, PlayerController* player,
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const glm::ivec2& vp = render->getRenderer()->getViewport();
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glm::vec2 mapTop =
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glm::vec2(final_ui_outerMargin, vp.y - (final_ui_outerMargin + final_ui_mapSize));
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glm::vec2(parameters.uiOuterMargin, vp.y - (parameters.uiOuterMargin + parameters.uiMapSize));
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glm::vec2 mapBottom =
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glm::vec2(final_ui_outerMargin + final_ui_mapSize, vp.y - final_ui_outerMargin);
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glm::vec2(parameters.uiOuterMargin + parameters.uiMapSize, vp.y - parameters.uiOuterMargin);
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map.screenPosition = (mapTop + mapBottom) / 2.f;
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map.screenSize = final_ui_mapSize * 0.95f;
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map.screenSize = parameters.uiMapSize * 0.95f;
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render->map.draw(world, map);
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}
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@ -111,18 +77,21 @@ void drawMap(ViewCamera& currentView, PlayerController* player,
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void drawPlayerInfo(PlayerController* player, GameWorld* world,
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GameRenderer* render) {
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HUDParameters& hudParams = HUDParameters::getInstance();
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HUDParameters::Parameters parameters = hudParams.getHUDParameters();
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float infoTextX = static_cast<float>(render->getRenderer()->getViewport().x -
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(final_ui_outerMargin + final_ui_weaponSize + ui_infoMargin));
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float infoTextY = 0.f + ui_outerMargin;
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(parameters.uiOuterMargin + parameters.uiWeaponSize + parameters.uiInfoMargin));
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float infoTextY = 0.f + parameters.uiOuterMargin;
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float iconX = static_cast<float>(render->getRenderer()->getViewport().x -
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(final_ui_outerMargin + final_ui_weaponSize));
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float iconY = final_ui_outerMargin;
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float wantedX = static_cast<float>(render->getRenderer()->getViewport().x - final_ui_outerMargin);
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float wantedY = final_ui_wantedLevelHeight;
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(parameters.uiOuterMargin + parameters.uiWeaponSize));
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float iconY = parameters.uiOuterMargin;
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float wantedX = static_cast<float>(render->getRenderer()->getViewport().x - parameters.uiOuterMargin);
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float wantedY = parameters.uiWantedLevelHeight;
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TextRenderer::TextInfo ti;
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ti.font = FONT_PRICEDOWN;
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ti.size = final_ui_textSize;
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ti.size = parameters.uiTextSize;
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ti.align = TextRenderer::TextInfo::TextAlignment::Right;
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{
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@ -133,16 +102,16 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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ti.text = GameStringUtil::fromString(ss.str(), ti.font);
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}
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ti.baseColour = ui_shadowColour;
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ti.baseColour = hudParams.uiShadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
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render->text.renderText(ti);
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ti.baseColour = ui_timeColour;
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ti.baseColour = hudParams.uiTimeColour;
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ti.screenPosition = glm::vec2(infoTextX, infoTextY);
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render->text.renderText(ti);
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infoTextY += final_ui_textHeight;
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infoTextY += parameters.uiTextHeight;
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{
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std::stringstream ss;
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@ -152,19 +121,19 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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ti.text = GameSymbols::Money + GameStringUtil::fromString(ss.str(), ti.font);
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}
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ti.baseColour = ui_shadowColour;
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ti.baseColour = hudParams.uiShadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
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render->text.renderText(ti);
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ti.baseColour = ui_moneyColour;
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ti.baseColour = hudParams.uiMoneyColour;
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ti.screenPosition = glm::vec2(infoTextX, infoTextY);
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render->text.renderText(ti);
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infoTextY += final_ui_textHeight;
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infoTextY += parameters.uiTextHeight;
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if ((world->state->hudFlash != HudFlash::FlashHealth &&
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player->getCharacter()->getCurrentState().health > ui_lowHealth) ||
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player->getCharacter()->getCurrentState().health > hudParams.uiLowHealth) ||
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std::fmod(world->getGameTime(), 0.5f) >=
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.25f) { // UI: Blinking health indicator if health is low
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std::stringstream ss;
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@ -173,12 +142,12 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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player->getCharacter()->getCurrentState().health);
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ti.text = GameSymbols::Heart + GameStringUtil::fromString(ss.str(), ti.font);
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ti.baseColour = ui_shadowColour;
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ti.baseColour = hudParams.uiShadowColour;
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ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY + 1.f);
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render->text.renderText(ti);
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ti.baseColour = ui_healthColour;
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ti.baseColour = hudParams.uiHealthColour;
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ti.screenPosition = glm::vec2(infoTextX, infoTextY);
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render->text.renderText(ti);
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}
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@ -190,22 +159,22 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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player->getCharacter()->getCurrentState().armour);
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ti.text = GameSymbols::Armour + GameStringUtil::fromString(ss.str(), ti.font);
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ti.baseColour = ui_shadowColour;
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ti.baseColour = hudParams.uiShadowColour;
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ti.screenPosition =
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glm::vec2(infoTextX + 1.f - final_ui_armourOffset, infoTextY + 1.f);
