1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210
|
#pragma once
#include "Canvas.h"
#include "Font.h"
#include "../LevelHandler.h"
#include "../Actors/Player.h"
#include "../Input/ControlScheme.h"
#include "../Input/RgbLights.h"
#include "../Rendering/PlayerViewport.h"
#include "../../nCine/Input/InputEvents.h"
#if defined(WITH_ANGELSCRIPT)
namespace Jazz2::Scripting
{
class LevelScriptLoader;
}
namespace Jazz2::Scripting::Legacy
{
struct jjCANVAS;
}
#endif
namespace Jazz2::UI
{
/** @brief Player HUD */
class HUD : public Canvas
{
#if defined(WITH_ANGELSCRIPT)
friend class Scripting::LevelScriptLoader;
friend struct Scripting::Legacy::jjCANVAS;
#endif
public:
#ifndef DOXYGEN_GENERATING_OUTPUT
static constexpr float DpadLeft = 0.02f;
static constexpr float DpadBottom = 0.1f;
static constexpr float DpadThreshold = 0.09f;
static constexpr float DpadSize = 0.37f;
static constexpr float ButtonSize = 0.172f;
static constexpr float SmallButtonSize = 0.098f;
#endif
HUD(LevelHandler* levelHandler);
~HUD();
void OnUpdate(float timeMult) override;
bool OnDraw(RenderQueue& renderQueue) override;
void OnTouchEvent(const TouchEvent& event, std::uint32_t& overrideActions);
/** @brief Shows a text notification */
void ShowLevelText(StringView text);
/** @brief Shows a notification about coins */
void ShowCoins(std::int32_t count);
/** @brief Shows a notification about gems */
void ShowGems(std::uint8_t gemType, std::int32_t count);
/** @brief Begins a fullscreen fade-in transition */
void BeginFadeIn(bool skip);
/** @brief Begins a fullscreen face-out transition */
void BeginFadeOut(float delay = 0.0f);
/** @brief Returns `true` if weapon wheel is visible */
bool IsWeaponWheelVisible(std::int32_t playerIndex) const;
protected:
#ifndef DOXYGEN_GENERATING_OUTPUT
// Doxygen 1.12.0 outputs also private structs/unions even if it shouldn't
struct TouchButtonInfo {
PlayerAction Action;
float Left;
float Top;
float Width;
float Height;
GraphicResource* Graphics;
std::int32_t CurrentPointerId;
Alignment Align;
};
struct Vertex {
float X, Y;
float U, V;
Vertex()
: X(0.0f), Y(0.0f), U(0.0f), V(0.0f) {}
Vertex(float x, float y, float u, float v)
: X(x), Y(y), U(u), V(v) {}
};
struct WeaponWheelState {
SmallVector<std::unique_ptr<RenderCommand>, 0> RenderCommands;
std::unique_ptr<Vertex[]> Vertices;
std::int32_t WeaponCount;
std::int32_t RenderCommandsCount;
std::int32_t VerticesCount;
std::int32_t LastIndex;
float Anim;
bool Shown;
WeaponWheelState();
};
#endif
/** @{ @name Constants */
/** @brief Main layer */
static constexpr std::uint16_t MainLayer = 100;
/** @brief Shadow for main layer */
static constexpr std::uint16_t ShadowLayer = 80;
/** @brief Font layer */
static constexpr std::uint16_t FontLayer = 200;
/** @brief Shadow for font layer */
static constexpr std::uint16_t FontShadowLayer = 120;
/** @brief Touch buttons layer */
static constexpr std::uint16_t TouchButtonsLayer = 400;
/** @} */
#ifndef DOXYGEN_GENERATING_OUTPUT
LevelHandler* _levelHandler;
Metadata* _metadata;
Font* _smallFont;
String _levelText;
float _levelTextTime;
std::int32_t _coins;
std::int32_t _gems;
float _coinsTime;
float _gemsTime;
std::uint8_t _gemsLastType;
float _activeBossTime;
#endif
/** @brief Called when health of the player needs to be drawn */
virtual void OnDrawHealth(const Rectf& view, const Rectf& adjustedView, Actors::Player* player);
