[Change] What in the world was I thinking with the gui crap?? Large refactoring..
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				| @ -11,8 +11,8 @@ | ||||
| // bsx  - Position of x of sprite b.
 | ||||
| // bsy  - Position of y of sprite b.
 | ||||
| // bp   - Position in space of sprite b.
 | ||||
| int CollideSprite(const gl_texture* at, const int asx, const int asy, const Vec2* ap, | ||||
|       const gl_texture* bt, const int bsx, const int bsy, const Vec2* bp) { | ||||
| int CollideSprite(const glTexture* at, const int asx, const int asy, const Vec2* ap, | ||||
|       const glTexture* bt, const int bsx, const int bsy, const Vec2* bp) { | ||||
|    | ||||
|   int x,y; | ||||
| 
 | ||||
|  | ||||
| @ -2,6 +2,6 @@ | ||||
| #include "opengl.h" | ||||
| #include "physics.h" | ||||
| 
 | ||||
| int CollideSprite(const gl_texture* at, const int asx, const int asy, const Vec2* ap, | ||||
|       const gl_texture* bt, const int bsx, const int bsy, const Vec2* bp); | ||||
| int CollideSprite(const glTexture* at, const int asx, const int asy, const Vec2* ap, | ||||
|       const glTexture* bt, const int bsx, const int bsy, const Vec2* bp); | ||||
| 
 | ||||
|  | ||||
							
								
								
									
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								src/main.c
									
									
									
									
									
								
							
							
						
						
									
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								src/main.c
									
									
									
									
									
								
							| @ -122,7 +122,7 @@ int main(int argc, char** argv) { | ||||
|     WARN("Error initializing AI"); | ||||
| 
 | ||||
|   // Misc openGL init stuff.
 | ||||
|   gl_fontInit(NULL, NULL, FONT_SIZE); // Init default font size.
 | ||||
|   glFontInit(NULL, NULL, FONT_SIZE); // Init default font size.
 | ||||
|   gui_init(); // Init the GUI crap.
 | ||||
|   toolkit_init(); // Init the toolkit.
 | ||||
| 
 | ||||
| @ -240,6 +240,7 @@ static void render_space(void) { | ||||
| static double fps = 0.; | ||||
| static double fps_cur = 0.; | ||||
| static void display_fps(const double dt) { | ||||
|   double x, y; | ||||
|   fps_dt += dt; | ||||
|   fps_cur += 1.; | ||||
|   if(fps_dt > 1.) { | ||||
| @ -247,10 +248,11 @@ static void display_fps(const double dt) { | ||||
|     fps = fps_cur / fps_dt; | ||||
|     fps_dt = fps_cur = 0.; | ||||
|   } | ||||
|   Vec2 pos; | ||||
|   vect_csetmin(&pos, 10., (double)(gl_screen.h-20)); | ||||
| 
 | ||||
|   x = 10.; | ||||
|   y = (double)(gl_screen.h - 20); | ||||
|   if(show_fps) | ||||
|     gl_print(NULL, &pos, NULL, "%3.2f", fps); | ||||
|     gl_print(NULL, x, y, NULL, "%3.2f", fps); | ||||
| } | ||||
| 
 | ||||
| static void data_name(void) { | ||||
|  | ||||
							
								
								
									
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								src/opengl.c
									
									
									
									
									
								
							
							
						
						
									
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								src/opengl.c
									
									
									
									
									
