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#include "MpInGameLobby.h"
#if defined(WITH_MULTIPLAYER)
#include "../../LevelHandler.h"
#include "../../PreferencesCache.h"
#include "../Menu/IMenuContainer.h"
#include "../Menu/MenuResources.h"
#include "../../../nCine/Application.h"
#include "../../../nCine/I18n.h"
#include "../../../nCine/Graphics/RenderQueue.h"
#include "../../../nCine/Input/JoyMapping.h"
using namespace Jazz2::Multiplayer;
using namespace Jazz2::UI::Menu::Resources;
namespace Jazz2::UI::Multiplayer
{
MpInGameLobby::MpInGameLobby(MpLevelHandler* levelHandler)
: _levelHandler(levelHandler), _pressedActions(0), _animation(0.0f), _selectedPlayerType(0),
_allowedPlayerTypes(0), _isVisible(false)
{
auto& resolver = ContentResolver::Get();
_metadata = resolver.RequestMetadata("UI/MainMenu"_s);
DEATH_ASSERT(_metadata != nullptr, "Cannot load required metadata", );
_smallFont = resolver.GetFont(FontType::Small);
}
MpInGameLobby::~MpInGameLobby()
{
}
void MpInGameLobby::OnUpdate(float timeMult)
{
Canvas::OnUpdate(timeMult);
if (_isVisible) {
if (_animation < 1.0f) {
_animation = std::min(_animation + timeMult * 0.016f, 1.0f);
}
UpdatePressedActions();
if (ActionHit(PlayerAction::Fire)) {
if ((_allowedPlayerTypes & (1 << _selectedPlayerType)) != 0) {
_levelHandler->SetPlayerReady((PlayerType)((std::int32_t)PlayerType::Jazz + _selectedPlayerType));
}
} else if (ActionHit(PlayerAction::Left)) {
_selectedPlayerType--;
if (_selectedPlayerType < 0) {
_selectedPlayerType = 2;
}
_animation = 0.0f;
} else if (ActionHit(PlayerAction::Right)) {
_selectedPlayerType++;
if (_selectedPlayerType > 2) {
_selectedPlayerType = 0;
}
_animation = 0.0f;
}
}
}
bool MpInGameLobby::OnDraw(RenderQueue& renderQueue)
{
Canvas::OnDraw(renderQueue);
ViewSize = _levelHandler->GetViewSize();
if (_isVisible) {
DrawSolid(Vector2f(0.0f, 0.0f), 20, ViewSize.As<float>(), Colorf(0.0f, 0.0f, 0.0f, std::min(AnimTime * 5.0f, 1.0f)));
}
if (_isVisible && _levelHandler->_pauseMenu == nullptr) {
std::int32_t charOffset = 0;
//DrawSolid(Vector2f(0.0f, 0.0f), 20, ViewSize.As<float>(), Colorf(0.0f, 0.0f, 0.0f, std::min(AnimTime * 5.0f, 0.6f)));
static const StringView playerTypes[] = { "Jazz"_s, "Spaz"_s, "Lori"_s };
static const Colorf playerColors[] = {
Colorf(0.2f, 0.45f, 0.2f, 0.5f),
Colorf(0.45f, 0.27f, 0.22f, 0.5f),
Colorf(0.5f, 0.45f, 0.22f, 0.5f)
};
// TODO: Combine localy available characters with _allowedPlayerTypes
std::int32_t _availableCharacters = 3;
Vector2i center = ViewSize / 2;
const auto& serverConfig = _levelHandler->_networkManager->GetServerConfiguration();
DrawStringShadow(serverConfig.WelcomeMessage, charOffset, center.X, center.Y / 2, MainLayer,
Alignment::Center, Font::DefaultColor, 1.0f, 0.7f, 0.6f, 0.6f, 0.4f, 1.0f);
DrawStringShadow(_("Character"), charOffset, center.X, center.Y + 10.0f, MainLayer,
Alignment::Center, Font::DefaultColor, 0.9f, 0.7f, 1.1f, 1.1f, 0.4f, 0.9f);
float offset = 100.0f;
float spacing = 100.0f;
/*if (contentBounds.W < 480) {
