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

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#include <engine/graphics.h>
#include <engine/textrender.h>
#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include <game/generated/client_data.h>
#include <game/layers.h>
#include <game/client/gameclient.h>
#include <game/client/animstate.h>
#include <game/client/render.h>
#include "controls.h"
#include "camera.h"
#include "hud.h"
#include "voting.h"
#include "binds.h"
CHud::CHud()
{
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// won't work if zero
m_AverageFPS = 1.0f;
}
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void CHud::OnReset()
{
}
void CHud::RenderGameTimer()
{
float Half = 300.0f*Graphics()->ScreenAspect()/2.0f;
Graphics()->MapScreen(0, 0, 300.0f*Graphics()->ScreenAspect(), 300.0f);
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if(!m_pClient->m_Snap.m_pGameobj->m_SuddenDeath)
{
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char Buf[32];
int Time = 0;
if(m_pClient->m_Snap.m_pGameobj->m_TimeLimit)
{
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Time = m_pClient->m_Snap.m_pGameobj->m_TimeLimit*60 - ((Client()->GameTick()-m_pClient->m_Snap.m_pGameobj->m_RoundStartTick)/Client()->GameTickSpeed());
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if(m_pClient->m_Snap.m_pGameobj->m_GameOver)
Time = 0;
}
else
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Time = (Client()->GameTick()-m_pClient->m_Snap.m_pGameobj->m_RoundStartTick)/Client()->GameTickSpeed();
str_format(Buf, sizeof(Buf), "%d:%02d", Time/60, Time%60);
float FontSize = 10.0f;
float w = TextRender()->TextWidth(0, FontSize, Buf, -1);
TextRender()->Text(0, Half-w/2, 2, FontSize, Buf, -1);
}
}
void CHud::RenderSuddenDeath()
{
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if(m_pClient->m_Snap.m_pGameobj->m_SuddenDeath)
{
float Half = 300.0f*Graphics()->ScreenAspect()/2.0f;
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const char *pText = Localize("Sudden Death");
float FontSize = 12.0f;
float w = TextRender()->TextWidth(0, FontSize, pText, -1);
TextRender()->Text(0, Half-w/2, 2, FontSize, pText, -1);
}
}
void CHud::RenderScoreHud()
{
int GameFlags = m_pClient->m_Snap.m_pGameobj->m_Flags;
float Whole = 300*Graphics()->ScreenAspect();
// render small score hud
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if(!(m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_GameOver) && (GameFlags&GAMEFLAG_TEAMS))
{
char aScoreTeam[2][32];
str_format(aScoreTeam[0], sizeof(aScoreTeam)/2, "%d", m_pClient->m_Snap.m_pGameobj->m_TeamscoreRed);
str_format(aScoreTeam[1], sizeof(aScoreTeam)/2, "%d", m_pClient->m_Snap.m_pGameobj->m_TeamscoreBlue);
float aScoreTeamWidth[2] = {TextRender()->TextWidth(0, 14.0f, aScoreTeam[0], -1), TextRender()->TextWidth(0, 14.0f, aScoreTeam[1], -1)};
float ScoreWidthMax = max(max(aScoreTeamWidth[0], aScoreTeamWidth[1]), TextRender()->TextWidth(0, 14.0f, "100", -1));
float Split = 3.0f;
float ImageSize = GameFlags&GAMEFLAG_FLAGS ? 16.0f : Split;
for(int t = 0; t < 2; t++)
{
// draw box
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Graphics()->BlendNormal();
Graphics()->TextureSet(-1);
Graphics()->QuadsBegin();
if(t == 0)
Graphics()->SetColor(1.0f, 0.0f, 0.0f, 0.25f);
else
Graphics()->SetColor(0.0f, 0.0f, 1.0f, 0.25f);
RenderTools()->DrawRoundRectExt(Whole-ScoreWidthMax-ImageSize-2*Split, 245.0f+t*20, ScoreWidthMax+ImageSize+2*Split, 18.0f, 5.0f, CUI::CORNER_L);
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Graphics()->QuadsEnd();
// draw score
TextRender()->Text(0, Whole-ScoreWidthMax+(ScoreWidthMax-aScoreTeamWidth[t])/2-Split, 245.0f+t*20, 14.0f, aScoreTeam[t], -1);
if(GameFlags&GAMEFLAG_FLAGS && m_pClient->m_Snap.m_paFlags[t])
{
if(m_pClient->m_Snap.m_paFlags[t]->m_CarriedBy == -2 || (m_pClient->m_Snap.m_paFlags[t]->m_CarriedBy == -1 && ((Client()->GameTick()/10)&1)))
{
// draw flag
Graphics()->BlendNormal();
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
Graphics()->QuadsBegin();
RenderTools()->SelectSprite(t==0?SPRITE_FLAG_RED:SPRITE_FLAG_BLUE);
IGraphics::CQuadItem QuadItem(Whole-ScoreWidthMax-ImageSize, 246.0f+t*20, ImageSize/2, ImageSize);
Graphics()->QuadsDrawTL(&QuadItem, 1);
Graphics()->QuadsEnd();
}
else if(m_pClient->m_Snap.m_paFlags[t]->m_CarriedBy >= 0)
{
// draw name of the flag holder
int Id = m_pClient->m_Snap.m_paFlags[t]->m_CarriedBy%MAX_CLIENTS;
const char *pName = m_pClient->m_aClients[Id].m_aName;
float w = TextRender()->TextWidth(0, 10.0f, pName, -1);
TextRender()->Text(0, Whole-ScoreWidthMax-ImageSize-3*Split-w, 247.0f+t*20, 10.0f, pName, -1);
// draw tee of the flag holder
