ddnet/src/game/client/components/nameplates.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/client/gameclient.hpp>
#include <game/client/animstate.hpp>
#include "nameplates.hpp"
#include "controls.hpp"
void NAMEPLATES::render_nameplate(
const NETOBJ_CHARACTER *prev_char,
const NETOBJ_CHARACTER *player_char,
const NETOBJ_PLAYER_INFO *player_info
)
{
float intratick = client_intratick();
vec2 position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), intratick);
// render name plate
if(!player_info->local)
{
//gfx_text_color
float a = 1;
if(config.cl_nameplates_always == 0)
a = clamp(1-powf(distance(gameclient.controls->target_pos, position)/200.0f,16.0f), 0.0f, 1.0f);
const char *name = gameclient.clients[player_info->cid].name;
float tw = gfx_text_width(0, 28.0f, name, -1);
gfx_text_color(1,1,1,a);
gfx_text(0, position.x-tw/2.0f, position.y-60, 28.0f, name, -1);
if(config.debug) // render client id when in debug aswell
{
char buf[128];
str_format(buf, sizeof(buf),"%d", player_info->cid);
gfx_text(0, position.x, position.y-90, 28.0f, buf, -1);
}
gfx_text_color(1,1,1,1);
}
}
void NAMEPLATES::on_render()
{
if (!config.cl_nameplates)
return;
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for(int i = 0; i < MAX_CLIENTS; i++)
{
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// only render active characters
if(!gameclient.snap.characters[i].active)
continue;
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const void *info = snap_find_item(SNAP_CURRENT, NETOBJTYPE_PLAYER_INFO, i);
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if(info)
{
render_nameplate(
&gameclient.snap.characters[i].prev,
&gameclient.snap.characters[i].cur,
(const NETOBJ_PLAYER_INFO *)info);
}
}
}