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/*
client/hud.cc
This file is part of the Osirion project and is distributed under
the terms and conditions of the GNU General Public License version 2
*/
#include "core/core.h"
#include "client/hud.h"
#include "client/input.h"
#include "client/targets.h"
#include "render/render.h"
#include "render/renderext.h"
#include "ui/ui.h"
namespace client
{
HUD::HUD(ui::Widget *parent) : Widget(parent)
{
set_label("hud");
set_border(false);
set_background(false);
/*hud_toolbar = new ui::Toolbar(this);
hud_toolbar->add_button("", "Menu", "ui_menu");
hud_toolbar->add_button("", "Chat", "ui_chat");
hud_toolbar->add_button("", "Map", "ui_map");
*/
hud_center = new ui::Bitmap(this, "pointers/center");
hud_center->set_color(palette()->pointer());
}
void HUD::resize()
{
//hud_toolbar->set_geometry(0.0f, 0.0f, width(), font()->height() *2 );
hud_center->set_size(ui::pointer_size, ui::pointer_size);
hud_center->set_location((size() - hud_center->size()) * 0.5f);
}
void HUD::draw_offscreen_target(core::Entity *entity, bool is_active_target)
{
math::Vector3f target(entity->location() - render::Camera::eye());
target = render::Camera::axis().transpose() * target;
float cx = 0;
float cy = 0;
if ( target.y*target.y + target.z*target.z < 0.0001 ) {
// X - bound, behind (front is visible)
cx = 0.0f;
cy = -0.5f;
} else if (fabs(target.y) > fabs(target.z)) {
// Y-bound
cx = math::sgnf(target.y) * 0.5f;
cy = 0.5f * target.z / fabs(target.y);
} else {
// Z-bound
cx = 0.5f * target.y / fabs(target.z);
cy = math::sgnf(target.z) * 0.5f;
}
const float r = 16;
const float margin = 24;
cx = (0.5f - cx) * ((float) render::State::width() - margin*2);
cx += margin;
cy = (0.5f - cy) * ((float) render::State::height() - margin*2);
cy += margin;
gl::disable(GL_TEXTURE_2D);
gl::color(0, 0, 0, 1);
gl::begin(gl::LineLoop);
glVertex3f(cx+r, cy+2, 0);
glVertex3f(cx, cy+r+2, 0);
glVertex3f(cx-r, cy+2, 0);
glVertex3f(cx, cy-r+2, 0);
gl::end();
if (entity == core::localplayer()->mission_target()) {
gl::color(palette()->mission());
} else if (entity->type() == core::Entity::Controlable) {
gl::color(0, 1, 0, 1); // FIXME allegiance color
} else {
gl::color(1, 1, 1, 1); // FIXME neutral color
}
gl::begin(gl::LineLoop);
glVertex3f(cx+r, cy, 0);
glVertex3f(cx, cy+r, 0);
glVertex3f(cx-r, cy, 0);
glVertex3f(cx, cy-r, 0);
gl::end();
gl::enable(GL_TEXTURE_2D);
}
void HUD::draw_target(core::Entity *entity, bool is_active_target)
{
using math::Vector3f;
// don't draw target if we're very close to it
if (render::ext_render(entity)->distance() < 0.001f)
return;
// don't draw target if it is outside the visible cone
Vector3f target(entity->location() - render::Camera::eye());
if (math::dotproduct(render::Camera::axis().forward(), Vector3f::normalized(target)) < 0.75 ) {
draw_offscreen_target(entity, is_active_target);
return;
}
// transform the target into the camera coordinate system
target = render::Camera::axis().transpose() * target;
// calculate the intersection between the line (0,0,0)-target and the frustum front
float t = (render::FRUSTUMFRONT + 0.001f) / target.x;
Vector3f center(target *t);
float cx = render::State::width() * (0.5 - center.y);
float cy = render::State::height() * (0.5 - center.z * render::State::aspect());
if ((cx < 0 ) || (cy < 0) || (cx > render::State::width()) || (cy > render::State::height())) {
draw_offscreen_target(entity, is_active_target);
return;
}
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();
if ((entity->flags() & core::Entity::Dockable) == 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();
}
if (entity == core::localplayer()->mission_target()) {
gl::color(palette()->mission());
} else if (entity->type() == core::Entity::Controlable) {
gl::color(0, 1, 0, 1); // FIXME allegiance color
} else {
gl::color(1, 1, 1, 1); // FIXME neutral color
}
// 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();
if ((entity->flags() & core::Entity::Dockable) == core::Entity::Dockable) {
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::end();
}
gl::enable(GL_TEXTURE_2D);
if (is_active_target) {
// entity name and distance
std::stringstream strdistance;
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 << "--";
}
// owner name
if (entity->type() == core::Entity::Controlable) {
const core::EntityControlable *ec = static_cast<core::EntityControlable *>(entity);
if (ec->owner()) {
render::Text::setcolor('B');
render::Text::draw(cx-aux::text_length(entity->name()) * render::Text::fontwidth()*0.5f,
cy-r-4-2*render::Text::fontheight(), ec->owner()->name());
}
render::Text::setcolor('B');
} else if (entity == core::localplayer()->mission_target()) {
