src/Graphics.cc
author Tero Marttila <terom@fixme.fi>
Wed, 21 Jan 2009 00:21:42 +0200
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parent 408 e6cfc44266af
permissions -rw-r--r--
add --terrain-seed and --terrain-size arguments, plus bugfixes
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#include "Graphics.hh"
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#include "GameState.hh"
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#include <cmath>
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#include <sstream>
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/*
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 * XXX: until we figure out a better way to layout stuff
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 */
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static PixelArea getMessageViewArea (PixelCoordinate resolution) {
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    return PixelArea(
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            400,
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            resolution.y - 100,
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            resolution.x,
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            resolution.y
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    );
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}
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Graphics::Graphics (Engine &engine, GameState &state, const GraphicsConfig &config) :
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    CL_DisplayWindow(GRAPHICS_WINDOW_TITLE, config.resolution.x, config.resolution.y, config.fullscreen, true),
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    engine(engine), 
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    state(state), 
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    resolution(config.resolution),
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    fullscreen_resolution(0, 0), window_resolution(0, 0),
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    update_timer(GRAPHICS_UPDATE_INTERVAL_MS),
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    input(get_ic()->get_keyboard()),
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    simple_font("Font2", engine.getResourceManager()),
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    message_view(getMessageViewArea(resolution))
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{
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    // connect timer signal
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    slots.connect(update_timer.sig_tick(), this, &Graphics::on_update);
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    slots.connect(this->sig_resize(), this, &Graphics::on_window_resize);
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    // enable
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    update_timer.start();
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    // push something to message_view
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    message_view.add_message(CL_Color::white, "Hello World"); 
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    // GameState events....
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    state.setEventHandler(this);
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    // set correct resolution
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    if (config.fullscreen) {
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        fullscreen_resolution = resolution;
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    } else {
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        CL_DisplayMode best_mode = getBestMode();
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        fullscreen_resolution = PixelCoordinate(best_mode.get_resolution().width, best_mode.get_resolution().height);
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        window_resolution = resolution;
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    }
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}
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const std::vector<CL_DisplayMode> & Graphics::getDisplayModes (void) {
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    return CL_DisplayMode::get_display_modes();
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}
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const CL_DisplayMode Graphics::getBestMode (void) {
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    const std::vector<CL_DisplayMode> &modes = Graphics::getDisplayModes();
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    const CL_DisplayMode *best_mode = NULL;
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    for (std::vector<CL_DisplayMode>::const_iterator it = modes.begin(); it != modes.end(); it++)
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        if (best_mode == NULL || (
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                it->get_resolution().width * it->get_resolution().height > 
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                best_mode->get_resolution().width * best_mode->get_resolution().height    
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        ))
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            best_mode = &*it;
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    if (best_mode == NULL)
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        throw Error("No available video modes!");
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    return *best_mode;
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}
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void Graphics::check_input (void) {
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    LocalPlayer *player;
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    PlayerInput input_mask;
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    TimeMS input_dt;
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    // update gui flags
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    handle_input(input.readGuiInput());
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    // stop here if we don't have a local player
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    if ((player = state.getLocalPlayer()) == NULL)
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        return;
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    // build input_mask
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    input.readPlayerInput(input_mask, input_dt);
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    // apply input if there was any
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    if (input_mask)
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        player->handleInput(input_mask, input_dt);
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}
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void Graphics::toggle_fullscreen (void) {
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    if (is_fullscreen()) {
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        // remember current fullscreen resolution
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        fullscreen_resolution = resolution;
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        // enter windowed mode
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        set_windowed();
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/*        
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        // do we have a window-mode resolution stored?
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        if (window_resolution.x && window_resolution.y)
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            set_size(window_resolution.x, window_resolution.y);
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*/
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    } else {
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        // remember current window resolution
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        window_resolution = resolution;
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        // enter fullscreen mode
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        set_fullscreen(fullscreen_resolution.x, fullscreen_resolution.y);
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        // update resolution
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        resolution = fullscreen_resolution;
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        // log
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        message_view.add_message(CL_Color::yellow, CL_String::format("[ Enter fullscreen mode with %1 x %2 resolution ]", 
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                (int) resolution.x, (int) resolution.y));
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    }
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}
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void Graphics::handle_input (GuiInput flags) {
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    // update flags
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    this->flags = flags;
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    // quit?
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    if (flags & GUI_INPUT_QUIT) {
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        engine.stop();
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        return;
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    }
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    // dump player debug info on stderr
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    if ((flags & GUI_INPUT_DEBUG_PLAYER) && state.getLocalPlayer()) {
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        state.getLocalPlayer()->printDebugInfo();
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        message_view.add_message(CL_Color::green, "...");
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    }
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    // toggle fullscreen?
