ddnet/src/game/client/components/emoticon.cpp
Chairn a69dc599a9 Huge variable naming format
Fix pointer and pointer array variable naming

Huge renaming to match our rules

Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)[^a]\w+\[
            (?!(return|delete)\b)\b\w+ (?!(m_|ms_|g_|gs_|s_))[^a]\w+\[

Further format static variables

Format almost all pointer names accordingly

Used regex: (?!(return)\b)\b\w+
\*(?!(m_p|p|s_p|m_ap|s_ap|g_p|g_ap|ap|gs_ap|ms_ap|gs_p|ms_p))\w+\b[^:\(p]

clang-format

Fix CI fail

Fix misnamed non pointer as pointer and non array as array

Used regex: (?!(return|delete)\b)\b\w+ (m_|ms_|g_|gs_|s_)p\w+\b
            (?!return\b)\b\w+ (ms_|m_|g_|gs_|s_)a\w+\b[^\[]

clang-format

Revert to SCREAMING_SNAKE_CASE and reinstate dead code
2022-07-08 18:01:29 +02:00

214 lines
5.5 KiB
C++

/* (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 <engine/graphics.h>
#include <engine/shared/config.h>
#include <game/generated/protocol.h>
#include "chat.h"
#include "emoticon.h"
#include <game/client/animstate.h>
#include <game/client/render.h>
#include <game/client/ui.h>
#include <game/client/gameclient.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[emote-id]", CFGFLAG_CLIENT, ConEmote, this, "Use emote");
}
void CEmoticon::OnReset()
{
m_WasActive = false;
m_Active = false;
m_SelectedEmote = -1;
m_SelectedEyeEmote = -1;
}
void CEmoticon::OnRelease()
{
m_Active = false;
}
bool CEmoticon::OnCursorMove(float x, float y, IInput::ECursorType CursorType)
{
if(!m_Active)
return false;
UI()->ConvertMouseMove(&x, &y, CursorType);
m_SelectorMouse += vec2(x, y);
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);
if(m_WasActive && m_SelectedEyeEmote != -1)
EyeEmote(m_SelectedEyeEmote);
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 = angle(m_SelectorMouse) + 2 * pi / 24;
if(SelectedAngle < 0)
SelectedAngle += 2 * pi;
m_SelectedEmote = -1;
m_SelectedEyeEmote = -1;
if(length(m_SelectorMouse) > 110.0f)
m_SelectedEmote = (int)(SelectedAngle / (2 * pi) * NUM_EMOTICONS);
else if(length(m_SelectorMouse) > 40.0f)
m_SelectedEyeEmote = (int)(SelectedAngle / (2 * pi) * NUM_EMOTES);
CUIRect Screen = *UI()->Screen();
UI()->MapScreen();
Graphics()->BlendNormal();
Graphics()->TextureClear();
Graphics()->QuadsBegin();
Graphics()->SetColor(0, 0, 0, 0.3f);
DrawCircle(Screen.w / 2, Screen.h / 2, 190.0f, 64);
Graphics()->QuadsEnd();
Graphics()->WrapClamp();
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;
Graphics()->TextureSet(GameClient()->m_EmoticonsSkin.m_aSpriteEmoticons[i]);
Graphics()->QuadsSetSubset(0, 0, 1, 1);
Graphics()->QuadsBegin();
float NudgeX = 150.0f * cosf(Angle);
float NudgeY = 150.0f * sinf(Angle);
IGraphics::CQuadItem QuadItem(Screen.w / 2 + NudgeX, Screen.h / 2 + NudgeY, Size, Size);
Graphics()->QuadsDraw(&QuadItem, 1);
Graphics()->QuadsEnd();
}
Graphics()->WrapNormal();
if(GameClient()->m_GameInfo.m_AllowEyeWheel && g_Config.m_ClEyeWheel)
{
Graphics()->TextureClear();
Graphics()->QuadsBegin();
Graphics()->SetColor(1.0, 1.0, 1.0, 0.3f);
DrawCircle(Screen.w / 2, Screen.h / 2, 100.0f, 64);
Graphics()->QuadsEnd();
CTeeRenderInfo *pTeeInfo = &m_pClient->m_aClients[m_pClient->m_aLocalIDs[g_Config.m_ClDummy]].m_RenderInfo;
for(int i = 0; i < NUM_EMOTES; i++)
{
float Angle = 2 * pi * i / NUM_EMOTES;
if(Angle > pi)
Angle -= 2 * pi;
bool Selected = m_SelectedEyeEmote == i;
float NudgeX = 70.0f * cosf(Angle);
float NudgeY = 70.0f * sinf(Angle);
pTeeInfo->m_Size = Selected ? 64.0f : 48.0f;
RenderTools()->RenderTee(CAnimState::GetIdle(), pTeeInfo, i, vec2(-1, 0), vec2(Screen.w / 2 + NudgeX, Screen.h / 2 + NudgeY));
pTeeInfo->m_Size = 64.0f;
}
Graphics()->TextureClear();
Graphics()->QuadsBegin();
Graphics()->SetColor(0, 0, 0, 0.3f);
DrawCircle(Screen.w / 2, Screen.h / 2, 30.0f, 64);
Graphics()->QuadsEnd();
}
else
m_SelectedEyeEmote = -1;
RenderTools()->RenderCursor(m_SelectorMouse + vec2(Screen.w, Screen.h) / 2, 24.0f);
}
void CEmoticon::Emote(int Emoticon)
{
CNetMsg_Cl_Emoticon Msg;
Msg.m_Emoticon = Emoticon;
Client()->SendPackMsgActive(&Msg, MSGFLAG_VITAL);
if(g_Config.m_ClDummyCopyMoves)
{
CMsgPacker MsgDummy(NETMSGTYPE_CL_EMOTICON, false);
MsgDummy.AddInt(Emoticon);
Client()->SendMsg(!g_Config.m_ClDummy, &MsgDummy, MSGFLAG_VITAL);
}
}
void CEmoticon::EyeEmote(int Emote)
{
char aBuf[32];
switch(Emote)
{
case EMOTE_NORMAL:
str_format(aBuf, sizeof(aBuf), "/emote normal %d", g_Config.m_ClEyeDuration);
break;
case EMOTE_PAIN:
str_format(aBuf, sizeof(aBuf), "/emote pain %d", g_Config.m_ClEyeDuration);
break;
case EMOTE_HAPPY:
str_format(aBuf, sizeof(aBuf), "/emote happy %d", g_Config.m_ClEyeDuration);
break;
case EMOTE_SURPRISE:
str_format(aBuf, sizeof(aBuf), "/emote surprise %d", g_Config.m_ClEyeDuration);
break;
case EMOTE_ANGRY:
str_format(aBuf, sizeof(aBuf), "/emote angry %d", g_Config.m_ClEyeDuration);
break;
case EMOTE_BLINK:
str_format(aBuf, sizeof(aBuf), "/emote blink %d", g_Config.m_ClEyeDuration);
break;
}
GameClient()->m_Chat.Say(0, aBuf);
}