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function widget:GetInfo()
return {
name = "Shard Help: Draw",
desc = "draw stuff in-game that Shard tells me to",
author = "eronoobos",
date = "June 2016",
license = "whatever",
layer = 0,
enabled = true
}
end
local lineArrowSize = 80
local aiTeams = {}
local emptyShapeIDs = {}
local teamChannelByID = {}
local commandBindings = {}
local shapeIDCounter = 0
local lastCamState
local selectedTeamID
local selectedChannel
local lastTeamID
local lastChannel
local needUpdateRectangles, needUpdateCircles, needUpdateLines, needUpdatePoints, needUpdateLabels
local displayOnOff = true
local shapeCount = 0
local lastKey
local shapesByString = {}
local colorLocations = {
Rectangle = 5,
Circle = 4,
Line = 5,
Point = 3,
}
local coordNames = { x, z, x1, z1, x2, z2, radius, y }
local rectangleDisplayList = 0
local circleDisplayList = 0
local lineDisplayList = 0
local pointDisplayList = 0
local labelDisplayList = 0
local tRemove = table.remove
local mCeil = math.ceil
local mAbs = math.abs
local mSqrt = math.sqrt
local mCos = math.cos
local mSin = math.sin
local twicePi = math.pi * 2
local mMin = math.min
local mMax = math.max
local spIsSphereInView = Spring.IsSphereInView
local spGetGroundHeight = Spring.GetGroundHeight
local spGetGroundInfo = Spring.GetGroundInfo
local spWorldToScreenCoords = Spring.WorldToScreenCoords
local spGetCameraState = Spring.GetCameraState
local spEcho = Spring.Echo
local spGetViewGeometry = Spring.GetViewGeometry
local spGetUnitPosition = Spring.GetUnitPosition
local spGetUnitDefID = Spring.GetUnitDefID
local spGetUnitTeam = Spring.GetUnitTeam
local glCreateList = gl.CreateList
local glCallList = gl.CallList
local glDeleteList = gl.DeleteList
local glColor = gl.Color
local glBeginEnd = gl.BeginEnd
local glVertex = gl.Vertex
local glPushMatrix = gl.PushMatrix
local glPopMatrix = gl.PopMatrix
local glDepthTest = gl.DepthTest
local glLineWidth = gl.LineWidth
local glPointSize = gl.PointSize
local glTranslate = gl.Translate
local glBillboard = gl.Billboard
-- local glText = gl.Text
-- local glBeginText = gl.BeginText
-- local glEndText = gl.EndText
local glLoadFont = gl.LoadFont
local glBlending = gl.Blending
local glUnitShape = gl.UnitShape
local GL_TRIANGLE_STRIP = GL.TRIANGLE_STRIP
local GL_TRIANGLE_FAN = GL.TRIANGLE_FAN
local GL_LINE_STRIP = GL.LINE_STRIP
local GL_LINE_LOOP = GL.LINE_LOOP
local GL_POINTS = GL.POINTS
local function justWords(str)
local words = {}
for word in str:gmatch("%w+") do table.insert(words, word) end
return words
end
local function split(pString, pPattern)
local Table = {} -- NOTE: use {n = 0} in Lua-5.0
local fpat = "(.-)" .. pPattern
local last_end = 1
local s, e, cap = pString:find(fpat, 1)
while s do
if s ~= 1 or cap ~= "" then
table.insert(Table,cap)
end
last_end = e+1
s, e, cap = pString:find(fpat, last_end)
end
if last_end <= #pString then
cap = pString:sub(last_end)
table.insert(Table, cap)
end
return Table
end
local function trim(s)
return s:match'^()%s*$' and '' or s:match'^%s*(.*%S)'
end
local function normalizeVector2d(vx, vy)
if vx == 0 and vy == 0 then return 0, 0 end
local dist = mSqrt(vx*vx + vy*vy)
return vx/dist, vy/dist, dist
end
-- using GL_POINT
local function doPoint(x, y, z)
