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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "GameSetupDrawer.h"
#include "KeyBindings.h"
#include "StartPosSelecter.h"
#include "Game/CameraHandler.h"
#include "Game/GameSetup.h"
#include "Game/GlobalUnsynced.h"
#include "Game/Players/Player.h"
#include "Game/Players/PlayerHandler.h"
#include "Net/GameServer.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/TeamHandler.h"
#include "Rendering/Fonts/glFont.h"
#include "Net/Protocol/NetProtocol.h"
#include "System/Config/ConfigHandler.h"
#include "System/EventHandler.h"
#include <cassert>
#include <string>
#include <map>
GameSetupDrawer* GameSetupDrawer::instance = NULL;
void GameSetupDrawer::Enable()
{
assert(instance == NULL);
assert(gameSetup);
instance = new GameSetupDrawer();
}
void GameSetupDrawer::Disable()
{
delete instance;
instance = NULL;
}
void GameSetupDrawer::StartCountdown(unsigned time)
{
if (instance) {
instance->lastTick = spring_gettime(); //FIXME
instance->readyCountdown = spring_msecs(time);
}
}
GameSetupDrawer::GameSetupDrawer():
readyCountdown(spring_notime),
lastTick(spring_notime)
{
if (gameSetup->startPosType == CGameSetup::StartPos_ChooseInGame && !gameSetup->hostDemo) {
new CStartPosSelecter();
}
lctrl_pressed = false;
}
GameSetupDrawer::~GameSetupDrawer()
{
}
void GameSetupDrawer::Draw()
{
if (readyCountdown > spring_nulltime) {
readyCountdown -= (spring_gettime() - lastTick);
lastTick = spring_gettime();
if (readyCountdown <= spring_nulltime) {
GameSetupDrawer::Disable();
return; // *this is deleted!
}
}
std::map<int, std::string> playerStates;
std::string startState = "Unknown state.";
if (readyCountdown > spring_nulltime) {
startState = "Starting in " + IntToString(readyCountdown.toSecsi(), "%i");
} else if (!playerHandler->Player(gu->myPlayerNum)->spectator && !playerHandler->Player(gu->myPlayerNum)->IsReadyToStart()) {
startState = "Choose start pos";
} else if (gameServer) {
// we are the host and can get the show on the road by force
const CKeyBindings::HotkeyList& fsKeys = keyBindings->GetHotkeys("forcestart");
const std::string fsKey = fsKeys.empty() ? "<none>" : *fsKeys.begin();
startState = std::string("Waiting for players, press ") + fsKey + " to force start";
} else {
startState = "Waiting for players";
}
const unsigned int numPlayers = playerHandler->ActivePlayers();
// not the most efficent way to do this, but who cares?
for (unsigned int a = 0; a < numPlayers; a++) {
const CPlayer* player = playerHandler->Player(a);
if (!player->active) {
// player does not become active until we receive NETMSG_PLAYERNAME
playerStates[a] = "missing";
} else if (!player->spectator && !player->IsReadyToStart()) {
playerStates[a] = "notready";
} else {
playerStates[a] = "ready";
}
}
// if choosing in-game, selector remains non-NULL
// so long as a position has not been picked yet
// and deletes itself afterwards
bool playerHasReadied = (CStartPosSelecter::GetSelector() == NULL);
if (eventHandler.GameSetup(startState, playerHasReadied, playerStates)) {
if (CStartPosSelecter::GetSelector() != NULL) {
CStartPosSelecter::GetSelector()->ShowReadyBox(false);
if (playerHasReadied) {
// either we were ready before or a client
// listening to the GameSetup event forced
// us to be
CStartPosSelecter::GetSelector()->Ready(true);
}
}
// LuaUI says it will do the rendering
return;
}
// LuaUI doesn't want to draw, keep showing the box
if (CStartPosSelecter::GetSelector() != NULL) {
CStartPosSelecter::GetSelector()->ShowReadyBox(true);
}
font->Begin();
font->SetColors(); // default
font->glPrint(0.3f, 0.7f, 1.0f, FONT_OUTLINE | FONT_SCALE | FONT_NORM, startState);
for (unsigned int a = 0; a <= numPlayers; a++) {
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);
const float fontScale = 1.0f;
const float fontSize = fontScale * font->GetSize();
const float yScale = fontSize * font->GetLineHeight() * globalRendering->pixelY;
// note: list is drawn in reverse order, last player first
const float yPos = 0.5f - (0.5f * yScale * numPlayers) + (yScale * a);
const float xPos = 10.0f * globalRendering->pixelX;
const CPlayer* player = NULL;
const float4* color = NULL;
std::string name;
if (a == numPlayers) {
color = &white;
name = "Players:";
} else {
player = playerHandler->Player(a);
name = player->name;
if (player->spectator) {
if (!player->active) {
color = &lightred;
} else {
color = &cyan;
}
} else if (!player->active) {
color = &red;
} else if (!player->IsReadyToStart()) {
color = &yellow;
} else {
color = &green;
}
}
font->SetColors(color, NULL);
font->glPrint(xPos, yPos, fontSize, FONT_OUTLINE | FONT_NORM, name);
}
font->End();
}
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