								
							| @ -19,34 +19,34 @@ | ||||
| #define FONT_DEF "../gfx/fonts/font.ttf" | ||||
| 
 | ||||
| // Default colors.
 | ||||
| gl_colour cLightGrey   = { .r = 0.80, .g = 0.80, .b = 0.80, .a = 1 }; | ||||
| gl_colour cGrey        = { .r = 0.65, .g = 0.65, .b = 0.65, .a = 1 }; | ||||
| gl_colour cDarkGrey    = { .r = 0.50, .g = 0.50, .b = 0.50, .a = 1 }; | ||||
| gl_colour cGreen       = { .r = 0.20, .g = 0.80, .b = 0.20, .a = 1 }; | ||||
| gl_colour cRed         = { .r = 0.80, .g = 0.20, .b = 0.20, .a = 1 }; | ||||
| glColour cLightGrey   = { .r = 0.80, .g = 0.80, .b = 0.80, .a = 1 }; | ||||
| glColour cGrey        = { .r = 0.65, .g = 0.65, .b = 0.65, .a = 1 }; | ||||
| glColour cDarkGrey    = { .r = 0.50, .g = 0.50, .b = 0.50, .a = 1 }; | ||||
| glColour cGreen       = { .r = 0.20, .g = 0.80, .b = 0.20, .a = 1 }; | ||||
| glColour cRed         = { .r = 0.80, .g = 0.20, .b = 0.20, .a = 1 }; | ||||
| 
 | ||||
| // offsets to Adjust the pilot's place onscreen to be in the middle, even with the GUI.
 | ||||
| extern double gui_xoff; | ||||
| extern double gui_yoff; | ||||
| 
 | ||||
| // The screen info, gives data of current opengl settings.
 | ||||
| gl_info gl_screen; | ||||
| glInfo gl_screen; | ||||
| 
 | ||||
| // Our precious camera.
 | ||||
| Vec2* gl_camera; | ||||
| 
 | ||||
| // Default font.
 | ||||
| gl_font gl_defFont; | ||||
| glFont gl_defFont; | ||||
| 
 | ||||
| // Misc.
 | ||||
| static int SDL_VFlipSurface(SDL_Surface* surface); | ||||
| static int SDL_IsTrans(SDL_Surface* s, int x, int y); | ||||
| static uint8_t* SDL_MapTrans(SDL_Surface* s); | ||||
| static int pot(int n); | ||||
| // gl_texture.
 | ||||
| // glTexture.
 | ||||
| static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh); | ||||
| // Gl font.
 | ||||
| static void gl_fontMakeDList(FT_Face face, char ch, GLuint list_base, GLuint* tex_base, int* width_base); | ||||
| static void glFontMakeDList(FT_Face face, char ch, GLuint list_base, GLuint* tex_base, int* width_base); | ||||
| // PNG.
 | ||||
| int write_png(const char* file_name, png_bytep* rows, int w, int h, int colourtype, int bitdepth); | ||||
| 
 | ||||
| @ -246,11 +246,11 @@ static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh) { | ||||
| } | ||||
| 
 | ||||
| // Load the SDL_Surface to an openGL texture.
 | ||||
| gl_texture* gl_loadImage(SDL_Surface* surface) { | ||||
| glTexture* gl_loadImage(SDL_Surface* surface) { | ||||
|   int rw, rh; | ||||
| 
 | ||||
|   // Set up the texture defaults.
 | ||||
|   gl_texture* texture = MALLOC_L(gl_texture); | ||||
|   glTexture* texture = MALLOC_L(glTexture); | ||||
|   texture->w = (double)surface->w; | ||||
|   texture->h = (double)surface->h; | ||||
|   texture->sx = 1.; | ||||
| @ -269,9 +269,9 @@ gl_texture* gl_loadImage(SDL_Surface* surface) { | ||||
| } | ||||
| 
 | ||||
| // Load the image directly as an opengl texture.
 | ||||
| gl_texture* gl_newImage(const char* path) { | ||||
| glTexture* gl_newImage(const char* path) { | ||||
|   SDL_Surface* tmp, *surface; | ||||
|   gl_texture* t; | ||||
|   glTexture* t; | ||||
|   uint8_t* trans = NULL; | ||||
|   uint32_t filesize; | ||||
|   char* buf = pack_readfile(DATA, (char*)path, &filesize); | ||||
| @ -313,8 +313,8 @@ gl_texture* gl_newImage(const char* path) { | ||||
| } | ||||
| 
 | ||||
| // Load the texture immediately, but also set is as a sprite.
 | ||||
| gl_texture* gl_newSprite(const char* path, const int sx, const int sy) { | ||||
|   gl_texture* texture; | ||||
| glTexture* gl_newSprite(const char* path, const int sx, const int sy) { | ||||
|   glTexture* texture; | ||||
|   if((texture = gl_newImage(path)) == NULL) | ||||
|     return NULL; | ||||
|   texture->sx = (double)sx; | ||||
| @ -325,19 +325,19 @@ gl_texture* gl_newSprite(const char* path, const int sx, const int sy) { | ||||
| } | ||||
| 
 | ||||
| // Free the texture.
 | ||||
| void gl_freeTexture(gl_texture* texture) { | ||||
| void gl_freeTexture(glTexture* texture) { | ||||
|   glDeleteTextures(1, &texture->texture); | ||||
|   if(texture->trans) free(texture->trans); | ||||
|   free(texture); | ||||
| } | ||||
| 
 | ||||
| // Return true if pixel at pos (x,y) is transparent.
 | ||||
| int gl_isTrans(const gl_texture* t, const int x, const int y) { | ||||
| int gl_isTrans(const glTexture* t, const int x, const int y) { | ||||
|   return !(t->trans[(y*(int)(t->w)+x)/8] & (1<<((y*(int)(t->w)+x)%8))); | ||||
| } | ||||
| 
 | ||||
| // Set x and y to be the appropriate sprite for gl_texture using dir.
 | ||||
| void gl_getSpriteFromDir(int* x, int* y, const gl_texture* t, const double dir) { | ||||
| // Set x and y to be the appropriate sprite for glTexture using dir.
 | ||||
| void gl_getSpriteFromDir(int* x, int* y, const glTexture* t, const double dir) { | ||||
|   int s = (int)(dir / (2.0*M_PI / (t->sy*t->sx))); | ||||
| 
 | ||||
|   // Make sure the sprite is "in range".
 | ||||
| @ -352,7 +352,7 @@ void gl_getSpriteFromDir(int* x, int* y, const gl_texture* t, const double dir) | ||||
| // ================
 | ||||
| 
 | ||||
| // Blit the sprite at given position.
 | ||||
| void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, const int sy, const gl_colour* c) { | ||||
| void gl_blitSprite(const glTexture* sprite, const Vec2* pos, const int sx, const int sy, const glColour* c) { | ||||
|   // Don't bother drawing if offscreen -- waste of cycles.
 | ||||
|   if(fabs(VX(*pos) -VX(*gl_camera)+gui_xoff) > gl_screen.w / 2 + sprite->sw / 2 || | ||||
|         fabs(VY(*pos) -VY(*gl_camera)+gui_yoff) > gl_screen.h / 2 + sprite->sh / 2) | ||||
| @ -394,7 +394,7 @@ void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, cons | ||||
| } | ||||
| 
 | ||||
| // Just straight out blit the thing at position.
 | ||||
| void gl_blitStatic(const gl_texture* texture, const Vec2* pos, const gl_colour* c) { | ||||
| void gl_blitStatic(const glTexture* texture, const Vec2* pos, const glColour* c) { | ||||
|   glEnable(GL_TEXTURE_2D); | ||||
|   glMatrixMode(GL_PROJECTION); | ||||
|   glPushMatrix(); // Set up translation matrix.
 | ||||
| @ -428,7 +428,8 @@ void gl_bindCamera(const Vec2* pos) { | ||||
| 
 | ||||
| // Print text on screen! YES!!!! Just like printf! But different!
 | ||||
| // Defaults ft_font to gl_defFont if NULL.
 | ||||
| void gl_print(const gl_font* ft_font, const Vec2* pos, const gl_colour* c, const char* fmt, ...) { | ||||
| void gl_print(const glFont* ft_font, const double x, const double y, | ||||
|       const glColour* c, const char* fmt, ...) { | ||||
|   //float h = ft_font->h / .63; // Slightly increases font size.
 | ||||
|   char text[256]; | ||||
|   va_list ap; | ||||
| @ -450,7 +451,7 @@ void gl_print(const gl_font* ft_font, const Vec2* pos, const gl_colour* c, const | ||||
|   glMatrixMode(GL_PROJECTION); | ||||
| 
 | ||||
|   glPushMatrix(); // Translation matrix.
 | ||||
|   glTranslated(VX(*pos) - (double)gl_screen.w/2., VY(*pos) - (double)gl_screen.h/2., 0); | ||||
|   glTranslated(x - (double)gl_screen.w/2., y - (double)gl_screen.h/2., 0); | ||||
| 
 | ||||
|   if(c == NULL) glColor4d(1., 1., 1., 1.); | ||||
|   else COLOUR(*c); | ||||
| @ -461,7 +462,7 @@ void gl_print(const gl_font* ft_font, const Vec2* pos, const gl_colour* c, const | ||||
| } | ||||
| 
 | ||||
| // Get the width of the text about to be printed.
 | ||||
| int gl_printWidth(const gl_font* ft_font, const char* fmt, ...) { | ||||
| int gl_printWidth(const glFont* ft_font, const char* fmt, ...) { | ||||
|   int i, n; | ||||
|   char txt[256]; // Holds the string.
 | ||||
|   va_list ap; | ||||
| @ -485,7 +486,7 @@ int gl_printWidth(const gl_font* ft_font, const char* fmt, ...) { | ||||
| // ================
 | ||||
| // FONT!
 | ||||
| // ================
 | ||||
| static void gl_fontMakeDList(FT_Face face, char ch, GLuint list_base, GLuint* tex_base, int* width_base) { | ||||
| static void glFontMakeDList(FT_Face face, char ch, GLuint list_base, GLuint* tex_base, int* width_base) { | ||||
|   FT_Glyph glyph; | ||||
|   FT_Bitmap bitmap; | ||||
|   GLubyte* expanded_data; | ||||
| @ -562,7 +563,7 @@ static void gl_fontMakeDList(FT_Face face, char ch, GLuint list_base, GLuint* te | ||||
|   FT_Done_Glyph(glyph); | ||||
| } | ||||
| 
 | ||||
| void gl_fontInit(gl_font* font, const char* fname, const unsigned int h) { | ||||
| void glFontInit(glFont* font, const char* fname, const unsigned int h) { | ||||
|   if(font == NULL) font = &gl_defFont; | ||||
|    | ||||
|   uint32_t bufsize; | ||||
| @ -598,7 +599,7 @@ void gl_fontInit(gl_font* font, const char* fname, const unsigned int h) { | ||||
|   // Create each of the font display lists.
 | ||||
|   unsigned char i; | ||||
|   for(i = 0; i < 128; i++) | ||||
|     gl_fontMakeDList(face, i, font->list_base, font->textures, font->w); | ||||
|     glFontMakeDList(face, i, font->list_base, font->textures, font->w); | ||||
| 
 | ||||
|   // We can now free the face and library.
 | ||||
|   FT_Done_Face(face); | ||||
| @ -606,7 +607,7 @@ void gl_fontInit(gl_font* font, const char* fname, const unsigned int h) { | ||||
|   free(buf); | ||||
| } | ||||
| 
 | ||||
| void gl_freeFont(gl_font* font) { | ||||
| void gl_freeFont(glFont* font) { | ||||
|   if(font == NULL) font = &gl_defFont; | ||||
|   glDeleteLists(font->list_base, 128); | ||||
|   glDeleteTextures(128, font->textures); | ||||
|  | ||||
							
