mirror of
https://github.com/minetest/minetest.git
synced 2024-11-28 02:23:48 +01:00
319 lines
9.7 KiB
C++
319 lines
9.7 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2018 nerzhul, Loic Blot <loic.blot@unix-experience.fr>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "gameui.h"
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#include <irrlicht_changes/static_text.h>
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#include <gettext.h>
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#include "gui/mainmenumanager.h"
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#include "gui/guiChatConsole.h"
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#include "util/pointedthing.h"
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#include "client.h"
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#include "clientmap.h"
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#include "fontengine.h"
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#include "nodedef.h"
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#include "profiler.h"
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#include "renderingengine.h"
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#include "version.h"
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inline static const char *yawToDirectionString(int yaw)
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{
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static const char *direction[4] =
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{"North +Z", "West -X", "South -Z", "East +X"};
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yaw = wrapDegrees_0_360(yaw);
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yaw = (yaw + 45) % 360 / 90;
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return direction[yaw];
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}
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GameUI::GameUI()
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{
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if (guienv && guienv->getSkin())
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m_statustext_initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
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else
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m_statustext_initial_color = video::SColor(255, 0, 0, 0);
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}
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void GameUI::init()
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{
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// First line of debug text
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m_guitext = gui::StaticText::add(guienv, utf8_to_wide(PROJECT_NAME_C).c_str(),
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core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
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// Second line of debug text
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m_guitext2 = gui::StaticText::add(guienv, L"", core::rect<s32>(0, 0, 0, 0), false,
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false, guiroot);
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// At the middle of the screen
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// Object infos are shown in this
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m_guitext_info = gui::StaticText::add(guienv, L"",
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core::rect<s32>(0, 0, 400, g_fontengine->getTextHeight() * 5 + 5)
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+ v2s32(100, 200), false, true, guiroot);
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// Status text (displays info when showing and hiding GUI stuff, etc.)
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m_guitext_status = gui::StaticText::add(guienv, L"<Status>",
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core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
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m_guitext_status->setVisible(false);
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// Chat text
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m_guitext_chat = gui::StaticText::add(guienv, L"", core::rect<s32>(0, 0, 0, 0),
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//false, false); // Disable word wrap as of now
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false, true, guiroot);
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// Profiler text (size is updated when text is updated)
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m_guitext_profiler = gui::StaticText::add(guienv, L"<Profiler>",
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core::rect<s32>(0, 0, 0, 0), false, false, guiroot);
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m_guitext_profiler->setBackgroundColor(video::SColor(120, 0, 0, 0));
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m_guitext_profiler->setVisible(false);
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m_guitext_profiler->setWordWrap(true);
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}
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void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_control,
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const CameraOrientation &cam, const PointedThing &pointed_old,
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const GUIChatConsole *chat_console, float dtime)
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{
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v2u32 screensize = RenderingEngine::get_instance()->getWindowSize();
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if (m_flags.show_debug) {
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static float drawtime_avg = 0;
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drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
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u16 fps = 1.0 / stats.dtime_jitter.avg;
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std::ostringstream os(std::ios_base::binary);
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os << std::fixed
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<< PROJECT_NAME_C " " << g_version_hash
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<< " | FPS: " << fps
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<< std::setprecision(0)
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<< " | drawtime: " << drawtime_avg << "ms"
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<< std::setprecision(1)
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<< " | dtime jitter: "
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<< (stats.dtime_jitter.max_fraction * 100.0) << "%"
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<< std::setprecision(1)
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<< " | view range: "
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<< (draw_control->range_all ? "All" : itos(draw_control->wanted_range))
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<< std::setprecision(3)
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<< " | RTT: " << client->getRTT() << "s";
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setStaticText(m_guitext, utf8_to_wide(os.str()).c_str());
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m_guitext->setRelativePosition(core::rect<s32>(5, 5, screensize.X,
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5 + g_fontengine->getTextHeight()));
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}
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// Finally set the guitext visible depending on the flag
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m_guitext->setVisible(m_flags.show_debug);
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if (m_flags.show_debug) {
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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v3f player_position = player->getPosition();
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std::ostringstream os(std::ios_base::binary);
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os << std::setprecision(1) << std::fixed
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<< "pos: (" << (player_position.X / BS)
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<< ", " << (player_position.Y / BS)
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<< ", " << (player_position.Z / BS)
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<< ") | yaw: " << (wrapDegrees_0_360(cam.camera_yaw)) << "° "
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<< yawToDirectionString(cam.camera_yaw)
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<< " | pitch: " << (-wrapDegrees_180(cam.camera_pitch)) << "°"
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<< " | seed: " << ((u64)client->getMapSeed());
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if (pointed_old.type == POINTEDTHING_NODE) {
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ClientMap &map = client->getEnv().getClientMap();
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const NodeDefManager *nodedef = client->getNodeDefManager();
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MapNode n = map.getNodeNoEx(pointed_old.node_undersurface);
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if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
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os << ", pointed: " << nodedef->get(n).name
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<< ", param2: " << (u64) n.getParam2();
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}
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}
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setStaticText(m_guitext2, utf8_to_wide(os.str()).c_str());
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m_guitext2->setRelativePosition(core::rect<s32>(5,
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5 + g_fontengine->getTextHeight(), screensize.X,
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5 + g_fontengine->getTextHeight() * 2
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));
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}
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m_guitext2->setVisible(m_flags.show_debug);
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setStaticText(m_guitext_info, translate_string(m_infotext).c_str());
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m_guitext_info->setVisible(m_flags.show_hud && g_menumgr.menuCount() == 0);