CTeeRenderInfo Info = m_pClient->m_aClients[Id].m_RenderInfo;
Info.m_Size = 18.0f;
RenderTools()->RenderTee(CAnimState::GetIdle(), &Info, EMOTE_NORMAL, vec2(1,0),
vec2(Whole-ScoreWidthMax-Info.m_Size/2-Split, 246.0f+Info.m_Size/2+t*20));
}
}
}
}
}
void CHud::RenderWarmupTimer()
{
// render warmup timer
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if(m_pClient->m_Snap.m_pGameobj->m_Warmup)
{
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char Buf[256];
float FontSize = 20.0f;
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float w = TextRender()->TextWidth(0, FontSize, Localize("Warmup"), -1);
TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 50, FontSize, Localize("Warmup"), -1);
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int Seconds = m_pClient->m_Snap.m_pGameobj->m_Warmup/SERVER_TICK_SPEED;
if(Seconds < 5)
str_format(Buf, sizeof(Buf), "%d.%d", Seconds, (m_pClient->m_Snap.m_pGameobj->m_Warmup*10/SERVER_TICK_SPEED)%10);
else
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str_format(Buf, sizeof(Buf), "%d", Seconds);
w = TextRender()->TextWidth(0, FontSize, Buf, -1);
TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 75, FontSize, Buf, -1);
}
}
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void CHud::MapscreenToGroup(float CenterX, float CenterY, CMapItemGroup *pGroup)
{
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float Points[4];
RenderTools()->MapscreenToWorld(CenterX, CenterY, pGroup->m_ParallaxX/100.0f, pGroup->m_ParallaxY/100.0f,
pGroup->m_OffsetX, pGroup->m_OffsetY, Graphics()->ScreenAspect(), 1.0f, Points);
Graphics()->MapScreen(Points[0], Points[1], Points[2], Points[3]);
}
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void CHud::RenderFps()
{
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if(g_Config.m_ClShowfps)
{
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// calculate avg. fps
float FPS = 1.0f / Client()->FrameTime();
m_AverageFPS = (m_AverageFPS*(1.0f-(1.0f/m_AverageFPS))) + (FPS*(1.0f/m_AverageFPS));
char Buf[512];
str_format(Buf, sizeof(Buf), "%d", (int)m_AverageFPS);
TextRender()->Text(0, m_Width-10-TextRender()->TextWidth(0,12,Buf,-1), 5, 12, Buf, -1);
}
}
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void CHud::RenderConnectionWarning()
{
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if(Client()->ConnectionProblems())
{
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const char *pText = Localize("Connection Problems...");
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float w = TextRender()->TextWidth(0, 24, pText, -1);
TextRender()->Text(0, 150*Graphics()->ScreenAspect()-w/2, 50, 24, pText, -1);
}
}
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void CHud::RenderTeambalanceWarning()
{
// render prompt about team-balance
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bool Flash = time_get()/(time_freq()/2)%2 == 0;
if (m_pClient->m_Snap.m_pGameobj && (m_pClient->m_Snap.m_pGameobj->m_Flags&GAMEFLAG_TEAMS) != 0)
{
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int TeamDiff = m_pClient->m_Snap.m_aTeamSize[0]-m_pClient->m_Snap.m_aTeamSize[1];
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
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TextRender()->TextColor(0.7f,0.7f,0.2f,1.0f);
TextRender()->Text(0x0, 5, 50, 6, pText, -1);
TextRender()->TextColor(1,1,1,1);
}
}
}
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void CHud::RenderVoting()
{
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if(!m_pClient->m_pVoting->IsVoting())
return;
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Graphics()->TextureSet(-1);
Graphics()->QuadsBegin();
Graphics()->SetColor(0,0,0,0.40f);
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RenderTools()->DrawRoundRect(-10, 60-2, 100+10+4+5, 28, 5.0f);
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Graphics()->QuadsEnd();
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TextRender()->TextColor(1,1,1,1);
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char Buf[512];
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str_format(Buf, sizeof(Buf), Localize("%ds left"), m_pClient->m_pVoting->SecondsLeft());
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float tw = TextRender()->TextWidth(0x0, 6, Buf, -1);
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CTextCursor Cursor;
TextRender()->SetCursor(&Cursor, 5.0f, 60.0f, 6.0f, TEXTFLAG_RENDER|TEXTFLAG_STOP_AT_END);
Cursor.m_LineWidth = 100-tw;
TextRender()->TextEx(&Cursor, m_pClient->m_pVoting->VoteDescription(), -1);
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TextRender()->Text(0x0, 5+100-tw, 60, 6, Buf, -1);