								
								
									
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								src/opengl.h
									
									
									
									
									
								
							
							
						
						
									
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								src/opengl.h
									
									
									
									
									
								
							| @ -24,21 +24,21 @@ typedef struct { | ||||
|   int fullscreen;   // 1 = fullscreen, 0 = windowed.
 | ||||
|   int r, g, b, a;   // Framebuffer values in bits.
 | ||||
|   int doublebuf;    // Double buffer.
 | ||||
| } gl_info; | ||||
| extern gl_info gl_screen; // Local structure set with gl_init etc.
 | ||||
| } glInfo; | ||||
| extern glInfo gl_screen; // Local structure set with gl_init etc.
 | ||||
| 
 | ||||
| // Colours.
 | ||||
| typedef struct { | ||||
|   double r, g, b, a; | ||||
| } gl_colour; | ||||
| } glColour; | ||||
| #define COLOUR(x) glColor4d((x).r, (x).g, (x).b, (x).a) | ||||
| 
 | ||||
| // Default colors.
 | ||||
| extern gl_colour cLightGrey; | ||||
| extern gl_colour cGrey; | ||||
| extern gl_colour cDarkGrey; | ||||
| extern gl_colour cGreen; | ||||
| extern gl_colour cRed; | ||||
| extern glColour cLightGrey; | ||||
| extern glColour cGrey; | ||||
| extern glColour cDarkGrey; | ||||
| extern glColour cGreen; | ||||
| extern glColour cRed; | ||||
| 
 | ||||
| // Spritesheet info.
 | ||||
| typedef struct { | ||||
| @ -48,7 +48,7 @@ typedef struct { | ||||
|   double sw, sh;      // Size of each sprite.
 | ||||
|   GLuint texture;     // The opengl texture itself.
 | ||||
|   uint8_t* trans;     // Maps the transparency.
 | ||||
| } gl_texture; | ||||
| } glTexture; | ||||
| 
 | ||||
| // Font info.
 | ||||
| typedef struct { | ||||
| @ -56,35 +56,36 @@ typedef struct { | ||||
|   int* w; | ||||
|   GLuint* textures; | ||||
|   GLuint list_base; | ||||
| } gl_font; | ||||
| extern gl_font gl_defFont; // Default font.
 | ||||
| } glFont; | ||||
| extern glFont gl_defFont; // Default font.
 | ||||
| 
 | ||||
| // gl_font loading/freeing.
 | ||||
| // glFont loading/freeing.
 | ||||
| // If font is NULL it uses the internal default font, same with gl_print
 | ||||
| void gl_fontInit(gl_font* font, const char* fname, const unsigned int h); | ||||
| void gl_freeFont(gl_font* font); | ||||
| void glFontInit(glFont* font, const char* fname, const unsigned int h); | ||||
| void gl_freeFont(glFont* font); | ||||
| 
 | ||||
| // gl_texute loading/freeing.
 | ||||
| gl_texture* gl_loadImage(SDL_Surface* surface); // Frees the surface.
 | ||||
| gl_texture* gl_newImage(const char* path); | ||||
| gl_texture* gl_newSprite(const char* path, const int sx, const int sy); | ||||
| void gl_freeTexture(gl_texture* texture); | ||||
| glTexture* gl_loadImage(SDL_Surface* surface); // Frees the surface.
 | ||||
| glTexture* gl_newImage(const char* path); | ||||
| glTexture* gl_newSprite(const char* path, const int sx, const int sy); | ||||
| void gl_freeTexture(glTexture* texture); | ||||
| 
 | ||||
| // Rendering.
 | ||||
| void gl_blitSprite(const gl_texture* sprite, const Vec2* pos,  | ||||
|       const int sx, const int sy, const gl_colour* c); | ||||
| void gl_blitSprite(const glTexture* sprite, const Vec2* pos,  | ||||
|       const int sx, const int sy, const glColour* c); | ||||
| 
 | ||||
| void gl_blitStatic(const gl_texture* texture, const Vec2* pos, const gl_colour* c); | ||||
| void gl_blitStatic(const glTexture* texture, const Vec2* pos, const glColour* c); | ||||
| void gl_bindCamera(const Vec2* pos); | ||||
| void gl_print(const gl_font* ft_font, const Vec2* pos, const gl_colour* c, const char* fmt, ...); | ||||
| int  gl_printWidth(const gl_font* ft_font, const char* fmt, ...); | ||||
| void gl_print(const glFont* ft_font, const double x, const double y, | ||||
|       const glColour* c, const char* fmt, ...); | ||||
| int  gl_printWidth(const glFont* ft_font, const char* fmt, ...); | ||||
| 
 | ||||
| // Initialize/cleanup.
 | ||||
| int gl_init(void); | ||||
| void gl_exit(void); | ||||
| 
 | ||||
| // Misc.
 | ||||
| int gl_isTrans(const gl_texture* t, const int x, const int y); | ||||
| void gl_getSpriteFromDir(int* x, int* y, const gl_texture* t, const double dir); | ||||
| int gl_isTrans(const glTexture* t, const int x, const int y); | ||||
| void gl_getSpriteFromDir(int* x, int* y, const glTexture* t, const double dir); | ||||
| void gl_screenshot(const char* filename); | ||||
| 
 | ||||
|  | ||||
| @ -31,7 +31,7 @@ typedef struct { | ||||
|   int tech; | ||||
|   int mass; | ||||
| 
 | ||||
|   gl_texture gfx_store; // Store graphic.
 | ||||
|   glTexture gfx_store; // Store graphic.
 | ||||
| 
 | ||||
|   int properties; // Properties stored bitwise.
 | ||||
|    | ||||
| @ -45,7 +45,7 @@ typedef struct { | ||||
|       double accuracy; // Desviation accuracy.
 | ||||
|       double damage_armour, damage_shield; // Damage.
 | ||||
| 
 | ||||
|       gl_texture* gfx_space; | ||||
|       glTexture* gfx_space; | ||||
|     }; | ||||
|     struct { // Launcher.
 | ||||
|       //unsigned int delay; // Delay between shots.
 | ||||
| @ -58,7 +58,7 @@ typedef struct { | ||||
|       unsigned int duration; // Duration.
 | ||||
|       //double damage_armour, damage_shield; // Damage.
 | ||||
| 
 | ||||
|       //gl_texture* gfx_space;
 | ||||
|       //glTexture* gfx_space;
 | ||||
|     }; | ||||
|   }; | ||||
| } Outfit; | ||||
|  | ||||
							
								
								
