#include "stdafx.h" #include "uilayer.h" #include "globals.h" #include "usefull.h" #include "renderer.h" #include "logs.h" ui_layer UILayer; extern "C" { GLFWAPI HWND glfwGetWin32Window( GLFWwindow* window ); //m7todo: potrzebne do directsound } ui_layer::~ui_layer() { /* // this should be invoked manually, or we risk trying to delete the lists after the context is gone if( m_fontbase != -1 ) ::glDeleteLists( m_fontbase, 96 ); */ } bool ui_layer::init( GLFWwindow *Window ) { HFONT font; // Windows Font ID m_fontbase = ::glGenLists(96); // storage for 96 characters HDC hDC = ::GetDC( glfwGetWin32Window( Window ) ); font = ::CreateFont( -MulDiv( 10, ::GetDeviceCaps( hDC, LOGPIXELSY ), 72 ), // height of font 0, // width of font 0, // angle of escapement 0, // orientation angle (Global::bGlutFont ? FW_MEDIUM : FW_HEAVY), // font weight FALSE, // italic FALSE, // underline FALSE, // strikeout DEFAULT_CHARSET, // character set identifier OUT_DEFAULT_PRECIS, // output precision CLIP_DEFAULT_PRECIS, // clipping precision (Global::bGlutFont ? CLEARTYPE_QUALITY : PROOF_QUALITY), // output quality DEFAULT_PITCH | FF_DONTCARE, // family and pitch "Lucida Console"); // font name ::SelectObject(hDC, font); // selects the font we want if( true == ::wglUseFontBitmaps( hDC, 32, 96, m_fontbase ) ) { // builds 96 characters starting at character 32 WriteLog( "Display Lists font used" ); //+AnsiString(glGetError()) WriteLog( "Font init OK" ); //+AnsiString(glGetError()) Global::DLFont = true; return true; } else { ErrorLog( "Font init failed" ); // return false; // NOTE: we report success anyway, given some cards can't produce fonts in this manner Global::DLFont = false; return true; } } void ui_layer::render() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho( 0.f, Global::ScreenWidth, Global::ScreenHeight, 0.f, -1.f, 1.f ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT ); glDisable( GL_LIGHTING ); glDisable( GL_DEPTH_TEST ); glDisable( GL_ALPHA_TEST ); glEnable( GL_BLEND ); // render code here render_background(); render_progress(); render_panels(); glPopAttrib(); } void ui_layer::set_progress( float const Progress, float const Subtaskprogress ) { m_progress = Progress * 0.01f; m_subtaskprogress = Subtaskprogress * 0.01f; } void ui_layer::set_background( std::string const &Filename ) { if( false == Filename.empty() ) { m_background = GfxRenderer.GetTextureId( Filename, szTexturePath ); } else { m_background = 0; } } /* void cGuiLayer::setNote( const std::string Note ) { mNote = Note; } std::string cGuiLayer::getNote() { return mNote; } */ void ui_layer::render_progress() { if( (m_progress == 0.0f) && (m_subtaskprogress == 0.0f) ) return; glPushAttrib( GL_ENABLE_BIT ); glDisable( GL_TEXTURE_2D ); quad( float4( 75.0f, 640.0f, 75.0f + 320.0f, 640.0f + 16.0f ), float4(0.0f, 0.0f, 0.0f, 0.25f) ); // secondary bar if( m_subtaskprogress ) { quad( float4( 75.0f, 640.0f, 75.0f + 320.0f * m_subtaskprogress, 640.0f + 16.0f), float4( 8.0f/255.0f, 160.0f/255.0f, 8.0f/255.0f, 0.35f ) ); } // primary bar if( m_progress ) { quad( float4( 75.0f, 640.0f, 75.0f + 320.0f * m_progress, 640.0f + 16.0f ), float4( 8.0f / 255.0f, 160.0f / 255.0f, 8.0f / 255.0f, 1.0f ) ); } glPopAttrib(); } void ui_layer::render_panels() { if( m_panels.empty() ) { return; } glPushAttrib( GL_ENABLE_BIT ); glDisable( GL_TEXTURE_2D ); float const width = std::min( 4.0f / 3.0f, static_cast(Global::iWindowWidth) / Global::iWindowHeight ) * Global::iWindowHeight; float const height = Global::iWindowHeight / 768.0; for( auto const &panel : m_panels ) { int lineidx = 0; for( auto const &line : panel->text_lines ) { ::glColor4fv( &line.color.x ); ::glRasterPos2f( 0.5 * ( Global::iWindowWidth - width ) + panel->origin_x * height, panel->origin_y * height + 20.0 * lineidx ); print( line.data ); ++lineidx; } } glPopAttrib(); } void ui_layer::render_background() { if( m_background == 0 ) return; // NOTE: we limit/expect the background to come with 4:3 ratio. // TODO, TBD: if we expose texture width or ratio from texture object, this limitation could be lifted GfxRenderer.Bind( m_background ); quad( float4( 0.0f, 0.0f, 1024.0f, 768.0f ), float4( 1.0f, 1.0f, 1.0f, 1.0f ) ); } void ui_layer::print( std::string const &Text ) { if( (false == Global::DLFont) || (true == Text.empty()) ) return; ::glPushAttrib( GL_LIST_BIT ); ::glListBase( m_fontbase - 32 ); ::glCallLists( Text.size(), GL_UNSIGNED_BYTE, Text.c_str() ); ::glPopAttrib(); } void ui_layer::quad( float4 const &Coordinates, float4 const &Color ) { float const screenratio = static_cast( Global::iWindowWidth ) / Global::iWindowHeight; float const width = ( screenratio >= (4.0f/3.0f) ? ( 4.0f / 3.0f ) * Global::iWindowHeight : Global::iWindowWidth ); float const heightratio = ( screenratio >= ( 4.0f / 3.0f ) ? Global::iWindowHeight / 768.0 : Global::iWindowHeight / 768.0 * screenratio / ( 4.0f / 3.0f ) ); float const height = 768.0f * heightratio; glColor4fv(&Color.x); glBegin( GL_TRIANGLE_STRIP ); glTexCoord2f( 0.0f, 1.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.x * heightratio, 0.5 * ( Global::iWindowHeight - height ) + Coordinates.y * heightratio ); glTexCoord2f( 0.0f, 0.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.x * heightratio, 0.5 * ( Global::iWindowHeight - height ) + Coordinates.w * heightratio ); glTexCoord2f( 1.0f, 1.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.z * heightratio, 0.5 * ( Global::iWindowHeight - height ) + Coordinates.y * heightratio ); glTexCoord2f( 1.0f, 0.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.z * heightratio, 0.5 * ( Global::iWindowHeight - height ) + Coordinates.w * heightratio ); glEnd(); }