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static const float statustext_time_max = 1.5f;
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if (!m_statustext.empty()) {
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m_statustext_time += dtime;
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if (m_statustext_time >= statustext_time_max) {
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clearStatusText();
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m_statustext_time = 0.0f;
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}
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}
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setStaticText(m_guitext_status, translate_string(m_statustext).c_str());
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m_guitext_status->setVisible(!m_statustext.empty());
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if (!m_statustext.empty()) {
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s32 status_width = m_guitext_status->getTextWidth();
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s32 status_height = m_guitext_status->getTextHeight();
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s32 status_y = screensize.Y - 150;
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s32 status_x = (screensize.X - status_width) / 2;
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m_guitext_status->setRelativePosition(core::rect<s32>(status_x ,
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status_y - status_height, status_x + status_width, status_y));
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// Fade out
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video::SColor final_color = m_statustext_initial_color;
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final_color.setAlpha(0);
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video::SColor fade_color = m_statustext_initial_color.getInterpolated_quadratic(
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m_statustext_initial_color, final_color, m_statustext_time / statustext_time_max);
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m_guitext_status->setOverrideColor(fade_color);
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m_guitext_status->enableOverrideColor(true);
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}
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// Hide chat when console is visible
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m_guitext_chat->setVisible(isChatVisible() && !chat_console->isVisible());
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}
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void GameUI::initFlags()
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{
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m_flags = GameUI::Flags();
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m_flags.show_debug = g_settings->getBool("show_debug");
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}
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void GameUI::showMinimap(bool show)
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{
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m_flags.show_minimap = show;
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}
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void GameUI::showTranslatedStatusText(const char *str)
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{
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const wchar_t *wmsg = wgettext(str);
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showStatusText(wmsg);
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delete[] wmsg;
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}
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void GameUI::setChatText(const EnrichedString &chat_text, u32 recent_chat_count)
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{
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setStaticText(m_guitext_chat, chat_text);
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// Update gui element size and position
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s32 chat_y = 5;
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if (m_flags.show_debug)
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chat_y += 2 * g_fontengine->getLineHeight();
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// first pass to calculate height of text to be set
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const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
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s32 width = std::min(g_fontengine->getTextWidth(chat_text.c_str()) + 10,
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window_size.X - 20);
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m_guitext_chat->setRelativePosition(core::rect<s32>(10, chat_y, width,
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chat_y + window_size.Y));
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// now use real height of text and adjust rect according to this size
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m_guitext_chat->setRelativePosition(core::rect<s32>(10, chat_y, width,
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chat_y + m_guitext_chat->getTextHeight()));
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m_recent_chat_count = recent_chat_count;
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}
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void GameUI::updateProfiler()
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{
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if (m_profiler_current_page != 0) {
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std::ostringstream os(std::ios_base::binary);
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g_profiler->printPage(os, m_profiler_current_page, m_profiler_max_page);
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std::wstring text = translate_string(utf8_to_wide(os.str()));
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setStaticText(m_guitext_profiler, text.c_str());
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s32 w = g_fontengine->getTextWidth(text);
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if (w < 400)
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w = 400;
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u32 text_height = g_fontengine->getTextHeight();
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core::position2di upper_left, lower_right;
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upper_left.X = 6;
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upper_left.Y = (text_height + 5) * 2;
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lower_right.X = 12 + w;
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lower_right.Y = upper_left.Y + (text_height + 1) * MAX_PROFILER_TEXT_ROWS;
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s32 screen_height = RenderingEngine::get_video_driver()->getScreenSize().Height;
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if (lower_right.Y > screen_height * 2 / 3)
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lower_right.Y = screen_height * 2 / 3;
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m_guitext_profiler->setRelativePosition(core::rect<s32>(upper_left, lower_right));
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}
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m_guitext_profiler->setVisible(m_profiler_current_page != 0);
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}
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void GameUI::toggleChat()
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{
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m_flags.show_chat = !m_flags.show_chat;
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if (m_flags.show_chat)
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showTranslatedStatusText("Chat shown");
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else
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showTranslatedStatusText("Chat hidden");
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}
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void GameUI::toggleHud()
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{
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m_flags.show_hud = !m_flags.show_hud;
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if (m_flags.show_hud)
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showTranslatedStatusText("HUD shown");
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else
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showTranslatedStatusText("HUD hidden");
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}
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void GameUI::toggleProfiler()
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{
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m_profiler_current_page = (m_profiler_current_page + 1) % (m_profiler_max_page + 1);
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// FIXME: This updates the profiler with incomplete values
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updateProfiler();
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if (m_profiler_current_page != 0) {
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wchar_t buf[255];
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const wchar_t* str = wgettext("Profiler shown (page %d of %d)");
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swprintf(buf, sizeof(buf) / sizeof(wchar_t), str,
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m_profiler_current_page, m_profiler_max_page);
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delete[] str;
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showStatusText(buf);
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} else {
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showTranslatedStatusText("Profiler hidden");
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}
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}
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void GameUI::deleteFormspec()
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{
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if (m_formspec) {
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m_formspec->drop();
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m_formspec = nullptr;
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}
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m_formname.clear();
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}
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