									
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							| @ -40,22 +40,23 @@ extern int pilots; | ||||
| 
 | ||||
| // -- Colours.
 | ||||
| // Standard colors.
 | ||||
| gl_colour cConsole          = { .r = 0.5, .g = 0.8, .b = 0.5, .a = 1. }; | ||||
| glColour cConsole          = { .r = 0.5, .g = 0.8, .b = 0.5, .a = 1. }; | ||||
| 
 | ||||
| gl_colour cInert            = { .r = 0.6, .g = 0.6, .b = 0.6, .a = 1. }; | ||||
| gl_colour cNeutral          = { .r = 0.9, .g = 1.0, .b = 0.3, .a = 1. }; | ||||
| gl_colour cFriend           = { .r = 0.0, .g = 1.0, .b = 0.0, .a = 1. }; | ||||
| gl_colour cHostile          = { .r = 0.9, .g = 0.2, .b = 0.2, .a = 1. }; | ||||
| glColour cInert            = { .r = 0.6, .g = 0.6, .b = 0.6, .a = 1. }; | ||||
| glColour cNeutral          = { .r = 0.9, .g = 1.0, .b = 0.3, .a = 1. }; | ||||
| glColour cFriend           = { .r = 0.0, .g = 1.0, .b = 0.0, .a = 1. }; | ||||
| glColour cHostile          = { .r = 0.9, .g = 0.2, .b = 0.2, .a = 1. }; | ||||
| 
 | ||||
| gl_colour cRadar_player     = { .r = 0.4, .g = 0.8, .b = 0.4, .a = 1. }; | ||||
| gl_colour cRadar_targ       = { .r = 0.0, .g = 0.7, .b = 1.0, .a = 1. }; | ||||
| gl_colour cRadar_weap       = { .r = 0.8, .g = 0.2, .b = 0.2, .a = 1. }; | ||||
| glColour cRadar_player     = { .r = 0.4, .g = 0.8, .b = 0.4, .a = 1. }; | ||||
| glColour cRadar_targ       = { .r = 0.0, .g = 0.7, .b = 1.0, .a = 1. }; | ||||
| glColour cRadar_weap       = { .r = 0.8, .g = 0.2, .b = 0.2, .a = 1. }; | ||||
| // Bars.
 | ||||
| gl_colour cShield           = { .r = 0.2, .g = 0.2, .b = 0.8, .a = 1. }; | ||||
| gl_colour cArmor            = { .r = 0.5, .g = 0.5, .b = 0.5, .a = 1. }; | ||||
| gl_colour cEnergy           = { .r = 0.2, .g = 0.8, .b = 0.2, .a = 1. }; | ||||
| glColour cShield           = { .r = 0.2, .g = 0.2, .b = 0.8, .a = 1. }; | ||||
| glColour cArmor            = { .r = 0.5, .g = 0.5, .b = 0.5, .a = 1. }; | ||||
| glColour cEnergy           = { .r = 0.2, .g = 0.8, .b = 0.2, .a = 1. }; | ||||
| 
 | ||||
| typedef struct { | ||||
|   double x,y; // Position.
 | ||||
|   double w,h; // Dimensions.
 | ||||
|   RadarShape shape; | ||||
|   double res; // Resolution.
 | ||||
| @ -68,29 +69,27 @@ typedef struct { | ||||
| #define RADAR_RES_DEFAULT   40. | ||||
| 
 | ||||
| typedef struct { | ||||
|   double x,y; | ||||
|   double w,h; | ||||
| } Rect; | ||||
| 
 | ||||
| typedef struct { | ||||
|   // Graphics.
 | ||||
|   gl_font smallFont; | ||||
|   gl_texture* gfx_frame; | ||||
|   gl_texture* gfx_targetPilot, *gfx_targetPlanet; | ||||
|   glFont smallFont; | ||||
|   glTexture* gfx_frame; | ||||
|   glTexture* gfx_targetPilot, *gfx_targetPlanet; | ||||
| 
 | ||||
|   Radar radar; | ||||
|   Rect nav; | ||||
|   Rect shield, armour, energy; | ||||
|   Rect weapon; | ||||
|   Rect target_health, target_name, target_faction; | ||||
|   Rect misc; | ||||
|   Rect msg; | ||||
| 
 | ||||
|   // Positions.
 | ||||
|   Vec2 pos_frame; | ||||
|   Vec2 pos_radar; | ||||
|   Vec2 pos_nav; | ||||
|   Vec2 pos_shield, pos_armour, pos_energy; | ||||
|   Vec2 pos_weapon; | ||||
|   Vec2 pos_target, pos_target_health, pos_target_name, pos_target_faction; | ||||
|   Vec2 pos_misc; | ||||
|   Vec2 pos_msg; | ||||
|   Vec2 frame; | ||||
|   Vec2 target; | ||||
| } GUI; | ||||
| 
 | ||||
| GUI gui; // Le Gui!
 | ||||
| @ -116,7 +115,7 @@ extern void planets_minimap(const double res, const double w, const double h, co | ||||
| static void rect_parse(const xmlNodePtr parent, double* x, double* y, double* w, double* h); | ||||
| static int gui_parse(const xmlNodePtr parent, const char* name); | ||||
| static void gui_renderPilot(const Pilot* p); | ||||
| static void gui_renderBar(const gl_colour* c, const Vec2* p, const Rect* r, const double w); | ||||
| static void gui_renderBar(const glColour* c, const Rect* r, const double w); | ||||
| 
 | ||||
| // Create a new player.
 | ||||
| void player_new(void) { | ||||
| @ -213,12 +212,13 @@ void player_message(const char* fmt, ...) { | ||||
| // Render the player.
 | ||||
| void player_render(void) { | ||||
|   int i, j; | ||||
|   double x, y; | ||||
|   char str[10]; | ||||
|   Pilot* p; | ||||
|   Planet* planet; | ||||
|   glColour* c; | ||||
|   glFont* f; | ||||
|   Vec2 v; | ||||
|   gl_colour* c; | ||||
|   gl_font* f; | ||||
| 
 | ||||
|   // Render the player target graphics.
 | ||||
|   if(player_target != PLAYER_ID) { | ||||
| @ -260,16 +260,16 @@ void player_render(void) { | ||||
| 
 | ||||
|   // GUI!
 | ||||
|   // -- Frame.
 | ||||
|   gl_blitStatic(gui.gfx_frame, &gui.pos_frame, NULL); | ||||
|   gl_blitStatic(gui.gfx_frame, &gui.frame, NULL); | ||||
|   // -- Radar.
 | ||||
|   glMatrixMode(GL_PROJECTION); | ||||
|   glPushMatrix(); | ||||
|   if(gui.radar.shape == RADAR_RECT) | ||||
|     glTranslated(VX(gui.pos_radar) - gl_screen.w/2. + gui.radar.w/2., | ||||
|           VY(gui.pos_radar) - gl_screen.h/2. - gui.radar.h/2., 0.); | ||||
|     glTranslated(gui.radar.x - gl_screen.w/2. + gui.radar.w/2., | ||||
|           gui.radar.y - gl_screen.h/2. - gui.radar.h/2., 0.); | ||||
|   else if(gui.radar.shape == RADAR_CIRCLE) | ||||
|     glTranslated(VX(gui.pos_radar) - gl_screen.w/2., | ||||
|           VY(gui.pos_radar) - gl_screen.h/2., 0.); | ||||
|     glTranslated(gui.radar.x - gl_screen.w/2., | ||||
|           gui.radar.y - gl_screen.h/2., 0.); | ||||
|    | ||||
|   // Planets.
 | ||||
|   COLOUR(cFriend); | ||||
| @ -312,35 +312,36 @@ void player_render(void) { | ||||
|   if(planet_target >= 0) { | ||||
|     // Planet landing target.
 | ||||
|     i = gl_printWidth(NULL, "Land"); | ||||
|     vect_csetmin(&v, VX(gui.pos_nav) + (gui.nav.w - i)/2., VY(gui.pos_nav) - 5); | ||||
