minetest/src/client/gameui.cpp

304 lines
9.4 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2018 nerzhul, Loic Blot <loic.blot@unix-experience.fr>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "gameui.h"
#include <irrlicht_changes/static_text.h>
#include <gettext.h>
#include "gui/mainmenumanager.h"
#include "util/pointedthing.h"
#include "client.h"
#include "clientmap.h"
#include "fontengine.h"
#include "nodedef.h"
#include "profiler.h"
#include "renderingengine.h"
#include "version.h"
inline static const char *yawToDirectionString(int yaw)
{
static const char *direction[4] =
{"North +Z", "West -X", "South -Z", "East +X"};
yaw = wrapDegrees_0_360(yaw);
yaw = (yaw + 45) % 360 / 90;
return direction[yaw];
}
GameUI::GameUI()
{
if (guienv && guienv->getSkin())
m_statustext_initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
else
m_statustext_initial_color = video::SColor(255, 0, 0, 0);
}
void GameUI::init()
{
// First line of debug text
m_guitext = gui::StaticText::add(guienv, utf8_to_wide(PROJECT_NAME_C).c_str(),
core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
// Second line of debug text
m_guitext2 = gui::StaticText::add(guienv, L"", core::rect<s32>(0, 0, 0, 0), false,
false, guiroot);
// At the middle of the screen
// Object infos are shown in this
m_guitext_info = gui::StaticText::add(guienv, L"",
core::rect<s32>(0, 0, 400, g_fontengine->getTextHeight() * 5 + 5)
+ v2s32(100, 200), false, true, guiroot);
// Status text (displays info when showing and hiding GUI stuff, etc.)
m_guitext_status = gui::StaticText::add(guienv, L"<Status>",
core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
m_guitext_status->setVisible(false);
// Chat text
m_guitext_chat = gui::StaticText::add(guienv, L"", core::rect<s32>(0, 0, 0, 0),
//false, false); // Disable word wrap as of now
false, true, guiroot);
// Profiler text (size is updated when text is updated)
m_guitext_profiler = gui::StaticText::add(guienv, L"<Profiler>",
core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
m_guitext_profiler->setBackgroundColor(video::SColor(120, 0, 0, 0));
m_guitext_profiler->setVisible(false);
m_guitext_profiler->setWordWrap(true);
}
void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_control,
const CameraOrientation &cam, const PointedThing &pointed_old, float dtime)
{
v2u32 screensize = RenderingEngine::get_instance()->getWindowSize();
if (m_flags.show_debug) {
static float drawtime_avg = 0;
drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
u16 fps = 1.0 / stats.dtime_jitter.avg;
std::ostringstream os(std::ios_base::binary);
os << std::fixed
<< PROJECT_NAME_C " " << g_version_hash
<< ", FPS: " << fps
<< std::setprecision(0)
<< ", drawtime: " << drawtime_avg << "ms"
<< std::setprecision(1)
<< ", dtime jitter: "
<< (stats.dtime_jitter.max_fraction * 100.0) << "%"
<< std::setprecision(1)
<< ", view range: "
<< (draw_control->range_all ? "All" : itos(draw_control->wanted_range))
<< std::setprecision(3)
<< ", RTT: " << client->getRTT() << "s";
setStaticText(m_guitext, utf8_to_wide(os.str()).c_str());
m_guitext->setRelativePosition(core::rect<s32>(5, 5, screensize.X,
5 + g_fontengine->getTextHeight()));
}
// Finally set the guitext visible depending on the flag
m_guitext->setVisible(m_flags.show_debug);
if (m_flags.show_debug) {
LocalPlayer *player = client->getEnv().getLocalPlayer();
v3f player_position = player->getPosition();
std::ostringstream os(std::ios_base::binary);
os << std::setprecision(1) << std::fixed
<< "pos: (" << (player_position.X / BS)
<< ", " << (player_position.Y / BS)
<< ", " << (player_position.Z / BS)
<< "), yaw: " << (wrapDegrees_0_360(cam.camera_yaw)) << "° "
<< yawToDirectionString(cam.camera_yaw)
<< ", seed: " << ((u64)client->getMapSeed());
if (pointed_old.type == POINTEDTHING_NODE) {
ClientMap &map = client->getEnv().getClientMap();
const NodeDefManager *nodedef = client->getNodeDefManager();
MapNode n = map.getNodeNoEx(pointed_old.node_undersurface);
if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
os << ", pointed: " << nodedef->get(n).name
<< ", param2: " << (u64) n.getParam2();
}
}
setStaticText(m_guitext2, utf8_to_wide(os.str()).c_str());
m_guitext2->setRelativePosition(core::rect<s32>(5,
5 + g_fontengine->getTextHeight(), screensize.X,