glVertex(x, y, z)
end
-- using GL_LINE_STRIP
local function doLine(x1, y1, z1, x2, y2, z2)
gl.Vertex(x1, y1, z1)
gl.Vertex(x2, y2, z2)
end
-- using GL_TRIANGLE_STRIP
local function doTriangle(x1, y1, z1, x2, y2, z2, x3, y3, z3)
glVertex(x1, y1, z1)
glVertex(x2, y2, z2)
glVertex(x3, y3, z3)
end
-- using GL_TRIANGLE_FAN
local function doCircle(x, y, z, radius, sides)
local sideAngle = twicePi / sides
glVertex(x, y, z)
for i = 1, sides+1 do
local cx = x + (radius * mCos(i * sideAngle))
local cz = z + (radius * mSin(i * sideAngle))
glVertex(cx, y, cz)
end
end
-- using GL_LINE_LOOP
local function doEmptyCircle(x, y, z, radius, sides)
local sideAngle = twicePi / sides
for i = 1, sides do
local cx = x + (radius * mCos(i * sideAngle))
local cz = z + (radius * mSin(i * sideAngle))
glVertex(cx, y, cz)
end
end
-- using GL_LINE_LOOP
local function doEmptyCircle2d(x, y, radius, sides)
local sideAngle = twicePi / sides
for i = 1, sides do
local cx = x + (radius * mCos(i * sideAngle))
local cy = y + (radius * mSin(i * sideAngle))
glVertex(cx, cy)
end
end
-- using GL_TRIANGLE_STRIP
local function doRectangleFlat(x1, z1, x2, z2, y)
glVertex(x1, y, z1)
glVertex(x2, y, z1)
glVertex(x2, y, z2)
glVertex(x1, y, z1)
glVertex(x1, y, z2)
glVertex(x2, y, z2)
end
-- using GL_TRIANGLE_STRIP
-- local function doRectangleContoured(x1, z1, x2, z2, y1, y2, y3, y4)
-- glVertex(x1, y1, z1)
-- glVertex(x2, y2, z1)
-- glVertex(x2, y3, z2)
-- glVertex(x1, y1, z1)
-- glVertex(x1, y4, z2)
-- glVertex(x2, y3, z2)
-- end
-- using GL_LINE_LOOP
local function doEmptyRectangle(x1, z1, x2, z2, y)
glVertex(x1, y, z1)
glVertex(x2, y, z1)
glVertex(x2, y, z2)
glVertex(x1, y, z2)
end
local function CameraStatesMatch(stateA, stateB)
if not stateA or not stateB then return end
if #stateA ~= #stateB then return end
for key, value in pairs(stateA) do
if value ~= stateB[key] then return end
end
for key, value in pairs(stateB) do
if value ~= stateA[key] then return end
end
return true
end
local function colorByTable(color)
glColor(color[1], color[2], color[3], color[4])
end
local function GetShapes(teamID, channel)
channel = channel or 1
if not aiTeams[teamID] then
aiTeams[teamID] = {}
end
if not aiTeams[teamID][channel] then
aiTeams[teamID][channel] = {}
end
return aiTeams[teamID][channel]
end
local function DrawRectangles(shapes)
glDepthTest(false)
glPushMatrix()
glLineWidth(2)
for i = 1, #shapes do
local shape = shapes[i]
if shape.type == "rectangle" then
colorByTable(shape.color)
if shape.filled then
if type(shape.filled) == 'string' then
glBlending(shape.filled)
end
glBeginEnd(GL_TRIANGLE_STRIP, doRectangleFlat, shape.x1, shape.z1, shape.x2, shape.z2, shape.y)
if type(shape.filled) == 'string' then
glBlending('reset')
end
else
glBeginEnd(GL_LINE_LOOP, doEmptyRectangle, shape.x1, shape.z1, shape.x2, shape.z2, shape.y)
end
end
end
glLineWidth(1)
glColor(1, 1, 1, 0.5)
glPopMatrix()
end
local function DrawCircles(shapes)
glDepthTest(false)
glPushMatrix()
glLineWidth(2)
for i = 1, #shapes do
local shape = shapes[i]
if shape.type == "circle" then
colorByTable(shape.color)
if shape.filled then
if type(shape.filled) == 'string' then
glBlending(shape.filled)
end
glBeginEnd(GL_TRIANGLE_FAN, doCircle, shape.x, shape.y, shape.z, shape.radius, shape.sides)