/** @brief Called when score of the player needs to be drawn */
virtual void OnDrawScore(const Rectf& view, Actors::Player* player);
/** @brief Called when weapon ammo of the player needs to be drawn */
virtual void OnDrawWeaponAmmo(const Rectf& adjustedView, Actors::Player* player);
/** @brief Called when health of the active boss needs to be drawn */
virtual void OnDrawActiveBoss(const Rectf& adjustedView);
/** @brief Called when a text notification needs to be drawn */
virtual void OnDrawLevelText(std::int32_t& charOffset);
/** @brief Called when a notification about coins of the player needs to be drawn */
virtual void OnDrawCoins(const Rectf& view, std::int32_t& charOffset);
/** @brief Called when a notification about gems of the player needs to be drawn */
virtual void OnDrawGems(const Rectf& view, std::int32_t& charOffset);
/** @brief Called when touch buttons need to be drawn */
void OnDrawTouchButtons(Actors::Player* player);
/** @brief Draws carrotized health bar (Reforged) */
void DrawHealthCarrots(float x, float y, std::int32_t health);
/** @brief Draws separators of split-screen viewports */
void DrawViewportSeparators();
/** @brief Draws a textured element */
void DrawElement(AnimState state, std::int32_t frame, float x, float y, std::uint16_t z, Alignment align, const Colorf& color,
float scaleX = 1.0f, float scaleY = 1.0f, bool additiveBlending = false, float angle = 0.0f);
/** @brief Draws a textured element with clipping */
void DrawElementClipped(AnimState state, std::int32_t frame, float x, float y, std::uint16_t z, Alignment align,
const Colorf& color, float clipX, float clipY);
private:
enum class TransitionState {
None,
WaitingForFadeIn,
FadeIn,
FadeOut,
WaitingForFadeOut
};
static constexpr std::uint32_t VertexBytes = sizeof(Vertex);
static constexpr std::uint32_t VertexFloats = VertexBytes / sizeof(float);
static constexpr Alignment Fixed = (Alignment)0x40;
static constexpr Alignment AllowRollover = (Alignment)0x80;
static constexpr std::int32_t TouchButtonsCount = 11;
static constexpr float WeaponWheelAnimDuration = 20.0f;
static constexpr std::int32_t WeaponWheelMaxVertices = 768;
float _rgbAmbientLight;
float _rgbHealthLast;
WeaponWheelState _weaponWheel[ControlScheme::MaxSupportedPlayers];
float _rgbLightsAnim;
float _rgbLightsTime;
TransitionState _transitionState;
float _transitionTime;
TouchButtonInfo _touchButtons[TouchButtonsCount];
float _touchButtonsTimer;
AnimState GetCurrentWeapon(Actors::Player* player, WeaponType weapon, Vector2f& offset);
void DrawWeaponWheel(const Rectf& view, Actors::Player* player);
void UpdateWeaponWheel(float timeMult);
bool PrepareWeaponWheel(Actors::Player* player, std::int32_t& weaponCount);
static std::int32_t GetWeaponCount(Actors::Player* player);
void DrawWeaponWheelSegment(WeaponWheelState& state, float x, float y, float width, float height, std::uint16_t z, float minAngle, float maxAngle, const Texture& texture, const Colorf& color);
TouchButtonInfo CreateTouchButton(PlayerAction action, AnimState state, Alignment align, float x, float y, float w, float h);
bool IsOnButton(const TouchButtonInfo& button, float x, float y);
void UpdateRgbLights(float timeMult, Rendering::PlayerViewport* viewport);
static Color ApplyRgbGradientAlpha(Color color, std::int32_t x, std::int32_t y, float animProgress, float ambientLight);
static AuraLight KeyToAuraLight(Keys key);
};
}
|