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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <algorithm>
#include "System/mmgr.h"
#include "CursorIcons.h"
#include "CommandColors.h"
#include "MouseHandler.h"
#include "GuiHandler.h"
#include "Sim/Units/CommandAI/Command.h"
#include "Game/Camera.h"
#include "Game/GameHelper.h"
#include "Rendering/glFont.h"
#include "Rendering/UnitDrawer.h"
#include "Rendering/GL/myGL.h"
#include "Sim/Units/UnitDef.h"
#include "Sim/Units/UnitDefHandler.h"
CCursorIcons cursorIcons;
CCursorIcons::CCursorIcons()
{
enabled = true;
}
CCursorIcons::~CCursorIcons()
{
}
void CCursorIcons::Enable(bool value)
{
enabled = value;
}
void CCursorIcons::Clear()
{
icons.clear();
texts.clear();
buildIcons.clear();
}
void CCursorIcons::SetCustomType(int cmdID, const string& cursor)
{
if (cursor.empty()) {
customTypes.erase(cmdID);
} else {
customTypes[cmdID] = cursor;
}
}
void CCursorIcons::Draw()
{
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glAlphaFunc(GL_GREATER, 0.01f);
glDepthMask(GL_FALSE);
DrawCursors();
DrawBuilds();
glDepthMask(GL_TRUE);
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_TEXTURE_2D);
}
void CCursorIcons::DrawCursors()
{
if (icons.empty() || !cmdColors.UseQueueIcons()) {
return;
}
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0.0f, 1.0f, 0.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glColor4f(1.0f, 1.0f, 1.0f, cmdColors.QueueIconAlpha());
int currentCmd = (icons.begin()->cmd + 1); // force the first binding
const CMouseCursor* currentCursor = NULL;
std::set<Icon>::iterator it;
for (it = icons.begin(); it != icons.end(); ++it) {
const int command = it->cmd;
if (command != currentCmd) {
currentCmd = command;
currentCursor = GetCursor(currentCmd);
if (currentCursor != NULL) {
currentCursor->BindTexture();
}
}
if (currentCursor != NULL) {
const float3 winPos = camera->CalcWindowCoordinates(it->pos);
if (winPos.z <= 1.0f) {
currentCursor->DrawQuad((int)winPos.x, (int)winPos.y);
}
}
}
DrawTexts(); // use the same transformation
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
void CCursorIcons::DrawTexts()
{
glViewport(globalRendering->viewPosX, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
const float fontScale = 1.0f;
const float yOffset = 50.0f * globalRendering->pixelY;
font->Begin();
font->SetColors(); //default
std::set<IconText>::iterator it;
for (it = texts.begin(); it != texts.end(); ++it) {
const float3 winPos = camera->CalcWindowCoordinates(it->pos);
if (winPos.z <= 1.0f) {
const float x = (winPos.x * globalRendering->pixelX);
const float y = (winPos.y * globalRendering->pixelY) + yOffset;
if (guihandler->GetOutlineFonts()) {
font->glPrint(x, y, fontScale, FONT_OUTLINE | FONT_CENTER | FONT_TOP | FONT_SCALE | FONT_NORM, it->text);
} else {
font->glPrint(x, y, fontScale, FONT_SCALE | FONT_CENTER | FONT_TOP | FONT_NORM, it->text);
}
}
}
font->End();
}
void CCursorIcons::DrawBuilds()
{
glViewport(globalRendering->viewPosX, 0, globalRendering->viewSizeX, globalRendering->viewSizeY);
glEnable(GL_DEPTH_TEST);
glColor4f(1.0f, 1.0f, 1.0f, 0.3f);
std::set<BuildIcon>::iterator it;
for (it = buildIcons.begin() ; it != buildIcons.end(); ++it) {
const UnitDef* unitDef = unitDefHandler->GetUnitDefByID(-(it->cmd));
unitDrawer->DrawBuildingSample(unitDef, it->team, it->pos, it->facing);
}
glDisable(GL_DEPTH_TEST);
}
const CMouseCursor* CCursorIcons::GetCursor(int cmd) const
{
string cursorName;
switch (cmd) {
case CMD_WAIT: cursorName = "Wait"; break;
case CMD_TIMEWAIT: cursorName = "TimeWait"; break;
case CMD_SQUADWAIT: cursorName = "SquadWait"; break;
case CMD_DEATHWAIT: cursorName = "Wait"; break; // there is a "DeathWait" cursor, but to prevent cheating, we have to use the same like for CMD_WAIT
case CMD_GATHERWAIT: cursorName = "GatherWait"; break;
case CMD_MOVE: cursorName = "Move"; break;
case CMD_PATROL: cursorName = "Patrol"; break;
case CMD_FIGHT: cursorName = "Fight"; break;
case CMD_ATTACK: cursorName = "Attack"; break;
case CMD_AREA_ATTACK: cursorName = "Area attack"; break;
case CMD_LOOPBACKATTACK: cursorName = "Attack"; break;
case CMD_GUARD: cursorName = "Guard"; break;
case CMD_REPAIR: cursorName = "Repair"; break;
case CMD_LOAD_ONTO: cursorName = "Load units"; break;
case CMD_LOAD_UNITS: cursorName = "Load units"; break;
case CMD_UNLOAD_UNITS: cursorName = "Unload units"; break;
case CMD_UNLOAD_UNIT: cursorName = "Unload units"; break;
case CMD_RECLAIM: cursorName = "Reclaim"; break;
case CMD_MANUALFIRE: cursorName = "ManualFire"; break;
case CMD_RESURRECT: cursorName = "Resurrect"; break;
case CMD_CAPTURE: cursorName = "Capture"; break;
case CMD_SELFD: cursorName = "SelfD"; break;
case CMD_RESTORE: cursorName = "Restore"; break;
/*
case CMD_STOP:
case CMD_GROUPSELECT:
case CMD_GROUPADD:
case CMD_GROUPCLEAR:
case CMD_FIRE_STATE:
case CMD_MOVE_STATE:
case CMD_SETBASE:
case CMD_INTERNAL:
case CMD_SET_WANTED_MAX_SPEED:
case CMD_ONOFF:
case CMD_CLOAK:
case CMD_STOCKPILE:
case CMD_REPEAT:
case CMD_TRAJECTORY:
case CMD_AUTOREPAIRLEVEL:
*/
default: {
std::map<int, std::string>::const_iterator it = customTypes.find(cmd);
if (it == customTypes.end()) {
return NULL;
}
cursorName = it->second;
}
}
// look for the cursor of this name assigned in MouseHandler
return mouse->FindCursor(cursorName);
}
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