mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
204 lines
5.9 KiB
C++
204 lines
5.9 KiB
C++
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#include "stdafx.h"
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#include "uilayer.h"
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#include "globals.h"
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#include "usefull.h"
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#include "renderer.h"
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#include "logs.h"
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ui_layer UILayer;
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extern "C"
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{
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GLFWAPI HWND glfwGetWin32Window( GLFWwindow* window ); //m7todo: potrzebne do directsound
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}
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ui_layer::~ui_layer() {
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/*
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// this should be invoked manually, or we risk trying to delete the lists after the context is gone
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if( m_fontbase != -1 )
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::glDeleteLists( m_fontbase, 96 );
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*/
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}
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bool
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ui_layer::init( GLFWwindow *Window ) {
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HFONT font; // Windows Font ID
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m_fontbase = ::glGenLists(96); // storage for 96 characters
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HDC hDC = ::GetDC( glfwGetWin32Window( Window ) );
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font = ::CreateFont( -MulDiv( 10, ::GetDeviceCaps( hDC, LOGPIXELSY ), 72 ), // height of font
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0, // width of font
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0, // angle of escapement
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0, // orientation angle
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(Global::bGlutFont ? FW_MEDIUM : FW_HEAVY), // font weight
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FALSE, // italic
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FALSE, // underline
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FALSE, // strikeout
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DEFAULT_CHARSET, // character set identifier
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OUT_DEFAULT_PRECIS, // output precision
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CLIP_DEFAULT_PRECIS, // clipping precision
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(Global::bGlutFont ? CLEARTYPE_QUALITY : PROOF_QUALITY), // output quality
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DEFAULT_PITCH | FF_DONTCARE, // family and pitch
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"Lucida Console"); // font name
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::SelectObject(hDC, font); // selects the font we want
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::wglUseFontBitmapsA(hDC, 32, 96, m_fontbase); // builds 96 characters starting at character 32
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WriteLog("Display Lists font used"); //+AnsiString(glGetError())
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WriteLog("Font init OK"); //+AnsiString(glGetError())
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return true;
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}
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void
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ui_layer::render() {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho( 0.f, Global::ScreenWidth, Global::ScreenHeight, 0.f, -1.f, 1.f );
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT );
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glDisable( GL_LIGHTING );
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glDisable( GL_DEPTH_TEST );
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glDisable( GL_ALPHA_TEST );
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glEnable( GL_BLEND );
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// render code here
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render_background();
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render_progress();
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render_panels();
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glPopAttrib();
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}
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void
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ui_layer::set_progress( float const Progress, float const Subtaskprogress ) {
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m_progress = Progress * 0.01f;
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m_subtaskprogress = Subtaskprogress * 0.01f;
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}
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void
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ui_layer::set_background( std::string const &Filename ) {
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if( false == Filename.empty() ) {
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m_background = GfxRenderer.GetTextureId( Filename, szTexturePath );
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}
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else {
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m_background = 0;
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}
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}
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/*
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void cGuiLayer::setNote( const std::string Note ) { mNote = Note; }
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std::string cGuiLayer::getNote() { return mNote; }
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*/
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void
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ui_layer::render_progress() {
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if( (m_progress == 0.0f) && (m_subtaskprogress == 0.0f) ) return;
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float const width = ( 4.0f / 3.0f ) * Global::iWindowHeight;
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float const height = Global::iWindowHeight / 768.0;
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glPushAttrib( GL_ENABLE_BIT );
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glDisable( GL_TEXTURE_2D );
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quad( float4( 75.0f, 640.0f, 75.0f + 320.0f, 640.0f + 16.0f ), float4(0.0f, 0.0f, 0.0f, 0.25f) );
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glBegin( GL_TRIANGLE_STRIP );
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// secondary bar
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if( m_subtaskprogress ) {
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quad(
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float4( 75.0f, 640.0f, 75.0f + 320.0f * m_subtaskprogress, 640.0f + 16.0f),
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float4( 8.0f/255.0f, 160.0f/255.0f, 8.0f/255.0f, 0.35f ) );
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}
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// primary bar
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if( m_progress ) {
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quad(
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float4( 75.0f, 640.0f, 75.0f + 320.0f * m_progress, 640.0f + 16.0f ),
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float4( 8.0f / 255.0f, 160.0f / 255.0f, 8.0f / 255.0f, 1.0f ) );
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}
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glEnd();
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glPopAttrib();
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}
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void
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ui_layer::render_panels() {
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if( m_panels.empty() ) { return; }
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glPushAttrib( GL_ENABLE_BIT );
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glDisable( GL_TEXTURE_2D );
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float const width = ( 4.0f / 3.0f ) * Global::iWindowHeight;
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float const height = Global::iWindowHeight / 768.0;
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for( auto const &panel : m_panels ) {
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int lineidx = 0;
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for( auto const &line : panel->text_lines ) {
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::glColor4fv( &line.color.x );
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::glRasterPos2f(
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0.5 * ( Global::iWindowWidth - width ) + panel->origin_x * height,
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panel->origin_y * height + 20.0 * lineidx );
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print( line.data );
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++lineidx;
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}
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}
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glPopAttrib();
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}
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void
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ui_layer::render_background() {
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if( m_background == 0 ) return;
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auto const &texture = GfxRenderer.Texture( m_background );
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// NOTE: we limit/expect the background to come with 4:3 ratio.
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// TODO, TBD: if we expose texture width or ratio from texture object, this limitation could be lifted
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float const width = ( 4.0f / 3.0f ) * Global::iWindowHeight;
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GfxRenderer.Bind( m_background );
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quad( float4( 0.0f, 0.0f, 1024.0f, 768.0f ), float4( 1.0f, 1.0f, 1.0f, 1.0f ) );
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}
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void
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ui_layer::print( std::string const &Text )
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{
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if( true == Text.empty() )
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return;
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::glPushAttrib( GL_LIST_BIT );
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::glListBase( m_fontbase - 32 );
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::glCallLists( Text.size(), GL_UNSIGNED_BYTE, Text.c_str() );
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::glPopAttrib();
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}
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void
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ui_layer::quad( float4 const &Coordinates, float4 const &Color ) {
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float const width = ( 4.0f / 3.0f ) * Global::iWindowHeight;
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float const height = Global::iWindowHeight / 768.0;
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glColor4fv(&Color.x);
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glBegin( GL_TRIANGLE_STRIP );
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glTexCoord2f( 0.0f, 1.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.x * height, Coordinates.y * height );
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glTexCoord2f( 0.0f, 0.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.x * height, Coordinates.w * height );
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glTexCoord2f( 1.0f, 1.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.z * height, Coordinates.y * height );
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glTexCoord2f( 1.0f, 0.0f ); glVertex2f( 0.5 * ( Global::iWindowWidth - width ) + Coordinates.z * height, Coordinates.w * height );
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glEnd();
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}
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