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glm::vec2(infoTextX + 1.f - parameters.uiArmourOffset, infoTextY + 1.f);
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render->text.renderText(ti);
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ti.baseColour = ui_armourColour;
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ti.screenPosition = glm::vec2(infoTextX - final_ui_armourOffset, infoTextY);
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ti.baseColour = hudParams.uiArmourColour;
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ti.screenPosition = glm::vec2(infoTextX - parameters.uiArmourOffset, infoTextY);
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render->text.renderText(ti);
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}
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GameString s;
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for (size_t i = 0; i < ui_maxWantedLevel; ++i) {
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for (size_t i = 0; i < hudParams.uiMaxWantedLevel; ++i) {
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s += GameSymbols::Star;
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}
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ti.text = s;
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ti.baseColour = ui_shadowColour;
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ti.baseColour = hudParams.uiShadowColour;
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ti.screenPosition = glm::vec2(wantedX + 1.f, wantedY + 1.f);
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render->text.renderText(ti);
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@ -245,7 +214,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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RW_CHECK(itemTexture->getName() != 0, "Item has 0 texture");
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render->drawTexture(
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itemTexture.get(),
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glm::vec4(iconX, iconY, final_ui_weaponSize, final_ui_weaponSize));
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glm::vec4(iconX, iconY, parameters.uiWeaponSize, parameters.uiWeaponSize));
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}
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if (weapon->fireType != WeaponData::MELEE) {
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@ -275,12 +244,12 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world,
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std::to_string(slotInfo.bulletsClip), ti.font);
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}
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ti.baseColour = ui_shadowColour;
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ti.baseColour = hudParams.uiShadowColour;
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ti.font = FONT_ARIAL;
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ti.size = final_ui_ammoSize;
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ti.size = parameters.uiAmmoSize;
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ti.align = TextRenderer::TextInfo::TextAlignment::Center;
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ti.screenPosition = glm::vec2(iconX + final_ui_weaponSize / 2.f,
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iconY + final_ui_weaponSize - final_ui_ammoHeight);
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ti.screenPosition = glm::vec2(iconX + parameters.uiWeaponSize / 2.f,
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iconY + parameters.uiWeaponSize - parameters.uiAmmoHeight);
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render->text.renderText(ti);
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}
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}
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@ -295,6 +264,8 @@ void drawHUD(ViewCamera& currentView, PlayerController* player,
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}
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void drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
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HUDParameters::Parameters parameters = HUDParameters::getInstance().getHUDParameters();
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const auto vp = glm::vec2(renderer->getRenderer()->getViewport());
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TextRenderer::TextInfo ti;
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@ -306,7 +277,7 @@ void drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
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for (auto& l : alltext) {
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for (auto& t : l) {
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ti.size = static_cast<float>(t.size * hudScale);
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ti.size = static_cast<float>(t.size * parameters.hudScale);
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ti.font = t.font;
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ti.text = t.text;
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ti.wrapX = t.wrapX;
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@ -345,18 +316,22 @@ void drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
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}
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}
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void scaleHUD(const float scale) {
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hudScale = scale;
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final_ui_textSize = ui_textSize * scale;
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final_ui_textHeight = ui_textHeight * scale;
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final_ui_elementMargin = ui_elementMargin * scale;
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final_ui_outerMargin = ui_outerMargin * scale;
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final_ui_infoMargin = ui_infoMargin * scale;
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final_ui_weaponSize = ui_weaponSize * scale;
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final_ui_ammoSize = ui_ammoSize * scale;
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final_ui_ammoHeight = ui_ammoHeight * scale;
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final_ui_wantedLevelHeight = ui_wantedLevelHeight * scale;
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final_ui_scriptTimerHeight = ui_scriptTimerHeight * scale;
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final_ui_armourOffset = ui_armourOffset * scale;
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final_ui_mapSize = ui_mapSize * scale;
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void HUDParameters::scaleHUD(float scale) {
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hudParameters.hudScale = scale;
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hudParameters.uiTextSize = uiTextSize * scale;
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hudParameters.uiTextHeight = uiTextHeight * scale;
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hudParameters.uiElementMargin = uiElementMargin * scale;
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hudParameters.uiOuterMargin = uiOuterMargin * scale;
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hudParameters.uiInfoMargin = uiInfoMargin * scale;
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hudParameters.uiWeaponSize = uiWeaponSize * scale;
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hudParameters.uiAmmoSize = uiAmmoSize * scale;
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hudParameters.uiAmmoHeight = uiAmmoHeight * scale;
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hudParameters.uiWantedLevelHeight = uiWantedLevelHeight * scale;
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hudParameters.uiScriptTimerHeight = uiScriptTimerHeight * scale;
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hudParameters.uiArmourOffset = uiArmourOffset * scale;
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hudParameters.uiMapSize = uiMapSize * scale;
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}
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HUDParameters::Parameters HUDParameters::getHUDParameters() {
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return hudParameters;
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}
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@ -5,11 +5,73 @@
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class PlayerController;
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/**
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* Wrapper class for HUD drawing parameters.
