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468 lines
12 KiB
C++
468 lines
12 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHTooltip.cpp $
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// $Date: 2002/09/25 20:52:10 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHTooltip.cpp,v $
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// Revision 1.2 2002/09/25 20:52:10 Flayra
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// - Refactoring
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//
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// Revision 1.1 2002/08/02 21:43:47 Flayra
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// - New files to control tooltips on HUD
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//
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//===============================================================================
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#include "AvHTooltip.h"
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#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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#include "ui/UIUtil.h"
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#include "../util/Tokenizer.h"
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#include "mod/AvHSprites.h"
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AvHTooltip::AvHTooltip()
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{
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this->mNormScreenX = -1;
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this->mNormScreenY = -1;
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this->mCentered = false;
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this->mIgnoreFadeForLifetime = false;
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this->mLifetime = -1;
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// White
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this->mColorR = this->mColorG = this->mColorB = 255;
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this->mColorA = 255;
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// Yellow
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this->mBoldColorR = 248;
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this->mBoldColorG = 252;
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this->mBoldColorB = 0;
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// Background color defaults to black
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this->mBackgroundColorR = 0;
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this->mBackgroundColorG = 0;
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this->mBackgroundColorB = 0;
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this->mBackgroundColorA = 40;
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this->mNeedsRecomputing = true;
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this->mScreenWidth = this->mScreenHeight = 0;
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this->mScreenLineHSpacing = 0;
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this->mScreenLineVSpacing = 0;
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this->mScreenLineHeight = 0;
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this->mDrawBorder = false;
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this->mNormMaxWidth = .3f;
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this->mFadeDownSpeed = -250;
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this->mFadeUpSpeed = 500;
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}
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AvHTooltip::AvHTooltip(string& inText, float inNormScreenX, float inNormScreenY, bool inCentered)
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{
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this->mText = inText;
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this->mNormScreenX = inNormScreenX;
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this->mNormScreenY = inNormScreenY;
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this->mCentered = inCentered;
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}
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AvHTooltip::~AvHTooltip()
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{
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}
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bool AvHTooltip::ChopStringOfMaxScreenWidth(int inMaxScreenWidth, string& ioBaseString, string& outChoppedString)
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{
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// Loop backwards through the string, until we get a string that fits in this screen width
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size_t theCurrentLength = ioBaseString.length();
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size_t theMaxLength = ioBaseString.length();
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bool theSuccess = false;
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while(!theSuccess && (theCurrentLength > 0))
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{
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string theCurrentString = ioBaseString.substr(0, theCurrentLength);
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int theCurrentStringScreenWidth = gHUD.GetHudStringWidth(theCurrentString.c_str());
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if(theCurrentStringScreenWidth <= inMaxScreenWidth)
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{
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// Look for a word to break the line
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while((theCurrentLength > 0) && !theSuccess)
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{
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char theCurrentChar = ioBaseString[theCurrentLength-1];
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if((theCurrentChar == ' ') || (theCurrentLength == theMaxLength))
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{
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outChoppedString = ioBaseString.substr(0, theCurrentLength);
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ioBaseString = ioBaseString.substr(theCurrentLength, ioBaseString.length() - theCurrentLength);
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theSuccess = true;
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break;
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}
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else
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{
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theCurrentLength--;
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}
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}
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}
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else
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{
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theCurrentLength--;
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}
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}
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return theSuccess;
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}
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void AvHTooltip::Draw()
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{
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this->RecomputeIfNeccessary();
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if(this->mLocalizedText != "")
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{
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int theFillStartX = (int)(this->mNormScreenX*ScreenWidth());
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int theFillStartY = (int)(this->mNormScreenY*ScreenHeight());
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if(this->mCentered)
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{
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theFillStartX -= this->mScreenWidth/2;
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theFillStartY -= this->mScreenHeight/2;
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}
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// Draw nice border and shaded background
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float theNormalizedAlpha = (float)this->mColorA/255;
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int theAlphaComponent = theNormalizedAlpha*this->mBackgroundColorA;
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////Old NS 3.2 box around the text with AWFUL performance. Colors rendered wrong and the shaded background wasn't working either.
