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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 "core/range.h"
#include "client/client.h"
#include "client/hud.h"
#include "client/hudenginestatus.h"
#include "client/hudplayerstatus.h"
#include "client/hudtargetstatus.h"
#include "client/input.h"
#include "client/targets.h"
#include "render/render.h"
#include "render/renderext.h"
#include "ui/ui.h"
#include "ui/paint.h"

namespace client
{

const float SPLASH_POPUP_DELAY = 0.1f;

HUD::HUD(ui::Widget *parent) : Widget(parent)
{
	set_label("hud");
	set_border(false);
	set_background(false);

	hud_center = new ui::Bitmap(this, "bitmaps/pointers/center");
	hud_center->set_color(palette()->pointer());
	
	// player status
	hud_playerstatus = new HUDPlayerStatus(this);
	
	// engine status
	hud_enginestatus = new HUDEngineStatus(this);
	
	// target status
	hud_targetstatus = new HUDTargetStatus(this);
	
	hud_splash_time = 0.0f;
	hud_last_target = 0;
}

void HUD::resize()
{
	const float padding =  ui::root()->font_large()->height();

	hud_center->set_size(ui::pointer_size, ui::pointer_size);
	hud_center->set_location((size() - hud_center->size()) * 0.5f);
	
	const float w = (width() - 4 * padding) / 3.0f;
	hud_playerstatus->set_size(w,ui::UI::elementsize.height() * 3.0f);
	hud_playerstatus->set_location(padding, height() - hud_playerstatus->height() - padding);
				       
	hud_enginestatus->set_size(w,ui::UI::elementsize.height() * 3.0f);
	hud_enginestatus->set_location(hud_playerstatus->right() + padding, hud_playerstatus->top());
	
	hud_targetstatus->set_size(w,ui::UI::elementsize.height() * 3.0f);
	hud_targetstatus->set_location(hud_enginestatus->right() + padding, hud_playerstatus->top());
	
}

/*
 * This function is called to draw off-screen target indicators
 * */
void HUD::draw_offscreen_target(core::Entity *entity, bool is_active_target)
{

	const core::EntityControlable *controlable = ( (entity->type() == core::Entity::Controlable) ? static_cast<core::EntityControlable *>(entity) : 0 );
		
	math::Vector3f target(entity->location() - render::camera().location());
	target = render::camera().axis().transpose() * target;

	math::Vector2f screen_edge;

	if (target.y() * target.y() + target.z() * target.z() < 0.0001) {
		// X - bound, behind (front is visible)
		screen_edge.assign(0.0f, -0.5f);
	} else if (fabs(target.y()) > fabs(target.z())) {
		// Y-bound
		screen_edge.assign(math::sgnf(target.y()) * 0.5f,  0.5f * target.z() / fabs(target.y()));
	} else {
		// Z-bound
		screen_edge.assign(0.5f * target.y() / fabs(target.z()), math::sgnf(target.z()) * 0.5f);
	}
	
	screen_edge[0] = (0.5f - screen_edge[0]) * ((float) render::State::width());
	screen_edge[1] = (0.5f - screen_edge[1]) * ((float) render::State::height());
	
	const float bitmap_margin = 24.0f;	
	float bitmap_radius = 24.0f;
	
	if (is_active_target) {
		bitmap_radius = 32.0f;
			
	} else if (controlable) {
		
		if (render::ext_render(controlable)->distance() > core::range::fxdistance) {			
			if (controlable->owner()) {
				bitmap_radius = 24.0f;
			} else {
				return;
			}
		} else {
			if (controlable->owner()) {
				bitmap_radius = 32.0f;
			} else {
				bitmap_radius = 16.0f;
			}
		}
	}
	
	math::Vector2f screen_center((float) render::State::width() * 0.5f, (float) render::State::height() * 0.5f);
	math::Vector2f bitmap_up((screen_edge - screen_center));
	bitmap_up /= bitmap_up.length();
	math::Vector2f bitmap_left(-bitmap_up.y(), bitmap_up.x());
	math::Vector2f bitmap_center(screen_edge - (bitmap_up * (bitmap_margin + bitmap_radius)));
		
	// popup effect
	if (is_active_target && (hud_splash_time > 0.0f)) {
		bitmap_radius *= (core::application()->time() - hud_splash_time) / SPLASH_POPUP_DELAY;
	}

	bitmap_up *= bitmap_radius;
	bitmap_left *= bitmap_radius;

	math::Color bitmap_color;
	const float reputation = core::localplayer()->reputation(entity->faction());

	std:: string bitmap_material("bitmaps/hud/offscreen_default");
	
	if (controlable) {
		if (controlable->owner()) {
			bitmap_material.assign("bitmaps/hud/offscreen_controlable");
		}
		
