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#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "gltron.h"
void guiProjection(int x, int y) {
checkGLError("gui.c guiProj - start");
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/*glOrtho(0, 0, x, y, -1, 1); */
checkGLError("gui.c guiProj - proj");
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(game->screen->vp_x, game->screen->vp_y,
x, y);
checkGLError("gui.c guiProj - end");
}
void drawGuiBackground() {
checkGLError("gui background start");
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
rasonly(game->screen);
if(game->settings->softwareRendering) {
glRasterPos2i(0, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glDrawPixels(game->screen->vp_w, game->screen->vp_h,
GL_RGB, GL_UNSIGNED_BYTE,
game->screen->pixelGui);
} else {
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, game->screen->textures[TEX_GUI]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex2f(0, 0);
glTexCoord2f(1.0, 0.0);
glVertex2f(game->screen->vp_w, 0);
glTexCoord2f(1.0, .75);
glVertex2f(game->screen->vp_w, game->screen->vp_h);
glTexCoord2f(0.0, .75);
glVertex2f(0, game->screen->vp_h);
glEnd();
}
}
void drawGuiLogo() {
float pos[] = { 512 - 10 - 256, 384 - 64 };
float size[] = { 256, 64 };
float glpos = 64;
float glsize = 32;
float font_shift[] = { 0.5, 0.00 };
checkGLError("gui logo start");
rasonly(game->screen);
pos[0] *= game->screen->vp_w / 512.0;
pos[1] *= game->screen->vp_h / 384.0;
size[0] *= game->screen->vp_w / 512.0;
size[1] *= game->screen->vp_h / 384.0;
glpos *= game->screen->vp_w / 512.0;
glsize *= game->screen->vp_w / 512.0;
glEnable(GL_TEXTURE_2D);
if(game->settings->show_gl_logo == 1) {
glPushMatrix();
glTranslatef(pos[0] - glpos + glsize * font_shift[0],
pos[1] + glsize * font_shift[1], 0);
glScalef(glsize, glsize, glsize);
glColor3f(0.2, 0.4, 0.8);
ftxRenderString(gameFtx, "gl", 2);
glPopMatrix();
}
glBindTexture(GL_TEXTURE_2D, game->screen->textures[TEX_LOGO]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex2f(pos[0], pos[1]);
glTexCoord2f(1.0, 0.0);
glVertex2f(pos[0] + size[0], pos[1]);
glTexCoord2f(1.0, 1.0);
glVertex2f(pos[0] + size[0], pos[1] + size[1]);
glTexCoord2f(0.0, 1.0);
glVertex2f(pos[0], pos[1] + size[1]);
glEnd();
glDisable(GL_BLEND);
checkGLError("gui background end");
}
void displayGui() {
drawGuiBackground();
if(!game->settings->softwareRendering)
drawGuiLogo();
drawMenu(game->screen);
SystemSwapBuffers();
}
void displayConfigure() {
char message[] = "Press a key for this action!";
drawGuiBackground();
if(!game->settings->softwareRendering)
drawGuiLogo();
drawMenu(game->screen);
rasonly(game->screen);
glColor3f(1.0, 1.0, 1.0);
drawText(guiFtx, game->screen->vp_w / 6, 20,
game->screen->vp_w / (6.0 / 4.0 * strlen(message)), message);
SystemSwapBuffers();
}
void idleGui() {
#ifdef SOUND
soundIdle();
#endif
SystemPostRedisplay(); /* animate menu */
}
void keyboardConfigure(int key, int x, int y) {
*configureKeyEntry = key;
initMenuCaption(configureKeyMenu);
#ifdef SOUND
playMenuFX(fx_action);
#endif
drawGuiBackground();
if(!game->settings->softwareRendering)
drawGuiLogo();
drawMenu(game->screen);
rasonly(game->screen);
SystemSwapBuffers();
restoreCallbacks();
}
void keyboardGui(int key, int x, int y) {
int i;
switch(key) {
case 27:
#ifdef SOUND
if(game->settings->playEffects)
playMenuFX(fx_action);
#endif
if(pCurrent->parent == NULL)
restoreCallbacks();
else
pCurrent = pCurrent->parent;
break;
case 13: case ' ':
#ifdef SOUND
if(game->settings->playEffects)
playMenuFX(fx_action);
#endif
menuAction(*(pCurrent->pEntries + pCurrent->iHighlight), MENU_ACTION);
break;
