1 |
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2 #include "Graphics.hh" |
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3 #include "GameState.hh" |
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4 #include <cmath> |
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5 #include <sstream> |
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6 |
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7 /* |
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8 * XXX: until we figure out a better way to layout stuff |
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9 */ |
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10 static PixelArea getMessageViewArea (PixelCoordinate resolution) { |
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11 return PixelArea( |
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12 400, |
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13 resolution.y - 100, |
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14 resolution.x, |
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15 resolution.y |
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16 ); |
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17 } |
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18 |
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19 Graphics::Graphics (Engine &engine, GameState &state, const GraphicsConfig &config) : |
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20 CL_DisplayWindow(GRAPHICS_WINDOW_TITLE, config.resolution.x, config.resolution.y, config.fullscreen, true), |
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21 engine(engine), |
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22 state(state), |
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23 resolution(config.resolution), |
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24 fullscreen_resolution(0, 0), window_resolution(0, 0), |
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25 update_timer(GRAPHICS_UPDATE_INTERVAL_MS), |
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26 input(get_ic()->get_keyboard()), |
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27 simple_font("Font2", engine.getResourceManager()), |
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28 message_view(getMessageViewArea(resolution)) |
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29 { |
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30 |
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31 // connect timer signal |
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32 slots.connect(update_timer.sig_tick(), this, &Graphics::on_update); |
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33 slots.connect(this->sig_resize(), this, &Graphics::on_window_resize); |
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34 |
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35 // enable |
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36 update_timer.start(); |
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37 |
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38 // push something to message_view |
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39 message_view.add_message(CL_Color::white, "Hello World"); |
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40 |
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41 // GameState events.... |
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42 state.setEventHandler(this); |
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43 |
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44 // set correct resolution |
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45 if (config.fullscreen) { |
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46 fullscreen_resolution = resolution; |
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47 |
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48 } else { |
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49 CL_DisplayMode best_mode = getBestMode(); |
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50 |
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51 fullscreen_resolution = PixelCoordinate(best_mode.get_resolution().width, best_mode.get_resolution().height); |
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52 window_resolution = resolution; |
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53 } |
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54 |
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55 } |
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56 |
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57 const std::vector<CL_DisplayMode> & Graphics::getDisplayModes (void) { |
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58 return CL_DisplayMode::get_display_modes(); |
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59 } |
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60 |
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61 const CL_DisplayMode Graphics::getBestMode (void) { |
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62 const std::vector<CL_DisplayMode> &modes = Graphics::getDisplayModes(); |
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63 |
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64 const CL_DisplayMode *best_mode = NULL; |
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65 |
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66 for (std::vector<CL_DisplayMode>::const_iterator it = modes.begin(); it != modes.end(); it++) |
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67 if (best_mode == NULL || ( |
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68 it->get_resolution().width * it->get_resolution().height > |
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69 best_mode->get_resolution().width * best_mode->get_resolution().height |
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70 )) |
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71 best_mode = &*it; |
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72 |
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73 if (best_mode == NULL) |
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74 throw Error("No available video modes!"); |
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75 |
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76 return *best_mode; |
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77 } |
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78 |
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79 void Graphics::check_input (void) { |
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80 LocalPlayer *player; |
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81 PlayerInput input_mask; |
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82 TimeMS input_dt; |
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83 |
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84 // update gui flags |
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85 handle_input(input.readGuiInput()); |
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86 |
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87 // stop here if we don't have a local player |
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88 if ((player = state.getLocalPlayer()) == NULL) |
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89 return; |
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90 |
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91 // build input_mask |
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92 input.readPlayerInput(input_mask, input_dt); |
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93 |
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94 // apply input if there was any |
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95 if (input_mask) |
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96 player->handleInput(input_mask, input_dt); |
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97 } |
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98 |
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99 void Graphics::toggle_fullscreen (void) { |
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100 if (is_fullscreen()) { |
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101 // remember current fullscreen resolution |
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102 fullscreen_resolution = resolution; |
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103 |
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104 // enter windowed mode |
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105 set_windowed(); |
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106 |
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107 /* |
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108 // do we have a window-mode resolution stored? |
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109 if (window_resolution.x && window_resolution.y) |
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110 set_size(window_resolution.x, window_resolution.y); |
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111 */ |
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112 } else { |
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113 // remember current window resolution |
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114 window_resolution = resolution; |
