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65 lines
2.1 KiB
C++
65 lines
2.1 KiB
C++
#ifndef _RWGAME_HUDDRAWER_HPP_
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#define _RWGAME_HUDDRAWER_HPP_
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namespace ai {
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class PlayerController;
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} // namespace ai
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class GameWorld;
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class GameRenderer;
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class ViewCamera;
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#include <glm/gtc/type_precision.hpp>
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#include <glm/vec3.hpp>
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class HUDDrawer {
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public:
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struct HUDParameters {
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float hudScale = 1.f;
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float uiTextSize = 25.f;
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float uiTextHeight = 22.f;
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float uiElementMargin = 3.f;
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float uiOuterMargin = 20.f;
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float uiInfoMargin = 10.f;
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float uiWeaponSize = 64.f;
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float uiAmmoSize = 14.f;
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float uiAmmoHeight = 16.f;
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float uiWantedLevelHeight =
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uiOuterMargin + uiWeaponSize + uiElementMargin;
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float uiScriptTimerHeight =
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uiWantedLevelHeight + uiTextHeight + uiElementMargin;
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float uiArmourOffset = uiTextSize * 3.f;
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float uiMaxWantedLevel = 6.f;
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float uiLowHealth = 9.f;
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glm::u8vec3 uiTimeColour = glm::u8vec3(196, 165, 119);
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glm::u8vec3 uiMoneyColour = glm::u8vec3(89, 113, 147);
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glm::u8vec3 uiHealthColour = glm::u8vec3(187, 102, 47);
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glm::u8vec3 uiArmourColour = glm::u8vec3(123, 136, 93);
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glm::u8vec3 uiScriptTimerColour = glm::u8vec3(186, 101, 50);
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glm::u8vec3 uiShadowColour = glm::u8vec3(0, 0, 0);
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float uiMapSize = 150.f;
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float uiWorldSizeMin = 200.f;
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float uiWorldSizeMax = 300.f;
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};
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HUDDrawer() = default;
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~HUDDrawer() = default;
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void applyHUDScale(float scale);
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HUDParameters getHUDParameters();
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void drawHUD(ViewCamera& currentView, ai::PlayerController* player,
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GameWorld* world, GameRenderer& render);
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void drawOnScreenText(GameWorld* world, GameRenderer& renderer);
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private:
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HUDParameters hudParameters;
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void drawScriptTimer(GameWorld* world, GameRenderer& render);
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void drawMap(ViewCamera& currentView, ai::PlayerController* player,
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GameWorld* world, GameRenderer& render);
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void drawPlayerInfo(ai::PlayerController* player, GameWorld* world,
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GameRenderer& render);
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};
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#endif
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