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    if (flags & GUI_INPUT_TOGGLE_FULLSCREEN)
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        toggle_fullscreen();
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}
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static PixelDimension value_between (PixelDimension low, PixelDimension value, PixelDimension high) {
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    if (high < low)
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        return (high + low) / 2;
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    else if (value < low)
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        return low;
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    else if (value > high)
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        return high;
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    else
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        return value;
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}
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void Graphics::do_redraw (void) {
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    CL_GraphicContext *gc = get_gc();
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    LocalPlayer *player;
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    // calculate camera
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    PixelCoordinate camera(0, 0);
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    // ...to track our local player
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    if ((player = state.getLocalPlayer()) != NULL) {
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        // try and center the screen on the player
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        PixelCoordinate target = player->getCoordinate() - PixelCoordinate(resolution.x / 2, (resolution.y - 100) / 2);
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        // ...but keep the world in view
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        PixelCoordinate max = state.terrain.getDimensions() - resolution + PixelCoordinate(0, 100);
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        // ...by limiting the value to 0...max
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        camera = PixelCoordinate(
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            value_between(0, target.x, max.x),
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            value_between(0, target.y, max.y)
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        );
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    }
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    // Black background
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    gc->clear(CL_Color::black);
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    // Draw the game
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    state.draw(this, camera, flags & GUI_INPUT_DISPLAY_WEAPON);
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    // draw player info box
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    if (player != NULL) {
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        draw_player_info(gc, player);
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    }
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    // draw messages
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    message_view.draw(this);
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    // Flip window buffer, sync
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    flip(1);
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}
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void Graphics::on_update (TimeMS tick_length) {
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    (void) tick_length;
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    // check keyboard input
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    check_input();
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    // redraw display
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    do_redraw();
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}
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void Graphics::draw_player_info(CL_GraphicContext *gc, Player *p) {
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    int box_top = resolution.y - 100;
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    int box_left = 0;
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    int box_right = resolution.x;
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    int box_bottom = resolution.y;
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    int bar_length = 3; // *100
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    // draw status info at bottom of display
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    gc->fill_rect(
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        CL_Rect(
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            box_left,
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            box_top,
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            box_right,
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            box_bottom
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        ),
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        CL_Gradient(
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            CL_Color(0, 0, 0),
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            CL_Color(50, 50, 50),
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            CL_Color(50, 50, 50, 150),
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            CL_Color(100, 100, 100, 200)
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        )
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    );
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    // Health
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    gc->draw_rect(
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        CL_Rect(
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            box_left + 9,
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            box_top + 9,
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            box_left + 11 + 100 * bar_length,
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            box_top + 31
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        ),
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        CL_Color(150, 150, 150)
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    );
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    gc->fill_rect(
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        CL_Rect(
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            box_left + 10,
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            box_top + 10,
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            box_left + 10 + (int) (p->getHealthPercent() * bar_length),
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            box_top + 30
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        ),
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        CL_Gradient(
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            CL_Color(200, 0, 0),
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            CL_Color(200 - (int)(p->getHealthPercent() * 2), (int)(p->getHealthPercent() * 2), 0),
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            CL_Color(200, 0, 0),
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            CL_Color(200 - (int)(p->getHealthPercent() * 2), (int)(p->getHealthPercent() * 2), 0)
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        )
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    );
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    // stats - kills
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    std::stringstream sskills;
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    sskills << "Kills:  " << p->getKills();
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    getSimpleFont().draw(
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        box_left + 20 + 100 * bar_length,
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        box_top + 10,
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        sskills.str(),
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        get_gc()
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    );
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    // stats - deaths
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    std::stringstream ssdeaths;
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    ssdeaths << "Deaths:  " << p->getDeaths();
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    getSimpleFont().draw(
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        box_left + 20 + 100 * bar_length,
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        box_top + 30,
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        ssdeaths.str(),
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        get_gc()
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    );
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    // stats - ratio
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    std::stringstream ssratio;
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    ssratio << "Ratio:  " << (p->getKills()+1) / (p->getDeaths()+1);
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    getSimpleFont().draw(
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        box_left + 20 + 100 * bar_length,
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        box_top + 50,
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        ssratio.str(),
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        get_gc()
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    );
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318
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    // Weapon clip / reloading
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    gc->draw_rect(
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        CL_Rect(
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            box_left + 9,
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            box_top + 69,
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            box_left + 11 + 100 * bar_length,
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            box_top + 91
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        ),
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        CL_Color(150, 150, 150)
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    );
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    gc->fill_rect(
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        CL_Rect(
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            box_left + 10,
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            box_top + 70,
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            box_left + 10 + (100 - (int) (p->getCurrentWeapon()->getReloadTimer() * 100 / p->getCurrentWeapon()->getReloadTime())) * bar_length,
325
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            box_top + 90
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        ),
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        CL_Gradient(
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            CL_Color(100, 100, 0),
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            CL_Color(100, 100, 0),
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            CL_Color(100, 100, 0),
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            CL_Color(100, 100, 100)
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        )
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    );
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    // current weapon name
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    getSimpleFont().draw(
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        box_left + 20 + 100 * bar_length,
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        box_top + 70,
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        p->getCurrentWeapon()->getName(),
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        get_gc()
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    );
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315
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}
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394
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void Graphics::on_window_resize (int new_x, int new_y) {
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    // ignore resize in fullscreen mode
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    if (is_fullscreen())
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        return;
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    // update resolution
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    resolution = PixelCoordinate(new_x, new_y);
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    // resize components
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    message_view.on_resize(getMessageViewArea(resolution));
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    // log message
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    message_view.add_message(CL_Color::yellow, CL_String::format("[ Resized window to %1 x %2 ]", new_x, new_y));
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}
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void Graphics::on_player_joined (Player *p) {
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    message_view.add_message(CL_Color::white, " *** Player joined");
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}
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void Graphics::on_player_left (Player *p) {
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    message_view.add_message(CL_Color::white, " *** Player left");
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}