if type(shape.filled) == 'string' then
glBlending('reset')
end
else
glBeginEnd(GL_LINE_LOOP, doEmptyCircle, shape.x, shape.y, shape.z, shape.radius, shape.sides)
end
end
end
glLineWidth(1)
glColor(1, 1, 1, 0.5)
glDepthTest(true)
glPopMatrix()
end
local function DrawLines(shapes)
glDepthTest(false)
glPushMatrix()
glLineWidth(2)
for i = 1, #shapes do
local shape = shapes[i]
if shape.type == "line" then
colorByTable(shape.color)
glBeginEnd(GL_LINE_STRIP, doLine, shape.x1, shape.y1, shape.z1, shape.x2, shape.y2, shape.z2)
if shape.arrow then
glBeginEnd(GL_TRIANGLE_STRIP, doTriangle, shape.x2, shape.y2, shape.z2, shape.ax1, shape.y2, shape.az1, shape.ax2, shape.y2, shape.az2)
end
end
end
glLineWidth(1)
glColor(1, 1, 1, 0.5)
glDepthTest(true)
glPopMatrix()
end
local function DrawPoints(shapes)
glDepthTest(false)
glPushMatrix()
glPointSize(6)
for i = 1, #shapes do
local shape = shapes[i]
if shape.type == "point" then
colorByTable(shape.color)
glBeginEnd(GL_POINTS, doPoint, shape.x, shape.y, shape.z)
end
end
glPointSize(1)
glColor(1, 1, 1, 0.5)
glDepthTest(true)
glPopMatrix()
end
local function DrawUnits(shapes)
glDepthTest(false)
glLineWidth(3)
glPushMatrix()
for i = 1, #shapes do
local shape = shapes[i]
if shape.type == "unit" then
colorByTable(shape.color)
glTranslate(shape.x, shape.y, shape.z)
glBillboard()
glBeginEnd(GL_LINE_LOOP, doEmptyCircle2d, 0, 0, shape.radius, shape.sides)
end
end
glColor(1, 1, 1, 0.5)
glPopMatrix()
glLineWidth(1)
glDepthTest(true)
end
local function DrawLabels(shapes)
-- glBeginText()
myFont:Begin()
local labels = {}
for i = 1, #shapes do
local shape = shapes[i]
if shape.label and spIsSphereInView(shape.x, shape.y, shape.z, 50) then
-- colorByTable(shape.color)
local sx, sy = spWorldToScreenCoords(shape.x, shape.y, shape.z)
local halfWidth = shape.halfLabelWidth
for l = 1, #labels do
local label = labels[l]
if mAbs(label.sx - sx) < halfWidth + label.halfWidth then
local dy = mAbs(label.sy - sy)
if dy < 16 then
sy = sy + (16-dy)
end
end
end
-- glText(shape.label, sx, sy, 12, "cd")
local c = shape.color
myFont:SetTextColor(c[1], c[2], c[3], 1)
myFont:SetOutlineColor(shape.textOutlineColor)
myFont:Print(shape.label, sx, sy, 12, "cdo")
labels[#labels+1] = {sx=sx, sy=sy, halfWidth=halfWidth}
end
end
myFont:End()
-- glEndText()
end
local function DrawInterface()
local viewX, viewY, posX, posY = spGetViewGeometry()
local centerX = mCeil(viewX/2)
local centerY = mCeil(viewY/2)
local quarterX = mCeil(viewX * 0.25)
local threeQuartersY = mCeil(viewY * 0.75)
myMonoFont:Begin()
myMonoFont:SetTextColor(1, 1, 1, 1)
local teamParenthesis = 'press t to change'
local channelParenthesis = 'press c to change'
if lastKey == 99 then -- c
channelParenthesis = 'press 1 through 9 to change'
local y = threeQuartersY
for channel, shapes in pairs(aiTeams[selectedTeamID]) do
myMonoFont:Print('Channel ' .. channel .. " has " .. #shapes .. " shapes", quarterX, y, 16, "do")
y = y - 24
end
elseif lastKey == 116 then -- t
teamParenthesis = 'press 0 through 9 to change'
local y = threeQuartersY
for teamID, channels in pairs(aiTeams) do
local chnCnt = 0
local shpCnt = 0
for channel, shapes in pairs(channels) do
chnCnt = chnCnt + 1
shpCnt = shpCnt + #shapes
end