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115 |
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116 // enter fullscreen mode |
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117 set_fullscreen(fullscreen_resolution.x, fullscreen_resolution.y); |
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118 |
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119 // update resolution |
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120 resolution = fullscreen_resolution; |
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121 |
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122 // log |
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123 message_view.add_message(CL_Color::yellow, CL_String::format("[ Enter fullscreen mode with %1 x %2 resolution ]", |
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124 (int) resolution.x, (int) resolution.y)); |
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125 } |
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126 } |
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127 |
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128 void Graphics::handle_input (GuiInput flags) { |
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129 // update flags |
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130 this->flags = flags; |
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131 |
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132 // quit? |
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133 if (flags & GUI_INPUT_QUIT) { |
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134 engine.stop(); |
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135 |
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136 return; |
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137 } |
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138 |
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139 // dump player debug info on stderr |
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140 if ((flags & GUI_INPUT_DEBUG_PLAYER) && state.getLocalPlayer()) { |
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141 state.getLocalPlayer()->printDebugInfo(); |
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142 |
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143 message_view.add_message(CL_Color::green, "..."); |
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144 } |
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145 |
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146 // toggle fullscreen? |
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147 if (flags & GUI_INPUT_TOGGLE_FULLSCREEN) |
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148 toggle_fullscreen(); |
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149 } |
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150 |
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151 static PixelDimension value_between (PixelDimension low, PixelDimension value, PixelDimension high) { |
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152 if (high < low) |
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153 return (high + low) / 2; |
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154 |
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155 else if (value < low) |
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156 return low; |
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157 |
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158 else if (value > high) |
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159 return high; |
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160 |
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161 else |
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162 return value; |
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163 } |
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164 |
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165 void Graphics::do_redraw (void) { |
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166 CL_GraphicContext *gc = get_gc(); |
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167 LocalPlayer *player; |
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168 |
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169 // calculate camera |
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170 PixelCoordinate camera(0, 0); |
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171 |
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172 // ...to track our local player |
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173 if ((player = state.getLocalPlayer()) != NULL) { |
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174 // try and center the screen on the player |
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175 PixelCoordinate target = player->getCoordinate() - PixelCoordinate(resolution.x / 2, (resolution.y - 100) / 2); |
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176 |
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177 // ...but keep the world in view |
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178 PixelCoordinate max = state.terrain.getDimensions() - resolution + PixelCoordinate(0, 100); |
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179 |
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180 // ...by limiting the value to 0...max |
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181 camera = PixelCoordinate( |
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182 value_between(0, target.x, max.x), |
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183 value_between(0, target.y, max.y) |
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184 ); |
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185 } |
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186 |
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187 // Black background |
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188 gc->clear(CL_Color::black); |
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189 |
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190 // Draw the game |
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191 state.draw(this, camera, flags & GUI_INPUT_DISPLAY_WEAPON); |
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192 |
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193 // draw player info box |
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194 if (player != NULL) { |
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195 draw_player_info(gc, player); |
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196 } |
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197 |
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198 // draw messages |
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199 message_view.draw(this); |
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200 |
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201 // Flip window buffer, sync |
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202 flip(1); |
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203 } |
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204 |
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205 void Graphics::on_update (TimeMS tick_length) { |
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206 (void) tick_length; |
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207 |
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208 // check keyboard input |
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209 check_input(); |
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210 |
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211 // redraw display |
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212 do_redraw(); |
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213 } |
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214 |
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215 void Graphics::draw_player_info(CL_GraphicContext *gc, Player *p) { |
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216 int box_top = resolution.y - 100; |
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217 int box_left = 0; |
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218 int box_right = resolution.x; |
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219 int box_bottom = resolution.y; |
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220 int bar_length = 3; // *100 |
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221 |
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222 // draw status info at bottom of display |
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223 gc->fill_rect( |
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224 CL_Rect( |
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225 box_left, |
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226 box_top, |
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227 box_right, |
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228 box_bottom |
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229 ), |
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230 CL_Gradient( |
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231 CL_Color(0, 0, 0), |
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232 CL_Color(50, 50, 50), |
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233 CL_Color(50, 50, 50, 150), |
