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https://github.com/rwengine/openrw.git
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121 lines
2.9 KiB
C++
121 lines
2.9 KiB
C++
#include "DrawUI.hpp"
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#include <render/GameRenderer.hpp>
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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 <glm/glm.hpp>
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void drawMap(PlayerController* player, GameWorld* world, GameRenderer* render)
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{
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MapRenderer::MapInfo map;
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map.scale = 0.4f;
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glm::quat plyRot;
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if( player )
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{
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plyRot = player->getCharacter()->getRotation();
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}
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map.rotation = glm::roll(plyRot);
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const glm::ivec2& vp = render->getRenderer()->getViewport();
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map.mapScreenTop = glm::vec2(260.f, vp.y - 10.f);
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map.mapScreenBottom = glm::vec2(10.f, vp.y - 210.f);
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if( player )
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{
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map.center = glm::vec2(player->getCharacter()->getPosition());
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}
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render->map.draw(world, map);
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}
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void drawHUD(PlayerController* player, GameWorld* world, GameRenderer* render)
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{
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drawMap(player, world, render);
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}
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void drawOnScreenText(GameWorld* world, GameRenderer* renderer)
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{
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const glm::ivec2& vp = 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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for(OnscreenText& t : world->state->text)
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{
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glm::vec2 shadowOffset( 0, 0 );
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switch(t.osTextStyle)
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{
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default:
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ti.size = 15.f;
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ti.font = 0;
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ti.align = TextRenderer::TextInfo::Left;
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ti.baseColour = glm::vec3(1.f);
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ti.screenPosition = vp / 2;
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break;
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case OnscreenText::HighPriority:
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ti.size = 16.f;
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ti.font = 2;
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ti.baseColour = glm::vec3(1.f);
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ti.screenPosition = glm::vec2(vp.x * 0.5f, vp.y * 0.9f);
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ti.align = TextRenderer::TextInfo::Center;
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break;
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case OnscreenText::CenterBig:
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ti.size = 30.f;
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ti.font = 1;
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ti.baseColour = glm::vec3(82, 114, 128) / 255.f;
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ti.align = TextRenderer::TextInfo::Center;
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ti.screenPosition = vp / 2;
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ti.screenPosition += glm::vec2(0.f, ti.size / 2.f);
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shadowOffset = glm::vec2(2.f, 0.f);
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break;
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case OnscreenText::MissionName:
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ti.size = 30.f;
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ti.font = 1;
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ti.baseColour = glm::vec3(205, 162, 7)/255.f;
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ti.screenPosition = glm::vec2(vp.x - 10.f, vp.y * 0.79f);
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ti.align = TextRenderer::TextInfo::Right;
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shadowOffset = glm::vec2(2.f, 2.f);
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break;
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case OnscreenText::Help:
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ti.screenPosition = glm::vec2(20.f, 20.f);
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ti.font = 2;
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ti.size = 20.f;
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ti.baseColour = glm::vec3(0.9f);
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ti.align = TextRenderer::TextInfo::Left;
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break;
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}
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ti.text = t.osTextString;
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ti.varText = t.osTextVar;
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if( glm::length( shadowOffset ) > 0 )
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{
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TextRenderer::TextInfo shadow( ti );
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shadow.baseColour = glm::vec3(0.f);
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shadow.screenPosition += shadowOffset;
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renderer->text.renderText(shadow);
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}
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renderer->text.renderText(ti);
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}
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for(auto& t : world->state->texts) {
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ti.font = 2;
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ti.screenPosition = t.position / glm::vec2(640, 480);
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ti.screenPosition *= vp;
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ti.baseColour = glm::vec3(t.colourFG);
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ti.size = 20.f;
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ti.text = t.text;
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renderer->text.renderText(ti);
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}
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}
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