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*/
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class HUDParameters {
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public:
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struct Parameters {
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float hudScale;
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float uiTextSize;
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float uiTextHeight;
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float uiElementMargin;
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float uiOuterMargin;
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float uiInfoMargin;
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float uiWeaponSize;
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float uiAmmoSize;
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float uiAmmoHeight;
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float uiWantedLevelHeight;
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float uiScriptTimerHeight;
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float uiArmourOffset;
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float uiMapSize;
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};
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static const size_t uiTextSize = 25;
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static const size_t uiTextHeight = 22;
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static const size_t uiElementMargin = 3;
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static const size_t uiOuterMargin = 20;
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static const size_t uiInfoMargin = 10;
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static const size_t uiWeaponSize = 64;
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static const size_t uiAmmoSize = 14;
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static const size_t uiAmmoHeight = 16;
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static const size_t uiWantedLevelHeight =
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uiOuterMargin + uiWeaponSize + uiElementMargin;
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static const size_t uiScriptTimerHeight =
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uiWantedLevelHeight + uiTextHeight + uiElementMargin;
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static const size_t uiArmourOffset = uiTextSize * 3;
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static const size_t uiMaxWantedLevel = 6;
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static const size_t uiLowHealth = 9;
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static constexpr glm::u8vec3 uiTimeColour = glm::u8vec3(196, 165, 119);
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static constexpr glm::u8vec3 uiMoneyColour = glm::u8vec3(89, 113, 147);
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static constexpr glm::u8vec3 uiHealthColour = glm::u8vec3(187, 102, 47);
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static constexpr glm::u8vec3 uiArmourColour = glm::u8vec3(123, 136, 93);
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static constexpr glm::u8vec3 uiScriptTimerColour = glm::u8vec3(186, 101, 50);
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static constexpr glm::u8vec3 uiShadowColour = glm::u8vec3(0, 0, 0);
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static constexpr float uiMapSize = 150.f;
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static constexpr float uiWorldSizeMin = 200.f;
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static constexpr float uiWorldSizeMax = 300.f;
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static HUDParameters& getInstance() {
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static HUDParameters instance;
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return instance;
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}
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void scaleHUD(float scale = 1.f);
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Parameters getHUDParameters();
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private:
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Parameters hudParameters;
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HUDParameters() = default;
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~HUDParameters() = default;
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HUDParameters(const HUDParameters&) = delete;
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HUDParameters& operator=(const HUDParameters&) = delete;
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};
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void drawHUD(ViewCamera& currentView, PlayerController* player,
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GameWorld* world, GameRenderer* render);
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void drawOnScreenText(GameWorld* world, GameRenderer* renderer);
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void scaleHUD(const float scale);
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#endif
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@ -75,7 +75,7 @@ RWGame::RWGame(Logger& log, int argc, char* argv[])
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renderer.text.setFontTexture(FONT_PRICEDOWN, "font1");
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renderer.text.setFontTexture(FONT_ARIAL, "font2");
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scaleHUD(config.getHUDScale());
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HUDParameters::getInstance().scaleHUD(config.getHUDScale());
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renderer.map.scaleHUD(config.getHUDScale());
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debug.setDebugMode(btIDebugDraw::DBG_DrawWireframe |
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