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

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#include <engine/e_client_interface.h>
#include <game/generated/g_protocol.hpp>
#include <game/generated/gc_data.hpp>
#include <game/gamecore.hpp> // get_angle
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#include <game/client/gameclient.hpp>
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#include <game/client/ui.hpp>
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#include <game/client/render.hpp>
#include "emoticon.hpp"
EMOTICON::EMOTICON()
{
on_reset();
}
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void EMOTICON::con_key_emoticon(void *result, void *user_data)
{
((EMOTICON *)user_data)->active = console_arg_int(result, 0) != 0;
}
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void EMOTICON::con_emote(void *result, void *user_data)
{
((EMOTICON *)user_data)->emote(console_arg_int(result, 0));
}
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void EMOTICON::on_console_init()
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{
MACRO_REGISTER_COMMAND("+emote", "", CFGFLAG_CLIENT, con_key_emoticon, this, "Open emote selector");
MACRO_REGISTER_COMMAND("emote", "i", CFGFLAG_CLIENT, con_emote, this, "Use emote");
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}
void EMOTICON::on_reset()
{
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was_active = false;
active = false;
selected_emote = -1;
}
void EMOTICON::on_message(int msgtype, void *rawmsg)
{
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if(msgtype == NETMSGTYPE_SV_EMOTICON)
{
NETMSG_SV_EMOTICON *msg = (NETMSG_SV_EMOTICON *)rawmsg;
gameclient.clients[msg->cid].emoticon = msg->emoticon;
gameclient.clients[msg->cid].emoticon_start = client_tick();
}
}
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bool EMOTICON::on_mousemove(float x, float y)
{
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if(!active)
return false;
selector_mouse += vec2(x,y);
return true;
}
void EMOTICON::draw_circle(float x, float y, float r, int segments)
{
float f_segments = (float)segments;
for(int i = 0; i < segments; i+=2)
{
float a1 = i/f_segments * 2*pi;
float a2 = (i+1)/f_segments * 2*pi;
float a3 = (i+2)/f_segments * 2*pi;
float ca1 = cosf(a1);
float ca2 = cosf(a2);
float ca3 = cosf(a3);
float sa1 = sinf(a1);
float sa2 = sinf(a2);
float sa3 = sinf(a3);
gfx_quads_draw_freeform(
x, y,
x+ca1*r, y+sa1*r,
x+ca3*r, y+sa3*r,
x+ca2*r, y+sa2*r);
}
}
void EMOTICON::on_render()
{
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if(!active)
{
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if(was_active && selected_emote != -1)
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emote(selected_emote);
was_active = false;
return;
}
was_active = true;
int x, y;
inp_mouse_relative(&x, &y);
selector_mouse.x += x;
selector_mouse.y += y;
if (length(selector_mouse) > 140)
selector_mouse = normalize(selector_mouse) * 140;
float selected_angle = get_angle(selector_mouse) + 2*pi/24;
if (selected_angle < 0)
selected_angle += 2*pi;
if (length(selector_mouse) > 100)
selected_emote = (int)(selected_angle / (2*pi) * 12.0f);
RECT screen = *ui_screen();
gfx_mapscreen(screen.x, screen.y, screen.w, screen.h);
gfx_blend_normal();
gfx_texture_set(-1);
gfx_quads_begin();
gfx_setcolor(0,0,0,0.3f);
draw_circle(screen.w/2, screen.h/2, 160, 64);
gfx_quads_end();
gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
gfx_quads_begin();
for (int i = 0; i < 12; i++)
{
float angle = 2*pi*i/12.0;
if (angle > pi)
angle -= 2*pi;
bool selected = selected_emote == i;
float size = selected ? 96 : 64;
float nudge_x = 120 * cos(angle);
float nudge_y = 120 * sin(angle);
select_sprite(SPRITE_OOP + i);
gfx_quads_draw(screen.w/2 + nudge_x, screen.h/2 + nudge_y, size, size);
}
gfx_quads_end();
gfx_texture_set(data->images[IMAGE_CURSOR].id);
gfx_quads_begin();
gfx_setcolor(1,1,1,1);
gfx_quads_drawTL(selector_mouse.x+screen.w/2,selector_mouse.y+screen.h/2,24,24);
gfx_quads_end();
}
void EMOTICON::emote(int emoticon)
{
NETMSG_CL_EMOTICON msg;
msg.emoticon = emoticon;
msg.pack(MSGFLAG_VITAL);
client_send_msg();
}