Files
maszyna/scenarioloaderuilayer.cpp

224 lines
7.4 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#include "scenarioloaderuilayer.h"
#include "Globals.h"
#include "translation.h"
#include <nlohmann/json.hpp>
#include "Logs.h"
using json = nlohmann::json;
scenarioloader_ui::scenarioloader_ui()
{
m_suppress_menu = true;
load_random_background();
generate_gradient_tex();
load_wheel_frames();
m_trivia = get_random_trivia();
}
std::vector<std::string> scenarioloader_ui::get_random_trivia()
{
WriteLog("Loading random trivia...");
std::vector<std::string> trivia = std::vector<std::string>();
if (!FileExists("lang/trivia.json"))
{
ErrorLog("File lang/trivia.json not found!");
return trivia;
}
std::string lang = Global.asLang;
WriteLog("Selected language: " + lang);
std::ifstream f("lang/trivia.json");
json triviaData = json::parse(f);
// check if lang set exists
if (triviaData.find(lang) == triviaData.end())
{
ErrorLog("No trivia found for language \"" + lang + "\", falling back to English.");
lang = "en";
}
if (triviaData[lang].empty())
{
ErrorLog("No trivia entries found for language \"" + lang + "\".");
return trivia;
}
// select random
int i = RandomInt(0, static_cast<int>(triviaData[lang].size()) - 1);
std::string triviaStr = triviaData[lang][i]["text"];
std::string background = triviaData[lang][i]["background"];
// divide trivia into multiple lines
const int max_line_length = 100;
while (triviaStr.length() > max_line_length)
{
int split_pos = triviaStr.rfind(' ', max_line_length);
if (split_pos == std::string::npos)
split_pos = max_line_length; // no space found, force split
trivia.push_back(triviaStr.substr(0, split_pos));
triviaStr = triviaStr.substr(split_pos + 1); // +1 to skip the space
}
// if triviaStr is not empty add this as last line
if (!triviaStr.empty())
trivia.push_back(triviaStr);
// now override background if trivia is set
if (!trivia.empty())
{
set_background("textures/ui/backgrounds/" + background);
}
return trivia;
}
void scenarioloader_ui::render_()
{
// For some reason, ImGui windows have some padding. Offset it.
// TODO: Find out a way to exactly adjust the position.
constexpr int padding = 12;
ImVec2 screen_size(Global.window_size.x, Global.window_size.y);
ImGui::SetNextWindowPos(ImVec2(-padding, -padding));
ImGui::SetNextWindowSize(ImVec2(Global.window_size.x + padding * 2, Global.window_size.y + padding * 2));
ImGui::Begin("Neo Loading Screen", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoBackground);
ImDrawList* draw_list = ImGui::GetWindowDrawList();
ImGui::PushFont(font_loading);
ImGui::SetWindowFontScale(1);
const float font_scale_mult = 48 / ImGui::GetFontSize();
// Gradient at the lower half of the screen
const auto tex = reinterpret_cast<ImTextureID>(m_gradient_overlay_tex);
draw_list->AddImage(tex, ImVec2(0, Global.window_size.y / 2), ImVec2(Global.window_size.x, Global.window_size.y), ImVec2(0, 0), ImVec2(1, 1));
// [O] Loading...
