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authorStijn Buys <ingar@osirion.org>2012-12-23 23:11:43 +0000
committerStijn Buys <ingar@osirion.org>2012-12-23 23:11:43 +0000
commit79b1af52c004469dbad6b2fc8ba8ff239b48112f (patch)
treea67c796b110d62c39589129b9cab3ca59aab4bcc /src/client
parent354848ce7ae4bb5d0a6a808eb409bdad83abc209 (diff)
Use bitmaps to draw on-screen HUD targets, improved HUD target health bars.
Diffstat (limited to 'src/client')
-rw-r--r--src/client/hud.cc174
1 files changed, 135 insertions, 39 deletions
diff --git a/src/client/hud.cc b/src/client/hud.cc
index 7db0398..bcbc3a8 100644
--- a/src/client/hud.cc
+++ b/src/client/hud.cc
@@ -16,6 +16,7 @@
#include "render/render.h"
#include "render/renderext.h"
#include "ui/ui.h"
+#include "ui/paint.h"
namespace client
{
@@ -118,6 +119,10 @@ void HUD::draw_offscreen_target(core::Entity *entity, bool is_active_target)
gl::enable(GL_TEXTURE_2D);
}
+/*
+ * This function is called to draw on-screen targets
+ * if is_active_target is set, the target is the currently selected target
+ * */
void HUD::draw_target(core::Entity *entity, bool is_active_target)
{
using math::Vector3f;
@@ -133,6 +138,8 @@ void HUD::draw_target(core::Entity *entity, bool is_active_target)
return;
}
+ // calculate target screen position
+
// transform the target into the camera coordinate system
target = render::Camera::axis().transpose() * target;
@@ -147,57 +154,138 @@ void HUD::draw_target(core::Entity *entity, bool is_active_target)
draw_offscreen_target(entity, is_active_target);
return;
}
+
+ // target bitmap properties
+ float bitmap_radius = 32.0f;
+ if (is_active_target) {
+ bitmap_radius *= 2.0f;
+ }
+ math::Vector2f bitmap_location(cx - bitmap_radius, cy - bitmap_radius);
+ math::Vector2f bitmap_size(2.0f * bitmap_radius, 2.0f * bitmap_radius);
+ math::Color bitmap_color;
+ std:: string bitmap_material;
+
+ if (entity->type() == core::Entity::Controlable) {
+ if (is_active_target) {
+ bitmap_material.assign("bitmaps/hud/target_controlable");
+ } else {
+ bitmap_material.assign("bitmaps/hud/target_default");
+ }
+ bitmap_color.assign(palette()->fancy());
+
+ } else if (entity->has_flag(core::Entity::Dockable)) {
+ bitmap_material.assign("bitmaps/hud/target_dockable");
+ bitmap_color.assign(palette()->foreground());
+
+ } else {
+ bitmap_material.assign("bitmaps/hud/target_default");
+ bitmap_color.assign(palette()->text());
+ }
+
+ if (entity == core::localplayer()->mission_target()) {
+ bitmap_color.assign(palette()->mission());
+ }
- float r = ui::pointer_size;
- if (!is_active_target)
- r *= 0.5;
-
- gl::disable(GL_TEXTURE_2D);
- // outer square shadow
- gl::color(0, 0, 0, 1);
- gl::begin(gl::LineLoop);
- gl::vertex(cx + r, cy + 2);
- gl::vertex(cx, cy + r + 2);
- gl::vertex(cx - r, cy + 2);
- gl::vertex(cx, cy - r + 2);
- gl::end();
+ ui::Paint::draw_bitmap(bitmap_location, bitmap_size, bitmap_color, bitmap_material);
+
- if (entity->has_flag(core::Entity::Dockable)) {
- gl::begin(gl::LineLoop);
- gl::vertex(cx + (r*0.25f), cy + 2);
- gl::vertex(cx, cy + (r*0.25f) + 2);
- gl::vertex(cx - (r*0.25f), cy + 2);
- gl::vertex(cx, cy - (r*0.25f) + 2);
- gl::end();
+ // labels
+ std::string label_text;
+
+ if (entity->type() == core::Entity::Controlable) {
+ const core::EntityControlable *ec = static_cast<core::EntityControlable *>(entity);
+ if (ec->owner()) {
+ label_text.append("^B");
+ label_text.append(ec->owner()->name());
+ } else {
+ label_text.append("^B");
+ label_text.append(entity->name());
+ }
+ } else {
+ if (entity->has_flag(core::Entity::Dockable)) {
+ label_text.append("^B");
+ } else {