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CUIRect Base = {5, 70, 100, 4};
m_pClient->m_pVoting->RenderBars(Base, false);
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const char *pYesKey = m_pClient->m_pBinds->GetKey("vote yes");
const char *pNoKey = m_pClient->m_pBinds->GetKey("vote no");
str_format(Buf, sizeof(Buf), "%s - Vote Yes", pYesKey);
Base.y += Base.h+1;
UI()->DoLabel(&Base, Buf, 6.0f, -1);
str_format(Buf, sizeof(Buf), "Vote No - %s", pNoKey);
UI()->DoLabel(&Base, Buf, 6.0f, 1);
}
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void CHud::RenderCursor()
{
if(!m_pClient->m_Snap.m_pLocalCharacter || Client()->State() == IClient::STATE_DEMOPLAYBACK)
return;
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MapscreenToGroup(m_pClient->m_pCamera->m_Center.x, m_pClient->m_pCamera->m_Center.y, Layers()->GameGroup());
Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
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Graphics()->QuadsBegin();
// render cursor
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RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[m_pClient->m_Snap.m_pLocalCharacter->m_Weapon%NUM_WEAPONS].m_pSpriteCursor);
float CursorSize = 64;
RenderTools()->DrawSprite(m_pClient->m_pControls->m_TargetPos.x, m_pClient->m_pControls->m_TargetPos.y, CursorSize);
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Graphics()->QuadsEnd();
}
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void CHud::RenderHealthAndAmmo()
{
//mapscreen_to_group(gacenter_x, center_y, layers_game_group());
float x = 5;
float y = 5;
// render ammo count
// render gui stuff
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Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id);
Graphics()->MapScreen(0,0,m_Width,300);
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Graphics()->QuadsBegin();
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// if weaponstage is active, put a "glow" around the stage ammo
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RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[m_pClient->m_Snap.m_pLocalCharacter->m_Weapon%NUM_WEAPONS].m_pSpriteProj);
IGraphics::CQuadItem Array[10];
int i;
for (i = 0; i < min(m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount, 10); i++)
Array[i] = IGraphics::CQuadItem(x+i*12,y+24,10,10);
Graphics()->QuadsDrawTL(Array, i);
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Graphics()->QuadsEnd();
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Graphics()->QuadsBegin();
int h = 0;
// render health
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RenderTools()->SelectSprite(SPRITE_HEALTH_FULL);
for(; h < min(m_pClient->m_Snap.m_pLocalCharacter->m_Health, 10); h++)
Array[h] = IGraphics::CQuadItem(x+h*12,y,10,10);
Graphics()->QuadsDrawTL(Array, h);
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i = 0;
RenderTools()->SelectSprite(SPRITE_HEALTH_EMPTY);
for(; h < 10; h++)
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Array[i++] = IGraphics::CQuadItem(x+h*12,y,10,10);
Graphics()->QuadsDrawTL(Array, i);
// render armor meter
h = 0;
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RenderTools()->SelectSprite(SPRITE_ARMOR_FULL);
for(; h < min(m_pClient->m_Snap.m_pLocalCharacter->m_Armor, 10); h++)
Array[h] = IGraphics::CQuadItem(x+h*12,y+12,10,10);
Graphics()->QuadsDrawTL(Array, h);
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i = 0;
RenderTools()->SelectSprite(SPRITE_ARMOR_EMPTY);
for(; h < 10; h++)
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Array[i++] = IGraphics::CQuadItem(x+h*12,y+12,10,10);
Graphics()->QuadsDrawTL(Array, i);
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Graphics()->QuadsEnd();
}
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void CHud::OnRender()
{
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if(!m_pClient->m_Snap.m_pGameobj)
return;
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m_Width = 300*Graphics()->ScreenAspect();
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bool Spectate = false;
if(m_pClient->m_Snap.m_pLocalInfo && m_pClient->m_Snap.m_pLocalInfo->m_Team == -1)
Spectate = true;
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if(m_pClient->m_Snap.m_pLocalCharacter && !Spectate && !(m_pClient->m_Snap.m_pGameobj && m_pClient->m_Snap.m_pGameobj->m_GameOver))
RenderHealthAndAmmo();
RenderGameTimer();
RenderSuddenDeath();
RenderScoreHud();
RenderWarmupTimer();
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RenderFps();
if(Client()->State() != IClient::STATE_DEMOPLAYBACK)
RenderConnectionWarning();
RenderTeambalanceWarning();
RenderVoting();
RenderCursor();
}