mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-25 20:02:40 +01:00
5c78930c1b
They served no purpose other than to awkwardly implement weapon firing This is now handled in the Weapon::fire* functions, and everything else has been changed to reference weapon data or inventory indices directly
255 lines
8.6 KiB
C++
255 lines
8.6 KiB
C++
#include "DrawUI.hpp"
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#include <ai/PlayerController.hpp>
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#include <engine/GameState.hpp>
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#include <objects/CharacterObject.hpp>
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#include <data/WeaponData.hpp>
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#include <render/GameRenderer.hpp>
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#include <glm/gtc/constants.hpp>
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#include <iomanip>
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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 = 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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constexpr size_t ui_maxWantedLevel = 6;
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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_shadowColour(0, 0, 0);
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const float ui_mapSize = 150.f;
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const float ui_worldSizeMin = 200.f;
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const float ui_worldSizeMax = 300.f;
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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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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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if (player) {
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map.worldCenter = glm::vec2(player->getCharacter()->getPosition());
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}
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const glm::ivec2& vp = render->getRenderer()->getViewport();
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glm::vec2 mapTop =
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glm::vec2(ui_outerMargin, vp.y - (ui_outerMargin + ui_mapSize));
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glm::vec2 mapBottom =
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glm::vec2(ui_outerMargin + ui_mapSize, vp.y - ui_outerMargin);
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map.screenPosition = (mapTop + mapBottom) / 2.f;
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map.screenSize = ui_mapSize * 0.95;
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render->map.draw(world, map);
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}
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void drawPlayerInfo(PlayerController* player, GameWorld* world,
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GameRenderer* render) {
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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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float wantedX = render->getRenderer()->getViewport().x - (ui_outerMargin);
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float wantedY = ui_outerMargin + ui_weaponSize + 3.f;
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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.align = TextRenderer::TextInfo::Right;
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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) << ":" << std::setw(2) << world->getMinute();
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ti.text = GameStringUtil::fromString(ss.str());
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}
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ti.baseColour = ui_shadowColour;
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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.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(8) << std::setfill('0')
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<< world->state->playerInfo.displayedMoney;
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ti.text = GameSymbols::Money + GameStringUtil::fromString(ss.str());
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}
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ti.baseColour = ui_shadowColour;
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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.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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<< (int)player->getCharacter()->getCurrentState().health;
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ti.text = GameSymbols::Heart + GameStringUtil::fromString(ss.str());
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}
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ti.baseColour = ui_shadowColour;
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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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if (player->getCharacter()->getCurrentState().armour > 0) {
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std::stringstream ss;
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ss << std::setw(3) << std::setfill('0')
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<< (int)player->getCharacter()->getCurrentState().armour;
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ti.text = GameSymbols::Armour + GameStringUtil::fromString(ss.str());
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ti.baseColour = ui_shadowColour;
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ti.screenPosition =
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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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}
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GameString s;
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for (size_t i = 0; i < ui_maxWantedLevel; ++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.screenPosition = glm::vec2(wantedX + 1.f, wantedY + 1.f);
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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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auto item = player->getCharacter()->getActiveItem();
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auto weapon = world->data->weaponData[item];
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std::string itemTextureName = "fist";
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if (weapon && weapon->modelID > 0) {
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auto model =
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world->data->findModelInfo<SimpleModelInfo>(weapon->modelID);
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if (model != nullptr) {
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itemTextureName = model->name;
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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 =
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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(
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itemTexture.get(),
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glm::vec4(iconX, iconY, ui_weaponSize, ui_weaponSize));
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}
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if (weapon->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 = GameStringUtil::fromString(
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std::to_string(slotInfo.bulletsClip) + "-" +
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std::to_string(slotInfo.bulletsTotal));
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ti.baseColour = ui_shadowColour;
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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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void drawHUD(ViewCamera& currentView, PlayerController* player,
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GameWorld* world, GameRenderer* render) {
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if (player && player->getCharacter()) {
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drawMap(currentView, player, world, render);
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drawPlayerInfo(player, world, render);
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}
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}
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void drawOnScreenText(GameWorld* world, GameRenderer* renderer) {
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const auto vp = glm::vec2(renderer->getRenderer()->getViewport());
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TextRenderer::TextInfo ti;
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ti.font = 2;
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ti.screenPosition = glm::vec2(10.f, 10.f);
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ti.size = 20.f;
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auto& alltext = world->state->text.getAllText();
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for (auto& l : alltext) {
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for (auto& t : l) {
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ti.size = t.size;
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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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ti.screenPosition = (t.position / glm::vec2(640.f, 480.f)) * vp;
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switch (t.alignment) {
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case 0:
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ti.align = TextRenderer::TextInfo::Left;
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break;
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case 1:
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ti.align = TextRenderer::TextInfo::Center;
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break;
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case 2:
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ti.align = TextRenderer::TextInfo::Right;
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break;
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}
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// Check for the background type
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if (t.colourBG.a == 0) {
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glm::vec2 shadowPosition((int8_t)t.colourBG.x,
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(int8_t)t.colourBG.y);
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ti.baseColour = glm::vec3(0.f);
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ti.screenPosition += shadowPosition;
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ti.backgroundColour = {0, 0, 0, 0};
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renderer->text.renderText(ti, true);
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ti.screenPosition -= shadowPosition;
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} else if (t.colourBG.a > 0) {
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ti.backgroundColour = t.colourBG;
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}
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ti.baseColour = t.colourFG;
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renderer->text.renderText(ti);
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}
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}
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}
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