|     gl_print(NULL, &v, &cConsole, "Land"); | ||||
|     gl_print(NULL, gui.nav.x + (gui.nav.w - i)/2., | ||||
|           gui.nav.y - 5, &cConsole, "Land"); | ||||
|     i = gl_printWidth(&gui.smallFont, "%s", cur_system->planets[planet_target].name); | ||||
|     vect_csetmin(&v, VX(gui.pos_nav) + (gui.nav.w - i)/2., VY(gui.pos_nav) - 10 - gui.smallFont.h); | ||||
|     gl_print(&gui.smallFont, &v, NULL, "%s", cur_system->planets[planet_target].name);   | ||||
|     gl_print(&gui.smallFont, gui.nav.x + (gui.nav.w - i)/2., | ||||
|           gui.nav.y - 10 - gui.smallFont.h, NULL, | ||||
|           "%s", cur_system->planets[planet_target].name);   | ||||
|   } | ||||
|   else if(planet_target == -1) { | ||||
|     // No planet target.
 | ||||
|     i = gl_printWidth(NULL, "Navigation"); | ||||
|     vect_csetmin(&v, VX(gui.pos_nav) + (gui.nav.w - i)/2., VY(gui.pos_nav) - 5); | ||||
|     gl_print(NULL, &v, &cConsole, "Navigation"); | ||||
|     gl_print(NULL, gui.nav.x + (gui.nav.w - i)/2., | ||||
|           gui.nav.y - 5, &cConsole, "Navigation"); | ||||
|     i = gl_printWidth(&gui.smallFont, "Off"); | ||||
|     vect_csetmin(&v, VX(gui.pos_nav) + (gui.nav.w - i)/2., VY(gui.pos_nav) - 10 - gui.smallFont.h); | ||||
|     gl_print(&gui.smallFont, &v, &cGrey, "Off"); | ||||
|     gl_print(&gui.smallFont, gui.nav.x + (gui.nav.w - i)/2., | ||||
|           gui.nav.y - 10 - gui.smallFont.h, &cGrey, "Off"); | ||||
|   } | ||||
| 
 | ||||
|   // Health
 | ||||
|   gui_renderBar(&cShield, &gui.pos_shield, &gui.shield, player->shield / player->shield_max); | ||||
|   gui_renderBar(&cArmor,  &gui.pos_armour, &gui.armour, player->armour / player->armour_max); | ||||
|   gui_renderBar(&cEnergy, &gui.pos_energy, &gui.energy, player->energy / player->energy_max); | ||||
|   gui_renderBar(&cShield, &gui.shield, player->shield / player->shield_max); | ||||
|   gui_renderBar(&cArmor,  &gui.armour, player->armour / player->armour_max); | ||||
|   gui_renderBar(&cEnergy, &gui.energy, player->energy / player->energy_max); | ||||
|    | ||||
|   // Weapon.
 | ||||
|   if(player->secondary == NULL) { | ||||
|     i = gl_printWidth(NULL, "Secondary"); | ||||
|     vect_csetmin(&v, VX(gui.pos_weapon) + (gui.weapon.w - i)/2., VY(gui.pos_weapon) - 5); | ||||
|     gl_print(NULL, &v, &cConsole, "Secondary"); | ||||
|     gl_print(NULL, gui.weapon.x + (gui.weapon.w - i)/2., | ||||
|           gui.weapon.y - 5, &cConsole, "Secondary"); | ||||
|     i = gl_printWidth(&gui.smallFont, "None"); | ||||
|     vect_csetmin(&v, VX(gui.pos_weapon) + (gui.weapon.w - i)/2., VY(gui.pos_weapon) - 10 - gl_defFont.h); | ||||
|     gl_print(&gui.smallFont, &v, &cGrey, "None"); | ||||
|     gl_print(&gui.smallFont, gui.weapon.x + (gui.weapon.w - i)/2., | ||||
|           gui.weapon.y - 10 - gl_defFont.h, &cGrey, "None"); | ||||
|   } else { | ||||
|     f = &gl_defFont; | ||||
|     if(player->ammo == NULL) { | ||||
| @ -350,9 +351,9 @@ void player_render(void) { | ||||
|         f = &gui.smallFont; | ||||
|         i = gl_printWidth(f, "%s", player->secondary->outfit->name); | ||||
|       } | ||||
|       vect_csetmin(&v, VX(gui.pos_weapon) + (gui.weapon.w - i)/2., | ||||
|             VY(gui.pos_weapon) - (gui.weapon.h - f->h)/2.); | ||||
|       gl_print(f, &v, &cConsole, "%s", player->secondary->outfit->name); | ||||
|       gl_print(f, gui.weapon.x + (gui.weapon.w - i)/2., | ||||
|             gui.weapon.y - (gui.weapon.h - f->h)/2., | ||||
|             &cConsole, "%s", player->secondary->outfit->name); | ||||
|     } else { | ||||
|       // Use the ammunitions name.
 | ||||
|       i = gl_printWidth(f, "%s", player->secondary->outfit->name); | ||||
| @ -361,15 +362,15 @@ void player_render(void) { | ||||
|         f = &gui.smallFont; | ||||
|         i = gl_printWidth(f, "%s", player->ammo->outfit->name); | ||||
|       } | ||||
|       vect_csetmin(&v, VX(gui.pos_weapon) + (gui.weapon.w - i)/2., | ||||
|             VY(gui.pos_weapon) - 5); | ||||
|       gl_print(f, &v, NULL, "%s", player->ammo->outfit->name); | ||||
|       gl_print(f, gui.weapon.x + (gui.weapon.w - i)/2., | ||||
|             gui.weapon.y - 5, | ||||
|             &cConsole, "%s", player->ammo->outfit->name); | ||||
| 
 | ||||
|       // Print ammo underneath to the left.
 | ||||
|       i = gl_printWidth(&gui.smallFont, "%d", player->ammo->quantity); | ||||
|       vect_csetmin(&v, VX(gui.pos_weapon) + (gui.weapon.w - i)/2., | ||||
|             VY(gui.pos_weapon) - 10 - gl_defFont.h); | ||||
|       gl_print(&gui.smallFont, &v, &cConsole, "%d", player->ammo->quantity); | ||||
|       gl_print(&gui.smallFont, gui.weapon.x + (gui.weapon.w - i)/2., | ||||
|             gui.weapon.y - 10 - gl_defFont.h, | ||||
|             NULL, "%d", player->ammo->quantity); | ||||
|     } | ||||
|   } | ||||
| 
 | ||||
| @ -377,33 +378,38 @@ void player_render(void) { | ||||
|   if(player_target != PLAYER_ID) { | ||||
|     p = pilot_get(player_target); | ||||
| 
 | ||||
|     gl_blitStatic(p->ship->gfx_target, &gui.pos_target, NULL); | ||||
|     gl_blitStatic(p->ship->gfx_target, &gui.target, NULL); | ||||
|      | ||||
|     // Target name.
 | ||||
|     gl_print(NULL, &gui.pos_target_name, NULL, "%s", p->name); | ||||
|     gl_print(&gui.smallFont, &gui.pos_target_faction, NULL, "%s", p->faction->name); | ||||
|     gl_print(NULL, gui.target_name.x, gui.target_name.y, | ||||
|           NULL, "%s", p->name); | ||||
|     gl_print(&gui.smallFont, gui.target_faction.x, gui.target_faction.y, | ||||
|           NULL, "%s", p->faction->name); | ||||
| 
 | ||||
|     // Target status.
 | ||||
|     if(pilot_isDisabled(p)) | ||||