myMonoFont:Print('Team ' .. teamID .. " has " .. chnCnt .. " channels and " .. shpCnt .. " shapes", quarterX, y, 16, "do")
y = y - 24
end
end
local shapes = GetShapes(selectedTeamID, selectedChannel)
myMonoFont:Print('Team ' .. selectedTeamID .. ' (' .. teamParenthesis .. ')', quarterX, 32, 16, "do")
myMonoFont:Print('Channel ' .. selectedChannel .. ' (' .. channelParenthesis .. ')', quarterX, 56, 16, "do")
myMonoFont:Print(#shapes .. ' Shapes in current Channel of current Team, of ' .. shapeCount .. ' total shapes', quarterX, 80, 16, "do")
myMonoFont:End()
end
local function UpdateInterface()
needUpdateInterface = true
end
local function UpdateLabels()
needUpdateLabels = true
UpdateInterface()
end
local function UpdateShapesByType(shapeType)
if not shapeType then
needUpdateRectangles = true
needUpdateCircles = true
needUpdateLines = true
needUpdatePoints = true
elseif shapeType == "rectangle" then
needUpdateRectangles = true
elseif shapeType == "circle" then
needUpdateCircles = true
elseif shapeType == "line" then
needUpdateLines = true
elseif shapeType == "point" then
needUpdatePoints = true
end
UpdateLabels()
end
local function GetShapeID()
if #emptyShapeIDs > 0 then
return tRemove(emptyShapeIDs)
end
shapeIDCounter = shapeIDCounter + 1
return shapeIDCounter
end
local function GetShapeString(shape)
local shapeString = shape.x .. " " .. shape.z .. " " .. tostring(shape.filled)
if shape.x1 then
shapeString = shapeString .. " " .. shape.x1 .. " " .. shape.z1 .. " " .. shape.x2 .. " " .. shape.z2
end
return shapeString
end
local function AddShape(shape, teamID, channel)
channel = channel or 1
shape.id = GetShapeID()
local color = shape.color or {1, 1, 1, 0.5}
color[1] = color[1] or 1
color[2] = color[2] or 1
color[3] = color[3] or 1
color[4] = color[4] or 0.5
shape.color = color
local perceivedBrightness = mSqrt( 0.241*(color[1]^2) + 0.691*(color[2]^2) + 0.068*(color[3]^2) )
if perceivedBrightness < 0.5 then
shape.textOutlineColor = {1,1,1,1}
else
shape.textOutlineColor = {0,0,0,1}
end
if shape.label then
shape.halfLabelWidth = myFont:GetTextWidth(shape.label) * 6
end
local shapes = GetShapes(teamID, channel)
local shapeString = GetShapeString(shape)
shapesByString[shapeString] = shapesByString[shapeString] or {}
shape.y = shape.y + #shapesByString[shapeString] -- so that overlapping semitransparent shapes have an order
shape.string = shapeString
shapesByString[shapeString][#shapesByString[shapeString]+1] = shape
lastTeamID = teamID
lastChannel = channel
shapes[#shapes+1] = shape
teamChannelByID[shape.id] = {teamID = teamID, channel = channel}
UpdateShapesByType(shape.type)
shapeCount = shapeCount + 1
return shape.id
end
local function AddRectangle(x1, z1, x2, z2, color, label, filled, teamID, channel)
x1, z1, x2, z2 = mCeil(x1), mCeil(z1), mCeil(x2), mCeil(z2)
local xAvg = mCeil( (x1 + x2) / 2 )
local zAvg = mCeil( (z1 + z2) / 2 )
local shape = {
type = "rectangle",
x = xAvg,
z = zAvg,
y = spGetGroundHeight(xAvg, zAvg),
x1 = x1,
z1 = z1,
x2 = x2,
z2 = z2,
-- y1 = spGetGroundHeight(x1, z1),
-- y2 = spGetGroundHeight(x2, z1),
-- y3 = spGetGroundHeight(x2, z2),
-- y4 = spGetGroundHeight(x1, z2),
color = color,
label = label,
filled = filled,
}
return AddShape(shape, teamID, channel)