+ label_text.append("^N");
+ }
+ label_text.append(entity->name());
+ }
+
+ const ui::Font *label_font;
+ if (is_active_target) {
+ label_font = ui::root()->font_small();
+ } else {
+ label_font = ui::root()->font_tiny();
}
+
+ math::Vector2f label_size(2.0f * bitmap_radius, label_font->height());
+ math::Vector2f label_location(cx - bitmap_radius, cy + bitmap_radius);
+ ui::Paint::draw_label(label_location, label_size,label_font, label_text);
- if (entity == core::localplayer()->mission_target()) {
- gl::color(palette()->mission());
+ if (is_active_target) {
- } else if (entity->type() == core::Entity::Controlable) {
- gl::color(0, 1, 0, 1); // FIXME faction color
+ // draw distance
+ std::ostringstream strdistance;
- } else {
- gl::color(palette()->foreground());
+ if (entity->type() == core::Entity::Controlable) {
+ strdistance << "^B";
+ } else if (entity->has_flag(core::Entity::Dockable)) {
+ strdistance << "^B";
+ } else {
+ strdistance << "^N";
+ }
+
+ float d = math::distance(core::localcontrol()->location(), entity->location()) - entity->radius() - core::localcontrol()->radius();
+ if (d > 0) {
+ if (d > 100.0f) {
+ strdistance << roundf(d * 0.1f) << "km";
+ } else {
+ strdistance << roundf(d * 100.0f) << "m";
+ }
+ } else {
+ strdistance << "--";
+ }
+
+ label_location[1] += - label_size.height();
+ ui::Paint::draw_label(label_location, label_size, label_font, strdistance.str());
}
+
+ if (entity->type() == core::Entity::Controlable) {
+ const core::EntityControlable *ec = static_cast<core::EntityControlable *>(entity);
+
+ // health bar size
+ const float hb_width = bitmap_radius;
+ float hb_height = ui::root()->font_tiny()->width();
+ if (!is_active_target) {
+ hb_height *= 0.5f;
+ }
+ const float hb_f = hb_width * ec->health() / 100.0f;
- // outer square0
- gl::begin(gl::LineLoop);
- gl::vertex(cx + r, cy);
- gl::vertex(cx, cy + r);
- gl::vertex(cx - r, cy);
- gl::vertex(cx, cy - r);
- gl::end();
+ math::Vector2f pos;
+ pos[0] = cx - bitmap_radius;
+ pos[0] += bitmap_radius - 0.5f * hb_width;
+ pos[1] = cy - bitmap_radius;
+
+ // health bar
+ gl::color(0, 1, 0, 1);
+ gl::begin(gl::Quads);
+ gl::vertex(pos[0], pos[1]);
+ gl::vertex(pos[0] + hb_f, pos[1]);
+ gl::vertex(pos[0] + hb_f, pos[1] + hb_height);
+ gl::vertex(pos[0], pos[1] + hb_height);
+ gl::end();
- if (entity->has_flag(core::Entity::Dockable)) {
+ // health bar frame
+ gl::color(palette()->foreground());
gl::begin(gl::LineLoop);
- gl::vertex(cx + (r*0.25f), cy);
- gl::vertex(cx, cy + (r*0.25f));
- gl::vertex(cx - (r*0.25f), cy);
- gl::vertex(cx, cy - (r*0.25f));
+ gl::vertex(pos[0], pos[1]);
+ gl::vertex(pos[0] + hb_width, pos[1]);
+ gl::vertex(pos[0] + hb_width, pos[1] + hb_height);
+ gl::vertex(pos[0], pos[1] + hb_height);
gl::end();
+
}
+ /*
if (is_active_target) {
gl::color(palette()->foreground());
@@ -270,6 +358,7 @@ void HUD::draw_target(core::Entity *entity, bool is_active_target)
cy + r + 4 + render::Text::fontheight(), strdistance.str()
);
}
+ */
}
bool HUD::on_keypress(const int key, const unsigned int modifier)
@@ -309,13 +398,20 @@ void HUD::draw()
core::Entity *entity = (*it);
if (entity == targets::current()) {
+ // draw current HUD target
draw_target(entity, true);
} else if (entity == core::localplayer()->mission_target()) {
+ // draw current mission target
draw_target(entity, false);
} else if ((entity->type() == core::Entity::Controlable) && (targets::is_valid_hud_target(entity))) {
- draw_target(entity, false);
+ const core::EntityControlable *ec = static_cast<core::EntityControlable *>(entity);
+
+ if (ec->owner()) {
+ // draw other players
+ draw_target(entity, false);
+ }
}
}