ddnet/src/game/client/components/hud.cpp

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2010-11-20 10:37:14 +00:00
/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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#include <engine/graphics.h>
#include <engine/shared/config.h>
#include <engine/textrender.h>
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#include <game/client/animstate.h>
#include <game/client/components/scoreboard.h>
#include <game/client/gameclient.h>
#include <game/client/render.h>
#include <game/generated/client_data.h>
#include <game/generated/protocol.h>
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#include <game/layers.h>
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#include <game/localization.h>
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#include <cmath>
#include "binds.h"
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#include "camera.h"
#include "controls.h"
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#include "hud.h"
#include "voting.h"
CHud::CHud()
{
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// won't work if zero
m_FrameTimeAvg = 0.0f;
m_FPSTextContainerIndex = -1;
}
void CHud::ResetHudContainers()
{
for(auto &ScoreInfo : m_aScoreInfo)
{
TextRender()->DeleteTextContainer(ScoreInfo.m_OptionalNameTextContainerIndex);
TextRender()->DeleteTextContainer(ScoreInfo.m_TextRankContainerIndex);
TextRender()->DeleteTextContainer(ScoreInfo.m_TextScoreContainerIndex);
Graphics()->DeleteQuadContainer(ScoreInfo.m_RoundRectQuadContainerIndex);
ScoreInfo.Reset();
}
TextRender()->DeleteTextContainer(m_FPSTextContainerIndex);
}
void CHud::OnWindowResize()
{
ResetHudContainers();
}
void CHud::OnReset()
{
m_TimeCpDiff = 0.0f;
m_DDRaceTime = 0;
m_FinishTimeLastReceivedTick = 0;
m_TimeCpLastReceivedTick = 0;
m_ShowFinishTime = false;
m_ServerRecord = -1.0f;
m_aPlayerRecord[0] = -1.0f;
m_aPlayerRecord[1] = -1.0f;
ResetHudContainers();
}
void CHud::OnInit()
{
OnReset();
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m_HudQuadContainerIndex = Graphics()->CreateQuadContainer(false);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
PrepareAmmoHealthAndArmorQuads();
// all cursors for the different weapons
for(int i = 0; i < NUM_WEAPONS; ++i)
{
float ScaleX, ScaleY;
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[i].m_pSpriteCursor, ScaleX, ScaleY);
m_aCursorOffset[i] = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 64.f * ScaleX, 64.f * ScaleY);
}
// the flags
m_FlagOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 8.f, 16.f);
PreparePlayerStateQuads();
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Graphics()->QuadContainerUpload(m_HudQuadContainerIndex);
}
void CHud::RenderGameTimer()
{
float Half = m_Width / 2.0f;
if(!(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_SUDDENDEATH))
{
char aBuf[32];
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int Time = 0;
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if(m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit && (m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer <= 0))
{
Time = m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit * 60 - ((Client()->GameTick(g_Config.m_ClDummy) - m_pClient->m_Snap.m_pGameInfoObj->m_RoundStartTick) / Client()->GameTickSpeed());
if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER)
Time = 0;
}
else if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_RACETIME)
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{
//The Warmup timer is negative in this case to make sure that incompatible clients will not see a warmup timer
Time = (Client()->GameTick(g_Config.m_ClDummy) + m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer) / Client()->GameTickSpeed();
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}
else
Time = (Client()->GameTick(g_Config.m_ClDummy) - m_pClient->m_Snap.m_pGameInfoObj->m_RoundStartTick) / Client()->GameTickSpeed();
str_time((int64_t)Time * 100, TIME_DAYS, aBuf, sizeof(aBuf));
float FontSize = 10.0f;
static float s_TextWidthM = TextRender()->TextWidth(0, FontSize, "00:00", -1, -1.0f);
static float s_TextWidthH = TextRender()->TextWidth(0, FontSize, "00:00:00", -1, -1.0f);
static float s_TextWidth0D = TextRender()->TextWidth(0, FontSize, "0d 00:00:00", -1, -1.0f);
static float s_TextWidth00D = TextRender()->TextWidth(0, FontSize, "00d 00:00:00", -1, -1.0f);
static float s_TextWidth000D = TextRender()->TextWidth(0, FontSize, "000d 00:00:00", -1, -1.0f);
float w = Time >= 3600 * 24 * 100 ? s_TextWidth000D : Time >= 3600 * 24 * 10 ? s_TextWidth00D : Time >= 3600 * 24 ? s_TextWidth0D : Time >= 3600 ? s_TextWidthH : s_TextWidthM;
// last 60 sec red, last 10 sec blink
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if(m_pClient->m_Snap.m_pGameInfoObj->m_TimeLimit && Time <= 60 && (m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer <= 0))
{
float Alpha = Time <= 10 && (2 * time() / time_freq()) % 2 ? 0.5f : 1.0f;
TextRender()->TextColor(1.0f, 0.25f, 0.25f, Alpha);
}
TextRender()->Text(0, Half - w / 2, 2, FontSize, aBuf, -1.0f);
TextRender()->TextColor(1.0f, 1.0f, 1.0f, 1.0f);
}
}
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void CHud::RenderPauseNotification()
{
if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_PAUSED &&
!(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER))
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{
const char *pText = Localize("Game paused");
float FontSize = 20.0f;
float w = TextRender()->TextWidth(0, FontSize, pText, -1, -1.0f);
TextRender()->Text(0, 150.0f * Graphics()->ScreenAspect() + -w / 2.0f, 50.0f, FontSize, pText, -1.0f);
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}
}
void CHud::RenderSuddenDeath()
{
if(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_SUDDENDEATH)
{
float Half = m_Width / 2.0f;
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const char *pText = Localize("Sudden Death");
float FontSize = 12.0f;
float w = TextRender()->TextWidth(0, FontSize, pText, -1, -1.0f);
TextRender()->Text(0, Half - w / 2, 2, FontSize, pText, -1.0f);
}
}
void CHud::RenderScoreHud()
{
// render small score hud
if(!(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER))
{
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int GameFlags = m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags;
float StartY = 229.0f; // the height of this display is 56, so EndY is 285
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const float ScoreSingleBoxHeight = 18.0f;
bool ForceScoreInfoInit = !m_aScoreInfo[0].m_Initialized || !m_aScoreInfo[1].m_Initialized;
m_aScoreInfo[0].m_Initialized = m_aScoreInfo[1].m_Initialized = true;
if(GameFlags & GAMEFLAG_TEAMS && m_pClient->m_Snap.m_pGameDataObj)
{
char aScoreTeam[2][16];
str_format(aScoreTeam[TEAM_RED], sizeof(aScoreTeam), "%d", m_pClient->m_Snap.m_pGameDataObj->m_TeamscoreRed);
str_format(aScoreTeam[TEAM_BLUE], sizeof(aScoreTeam), "%d", m_pClient->m_Snap.m_pGameDataObj->m_TeamscoreBlue);
bool aRecreateTeamScore[2] = {str_comp(aScoreTeam[0], m_aScoreInfo[0].m_aScoreText) != 0, str_comp(aScoreTeam[1], m_aScoreInfo[1].m_aScoreText) != 0};
Declare variables as `const` when possible According to cppcheck's `constVariable` error: ``` src\engine\client\backend\opengl\opengl_sl.cpp:74:43: style: Variable 'Define' can be declared as reference to const [constVariable] for(CGLSLCompiler::SGLSLCompilerDefine &Define : pCompiler->m_vDefines) ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:2149:12: style: Variable 'GraphicThreadCommandBuffer' can be declared as reference to const [constVariable] auto &GraphicThreadCommandBuffer = m_vvThreadDrawCommandBuffers[i + 1][m_CurImageIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:3192:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable] auto &BufferObject = m_vBufferObjects[BufferObjectIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:3200:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable] auto &DescrSet = m_vTextures[State.m_Texture].m_VKStandard3DTexturedDescrSet; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:3810:13: style: Variable 'Mode' can be declared as reference to const [constVariable] for(auto &Mode : vPresentModeList) ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:3818:13: style: Variable 'Mode' can be declared as reference to const [constVariable] for(auto &Mode : vPresentModeList) ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6511:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable] auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6555:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable] auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_VKStandard3DTexturedDescrSet; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6660:9: style: Variable 'MemBlock' can be declared as reference to const [constVariable] auto &MemBlock = m_vBufferObjects[BufferIndex].m_BufferObject.m_Mem; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6799:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable] auto &BufferObject = m_vBufferObjects[BufferObjectIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6808:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable] auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6902:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable] auto &BufferObject = m_vBufferObjects[BufferObjectIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6907:9: style: Variable 'TextTextureDescr' can be declared as reference to const [constVariable] auto &TextTextureDescr = m_vTextures[pCommand->m_TextTextureIndex].m_VKTextDescrSet; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6961:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable] auto &BufferObject = m_vBufferObjects[BufferObjectIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6970:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable] auto &DescrSet = m_vTextures[State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex]; ^ src\game\client\components\hud.cpp:178:8: style: Variable 'aFlagCarrier' can be declared as const array [constVariable] int aFlagCarrier[2] = { ^ src\game\client\components\hud.cpp:519:16: style: Variable 's_aTextWidth' can be declared as const array [constVariable] static float s_aTextWidth[5] = {s_TextWidth0, s_TextWidth00, s_TextWidth000, s_TextWidth0000, s_TextWidth00000}; ^ src\game\client\components\killmessages.cpp:305:30: style: Variable 'Client' can be declared as reference to const [constVariable] CGameClient::CClientData &Client = GameClient()->m_aClients[m_aKillmsgs[r].m_KillerID]; ^ src\game\client\components\killmessages.cpp:314:30: style: Variable 'Client' can be declared as reference to const [constVariable] CGameClient::CClientData &Client = GameClient()->m_aClients[m_aKillmsgs[r].m_VictimID]; ^ src\game\client\components\menus_ingame.cpp:243:12: style: Variable 'pInfoByName' can be declared as reference to const [constVariable] for(auto &pInfoByName : m_pClient->m_Snap.m_apInfoByName) ^ src\game\client\components\menus_ingame.cpp:530:12: style: Variable 'pInfoByName' can be declared as reference to const [constVariable] for(auto &pInfoByName : m_pClient->m_Snap.m_apInfoByName) ^ src\game\client\components\players.cpp:767:44: style: Variable 'CharacterInfo' can be declared as reference to const [constVariable] CGameClient::CSnapState::CCharacterInfo &CharacterInfo = m_pClient->m_Snap.m_aCharacters[i]; ^ src\game\client\components\spectator.cpp:122:27: style: Variable 'Snap' can be declared as reference to const [constVariable] CGameClient::CSnapState &Snap = pSelf->m_pClient->m_Snap; ^ src\game\client\components\spectator.cpp:221:12: style: Variable 'pInfo' can be declared as reference to const [constVariable] for(auto &pInfo : m_pClient->m_Snap.m_apInfoByDDTeamName) ^ src\game\client\gameclient.cpp:2220:15: style: Variable 'OwnClientData' can be declared as reference to const [constVariable] CClientData &OwnClientData = m_aClients[ownID]; ^ src\game\client\gameclient.cpp:2227:16: style: Variable 'cData' can be declared as reference to const [constVariable] CClientData &cData = m_aClients[i]; ^ src\game\client\prediction\entities\character.cpp:397:11: style: Variable 'aSpreading' can be declared as const array [constVariable] float aSpreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f}; ^ src\game\client\prediction\entities\laser.cpp:53:9: style: Variable 'HitPos' can be declared as reference to const [constVariable] vec2 &HitPos = pHit->Core()->m_Pos; ^ src\game\editor\auto_map.cpp:507:18: style: Variable 'Index' can be declared as reference to const [constVariable] for(auto &Index : pRule->m_vIndexList) ^ src\game\editor\auto_map.cpp:518:18: style: Variable 'Index' can be declared as reference to const [constVariable] for(auto &Index : pRule->m_vIndexList) ^ src\game\editor\editor.cpp:118:12: style: Variable 'Item' can be declared as reference to const [constVariable] for(auto &Item : vList) ^ src\game\editor\editor.cpp:2983:11: style: Variable 'aAspects' can be declared as const array [constVariable] float aAspects[] = {4.0f / 3.0f, 16.0f / 10.0f, 5.0f / 4.0f, 16.0f / 9.0f}; ^ src\game\editor\editor.cpp:3141:15: style: Variable 's_aShift' can be declared as const array [constVariable] static int s_aShift[] = {24, 16, 8, 0}; ^ src\engine\server\server.cpp:2807:14: style: Variable 'Client' can be declared as reference to const [constVariable] for(auto &Client : m_aClients) ^ src\engine\server\sql_string_helpers.cpp:51:6: style: Variable 'aTimes' can be declared as const array [constVariable] int aTimes[7] = ^ src\test\secure_random.cpp:24:6: style: Variable 'BOUNDS' can be declared as const array [constVariable] int BOUNDS[] = {2, 3, 4, 5, 10, 100, 127, 128, 129}; ^ ```
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const int aFlagCarrier[2] = {
m_pClient->m_Snap.m_pGameDataObj->m_FlagCarrierRed,
m_pClient->m_Snap.m_pGameDataObj->m_FlagCarrierBlue};
bool RecreateRect = ForceScoreInfoInit;
for(int t = 0; t < 2; t++)
{
if(aRecreateTeamScore[t])
{
m_aScoreInfo[t].m_ScoreTextWidth = TextRender()->TextWidth(0, 14.0f, aScoreTeam[t == 0 ? TEAM_RED : TEAM_BLUE], -1, -1.0f);
mem_copy(m_aScoreInfo[t].m_aScoreText, aScoreTeam[t == 0 ? TEAM_RED : TEAM_BLUE], sizeof(m_aScoreInfo[t].m_aScoreText));
RecreateRect = true;
}
}
static float s_TextWidth100 = TextRender()->TextWidth(0, 14.0f, "100", -1, -1.0f);
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float ScoreWidthMax = maximum(maximum(m_aScoreInfo[0].m_ScoreTextWidth, m_aScoreInfo[1].m_ScoreTextWidth), s_TextWidth100);
float Split = 3.0f;
float ImageSize = (GameFlags & GAMEFLAG_FLAGS) ? 16.0f : Split;
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for(int t = 0; t < 2; t++)
{
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// draw box
if(RecreateRect)
{
Graphics()->DeleteQuadContainer(m_aScoreInfo[t].m_RoundRectQuadContainerIndex);
if(t == 0)
Graphics()->SetColor(1.0f, 0.0f, 0.0f, 0.25f);
else
Graphics()->SetColor(0.0f, 0.0f, 1.0f, 0.25f);
m_aScoreInfo[t].m_RoundRectQuadContainerIndex = Graphics()->CreateRectQuadContainer(m_Width - ScoreWidthMax - ImageSize - 2 * Split, StartY + t * 20, ScoreWidthMax + ImageSize + 2 * Split, ScoreSingleBoxHeight, 5.0f, IGraphics::CORNER_L);
}
Graphics()->TextureClear();
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
if(m_aScoreInfo[t].m_RoundRectQuadContainerIndex != -1)
Graphics()->RenderQuadContainer(m_aScoreInfo[t].m_RoundRectQuadContainerIndex, -1);
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// draw score
if(aRecreateTeamScore[t])
{
TextRender()->DeleteTextContainer(m_aScoreInfo[t].m_TextScoreContainerIndex);
CTextCursor Cursor;
TextRender()->SetCursor(&Cursor, m_Width - ScoreWidthMax + (ScoreWidthMax - m_aScoreInfo[t].m_ScoreTextWidth) / 2 - Split, StartY + t * 20 + (18.f - 14.f) / 2.f, 14.0f, TEXTFLAG_RENDER);
Cursor.m_LineWidth = -1;
TextRender()->CreateTextContainer(m_aScoreInfo[t].m_TextScoreContainerIndex, &Cursor, aScoreTeam[t]);
}
if(m_aScoreInfo[t].m_TextScoreContainerIndex != -1)
{
ColorRGBA TColor(1.f, 1.f, 1.f, 1.f);
ColorRGBA TOutlineColor(0.f, 0.f, 0.f, 0.3f);
TextRender()->RenderTextContainer(m_aScoreInfo[t].m_TextScoreContainerIndex, TColor, TOutlineColor);
}
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if(GameFlags & GAMEFLAG_FLAGS)
{
int BlinkTimer = (m_pClient->m_aFlagDropTick[t] != 0 &&
(Client()->GameTick(g_Config.m_ClDummy) - m_pClient->m_aFlagDropTick[t]) / Client()->GameTickSpeed() >= 25) ?
10 :
20;
if(aFlagCarrier[t] == FLAG_ATSTAND || (aFlagCarrier[t] == FLAG_TAKEN && ((Client()->GameTick(g_Config.m_ClDummy) / BlinkTimer) & 1)))
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{
// draw flag
Graphics()->TextureSet(t == 0 ? m_pClient->m_GameSkin.m_SpriteFlagRed : m_pClient->m_GameSkin.m_SpriteFlagBlue);
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Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_FlagOffset, m_Width - ScoreWidthMax - ImageSize, StartY + 1.0f + t * 20);
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}
else if(aFlagCarrier[t] >= 0)
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{
// draw name of the flag holder
int ID = aFlagCarrier[t] % MAX_CLIENTS;
const char *pName = m_pClient->m_aClients[ID].m_aName;
if(str_comp(pName, m_aScoreInfo[t].m_aPlayerNameText) != 0 || RecreateRect)
{
mem_copy(m_aScoreInfo[t].m_aPlayerNameText, pName, sizeof(m_aScoreInfo[t].m_aPlayerNameText));
TextRender()->DeleteTextContainer(m_aScoreInfo[t].m_OptionalNameTextContainerIndex);
float w = TextRender()->TextWidth(0, 8.0f, pName, -1, -1.0f);
CTextCursor Cursor;
TextRender()->SetCursor(&Cursor, minimum(m_Width - w - 1.0f, m_Width - ScoreWidthMax - ImageSize - 2 * Split), StartY + (t + 1) * 20.0f - 2.0f, 8.0f, TEXTFLAG_RENDER);
Cursor.m_LineWidth = -1;
TextRender()->CreateTextContainer(m_aScoreInfo[t].m_OptionalNameTextContainerIndex, &Cursor, pName);
}
if(m_aScoreInfo[t].m_OptionalNameTextContainerIndex != -1)
{
ColorRGBA TColor(1.f, 1.f, 1.f, 1.f);
ColorRGBA TOutlineColor(0.f, 0.f, 0.f, 0.3f);
TextRender()->RenderTextContainer(m_aScoreInfo[t].m_OptionalNameTextContainerIndex, TColor, TOutlineColor);
}
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// draw tee of the flag holder
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CTeeRenderInfo TeeInfo = m_pClient->m_aClients[ID].m_RenderInfo;
TeeInfo.m_Size = ScoreSingleBoxHeight;
CAnimState *pIdleState = CAnimState::GetIdle();
vec2 OffsetToMid;
RenderTools()->GetRenderTeeOffsetToRenderedTee(pIdleState, &TeeInfo, OffsetToMid);
vec2 TeeRenderPos(m_Width - ScoreWidthMax - TeeInfo.m_Size / 2 - Split, StartY + (t * 20) + ScoreSingleBoxHeight / 2.0f + OffsetToMid.y);
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RenderTools()->RenderTee(pIdleState, &TeeInfo, EMOTE_NORMAL, vec2(1.0f, 0.0f), TeeRenderPos);
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}
}
StartY += 8.0f;
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}
}
else
{
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int Local = -1;
int aPos[2] = {1, 2};
const CNetObj_PlayerInfo *apPlayerInfo[2] = {0, 0};
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int i = 0;
for(int t = 0; t < 2 && i < MAX_CLIENTS && m_pClient->m_Snap.m_apInfoByScore[i]; ++i)
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{
if(m_pClient->m_Snap.m_apInfoByScore[i]->m_Team != TEAM_SPECTATORS)
{
apPlayerInfo[t] = m_pClient->m_Snap.m_apInfoByScore[i];
if(apPlayerInfo[t]->m_ClientID == m_pClient->m_Snap.m_LocalClientID)
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Local = t;
++t;
}
}
// search local player info if not a spectator, nor within top2 scores
if(Local == -1 && m_pClient->m_Snap.m_pLocalInfo && m_pClient->m_Snap.m_pLocalInfo->m_Team != TEAM_SPECTATORS)
{
for(; i < MAX_CLIENTS && m_pClient->m_Snap.m_apInfoByScore[i]; ++i)
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{
if(m_pClient->m_Snap.m_apInfoByScore[i]->m_Team != TEAM_SPECTATORS)
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++aPos[1];
if(m_pClient->m_Snap.m_apInfoByScore[i]->m_ClientID == m_pClient->m_Snap.m_LocalClientID)
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{
apPlayerInfo[1] = m_pClient->m_Snap.m_apInfoByScore[i];
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Local = 1;
break;
}
}
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}
char aScore[2][16];
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for(int t = 0; t < 2; ++t)
{
if(apPlayerInfo[t])
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{
if(m_pClient->m_GameInfo.m_TimeScore && g_Config.m_ClDDRaceScoreBoard)
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{
if(apPlayerInfo[t]->m_Score != -9999)
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str_time((int64_t)abs(apPlayerInfo[t]->m_Score) * 100, TIME_HOURS, aScore[t], sizeof(aScore[t]));
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else
aScore[t][0] = 0;
}
else
str_format(aScore[t], sizeof(aScore) / 2, "%d", apPlayerInfo[t]->m_Score);
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}
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else
aScore[t][0] = 0;
}
static int LocalClientID = -1;
bool RecreateScores = str_comp(aScore[0], m_aScoreInfo[0].m_aScoreText) != 0 || str_comp(aScore[1], m_aScoreInfo[1].m_aScoreText) != 0 || LocalClientID != m_pClient->m_Snap.m_LocalClientID;
LocalClientID = m_pClient->m_Snap.m_LocalClientID;
bool RecreateRect = ForceScoreInfoInit;
for(int t = 0; t < 2; t++)
{
if(RecreateScores)
{
m_aScoreInfo[t].m_ScoreTextWidth = TextRender()->TextWidth(0, 14.0f, aScore[t], -1, -1.0f);
mem_copy(m_aScoreInfo[t].m_aScoreText, aScore[t], sizeof(m_aScoreInfo[t].m_aScoreText));
RecreateRect = true;
}
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if(apPlayerInfo[t])
{
int ID = apPlayerInfo[t]->m_ClientID;
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if(ID >= 0 && ID < MAX_CLIENTS)
{
const char *pName = m_pClient->m_aClients[ID].m_aName;
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if(str_comp(pName, m_aScoreInfo[t].m_aPlayerNameText) != 0)
