/* (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 #include #include #include #include #include "controls.h" #include "camera.h" #include "hud.h" #include "voting.h" #include "binds.h" CHud::CHud() { // won't work if zero m_AverageFPS = 1.0f; } void CHud::OnReset() { } void CHud::RenderGameTimer() { float Half = 300.0f*Graphics()->ScreenAspect()/2.0f; Graphics()->MapScreen(0, 0, 300.0f*Graphics()->ScreenAspect(), 300.0f); if(!m_pClient->m_Snap.m_pGameobj->m_SuddenDeath) { char Buf[32]; int Time = 0; if(m_pClient->m_Snap.m_pGameobj->m_TimeLimit) { Time = m_pClient->m_Snap.m_pGameobj->m_TimeLimit*60 - ((Client()->GameTick()-m_pClient->m_Snap.m_pGameobj->m_RoundStartTick)/Client()->GameTickSpeed()); if(m_pClient->m_Snap.m_pGameobj->m_GameOver) Time = 0; } else 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() { if(m_pClient->m_Snap.m_pGameobj->m_SuddenDeath) { float Half = 300.0f*Graphics()->ScreenAspect()/2.0f; 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 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 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); 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 if(m_pClient->m_Snap.m_pGameobj->m_Warmup) { char Buf[256]; float FontSize = 20.0f; float w = TextRender()->TextWidth(0, FontSize, Localize("Warmup"), -1); TextRender()->Text(0, 150*Graphics()->ScreenAspect()+-w/2, 50, FontSize, Localize("Warmup"), -1); 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 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); } } void CHud::MapscreenToGroup(float CenterX, float CenterY, CMapItemGroup *pGroup) { 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]); } void CHud::RenderFps() { if(g_Config.m_ClShowfps) { // 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); } } void CHud::RenderConnectionWarning() { if(Client()->ConnectionProblems()) { const char *pText = Localize("Connection Problems..."); float w = TextRender()->TextWidth(0, 24, pText, -1); TextRender()->Text(0, 150*Graphics()->ScreenAspect()-w/2, 50, 24, pText, -1); } } void CHud::RenderTeambalanceWarning() { // render prompt about team-balance 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) { 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)) { const char *pText = Localize("Please balance teams!"); 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); TextRender()->TextColor(1,1,1,1); } } } void CHud::RenderVoting() { if(!m_pClient->m_pVoting->IsVoting() || Client()->State() == IClient::STATE_DEMOPLAYBACK) return; Graphics()->TextureSet(-1); Graphics()->QuadsBegin(); Graphics()->SetColor(0,0,0,0.40f); RenderTools()->DrawRoundRect(-10, 60-2, 100+10+4+5, 28, 5.0f); Graphics()->QuadsEnd(); TextRender()->TextColor(1,1,1,1); char Buf[512]; str_format(Buf, sizeof(Buf), Localize("%ds left"), m_pClient->m_pVoting->SecondsLeft()); float tw = TextRender()->TextWidth(0x0, 6, Buf, -1); 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); TextRender()->Text(0x0, 5+100-tw, 60, 6, Buf, -1); CUIRect Base = {5, 70, 100, 4}; m_pClient->m_pVoting->RenderBars(Base, false); 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 - %s", pYesKey, Localize("Vote yes")); Base.y += Base.h+1; UI()->DoLabel(&Base, Buf, 6.0f, -1); str_format(Buf, sizeof(Buf), "%s - %s", Localize("Vote no"), pNoKey); UI()->DoLabel(&Base, Buf, 6.0f, 1); } void CHud::RenderCursor() { if(!m_pClient->m_Snap.m_pLocalCharacter || Client()->State() == IClient::STATE_DEMOPLAYBACK) return; 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); Graphics()->QuadsBegin(); // render cursor 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); Graphics()->QuadsEnd(); } 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 Graphics()->TextureSet(g_pData->m_aImages[IMAGE_GAME].m_Id); Graphics()->MapScreen(0,0,m_Width,300); Graphics()->QuadsBegin(); // if weaponstage is active, put a "glow" around the stage ammo 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); Graphics()->QuadsEnd(); Graphics()->QuadsBegin(); int h = 0; // render health 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); i = 0; RenderTools()->SelectSprite(SPRITE_HEALTH_EMPTY); for(; h < 10; h++) Array[i++] = IGraphics::CQuadItem(x+h*12,y,10,10); Graphics()->QuadsDrawTL(Array, i); // render armor meter h = 0; 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); i = 0; RenderTools()->SelectSprite(SPRITE_ARMOR_EMPTY); for(; h < 10; h++) Array[i++] = IGraphics::CQuadItem(x+h*12,y+12,10,10); Graphics()->QuadsDrawTL(Array, i); Graphics()->QuadsEnd(); } void CHud::OnRender() { if(!m_pClient->m_Snap.m_pGameobj) return; m_Width = 300*Graphics()->ScreenAspect(); bool Spectate = false; if(m_pClient->m_Snap.m_pLocalInfo && m_pClient->m_Snap.m_pLocalInfo->m_Team == -1) Spectate = true; 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(); RenderFps(); if(Client()->State() != IClient::STATE_DEMOPLAYBACK) RenderConnectionWarning(); RenderTeambalanceWarning(); RenderVoting(); RenderCursor(); }