|       // Disable the pilot.
 | ||||
|       gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "Disabled"); | ||||
|       gl_print(&gui.smallFont, gui.target_health.x, gui.target_health.y, | ||||
|             NULL, "Disabled"); | ||||
|     else if(p->shield > p->shield_max / 100.) | ||||
|       // On shields.
 | ||||
|       gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "%s: %.0f%%", "Shield", p->shield/p->shield_max*100.); | ||||
|       gl_print(&gui.smallFont, gui.target_health.x, gui.target_health.y, | ||||
|             NULL, "%s: %.0f%%", "Shield", p->shield/p->shield_max*100.); | ||||
|     else | ||||
|       // On armour.
 | ||||
|       gl_print(&gui.smallFont, &gui.pos_target_health, NULL, "%s: %.0f%%", "Armor", p->armour/p->armour_max*100.); | ||||
|       gl_print(&gui.smallFont, gui.target_health.x, gui.target_health.y, | ||||
|             NULL, "%s: %.0f%%", "Armor", p->armour/p->armour_max*100.); | ||||
|   } else { | ||||
|     // No target.
 | ||||
|     i = gl_printWidth(NULL, "No Target"); | ||||
|     vect_csetmin(&v, VX(gui.pos_target) + (SHIP_TARGET_W - i)/2., VY(gui.pos_target) +  | ||||
|           (SHIP_TARGET_H - gl_defFont.h)/2.); | ||||
|     gl_print(NULL, &v, &cGrey, "No Target"); | ||||
|     gl_print(NULL, gui.target.x + (SHIP_TARGET_W - i)/2., | ||||
|           gui.target.y + (SHIP_TARGET_H - gl_defFont.h)/2., | ||||
|           &cGrey, "No Target"); | ||||
|   } | ||||
| 
 | ||||
|   // Misc.
 | ||||
|   vect_csetmin(&v, VX(gui.pos_misc) + 10, VY(gui.pos_misc) - 10 - gl_defFont.h); | ||||
|   gl_print(NULL, &v, &cConsole, "SCred:"); | ||||
|   gl_print(NULL, gui.misc.x + 10, gui.misc.y - 10 - gl_defFont.h, | ||||
|         &cConsole, "SCred:"); | ||||
|   if(credits >= 1000000) | ||||
|     snprintf(str, 10, "%.2fM", (double)credits / 1000000.); | ||||
|   else if(credits >= 1000) | ||||
| @ -411,17 +417,18 @@ void player_render(void) { | ||||
|   else | ||||
|     snprintf(str, 10, "%d", credits); | ||||
|   i = gl_printWidth(&gui.smallFont, "%s", str); | ||||
|   vect_csetmin(&v, VX(gui.pos_misc) + gui.misc.w - 10 - i, VY(gui.pos_misc) - 10 - gl_defFont.h); | ||||
|   gl_print(&gui.smallFont, &v, NULL, "%s", str); | ||||
|   gl_print(&gui.smallFont, gui.misc.x + gui.misc.w - 10 - i, | ||||
|         gui.misc.y - 10 - gl_defFont.h, NULL, "%s", str); | ||||
|    | ||||
|   // Messages.
 | ||||
|   vect_csetmin(&v, VX(gui.pos_msg), VY(gui.pos_msg) + (double)(gl_defFont.h*msg_max)*1.2); | ||||
|   x = gui.msg.x; | ||||
|   y = gui.msg.y + (double)(gl_defFont.h * msg_max)*1.2; | ||||
|   for(i = 0; i < msg_max; i++) { | ||||
|     VY(v) -= (double)gl_defFont.h*1.2; | ||||
|     y -= (double)gl_defFont.h*1.2; | ||||
|     if(msg_stack[msg_max-i-1].str[0] != '\0') { | ||||
|       if(msg_stack[msg_max-i-1].t < SDL_GetTicks()) | ||||
|         msg_stack[msg_max-i-1].str[0] = '\0'; | ||||
|       else gl_print(NULL, &v, NULL, "%s", msg_stack[msg_max-i-1].str); | ||||
|       else gl_print(NULL, x, y, NULL, "%s", msg_stack[msg_max-i-1].str); | ||||
|     } | ||||
|   } | ||||
| } | ||||
| @ -468,13 +475,13 @@ static void gui_renderPilot(const Pilot* p) { | ||||
| } | ||||
| 
 | ||||
| // Render a bar.
 | ||||
| static void gui_renderBar(const gl_colour* c, const Vec2* p, const Rect* r, const double w) { | ||||
| static void gui_renderBar(const glColour* c, const Rect* r, const double w) { | ||||
|   int x, y, sx, sy; | ||||
| 
 | ||||
|   glBegin(GL_QUADS); | ||||
|     COLOUR(*c); | ||||
|     x = VX(*p) - gl_screen.w/2.; | ||||
|     y = VY(*p) - gl_screen.h/2.; | ||||
|     x = r->x - gl_screen.w/2.; | ||||
|     y = r->y - gl_screen.h/2.; | ||||
|     sx = w * r->w; | ||||
|     sy = r->h; | ||||
|     glVertex2d(x, y); | ||||
| @ -492,11 +499,12 @@ int gui_init(void) { | ||||
|   gui.gfx_targetPlanet = NULL; | ||||
| 
 | ||||
|   // Font.
 | ||||
|   gl_fontInit(&gui.smallFont, NULL, 10); | ||||
|   glFontInit(&gui.smallFont, NULL, 10); | ||||
|   // -- Radar.
 | ||||
|   gui.radar.res = RADAR_RES_DEFAULT; | ||||
|   // -- messages.
 | ||||
|   vect_csetmin(&gui.pos_msg, 20,30); | ||||
|   gui.msg.x = 20; | ||||
|   gui.msg.y = 30; | ||||
|   msg_stack = calloc(msg_max, sizeof(Msg)); | ||||
| 
 | ||||
|   return 0; | ||||
| @ -603,9 +611,10 @@ static void rect_parse(const xmlNodePtr parent, double* x, double* y, double* w, | ||||
| } | ||||
| 
 | ||||
| // Parse a gui node.
 | ||||
| #define RELATIVIZE(a) \ | ||||
|       { (a).x += VX(gui.frame); (a).y = VY(gui.frame) + gui.gfx_frame->h-(a).y; } | ||||
| static int gui_parse(const xmlNodePtr parent, const char* name) { | ||||
|   xmlNodePtr cur, node; | ||||
|   double x, y; | ||||
|   char* tmp, *tmp2; | ||||
| 
 | ||||
|   // Gfx.
 | ||||
| @ -633,7 +642,7 @@ static int gui_parse(const xmlNodePtr parent, const char* name) { | ||||
|   free(tmp2); | ||||
| 
 | ||||
|   // Frame (based on gfx).
 | ||||
|   vect_csetmin(&gui.pos_frame, | ||||
|   vect_csetmin(&gui.frame, | ||||
|         gl_screen.w - gui.gfx_frame->w,  // x.
 | ||||
|         gl_screen.h - gui.gfx_frame->h); // h.
 | ||||
| 
 | ||||
| @ -641,11 +650,9 @@ static int gui_parse(const xmlNodePtr parent, const char* name) { | ||||
|   node = parent->children; | ||||
|   do { | ||||
|     // Offset.
 | ||||
|     if(xml_isNode(node, "offset")) { | ||||
|       rect_parse(node, &x, &y, NULL, NULL); | ||||
|       gui_xoff = x; | ||||
|       gui_yoff = y; | ||||
|     } | ||||
|     if(xml_isNode(node, "offset")) | ||||
|       rect_parse(node, &gui_xoff, &gui_yoff, NULL, NULL); | ||||
|     // Radar.
 | ||||
|     else if(xml_isNode(node, "radar")) { | ||||
|       tmp = xml_nodeProp(node,"type"); | ||||