RecreateRect = true;
}
}
else
{
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if(m_aScoreInfo[t].m_aPlayerNameText[0] != 0)
RecreateRect = true;
}
char aBuf[16];
str_format(aBuf, sizeof(aBuf), "%d.", aPos[t]);
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if(str_comp(aBuf, m_aScoreInfo[t].m_aRankText) != 0)
RecreateRect = true;
}
static float s_TextWidth10 = TextRender()->TextWidth(0, 14.0f, "10", -1, -1.0f);
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float ScoreWidthMax = maximum(maximum(m_aScoreInfo[0].m_ScoreTextWidth, m_aScoreInfo[1].m_ScoreTextWidth), s_TextWidth10);
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float Split = 3.0f, ImageSize = 16.0f, PosSize = 16.0f;
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for(int t = 0; t < 2; t++)
{
// draw box
if(RecreateRect)
{
Graphics()->DeleteQuadContainer(m_aScoreInfo[t].m_RoundRectQuadContainerIndex);
if(t == Local)
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.25f);
else
Graphics()->SetColor(0.0f, 0.0f, 0.0f, 0.25f);
m_aScoreInfo[t].m_RoundRectQuadContainerIndex = Graphics()->CreateRectQuadContainer(m_Width - ScoreWidthMax - ImageSize - 2 * Split - PosSize, StartY + t * 20, ScoreWidthMax + ImageSize + 2 * Split + PosSize, ScoreSingleBoxHeight, 5.0f, IGraphics::CORNER_L);
}
Graphics()->TextureClear();
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
if(m_aScoreInfo[t].m_RoundRectQuadContainerIndex != -1)
Graphics()->RenderQuadContainer(m_aScoreInfo[t].m_RoundRectQuadContainerIndex, -1);
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if(RecreateScores)
{
TextRender()->DeleteTextContainer(m_aScoreInfo[t].m_TextScoreContainerIndex);
CTextCursor Cursor;
TextRender()->SetCursor(&Cursor, m_Width - ScoreWidthMax + (ScoreWidthMax - m_aScoreInfo[t].m_ScoreTextWidth) - Split, StartY + t * 20 + (18.f - 14.f) / 2.f, 14.0f, TEXTFLAG_RENDER);
Cursor.m_LineWidth = -1;
TextRender()->CreateTextContainer(m_aScoreInfo[t].m_TextScoreContainerIndex, &Cursor, aScore[t]);
}
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// draw score
if(m_aScoreInfo[t].m_TextScoreContainerIndex != -1)
{
ColorRGBA TColor(1.f, 1.f, 1.f, 1.f);
ColorRGBA TOutlineColor(0.f, 0.f, 0.f, 0.3f);
TextRender()->RenderTextContainer(m_aScoreInfo[t].m_TextScoreContainerIndex, TColor, TOutlineColor);
}
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if(apPlayerInfo[t])
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{
// draw name
int ID = apPlayerInfo[t]->m_ClientID;
if(ID >= 0 && ID < MAX_CLIENTS)
{
const char *pName = m_pClient->m_aClients[ID].m_aName;
if(RecreateRect)
{
mem_copy(m_aScoreInfo[t].m_aPlayerNameText, pName, sizeof(m_aScoreInfo[t].m_aPlayerNameText));
TextRender()->DeleteTextContainer(m_aScoreInfo[t].m_OptionalNameTextContainerIndex);
CTextCursor Cursor;
float w = TextRender()->TextWidth(0, 8.0f, pName, -1, -1.0f);
TextRender()->SetCursor(&Cursor, minimum(m_Width - w - 1.0f, m_Width - ScoreWidthMax - ImageSize - 2 * Split - PosSize), StartY + (t + 1) * 20.0f - 2.0f, 8.0f, TEXTFLAG_RENDER);
Cursor.m_LineWidth = -1;
TextRender()->CreateTextContainer(m_aScoreInfo[t].m_OptionalNameTextContainerIndex, &Cursor, pName);
}
if(m_aScoreInfo[t].m_OptionalNameTextContainerIndex != -1)
{
ColorRGBA TColor(1.f, 1.f, 1.f, 1.f);
ColorRGBA TOutlineColor(0.f, 0.f, 0.f, 0.3f);
TextRender()->RenderTextContainer(m_aScoreInfo[t].m_OptionalNameTextContainerIndex, TColor, TOutlineColor);
}
// draw tee
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CTeeRenderInfo TeeInfo = m_pClient->m_aClients[ID].m_RenderInfo;
TeeInfo.m_Size = ScoreSingleBoxHeight;
CAnimState *pIdleState = CAnimState::GetIdle();
vec2 OffsetToMid;
RenderTools()->GetRenderTeeOffsetToRenderedTee(pIdleState, &TeeInfo, OffsetToMid);
vec2 TeeRenderPos(m_Width - ScoreWidthMax - TeeInfo.m_Size / 2 - Split, StartY + (t * 20) + ScoreSingleBoxHeight / 2.0f + OffsetToMid.y);
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RenderTools()->RenderTee(pIdleState, &TeeInfo, EMOTE_NORMAL, vec2(1.0f, 0.0f), TeeRenderPos);
}
}
else
{
m_aScoreInfo[t].m_aPlayerNameText[0] = 0;
}
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// draw position
char aBuf[16];
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str_format(aBuf, sizeof(aBuf), "%d.", aPos[t]);
if(RecreateRect)
{
mem_copy(m_aScoreInfo[t].m_aRankText, aBuf, sizeof(m_aScoreInfo[t].m_aRankText));
TextRender()->DeleteTextContainer(m_aScoreInfo[t].m_TextRankContainerIndex);
CTextCursor Cursor;
TextRender()->SetCursor(&Cursor, m_Width - ScoreWidthMax - ImageSize - Split - PosSize, StartY + t * 20 + (18.f - 10.f) / 2.f, 10.0f, TEXTFLAG_RENDER);
Cursor.m_LineWidth = -1;
TextRender()->CreateTextContainer(m_aScoreInfo[t].m_TextRankContainerIndex, &Cursor, aBuf);
}
if(m_aScoreInfo[t].m_TextRankContainerIndex != -1)
{
ColorRGBA TColor(1.f, 1.f, 1.f, 1.f);
ColorRGBA TOutlineColor(0.f, 0.f, 0.f, 0.3f);
TextRender()->RenderTextContainer(m_aScoreInfo[t].m_TextRankContainerIndex, TColor, TOutlineColor);
}
StartY += 8.0f;
}
}
}
}
void CHud::RenderWarmupTimer()
{
// render warmup timer
if(m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer > 0 && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_RACETIME))
{
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char aBuf[256];
float FontSize = 20.0f;
float w = TextRender()->TextWidth(0, FontSize, Localize("Warmup"), -1, -1.0f);
TextRender()->Text(0, 150 * Graphics()->ScreenAspect() + -w / 2, 50, FontSize, Localize("Warmup"), -1.0f);
int Seconds = m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer / SERVER_TICK_SPEED;
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if(Seconds < 5)
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str_format(aBuf, sizeof(aBuf), "%d.%d", Seconds, (m_pClient->m_Snap.m_pGameInfoObj->m_WarmupTimer * 10 / SERVER_TICK_SPEED) % 10);
else
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str_format(aBuf, sizeof(aBuf), "%d", Seconds);
w = TextRender()->TextWidth(0, FontSize, aBuf, -1, -1.0f);
TextRender()->Text(0, 150 * Graphics()->ScreenAspect() + -w / 2, 75, FontSize, aBuf, -1.0f);
}
}
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void CHud::RenderTextInfo()
{
if(g_Config.m_ClShowfps)
{
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// calculate avg. fps
m_FrameTimeAvg = m_FrameTimeAvg * 0.9f + Client()->RenderFrameTime() * 0.1f;
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char aBuf[64];
int FrameTime = (int)(1.0f / m_FrameTimeAvg + 0.5f);
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str_format(aBuf, sizeof(aBuf), "%d", FrameTime);
static float s_TextWidth0 = TextRender()->TextWidth(0, 12.f, "0", -1, -1.0f);
static float s_TextWidth00 = TextRender()->TextWidth(0, 12.f, "00", -1, -1.0f);
static float s_TextWidth000 = TextRender()->TextWidth(0, 12.f, "000", -1, -1.0f);
static float s_TextWidth0000 = TextRender()->TextWidth(0, 12.f, "0000", -1, -1.0f);
static float s_TextWidth00000 = TextRender()->TextWidth(0, 12.f, "00000", -1, -1.0f);
Declare variables as `const` when possible According to cppcheck's `constVariable` error: ``` src\engine\client\backend\opengl\opengl_sl.cpp:74:43: style: Variable 'Define' can be declared as reference to const [constVariable] for(CGLSLCompiler::SGLSLCompilerDefine &Define : pCompiler->m_vDefines) ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:2149:12: style: Variable 'GraphicThreadCommandBuffer' can be declared as reference to const [constVariable] auto &GraphicThreadCommandBuffer = m_vvThreadDrawCommandBuffers[i + 1][m_CurImageIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:3192:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable] auto &BufferObject = m_vBufferObjects[BufferObjectIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:3200:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable] auto &DescrSet = m_vTextures[State.m_Texture].m_VKStandard3DTexturedDescrSet; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:3810:13: style: Variable 'Mode' can be declared as reference to const [constVariable] for(auto &Mode : vPresentModeList) ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:3818:13: style: Variable 'Mode' can be declared as reference to const [constVariable] for(auto &Mode : vPresentModeList) ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6511:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable] auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6555:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable] auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_VKStandard3DTexturedDescrSet; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6660:9: style: Variable 'MemBlock' can be declared as reference to const [constVariable] auto &MemBlock = m_vBufferObjects[BufferIndex].m_BufferObject.m_Mem; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6799:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable] auto &BufferObject = m_vBufferObjects[BufferObjectIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6808:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable] auto &DescrSet = m_vTextures[pCommand->m_State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6902:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable] auto &BufferObject = m_vBufferObjects[BufferObjectIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6907:9: style: Variable 'TextTextureDescr' can be declared as reference to const [constVariable] auto &TextTextureDescr = m_vTextures[pCommand->m_TextTextureIndex].m_VKTextDescrSet; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6961:9: style: Variable 'BufferObject' can be declared as reference to const [constVariable] auto &BufferObject = m_vBufferObjects[BufferObjectIndex]; ^ src\engine\client\backend\vulkan\backend_vulkan.cpp:6970:10: style: Variable 'DescrSet' can be declared as reference to const [constVariable] auto &DescrSet = m_vTextures[State.m_Texture].m_aVKStandardTexturedDescrSets[AddressModeIndex]; ^ src\game\client\components\hud.cpp:178:8: style: Variable 'aFlagCarrier' can be declared as const array [constVariable] int aFlagCarrier[2] = { ^ src\game\client\components\hud.cpp:519:16: style: Variable 's_aTextWidth' can be declared as const array [constVariable] static float s_aTextWidth[5] = {s_TextWidth0, s_TextWidth00, s_TextWidth000, s_TextWidth0000, s_TextWidth00000}; ^ src\game\client\components\killmessages.cpp:305:30: style: Variable 'Client' can be declared as reference to const [constVariable] CGameClient::CClientData &Client = GameClient()->m_aClients[m_aKillmsgs[r].m_KillerID]; ^ src\game\client\components\killmessages.cpp:314:30: style: Variable 'Client' can be declared as reference to const [constVariable] CGameClient::CClientData &Client = GameClient()->m_aClients[m_aKillmsgs[r].m_VictimID]; ^ src\game\client\components\menus_ingame.cpp:243:12: style: Variable 'pInfoByName' can be declared as reference to const [constVariable] for(auto &pInfoByName : m_pClient->m_Snap.m_apInfoByName) ^ src\game\client\components\menus_ingame.cpp:530:12: style: Variable 'pInfoByName' can be declared as reference to const [constVariable] for(auto &pInfoByName : m_pClient->m_Snap.m_apInfoByName) ^ src\game\client\components\players.cpp:767:44: style: Variable 'CharacterInfo' can be declared as reference to const [constVariable] CGameClient::CSnapState::CCharacterInfo &CharacterInfo = m_pClient->m_Snap.m_aCharacters[i]; ^ src\game\client\components\spectator.cpp:122:27: style: Variable 'Snap' can be declared as reference to const [constVariable] CGameClient::CSnapState &Snap = pSelf->m_pClient->m_Snap; ^ src\game\client\components\spectator.cpp:221:12: style: Variable 'pInfo' can be declared as reference to const [constVariable] for(auto &pInfo : m_pClient->m_Snap.m_apInfoByDDTeamName) ^ src\game\client\gameclient.cpp:2220:15: style: Variable 'OwnClientData' can be declared as reference to const [constVariable] CClientData &OwnClientData = m_aClients[ownID]; ^ src\game\client\gameclient.cpp:2227:16: style: Variable 'cData' can be declared as reference to const [constVariable] CClientData &cData = m_aClients[i]; ^ src\game\client\prediction\entities\character.cpp:397:11: style: Variable 'aSpreading' can be declared as const array [constVariable] float aSpreading[] = {-0.185f, -0.070f, 0, 0.070f, 0.185f}; ^ src\game\client\prediction\entities\laser.cpp:53:9: style: Variable 'HitPos' can be declared as reference to const [constVariable] vec2 &HitPos = pHit->Core()->m_Pos; ^ src\game\editor\auto_map.cpp:507:18: style: Variable 'Index' can be declared as reference to const [constVariable] for(auto &Index : pRule->m_vIndexList) ^ src\game\editor\auto_map.cpp:518:18: style: Variable 'Index' can be declared as reference to const [constVariable] for(auto &Index : pRule->m_vIndexList) ^ src\game\editor\editor.cpp:118:12: style: Variable 'Item' can be declared as reference to const [constVariable] for(auto &Item : vList) ^ src\game\editor\editor.cpp:2983:11: style: Variable 'aAspects' can be declared as const array [constVariable] float aAspects[] = {4.0f / 3.0f, 16.0f / 10.0f, 5.0f / 4.0f, 16.0f / 9.0f}; ^ src\game\editor\editor.cpp:3141:15: style: Variable 's_aShift' can be declared as const array [constVariable] static int s_aShift[] = {24, 16, 8, 0}; ^ src\engine\server\server.cpp:2807:14: style: Variable 'Client' can be declared as reference to const [constVariable] for(auto &Client : m_aClients) ^ src\engine\server\sql_string_helpers.cpp:51:6: style: Variable 'aTimes' can be declared as const array [constVariable] int aTimes[7] = ^ src\test\secure_random.cpp:24:6: style: Variable 'BOUNDS' can be declared as const array [constVariable] int BOUNDS[] = {2, 3, 4, 5, 10, 100, 127, 128, 129}; ^ ```
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static const float s_aTextWidth[5] = {s_TextWidth0, s_TextWidth00, s_TextWidth000, s_TextWidth0000, s_TextWidth00000};
int DigitIndex = GetDigitsIndex(FrameTime, 4);
//TextRender()->Text(0, m_Width-10-TextRender()->TextWidth(0,12,Buf,-1,-1.0f), 5, 12, Buf, -1.0f);
CTextCursor Cursor;
TextRender()->SetCursor(&Cursor, m_Width - 10 - s_aTextWidth[DigitIndex], 5, 12, TEXTFLAG_RENDER);
Cursor.m_LineWidth = -1;
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auto OldFlags = TextRender()->GetRenderFlags();
TextRender()->SetRenderFlags(OldFlags | TEXT_RENDER_FLAG_ONE_TIME_USE);
if(m_FPSTextContainerIndex == -1)
TextRender()->CreateTextContainer(m_FPSTextContainerIndex, &Cursor, "0");
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else
TextRender()->RecreateTextContainerSoft(&Cursor, m_FPSTextContainerIndex, aBuf);
TextRender()->SetRenderFlags(OldFlags);
ColorRGBA TColor(1, 1, 1, 1);
ColorRGBA TOutColor(0, 0, 0, 0.3f);
TextRender()->RenderTextContainer(m_FPSTextContainerIndex, TColor, TOutColor);
}
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if(g_Config.m_ClShowpred)
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{
char aBuf[64];
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str_format(aBuf, sizeof(aBuf), "%d", Client()->GetPredictionTime());
TextRender()->Text(0, m_Width - 10 - TextRender()->TextWidth(0, 12, aBuf, -1, -1.0f), g_Config.m_ClShowfps ? 20 : 5, 12, aBuf, -1.0f);
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}
}
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void CHud::RenderConnectionWarning()
{
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if(Client()->ConnectionProblems())
{
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const char *pText = Localize("Connection Problems...");
float w = TextRender()->TextWidth(0, 24, pText, -1, -1.0f);
TextRender()->Text(0, 150 * Graphics()->ScreenAspect() - w / 2, 50, 24, pText, -1.0f);
}
}
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void CHud::RenderTeambalanceWarning()
{
// render prompt about team-balance
bool Flash = time() / (time_freq() / 2) % 2 == 0;
if(m_pClient->m_Snap.m_pGameInfoObj->m_GameFlags & GAMEFLAG_TEAMS)
{
int TeamDiff = m_pClient->m_Snap.m_aTeamSize[TEAM_RED] - m_pClient->m_Snap.m_aTeamSize[TEAM_BLUE];
if(g_Config.m_ClWarningTeambalance && (TeamDiff >= 2 || TeamDiff <= -2))
{
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const char *pText = Localize("Please balance teams!");
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if(Flash)
TextRender()->TextColor(1, 1, 0.5f, 1);
else
TextRender()->TextColor(0.7f, 0.7f, 0.2f, 1.0f);
TextRender()->Text(0x0, 5, 50, 6, pText, -1.0f);
TextRender()->TextColor(1, 1, 1, 1);
}
}
}
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void CHud::RenderVoting()
{
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if((!g_Config.m_ClShowVotesAfterVoting && !m_pClient->m_Scoreboard.Active() && m_pClient->m_Voting.TakenChoice()) || !m_pClient->m_Voting.IsVoting() || Client()->State() == IClient::STATE_DEMOPLAYBACK)
return;
Graphics()->DrawRect(-10, 60 - 2, 100 + 10 + 4 + 5, 46, ColorRGBA(0.0f, 0.0f, 0.0f, 0.4f), IGraphics::CORNER_ALL, 5.0f);
TextRender()->TextColor(1, 1, 1, 1);
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CTextCursor Cursor;
char aBuf[512];
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str_format(aBuf, sizeof(aBuf), Localize("%ds left"), m_pClient->m_Voting.SecondsLeft());
float tw = TextRender()->TextWidth(0x0, 6, aBuf, -1, -1.0f);
TextRender()->SetCursor(&Cursor, 5.0f + 100.0f - tw, 60.0f, 6.0f, TEXTFLAG_RENDER);
TextRender()->TextEx(&Cursor, aBuf, -1);
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TextRender()->SetCursor(&Cursor, 5.0f, 60.0f, 6.0f, TEXTFLAG_RENDER);
Cursor.m_LineWidth = 100.0f - tw;
Cursor.m_MaxLines = 3;
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TextRender()->TextEx(&Cursor, m_pClient->m_Voting.VoteDescription(), -1);
// reason
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str_format(aBuf, sizeof(aBuf), "%s %s", Localize("Reason:"), m_pClient->m_Voting.VoteReason());
TextRender()->SetCursor(&Cursor, 5.0f, 79.0f, 6.0f, TEXTFLAG_RENDER | TEXTFLAG_STOP_AT_END);
Cursor.m_LineWidth = 100.0f;
TextRender()->TextEx(&Cursor, aBuf, -1);
CUIRect Base = {5, 88, 100, 4};
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m_pClient->m_Voting.RenderBars(Base, false);
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char aKey[64];
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m_pClient->m_Binds.GetKey("vote yes", aKey, sizeof(aKey));
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str_format(aBuf, sizeof(aBuf), "%s - %s", aKey, Localize("Vote yes"));
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Base.y += Base.h;
Base.h = 11.f;
UI()->DoLabel(&Base, aBuf, 6.0f, TEXTALIGN_LEFT);
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m_pClient->m_Binds.GetKey("vote no", aKey, sizeof(aKey));
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str_format(aBuf, sizeof(aBuf), "%s - %s", Localize("Vote no"), aKey);
UI()->DoLabel(&Base, aBuf, 6.0f, TEXTALIGN_RIGHT);
}
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void CHud::RenderCursor()
{
if(!m_pClient->m_Snap.m_pLocalCharacter || Client()->State() == IClient::STATE_DEMOPLAYBACK)
return;
RenderTools()->MapScreenToInterface(m_pClient->m_Camera.m_Center.x, m_pClient->m_Camera.m_Center.y);
// render cursor
int CurWeapon = m_pClient->m_Snap.m_pLocalCharacter->m_Weapon % NUM_WEAPONS;
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
Graphics()->TextureSet(m_pClient->m_GameSkin.m_aSpriteWeaponCursors[CurWeapon]);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_aCursorOffset[CurWeapon], m_pClient->m_Controls.m_aTargetPos[g_Config.m_ClDummy].x, m_pClient->m_Controls.m_aTargetPos[g_Config.m_ClDummy].y);
}
void CHud::PrepareAmmoHealthAndArmorQuads()
{
float x = 5;
float y = 5;
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IGraphics::CQuadItem Array[10];
// ammo of the different weapons
for(int i = 0; i < NUM_WEAPONS; ++i)
{
// 0.6
for(int n = 0; n < 10; n++)
Array[n] = IGraphics::CQuadItem(x + n * 12, y, 10, 10);
m_aAmmoOffset[i] = Graphics()->QuadContainerAddQuads(m_HudQuadContainerIndex, Array, 10);
// 0.7
if(i == WEAPON_GRENADE)
{
// special case for 0.7 grenade
for(int n = 0; n < 10; n++)
Array[n] = IGraphics::CQuadItem(1 + x + n * 12, y, 10, 10);
}
else
{
for(int n = 0; n < 10; n++)
Array[n] = IGraphics::CQuadItem(x + n * 12, y, 12, 12);
}
Graphics()->QuadContainerAddQuads(m_HudQuadContainerIndex, Array, 10);
}
// health
for(int i = 0; i < 10; ++i)
Array[i] = IGraphics::CQuadItem(x + i * 12, y, 10, 10);
m_HealthOffset = Graphics()->QuadContainerAddQuads(m_HudQuadContainerIndex, Array, 10);
// 0.7
for(int i = 0; i < 10; ++i)
Array[i] = IGraphics::CQuadItem(x + i * 12, y, 12, 12);
Graphics()->QuadContainerAddQuads(m_HudQuadContainerIndex, Array, 10);
// empty health
for(int i = 0; i < 10; ++i)
Array[i] = IGraphics::CQuadItem(x + i * 12, y, 10, 10);
m_EmptyHealthOffset = Graphics()->QuadContainerAddQuads(m_HudQuadContainerIndex, Array, 10);
// 0.7
for(int i = 0; i < 10; ++i)
Array[i] = IGraphics::CQuadItem(x + i * 12, y, 12, 12);
Graphics()->QuadContainerAddQuads(m_HudQuadContainerIndex, Array, 10);
// armor meter
for(int i = 0; i < 10; ++i)
Array[i] = IGraphics::CQuadItem(x + i * 12, y + 12, 10, 10);
m_ArmorOffset = Graphics()->QuadContainerAddQuads(m_HudQuadContainerIndex, Array, 10);
// 0.7
for(int i = 0; i < 10; ++i)
Array[i] = IGraphics::CQuadItem(x + i * 12, y + 12, 12, 12);
Graphics()->QuadContainerAddQuads(m_HudQuadContainerIndex, Array, 10);
// empty armor meter
for(int i = 0; i < 10; ++i)
Array[i] = IGraphics::CQuadItem(x + i * 12, y + 12, 10, 10);
m_EmptyArmorOffset = Graphics()->QuadContainerAddQuads(m_HudQuadContainerIndex, Array, 10);
// 0.7
for(int i = 0; i < 10; ++i)
Array[i] = IGraphics::CQuadItem(x + i * 12, y + 12, 12, 12);
Graphics()->QuadContainerAddQuads(m_HudQuadContainerIndex, Array, 10);
}
void CHud::RenderAmmoHealthAndArmor(const CNetObj_Character *pCharacter)
{
if(!pCharacter)
return;
bool IsSixupGameSkin = m_pClient->m_GameSkin.IsSixup();
int QuadOffsetSixup = (IsSixupGameSkin ? 10 : 0);
if(GameClient()->m_GameInfo.m_HudAmmo)
{