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//FillRGBA(theFillStartX, theFillStartY, this->mScreenWidth, this->mScreenHeight, this->mBackgroundColorR, this->mBackgroundColorG, this->mBackgroundColorB, theAlphaComponent);
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//vguiSimpleBox(theFillStartX, theFillStartY, theFillStartX + this->mScreenWidth, theFillStartY + this->mScreenHeight, this->mColorR, this->mColorG, this->mColorB, theAlphaComponent);
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//New higher performance box.
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this->DrawBorder(theFillStartX, theFillStartY, theAlphaComponent);
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// Now draw each line, non-centered, left-aligned
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int theLineNumber = 0;
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StringList::iterator theStringListIter;
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for(theStringListIter = this->mStringList.begin(); theStringListIter != this->mStringList.end(); theStringListIter++)
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{
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// If the line starts with a marker, draw it in a special color
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//string theDamageMarker(kDamageMarker);
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//if(theStringListIter->substr(0, theDamageMarker.length()) == theDamageMarker)
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//{
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// // Draw string in yellow
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// theR = theG = 255;
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// theB = 25;
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//}
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int theBaseY = theFillStartY + this->mScreenLineVSpacing + theLineNumber*this->mScreenLineHeight;
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int theR = this->mColorR;
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int theG = this->mColorG;
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int theB = this->mColorB;
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// If this line is bold, draw in bold color
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string theString = theStringListIter->c_str();
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int theToolTipPreStringLength = (int)kTooltipBoldPreString.length();
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if((int)theString.length() >= theToolTipPreStringLength)
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{
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if(!strncmp(theString.c_str(), kTooltipBoldPreString.c_str(), kTooltipBoldPreString.length()))
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{
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theR = this->mBoldColorR;
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theG = this->mBoldColorG;
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theB = this->mBoldColorB;
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// Now remove prefix
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theString = theString.substr(theToolTipPreStringLength, theString.length());
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}
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}
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// Draw message (DrawHudStringCentered only centers in x)
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gHUD.DrawHudString(theFillStartX + this->mScreenLineHSpacing, theBaseY /*- this->mScreenLineHeight/2*/, ScreenWidth(), theString.c_str(), theR*theNormalizedAlpha, theG*theNormalizedAlpha, theB*theNormalizedAlpha);
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theLineNumber++;
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}
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}
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}
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void AvHTooltip::DrawBorder(int x, int y, int a)
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{
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gEngfuncs.pTriAPI->RenderMode(kRenderTransAlpha);
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gEngfuncs.pTriAPI->CullFace(TRI_NONE);
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gEngfuncs.pTriAPI->SpriteTexture((struct model_s*)gEngfuncs.GetSpritePointer(SPR_Load(kWhiteSprite)), 0);
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gEngfuncs.pTriAPI->Color4f(this->mColorR, this->mColorG, this->mColorB, a * 0.003922f); //Passing 0-255 int into the RGB works but the alpha doesn't I guess?
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gEngfuncs.pTriAPI->Begin(TRI_LINES);
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//Begin verticies and coords.
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gEngfuncs.pTriAPI->TexCoord2f(0.0f, 1.0f);
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gEngfuncs.pTriAPI->Vertex3f(x, y, 0);
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gEngfuncs.pTriAPI->Vertex3f(x, y + this->mScreenHeight + 1, 0); //+1 or it doesn't connect the lines.