gl::color(palette()->mission());
} else {
render::Text::setcolor('N');
}
render::Text::draw(cx-aux::text_length(entity->name()) * render::Text::fontwidth()*0.5f,
cy-r-4-render::Text::fontheight(), entity->name());
render::Text::draw(cx - aux::text_length(strdistance.str()) * render::Text::fontwidth() * 0.5f,
cy+r+4, strdistance);
}
}
bool HUD::on_keypress(const int key, const unsigned int modifier)
{
switch( key ) {
case SDLK_ESCAPE:
if (targets::current()) {
targets::reset();
} else {
ui::root()->show_menu("game");
}
return true;
}
return false;
}
void HUD::draw()
{
using namespace render;
std::stringstream status;
if (core::localcontrol() && (input::mouse_control || input::joystick_control) &&
(render::Camera::mode() == render::Camera::Cockpit || render::Camera::mode() == render::Camera::Track)) {
hud_center->set_visible(true);
} else {
hud_center->set_visible(false);
}
gl::enable(GL_TEXTURE_2D);
Text::setfont("gui", 12, 18);
Text::setcolor('N'); //set normal color
core::Zone *zone = core::localcontrol()->zone();
// draw HUD targets
for (core::Zone::Content::iterator it=zone->content().begin(); it != zone->content().end(); it++) {
core::Entity *entity = (*it);
if (entity == targets::current()) {
draw_target(entity, true);
} else if (entity == core::localplayer()->mission_target()) {
draw_target(entity, false);
} else if ((entity->type() == core::Entity::Controlable) && (targets::is_valid_hud_target(entity))){
draw_target(entity, false);
}
}
unsigned int state = core::localcontrol()->state();
if (state) {
std::stringstream statestr;
statestr.clear();
if (state == core::Entity::ImpulseInitiate) {
statestr << "^FInitializing kinetic impulse drive " << core::localcontrol()->timer();
} else if (state == core::Entity::Impulse) {
//statestr << "^FKinetic impulse";
} else if (state == core::Entity::JumpInitiate) {
statestr << "^FInitializing hyperspace jump drive "<< core::localcontrol()->timer();
} else if (state == core::Entity::Jump) {
statestr << "^FJumping...";
}
Text::draw(4, render::State::height() - Text::fontheight()*3-4, statestr);
}
core::Entity *target = targets::current();
std::stringstream strdistance;
if (target) {
std::stringstream strtarget;
strtarget << "^B" << target->name() << "\n^B";
float d = math::distance(core::localcontrol()->location(), target->location())
- target->radius() - core::localcontrol()->radius();
if (d > 0 ) {
strtarget << "^Ndist:^B ";
if (d > 100.0f) {
strtarget << roundf(d * 0.1f) << "km";
} else {
strtarget << roundf(d * 100.0f) << "m";
}
if (core::localcontrol()->speed() > 0.1f) {
strtarget << "^N eta:^B ";
float eta = floorf(d / core::localcontrol()->speed() );
if (eta > 60.0f) {
float etamin = floorf(eta / 60.0f);
strtarget << etamin << "min ";
eta -= etamin * 60;
}
strtarget << eta << "sec";
}
} else {
strtarget << " --";
}
strtarget << '\n';
Text::draw(width() - 4-Text::fontwidth()*30, height() - Text::fontheight()*2 -4, strtarget);
}
// draw player info
std::stringstream playerinfostr;
playerinfostr <<"^B" << core::localcontrol()->name() << '\n' << "^Ncredits: " << core::localplayer()->credits();
Text::draw(width() - 4-Text::fontwidth()*52, height() - Text::fontheight()*2 -4, playerinfostr);
Textures::bind("bitmaps/hud/thruster_base"); // 316 x 32 bitmap
gl::color(1, 1, 1, 1);
gl::begin(gl::Quads);
glTexCoord2f(0, 0);
gl::vertex(4, height() - 4 - 32, 0);
glTexCoord2f(1, 0);
gl::vertex(4 + 316, height() - 4 - 32, 0);
glTexCoord2f(1, 1);
gl::vertex(4 + 316, height() - 4 , 0);
glTexCoord2f(0, 1);
gl::vertex(4, height() - 4 , 0);
gl::end();
float u = core::localcontrol()->thrust();
if (core::localcontrol()->state() == core::Entity::Impulse) {
u = 1.0;
}
if (( u > 0) || (core::localcontrol()->state() == core::Entity::Impulse)) {
if (core::localcontrol()->state() == core::Entity::Impulse) {
gl::color(0, .8, 0);
} else {
float d = math::absf(input::local_thrust - u);
if (d > 0.1) {
d = 0.1f;
}
gl::color(1, 1, .5f + d * 5.0f);
}
Textures::bind("bitmaps/hud/thruster_indicator"); // 316 x 32 bitmap
gl::begin(gl::Quads);
glTexCoord2f(0, 0);
gl::vertex(4, height() - 4 - 32, 0);
glTexCoord2f(u, 0);
gl::vertex(4.0f + u * 316.0f, height() - 4 - 32, 0);
glTexCoord2f(u, 1);
gl::vertex(4.0f + u * 316.0f, height() - 4 , 0);
glTexCoord2f(0, 1);
gl::vertex(4, height() - 4 , 0);
gl::end();
}
Text::setfont("gui", 14, 24);
Text::setcolor('B'); //set normal color
std::stringstream speedstr;
speedstr << "^B" << roundf(core::localcontrol()->speed() * 100.0f);
Text::draw( 316+4+10, height() - 6 -16 - render::Text::fontwidth() /2, speedstr);
Text::setfont("gui", 12, 18);
Text::setcolor('N'); //set normal color
gl::disable(GL_TEXTURE_2D);
}
}
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