// ammo display
float AmmoOffsetY = GameClient()->m_GameInfo.m_HudHealthArmor ? 24 : 0;
int CurWeapon = pCharacter->m_Weapon % NUM_WEAPONS;
if(m_pClient->m_GameSkin.m_aSpriteWeaponProjectiles[CurWeapon].IsValid())
{
Graphics()->TextureSet(m_pClient->m_GameSkin.m_aSpriteWeaponProjectiles[CurWeapon]);
if(AmmoOffsetY > 0)
{
Graphics()->RenderQuadContainerEx(m_HudQuadContainerIndex, m_aAmmoOffset[CurWeapon] + QuadOffsetSixup, minimum(pCharacter->m_AmmoCount, 10), 0, AmmoOffsetY);
}
else
{
Graphics()->RenderQuadContainer(m_HudQuadContainerIndex, m_aAmmoOffset[CurWeapon] + QuadOffsetSixup, minimum(pCharacter->m_AmmoCount, 10));
}
}
}
if(GameClient()->m_GameInfo.m_HudHealthArmor)
{
// health display
Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpriteHealthFull);
Graphics()->RenderQuadContainer(m_HudQuadContainerIndex, m_HealthOffset + QuadOffsetSixup, minimum(pCharacter->m_Health, 10));
Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpriteHealthEmpty);
Graphics()->RenderQuadContainer(m_HudQuadContainerIndex, m_EmptyHealthOffset + QuadOffsetSixup + minimum(pCharacter->m_Health, 10), 10 - minimum(pCharacter->m_Health, 10));
// armor display
Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpriteArmorFull);
Graphics()->RenderQuadContainer(m_HudQuadContainerIndex, m_ArmorOffset + QuadOffsetSixup, minimum(pCharacter->m_Armor, 10));
Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpriteArmorEmpty);
Graphics()->RenderQuadContainer(m_HudQuadContainerIndex, m_ArmorOffset + QuadOffsetSixup + minimum(pCharacter->m_Armor, 10), 10 - minimum(pCharacter->m_Armor, 10));
}
}
void CHud::PreparePlayerStateQuads()
{
float x = 5;
float y = 5 + 24;
IGraphics::CQuadItem Array[10];
// Quads for displaying the available and used jumps
for(int i = 0; i < 10; ++i)
Array[i] = IGraphics::CQuadItem(x + i * 12, y, 12, 12);
m_AirjumpOffset = Graphics()->QuadContainerAddQuads(m_HudQuadContainerIndex, Array, 10);
for(int i = 0; i < 10; ++i)
Array[i] = IGraphics::CQuadItem(x + i * 12, y, 12, 12);
m_AirjumpEmptyOffset = Graphics()->QuadContainerAddQuads(m_HudQuadContainerIndex, Array, 10);
// Quads for displaying weapons
float ScaleX, ScaleY;
const float HudWeaponScale = 0.25f;
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[WEAPON_HAMMER].m_pSpriteBody, ScaleX, ScaleY);
m_WeaponHammerOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, g_pData->m_Weapons.m_aId[WEAPON_HAMMER].m_VisualSize * ScaleX * HudWeaponScale, g_pData->m_Weapons.m_aId[WEAPON_HAMMER].m_VisualSize * ScaleY * HudWeaponScale);
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[WEAPON_GUN].m_pSpriteBody, ScaleX, ScaleY);
m_WeaponGunOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, g_pData->m_Weapons.m_aId[WEAPON_GUN].m_VisualSize * ScaleX * HudWeaponScale, g_pData->m_Weapons.m_aId[WEAPON_GUN].m_VisualSize * ScaleY * HudWeaponScale);
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[WEAPON_SHOTGUN].m_pSpriteBody, ScaleX, ScaleY);
m_WeaponShotgunOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, g_pData->m_Weapons.m_aId[WEAPON_SHOTGUN].m_VisualSize * ScaleX * HudWeaponScale, g_pData->m_Weapons.m_aId[WEAPON_SHOTGUN].m_VisualSize * ScaleY * HudWeaponScale);
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[WEAPON_GRENADE].m_pSpriteBody, ScaleX, ScaleY);
m_WeaponGrenadeOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, g_pData->m_Weapons.m_aId[WEAPON_GRENADE].m_VisualSize * ScaleX * HudWeaponScale, g_pData->m_Weapons.m_aId[WEAPON_GRENADE].m_VisualSize * ScaleY * HudWeaponScale);
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[WEAPON_LASER].m_pSpriteBody, ScaleX, ScaleY);
m_WeaponLaserOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, g_pData->m_Weapons.m_aId[WEAPON_LASER].m_VisualSize * ScaleX * HudWeaponScale, g_pData->m_Weapons.m_aId[WEAPON_LASER].m_VisualSize * ScaleY * HudWeaponScale);
RenderTools()->GetSpriteScale(g_pData->m_Weapons.m_aId[WEAPON_NINJA].m_pSpriteBody, ScaleX, ScaleY);
m_WeaponNinjaOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, g_pData->m_Weapons.m_aId[WEAPON_NINJA].m_VisualSize * ScaleX * HudWeaponScale, g_pData->m_Weapons.m_aId[WEAPON_NINJA].m_VisualSize * ScaleY * HudWeaponScale);
// Quads for displaying capabilities
m_EndlessJumpOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_EndlessHookOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_JetpackOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_TeleportGrenadeOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_TeleportGunOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_TeleportLaserOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
// Quads for displaying prohibited capabilities
m_SoloOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_CollisionDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_HookHitDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_HammerHitDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_GunHitDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_ShotgunHitDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_GrenadeHitDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_LaserHitDisabledOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
// Quads for displaying freeze status
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m_DeepFrozenOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_LiveFrozenOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
// Quads for displaying dummy actions
m_DummyHammerOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
m_DummyCopyOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
// Quad for displaying practice mode
m_PracticeModeOffset = RenderTools()->QuadContainerAddSprite(m_HudQuadContainerIndex, 0.f, 0.f, 12.f, 12.f);
}
void CHud::RenderPlayerState(const int ClientID)
{
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
// pCharacter contains the predicted character for local players or the last snap for players who are spectated
CCharacterCore *pCharacter = &m_pClient->m_aClients[ClientID].m_Predicted;
CNetObj_Character *pPlayer = &m_pClient->m_aClients[ClientID].m_RenderCur;
int TotalJumpsToDisplay = 0;
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if(g_Config.m_ClShowhudJumpsIndicator)
{
int AvailableJumpsToDisplay;
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if(m_pClient->m_Snap.m_aCharacters[ClientID].m_HasExtendedDisplayInfo)
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{
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bool Grounded = false;
if(Collision()->CheckPoint(pPlayer->m_X + CCharacterCore::PhysicalSize() / 2,
pPlayer->m_Y + CCharacterCore::PhysicalSize() / 2 + 5))
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{
Grounded = true;
}
if(Collision()->CheckPoint(pPlayer->m_X - CCharacterCore::PhysicalSize() / 2,
pPlayer->m_Y + CCharacterCore::PhysicalSize() / 2 + 5))
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{
Grounded = true;
}
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int UsedJumps = pCharacter->m_JumpedTotal;
if(pCharacter->m_Jumps > 1)
{
UsedJumps += !Grounded;
}
else if(pCharacter->m_Jumps == 1)
{
// If the player has only one jump, each jump is the last one
UsedJumps = pPlayer->m_Jumped & 2;
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}
else if(pCharacter->m_Jumps == -1)
{
// The player has only one ground jump
UsedJumps = !Grounded;
}
if(pCharacter->m_EndlessJump && UsedJumps >= abs(pCharacter->m_Jumps))
{
UsedJumps = abs(pCharacter->m_Jumps) - 1;
}
int UnusedJumps = abs(pCharacter->m_Jumps) - UsedJumps;
if(!(pPlayer->m_Jumped & 2) && UnusedJumps <= 0)
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{
// In some edge cases when the player just got another number of jumps, UnusedJumps is not correct
UnusedJumps = 1;
}
TotalJumpsToDisplay = maximum(minimum(abs(pCharacter->m_Jumps), 10), 0);
AvailableJumpsToDisplay = maximum(minimum(UnusedJumps, TotalJumpsToDisplay), 0);
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}
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else
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{
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TotalJumpsToDisplay = AvailableJumpsToDisplay = abs(m_pClient->m_Snap.m_aCharacters[ClientID].m_ExtendedData.m_Jumps);
}
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// render available and used jumps
int JumpsOffsetY = ((GameClient()->m_GameInfo.m_HudHealthArmor && g_Config.m_ClShowhudHealthAmmo ? 24 : 0) +
(GameClient()->m_GameInfo.m_HudAmmo && g_Config.m_ClShowhudHealthAmmo ? 12 : 0));
if(JumpsOffsetY > 0)
{
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudAirjump);
Graphics()->RenderQuadContainerEx(m_HudQuadContainerIndex, m_AirjumpOffset, AvailableJumpsToDisplay, 0, JumpsOffsetY);
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudAirjumpEmpty);
Graphics()->RenderQuadContainerEx(m_HudQuadContainerIndex, m_AirjumpEmptyOffset + AvailableJumpsToDisplay, TotalJumpsToDisplay - AvailableJumpsToDisplay, 0, JumpsOffsetY);
}
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else
{
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudAirjump);
Graphics()->RenderQuadContainer(m_HudQuadContainerIndex, m_AirjumpOffset, AvailableJumpsToDisplay);
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudAirjumpEmpty);
Graphics()->RenderQuadContainer(m_HudQuadContainerIndex, m_AirjumpEmptyOffset + AvailableJumpsToDisplay, TotalJumpsToDisplay - AvailableJumpsToDisplay);
}
}
float x = 5 + 12;
float y = (5 + 12 + (GameClient()->m_GameInfo.m_HudHealthArmor && g_Config.m_ClShowhudHealthAmmo ? 24 : 0) +
(GameClient()->m_GameInfo.m_HudAmmo && g_Config.m_ClShowhudHealthAmmo ? 12 : 0));
// render weapons
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if(pCharacter->m_aWeapons[WEAPON_HAMMER].m_Got)
{
if(pPlayer->m_Weapon != WEAPON_HAMMER)
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{
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
}
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x -= 3;
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Graphics()->QuadsSetRotation(pi * 7 / 4);
Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpritePickupHammer);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_WeaponHammerOffset, x, y);
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Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
x += 16;
}
if(pCharacter->m_aWeapons[WEAPON_GUN].m_Got)
{
if(pPlayer->m_Weapon != WEAPON_GUN)
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{
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
}
Graphics()->QuadsSetRotation(pi * 7 / 4);
Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpritePickupGun);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_WeaponGunOffset, x, y);
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Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
x += 12;
}
if(pCharacter->m_aWeapons[WEAPON_SHOTGUN].m_Got)
{
if(pPlayer->m_Weapon != WEAPON_SHOTGUN)
{
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
}
Graphics()->QuadsSetRotation(pi * 7 / 4);
Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpritePickupShotgun);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_WeaponShotgunOffset, x, y);
Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
x += 12;
}
if(pCharacter->m_aWeapons[WEAPON_GRENADE].m_Got)
{
if(pPlayer->m_Weapon != WEAPON_GRENADE)
{
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
}
Graphics()->QuadsSetRotation(pi * 7 / 4);
Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpritePickupGrenade);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_WeaponGrenadeOffset, x, y);
Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
x += 12;
}
if(pCharacter->m_aWeapons[WEAPON_LASER].m_Got)
{
if(pPlayer->m_Weapon != WEAPON_LASER)
{
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
}
Graphics()->QuadsSetRotation(pi * 7 / 4);
Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpritePickupLaser);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_WeaponLaserOffset, x, y);
Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
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x += 12;
}
if(pCharacter->m_aWeapons[WEAPON_NINJA].m_Got)
{
if(pPlayer->m_Weapon != WEAPON_NINJA)
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{
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
}
Graphics()->QuadsSetRotation(pi * 7 / 4);
Graphics()->TextureSet(m_pClient->m_GameSkin.m_SpritePickupNinja);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_WeaponNinjaOffset, x, y);
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Graphics()->QuadsSetRotation(0);
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
const int Max = g_pData->m_Weapons.m_Ninja.m_Duration * Client()->GameTickSpeed() / 1000;
float NinjaProgress = clamp(pCharacter->m_Ninja.m_ActivationTick + g_pData->m_Weapons.m_Ninja.m_Duration * Client()->GameTickSpeed() / 1000 - Client()->GameTick(g_Config.m_ClDummy), 0, Max) / (float)Max;
if(NinjaProgress > 0.0f && m_pClient->m_Snap.m_aCharacters[ClientID].m_HasExtendedDisplayInfo)
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{
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x += 12;
RenderNinjaBarPos(x, y - 12, 6.f, 24.f, NinjaProgress);
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}
}
// render capabilities
x = 5;
y += 12;
if(TotalJumpsToDisplay > 0)
{
y += 12;
}
bool HasCapabilities = false;
if(pCharacter->m_EndlessJump)
{
HasCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudEndlessJump);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_EndlessJumpOffset, x, y);
x += 12;
}
if(pCharacter->m_EndlessHook)
{
HasCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudEndlessHook);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_EndlessHookOffset, x, y);
x += 12;
}
if(pCharacter->m_Jetpack)
{
HasCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudJetpack);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_JetpackOffset, x, y);
x += 12;
}
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if(pCharacter->m_HasTelegunGun && pCharacter->m_aWeapons[WEAPON_GUN].m_Got)
{
HasCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudTeleportGun);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_TeleportGunOffset, x, y);
x += 12;
}
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if(pCharacter->m_HasTelegunGrenade && pCharacter->m_aWeapons[WEAPON_GRENADE].m_Got)
{
HasCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudTeleportGrenade);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_TeleportGrenadeOffset, x, y);
x += 12;
}
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if(pCharacter->m_HasTelegunLaser && pCharacter->m_aWeapons[WEAPON_LASER].m_Got)
{
HasCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudTeleportLaser);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_TeleportLaserOffset, x, y);
}
// render prohibited capabilities
x = 5;
if(HasCapabilities)
{
y += 12;
}
bool HasProhibitedCapabilities = false;
if(pCharacter->m_Solo)
{
HasProhibitedCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudSolo);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_SoloOffset, x, y);
x += 12;
}
if(pCharacter->m_CollisionDisabled)
{
HasProhibitedCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudCollisionDisabled);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_CollisionDisabledOffset, x, y);
x += 12;
}
if(pCharacter->m_HookHitDisabled)
{
HasProhibitedCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudHookHitDisabled);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_HookHitDisabledOffset, x, y);
x += 12;
}
if(pCharacter->m_HammerHitDisabled)
{
HasProhibitedCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudHammerHitDisabled);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_HammerHitDisabledOffset, x, y);
x += 12;
}
if((pCharacter->m_GrenadeHitDisabled && pCharacter->m_HasTelegunGun && pCharacter->m_aWeapons[WEAPON_GUN].m_Got))
{
HasProhibitedCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudGunHitDisabled);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_LaserHitDisabledOffset, x, y);
x += 12;
}
if((pCharacter->m_ShotgunHitDisabled && pCharacter->m_aWeapons[WEAPON_SHOTGUN].m_Got))
{
HasProhibitedCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudShotgunHitDisabled);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_ShotgunHitDisabledOffset, x, y);
x += 12;
}
if((pCharacter->m_GrenadeHitDisabled && pCharacter->m_aWeapons[WEAPON_GRENADE].m_Got))
{
HasProhibitedCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudGrenadeHitDisabled);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_GrenadeHitDisabledOffset, x, y);
x += 12;
}
if((pCharacter->m_LaserHitDisabled && pCharacter->m_aWeapons[WEAPON_LASER].m_Got))
{
HasProhibitedCapabilities = true;
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudLaserHitDisabled);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_LaserHitDisabledOffset, x, y);
}
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// render dummy actions and freeze state
x = 5;
if(HasProhibitedCapabilities)
{
y += 12;
}
if(m_pClient->m_Snap.m_aCharacters[ClientID].m_HasExtendedDisplayInfo && m_pClient->m_Snap.m_aCharacters[ClientID].m_ExtendedData.m_Flags & CHARACTERFLAG_PRACTICE_MODE)
{
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudPracticeMode);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_PracticeModeOffset, x, y);
x += 12;
}
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if(pCharacter->m_DeepFrozen)
{
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudDeepFrozen);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_DeepFrozenOffset, x, y);
x += 12;
}
if(pCharacter->m_LiveFrozen)
{
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudLiveFrozen);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_LiveFrozenOffset, x, y);
}
}
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void CHud::RenderNinjaBarPos(const float x, float y, const float width, const float height, float Progress, const float Alpha)
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{
Progress = clamp(Progress, 0.0f, 1.0f);
// what percentage of the end pieces is used for the progress indicator and how much is the rest
// half of the ends are used for the progress display
const float RestPct = 0.5f;
const float ProgPct = 0.5f;
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const float EndHeight = width; // to keep the correct scale - the width of the sprite is as long as the height
const float BarWidth = width;
const float WholeBarHeight = height;
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const float MiddleBarHeight = WholeBarHeight - (EndHeight * 2.0f);
const float EndProgressHeight = EndHeight * ProgPct;
const float EndRestHeight = EndHeight * RestPct;
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const float ProgressBarHeight = WholeBarHeight - (EndProgressHeight * 2.0f);
const float EndProgressProportion = EndProgressHeight / ProgressBarHeight;
const float MiddleProgressProportion = MiddleBarHeight / ProgressBarHeight;
// beginning piece
float BeginningPieceProgress = 1;
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if(Progress <= 1)
{
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if(Progress <= (EndProgressProportion + MiddleProgressProportion))
{
BeginningPieceProgress = 0;
}
else
{
BeginningPieceProgress = (Progress - EndProgressProportion - MiddleProgressProportion) / EndProgressProportion;
}
}
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// empty
Graphics()->WrapClamp();
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNinjaBarEmptyRight);
Graphics()->QuadsBegin();
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Graphics()->SetColor(1.f, 1.f, 1.f, Alpha);
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// Subset: btm_r, top_r, top_m, btm_m | it is mirrored on the horizontal axe and rotated 90 degrees counterclockwise
Graphics()->QuadsSetSubsetFree(1, 1, 1, 0, ProgPct - ProgPct * (1.0f - BeginningPieceProgress), 0, ProgPct - ProgPct * (1.0f - BeginningPieceProgress), 1);
IGraphics::CQuadItem QuadEmptyBeginning(x, y, BarWidth, EndRestHeight + EndProgressHeight * (1.0f - BeginningPieceProgress));
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Graphics()->QuadsDrawTL(&QuadEmptyBeginning, 1);
Graphics()->QuadsEnd();
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// full
if(BeginningPieceProgress > 0.0f)
{
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNinjaBarFullLeft);
Graphics()->QuadsBegin();
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Graphics()->SetColor(1.f, 1.f, 1.f, Alpha);
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// Subset: btm_m, top_m, top_r, btm_r | it is rotated 90 degrees clockwise
Graphics()->QuadsSetSubsetFree(RestPct + ProgPct * (1.0f - BeginningPieceProgress), 1, RestPct + ProgPct * (1.0f - BeginningPieceProgress), 0, 1, 0, 1, 1);
IGraphics::CQuadItem QuadFullBeginning(x, y + (EndRestHeight + EndProgressHeight * (1.0f - BeginningPieceProgress)), BarWidth, EndProgressHeight * BeginningPieceProgress);
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Graphics()->QuadsDrawTL(&QuadFullBeginning, 1);
Graphics()->QuadsEnd();
}
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// middle piece
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y += EndHeight;
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float MiddlePieceProgress = 1;
if(Progress <= EndProgressProportion + MiddleProgressProportion)
{
if(Progress <= EndProgressProportion)
{
MiddlePieceProgress = 0;
}
else
{
MiddlePieceProgress = (Progress - EndProgressProportion) / MiddleProgressProportion;
}
}
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const float FullMiddleBarHeight = MiddleBarHeight * MiddlePieceProgress;
const float EmptyMiddleBarHeight = MiddleBarHeight - FullMiddleBarHeight;
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// empty ninja bar
if(EmptyMiddleBarHeight > 0.0f)
{
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNinjaBarEmpty);