		// reputation color
		if (reputation >= core::range::reputation_friendly) {
			bitmap_color.assign(0.0f, 1.0f, 0.0f); // green
		} else if (reputation <= core::range::reputation_hostile) {
			bitmap_color.assign(1.0f, 0.0f, 0.0f); // red
		} else {
			bitmap_color.assign(1.0f, 1.0f, 1.0f); // white
		}
		
	} else if (entity->has_flag(core::Entity::Dockable)) {
		bitmap_material.assign("bitmaps/hud/offscreen_dockable");
		
		// reputation color
		if (reputation >= core::range::reputation_friendly) {
			bitmap_color.assign(0.0f, 1.0f, 0.0f); // green
		} else if (reputation <= core::range::reputation_hostile) {
			bitmap_color.assign(1.0f, 0.0f, 0.0f); // red
		} else {
			bitmap_color.assign(1.0f, 1.0f, 1.0f); // white
		}
		
	} else {
		bitmap_color.assign(palette()->text());
	}
		
	if (entity == core::localplayer()->mission_target()) {
		bitmap_color.assign(palette()->mission());
	} else if (entity == core::localplayer()->autopilot_target()) {
		bitmap_color.assign(palette()->mission());
	}
	
	render::Textures::bind(bitmap_material.c_str());	
	gl::color(bitmap_color);
	gl::enable(GL_TEXTURE_2D);
	gl::begin(gl::Quads);
	
	gl::texcoord(0.0f, 0.0f);
	gl::vertex(bitmap_center + bitmap_up - bitmap_left);
	
	gl::texcoord(1.0f, 0.0f);
	gl::vertex(bitmap_center + bitmap_up + bitmap_left);
	
	gl::texcoord(1.0f, 1.0f);
	gl::vertex(bitmap_center - bitmap_up + bitmap_left);
	
	gl::texcoord(0.0f, 1.0f);
	gl::vertex(bitmap_center - bitmap_up - bitmap_left);
		
	gl::end();	
	gl::disable(GL_TEXTURE_2D);
}

/*
 * This function is called to draw on-screen target indicators
 * If is_active_target is set, the target is the currently selected HUD target
 * */
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().location());
	if (math::dotproduct(render::camera().axis().forward(), Vector3f::normalized(target)) < 0.75) {
		draw_offscreen_target(entity, is_active_target);
		return;
	}
	
	const core::EntityControlable *controlable = ( (entity->type() == core::Entity::Controlable) ? static_cast<core::EntityControlable *>(entity) : 0 );

	// calculate target screen position
	
	// 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 = roundf(render::State::width() * (0.5 - center.y()));
	float cy = roundf(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;
	}
		
	// ---------------------------------------------------------
	// draw target bitmap
	float bitmap_radius =  32.0f;
	if (is_active_target) {
		bitmap_radius *= 2.0f;
		if (hud_splash_time > 0.0f) {
			bitmap_radius *= (core::application()->time() - hud_splash_time) / SPLASH_POPUP_DELAY;
		}
	} else if (controlable && (render::ext_render(controlable)->distance() > core::range::fxdistance)) {
		bitmap_radius *= 0.5f;
	}	
	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;
	const float reputation = core::localplayer()->reputation(entity->faction());
	
	std:: string bitmap_material;
	
	// default target color
	if (controlable) {
		if (controlable->owner()) {
			bitmap_material.assign("bitmaps/hud/target_controlable");
		} else {
			bitmap_material.assign("bitmaps/hud/target_default");
		}
		bitmap_color.assign(1.0f, 1.0f, 1.0f); // white
		
	} else if (entity->has_flag(core::Entity::Dockable)) {
		bitmap_material.assign("bitmaps/hud/target_dockable");
		bitmap_color.assign(1.0f, 1.0f, 1.0f); // white
		
	} else {
		bitmap_material.assign("bitmaps/hud/target_default");
		bitmap_color.assign(palette()->text()); // default text color
		
	}
	
	// mission, autopilot and reputation override target color
	if (entity == core::localplayer()->mission_target()) {
		// mission target
		bitmap_color.assign(palette()->mission());
		
	} else if (entity == core::localplayer()->autopilot_target()) {
		// mission target
		bitmap_color.assign(palette()->mission());
		