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234 CL_Color(100, 100, 100, 200) |
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235 ) |
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236 ); |
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237 |
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238 // Health |
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239 gc->draw_rect( |
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240 CL_Rect( |
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241 box_left + 9, |
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242 box_top + 9, |
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243 box_left + 11 + 100 * bar_length, |
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244 box_top + 31 |
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245 ), |
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246 CL_Color(150, 150, 150) |
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247 ); |
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248 |
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249 gc->fill_rect( |
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250 CL_Rect( |
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251 box_left + 10, |
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252 box_top + 10, |
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253 box_left + 10 + (int) (p->getHealthPercent() * bar_length), |
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254 box_top + 30 |
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255 ), |
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256 CL_Gradient( |
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257 CL_Color(200, 0, 0), |
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258 CL_Color(200 - (int)(p->getHealthPercent() * 2), (int)(p->getHealthPercent() * 2), 0), |
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259 CL_Color(200, 0, 0), |
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260 CL_Color(200 - (int)(p->getHealthPercent() * 2), (int)(p->getHealthPercent() * 2), 0) |
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261 ) |
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262 ); |
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263 |
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264 // stats - kills |
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265 std::stringstream sskills; |
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266 sskills << "Kills: " << p->getKills(); |
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267 getSimpleFont().draw( |
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268 box_left + 20 + 100 * bar_length, |
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269 box_top + 10, |
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270 sskills.str(), |
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271 get_gc() |
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272 ); |
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273 |
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274 // stats - deaths |
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275 std::stringstream ssdeaths; |
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276 ssdeaths << "Deaths: " << p->getDeaths(); |
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277 getSimpleFont().draw( |
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278 box_left + 20 + 100 * bar_length, |
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279 box_top + 30, |
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280 ssdeaths.str(), |
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281 get_gc() |
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282 ); |
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283 |
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284 // stats - ratio |
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285 std::stringstream ssratio; |
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286 ssratio << "Ratio: " << (p->getKills()+1) / (p->getDeaths()+1); |
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287 getSimpleFont().draw( |
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288 box_left + 20 + 100 * bar_length, |
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289 box_top + 50, |
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290 ssratio.str(), |
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291 get_gc() |
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292 ); |
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293 |
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294 |
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295 // Weapon clip / reloading |
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296 gc->draw_rect( |
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297 CL_Rect( |
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298 box_left + 9, |
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299 box_top + 69, |
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300 box_left + 11 + 100 * bar_length, |
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301 box_top + 91 |
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302 ), |
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303 CL_Color(150, 150, 150) |
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304 ); |
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305 |
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306 gc->fill_rect( |
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307 CL_Rect( |
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308 box_left + 10, |
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309 box_top + 70, |
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310 box_left + 10 + (100 - (int) (p->getCurrentWeapon()->getReloadTimer() * 100 / p->getCurrentWeapon()->getReloadTime())) * bar_length, |
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311 box_top + 90 |
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312 ), |
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313 CL_Gradient( |
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314 CL_Color(100, 100, 0), |
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315 CL_Color(100, 100, 0), |
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316 CL_Color(100, 100, 0), |
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317 CL_Color(100, 100, 100) |
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318 ) |
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319 ); |
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320 |
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321 // current weapon name |
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322 getSimpleFont().draw( |
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323 box_left + 20 + 100 * bar_length, |
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324 box_top + 70, |
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325 p->getCurrentWeapon()->getName(), |
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326 get_gc() |
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327 ); |
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328 |
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329 } |
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330 |
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331 void Graphics::on_window_resize (int new_x, int new_y) { |
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332 // ignore resize in fullscreen mode |
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333 if (is_fullscreen()) |
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334 return; |
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335 |
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336 // update resolution |
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337 resolution = PixelCoordinate(new_x, new_y); |
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338 |
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339 // resize components |
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340 message_view.on_resize(getMessageViewArea(resolution)); |
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341 |
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342 // log message |
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343 message_view.add_message(CL_Color::yellow, CL_String::format("[ Resized window to %1 x %2 ]", new_x, new_y)); |
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344 } |
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345 |
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346 void Graphics::on_player_joined (Player *p) { |
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347 message_view.add_message(CL_Color::white, " *** Player joined"); |
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348 } |
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349 |
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350 void Graphics::on_player_left (Player *p) { |
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351 message_view.add_message(CL_Color::white, " *** Player left"); |
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352 } |
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