Graphics()->QuadsBegin();
Graphics()->SetColor(1.f, 1.f, 1.f, Alpha);
// select the middle portion of the sprite so we don't get edge bleeding
if(EmptyMiddleBarHeight <= EndHeight)
{
// prevent pixel puree, select only a small slice
// Subset: btm_r, top_r, top_m, btm_m | it is mirrored on the horizontal axe and rotated 90 degrees counterclockwise
Graphics()->QuadsSetSubsetFree(1, 1, 1, 0, 1.0f - (EmptyMiddleBarHeight / EndHeight), 0, 1.0f - (EmptyMiddleBarHeight / EndHeight), 1);
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}
else
{
// Subset: btm_r, top_r, top_l, btm_l | it is mirrored on the horizontal axe and rotated 90 degrees counterclockwise
Graphics()->QuadsSetSubsetFree(1, 1, 1, 0, 0, 0, 0, 1);
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}
IGraphics::CQuadItem QuadEmpty(x, y, BarWidth, EmptyMiddleBarHeight);
Graphics()->QuadsDrawTL(&QuadEmpty, 1);
Graphics()->QuadsEnd();
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}
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// full ninja bar
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNinjaBarFull);
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Graphics()->QuadsBegin();
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Graphics()->SetColor(1.f, 1.f, 1.f, Alpha);
// select the middle portion of the sprite so we don't get edge bleeding
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if(FullMiddleBarHeight <= EndHeight)
{
// prevent pixel puree, select only a small slice
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// Subset: btm_m, top_m, top_r, btm_r | it is rotated 90 degrees clockwise
Graphics()->QuadsSetSubsetFree(1.0f - (FullMiddleBarHeight / EndHeight), 1, 1.0f - (FullMiddleBarHeight / EndHeight), 0, 1, 0, 1, 1);
}
else
{
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// Subset: btm_l, top_l, top_r, btm_r | it is rotated 90 degrees clockwise
Graphics()->QuadsSetSubsetFree(0, 1, 0, 0, 1, 0, 1, 1);
}
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IGraphics::CQuadItem QuadFull(x, y + EmptyMiddleBarHeight, BarWidth, FullMiddleBarHeight);
Graphics()->QuadsDrawTL(&QuadFull, 1);
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Graphics()->QuadsEnd();
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// ending piece
y += MiddleBarHeight;
float EndingPieceProgress = 1;
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if(Progress <= EndProgressProportion)
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{
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EndingPieceProgress = Progress / EndProgressProportion;
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}
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// empty
if(EndingPieceProgress < 1.0f)
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{
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Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNinjaBarEmptyRight);
Graphics()->QuadsBegin();
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Graphics()->SetColor(1.f, 1.f, 1.f, Alpha);
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// Subset: btm_l, top_l, top_m, btm_m | it is rotated 90 degrees clockwise
Graphics()->QuadsSetSubsetFree(0, 1, 0, 0, ProgPct - ProgPct * EndingPieceProgress, 0, ProgPct - ProgPct * EndingPieceProgress, 1);
IGraphics::CQuadItem QuadEmptyEnding(x, y, BarWidth, EndProgressHeight * (1.0f - EndingPieceProgress));
Graphics()->QuadsDrawTL(&QuadEmptyEnding, 1);
Graphics()->QuadsEnd();
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}
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// full
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudNinjaBarFullLeft);
Graphics()->QuadsBegin();
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Graphics()->SetColor(1.f, 1.f, 1.f, Alpha);
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// Subset: btm_m, top_m, top_l, btm_l | it is mirrored on the horizontal axe and rotated 90 degrees counterclockwise
Graphics()->QuadsSetSubsetFree(RestPct + ProgPct * EndingPieceProgress, 1, RestPct + ProgPct * EndingPieceProgress, 0, 0, 0, 0, 1);
IGraphics::CQuadItem QuadFullEnding(x, y + (EndProgressHeight * (1.0f - EndingPieceProgress)), BarWidth, EndRestHeight + EndProgressHeight * EndingPieceProgress);
Graphics()->QuadsDrawTL(&QuadFullEnding, 1);
Graphics()->QuadsEnd();
Graphics()->QuadsSetSubset(0, 0, 1, 1);
Graphics()->SetColor(1.f, 1.f, 1.f, 1.f);
Graphics()->WrapNormal();
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}
void CHud::RenderDummyActions()
{
if(!g_Config.m_ClShowhudDummyActions || (m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER) || !Client()->DummyConnected())
{
return;
}
// render small dummy actions hud
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const float BoxHeight = 29.0f;
const float BoxWidth = 16.0f;
float StartX = m_Width - BoxWidth;
float StartY = 285.0f - BoxHeight - 4; // 4 units distance to the next display;
if(g_Config.m_ClShowhudPlayerPosition || g_Config.m_ClShowhudPlayerSpeed || g_Config.m_ClShowhudPlayerAngle)
{
StartY -= 4;
}
StartY -= GetMovementInformationBoxHeight();
if(g_Config.m_ClShowhudScore)
{
StartY -= 56;
}
Graphics()->DrawRect(StartX, StartY, BoxWidth, BoxHeight, ColorRGBA(0.0f, 0.0f, 0.0f, 0.4f), IGraphics::CORNER_L, 5.0f);
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float y = StartY + 2;
float x = StartX + 2;
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
if(g_Config.m_ClDummyHammer)
{
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
}
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudDummyHammer);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_DummyHammerOffset, x, y);
y += 13;
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f);
if(g_Config.m_ClDummyCopyMoves)
{
Graphics()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
}
Graphics()->TextureSet(m_pClient->m_HudSkin.m_SpriteHudDummyCopy);
Graphics()->RenderQuadContainerAsSprite(m_HudQuadContainerIndex, m_DummyCopyOffset, x, y);
}
inline int CHud::GetDigitsIndex(int Value, int Max)
{
if(Value < 0)
{
Value *= -1;
}
int DigitsIndex = (int)log10((Value ? Value : 1));
if(DigitsIndex > Max)
{
DigitsIndex = Max;
}
if(DigitsIndex < 0)
{
DigitsIndex = 0;
}
return DigitsIndex;
}
inline float CHud::GetMovementInformationBoxHeight()
{
float BoxHeight = 3 * MOVEMENT_INFORMATION_LINE_HEIGHT * (g_Config.m_ClShowhudPlayerPosition + g_Config.m_ClShowhudPlayerSpeed) + 2 * MOVEMENT_INFORMATION_LINE_HEIGHT * g_Config.m_ClShowhudPlayerAngle;
if(g_Config.m_ClShowhudPlayerPosition || g_Config.m_ClShowhudPlayerSpeed || g_Config.m_ClShowhudPlayerAngle)
{
BoxHeight += 2;
}
return BoxHeight;
}
void CHud::RenderMovementInformation(const int ClientID)
{
// Draw the infomations depending on settings: Position, speed and target angle
// This display is only to present the available information from the last snapshot, not to interpolate or predict
if(!g_Config.m_ClShowhudPlayerPosition && !g_Config.m_ClShowhudPlayerSpeed && !g_Config.m_ClShowhudPlayerAngle)
{
return;
}
const float LineSpacer = 1.0f; // above and below each entry
const float Fontsize = 6.0f;
float BoxHeight = GetMovementInformationBoxHeight();
const float BoxWidth = 62.0f;
float StartX = m_Width - BoxWidth;
float StartY = 285.0f - BoxHeight - 4; // 4 units distance to the next display;
if(g_Config.m_ClShowhudScore)
{
StartY -= 56;
}
Graphics()->DrawRect(StartX, StartY, BoxWidth, BoxHeight, ColorRGBA(0.0f, 0.0f, 0.0f, 0.4f), IGraphics::CORNER_L, 5.0f);
CNetObj_Character *pCharacter = &m_pClient->m_Snap.m_aCharacters[ClientID].m_Cur;
const float TicksPerSecond = 50.0f;
// To make the player position relative to blocks we need to divide by the block size
float PosX = pCharacter->m_X / 32.0f;
float PosY = pCharacter->m_Y / 32.0f;
float VelspeedX = pCharacter->m_VelX / 256.0f * TicksPerSecond;
if(pCharacter->m_VelX >= -1 && pCharacter->m_VelX <= 1)
{
VelspeedX = 0;
}
float VelspeedY = pCharacter->m_VelY / 256.0f * TicksPerSecond;
if(pCharacter->m_VelY >= -128 && pCharacter->m_VelY <= 128)
{
VelspeedY = 0;
}
// We show the speed in Blocks per Second (Bps) and therefore have to divide by the block size
float DisplaySpeedX = VelspeedX / 32;
float VelspeedLength = length(vec2(pCharacter->m_VelX / 256.0f, pCharacter->m_VelY / 256.0f)) * TicksPerSecond;
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// Todo: Use Velramp tuning of each individual player
// Since these tuning parameters are almost never changed, the default values are sufficient in most cases
float Ramp = VelocityRamp(VelspeedLength, m_pClient->m_aTuning[g_Config.m_ClDummy].m_VelrampStart, m_pClient->m_aTuning[g_Config.m_ClDummy].m_VelrampRange, m_pClient->m_aTuning[g_Config.m_ClDummy].m_VelrampCurvature);
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DisplaySpeedX *= Ramp;
float DisplaySpeedY = VelspeedY / 32;
float Angle = 0.0f;
if(m_pClient->m_Snap.m_aCharacters[ClientID].m_HasExtendedDisplayInfo)
{
// On DDNet servers the more accurate angle is displayed, calculated from the target coordinates
CNetObj_DDNetCharacter *pExtendedData = &m_pClient->m_Snap.m_aCharacters[ClientID].m_ExtendedData;
Angle = atan2f(pExtendedData->m_TargetY, pExtendedData->m_TargetX);
}
else
{
Angle = pCharacter->m_Angle / 256.0f;
}
if(Angle < 0)
{
Angle += 2.0f * pi;
}
float DisplayAngle = Angle * 180.0f / pi;
char aBuf[128];
float w;
float y = StartY + LineSpacer * 2;
float xl = StartX + 2;
float xr = m_Width - 2;
int DigitsIndex;
static float s_TextWidth0 = TextRender()->TextWidth(0, Fontsize, "0.00", -1, -1.0f);
static float s_TextWidth00 = TextRender()->TextWidth(0, Fontsize, "00.00", -1, -1.0f);
static float s_TextWidth000 = TextRender()->TextWidth(0, Fontsize, "000.00", -1, -1.0f);
static float s_TextWidth0000 = TextRender()->TextWidth(0, Fontsize, "0000.00", -1, -1.0f);
static float s_TextWidth00000 = TextRender()->TextWidth(0, Fontsize, "00000.00", -1, -1.0f);
static float s_TextWidth000000 = TextRender()->TextWidth(0, Fontsize, "000000.00", -1, -1.0f);
static float s_aTextWidth[6] = {s_TextWidth0, s_TextWidth00, s_TextWidth000, s_TextWidth0000, s_TextWidth00000, s_TextWidth000000};
static float s_TextWidthMinus0 = TextRender()->TextWidth(0, Fontsize, "-0.00", -1, -1.0f);
static float s_TextWidthMinus00 = TextRender()->TextWidth(0, Fontsize, "-00.00", -1, -1.0f);
static float s_TextWidthMinus000 = TextRender()->TextWidth(0, Fontsize, "-000.00", -1, -1.0f);
static float s_TextWidthMinus0000 = TextRender()->TextWidth(0, Fontsize, "-0000.00", -1, -1.0f);
static float s_TextWidthMinus00000 = TextRender()->TextWidth(0, Fontsize, "-00000.00", -1, -1.0f);
static float s_TextWidthMinus000000 = TextRender()->TextWidth(0, Fontsize, "-000000.00", -1, -1.0f);
static float s_aTextWidthMinus[6] = {s_TextWidthMinus0, s_TextWidthMinus00, s_TextWidthMinus000, s_TextWidthMinus0000, s_TextWidthMinus00000, s_TextWidthMinus000000};
if(g_Config.m_ClShowhudPlayerPosition)
{
TextRender()->Text(0, xl, y, Fontsize, Localize("Position:"), -1.0f);
y += MOVEMENT_INFORMATION_LINE_HEIGHT;
