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#include "StdAfx.h"
#include "Rendering/GL/myGL.h"
#include <assert.h>
#include <string>
#include <map>
#include <SDL_timer.h>
#include <SDL_keysym.h>
#include "mmgr.h"
#include "GameSetupDrawer.h"
#include "Game/GameServer.h"
#include "NetProtocol.h"
#include "ConfigHandler.h"
#include "Game/CameraHandler.h"
#include "Game/PlayerHandler.h"
#include "Game/GameSetup.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/TeamHandler.h"
#include "StartPosSelecter.h"
#include "Rendering/glFont.h"
#include "KeyBindings.h"
#include "EventHandler.h"
extern boost::uint8_t *keys;
GameSetupDrawer* GameSetupDrawer::instance = NULL;
void GameSetupDrawer::Enable()
{
assert(instance == NULL);
assert(gameSetup);
instance = new GameSetupDrawer();
}
void GameSetupDrawer::Disable()
{
if (instance) {
delete instance;
instance = NULL;
}
}
void GameSetupDrawer::StartCountdown(unsigned time)
{
if (instance) {
instance->lastTick = SDL_GetTicks();
instance->readyCountdown = (int)time;
const std::string modeName = configHandler->GetString("CamModeName", "");
if (!modeName.empty()) {
camHandler->SetCameraMode(modeName);
} else {
const int modeIndex = configHandler->Get("CamMode", 1);
camHandler->SetCameraMode(modeIndex);
}
}
}
GameSetupDrawer::GameSetupDrawer()
{
readyCountdown = 0;
lastTick = 0;
if (gameSetup->startPosType == CGameSetup::StartPos_ChooseInGame && !gameSetup->hostDemo) {
new CStartPosSelecter();
}
lctrl_pressed = false;
}
GameSetupDrawer::~GameSetupDrawer()
{
}
void GameSetupDrawer::Draw()
{
if (readyCountdown > 0) {
readyCountdown -= (SDL_GetTicks() - lastTick);
lastTick = SDL_GetTicks();
if (readyCountdown <= 0) {
GameSetupDrawer::Disable();
return; // *this is deleted!
}
}
std::string state = "Unknown state.";
if (readyCountdown > 0) {
char buf[64];
sprintf(buf, "Starting in %i", readyCountdown / 1000);
state = buf;
} else if (!playerHandler->Player(gu->myPlayerNum)->spectator && !playerHandler->Player(gu->myPlayerNum)->readyToStart) {
state = "Choose start pos";
} else if (gameServer) {
CKeyBindings::HotkeyList list = keyBindings->GetHotkeys("forcestart");
std::string primary = "<none>";
if (!list.empty())
primary = list.front();
state = std::string("Waiting for players, press ")+primary + " to force start";
} else {
state = "Waiting for players";
}
int numPlayers = (int)playerHandler->ActivePlayers();
//! not the most efficent way to do this, but who cares?
std::map<int, std::string> playerStates;
for (int a = 0; a < numPlayers; a++) {
if (!playerHandler->Player(a)->readyToStart) {
playerStates[a] = "missing";
} else if (!playerHandler->Player(a)->spectator && !playerHandler->Player(a)->readyToStart) {
playerStates[a] = "notready";
} else {
playerStates[a] = "ready";
}
}
CStartPosSelecter* selector = CStartPosSelecter::selector;
bool ready = (selector == NULL);
if (eventHandler.GameSetup(state, ready, playerStates)) {
if (selector) {
selector->ShowReady(false);
if (ready) {
selector->Ready();
}
}
return; //! LuaUI says it will do the rendering
}
if (selector) {
selector->ShowReady(true);
}
font->Begin();
font->SetColors(); //! default
font->glPrint(0.3f, 0.7f, 1.0f, FONT_OUTLINE | FONT_SCALE | FONT_NORM, state);
for (int a = 0; a <= numPlayers; a++) {
const float4* color;
static const float4 red(1.0f, 0.2f, 0.2f, 1.0f);
static const float4 green(0.2f, 1.0f, 0.2f, 1.0f);
static const float4 yellow(0.8f, 0.8f, 0.2f, 1.0f);
static const float4 white(1.0f, 1.0f, 1.0f, 1.0f);
static const float4 cyan(0.0f, 0.9f, 0.9f, 1.0f);
static const float4 lightred(1.0f, 0.5f, 0.5f, 1.0f);
if (a == numPlayers) {
color = &white;
} else if (playerHandler->Player(a)->spectator) {
if (!playerHandler->Player(a)->active) {
color = &lightred;
} else {
color = &cyan;
}
} else if (!playerHandler->Player(a)->active) {
color = &red;
} else if (!playerHandler->Player(a)->readyToStart) {
color = &yellow;
} else {
color = &green;
}
std::string name = "Players:";
if (a != numPlayers) {
name = playerHandler->Player(a)->name;
}
const float fontScale = 1.0f;
const float fontSize = fontScale * font->GetSize();
const float yScale = fontSize * font->GetLineHeight() * gu->pixelY;
const float yPos = 0.5f - (0.5f * yScale * numPlayers) + (yScale * (float)a);
const float xPos = 10.0f * gu->pixelX;
font->SetColors(color, NULL);
font->glPrint(xPos, yPos, fontSize, FONT_OUTLINE | FONT_NORM, name);
}
font->End();
}
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