end
local function AddCircle(x, z, radius, color, label, filled, teamID, channel)
x, z, radius = mCeil(x), mCeil(z), mCeil(radius)
local shape = {
type = "circle",
x = x,
z = z,
y = spGetGroundHeight(x, z),
radius = radius,
color = color,
label = label,
filled = filled,
sides = mCeil(mSqrt(radius*2)),
}
return AddShape(shape, teamID, channel)
end
local function AddLine(x1, z1, x2, z2, color, label, arrow, teamID, channel)
x1, z1, x2, z2 = mCeil(x1), mCeil(z1), mCeil(x2), mCeil(z2)
local xAvg = mCeil( (x1 + x2) / 2 )
local zAvg = mCeil( (z1 + z2) / 2 )
local shape = {
type = "line",
x = xAvg,
z = zAvg,
y = spGetGroundHeight(xAvg, zAvg),
x1 = x1,
z1 = z1,
y1 = spGetGroundHeight(x1, z1),
x2 = x2,
z2 = z2,
y2 = spGetGroundHeight(x2, z2),
color = color,
label = label,
arrow = arrow,
}
if arrow then
local dx = x2 - x1
local dz = z2 - z1
local vx, vz, dist = normalizeVector2d(dx, dz)
local arrowSize = mMin(lineArrowSize, dist)
local arrowSizeHalf = arrowSize / 2
local backX, backZ = x2-(vx*arrowSize), z2-(vz*arrowSize)
local ax1, az1 = backX+(vz*arrowSizeHalf), backZ-(vx*arrowSizeHalf)
local ax2, az2 = backX-(vz*arrowSizeHalf), backZ+(vx*arrowSizeHalf)
shape.ax1, shape.az1, shape.ax2, shape.az2 = ax1, az1, ax2, az2
end
return AddShape(shape, teamID, channel)
end
local function AddPoint(x, z, color, label, teamID, channel)
x, z = mCeil(x), mCeil(z)
local y = spGetGroundHeight(x, z)
local shape = {
type = "point",
x = x,
z = z,
y = y,
color = color,
label = label,
}
return AddShape(shape, teamID, channel)
end
local function AddUnit(unitID, color, label, teamID, channel)
local x, y, z = spGetUnitPosition(unitID)
local unitDefID = spGetUnitDefID(unitID)
local radius = mMax(UnitDefs[unitDefID].xsize, UnitDefs[unitDefID].zsize) * 5
color = color or {}
color[4] = 1
local shape = {
type = "unit",
unitID = unitID,
unitDefID = unitDefID,
teamID = spGetUnitTeam(unitID),
x = x,
y = y,
z = z,
radius = radius,
sides = mCeil(mSqrt(radius*2)),
color = color,
label = label,
}
return AddShape(shape, teamID, channel)
end
local function EraseShape(id, address)
local found = false
local tc = teamChannelByID[id]
if not tc then
return false
end
local shapes = GetShapes(tc.teamID, tc.channel)
if not address then
for i = #shapes, 1, -1 do
local shape = shapes[i]
if shape.id == id then
address = i
break
end
end
end
if address and shapes[address] then
emptyShapeIDs[#emptyShapeIDs+1] = id
teamChannelByID[id] = nil
local foundShape = tRemove(shapes, address)
shapesByString[foundShape.string] = nil
UpdateShapesByType(foundShape.type)
found = true
shapeCount = shapeCount - 1
end
return found
end
local function EraseShapes(attributes, teamID, channel)
for k, v in pairs(attributes) do
if coordNames[k] then attributes[k] = mCeil(v) end
end
local shapes = GetShapes(teamID, channel)
for i = #shapes, 1, -1 do
local shape = shapes[i]
local match = true
for k, v in pairs(attributes) do
local shapeV = shape[k]
if v ~= shapeV then
if type(v) == 'table' then
if type(shapeV) == 'table' then
for kk, vv in pairs(v) do
if vv ~= shapeV[kk] then
match = false
break
end
end
else
match = false
end
else
match = false
end
end
if not match then
break
end
end
if match then
EraseShape(shape.id, i)
end
end
end