|       // Make sure type is valid.
 | ||||
| @ -659,93 +666,80 @@ static int gui_parse(const xmlNodePtr parent, const char* name) { | ||||
| 
 | ||||
|       // Load the appropriate measurements.
 | ||||
|       if(gui.radar.shape == RADAR_RECT) | ||||
|         rect_parse(node, &x, &y, &gui.radar.w, &gui.radar.h); | ||||
|         rect_parse(node, &gui.radar.x, &gui.radar.y, &gui.radar.w, &gui.radar.h); | ||||
|       else if(gui.radar.shape == RADAR_CIRCLE) | ||||
|         rect_parse(node, &x, &y, &gui.radar.w, NULL); | ||||
|       vect_csetmin(&gui.pos_radar, | ||||
|             VX(gui.pos_frame) + x, | ||||
|             VY(gui.pos_frame) + gui.gfx_frame->h - y); | ||||
|         rect_parse(node, &gui.radar.x, &gui.radar.y, &gui.radar.w, NULL); | ||||
|       RELATIVIZE(gui.radar); | ||||
|     } | ||||
|     // Nav computer.
 | ||||
|     else if(xml_isNode(node, "nav")) { | ||||
|       rect_parse(node, &x, &y, &gui.nav.w, &gui.nav.h); | ||||
|       vect_csetmin(&gui.pos_nav, | ||||
|             VX(gui.pos_frame) + x, | ||||
|             VY(gui.pos_frame) + gui.gfx_frame->h - y - gl_defFont.h); | ||||
|       rect_parse(node, &gui.nav.x, &gui.nav.y, &gui.nav.w, &gui.nav.h); | ||||
|       RELATIVIZE(gui.nav); | ||||
|       gui.nav.y -= gl_defFont.h; | ||||
|     } | ||||
|     // Health bars.
 | ||||
|     else if(xml_isNode(node, "health")) { | ||||
|       cur = node->children; | ||||
|       do { | ||||
|         if(xml_isNode(cur, "shield")) { | ||||
|           rect_parse(cur, &x, &y, &gui.shield.w, &gui.shield.h); | ||||
|           vect_csetmin(&gui.pos_shield, | ||||
|           VX(gui.pos_frame) + x, | ||||
|           VY(gui.pos_frame) + gui.gfx_frame->h - y); | ||||
|           rect_parse(cur, &gui.shield.x, &gui.shield.y, &gui.shield.w, &gui.shield.h); | ||||
|           RELATIVIZE(gui.shield); | ||||
|         } | ||||
|        | ||||
|         if(xml_isNode(cur, "armour")) { | ||||
|           rect_parse(cur, &x, &y, &gui.armour.w, &gui.armour.h); | ||||
|           vect_csetmin(&gui.pos_armour, | ||||
|           VX(gui.pos_frame) + x, | ||||
|           VY(gui.pos_frame) + gui.gfx_frame->h - y); | ||||
|           rect_parse(cur, &gui.armour.x, &gui.armour.y, &gui.armour.w, &gui.armour.h); | ||||
|           RELATIVIZE(gui.armour); | ||||
|         } | ||||
|        | ||||
|         if(xml_isNode(cur, "energy")) { | ||||
|           rect_parse(cur, &x, &y, &gui.energy.w, &gui.energy.h); | ||||
|           vect_csetmin(&gui.pos_energy, | ||||
|           VX(gui.pos_frame) + x, | ||||
|           VY(gui.pos_frame) + gui.gfx_frame->h - y); | ||||
|           rect_parse(cur, &gui.energy.x, &gui.energy.y, &gui.energy.w, &gui.energy.h); | ||||
|           RELATIVIZE(gui.energy); | ||||
|         } | ||||
|       } while((cur = cur->next)); | ||||
|     } | ||||
|     // Secondary weapon.
 | ||||
|     else if(xml_isNode(node, "weapon")) { | ||||
|       rect_parse(node, &x, &y, &gui.weapon.w, &gui.weapon.h); | ||||
|       vect_csetmin(&gui.pos_weapon, | ||||
|             VX(gui.pos_frame) + x, | ||||
|             VY(gui.pos_frame) + gui.gfx_frame->h - y - gl_defFont.h); | ||||
|       rect_parse(node, &gui.weapon.x, &gui.weapon.y, &gui.weapon.w, &gui.weapon.h); | ||||
|       RELATIVIZE(gui.weapon); | ||||
|       gui.weapon.y -= gl_defFont.h; | ||||
|     } | ||||
|     // Target.
 | ||||
|     else if(xml_isNode(node, "target")) { | ||||
|       cur = node->children; | ||||
|       do { | ||||
|         if(xml_isNode(cur, "gfx")) { | ||||
|           rect_parse(cur, &x, &y, NULL, NULL); | ||||
|           vect_csetmin(&gui.pos_target, | ||||
|           VX(gui.pos_frame) + x, | ||||
|           VY(gui.pos_frame) + gui.gfx_frame->h - y - SHIP_TARGET_H); | ||||
|           rect_parse(cur, &gui.target.x, &gui.target.y, NULL, NULL); | ||||
|           RELATIVIZE(gui.target); | ||||
|           gui.target.y -= SHIP_TARGET_H; | ||||
|         } | ||||
|        | ||||
|         if(xml_isNode(cur, "name")) { | ||||
|           rect_parse(cur, &x, &y, NULL, NULL); | ||||
|           vect_csetmin(&gui.pos_target_name, | ||||
|           VX(gui.pos_frame) + x, | ||||
|           VY(gui.pos_frame) + gui.gfx_frame->h - y - gl_defFont.h); | ||||
|           rect_parse(cur, &gui.target_name.x, &gui.target_name.y, NULL, NULL); | ||||
|           RELATIVIZE(gui.target_name); | ||||
|           gui.target_name.y -= gl_defFont.h; | ||||
|         } | ||||
|        | ||||
|         if(xml_isNode(cur, "faction")) { | ||||
|           rect_parse(cur, &x, &y, NULL, NULL); | ||||
|           vect_csetmin(&gui.pos_target_faction, | ||||
|           VX(gui.pos_frame) + x, | ||||
|           VY(gui.pos_frame) + gui.gfx_frame->h - y - gui.smallFont.h); | ||||
|           rect_parse(cur, &gui.target_faction.x, &gui.target_faction.y, NULL, NULL); | ||||
|           RELATIVIZE(gui.target_faction); | ||||
|           gui.target_faction.y -= gui.smallFont.h; | ||||
|         } | ||||
| 
 | ||||
|         if(xml_isNode(cur, "health")) { | ||||
|           rect_parse(cur, &x, &y, NULL, NULL); | ||||
|           vect_csetmin(&gui.pos_target_health, | ||||
|           VX(gui.pos_frame) + x, | ||||
|           VY(gui.pos_frame) + gui.gfx_frame->h - y - gui.smallFont.h); | ||||
|           rect_parse(cur, &gui.target_health.x, &gui.target_health.y, NULL, NULL); | ||||
|           RELATIVIZE(gui.target_health); | ||||
|           gui.target_health.y -= gui.smallFont.h; | ||||
|         } | ||||
|       } while((cur = cur->next)); | ||||
|     } else if(xml_isNode(node, "misc")) { | ||||
|       rect_parse(node, &x, &y, &gui.misc.w, &gui.misc.h); | ||||