	} else if (reputation >= core::range::reputation_friendly) {
		// friendly
		bitmap_color.assign(0.0f, 1.0f, 0.0f); // green
		
	} else if (reputation <= core::range::reputation_hostile) {
		// hostile
		bitmap_color.assign(1.0f, 0.0f, 0.0f); // red
		
	}
	
	ui::Paint::draw_bitmap(bitmap_location, bitmap_size, bitmap_color, bitmap_material);

	// ---------------------------------------------------------
	// draw target entity text labels
	
	bool do_draw_label = true;
	if (is_active_target) {
		// check if the splash animation is still running
		if (hud_splash_time > 0.0f) {
			do_draw_label = false;
		}
		
	} else if (controlable) {
		// do not show labels on far away NPCSs
		if (!controlable->owner() && (render::ext_render(controlable)->distance() > core::range::fxdistance)) {
			do_draw_label = false;
		}
	}
	
	if (do_draw_label) {
		
		// draw name label
		std::string label_color;
		std::string label_text;
		
		if (controlable && controlable->owner()) {
			label_color.assign("^B");
		} else if (entity->has_flag(core::Entity::Dockable)) {
			label_color.assign("^B");
		} else {
			label_color.assign("^N");
		}
		
		label_text.assign(label_color);
		
		if (controlable && controlable->owner()) {
			label_text.append(controlable->owner()->name());
		} else {
			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 -label_size.height());
		ui::Paint::draw_label(label_location, label_size,label_font, label_text);

		// draw distance label
		if (is_active_target) {
			std::ostringstream strdistance;
			strdistance << label_color;
			
			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.assign(cx - bitmap_radius, cy - bitmap_radius);
			ui::Paint::draw_label(label_location, label_size, label_font, strdistance.str());
		}
		
		
		if (controlable && (is_active_target || (render::ext_render(controlable)->distance() < core::range::fxdistance))) {
		
			// 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 * controlable->health() / 100.0f;

			math::Vector2f pos;
			pos[0] = cx - bitmap_radius;
			pos[0] += bitmap_radius - 0.5f * hb_width;
			pos[1] = cy + bitmap_radius - 1.5f * hb_height;

			// 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();

			// health bar frame
			gl::color(palette()->foreground());
			gl::begin(gl::LineLoop);
			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();

		}
	}
}

bool HUD::on_keypress(const int key, const unsigned int modifier)
{
	switch (key) {
		case SDLK_ESCAPE:
			if (targets::current()) {
				targets::reset();
			} else {
				Client::show_menu("game");
			}
			return true;
	}

	return false;
}

void HUD::draw()
{
	using namespace render;

	if (core::localcontrol() && (input::mouse_control || input::joystick_control) && (render::camera().mode() != render::camera().Overview))
	{
		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();

	if (targets::current()) {
		if (targets::current()->id() != hud_last_target) {
			hud_splash_time = core::application()->time();
		} else if (hud_splash_time + SPLASH_POPUP_DELAY < core::application()->time()) {
			hud_splash_time = 0.0f;
		}
		hud_last_target = targets::current()->id();
	} else {
		hud_splash_time = 0.0f;
		hud_last_target = 0;
	}
		
	// 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 current HUD target
			draw_target(entity, true);

		} else 	if (entity == core::localplayer()->autopilot_target()) {
			// draw current mission target
			draw_target(entity, false);
			
		} 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 other players
			draw_target(entity, false);	
		}
	}
	
	gl::disable(GL_TEXTURE_2D);

	if (has_mouse_focus()) {
	
		if (render::camera().mode() == render::camera().Overview) {

			ui::root()->set_pointer("pointer", ui::Palette::Highlight);

		} else if (targets::hover()) {

			ui::root()->set_pointer("target", ui::Palette::Pointer, true);

			if (input::joystick_lastmoved_time() > input::mouse_lastmoved_time()) {
				ui::root()->input_mouse(render::State::width() / 2, render::State::height() / 2);
			}

		} else if (input::mouse_control) {

			ui::root()->set_pointer("control", ui::Palette::Pointer);

		} else 	if ((input::joystick_lastmoved_time() > input::mouse_lastmoved_time()) && (render::camera().mode() == render::camera().Cockpit || render::camera().mode() == render::camera().Track)) {

			ui::root()->set_pointer();

		} else {

			ui::root()->set_pointer("aim", ui::Palette::Pointer);
		}
	}
}

}