local function EraseRectangle(x1, z1, x2, z2, color, label, filled, teamID, channel)
EraseShapes({x1=x1, z1=z1, x2=x2, z2=z2, color=color, label=label, filled=filled}, teamID, channel)
end
local function EraseCircle(x, z, radius, color, label, filled, teamID, channel)
EraseShapes({x=x, z=z, radius=radius, color=color, label=label, filled=filled}, teamID, channel)
end
local function EraseLine(x1, z1, x2, z2, color, label, arrow, teamID, channel)
EraseShapes({x1=x1, z1=z1, x2=x2, z2=z2, color=color, label=label, arrow=arrow}, teamID, channel)
end
local function ErasePoint(x, z, color, label, teamID, channel)
EraseShapes({x=x, z=z, color=color, label=label}, teamID, channel)
end
local function EraseUnit(unitID, color, label, teamID, channel)
EraseShapes({unitID=unitID, color=color, label=label}, teamID, channel)
end
local function ClearShapes(teamID, channel)
local shapes = GetShapes(teamID, channel)
for i = #shapes, 1, -1 do
local shape = shapes[i]
EraseShape(shape.id, i)
end
UpdateShapesByType()
end
local function DisplayOnOff(onOff)
displayOnOff = onOff
end
local function UpdateUnitPositions(shapes)
for i = #shapes, 1, -1 do
local shape = shapes[i]
if shape.type == "unit" then
shape.x, shape.y, shape.z = spGetUnitPosition(shape.unitID)
if not shape.x then
EraseShape(shape.id, i)
end
end
end
end
local function InterpretStringData(data, command)
local colorLoc
for shapeTypeCapitalized, loc in pairs(colorLocations) do
if string.find(command, shapeTypeCapitalized) then
colorLoc = loc
-- Spring.Echo(command, shapeTypeCapitalized, colorLoc)
break
end
end
local dataCount = #data
for i = 1, #data do
local d = data[i]
-- Spring.Echo(i, d, "(raw)")
if d == 'nil' then
d = false
elseif d == 'true' then
d = true
elseif d == 'false' then
d = false
elseif tonumber(d) then
d = tonumber(d)
end
-- Spring.Echo(i, tostring(d), "(processed")
data[i] = d
end
if colorLoc then
local color = {}
for i = 0, 3 do
color[i+1] = data[colorLoc+i]
if i > 0 then data[colorLoc+i] = "|REMOVE|" end
end
data[colorLoc] = color
end
local newData = {}
local ndi = 0
for i = 1, dataCount do
local d = data[i]
if d ~= "|REMOVE|" then
ndi = ndi + 1
newData[ndi] = d
-- Spring.Echo(ndi, tostring(d))
end
end
-- Spring.Echo(table.maxn(newData), "data fields out")
return newData
end
local function BindCommand(command, func)
widgetHandler:RegisterGlobal(command, func)
commandBindings[command] = func
end
local function ExecuteCommand(command, data)
local execFunc = commandBindings[command]
execFunc(unpack(data, 1, table.maxn(data)))
end
function widget:Initialize()
BindCommand("ShardDrawAddRectangle", AddRectangle)
BindCommand("ShardDrawAddCircle", AddCircle)
BindCommand("ShardDrawAddLine", AddLine)
BindCommand("ShardDrawAddPoint", AddPoint)
BindCommand("ShardDrawAddUnit", AddUnit)
BindCommand("ShardDrawEraseShape", EraseShape)
BindCommand("ShardDrawEraseRectangle", EraseRectangle)
BindCommand("ShardDrawEraseCircle", EraseCircle)
BindCommand("ShardDrawEraseLine", EraseLine)
BindCommand("ShardDrawErasePoint", ErasePoint)
BindCommand("ShardDrawEraseUnit", EraseUnit)
BindCommand("ShardDrawClearShapes", ClearShapes)
BindCommand("ShardDrawDisplay", DisplayOnOff)
myFont = glLoadFont('LuaUI/Fonts/FreeSansBold.otf', 16, 4, 5)
myMonoFont = glLoadFont('LuaUI/Fonts/DejaVuSansMono-Bold.ttf', 16, 4, 5)