offset *= 0.7f;
spacing *= 0.7f;
}*/
for (std::int32_t j = 0; j < _availableCharacters; j++) {
float x = center.X - offset + j * spacing;
if ((_allowedPlayerTypes & (1 << j)) == 0) {
if (_selectedPlayerType == j) {
DrawElement(MenuGlow, 0, x, center.Y + 50.0f, MainLayer - 20, Alignment::Center,
Colorf(1.0f, 1.0f, 1.0f, 0.2f), 3.6f, 5.0f, true, true);
}
DrawStringShadow(playerTypes[j], charOffset, x, center.Y + 50.0f, MainLayer, Alignment::Center,
Colorf(0.5f, 0.5f, 0.5f, 0.34f), 0.8f, 0.0f, 4.0f, 4.0f, 0.4f, 0.9f);
} else if ((std::int32_t)_selectedPlayerType == j) {
float size = 0.5f + Menu::IMenuContainer::EaseOutElastic(_animation) * 0.6f;
DrawElement(MenuGlow, 0, x, center.Y + 50.0f, MainLayer - 20, Alignment::Center,
Colorf(1.0f, 1.0f, 1.0f, 0.26f * size), 3.6f * size, 5.0f * size, true, true);
DrawStringShadow(playerTypes[j], charOffset, x, center.Y + 50.0f, MainLayer,
Alignment::Center, playerColors[j], size, 0.4f, 0.9f, 0.9f, 0.8f, 0.9f);
} else {
_smallFont->DrawString(this, playerTypes[j], charOffset, x, center.Y + 50.0f, MainLayer,
Alignment::Center, Font::TransparentDefaultColor, 0.9f, 0.0f, 4.0f, 4.0f, 0.4f, 0.9f);
}
}
//if (_selectedIndex == i) {
float size = 0.5f + Menu::IMenuContainer::EaseOutElastic(_animation) * 0.6f;
Colorf fontColor = Font::DefaultColor;
fontColor.SetAlpha(std::min(1.0f, 0.6f + _animation));
DrawStringShadow("<"_s, charOffset, center.X - 110.0f - 30.0f * size, center.Y + 50.0f, MainLayer,
Alignment::Center, fontColor, 0.8f, 1.1f, -1.1f, 0.4f, 0.4f);
DrawStringShadow(">"_s, charOffset, center.X + 110.0f + 30.0f * size, center.Y + 50.0f, MainLayer,
Alignment::Center, fontColor, 0.8f, 1.1f, 1.1f, 0.4f, 0.4f);
//}
DrawStringShadow(_("Press \f[c:#d0705d]Fire\f[/c] to continue"), charOffset, center.X, (ViewSize.Y + (center.Y + 80.0f)) / 2, MainLayer,
Alignment::Center, Font::DefaultColor, 0.9f, 0.4f, 0.6f, 0.6f, 0.6f, 0.9f, 1.2f);
}
return true;
}
void MpInGameLobby::OnTouchEvent(const nCine::TouchEvent& event)
{
// TODO
if (event.type == TouchEventType::Down) {
std::int32_t pointerIndex = event.findPointerIndex(event.actionIndex);
if (pointerIndex != -1) {
float x = event.pointers[pointerIndex].x;
float y = event.pointers[pointerIndex].y * (float)ViewSize.Y;
Vector2i center = ViewSize / 2;
if (y >= center.Y + 50.0f - 24.f && y <= center.Y + 50.0f + 24.0f) {
if (x > 0.3f && x < 0.44f) {
_selectedPlayerType = 0;
} else if (x <= 0.56f) {
_selectedPlayerType = 1;
} else if (x < 0.7f) {
_selectedPlayerType = 2;
}
_animation = 0.0f;
} else if (y >= ((ViewSize.Y + (center.Y + 80.0f)) / 2) - 24.f && y <= ((ViewSize.Y + (center.Y + 80.0f)) / 2) + 24.f &&
x > 0.3f && x < 0.7f) {
if ((_allowedPlayerTypes & (1 << _selectedPlayerType)) != 0) {
_levelHandler->SetPlayerReady((PlayerType)((std::int32_t)PlayerType::Jazz + _selectedPlayerType));
}
}
}
}
}
bool MpInGameLobby::IsVisible() const
{
return _isVisible;
}
void MpInGameLobby::Show()
{
_isVisible = true;
}
void MpInGameLobby::Hide()
{
_isVisible = false;
}