case SYSTEM_KEY_LEFT:
menuAction(*(pCurrent->pEntries + pCurrent->iHighlight), MENU_LEFT);
break;
case SYSTEM_KEY_RIGHT:
menuAction(*(pCurrent->pEntries + pCurrent->iHighlight), MENU_RIGHT);
break;
/* case 'q': SystemExit(); break; */
case SYSTEM_KEY_DOWN:
#ifdef SOUND
if(game->settings->playEffects)
playMenuFX(fx_highlight);
#endif
pCurrent->iHighlight = (pCurrent->iHighlight + 1) % pCurrent->nEntries;
break;
case SYSTEM_KEY_UP:
#ifdef SOUND
if(game->settings->playEffects)
playMenuFX(fx_highlight);
#endif
pCurrent->iHighlight = (pCurrent->iHighlight - 1) % pCurrent->nEntries;
if(pCurrent->iHighlight < 0)
pCurrent->iHighlight = pCurrent->nEntries - 1;
break;
case SYSTEM_KEY_F11: doBmpScreenShot(); break;
case SYSTEM_KEY_F12: doScreenShot(); break;
/* debug code follows */
case 'l':
printf("%d entries:\n", pCurrent->nEntries);
for(i = 0; i < pCurrent->nEntries; i++)
printf("printing '%s' - %d entries\n",
((Menu*)*(pCurrent->pEntries + i))->szName,
((Menu*)*(pCurrent->pEntries + i))->nEntries);
break;
default: printf("got key %d\n", key);
}
SystemPostRedisplay();
}
void initGui() {
menutime = SystemGetElapsedTime();
if(pCurrent == NULL) {
pCurrent = *pMenuList; /* erstes Menu ist RootMenu - Default pCurrent */
pCurrent->iHighlight = 0;
}
}
void exitGui() {
glShadeModel( game->screen->shademodel );
}
void initGLGui() {
glShadeModel(GL_FLAT);
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
SystemPostRedisplay();
}
static int current_highlight = -1;
void guiMouse(int buttons, int state, int x, int y) {
fprintf(stderr, "Mouse buttons: %d, State %d, Position (%d, %d)\n",
buttons, state, x, y);
/* fprintf(stderr, "testing for state == %d\n", SYSTEM_MOUSEPRESSED); */
if (state == SYSTEM_MOUSEPRESSED) {
#ifdef SOUND
if(game->settings->playEffects)
playMenuFX(fx_action);
#endif
menuAction(*(pCurrent->pEntries + pCurrent->iHighlight), MENU_ACTION);
SystemPostRedisplay();
}
}
void guiMouseMotion(int mx, int my) {
/* fprintf(stderr, "Mouse motion at (%d, %d)\n", x, y); */
/* I am using the calculation in drawMenu, perhaps
these values should be bound to Menu structure in the future. */
/* TODO: this is cut-and-paste from menu.c: VERY UGLY */
int i;
int x, y, size, lineheight;
int hsize, vsize;
int maxw = 0;
#define MENU_TEXT_START_X 0.08
#define MENU_TEXT_START_Y 0.40
#define MENU_WIDTH 0.80
#define MENU_HEIGHT 0.40
#define MENU_TEXT_LINEHEIGHT 1.5
gDisplay *d = game->screen;
x = (int) (d->vp_w * MENU_TEXT_START_X);
y = (int) (d->vp_h * MENU_TEXT_START_Y);
/* transform mouse y-coordinate */
my = d->vp_h - my;
/* new stuff: calculate menu dimensions */
for(i = 0; i < pCurrent->nEntries; i++) {
int len;
len = strlen(((Menu*)*(pCurrent->pEntries + i))->display.szCaption);
if(len > maxw)
maxw = len;
}
/* adjust size so menu fits into MENU_WIDTH/HEIGHT */
hsize = (int) ((float)d->vp_w * MENU_WIDTH / (float)maxw );
vsize = (int) ((float)d->vp_h * MENU_HEIGHT /
( (float)pCurrent->nEntries * MENU_TEXT_LINEHEIGHT));
size = (hsize < vsize) ? hsize : vsize;
lineheight = (int)( (float) size * MENU_TEXT_LINEHEIGHT);
for (i = 0; i < pCurrent->nEntries; i++) {
if (current_highlight != i)
if (my < y + lineheight && my > y ) {
current_highlight = i;
#ifdef SOUND
if(game->settings->playEffects)
playMenuFX(fx_highlight);
#endif
pCurrent->iHighlight = i;
SystemPostRedisplay ();
break;
}
y -= lineheight;
}
}
callbacks configureCallbacks = {
displayConfigure, idleGui, keyboardConfigure, initGui, exitGui, initGLGui,
NULL, NULL
};
callbacks guiCallbacks = {
displayGui, idleGui, keyboardGui, initGui, exitGui, initGLGui,
guiMouse, guiMouseMotion
};
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