Files
maszyna/uilayer.cpp
2017-03-13 15:35:34 +01:00

204 lines
5.9 KiB
C++

#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
::wglUseFontBitmapsA(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())
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;
float const width = ( 4.0f / 3.0f ) * Global::iWindowHeight;
float const height = Global::iWindowHeight / 768.0;
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) );
glBegin( GL_TRIANGLE_STRIP );
// 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 ) );
}
glEnd();
glPopAttrib();
}
void
ui_layer::render_panels() {
if( m_panels.empty() ) { return; }
glPushAttrib( GL_ENABLE_BIT );
glDisable( GL_TEXTURE_2D );
float const width = ( 4.0f / 3.0f ) * 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;
auto const &texture = GfxRenderer.Texture( m_background );
// 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
float const width = ( 4.0f / 3.0f ) * Global::iWindowHeight;
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( 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 width = ( 4.0f / 3.0f ) * Global::iWindowHeight;
float const height = Global::iWindowHeight / 768.0;
glColor4fv(&Color.x);
glBegin( GL_TRIANGLE_STRIP );
glTexCoord2f( 0.0f, 1.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.x * height, Coordinates.y * height );
glTexCoord2f( 0.0f, 0.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.x * height, Coordinates.w * height );
glTexCoord2f( 1.0f, 1.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.z * height, Coordinates.y * height );
glTexCoord2f( 1.0f, 0.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.z * height, Coordinates.w * height );
glEnd();
}