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gEngfuncs.pTriAPI->TexCoord2f(0.0f, 0.0f);
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gEngfuncs.pTriAPI->Vertex3f(x, y + this->mScreenHeight, 0);
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gEngfuncs.pTriAPI->Vertex3f(x + this->mScreenWidth, y + this->mScreenHeight, 0);
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gEngfuncs.pTriAPI->TexCoord2f(1.0f, 0.0f);
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gEngfuncs.pTriAPI->Vertex3f(x + this->mScreenWidth, y + this->mScreenHeight, 0);
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gEngfuncs.pTriAPI->Vertex3f(x + this->mScreenWidth, y, 0);
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gEngfuncs.pTriAPI->TexCoord2f(1.0f, 1.0f);
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gEngfuncs.pTriAPI->Vertex3f(x + this->mScreenWidth, y, 0);
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gEngfuncs.pTriAPI->Vertex3f(x, y, 0);
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//End and return to normal render mode
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gEngfuncs.pTriAPI->End();
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gEngfuncs.pTriAPI->RenderMode(kRenderNormal);
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}
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void AvHTooltip::FadeText(float inTimePassed, bool inFadeDown)
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{
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// Fade reticle nicely
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int theFadeSpeed = inFadeDown ? this->mFadeDownSpeed : this->mFadeUpSpeed;
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float theNewAlpha = this->mColorA + inTimePassed*theFadeSpeed;
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if(inFadeDown && this->mIgnoreFadeForLifetime)
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{
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// Don't fade until a lifetime is set
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}
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else
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{
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// Our lifetime has been set, start counting it down
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if((this->mLifetime > 0) && inFadeDown)
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{
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this->mLifetime -= inTimePassed;
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}
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else
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{
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this->SetA(max(0, min(255, theNewAlpha)));
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//2023 - Reset text dso it doesn't render as invisible. NewAlpha of -1 float is visible.
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if (inFadeDown && theNewAlpha <= 0 && theNewAlpha > -0.95f)
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{
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this->mText = "";
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this->mLocalizedText = "";
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}
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}
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}
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}
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int AvHTooltip::GetA() const
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{
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return this->mColorA;
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}
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float AvHTooltip::GetNormalizedScreenX() const
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{
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return this->mNormScreenX;
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}
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float AvHTooltip::GetNormalizedScreenY() const
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{
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return this->mNormScreenY;
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}
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int AvHTooltip::GetScreenWidth() const
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{
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return this->mScreenWidth;
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}
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int AvHTooltip::GetScreenHeight() const
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{
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return this->mScreenHeight;
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}
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void AvHTooltip::RecomputeIfNeccessary()
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{
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if(this->mNeedsRecomputing)
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{
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this->RecomputeTextAndDimensions();
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this->mNeedsRecomputing = false;
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}
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}
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void AvHTooltip::RecomputeTextAndDimensions()
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{
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this->mStringList.clear();
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this->mLocalizedText = this->mText;
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LocalizeString(this->mText.c_str(), this->mLocalizedText);
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if(this->mLocalizedText != "")
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{
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// If localization failed (ie, it was already localized), remove the dang delimiter
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if(this->mLocalizedText[0] == '#')
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{
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this->mLocalizedText = this->mLocalizedText.substr(1, this->mLocalizedText.length() - 1);
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}
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int kMaxScreenWidth = this->mNormMaxWidth*ScreenWidth();
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// Build list of strings that end in newline, using mLocalizedText
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StringList theNewlines;
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Tokenizer::split(this->mLocalizedText, "\n", theNewlines);
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StringList::iterator theStringListIter;
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for(theStringListIter = theNewlines.begin(); theStringListIter != theNewlines.end(); theStringListIter++)
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{
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string theHelpString = *theStringListIter;
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// For each of these, chop them up into more lines that fit the box
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do
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{
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string theNewString;
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if(this->ChopStringOfMaxScreenWidth(kMaxScreenWidth, theHelpString, theNewString))
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{
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this->mStringList.push_back(theNewString);
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}
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else
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{
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theHelpString = "";
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}
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}
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while(theHelpString != "");
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}
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// For each line, if the line contains any special markers, move them to their own lines
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this->mScreenWidth = 0;
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for(theStringListIter = this->mStringList.begin(); theStringListIter != this->mStringList.end(); theStringListIter++)
