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https://github.com/rwengine/openrw.git
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Add more elements to the UI: Weapon icon & health
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parent
42c8e46a34
commit
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@ -3,16 +3,23 @@
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#include <ai/PlayerController.hpp>
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#include <objects/CharacterObject.hpp>
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#include <engine/GameState.hpp>
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#include <items/WeaponItem.hpp>
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#include <iomanip>
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constexpr size_t ui_TextSize = 35;
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constexpr size_t ui_TextHeight = 30;
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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_outerMargin = 20;
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constexpr size_t ui_infoMargin = 10;
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constexpr size_t ui_weaponSize = 50;
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const glm::vec3 ui_timeColour(196/255.f, 165/255.f, 119/255.f);
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const glm::vec3 ui_moneyColour(89/255.f, 113/255.f, 147/255.f);
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const glm::vec3 ui_healthColour(187/255.f, 102/255.f, 47/255.f);
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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_armourOffset = ui_textSize * 3;
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#define RGB_COLOR(r,g,b) r/255.f, g/255.f, b/255.f
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const glm::vec3 ui_timeColour(RGB_COLOR(196, 165, 119));
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const glm::vec3 ui_moneyColour(RGB_COLOR(89, 113, 147));
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const glm::vec3 ui_healthColour(RGB_COLOR(187, 102, 47));
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const glm::vec3 ui_armourColour(RGB_COLOR(123, 136, 93));
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void drawMap(PlayerController* player, GameWorld* world, GameRenderer* render)
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{
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@ -46,18 +53,23 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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float infoTextX = render->getRenderer()->getViewport().x -
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(ui_outerMargin + ui_weaponSize + ui_infoMargin);
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float infoTextY = 0.f + ui_outerMargin;
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float iconX = render->getRenderer()->getViewport().x -
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(ui_outerMargin + ui_weaponSize);
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float iconY = ui_outerMargin;
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TextRenderer::TextInfo ti;
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ti.font = 1;
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ti.size = ui_TextSize;
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ti.size = ui_textSize;
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ti.align = TextRenderer::TextInfo::Right;
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std::stringstream ss;
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ss << std::setw(2) << std::setfill('0') << world->getHour()
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<< std::setw(0) << ":"
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<< std::setw(2) << world->getMinute();
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{
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std::stringstream ss;
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ss << std::setw(2) << std::setfill('0') << world->getHour()
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<< std::setw(0) << ":"
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<< std::setw(2) << world->getMinute();
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ti.text = ss.str();
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ti.text = ss.str();
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}
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ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
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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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@ -66,7 +78,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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ti.screenPosition = glm::vec2(infoTextX, infoTextY);
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render->text.renderText(ti);
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infoTextY += ui_TextHeight;
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infoTextY += ui_textHeight;
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ti.text = "$" + std::to_string(world->state->playerInfo.money);
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ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
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@ -76,6 +88,95 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
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ti.baseColour = ui_moneyColour;
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ti.screenPosition = glm::vec2(infoTextX, infoTextY);
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render->text.renderText(ti);
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infoTextY += ui_textHeight;
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{
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std::stringstream ss;
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ss << "@" << std::setw(3) << std::setfill('0')
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<< player->getCharacter()->getCurrentState().health;
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ti.text = ss.str();
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}
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ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
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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.screenPosition = glm::vec2(infoTextX, infoTextY);
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render->text.renderText(ti);
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{
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std::stringstream ss;
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ss << "[" << std::setw(3) << std::setfill('0')
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<< player->getCharacter()->getCurrentState().armour;
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ti.text = ss.str();
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}
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ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
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ti.screenPosition = glm::vec2(infoTextX + 1.f - ui_armourOffset, 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 - ui_armourOffset, infoTextY);
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render->text.renderText(ti);
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#if 0 // Useful for debugging
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ti.text = "ABCDEFGHIJKLMANOQRTSWXYZ\nM0123456789";
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ti.size = 30;
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ti.align = TextRenderer::TextInfo::Left;
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ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
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ti.screenPosition = glm::vec2(101.f, 202.f);
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render->text.renderText(ti);
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ti.baseColour = glm::vec3(1.f, 1.f, 1.f);
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ti.screenPosition = glm::vec2(100.f, 200.f);
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render->text.renderText(ti);
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#endif
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InventoryItem *current = player->getCharacter()->getActiveItem();
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std::string itemTextureName = "fist";
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if (current) {
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uint16_t model = current->getModelID();
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if (model > 0) {
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ObjectDataPtr weaponData = world
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->data
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->findObjectType<ObjectData>(model);
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if (weaponData != nullptr) {
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itemTextureName = weaponData->modelName;
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}
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}
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}
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// Urgh
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if (itemTextureName == "colt45") {
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itemTextureName = "pistol";
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}
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TextureData::Handle itemTexture = render->getData()->findTexture(itemTextureName);
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RW_CHECK(itemTexture != nullptr, "Item has 0 texture");
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if (itemTexture != nullptr) {
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RW_CHECK(itemTexture->getName() != 0, "Item has 0 texture");
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render->drawTexture(itemTexture.get(),
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glm::vec4(iconX,
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iconY,
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ui_weaponSize,
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ui_weaponSize));
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}
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if (current) {
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WeaponItem* wep = static_cast<WeaponItem*>(current);
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if (wep->getWeaponData()->fireType != WeaponData::MELEE) {
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const CharacterState& cs = player->getCharacter()->getCurrentState();
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const CharacterWeaponSlot& slotInfo = cs.weapons[cs.currentWeapon];
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ti.text = std::to_string(slotInfo.bulletsClip) + "-"
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+ std::to_string(slotInfo.bulletsTotal);
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ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
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ti.font = 2;
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ti.size = ui_ammoSize;
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ti.align = TextRenderer::TextInfo::Center;
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ti.screenPosition = glm::vec2(iconX + ui_weaponSize / 2.f,
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iconY + ui_weaponSize - ui_ammoHeight);
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render->text.renderText(ti);
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}
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}
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}
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void drawHUD(PlayerController* player, GameWorld* world, GameRenderer* render)
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@ -99,6 +99,7 @@ RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
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data->loadIMG("/models/gta3");
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//engine->data.loadIMG("/models/txd");
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data->loadIMG("/anim/cuts");
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data->loadTXD("/models/hud.txd");
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data->load();
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