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/* AmmoDisplay.cpp
Copyright (c) 2022 by warp-core, 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky 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 General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "AmmoDisplay.h"
#include "Color.h"
#include "text/Font.h"
#include "text/FontSet.h"
#include "text/Format.h"
#include "GameData.h"
#include "Outfit.h"
#include "PlayerInfo.h"
#include "Point.h"
#include "Rectangle.h"
#include "Ship.h"
#include "image/Sprite.h"
#include "image/SpriteSet.h"
#include "shader/SpriteShader.h"
using namespace std;
AmmoDisplay::AmmoDisplay(PlayerInfo &player)
: player(player)
{
}
void AmmoDisplay::Reset()
{
ammo.clear();
}
void AmmoDisplay::Update(const Ship &flagship)
{
Reset();
for(const auto &it : flagship.Weapons())
{
const Outfit *secWeapon = it.GetOutfit();
if(!secWeapon || !secWeapon->Icon() || ammo.find(secWeapon) != ammo.end())
continue;
double ammoCount = -1.;
if(secWeapon->Ammo())
ammoCount = flagship.OutfitCount(secWeapon->Ammo());
if(secWeapon->FiringFuel())
{
double remaining = flagship.Fuel()
* flagship.Attributes().Get("fuel capacity");
double fuelAmmoCount = remaining / secWeapon->FiringFuel();
// Decide what remaining ammunition value to display.
ammoCount = (ammoCount == -1. ? fuelAmmoCount : min(ammoCount, fuelAmmoCount));
}
ammo[secWeapon] = ammoCount;
}
}
void AmmoDisplay::Draw(const Rectangle &ammoBox, const Point &iconDim) const
{
const Font &font = FontSet::Get(14);
ammoIconZones.clear();
const double &ammoIconWidth = iconDim.X();
const double &ammoIconHeight = iconDim.Y();
// Pad the ammo list by the same amount on all four sides.
double ammoPad = .5 * (ammoBox.Width() - ammoIconWidth);
const Sprite *selectedSprite = SpriteSet::Get("ui/ammo selected");
const Sprite *unselectedSprite = SpriteSet::Get("ui/ammo unselected");
const Color &selectedColor = *GameData::Colors().Get("bright");
const Color &unselectedColor = *GameData::Colors().Get("dim");
// This is the bottom left corner of the ammo display.
auto pos = Point(ammoBox.Left() + ammoPad, ammoBox.Bottom() - ammoPad);
// These offsets are relative to that corner.
auto boxOff = Point(ammoIconWidth - .5 * selectedSprite->Width(), .5 * ammoIconHeight);
auto textOff = Point(5. + ammoIconWidth - .5 * ammoIconHeight, .5 * (ammoIconHeight - font.Height()));
auto iconOff = Point(.5 * ammoIconHeight, .5 * ammoIconHeight);
const double iconCenterX = (ammoBox.Right() + ammoBox.Left()) / 2.;
for(const auto &it : ammo)
{
pos.Y() -= ammoIconHeight;
if(pos.Y() < ammoBox.Top() + ammoPad)
break;
const auto &playerSelectedWeapons = player.SelectedSecondaryWeapons();
bool isSelected = (playerSelectedWeapons.find(it.first) != playerSelectedWeapons.end());
SpriteShader::Draw(it.first->Icon(), pos + iconOff);
SpriteShader::Draw(isSelected ? selectedSprite : unselectedSprite, pos + boxOff);
auto iconCenter = Point(iconCenterX, pos.Y() + ammoIconHeight / 2.);
ammoIconZones.emplace_back(iconCenter, iconDim, it.first);
// Some secondary weapons may not have limited ammo. In that case, just
// show the icon without a number.
if(it.second < 0)
continue;
string amount = Format::AmmoCount(it.second);
Point textPos = pos + textOff + Point(-font.Width(amount), 0.);
font.Draw(amount, textPos, isSelected ? selectedColor : unselectedColor);
}
}
bool AmmoDisplay::Click(const Point &clickPoint, bool control)
{
for(const auto &it : ammoIconZones)
if(it.Contains(clickPoint))
{
if(!control)
player.DeselectAllSecondaries();
player.ToggleAnySecondary(it.Value());
return true;
}
return false;
}
bool AmmoDisplay::Click(const Rectangle &clickBox)
{
bool reselected = false;
for(const auto &it : ammoIconZones)
if(it.Overlaps(clickBox))
{
if(!reselected)
{
reselected = true;
player.DeselectAllSecondaries();
}
player.ToggleAnySecondary(it.Value());
}
return reselected;
}
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