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{
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// Compute max width of all the strings, add some extra for a frame
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int theCurrentScreenWidth = gHUD.GetHudStringWidth(theStringListIter->c_str());
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this->mScreenWidth = max(this->mScreenWidth, theCurrentScreenWidth);
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}
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this->mScreenLineHSpacing = .01f*ScreenWidth();
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this->mScreenWidth += 2*this->mScreenLineHSpacing;
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// Compute max height needed to contain all the strings, add some extra for a frame
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this->mScreenLineVSpacing = .01f*ScreenHeight();
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this->mScreenLineHeight = gHUD.GetHudStringHeight();
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this->mScreenHeight = 2*this->mScreenLineVSpacing + ((int)this->mStringList.size()*this->mScreenLineHeight);
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}
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}
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void AvHTooltip::SetCentered(bool inCentered)
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{
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this->mCentered = inCentered;
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}
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void AvHTooltip::SetDrawBorder(bool inDrawBorder)
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{
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this->mDrawBorder = inDrawBorder;
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}
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void AvHTooltip::SetFadeDownSpeed(int inFadeDownSpeed)
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{
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this->mFadeDownSpeed = inFadeDownSpeed;
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}
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void AvHTooltip::SetFadeUpSpeed(int inFadeUpSpeed)
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{
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this->mFadeUpSpeed = inFadeUpSpeed;
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}
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void AvHTooltip::SetIgnoreFadeForLifetime(bool inIgnoreFadeForLifetime)
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{
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this->mIgnoreFadeForLifetime = inIgnoreFadeForLifetime;
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}
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void AvHTooltip::SetText(const string& inText)
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{
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this->mText = inText;
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this->mNeedsRecomputing = true;
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}
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float AvHTooltip::GetNormalizedMaxWidth() const
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{
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return this->mNormMaxWidth;
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}
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void AvHTooltip::SetNormalizedMaxWidth(float inNormalizedMaxWidth)
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{
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this->mNormMaxWidth = inNormalizedMaxWidth;
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}
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void AvHTooltip::SetNormalizedScreenX(float inNormScreenX)
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{
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this->mNormScreenX = inNormScreenX;
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}
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void AvHTooltip::SetNormalizedScreenY(float inNormScreenY)
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{
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this->mNormScreenY = inNormScreenY;
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}
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void AvHTooltip::SetRGB(int inR, int inG, int inB)
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{
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this->mColorR = inR;
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this->mColorG = inG;
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this->mColorB = inB;
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}
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void AvHTooltip::SetR(int inR)
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{
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this->mColorR = inR;
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}
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void AvHTooltip::SetG(int inG)
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{
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this->mColorG = inG;
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}
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void AvHTooltip::SetB(int inB)
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{
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this->mColorB = inB;
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}
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void AvHTooltip::SetA(int inA)
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{
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this->mColorA = inA;
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// Once fully faded in, and we're ignoring fade for lifetime, set our lifetime to expire
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if((inA >= 255) && this->mIgnoreFadeForLifetime)
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{
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// Increase lifetime with message length
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this->mLifetime = max(3.0f, this->mLocalizedText.length()/12.0f);
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this->mIgnoreFadeForLifetime = false;
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}
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}
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void AvHTooltip::SetBoldR(int inR)
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{
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this->mBoldColorR = inR;
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}
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void AvHTooltip::SetBoldG(int inG)
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{
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this->mBoldColorG = inG;
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}
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void AvHTooltip::SetBoldB(int inB)
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{
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this->mBoldColorB = inB;
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}
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void AvHTooltip::SetBackgroundR(int inR)
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{
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this->mBackgroundColorR = inR;
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}
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void AvHTooltip::SetBackgroundG(int inG)
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{
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this->mBackgroundColorG = inG;
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}
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void AvHTooltip::SetBackgroundB(int inB)
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{
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this->mBackgroundColorB = inB;
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}
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void AvHTooltip::SetBackgroundA(int inA)
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{
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this->mBackgroundColorA = inA;
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}
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