5 + g_fontengine->getTextHeight() * 2
));
}
m_guitext2->setVisible(m_flags.show_debug);
setStaticText(m_guitext_info, translate_string(m_infotext).c_str());
m_guitext_info->setVisible(m_flags.show_hud && g_menumgr.menuCount() == 0);
static const float statustext_time_max = 1.5f;
if (!m_statustext.empty()) {
m_statustext_time += dtime;
if (m_statustext_time >= statustext_time_max) {
clearStatusText();
m_statustext_time = 0.0f;
}
}
setStaticText(m_guitext_status, translate_string(m_statustext).c_str());
m_guitext_status->setVisible(!m_statustext.empty());
if (!m_statustext.empty()) {
s32 status_width = m_guitext_status->getTextWidth();
s32 status_height = m_guitext_status->getTextHeight();
s32 status_y = screensize.Y - 150;
s32 status_x = (screensize.X - status_width) / 2;
m_guitext_status->setRelativePosition(core::rect<s32>(status_x ,
status_y - status_height, status_x + status_width, status_y));
// Fade out
video::SColor final_color = m_statustext_initial_color;
final_color.setAlpha(0);
video::SColor fade_color = m_statustext_initial_color.getInterpolated_quadratic(
m_statustext_initial_color, final_color, m_statustext_time / statustext_time_max);
m_guitext_status->setOverrideColor(fade_color);
m_guitext_status->enableOverrideColor(true);
}
}
void GameUI::initFlags()
{
m_flags = GameUI::Flags();
m_flags.show_debug = g_settings->getBool("show_debug");
}
void GameUI::showMinimap(bool show)
{
m_flags.show_minimap = show;
}
void GameUI::showTranslatedStatusText(const char *str)
{
const wchar_t *wmsg = wgettext(str);
showStatusText(wmsg);
delete[] wmsg;
}
void GameUI::setChatText(const EnrichedString &chat_text, u32 recent_chat_count)
{
setStaticText(m_guitext_chat, chat_text);
// Update gui element size and position
s32 chat_y = 5;
if (m_flags.show_debug)
chat_y += 2 * g_fontengine->getLineHeight();
// first pass to calculate height of text to be set
const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
s32 width = std::min(g_fontengine->getTextWidth(chat_text.c_str()) + 10,
window_size.X - 20);
m_guitext_chat->setRelativePosition(core::rect<s32>(10, chat_y, width,
chat_y + window_size.Y));
// now use real height of text and adjust rect according to this size
m_guitext_chat->setRelativePosition(core::rect<s32>(10, chat_y, width,
chat_y + m_guitext_chat->getTextHeight()));
// Don't show chat if disabled or empty or profiler is enabled
m_guitext_chat->setVisible(m_flags.show_chat &&
recent_chat_count != 0 && m_profiler_current_page == 0);
}
void GameUI::updateProfiler()
{
if (m_profiler_current_page != 0) {
std::ostringstream os(std::ios_base::binary);
g_profiler->printPage(os, m_profiler_current_page, m_profiler_max_page);
std::wstring text = translate_string(utf8_to_wide(os.str()));
setStaticText(m_guitext_profiler, text.c_str());
s32 w = g_fontengine->getTextWidth(text);
if (w < 400)
w = 400;
u32 text_height = g_fontengine->getTextHeight();
core::position2di upper_left, lower_right;
upper_left.X = 6;
upper_left.Y = (text_height + 5) * 2;
lower_right.X = 12 + w;
lower_right.Y = upper_left.Y + (text_height + 1) * MAX_PROFILER_TEXT_ROWS;
s32 screen_height = RenderingEngine::get_video_driver()->getScreenSize().Height;
if (lower_right.Y > screen_height * 2 / 3)
lower_right.Y = screen_height * 2 / 3;
m_guitext_profiler->setRelativePosition(core::rect<s32>(upper_left, lower_right));
}
m_guitext_profiler->setVisible(m_profiler_current_page != 0);
}
void GameUI::toggleChat()
{
m_flags.show_chat = !m_flags.show_chat;
if (m_flags.show_chat)
showTranslatedStatusText("Chat shown");
else
showTranslatedStatusText("Chat hidden");
}
void GameUI::toggleHud()
{
m_flags.show_hud = !m_flags.show_hud;
if (m_flags.show_hud)
showTranslatedStatusText("HUD shown");
else
showTranslatedStatusText("HUD hidden");
}
void GameUI::toggleProfiler()
{
m_profiler_current_page = (m_profiler_current_page + 1) % (m_profiler_max_page + 1);
// FIXME: This updates the profiler with incomplete values
updateProfiler();
if (m_profiler_current_page != 0) {
wchar_t buf[255];
const wchar_t* str = wgettext("Profiler shown (page %d of %d)");
swprintf(buf, sizeof(buf) / sizeof(wchar_t), str,
m_profiler_current_page, m_profiler_max_page);
delete[] str;
showStatusText(buf);
} else {
showTranslatedStatusText("Profiler hidden");
}
}