-- myFont:SetAutoOutlineColor(true)
end
function widget:GameFrame(frameNum)
local buff = io.open('sharddrawbuffer', 'r')
if buff then
for line in buff:lines() do
if line and line ~= '' and line ~= ' ' then
widget:RecvSkirmishAIMessage(nil, line)
end
end
buff:close()
end
local buffClear = io.open('sharddrawbuffer', 'w')
if buffClear then
buffClear:write(' ')
buffClear:close()
end
if shapeCount == 0 or not displayOnOff or not selectedTeamID or not selectedChannel then
return
end
local shapes = GetShapes(selectedTeamID, selectedChannel)
UpdateUnitPositions(shapes)
end
function widget:RecvSkirmishAIMessage(teamID, dataStr)
dataStr = trim(dataStr)
if dataStr:sub(1,9) == 'ShardDraw' then
local data = split(dataStr, '|')
local command = tRemove(data, 1)
-- Spring.Echo(command)
data = InterpretStringData(data, command)
ExecuteCommand(command, data)
end
end
function widget:KeyPress(key, mods, isRepeat)
-- Spring.Echo(key, mods, isRepeat)
if shapeCount == 0 or not displayOnOff then
return
end
if key > 47 and key < 58 then
local number = 0
if key > 48 then
number = key - 48
end
if lastKey == 99 and number > 0 then -- c
selectedChannel = number
UpdateShapesByType()
elseif lastKey == 116 then -- t
selectedTeamID = number
UpdateShapesByType()
end
end
lastKey = key
UpdateInterface()
end
function widget:Update()
if shapeCount == 0 or not displayOnOff then
return
end
-- local camState = spGetCameraState()
-- if not CameraStatesMatch(camState, lastCamState) then
-- UpdateLabels()
-- end
selectedTeamID = selectedTeamID or lastTeamID
selectedChannel = selectedChannel or lastChannel
if not selectedTeamID or not selectedChannel then
return
end
local shapes = GetShapes(selectedTeamID, selectedChannel)
if needUpdateRectangles then
rectangleDisplayList = glCreateList(DrawRectangles, shapes)
needUpdateRectangles = false
end
if needUpdateCircles then
circleDisplayList = glCreateList(DrawCircles, shapes)
needUpdateCircles = false
end
if needUpdateLines then
lineDisplayList = glCreateList(DrawLines, shapes)
needUpdateLines = false
end
if needUpdatePoints then
pointDisplayList = glCreateList(DrawPoints, shapes)
needUpdatePoints = false
end
-- if needUpdateLabels then
-- labelDisplayList = glCreateList(DrawLabels, shapes)
-- needUpdateLabels = false
-- end
if needUpdateInterface then
interfaceDisplayList = glCreateList(DrawInterface)
needUpdateInterface = false
end
lastCamState = camState
end
function widget:DrawWorldPreUnit()
if shapeCount == 0 or not displayOnOff or not selectedTeamID or not selectedChannel then
return
end
glCallList(rectangleDisplayList)
glCallList(circleDisplayList)
glCallList(lineDisplayList)
glCallList(pointDisplayList)
end
function widget:DrawWorld()
if shapeCount == 0 or not displayOnOff or not selectedTeamID or not selectedChannel then
return
end
local shapes = GetShapes(selectedTeamID, selectedChannel)
DrawUnits(shapes)
end
function widget:DrawScreen()
if shapeCount == 0 or not displayOnOff or not selectedTeamID or not selectedChannel then
return
end
-- glCallList(labelDisplayList)
local shapes = GetShapes(selectedTeamID, selectedChannel)
DrawLabels(shapes)
glCallList(interfaceDisplayList)
end
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