const float margin_left_icon = 35.0f;
const float margin_bottom_loading = 80.0f;
const float spacing = 10.0f; // odstęp między ikoną a tekstem
// Loading icon
const deferred_image *img = &m_loading_wheel_frames[38];
const auto loading_tex = img->get();
const auto loading_size = img->size();
ImVec2 icon_pos(margin_left_icon, screen_size.y - margin_bottom_loading - loading_size.y);
// Loading text
ImGui::SetWindowFontScale(font_scale_mult * 0.8f);
ImVec2 text_size = ImGui::CalcTextSize(m_progresstext.c_str());
// Vertical centering of text relative to icon
float icon_center_y = icon_pos.y + loading_size.y * 0.5f;
ImVec2 text_pos(icon_pos.x + loading_size.x + spacing, // tuż obok ikony
icon_center_y - text_size.y * 0.5f);
// Draw
draw_list->AddImage(reinterpret_cast<ImTextureID>(loading_tex), icon_pos, ImVec2(icon_pos.x + loading_size.x, icon_pos.y + loading_size.y), ImVec2(0, 0), ImVec2(1, 1));
draw_list->AddText(text_pos, IM_COL32_WHITE, m_progresstext.c_str());
// Trivia
// draw only if we have any trivia loaded
if (m_trivia.size() > 0)
{
const float margin_right = 80.0f;
const float margin_bottom = 80.0f;
const float line_spacing = 25.0f;
const float header_gap = 10.0f;
// Measure width of trivia lines
ImGui::SetWindowFontScale(font_scale_mult * 0.6f);
float max_width = 0.0f;
for (const std::string &line : m_trivia)
{
ImVec2 size = ImGui::CalcTextSize(line.c_str());
if (size.x > max_width)
max_width = size.x;
}
// Measure header width
ImGui::SetWindowFontScale(font_scale_mult * 1.0f);
ImVec2 header_size = ImGui::CalcTextSize(STR_C("Did you know?"));
if (header_size.x > max_width)
max_width = header_size.x; // blok musi też pomieścić nagłówek
// Calculate block position
float content_height = (float)m_trivia.size() * line_spacing;
float total_height = header_size.y + header_gap + content_height;
float block_left = screen_size.x - margin_right - max_width;
float block_top = screen_size.y - margin_bottom - total_height;
// Draw header
ImVec2 header_pos(block_left + (max_width - header_size.x) * 0.5f, block_top);
draw_list->AddText(header_pos, IM_COL32_WHITE, STR_C("Did you know..."));
// Draw trivia lines
ImGui::SetWindowFontScale(font_scale_mult * 0.6f);
for (int i = 0; i < m_trivia.size(); i++)
{
const std::string &line = m_trivia[i];
ImVec2 text_size = ImGui::CalcTextSize(line.c_str());
ImVec2 text_pos(block_left + (max_width - text_size.x) * 0.5f, block_top + header_size.y + header_gap + i * line_spacing);
draw_list->AddText(text_pos, IM_COL32_WHITE, line.c_str());
}
}
// Progress bar at the bottom of the screen
const auto p1 = ImVec2(0, Global.window_size.y - 2);
const auto p2 = ImVec2(Global.window_size.x * m_progress, Global.window_size.y);
draw_list->AddRectFilled(p1, p2, ImColor(40, 210, 60, 255));
ImGui::PopFont();
ImGui::End();
}
void scenarioloader_ui::generate_gradient_tex()
{
constexpr int image_width = 1;
constexpr int image_height = 256;
const auto image_data = new char[image_width * image_height * 4];
for (int x = 0; x < image_width; x++)
for (int y = 0; y < image_height; y++)
{
image_data[(y * image_width + x) * 4] = 0;
image_data[(y * image_width + x) * 4 + 1] = 0;
image_data[(y * image_width + x) * 4 + 2] = 0;
image_data[(y * image_width + x) * 4 + 3] = clamp(static_cast<int>(pow(y / 255.f, 0.7) * 255), 0, 255);
}
// Create a OpenGL texture identifier
GLuint image_texture;
glGenTextures(1, &image_texture);
glBindTexture(GL_TEXTURE_2D, image_texture);
// Setup filtering parameters for display
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Upload pixels into texture
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image_data);
delete[] image_data;
m_gradient_overlay_width = image_width;
m_gradient_overlay_height = image_height;
m_gradient_overlay_tex = image_texture;
}
void scenarioloader_ui::load_wheel_frames()
{
for (int i = 0; i < 60; i++)
m_loading_wheel_frames[i] = deferred_image("ui/loading_wheel/" + std::to_string(i + 1));
}