1
0
mirror of https://github.com/rwengine/openrw.git synced 2024-09-03 17:19:46 +02:00

Add more elements to the UI: Weapon icon & health

This commit is contained in:
Daniel Evans 2016-04-10 18:58:34 +01:00
parent 42c8e46a34
commit f3dba16f06
2 changed files with 115 additions and 13 deletions

View File

@ -3,16 +3,23 @@
#include <ai/PlayerController.hpp>
#include <objects/CharacterObject.hpp>
#include <engine/GameState.hpp>
#include <items/WeaponItem.hpp>
#include <iomanip>
constexpr size_t ui_TextSize = 35;
constexpr size_t ui_TextHeight = 30;
constexpr size_t ui_textSize = 25;
constexpr size_t ui_textHeight = 22;
constexpr size_t ui_outerMargin = 20;
constexpr size_t ui_infoMargin = 10;
constexpr size_t ui_weaponSize = 50;
const glm::vec3 ui_timeColour(196/255.f, 165/255.f, 119/255.f);
const glm::vec3 ui_moneyColour(89/255.f, 113/255.f, 147/255.f);
const glm::vec3 ui_healthColour(187/255.f, 102/255.f, 47/255.f);
constexpr size_t ui_weaponSize = 64;
constexpr size_t ui_ammoSize = 14;
constexpr size_t ui_ammoHeight = 16;
constexpr size_t ui_armourOffset = ui_textSize * 3;
#define RGB_COLOR(r,g,b) r/255.f, g/255.f, b/255.f
const glm::vec3 ui_timeColour(RGB_COLOR(196, 165, 119));
const glm::vec3 ui_moneyColour(RGB_COLOR(89, 113, 147));
const glm::vec3 ui_healthColour(RGB_COLOR(187, 102, 47));
const glm::vec3 ui_armourColour(RGB_COLOR(123, 136, 93));
void drawMap(PlayerController* player, GameWorld* world, GameRenderer* render)
{
@ -46,18 +53,23 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
float infoTextX = render->getRenderer()->getViewport().x -
(ui_outerMargin + ui_weaponSize + ui_infoMargin);
float infoTextY = 0.f + ui_outerMargin;
float iconX = render->getRenderer()->getViewport().x -
(ui_outerMargin + ui_weaponSize);
float iconY = ui_outerMargin;
TextRenderer::TextInfo ti;
ti.font = 1;
ti.size = ui_TextSize;
ti.size = ui_textSize;
ti.align = TextRenderer::TextInfo::Right;
std::stringstream ss;
ss << std::setw(2) << std::setfill('0') << world->getHour()
<< std::setw(0) << ":"
<< std::setw(2) << world->getMinute();
{
std::stringstream ss;
ss << std::setw(2) << std::setfill('0') << world->getHour()
<< std::setw(0) << ":"
<< std::setw(2) << world->getMinute();
ti.text = ss.str();
ti.text = ss.str();
}
ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY+1.f);
render->text.renderText(ti);
@ -66,7 +78,7 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
infoTextY += ui_TextHeight;
infoTextY += ui_textHeight;
ti.text = "$" + std::to_string(world->state->playerInfo.money);
ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
@ -76,6 +88,95 @@ void drawPlayerInfo(PlayerController* player, GameWorld* world, GameRenderer* re
ti.baseColour = ui_moneyColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
infoTextY += ui_textHeight;
{
std::stringstream ss;
ss << "@" << std::setw(3) << std::setfill('0')
<< player->getCharacter()->getCurrentState().health;
ti.text = ss.str();
}
ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
ti.screenPosition = glm::vec2(infoTextX + 1.f, infoTextY+1.f);
render->text.renderText(ti);
ti.baseColour = ui_healthColour;
ti.screenPosition = glm::vec2(infoTextX, infoTextY);
render->text.renderText(ti);
{
std::stringstream ss;
ss << "[" << std::setw(3) << std::setfill('0')
<< player->getCharacter()->getCurrentState().armour;
ti.text = ss.str();
}
ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
ti.screenPosition = glm::vec2(infoTextX + 1.f - ui_armourOffset, infoTextY+1.f);
render->text.renderText(ti);
ti.baseColour = ui_armourColour;
ti.screenPosition = glm::vec2(infoTextX - ui_armourOffset, infoTextY);
render->text.renderText(ti);
#if 0 // Useful for debugging
ti.text = "ABCDEFGHIJKLMANOQRTSWXYZ\nM0123456789";
ti.size = 30;
ti.align = TextRenderer::TextInfo::Left;
ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
ti.screenPosition = glm::vec2(101.f, 202.f);
render->text.renderText(ti);
ti.baseColour = glm::vec3(1.f, 1.f, 1.f);
ti.screenPosition = glm::vec2(100.f, 200.f);
render->text.renderText(ti);
#endif
InventoryItem *current = player->getCharacter()->getActiveItem();
std::string itemTextureName = "fist";
if (current) {
uint16_t model = current->getModelID();
if (model > 0) {
ObjectDataPtr weaponData = world
->data
->findObjectType<ObjectData>(model);
if (weaponData != nullptr) {
itemTextureName = weaponData->modelName;
}
}
}
// Urgh
if (itemTextureName == "colt45") {
itemTextureName = "pistol";
}
TextureData::Handle itemTexture = render->getData()->findTexture(itemTextureName);
RW_CHECK(itemTexture != nullptr, "Item has 0 texture");
if (itemTexture != nullptr) {
RW_CHECK(itemTexture->getName() != 0, "Item has 0 texture");
render->drawTexture(itemTexture.get(),
glm::vec4(iconX,
iconY,
ui_weaponSize,
ui_weaponSize));
}
if (current) {
WeaponItem* wep = static_cast<WeaponItem*>(current);
if (wep->getWeaponData()->fireType != WeaponData::MELEE) {
const CharacterState& cs = player->getCharacter()->getCurrentState();
const CharacterWeaponSlot& slotInfo = cs.weapons[cs.currentWeapon];
ti.text = std::to_string(slotInfo.bulletsClip) + "-"
+ std::to_string(slotInfo.bulletsTotal);
ti.baseColour = glm::vec3(0.f, 0.f, 0.f);
ti.font = 2;
ti.size = ui_ammoSize;
ti.align = TextRenderer::TextInfo::Center;
ti.screenPosition = glm::vec2(iconX + ui_weaponSize / 2.f,
iconY + ui_weaponSize - ui_ammoHeight);
render->text.renderText(ti);
}
}
}
void drawHUD(PlayerController* player, GameWorld* world, GameRenderer* render)

View File

@ -99,6 +99,7 @@ RWGame::RWGame(const std::string& gamepath, int argc, char* argv[])
data->loadIMG("/models/gta3");
//engine->data.loadIMG("/models/txd");
data->loadIMG("/anim/cuts");
data->loadTXD("/models/hud.txd");
data->load();