TextRender()->Text(0, xl, y, Fontsize, "X:", -1.0f);
str_format(aBuf, sizeof(aBuf), "%.2f", PosX);
DigitsIndex = GetDigitsIndex(PosX, 5);
w = (PosX < 0) ? s_aTextWidthMinus[DigitsIndex] : s_aTextWidth[DigitsIndex];
TextRender()->Text(0, xr - w, y, Fontsize, aBuf, -1.0f);
y += MOVEMENT_INFORMATION_LINE_HEIGHT;
TextRender()->Text(0, xl, y, Fontsize, "Y:", -1.0f);
str_format(aBuf, sizeof(aBuf), "%.2f", PosY);
DigitsIndex = GetDigitsIndex(PosY, 5);
w = (PosY < 0) ? s_aTextWidthMinus[DigitsIndex] : s_aTextWidth[DigitsIndex];
TextRender()->Text(0, xr - w, y, Fontsize, aBuf, -1.0f);
y += MOVEMENT_INFORMATION_LINE_HEIGHT;
}
if(g_Config.m_ClShowhudPlayerSpeed)
{
TextRender()->Text(0, xl, y, Fontsize, Localize("Speed:"), -1.0f);
y += MOVEMENT_INFORMATION_LINE_HEIGHT;
TextRender()->Text(0, xl, y, Fontsize, "X:", -1.0f);
str_format(aBuf, sizeof(aBuf), "%.2f", DisplaySpeedX);
DigitsIndex = GetDigitsIndex(DisplaySpeedX, 5);
w = (DisplaySpeedX < 0) ? s_aTextWidthMinus[DigitsIndex] : s_aTextWidth[DigitsIndex];
TextRender()->Text(0, xr - w, y, Fontsize, aBuf, -1.0f);
y += MOVEMENT_INFORMATION_LINE_HEIGHT;
TextRender()->Text(0, xl, y, Fontsize, "Y:", -1.0f);
str_format(aBuf, sizeof(aBuf), "%.2f", DisplaySpeedY);
DigitsIndex = GetDigitsIndex(DisplaySpeedY, 5);
w = (DisplaySpeedY < 0) ? s_aTextWidthMinus[DigitsIndex] : s_aTextWidth[DigitsIndex];
TextRender()->Text(0, xr - w, y, Fontsize, aBuf, -1.0f);
y += MOVEMENT_INFORMATION_LINE_HEIGHT;
}
if(g_Config.m_ClShowhudPlayerAngle)
{
TextRender()->Text(0, xl, y, Fontsize, Localize("Angle:"), -1.0f);
y += MOVEMENT_INFORMATION_LINE_HEIGHT;
str_format(aBuf, sizeof(aBuf), "%.2f", DisplayAngle);
DigitsIndex = GetDigitsIndex(DisplayAngle, 5);
w = (DisplayAngle < 0) ? s_aTextWidthMinus[DigitsIndex] : s_aTextWidth[DigitsIndex];
TextRender()->Text(0, xr - w, y, Fontsize, aBuf, -1.0f);
}
}
void CHud::RenderSpectatorHud()
{
// draw the box
Graphics()->DrawRect(m_Width - 180.0f, m_Height - 15.0f, 180.0f, 15.0f, ColorRGBA(0.0f, 0.0f, 0.0f, 0.4f), IGraphics::CORNER_TL, 5.0f);
// draw the text
char aBuf[128];
str_format(aBuf, sizeof(aBuf), "%s: %s", Localize("Spectate"), m_pClient->m_Snap.m_SpecInfo.m_SpectatorID != SPEC_FREEVIEW ? m_pClient->m_aClients[m_pClient->m_Snap.m_SpecInfo.m_SpectatorID].m_aName : Localize("Free-View"));
TextRender()->Text(0, m_Width - 174.0f, m_Height - 15.0f + (15.f - 8.f) / 2.f, 8.0f, aBuf, -1.0f);
}
void CHud::RenderLocalTime(float x)
{
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if(!g_Config.m_ClShowLocalTimeAlways && !m_pClient->m_Scoreboard.Active())
return;
// draw the box
Graphics()->DrawRect(x - 30.0f, 0.0f, 25.0f, 12.5f, ColorRGBA(0.0f, 0.0f, 0.0f, 0.4f), IGraphics::CORNER_B, 3.75f);
// draw the text
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char aTimeStr[6];
str_timestamp_format(aTimeStr, sizeof(aTimeStr), "%H:%M");
TextRender()->Text(0, x - 25.0f, (12.5f - 5.f) / 2.f, 5.0f, aTimeStr, -1.0f);
}
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void CHud::OnRender()
{
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if(!m_pClient->m_Snap.m_pGameInfoObj)
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return;
m_Width = 300.0f * Graphics()->ScreenAspect();
m_Height = 300.0f;
Graphics()->MapScreen(0.0f, 0.0f, m_Width, m_Height);
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#if defined(CONF_VIDEORECORDER)
if((IVideo::Current() && g_Config.m_ClVideoShowhud) || (!IVideo::Current() && g_Config.m_ClShowhud))
#else
if(g_Config.m_ClShowhud)
#endif
{
if(m_pClient->m_Snap.m_pLocalCharacter && !m_pClient->m_Snap.m_SpecInfo.m_Active && !(m_pClient->m_Snap.m_pGameInfoObj->m_GameStateFlags & GAMESTATEFLAG_GAMEOVER))
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{
if(g_Config.m_ClShowhudHealthAmmo)
{
RenderAmmoHealthAndArmor(m_pClient->m_Snap.m_pLocalCharacter);
}
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if(m_pClient->m_Snap.m_aCharacters[m_pClient->m_Snap.m_LocalClientID].m_HasExtendedData && g_Config.m_ClShowhudDDRace && GameClient()->m_GameInfo.m_HudDDRace)
{
RenderPlayerState(m_pClient->m_Snap.m_LocalClientID);
}
RenderMovementInformation(m_pClient->m_Snap.m_LocalClientID);
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RenderDDRaceEffects();
}
else if(m_pClient->m_Snap.m_SpecInfo.m_Active)
{
int SpectatorID = m_pClient->m_Snap.m_SpecInfo.m_SpectatorID;
if(SpectatorID != SPEC_FREEVIEW && g_Config.m_ClShowhudHealthAmmo)
{
RenderAmmoHealthAndArmor(&m_pClient->m_Snap.m_aCharacters[SpectatorID].m_Cur);
}
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if(SpectatorID != SPEC_FREEVIEW && m_pClient->m_Snap.m_aCharacters[SpectatorID].m_HasExtendedData && g_Config.m_ClShowhudDDRace && GameClient()->m_GameInfo.m_HudDDRace)
{
RenderPlayerState(SpectatorID);
}
if(SpectatorID != SPEC_FREEVIEW)
{
RenderMovementInformation(SpectatorID);
}
RenderSpectatorHud();
}
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if(g_Config.m_ClShowhudTimer)
RenderGameTimer();
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RenderPauseNotification();
RenderSuddenDeath();
if(g_Config.m_ClShowhudScore)
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RenderScoreHud();
RenderDummyActions();
RenderWarmupTimer();
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RenderTextInfo();
RenderLocalTime((m_Width / 7) * 3);
if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
RenderConnectionWarning();
RenderTeambalanceWarning();
RenderVoting();
if(g_Config.m_ClShowRecord)
RenderRecord();
}
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RenderCursor();
}
void CHud::OnMessage(int MsgType, void *pRawMsg)
{
if(MsgType == NETMSGTYPE_SV_DDRACETIME || MsgType == NETMSGTYPE_SV_DDRACETIMELEGACY)
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{
CNetMsg_Sv_DDRaceTime *pMsg = (CNetMsg_Sv_DDRaceTime *)pRawMsg;
m_DDRaceTime = pMsg->m_Time;
m_ShowFinishTime = pMsg->m_Finish != 0;
if(!m_ShowFinishTime)
{
m_TimeCpDiff = (float)pMsg->m_Check / 100;
m_TimeCpLastReceivedTick = Client()->GameTick(g_Config.m_ClDummy);
}
else
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{
m_FinishTimeDiff = (float)pMsg->m_Check / 100;
m_FinishTimeLastReceivedTick = Client()->GameTick(g_Config.m_ClDummy);
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}
}
else if(MsgType == NETMSGTYPE_SV_RECORD || MsgType == NETMSGTYPE_SV_RECORDLEGACY)
{
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CNetMsg_Sv_Record *pMsg = (CNetMsg_Sv_Record *)pRawMsg;
// NETMSGTYPE_SV_RACETIME on old race servers
if(MsgType == NETMSGTYPE_SV_RECORDLEGACY && m_pClient->m_GameInfo.m_DDRaceRecordMessage)
{
m_DDRaceTime = pMsg->m_ServerTimeBest; // First value: m_Time
m_FinishTimeLastReceivedTick = Client()->GameTick(g_Config.m_ClDummy);
if(pMsg->m_PlayerTimeBest) // Second value: m_Check
{
m_TimeCpDiff = (float)pMsg->m_PlayerTimeBest / 100;
m_TimeCpLastReceivedTick = Client()->GameTick(g_Config.m_ClDummy);
}
}
else if(MsgType == NETMSGTYPE_SV_RECORD || m_pClient->m_GameInfo.m_RaceRecordMessage)
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{
m_ServerRecord = (float)pMsg->m_ServerTimeBest / 100;
m_aPlayerRecord[g_Config.m_ClDummy] = (float)pMsg->m_PlayerTimeBest / 100;
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}
}
}
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void CHud::RenderDDRaceEffects()
{
if(m_DDRaceTime)
{
char aBuf[64];
char aTime[32];
if(m_ShowFinishTime && m_FinishTimeLastReceivedTick + Client()->GameTickSpeed() * 6 > Client()->GameTick(g_Config.m_ClDummy))
{
str_time(m_DDRaceTime, TIME_HOURS_CENTISECS, aTime, sizeof(aTime));
str_format(aBuf, sizeof(aBuf), "Finish time: %s", aTime);
// calculate alpha (4 sec 1 than get lower the next 2 sec)
float alpha = 1.0f;
if(m_FinishTimeLastReceivedTick + Client()->GameTickSpeed() * 4 < Client()->GameTick(g_Config.m_ClDummy) && m_FinishTimeLastReceivedTick + Client()->GameTickSpeed() * 6 > Client()->GameTick(g_Config.m_ClDummy))
{
// lower the alpha slowly to blend text out
alpha = ((float)(m_FinishTimeLastReceivedTick + Client()->GameTickSpeed() * 6) - (float)Client()->GameTick(g_Config.m_ClDummy)) / (float)(Client()->GameTickSpeed() * 2);
}
TextRender()->TextColor(1, 1, 1, alpha);
TextRender()->Text(0, 150 * Graphics()->ScreenAspect() - TextRender()->TextWidth(0, 12, aBuf, -1, -1.0f) / 2, 20, 12, aBuf, -1.0f);
if(m_FinishTimeDiff != 0.0f)
{
if(m_FinishTimeDiff < 0)
{
str_time_float(-m_FinishTimeDiff, TIME_HOURS_CENTISECS, aTime, sizeof(aTime));
str_format(aBuf, sizeof(aBuf), "-%s", aTime);
TextRender()->TextColor(0.5f, 1.0f, 0.5f, alpha); // green
}
else
{
str_time_float(m_FinishTimeDiff, TIME_HOURS_CENTISECS, aTime, sizeof(aTime));
str_format(aBuf, sizeof(aBuf), "+%s", aTime);
TextRender()->TextColor(1.0f, 0.5f, 0.5f, alpha); // red
}
TextRender()->Text(0, 150 * Graphics()->ScreenAspect() - TextRender()->TextWidth(0, 10, aBuf, -1, -1.0f) / 2, 34, 10, aBuf, -1.0f);
}
TextRender()->TextColor(1, 1, 1, 1);
}
else if(!m_ShowFinishTime && m_TimeCpLastReceivedTick + Client()->GameTickSpeed() * 6 > Client()->GameTick(g_Config.m_ClDummy))
{
if(m_TimeCpDiff < 0)
{
str_time_float(-m_TimeCpDiff, TIME_HOURS_CENTISECS, aTime, sizeof(aTime));
str_format(aBuf, sizeof(aBuf), "-%s", aTime);
}
else
{
str_time_float(m_TimeCpDiff, TIME_HOURS_CENTISECS, aTime, sizeof(aTime));
str_format(aBuf, sizeof(aBuf), "+%s", aTime);
}
// calculate alpha (4 sec 1 than get lower the next 2 sec)
float alpha = 1.0f;
if(m_TimeCpLastReceivedTick + Client()->GameTickSpeed() * 4 < Client()->GameTick(g_Config.m_ClDummy) && m_TimeCpLastReceivedTick + Client()->GameTickSpeed() * 6 > Client()->GameTick(g_Config.m_ClDummy))
{
// lower the alpha slowly to blend text out
alpha = ((float)(m_TimeCpLastReceivedTick + Client()->GameTickSpeed() * 6) - (float)Client()->GameTick(g_Config.m_ClDummy)) / (float)(Client()->GameTickSpeed() * 2);
}
if(m_TimeCpDiff > 0)
TextRender()->TextColor(1.0f, 0.5f, 0.5f, alpha); // red
else if(m_TimeCpDiff < 0)
TextRender()->TextColor(0.5f, 1.0f, 0.5f, alpha); // green
else if(!m_TimeCpDiff)
TextRender()->TextColor(1, 1, 1, alpha); // white
TextRender()->Text(0, 150 * Graphics()->ScreenAspect() - TextRender()->TextWidth(0, 10, aBuf, -1, -1.0f) / 2, 20, 10, aBuf, -1.0f);
TextRender()->TextColor(1, 1, 1, 1);
}
}
}
void CHud::RenderRecord()
{
if(m_ServerRecord > 0.0f)
{
char aBuf[64];
str_format(aBuf, sizeof(aBuf), Localize("Server best:"));
TextRender()->Text(0, 5, 75, 6, aBuf, -1.0f);
char aTime[32];
str_time_float(m_ServerRecord, TIME_HOURS_CENTISECS, aTime, sizeof(aTime));
str_format(aBuf, sizeof(aBuf), "%s%s", m_ServerRecord > 3600 ? "" : " ", aTime);
TextRender()->Text(0, 53, 75, 6, aBuf, -1.0f);
}
const float PlayerRecord = m_aPlayerRecord[g_Config.m_ClDummy];
if(PlayerRecord > 0.0f)
{
char aBuf[64];
str_format(aBuf, sizeof(aBuf), Localize("Personal best:"));
TextRender()->Text(0, 5, 82, 6, aBuf, -1.0f);
char aTime[32];
str_time_float(PlayerRecord, TIME_HOURS_CENTISECS, aTime, sizeof(aTime));
str_format(aBuf, sizeof(aBuf), "%s%s", PlayerRecord > 3600 ? "" : " ", aTime);
TextRender()->Text(0, 53, 82, 6, aBuf, -1.0f);
}
}