|       vect_csetmin(&gui.pos_misc, VX(gui.pos_frame) + x, VY(gui.pos_frame) + gui.gfx_frame->h - y); | ||||
|       rect_parse(node, &gui.misc.x, &gui.misc.y, &gui.misc.w, &gui.misc.h); | ||||
|       RELATIVIZE(gui.misc); | ||||
|     } | ||||
|   } while((node = node->next)); | ||||
| 
 | ||||
|   return 0; | ||||
| } | ||||
| #undef RELATIVIZE | ||||
| 
 | ||||
| // Free the GUI.
 | ||||
| void gui_free(void) { | ||||
|  | ||||
| @ -32,7 +32,7 @@ typedef struct { | ||||
|   double thrust, turn, speed; | ||||
| 
 | ||||
|   // Graphics.
 | ||||
|   gl_texture* gfx_space, *gfx_target; | ||||
|   glTexture* gfx_space, *gfx_target; | ||||
| 
 | ||||
|   // GUI interface.
 | ||||
|   char* gui; | ||||
|  | ||||
| @ -40,7 +40,7 @@ typedef struct { | ||||
| 
 | ||||
|   PlanetClass class; // Planet type.
 | ||||
|   Faction* faction; // Planet faction.
 | ||||
|   gl_texture* gfx_space; // Graphics in space.
 | ||||
|   glTexture* gfx_space; // Graphics in space.
 | ||||
| } Planet; | ||||
| 
 | ||||
| // Star systems.
 | ||||
|  | ||||
| @ -49,7 +49,9 @@ static int mwindows = 0; | ||||
| 
 | ||||
| static Widget* window_newWidget(const unsigned int wid); | ||||
| static void widget_cleanup(Widget* widget); | ||||
| // Render.
 | ||||
| static void window_render(Window* w); | ||||
| static void toolkit_renderButton(Widget* btn, double bx, double by); | ||||
| 
 | ||||
| // Add a button that when pressed will trigger call, passing it's name as the
 | ||||
| // only parameter.
 | ||||
| @ -162,62 +164,29 @@ void window_destroy(unsigned int wid) { | ||||
| 
 | ||||
| // Render a window.
 | ||||
| static void window_render(Window* w) { | ||||
|   int i, j; | ||||
|   int i; | ||||
|   double x, y; | ||||
|   Widget* wgt; | ||||
|   Vec2 v; | ||||
| 
 | ||||
|   x = w->x - (double)gl_screen.w/2.; | ||||
|   y = w->y - (double)gl_screen.h/2.; | ||||
| 
 | ||||
|   // Translate to window position  (bottom left).
 | ||||
|   glMatrixMode(GL_PROJECTION); | ||||
|   glPushMatrix(); // Projection translation matrix.
 | ||||
|   glTranslated(x, y, 0.); | ||||
| 
 | ||||
|   // Window background.
 | ||||
|   glBegin(GL_TRIANGLE_STRIP); | ||||
|   glBegin(GL_QUADS); | ||||
|     COLOUR(cLightGrey); | ||||
| 
 | ||||
|     glVertex2d(0.,      0.); | ||||
|     glVertex2d(w->w,    0.); | ||||
|     glVertex2d(0.,    w->h); | ||||
|     glVertex2d(w->w,  w->h); | ||||
|     glVertex2d(x,         y); | ||||
|     glVertex2d(x + w->w,  y); | ||||
|     glVertex2d(x + w->w,  y + w->h); | ||||
|     glVertex2d(x,         y + w->h); | ||||
|   glEnd(); | ||||
| 
 | ||||
|   glPopMatrix(); // Gl Projection.
 | ||||
| 
 | ||||
|   // Widgets.
 | ||||
|   for(i = 0; i < w->nwidgets; i++) { | ||||
|     wgt = &w->widgets[i]; | ||||
| 
 | ||||
|     switch(wgt->type) { | ||||
|     switch(w->widgets[i].type) { | ||||
|       case WIDGET_NULL: | ||||
|         break; | ||||
|       case WIDGET_BUTTON: | ||||
|         glMatrixMode(GL_PROJECTION); | ||||
|         glPushMatrix(); // Projection matrix.
 | ||||
|         glTranslated(x + wgt->x, y + wgt->y, 0.); | ||||
| 
 | ||||
|         glBegin(GL_TRIANGLE_STRIP); | ||||
|           switch(wgt->status) { | ||||
|             // Set the colour.
 | ||||
|             case WIDGET_STATUS_NORMAL:      COLOUR(cDarkGrey);  break; | ||||
|             case WIDGET_STATUS_MOUSEOVER:   COLOUR(cGrey);      break; | ||||
|             case WIDGET_STATUS_MOUSEDOWN:   COLOUR(cGreen);     break; | ||||
|           } | ||||
|            | ||||
|           glVertex2d(0.,          0.); | ||||
|           glVertex2d(wgt->w,      0.); | ||||
|           glVertex2d(0.,      wgt->h); | ||||
|           glVertex2d(wgt->w,  wgt->h); | ||||
|         glEnd(); | ||||
|         glPopMatrix(); | ||||
| 
 | ||||
|         j = gl_printWidth(NULL, wgt->string); | ||||
|         vect_csetmin(&v, w->x + wgt->x + (wgt->w - (double)j)/2., | ||||
|               w->y + wgt->y + (wgt->h - gl_defFont.h)/2.); | ||||
|         gl_print(NULL, &v, &cRed, wgt->string); | ||||
|         toolkit_renderButton(&w->widgets[i], x, y); | ||||
|         break; | ||||
|       case WIDGET_TEXT: | ||||
|         break; | ||||
| @ -225,6 +194,37 @@ static void window_render(Window* w) { | ||||
|   } | ||||
| } | ||||
| 
 | ||||
| static void toolkit_renderButton(Widget* btn, double bx, double by) { | ||||
|   glColour* c; | ||||
|   double x, y; | ||||
|   int j; | ||||
|    | ||||
|   x = bx + btn->x; | ||||
|   y = by + btn->y; | ||||
| 
 | ||||
|   switch(btn->status) { | ||||
|     // Set the color.
 | ||||
|     case WIDGET_STATUS_NORMAL:    c = &cDarkGrey; break; | ||||
|     case WIDGET_STATUS_MOUSEOVER: c = &cGrey;     break; | ||||
|     case WIDGET_STATUS_MOUSEDOWN: c = &cGreen;    break; | ||||
|   } | ||||
| 
 | ||||
|   glShadeModel(GL_SMOOTH); | ||||
|   glBegin(GL_QUADS); | ||||
|     COLOUR(*c); | ||||
|     glVertex2d(x,           y + 2/3*btn->h); | ||||
|     glVertex2d(x + btn->w,  y + 2/3*btn->h); | ||||
|     glVertex2d(x + btn->w,  y + btn->h); | ||||
|     glVertex2d(x,           y + btn->h); | ||||
|   glEnd(); | ||||
| 
 | ||||
|   j = gl_printWidth(NULL, btn->string); | ||||
|   gl_print(NULL,  | ||||
|         bx + (double)gl_screen.w/2. + btn->x + (btn->w - (double)j)/2, | ||||
|         by + (double)gl_screen.h/2. + btn->y + (btn->h - gl_defFont.h)/2., | ||||
|         &cRed, btn->string); | ||||
| } | ||||
| 
 | ||||
| // Render the window.
 | ||||
| void toolkit_render(void) { | ||||
|   int i; | ||||
|  | ||||
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		Reference in New Issue
	
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	 Allanis
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