/* (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. */ #include #include #include #include #include // get_angle #include #include #include "emoticon.h" CEmoticon::CEmoticon() { OnReset(); } void CEmoticon::ConKeyEmoticon(IConsole::IResult *pResult, void *pUserData) { CEmoticon *pSelf = (CEmoticon *)pUserData; if(!pSelf->m_pClient->m_Snap.m_SpecInfo.m_Active && pSelf->Client()->State() != IClient::STATE_DEMOPLAYBACK) pSelf->m_Active = pResult->GetInteger(0) != 0; } void CEmoticon::ConEmote(IConsole::IResult *pResult, void *pUserData) { ((CEmoticon *)pUserData)->Emote(pResult->GetInteger(0)); } void CEmoticon::OnConsoleInit() { Console()->Register("+emote", "", CFGFLAG_CLIENT, ConKeyEmoticon, this, "Open emote selector"); Console()->Register("emote", "i", CFGFLAG_CLIENT, ConEmote, this, "Use emote"); } void CEmoticon::OnReset() { m_WasActive = false; m_Active = false; m_SelectedEmote = -1; } void CEmoticon::OnRelease() { m_Active = false; } void CEmoticon::OnMessage(int MsgType, void *pRawMsg) { } bool CEmoticon::OnMouseMove(float x, float y) { if(!m_Active) return false; #if defined(__ANDROID__) // No relative mouse on Android m_SelectorMouse = vec2(x,y); #else UI()->ConvertMouseMove(&x, &y); m_SelectorMouse += vec2(x,y); #endif return true; } void CEmoticon::DrawCircle(float x, float y, float r, int Segments) { RenderTools()->DrawCircle(x, y, r, Segments); } void CEmoticon::OnRender() { if(!m_Active) { if(m_WasActive && m_SelectedEmote != -1) Emote(m_SelectedEmote); m_WasActive = false; return; } if(m_pClient->m_Snap.m_SpecInfo.m_Active) { m_Active = false; m_WasActive = false; return; } m_WasActive = true; if (length(m_SelectorMouse) > 170.0f) m_SelectorMouse = normalize(m_SelectorMouse) * 170.0f; float SelectedAngle = GetAngle(m_SelectorMouse) + 2*pi/24; if (SelectedAngle < 0) SelectedAngle += 2*pi; if (length(m_SelectorMouse) > 110.0f) m_SelectedEmote = (int)(SelectedAngle / (2*pi) * NUM_EMOTICONS); else m_SelectedEmote = -1; CUIRect Screen = *UI()->Screen(); Graphics()->MapScreen(Screen.x, Screen.y, Screen.w, Screen.h); Graphics()->BlendNormal(); Graphics()->TextureSet(-1); Graphics()->QuadsBegin(); Graphics()->SetColor(0,0,0,0.3f); DrawCircle(Screen.w/2, Screen.h/2, 190.0f, 64); Graphics()->QuadsEnd(); Graphics()->TextureSet(g_pData->m_aImages[IMAGE_EMOTICONS].m_Id); Graphics()->QuadsBegin(); for (int i = 0; i < NUM_EMOTICONS; i++) { float Angle = 2*pi*i/NUM_EMOTICONS; if (Angle > pi) Angle -= 2*pi; bool Selected = m_SelectedEmote == i; float Size = Selected ? 80.0f : 50.0f; float NudgeX = 150.0f * cosf(Angle); float NudgeY = 150.0f * sinf(Angle); RenderTools()->SelectSprite(SPRITE_OOP + i); IGraphics::CQuadItem QuadItem(Screen.w/2 + NudgeX, Screen.h/2 + NudgeY, Size, Size); Graphics()->QuadsDraw(&QuadItem, 1); } Graphics()->QuadsEnd(); Graphics()->TextureSet(g_pData->m_aImages[IMAGE_CURSOR].m_Id); Graphics()->QuadsBegin(); Graphics()->SetColor(1,1,1,1); IGraphics::CQuadItem QuadItem(m_SelectorMouse.x+Screen.w/2,m_SelectorMouse.y+Screen.h/2,24,24); Graphics()->QuadsDrawTL(&QuadItem, 1); Graphics()->QuadsEnd(); } void CEmoticon::Emote(int Emoticon) { CNetMsg_Cl_Emoticon Msg; Msg.m_Emoticon = Emoticon; Client()->SendPackMsg(&Msg, MSGFLAG_VITAL); }