void MpInGameLobby::SetAllowedPlayerTypes(std::uint8_t playerTypes)
{
_allowedPlayerTypes = playerTypes;
}
bool MpInGameLobby::ActionPressed(PlayerAction action)
{
return ((_pressedActions & (1 << (std::int32_t)action)) == (1 << (std::int32_t)action));
}
bool MpInGameLobby::ActionHit(PlayerAction action)
{
return ((_pressedActions & ((1 << (std::int32_t)action) | (1 << (16 + (std::int32_t)action)))) == (1 << (std::int32_t)action));
}
void MpInGameLobby::UpdatePressedActions()
{
auto& input = theApplication().GetInputManager();
_pressedActions = ((_pressedActions & 0xFFFF) << 16);
if (_levelHandler->_pauseMenu != nullptr) {
return;
}
const JoyMappedState* joyStates[ControlScheme::MaxConnectedGamepads];
std::int32_t joyStatesCount = 0;
for (std::int32_t i = 0; i < JoyMapping::MaxNumJoysticks && joyStatesCount < std::int32_t(arraySize(joyStates)); i++) {
if (input.isJoyMapped(i)) {
joyStates[joyStatesCount++] = &input.joyMappedState(i);
}
}
_pressedActions |= ControlScheme::FetchNavigation(_levelHandler->_pressedKeys, ArrayView(joyStates, joyStatesCount));
}
void MpInGameLobby::DrawElement(AnimState state, std::int32_t frame, float x, float y, std::uint16_t z, Alignment align, const Colorf& color, float scaleX, float scaleY, bool additiveBlending, bool unaligned)
{
auto* res = _metadata->FindAnimation(state);
if (res == nullptr) {
return;
}
if (frame < 0) {
frame = res->FrameOffset + ((std::int32_t)(AnimTime * res->FrameCount / res->AnimDuration) % res->FrameCount);
}
GenericGraphicResource* base = res->Base;
Vector2f size = Vector2f(base->FrameDimensions.X * scaleX, base->FrameDimensions.Y * scaleY);
Vector2f adjustedPos = Canvas::ApplyAlignment(align, Vector2f(x, y), size);
if (!unaligned) {
adjustedPos.X = std::round(adjustedPos.X);
adjustedPos.Y = std::round(adjustedPos.Y);
}
Vector2i texSize = base->TextureDiffuse->GetSize();
std::int32_t col = frame % base->FrameConfiguration.X;
std::int32_t row = frame / base->FrameConfiguration.X;
Vector4f texCoords = Vector4f(
float(base->FrameDimensions.X) / float(texSize.X),
float(base->FrameDimensions.X * col) / float(texSize.X),
float(base->FrameDimensions.Y) / float(texSize.Y),
float(base->FrameDimensions.Y * row) / float(texSize.Y)
);
DrawTexture(*base->TextureDiffuse.get(), adjustedPos, z, size, texCoords, color, additiveBlending);
}
void MpInGameLobby::DrawStringShadow(StringView text, int& charOffset, float x, float y, std::uint16_t z, Alignment align, const Colorf& color, float scale,
float angleOffset, float varianceX, float varianceY, float speed, float charSpacing, float lineSpacing)
{
std::int32_t charOffsetShadow = charOffset;
_smallFont->DrawString(this, text, charOffsetShadow, x, y + 2.8f * scale, z - 10,
align, Colorf(0.0f, 0.0f, 0.0f, 0.29f), scale, angleOffset, varianceX, varianceY, speed, charSpacing, lineSpacing);
_smallFont->DrawString(this, text, charOffset, x, y, z,
align, color, scale, angleOffset, varianceX, varianceY, speed, charSpacing, lineSpacing);
}
}
#endif
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